Implementing In App purchases in Android?-ThrowExceptions

Exception or error:

Edit: Android now supports in-app billing!

Original question:

It looks like Android won’t natively support in-app purchases for a while, and when it does there might be a huge user base with devices that don’t support them.

What’s the best way to implement iPhone-like (additional content or services) in-app purchases in Android using the Android Market if possible?

The solution should consider in particular:

  • For all kinds of in-app purchases: Android Market’s 24-hour cancellation policy
  • For consumables/non-consumables: storage of additional content (ie: use precious application memory to avoid piracy, or use SD card to avoid bloating application memory)

Thanks!

How to solve:

This has changed as of today! There is now an example on the Android Developer site here: https://developer.android.com/google/play/billing/billing_overview

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You can create a premium key application, that will have a key. How you expose that it’s your deal ( or you can just check if PremiumKey activity exist ). From the main app you just check for your key and if it’s exist enable premium option )
If you’re talking about buying OTHER apps from yours – build your list with market url pointed to the other apps ( market:// )

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It is against the Android Market Developer Distribution Agreement to take in-app payment:

3.3 … All fees received by Developers for Products distributed via the Market must be processed by the Market’s Payment Processor.

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Looks like Paypal has launched a library for accepting in-app payments. See here. Not sure if this system violates the T&C though.

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You say that Android Market doesn’t support in-app purchases, and then ask how you can implement in-app purchases using Android Market?(!)

Anyway, if and when they do support it, I imagine it could be distributed as an update to the Android Market application itself, so most users would be able to use the functionality. I believe the Market app updates itself automatically.

Possibly the Market would accept an Intent to trigger a payment via the usual on-device mechanism and return your app (or more likely your server) a callback.

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There is also another in-app payment platform for Android applications called MoVend (www.movend.com). I have checked it out and there are several benefits using it compared to the other 2 mentioned earlier:

Many payment channels : Operator Billing for more than 38 countries, PayPal and virtual credits.

Many distribution channels: They work with developers to distribute their applications through the various distribution channels like Operator AppStores , OEMs and Android applications website. Marketing is something we all need. They are also invested by Singapore Telecommunications who has a strong presence in South East Asia.

They provide a sales analytics for you to track, trace and monitor the performance of your apps. Since they are available worldwide, you can always tailor your applications to the different geography area.

I am trying to build Android applications and monetizing is important.

Reply this thread so we can discuss how we can monetize our Android applications.

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Here’s another free licensing and payments system. The nice thing about this one is that it allows you to offer your app in any app store.

You can find more details @ http://www.cloud4apps.com/

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Check out http://mobpaynet.com, they are doing something like this. Not sure if it violates terms or not, but I will probably check it out.

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For implementing in-app purchases in Air applications you may use third-party libs (Adobe AIR does not support In App Purchases for any platforms out of the box). For example, developed by Milkman Games (unfortunately, they are not free)

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