/frameworks/base/docs/html/google/play/licensing/ |
D | index.jd | 9 applications that you publish on Google Play. With Google Play Licensing, your application can 13 <p>Using the service, you can apply a flexible licensing policy on an application-by-application 14 basis—each application can enforce licensing in the way most appropriate for it. If necessary, 15 an application can apply custom constraints based on the licensing status obtained from Google Play. 16 For example, an application can check the licensing status and then apply custom constraints 17 that allow the user to run it unlicensed for a specific validity period. An application can also 18 restrict use of the application to a specific device, in addition to any other constraints. </p> 21 application checks the licensing status, the Google Play server signs the licensing status 22 response using a key pair that is uniquely associated with the application. Your application 26 <p>Any application that you publish through Google Play can use the Google Play Licensing [all …]
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D | overview.jd | 29 <p>Google Play Licensing is a network-based service that lets an application query a trusted 30 Google Play licensing server to determine whether the application is licensed to the current 32 to determine whether a given user is licensed to use a given application. Google Play considers a 33 user to be licensed if the user is a recorded purchaser of the application.</p> 35 <p>The request starts when your application makes a request to a service hosted by 36 the Google Play client application. The Google Play application then sends a request to 37 the licensing server and receives the result. The Google Play application sends 38 the result to your application, which can allow or disallow further use of the 39 application as needed.</p> 49 <p class="img-caption"><strong>Figure 1.</strong> Your application initiates a [all …]
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D | licensing-reference.jd | 54 access to the application, based on the license response. </td> 86 application to a specific device. Called from LicenseValidator. Implementing 124 <td>One-way IPC callback implementation over which the application receives an 135 licensing server. In general, an application should handle all of these response 153 <td>The application is licensed to the user. The user has purchased the 154 application, or is authorized to download and install the alpha or beta version 155 of the application.</td> 162 <td>The application is licensed to the user, but there is an updated application 168 application version is invalid or compromised. The application can allow access 175 <td>The application is not licensed to the user.</td> [all …]
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D | adding-licensing.jd | 58 <li><a href="#manifest-permission">Adding the licensing permission</a> your application's manifest.… 62 <li><a href="#impl-lc">Adding code to check the license</a> in your application's main 69 integration, you should be able to compile your application successfully and you 81 <p>To use the Google Play application for sending a license check to the 82 server, your application must request the proper permission, 83 <code>com.android.vending.CHECK_LICENSE</code>. If your application does 87 <p>To request the licensing permission in your application, declare a <a 94 <p>For example, here's how the LVL sample application declares the permission: 112 application's manifest. </p> 133 given user with a given license should be granted access to your application. [all …]
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/frameworks/base/docs/html/tools/publishing/ |
D | publishing_overview.jd | 25 publish an Android application you perform two main tasks:</p> 28 <li>You prepare the application for release. 29 <p>During the preparation step you build a release version of your application, which users can 32 <li>You release the application to users. 34 application to users.</p> 38 <p>Usually, you release your application through an application marketplace, such as <a href="{@doc… 43 href="{@docRoot}tools/workflow/index.html">application development process</a>. 44 The publishing process is typically performed after you finish testing your application in a debug 45 environment. Also, as a best practice, your application should meet all of your release criteria for 52 href="{@docRoot}tools/workflow/index.html">application development process</a>. [all …]
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D | preparing.jd | 30 <p>Before you distribute your Android application to users you need to prepare it for release. The 35 <p>When you prepare your application for release, you configure, build, and test a release 36 version of your application. The configuration tasks are straightforward, involving basic code 37 cleanup and code modification tasks that help optimize your application. The build process is 39 tasks serve as a final check, ensuring that your application performs as expected under real-world 40 conditions. When you are finished preparing your application for release you have a signed 42 application marketplace such as Google Play.</p> 44 <p>This document summarizes the main tasks you need to perform to prepare your application for 46 how they are released or distributed to users. If you are releasing your application through Google 48 Checklist for Google Play</a> to be sure your release-ready application satisfies all Google Play [all …]
