PayPal iOS simulator app accepts invalid passwords - ios

I am working on integrating the PayPal SDK into an iOS app. I created a sandbox account, got a client id, etc... The didCompletePayment method gets successfully called, and everything appears to look good with the results that I output via the description method on the returned object. However, when I went to the Developer Portal on PayPal to look for a recent Notification of the Sandbox transaction, it wasn't there. My primary question is... why would everything appear to be successful, but it not show up in the Developer portal with a notification of the payment? (On a side-note, I made a similar app for Android, and it does show up there.) Is there something I can do to track down what might be wrong? One detail I noticed in the description data that was outputted to the console, is a response.id being "pay-nonetworkpayidexample123". Would that have anything to do with this?
In addition, I noticed that the when Logging in to PayPal in my app to make the sandbox payment, it accepts ANY password. That seems like a problem. Would that have something to do with this as well?

You are probably using the no-network preconnect. See if you find this call:
[PayPalMobile preconnectWithEnvironment:PayPalEnvironmentNoNetwork];
And change for this:
[PayPalMobile preconnectWithEnvironment:PayPalEnvironmentSandbox];

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IOS Deeplinking- Pass msg from email to your app

Existing user of the app will send email to other user.
Other user may have app installed or not installed on their device.
The email will contain some token. Now I want to pass that token to my app. I have read that by deep-linking, its possible. But how will I handle the case when other user have not installed my app yet in their IOS device.
Any help is appreciated.
What you're describing is called Deferred Deep Linking (Deep Linking refers to using a link to open your app, even directly to a specific piece of content, and Deferred means that it works even if the app isn't installed first).
Unfortunately there's no native way to accomplish this yet on either iOS or Android. URL schemes don't work, because they always fail if the app isn't installed. Apple's new Universal Links in iOS 9 get closer, but you'd still have to handle redirecting the user from your website to the App Store
A free service like Branch.io (full disclosure: they're so awesome I work with them) can handle all of this for you though. Here's the docs page covering exactly how to create email links like you described: https://docs.branch.io/pages/emails/email-partners-list/

Cannot get Stripe Example app to send test payment to Stripe account

I have tried to use the StripeExample here (https://github.com/stripe/stripe-ios) to test the ApplePay functionality. I have set up Stripe and Parse accounts and followed the instructions on the Github page but cannot seem to get the app to communicate with my Stripe dashboard to display the test payments.
Any tips on how to troubleshoot this issue? Thanks in advance.
Was able to get it to work, silly newbie mistake. Was testing through Xcode simulator instead of through iPhone. Works perfectly when app is run on my iPhone.
Did you modify the stripe example at all?
Did you implement your own test keys in the example?
[Stripe setDefaultPublishableKey:YOUR_KEY_HERE];
Are you specifically only testing apple pay?
From the looks of it you already checked the stripe logs this is the first place I would go to see if there are any logs and if so check for errors. The first step in the process is generating a token, this will show up here. If there are no logs at all then your issue is not with parse, but within the ios app. The generation of a token does not go through parse.

IOS Paypal MPL reinitialization issue

I'm using Paypal's MPL Framework and all works fine. I have a requirement to change the Paypal application id dynamically (application works with different ids based on user prefs). I'm initializing the Paypal on my main page to follow Paypal documentation.
I was wondering if I can reinitialize paypal if user changed to a different setting?!
I tried calling the [PayPal initializeWithAppID:appKey forEnvironment:e]; more than once but it seems only first key/call is effective. The calls after the Paypal is initialized i simply ignored.
The only option is to ask user to kill the application and run it again which is annoying at the best.
Help is appreciated as usual.

