I am using paypal Sdk(https://github.com/paypal/PayPal-iOS-SDK) in my iPhone app.I was successfully integrated and tested in sandbox mode. I have given client for production in appdlegate file.I changed the environment to "PayPalEnvironmentProduction". I have some doubts regarding while changing to live.
[PayPalMobile initializeWithClientIdsForEnvironments:#{PayPalEnvironmentProduction : #"YOUR_CLIENT_ID_FOR_PRODUCTION",
PayPalEnvironmentSandbox : #"YOUR_CLIENT_ID_FOR_SANDBOX"}];
what is the use of "endpoint" and "secret" in my app credentials (because i used Only client id)
shall i need to submit the app to paypal to get any other credentials from paypal or directly to Appstore
will my app is approved by apple if i use paypal
what is the use of below code (even though i removed code )payment process is working
_payPalConfig = [[PayPalConfiguration alloc] init];
_payPalConfig.acceptCreditCards = YES;
_payPalConfig.languageOrLocale = #"en";
_payPalConfig.merchantName = #"Awesome Shirts, Inc.";
_payPalConfig.merchantPrivacyPolicyURL = [NSURL URLWithString:#"https://www.paypal.com/webapps/mpp/ua/privacy-full"];
_payPalConfig.merchantUserAgreementURL = [NSURL URLWithString:#"https://www.paypal.com/webapps/mpp/ua/useragreement-full"];
If it is necessary to submit the app to paypal first what are the necessary steps to taken and any detailed expalanation may be helpful.what is difference between paypalSdk and MPL, which is better?
Dave from PayPal here.
1 what is the use of "endpoint" and "secret" in my app credentials (because i used Only client id)
Client id is the only credential that you need to use with the PayPal iOS SDK.
2 shall i need to submit the app to paypal to get any other credentials from paypal or directly to Appstore
No.
3 will my app is approved by apple if i use paypal
Many apps using the PayPal iOS SDK have already been approved by Apple.
4 what is the use of below code (even though i removed code )payment process is working
This is all explained in the documentation and the header files.
If it is necessary to submit the app to paypal first what are the necessary steps to taken
It is not necessary to submit your app to PayPal.
any detailed expalanation may be helpful.what is difference between paypalSdk and MPL, which is better?
The PayPal iOS SDK is the one which we will continue to support into the future. The only reason to use the older MPL library is if you need features which are not yet supported in the PayPal iOS SDK and the REST APIs on which it relies.
Related
So in the App Store Connect In-app purchase manage, Offer Codes tab, we can see offers with Offer Code URL like this format:
(1) https://apps.apple.com/redeem?ctx=offercodes&id=YOUR_APP_ID&code=CODE
When I implement this URL, my iOS 11.0 device can not open to redeem page of the App Store (It showed "Can not connect to App Store"). But other devices with iOS 12.0 and above worked fine.
When researching I found this URL :
(2) tms-apps://buy.itunes.apple.com/WebObjects/MZFinance.woa/wa/freeProductCodeWizard?code=YOUR_CODE.
which is also open the redeem page of the App Store. And it worked for all of my devices. So should I use this? And what is the difference between (1) and (2)?
The URL https://apps.apple.com/redeem gets redirected to https://buy.itunes.apple.com/WebObjects/MZFinance.woa/wa/redeemLandingPage?mt=12. So I would say that the your (1) URL is trying to redirect, but your APP is not coping with the redirect. So yes, use (2)
I'm trying to publish my first xamarin forms app on IOS. I barred the issue of login with the Apple account.
I have 4 questions, please.
1- If I implement Sign in with Apple only for IOS 13+ will it be accepted? :(
2- I'm trying to use Xamarin Essentials to log in to IOS 13+ as shown in this article:
Xamarin Essentials
// Use Native Apple Sign In API's
r = await AppleSignInAuthenticator.AuthenticateAsync();
But I only get back the idToken. AccessToken, name and mail return null. Am I missing something?
3 - And finally I tried to use the plugin.firebaseAuth version 4.0.0-pre01:
Link plugin
// For iOS
var credential = CrossFirebaseAuth.Current.OAuthProvider.GetCredential("apple.com", idToken, rawNonce: rawNonce);
var result = await CrossFirebaseAuth.Current.Instance.SignInWithCredentialAsync(credential);
// For Android
var provider = new OAuthProvider("apple.com");
var result = await CrossFirebaseAuth.Current.Instance.SignInWithProviderAsync(provider);
It provides an example using prism to deal with this, but when I install the plugin in this version the application is no more than a splash screen and closes, without showing an error in the output. What am I doing wrong? :(
The first link seems promising for iOS less than 13 and Android using Asp.NET. However in the application I use only the Firebase ClouFirestone and Firebase Hosting for the Administrative Panel. Is it possible for me to sign in Apple without the services of a different backend?
