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authorkmccormick <kmccormick@google.com>2013-03-27 17:25:22 -0700
committerkmccormick <kmccormick@google.com>2013-03-27 17:25:41 -0700
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Doc update: typo
"Bug: 8324430" Change-Id: I45027ede97157552722049fdf49a7659f293237a
Diffstat (limited to 'docs/html/training/in-app-billing')
-rw-r--r--docs/html/training/in-app-billing/purchase-iab-products.jd2
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/html/training/in-app-billing/purchase-iab-products.jd b/docs/html/training/in-app-billing/purchase-iab-products.jd
index 7fa77d3..4e6e035 100644
--- a/docs/html/training/in-app-billing/purchase-iab-products.jd
+++ b/docs/html/training/in-app-billing/purchase-iab-products.jd
@@ -104,7 +104,7 @@ IabHelper.QueryInventoryFinishedListener mGotInventoryListener
</pre>
<h2 id="Consume">Consume a Purchase</h2>
-<p>You can use the In-app Billing Version 3 API to track the ownership of purchased items in Google Play. Once an item is purchased, it is considered to be "owned" and cannot be purchased again from Google Play while in that state. You must send a consumption request for the item before Google Play makes it available for purchase again. All managed in-app products are consumable. How you use the consumption mechanism in your app is up to you. Typically, you would implement consumption for products with temporary benefits that users may want to purchase multiple times (for example, in-game currency or replensihable game tokens). You would typically not want to implement consumption for products that are purchased once and provide a permanent effect (for example, a premium upgrade).</p>
+<p>You can use the In-app Billing Version 3 API to track the ownership of purchased items in Google Play. Once an item is purchased, it is considered to be "owned" and cannot be purchased again from Google Play while in that state. You must send a consumption request for the item before Google Play makes it available for purchase again. All managed in-app products are consumable. How you use the consumption mechanism in your app is up to you. Typically, you would implement consumption for products with temporary benefits that users may want to purchase multiple times (for example, in-game currency or replenishable game tokens). You would typically not want to implement consumption for products that are purchased once and provide a permanent effect (for example, a premium upgrade).</p>
<p>It's your responsibility to control and track how the in-app product is provisioned to the user. For example, if the user purchased in-game currency, you should update the player's inventory with the amount of currency purchased.</p>
<p class="note"><strong>Security Recommendation:</strong> You must send a consumption request before provisioning the benefit of the consumable in-app purchase to the user. Make sure that you have received a successful consumption response from Google Play before you provision the item.</p>
<p>To record a purchase consumption, call {@code consumeAsync(Purchase, OnConsumeFinishedListener)} on your {@code IabHelper} instance. The first argument that the method takes is the {@code Purchase} object representing the item to consume. The second argument is a {@code OnConsumeFinishedListener} that is notified when the consumption operation has completed and handles the consumption response from Google Play. It is safe to make this call fom your main thread.</p>