go to the developer doomawhichythingy at
http://developer.android.com/videos/index.html#v=WGIU2JX1U5Y
and run the video titled
Evading Pirates and Stopping Vampires
about half of which I was already working on and had re-coding of the
LVL entry point for the app well underway like changing the salts for
aes and looking for "chokepoints" that would make an ideas attack
vector and as the speakers were working i had a near-brilliant insight
on how exactly to approach the market correctly
suffice it to say we do not want a legit customer who is trying
getting a block on every app load
standard engineering ~ the correct approach to "licensing" actually
involves a softer approach - you do what you mention in that last post
and these speakers on the google team confirm your approach
On Nov 16, 3:22 pm, swebb99 <sweb...@gmail.com> wrote:
> Right I've had a read around in-app purchasing and I think its the way
> to go.
>
> My thinking is I release the initial version of the code probably
> without in-app code, just get it out there. Then I do an update when
> ready which add in-app purchasing. The extra logic to be bought will
> already be in the app just not enabled. When the customer makes a
> purchase the extra logic is enabled. Whenever I do updates another
> extra bit of functionality maybe provided which may require a purchase
> and the purchase screen will have extra entries. Should all work quiet
> well I think.
>
> Thanks
>
> Steve
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