Credit card for Google Play test - android

I don't want to input my credit card for Google Play test. Is there any way I can do this like what we did in iOS IAP testing?
Or is it possible to create Redeem code for testing?
The reason is I'm not feeling comfortable to add my Credit Card number. One of my friends once was stolen about $600 through Google wallet (although Google paid him back later).
Another bad case is my another friend received the bill from his Credit Card company to pay for the testing of Google Play's In App Billing although Google said it's safe to do so.(He told me he even saw "This is a test order, you will not be charged" when he did testing)
Thanks

I think he was talking about the Google Play's In App Billing. So I don't think it's possible to use sandbox for testing.

Follow the documentation here. It will give you access to a group that will automatically input test cards into your current google account you're using within the sandbox https://developers.google.com/pay/api/android/guides/resources/test-card-suite

Related

Pay Google Developer Registration fee.

IS there any way to pay google developer registration fee without google wallet?
I am trying to pay it through the google wallet but at the time of adding my debit card it said that authentication failed .
Unfortunately, I believe Google Wallet is the only means of payment. Is your card one of the valid ones listed here? Otherwise, it may be an issue with the card/information you've inputted. Check out the Google Wallet Help Center.
Seems like the Google Play Cards do not work either (was just confirmed in chat). So you need to use the methods in the link #Andy provided.

Android in-app testing subscriptions

I have implemented subscriptions in my app and have the product listed on my developer Console. Test purchases are not currently supported for subscription in-app items so I need to test using a real credit card - no problem for me. Also I'm testing on a phone other than my developer phone because we are not allowed to test on our developer phone (can you make it any harder Google?) Previously I successfully tested consumable products using this phone using a bogus -0999 credit card and this worked well.
Now when I try to buy a subscription, Google Play wants to use the -0999 credit card and it fails to be approved. So I would like to change it to use a real credit card but I can't figure out how to do the. How can I test with a real credit card?
Thanks,
Dean
When you were testing your consumables, Google Play put that phoney credit card number into your Google Wallet Account. Going into Google Wallet, deleting the phoney CC and entering a valid CC solves the problem.

Check if an user has credit card information stored in the device

I am creating an Android application that will offer users a subscription option if the user has his credit card information stored in their device. If he does not, I am thinking about offering different methods for the user to use the application.
Does anyone know if there is a way to check if a user has his credit card information stored in their device?
To clarify what I am looking for:
Android devices allow users to store credit card information so they don't have to re-enter the information for every purchase. I'm talking about identifying that the user has that data stored. I am not talking about storing that information myself for the user or trying to get it. All I need is a boolean method that will tell me if the user has the data stored or something similar.
Credit Card information isn't really stored "on the device." In the case of devices that are connected to the Play Store, Google account credentials are stored and payments are made through Google Wallet. I don't have a lot of experience with other types of devices, but I imagine they all work in a similar fashion, for example a Kindle Fire will keep Amazon account credentials, etc.
If you're looking to create an application that provides in-app purchases and will be available on the Play Store, you can click here to read about Google's In-App Billing API that allows your users to use their Google Wallet to make payments. For Kindle Devices, Amazon has a similar API.
It would be a pretty major security concern if arbitrary apps had access to the device owner's credit card information. If you're writing an app that you intend to distribute outside of a reputable app store and therefore without a built-in in-app purchase api, you're going to have to use your own payment mechanism. If this is the case, I wouldn't recommend creating your own. I believe PayPal has an Android API, and a quick Google search came up with a few other less notable brands that offer this service, though if you do intend to use the Play Store or Amazon's app store, using a 3rd party payment API usually goes against their terms of service.
Edit: The AccountManager class allows you to view info about accounts on the device, however, I don't believe that you can use it to discover if the user has a payment method set up through Google Wallet. I found this SO question that goes into detail about what the AccountManager can be used for. If this is a Play Store app, I'd look into the Google In-App Billing API, it's probably the best option for what you're trying to do.

Android and Google Wallet - mandatory for one time purchase?

Is the Google Wallet online payment system on Android phones mandatory for e.g. movie, songs or game levels purchases in a similar way the Apple’s In-App-Purchase is on iOS?
According to the information here “Developers offering additional content, goods, or services for an application downloaded from Android Market must offer an authorized Payment Processor as the payment option“.
Our understanding is that if user has installed an application, which plays movies and users pay per single movie view application needs using the Google Wallet otherwise it can be removed from Google Play. Is that correct?
Similar situation is within game if user wants to pay for the additional level. Is that correct?
For subscriptions it is not required to use the Google Wallet (again the similar situation is on the iOS).
STeN
I had an app that had LogiaMobile billing integrated and was rejected from Google Play for that very reason (it was in Sept 2011). The app tried to bill users when they wanted to download videos.
Find a good explanation about the policies in this Techcrunch article
My advice would be to always integrate Google In-App billing (now v3 is far more confortable to work with).
I hope this is what you were asking for :)
'Google Wallet' is a confusing name, because it may refer to different thing. First there is the Google Wallet app that lets you pay with your phone via NFC. You certainly don't need this to buy things from the Play Store and it is supported only in the US, and only on a limited number of devices. Google Wallet also refers to Google's online payment system (aka Google Checkout). You need to register your credit card with that in order to make purchases on Android. It serves as the 'authorized Payment Processor' in most case. Other ones being carrier billing on supported carriers.

android in-app billing sandbox

I'm developing a simple in-app billing library. It works with static responses from google, but now I'd like to test this lib with real in-app products.
I have created a test account and I'm trying to buy a product, but google Play is asking me for a credit card. Is there any way to test in-app billing without using a real credit card (a sandbox environment, fake credit card, etc)?
I have read here that the only way to test this is using a real credit card with a test account (so you don't have to pay google taxes) and once you have bought the product, refund it again, but it seems not to be a very 'developer-friendly' way.
Thanks.
Nope it absolutely SUCKS
You have to use a real credit card, then go into Google Play , select View Merchant Account and hit the individual order then refund to get your money back.
sorry!
As of today (or yesterday) Google has finally allowed "sandbox" testing of in app purchases, it goes through all the steps of an in app purchase except the actual charging of the credit card.
Although you will probobly have to wait for the cancelations/refunds like you did before.
More info here and here
Got this info from my developers console.
... and to add to Blundell's answer, it will take close to 6 hrs for refund to be posted, and then you'll probably want to give it another 6 hours before attempting the purchase.... or else.... Or else, what? Oh, I don't know, something like the "you already own this item" bug/glitch/bane of my existence
You can test in-app purchase subscription using testing accounts. For reference please go through the link-
You may use sandbox testing by adding you testers account to play console.
Go to the play console main screen--> setting--> search for license testers--> add your testers email-id there.
Then go to your app release-> go for your beta/alpha release.
Tap on manage testers and share opt-in URL with testers to accept an invite.
https://cheesecakelabs.com/blog/google-play-iap-first-setup-test-sandbox/

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