Jak szybko i bezproblemowo zarejestrowac konto w Vox Casino z Polski
Rejestracja konta w kasynie online to pierwszy krok do rozpoczecia gry i skorzystania z dostepnych promocji. Dla polskich graczy coraz wiecej platform oferuje uproszczone procedury zakladania konta, a jednym z najlepszych przykladow jest Vox Casino. To nowoczesne kasyno online laczy intuicyjna rejestracje, atrakcyjne bonusy oraz wsparcie dla lokalnych metod platnosci, takich jak Blik i Przelewy24.
Dzieki prostemu procesowi tworzenia konta, Vox Casino przyciaga zarowno poczatkujacych, jak i bardziej doswiadczonych graczy. Nie trzeba posiadac specjalistycznej wiedzy, by rozpoczac gre – wystarczy kilka minut, dostep do e-maila oraz podstawowe dane osobowe. W artykule przedstawiamy krok po kroku, jak wyglada rejestracja w Vox Casino dla uzytkownikow z Polski oraz co nalezy wiedziec, aby przebiegla sprawnie i bez przeszkod.
W odroznieniu od wielu kasyn zagranicznych, Vox Casino oferuje pelne wsparcie w jezyku polskim, mozliwosc gry w zlotowkach oraz lokalne opcje transakcji. Te udogodnienia sprawiaja, ze proces rejestracji jest nie tylko szybki, ale rowniez komfortowy dla polskiego gracza. Szczegolowe informacje o kasynie, bonusach i ofercie promocyjnej znajduja sie na stronie Vox casino, gdzie mozna zapoznac sie z aktualnymi warunkami rejestracji i ofertami startowymi.
Krok 1 – Przejdz na oficjalna strone kasyna
Pierwszym krokiem jest wejscie na strone Vox Casino i klikniecie przycisku „Rejestracja” lub „Zarejestruj sie”, znajdujacego sie zwykle w prawym gornym rogu ekranu. System przekieruje cie do formularza rejestracyjnego, ktory wypelnia sie w kilku prostych krokach.
Krok 2 – Wypelnij formularz rejestracyjny
Formularz rejestracyjny wymaga podania podstawowych danych osobowych:
adres e-mail,
haslo (min. 8 znakow),
numer telefonu,
waluta konta – wybierz PLN dla rozgrywki w polskiej walucie.
W kolejnym etapie nalezy zaakceptowac regulamin kasyna oraz polityke prywatnosci. Mozesz rowniez zaznaczyc zgode na otrzymywanie informacji marketingowych, co czesto wiaze sie z dodatkowymi bonusami.
Krok 3 – Potwierdz adres e-mail i aktywuj konto
Po wypelnieniu formularza otrzymasz wiadomosc na podany adres e-mail. Kliknij w link aktywacyjny, aby potwierdzic rejestracje. Jesli nie widzisz maila w skrzynce odbiorczej, sprawdz folder SPAM. Po aktywacji konta mozesz zalogowac sie na stronie kasyna i dokonac pierwszego depozytu.
Krok 4 – Zweryfikuj tozsamosc (KYC)
Aby korzystac ze wszystkich funkcji konta – w tym dokonywac wyplat – musisz przejsc proces weryfikacji. Wymaga on przeslania skanu dokumentu tozsamosci (dowod osobisty lub paszport) oraz dokumentu potwierdzajacego adres zamieszkania (np. rachunek za media, wyciag bankowy). Weryfikacja trwa zwykle od kilku godzin do 1 dnia roboczego.
Krok 5 – Skorzystaj z bonusu powitalnego
Po rejestracji i pierwszym depozycie otrzymasz dostep do pakietu powitalnego, ktory moze obejmowac:
bonus od pierwszego depozytu (np. 100–200%),
darmowe spiny (nawet do 500),
dostep do programu VIP i turniejow z nagrodami.
Pamietaj, aby zapoznac sie z warunkami obrotu bonusu – w Vox Casino sa one przejrzyste i jasno opisane przy kazdej promocji.
