Colin Holgate wrote:
>> You could choose to only enable certain features to be available after the
>> date that you expect the app to be in the store, but that is true even when
>> you're using embedded features. If after approval you then reveal a new
>> feature, and users complain about th
This is not quite true, too! The reviewer can try anything in the app,
including the areas that happen to download online files. If they find that a
feature doesn't work when in airplane mode, and you haven't required permanent
Internet as part of the needs for the app, you would get rejected.
Colin Holgate wrote:
>>Apple do allow code that could also appear in Safari pages, HTML and
>>Javascript would be ok, but no other code really.
This is not quite true - you're only allowed to download HTML and JavaScript (+
CSS) and execute it within a standard UIWebView. This is why there
Adobe have some of the same difficulties to overcome that RunRev have, with
regard to loading documents into an iOS app, where the document you're loading
is coming from the web. One reason you might work that way is that your online
documents are large, and optional. You wouldn't want to have t
Stacks that don't come with the app? I wonder if Apple is okay with that,
or if the reviewer just didn't understand what you were doing?
On Thu, May 2, 2013 at 1:50 AM, Gerry Orkin wrote:
> That seems to disallow stacks that go to other stacks in the same app? My
> app does that :)
>
> Gerry
>
That seems to disallow stacks that go to other stacks in the same app? My app
does that :)
Gerry
On 02/05/2013, at 4:10 PM, Geoff Canyon wrote:
> Apps that install or launch other executable code will be rejected
___
use-livecode mailing list
use-
Sections 2.7 and 2.8:
-
Apps that download code in any way or form will be rejected
-
Apps that install or launch other executable code will be rejected
Apps like Codea (and presumably this Basic!, but I'm installing it out of
curiosity) cannot load code, only export it.
On Wed,
On 5/1/13 9:19 PM, Peter W A Wood wrote:
On 2 May 2013, at 00:39, J. Landman Gay wrote:
I thought the "no executable code" rule was only for iOS?
I don't think that there is a "no executable code" rule on iOS but
there are restrictions on what the code can do. You can buy a basic
interpreter
On 2 May 2013, at 00:39, J. Landman Gay wrote:
> I thought the "no executable code" rule was only for iOS?
I don't think that there is a "no executable code" rule on iOS but there are
restrictions on what the code can do. You can buy a basic interpreter for iOS
through iTunes - https://itunes.a
On 02/05/2013, at 9:05 AM, Geoff Canyon wrote:
> No code is a dealbreaker, obviously, but still, this is pretty magical tech.
I haven't signed up or used the app, but from the intro video it looks like its
building an html5-based app. It did not seem to be very innovative, as there
are even on
setting aside the question of code, it's not quite what you're saying, and
it doesn't work the way rev does.
1. I installed their player app on my iPhone and hooked it up with my
account on their site.
2. On my mac, in a web browser on their site, I created a new project.
3. Specified that it was
On 5/1/13 3:34 PM, Geoff Canyon wrote:
This is an iOS tool. It makes it *totally* simple. I literally went to
their web site, initiated an app, created a few screens with minor
interaction, installed their runtime iOS app, and was reviewing my app on
my iPhone two minutes later (had to sign up by
This is an iOS tool. It makes it *totally* simple. I literally went to
their web site, initiated an app, created a few screens with minor
interaction, installed their runtime iOS app, and was reviewing my app on
my iPhone two minutes later (had to sign up by email etc.) But I think I
answered my qu
On 5/1/13 5:27 AM, Geoff Canyon wrote:
http://apparchitect.com/
I would have bet on Apple rejecting this since it's obviously taking in and
executing code. Has the policy changed, or did these guys get clever
somehow?
I thought the "no executable code" rule was only for iOS?
--
Jacqueline Land
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