i am developing game with Unity3D v5.3.1f1 and Facebook SDK for Unity v7.2.0 for Android + iOS. There are leaderboard within the game that shows scores saved on Facebook, there are also profile picture on it.
code are implemented like this:
// Generate Graph API query for a user/friend's profile picture
public static string GetPictureQuery(string facebookID, int? width = null, int? height = null, string type = null, bool onlyURL = false)
{
string query = string.Format("/{0}/picture", facebookID);
string param = width != null ? "&width=" + width.ToString() : "";
param += height != null ? "&height=" + height.ToString() : "";
param += type != null ? "&type=" + type : "";
if (onlyURL) param += "&redirect=false";
if (param != "") query += ("?g" + param);
return query;
}
string ids = "friend id here";
void loadFBProfilePicture()
{
string query = GraphUtil.GetPictureQuery(ids, 100, 100, "normal");
FB.API(query, HttpMethod.GET, dealWithProfPic);
}
void dealWithProfPic(IGraphResult result)
{
Debug.Log("Callback called!");
if (result.Error != null)
{
return;
}
profpic.sprite = Sprite.Create(result.Texture, new Rect(0, 0, 100, 100), new Vector2(0, 0));
}
Program just need to call loadFBProfilePicture function then the callback function dealWithProfPic will assign the texture to the sprite. This works perfectly on Android & Unity Editor, but not for iOS!
After some debugging, the problem that i found is, the callback is never called. Log message "Callback called" never shows up on the debug window.
Solution that have been tried is upgrading Facebook SDK for Unity to v7.3.0, but still no result.
Additional info: tested on Ipad Air 2 with iOS 9.2
EDIT (25 Jan 2016):
It is already confirmed by facebook that is a bug on this link
Related
i'm using an Iphone 10 with ios 15.3.1,Zxing version = 2.4.1, compiling the xamarin project in windows. I been trying to make a qr scanner with zxing for ios android, but when i run my app in ios, it won't go to the onResult event. I've tried with a lot of methods of doing this, but nothing seems to work. The camera shows, but the result never comes truh. ¿Does someone have any idea why this is happening? I also tried apps from other devs that are using zxing and it also dosen't work. but when i scan with the camera app it works.
async void OnButtonClickedAsync(object sender, System.EventArgs e)
{
var options = new ZXing.Mobile.MobileBarcodeScanningOptions
{
CameraResolutionSelector = HandleCameraResolutionSelectorDelegate
};
MobileBarcodeScanner scanner = new MobileBarcodeScanner();
//scanner.TopText = "Hold camera up to barcode to scan";
//scanner.BottomText = "Barcode will automatically scan";
//scanner.UseCustomOverlay = false;
scanner.FlashButtonText = "Flash";
scanner.CancelButtonText = "Cancel";
scanner.Torch(true);
scanner.AutoFocus();
var result = await scanner.Scan(options);
HandleScanResult(result);
}
void HandleScanResult(ZXing.Result result)
{
if (result != null && !string.IsNullOrEmpty(result.Text))
scanResultText.Text = result.Text;
}
CameraResolution HandleCameraResolutionSelectorDelegate(List<CameraResolution> availableResolutions)
{
//Don't know if this will ever be null or empty
if (availableResolutions == null || availableResolutions.Count < 1)
return new CameraResolution() { Width = 800, Height = 600 };
//Debugging revealed that the last element in the list
//expresses the highest resolution. This could probably be more thorough.
return availableResolutions[availableResolutions.Count - 1];
}
I compiled using a mac and it worked fine, must be a bug of visual studio on windows.
I have an Angular 7 app that is using ngx-extended-pdf-viewer to render a PDF that I get as a byte array from the web.api. I have no issues rendering the PDF or even printing it from any desktop application. ngx-extended-pdf-viewer as a print button built right in. However, when trying to print from Safari on an iPhone (iOS 12) it only prints a blank page with the url at the bottom. The actual PDF does not print. With Chrome on iOS it doesn't do anything that I can see. I am pretty new to Angular and actually to mobile web development, so perhaps lack of knowledge is getting me. The PDF viewer is in a mat-tab, so not sure if maybe that is causing some issues??