Dlaczego warto zarejestrowac sie w Vox Casino
Vox Casino to jedna z najbardziej przyjaznych dla polskich graczy platform. Oprocz prostego procesu rejestracji oferuje:
wplaty i wyplaty w zlotowkach,
lokalne metody platnosci (Blik, Przelewy24, karty),
polska wersja jezykowa strony i wsparcie klienta,
oferta ponad 3500 gier od renomowanych dostawcow,
wysoki poziom bezpieczenstwa danych i transakcji.
Kasyno posiada licencje Curacao, dziala zgodnie z regulacjami międzynarodowymi i stosuje standardy szyfrowania SSL, dzieki czemu Twoje dane osobowe i srodki finansowe sa odpowiednio chronione.
Podsumowanie
Rejestracja w Vox Casino z Polski to szybki i bezproblemowy proces, ktory nie zajmuje wiecej niz kilka minut. Dzieki lokalnemu wsparciu, bezpiecznym metodom platnosci i atrakcyjnym bonusom, Vox Casino jest idealnym miejscem do rozpoczecia przygody z gra online. Jesli szukasz kasyna, ktore oferuje intuicyjny interfejs, przejrzyste warunki promocji i szeroka baze gier – Vox Casino spelnia wszystkie te wymagania.
New project? Whether you need it or not, start localizing immediately. It does not matter that your app is only in English at launch, sooner or later, you’ll need to internationalize your app. So you’ll only see the benefits later, when you are app picks up and you suddenly find the need to translate it.
Good news, with a few simple tricks that can be started when the project is created or soon after:
you won’t have to open all your screens one by one to find what needs to be localized, it’s already done
you will find all localized strings in your catalog, ready to be sent to somebody for translation
bonus: if you work for a company, impress your boss by giving a ridiculously low estimate for how much time it will take to localize, the work was done incrementally, and it’s not going to be a huge project to support a new language
Add a String Catalog to your project
In the file explorer of Xcode, right-click in your Resources or Supporting Files folder, click “New File…”, and add a String Catalog called “Localizable”.
That’s it, you are ready to localize.
Adopt a naming convention for your keys
Keep it simple, my keys are always structured the same, with a bit of consistency, you will make it easy to find what you want, and maintain your project.
The convention I recommend is:
the first segment is the name of the screen
each segment gets more specific about where the string is going to be used and what it represents
each segment of your key is written using snake_case
segments are separated by a dot .
For example:
“editor.title” represents the title of the Editor screen
“editor.add_frame_button.title” represents the title within
Write a shorthand to transform a key into a localized string
Writing NSLocalizedString every time you need it and adding a comment isn’t. It’s dead simple, start by creating a new String+i18n.swift file.
Add a basic extension to transform a string into a localized string:
import Foundation
extension String {
var i18n: String { NSLocalizedString(self, comment: "") }
}
And that’s pretty much it. Never hardcode an interface string and always use your shorthand function to localizable each and every string, it’s an overhead of approximately 30 seconds per screen that will benefit you in the long run. This will work with UIKit & SwiftUI.
I am a big fan of Railway, it allows me to deploy any sort of backend and database with almost no effort and the pricing is extremely reasonable to start, especially given that my prototypes and work-in-progress projects have no traffic. The free $5 per month they give makes it basically free to experiment with, I’ve been using the platform for a few months and didn’t have to pay anything yet!
I’m usually developing my backends in JavaScript/TypeScript, but as an iOS and Swift developer, I wanted to toy around with Swift Vapor and answer the question: can I use Railway to deploy a Swift app?
The answer is yes and it’s extremely simple, let’s try it.
installed the vapor toolbox using: brew install vapor
created a new project using: vapor new hello -n
build the project in Xcode and verify that it works in the browser at http://127.0.0.1:8080
So far so good!
Create a GitHub project
Here I simply created a new private repository on Github, nothing special. I then added the remote to the Vapor project and pushed my code to the main branch.
Setup Railway
After creating a free account on Railway, let’s create a new project:
You will need to connect your Github account for Railway to detect your available projects. Once done you can pick the GitHub repository we created earlier:
Then click “Deploy Now”.
