diff options
author | Steve Kondik <shade@chemlab.org> | 2010-08-09 20:35:27 -0400 |
---|---|---|
committer | Steve Kondik <shade@chemlab.org> | 2010-08-09 20:35:27 -0400 |
commit | aea51adde7842cf8548c923883abd6db46377fde (patch) | |
tree | a9627f05c56938cca878d016f7a8878a9f580409 /docs | |
parent | 736878a68370f9d9fe10bc32ed2915facd9152a7 (diff) | |
parent | b37bca9e79489a1abd848ce762bb7d87203b3414 (diff) | |
download | frameworks_base-aea51adde7842cf8548c923883abd6db46377fde.zip frameworks_base-aea51adde7842cf8548c923883abd6db46377fde.tar.gz frameworks_base-aea51adde7842cf8548c923883abd6db46377fde.tar.bz2 |
Merge branch 'froyo' of git://android.git.kernel.org/platform/frameworks/base into froyo
Conflicts:
services/java/com/android/server/PowerManagerService.java
Diffstat (limited to 'docs')
21 files changed, 2469 insertions, 60 deletions
diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index 19f0f1d..d0318cf 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -371,6 +371,9 @@ <span class="zh-CN" style="display:none">应用程序版本控制</span> <span class="zh-TW" style="display:none">應用程式版本設定</span> </a></li> + <li><a href="<?cs var:toroot ?>guide/publishing/licensing.html"> + <span class="en">Licensing Your Applications</span> + </a> <span class="new">new!</span></li> <li><a href="<?cs var:toroot ?>guide/publishing/preparing.html"> <span class="en">Preparing to Publish</span> <span class="de" style="display:none">Vorbereitung auf die Veröffentlichung</span> diff --git a/docs/html/guide/practices/ui_guidelines/activity_task_design.jd b/docs/html/guide/practices/ui_guidelines/activity_task_design.jd index 05f61be..c8d241c 100644 --- a/docs/html/guide/practices/ui_guidelines/activity_task_design.jd +++ b/docs/html/guide/practices/ui_guidelines/activity_task_design.jd @@ -256,8 +256,8 @@ page.title=Activity and Task Design Guidelines to be able go to a subsequent screen B and then use the BACK key to go back to screen A, then the screen A needs to be implemented as an activity. The one exception to this rule is if your application - <a href=#taking_over_back_key title="takes control of the BACK key" - takes control of the BACK key</a> and manages the navigation itself. + <a href="#taking_over_back_key">takes control of the BACK key</a> and manages the navigation +itself. </p> diff --git a/docs/html/guide/publishing/licensing.jd b/docs/html/guide/publishing/licensing.jd new file mode 100644 index 0000000..07af68d --- /dev/null +++ b/docs/html/guide/publishing/licensing.jd @@ -0,0 +1,2376 @@ +page.title=Licensing Your Applications +@jd:body + +<div id="qv-wrapper"> +<div id="qv"> + + <h2>Market Licensing quickview: </h2> + <ul> + <li>Licensing lets you protect your application on any device that includes Android Market.</li> + <li>Your app maintains control of how it enforces its licensing status. </li> + <li>Adding licensing to an app is straightforward, using the library available through the SDK.</li> + <li>The service is free and is available to all developers who publish on Android Market. </li> + </ul> + + <h2>In this document</h2> + <ol> + <li><a href="#account">Setting Up A Publisher Account</a></li> + <li><a href="#dev-setup">Setting Up the Development Environment</a></li> + <li><a href="#app-integration">Integrating the LVL with Your Application</a> + <ol> + <li><a href="#add-library">Including the LVL</a></li> + <li><a href="#manifest-permission">Adding the licensing permission</a></li> + <li><a href="#impl-Policy">Implementing a Policy</a></li> + <li><a href="#impl-Obfuscator">Implementing an Obfuscator</a></li> + <li><a href="#impl-lc">Checking the license</a></li> + <li><a href="#impl-DeviceLimiter">Implementing a DeviceLimiter</a></li> + </ol></li> + <li><a href="#test-env">Setting Up the Test Environment</a> + <ol> + <li><a href="#test-response">Test responses</a></li> + <li><a href="#test-acct-setup">Test accounts</a></li> + <li><a href="#acct-signin">Signing in on a device or emulator</a></li> + </ol></li> + <li><a href="#app-obfuscation">Obfuscating Your Application</a></li> + <li><a href="#app-publishing">Publishing a Licensed Application</a></li> + <li><a href="#support">Where to Get Support</a></li> + </ol> + + <h2>Appendix</h2> + <ol> + <li><a href="#lvl-summary">Summary of LVL Classes and Interfaces</a></li> + <li><a href="#server-response-codes">Server Response Codes</a></li> + <li><a href="#extras">Server Response Extras</a></li> + </ol> + +</div> +</div> + +<p>Android Market offers a licensing service that lets you enforce licensing +policies for paid applications that you publish through Android Market. With +Android Market Licensing, your applications can query Android Market at run time to +obtain their licensing status for the current user, then allow or disallow +further use as appropriate. </p> + +<p>Using the service, you can apply a flexible licensing policy on an +application-by-application basis — each application can enforce licensing +in the way most appropriate for it. If necessary, an application can apply custom +constraints based on the licensing status obtained from Android Market. +For example, an application can check the licensing status and then apply custom +constraints that allow the user to run it unlicensed for a specific number +of times, or for a specific validity period. An application can also restrict use of the +application to a specific device, in addition to any other constraints. </p> + +<p>The licensing service is a secure means of controlling access to your +applications. When an application checks the licensing status, the Market server +signs the licensing status response using a key pair that is uniquely associated +with the publisher account. Your application stores the public key in its +compiled <code>.apk</code> file and uses it to verify the licensing status +response.</p> + +<p>Any application that you publish through Android Market can use the Android +Market Licensing service. No special account or registration is needed. +Additionally, because the service uses no dedicated framework APIs, you can add +licensing to any legacy application that uses a minimum API level of 3 or +higher.</p> + +<p>To help you add licensing to your application, the Android SDK provides +library sources that you can include in your application project. The +License Verification Library (LVL) handles all of +the licensing-related communication with the Android Market client and the +licensing service. With the LVL integrated, your application can determine its +licensing status for the current user by simply calling a library checker method +and implementing a callback that receives the status.</p> + +<p>This document explains how the licensing service works and how to add it to +your application. </p> + + +<h2 id="overview">Overview</h2> + +<p>Android Market Licensing is a network-based service that lets an application +on an Android-powered device query a trusted licensing server, to determine +whether the application is licensed to the current device user. After receiving +the server response, the application can then allow or disallow further use of +the application as needed. In the service, the role of the licensing server is +to provide the license status for the current user; the application itself is +responsible for querying the server and conditionally granting access to the +application. </p> + +<h4>Application, Android Market client, and server</h4> + +<p>The licensing service is based on the capability of the Android Market server +to determine whether a given user is licensed to use a given application. The +server considers a user licensed if the user is recorded to have purchased the +application, or if the application is available for free. To properly identify +the user and determine the license status, the server requires information about +the application and user — the application and the Android Market client +work together to assemble the information and pass it to the server. </p> + +<p>In the licensing service, an application does not query the licensing server +directly, but instead calls the Android Market client over remote IPC to +initiate a license request. In the license request:</p> + +<ul> +<li>The application provides its package name and a nonce that is later used to +validate any response from the server, as well as a callback over which the +response can be returned asynchronously.</li> +<li>The Android Market client, which has greater permissions than the +application, collects the necessary information about the user and the device, +such as the device's primary Google account username, IMSI, and other +information. It then sends the license check request to the server on behalf of +the application.</li> +<li>The server evaluates the request using all available information, attempting +to establish the user's identity to a sufficient level of confidence. The server +then checks the user identity against purchase records for the application and +returns a license response, which the Android Market client returns to the +application over the IPC callback.</li> +</ul> + +<p>Notice that during a license check, the application does not manage any +network connections or use any licensing related APIs in the Android platform. +</p> + +<div class="figure" style="width:469px"> +<img src="{@docRoot}images/licensing_arch.png" alt=""/> +<p class="img-caption"><strong>Figure 1.</strong> Your application initiates a +license check through the LVL and the Android Market +client, which handles communication with the Market server.</p> +</div> + +<h4>License responses secured through public key cryptography</h4> + +<p>To ensure the integrity of each license query, the server signs the license +response data using an RSA key pair that is shared exclusively between the +server and the application publisher.</p> + +<p>The licensing service generates a single licensing key pair for each +publisher account and exposes the public key in the account's profile page. The +publisher copies the public key and embeds it in the application source code, +then compiles and publishes the <code>.apk.</code> The server retains the +private key internally and uses it to sign license responses for applications +published on that account. </p> + +<p>When the application receives a signed response, it uses the embedded public +key to verify the data. The use of public key cryptography in the licensing +service makes it possible for the application to detect responses that have been +tampered with or that are spoofed.</p> + +<h4>Use of licensing in your application</h4> + +<p>To use licensing in your application, add code to the application to +initiate a license check request and handle the response when it is received. +You can choose when, and how often, you want your application to check its +license and you have full control over how it handles the response, verifies the +signed response data, and enforces access controls. </p> + +<p>To simplify the process of adding support for licensing, download and +integrate the Licensing Verification Library, described below. Integration is +straightforward.</p> + +<p>When you are finished integrating the LVL, use a test environment +provided by the publisher site to test your application's handling of server +responses. </p> + +<p>Finally, publish the application <code>.apk</code> on Market using the +normal process. If you previously used the copy-protection provided by Android +Market, you can remove it from applications that use licensing. </p> + +<h4>Licensing Verification Library simplifies implementation</h4> + +<p>The Android SDK includes a License Verification Library (LVL) that you can +download and use as the basis for your application's licensing implementation. +The LVL greatly simplifies the process of adding licensing to your application +and helps ensure a more secure, robust implementation for your application. The +LVL provides internal classes that handle most of the standard operations of a +license query, such as contacting Android Market to initiate a license request +and verifying and validating the responses. It also exposes key interfaces that +let you easily plug in your custom code for defining licensing policy and +managing access as needed by your application. The key LVL interfaces are: </p> + +<ul> +<li>Policy — your implementation determines whether to allow access to the +application, based on the license response received from the server and any +other data available (such as from a backend server associated with your +application). The implementation can evaluate the various fields of the license +response and apply other constraints, if needed. The implementation also lets +you manage the handling of license checks that result in errors, such as network +errors.</li> +<li>LicenseCheckerCallback — your implementation manages access to the +application, based on the result of the Policy's handling of the license +response. Your implementation can manage access in any way needed, including +displaying the license result in the UI or directing the user to purchase the +application (if not currently licensed). </li> +</ul> + +<p>To help you get started with a Policy, the LVL provides two fully complete +Policy implementations that you can use without modification or adapt to your +needs:</p> + +<ul> +<li><a href="#ServerManagedPolicy">ServerManagedPolicy</a> is a flexible Policy +that uses settings provided by the licensing server to manage response caching +and access to the application while the device is offline (such as when the +user is on an airplane). For most applications, the use of +ServerManagedPolicy is highly recommended. </li> +<li><a href="#StrictPolicy">StrictPolicy</a> is a restrictive Policy that +does not cache any response data and allows the application access <em>only</em> +when the server returns a licensed response.</li> +</ul> + +<p>The LVL is available as a downloadable component of the Android SDK. The +component includes both the LVL itself and an example application that shows how +the library should be integrated with your application and how your application +should manage response data, UI interaction, and error conditions. </p> + +<p>The LVL sources are provided as an Android <em>library project</em>, which +means that you can maintain a single set of library sources and share them +across multiple applications. A full test environment is also available through +the SDK, so you can develop and test the licensing implementation in your +applications before publishing them, even if you don't have access to a +physical device.</p> + +<h4>Requirements and limitations</h4> + +<p>Android Market Licensing is designed to let you apply license controls to +applications that you publish through Android Market. The service is not +designed to let you control access to applications that are not published +through Android Market or that are run on devices that do not offer the Android +Market client. </p> + +<p>Here are some points to keep in mind as you implement licensing in your +application: </p> + +<ul> +<li>Only paid applications published through Market can use the +service. </li> +<li>An application can use the service only if the Android Market client is +installed on its host device and the device is running Android 1.5 (API level 3) +or higher.</li> +<li>To complete a license check, the licensing server must be accessible over +the network. You can implement license caching behaviors to manage access when +there is no network connectivity. </li> +<li>The security of your application's licensing controls ultimately relies on +the design of your implementation itself. The service provides the building +blocks that let you securely check licensing, but the actual enforcement and +handling of the license are factors in your control. By following the best +practices in this document, you can help ensure that your implementation will be +secure.</li> +<li>Adding licensing to an application does not affect the way the application +functions when run on a device that does not offer Android Market.</li> +<li>Licensing is currently for paid apps only, since free apps are considered +licensed for all users. If your application is already published as free, +you won't be able to upload a new version that uses licensing.