The best way to get an in-app purchase working for iOS 9 (and iOS 8 and 7) in Xcode 5+ is to do the following:
- Aug 29 Sat 2015 14:00
-
ios in-app purchase flow 流程 程式內購買 開發 詳細 教程
http://stackoverflow.com/questions/19556336/how-do-you-add-an-in-app-purchase-to-an-ios-application
The best way to get an in-app purchase working for iOS 9 (and iOS 8 and 7) in Xcode 5+ is to do the following:
The best way to get an in-app purchase working for iOS 9 (and iOS 8 and 7) in Xcode 5+ is to do the following:
- Aug 29 Sat 2015 13:51
-
ios iRate 第三方 投票 評等 評分 評價 開發 應用程式 app

http://www.brianjcoleman.com/tutorial-how-to-add-write-a-review-rate-us-feature-to-your-app/
TUTORIAL: WRITE A REVIEW / RATE US
- Aug 29 Sat 2015 13:50
-
ios 更改 顯示名稱 本地化 多國語言
http://stackoverflow.com/questions/2871990/how-to-localize-bundle-display-name-in-iphone-app
- Aug 15 Sat 2015 13:54
-
iOS上架打包注意 上架 app store
1,新上架ios需要支持64bit
2,打包时注意:
a,building setting时coding sign将identity和profile选择成我们当前使用的
b,deployment时选择本软件所支持的最低运行系统,当前为ios7.0课更具引用特点设置
c,archicture(特别注意),将base sdk选择为最新的ios sdk,然后将build active
architecture only设置为NO,最后需要手段修改Valid Architectures
d,加入64位编译,方法如下:
1,选择Build Setting下Architectures中Architectures选项选择other进行编辑
为如下$(ARCHS_STANDARD) Standard Architectures(including 64-bit)
e,icon的修改
关于icon的修改xcode提供了两种方式
方法1:
在General中app icons and launch images中app icons source选项中,
点击向右箭头,进入设置页面后,将准备好的资源拖入对应的位置即可。(注意:
一定要拖入正确的资源,不然上传到app store会被驳回拨错),最后即使正确的做了
这两部,还是要最后检查一下info中的icon files它里面展示的icons与我们设置的
是否一致。否则还是被驳回,总之需要注意
方法2:
与方法1大同小异,主要的区别就是我们在general中app icons and lanchu images
中的app icons source的下拉选项中don't use asset catalogs,进入以后的用法
机会和方法1相同,我们只需要分别对每一种规格的资源进行选择即可。
f,启动页面的修改
修改启动页面也对象了与上述icon修改相同的两种方法。最重要的就是,按照xcode的提示,在他的
设置页面中所出现的资源类型,我们都准备好,进行相应地设置。将最大程度的降低驳回的可能。
其他:1,版本迭代(ios没审核一次build version需要往上增加,比如一次审核为1,如何审核失败
重新审核则build version需要设置为2才可以)
2,在General中bundle Indetifier中可以将报名更改为我们需要的
3,
(以上基于xcode6)
2,打包时注意:
a,building setting时coding sign将identity和profile选择成我们当前使用的
b,deployment时选择本软件所支持的最低运行系统,当前为ios7.0课更具引用特点设置
c,archicture(特别注意),将base sdk选择为最新的ios sdk,然后将build active
architecture only设置为NO,最后需要手段修改Valid Architectures
d,加入64位编译,方法如下:
1,选择Build Setting下Architectures中Architectures选项选择other进行编辑
为如下$(ARCHS_STANDARD) Standard Architectures(including 64-bit)
e,icon的修改
关于icon的修改xcode提供了两种方式
方法1:
在General中app icons and launch images中app icons source选项中,
点击向右箭头,进入设置页面后,将准备好的资源拖入对应的位置即可。(注意:
一定要拖入正确的资源,不然上传到app store会被驳回拨错),最后即使正确的做了
这两部,还是要最后检查一下info中的icon files它里面展示的icons与我们设置的
是否一致。否则还是被驳回,总之需要注意
方法2:
与方法1大同小异,主要的区别就是我们在general中app icons and lanchu images
中的app icons source的下拉选项中don't use asset catalogs,进入以后的用法
机会和方法1相同,我们只需要分别对每一种规格的资源进行选择即可。
f,启动页面的修改
修改启动页面也对象了与上述icon修改相同的两种方法。最重要的就是,按照xcode的提示,在他的
设置页面中所出现的资源类型,我们都准备好,进行相应地设置。将最大程度的降低驳回的可能。
其他:1,版本迭代(ios没审核一次build version需要往上增加,比如一次审核为1,如何审核失败
重新审核则build version需要设置为2才可以)
2,在General中bundle Indetifier中可以将报名更改为我们需要的
3,
(以上基于xcode6)
- Aug 15 Sat 2015 13:53
-
XCode6 生成prefix.pch文件 ios prefix.pch
http://blog.csdn.net/hmt20130412/article/details/40432495
- Aug 15 Sat 2015 13:53
-
This bundle is invalid. The executable name, as reported by CFBundleExecutable in the info.plist file, may not contain any of these characters
http://stackoverflow.com/questions/21526773/generate-iphone-application-archive
- Aug 15 Sat 2015 13:51
-
How to create a blade effect like Fruit Ninja ios sprite kit 切 效果
- Jul 17 Fri 2015 18:08
-
MP3 playing using AVAudioPlayer not working on device AVAudioPlayer失效 無作用 沒聲音
So, I had this issue too - well I'm pretty sure it's the same one...