I am very grateful for any light on the path I must follow
1- If I implement Sign in with Apple only for IOS 13+ will it be accepted?
It depends, if they don't find any other issues or violation, it will get accepted.
2- I'm trying to use Xamarin Essentials to log in to IOS 13+ as shown in this article: But I only get back the idToken.
Apple will only provide you the requested details on the first authentication. After that first authentication, you will only get the User Id so be sure to store the details that first time in case you need them.
This feature needs to be tested on a physical device running iOS 13. The simulator is not reliable, it doesn’t always work properly.
Should follow the design guidelines when implementing Apple Sign In. You can find it here: https://developer.apple.com/design/human-interface-guidelines/sign-in-with-apple/overview/
I'm using this code to rate app from an ios application.
let appLink = "https://itunes.apple.com/us/app/[name of the app]/id[idnumber]?mt=8"
let url = URL(string: appLink)
UIApplication.shared.openURL(url!)
the problem is Safari says "the page address is invalid"
Is there any way to make it work? I'm using xcode 9 and swift 4
Your URL can simply be:
https://itunes.apple.com/app/id<App ID Here>?mt=8
Better yet, use SKStoreProductViewController so you can show the app in an App Store page without the need to leave your app.
And as of iOS 10.3 you can SKStoreReviewController specifically to allow a user to post a review or rate an app.
Use the STORE KIT request review based on the new guidelines and documentation found here.
https://developer.apple.com/documentation/storekit/skstorereviewcontroller/2851536-requestreview
On older version you can use
itms-apps://itunes.apple.com/WebObjects/MZStore.woa/wa/viewContentsUserReviews?id=<AppId>&onlyLatestVersion=true&pageNumber=0&sortOrdering=1&type=Purple+Software
I am developing an application where I need to integrate payments with PayPal, I have downloaded the PayPal iOS SDK,
everything works perfectly with the sandbox but now I do not know how to switch the mode for production.
any help would be apprediated.
The PayPal SDK is fine if you go for physical goods.
Regarding your question: to switch to live you just need to remove this line
[PayPalPaymentViewController setEnvironment:PayPalEnvironmentNoNetwork];
The sample code you are probably following in the iOS integration docs sets the environment to PayPalEnvironmentNoNetwork:
// Start out working with the test environment!
// When you are ready, remove this line to switch to live.
[PayPalPaymentViewController setEnvironment:PayPalEnvironmentNoNetwork];
You could just remove that line to go live, since the default is PayPalEnvironmentProduction.
However, you probably want to test your integration before going live by changing the environment to PayPalEnvironmentSandbox:
[PayPalPaymentViewController setEnvironment:PayPalEnvironmentSandbox];
You can create sandbox accounts over here.
When switching to production, rather than deleting the line, it is safer and clearer to be explicit:
[PayPalPaymentViewController setEnvironment:PayPalEnvironmentProduction];
See also PayPalPaymentViewController.h documentation on environments.
//for testing
[PayPalPaymentViewController setEnvironment:self.environment];
//for Paypal live app than it set in our app code
[PayPalPaymentViewController setEnvironment:PayPalEnvironmentProduction];
//check in Paypal sandbox account
[PayPalPaymentViewController setEnvironment:PayPalEnvironmentSandbox];
In PaymentMethodViewController
Replace PayPalEnvironmentSandbox with PayPalEnviromentProduction of kPayPalEnvironment global variable.
Set live credentials of paypal account.
Can someone provide me a code snippet to register my device using authorize.net test account. I am using aim sdk for iphone.
From Authorize.Net support:
If they are referring to the actual app please be advised that
currently the app will not work for test accounts but if they are
talking about the SDK, they will need to register the phone first by
using “MobileDeviceRegistrationRequest” the first time they use a new
phone. The phone will show up for approval in their Settings page when
they login to their Authorize.Net account. Once they approved it they
can login by using “MobileDeviceLoginRequest”.
Code For registration of device
MobileDeviceRegistrationRequest *registrationRequest=[MobileDeviceRegistrationRequest mobileDeviceRegistrationRequest];
registrationRequest.anetApiRequest.merchantAuthentication.name= #"Current API Login ID";
registrationRequest.anetApiRequest.merchantAuthentication.password = #"Current Transaction Key";
registrationRequest.mobileDevice.mobileDescription=#"Description";
registrationRequest.mobileDevice.phoneNumber = #"Mobile no.";
registrationRequest.mobileDevice.mobileDeviceId= #"Device udid";
[AuthNet authNetWithEnvironment:ENV_TEST];
AuthNet *an = [AuthNet getInstance];
[an setDelegate:self];
[an mobileDeviceRegistrationRequest:registrationRequest];
Remember that once device is register from site
than comment the below code
[an mobileDeviceRegistrationRequest:registrationRequest];
because once device is registered then no need to register again other wise give give error.