</li> +</ul> + +<h4>Replacement for copy protection</h4> + +<p>Android Market Licensing is a flexible, secure mechanism for controlling +access to your applications. It effectively replaces the copy-protection +mechanism offered on Android Market and gives you wider distribution +potential for your applications. </p> + +<ul> +<li>A limitation of the legacy copy-protection mechanism on Android Market is +that applications using it can be installed only on compatible devices that +provide a secure internal storage environment. For example, a copy-protected +application cannot be downloaded from Market to a device that provides root +access, and the application cannot be installed to a device's SD card. </li> +<li>With Android Market licensing, you can move to a license-based model in +which access is not bound to the characteristics of the host device, but to your +publisher account on Android Market and the licensing policy that you define. +Your application can be installed and controlled on any compatible device on +any storage, including SD card.</li> +</ul> + +<p>Although no license mechanism can completely prevent all unauthorized use, +the licensing service lets you control access for most types of normal usage, +across all compatible devices, locked or unlocked, that run Android 1.5 or +higher version of the platform.</p> + +<p>The sections below describe how to add Android Market licensing to your +applications. </p> + +<h2 id="account">Setting Up a Publisher Account</h2> + +<p>Android Market licensing lets you manage access to applications that +users have downloaded from Android Market. To use licensing in an application, +you need to have a publisher account on Android Market so that you can +publish the application to users. </p> + +<p>If you don't already have a publisher account, you need to register for one +using your Google account and agree to the terms of service. Once you are +registered, you can upload applications at your convenience and begin debugging +and testing your licensing implementation. For more information about publishing +on Android Market, see <a +href="{@docRoot}guide/publishing/publishing.html">Publishing Your +Applications</a></p> + +<p>To register as an Android Market developer and set up your publisher account, +visit the Android Market publisher site:</p> + +<p style="margin-left:2em;"><a +href="http://market.android.com/publish">http://market.android.com/publish</a> +</p> + +<p>If you already have a publisher account on Android Market, use your existing +account to set up licensing. You <em>do not</em> need to register for a new +account to support licensing (and doing so is not recommended, especially if you +are adding licensing support to applications that you have already published). +In all cases, if you have published applications, you manage licensing for those +applications through the account on which the applications are published. </p> + +<p>Once your publisher account is set up, use the account to:</p> + +<ul> +<li>Obtain a public key for licensing</li> +<li>Debug and test an application's licensing implementation, prior to +publishing the application</li> +<li>Publish the applications to which you have added licensing support</li> +</ul> + +<h4>Administrative settings for licensing</h4> + +<p>Once you are signed into your publisher account, you can manage several +administrative controls for Android Market licensing. The controls are available +in the Edit Profile page, in the "Licensing" panel, shown below. The controls +let you: </p> + +<ul> +<li>Set up multiple "test accounts", identified by email address. The licensing +server allows users signed into test accounts on a device or emulator to send +license checks and receive static test responses.</li> +<li>Obtain the account's public key for licensing. When you are implementing +licensing in an application, you must copy the public key string into the +application.</li> +<li>Configure static test responses that the server sends, when it receives a +license check for an application uploaded to the publisher account, from a user +signed in to the publisher account or a test account.</li> +</ul> + +<div style="margin-bottom:2em;"> + +<img src="{@docRoot}images/licensing_public_key.png" style="text-align:left;margin-bottom:0;" /> +<div style="margin:0 2em;padding:0"><strong>Figure 2.</strong> The Licensing +panel of your account's Edit Profile page lets you manage administrative +settings for licensing.</div> +</div> + +<p>For more information about how to work with test accounts and static test +responses, see <a href="#test-env">Setting Up a Testing Environment</a>, below. + +<h2 id="dev-setup">Setting Up the Development Environment</h2> + +<p>Once you've set up your publisher account on Android Market, the next step is +to set up your development environment for licensing. </p> + +<p>Setting up your environment for licensing involves these tasks:</p> + +<ol> +<li><a href="#download-sdk">Downloading the latest SDK</a>, if you haven't already done so </li> +<li><a href="#runtime-setup">Setting up the runtime environment</a> for development</a></li> +<li><a href="#download-lvl">Downloading the Market Licensing component</a> into your SDK </li> +<li><a href="#lvl-setup">Setting up the Licensing Verification Library</a></li> +<li><a href="#add-library">Including the LVL library project in your application</a></li> +</ol> + +<p>The sections below describe these tasks. When you are done with setup, +you can begin <a href="#app-integration">integrating the LVL into your applications</a>.</p> + +<p>To get started, you need to set up a proper runtime environment on which +you can run, debug and test your application's implementation of license +checking and enforcement. </p> + + +<h3 id="download-sdk">Downloading the latest SDK</h3> + +<div class="sidebox-wrapper"> +<div class="sidebox"> +<h2>Licensing sample application</h2> + +<p>To work with Android Market licensing, you need a functioning Android +application to which you can add licensing support. </p> + +<p style="margin-top:.5em;">If you are new to Android +and don't yet have a functioning application, the LVL component includes a sample +application that you can set up as a new application project. The sample provides +a complete, working example of how licensing works. For more information, see <a +href="#download-lvl">Downloading the LVL</a>.</p> + +</div> +</div> + +<p>If you haven't done so, you need to download the Android SDK before you can +develop Android applications. The SDK provides the tools that you need to build +and debug Android applications, including applications that use Android Market +licensing. For complete information, including installation instructions, see +the <a href="{@docRoot}sdk/index.html">Android SDK</a>. </p> + +<p>If you have already installed the SDK, make sure to update the +SDK tools and ADT Plugin to the latest versions. You can update the SDK tools +using the Android SDK and AVD Manager and ADT through <strong>Help</strong> > +<strong>Software Updates...</strong> in Eclipse. </p> + +<p>After you've installed the latest SDK and tools, set up your development +environment as described below. </p> + + +<h3 id="runtime-setup">Setting up the runtime environment</h3> + +<p>As described earlier, applications check licensing status not by contacting +the licensing server directly, but by binding to a service provided by the +Android Market application and initiating a license check request. The Android +Market service then handles the direct communication with the licensing server +and finally routes the response back to your application. To debug and test +licensing in your application, you need to set up a runtime environment that +includes the necessary Android Market service, so that your application is able +to send license check requests to the licensing server. </p> + +<p>There are two types of runtime environment that you can use: </p> + +<ul> +<li>An Android-powered device that includes the Android Market application, or</li> +<li>An Android emulator running the Google APIs Add-on, API level 8 (release 2) +or higher</li> +</ul> + +<p>The sections below provide more information. </p> + +<h4 id="runtime-device">Running on a device</h4> + +<p>You can use an Android-powered device as the runtime environment for +debugging and testing licensing on your application.</p> + +<p>The device you use must:</p> + +<ul> +<li>Run a standard version of the Android 1.5 or later (API level +3 or higher) platform, <em>and</em> </li> +<li>Run a system image on which the Android Market client application +is preinstalled. </li> +</ul> + +<p>If Android Market is not preinstalled in the system image, your application won't +be able to communicate with the Android Market licensing server. </p> + +<p>For general information about how to set up a device for use in developing +Android applications, see <a +href="{@docRoot}guide/developing/device.html">Developing on a Device</a>.</p> + +<h4 id="runtime-emulator">Running on an Android emulator</h4> + +<p>You can also use an Android emulator as your runtime +environment for debugging and testing licensing.</p> + +<p>Because the standard Android platforms provided in the Android SDK <em>do +not</em> include Android Market, you need to download the Google APIs Add-On +platform, API Level 8 (or higher), from the SDK repository. After downloading +the add-on, you need to create an AVD configuration that uses that system image. +</p> + +<p>The Google APIs Add-On does not include the full Android Market client. +However, it does provide: </p> + +<ul> +<li>An Android Market background service that implements the +ILicensingService remote interface, so that your application can +send license checks over the network to the licensing server. </li> +<li>A set of underlying account services that let you add an a Google account on +the AVD and sign in using your publisher account or test account credentials. +Signing in using your publisher or test account enables you to debug and test +your application without having publish it. For more information see <a +href="#acct-signin">Signing in to an authorized account</a>, below.</li> +</ul> + +<p>Several versions of the add-on are available in the SDK repository, but only +<strong>Google APIs Add-On, API 8 (release 2) or higher</strong> version of the +add-on includes the necessary Android Market services. This means that you +cannot use Google APIs Add-On API 7 or lower as a runtime environment for +developing licensing on an emulator.</p> + +<div style="margin-bottom:2em;"> + +<img src="{@docRoot}images/licensing_gapis_8.png" style="text-align:left;margin-bottom:0;" /> +<div style="margin:0 2em;padding:0"><strong>Figure 3.</strong> Google APIs +Add-On, API 8 (release 2) or higher lets you debug and test your licensing +implementation in an emulator.</div> +</div> + +<p>To set up an emulator for adding licensing to an application, follow +these steps: </p> + +<ol> + <li>Launch the Android SDK and AVD Manager. </li> + <li>In the <strong>Available Packages</strong> panel, select and download the +SDK component "Google APIs (Google Inc.) - API Level 8" (or higher) from the SDK +repository, as shown in the figure above. + <p>When the download is complete, use the Android SDK and AVD Manager to +create a new AVD based on that component, described next.</p></li> + <li>In the <strong>Virtual +Devices</strong> panel of the Android SDK and AVD Manager, click +<strong>New</strong> and set the configuration details for the new AVD. </li> + <li>In the dialog that appears, assign a descriptive name to the AVD and then +use the "Target" menu to choose the "Google APIs (Google Inc.) - API Level 8" as +the system image to run on the new AVD. Set the other configuration details as +needed and then click <strong>Create AVD</strong> to finish. The SDK tools +create the new AVD configuration, which then appears in the list of available +Android Virtual Devices.</li> +</ol> + +<p>If you are not familiar with AVDs or how to use them, see <a +href="{@docRoot}guide/developing/tools/avd.html">Android Virtual Devices</a>.</p> + +<h4 id="project-update">Updating your project configuration</h4> + +<p>After you set up a runtime environment that meets the requirements described +above — either on an actual device or on an emulator — make sure to +update your application project or build scripts as needed, so that your compiled +<code>.apk</code> files that use licensing are deployed into that environment. +In particular, if you are developing in Eclipse, make sure that you set up a +Run/Debug Configuration that targets the appropriate device or AVD. </p> + +<p>You do not need to make any changes to your application's +build configuration, provided that the project is already configured to compile +against a standard Android 1.5 (API level 3) or higher library. For example: + +<ul> +<li>If you have an existing application that is compiled against +the Android 1.5 library, you do not need to make any changes to your +build configuration to support licensing. The build target meets the minimum +requirements for licensing, so you would continue building +against the same version of the Android platform.</li> + +<li>Similarly, if you are building against Android 1.5 (API level 3) but +are using an emulator running the Google APIs Add-On API 8 as the application's +runtime environment, there is no need to change your application's build +configuration. </li> +</ul> + +<p>In general, adding licensing to an application should have no impact +whatsoever on the application's build configuration.</p> + + +<h3 id="download-lvl">Downloading the LVL</h3> + +<p>The License Verification Library (LVL) is a collection of helper classes that +greatly simplify the work that you need to do to add licensing to your +application. In all cases, we recommend that you download the LVL and use it as +the basis for the licensing implementation in your application.</p> + +<p>The LVL is available as a downloadable component of the Android SDK. The +component includes: </p> + +<ul> +<li>The LVL sources, stored inside an Android library project. </li> +<li>An example application called "sample" that depends on the LVL library +project. The example illustrates how an application uses the library helper +classes to check and enforce licensing.</li> +</ul> + +<p>To download the LVL component into your development environment, use the +Android SDK and AVD Manager. Launch the Android SDK and AVD Manager and then +select the "Market Licensing" component, as shown in the figure below. +Accept the terms and click <strong>Install Selected</strong> to begin the download. </p> + +<div style="margin-bottom:2em;"> + +<img src="{@docRoot}images/licensing_package.png" style="text-align:left;margin-bottom:0;" /> +<div style="margin:0 2em;padding:0"><strong>Figure 4.</strong> The Market +Licensing package contains the LVL and the LVL sample application. </div> +</div> + +<p>When the download is complete, the Android SDK and AVD Manager installs both +the LVL library project and the example application into these directories: </p> + +<p style="margin-left:2em"><code><<em>sdk</em>>/market_licensing/library/</code> + (the LVL library project)<br /> +<code><<em>sdk</em>>/market_licensing/sample/</code> (the example +application)</p> + +<p>If you aren't familiar with how to download components into your SDK, see the +<a href="{@docRoot}sdk/adding-components.html">Adding SDK Components</a> +document. </p> + + +<h3 id="lvl-setup">Setting Up the Licensing Verification Library</h3> + +<p>After downloading the LVL to your computer, you need to set it up in your +development environment, either as an Android library project or by +copying (or importing) the library sources directly into your existing +application package. In general, using the LVL as a library project is recommended, +since it lets you reuse your licensing code across multiple applications and +maintain it more easily over time. Note that the LVL is not designed to be +compiled separately and added to an application as a static .jar file. </p> + +<h4>Moving the library sources to a new location</h4> + +<p>Because you will be customizing the LVL sources to some extent, you should +make sure to <em>move or copy</em> the library sources (the entire +directory at <code><<em>sdk</em>>/market_licensing/library/</code>) +to a working directory outside of the SDK. You should then use the relocated +sources as your working set. If you are using a source-code management +system, add and track the sources that are in the working location rather +than those in default location in the SDK. </p> + +<p>Moving the library sources is important is because, when you later update the +Market licensing package, the SDK installs the new files to the same location as +the older files. Moving your working library files to a safe location ensures +that your work won't be inadvertently overwritten should you download a new +version of the LVL.