Android app licensing check - android

I have an app currently on the Android market. I am updating the app to add Android Licensing. I Basically took the example from Google Android and added it to my app. I changed the public key to mine. I added my email address to the licensing exclusion list. I am running my app on an android device and it is saying the app is not licensed.
How do i fix this?
Are there any good tutorials on android app licensing someone has came across?

Maybe your permission on your publisher account it's wrong.
Add your e-mail account test and check the Test Response menu. Change to LICENSED.

Related

Facebook social login for Android apps NOT on Google Play Store

We received the message below from FB regarding our Android app. Our app was originally on the PlayStore but is currently not approved / published. We are still using the Play Store link in the field > 'Android: Google Package Name'. Seems Google may have made a change & this link is no longer valid.
While we work on restoring PlayStore approval, the Android app is available as a direct download. We don't know how long this process will take. My question is, does FB support Android APKs that are not listed on the PlayStore? Is there a way to use a different link in the field > 'Android: Google Package Name'? Our Android users have used FB login to create accounts so we really need to keep this feature active. If anyone has any input here that would be great. cheers
Message from FB:
In order to keep our Facebook platform and community safe, we periodically review apps for compliance. We need the following action from you on your app, (), in order to approve your app’s continued operation on our platform.
URL(s) listed on your app dashboard settings could not be accessed for platform compliance review. Kindly make sure that the following field(s) on your app dashboard are working correctly:
Android: Google Package Name
The corresponding URL(s) should return a successful HTTP status code. You can verify this using the Sharing Debugger.
Sharing Debugger: https://developers.facebook.com/tools/debug/sharing/
Compliant response codes: 200-299
Violating response codes: 100-199, 300-399, 400-499, 500-599
Please also allowlist the user agent strings or the IP addresses (more secure) used by the crawler. For detailed instructions, please visit: https://developers.facebook.com/docs/sharing/webmasters/crawler.
For Google Package Name(s) and iPhone Store ID(s), please make sure that these are publicly available.
Kindly apply the requested changes to prevent your app from being restricted on our platform. You can check your app dashboard to verify if the violating fields are now compliant, otherwise you will receive an automated alert as soon as we've detected that the fields are compliant.
Thank you for your cooperation in our continued efforts to keep our platform safe.

Glassware uninstalled after google glass reboot

I have created a test build of a GDK Glass app that I want to deliver to a few test users. However the app disappears after a reboot. Logcat shows this:
08-19 18:18:18.256: I/GlasswareSyncAdapter(978): Uninstalling Glassware ID #6DBADA7634397F00 (com.example.demo).
A look at the issue tracker explains that this is caused due to the fact that the MyGlass app didn't install this app and that the app thus isn't linked to the user's account.
Are there any workarounds? With a submission process of over a month how can we get our app tested properly?
The submission process should be less than a month at this point. I suggest that once you think you have things working, you submit the app.
Once submitted, you'll be working with the Review Process Team. They are able to create a whitelist (certainly of accounts, and possibly based on a list you can control through a Google Group) of who will be able to see the app on their MyGlass page. This will also allow you to test the app, including the auth flow, using the actual installation process.
It seems like this issue only occurs when the application you are side loading has been submitted to Google for approval. Just change change the package name of the APK you want to sideload and your problem should be solved.

