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iPhone native app + integrate payment / purchase to buy products


iPhone native app + integrate payment / purchase to buy products

By : user3861556
Date : November 20 2020, 07:00 PM
hop of those help? You definitely need to read the Apple-iOS-Standard-Agreement, to find answers about InAppPurchase:
Attachment-2 to the iOS-Standard-Agreement Feb. 15th 2011, 1.1, 2.1, 2.2: ... this makes clear that you are not allowed to use InAppPurchase for selling calling cards. InAppPurchase is only allowed for content & functionality you provide the user within your app.
code :


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In app purchase on iphone.: How to receive your available products *before* someone may be able to buy it

In app purchase on iphone.: How to receive your available products *before* someone may be able to buy it


By : user2064021
Date : March 29 2020, 07:55 AM
To fix the issue you can do Ok, I have the problem so far:
The notifications are sent always in the main run loop, so the run loop may not be stopped. As the shared instance is initialized in the main run loop, there is no way to circumvent it.
Sell products in iPhone app without In App Purchase

Sell products in iPhone app without In App Purchase


By : Venkatesh
Date : March 29 2020, 07:55 AM
I wish did fix the issue. You can make a registration form in your app. But you definately cannot show a website with other payment methods inside your app. Apple will reject the app.
It is best to hide other payment methods from apple alltogether.
How to make payment with different amount via In app purchase in iphone sdk?

How to make payment with different amount via In app purchase in iphone sdk?


By : BellKell
Date : March 29 2020, 07:55 AM
it should still fix some issue For in-app purchases of app content, you're only allowed to use Apple's In-App Purchase system. You're not allowed to use paypal or anything else from in the app.
The only way to set the price of an in-app purchase item is in iTunes Connect. StoreKit (the API you use for in-app purchases) gets product prices from iTunes Connect, and there is no API for overriding the prices from within the app.
iOS, multiple IAP (in-app-purchase) products, calling payment method too quick

iOS, multiple IAP (in-app-purchase) products, calling payment method too quick


By : BALIST0N
Date : March 29 2020, 07:55 AM
will help you The key thing is that you cannot allow the user to purchase anything until you get the response back from the productsRequest. First, initWithProductIdentifiers: takes a set of identifiers. So, on app startup or any other time prior to presenting the purchase option to the user, you call it with the identifiers/skus for ALL products that you may allow the user to purchase. Calling it on startup seems wasteful to me but it should also work and may be the only option for some apps.
Only after you get the productsRequest:didReceiveResponse: callback containing the product objects do you allow the user to click/touch or otherwise invoke the purchase action for that product. You have to check the responses to ensure that the product is present before allowing the user to attempt the purchase. I have a purchase screen and when the user enters it, I invoke the productsRequest with all products relevant to the application's current state (e.g. omitting already purchase items or restricting products by level). I also create the purchase screen but I do not populate it with any products. In the response delegate, I actually populate the screen with the purchasable objects. That way, the user cannot attempt to buy an invalid product.
code :
[SKPayment paymentWithProduct:product]
iPhone in-app purchase empty products list

iPhone in-app purchase empty products list


By : Alexander Samuelsson
Date : March 29 2020, 07:55 AM
it fixes the issue Before IOS 5.0 Store Kit does not operate in iOS Simulator. When running your application in iOS Simulator, Store Kit logs a warning if your application attempts to retrieve the payment queue. Testing the store must be done on actual devices.
And you can not test on the jailbreaked device.
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