We've had an app in the app store for a year or so now and recently we needed to change a bit of content although nothing functional.
Suddenly, the sound stopped working - Both the simulator in the latest sdk version (version 4.0) AND on device too (again running iOS 4).
The code that always worked for us was this...
We've had an app in the app store for a year or so now and recently we needed to change a bit of content although nothing functional.
Suddenly, the sound stopped working - Both the simulator in the latest sdk version (version 4.0) AND on device too (again running iOS 4).
The code that always worked for us was this...
- Jul 17 Fri 2015 18:06
-
How to detect first time app launch on an iPhone 判斷第一次啟動app ios
-(BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{if(![[NSUserDefaults standardUserDefaults] boolForKey:@"HasLaunchedOnce"]){[[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"HasLaunchedOnce"];[[NSUserDefaults standardUserDefaults] synchronize];}return YES;}
{if(![[NSUserDefaults standardUserDefaults] boolForKey:@"HasLaunchedOnce"]){[[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"HasLaunchedOnce"];[[NSUserDefaults standardUserDefaults] synchronize];}return YES;}
- Jul 02 Thu 2015 14:05
-
Can I stop UIImageView Animation at last frame? ios 停在最後一幀 動畫
I just tried this on iOS5 it works. I put
animation.image = [myAnimatedView.animationImages lastObject]; right before [myAnimatedView startAnimating]; and the animation stops at the last image.
- Jul 02 Thu 2015 14:02
-
Cannot send email in app using MFMailComposeViewController 信件 無法開啓 寄信 ios
http://stackoverflow.com/questions/11863527/cannot-send-email-in-app-using-mfmailcomposeviewcontroller
First add and Import the MessageUI Framework
#import <MessageUI/MessageUI.h>
and Declare the MFMaileComposeViewControllerDelegate
First add and Import the MessageUI Framework
#import <MessageUI/MessageUI.h>
and Declare the MFMaileComposeViewControllerDelegate
- Jul 02 Thu 2015 14:01
-
UIImageView animation delay when doing startAnimating ios lag 延遲
I wouldn't normally recommend using imageNamed and relying on the in-built caching mechanisms. You'll find a lot of discussion on this if you search, but also it won't necessarily pre-render your images anyway.
I use the following code to pre-load and pre-render images so there is no delay when animating the first time through.
NSMutableArray*menuanimationImages =[[NSMutableArray alloc] init];for(int aniCount =1; aniCount <21; aniCount++){NSString*fileLocation =[[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:@"bg%i", aniCount +1] ofType:@"png"];// here is the code to pre-render the imageUIImage*frameImage =[UIImage imageWithContentsOfFile: fileLocation];UIGraphicsBeginImageContext(frameImage.size);CGRect rect =CGRectMake(0,0, frameImage.size.width, frameImage.size.height);[frameImage drawInRect:rect];UIImage*renderedImage =UIGraphicsGetImageFromCurrentImageContext();UIGraphicsEndImageContext();[menuanimationImages addObject:renderedImage];}
settingsBackground.animationImages = menuanimationImages;
I use the following code to pre-load and pre-render images so there is no delay when animating the first time through.
NSMutableArray*menuanimationImages =[[NSMutableArray alloc] init];for(int aniCount =1; aniCount <21; aniCount++){NSString*fileLocation =[[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:@"bg%i", aniCount +1] ofType:@"png"];// here is the code to pre-render the imageUIImage*frameImage =[UIImage imageWithContentsOfFile: fileLocation];UIGraphicsBeginImageContext(frameImage.size);CGRect rect =CGRectMake(0,0, frameImage.size.width, frameImage.size.height);[frameImage drawInRect:rect];UIImage*renderedImage =UIGraphicsGetImageFromCurrentImageContext();UIGraphicsEndImageContext();[menuanimationImages addObject:renderedImage];}
settingsBackground.animationImages = menuanimationImages;