Can someone recommend a good Point of Sales app that plays nice with Spree?
Basically, it should be able to allow in-store purchases processed by a checkout clerk. Ideally, it would have barcode scanning, receipt printing, etc.
Have a look at opensource rails apps
Related
I am using flutter to build my first ever app.The app is designed for users to be able to buy and sell products amongst each other and I would like to set up functionality to have payments go through the app. There does not seem to be a lot of documentation on this and I really don't know where to start. Can anyone enlighten me of what the easiest route to go down will be? Square? Stripe? Are there any good start to finish tutorials out there? Thanks in advance.
You can definitely do this with Square using our In-App Payments SDK! I would suggest taking a look at our example to quickly get started: https://github.com/square/in-app-payments-flutter-plugin/tree/master/example This will show you from start-to-finish how to take a payment from a customer within your Flutter application.
With that said, to comment on how this would behave: Essentially your Flutter application would be able to open a "card entry" screen, which would allow a customer to enter their card details accordingly. The result would be a nonce, which you can then easily charge on your backend. The example shows all of this, I just wanted to quickly explain the high-level behavior.
For more information, I suggest taking a look at the Square Developer Docs for our In-App Payments SDK. Of course, if you have follow-up questions, don't hesitate to follow-up with us over in our Slack channel: https://squ.re/2Hks3YE
So I’m creating an app for a guy who runs a local auction (a mini ebay meets craigslist if you will, but for more in person transactions). I’m doing it as a favor, but to also build my portfolio, so hey we both get something out of it. Now I’m running into a bit of a thinker on the “payment system”. The idea we came up with is when a seller completes the transaction, and confirms the sale, the money is held “by a middle man” until the buyer confirms the item (kind of like how Pay pal can release funds early if the buyer of an ebay item says it’s a good sale).
The client wants it set up this way so that he doesn’t miss out on his cut (10% of the sale)– as in I buy an item, meet the seller in person, then we just do an exchange there having used the app as more of a means to meet. I know Uber charges your card automatically upon GPS once you reach your destination, but it would be better to pull up the “buyer” portion of the app to confirm the sale, thus moving it from the middle man to the seller.
Aside from ensuring the client gets his cut, this can also build confidence that the “sale is funded” when the buyer is on their way.
Anyway, are there API’s out there that can help be build something like this for speedy transactions?
Not sure if this helps, but we will be using Parse as the back end.
Thanks!
There are several payment APIs for the iOS, and I can recommend Stripe which has everything you need. They have an excellent support and documentation for integrating with iOS. You can check the documentation here. Also it works really well with Apple Pay and it's implementation is no brainer.
This is the first time i am trying to create an application in which money in involved . I will give premium some features to user once he pays on the apple store.
I heard something about In App Purchase , that by implementing it we can take money form the users.
My major query is: What should be the best procedure to upgrade the application loaded with new features (like we get all powers in games.)?
Should we involve some kind of file download after money transaction or we she unhide it from existing application.
My concern is the best approach that should be applied ? If i am thinking in a wrong direction then please assist me with the correct path for this kind of scenario.
Thanks in advance.
In case of an 'upgrade' or 'unlock' based on an in-app purchase, it would be best to provide the complete application to the user and block the features while the app is in demo mode. So, you will have to check each time whether the app is 'upgraded' when the user attempts to use a premium feature.
Involving some download after the user makes the purchase will be tedious to implement, but this is also based on what you are trying to provide with the purchase.
Read up on in-app purchases here.
I'm starting making an app for a website that I own. I know some about programming with xcode but there's a lot of stuff that I don't know yet. Mostly I have almost everything figured out for the app but I need to add to the app a way to sign in and sign up to the website and also a way to pay with credit card. I don't know how to start with all that.
I have tried to look some videos but I didn't see anything similar to what I want to do. I would really appreciate if you could explain me it, or send me some kind of help.
While I can't help you with sign-up/in features, I do know that ZooZ seems to be the cheapest and easiest way to accept credit card payments on mobile apps.
Both iOS and Android compatible, ZooZ's 3 lines of code monetizes your app in minutes. Users have their choice of checking out with credit cards or PayPal.
The biggest advantages of ZooZ are that your user always stays within your app and won't have to re-enter payment details in the future, resulting in faster processing and higher conversion rates.
Of course you can always build your own credit card processing platform, but considering the challenges of security, merchant accounts, and PCI compliance, it's probably not worth the headache.
Full disclosure: I have the privilege of working at ZooZ :)
Good luck with your app!
I've heard there are some precautions to take to develop a market in an application.
I'm developing an application for a football club. I would like to integrate a kind of market to sell stadium seats.
Someone told me Apple will refuse the application if I integrate it directly inside the app (using Obj-C, communicating with PHP pages).
According to him, I should redirect the user to an external web page (using Safari app for example) to realize the transaction.
Apple does not really communicate about that kind of information.
Do you know anything about it?
You can't use In App Purchase to buy "real life things" such as stadium seats : http://developer.apple.com/news/ios/pdf/in_app_purchase.pdf
The only solution is to use an external payment solution.
The Movies Now app implements such a thing : http://moviesnowapp.com/
Yes, you can use only in-app purchases to sell anything in your app, otherwise Apple will reject your app.
I'm not so sure if Apple will reject your app on these grounds. How can they know what your php pages are doing if you put them in a WebView? Also, think about services like Sky or Spotify that require a subscription. Apple do not take a cut on this, so you could set up a similar thing whereby your users have an account online that they can purchase tickets from and the iPhone is simply a thin client for your online services...
Yes you have to use InApp purchase only to apply unlock functionality,and to use In App purchase there are certain scenarios which can be implemented.
You can find in detail about In App functionality on
http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/StoreKitGuide/AddingaStoretoYourApplication/AddingaStoretoYourApplication.html
Secondly if you want to implement In App purchase,there is a very good tutorial which i found very helpful and was easily able to integrate inApp in my application and it was also later on approved by apple.
http://troybrant.net/blog/2010/01/in-app-purchases-a-full-walkthrough/
Cheers
You cannot use Apple in app purchase to purchase non digital goods, if you have an existing payment provider or user account you could use that, take a look at the eBay app which has Paypal integration