Re: [android-developers] In App Billing - Signature Verification failed.

2014-08-15 Thread Nathan


On Thursday, August 14, 2014 4:25:30 PM UTC-7, Kostya Vasilyev wrote:

 Or with the just updated Google Play app.
  
Very likely. I have few a people telling me the version of Android Market 
on their phone doesn't support in app billing. 

Nathan 

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Re: [android-developers] In App Billing - Signature Verification failed.

2014-08-14 Thread Nathan


On Wednesday, August 13, 2014 9:14:29 PM UTC-7, Nikolay Elenkov wrote:

 On Thu, Aug 14, 2014 at 9:41 AM, Nathan nathan@gmail.com 
 javascript: wrote: 

  
  So why would Google Play send me a bogus signature? Its not the first 
 Google 
  glitch, but what can I or the customer do about it? 
  

 Build a backup license restore method (using randomly generated license 
 codes 
 that your *own* server verifies, etc.). If a customer is having 
 problems, send them 
 a license code. Alternatively, if there is major breakage, modify your 
 server to 
 temporarily ignore signature verification failures. 

 IAP breaks from time to time, has been that way for years. Not much you 
 can do 
 about it but add workarounds in your code. 


Unfortunately, I think you are right. 
 
Nathan

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Re: [android-developers] In App Billing - Signature Verification failed.

2014-08-14 Thread Nathan
In addition, I wonder if it has anything to do with this spec:
 Kernel version: 3.4.0-cyanogenmod-g433243c build02@cyanogenmod ) 

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Re: [android-developers] In App Billing - Signature Verification failed.

2014-08-14 Thread Kostya Vasilyev
Or with the just updated Google Play app.
 15 авг. 2014 г. 3:11 пользователь Nathan nathan.d.mel...@gmail.com
написал:

 In addition, I wonder if it has anything to do with this spec:
  Kernel version: 3.4.0-cyanogenmod-g433243c build02@cyanogenmod )

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Re: [android-developers] In App Billing - Signature Verification failed.

2014-08-13 Thread Nikolay Elenkov
On Thu, Aug 14, 2014 at 9:41 AM, Nathan nathan.d.mel...@gmail.com wrote:


 So why would Google Play send me a bogus signature? Its not the first Google
 glitch, but what can I or the customer do about it?


Build a backup license restore method (using randomly generated license codes
that your *own* server verifies, etc.). If a customer is having
problems, send them
a license code. Alternatively, if there is major breakage, modify your
server to
temporarily ignore signature verification failures.

IAP breaks from time to time, has been that way for years. Not much you can do
about it but add workarounds in your code.

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Re: [android-developers] In App Billing v3 questions

2013-02-27 Thread Nikolay Elenkov
On Thu, Feb 28, 2013 at 1:34 PM, LostDev byron.k...@gmail.com wrote:


 Is there any easy way to maintain separation between the application and our
 billing library?

Require the client activity to implement some interface and pass it as a
parameter to your library's method's as needed. It doesn't really matter
where you launch stuff from as long as it is using the right thread
(UI thread)  and context (the activity's).

Additionally, you don't really need to use IabHelper at all, you can see
what it does (basically connect to a remote service and call its methods,
sometimes in a worker thread) and implement something similar. You
can't skip the onActivityResult() part though.

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Re: [android-developers] In App Billing v3 questions

2013-02-27 Thread LostDev
Nikolay,

Thanks for your reply.

Concerning running launchPurchaseFlow from the UI thread.

The library we developed for IAB Version 2 runs in a separate thread as it 
handles numerous server connections before the purchase request is sent to 
Google, and after purchase results are received.

Rather than change the architecture of the library, is it possible to run 
launchPurchaseFlow on the UI thread (from the library thread)?  I recently 
discovered runOnUiThread() but am unsure if it is appropriate in this case.

On Thursday, February 28, 2013 2:18:05 PM UTC+9, Nikolay Elenkov wrote:

 On Thu, Feb 28, 2013 at 1:34 PM, LostDev byron...@gmail.com javascript: 
 wrote: 

  
  Is there any easy way to maintain separation between the application and 
 our 
  billing library? 

 Require the client activity to implement some interface and pass it as a 
 parameter to your library's method's as needed. It doesn't really matter 
 where you launch stuff from as long as it is using the right thread 
 (UI thread)  and context (the activity's). 

 Additionally, you don't really need to use IabHelper at all, you can see 
 what it does (basically connect to a remote service and call its methods, 
 sometimes in a worker thread) and implement something similar. You 
 can't skip the onActivityResult() part though. 


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Re: [android-developers] In App Billing v3 questions

2013-02-27 Thread Nikolay Elenkov
On Thu, Feb 28, 2013 at 3:26 PM, LostDev byron.k...@gmail.com wrote:


 The library we developed for IAB Version 2 runs in a separate thread as it
 handles numerous server connections before the purchase request is sent to
 Google, and after purchase results are received.

 Rather than change the architecture of the library, is it possible to run
 launchPurchaseFlow on the UI thread (from the library thread)?  I recently
 discovered runOnUiThread() but am unsure if it is appropriate in this case.


I haven't tried it, but probably. You can also use a Handler created on the
UI thread to achieve the same thing.

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Re: [android-developers] In-App billing draft apk not appearing in Developer Console

2012-12-06 Thread Nikolay Elenkov
On Fri, Dec 7, 2012 at 7:55 AM, jb cona...@gmail.com wrote:
 Hi,

 I'm trying to test In-App billing on my app.
 I registered a test account in my Google Play account.

 I uploaded a new, signed apk as an unpublish draft (I uploaded and saved,
 but did not publish)
 The VersionCode is greater than the published apk (49 vs 48)
 The VersionName is different than the published apk (1.1.20 vs 1.1.19)

 The new apk contains: com.android.vending.BILLING

 When I go back to the Developer Console screen, the draft apk does not
 appear, only the published apks are present.

 Am I missing a step?


No, there is no special entry for draft APK and it cannot be downloaded
via the Play Store. It just needs to be there so you can test the IAB flow.

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Re: [android-developers] In-App billing draft apk not appearing in Developer Console

2012-12-06 Thread jb
Don't I need the draft present to add the IAP entry. Or do I add that to 
the existing published apk?


On Thursday, December 6, 2012 5:22:10 PM UTC-8, Nikolay Elenkov wrote:

 On Fri, Dec 7, 2012 at 7:55 AM, jb con...@gmail.com javascript: 
 wrote: 
  Hi, 
  
  I'm trying to test In-App billing on my app. 
  I registered a test account in my Google Play account. 
  
  I uploaded a new, signed apk as an unpublish draft (I uploaded and 
 saved, 
  but did not publish) 
  The VersionCode is greater than the published apk (49 vs 48) 
  The VersionName is different than the published apk (1.1.20 vs 1.1.19) 
  
  The new apk contains: com.android.vending.BILLING 
  
  When I go back to the Developer Console screen, the draft apk does not 
  appear, only the published apks are present. 
  
  Am I missing a step? 
  

 No, there is no special entry for draft APK and it cannot be downloaded 
 via the Play Store. It just needs to be there so you can test the IAB 
 flow. 



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Re: [android-developers] In-App billing draft apk not appearing in Developer Console

2012-12-06 Thread Nikolay Elenkov
On Fri, Dec 7, 2012 at 10:29 AM, jb cona...@gmail.com wrote:
 Don't I need the draft present to add the IAP entry. Or do I add that to the
 existing published apk?


Not sure what you mean? The draft APK needs to be there, it just won't
show up on the main screen.

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Re: [android-developers] In-App billing draft apk not appearing in Developer Console

2012-12-06 Thread jb
OK, I think I got it working.  All I needed to do was to add my In-App 
Products to my published apk, and now I can get the information for the 
In-App Product, using my draft apk version.


On Thursday, December 6, 2012 5:34:45 PM UTC-8, Nikolay Elenkov wrote:

 On Fri, Dec 7, 2012 at 10:29 AM, jb con...@gmail.com javascript: 
 wrote: 
  Don't I need the draft present to add the IAP entry. Or do I add that to 
 the 
  existing published apk? 
  

 Not sure what you mean? The draft APK needs to be there, it just won't 
 show up on the main screen. 


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Re: [android-developers] In-app billing for canadian

2012-10-14 Thread Ralph Bergmann | the4thFloor.eu
Am 13.10.12 18:31, schrieb MathieuB:
 to look at implementing in-app billing, when I faced the fact that
 canadian CANNOT open google merchant account... I was a bit shocked.

are you sure?

In-app billing is available to developers in supported locations for
merchants.
https://support.google.com/googleplay/android-developer/bin/answer.py?hl=enanswer=1153481

Supported locations for merchants
Currently, developers in the below countries may register as Google
Checkout merchants and sell paid applications:

Argentina*
Australia
Austria
Belgium
Brazil
Canada
...
https://support.google.com/googleplay/android-developer/bin/answer.py?hl=enanswer=150324

Ralph

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Re: [android-developers] In-app billing for canadian

2012-10-14 Thread MathieuB
Thought the same thing when I read it, they said it clear. But when it's 
time to open a google checkout account so I can receive money, it says only 
available to US and UK...

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Re: [android-developers] In-app billing for canadian

2012-10-14 Thread Ralph Bergmann | the4thFloor.eu
Am 14.10.12 19:41, schrieb MathieuB:
 Thought the same thing when I read it, they said it clear. But when it's
 time to open a google checkout account so I can receive money, it says
 only available to US and UK...

I have a account in Germany, I think there is something else wrong :-(


Ralph

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Re: [android-developers] In-app billing for canadian

2012-10-14 Thread MathieuB
You mean you have a google checkout merchant account? And you register for 
in-app billing?

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Re: [android-developers] In-App Billing Example (Dungeons) does not increment purchases.

2012-10-04 Thread Kostya Vasilyev
You will probably want to implement your own purchase tracking mechanism,
for security / obfuscation if nothing else.

-- K

2012/10/4 Escape Radius i...@escaperadius.com

 I've successfully tested the in-app billing example, Dungeons, and have
 observed an apparent error in its implementation (or in the documentation).
 In PurchaseDatabase.java the insertOrder method does not insert multiple
 rows in the table as the documentation points out:


  * Inserts a purchased product into the database. There may be
 multiple
  * rows in the table for the same product if it was purchased
 multiple times
  * or if it was refunded.