</p> + +<h4>Creating the LVL as a library project</h4> + +<div class="sidebox-wrapper"> +<div class="sidebox"> +<h2>Working with library projects</h2> + +<p>The LVL is provided as an Android library project, which means that you can +share its code and resources across multiple applications. </p> + +<p style="margin-top:.5em;">If you aren't familiar with library projects or how +to use them, read more in <a +href="{@docRoot}guide/developing/eclipse-adt.html#libraryProject">Developing in +Eclipse with ADT</a> or <a +href="{@docRoot}guide/developing/other-ide.html#libraryProject">Developing in +Other IDEs</a>, as appropriate for your environment.</p> + +</div> +</div> + +<p>The recommended way of using the LVL is setting it up as a new Android +<em>library project</em>. A library project is a type of development project +that holds shared Android source code and resources. Other Android application +projects can reference the library project and, at build time, include its +compiled sources in their <code>.apk</code> files. In the context of licensing, +this means that you can do most of your licensing development once, in a library +project, then include the library sources in your various application projects. +In this way, you can easily maintain a uniform implementation of licensing +across all of your projects and maintain it centrally. </p> + +<p>The LVL is provided as a configured library project — once you have +downloaded it, you can start using it right away. </p> + +<p>If you are working in Eclipse with ADT, you need to add the LVL to your +workspace as a new development project, in the same way as you would a new +application project. </p> + +<ol> +<li>Use the New Project Wizard to create a new +project from existing sources. Select the LVL's <code>library</code> directory +(the directory containing the library's AndroidManifest.xml file) as the project +root.</li> +<li>When you are creating the library project, you can select any application +name, package, and set other fields as needed. </li> +<li>For the library's build target, select Android 1.5 (API level 3) or higher.</li> +</ol> + +<p> When created, the project is +predefined as a library project in its <code>default.properties</code> file, so +no further configuration is needed. </p> + +<p>For more information about how to create an application project or work with +library projects in Eclipse, see <a +href="{@docRoot}guide/developing/eclipse-adt.html#CreatingAProject">Developing +in Eclipse with ADT</a>.</p> + +<h4>Copying the LVL sources to your application</h4> + +<p>As an alternative to adding the LVL as a library project, you can copy the +library sources directly into your application. To do so, copy (or import) the +LVL's <code>library/src/com</code> directory into your application's +<code>src/</code> directory.</p> + +<p>If you add the LVL sources directly to your application, you can skip the +next section and start working with the library, as described in <a +href="#app-integration"></a>.</p> + + +<h3 id="add-library">Including the LVL library project sources in your +application</h3> + +<p>If you want to use the LVL sources as a library project, you need to add a +reference to the LVL library project in your application project properties. This tells +build tools to include the LVL library project sources in your application at +compile time. The process for adding a reference to a library project depends +on your development environment, as described below.</p> + +<p> If you are developing in Eclipse with ADT, you should already have added the +library project to your workspace, as described in the previous section. If you +haven't done that already, do it now before continuing. </p> + +<p>Next, open the application's project properties window, as shown below. +Select the "Android" properties group and click <strong>Add</strong>, then +choose the LVL library project (com_android_vending_licensing) and click +<strong>OK</strong>. For more information, see +<a href="{@docRoot}guide/developing/eclipse-adt.html#libraryProject">Developing +in Eclipse with ADT</a></p> + +<div style="margin-bottom:2em;"> + +<img src="{@docRoot}images/licensing_add_library.png" style="text-align:left;margin-bottom:0;" /> +<div style="margin:0 2em;padding:0"><strong>Figure 5.</strong> If you are +working in Eclipse with ADT, you can add the LVL library project to your +application from the application's project properties.</div> +</div> + +<p>If you are developing using the SDK command-line tools, navigate to the +directory containing your application project and open the +<code>default.properties</code> file. Add a line to the file that specifies the +<code>android.library.reference.<n></code> key and the path to the +library. For example: </p> + +<pre>android.library.reference.1=path/to/library_project</pre> + +<p>Alternatively, you can use this command to update the project +properties, including the reference to the library project:</p> + +<pre class="no-pretty-print" style="color:black">android update lib-project +--target <em><target_ID></em> \ +--path <em>path/to/my/app_project</em> \ +--library <em>path/to/my/library_project</em> +</pre> + +<p>For more information about working with library projects, see <a +href="{@docRoot}guide/developing/eclipse-adt.html#libraryProject">Developing +in Eclipse with ADT</a> or <a +href="{@docRoot}guide/developing/other-ide.html#libraryProject">Developing in +Other IDEs</a>, as appropriate for your environment.</p> + + +<h2 id="app-integration">Integrating the LVL with Your Application</h2> + +<p>Once you've followed the steps above to set up a publisher account and +development environment, you are ready to begin integrating the LVL with your +application. </p> + +<p>Integrating the LVL with your application code involves these tasks:</p> + +<ol> +<li><a href="#manifest-permission">Adding the licensing permission</a> your application's manifest.</li> +<li><a href="#impl-Policy">Implementing a Policy</a> — you can choose one of the full implementations provided in the LVL or create your own.</li> +<li><a href="#impl-Obfuscator">Implementing an Obfuscator</a>, if your Policy will cache any license response data. </li> +<li><a href="#impl-lc">Adding code to check the license</a> in your application's main Activity</li> +<li><a href="#impl-DeviceLimiter">Implementing a DeviceLimiter</a> (optional and not recommended for most applications)</li> +</ol> + +<p>The sections below describe these tasks. When you are done with the +integration, you should be able to compile your application successfully and you +can begin testing, as described in <a href="#test-env">Setting Up the Test +Environment</a>.</p> + +<p>For an overview of the full set of source files included in the LVL, see <a +href="#lvl-summary">Summary of LVL Classes and Interfaces</a>.</p> + + +<h3 id="manifest-permission">Adding the licensing permission to your +AndroidManifest.xml</h3> + +<p>To use the Android Market application for sending a license check to the +server, your application must request the proper permission, +<code>com.android.vending.CHECK_LICENSE</code>. If your application does +not declare the licensing permission but attempts to initiate a license check, +the LVL throws a security exception.</p> + +<p>To request the licensing permission in your application, declare a <a +href="{@docRoot}guide/topics/manifest/uses-permission-element.html"><code><uses-permission></code></a> +element as a child of <code><manifest></code>, as follows: </p> + +<p style="margin-left:2em;"><code><uses-permission +android:name="com.android.vending.CHECK_LICENSE"></code></p> + +<p>For example, here's how the LVL sample application declares the permission: +</p> + +<pre><?xml version="1.0" encoding="utf-8"?> + +<manifest xmlns:android="http://schemas.android.com/apk/res/android" ..."> + ... + <!-- Devices >= 3 have version of Android Market that supports licensing. --> + <uses-sdk android:minSdkVersion="3" /> + <!-- Required permission to check licensing. --> + <uses-permission android:name="com.android.vending.CHECK_LICENSE" /> + ... +</manifest> +</pre> + +<p class="note"><strong>Note:</strong> Currently, you cannot declare the +<code>CHECK_LICENSE</code> permission in the LVL library project's manifest, +because the SDK Tools will not merge it into the manifests of dependent +applications. Instead, you must declare the permission in each dependent +application's manifest. </p> + + +<h3 id="impl-Policy">Implementing a Policy</h3> + +<div class="sidebox-wrapper"> +<div class="sidebox"> +<h2>ServerManagedPolicy</h2> + +<p>The LVL includes a complete Policy implementation called ServerManagedPolicy +that makes use of license-management settings provided by the Android Market +server. </p> + +<p style="margin-top:.5em;">Use of ServerManagedPolicy as the basis for your +Policy is strongly recommended. For more information, see <a +href="#ServerManagedPolicy">ServerManagedPolicy</a> section, below.</p> + +</div> +</div> + +<p>Android Market licensing service does not itself determine whether a +given user with a given license should be granted access to your application. +Rather, that responsibility is left to a Policy implementation that you provide +in your application.</p> + +<p>Policy is an interface declared by the LVL that is designed to hold your +application's logic for allowing or disallowing user access, based on the result +of a license check. To use the LVL, your application <em>must</em> provide an +implementation of Policy. </p> + +<p>The Policy interface declares two methods, <code>allowAccess()</code> and +<code>processServerResponse()</code>, which are called by a LicenseChecker +instance when processing a response from the license server. It also declares an +enum called <code>LicenseResponse</code>, which specifies the license response +value passed in calls to <code>processServerResponse()</code>. </p> + +<ul> +<li><code>processServerResponse()</code> lets you preprocess the raw response +data received from the licensing server, prior to determining whether to grant +access. + +<p>A typical implementation would extract some or all fields from the license +response and store the data locally to a persistent store, such as through +{@link android.content.SharedPreferences} storage, to ensure that the data is +accessible across application invocations and device power cycles. For example, +a Policy would maintain the timestamp of last successful license check, the +retry count, the license validity period, and similar information in a +persistent store, rather than resetting the values each time the application is +launched.</p> + +<p>When storing response data locally, the Policy must ensure that the data is +obfuscated (see <a href="#impl-Obfuscator">Implementing an Obfuscator</a>, +below).</p></li> + +<li><code>allowAccess()</code> determines whether to grant the user access to +your application, based on any available license response data (from the +licensing server or from cache) or other application-specific information. For +example, your implementation of <code>allowAccess()</code> could take into +account additional criteria, such as usage or other data retrieved from a +backend server. In all cases, an implementation of <code>allowAccess()</code> +should only return <code>true</code> if the user is licensed to use the +application, as determined by the licensing server, or if there is a transient +network or system problem that prevents the license check from completing. In +such cases, your implementation can maintain a count of retry responses and +provisionally allow access until the next license check is complete.</li> + +</ul> + +<p>To simplify the process of adding licensing to your application and to +provide an illustration of how a Policy should be designed, the LVL includes +two full Policy implementations that you can use without modification or +adapt to your needs:</p> + +<ul> +<li><a href="#ServerManagedPolicy">ServerManagedPolicy</a>, a flexible Policy +that uses server-provided settings and cached responses to manage access across +varied network conditions, and</li> +<li><a href="#StrictPolicy">StrictPolicy</a>, which does not cache any response +data and allows access <em>only</em> if the server returns a licensed +response.</li> +</ul> + +<p>For most applications, the use of ServerManagedPolicy is highly +recommended. ServerManagedPolicy is the LVL default and is integrated with +the LVL sample application.</p> + + +<h4 id="custom-policies">Guidelines for custom policies</h4> + +<p>In your licensing implementation, you can use one of the complete policies +provided in the LVL (ServerManagedPolicy or StrictPolicy) or you can create a +custom policy. For any type of custom policy, there are several important design +points to understand and account for in your implementation.</p> + +<p>The licensing server applies general request limits to guard against overuse +of resources that could result in denial of service. When an application exceeds +the request limit, the licensing server returns a 503 response, which gets +passed through to your application as a general server error. This means that no +license response will be available to the user until the limit is reset, which +can affect the user for an indefinite period.</p> + +<p>If you are designing a custom policy, we recommend that the Policy: +<ol> +<!-- <li>Limits the number of points at which your app calls for a license check +to the minimum. </li> --> +<li>Caches (and properly obfuscates) the most recent successful license response +in local persistent storage.</li> +<li>Returns the cached response for all license checks, for as long as the +cached response is valid, rather than making a request to the licensing server. +Setting the response validity according to the server-provided <code>VT</code> +extra is highly recommended. See <a href="#extras">Server Response Extras</a> +for more information.</li> +<li>Uses an exponential backoff period, if retrying any requests the result in +errors. Note that the Android Market client automatically retries failed +requests, so in most cases there is no need for your Policy to retry them.</li> +<li>Provides for a "grace period" that allows the user to access your +application for a limited time or number of uses, while a license check is being +retried. The grace period benefits the user by allowing access until the next +license check can be completed successfully and it benefits you by placing a +hard limit on access to your application when there is no valid license response +available.</li> +</ol> + +<p>Designing your Policy according to the guidelines listed above is critical, +because it ensures the best possible experience for users while giving you +effective control over your application even in error conditions. </p> + +<p>Note that any Policy can use settings provided by the licensing server to +help manage validity and caching, retry grace period, and more. Extracting the +server-provided settings is straightforward and making use of them is highly +recommended. See the ServerManagedPolicy implementation for an example of how to +extract and use the extras. For a list of server settings and information about +how to use them, see <a href="#extras">Server Response Extras</a> in the +Appendix of this document.</p> + +<h4 id="ServerManagedPolicy">ServerManagedPolicy</h4> + +<div class="sidebox-wrapper"> +<div class="sidebox"> +<h2>Server Response Extras</h2> + +<p>For certain types of licensing responses, the licensing server appends extra +settings to the responses, to help the application manage licensing effectively. +</p> + +<p style="margin-top:.5em;">See <a href="#extras">Server Response Extras</a> for +a list of settings and <code>ServerManagedPolicy.java</code> for information +about how a Policy can use the extras.</p> + +</div> +</div> + +<p>The LVL includes a full and recommended implementation of the Policy +interface called ServerManagedPolicy. The implementation is integrated with the +LVL classes and serves as the default Policy in the library. </p> + +<p>ServerManagedPolicy provides all of the handling for license and retry +responses. It caches all of the response data locally in a +{@link android.content.SharedPreferences} file, obfuscating it with the +application's Obfuscator implementation. This ensures that the license response +data is secure and persists across device power cycles. ServerManagedPolicy +provides concrete implementations of the interface methods +<code>processServerResponse()</code> and <code>allowAccess()</code> and also +includes a set of supporting methods and types for managing license +responses.