How does flurry analytics track my apps version number? - ios

I'm viewing my top used version numbers in flurry for my app. It appears flurry is using the build number field (bundle version) in my plist to report what version a particular app is. Is this true? If so, can I have use a different field in my plist? (i.e Bundle Version string short) How? I frequently change the build number and I want to see something like 1.0.1 (a version) instead of 28 (a build number) in flurry.

I got bit by this too, it seems bizarre to me they would use the build number by default. I added an auto-incrementing build number script and by the time I next checked Flurry, it showed about 100 different "versions", each just a new build. Ugh, what a mess.
The good news is the Flurry API provides a way to explicitly set the reported app version at runtime. I have a #define in my prefix file that links to the "short version string", which in Apple's system is basically your user-facing app version (e.g. "1.0.2"), and is probably the one you want to be tracked in Flurry.
#define kAppVersion [[NSBundle mainBundle] objectForInfoDictionaryKey:#"CFBundleShortVersionString"]
Doing it this way means that you don't have to remember to set the version in more than one place. Set it in your target's "Identity" section or in the Info.plist file and you're done.
Then in my app delegate's application:didFinishLaunchingWithOptions: method, when I start up Flurry collections, I tell it to use that.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
[Flurry setCrashReportingEnabled:YES];
[Flurry setAppVersion:kAppVersion]; // <-- will now report your short version string
[Flurry startSession:kFlurryAPIKey];
// ...
}

Above method is deprecated instead user as below.
if let version = Bundle.main.infoDictionary?["CFBundleShortVersionString"] as? String {
Flurry.startSession("xxxxxxxxxxxxxxxxxxx", with: FlurrySessionBuilder
.init()
.withCrashReporting(true)
.withLogLevel(FlurryLogLevelAll).withAppVersion(version))
}

Related

Does LSApplicationWorkspace not work on iOS 11?

I have an app in private which need to scan all applications and schemes and get it by using private API LSApplicationWorkspace defaultWorkspace with others functional method, such as privateURLSchemes allInstalledApplications. This app works good and I can get all I need from the private API before iOS 11, but in this version I only got some warning and an empty array. It seems Apple limits private API that developer can't use in private in iOS 11.
So my question is what alternative ways can achieve my need in iOS 11?
UPDATE: This method does not work on iOS 12 - entitlement required
There is a way to find if a specific application is installed, its not a list of all apps like allInstalledApplications returned but its useful to query for a specific bundle id
Here is an example, the method receives bundle id and return true if it's installed on the device:
- (BOOL)checkIfAppInstalled: (NSString*)bundleID {
dlopen("/System/Library/PrivateFrameworks/MobileContainerManager.framework/MobileContainerManager",RTLD_NOW);
Class MBAppManager = NSClassFromString(#"MCMAppDataContainer");
NSError * error ;
id contentApp = [MBAppManager performSelector:#selector(containerWithIdentifier:error:) withObject:bundleID withObject:error];
return contentApp != nil;
}
Private API is just that—private API. Using it is completely unsupported, and as such, you cannot rely on a private API continuing to work in future versions of the OS.
In addition, I would be highly surprised if an app that used private API were able to get into the App Store, since it's one of the things Apple's reviewers scan for.
In enterprise you can use Apple Mobile Device Management (MDM) Protocol ManagedApplicationList commands to get the status of managed applications
From this post. From the comment of #ovo under the original question, it seems works.
Using MobileContainerManager.framework it's possible to check if an app is installed by using bundle id.
//If the device is iOS11
if ([[UIDevice currentDevice].systemVersion floatValue] >= 11.0) {
NSBundle *container = [NSBundle bundleWithPath:#"/System/Library/PrivateFrameworks/MobileContainerManager.framework"];
if ([container load]) {
Class appContainer = NSClassFromString(#"MCMAppContainer");
id test = [appContainer performSelector:#selector(containerWithIdentifier:error:) withObject:bundleId withObject:nil];
NSLog(#"%#",test);
if (test) {
return YES;
} else {
return NO;
}
}
return NO;
} else {
//Usual way
}
i got same Apple Reject.
Apple Says
Your app uses or references the following non-public APIs:
LSApplicationWorkspace
The use of non-public APIs is not permitted on the App Store because
it can lead to a poor user experience should these APIs change.
Continuing to use or conceal non-public APIs in future submissions of
this app may result in the termination of your Apple Developer
account, as well as removal of all associated apps from the App Store.
Solutions
To find out which library or code is causing this problem use the below code snipped.
1-) Open the terminal in macbook (cmd+ space) and than write terminal
2-) change the project directory with the below code
cd /Users/emreg/Documents/{your project url}
3-) To search appropriate word
grep -r LSApplicationWorkspace .
grep -r allApplications .
in my case, Blesh SDK has included LSApplicationWorkspace and allApplications keyword which is not permitted by Apple. When i upteded SDK, my problem is solved.
i hope, this answer will help someone.