 I expected the purchase counter to increment every time I made a test
 purchase, but because the HISTORY_ORDER_ID_COL is defined as the primary
 key, multiple purchases of the same test product will NOT add a row, it
 simply updates the current row's information. In order to keep track of
 purchases, the primary key should be unique, ideally an auto-incremented
 integer.

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Re: [android-developers] In App Billing

2012-06-15 Thread John
I have tried the checkout API and that's working for my in app billing 
purchase.

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Re: [android-developers] In App Billing

2012-06-12 Thread Kumar Bibek
Nope. The receipt has to be sent by the device

Sent from my Nexus S
On Jun 13, 2012 12:13 AM, John jo-d...@hotmail.com wrote:

 We are going to use in app billing to set up a system where content is
 delivered from our server, once the user purchases an in app feature.

 Does anyone know if there is an official way, that our server can
 contact Google's server to get a receipt of purchase, rather than
 trusting the user's device?

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Re: [android-developers] In App Billing

2012-06-12 Thread John
What about through Google Checkout? Do inapp Purchases go through Google 
Checkout? I notice that there is an API to get purchase information thereon.

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Re: [android-developers] In App Billing

2012-06-12 Thread kadmos
Couldnt you send the signed/returned JSON data string object to a remote 
database and keep/use that as a record of purchase? I seem to recall 
something like this being suggested in the developer guide or a tutorial.
 

On Tuesday, June 12, 2012 4:18:01 PM UTC-4, John wrote:

 What about through Google Checkout? Do inapp Purchases go through Google 
 Checkout? I notice that there is an API to get purchase information thereon.

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Re: [android-developers] In App Billing

2012-06-12 Thread John
Yes. I am keeping the data in a database. But the question here is what 
happens if my private key gets hacked. Then I cannot trust the data from 
the client.
 
Also, the Google Checkout has more data, such as purchase price, that the 
client doesn't provide to me.

On Tuesday, June 12, 2012 3:10:09 PM UTC-6, kadmos wrote:

 Couldnt you send the signed/returned JSON data string object to a remote 
 database and keep/use that as a record of purchase? I seem to recall 
 something like this being suggested in the developer guide or a tutorial.
  


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Re: [android-developers] In App Billing

2012-06-12 Thread Nikolay Elenkov
On Wed, Jun 13, 2012 at 7:05 AM, John jo-d...@hotmail.com wrote:
 Yes. I am keeping the data in a database. But the question here is what
 happens if my private key gets hacked. Then I cannot trust the data from the
 client.

Your private key is kept on Google Checkout servers, so the chance of it being
'hacked' is very small.


 Also, the Google Checkout has more data, such as purchase price, that the
 client doesn't provide to me.


The Checkout API is not available everywhere, but if you can get a
merchant key (IIRC the
name) you could probably use it. Try it out and report back here :)

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Re: [android-developers] In-App Billing Tracking By Android Market

2012-01-31 Thread TreKing
On Tue, Jan 31, 2012 at 8:49 AM, beachboy jfma...@gmail.com wrote:

 how does the market know that I have unlocked these features and that the
 Lite version is really now the Paid version?


It doesn't - *your app* would check if the user bought the unlock item
and react accordingly.

-
TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
transit tracking app for Android-powered devices

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Re: [android-developers] In-app billing: Creating coupons ?

2011-11-07 Thread Kostya Vasilyev
In-app billing does not allow free (of charge) items. You can refund a 
purchase once it's been completely processed (i.e. the money actually 
changed hands) and keep activation (it's up to the application code to 
treat refunded items as active: Dungeons does this).


There is no expiration date either, although you could try unpublishing 
the item in the Dev Console - don't know if this affects existing 
transactions; it might. This assumes that the app does a restore 
transactions once in a while (which is subject to throttling on Google's 
side).


Some similar requests for enhancements have been filed:

http://code.google.com/p/marketbilling/issues/detail?id=12

http://code.google.com/p/marketbilling/issues/detail?id=3

... but not specifically for coupon type functionality. You are welcome 
to do so (but I wonder if it makes any difference).


At this time, I'd go with some other solution, perhaps an activator type 
application that could be installed alongside the main one, and would 
talk to your own server.


-- Kostya

08.11.2011 0:38, androidmediadeveloper пишет:

We want the ability to setup a beta program for our pro app, which
uses in-app billing. I am exploring the possibility of giving our beta
testers access to the pro features on the app for free for a limited
amount of time, i.e., until we ship it in public. Was wondering if
there is a way to generate and issue something like a coupon which can
be redeemed by the beta tester to access the pro features. And, for us
as developers to have a way to put an expiry on the access acquired
via the coupon.

Thanks!



--
Kostya Vasilyev

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Re: [android-developers] In-app Billing - not working on 1.6 2.1

2011-10-05 Thread Kostya Vasilyev
2011/10/5 Sheado chad...@gmail.com

 Hello,

 In-app billing doesn't seem to be working on 1.6  2.1. I'm testing
 with the Dungeons sample app and purchasing android.test.purchased.
 Same issue in my own app.


I just ran a quick test on a 2.0.1 device, and it worked - for an app that's
in production, with an already purchased item (so this test confirmed
restore transactions, not a new order).



 Is billing unstable for those versions? Should I remove billing for
 1.6  2.1 devices?

 Thanks!
 -Chad

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Re: [android-developers] In-app Billing - not working on 1.6 2.1

2011-10-05 Thread Chad Ata
Thanks for double-checking.
For me, some of the transactions are working, such as the purchase request.
The purchase confirmation is never completing though.

I don't want to take any chances with our users, so I'm going to remove the
feature for =2.1 for now.

-Chad


On Wed, Oct 5, 2011 at 2:19 AM, Kostya Vasilyev kmans...@gmail.com wrote:


 2011/10/5 Sheado chad...@gmail.com

 Hello,

 In-app billing doesn't seem to be working on 1.6  2.1. I'm testing
 with the Dungeons sample app and purchasing android.test.purchased.
 Same issue in my own app.


 I just ran a quick test on a 2.0.1 device, and it worked - for an app
 that's in production, with an already purchased item (so this test confirmed
 restore transactions, not a new order).



 Is billing unstable for those versions? Should I remove billing for
 1.6  2.1 devices?

 Thanks!
 -Chad

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Re: [android-developers] In-App Billing forces screen orientation change

2011-08-25 Thread TreKing
On Thu, Aug 25, 2011 at 5:37 PM, groob krzysztof.grobe...@gmail.com wrote:

 Does anyone ever met similar behaviour?


Yes, this is how Android works.


 Anyone knows the solution?


Solution to what? You didn't state a problem.

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Re: [android-developers] In-app billing. How to store information about transactions of unmanaged products?

2011-07-14 Thread Nikolay Elenkov
On Thu, Jul 14, 2011 at 10:59 PM, Mc Bell mobidevpublis...@gmail.com wrote:
 The problem is that I can have different additional information for
 similar products. So if something went wrong with the purchasing
 process (for example network connetion was down) and I have queued
 some orders on Market, I need to know exactly what order associated
 with additional information.

Use REQUEST_ID to link orders to your custom information?

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Re: [android-developers] In App billing, just 3 lines and integrate your app

2011-06-25 Thread Nikolay Elenkov
On Sun, Jun 26, 2011 at 12:41 PM, MCON Dev mcon...@gmail.com wrote:
 I hope google makes it a bit easier to integrate in app billing in the
 future. It took me sometime to get this working. And with this blog I
 hope to make it easier for folks out there.


You missed the link :) While some people may find this helpful,
it's just a bunch of steps without any real explanation of
what and why is being done. So even if someone gets it
work by some chance, they will have no idea how to fix
it when it breaks or change it to suit their needs. And
then we get the 'plz hlp is URGENT' mails in here...

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Re: [android-developers] In-App Billing

2011-06-20 Thread Kostya Vasilyev
Yeah, that link is broken for me as well, but your second link is actually
the same help content, just linked differently.
The Droid Incredible is about a year old, there is no way it could have
Market 2.3 in its original firmware, as that only started to show up in
February (IIRC) of this year.

Have you tried the procedure explained in Google's help document, to let
Market update?

-- Kostya
2011/6/20 Ryan Mattison rmattis...@gmail.com

 Hello,

 I'm currently looking at using the in-app billing process, and a few
 things worry me.

 On -
 http://developer.android.com/guide/market/billing/billing_overview.html

 If your device is running Android 3.0, in-app billing requires version
 5.0.12 (or higher) of the MyApps application. If your device is
 running any other version of Android, in-app billing requires version
 2.3.4 (or higher) of the Android Market application.

 I'm running a relatively new Droid Incredible -- version of the Market
 Place (2.2.6).  This doesn't appear to meet the requirements for In-
 App billing.

 On -
 https://www.google.com/support/androidmarket/developer/bin/answer.py?answer=190860

 Selecting the upgrade Android Market link, it leads me to Page Not
 Available.


 ...

 This looks like a huge issue for people that are attempting to use the
 InApp billing process.  It says that my Market is supposed to be
 automatically keeping itself up-to-date -
 https://market.android.com/support/bin/answer.py?answer=190860

 My question being, what percent of Android Phones actually support the
 InApp billing process?

 Thanks,

 Ryan

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Re: [android-developers] In App Billing - REQUEST_ITEM_UNAVAILABLE

2011-06-18 Thread Kumar Bibek
Have you published the item in your dev console?

*Thanks and Regards,
Kumar Bibek*
*
http://techdroid.kbeanie.com
http://www.kbeanie.com*



On Sat, Jun 18, 2011 at 11:25 PM, MCON Dev mcon...@gmail.com wrote:

 I think I have things setup correctly, but I keep getting
 REQUEST_ITEM_UNAVAILABLE.