</p> + +<p>Importantly, a key feature of ServerMangedPolicy is its use of +server-provided settings as the basis for managing licensing across an +application's refund period and through varying network and error conditions. +When an application contacts the Android Market server for a license check, the +server appends several settings as key-value pairs in the extras field of certain +license response types. For example, the server provides recommended values for the +application's license validity period, retry grace period, and maximum allowable +retry count, among others. ServerManagedPolicy extracts the values from the +license response in its <code>processServerResponse()</code> method and checks +them in its <code>allowAccess()</code> method. For a list of the server-provided +settings used by ServerManagedPolicy, see <a href="#extras">Server Response +Extras</a> in the Appendix of this document.</p> + +<p>For convenience, best performance, and the benefit of using license settings +from the Android Market server, <strong>using ServerManagedPolicy as your +licensing Policy is strongly recommended</strong>. </p> + +<p>If you are concerned about the security of license response data that is +stored locally in SharedPreferences, you can use a stronger obfuscation +algorithm or design a stricter Policy that does not store license data. The LVL +includes an example of such a Policy — see <a +href="#StrictPolicy">StrictPolicy</a> for more information.</p> + +<p>To use ServerManagedPolicy, simply import it to your Activity, create an +instance, and pass a reference to the instance when constructing your +LicenseChecker. See <a href="#lc-lcc">Instantiate LicenseChecker and +LicenseCheckerCallback</a> for more information. </p> + +<h4 id="StrictPolicy">StrictPolicy</h4> + +<p>The LVL includes an alternative full implementation of the Policy interface +called StrictPolicy. The StrictPolicy implementation provides a more restrictive +Policy than ServerManagedPolicy, in that it does not allow the user to access +the application unless a license response is received from the server at the +time of access that indicates that the user is licensed.</p> + +<p>The principal feature of StrictPolicy is that it does not store <em>any</em> +license response data locally, in a persistent store. Because no data is stored, +retry requests are not tracked and cached responses can not be used to fulfill +license checks. The Policy allows access only if:</p> + +<ul> +<li>The license response is received from the licensing server, and </li> +<li>The license response indicates that the user is licensed to access the +application. </li> +</ul> + +<p>Using StrictPolicy is appropriate if your primary concern is to ensure that, +in all possible cases, no user will be allowed to access the application unless +the user is confirmed to be licensed at the time of use. Additionally, the +Policy offers slightly more security than ServerManagedPolicy — since +there is no data cached locally, there is no way a malicious user could tamper +with the cached data and obtain access to the application.</p> + +<p>At the same time, this Policy presents a challenge for normal users, since it +means that they won't be able to access the application when there is no network +(cell or wi-fi) connection available. Another side-effect is that your +application will send more license check requests to the server, since using a +cached response is not possible.</p> + +<p>Overall, this policy represents a tradeoff of some degree of user convenience +for absolute security and control over access. Consider the tradeoff carefully +before using this Policy.</p> + +<p>To use StrictPolicy, simply import it to your Activity, create an instance, +and pass a reference to it when constructing your LicenseChecker. See +<a href="#lc-lcc">Instantiate LicenseChecker and LicenseCheckerCallback</a> +for more information. </p> + +<h3 id="impl-Obfuscator">Implementing an Obfuscator</h3> + +<div class="sidebox-wrapper"> +<div class="sidebox"> +<h2>AESObfuscator</h2> + +<p>The LVL includes a full Obfuscator implementation in the +<code>AESObfuscator.java</code> file. The Obfuscator uses AES encryption to +obfuscate/unobfuscate data. If you are using a Policy (such as +ServerManagedPolicy) that caches license response data, using AESObfuscator as +basis for your Obfuscator implementation is highly recommended. </p> + +</div> +</div> + +<p>A typical Policy implementation needs to save the license response data for +an application to a persistent store, so that it is accessible across +application invocations and device power cycles. For example, a Policy would +maintain the timestamp of the last successful license check, the retry count, +the license validity period, and similar information in a persistent store, +rather than resetting the values each time the application is launched. The +default Policy included in the LVL, ServerManagedPolicy, stores license response +data in a {@link android.content.SharedPreferences} instance, to ensure that the +data is persistent. </p> + +<p>Because the Policy will use stored license response data to determine whether +to allow or disallow access to the application, it <em>must</em> ensure that any +stored data is secure and cannot be reused or manipulated by a root user on a +device. Specifically, the Policy must always obfuscate the data before storing +it, using a key that is unique for the application and device. Obfuscating using +a key that is both application-specific and device-specific is critical, because +it prevents the obfuscated data from being shared among applications and +devices.</p> + +<p>The LVL assists the application with storing its license response data in a +secure, persistent manner. First, it provides an Obfuscator +interface that lets your application supply the obfuscation algorithm of its +choice for stored data. Building on that, the LVL provides the helper class +PreferenceObfuscator, which handles most of the work of calling the +application's Obfuscator class and reading and writing the obfuscated data in a +SharedPreferences instance. </p> + +<p>The LVL provides a full Obfuscator implementation called +AESObfuscator that uses AES encryption to obfuscate data. You can +use AESObfuscator in your application without modification or you +can adapt it to your needs. For more information, see the next section.</p> + + +<h4 id="AESObfuscator">AESObfuscator</h4> + +<p>The LVL includes a full and recommended implementation of the Obfuscator +interface called AESObfuscator. The implementation is integrated with the +LVL sample application and serves as the default Obfuscator in the library. </p> + +<p>AESObfuscator provides secure obfuscation of data by using AES to +encrypt and decrypt the data as it is written to or read from storage. +The Obfuscator seeds the encryption using three data fields provided +by the application: </p> + +<ol> +<li>A salt — an array of random bytes to use for each (un)obfuscation. </li> +<li>An application identifier string, typically the package name of the application.</li> +<li>A device identifier string, derived from as many device-specific sources +as possible, so as to make it as unique.</li> +</ol> + +<p>To use AESObfuscator, first import it to your Activity. Declare a private +static final array to hold the salt bytes and initialize it to 20 randomly +generated bytes.</p> + +<pre> ... + // Generate 20 random bytes, and put them here. + private static final byte[] SALT = new byte[] { + -46, 65, 30, -128, -103, -57, 74, -64, 51, 88, -95, + -45, 77, -117, -36, -113, -11, 32, -64, 89 + }; + ... +</pre> + +<p>Next, declare a variable to hold a device identifier and generate a value for +it in any way needed. For example, the sample application included in the LVL +queries the system settings for the +<code>android.Settings.Secure.ANDROID_ID</code>, which is unique to each device. +</p> + +<p>Note that, depending on the APIs you use, your application might need to +request additional permissions in order to acquire device-specific information. +For example, to query the {@link android.telephony.TelephonyManager} to obtain +the device IMEI or related data, the application will also need to request the +<code>android.permission.READ_PHONE_STATE</code> permission in its manifest.</p> + +<p>Before requesting new permissions for the <em>sole purpose</em> of acquiring +device-specific information for use in your Obfuscator, consider +how doing so might affect your application or its filtering on Android Market +(since some permissions can cause the SDK build tools to add +the associated <code><uses-feature></code>).</p> + +<p>Finally, construct an instance of AESObfuscator, passing the salt, +application identifier, and device identifier. You can construct the instance +directly, while constructing your Policy and LicenseChecker. For example:</p> + +<pre> ... + // Construct the LicenseChecker with a Policy. + mChecker = new LicenseChecker( + this, new ServerManagedPolicy(this, + new AESObfuscator(SALT, getPackageName(), deviceId)), + BASE64_PUBLIC_KEY // Your public licensing key. + ); + ... +</pre> + +<p>For a complete example, see MainActivity in the LVL sample application.</p> + + +<h3 id="impl-lc">Checking the license from your application's main Activity</h3> + +<p>Once you've implemented a Policy for managing access to your application, the +next step is to add a license check to your application, which initiates a query +to the licensing server if needed and manages access to the application based on +the license response. All of the work of adding the license check and handling +the response takes place in your main {@link android.app.Activity} source file. +</p> + +<p>To add the license check and handle the response, you must:</p> + +<ol> + <li><a href="#imports">Add imports</a></li> + <li><a href="#lc-impl">Implement LicenseCheckerCallback</a> as a private inner class</li> + <li><a href="#thread-handler">Create a Handler</a> for posting from LicenseCheckerCallback to the UI thread</li> + <li><a href="#lc-lcc">Instantiate LicenseChecker</a> and LicenseCheckerCallback</li> + <li><a href="#check-access">Call checkAccess()</a> to initiate the license check</li> + <li><a href="#account-key">Embed your public key</a> for licensing</li> + <li><a href="#handler-cleanup">Call your LicenseChecker's onDestroy() method</a> to close IPC connections.</li> +</ol> + +<p>The sections below describe these tasks. </p> + +<h4 id="lc-overview">Overview of license check and response</h4> + +<div class="sidebox-wrapper"> +<div class="sidebox"> +<h2>Example: MainActivity</h2> + +<p>The sample application included with the LVL provides a full example of how +to initiate a license check and handle the result, in the +<code>MainActivity.java</code> file.</p> + +</div> +</div> + +<p>In most cases, you should add the license check to your application's main +{@link android.app.Activity}, in the <code>onCreate()</code> method. This +ensures that when the user launches your application directly, the license check +will be invoked immediately. In some cases, you can add license checks in other +locations as well. For example, if your application includes multiple Activity +components that other applications can start by {@link android.content.Intent}, +you could add license checks in those Activities.</p> + +<p>A license check consists of two main actions: </p> + +<ul> +<li>A call to a method to initiate the license check — in the LVL, this is +a call to the <code>checkAccess()</code> method of a LicenseChecker object that +you construct.</li> +<li>A callback that returns the result of the license check. In the LVL, this is +a <code>LicenseCheckerCallback</code> interface that you implement. The +interface declares two methods, <code>allow()</code> and +<code>dontAllow()</code>, which are invoked by the library based on to the +result of the license check. You implement those two methods with whatever logic +you need, to allow or disallow the user access to your application. Note that +these methods do not determine <em>whether</em> to allow access — that +determination is the responsibility of your Policy implementation. Rather, these +methods simply provide the application behaviors for <em>how</em> to allow and +disallow access (and handle application errors).</li> +</ul> + +<div style="margin-bottom:2em;"> + +<img src="{@docRoot}images/licensing_flow.png" style="text-align:left;margin-bottom:0;margin-left:3em;" /> +<div style="margin:.5em 0 1.5em 2em;padding:0"><strong>Figure 6.</strong> Overview of a +typical license check interaction.</div> +</div> + +<p>The diagram above illustrates how a typical license check takes place: </p> + +<ol> +<li>Code in the application's main Activity instantiates LicenseCheckerCallback +and LicenseChecker objects. When constructing LicenseChecker, the code passes in +{@link android.content.Context}, a Policy implementation to use, and the +publisher account's public key for licensing as parameters. </li> +<li>The code then calls the <code>checkAccess()</code> method on the +LicenseChecker object. The method implementation calls the Policy to determine +whether there is a valid license response cached locally, in +{@link android.content.SharedPreferences}. +<ul> +<li>If so, the <code>checkAccess()</code> implementation calls +<code>allow()</code>.</li> +<li>Otherwise, the LicenseChecker initiates a license check request that is sent +to the licensing server.</li> +</ul> +</li> +<li>When a response is received, LicenseChecker creates a LicenseValidator that +verifies the signed license data and extracts the fields of the response, then +passes them to your Policy for further evaluation. + <ul> + <li>If the license is valid, the Policy caches the response in +SharedPreferences and notifies the validator, which then calls the +<code>allow()</code> method on the LicenseCheckerCallback object. </li> + <li>If the license not valid, the Policy notifies the validator, which calls +the <code>dontAllow()</code> method on LicenseCheckerCallback. </li> + </ul> +</li> +<li>In case of a recoverable local or server error, such as when the network is +not available to send the request, LicenseChecker passes a RETRY response to +your Policy's <code>processServerResponse()</code> method. </li> +<li>In case of a application error, such as when the application attempts to +check the license of an invalid package name, LicenseChecker passes an error +response to the LicenseCheckerCallback's <code>applicationError()</code> +method. </li> +</ol> + +<p>Note that, in addition to initiating the license check and handling the +result, which are described in the sections below, your application also needs +to provide a <a href="#impl-Policy">Policy implementation</a> and, if the Policy +stores response data (such as ServerManagedPolicy), an <a +href="#impl-Obfuscator">Obfuscator</a> implementation. </p> + + +<h4 id="imports">Add imports</h4> + +<p>First, open the class file of the application's main Activity and import +LicenseChecker and LicenseCheckerCallback from the LVL package.</p> + +<pre> import com.android.vending.licensing.LicenseChecker; + import com.android.vending.licensing.LicenseCheckerCallback;</pre> + +<p>If you are using the default Policy implementation provided with the LVL, +ServerManagedPolicy, import it also, together with the AESObfuscator. If you are +using a custom Policy or Obfuscator, import those instead. </p> + +<pre> import com.android.vending.licensing.ServerManagedPolicy; + import com.android.vending.licensing.AESObfuscator;</pre> + +<h4 id="lc-impl">Implement LicenseCheckerCallback as a private inner class</h4> + +<p>LicenseCheckerCallback is an interface provided by the LVL for handling +result of a license check. To support licensing using the LVL, you must +implement LicenseCheckerCallback and +its methods to allow or disallow access to the application.