I want to implement a feature which gets charged by the usage. So the
user would buy say a $5 credit, and each time he uses a certain
feature his credit balance is reduced. When he reaches a (reorder)
threshold, he'd have to buy more credit to continue using the feature.
How do I implement the purchase mechanism for this in an app that is
distributed through Android Market? (This is the equivalent of the
iPhone In_app Purchases consumables option)

AFAIK, the only option is to price the app at say $5, and they buy the
app over and over each time they run out?
(A) that means they'd lose their history and all other data in the app
each time they purchase it again?
(B) I dont think Android Market even gives an option to buy the same
app again. You only download an update, but I dont know that you can
buy the same app again using the same account if already own it.

I could implement the purchase of credit entirely outside of Android
Market through my own web site from within the app, but isnt that
against the terms of the developers' agreement?

Would love to hear how others have overcome this problem. I'd think a
lot of games might have a similar requirement.

The goal is to allow purchase of credit legally without requiring
reinstall or loss of data.
Thanks
Jay

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