Google Play Services Android won't sign in Adobe Air

Recently I've been trying to get my Adobe Air AS3 Android game to work with Google Play Game Services.
I'm using the Milkman Native Extension and Flashdevelop.
I made my own sign in button, and when I press it the standard "Sign in with your account" window with all my accounts appears. The first time I sign in with an account it even gives me the standard options to share my game status to my Google+ circles. Then, when I do try to log in, the service shows the standard spinning progress wheel, then disappears, the "Signed in as PLAYER" box doesn't show up, and I'm not logged in. The ANE tells me that it's an unknown_error_code.
Things I've noticed:
It doesn't let me see a list of achievements or leaderboards either.
After the first time I log in it just tries
to log me in again indefinitely.
The "Apps using google+ data" shows it as a "3rd party app" and not the actual title of the app. EDIT: It now displays it as the correct app for some reason. Still doesn't sign me in though...
I'm pretty sure this isn't a coding problem.
Things I've tried:
Matching the SHA1 key with the SHA1 key from my p12 key.
Logging into different accounts.
Making my accounts tester accounts.
Using non tester accounts.
Making new Game Service pages
Making new application pages
Changing my app I.D. (com.blank.mygame)
Clearing the "Apps using google+ data"
Making the Version Number of the game higher than the most recent test account
Making new Google+ accounts
Syncing my app to the services page.
Desyncing my app from the services page.
Making new OAuth 2.0 client I.D.s.
Publishing the game services.
Any suggestions?
Now I can answer my question officially:
I fixed it.
Apparently if you go to the API console and change the Oauth from there the game services doesn't detect it. I originally put in the wrong SHA1 and fixed it through the API and not the google services developer console.
http://www.youtube.com/watch?v=nkJS_W-VC9I (it's problem #6 which is really n)
I was having the same problem, and I solved it by changing the App/Package ID at the Google Developer Console from:
com.developer.appname
to:
air.com.developer.appname
I had simliar issue - the app was asking for permition, but it triggered onSignInFailed event.
Tried several things, the problem was with runtime enviroment - everything works correctly when I include it to application. (I was using separate AIR runtime enviroment to decrease the time of publishing the app)

Debug Android inapp billing using Eclipse

Now I managed to sign the apk (using Eclipse Android Tools) and adb install .. to the device for testing.
But this removed the debug function, e.g. "step over" which make problem tracing much more difficult.
Is it possible to debug the inapp billing using Eclipse?
Unfortunately I don't think there is any way to step debug, I have just been using print outputs. This is due to the fact that you have to sign your app with a release key in order for it to communicate properly with the billing service. Very annoying.
When you go through the in app billing documentation, you kinda realize that it can take substantial amount of time to understand this complex piece of technology. Most developers feel the need for a working HelloWorld, and then later play around with the builds.
I have uploaded 2 projects
The android sample project. You can download this project, and immediately run the sample. This will help you quickly debug/trace thru and figure out how the in app billing works.
A cleaned up project to help you integrate your app quickly. This can help like a library. Just integrate make your “purchase requests” on your “checkout” button action.
Mind you : I have not incorporated the security recommendations. Read android in app billing documentation. Until then you are on your own risk.
For 1
Download “http://www.4shared.com/file/f5wH3qke/InAppBilling1.html”
Create a new gmail account for all correspondence (Why, I will explain below)
Pay that 25$ and purchase a “Market Place” account.
Import the project to your eclipse environment
Create a signed application apk, File-Export-Select Your Project-Create OR Use keystore, it should be valid for 25 years from today.
Upload the signed apk to the market place as a “Draft Application”, DO NOT PUBLISH it.
For the uploaded apk, you need to add “In App Products”. You will find this link on the home page for your uploaded apk.
In Security.java dont forget to add your “public key” from your market place account “edit profile” page.
On the “In App Product List”, you need to add the following products one by one
The text below should used as “In app Product id”
sword_001 as Managed
potions_001 as Unmanaged
Title and Description dont matter (for testing purpose). Add what you need here.
Cost add 1$ (minimum)
Click auto fill
Save
Publish the in app project (dont get confused here, you only need to publish the in app product, NOT the APP)
In the test account, add your personal gmail id here. Now, this gmail account needs to be configured as your first gmail account on your phone.
Yes, this WONT work on your emulator
Now the sample app should work.
For 2
Download “http://www.4shared.com/file/h8YnJyf_/InAppBillingIntegration.html”
To integrate, in your calling activity initialize the checkout code
Handler handler = new Handler() ;
CheckoutPurchaseObserver checkout = new CheckoutPurchaseObserver(this, handler);
To send the checkout request for your product
checkout.sendCheckoutRequest(purchaseUri.toString(),null);
Important Note :
This purchaseUri is the “In-app Product ID” of your resource on the “market.android.com/publish-->Create New In-App Product” options. This string should be set as the “in app product” id.
That’s why the “id” is most important. The “In-App Product ID” is how you refer to that particular product.
Also, in Security.java dont forget to add your “public key” from your market place account “edit profile” page.**
Debugging Notes
LogCat will show all errors as InAppBilling tag
This project creates a shared_preferences named “inappbilling” And debug is set to true
The androidmanifest.xml may not be needed since this project does not
have a home screen.
Why do we need to create a new gmail account ?
Simple. The account you purchase your market place account for, cant be used for “testing” your in app billing. Since you cannot purchase products for yourself. And your primary account on your device should be set as a “test account” on the market place account. Chicken-Egg issue here. Hope its clear.
An interesting blog I came by “http://crazyviraj.blogspot.com/2011/06/some-notes-on-implementing-in-app.html“ (not mine).
In my app, I used the test product id, android.test.purchased, which will simulate the actual buying process (ie, will show the in app dialog and you'll be able to purchase and get a response that can be handled by your application). Using that product id, you can run the in app code on the device (unsigned) via eclipse over usb connection. You still might need to work around some things for testing (ie, account for the fact that you are using a testing product id and not your real id), but I found using that product ID did help me quite a bit.
See the testing section of the in app billing guide