 DDMS reports the following
 06-18 21:09:27.714: DEBUG/iDHaysbert(5449): ItemName : Hello(a)
 SettingRingToneUri :
 android.resource://com.haysbertv2/raw/hello3timescomeonpickupthephone2.mp3
 PurchaseUri : hello3timescomeonpickupthephone2
 06-18 21:09:27.714: DEBUG/iDHaysbert(5449): Sending Request id
 hello3timescomeonpickupthephone2
 06-18 21:09:27.722: DEBUG/iDHaysbert(5449): RequestPurchase
 06-18 21:09:27.730: DEBUG/iDHaysbert(5449): request id: 7697028544955964412
 06-18 21:09:30.323: INFO/iDHaysbert(5449): handleCommand() action:
 com.android.vending.billing.RESPONSE_CODE
 06-18 21:09:30.323: DEBUG/iDHaysbert(5449): Check response code
 RequestPurchase: RESULT_ITEM_UNAVAILABLE
 06-18 21:09:30.323: DEBUG/iDHaysbert(5449): product id :
 hello3timescomeonpickupthephone2: RESULT_ITEM_UNAVAILABLE
 06-18 21:09:30.323: INFO/iDHaysbert(5449): purchase failed
 06-18 21:09:30.339: DEBUG/iDHaysbert(5449):
 hello3timescomeonpickupthephone2: request purchase returned
 RESULT_ITEM_UNAVAILABLE
 I have 2 email accounts (gmail). Account A is my primary account on my
 device and my test account on my market account. Account B is owner
 account on market.
 I have a in app product hello3timescomeonpickupthephone2 with product id.
 All checkout file is under com.mcondev.test package and not
 com.example. (from the sample).
 Changed the package of some Consts variables
 // Intent actions that we send from the BillingReceiver to the
 // BillingService.  Defined by this application.
 public static final String ACTION_CONFIRM_NOTIFICATION =
 com.mcondev.test.CONFIRM_NOTIFICATION;
 public static final String ACTION_GET_PURCHASE_INFORMATION =
 com.mcondev.test.GET_PURCHASE_INFORMATION;
 public static final String ACTION_RESTORE_TRANSACTIONS =
 com.mcondev.test.RESTORE_TRANSACTIONS;
 Android Manifest has
 uses-permission android:name=android.permission.INTERNET /
 !-- Required permission to use in-app billing. --
 uses-permission android:name=com.android.vending.BILLING /
 service android:name=com.mcondev.test.BillingService /
 receiver android:name=com.mcondev.test.BillingReceiver
 intent-filter
 action android:name=com.android.vending.billing.IN_APP_NOTIFY /
 action android:name=com.android.vending.billing.RESPONSE_CODE /
 action android:name=com.android.vending.billing.PURCHASE_STATE_CHANGED
 /
 /intent-filter
 /receiver

 AIDL
 package com.android.vending.billing;
 import android.os.Bundle;
 interface IMarketBillingService {
/** Given the arguments in bundle form, returns a bundle for results. */
Bundle sendBillingRequest(in Bundle bundle);
 }

 Const.java changes
public static final String MARKET_BILLING_SERVICE_ACTION =
com.android.vending.billing.MarketBillingService.BIND;
public static final String ACTION_CONFIRM_NOTIFICATION =
com.mcondev.test.CONFIRM_NOTIFICATION;
public static final String ACTION_GET_PURCHASE_INFORMATION =
com.mcondev.test.GET_PURCHASE_INFORMATION;
public static final String ACTION_RESTORE_TRANSACTIONS =
com.mcondev.test.RESTORE_TRANSACTIONS;

 Refactored and merged Dungeons to CheckoutPurchaseObserver. Removed
 CATALOG code. Here are pieces of code.
 public CheckoutPurchaseObserver(Activity newActivity, Handler newHandler) {
super(newActivity, newHandler);
context = newActivity.getApplicationContext() ;
mHandler = newHandler ;

mPurchaseDatabase = new PurchaseDatabase(context);
mBillingService = new BillingService();
mBillingService.setContext(context);

// Check if billing is supported.
ResponseHandler.register(this);
if (!mBillingService.checkBillingSupported()) {
showDialog(DIALOG_CANNOT_CONNECT_ID);
}

}
   public void sendCheckoutRequest(String itemId, String quantity) {
if (Consts.DEBUG)
Log.d(TAG, Sending Request id +itemId) ;
if (!mBillingService.requestPurchase(itemId, quantity)) {
showDialog(DIALOG_BILLING_NOT_SUPPORTED_ID);
}
}
 . all checkoutpurchaseobserver code 
 }

 Is there anything wrong with this refactor ?

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Re: [android-developers] in- app billing

2011-05-25 Thread TreKing
On Tue, May 24, 2011 at 4:59 AM, Mithun mithunsmur...@gmail.com wrote:

 1. is it possible for me to control the pricing using 'in-app billing' ?


No.


  2. once i publish the app, is it possible to change the price?


Yes. Don't make it free though - then there's no going back.

-
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transit tracking app for Android-powered devices

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Re: [android-developers] In-app billing and Google Checkout setup

2011-05-03 Thread Kostya Vasilyev

Jeremy,

Your screenshot doesn't have the lower part with timestamps, so I can't 
be sure, but...


This is the initial state of new orders, which then changes 
automatically to something like:




*Charge order:* 
Amount charged: $1.75 | Refund some money...

*Shipment:* 
Confirmation sent on May 3, 2011


The bottom of the page, at this time, starts looking like this:

*Order history*

May 3 5:18 AM   Order shipped   You shipped this order.
May 3 5:18 AM 	Order charged 	The customer's credit card was 
successfully charged for $1.75.
May 3 5:18 AM 	Charge initiated 	You initiated a charge of $1.75 to the 
customer's credit card.
May 3 2:38 AM 	Authorization successful 	The customer's credit card was 
authorized for $1.75, and passed all risk checks. (Expires May 10, 2011 
2:38:26 AM GMT+01:00)
May 3 2:38 AM 	Order received 	You received a new order. Google has sent 
the customer an order confirmation email.



Note the amount of time that passes.

-- Kostya

03.05.2011 23:02, JeremyChase ?:

Hi - I've published an app that uses in-app billing and am having
problems with Google Checkout. For one thing, I have it setup to send
me an email when a purchase happens, but I am not receiving an email
notification. Also, the 'Charge order' button is grayed out and the
orders are showing as Not yet shipped.

Do I have Checkout configured wrong? How do you have this setup?

This is what I'm seeing in Google Checkout:
https://img.skitch.com/20110503-p23k8uy5thqcfmdewyx2tty15k.png


Thank you!
Jeremy




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Re: [android-developers] In-App Billing example service lifecycle

2011-04-19 Thread Kostya Vasilyev

Mark,

The calls to startService in BillingService are matched by stopSelf(), 
so that's not the cause.


I believe this long-running service is caused by how the purchase 
activity starts the billing service:


Dungeons.java

mBillingService = new BillingService();
mBillingService.setContext(this);

I don't see anything in the documentation to support that this is a 
proper way to start a service.


Bug report:

http://code.google.com/p/marketbilling/issues/detail?id=8

The call to unbindService in Dungeons.onDestroy is a bit of a red herring:

The this in unbindService(this) is BillingService.this as a 
ServiceConnection.


Therefore, the code unbinds the Vending service (inside Market) from the 
Billing service (inside the application), releasing the former, but does 
nothing to stop the latter.


-- Kostya

19.04.2011 22:30, markusn82 пишет:

Hi,

I recently implemented In-App billing for an application and I used
the Dungeons example as a starting point. I noticed that after leaving
my application (onDestroy is called in the base stack activity), the
BillingService service is still running on the phone and stays running
long after. I made sure that I was unbinding from the BillingService
service during onDestroy of my base activity.

As I understand it, a service that is started with startService needs
to be stopped with stopService/stopSelf, even if components bind/
unbind to it during its lifecycle (See
http://developer.android.com/guide/topics/fundamentals/bound-services.html#Lifecycle).
Does this mean that stopSelf should be called manually after calling
unbindService() or should the service stop itself automatically?

I looked further into the example code and saw that the BillingService
service was being started with startService, but stopService/stopSelf
was not being called ever. The call to stopSelf does exist in code but
it is never executed during the lifecycle of the application. Does
this indicate a bug in the example code or perhaps a bug in my usage.
I  noticed that the Dungeon example app itself also experiences the
same problem (service still running after application exited).

Any help would be appreciated.

Thanks,

Mark







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Re: [android-developers] In-app billing refunds

2011-04-14 Thread Kostya Vasilyev

Following up on in-app purchase refunds.

The link to Refund some money... pointed out by TreKing becomes 
available after the order's financial transaction is completely settled.


Make sense actually, because until then the money just isn't in the 
seller's account yet.


-- Kostya

11.04.2011 20:20, Kostya Vasilyev ?:

11.04.2011 19:53, TreKing ?:
On Mon, Apr 11, 2011 at 10:30 AM, Kostya Vasilyev kmans...@gmail.com 
mailto:kmans...@gmail.com wrote:


Am I missing something? Anyone know where the Refund an order
button is?


I don't know if in-app billed stuff works different, but normally 
there's a Refund some money... option link to the left of that 
Cancel entire order button. Though it's poorly named as you can't 
refund some - it's all or nothing.


There is - but it's grayed out.



Also, with normal purchases, canceling and refunding is essentially 
the same.


The documentation treats them differently, and so does the Dungeons 
sample.


I was actually going to use that to issue a refund to a couple of 
people who helped me (with artwork and testing), seeing how the code 
treats Refunded as Purchased. The idea being that they would buy the 
in-app product, I would refund the purchase, and the app would keep 
working for them.


The checkout window that the users see on the device tells them 
contact the developer for refunds. Canceling an order would refund the 
money, so at least that works, but keeping the app working would be a 
nice touch.


Anyway. Filed a bug about this in the billing tracker.

http://code.google.com/p/marketbilling/issues/detail?id=11

--
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Re: [android-developers] In-app billing as a method of activating a trial feature?

2011-04-12 Thread Miguel Morales
I thought products with 0.00 were not allowed.  The same for free products.
 Honestly, your best bet is probably using your own server.

On Tue, Apr 12, 2011 at 6:05 PM, Zsolt Vasvari zvasv...@gmail.com wrote:

 I was thinking that I would allow my free app user's to have access to
 some portions of my app on a limited time trial basis.

 The biggest problem with this is that if the user uninstalls/
 reinstalls, there doesn't seem to be a way of preventing them from
 restarting the trial period.  I know I could put some file on the SD
 card and check for that, but that's trivial to defeat.

 The only way I could think of this is running a server side check, but
 that a) requires a server, b) requires the INTERNET permission.

