As mentioned in the previous sections, you need a license key to use IceLink. Adding a license key to your project is simple and can be accomplished with one line of code. The licensing logic itself is non-intrusive. There is no "phoning home" - the SDK itself contains all of the information necessary to validate a license key. The license keys are not validated against any sort of centralized database. With that covered, it's time to learn how to license your application.
Types of Keys
There are two types of IceLink license keys. The first type is a trial license key. This unlocks the full functionality of IceLink for a pre-set amount of time - usually 60 days from the time that the license was issued. This is usually plenty of time for developers to try out Icelink, build out a proof of concept and familiarize themselves with the features of the SDK. If you feel that you need more time, you can always reach out to us to request an extension. The second type of license key is a paid license key. These are purchased from the IceLink Purchase page. These license keys grant you a perpetual license to use the SDK. There is no end-date and the SDK will always remain active.
If your key expires, or if you do not specify one at start up, the SDK will let you know when you try to use it. You will have to enter a valid license key before you can continue. The next section shows you how to add a key to the SDK.
The examples that are bundled with the SDK come with an
icelink.key file that makes it simple to spin up a demo. You do not have to follow this convention. You can retrieve the key in any method that makes sense for your application, whether it be from a file, a database or even hard-coded into your code (though the latter is not recommended). Regardless of where you store this key, you must invoke the
SetKey method of the static
FM.IceLink.License class. You should invoke this method using your full license key. If the key is valid, the SDK will be unlocked.
Now that you know how to activate the SDK, it's time to start working with the SDK. Before you get into capturing and sending audio/video data, you should know something about Connecting to the Signalling Server. This is covered in the next section.