It’s kind of magic at this point, Railway automatically detects the Dockerfile at the root of the project, builds and deploys the project… and after a few minutes, it almost works at this stage.
Now an important step, you need to set up an environment variable for the port exposed by Docker, go to Variables, and add a new PORT variable using 8080 for the value:
On save, Railway automatically re-deploys, let’s wait another few minutes, almost there!
Now that we have added the port, Railway automatically detects a web server and offers to associate a domain, click “Add Custom Domain”:
Here you can either connect your own domain (for free!) or use a railway.app subdomain, for the demo let’s click “Enable” for the railway subdomain:
And just like that, we have our Swift Vapor app running in the cloud:
In this post, we will see how we can create a simple feature flag system in Swift leveraging the Firebase Remote Config.
Feature flags (also sometimes called feature gates) are a simple mechanism that allows for enabling/disabling a feature at runtime. Here are some interesting use cases of feature flags:
only enable a feature for certain users meeting certain criteria: for example, I want to enable this feature, but only for users who live in the United States or have their phone language set to English
develop a feature and merge your code to the main branch freely as you know it will not be available to the user until you are ready to enable the feature
disable a feature remotely, without having to re-deploy your clients (and in the case of iOS re-submit a new version and wait for users to update their apps)
Before we begin
The following assumes that you already have Firebase installed and configured in your project, if not, please follow the instructions at https://firebase.google.com/docs/ios/setup).
In the Firebase console, let’s create our first dynamic configuration to represent a feature gate. I’m going to call this one enable_learn_mode_v2. For this, let’s go to the Firebase console, then Remote Config, and click on “Add parameter”. Set the key of the feature flag in the “Parameter name (key)” field, the Data type is going to be Boolean, and the default value false.
Remote configuration
A remote configuration is the first prerequisite to creating a dynamic feature flag system. We are going to create an abstraction that allows us to retrieve a dynamic configuration, and use Firebase Remote Config as its first implementation, this way we can easily migrate to another technology when we need to.
First, let’s create an enum that will encapsulate our different configuration keys:
// Configuration.swift
import Foundation
// MARK: - Configuration
enum Configuration {
case custom(key: String)
/* insert future configuration keys here */
var key: String {
switch self {
case let .custom(customKey):
return customKey
}
}
}
We can now create a ConfigurationProvider protocol to define how we will want to use the remote configuration:
Most components in our app will only need to use this ConfigurationProvider, but the app itself will need to make sure it refreshes the configuration at launch, let’s create a ConfigurationManager protocol for that:
And now that we have all the building blocks, we can create our implementation using Firebase:
// FirebaseConfigurationManager.swift
import Firebase
// MARK: - FirebaseConfigurationManager
final class FirebaseConfigurationManager: ConfigurationManager {
enum Exception: Error {
case unknownFetchError
}
// MARK: - Remote config management
func refresh() async throws {
try await withCheckedThrowingContinuation { (continuation: CheckedContinuation<Void, Error>) in
remoteConfig.fetch { (status, error) in
switch status {
case .noFetchYet, .throttled, .success:
continuation.resume(returning: ())
case .failure:
continuation.resume(throwing: error ?? Exception.unknownFetchError)
@unknown default:
assertionFailure("Unsupported case when refreshing the Firebase remote configuration")
}
}
}
}
// MARK: - Value processing
func boolean(for configuration: Configuration) -> Bool {
remoteConfig[configuration.key].boolValue
}
func double(for configuration: Configuration) -> Double {
remoteConfig[configuration.key].numberValue.doubleValue
}
func integer(for configuration: Configuration) -> Int {
remoteConfig[configuration.key].numberValue.intValue
}
func string(for configuration: Configuration) -> String? {
remoteConfig[configuration.key].stringValue
}
func string(for configuration: Configuration, defaultValue: String) -> String {
string(for: configuration) ?? defaultValue
}
// MARK: - Dependencies
private let remoteConfig: RemoteConfig = RemoteConfig.remoteConfig()
}
It’s now time to initialize our configuration manager. The AppDelegate is a good place to initialize and refresh the configuration, and you may only want to really access the app once this step is done:
// AppDelegate.swift
import Firebase
import UIKit
// MARK: - AppDelegate
final class AppDelegate: UIResponder, UIApplicationDelegate {
private lazy var configurationManager: ConfigurationManager = FirebaseConfigurationManager()
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Initialize Firebase
FirebaseApp.configure()
// Refresh the remote configuration
Task {
do {
try await configurationManager.refresh()
// only now the app really ready to start
} catch {
print("Error: failed to refresh the remote configuration.")