</p> + +<p>The result of a license check is always a call to one of the +LicenseCheckerCallback methods, made based on the validation of the response +payload, the server response code itself, and any additional processing provided +by your Policy. Your application can implement the methods in any way needed. In +general, it's best to keep the methods simple, limiting them to managing UI +state and application access. If you want to add further processing of license +responses, such as by contacting a backend server or applying custom constraints, +you should consider incorporating that code into your Policy, rather than +putting it in the LicenseCheckerCallback methods. </p> + +<p>In most cases, you should declare your implementation of +LicenseCheckerCallback as a private class inside your application's main +Activity class. </p> + +<p>Implement the <code>allow()</code> and <code>dontAllow()</code> methods as +needed. To start with, you can use simple result-handling behaviors in the +methods, such as displaying the license result in a dialog. This helps you get +your application running sooner and can assist with debugging. Later, after you +have determined the exact behaviors you want, you can add more complex handling. +</p> + +<p>Some suggestions for handling unlicensed responses in +<code>dontAllow()</code> include: </p> + +<ul> +<li>Display a "Try again" dialog to the user, including a button to initiate a +new license check. </li> +<li>Display a "Purchase this application" dialog, including a button that +deep-links the user to the application's details page on Market, from which the +use can purchase the application. For more information on how to set up such +links, see <a +href="{@docRoot}guide/publishing/publishing.html#marketintent">Using Intents to +Launch the Market Application on a Device</a>. </li> +<li>Display a Toast notification that indicates that the features of the +application are limited because it is not licensed. </li> +</ul> + +<p>The example below shows how the LVL sample application implements +LicenseCheckerCallback, with methods that display the license check result in a +dialog. </p> + +<pre> private class MyLicenseCheckerCallback implements LicenseCheckerCallback { + public void allow() { + if (isFinishing()) { + // Don't update UI if Activity is finishing. + return; + } + // Should allow user access. + displayResult(getString(R.string.allow)); + } + + public void dontAllow() { + if (isFinishing()) { + // Don't update UI if Activity is finishing. + return; + } + displayResult(getString(R.string.dont_allow)); + // Should not allow access. An app can handle as needed, + // typically by informing the user that the app is not licensed + // and then shutting down the app or limiting the user to a + // restricted set of features. + // In this example, we show a dialog that takes the user to Market. + showDialog(0); + } + } +</pre> + +<p>Additionally, you should implement the <code>applicationError()</code> +method, which the LVL calls to let your application handle errors that are not +retryable. For a list of such errors, see <a +href="#server-response-codes">Server Response Codes</a> in the Appendix of this +document. You can implement the method in any way needed. In most cases, the +method should log the error code and call <code>dontAllow()</code>.</p> + +<h4 id="thread-handler">Create a Handler for posting from LicenseCheckerCallback +to the UI thread</h4> + +<p>During a license check, the LVL passes the request to the Android Market +application, which handles communication with the licensing server. The LVL +passes the request over asynchronous IPC (using {@link android.os.Binder}) so +the actual processing and network communication do not take place on a thread +managed by your application. Similarly, when the Android Market application +receives the result, it invokes a callback method over IPC, which in turn +executes in an IPC thread pool in your application's process.</p> + +<p>The LicenseChecker class manages your application's IPC communication with +the Android Market application, including the call that sends the request and +the callback that receives the response. LicenseChecker also tracks open license +requests and manages their timeouts. </p> + +<p>So that it can handle timeouts properly and also process incoming responses +without affecting your application's UI thread, LicenseChecker spawns a +background thread at instantiation. In the thread it does all processing of +license check results, whether the result is a response received from the server +or a timeout error. At the conclusion of processing, the LVL calls your +LicenseCheckerCallback methods from the background thread. </p> + +<p>To your application, this means that:</p> + +<ol> +<li>Your LicenseCheckerCallback methods will be invoked, in many cases, from a +background thread.</li> +<li>Those methods won't be able to update state or invoke any processing in the +UI thread, unless you create a Handler in the UI thread and have your callback +methods post to the Handler.</li> +</ol> + +<p>If you want your LicenseCheckerCallback methods to update the UI thread, +instantiate a {@link android.os.Handler} in the main Activity's +{@link android.app.Activity#onCreate(android.os.Bundle) onCreate()} method, +as shown below. In this example, the LVL sample application's +LicenseCheckerCallback methods (see above) call <code>displayResult()</code> to +update the UI thread through the Handler's +{@link android.os.Handler#post(java.lang.Runnable) post()} method.</p> + +<pre>private Handler mHandler; + + @Override + public void onCreate(Bundle savedInstanceState) { + ... + mHandler = new Handler(); + } +</pre> + +<p>Then, in your LicenseCheckerCallback methods, you can use Handler methods to +post Runnable or Message objects to the Handler. Here's how the sample +application included in the LVL posts a Runnable to a Handler in the UI thread +to display the license status.</p> + +<pre> private void displayResult(final String result) { + mHandler.post(new Runnable() { + public void run() { + mStatusText.setText(result); + setProgressBarIndeterminateVisibility(false); + mCheckLicenseButton.setEnabled(true); + } + }); + } +</pre> + +<h4 id="lc-lcc">Instantiate LicenseChecker and LicenseCheckerCallback</h4> + +<p>In the main Activity's +{@link android.app.Activity#onCreate(android.os.Bundle) onCreate()} method, +create private instances of LicenseCheckerCallback and LicenseChecker. You must +instantiate LicenseCheckerCallback first, because you need to pass a reference +to that instance when you call the contructor for LicenseChecker. </p> + +<p>When you instantiate LicenseChecker, you need to pass in these parameters:</p> + +<ul> +<li>The application {@link android.content.Context}</li> +<li>A reference to the Policy implementation to use for the license check. In +most cases, you would use the default Policy implementation provided by the LVL, +ServerManagedPolicy. </li> +<li>The String variable holding your publisher account's public key for +licensing. </li> +</ul> + +<p>If you are using ServerManagedPolicy, you won't need to access the class +directly, so you can instantiate it in the LicenseChecker constructor, +as shown in the example below. Note that you need to pass a reference to a new +Obfuscator instance when you construct ServerManagedPolicy.</p> + +<p>The example below shows the instantiation of LicenseChecker and +LicenseCheckerCallback from the <code>onCreate()</code> method of an Activity +class. </p> + +<pre>public class MainActivity extends Activity { + ... + private LicenseCheckerCallback mLicenseCheckerCallback; + private LicenseChecker mChecker; + + @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + ... + // Construct the LicenseCheckerCallback. The library calls this when done. + mLicenseCheckerCallback = new MyLicenseCheckerCallback(); + + // Construct the LicenseChecker with a Policy. + mChecker = new LicenseChecker( + this, new ServerManagedPolicy(this, + new AESObfuscator(SALT, getPackageName(), deviceId)), + BASE64_PUBLIC_KEY // Your public licensing key. + ); + ... + } +} +</pre> + + +<p>Note that LicenseChecker calls the LicenseCheckerCallback methods from the UI +thread <em>only</em> if there is valid license response cached locally. If the +license check is sent to the server, the callbacks always originate from the +background thread, even for network errors. </p> + + +<h4 id="check-access">Call checkAccess() to initiate the license check</h4> + +<p>In your main Activity, add a call to the <code>checkAccess()</code> method of the +LicenseChecker instance. In the call, pass a reference to your +LicenseCheckerCallback instance as a parameter. If you need to handle any +special UI effects or state management before the call, you might find it useful +to call <code>checkAccess()</code> from a wrapper method. For example, the LVL +sample application calls <code>checkAccess()</code> from a +<code>doCheck()</code> wrapper method:</p> + +<pre> @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + ... + // Call a wrapper method that initiates the license check + doCheck(); + ... + } + ... + private void doCheck() { + mCheckLicenseButton.setEnabled(false); + setProgressBarIndeterminateVisibility(true); + mStatusText.setText(R.string.checking_license); + mChecker.checkAccess(mLicenseCheckerCallback); + } +</pre> + + +<h4 id="account-key">Embed your public key for licensing</h4> + +<p>For each publisher account, the Android Market service automatically +generates a 2048-bit RSA public/private key pair that is used exclusively for +licensing. The key pair is uniquely associated with the publisher account and is +shared across all applications that are published through the account. Although +associated with a publisher account, the key pair is <em>not</em> the same as +the key that you use to sign your applications (or derived from it).</p> + +<p>The Android Market publisher site exposes the public key for licensing to any +developer signed in to the publisher account, but it keeps the private key +hidden from all users in a secure location. When an application requests a +license check for an application published in your account, the licensing server +signs the license response using the private key of your account's key pair. +When the LVL receives the response, it uses the public key provided by the +application to verify the signature of the license response. </p> + +<p>To add licensing to an application, you must obtain your publisher account's +public key for licensing and copy it into your application. Here's how to find +your account's public key for licensing:</p> + +<ol> +<li>Go to the Android Market <a +href="http://market.android.com/publish">publisher site</a> and sign in. +Make sure that you sign in to the account from which the application you are +licensing is published (or will be published). </li> +<li>In the account home page, locate the "Edit profile" link and click it. </li> +<li>In the Edit Profile page, locate the "Licensing" pane, shown below. Your +public key for licensing is given in the "Public key" text box. </p> +</ol> + +<p>To add the public key to your application, simply copy/paste the key string +from the text box into your application as the value of the String variable +<code>BASE64_PUBLIC_KEY</code>. When you are copying, make sure that you have +selected the entire key string, without omitting any characters. </p> + +<p>Here's an example from the LVL sample application:</p> + +<pre> public class MainActivity extends Activity { + private static final String BASE64_PUBLIC_KEY = "MIIBIjANBgkqhkiG ... "; //truncated for this example + ... + } +</pre> + +<h4 id="handler-cleanup">Call your LicenseChecker's onDestroy() method +to close IPC connections</h4> + +<p>Finally, to let the LVL clean up before your application +{@link android.content.Context} changes, add a call to the LicenseChecker's +<code>onDestroy()</code> method from your Activity's +{@link android.app.Activity#onDestroy()} implementation. The call causes the +LicenseChecker to properly close any open IPC connection to the Android Market +application's ILicensingService and removes any local references to the service +and handler.</p> + +<p>Failing to call the LicenseChecker's <code>onDestroy()</code> method +can lead to problems over the lifecycle of your application. For example, if the +user changes screen orientation while a license check is active, the application +{@link android.content.Context} is destroyed. If your application does not +properly close the LicenseChecker's IPC connection, your application will crash +when the response is received. Similarly, if the user exits your application +while a license check is in progress, your application will crash when the +response is received, unless it has properly called the +LicenseChecker's <code>onDestroy()</code> method to disconnect from the service. +</p> + +<p>Here's an example from the sample application included in the LVL, where +<code>mChecker</code> is the LicenseChecker instance:</p> + +<pre> @Override + protected void onDestroy() { + super.onDestroy(); + mChecker.onDestroy(); + ... + } +</pre> + +<p>If you are extending or modifying LicenseChecker, you might also need to call +the LicenseChecker's <code>finishCheck()</code> method, to clean up any open IPC +connections.</p> + +<h3 id="impl-DeviceLimiter">Implementing a DeviceLimiter</h3> + +<p>In some cases, you might want your Policy to limit the number of actual +devices that are permitted to use a single license. This would prevent a user +from moving a licensed application onto a number of devices and using the +application on those devices under the same account ID. It would also prevent a +user from "sharing" the application by providing the account information +associated with the license to other individuals, who could then sign in to that +account on their devices and access the license to the application. </p> + +<p>The LVL supports per-device licensing by providing a +<code>DeviceLimiter</code> interface, which declares a single method, +<code>allowDeviceAccess()</code>. When a LicenseValidator is handling a response +from the licensing server, it calls <code>allowDeviceAccess()</code>, passing a +user ID string extracted from the response.</p> + +<p>If you do not want to support device limitation, <strong>no work is +required</strong> — the LicenseChecker class automatically uses a default +implementation called NullDeviceLimiter. As the name suggests, NullDeviceLimiter +is a "no-op" class whose <code>allowDeviceAccess()</code> method simply returns +a <code>LICENSED</code> response for all users and devices. </p> + +<div style="border-left:4px solid #FFCF00;margin:1em;padding: 0 0 0 .5em"> +<p><strong>Caution:</strong> Per-device licensing is <em>not recommended for +most applications</em> because:</p> +<ul> +<li>It requires that you provide a backend server to manage a users and devices +mapping, and </li> +<li>It could inadvertently result in a user being denied access to an +application that they have legitimately purchased on another device.</li> +</ul> +</div> + + +<h2 id="test-env">Setting Up the Testing Environment</h2> + +<p>The Android Market publisher site provides configuration tools that let you +and others test licensing on your application before it is published. As you are +implementing licensing, you can make use of the publisher site tools to test +your application's Policy and handling of different licensing responses and +error conditions.</p> + +<p>The main components of the test environment for licensing include: </p> + +<ul> +<li>A "Test response" configuration in your publisher account that lets you +set the static licensing response returned, when the server processes a +license check for an application uploaded to the publisher account, from a user +signed in to the publisher account or a test account.</li> +<li>An optional set of test accounts that will receive the static test +response when they check the license of an application that you have uploaded +(regardless whether the application is published or not).</li> +<li>A runtime environment for the application that includes the Android Market +application or Google APIs Add-On, on which the user is signed in to the +publisher account or one of the test accounts.</li> +</ul> + +<p>Setting up the test environment properly involves:</p> + +<ol> +<li><a href="#test-response">Setting static test responses</a> that are returned by the licensing server.</li> +<li><a href="#test-acct-setup">Setting up test accounts</a> as needed.</li> +<li><a href="#acct-signin">Signing in</a> properly to an emulator or device, before initiating a license check test.</li> +</ol> + +<p>The sections below provide more information.</p> + + +<h3 id="test-response">Setting test responses for license checks</h3> + +<p>Android Market provides a configuration setting in your publisher account +that lets you override the normal processing of a license check and return a +specified static response code. The setting is for testing only and applies +<em>only</em> to license checks for applications that you have uploaded, made by +any user signed in to an emulator or device using the credentials of the +publisher account or a registered test account. For other users, the server +always processes license checks according to normal rules. </p> + +<p>To set a test response for your account, sign in to your publisher account +and click "Edit Profile". In the Edit Profile page, locate the Test Response +menu in the Licensing panel, shown below. You can select from the full set of +valid server response codes to control the response or condition you want to +test in your application.