In App Purchase Issue in iOS 9 - in-app-purchase

I am using In App Purchase in My App,which is working fine on all iOS version except iOS 9.The Purchase is showing successful But control is not return in Delegate function.the Following text is printing in command:
HangTracer interval is 0, forcing to 1s, while using Contact Framework

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Appcelerator app, iOS reviewer rejected app build for issue not present in the Simulator

I have an iOS app (built/distributed in Appcelerator Studio using the Titanium SDK) that has no issues in the Simulator but some functionality fails whenever an iOS reviewer reviews the app and it continues to get rejected. The function in question opens links from a web-view outside of the app in Safari. The reviewer's version of the app just opens the links within the app and this causes the app to be rejected because one of the links is a "donation" link.
Here is the basic function:
webview1.addEventListener('load', function(e) {
var url = webview1.getUrl();
var index = url.indexOf("goto");
var gotourl = url.substring(index+5);
Titanium.Platform.openURL(gotourl); }, false);
This has worked in the previously submitted build of the app but it has been many years now since that one was submitted. I have tried multiple version of the Titanium SDK (9.3.1.GA and 9.2.2.GA) with the same result (but I can't remember which version of the SDK I originally used).
Any help on how to make the submitted build act like the simulated build be appreciated.
Note: I am working on getting some of my coworkers to test the app using iTunes Connect Test Flight now, I just don't personally use an iPhone/iPad so that's why I rely on the Simulator for testing.
Thank you.
#miga Thank you for looking over my question and helping! After further review, I found the issue: the reviewer was always using an iPad and I was always testing on an iPhone. I'm using the Mobile Detect script (http://mobiledetect.net/) to detect if it's an iOS device or an Android to deliver the links differently (since both versions use the same code base). The latest version of the iPad (8th generation) in the Simulator isn't detected as iOS (but the iPhone in the Simulator is). I adjusted my detect code to account for this and now everything should be fine - I just re-submitted it for review.

How can I get this App Store purchase window in my app?

I have implemented subscription IAP in my iOS app, but now my boss showed me several apps that provide a very nice purchase ActionSheet like window, when purchasing:
I only get simple Alerts that confirm purchase.
Is this a custom library? I see it in several apps, so it doesn't seem to be a pure custom design. Would love to use it as well.
The first image (The nice User Interface) of yours is from the latest iOS version (iOS 11). That screen gets displayed when you make a purchase in iOS 11. Previous versions will show you the second image for purchases. Get an iOS 11 device and go to App Store to download an app, and you'll get that new fancy UI.
To get that new UI, the app must be compiled with iOS 11 SDK.

iOS 11 beta - Replay Kit - not working properly

In iOS 11 beta, we have an option for screen recording in the control panel. While selecting it, it should show the app lists which has enabled with Broadcast extensions(ReplayKit).
But, in iOS 11 beta, it does not show any apps.
I have already installed the "MobCrush" app in my device. In WWDC 2017, Apple showed the ReplayKit demo with this app only.
I don't know if any fix in the next version updates. Please share anything you know guys.
You need to wait for App Developers (MobCrush in your example) to add support for ReplayKit2.
Specifically they need to write the "Upload Extension" which will do the job of uploading your screen-recording/broadcast to the MobCrush servers and from where it can be broadcasted.

Text reply after watchOS notification is failing only when the corresponding app is installed on the watch

I have an iOS9 app with a watchKit 1.0 Extension. Most functionality is working fine. One of the main features of the app is a private messaging feature, which is also working great.
I'm using UIUserNotificationActionBehaviorTextInput for iOS9+ devices so that when a user receives a notification on their watch, they will be able to use the built in reply feature.
This works great, but only if the watchKit app is NOT installed on the watch. Users are able to reply to a notification on their watch with canned responses, or dictate a response with no problems. Note, this does NOT launch the watchKit app - it just uses the built-in reply functionality of the watch.
When the watchKit app IS installed on the watch, the "Message" and "Dismiss" buttons appear as expected. But as soon as someone clicks the Message button, instead of being able to tap or dictate a response, it just immediately goes back to the watch face.
It is 100% reproducible using two separate sets of an iPhone 6 running iOS9.1 and Apple Watch running watchOS 2.0.1. Since notifications can't be tested in the simulator, this is a very difficult problem to troubleshoot.
I could really use some guidance in what steps to take next.

iOS In App Purchases restore transaction not working properly with Milkman Games ANE for Adobe AIR

I am experiencing the following problems with Milkman Games in-app-purchases ANE dor Adobe AIR:
PROBLEM 1
StoreKit is created and correctly returns all the product IDs via
StoreKit.storeKit.loadProductDetails()
I purchase item A, the item is correctly purchased
I purchase item B, the item is correctly purchased
I uninstall and re-install the app
I restore transactions via StoreKit.storeKit.restoreTransactions()
Only item B is restored ( onPurchaseSuccess() is only triggered once
for item B)
EXPECTED BEHAVIOUR:
I would expect that restoreTransactions() would trigger onPurchaseSuccess() for each of the items previously restored.
PROBLEM 2
I close the app
When I restart the app, onPurchaseSuccess() for product B is fired without any of the app code calling it.
Is StoreKit attempting to restore transactions by default everytime StoreKit is created? (i.e. StoreKit.create(); )
Testing device: iPad2, iPhone4
Operating System: iOS 7 and iOS 6
Compiling for: AIR 3.8
IDE: FlashDevelop
Type of item purchased: all items tested are non-consumable
Did anyone ever experienced such a behaviour with iOS in-app-purchases in an AIR mobile app? Any ideas or pointer in the right direction are appreciated, thanks!
An updated version (v. 2.0.1) of this ANE released today by Milkman Games solved the problems I described above.

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