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D | versioning.jd | 10 <li>Your application <em>must</em> be versioned</a></li> 11 <li>You set the version in the application's manifest file</li> 35 <p>Versioning is a critical component of your application upgrade and maintenance 39 <li>Users need to have specific information about the application version that 43 a suite — need to query the system for your application's version, to 45 <li>Services through which you will publish your application(s) may also need to 46 query your application for its version, so that they can display the version to 47 users. A publishing service may also need to check the application version to 53 developer) are responsible for enforcing version restrictions within your application or by 56 manifest. This attribute allows an application to specify the minimum system API with which it is [all …]
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/frameworks/base/docs/html/guide/topics/manifest/ |
D | receiver-element.jd | 19 <dd><code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a… 27 subclass) as one of the application's components. Broadcast receivers enable 29 applications, even when other components of the application are not running. 48 The <code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a… 49 <code><a href="{@docRoot}guide/topics/manifest/application-element.html#enabled">enabled</a></code>… 50 application components, including broadcast receivers. The 51 <code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a></c… 59 outside its application — "{@code true}" if it can, and "{@code false}" 61 receive are those sent by components of the same application or applications 68 application-internal use (since others would not normally know the class name). [all …]
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D | service-element.jd | 20 <dd><code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a… 28 of the application's components. Unlike activities, services lack a 47 The <code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a… 48 <code><a href="{@docRoot}guide/topics/manifest/application-element.html#enabled">enabled</a></code>… 49 application components, including services. The 50 <code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a></c… 60 components of the same application or applications 67 application-internal use (since others would not know the class name). So in 83 If it is not set, the icon specified for the application 84 …(see the <code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application&… [all …]
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D | uses-feature-element.jd | 16 <li><a href="#testing">Testing the features required by your application</a></li> 38 <p style="margin-top:1em;">By specifying the features that your application requires, 39 you enable Google Play to present your application only to users whose 40 devices meet the application's feature requirements, rather than presenting it 66 application. 70 application depends. The element offers a <code>required</code> attribute that 71 lets you specify whether your application requires and cannot function without 75 application describe the device-variable features that it uses.</p> 77 <p>The set of available features that your application declares corresponds to 84 element, so if your application requires multiple features, it would declare [all …]
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D | manifest-element.jd | 25 <dd><code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a… 43 contain an <code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application… 54 <dd>A full Java-language-style package name for the application. The name should 65 The package name serves as a unique identifier for the application. 66 It's also the default name for the application process (see the 67 …<code><a href="{@docRoot}guide/topics/manifest/application-element.html"><application></a></… 69 <code><a href="{@docRoot}guide/topics/manifest/application-element.html#aff">process</a></code> 77 <p class="caution"><strong>Caution:</strong> Once you publish your application, you 78 <strong>cannot change the package name</strong>. The package name defines your application's 79 identity, so if you change it, then it is considered to be a different application and users of [all …]
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D | supports-gl-texture-element.jd | 38 the application. 40 <p>An application "supports" a GL texture compression format if it is capable of 42 application is installed on a device. The application can provide the 48 <code>android:name</code> attribute. If your application supports multiple 58 (such as Google Play) or applications can check your application's 60 interacting with your application. For this reason, it's very important that 62 your application is capable of supporting. </p> 69 <p>Assuming that the application is built with SDK Platform Tools r3 or higher, 79 <dd>Specifies a single GL texture compression format supported by the application, 121 Bionic, and others. If your application requires a specific DXT variant, declare [all …]
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D | supports-screens-element.jd | 27 <dd itemprop="description">Lets you specify the screen sizes your application supports and enable <a 29 larger than what your application supports. It's important that you always use this element in your 30 application to specify the screen sizes your application supports. 32 <p>An application "supports" a given screen size if it resizes properly to fill the entire screen. 34 extra work to make your application work on screens larger than a handset device. However, it's 35 often important that you optimize your application's UI for different screen sizes by providing <a 40 <p>However, if your application does not work well when resized to fit different screen sizes, you 42 application should be distributed to smaller screens or have its UI scaled up ("zoomed") to fit 53 android:largestWidthLimitDp}. If you're developing your application for Android 3.2 and higher, 58 using screen compatibility mode with your application, read [all …]