Is it possible to have Fabric and AppStore builds at the same time?

I have an app for iPhone and always sending a testing builds to client. At the same time I have an App Store version of this app. Client wants to have beta and stable app version on device at the same time. Is it possible to do without creating a new app with another bundle id?
You can only have on app on your device with the same BundleID.
If you want both the appstore version and a test version you will need to create a new BundleID for this test version.
I suspect you could do this using separate IDs for the debug and built app and using multiple schemes to share the code base between them.
Check out this article that will help
http://nilsou.com/blog/2013/07/29/how-to-have-two-versions-of-the-same-app-on-your-device/
--Edit--
Just noticed you specifically don't want different bundles due to Push Notifications. We got around this by letting our back end services know which app we were using, and targeting the different services based on which app they use. You can do this by defining preprocessor macros like this: Add preprocessor macro to a target in xcode 6
... then reference them just before you call your back end service to register your device like this...
#ifdef ENTERPRISE
env = GLOBAL_PushNotificationEnvironmentEnt;
#endif
#ifdef DEBUG
// In debug mode, the environment should be set to Development
env = GLOBAL_PushNotificationEnvironmentDev;
#endif
if (notificationsOnBool) {
[service RegisterPushNotificationTarget:self
TargetType:GLOBAL_PushNotificationTargetType
TargetToken:deviceID
DeviceName:[UIDevice currentDevice].name
EnvironmentType:env];
}
... then in your back end code you do something like this (psuedo-code)
if (device.env == Fabric) {
sendNotification(fabricService);
} else {
sendNotification(prodService);
}

improper advertising identifier [IDFA] usage, but it doesn't

While uploading app-file to itunesconnect the XCode says: improper advertising identifier [IDFA] usage...etc.
But I do not use this feature in my project. I've tried to find any
[[[ASIdentifierManager sharedManager] advertisingIdentifier] UUIDString]
calling. Futhermore, I'm just fixing a bug of my app, I hadn't included such features since my first release. The first release didn't said about IDFA-usage.
Well, this error happened about 15 days ago and it wasn't clear what is the reason till Apple released the Xcode update the same day and everything went smooth after that. Again, today I get the same message though I tried to upload the same builds for an app which I submitted 8 days ago.
I think we have just to wait for a few hours and see what will happen.
EDIT: Here is a link to show people complain about it at that time and how it was solved without doing anything: LINK
UPDATE: For anyone who uses PlayHaven ads, this may be helpful to avoid this error. Comment the 2 following sections:
In the file PHAdRequest.m (Lines 35-44)
/* if (![PHAPIRequest optOutStatus] && [ASIdentifierManager class])
{
NSUUID *uuid = [[ASIdentifierManager sharedManager] advertisingIdentifier];
NSString *uuidString = [uuid UUIDString];
if (0 < [uuidString length])
{
theIdentifiers[#"ifa"] = uuidString;
}
}*/
In PHAPIRequest.m (Lines 379-383):
/* if ([ASIdentifierManager class])
{
NSNumber *trackingEnabled = [NSNumber numberWithBool:[[ASIdentifierManager sharedManager] isAdvertisingTrackingEnabled]];
[combinedParams setValue:trackingEnabled forKey:#"tracking"];
}*/
This is a temporary workaround till PlayHaven updates their SDK.
I had provided this answer on another similar question and it seems to have been of help & I think my answer is particularly suited also to this question...
I had a similar error in an update to an app that had previously updated fine and then a few days ago was causing an error, after Apple made a recent change. I wasn't using any ads but do have Facebook integration (which needs the AdSupport framework). I believe, after searching the net, that Facebook uses the advertising ID for its own analysis purposes so, even though I'm not including ads in my app, the validation and upload processes through xCode were failing with the error "Your app contains the Advertising Identifier [IDFA] API..."
I searched and found that I needed to download the Facebook SDK source code, update the FBUtility.m to remove the references to the advertisingID but, in fact, I simply needed to:
1) download the source code for the latest SDK, which I did from here: https://github.com/facebook/facebook-ios-sdk (I downloaded the zip file from github to my documents folder)
2) build the framework - open the terminal. Use cd documents at the command prompt, then use this command: sudo scripts/build_framework.sh, which will run the build_framework.sh script that is in the scripts subfolder within the downloaded Facebook SDK folder
3) Remove the old FacebookSDK.framework from your Xcode project and add the new one (in my case, I navigated to documents/facebook-ios-sdk/build & choose the FacebookSDK.framework folder
4) Archive the project and it should (it was in my case) be good to upload
Hope that helps someone along the way - I've been at this for days!!
Simply upload your binary as you've been doing this while, and broadly classify IDFA in two categories:
publisher: You use third-party ad-networks library to display ad. Choose the 1st option in IDFA -> "Serve advertisements within the app". You're a publisher since you show ads, but do not perform advertising for your own app.
Advertiser: You use third-party libraries to track conversions for your app, as well as track 'goals' in your app. You directly do not show ads in your app. Choose the 2nd & 3rd option in IDFA -> "Attribute this app installation to a previously served ad". AND "Attribute an action taken within this app to a previously served advertisement".
Mixed: You track conversions for your app, as well as display ads in your app. Choose all three options.
In case of PlayHaven, setup PH_USE_AD_SUPPORT to 0 will disable the AdSupport framework.
PHConstants.h
/**
* By default, PlayHaven will require the AdSupport framework. Projects using a version of
* Xcode older than 4.5 may define \c PH_USE_AD_SUPPORT to be 0.
*
* #note By disabling the AdSupport framework, the SDK will not be able to collect the IFA
**/
#ifndef PH_USE_AD_SUPPORT
#define PH_USE_AD_SUPPORT 1
#endif
Work for me to fix "improper advertising identifier" when submit.