Mobile Install Ad was disapproved by Facebook

I setup a Mobile App using the developer's panel and added all the correct information as mentioned in the tutorial video on the Facebook SDK page.
It's a native iOS app so I supplied the bundle ID and the App Store ID. I've installed the SDK and Facebook is registering installs whenever I run it on my device.
However once I tried to use the "Promote" feature to setup install ads it keeps getting rejected by Facebook on the grounds that the URL is bad. The URL works fine as I've tested it multiple times. The URL is generated by Facebook itself using the App ID.
I've tried submitting it again after changing the creative, but I'm assuming I've been blacklisted since it immediately is disapproved.
What can I do?
Is your app limited to a certain region or country?
My ad was also disapproved and this is what I got:
"The destination URL of this ad violates our Ad Guidelines or could not be reviewed. Please check the URL you have submitted to ensure that it is free of any spelling errors and that it complies with our Advertising Guidelines. Please note that all sites must be viewable and functioning properly, regardless of the viewer's location. Additionally, sites are prohibited from linking to proprietary file types (.pdf, .doc, etc,) initiating automatic downloads, or trapping a user's browser in any way (e.g., pop-ups of any kind).
"
In my case the only logical explanation would be the availability of the app, as it is only available in one country. I link directly to the app store so that should not be a problem...
Sorry for my reply, i know it's not very helpful, but there is so little info on the web about it. I need to do detective work in order to understand what is happening.
I had the exact same thing. I think Facebook changed a ton of stuff in their ads dashboard. I created a new ad yesterday and it was finally approved. Try again.

Facebook iOS SDK Pass parameter with app requests

I would like to have my native iOS app send a request with a parameter to a Facebook user on iOS. If they accept, it will launch my native iOS app and pass it the parameter. Is this possible?
I am having marginal success using [facebook dialog:#"apprequests" andParams:dict andDelegate:self]. I am getting the bookmark counter to increment on Facebook iOS app, but I do not see the individual requests. If I tap the bookmark it launches my app but I do not see how I can get the "data" parameter I passed with the request, or even the request_id.
On desktop I see the individual messages under "Requests" section of "Apps and Games". If I accept a request, I can see it pass the request_id to my (simple echo) canvas URL. I read this can be used to fetch the associated data. But, this does not help me on iOS. My app only runs on iOS, so this canvas app will eventually just be a "this app only works on iOS," but it seemed to be necessary to get the requests to flow.
Neither of these are showing me Notifications, so maybe I am doing something basic wrong. Or, is there some other way to pass a message to a Facebook user, with a URL they could click (to launch and feed my app its parameter).
One other odd thing, I do not see how to get rid of the Requests. If I "X" them on the desktop client, it asks me if I want to stop receiving all requests from my app, and if I say no, it only hides them temporarily.
Leif, Hi - I'm the engineer at Facebook who wrote the tutorial you've referenced.
I've taken a look at the issue you've mentioned - this is in fact not a bug in the documentation and is by design.
The incoming url from a request on iOS looks something like this:
fb480369938658210://authorize?expires_in=3600&access_token=BAAG05NeN86IBAC31YWMWRHVrNCAYMy0Rv1OtqZCwdH8QDBUAt5KgZCsIbU0EOZAvMms2tZCANV9sZBWSkEzStDtt4i7YnYZA4bPgGx2XaI5s22iBMxIZAneZAv7ADi3Wi20ZD&target_url=http%3A%2F%2Fm.facebook.com%2Fapps%2Ffriendsmashsample%3Ffb_source%3Dnotification%26request_ids%3D364209433669109%252C379616028785376%252C494409170593789%252C489782271042929%252C328564930575784%26ref%3Dnotif%26app_request_type%3Duser_to_user
This is bundling together several requests, with multiple request ids into a single url.
To get the extra data coupled with this request, it is not required to have the user_id. Hitting graph.facebook.com/*request_id* is enough.
You can actually see this outlined in the documentation here: https://developers.facebook.com/docs/requests/#deleting under the 'Request ID Format' heading.
The code contained in the Friendsmash sample and on the tutorial works correctly - I verified it just now. So it should serve as a good guide to the OP's question.
Thanks!
I have been struggling with this too.
First, the FB iOS SDK requests tutorial is a good start.
However, there are also a few bugs that makes things not work as expected:
It seems that currently, a mobile web url has to be set up for the FB app in order for requestIds to be forwarded from the native FB app to your native app. See this bug report.
The tutorial mentioned above uses an erroneous graph path for the request object. I uses "request-id" where it should be "request-id"_"user-id". I have filed a documentation bug report on that issue.

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