iTunes Connect - total installs vs current devices that have the app installed - ios

How can I know or calculate an iOS app's total installs vs current devices that have the app installed?
I have the totals units and as I understand that is the total install count and not how many devices have my app right now.

You can get more details about app statistics by using 3rd party frameworks such as Flurry. You won't be able to detect if a user uninstalls the app, but you can see how many unique users are using the app in a specific interval. You can also see which OS version your users have installed.

use TestFlight Live for analytics and crash reports for App Store submitted app

Related

iOS Applications through OTA cannot be download at this time

I have an iPhone application that is to be distributed in-house through Enterprise account.
The Application is available trough a link that works fine for some users and for the others it fails with "Cannot be download at this time" knowing that both users have the same iPhone model, iOS version and settings.
Is there a way for me to get more details about the root cause of not being able to download. tried the device log but it is so overwhelming and keep updating so it is difficult to capture the logs related to the download failure.
Any suggestions.
Thanks,

Know users of particular iOS app version

Is there a way to know the number of users who are still using a particular ios application version?
You can create one webservice which will accept UDID of user's device as well as the Application version. And you can get the reports from that.
For more report of user app you can integrate Flurry analytics to your app.

iTunes Connect statistics by iOS device

I am wondering if it's possible to get information on which iOS device (iPhone, iPad, iPod) my applications were downloaded?
Obviously no one is looking for download statistics for their apps.
I have found the answer from Apple technician that as of now there is now way to drill-down to device level in statistics. But they are looking to implement this feature.
Also the iTc Mobile app is more powerful than web based instance.
You can either by building your own iTunes Connect app or using a third party like AppFigures.
Currently there is no way of getting this information from within iTunes Connect.
I'm also looking for iOS version stats, but can't find any anywhere.

"This code is for an app that is not compatible with this device."