ios distribution preproduction and production version

I am developing an app for iPad which is using webservices. In current version I have a constant string which is the address of the server. Each time I want to check something I just change the address (from production, freezed version of app to preproduction, version that is equal to repository). The problem is I would like to have two versions of an app on iPad, but I think as long as the bundle identifier is the same it isn't possible. What is the proper way of doing so without creating another project? Can I have "two targets" which can distribute both versions of app with the only difference being the webservice address?
This problem will escalate when application will be delivered to the client, because whenever I will deploy test version the "freezed" version will be deleted.
Should I change the bundle identifier each time I change webservice address before deploy? Or maybe there is some "automated" way of doing so?
Thanks in advance
I wouldn't rely on the bundle identifier for your service call as you will end up with many version of your API in the server that you need to maintain. What you can do is to create a new target on your project and add a Pre processor macro to your Build settings and then you reference on that macro in your code to decide which URL use.
Then on your code:
- (NSURL *)url {
NSString *urlString = #"your://standars.url";
#if APITEST
urlString = #"your://test.url";
#endif
return [NSURL URLWithString:urlString];
}

How to handle iOS app launching after update?

Is there any way to know that iOS app is launched after being updated?
I think i can save app current version every time i launch the application for example in NSUserDefaults and check this version every time i open the application.
And what about the case:
1) User installs app version 1.0 , but doesn't launch it.
2) User installs app version 2.0.
How to handle that case for example?
Thanks in advance.
If always done what you have suggested, saving the app version in the NSUserDefaults.
And about your other case, if the app does not start with version 1 then it does with version 2 you could just see it as a new install.
Since your app never started in the first place you can just treat it as a fresh install. If you doing this to track update in some kind of analytics tool you will have an issue. But you could use apple install/update reports to get the correct list of install/updates.
Just be sure that if you do any updates from any version you make you code in such a way that you can upgrade from any previous version. So installing verion 4 from 1 will preform any and all changes for version 2 and 3 as well.
I found the following note at this website from Apple.
When a user downloads an app update, iTunes installs the update in a new app directory. It then moves the user’s data files from the old installation over to the new app directory before deleting the old installation. Files in the following directories are guaranteed to be preserved during the update process:
/Documents
/Library
Although files in other user directories may also be moved over, you should not rely on them being present after an update.
In every version you release, you can put a txt file with a unique name (unique for every version) in one of these update-persistent directories and check for the previous version txt file(s) at initial launch of application. This should work even in the case where your application was not launched between the download and an initial update.
Every time your application is launched, the following function in your appDelegate class gets called after the launching process is complete:
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
This is a point where you can check the version of the application, probably using somoething like:
[[[NSBundle mainBundle] infoDictionary] objectForKey:#"CFBundleShortVersionString"]
I'm a bit late to the party, but if this is still an issue, I use a saved Boolean to see if this is the app's first launch:
if (![[NSUserDefaults standardUserDefaults] boolForKey:#"HasLaunchedOnce"]) {
NSLog(#"First launch");
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults setBool:YES forKey:#"HasLaunchedOnce"];
[defaults synchronize];
}
I can then deal with an install or update as you already mention in your question.
I think this could be useful: MTMigration manages blocks of code that need to run once on version updates in iOS apps. This could be anything from data normalization routines, "What's New In This Version" screens, or bug fixes.
It is available through CocoaPods: pod 'MTMigration'
Please take a look to MTMigration repository at GitHub (https://github.com/mysterioustrousers/MTMigration) for usage and examples.
[MTMigration applicationUpdateBlock:^{
/* This code run on every version change. */
}];
[MTMigration migrateToVersion:#"1.0" block:^{
/* This code only run once in version 1.0 */
}];
[MTMigration migrateToVersion:#"2.0" block:^{
/* This code only run once in version 2.0 */
}];
If a user was at version 1.0 , skipped 2.0 , and upgraded to 3.0 , then both the 1.0 and 2.0 blocks would run.

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