</p> + +<p>In general, you should make sure to test your application's licensing +implementation with every response code available in the Test Response menu. +For a description of the codes, see <a href="#server-response-codes">Server +Response Codes</a> in the Appendix of this document.</p> + +<div style="margin-bottom:2em;" id="licensing_test_response"> + +<img src="{@docRoot}images/licensing_test_response.png" style="text-align:left;margin-bottom:0;" /> +<div style="margin:0 2em;padding:0"><strong>Figure 7.</strong> The Licensing +panel of your account's Edit Profile page, showing the Test Accounts field and the +Test Response menu.</div> +</div> + +<p>Note that the test response that you configure applies account-wide — +that is, it applies not to a single application, but to <em>all</em> +applications associated with the publisher account. If you are testing multiple +applications at once, changing the test response will affect all of those +applications on their next license check (if the user is signed into +the emulator or device using the publisher account or a test account).</p> + +<p>Before you can successfully receive a test response for a license check, +you must sign in to the device or emulator on which the application +is installed, and from which it is querying the server. Specifically, you must +sign using either your publisher account or one of the test accounts that you +have set up. For more information about test accounts, see the next section.</p> + +<p>See <a href="#server-response-codes">Server Response Codes</a> for a list of +test responses available and their meanings. </p> + + +<h3 id="test-acct-setup">Setting up test accounts</h3> + +<p>In some cases, you might want to let multiple teams of developers test +licensing on applications that will ultimately be published through your +publisher account, but without giving them access to your publisher account's +sign-in credentials. To meet that need, the Android Market publisher site lets +you set up one or more optional <em>test accounts</em> — accounts that are +authorized to query the licensing server and receive static test responses from +your publisher account.</p> + +<p>Test accounts are standard Google accounts that you register on your +publisher account, such that they will receive the test response for +applications that you have uploaded. Developers can then sign in to their +devices or emulators using the test account credentials and initiate license +checks from installed applications. When the licensing server receives a license +check from a user of a test account, it returns the static test response +configured for the publisher account. </p> + +<p>Necessarily, there are limitations on the access and permissions given to +users signed in through test accounts, including:</p> + +<ul> +<li>Test account users can query the licensing server only for applications that +are already uploaded to the publisher account. </li> +<li>Test account users do not have permission to upload applications to your +publisher account.</li> +<li>Test account users do not have permission to set the publisher account's +static test response.</li> +</ul> + +<p>The table below summarizes the differences in capabilities, between the +publisher account, a test account, and any other account.</p> + +<p class="table-caption" id="acct-types-table"><strong>Table 1.</strong> +Differences in account types for testing licensing.</p> + +<table> +<tr> +<th>Account Type</th> +<th>Can check license before upload?</th> +<th>Can receive test response?</th> +<th>Can set test response?</th> +</tr> + +<tr> +<td>Publisher account</td> +<td>Yes</td> +<td>Yes</td> +<td>Yes</td> +</tr> + +<tr> +<td>Test account</td> +<td>No</td> +<td>Yes</td> +<td>No</td> +</tr> + +<tr> +<td>Other</td> +<td>No</td> +<td>No</td> +<td>No</td> +</tr> +</table> + +<h4 id="reg-test-acct">Registering test accounts on the publisher account</h4> + +<p>To get started, you need to register each test account in your publisher +account. As shown in <a href="#licensing_test_response">Figure 7</a>, above, you +register test accounts in the Licensing panel of your publisher account's Edit +Profile page. Simply enter the accounts as a comma-delimited list and click +<strong>Save</strong> to save your profile changes.</p> + +<p>You can use any Google account as a test account. If you want to own and +control the test accounts, you can create the accounts yourself and distribute +the credentials to your developers or testers.</p> + +<h4 id="test-app-upload">Handling application upload and distribution for test +account users</h4> + +<p>As mentioned above, users of test accounts can only receive static test +responses for applications that are uploaded to the publisher account. Since +those users do not have permission to upload applications, as the publisher you +will need to work with those users to collect apps for upload and distribute +uploaded apps for testing. You can handle collection and distribution in any way +that is convenient. </p> + +<p>Once an application is uploaded and becomes known to the licensing server, +developers and testers can continue modify the application in their local +development environment, without having to upload new versions. You only need to +upload a new version if the local application increments the +<code>versionCode</code> attribute in the manifest file. </p> + +<h4 id="test-key">Distributing your public key to test account users</h4> + +<p>The licensing server handles static test responses in the normal way, +including signing the license response data, adding extras parameters, and so +on. To support developers who are implementing licensing using test accounts, +rather than the publisher account, you will need to distribute +your public key to them. Developers without access to the publisher site do not +have access to your public key, and without the key they won't be able to +verify license responses. </p> + +<p>Note that if you decide to generate a new licensing key pair for your account +for some reason, you need to notify all users of test accounts. For +testers, you can embed the new key in the application package and distribute it +to users. For developers, you will need to distribute the new key to them +directly. </p> + + +<h3 id="acct-signin">Signing in to an authorized account in the runtime +environment</h3> + +<p>The licensing service is designed to determine whether a given user is +licensed to use a given application — during a license check, the Android +Market application gathers the user ID from the primary account on the system +and sends it to the server, together with the package name of the application +and other information. However, if there is no user information available, the +license check cannot succeed, so the Android Market application terminates the +request and returns an error to the application. </p> + +<p>During testing, to ensure that your application can successfully query the +licensing server, you must make sure that you sign in to an account <em>on the +device or emulator</em> using:</p> + +<ul> +<li>The credentials of a publisher account, or</li> +<li>The credentials of a test account that is registered with a publisher +account</li> +</ul> + + +<div class="sidebox-wrapper"> +<div class="sidebox"> +<h2>Signing in to a Google account on an emulator</h2> + +<p>If you are testing licensing on an emulator, you need to sign in to a Google +account on the emulator. If you do not see an option to create a new Google +account, the problem might be that your AVD is running a standard Android system +image, rather than the Google APIs Add-On, API 8 (release 2) or higher. </p> + +<p style="margin-top:.5em;">For more information, see <a +href="#runtime-setup">Setting up the runtime environment</a>, above.</p> + +</div> +</div> + +<p>Signing in using a publisher account offers the advantage of letting your +applications receive static test responses even before the applications are +uploaded to the publisher site.</p> + +<p>If you are part of a larger organization or are working with external groups +on applications that will be published through your site, you will more likely +want to distribute test accounts instead, then use those to sign in during +testing. </p> + +<p>To sign in on a device or emulator, follow the steps below. The preferred +approach is to sign in as the primary account — however, if there are +other accounts already in use on the device or emulator, you can create an +additional account and sign in to it using the publisher or test account +credentials. </p> + +<ol> +<li>Open Settings > Accounts & sync</li> +<li>Select <strong>Add Account</strong> and choose to add a "Google" account. +</li> +<li>Select <strong>Next</strong> and then <strong>Sign in</strong>.</li> +<li>Enter the username and password of either the publisher account or a test +account that is registered in the publisher account.</li> +<li>Select <strong>Sign in</strong>. The system signs you in to the new +account.</li> +</ol> + +<p>Once you are signed in, you can begin testing licensing in your application +(if you have completed the LVL integration steps above). When your application +initiates a license check, it will receive a response containing the static test +response configured on the publisher account. </p> + +<p>Note that, if you are using an emulator, you will need to sign in to the +publisher account or test account each time you wipe data when restarting the +emulator.</p> + +<div style="margin:2em 1em 1em 1em;"> + +<img src="{@docRoot}images/licensing_device_signin.png" style="text-align:left;" /> +<div style="margin:.25em 1.25em;padding:0"><strong>Figure 8.</strong> Example of +setting up a Google account on a device or emulator.</div> +</div> + +<h2 id="app-obfuscation">Obfuscating Your Application</h2> + +<p>To ensure the security of your application, particularly for a paid +application that uses licensing and/or custom constraints and protections, it's +very important to obfuscate your application code. Properly obfuscating your +code makes it more difficult for a malicious user to decompile the application's +bytecode, modify it — such as by removing the license check — +and then recompile it.</p> + +<p>Several obfuscator programs are available for Android applications, including +<a href="http://proguard.sourceforge.net/">ProGuard</a>, which also offers +code-optimization features. The use of ProGuard or a similar program to obfuscate +your code is <em>strongly recommended</em> for all applications that use Android +Market Licensing. </p> + +<h2 id="app-publishing">Publishing a Licensed Application</h2> + +<p>When you are finished testing your license implementation, you are ready to +publish the application on Android Market. Follow the normal steps to <a +href="{@docRoot}guide/publishing/preparing.html">prepare</a>, <a +href="{@docRoot}guide/publishing/app-signing.html">sign</a>, and then <a +href="{@docRoot}guide/publishing/publishing.html">publish the application</a>. +</p> + +<h4>Removing Copy Protection</h4> + +<p>After uploading your licensed application, remember to remove copy protection +from the application, if it is currently used. To check and remove copy +protection, sign in to the publisher site and go the application's upload +details page. In the Publishing options section, make sure that the Copy +Protection radio button selection is "Off".</p> + +<h4>Considerations for Free Apps</h4> + +<p>Licensing is currently supported only for paid applications. If you already +published your application as free, you won't be able to upload an updated +version that includes licensing (that is, an application that uses the same +package name and that includes the <a href="#manifest-permission">licensing +permission</a>). Here are some points to keep in mind:</p> + +<ul> +<li>If you want to offer a free version of your application that provides a +reduced feature set (or that offers the full feature set for trial period), the +free version of your application must not include the licensing permission and +must use a different package name than the paid version of the app.</li> +<li>If you want to offer a paid version of your free application that uses +licensing, you can do so under a new package name.</li> +</ul> + +<h2 id="support">Where to Get Support</h2> + +<p>If you have questions or encounter problems while implementing or deploying +publishing in your applications, please use the support resources listed in the +table below. By directing your queries to the correct forum, you can get the +support you need more quickly. </p> + +<p class="table-caption"><strong>Table 2.</strong> Developer support resources +for Android Market Licensing Service.</p> + +<table> + +<tr> +<th>Support Type</th> +<th>Resource</th> +<th>Range of Topics</th> +</tr> +<tr> +<td rowspan="2">Development and testing issues</td> +<td>Google Groups: <a +href="http://groups.google.com/group/android-developers">android-developers</a> +</td> +<td rowspan="2">LVL download and integration, library projects, Policy +questions, user experience ideas, handling of responses, Obfuscator, IPC, test +environment setup</td> +</tr> +<tr> +<td>Stack Overflow: <a +href="http://stackoverflow.com/questions/tagged/android">http://stackoverflow.com/questions/tagged/android</a></td> +</tr> +<tr> +<td rowspan="2">Accounts, publishing, and deployment issues</td> +<td><a href="http://www.google.com/support/forum/p/Android+Market">Android +Market Help Forum</a></td> +<td rowspan="2">Publisher accounts, licensing key pair, test accounts, server +responses, test responses, application deployment and results</td> +</tr> +<tr> +<td><a +href="http://market.android.com/support/bin/answer.py?answer=186113">Market +Licensing Support FAQ</a></td> +</tr> +<tr> +<td>LVL issue tracker</td> +<td><a href="http://code.google.com/p/marketlicensing/issues/">Marketlicensing +project issue tracker</a></td> +<td>Bug and issue reports related specifically to the LVL source code classes +and interface implementations</td> +</tr> + +</table> + +<p>For general information about how to post to the groups listed above, see <a +href="{@docRoot}resources/community-groups.html">Developer Forums</a> document +in the Resources tab.</p> + +<h2 id="lvl-summary">Summary of LVL Classes and Interfaces</h2> + +<p>The table below lists all of the source files in the License Verification +Library (LVL) available through the Android SDK. All of the files are part of +the <code>com.android.vending.licensing</code> package.</p> + +<p class="table-caption"><strong>Table A-1.</strong> Summary of LVL library +classes and interfaces.</p> + +<div style="width:99%"> +<table width="100%"> + +<tr> +<th width="15%">Category</th> +<th width="20%">Name</th> +<th width="100%">Description</th> +</tr> + +<tr> +<td rowspan="2">License check and result</td> +<td>LicenseChecker</td> +<td>Class that you instantiate (or subclass) to initiate a license check.</td> +</tr> +<tr> +<td><em>LicenseCheckerCallback</em></td> +<td>Interface that you implement to handle result of the license check.</td> +</tr> + +<tr> +<td rowspan="3" width="15%">Policy</td> +<td width="20%"><em>Policy</em></td> +<td width="100%">Interface that you implement to determine whether to allow +access to the application, based on the license response. </td> +</tr> +<tr> +<td>ServerManagedPolicy</td> +<td width="100%">Default Policy implementation. Uses settings provided by the +licensing server to manage local storage of license data, license validity, +retry.</td> +</tr> +<tr> +<td>StrictPolicy</td> +<td>Alternative Policy implementation. Enforces licensing based on a direct +license response from the server only. No caching or request retry.</td> +</tr> + +<tr> +<td rowspan="2" width="15%">Data obfuscation <br><em>(optional)</em></td> +<td width="20%"><em>Obfuscator</em></td> +<td width="100%">Interface that you implement if you are using a Policy (such as +ServerManagedPolicy) that caches license response data in a persistent store. +Applies an obfuscation algorithm to encode and decode data being written or +read.</td> +</tr> +<tr> +<td>AESObfuscator</td> +<td>Default Obfuscator implementation that uses AES encryption/decryption +algorithm to obfuscate/unobfuscate data.</td> +</tr> + +<tr> +<td rowspan="2" width="15%">Device limitation<br><em>(optional)</em></td> +<td width="20%"><em>DeviceLimiter</em></td> +<td width="100%">Interface that you implement if you want to restrict use of an +application to a specific device. Called from LicenseValidator. Implementing +DeviceLimiter is not recommended for most applications because it requires a +backend server and may cause the user to lose access to licensed applications, +unless designed with care.