We have an app in the Apple App Store that we can't seem to get installed on a Verizon iPhone (from the App Store, not Xcode). This may have nothing to do with the fact that it's a Verizon device, but that is the main difference I see between it and the devices I can get to run it.
We are attempting to install the app using a promotional code, but we receive an error when hitting Redeem, as seen in this picture: (promo code blocked out)
ERROR: This code is for an app that is not compatible with this device. You can redeem it on your desktop computer or a compatible device.
The error device is an iPhone 4 (Verizon) running iOS 4.2.8. This error was received when the app was built for 3.x and the assumption was that Verizon devices would not accept apps not built with at least SDK 4.
However, the app was recently updated (yesterday) to use the 4.3 SDK. The app has its deployment target set to iOS 3.1 and has been successfully installed and tested on a device (iPhone 3G AT&T) running this version. This latest version has also been successfully retrieved and tested on an iPhone 4 (AT&T) running 4.3. We were under the impression that every version in-between (3.1 - 4.3) would then be compatible, perhaps this is not the case?
Unfortunately, the Verizon device is not available for Xcode deployment nor ad hoc distribution.
Now for the actual development question:
Is there a build setting that can explain this behavior? Failing that, I would like to determine if the error is limited to the specific device or all devices either running 4.2.8 or Verizon specific hardware.
I would be willing to share a promotional code or two to people running 4.2.8 (or later) on a Verizon device (This is not a bribe. You are welcome to keep the app of course, but I am offering this only for installation testing purposes, not for promotional reasons). If you think you can help, please indicate your interest in the comments. I have not mentioned the app here, because I don't want to unnecessarily spam my product if the answer can be determined without it, but I have no problem sharing that information if required.
Update:
I followed lxt's suggestion and waited to see if it was a caching issue with the App Store servers. Unfortunately, 40 hours after I was informed the update was ready for sale, we are still receiving the same error.
I have found the following threads in the Apple Developer forums confirming this problem is not limited to our app: (A login may be required)
Promo-code redeemer getting "this code is for an app that is not c...
Promo codes broken on Verizon iPhones ?
I have submitted a bug report to Apple (ID 9905790) concerning the issue. At this time, I am unsure if this issue is related to Verizon devices or iOS 4.2.8. Once I receive a definitive answer I will post it. For now, a workaround that appears to be working for others which we have not yet tried, is to redeem and install through iTunes.
Since this appears to only affect Promo Code redemption and NOT store purchases, the issue has lost much of its urgency. However, if anyone is able to provide more information or a solution, it is still very much appreciated.
Update:
I can confirm that redeeming the codes through iTunes and then installing to a Verizon device works fine. This means the problem is not with the app or the build settings, but with the Verizon device App Store redemption.
I have received one reply from Apple in response to my bug report asking me to verify if this occurs on 5.0b5. Unfortunately, as previously mentioned, we do not have developer access to the Verizon device (which is the entire reason for using a promotional code in this instance). I have asked them to confirm if this is a Verizon/iOS specific issue and will update this issue when I have more information.
According to the Apple documentation, it's just a matter of setting the deployment target:
You have indicated that your binary requires iOS 4.3 or later. Apps that require iOS 4.3 or later will not be available to Verizon iPhone users. If your app could be compatible with earlier iOS versions, you may want to reject your binary and upload a new one that indicates the earliest compatible iOS.
That's the message that's normally appended to App Store emails when you have an app waiting for review.
So in theory it should 'just work'.
However, what would be interesting to know would be:
Did you produce the promotional code before updating the app?
If so, do you get the same results with a promo code generated after updating the app (you never know with the App Store / iTunes Connect...)
After 24 hours are you still seeing the same issue? (24 hours being the normal App Store 'refresh period')
Sorry, I could not provide you with more concrete answers. At times it does feel like the App Store is held together with string, so it wouldn't be completely surprising if it was some value being kept around that should have been knocked back when you updated the app.
That said, it's a little strange that your app wouldn't work on the Verizon phone when you built it for 3.x. Why is the Verizon device not available for Xcode deployment? Is it because you don't have one to hand (understandable), or is it something else? There's no reason why it shouldn't be able to have ad-hocs thrown on it.
This is pure speculation:
Since there's a different build of iOS for the Verizon phone, maybe under the hood all apps on the appstore are available twice - one time signed for use on the AT&T version of iOS and one time signed for the Verizon version. The Appstore would deliver the appropriate version depending on your device.
If this would be the case and since redemption codes existed before the Verizon line of phones, it may be that redemption codes point to one version of the app only, leading the appstore to believe it is incompatible when redeemed on the "wrong" phone.
End of speculation.
I'd suggest instructing your friend to buy the app (if it's not too costly) and paying him the money back. If this works, then cleary what we're dealing with is a bug in Apples gift code system and you should be filing a bug report about this.
Btw: you're not alone with this problem. Although they didn't resolve it, the guys on this forum mention the exact same situation.

MonoTouch Trial adaquate to submit to App Store?

I am enrolled in the Apple Developer Program ($99/year) and I have the trial (free) version of MonoTouch. Am I able to submit MonoTouch apps to the App Store with what I have now or do I need to get one of the paid versions of MonoTouch first? I know that one of the differences between the free version of MonoTouch vs. the paid versions is the ability to run your apps on your iOS hardware during development but doesn't the Apple Developer Program get you some kind of ability to do this as well? Just a bit confused.
Note: If this belongs in another StackExchange site, please let me know and I will move it.
I think you're getting confused...
MonoDevelop is free, its MonoTouch that has the trail/paid versions. Basically you'll need to purchase either MonoTouch Professional or MonoTouch Enterprise in order to get your iPhone app into the App store as the trail version only allows to run the app in the simulator.
http://monotouch.net/Store - see first paragraph
EDIT: Being part of the Apple Dev Program provides you with a Developer Certificate which allows you to upload applications to the App Store (generally, be it obj-c based or other) whereas the paid versions of MonoTouch provides you with the mechanism to get your application in a state where it can be deployed to a device and the app store - and also a cunning way of generating money. Because whose going to develop iPhone apps without a desire to distribute them ;)
without a license, you can only run MonoTouch apps in the simulator. You cannot deploy them to a device or the App Store.

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