 The in-app billing seems perfect for this.  I could set up the trial
 as an item to purchase and Google will maintain for me the owners
 list.

 Does anybody have any opinion on this?  What I need is to be able to
 set the price of item to $0.00 and have access to the purchase date.
 Is this doable?

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Re: [android-developers] In-app billing refunds

2011-04-11 Thread TreKing
On Mon, Apr 11, 2011 at 10:30 AM, Kostya Vasilyev kmans...@gmail.comwrote:

 Am I missing something? Anyone know where the Refund an order button is?


I don't know if in-app billed stuff works different, but normally there's a
Refund some money... option link to the left of that Cancel entire order
button. Though it's poorly named as you can't refund some - it's all or
nothing.

Also, with normal purchases, canceling and refunding is essentially the
same.

-
TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago
transit tracking app for Android-powered devices

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Re: [android-developers] In-app billing refunds

2011-04-11 Thread Kostya Vasilyev

11.04.2011 19:53, TreKing ?:
On Mon, Apr 11, 2011 at 10:30 AM, Kostya Vasilyev kmans...@gmail.com 
mailto:kmans...@gmail.com wrote:


Am I missing something? Anyone know where the Refund an order
button is?


I don't know if in-app billed stuff works different, but normally 
there's a Refund some money... option link to the left of that 
Cancel entire order button. Though it's poorly named as you can't 
refund some - it's all or nothing.


There is - but it's grayed out.



Also, with normal purchases, canceling and refunding is essentially 
the same.


The documentation treats them differently, and so does the Dungeons sample.

I was actually going to use that to issue a refund to a couple of people 
who helped me (with artwork and testing), seeing how the code treats 
Refunded as Purchased. The idea being that they would buy the in-app 
product, I would refund the purchase, and the app would keep working for 
them.


The checkout window that the users see on the device tells them contact 
the developer for refunds. Canceling an order would refund the money, so 
at least that works, but keeping the app working would be a nice touch.


Anyway. Filed a bug about this in the billing tracker.

http://code.google.com/p/marketbilling/issues/detail?id=11

--
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Re: [android-developers] In-app billing problem

2011-04-09 Thread Kostya Vasilyev

FWIW,

It's still not working for me - although it worked fine two or three 
days ago.


Same phone, same account, same modified Dungeons sample. In fact, I made 
no changes at all.


Now purchases for android.test.* are sent to Market, but never get any 
response. This is as if I was running the unsigned debug build on my 
test phone, but I'm running a signed release build. I even tried 
removing and adding back the test account in Market profile, no change.


They are presently rolling out per-country pricing for in-app billing, 
perhaps it's related.


PS - I don't see a way to set country-specific prices in my console. All 
I see is USD with no way to choose another currency. Their email said 
available immediately.


-- Kostya

09.04.2011 4:23, Seba ?:

Hi Ivan/Kostya,

I am having the exact same problem, and I am also seeing the same 
output regarding the GTalkService.


Seba
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Re: [android-developers] In-app billing problem

2011-04-08 Thread Kostya Vasilyev

Ivan,

I have same exact setup, also Milestone 2.1.1, and the rest is the same.

Buying test items worked yesterday, but is not working now, same as for 
you: the transaction never completes.


Looks like something in billing is just broken right now. I wonder how 
well it's going to work in production.


BTW, when this happens, I also see logcat messages from GTalkService:

W/GTalkService( 1364): [DataMsgMgr] broadcast intent callback: 
result=CANCELLED forIntent { act=android.intent.action.REMOTE_INTENT 
cat=[*com.android.vending.billing.IN_APP_NOTIFY*] (has extras) }

W/GTalkService( 1364): TODO: implement reportNoReceiverError!

Are you seeing this too? I wonder why GTalkService gets billing 
broadcasts, whether this is normal, and whether it aborts the broadcast 
causing it to not be seen by the Dungeon's billing receiver.


-- Kostya

08.04.2011 13:14, Ivan ?:

Hi guys,

I'm trying to integrate in-app billing in an app but for some reason I
can't get the Dungeons sample app to work, even with static responses.

What I've done is:

- i've setup a publisher and merchant accounts
- copied my public key from publisher profile in
base64EncodedPublicKey in Security.java in Dungeons
- uploaded a signed apk and installed the same on my phone  -
Motorola Milestone 2.1 with Market app 2.3.4
- using my developer's account and License Test Response is set to
Licensed on the phone

When I start the sample and select one of the static items - e.g.
android.test.purchased, the payment screen with a VISA xxx-FAKE opens,
but afterwards only shows Authorizing purchase and doesn't complete
and nothing shows up in Items you own.

Am I forgetting a step or my phone is the problem maybe? Do you have
any idea before I start debugging the issue?

Cheers,
Ivan




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Re: [android-developers] In-app billing problem

2011-04-08 Thread Seba
Hi Ivan/Kostya,

I am having the exact same problem, and I am also seeing the same output 
regarding the GTalkService.

Seba

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Re: [android-developers] In-app billing problem

2011-04-08 Thread Seba
Hi Ivan/Kostya,

I am having the exact same problem, and yes I am seeing the same output 
regarding the GTalkService. I will keep looking into it and see what 
happens.

Good luck

Seba

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Re: [android-developers] In App Billing enhancement request

2011-03-29 Thread Marcin Orlowski
On 25 March 2011 02:41, Marcus Watkins mar...@versatilemonkey.com wrote:

 Would it be possible to allow the in-app billing to check the purchase
 status of an app? I want to switch a paid app to a freemium model, but
 it's not possible to switch and allow existing paid users to keep
 access to the app.


My thought as well. Maybe you shall fill a bug/feature request?

Regards,
Marcin Orlowski

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Re: [android-developers] In-app billing does not work - although everything has been checked

2011-03-26 Thread Kostya Vasilyev
I am also getting ITEM_UNAVAILABLE for my own product item with both a 
test account and my developer's account. The application is uploaded but 
not published, and so it the item.


In addition, purchasing authorization for android.test* items under 
the test account never completes.


FWIW, the product list editing page says this:

An in-app product will appear UNPUBLISHED until the owning application 
is PUBLISHED, at which point the in-app product's publishing state 
applies. Please use the application editor to modify the application's 
publishing state.


Not sure what this means for testing. Also, the License Test Response 
field in the profile page (where you set up test accounts) doesn't 
appear to have any codes specific to in-app billing, just codes for LVL.


-- Kostya

26.03.2011 14:32, Marc Reichelt пишет:

Hi!

I am including In-app billing in a new Android application I am
currently working on. The project is nearly finished and it should go
live as soon as in-app billing goes live.

In this project I want that users can donate to support the
application. However, I can not get In-app billing to work, although I
think I did everything right. Every time it is showing me that the
product is unavailable. Here is the logcat shortly after clicking the
button to purchase the item (product ID donate_1) and after closing
the Android Market dialog:
03-26 12:07:42.440: DEBUG/More(12297): buying: donate_1
03-26 12:07:42.440: DEBUG/BillingService(12297): RequestPurchase
03-26 12:07:42.450: DEBUG/BillingService(12297): request id:
8723043450188864909
03-26 12:07:42.450: INFO/ActivityManager(96): Starting: Intent
{ act=android.intent.action.VIEW
cmp=com.android.vending/.billing.InAppBuyPageActivity (has extras) }
from pid -1
03-26 12:07:42.770: INFO/ActivityManager(96): Displayed
com.android.vending/.billing.InAppBuyPageActivity: +313ms
device shows market dialog that product is unavailable.
03-26 12:12:28.500: INFO/BillingService(12297): handleCommand()
action: com.android.vending.billing.RESPONSE_CODE
03-26 12:12:28.500: DEBUG/BillingService(12297): RequestPurchase:
RESULT_ITEM_UNAVAILABLE
03-26 12:12:28.500: DEBUG/More(12297): donate_1:
RESULT_ITEM_UNAVAILABLE
03-26 12:12:28.500: INFO/More(12297): purchase failed

This is what I checked:
1) I correctly signed and uploaded my APK file to the developer
console and saved it as draft, and I installed it on my real device.
2) I ensured that my test account, e.g. example_t...@googlemail.com,
is listed as test account (the developer account is a different one,
let's say example_...@googlemail.com) and is the primary account on my
device.
3) The product donate_1 (unmanaged because multiple donations should
be possible) is listed as published and has a price of 0.79 €.
4) All static responses triggered by android.test.purchased etc.
have been tested and work.
5) Of course the Android Market is checked to have the latest version
(2.3.4).

So I believe I checked all points from
http://developer.android.com/guide/market/billing/billing_testing.html#billing-testing-real
- and I have no idea why it still does not work. Maybe a bug? It
wouldn't be the first time that...@googlemail.com addresses make
problems, but...@gmail.com do not. But that is just my guess.


Thanks in advance  regards

Marc Reichelt   ||   http://www.marcreichelt.de/




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Re: [android-developers] In-app billing sample is not working

2011-02-14 Thread Kostya Vasilyev
Billing requires Market application 2.3, which has not been released yet.