</td> +</tr> +<tr> +<td>NullDeviceLimiter</td> +<td>Default DeviceLimiter implementation that is a no-op (allows access to all +devices).</td> +</tr> + +<tr> +<td rowspan="6" width="15%">Library core, no integration needed</td> +<td width="20%">ResponseData</td> +<td width="100%">Class that holds the fields of a license response.</td> +</tr> +<tr> +<td>LicenseValidator</td> +<td>Class that decrypts and verifies a response received from the licensing +server.</td> +</tr> +<tr> +<td>ValidationException</td> +<td>Class that indicates errors that occur when validating the integrity of data +managed by an Obfuscator.</td> +</tr> +<tr> +<td>PreferenceObfuscator</td> +<td>Utility class that writes/reads obfuscated data to the system's +{@link android.content.SharedPreferences} store.</td> +</tr> +<tr> +<td><em>ILicensingService</em></td> +<td>One-way IPC interface over which a license check request is passed to the +Android Market client.</td> +</tr> +<tr> +<td><em>ILicenseResultListener</em></td> +<td>One-way IPC callback implementation over which the application receives an +asynchronous response from the licensing server.</td> +</tr> + +</table> +</div> + + +<h2 id="server-response-codes">Server Response Codes</h2> + +<p>The table below lists all of the license response codes supported by the +licensing server. In general, an application should handle all of these response +codes. By default, the LicenseValidator class in the LVL provides all of the +necessary handling of these response codes for you. </p> + +<p class="table-caption"><strong>Table A-2.</strong> Summary of response codes +returned by the Android Market server in a license response.</p> + +<table> + +<tr> +<th>Response Code</th> +<th>Description</th> +<th>Signed?</th> +<th>Extras</th> +<th>Comments</th> +</tr> +<tr> +<td>LICENSED</td> +<td>The application is licensed to the user. The user has purchased the +application or the application is free.</td> +<td>Yes</td> +<td><code>VT</code>, <code>GT</code>, <code>GR</code></td> +<td><em>Allow access according to Policy constraints.</em></td> +</tr> +<tr> +<td>LICENSED_OLD_KEY</td> +<td>The application is licensed to the user, but there is an updated application +version available that is signed with a different key. </td> +<td>Yes </td> +<td><code>VT</code>, <code>GT</code>, <code>GR</code>, <code>UT</code></td> +<td><em>Optionally allow access according to Policy constraints.</em> +<p style="margin-top:.5em;">Can indicate that the key pair used by the installed +application version is invalid or compromised. The application can allow access +if needed or inform the user that an upgrade is available and limit further use +until upgrade.</p> +</td> +</tr> +<tr> +<td>NOT_LICENSED</td> +<td>The application is not licensed to the user.</td> +<td>No</td> +<td></td> +<td><em>Do not allow access.</em></td> +</tr> +<tr> +<td>ERROR_CONTACTING_SERVER</td> +<td>Local error — the Android Market application was not able to reach the +licensing server, possibly because of network availability problems. </td> +<td>No</td> +<td></td> +<td><em>Retry the license check according to Policy retry limits.</em></td> +</tr> +<tr> +<td>ERROR_SERVER_FAILURE</td> +<td>Server error — the server could not load the publisher account's key +pair for licensing.</td> +<td>No</td> +<td></td> +<td><em>Retry the license check according to Policy retry limits.</em> +</td> +</tr> +<tr> +<td>ERROR_INVALID_PACKAGE_NAME</td> +<td>Local error — the application requested a license check for a package +that is not installed on the device. </td> +<td>No </td> +<td></td> +<td><em>Do not retry the license check.</em> +<p style="margin-top:.5em;">Typically caused by a development error.</p> +</td> +</tr> +<tr> +<td>ERROR_NON_MATCHING_UID</td> +<td>Local error — the application requested a license check for a package +whose UID (package, user ID pair) does not match that of the requesting +application. </td> +<td>No </td> +<td></td> +<td><em>Do not retry the license check.</em> +<p style="margin-top:.5em;">Typically caused by a development error.</p> +</td> +</tr> +<tr> +<td>ERROR_NOT_MARKET_MANAGED</td> +<td>Server error — the application (package name) was not recognized by +Android Market. </td> +<td>No</td> +<td></td> +<td><em>Do not retry the license check.</em> +<p style="margin-top:.5em;">Can indicate that the application was not published +through Android Market or that there is an development error in the licensing +implementation.</p> +</td> +</tr> + +</table> + + +<h2 id="extras">Server Response Extras</h2> + +<p>The licensing server includes several settings in certain types of license +responses, to assist the application and its Policy in managing access to the +application across the 24-hour refund period and other conditions. Specifically, +the server provides recommended values for the application's license validity +period, retry grace period, maximum allowable retry count, and other settings. +The server appends the settings as key-value pairs in the license response +"extras" field. </p> + +<p>Any Policy implementation can extract the extras settings from the license +response and use them as needed. The LVL default Policy implementation, <a +href="#ServerManagedPolicy">ServerManagedPolicy</a>, serves as a working +implementation and an illustration of how to obtain, store, and use the +settings. </p> + +<p class="table-caption"><strong>Table A-3.</strong> Summary of +license-management settings supplied by the Android Market server in a license +response.</p> + +<table> +<tr> +<th>Extra</th><th>Description</th> +</tr> + +<tr> + <td>VT</td> + <td>License validity timestamp. Specifies the date/time at which the current +(cached) license response expires and must be rechecked on the licensing server. + </td> +</tr> +<tr> + <td>GT</td> + <td>Grace period timestamp. Specifies the end of the period during which a +Policy may allow access to the application, even though the response status is +RETRY. <p>The value is managed by the server, however a typical value would be 5 +or more days.</p></td> +</tr> +<tr> + <td>GR</td> + <td>Maximum retries count. Specifies how many consecutive RETRY license checks +the Policy should allow, before denying the user access to the application. +<p>The value is managed by the server, however a typical value would be "10" or +higher.</p></td> +</tr> +<tr> + <td>UT</td> + <td>Update timestamp. Specifies the day/time when the most recent update to +this application was uploaded and published. <p>The server returns this extra +only for LICENSED_OLD_KEYS responses, to allow the Policy to determine how much +time has elapsed since an update was published with new licensing keys before +denying the user access to the application. </p></td> +</tr> + +</table> + +<p>The sections below provide more information about the server-provided +settings and how to use them. </p> + +<h4>License validity period</h4> + +<p>The Android Market licensing server sets a license validity period for all +downloaded applications. The period expresses the interval of time over which an +application's license status should be considered as unchanging and cacheable by +a licensing Policy in the application. The licensing server includes the +validity period in its response to all license checks, appending an +end-of-validity timestamp to the response as an extra under the key "VT". A +Policy can extract the VT key value and use it to conditionally allow access to +the application without rechecking the license, until the validity period +expires. </p> + +<p>The license validity signals to a licensing Policy when it must recheck the +licensing status with the licensing server. It is <em>not</em> intended to imply +whether an application is actually licensed for use. That is, when an +application's license validity period expires, this does not mean that the +application is no longer licensed for use — rather, it indicates only that +the Policy must recheck the licensing status with the server. It follows that, +as long as the license validity period is not expired, it is acceptable for the +Policy to cache the initial license status locally and return the cached license +status instead of sending a new license check to the server.</p> + +<p>The licensing server manages the validity period as a means of helping the +application properly enforce licensing across the refund period offered by +Android Market for paid applications. It sets the validity period based on +whether the application was purchased and, if so, how long ago. Specifically, +the server sets a validity period as follows:</p> + +<ul> +<li>For a paid application, the server sets the initial license validity period +so that the license response remains valid for as long as the application is +refundable. A licensing Policy in the application may cache the +result of the initial license check and does not need to recheck the license +until the validity period has expired.</li> +<li>When an application is no longer refundable, the server +sets a longer validity period — typically a number of days. </li> +<li>For a free application, the server sets the validity period to a very high +value (<code>long.MAX_VALUE</code>). This ensures that, provided the Policy has +cached the validity timestamp locally, it will not need to recheck the +license status of the application in the future.</li> +</ul> + +<p>The ServerManagedPolicy implementation uses the extracted timestamp +(<code>mValidityTimestamp</code>) as a primary condition for determining whether +to recheck the license status with the server before allowing the user access to +the application. </p> + +<h4>Retry period and maximum retry count</h4> + +<p>In some cases, system or network conditions can prevent an application's +license check from reaching the licensing server, or prevent the server's +response from reaching the Android Market client application. For example, the +user might launch an application when there is no cell network or data +connection available — such as when on an airplane — or when the +network connection is unstable or the cell signal is weak. </p> + +<p>When network problems prevent or interrupt a license check, the Android +Market client notifies the application by returning a "RETRY" response code to +the Policy's <code>processServerResponse()</code> method. In the case of system +problems, such as when the application is unable to bind with Android Market's +ILicensingService implementation, the LicenseChecker library itself calls the +Policy <code>processServerResonse()</code> method with a "RETRY" response code. +</p> + +<p>In general, the RETRY response code is a signal to the application that an +error has occurred that has prevented a license check from completing. + +<p>The Android Market server helps an application to manage licensing under +error conditions by setting a retry "grace period" and a recommended maximum +retries count. The server includes these values in all license check responses, +appending them as extras under the keys "GT" and "GR". </p> + +<p>The application Policy can extract the GT and GR extras and use them to +conditionally allow access to the application, as follows:</p> + +<ul> +<li>For a license check that results in a RETRY response, the Policy should +cache the RETRY response code and increment a count of RETRY responses.</li> +<li>The Policy should allow the user to access the application, provided that +either the retry grace period is still active or the maximum retries count has +not been reached.</li> +</ul> + +<p>The ServerManagedPolicy uses the server-supplied GT and GR values as +described above. The example below shows the conditional handling of the retry +responses in the <code>allow()</code> method. The count of RETRY responses is +maintained in the <code>processServerResponse()</code> method, not shown. </p> + + +<pre> public boolean allowAccess() { + long ts = System.currentTimeMillis(); + if (mLastResponse == LicenseResponse.LICENSED) { + // Check if the LICENSED response occurred within the validity timeout. + if (ts <= mValidityTimestamp) { + // Cached LICENSED response is still valid. + return true; + } + } else if (mLastResponse == LicenseResponse.RETRY && + ts < mLastResponseTime + MILLIS_PER_MINUTE) { + // Only allow access if we are within the retry period or we haven't used up our + // max retries. + return (ts <= mRetryUntil || mRetryCount <= mMaxRetries); + } + return false; + }</pre> + diff --git a/docs/html/guide/publishing/preparing.jd b/docs/html/guide/publishing/preparing.jd index c1c6351..442c12a 100644 --- a/docs/html/guide/publishing/preparing.jd +++ b/docs/html/guide/publishing/preparing.jd @@ -39,13 +39,14 @@ Applications</a> document. </p> <ol> <li>Test your application extensively on an actual device </li> <li>Consider adding an End User License Agreement in your application</li> +<li>Consider adding licensing support</li> <li>Specify an icon and label in the application's manifest</li> <li>Turn off logging and debugging and clean up data/files</li> </ol> <p>Before you do the final compile of your application:</p> -<ol start="5"> +<ol start="6"> <li>Version your application</li> <li>Obtain a suitable cryptographic key</li> <li>Register for a Maps API Key, if your application is using MapView elements</li> @@ -53,7 +54,7 @@ Applications</a> document. </p> <p><em>Compile your application...</em></p> <p>After compiling your application:</p> -<ol start="8"> +<ol start="9"> <li>Sign your application</li> <li>Test your compiled application</li> </ol> @@ -101,7 +102,19 @@ application</h3> <p>To protect your person, organization, and intellectual property, you may want to provide an End User License Agreement (EULA) with your application. -<h3 id="iconlabel">3. Specify an icon and label in the application's manifest</h3> +<h3 id="eula">3. Consider adding support for Android Market Licensing</h3> + +<p>If you are publishing a paid application through Android Market, consider +adding support for Android Market Licensing. Licensing lets you control access +to your application based on whether the current user has purchased it. +Using Android Market Licensing is optional. + +<p>For complete information about Android Market Licensing Service and how to +use it in your application, see <a +href="{@docRoot}guide/publishing/licensing.html">Licensing Your +Applications</a>.</p> + +<h3 id="iconlabel">4. Specify an icon and label in the application's manifest</h3> <p>The icon and label that you specify in an application's manifest are important because they are displayed to users as your application's icon and @@ -116,7 +129,7 @@ display the icon and label to users. </p> <p>As regards the design of your icon, you should try to make it match as much as possible the style used by the built-in Android applications.</p> -<h3 id="logging">4. Turn off logging and debugging and clean up data/files</h3> +<h3 id="logging">5. Turn off logging and debugging and clean up data/files</h3> <p>For release, you should make sure that debug facilities are turned off and that debug and other unnecessary data/files are removed from your application @@ -133,7 +146,7 @@ code.</li> <h2 id="finalcompile">Before you do the final compile of your application</h2> -<h3 id="versionapp">5. Version your application</h3> +<h3 id="versionapp">6. Version your application</h3> <p>Before you compile your application, you must make sure that you have defined a version number for your application, specifying an appropriate value for both @@ -152,7 +165,7 @@ element in the application's manifest file, using appropriate values. </p> application, see <a href="{@docRoot}guide/publishing/versioning.html">Versioning Your Applications</a>.</p> -<h3 id="cryptokey">6. Obtain a suitable cryptographic key</h3> +<h3 id="cryptokey">7. Obtain a suitable cryptographic key</h3> <p>If you have read and followed all of the preparation steps up to this point, your application is compiled and ready for signing. Inside the .apk, the @@ -173,7 +186,7 @@ elements.</li> <li>Sign your application for release, later in the preparation process</li> </ul> -<h3 id="mapsApiKey">7. Register for a Maps API Key, if your application is using +<h3 id="mapsApiKey">8. Register for a Maps API Key, if your application is using MapView elements</h3> <div class="sidebox-wrapper"> @@ -231,7 +244,7 @@ you can compile your application for release.