And for a better user experience the EULA should be presented on the store not when the user runs the app for the first time. This is because they can be lengthy and people get impatient waiting for it to load on the device. I use the example code for a EULA and that text is in the assets directory. Google can copy that EULA out of the assets directory and have it ready for display. Reading it can also be optional.
Now of course we can't hold our breathes for this to happen. Instead I am rewriting my EULA display to make the text display optional. If they want to read it there will be a a button to display it. If they want to agree to it without reading it they can do that too but agreeing means they are bound to that license in whatever way possible. Most users assume you don't want to screw your business over by screwing them. - Brian Jason Van Anden wrote: > Thanks for the feedback. Good points. > > My top 3 reasons pro EULA are: > > 1.) A EULA can protect you from a user lawsuit (as well). > 2.) My app contains tech that is patent pending - I want it know the user to > acknowledge this. > 3.) I want the user to acknowledge that they are licensing it from me (they > do not own it, they cannot just give it away). > > j --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
