android-lvl

Android Licensing Issue

旧巷老猫 提交于 2019-11-30 07:45:29
Recently I published my new application in Android Market. This application contained Android Licence . This Licence was working perfectly fine, when I put my own apk on my phone, there is a dialog that will pop out saying I need to buy this application on the market. However, today I saw my application on some forum and when I tested it, the license was not working, I can get in to the application without buying it. Is there something I am doing wrong? And also can you give me some tips that can help me to stop this hackers. I am thinking to have a Push Notification on my main activity which

Protect android application from piracy [closed]

时间秒杀一切 提交于 2019-11-29 17:45:42
问题 It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 6 years ago . I am creating an application in Android. I want that once my application is installed on one device, user should not be able to copy the ".apk" and run it on other device. Please help me out. Thanks in advance. :

Obfuscating resource strings that may give away too much information about programming logic

旧城冷巷雨未停 提交于 2019-11-29 15:50:06
问题 I currently use a combination of LVL and Proguard as a first line of defence against piracy. However, what about the resource strings? For example, if there is a resource string like "License check failed" then doesn't the pirate simply need to trace that resource id back to where it was used in the code? In fact, this is also true if the string is something generic like "Please contact dev". What is the best approach? 回答1: If you define a resource string, you will probably define or use it

How to check Android licensing permission of other applications

不羁的心 提交于 2019-11-29 14:21:10
问题 I have a free application that has a number of paid-for upgrade applications you can buy for it. The base game is free and remains the application that the user always launches, it detects the presence of the other applications and unlocks various upgrade features as appropriate. I wanted to use the new licensing service to detect whether the bought applications were licensed, and pass the name of the package to the licensing service to verify if it is authorised (and blindly following the

Android licensing application not works?

允我心安 提交于 2019-11-29 07:19:21
I implemented Google License checker by reading the official instructions . import android.app.Activity; import android.app.AlertDialog; import android.content.Context; import android.content.DialogInterface; import android.content.Intent; import android.net.Uri; import android.os.Bundle; import android.os.IBinder; import android.provider.Settings.Secure; import android.widget.Toast; import com.google.android.vending.licensing.AESObfuscator; import com.google.android.vending.licensing.LicenseChecker; import com.google.android.vending.licensing.LicenseCheckerCallback; import com.google.android

Cannot get Android Market Licensing (LVL) working reliably. Almost always returns RETRY

[亡魂溺海] 提交于 2019-11-28 14:18:10
I am trying to get android licensing to work in my first Android application. I have followed the online guides and have integrated the LVL Code using the ServerManagedPolicy . Regardless of what license test response I set in the developer console I almost always (9 times out of 10) get a LicenseResponse.RETRY . Because DEFAULT_MAX_RETRIES = "0" this is always converted into NOT_LICENSED I've tried: turning WiFi On / Off running paid apps I bought (they all work!) unplugging the usb running in a vm and my real phone I always get the same result. On the few occasions that I've had a licensed

How do you deal with LicenseCheckerCallback.ERROR_NOT_MARKET_MANAGED error code?

[亡魂溺海] 提交于 2019-11-28 06:34:13
Using com.android.vending.licensing you can check if your app is licensed or not. There is a callback, applicationError() that tells you if anything went wrong. Today I encountered error ERROR_NOT_MARKET_MANAGED and I can't figure out how I should deal with it! Here's what I did: On Google Play, I added my e-mail address as a test account. On Google Play, I saved my app (unpublished) with versionCode="10" . On my machine, I changed to versionCode="11" . License check now fails with error code ERROR_NOT_MARKET_MANAGED . The question is; should I handle this error or is this an unrealistic

How can I implement Google Play Licensing for an Android app? [closed]

时光怂恿深爱的人放手 提交于 2019-11-27 16:43:46
I saw the stock Android-Developer licensing library instructions , but the overview seems to omit several key steps in the process and fails to fully explain how to get something working. Can someone provide an explicit set of operations that worked to get the licensing library set up on an Android app so it checks to ensure that a user has paid for an app in Google Play before allowing use? I have been working on implementing licensing in my app for some time now and finally have it working. I wanted to share some of the things I found helpful for getting started and some problems and

Market Licensing Example always getting LICENSED

狂风中的少年 提交于 2019-11-27 08:34:08
问题 Despite changing the License Test Response to NOT_LICENSED in the Publisher's Edit Profile page, I am still receiving in the "Market Licensing Example" a LICENSED response. I didn't modify the "Market Licensing Example" in any way (except for the mandatory BASE64_PUBLIC_KEY and changing com.example to 'com.somethingelse' of course). What am I missing and how do I get the response I set in my Publisher's account for testing purposes? 回答1: Answering myself: In the Server Response Codes table,

Cannot get Android Market Licensing (LVL) working reliably. Almost always returns RETRY

北战南征 提交于 2019-11-27 08:19:03
问题 I am trying to get android licensing to work in my first Android application. I have followed the online guides and have integrated the LVL Code using the ServerManagedPolicy. Regardless of what license test response I set in the developer console I almost always (9 times out of 10) get a LicenseResponse.RETRY. Because DEFAULT_MAX_RETRIES = "0" this is always converted into NOT_LICENSED I've tried: turning WiFi On / Off running paid apps I bought (they all work!) unplugging the usb running in