How to Deploy Android Application to Beta Tester Devices

My android app is not in the app store yet.
Is it possible to send my app to someone, and they install it on their device.
Something like iphone AdHoc?
You can email them your APK. Of course, there are several drawbacks to doing this.
There is not any built in copy protection to lock an APK to a single device so a tester could redistribute your application without your consent. This is something that you will need to deal with even once you are using Market to distribute your application. If you select "Copy Protection On", people will still be able to get at your APK as many people have rooted devices and all this option does is influence where the APK is installed. Google advises, "you may also implement your own copy protection scheme" and I think it's prudent.
Add the READ_PHONE_STATE permission to your manifest so you can retrieve the phone's IMEI, send to your server, and determine if a user should be allowed to run your application.
TelephonyManager telephonyManager =
(TelephonyManager)getSystemService(TELEPHONY_SERVICE);
String imei = telephonyManager.getDeviceId();
Your testers will need to enable "Unknown sources" to allow install of non-Market applications.
Assuming your tester uses Google as their email provider, it is important to note that the Android GMail application doesn't handle APK attachments properly. While this might confuse the recipient of your email, there are easy work-arounds:
Tell them to use the Browser app to download your attachment through the web interface.
Have them download APKatcher first.
Starting in May 2013, Google added Beta and Alpha programs to the Developer Console. You can now upload an APK to either channel and interested users (or users belonging to the specified Google+ Communities or Groups) can now get the application from the Market just like a regular app.
Users cannot provide public feedback so you have to provide them an alternative way to contact you.
At any given time, you can promote (or demote) an app to/from beta/alpha or even Production.
Here's how mine looks:
Effective beta apk distribution, getting crashes as well as feedback from early adopter is known problem in android community. To solve this problem we built a platform Zubhium for developers by developers.
Just upload apk and email address of users whom you want to distribute beta , and click send. That's it . :)
Platform will invite users and keep a track of who, when and where downloaded, Also it will followup with users who downloaded beta for feedback. You can view , reply , communicate back with users from platform.
Optionally you can integrate crash reporting services to get crashes during beta. It will provide granular details like network, device info with exception details. It does bunch of other stuff also.
Have look at www.zubhium.com
There's already an accepted answer three years ago, but let me share a simpler way to deploy your app in present: DeployGate.
With DeployGate, you can deploy your app to your own (or your colleague's) device, in a matter of seconds. All you have to do is uploading your APK file, then send a link or scan a QR code (two-dimensional barcode) with the device. To update, just upload the app again then it will be pushed to all installed devices.
It's carefully designed to eliminate waste in your daily development. The agent app will guides you and/or your colleagues throughout the app installation process, so you can avoid almost all problems you might face, especially if they are non-tech guys. You can even shortcut typing email address and password to associate an account with your devices, just click a button shown on the browser instead. If you want, you can also catch app crashes with a single line of code integration. It magically works to help you keeping your focus on development.
Disclaimer: I'm working on this product. :)
Is it possible to send my app to
someone, and they install it on their
device
Yes, of course. You can share the APK with other people and they can install the application. It's not necessary for the app to be in the Market.
Yes. Upload it to a website or email the ".apk" file to your friend. Have your friend make sure that the option to allow for "Unknown Sources" on the device is checked (Settings > Applications > Unknown Sources). When your friend downloads the application on their device and clicks to run it, it will be installed and should appear in the applications menu ready to be executed.
Dropbox also works (from this answer).
I used it with an .apk file signed with eclipse's debug certificate. You can find this file in your eclipse project's bin folder (from this answer).
You could also user TestFlight that should perfectly fit your needs, for free!

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