Apple Pay Sandbox adding AMEX fails - applepay

Using the apple pay sandbox on my iphone, I continue to get
Could Not Add Card
Try again later or contact your card
issuer for more information.
Add a Card Later
Try Again
I have tested with every AMEX card listed:
https://developer.apple.com/apple-pay/sandbox-testing/
I was able to add Discover, Mastercard, VISA without issue.
My sandbox account is bound to USA, however I am currently testing from Costa Rica. My phone was purchased and registered in the USA.
I am open to any suggestions.

We are running into the same issue. Have not found an answer in the traditional sense, however wanted to share the finding that this appears to be a known issue.
Here are two links to unrelated Apple discussions about the matter:
https://discussions.apple.com/thread/8555293
https://forums.developer.apple.com/thread/99265

Related

Google Play Console - Game App restriction in specific countries

We have uploaded our game app at Google Play successfully. When we tried to upload a second version, we noticed that our app has been restricted in our country. When we investigated we receieved a message from support team stating that the app indicates gambling and that it doesnt match the ranking of "All Ages". We have got a review from IARC stating that we are not having any issues or relation to gambling.
We contacted support again to resolve the issue, but they stated the following:
"The app contain simulated gambling, or games of chance or skill that are conducive to gambling are prohibited in the above locale"
We have done all necessary measures and took the extra mile and change UX to remove any indication to gambling though it doesnt have at the first place. We are suffering from poor communication with support team, and need a super fast fix. Any Recommendations?
Unfortunately this is nearly unsolvable problem, I've faced this and after more than 1 year of appeals with Google I couldn't convince them that my app does not contain any gambling.
Once they flag your app as a gambling app it is very hard to change it.

Google Play Store: can refunded apps still be used and updated?

As far as I know this is not documented by Google.
What happens when the developer manually refunds a paid app purchase, using the Order Management console (like shown below) ?
Can the user still use it and receive udpates?
If the purchase price for a Paid app is refunded then Play will remove the app from the user's library. This means future checks that depend on app ownership (eg the Play License Verification Library) will return the app is not purchased. However, the app isn't guaranteed to be removed from the user's device, which is why use of the license verification library is recommended.
For refunds around in app purchases and subscriptions the answer might be different. Your question isn't completely clear about whether it is buying a paid app or an IAP/Subscription, but I think you are asking about a paid app.
it would be trivial to pay for and install the app, then make the phone go into airplane mode and do a refund from your desktop, thus extending the period of time the app could be used well beyond 2 hours. But of course as soon as you go back on line the app would get uninstalled as soon as the play store checked in with google, which happens even if you don't actively open the play store.

The new Test Flight is worthless for adhoc distribution. Any work arounds?

I finally got an invite to an internal tester to work using iTunesConnect and the Test Flight app. I find that for adhoc distribution this is simply not going to work...
30 day expiration is way too short.
In the old Test Flight, a tester had multiple devices. With the new test flight each invitation is good for only one device. If you try to use the invite on a different device it says it is already in use.
I don't see any work around for the expiration period, any ideas on a workaround for the second issue, or am I doing something wrong? Is there a way to add devices to the the user account.
Perhaps, this is not the vehicle I should use for my adhoc distributions? Other suggestions are welcomed.
The new TestFlight works better than the old one for multiple devices. The invite only works once, but it's tied to the Apple ID you use it with, log into the TestFlight app with that same Apple ID on another device and you can just install the app. Don't try to reuse the invite.
I personally find the Internal testers useless though, since you have to grant those users access to your iTunes Connect account. There's a work around where you can use your own email, something like "me+user1#whatever.com" and have the invite come to you, then you just forward the invite link to the user you want to use the build and not have access to iTC, but that's a pain.
The best plan is, send the app for TestFlight review, get it approved, then add all of your testers as External testers. You can submit new builds without going through review each time by keeping the version number (CFBundleShortVersionString) the same, increment the build number (CFBundleVersion), and checking the option that says "no significant changes for this build".
If you don't need to support iOS 7, the new TestFlight is way better than the old one. With the initial review being the only downside.
Here's a quick guide that explains what you can do with the New TF:
New TestFlight • Quick need-to-know guide
There are two ways I can think of.
Get OS X Server and add the phones individually to your Provisioning profile. You will be limited to 100 phones, but any of those phones can login to the server and download the latest build on to their device.
Get an Enterprise account. You can't release to the App Store with an Enterprise account however.
You can import your devices to testfairy from test flight
https://app.testfairy.com/testers/testflight-export/
This I haven't tried yet.

Advertising apps with Continuity based on location

I've noticed while I'm out and about (specifically at HyVee and Walmart) that the Continuity prompt (bottom-left corner of the lock screen) shows the App Store. When I open it, it takes me to their respective apps to be downloaded.
I thought that Continuity only shared to other devices with your Apple ID, so how are they advertising their apps? Are they receiving App Store links from nearby iBeacons? Various Google Search terms haven't turned up any information.
This is the new Suggested Apps feature of iOS 8. This is an AppStore feature that uses geofences (not beacons) to find apps relevant to your location. The description of this feature in settings says:
Leaving this option turned on will allow iOS to offer suggestions for App Store apps that you do not already have installed. These can be based on what you already have installed or what people near you find interesting.
Apple's mechanism for suggesting apps is undocumented. Perhaps it is based on an algorithm (other folks regularly using an app in the vicinity), a database (known locations of major retailers), or paid marketing (e.g. Starbucks pays Apple to suggest their app when near one of their shops.) It could be a combination of all three.
I know that this technology is not based on beacons (at least not exclusively) because I received an app suggestion for Starbucks (without having the app installed) and then I immediately used a non-iOS-based beacon scanner that verified no beacons were in the vicinity.

a replacement to ad-hoc on the appstore

My company needs to upload an app to the store , that will only be available to 80 people over the world that will get the permission to test it.
The ad-hoc method requires their iphones id's to be register with the app, and obviously we dont have it.
Whats the best way, to upload the app to the store ,to let this people to get it ?
(NO, without just go to the review process of apple)
thanks.
Besides the enterprise developer program, Ad-Hoc distribution is the only way to limit your audience.
If you try to game the app store with an unreasonable high price and promo codes (limit of 50 codes per app version) Apple will kick you out of the review process in no time.
Use testflight to get device IDs easier and deploy you app to the testers.
There is no way to do that, for the Adhoc, you must register their UDID devices.
You can upload the app in the AppStore, put it's price high, and give the prople that you want to test the app a redeem code that will download the app free, but i think the number of redeem code you have is 25. If you find anyway to do that, share it with us please.
If the 80 people that will be testing/using the app are employees of the company, you should look into the Enterprise Developer Program. Enterprise development lets you deploy an internal app to employees of your organization that is not released to the App Store. It essentially lets you build an Ad Hoc like version of your app that can then be installed on devices without the need to get UDIDs.
The cost is $299 instead of the normal $99 and there are a few caveats on whether or not your organization qualifies. But if you do qualify, it vastly simplifies deploying an internal app and it gives you specifically what you were asking for - no review and no need to ask for UDIDs. You can put the signed bundle up on a website and simply give people the URL to it for OTA installation, so you don't even need iTunes.
Alternatively, if the end users are not a part of your organization, you can also look into developing Custom B2B Apps. This one comes with a few more hoops to jump through and it also requires an Apple review, but it allows your app to be sold only to specific customers and doesn't put it in the App Store. If you're already a developer with Apple, there's even a WWDC video on it.

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