On Wed, Dec 12, 2012 at 12:21 PM, Bram Stolk <b.st...@gmail.com> wrote:

>
> Could you please comment on the reports that AIBv3 will not work until you
> clear the cache of Google Play, and agree to a EULA?
> If this is the case, I hesitate to put this burden on my users.
>

IABv3 is built into Google Play services, so it requires an update to the
Play Services apk. V2 was built into the Play store client itself. The
cache/EULA issue isn't specifically related to IAB, it's related to setting
up Play Services (and hopefully is unnecessary for most users, the cache
part anyway). It's a bummer to be in this transition period where Play
Services has to be updated before your app can take advantage of it, but I
think most people would agree that it's better than waiting for an OS
upgrade.


>
> Also, it would help if you list the ways 'in which to get AIBv2 wrong' as
> you put it?
> Every day, I am still seeing at least 3% of my users paying for purchases
> that never arrive.
>

The most common issue was the one that Dan Galpin and I outlined in our I/O
2012 talk, "10 things all game developers should know." Under IABv2 it was
unlikely but possible for the billing confirmation to arrive at a time when
your app wasn't running. Many developers, especially game developers with
substantial amounts of C++ code, had written their billing service in a way
that assumed that it was always started by their app and that the app was
always running when the billing service was alive. This isn't a valid
assumption. The fix is usually to add some persistence code to the billing
service, so that the app can check for new receipts when it starts running
again.

Ironically, the most common reason for your app to not be running when the
confirmation arrives is that it was killed to make room for Google Play to
run. Good times. :-)
Ian

>
>   Bram
>
>
>
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-- 
Ian Ni-Lewis
Developer Advocate
Android Developer Relations

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