there are some other things you may not have thought about yet go to the developer doomawhichythingy at
http://developer.android.com/videos/index.html#v=WGIU2JX1U5Y and run the video titled Evading Pirates and Stopping Vampires about half of which I was already working on and had re-coding of the LVL entry point for the app well underway like changing the salts for aes and looking for "chokepoints" that would make an ideas attack vector and as the speakers were working i had a near-brilliant insight on how exactly to approach the market correctly suffice it to say we do not want a legit customer who is trying getting a block on every app load standard engineering ~ the correct approach to "licensing" actually involves a softer approach - you do what you mention in that last post and these speakers on the google team confirm your approach On Nov 16, 3:22 pm, swebb99 <[email protected]> wrote: > Right I've had a read around in-app purchasing and I think its the way > to go. > > My thinking is I release the initial version of the code probably > without in-app code, just get it out there. Then I do an update when > ready which add in-app purchasing. The extra logic to be bought will > already be in the app just not enabled. When the customer makes a > purchase the extra logic is enabled. Whenever I do updates another > extra bit of functionality maybe provided which may require a purchase > and the purchase screen will have extra entries. Should all work quiet > well I think. > > Thanks > > Steve -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