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15.02.2011 10:23 пользователь muhammad mahmood muhammad.rash...@gmail.com
написал:
 Hi
 i would like to say that i want to implement in-app billing in my
 application. Before it i downloaded the sample billing app. But when i
 click on Buy button, it throws exception


 01-06 05:01:26.608: ERROR/Bundle(966): readBundle: bad magic number
 01-06 05:01:26.608: ERROR/Bundle(966): readBundle: trace =
 java.lang.RuntimeException
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.os.Bundle.readFromParcelInner(Bundle.java:1580)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.os.Bundle.init(Bundle.java:82)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.os.Parcel.readBundle(Parcel.java:1381)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.os.Parcel.readBundle(Parcel.java:1366)
 01-06 05:01:26.608: ERROR/Bundle(966): at android.os.Bundle
 $1.createFromParcel(Bundle.java:1517)
 01-06 05:01:26.608: ERROR/Bundle(966): at android.os.Bundle
 $1.createFromParcel(Bundle.java:1520)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 com.android.vending.billing.IMarketBillingService$Stub
 $Proxy.sendBillingRequest(IMarketBillingService.java:102)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 com.example.dungeons.BillingService
 $RequestPurchase.run(BillingService.java:231)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 com.example.dungeons.BillingService
 $BillingRequest.runIfConnected(BillingService.java:120)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 com.example.dungeons.BillingService
 $BillingRequest.runRequest(BillingService.java:97)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 com.example.dungeons.BillingService.requestPurchase(BillingService.java:
 438)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 com.example.dungeons.Dungeons.onClick(Dungeons.java:464)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.view.View.performClick(View.java:2408)
 01-06 05:01:26.608: ERROR/Bundle(966): at android.view.View
 $PerformClick.run(View.java:8816)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.os.Handler.handleCallback(Handler.java:587)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.os.Handler.dispatchMessage(Handler.java:92)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.os.Looper.loop(Looper.java:123)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 android.app.ActivityThread.main(ActivityThread.java:4627)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 java.lang.reflect.Method.invokeNative(Native Method)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 java.lang.reflect.Method.invoke(Method.java:521)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 com.android.internal.os.ZygoteInit
 $MethodAndArgsCaller.run(ZygoteInit.java:858)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 com.android.internal.os.ZygoteInit.main(ZygoteInit.java:616)
 01-06 05:01:26.608: ERROR/Bundle(966): at
 dalvik.system.NativeStart.main(Native Method)
 01-06 05:01:26.608: ERROR/BillingService(966): Error with
 requestPurchase

 Kind Regards
 Muhammad Rashid

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Re: [android-developers] In-app billing - ITEM_ID limitations

2011-02-10 Thread Tom Gibara
Only just saw your reply, thanks Trevor.

It looks like this will support just what I need. In my case, I'm
going to have a small number of item classes, but each item the user
buys will be unique. The uniquifying data will be small - just a
couple of dozen bytes at most and acts as a natural key for any
further item data.

It looks like the In-app Billing API provides everything I need :)

Tom.

On 4 February 2011 02:41, Trevor Johns trevorjo...@google.com wrote:
 The primary problem is that the developer payload field is limited in size.
 Whatever data you put there has to travel through our entire billing system.
 Save the content to a datastore somewhere (either on-device or on a
 third-party server), then put the record ID in the developer payload field
 and you'll be fine.
 --
 Trevor Johns
 Developer Programs Engineer, Android
 http://developer.android.com


 On Wed, Feb 2, 2011 at 2:11 PM, tomgibara tomgib...@gmail.com wrote:

 I've just finished reading the preliminary documentation for in-app
 billing.

 If I've understood correctly, as part of the billing request you can
 supply:

 * ITEM_ID which is limited to a small number of pre-registered product
 ids
 * DEVELOPER_PAYLOAD unconstrained - but with caveats?

 and these are the only two pieces of data you can send to identify the
 product being purchased. But even the DEVELOPER_PAYLOAD appears to be
 off-limits; the documentation contains the following (rather cryptic)
 advice:

  We recommend that you do not use this field to send data or content.

 I take this to mean product data/content, but that's no more than a
 guess, and if that's the correct interpretation, why? The result seems
 to be that you can't sell individuated items.

 I was hoping to use the in-app billing system to allow purchases of
 dynamically generated designs from my forthcoming Metaglow
 application, but this doesn't appear to be possible without operating
 some sort of 'credits purchase' system which I think would provide a
 very poor user experience and which isn't what I want to give users.

 Can anyone shed light on this?

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Re: [android-developers] In app billing...

2011-02-05 Thread Kostya Vasilyev
I believe being able to provide refunds is important. When you go to a 
real-world store, you can touch, look at, try on items before paying, 
and yet stores typically let you bring purchases back and get a refund. 
This is so that the customer knows that if something - unexpected and 
unforeseen - goes wrong, he can get his money back. That's psychology, 
not technology.


Secondly, as a user, I prefer the situation where the pro version offers 
additional features compared to the lite version, and not where the lite 
version has the same features, and is deliberately made annoying in some 
way (nag screens, start-up delays, etc.)  The user hopefully goes to buy 
the pro version to get those extra features, hoping that they work as 
advertised, but he has no ways to verify that before paying.


Third, putting info about refunds in the application's UI would directly 
contradict what the user sees in the purchase window. And since the 
former is part of the application, and the latter comes from Google, 
which one do you think he's going to believe?


Finally, providing information to the user about refunds in one place, 
the purchase window, would seem to me like valuable thing. Probably not 
too difficult to provide a boolean flag in the API so that the purchase 
window can say Refunds for this item are provided by the developer.


-- Kostya

05.02.2011 1:56, Dianne Hackborn ?:
On Fri, Feb 4, 2011 at 12:17 PM, Kostya Vasilyev kmans...@gmail.com 
mailto:kmans...@gmail.com wrote:


I'm just concerned that it might deter purchases for lite to pro
conversions.
 For buying in-game gems or potions it shouldn't really matter,
those are impulse purchases and for smaller amounts too.


Why would it deter payments?

Here's the main value I see in the refund period: there is something 
you are purchasing, that you haven't actually been able yet to even 
try to download and install, so really have no idea what you are 
getting.  Being able to get a refund if it is not what you want, 
buggy, or has other issues is important to have any confidence in 
buying in that situation.


Using in-app purchases within an app is entirely different though. 
 Consider the same situation with a lite vs. pro version: you 
downloaded the app for free, have been using it for however long you 
want (or however long the developer will let you), and have no decided 
it is worth spending $X to purchase it (or unlock a certain feature 
etc).  What benefit does a refund period really give you here?


Or look at this another way: the beauty of using in-app purchases for 
all of this is that *you* are in complete control of the user 
experience through this thing.  All you need to do is get the user to 
download and run your free app, and after that you get to decide 
exactly how you want to interact with the user towards paying for the 
app.  All in-app billing provides is the final point where the user 
has decided yes it is worth the money, I am paying.  So you can do 
all kinds of things:


- Have the full app running as a limited time trial, after which the 
user must purchase to continue using.
- Have the full app running with ads, and the user able to pay to get 
rid of the ads.
- Have limited features available in the free app, with a payment to 
unlock the full features (or even multiple payment options to unlock 
different features).

- Allow the user to try out for-pay features for a limited amount of time.
- Show a nag message every now and then encouraging the user to pay 
for your app to encourage further development.

- And on and on!

And in all of these cases, it is clear that the interactions here are 
directly between you as the app developer and your users, with Market 
now just being the point where the user hands over some cash.


--
Dianne Hackborn
Android framework engineer
hack...@android.com mailto:hack...@android.com

Note: please don't send private questions to me, as I don't have time 
to provide private support, and so won't reply to such e-mails.  All 
such questions should be posted on public forums, where I and others 
can see and answer them.


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Re: [android-developers] In app billing...

2011-02-04 Thread String
On Friday, February 4, 2011 1:03:26 AM UTC, Mark Carter wrote:

I can't see a nice way to do it. The best way I can think of is to introduce 
 in-app billing to the Lite version and convert the Pro version into some 
 kind of pro key token app. The Lite version would check for existence of 
 this pro key app (and validate) if the in-app-upgrade had not been 
 purchased.

 Does that work?


I'm not sure it does, actually. Consider your existing Pro users, most of 
whom presumably don't have the Lite version installed. When you convert Pro 
into (in your words) just a marker app, all these users will lose the 
functionality until they go download the app formerly know as Lite. They'll 
also end up with both items in their app list unless you go through some 
shenanigans with hiding the Pro token app; I say shenanigans because you 
can't afford to hide it for users who *don't* have Lite installed. That's a 
PITA, I know, I've done that kind of thing. And in any case, you're likely 
to annoy and confuse a good percentage of your existing paid users.

String

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Re: [android-developers] In app billing...

2011-02-04 Thread Kostya Vasilyev
In this lite/pro conversion scenario, can the user cancel his purchase 
of Pro key to revert back to the Lite version (for whatever reason)?


There is a 15 minute window for refunds with the current scheme 
(separate Lite / Pro applications) - is there one for in-app purchases?


The middle screenshot here says This in-app purchase cannot be 
refunded, is that always the case for in-app items?


http://developer.android.com/guide/market/billing/index.html

-- Kostya

04.02.2011 11:17, String ?:

On Friday, February 4, 2011 1:03:26 AM UTC, Mark Carter wrote:

I can't see a nice way to do it. The best way I can think of is to
introduce in-app billing to the Lite version and convert the Pro
version into some kind of pro key token app. The Lite version
would check for existence of this pro key app (and validate) if
the in-app-upgrade had not been purchased.

Does that work?


I'm not sure it does, actually. Consider your existing Pro users, most 
of whom presumably don't have the Lite version installed. When you 
convert Pro into (in your words) just a marker app, all these users 
will lose the functionality until they go download the app formerly 
know as Lite. They'll also end up with both items in their app list 
unless you go through some shenanigans with hiding the Pro token app; 
I say shenanigans because you can't afford to hide it for users who 
/don't/ have Lite installed. That's a PITA, I know, I've done that 
kind of thing. And in any case, you're likely to annoy and confuse a 
good percentage of your existing paid users.


String
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Re: [android-developers] In app billing...

2011-02-04 Thread Mark Carter
Yeah, I wasn't thinking of killing all the functionality (in the Pro)
straight away - rather when, say, 95% of users had already installed the
Lite version.

Anyway, it's all way too messy to seriously consider.

Ideally, I would rather the Pro version becomes free (supporting in-app
upgrades), and Lite users gradually move over to that. And that somehow, the
licensing system can know which category the user falls into:

1. Paid for the app (i.e. got it *before* it became free) (LICENSED)
2. Did not pay for the app (i.e. got it *after* it became free), but
purchased the in-app-upgrade (LICENSED)
3. Neither paid for the app nor purchased the in-app-upgrade (NOT_LICENSED)

On 4 February 2011 15:17, String sterling.ud...@googlemail.com wrote:

 On Friday, February 4, 2011 1:03:26 AM UTC, Mark Carter wrote:

 I can't see a nice way to do it. The best way I can think of is to
 introduce in-app billing to the Lite version and convert the Pro version
 into some kind of pro key token app. The Lite version would check for
 existence of this pro key app (and validate) if the in-app-upgrade had not
 been purchased.

 Does that work?