</p> <h2 id="post-compile">After compiling your application</h2> -<h3 id="signapp">8. Sign your application</h3> +<h3 id="signapp">9. Sign your application</h3> <p>Sign your application using your private key and then align it with the {@code zipalign} tool. Signing your application @@ -239,7 +252,7 @@ correctly is critically important. Please see <a href="{@docRoot}guide/publishing/app-signing.html">Signing Your Applications</a> for complete information. </p> -<h3 id="testapp">9. Test your compiled and signed application</h3> +<h3 id="testapp">10. Test your compiled and signed application</h3> <p>Before you release your compiled application, you should thoroughly test it on the target mobile device (and target network, if possible). In particular, diff --git a/docs/html/guide/publishing/publishing.jd b/docs/html/guide/publishing/publishing.jd index 0c087ef..9b470c8 100644 --- a/docs/html/guide/publishing/publishing.jd +++ b/docs/html/guide/publishing/publishing.jd @@ -18,7 +18,8 @@ page.title=Publishing Your Applications <ol> <li><a href="#overview">Publishing on Android Market</a> <ol> - <li><a href="#marketupgrade">Publishing Updates on Android Market</a> + <li><a href="#marketupgrade">Publishing Updates on Android Market</a></li> + <li><a href="#marketLicensing">Using Android Market Licensing Service</a></li> <li><a href="#marketintent">Using Intents to Launch the Market Application</a></li> </ol></li> <!-- @@ -30,6 +31,7 @@ page.title=Publishing Your Applications <h2>See also</h2> <ol> +<li><a href="{@docRoot}guide/publishing/licensing.html">Licensing Your Applications</a></li> <li><a href="{@docRoot}guide/publishing/preparing.html">Preparing to Publish</a></li> </ol> @@ -59,7 +61,7 @@ the .apk. Your application is now ready for publishing. </p> <p>The sections below provide information about publishing your Android application to mobile device users.</p> -<h2 id="market">Publishing on Android Market</h2> +<h2 id="overview">Publishing on Android Market</h2> <p>Android Market is a hosted service that makes it easy for users to find and download Android applications to their Android-powered devices, and makes it @@ -121,7 +123,26 @@ certificate do <em>not</em> match those of the existing version, Market will consider it a new application and will not offer it to users as an update.</p> +<h3 id="marketLicensing">Using Android Market Licensing Service</h3> +<p>Android Market offers a licensing service that lets you enforce licensing +policies for paid applications that you publish through Android Market. With +Android Market Licensing, your applications can query Android Market at run time +to obtain their licensing status for the current user, then allow or disallow +further use as appropriate. Using the service, you can apply a flexible +licensing policy on an application-by-application basis — each +application can enforce its licensing status in the way most appropriate +for it. </p> + +<p>Any application that you publish through Android Market can use the Android +Market Licensing Service. The service uses no dedicated framework APIs, you can +add licensing to any legacy application that uses a minimum API level of 3 or +higher.</p> + +<p>For complete information about Android Market Licensing Service and how to +use it in your application, see <a +href="{@docRoot}guide/publishing/licensing.html">Licensing Your +Applications</a>.</p> <h3 id="marketintent">Using Intents to Launch the Market Application on diff --git a/docs/html/guide/topics/resources/color-list-resource.jd b/docs/html/guide/topics/resources/color-list-resource.jd index 449b66f..b20915c 100644 --- a/docs/html/guide/topics/resources/color-list-resource.jd +++ b/docs/html/guide/topics/resources/color-list-resource.jd @@ -55,7 +55,6 @@ In XML: <code>@[<em>package</em>:]color/<em>filename</em></code> android:state_pressed=["true" | "false"] android:state_focused=["true" | "false"] android:state_selected=["true" | "false"] - android:state_active=["true" | "false"] android:state_checkable=["true" | "false"] android:state_checked=["true" | "false"] android:state_enabled=["true" | "false"] diff --git a/docs/html/guide/topics/resources/drawable-resource.jd b/docs/html/guide/topics/resources/drawable-resource.jd index 1c3cc4d..035ddb9 100644 --- a/docs/html/guide/topics/resources/drawable-resource.jd +++ b/docs/html/guide/topics/resources/drawable-resource.jd @@ -638,7 +638,6 @@ In XML: <code>@[<em>package</em>:]drawable/<em>filename</em></code> android:state_pressed=["true" | "false"] android:state_focused=["true" | "false"] android:state_selected=["true" | "false"] - android:state_active=["true" | "false"] android:state_checkable=["true" | "false"] android:state_checked=["true" | "false"] android:state_enabled=["true" | "false"] diff --git a/docs/html/guide/topics/resources/more-resources.jd b/docs/html/guide/topics/resources/more-resources.jd index 1f03446..a647571 100644 --- a/docs/html/guide/topics/resources/more-resources.jd +++ b/docs/html/guide/topics/resources/more-resources.jd @@ -310,7 +310,7 @@ float fontSize = res.{@link android.content.res.Resources#getDimension(int) getD <TextView android:layout_height="@dimen/textview_height" android:layout_width="@dimen/textview_width" - android:textSize="@dimen/sixteen_sp"/> + android:textSize="@dimen/font_size"/> </pre> </dl> </dd> <!-- end example --> diff --git a/docs/html/guide/topics/resources/providing-resources.jd b/docs/html/guide/topics/resources/providing-resources.jd index 7e2f8a0..1d6ab25 100644 --- a/docs/html/guide/topics/resources/providing-resources.jd +++ b/docs/html/guide/topics/resources/providing-resources.jd @@ -450,8 +450,8 @@ application during runtime.</p> to match the device density.</li> </ul> <p><em>Added in API Level 4.</em></p> - <p>There is thus a 4:3 scaling factor between each density, so a 9x9 bitmap - in ldpi is 12x12 in mdpi and 16x16 in hdpi.</p> + <p>There is thus a 3:4:6 scaling ratio between the three densities, so a 9x9 bitmap + in ldpi is 12x12 in mdpi and 18x18 in hdpi.</p> <p>When Android selects which resource files to use, it handles screen density differently than the other qualifiers. In step 1 of <a href="#BestMatch">How Android finds the best @@ -895,7 +895,7 @@ drawable-port-ldpi/ drawable-port-notouch-12key/ </pre> <p class="note"><strong>Exception:</strong> Screen pixel density is the one qualifier that is not -eliminated due to a contradiction. Even though the screen density of the device is mdpi, +eliminated due to a contradiction. Even though the screen density of the device is hdpi, <code>drawable-port-ldpi/</code> is not eliminated because every screen density is considered to be a match at this point. More information is available in the <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple @@ -922,9 +922,8 @@ drawable-en-notouch-12key/ <strike>drawable-port-notouch-12key/</strike> </pre> <p class="note"><strong>Exception:</strong> If the qualifier in question is screen pixel density, -Android -selects the option that most closely matches the device, and the selection process is complete. -In general, Android prefers scaling down a larger original image to scaling up a smaller +Android selects the option that most closely matches the device screen density. +In general, Android prefers scaling down a larger original image to scaling up a smaller original image. See <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a>.</p> </li> diff --git a/docs/html/images/licensing_add_library.png b/docs/html/images/licensing_add_library.png Binary files differnew file mode 100644 index 0000000..90b4435 --- /dev/null +++ b/docs/html/images/licensing_add_library.png diff --git a/docs/html/images/licensing_arch.png b/docs/html/images/licensing_arch.png Binary files differnew file mode 100644 index 0000000..ba7484a --- /dev/null +++ b/docs/html/images/licensing_arch.png diff --git a/docs/html/images/licensing_device_signin.png b/docs/html/images/licensing_device_signin.png Binary files differnew file mode 100644 index 0000000..a4f5f88 --- /dev/null +++ b/docs/html/images/licensing_device_signin.png diff --git a/docs/html/images/licensing_flow.png b/docs/html/images/licensing_flow.png Binary files differnew file mode 100644 index 0000000..b33119e --- /dev/null +++ b/docs/html/images/licensing_flow.png diff --git a/docs/html/images/licensing_gapis_8.png b/docs/html/images/licensing_gapis_8.png Binary files differnew file mode 100644 index 0000000..43ad262 --- /dev/null +++ b/docs/html/images/licensing_gapis_8.png diff --git a/docs/html/images/licensing_package.png b/docs/html/images/licensing_package.png Binary files differnew file mode 100644 index 0000000..5da5632 --- /dev/null +++ b/docs/html/images/licensing_package.png diff --git a/docs/html/images/licensing_public_key.png b/docs/html/images/licensing_public_key.png Binary files differnew file mode 100644 index 0000000..1630209 --- /dev/null +++ b/docs/html/images/licensing_public_key.png diff --git a/docs/html/images/licensing_test_response.png b/docs/html/images/licensing_test_response.png Binary files differnew file mode 100644 index 0000000..ead2152 --- /dev/null +++ b/docs/html/images/licensing_test_response.png diff --git a/docs/html/index.jd b/docs/html/index.jd index 01940e8..f37a122 100644 --- a/docs/html/index.jd +++ b/docs/html/index.jd @@ -163,12 +163,11 @@ href="{@docRoot}resources/dashboard/platform-versions.html">Learn more »</ 'img':"devphone-large.png", 'title':"Android Dev Phones", 'desc': "<p>Run and debug your Android applications directly on one of these " - + "device. Modify and rebuild the Android operating system, and flash it onto " - + "the phone. The Android Dev Phones are carrier independent, and available for " - + "purchase by any developer registered with <a " - + "href='http://market.android.com/publish'>Android Market</a>.</p><p><a " - + "href='/guide/developing/device.html#dev-phone-1'>Learn more about the " - + "Android Dev Phones »</a></p>" + + "devices. Modify and rebuild the Android operating system, and flash it onto " + + "the phone. The Android Dev Phones are carrier-independent, and available for " + + "purchase by developers through their Android Market publisher accounts.</p><p> " + + "<a href='http://market.android.com/publish'>Visit Android Market " + + "to learn more »</a></p>" }, 'mapskey': { diff --git a/docs/html/resources/dashboard/platform-versions.jd b/docs/html/resources/dashboard/platform-versions.jd index d4b6db5..ec47796 100644 --- a/docs/html/resources/dashboard/platform-versions.jd +++ b/docs/html/resources/dashboard/platform-versions.jd @@ -52,8 +52,9 @@ Android Market within a 14-day period ending on the data collection date noted b <div class="dashboard-panel"> <img alt="" height="250" width="460" -src="http://chart.apis.google.com/chart?&cht=p&chs=460x250&chd=t:0.3,18.9,22.1,55.5,3.3&chl=Other*| -Android%201.5|Android%201.6|Android%202.1|Android%202.2&chco=c4df9b,6fad0c" /> +src="http://chart.apis.google.com/chart?&cht=p&chs=460x250&chd=t:15.3,20.3,0.2,59.7,4.5&chl= +Android%201.5|Android%201.6|Other*|Android%202.1|Android%202.2&chco=c4df9b, +6fad0c" /> <table> <tr> @@ -61,14 +62,14 @@ Android%201.5|Android%201.6|Android%202.1|Android%202.2&chco=c4df9b,6fad0c" /> <th>API Level</th> <th>Distribution</th> </tr> -<tr><td>Android 1.5</td><td>3</td><td>18.9%</td></tr> -<tr><td>Android 1.6</td><td>4</td><td>22.1%</td></tr> -<tr><td>Android 2.1</td><td>7</td><td>55.5%</td></tr> -<tr><td>Android 2.2</td><td>8</td><td>3.3%</td></tr> +<tr><td>Android 1.5</td><td>3</td><td>15.3%</td></tr> +<tr><td>Android 1.6</td><td>4</td><td>20.3%</td></tr> +<tr><td>Android 2.1</td><td>7</td><td>59.7%</td></tr> +<tr><td>Android 2.2</td><td>8</td><td>4.5%</td></tr> </table> -<p><em>Data collected during two weeks ending on July 15, 2010</em></p> -<p style="font-size:.9em">* <em>Other: 0.3% of devices running obsolete versions</em></p> +<p><em>Data collected during two weeks ending on August 2, 2010</em></p> +<p style="font-size:.9em">* <em>Other: 0.2% of devices running obsolete versions</em></p> </div><!-- end dashboard-panel --> @@ -94,21 +95,20 @@ Android Market within a 14-day period ending on the date indicated on the x-axis <div class="dashboard-panel"> -<img alt="" height="265" width="700" style="padding:5px;background:#fff" -src="http://chart.apis.google.com/chart?&cht=lc&chs=700x265&chxt=x,y,r&chxr=0,0,10%7C1,0,100%7C2,0, -100&chxl=0%3A%7C2010/02/01%7C02/15%7C03/01%7C03/15%7C04/01%7C04/15%7C05/01%7C05/15%7C06/01%7C06/15% -7C2010/07/01%7C1%3A%7C0%25%7C25%25%7C50%25%7C75%25%7C100%25%7C2%3A%7C0%25%7C25%25%7C50%25%7C75%25% -7C100%25&chxp=0,0,1,2,3,4,5,6,7,8,9,10&chxtc=0,5&chd=t:99.0,99.2,99.4,99.5,99.6,99.6,99.6,99.7,100.6 -,101.1,99.9%7C63.4,62.5,61.6,60.6,61.5,61.7,62.3,63.5,73.0,76.4,78.6%7C22.6,23.2,24.3,25.4,29.4,30.2 -,32.7,35.3,46.2,51.3,55.1%7C0.0,0.0,0.0,0.0,4.0,28.3,32.0,34.9,45.9,51.0,54.9%7C0.0,0.0,0.0,0.0,0.0, -0.0,0.0,0.0,0.8,1.2,1.8&chm=tAndroid%201.5,7caa36,0,0,15,,t::-5%7Cb,c3df9b,0,1,0%7CtAndroid%201.6, -638d23,1,0,15,,t::-5%7Cb,b0db6e,1,2,0%7CtAndroid%202.0.1,496c13,2,0,15,,t::-5%7Cb,9ddb3d,2,3,0% -7CtAndroid%202.1,2f4708,3,5,15,,t::-5%7Cb,89cf19,3,4,0%7CB,6fad0c,4,5,0&chg=9,25&chdl=Android%201.5% -20(API%20Level%203)%7CAndroid%201.6%20(API%20Level%204)%7CAndroid%202.0.1%20(API%20Level%206)% -7CAndroid%202.1%20(API%20Level%207)%7CAndroid%202.2%20(API%20Level %208)&chco=add274, -9ad145,84c323,6ba213,507d08" /> - -<p><em>Last historical dataset collected during two weeks ending on July 1, 2010</em></p> +<img alt="" height="250" width="660" style="padding:5px;background:#fff" +src="http://chart.apis.google.com/chart?&cht=lc&chs=660x250&chxt=x,y,r&chxr=0,0,12|1,0,100|2,0,100& +chxl=0%3A%7C2010/02/01%7C02/15%7C03/01%7C03/15%7C04/01%7C04/15%7C05/01%7C05/15%7C06/01%7C06/15%7C07/ +01%7C07/15%7C2010/08/01%7C1%3A%7C0%25%7C25%25%7C50%25%7C75%25%7C100%25%7C2%3A%7C0%25%7C25%25%7C50%25 +%7C75%25%7C100%25&chxp=0,0,1,2,3,4,5,6,7,8,9,10,11,12&chxtc=0,5&chd=t:99.0,99.2,99.4,99.5,99.6,99.6, +99.6,99.7,100.6,101.1,99.9,100.0,100.0|63.4,62.5,61.6,60.6,61.5,61.7,62.3,63.5,73.0,76.4,78.6,81.1, +84.5|22.6,23.2,24.3,25.4,29.4,30.2,32.7,35.3,46.2,51.3,55.1,59.0,64.1|0.0,0.0,0.0,0.0,4.0,28.3,32.0, +34.9,45.9,51.0,54.9,58.8,64.0|0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.8,1.2,1.8,3.3,4.3&chm=tAndroid%201.5 +,7caa36,0,0,15,,t::-5|b,c3df9b,0,1,0|tAndroid%201.6,638d23,1,0,15,,t::-5|b,b0db6e,1,2,0|tAndroid%202 +.0.1,496c13,2,0,15,,t::-5|b,9ddb3d,2,3,0|tAndroid%202.1,2f4708,3,5,15,,t::-5|b,89cf19,3,4,0|B,6fad0c +,4,5,0&chg=7,25&chdl=Android%201.5|Android%201.6|Android%202.0.1|Android%202.1|Android%202.2&chco= +add274,9ad145,84c323,6ba213,507d08" /> + +<p><em>Last historical dataset collected during two weeks ending on August 2, 2010</em></p> </div><!-- end dashboard-panel --> diff --git a/docs/html/resources/dashboard/screens.jd b/docs/html/resources/dashboard/screens.jd index b20b17d..90f3f1a 100644 --- a/docs/html/resources/dashboard/screens.jd +++ b/docs/html/resources/dashboard/screens.jd @@ -49,8 +49,8 @@ ending on the data collection date noted below.</p> <div class="dashboard-panel"> <img alt="" width="460" height="250" -src="http://chart.apis.google.com/chart?&cht=p&chs=460x250&chd=t:1.8,51.5,46.6&chl=Small%20/%20ldpi| -Normal%20/%20mdpi|Normal%20/%20hdpi&chco=c4df9b,6fad0c" /> +src="http://chart.apis.google.com/chart?&cht=p&chs=460x250&chd=t:2.3,0.4,45.9,51.2&chl=Small%20/% +20ldpi|Normal%20/%20ldpi|Normal%20/%20mdpi|Normal%20/%20hdpi&chco=c4df9b,6fad0c" /> <table> <tr> @@ -60,22 +60,22 @@ Normal%20/%20mdpi|Normal%20/%20hdpi&chco=c4df9b,6fad0c" /> <th scope="col">High Density</th> </tr> <tr><th scope="row">Small</th> -<td class='cent hi'>1.8%</td> +<td class='cent hi'>2.3%</td> <td></td> <td></td> </tr> <tr><th scope="row">Normal</th> -<td></td> -<td class='cent hi'>51.5%</td> -<td class='cent hi'>46.6%</td> +<td class='cent '>0.4%</td> +<td class='cent hi'>45.9%</td> +<td class='cent hi'>51.2%</td> </tr> <tr><th scope="row">Large</th> <td></td> <td></td> <td></td> -</tr> +</tr> </table> -<p><em>Data collected during two weeks ending on July 15, 2010</em></p> +<p><em>Data collected during two weeks ending on August 2, 2010</em></p> </div> diff --git a/docs/html/resources/faq/commontasks.jd b/docs/html/resources/faq/commontasks.jd index 2f09b00..9c32e9c 100644 --- a/docs/html/resources/faq/commontasks.jd +++ b/docs/html/resources/faq/commontasks.jd @@ -158,7 +158,7 @@ It is not necessary to put external JARs in the assets folder. <ul> <li>Create an {@link android.app.Dialog app.Dialog} class </li> <li>Create an {@link android.app.AlertDialog app.AlertDialog} class </li> - <li>Set the {@link android.R.style#Theme_Dialog} <em>theme</em> attribute to <code>@android:style/Theme.Dialog</code> + <li>Set the {@link android.R.style#Theme_Dialog} <em>theme</em> attribute to <code>@android:style/Theme.Dialog</code> in your AndroidManifest.xml file. For example: <pre><activity class="AddRssItem" android:label="Add an item" android:theme="@android:style/Theme.Dialog"/></pre></li> </ul> |