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I'm trying to figure out if it is a requirement for apps submitted to the iOS appstore to show the progression of data being down/loaded (by means of a progress bar or something similar) or if simply letting the user know that loading is in progress is sufficient. My app generally only loads for 2 seconds so i figure showing a progress bar is not really necessary but if it is a requirement then obviously i have no choice. Here's hoping someone can enlighten me :)
For a two second load (and you can ensure that that's pretty much what it will ever be on all devices supported) I think you should be perfectly fine. Think of Apple reviewers as the most impatient user you have ever encountered. If you normal user is watching you app load and thinking "Is it frozen or still loading something?" the Apple reviewer is going to say it's frozen and close your app and start the write-up saying it froze.
For short activities I see no need for a progress view (I do them anyway, but that's just my preference). For long activities make sure to show some progress indication other than the beachball of death activity indicator.
I think it's a mistake to assume that Apple has "requirements" for UI elements. The UI Guidelines are just that - recommendations on how your app should behave when there's no better reason to behave otherwise. Every app writer should develop a user interface which works best for his app and his users. If you don't have a reason to break the guidelines, then follow the guidelines. If you do have a reason, and it's worth it to the user to do it your way instead of the Apple way, then do it your way.
For this particular purpose, though, I like the progress view. The reasoning being: suppose the load fails. A progress bar with no movement indicates failure, but a message saying "loading..." that continues to sit will make the user feel the app is still gainfully employed.
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I have an application which was rejected. The rejection says it contains lower quality experience, and I should add iOS features to it, like a favourite button.
It's a language learner application, which is just a "webview", so it does not contains much, but textviews and a few pictures. Though it has a nice design and a lot of animation, but still don't have that interactive thing or button.
Could anyone help me by showing me the way how to improve my app to be accepted?
How can I make those iOS features?
What buttons should I make and how?
I know there is a lot of way to do these, but I'm asking because I'm not a programmer and I believe you can explain it to me, or link me the right pages to learn and achieve my goal.
Appreciate any help.
On Android it was fine to just make that "lame" application which has nothing but textviews with pictures.
I also don't want my users to have internet connection while using the app.
Basically, I just need buttons which can do something.
I'm guessing you didn't read the app store review guidelines
The second point in the introduction reads…
If your app looks like it was cobbled together in a few days, or
you're trying to get your first practice app into the store to impress
your friends, please brace yourself for rejection. We have lots of
serious developers who don't want their quality apps to be surrounded
by amateur hour.
Please don't waste the reviewers' time with a "language learner application" - write and submit something of value
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Simple question - How do Snapchat stories load so fast, and even when I "skip" an item, the next one is always ready?
Snapchat stories is a mix of images and videos, whenever the screen is tapped, the next item starts instantly, no matter if it's an image, or a video. I have never seen any delay in the app, and I'm wondering
How do they do it? Do they cache all the content once the app is started (highly unlikely)? Do they continuously pre-load upcoming items while you are watching a story? Do they load everything when I tap the story? I do not understand the "magic" behind the flawless stream of content. Also: What does the backend provide? A list of resources?
Does anyone know how they do it? Other apps like Yeti or Fleek pretty much do the same thing, executed in the same flawless manner. I'm a somewhat decent iOS developer, yet I have no idea of the method that is used here.
The use case allows for background-readying on the app side, and caching on the back end.
So how I'd do it is something like this:
When the app comes into focus, have a background thread find some links to the stories that come right after. Also if you get toward the end of the cached content, look ahead some more. Possibly have some sort of visual animation so people can't flick to the very end without giving the app a chance to load some data.
Since you know what comes after, the back end can move all the content to cache, where it will feel nice and snappy. The fact that SnapChat is not supposed to be persistent helps a lot, because once the recipients have seen the stuff you can remove it from cache. Also since recipients are not editing the information, you don't have a cache coherence issue (actually can you edit stuff? Haven't looked in a while).
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I have 2 questions regarding to Apple App Store.
I see many people mimicking applications and publishing them in the Apple App Store. Isn't this plagiarism and shouldn't this be sued? One obvious example would be the numerous apps copied from flappy birds.
Can you publish applications on U.S. Apple App Store if you're abroad? Or do you only get to publish on the Apple App Store you are currently living?
For the first question it is very interesting topic.
People tend to mimic games/apps when a specific app becomes so famous. In order to go to law against those copycats the respective person has to register himself of respective copyright trademarks which involves a lot of money for lawyer and copyright claims. Some hit games/apps are developed by indie developers who does not have that much money to invest in these trademarks. Taking this advantage, some devs are really smart that they see whether the creator comes from a big company if not they start to create copies and upload to appstore.
Mostly this can be sued if you have the proof. That is the code. Since you do not have proof that the copycat is using your code you cannot sue them. The other part is the images. If you find any of your app is using the images that you have created then you have the proof you can start suing them.
So how to stop this. If the app really got that famous then the creator can file a complaint to apple about the copycats and if he provides some necessary data then apple will consider removing the app.
Also if you want your app to be so different than the copycats then update your with app with lot features constantly(Which is see in Tiny Wings and Temple Run where the second version of it is way better than the copycats).
Another fact is According to apple review guidelines
2.11 Apps that duplicate Apps already in the App Store may be rejected
I did have the same question and I started to google about this and found some knowledge which i shed here. You would get more insights if you google it.
For the second question the simple answer is YES and you can choose the countries you want to upload the app.
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After some searching, I've discovered that there's nothing I can do from my app to open one of the major map apps and start turn by turn navigation immediately. (If you know, please tell me)
In Google Maps, Apple Maps, and Waze, I can deep link into the app and have the route shown to me (usually by setting "saddr" and "daddr"), but human intervention is still required to actually start the navigation. All of these are one click away, but then the actually "Route, start, or go" button is quite small and hard to hit on a phone while you're actually in a car with your phone on a dock.
I'm just curious why this is, I can't figure it out. The only hunch I have is that they have to open a more persistent connection with the device and they want to avoid DoS attacks or something like that. It seems like an easy flag to put in their API, and I've seen various other questions trying to do what I'm trying to do.
And even if all that is true, they can still probably have a different flag where navigation is one click away with a button that covers half the screen, much better than a button barely the size of my fingertip.
Hopefully someone has some expertise on this so I don't go yelling at engineers working on the map apps.
The answer is simply that none of the major map app developers have allowed this. There is no technical reason why iOS apps couldn't do this; they just don't. The decision is probably because they want to require user interaction before starting directions, as most apps allow the user to edit parameters or choose one of several routes before navigation starts.
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Here's the situation: I created an app and released it, only to discover a friend of mine had actually created a similar app. We decided to combine our efforts and make a single app going forward, using his app's name (and my code).
Now granted my app was just released so there's practically nobody using it, but even so I'd like to not just abandon those people that may be using it. I'd love it if there were some way to merge the apps such that users of my app were notified of an updated version that actually downloads the other app's bundleid (but which will have the same codebase as the previous version of mine).
Is there any support for this scenario on the App Store?
Failing that, I would at the very least like to transfer purchases of the old app into purchases of the new app.
No, I don't think there is any way to do what you describe. Apple treats apps as completely separate, and does not allow you to transfer one to another.