 I'm not sure it does, actually. Consider your existing Pro users, most of
 whom presumably don't have the Lite version installed. When you convert Pro
 into (in your words) just a marker app, all these users will lose the
 functionality until they go download the app formerly know as Lite. They'll
 also end up with both items in their app list unless you go through some
 shenanigans with hiding the Pro token app; I say shenanigans because you
 can't afford to hide it for users who *don't* have Lite installed. That's
 a PITA, I know, I've done that kind of thing. And in any case, you're likely
 to annoy and confuse a good percentage of your existing paid users.

 String

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Re: [android-developers] In app billing...

2011-02-04 Thread Trevor Johns
In-app purchases have no refund window.

(The developer can still manually issue a refund via their Checkout merchant
console, but the user would need to manually email you.)

-- 
Trevor Johns
Developer Programs Engineer, Android
http://developer.android.com



On Fri, Feb 4, 2011 at 12:33 AM, Kostya Vasilyev kmans...@gmail.com wrote:

  In this lite/pro conversion scenario, can the user cancel his purchase of
 Pro key to revert back to the Lite version (for whatever reason)?

 There is a 15 minute window for refunds with the current scheme (separate
 Lite / Pro applications) - is there one for in-app purchases?

 The middle screenshot here says This in-app purchase cannot be refunded,
 is that always the case for in-app items?

 http://developer.android.com/guide/market/billing/index.html

 -- Kostya

 04.02.2011 11:17, String пишет:

 On Friday, February 4, 2011 1:03:26 AM UTC, Mark Carter wrote:

  I can't see a nice way to do it. The best way I can think of is to
 introduce in-app billing to the Lite version and convert the Pro version
 into some kind of pro key token app. The Lite version would check for
 existence of this pro key app (and validate) if the in-app-upgrade had not
 been purchased.

  Does that work?


  I'm not sure it does, actually. Consider your existing Pro users, most of
 whom presumably don't have the Lite version installed. When you convert Pro
 into (in your words) just a marker app, all these users will lose the
 functionality until they go download the app formerly know as Lite. They'll
 also end up with both items in their app list unless you go through some
 shenanigans with hiding the Pro token app; I say shenanigans because you
 can't afford to hide it for users who *don't* have Lite installed. That's
 a PITA, I know, I've done that kind of thing. And in any case, you're likely
 to annoy and confuse a good percentage of your existing paid users.

  String
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Re: [android-developers] In app billing...

2011-02-04 Thread Kostya Vasilyev

Thanks.

Is that somehow explained to the user during the checkout process?

-- Kostya

04.02.2011 21:07, Trevor Johns пишет:

In-app purchases have no refund window.

(The developer can still manually issue a refund via their Checkout 
merchant console, but the user would need to manually email you.)


--
Trevor Johns
Developer Programs Engineer, Android
http://developer.android.com



On Fri, Feb 4, 2011 at 12:33 AM, Kostya Vasilyev kmans...@gmail.com 
mailto:kmans...@gmail.com wrote:


In this lite/pro conversion scenario, can the user cancel his
purchase of Pro key to revert back to the Lite version (for
whatever reason)?

There is a 15 minute window for refunds with the current scheme
(separate Lite / Pro applications) - is there one for in-app
purchases?

The middle screenshot here says This in-app purchase cannot be
refunded, is that always the case for in-app items?

http://developer.android.com/guide/market/billing/index.html

-- Kostya

04.02.2011 11:17, String пишет:

On Friday, February 4, 2011 1:03:26 AM UTC, Mark Carter wrote:

I can't see a nice way to do it. The best way I can think of
is to introduce in-app billing to the Lite version and
convert the Pro version into some kind of pro key token
app. The Lite version would check for existence of this pro
key app (and validate) if the in-app-upgrade had not been
purchased.

Does that work?


I'm not sure it does, actually. Consider your existing Pro users,
most of whom presumably don't have the Lite version installed.
When you convert Pro into (in your words) just a marker app,
all these users will lose the functionality until they go
download the app formerly know as Lite. They'll also end up with
both items in their app list unless you go through some
shenanigans with hiding the Pro token app; I say shenanigans
because you can't afford to hide it for users who /don't/ have
Lite installed. That's a PITA, I know, I've done that kind of
thing. And in any case, you're likely to annoy and confuse a good
percentage of your existing paid users.

String
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Re: [android-developers] In app billing...

2011-02-04 Thread Trevor Johns
On Fri, Feb 4, 2011 at 10:40 AM, Kostya Vasilyev kmans...@gmail.com wrote:

 Thanks.

 Is that somehow explained to the user during the checkout process?

 -- Kostya


Yes. See the bold text in the middle screenshot here:

http://developer.android.com/images/billing_checkout_flow.png

-- 
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Developer Programs Engineer, Android
http://developer.android.com

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Re: [android-developers] In app billing...

2011-02-04 Thread Kostya Vasilyev

No, that says that the purchase can't be refunded.

Is it somehow made clear to the user that the purchase can be refunded 
by contacting the developer?


-- Kostya

04.02.2011 22:24, Trevor Johns ?:
On Fri, Feb 4, 2011 at 10:40 AM, Kostya Vasilyev kmans...@gmail.com 
mailto:kmans...@gmail.com wrote:


Thanks.

Is that somehow explained to the user during the checkout process?

-- Kostya

Yes. See the bold text in the middle screenshot here:

http://developer.android.com/images/billing_checkout_flow.png

--
Trevor Johns
Developer Programs Engineer, Android
http://developer.android.com


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Re: [android-developers] In app billing...

2011-02-04 Thread Trevor Johns
No. That's a policy issue for app developers. (Developers might decide that,
depending on the nature of whatever's being purchased, that they don't want
to issue refunds, even over email.)

It's something you'd have to explain in your UI.

-- 
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Developer Programs Engineer, Android
http://developer.android.com

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Re: [android-developers] In app billing...

2011-02-04 Thread Kostya Vasilyev

That's too bad.

The message very unambiguously says that there no refunds, and that 
window is the main thing the user deals with for purchases, and trusts 
as a source of information about how the process works (it being a 
Google thing).


I'm just concerned that it might deter purchases for lite to pro 
conversions.


For buying in-game gems or potions it shouldn't really matter, those are 
impulse purchases and for smaller amounts too.


At least there could be something there explaining that refunds can only 
be issued by the developer only, and you might want to contact the 
developer at xxx@zzz for further info.


-- Kostya

04.02.2011 22:57, Trevor Johns пишет:
No. That's a policy issue for app developers. (Developers might decide 
that, depending on the nature of whatever's being purchased, that they 
don't want to issue refunds, even over email.)


It's something you'd have to explain in your UI.

--
Trevor Johns
Developer Programs Engineer, Android
http://developer.android.com




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Re: [android-developers] In app billing...

2011-02-04 Thread Dianne Hackborn
On Fri, Feb 4, 2011 at 12:17 PM, Kostya Vasilyev kmans...@gmail.com wrote:

 I'm just concerned that it might deter purchases for lite to pro
 conversions.
  For buying in-game gems or potions it shouldn't really matter, those are
 impulse purchases and for smaller amounts too.


Why would it deter payments?

Here's the main value I see in the refund period: there is something you are
purchasing, that you haven't actually been able yet to even try to download
and install, so really have no idea what you are getting.  Being able to get
a refund if it is not what you want, buggy, or has other issues is important
to have any confidence in buying in that situation.

Using in-app purchases within an app is entirely different though.  Consider
the same situation with a lite vs. pro version: you downloaded the app for
free, have been using it for however long you want (or however long the
developer will let you), and have no decided it is worth spending $X to
purchase it (or unlock a certain feature etc).  What benefit does a refund
period really give you here?

Or look at this another way: the beauty of using in-app purchases for all of
this is that *you* are in complete control of the user experience through
this thing.  All you need to do is get the user to download and run your
free app, and after that you get to decide exactly how you want to interact
with the user towards paying for the app.  All in-app billing provides is
the final point where the user has decided yes it is worth the money, I am
paying.  So you can do all kinds of things:

- Have the full app running as a limited time trial, after which the user
must purchase to continue using.
- Have the full app running with ads, and the user able to pay to get rid of
the ads.
- Have limited features available in the free app, with a payment to unlock
the full features (or even multiple payment options to unlock different
features).
- Allow the user to try out for-pay features for a limited amount of time.
- Show a nag message every now and then encouraging the user to pay for your
app to encourage further development.
- And on and on!

And in all of these cases, it is clear that the interactions here are
directly between you as the app developer and your users, with Market now
just being the point where the user hands over some cash.

-- 
Dianne Hackborn
Android framework engineer
hack...@android.com

Note: please don't send private questions to me, as I don't have time to
provide private support, and so won't reply to such e-mails.  All such
questions should be posted on public forums, where I and others can see and
answer them.

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Re: [android-developers] In app billing...

2011-02-04 Thread Brad Gies

Dianne,

Your Have the full app running with ads, and the user able to pay to 
get rid of the ads comment really resonated with me :).


Are you sure this is an approved use of the In App Billing? If it is, 
it solves most of the what I need right now. I've read most (not all) of 
the documentation, but haven't clarified that point yet.


Hah... can I quote your email if I try it and am told it's not in the 
Terms of Service ? :).



Sincerely,

Brad Gies
---
Bistro Bot - Bistro Blurb
http://bgies.comhttp://nocrappyapps.com
http://bistroblurb.com  http://forcethetruth.com
http://ihottonight.com
---
Everything in moderation, including abstinence (paraphrased)

Every person is born with a brain... Those who use it well are the successful 
happy ones - Brad Gies

Adversity can make or break you... It's your choice... Choose wisely - Brad Gies

Never doubt that a small group of thoughtful, committed people can
change the world. Indeed. It is the only thing that ever has - Margaret Mead


On 04/02/2011 2:56 PM, Dianne Hackborn wrote:
On Fri, Feb 4, 2011 at 12:17 PM, Kostya Vasilyev kmans...@gmail.com 
mailto:kmans...@gmail.com wrote:


I'm just concerned that it might deter purchases for lite to pro
conversions.
 For buying in-game gems or potions it shouldn't really matter,
those are impulse purchases and for smaller amounts too.


Why would it deter payments?

Here's the main value I see in the refund period: there is something 
you are purchasing, that you haven't actually been able yet to even 
try to download and install, so really have no idea what you are 
getting.  Being able to get a refund if it is not what you want, 
buggy, or has other issues is important to have any confidence in 
buying in that situation.


