Paid developer account required to enable cloudkit under capabilities for xcode 8? - xcode8

In Xcode 8 Under capabilities, it shows 9 capabilities are unavailable including cloudkit. Do i have to pay 99$ to enrol as a paid developer so that i can use cloudkit?? I jus want to use it for learning.
Thanks.

Yes you will require paid developer account for CloudKit.
Initially, they do give free storage for testing or development purpose but when it grows more you will require to Pay.
Reference Supported capabilities (iOS)

To enable the feature you do need a paid account
Source:
https://developer.apple.com/library/content/documentation/DataManagement/Conceptual/CloudKitQuickStart/EnablingiCloudandConfiguringCloudKit/EnablingiCloudandConfiguringCloudKit.html
For storage once you have a paid licence, apple offer a generous quota:
Source:
https://developer.apple.com/icloud/

Related

Google play store licence limitations

I designed an app and want to sell it on Google Play but have some doubts about it and I hope you can help me:
1) Is it possible to limit the quantity of downloads of my app from Google play (i.e: 2.000 downloads)?
2) Is it possible to make a configuration on Google play Developers Console, to offer an annual renewable licence for the customers who buy my app? If so, can you please tell me how to do it?
Thanks in advance.
1) Is it possible to limit the quantity of downloads of my app from Google play (i.e: 2.000 downloads)?
I don't think this is possible, checked with the Play Developer Console and there's no setting there about it. Checked with the Play Developer API and it doesn't list on any calls there any "total number of downloads".
2) Is it possible to make a configuration on Google play Developers Console, to offer an annual renewable licence for the customers who buy my app? If so, can you please tell me how to do it?
In-App Billing looks like what you're looking for, a yearly subscription (or how frequent you want it) set for the application usage would be possible.
as for questions 1, im pretty sure this isnt a current feature. as for question 2, you could create a script in the apk that disables everything in the app when a certain in-app purchase runs out until its renewed.

Xcode Capabilities check

First I am letting you know that this not the question about Xcode capabilities ON|OFF, Its about get capabilities dynamically.
As per below image, I have enabled In-App Purchase but Apple pay is disabled for the movement.
I want to check using coding(Swift|Objective-C) if apple pay capability enabled or not ? same for the In-App purchase.
Thanks for reading this.

Does iOS 7 support Apple pay or is there any other good payment based API in iOS?

I want to make an app with payment api i haven't experience the payment gateway apis.
Should i use Apple pay or any other open source api.
if other api then which could be the best suited for the enterprise application.
Thanks in advance.
Apple Pay handles the payment experience part on iOS apps, meaning you would have to integrate it with a payment platform (that supports Apple Pay) to complete the checkout solution and make it work for processing payments.
I'd recommend you to check with either Braintree or Stripe, both are pretty developer friendly for integration.

Number of in-app purchases for Windows Store app

I have a Windows Store app for a newspaper in the Windows Store. Each issue (one per work day) can be bought using in-app purchases. In Windows Store, it looks like i can define only 100 in app purchases. In my case, that is about 4 months of daily issues.
Is 100 really the limit? Has anyone found a way to add more?
I cannot find a way to add more in-app purchases to the app. The milit of 100 would be a really stupid constraint and I would need to remove to ability to buy old issues in order to add new issues.
Windows 8 doesn't support subscription-based purchases but it does support time-limited purchases.
One option is to let the user purchase "credits" that can be applied toward an issue. Similar to how Audible lets you purchase audiobooks with credits.
Here's the thing though. Newspapers make money off advertisements. The purchase price isn't for the content, it's for the materials that it costs to deliver the paper. A digital paper costs nothing to deliver so why are you charging for it?
The store does not support subscriptions. However you can just use a third party provider for this.
As mentioned in the 'Flexible business Model'
http://msdn.microsoft.com/en-us/windows/apps/hh852650.aspx
The Windows Store provides you with the freedom to choose the business
model that’s right for your apps. The Store provides full platform
support for free apps, trials (both time-based and feature-based), and
paid apps, as well as in-app purchases. You’re free to manage customer
transactions directly using your own or third-party services for
in-app purchases and subscriptions, or use the services provided by
the Windows Store. For apps that are supported by ads, you’re free to
choose the ad platform that best meets your goals.
Paypal is accessible via this api:
http://paypal.github.com/Windows8SDK/
or directly via a form post
How to Form POST to Paypal from WinJS iframe Windows 8 App?

develop mobile application - payment information

We are about to develop new mobile application that requires the end user to fill his payment information, which will be redirected to a third party’s portal to pay for a certain services through the application ( using Web Services )
user send billing information using web services , Is this legal for apple ?
It's OK to integrate 3rd party credit card payment systems in your app (for example PayPal, Amazon payments, etc. or your own system) as long as you do not sell services, extensions, etc. to your app. As you say you're going to sell physical goods, it is OK for Apple. Amazon app does the same thing. Btw it is even explicitly prohibited to use in-app payments to sell physical goods.
EDIT: more answer to the detailed questions in the comment
IMHO (see disclaimer):
Shipping fees of physical goods and signup fees for your physical service are NOT services or extensions - in the sense that Apple uses it, it applies only to some additional features to your application, for example a new level in a game or a new map in a mapping app
to be legally store, transmit, process credit card information, you will have to be compliant to the Payment Card Industry Data Security Standard. Here Apple has nothing to do, but both Visa and Mastercard (and maybe also other card issuers) require that you implement these practices if you wish to process credit card data of their cards
this last requirement might be tricky so I really suggest you to look for some ready solution instead of implementing your own. See also the first answer to this question: Use In App Purchase For Real Goods
DISCLAIMER: I am not a legal authority or somebody from Apple so I can give you just hints but not a legal advice - will have to ask a lawyer for an "official" answer :)