New to Android before I port my application to this platform I wanted to know the lay of the land as far as restricted API's by each carrier.
With J2ME (Nextel aside) there was very little you could do (except pony up some serious cash) to get the carrier to allow you to access restricted API's.
With Blackberry things got much better, other than Verizon locking down GPS, you pay the developer fee of $99 and you can sign your apps.
Now Android, do we have free reign, or are the handcuffs put on us here????
There are no restrictions with carriers in Android platform. You can use the functionality provided by Android SDK in all phones available. You only need to take care of the version of the OS each device is based on.
To upload an application in the Android Maeket you need to register as a developer. You pay a small one-time amount for this. You don't need a paid certificate to sign your application. However, there are some locations that you are only allowed to upload free applications. See this question for details.
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I am looking for a way that I can develop an app cheaply for a very specific use.
Specifically, I would like to create an game that can be played online between different phones.
I have some coding and development experience, and I would like to make the app iOS compatible (initially... open to Android integration later on).
Is anyone aware of a way to make an app without paying $99+ a year to be deployed on the app store? I simply need to make it available to approximately 15 people, and am uninterested in making any money or widely distributing the app.
Many of the target audience are in low-income areas of the world and have very limited access to computers, so a mobile application is likely my only option.
Thanks in advance for any help!
I have done research into Apple developer accounts, but it doesn't seem to fit my needs. I have also looked into making an Ad-Hoc account app, but can't find a lot of info on the feasibility of this.
One thing to consider is what are the game performance requirements?
If it is a simple game, using a Javascript game engine may be a better option as it can be hosted on a server (and viewed in a browser) to start with, and later bundled in a progressive web app with PWA Builder.
I'm not an expert but I think this question should be moved to a different Stack Exchange website.
Anyway, if you want to distribute your app to iOS real devices through the App Store, you will have to pay the $99 yearly membership.
There is also a free Apple Developer Program. I never tried it and I think you need physical access to the devices on which you want to load the app. But I could be wrong and maybe you'll have access to TestFlight. If you do have access to TestFlight the only disadvantage is that you'll have to re-publish your app from time to time when the testing period for one version is over. Try it!
iOS device and low-income don't really fit together ;-).
On Android, it is much more affordable even with the use of the Play store. If it hasn't change much it is a one time $25 fee and that's it. You can do Alpha/Beta and Production releases.
Regarding your requirements it is the best platform because the devices are generally cheaper.
To developp on Android, it's free, you just pay if you want to publish the app on store.
For ios, you can't do anything without creating a developper account, so pay $99.
You're always able to use a cross-platform langage (react native, flutter for ex.) but as soon as you want to deploy on real apple device, you'll need to pay.
Big company X provides its employees with Android phones. Those employees don't necessarily own a Play Store account (gmail address required AFAIK).
At the moment, my alternative is to send a link to our .apk file, however the installation procedure might be quite complicated, not even mentioning the updates.
What's the best way to deploy my app to these phones?
Uchiha Madara is right, but it's not very convenient. They can also subscribe to Google Apps for Business ! Besides, if phones are Lollipop phones, you can very easily enable Android For Work, with pretty useful features to controll mass-hardware !
However, it's not the unique solution. You can self-host your apk file as you do, make a webservice and make your app able to communicate with to check updates ! The only problem is to teach users how to allow install from unknown sources (in security settings), which may be hard if they aren't very confortable with Android phones.
Other solution, some companies offer whole turnkey solutions, like PushLink
You could try HockeyApp to allow the users to install the application and know them about the updates.
http://hockeyapp.net/features/
My guess is you will have to use DropBox and they can download it as long as there is Wi Fi of course and ro to the settings > security and check Unknown sources so that it can install the apk from the internet, they can then go to their downloads folder and see the apk there, then install it onto their phones. Hope this helped!
Source: http://www.cnet.com/how-to/how-to-install-apps-outside-of-google-play/
I think the best way to achieve your requirements is using Microsoft Intune.
Microsoft Intune is a cloud-based service that focuses on mobile device management (MDM) and mobile application management (MAM). You control how your organization’s devices are used, including mobile phones, tablets, and laptops. You can also configure specific policies to control applications. For example, you can prevent emails from being sent to people outside your organization. Intune also allows people in your organization to use their personal devices for school or work. On personal devices, Intune helps make sure your organization's data stays protected and can isolate organization data from personal data.
Fellow developers,
as you see it at Engadget, a company developed 'Alien Dalvik', a middleware enabling Dalvik runs on any other platform like Meego.
http://www.engadget.com/2011/02/08/myriad-alien-dalvik-runs-android-apps-on-any-phone-starting/
If the middleware got ported to other platform, let's say MeeGo, then what channel do users get application downloaded at? Android market?
the original apk can't be supported on the alien dalvik. the apk must be repackaged. http://www.myriadgroup.com/software/android/myriad%20alien%20dalvik.aspx?sc_lang=en
There doesn't seem to be enough publicly available information to make a solid determination yet, but I would say: not Android Market, because that's only (legally) available to Android partners on Google branded devices.
There are other Android app marketplaces with different policies. Wait and see.
This is not a programming question per se but a question that may be relevant to all future Android developers.
I am in the market for an Android developer phone. I can buy it used on eBay, or I can buy it new on the Android Market.
All nice and dandy but in order what the Android market has to offer, I have to first register, which requires signing the Android Market Developer Distribution Agreement.
Well, I know that many developers signed that agreement and stayed alive, but before signing anything I prefer to read what I am about to sign. Unfortunately, certain information that is needed to be understood in order to sign the agreement can be accessed only after you sign the agreement...
For example, how do I know which are the "authorized payment processors" mentioned in clause 1.2?
Also, it sounds strange to me that in order to just see what developer phones are available (and their specs) I first have to register and pay the $25 registration fee. It will take at least 6 months before I will be ready to place anything on the Android market, so why should I register now?
Any idea whether to find these 2 pieces of information without having to register so early in the process?
Two things, first the "Authorized Payment Processors" are defined just above that as:
Payment Processor(s): Any party authorized by Google to provide payment processing services that enable Developers with optional Payment Accounts to charge Device users for Products distributed via the Market.Blockquote
The only one currently is Google Checkout, but I have heard that they are working with PayPal to get them involved as well.
Secondly, you have to log in to buy the phones because they are only available to Android Devs. The ones on the list are the "Android Dev Phone 2" (which is basically a MyTouch 3G) for $399.00 and the Nexus One for $529.00. You can look those up and check the specs on them. They are both unlocked and the Nexus One has an unlocked bootloader.
You do not need to register now. Just when you are ready to release your app to the Market.
Also, for development you can get any Android phone out there. Preferably many phones with different physical characteristics and various sw versions.
Btw, the $25 fee is a good thing, because Google records your credit card no, so malicious devs keep themselves away.
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!
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
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:// )
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.
Looks like Paypal has launched a library for accepting in-app payments. See here. Not sure if this system violates the T&C though.
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.
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.
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/
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.
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)