Using in-app purchases within an app is entirely different though. 
 Consider the same situation with a lite vs. pro version: you 
downloaded the app for free, have been using it for however long you 
want (or however long the developer will let you), and have no decided 
it is worth spending $X to purchase it (or unlock a certain feature 
etc).  What benefit does a refund period really give you here?


Or look at this another way: the beauty of using in-app purchases for 
all of this is that *you* are in complete control of the user 
experience through this thing.  All you need to do is get the user to 
download and run your free app, and after that you get to decide 
exactly how you want to interact with the user towards paying for the 
app.  All in-app billing provides is the final point where the user 
has decided yes it is worth the money, I am paying.  So you can do 
all kinds of things:


- Have the full app running as a limited time trial, after which the 
user must purchase to continue using.
- Have the full app running with ads, and the user able to pay to get 
rid of the ads.
- Have limited features available in the free app, with a payment to 
unlock the full features (or even multiple payment options to unlock 
different features).

- Allow the user to try out for-pay features for a limited amount of time.
- Show a nag message every now and then encouraging the user to pay 
for your app to encourage further development.

- And on and on!

And in all of these cases, it is clear that the interactions here are 
directly between you as the app developer and your users, with Market 
now just being the point where the user hands over some cash.


--
Dianne Hackborn
Android framework engineer
hack...@android.com mailto:hack...@android.com

Note: please don't send private questions to me, as I don't have time 
to provide private support, and so won't reply to such e-mails.  All 
such questions should be posted on public forums, where I and others 
can see and answer them.


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Re: [android-developers] In app billing...

2011-02-04 Thread Dianne Hackborn
Yikes.  Okay let me be clear: I don't work on Market, I am not responsible
for Market, I probably know less about this than you because I haven't read
through the documentation.  I am just giving my personal opinion.  If it
conflicts with anything in the TOS, I am wrong.

But personally, I think this has the potential to be a way way better
approach to dealing with paid apps than up-front payments, for both users
and developers.  Hopefully it is all kosher with Market.

On Fri, Feb 4, 2011 at 3:08 PM, Brad Gies rbg...@gmail.com wrote:

 Dianne,

 Your Have the full app running with ads, and the user able to pay to get
 rid of the ads comment really resonated with me :).

 Are you sure this is an approved use of the In App Billing? If it is, it
 solves most of the what I need right now. I've read most (not all) of the
 documentation, but haven't clarified that point yet.

 Hah... can I quote your email if I try it and am told it's not in the Terms
 of Service ? :).


 Sincerely,

 Brad Gies
 ---
 Bistro Bot - Bistro Blurb
 http://bgies.comhttp://nocrappyapps.com
 http://bistroblurb.com  http://forcethetruth.com
 http://ihottonight.com
 ---
 Everything in moderation, including abstinence (paraphrased)

 Every person is born with a brain... Those who use it well are the
 successful happy ones - Brad Gies

 Adversity can make or break you... It's your choice... Choose wisely - Brad
 Gies

 Never doubt that a small group of thoughtful, committed people can
 change the world. Indeed. It is the only thing that ever has - Margaret
 Mead


 On 04/02/2011 2:56 PM, Dianne Hackborn wrote:

 On Fri, Feb 4, 2011 at 12:17 PM, Kostya Vasilyev kmans...@gmail.commailto:
 kmans...@gmail.com wrote:

I'm just concerned that it might deter purchases for lite to pro
conversions.
 For buying in-game gems or potions it shouldn't really matter,
those are impulse purchases and for smaller amounts too.


 Why would it deter payments?

 Here's the main value I see in the refund period: there is something you
 are purchasing, that you haven't actually been able yet to even try to
 download and install, so really have no idea what you are getting.  Being
 able to get a refund if it is not what you want, buggy, or has other issues
 is important to have any confidence in buying in that situation.

 Using in-app purchases within an app is entirely different though.
  Consider the same situation with a lite vs. pro version: you downloaded the
 app for free, have been using it for however long you want (or however long
 the developer will let you), and have no decided it is worth spending $X to
 purchase it (or unlock a certain feature etc).  What benefit does a refund
 period really give you here?

 Or look at this another way: the beauty of using in-app purchases for all
 of this is that *you* are in complete control of the user experience through
 this thing.  All you need to do is get the user to download and run your
 free app, and after that you get to decide exactly how you want to interact
 with the user towards paying for the app.  All in-app billing provides is
 the final point where the user has decided yes it is worth the money, I am
 paying.  So you can do all kinds of things:

 - Have the full app running as a limited time trial, after which the user
 must purchase to continue using.
 - Have the full app running with ads, and the user able to pay to get rid
 of the ads.
 - Have limited features available in the free app, with a payment to
 unlock the full features (or even multiple payment options to unlock
 different features).
 - Allow the user to try out for-pay features for a limited amount of time.
 - Show a nag message every now and then encouraging the user to pay for
 your app to encourage further development.
 - And on and on!

 And in all of these cases, it is clear that the interactions here are
 directly between you as the app developer and your users, with Market now
 just being the point where the user hands over some cash.

 --
 Dianne Hackborn
 Android framework engineer
 hack...@android.com mailto:hack...@android.com


 Note: please don't send private questions to me, as I don't have time to
 provide private support, and so won't reply to such e-mails.  All such
 questions should be posted on public forums, where I and others can see and
 answer them.

 --
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Re: [android-developers] In app billing...

2011-02-03 Thread Justin Giles
On Wed, Feb 2, 2011 at 8:25 PM, Dianne Hackborn hack...@android.com wrote:

 How about using it to be able to put your app up on market as a free trial
 version, using in-app billing to unlock the full version?


That's exactly what I was thinking of when I heard the announcement.  It
would chop my GitHub repo in half!  Just some questions about this...sure,
the user can unlock the full version inside the trial version, but, how is
this tracked for the user?  As it currently stands, it looks as if only
purchased apps are saved for the user (ie: they can uninstall and
reinstall without paying again). What if the user installs the free trial,
uses in-app billing to unlock the full version, then later decides to
uninstall the app for space?  Would the market/app, upon reinstalling,
recognize that the user already has paid to unlock the full version?  How is
this managed?  Is it left to the developer to manage these things on their
own servers?

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Re: [android-developers] In app billing...

2011-02-03 Thread Mark Carter
Is this the info you are looking for:

http://developer.android.com/guide/market/billing/billing_admin.html#billing-purchase-type

http://developer.android.com/guide/market/billing/billing_admin.html#billing-purchase-type
?

On 3 February 2011 21:25, Justin Giles jtgi...@gmail.com wrote:

 That's exactly what I was thinking of when I heard the announcement.  It
 would chop my GitHub repo in half!  Just some questions about this...sure,
 the user can unlock the full version inside the trial version, but, how is
 this tracked for the user?  As it currently stands, it looks as if only
 purchased apps are saved for the user (ie: they can uninstall and
 reinstall without paying again). What if the user installs the free trial,
 uses in-app billing to unlock the full version, then later decides to
 uninstall the app for space?  Would the market/app, upon reinstalling,
 recognize that the user already has paid to unlock the full version?  How is
 this managed?  Is it left to the developer to manage these things on their
 own servers?


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Re: [android-developers] In app billing...

2011-02-03 Thread Justin Giles
Yep.  Looks like that answers my question.  Thanks!

On Thu, Feb 3, 2011 at 8:49 AM, Mark Carter mjc1...@googlemail.com wrote:

 Is this the info you are looking for:


 http://developer.android.com/guide/market/billing/billing_admin.html#billing-purchase-type


 http://developer.android.com/guide/market/billing/billing_admin.html#billing-purchase-type
 ?


 On 3 February 2011 21:25, Justin Giles jtgi...@gmail.com wrote:

 That's exactly what I was thinking of when I heard the announcement.  It
 would chop my GitHub repo in half!  Just some questions about this...sure,
 the user can unlock the full version inside the trial version, but, how is
 this tracked for the user?  As it currently stands, it looks as if only
 purchased apps are saved for the user (ie: they can uninstall and
 reinstall without paying again). What if the user installs the free trial,
 uses in-app billing to unlock the full version, then later decides to
 uninstall the app for space?  Would the market/app, upon reinstalling,
 recognize that the user already has paid to unlock the full version?  How is
 this managed?  Is it left to the developer to manage these things on their
 own servers?

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Re: [android-developers] In app billing...

2011-02-03 Thread String
On Thursday, February 3, 2011 2:25:29 AM UTC, hackbod wrote:

How about using it to be able to put your app up on market as a free trial 
 version, using in-app billing to unlock the full version?


I've been thinking about this since the announcement yesterday. I used to 
think this was a good use for in-app billing, but now I'm not so sure. 

My issue is with how to present the app. That's *app,* singular, because 
you'll only have one, as opposed to the lite/pro or trial/unlock pairs which 
are common now. With this current approach, especially lite/pro, users 
understand what they're getting with the free aspect. They see Lite in the 
title, and they immediately know they're not getting the whole enchilada. 
Expectations are managed.

If the app is all-in-one (unlocked through in-app billing), I'm betting many 
users won't realize that they need to pay until AFTER they install it. It's 
well established that a large percentage don't read the Market description. 
So then they'll be annoyed that they didn't get the full version, with 
crappy 1* Market comments following soon after. Not a recipe for success.

OTOH, I've had good results with separate lite/pro apps. My top-selling app 
was fed by a Lite version which rose in the Free rankings of its category, 
then more recently has fallen back down. But not before the Pro version rose 
high enough to gain decent visibility on the Paid side, and it's now doing 
well enough that it doesn't need the support of Lite any more. Moral: with 
two apps, you get two shots at success.

I'm not saying that in-app billing to unlock a trial may not be right for 
some apps, some devs. Just that I, for one, am not convinced.

String

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Re: [android-developers] In app billing...

2011-02-03 Thread Mark Carter
Interesting points, String.

I was recently thinking about how to change an existing Lite/Pro combo to
use in-app-upgrade instead.

I can't see a nice way to do it. The best way I can think of is to introduce
in-app billing to the Lite version and convert the Pro version into some
kind of pro key token app. The Lite version would check for existence of
this pro key app (and validate) if the in-app-upgrade had not been
purchased.

Does that work?