}
}
return true
}
...
}
Providing feature gates
In a similar way, we are going to create an abstraction for the feature flag system that uses our ConfigurationProvider as a data source.
We start with an enum that will encapsulate our feature flag keys. The string associated values will be the configuration keys:
// FeatureGate.swift
import Foundation
// MARK: - FeatureGate
enum FeatureGate: String {
case enableLearnModeV2 = "enable_learn_mode_v2"
var key: String { rawValue }
}
And as you will see, the feature gate provider implementation is quite simple:
We now have a FeatureGateProvider class we can inject in our code (view controllers, view models, presenters, etc.) to determine if a feature is enabled or not. Then it’s a simple matter of writing a bit of conditional code:
if featureGateProvider.isGateOpen(.enableLearnModeV2) {
// new behavior to only be active when the gate is open
} else {
// default behavior for when the gate is closed
}
Unit testing
Since we have created protocols for most things, it’s going to be very easy to mock our feature flag system in unit tests:
// ConfigurationManagerMock.swift
@testable import FeatureGateSystem
// MARK: - ConfigurationManagerMock
final class ConfigurationManagerMock: ConfigurationManager {
private(set) var refreshCallCount: Int = 0
func refresh() async throws {
refreshCallCount += 1
}
var booleanOverride: Bool = false
private(set) var booleanCallCount: Int = 0
func boolean(for configuration: Configuration) -> Bool {
booleanCallCount += 1
return booleanOverride
}
var doubleOverride: Double = 0.0
private(set) var doubleCallCount: Int = 0
func double(for configuration: Configuration) -> Double {
doubleCallCount += 1
return doubleOverride
}
var integerOverride: Int = 0
private(set) var integerCallCount: Int = 0
func integer(for configuration: Configuration) -> Int {
integerCallCount += 1
return integerOverride
}
var stringOverride: String? = nil
private(set) var stringCallCount: Int = 0
func string(for configuration: Configuration) -> String? {
stringCallCount += 1
return stringOverride
}
private(set) var stringWithDefaultValueCallCount: Int = 0
func string(for configuration: Configuration, defaultValue: String) -> String {
stringWithDefaultValueCallCount += 1
return defaultValue
}
}
// ConfigurationProviderMock.swift
@testable import FeatureGateSystem
// MARK: - ConfigurationProviderMock
final class ConfigurationProviderMock: ConfigurationProvider {
var booleanOverride: Bool = false
private(set) var booleanCallCount: Int = 0
func boolean(for configuration: Configuration) -> Bool {
booleanCallCount += 1
return booleanOverride
}
var doubleOverride: Double = 0.0
private(set) var doubleCallCount: Int = 0
func double(for configuration: Configuration) -> Double {
doubleCallCount += 1
return doubleOverride
}
var integerOverride: Int = 0
private(set) var integerCallCount: Int = 0
func integer(for configuration: Configuration) -> Int {
integerCallCount += 1
return integerOverride
}
var stringOverride: String? = nil
private(set) var stringCallCount: Int = 0
func string(for configuration: Configuration) -> String? {
stringCallCount += 1
return stringOverride
}
private(set) var stringWithDefaultValueCallCount: Int = 0
func string(for configuration: Configuration, defaultValue: String) -> String {
stringWithDefaultValueCallCount += 1
return defaultValue
}
}
// FeatureGateProviderMock.swift
@testable import FeatureGateSystem
// MARK: - FeatureGateProviderMock
final class FeatureGateProviderMock: FeatureGateProvider {
var isGateOpenOverride: [FeatureGate: Bool] = [:]
private(set) var isGateOpenCallCount: Int = 0
func isGateOpen(_ featureGate: FeatureGate) -> Bool {
isGateOpenCallCount += 1
return isGateOpenOverride[featureGate] ?? false
}
}
By default with iOS and Swift, the test target runs your actual application in a simulator, but this can be a problem because you usually don’t want to run the entire launch sequence when running unit tests. The launch sequence may trigger analytics events, or pull data from an API for no good reason since we are only interested in running our tests in the most isolated environment possible.