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D | uses-configuration-element.jd | 30 <dd itemprop="description">Indicates what hardware and software features the application requires. 31 For example, an application might specify that it requires a physical keyboard 33 used to avoid installing the application on devices where it will not work. 50 <dd>Whether or not the application requires a five-way navigation control 57 If an application requires a directional control, but not a control of a 65 <dd>Whether or not the application requires a hardware keyboard — 69 <dd>The type of keyboard the application requires, if any at all. 85 <td>The application does not require a keyboard. 90 <td>The application does not require a keyboard.</td> 93 <td>The application requires a standard QWERTY keyboard.</td> [all …]
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D | uses-sdk-element.jd | 50 <dd itemprop="description"><p> Lets you express an application's compatibility with one or more ve… 51 by means of an API Level integer. The API Level expressed by an application will be compared to the 71 for the application to run. The Android system will prevent the user from installing 72 the application if the system's API Level is lower than the value specified in 77 application is compatible with all versions of Android. If your application is 80 then when installed on a system with an API Level less than 3, the application 87 <dd>An integer designating the API Level that the application targets. If not set, the default 92 with the target version. The application is still able to run on older versions (down to {@code 110 <p>To maintain your application along with each Android release, you should increase 111 the value of this attribute to match the latest API level, then thoroughly test your application on [all …]
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/frameworks/base/docs/html/guide/practices/ |
D | screens-support-1.5.jd | 16 an application designed for Android 1.5</li> 47 default, an application written for Android 1.5 or below that does not set the <a 52 <em>normal</em> screen size (basically, the system displays the application in a small window 55 <p>This document describes how to get your application out of <a 71 <p>If you have already developed and published an Android application based on 73 need to make some changes to your application in order for it to properly run on newer devices with 74 different screen configurations. You should be able to make these changes to your application such 77 <p>The recommended strategy is to develop your application against Android 1.6 (because it's the 78 lowest version that includes support for multiple screens) and test your application on each 79 platform version your application supports (especially the minimum platform, such as Android 1.5). [all …]
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D | screens-distribution.jd | 13 <li>If necessary, you can control distribution of your application based on the device 37 <p>Although we recommend that you design your application to function properly on multiple 39 application to certain types of screens, such as only tablets and other large devices or only 42 application supports.</p> 44 <p>However, before you decide to restrict your application to certain screen configurations, you 47 them to the best of your ability. By supporting multiple screens, your application can be made 55 need to filter your application from larger screens. As long as you follow the <a 57 Independence</a>, your application should work well on larger screens such as tablets. However, you 58 might discover that your application can't scale up well or perhaps you've decided to publish two 59 versions of your application for different screen configurations. In such a case, you can use the <a [all …]
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D | optimizing-for-3.0.jd | 65 you to enhance your user's experience on tablets and similar devices. Any application you've already 69 your application looks and works great on the new platform and new device form-factors.</p> 71 <p>This document shows how you can optimize your existing application for Android 3.0 and 72 maintain compatibility with older versions or upgrade your application completely with new APIs.</p> 83 <p>Read this section if you have an existing application and want to 85 manifest file to declare support for Android 3.0, test your application on the new platform, and 89 <p>Read this section if you want to upgrade your application to use APIs introduced in 90 Android 3.0 or create a new application targeted to tablets and similar devices. Compared to 93 application that's fully enhanced for tablets.</p></li> 97 application based on screen configuration</a>.</li> [all …]
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/frameworks/base/docs/html/tools/building/ |
D | index.jd | 21 for your application binaries, based on your build settings. The apk file for each app contains all 22 of the information necessary to run your application on a device or emulator, such as compiled 25 uncompiled resource files for your application.</p> 27 <p>To run an application on an emulator or device, the application must be signed using debug or 28 release mode. You typically want to sign your application in debug mode when you develop and test 29 your application, because the build system uses a debug key with a known password so you do not have 30 to enter it every time you build. When you are ready to release the application to Google 31 Play, you must sign the application in release mode, using your own private key.</p> 33 <p>If you are using Android development tools, the build system can sign the application for you 38 <p>The following diagram depicts the components involved in building and running an application:</p>