On 4 February 2011 03:53:38 UTC+7, String sterling.ud...@googlemail.comwrote:

 On Thursday, February 3, 2011 2:25:29 AM UTC, hackbod wrote:

 How about using it to be able to put your app up on market as a free trial
 version, using in-app billing to unlock the full version?


 I've been thinking about this since the announcement yesterday. I used to
 think this was a good use for in-app billing, but now I'm not so sure.

 My issue is with how to present the app. That's *app,* singular, because
 you'll only have one, as opposed to the lite/pro or trial/unlock pairs which
 are common now. With this current approach, especially lite/pro, users
 understand what they're getting with the free aspect. They see Lite in the
 title, and they immediately know they're not getting the whole enchilada.
 Expectations are managed.

 If the app is all-in-one (unlocked through in-app billing), I'm betting
 many users won't realize that they need to pay until AFTER they install it.
 It's well established that a large percentage don't read the Market
 description. So then they'll be annoyed that they didn't get the full
 version, with crappy 1* Market comments following soon after. Not a recipe
 for success.

 OTOH, I've had good results with separate lite/pro apps. My top-selling app
 was fed by a Lite version which rose in the Free rankings of its category,
 then more recently has fallen back down. But not before the Pro version rose
 high enough to gain decent visibility on the Paid side, and it's now doing
 well enough that it doesn't need the support of Lite any more. Moral: with
 two apps, you get two shots at success.

 I'm not saying that in-app billing to unlock a trial may not be right for
 some apps, some devs. Just that I, for one, am not convinced.

 String

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Re: [android-developers] In app billing...

2011-02-03 Thread Trevor Johns
On Thu, Feb 3, 2011 at 5:03 PM, Mark Carter mjc1...@googlemail.com wrote:

 I was recently thinking about how to change an existing Lite/Pro combo to
 use in-app-upgrade instead.

 I can't see a nice way to do it. The best way I can think of is to
 introduce in-app billing to the Lite version and convert the Pro version
 into some kind of pro key token app. The Lite version would check for
 existence of this pro key app (and validate) if the in-app-upgrade had not
 been purchased.

 Does that work?


Yes, that would work.

There are apps that already use pro keys. You'd just be adding a second
check with the in-app billing service for a license that's been purchased in
the past.

-- 
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Developer Programs Engineer, Android
http://developer.android.com

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Re: [android-developers] In-App billing: Can it be used for Donation?

2011-02-03 Thread Trevor Johns
Answers inline below...

On Wed, Feb 2, 2011 at 3:30 PM, Prateek prateekandr...@gmail.com wrote:

 1. Can In-app billing be used for accepting money as donation? Please
 note that this is NOT a donation given to a registered charity but its
 like money we give to fellow freelance developers if we appreciate
 their work. Don't know if there is anything in Google's Terms 
 Conditions that stops developers from accepting money in the way as
 mentioned above. Any ideas?

 If yes, my guess is that it will be implemented as unmanaged
 purchase type.


IANAL, so I can't interpret the terms and conditions for you. Sorry.



 2. Is In-app billing only for Paid apps?


No, it will be available for all apps published in Market.


I cannot find the Product list under my currently published Free app
 listing as mentioned on
 http://d.android.com/guide/market/billing/billing_admin.html#billing-list-setup

 May be it's not activated for my account yet. Just wanted to verify.


This is correct, it has not been enabled yet.
(Once it is enabled, keep in mind you'll need to associate a Checkout
account with your account for this to appear.)


3. What is the refund time window? Is it 15 mins for In-App billing
 also?


There is no end-user refund period. If you want to issue a refund, it has to
be done manually by the application publisher through their Checkout
merchant console.

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Developer Programs Engineer, Android
http://developer.android.com

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Re: [android-developers] In app billing...

2011-02-03 Thread Mark Carter
Thanks Trevor.

After updating the Pro version (to be just a marker app), I would want to
unpublish it (to avoid confusion) but would existing users see the update
after unpublishing? Also, would existing users who buy a new phone
automatically get that unpublished app?

On 4 February 2011 09:25, Trevor Johns trevorjo...@google.com wrote:

 On Thu, Feb 3, 2011 at 5:03 PM, Mark Carter mjc1...@googlemail.comwrote:

 I was recently thinking about how to change an existing Lite/Pro combo to
 use in-app-upgrade instead.

 I can't see a nice way to do it. The best way I can think of is to
 introduce in-app billing to the Lite version and convert the Pro version
 into some kind of pro key token app. The Lite version would check for
 existence of this pro key app (and validate) if the in-app-upgrade had not
 been purchased.

 Does that work?


 Yes, that would work.

 There are apps that already use pro keys. You'd just be adding a second
 check with the in-app billing service for a license that's been purchased in
 the past.

 --
 Trevor Johns
 Developer Programs Engineer, Android
 http://developer.android.com

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Re: [android-developers] In-app billing - ITEM_ID limitations

2011-02-03 Thread Trevor Johns
The primary problem is that the developer payload field is limited in size.
Whatever data you put there has to travel through our entire billing system.

Save the content to a datastore somewhere (either on-device or on a
third-party server), then put the record ID in the developer payload field
and you'll be fine.

-- 
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Developer Programs Engineer, Android
http://developer.android.com



On Wed, Feb 2, 2011 at 2:11 PM, tomgibara tomgib...@gmail.com wrote:

 I've just finished reading the preliminary documentation for in-app
 billing.

 If I've understood correctly, as part of the billing request you can
 supply:

 * ITEM_ID which is limited to a small number of pre-registered product
 ids
 * DEVELOPER_PAYLOAD unconstrained - but with caveats?

 and these are the only two pieces of data you can send to identify the
 product being purchased. But even the DEVELOPER_PAYLOAD appears to be
 off-limits; the documentation contains the following (rather cryptic)
 advice:

  We recommend that you do not use this field to send data or content.

 I take this to mean product data/content, but that's no more than a
 guess, and if that's the correct interpretation, why? The result seems
 to be that you can't sell individuated items.

 I was hoping to use the in-app billing system to allow purchases of
 dynamically generated designs from my forthcoming Metaglow
 application, but this doesn't appear to be possible without operating
 some sort of 'credits purchase' system which I think would provide a
 very poor user experience and which isn't what I want to give users.

 Can anyone shed light on this?

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Re: [android-developers] In app billing...

2011-02-03 Thread Trevor Johns
On Thu, Feb 3, 2011 at 6:34 PM, Mark Carter mjc1...@googlemail.com wrote:

 After updating the Pro version (to be just a marker app), I would want to
 unpublish it (to avoid confusion) but would existing users see the update
 after unpublishing?


Yes, because they already have a license for the application. They'll
continue to see it in their list of purchased items (and presumably get
updates too) as long as the app is compatible with their device.



 Also, would existing users who buy a new phone automatically get that
 unpublished app?


Assuming the system restore works properly, then yes.

However, if the user disabled the backup service or doesn't sign into their
phone during the setup wizard (i.e. they skip signing into their account
until later), then we can't restore.

-- 
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Developer Programs Engineer, Android
http://developer.android.com

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Re: [android-developers] In app billing...

2011-02-03 Thread Mark Carter
Thanks for the clarification.

I do wish the licensing/in-app-payments data could be accessed in a more
standardized way to make all this easier.

What I would like to be able to do is query some API to find out all the
purchases (whether for apps or in-app-payments) for any of my products. I
can understand why you don't want an app querying for other apps from other
publishers, but what about for other apps from the same publisher?

This would also be a simple way to share in-app purchases across all of my
apps (something I see which is not allowed in the new in-app system). One
application of this might be a donate in-app purchase which could, say,
remove ads (whoops!) from all apps from the developer.

It would also be a simpler way to facilitate migration from the cumbersome
Lite/Pro model to in-app unlocking (which feels neater, though is not
perfect as mentioned earlier).

On 4 February 2011 09:52:16 UTC+7, Trevor Johns trevorjo...@google.comwrote:

 On Thu, Feb 3, 2011 at 6:34 PM, Mark Carter mjc1...@googlemail.comwrote:

 After updating the Pro version (to be just a marker app), I would want to
 unpublish it (to avoid confusion) but would existing users see the update
 after unpublishing?


 Yes, because they already have a license for the application. They'll
 continue to see it in their list of purchased items (and presumably get
 updates too) as long as the app is compatible with their device.



 Also, would existing users who buy a new phone automatically get that
 unpublished app?


 Assuming the system restore works properly, then yes.

 However, if the user disabled the backup service or doesn't sign into their
 phone during the setup wizard (i.e. they skip signing into their account
 until later), then we can't restore.

 --
 Trevor Johns
 Developer Programs Engineer, Android
 http://developer.android.com

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Re: [android-developers] In app billing...

2011-02-02 Thread Damien Cooke
Mainly for apps where buying extra services makes sense. Like a magazine
application that allows you to buy and download magazine subscriptions or
editions within the
app.

Damien
sent from my HTC Desire

On 03/02/2011 11:39 AM, sblantipodi perini.dav...@dpsoftware.org wrote:

Hi,
I just received a mail from google that informs me that In-App Billing
will be available soon.

Can you explain me please what is the in app billing and what is used
for?
We can create buy now button now without any additional apis that
redirect customers
to the market, why use in app billing on android?

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Re: [android-developers] In app billing...

2011-02-02 Thread Dianne Hackborn
How about using it to be able to put your app up on market as a free trial
version, using in-app billing to unlock the full version?

On Wed, Feb 2, 2011 at 5:54 PM, Damien Cooke cooke.dam...@gmail.com wrote:

 Mainly for apps where buying extra services makes sense. Like a magazine
 application that allows you to buy and download magazine subscriptions or
 editions within the
 app.

 Damien
 sent from my HTC Desire

 On 03/02/2011 11:39 AM, sblantipodi perini.dav...@dpsoftware.org
 wrote:

 Hi,
 I just received a mail from google that informs me that In-App Billing
 will be available soon.

 Can you explain me please what is the in app billing and what is used
 for?
 We can create buy now button now without any additional apis that
 redirect customers
 to the market, why use in app billing on android?

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hack...@android.com

Note: please don't send private questions to me, as I don't have time to
provide private support, and so won't reply to such e-mails.  All such
questions should be posted on public forums, where I and others can see and
answer them.

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