To avoid this situation, we are going to tell Xcode to launch our application from a dummy entry point, only for test purposes. This testing launch sequence will do… nothing, and that’s the point!
Step 1: Removing existing @main modifiers
By default, Xcode uses a the @main annotation to know how to launch the application. This annotation is automatically added by the Xcode project template in the AppDelegate. In order to change the entry point of the application during unit tests, let’s remove the annotation altogether. To do that, change your `AppDelegate.swift` from:
// AppDelegate.swift
@main
final class AppDelegate: UIResponder, UIApplicationDelegate {
...
}
to:
// AppDelegate.swift
final class AppDelegate: UIResponder, UIApplicationDelegate {
...
}
Step 2: main.swift
Xcode now needs a way to know what the entry point of the application is, if not using the @main annotation, you use UIApplicationMain function from a special file named main.swift. This file is optional and doesn’t exist by default in your app, so let’s create it:
With this code, we say: try to use the TestingAppDelegate as a starting point for the application, but if it does not exist (and this file will only exist in the test target), use the standard AppDelegate.
Step 3: Creating test utilities
Let’s fill in the blanks by creating the TestingAppDelegate and associated classes. This special AppDelegate will not do anything besides connect to a TestingSceneDelegate that itself will do nothing besides adding a dummy view controller as its root.
In your test target, create a new Test Utilities folder and add the following 3 new files to it:
// TestingSceneDelegate.swift
import UIKit
// MARK: - TestingSceneDelegate
final class TestingSceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
guard let windowScene = scene as? UIWindowScene else {
return
}
window = UIWindow(windowScene: windowScene)
window?.rootViewController = TestingViewController()
window?.makeKeyAndVisible()
}
}
// TestingViewController.swift
import UIKit
// MARK: - TestingViewController
final class TestingViewController: UIViewController {
override func loadView() {
let label = UILabel()
label.text = "Running unit tests..."
label.textAlignment = .center
label.textColor = .white
label.backgroundColor = .black
view = label
}
}
Step 4: work around the Xcode caching issue
Since the introduction of SceneDelegate in iOS 13, testing was made a tiny bit more complicated due to the iOS operating system caching the SceneDelegate across sessions. This is a problem because switching from the actual app running in the simulator to the unit tests running in the same simulator results in Xcode being confused and using the cached version instead the one we decided to use in AppDelegate or TestingAppDelegate.
To bypass this issue, you can manually kill the app and remove it from the app switcher in between sessions, but the easiest way to always try to run the tests in a different simulator (eg: I used to run the app in a iPhone 14 Pro simulator, but the tests in an iPhone 14). Unfortunately, this is still error-prone and you always end up running the wrong scheme in the wrong simulator.
But I recently came across this solution that helped solve this problem by removing all cached scene configurations in the testing AppDelegate to ensure the configuration declared TestingSceneDelegate is used. We need to modify our TestingAppDelegate to add the following code:
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Remove any cached scene configurations to ensure that TestingAppDelegate.application(_:configurationForConnecting:options:)
// is called and TestingSceneDelegate will be used when running unit tests.
// NOTE: THIS IS PRIVATE API AND MAY BREAK IN THE FUTURE!
for sceneSession in application.openSessions {
application.perform(Selector(("_removeSessionFromSessionSet:")), with: sceneSession)
}
return true
}
As noted, this is using a private API! Normally, you would want to avoid using private APIs because Apple will systematically detect them during App Review and reject your submission to the App Store. But in this case, the private API is used in the unit tests target, and since this code never reaches the App Store, it is 100% safe to use.
It’s done
Now when running the unit tests, the app that launches in the simulator isn’t your full app, it’s this nicely isolated dummy app that simply says “Running unit tests…”.