Integreted inAppPurchase Most of Orders display That Payment Declined
only 1 succesfull purchase out of 7 or more order
most of orders goes Payment declined
seee image atteched hereSee Image
First, this does not belong to stackoverflow because its not a programming question.
To answer your question, not all purchases are successful. The user's payment could be declined for various reasons and you can do nothing about it
Related
I am working on a Android app with the possibility to purchase a physical items. The payment will be implemented with help of the Paypal SDK.
Now i am facing a problem. I only offer two products which can be ordered. First one for say 10 Euro and the second one for 15 Euro.
Where do I have to place the price information which is then to be transfered to Paypal? I donĀ“t think hardcoding the price for my items
into the app is a good approach, but I did not find any better solution for it. I decompiled the app of one competitioner and saw that he also just saves the
price into the app?
Once i hardcode the price information into the app, how should I change it in future? Old app installations will always have
the old price? Lets say it was 10 Euro and now it should be 12 Euro?! How should I change that?
One possibility would be to get the price informaton from my CloudService each time the user starts my app?
What are other solutions for that problem? I want to be flexibel to change the price of my products and to be safe from manipulation.
(I would verifiy the payment with my CloudService and Paypal)
Regards
Store price on your Server this is the best way
You set pricing in Google Play Console.
Go to your application, Store presence, In-app products.
You can add your products and pricing info in there.
I have a question regarding the Paypal Java API. I read their documentation and watched some tutorials about their developer tool to integrate Paypal in my app, but I didn't see nothing about letting users pay each other through Paypal.
To be more explicit, for 2 users, user provides a service through the app for user 2 and user 2 now has to pay user 1 through Paypal within the app. Is it possible, and if it is, how ?
From what I read, the only way I can think about doing this, Paypal API can send an invoice to user 2, but from me (from the application as the receiver) and so the money would go to the app account (express account or whatever it was called) and from there I could forward the money to the user 1. This way would be really inefficient and I wonder if I could make the transaction directly: user 1 sends an invoice to user 2 and user 2 pays that invoice directly.
Thank you.
You can use Adaptive payment API to let user 1 pay user 2 directly, the app act as the API caller, please see document here
I don't clearly understand - how Apple Pay works in case of online checkout via online store.
From my understanding:
Prerequisites:
1) Card which will be used for payment should be added to Passbook.
2) During adding this card to passbook Apple device sends request with PAN to issuer and if verification is passed - format unique token, which is stored in AppleSecurity element.
When customer try to make purchase online via online store: 1) customer should switch the card, which will be used for payment 2) Store formats the request with total amount, shipping address and token, which is stored on Security element 3) Apple device sends request to AppleServer for payment authorization 4) After this store can executes additional logic (whatever)
Feel free to correct me if I'm wrong.
But my question is - if existing system already uses tokenization service, payment gateway and payment processor - how it can be integrated with Apple Pay?
You need to look at the documentation on Apple. Your description of the way apple pay works is correct in the first part, and incorrect in the second part. There's a good tutorial on Apple Pay at Ray Wenderlich.com that shows how to implement it.
Here's a general description:
Within an app, Apple Pay is just a source for payment details. The app is responsible for
creating a payment request (with line items and a total)
triggering the apple pay interface
checking any shipping details
contacting the back end or a service (Stripe, etc) to create a token for the specific purchase
sending the successful purchase token to the app's server to record the purchase
So there are two tokens needed: one for the user's payment details (the card) and a second token for the actual purchase. In loose terms, Apple Pay is responsible for generating the first one, but the app + some service is responsible for generating the second one.
I get a lot emails lately that someone tried to pay inside my application with in-app billing and they get a "card not supported" kind of error on the Android in-app billing window. These same people report that they are able to buy other apps directly on Android Market, and with the same card they can't pay in-app.
I tried to contact Google but no response yet (I will post an update if I get an answer).
Have you experienced something similar? And then some people run into the in-app billing bug, where your order is "pending" and you can't do anything. I get negative feedback and this is outside my responsibility.
I think I found a solution for my problem. It was most probably caused after we asked Google to transfer the whole Android account to a new gmail address. I have checked the in-app products in the Android Market console and the the price field was empty on the new account! Only the country specific prices were set. I am pretty sure that the price was set before the account was changed. So I edited the product and entered a price and I asked a customer who previously couldn't pay to try it again. It worked!
So be sure to check if your in-app products have the price set (and not only the country specific price values).
BTW. Google also changed our public key while switching the accounts. People were complaining the whole day that they paid and didn't receive the item. Well Google took the money but the information was delivered signed with a new public key and was not recognized on the devices.
I am building a site that sells tickets. I am processing payments through third party payment processors, google checkout. Currently I am limiting purchase time on google checkout to 10 min. If they take longer, the tickets reopen and other users are able to purchase the tickets. The only problem is that Google checkout doesn't know that the timer has expired. The user is able to complete their purchase even though the tickets they are trying to buy have already been bought by someone else. Is there any way to stop google checkout from selling too many tickets? The tickets are GA so if I could limit how many are sold total this would work also. If this is not possible, which seems to be the case, has anyone tackled this problem and found a better solution?
You have several options to deal with inventory issues:
Checkout Store Gadget: offers a simple built-in "inventory update" (using an online spreadsheet). Because Google handles the inventory, an order will not go through if the inventory dropped to zero. Here's the link to the Store Gadget documentation:
http://code.google.com/apis/checkout/developer/Google_Checkout_Store_Gadget_How_To.html
If you don't want to use the Store Gadget, you can use the Checkout Notification and Order Processing APIs and cancel the order if it took to long to complete (i.e. the ticket was sold to someone else). This avoids overselling but will make some customers unhappy.
http://code.google.com/apis/checkout/developer/Google_Checkout_XML_API_Notification_API.html
http://code.google.com/apis/checkout/developer/Google_Checkout_XML_API_Processing.html
Use an inventory buffer to avoid overselling. Keep a few tickets in "reserve" and avoid cancelations and unhappy customers :-)