• Hi,

    In-application purchasing you will get many interesting features which will not support by many mobiles. iPhone 5 has been come with its latest applications. The apps include the iWork suite (Pages, Numbers and Keynote), iLife suite (GarageBand, iPhoto, iMovie), iTunes U, Cards, Find My iPhone, Find My Friends, Podcasts, Remote, iBooks and iTunes Movie Trailers. 

    I have recently buy my iPhone 5. The Apple iPhone 5 supports almost all iPhone apps and become a very effective gadget of world regarding applications.

  • In-app purchasing is the selling of digital content from within your apps. This means your apps can offer add-ons, new levels, virtual goods, subscriptions, or upgrades from a free app to a paid one, all without leaving the app. An in-app purchase happens when a user selects and pays for additional content (such as a new level in a game) or services (such as a subscription) related to your app, without leaving the app.   

    You know there are ways one can monetize their apps, like in-app advertising, in-app purchasing etc... I recently heard that Nokia announced to pay 70% of the end user price straight to the developer... not only this bt they also introduced solutions for In-App Advertising and In-App Purchasing such as the new Nokia Asha 303, the first Series 40 phone designed to support In-App Purchasing.... I think this is a great opportunity for all developers..

    Check out more details on:

  • Testing In-app in the Sandbox

    Follow these steps to test your application in the sandbox.


    1. Log out from your iTunes account on the test iOS device.

    Before you can test your application, you must first log out of your regular iTunes account. iOS 3.0 includes a Store category in the Settings application. To log out of your iTunes account, exit your application, launch the Settings application and click the Store icon. Sign out from the currently active account.

    Important: Do not sign in with your test account in the Settings application.


    2. Launch your application.

    Once you have signed out of your account, exit Settings and launch your application. As you make purchases from your application’s store, Store Kit prompts you to authenticate the transaction. Log in using your test account to approve the payment. No financial transaction takes place, but transactions complete as if a payment was made.




  • In-App Purchase allows you to embed a store directly within your app. You implement In-App Purchase in your app using the Store Kit framework. You can use this in-app payment functionality to collect payment for enhanced functionality or additional content usable by your app.

    For example, you could use In-App Purchase to implement any of the following scenarios:


    1. A basic version of your app with additional premium features.

    2. A book reader app that allows the user to purchase and download new books.

    3. A game that offers new environments (levels) to explore.

    4. An online game that allows the player to purchase virtual property.

    5. Access to a turn-by-turn map service.

    6. A subscription to a digital magazine or newsletter. To offer In-App Purchases in your apps, you will need to have the latest Paid Applications contract in effect with Apple and your Team Agent will need to click through the latest Program License Agreement in the iOS Developer Provisioning Portal.

    Before being sent to Apple for review, all In-App Purchases must be registered through iTunes Connect, as well as tested in a sandbox environment to ensure functionality. In-App Purchase functionality requires iOS 3.0 or higher for iOS apps and Mac OS 10.7 or higher for Mac OS apps.

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