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D | building-eclipse.jd | 24 <p>When Eclipse automatically builds your application, it enables debugging and signs the 25 <code>.apk</code> with a debug key, by default. When you run the application, 26 Eclipse invokes ADB and installs your application to a device or emulator, so you do not have to 28 following topics show you how to run an application, which will automatically build your 29 application as well.</p> 31 <p>To distribute your application, however, you must build your application in release mode and 34 <p>This document shows you how to run your application on an emulator or a real device 35 from Eclipse—all of which is done using the debug version of your application. 36 …For more information about how to sign your application with a private key for release, see <a hre… 41 <p>Before you can run your application on the Android Emulator, you must <a href= [all …]
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/frameworks/base/docs/html/guide/topics/data/ |
D | install-location.jd | 11 <li>You can allow your application to install on the device's external storage.</li> 34 <p>Beginning with API Level 8, you can allow your application to be installed on the 36 for your application with the <a 39 <em>not</em> declare this attribute, your application will be installed on the internal storage 42 <p>To allow the system to install your application on the external storage, modify your 55 <p>If you declare "{@code preferExternal}", you request that your application be installed on the 56 external storage, but the system does not guarantee that your application will be installed on 58 storage. The user can also move your application between the two locations.</p> 60 <p>If you declare "{@code auto}", you indicate that your application may be installed on the 62 decide where to install your application based on several factors. The user can also move your [all …]
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/frameworks/base/docs/html/google/play/billing/v2/ |
D | api.jd | 75 items such as game levels or application features. These items are not transient 76 and usually need to be restored whenever a user reinstalls your application, 77 wipes the data on their device, or installs your application on a new 89 such as fuel or magic spells. These items are consumed within your application 113 application and the Google Play server. In practice, your application never 115 application sends billing requests to the Google Play application over 117 Play application in the form of asynchronous broadcast intents. Your application 124 <strong>Figure 1.</strong> Your application sends and receives billing messages through the 125 Google Play application, which handles all communication with the Google Play server.</p> 133 verification. Although you can handle all security-related tasks in your application, performing [all …]
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D | billing_integrate.jd | 47 implementation tasks, using the sample application as an example.</p> 49 <p>Before you implement in-app billing in your own application, be sure that you read <a 55 <p>To implement in-app billing in your application, you need to do the following:</p> 57 <li><a href="#billing-download">Download the in-app billing sample application</a>.</li> 61 <code>MarketBillingService</code> so your application can send billing requests and receive 67 <li><a href="#billing-implement">Modify your application code</a> to support in-app billing.</li> 72 <p>The in-app billing sample application shows you how to perform several tasks that are common to 83 <p>The sample application includes an application file (<code>Dungeons.java</code>), the AIDL file 88 <p>Table 1 lists the source files that are included with the sample application.</p> 90 application source files.</p> [all …]
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/frameworks/base/docs/html/guide/topics/resources/ |
D | localization.jd | 37 your application should handle text, audio files, numbers, currency, and 38 graphics in ways appropriate to the locales where your application will be used. 42 applications. The principles apply whether you are developing your application 51 localized aspects of your application as much as possible from the core Java 55 <li>You can put most or all of the <em>contents</em> of your application's 73 data that your Android application needs. An application can include multiple 75 user runs the application, Android automatically selects and loads the 87 <strong>When you write your application:</strong> 95 <strong>When a user runs your application:</strong> 101 <p>When you write your application, you create default and alternative resources [all …]
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/frameworks/base/docs/html/training/in-app-billing/ |
D | test-iab-app.jd | 28 …t In-app Billing is functioning correctly in your application, you should test the test the applic… 31 Test your In-app Billing application with static responses by using Google Play’s reserved product … 35 <p>To test your In-app Billing Version 3 application using your own product IDs: 37 …ne or more tester accounts to the developer account that you are using to publish your application. 42 …application. To learn how to build and sign your APK, see <a href="{@docRoot}tools/publishing/prep… 44 …application to the Developer Console, and associated one or more in-app products with your applica… 45 …test device by using the {@code adb} tool. To learn how to install the application, see <a href="{… 48 …rsionName} attributes values in the {@code AndroidManifest.xml} of the application that you are in… 49 …<li>Your application is signed with the same certificate that you used for the APK that you upload… 53 Billing application by purchasing a few items, and fix any issues that you
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