I have tried other packages, but they all seem to be based on the same pdf.js code from Mozilla. Also this is the only one I've found so far that has a print. I was thinking about perhaps trying pdf.js outside of an npm package, but so far have not found solid directions on getting this to work in Angular. I'm sure it will, but all directions I have found seem to omit details. Such as, put this code in your app. They just fail to say where in the app.
From the web.api:
[HttpPost("GetPdfBytes/{PdfId}")]
public ActionResult<byte[]> GetPdfBytesId([FromBody]int id)
{
string exactPath = string.Empty;
if (id == 1)
{
exactPath = Path.GetFullPath("pdf-test.pdf");
}
else if (id == 2)
{
exactPath = Path.GetFullPath("DPP.pdf");
}
else if (id == 3)
{
exactPath = Path.GetFullPath("Request.pdf");
}
else
{
exactPath = Path.GetFullPath("Emergency Issue.pdf");
}
byte[] bytes = System.IO.File.ReadAllBytes(exactPath);
return Ok(bytes);
}
The HTML:
<mat-tab label="PDF">
<ng-template matTabContent>
<ngx-extended-pdf-viewer *ngIf="visible[2]" id="pdf3" [src]="pdfSrc3" useBrowserLocale="true" delayFirstView="1000" showSidebarButton="false"
showOpenFileButton="false" >
</ngx-extended-pdf-viewer>
</ng-template>
</mat-tab>
TypeScript:
getPDFBytesId(id: string) {
this.getPDFFromServicePdfBytesId(Number(id)).subscribe(
(data: any) => {
this.pdfSrc3 = this.convertDataURIToBinary(data);
},
error => {
console.log(error);
}
);
}
// hits the web.api
getPDFFromServicePdfBytesId(id: number): Observable<any> {
const body = id;
return this.http.post<any>('http://localhost:5000/api/values/GetPdfBytes/' + id, body);
}
// converts what we got back to a Uint8Array which is used by the viewer
convertDataURIToBinary(dataURI: string) {
const raw = window.atob(dataURI);
const rawLength = raw.length;
const array = new Uint8Array(new ArrayBuffer(rawLength));
for (let i = 0; i < rawLength; i++) {
array[i] = raw.charCodeAt(i);
}
return array;
}
I'm creating a Game App in objective-c which is using Google Play Game services for realtime Multiplayer functionality. I follows the documentation at https://developers.google.com/games/services/ios/turnbasedMultiplayer. In my app there are two options Auto match and Invite Match. Auto Match functionality working fine. But Invite match not.
I follow following Code for this
- (int)minPlayersForPlayerPickerLauncher {
return 1;
}
- (int)maxPlayersForPlayerPickerLauncher {
return 2;
}
- (IBAction)inviteFriendsWasPressed:(id)sender
{
// This can be a 2-4 player game
[GPGLauncherController sharedInstance].playerPickerLauncherDelegate = self;
// This assumes your class has been declared a GPGPlayerPickerLauncherDelegate
[[GPGLauncherController sharedInstance] presentPlayerPicker];
}
on click this button Action follow Screen is open
See here
After that when I enter emailId in textfield there is no action perform to search particular user.
Please help me
Thanks
Unfortunately, the player selection no longer works since Google+ is no longer integrated into Play Game Services: https://android-developers.googleblog.com/2016/12/games-authentication-adopting-google.html
// request code for the "select players" UI
// can be any number as long as it's unique
final static int RC_SELECT_PLAYERS = 10000;
// launch the player selection screen
// minimum: 1 other player; maximum: 3 other players
Intent intent = Games.RealTimeMultiplayer.getSelectOpponentsIntent(mGoogleApiClient, 1, 3);
startActivityForResult(intent, RC_SELECT_PLAYERS);
#Override
public void onActivityResult(int request, int response, Intent data) {
if (request == RC_SELECT_PLAYERS) {
if (response != Activity.RESULT_OK) {
// user canceled
return;
}
// get the invitee list
Bundle extras = data.getExtras();
final ArrayList<String> invitees =
data.getStringArrayListExtra(Games.EXTRA_PLAYER_IDS);
// get auto-match criteria
Bundle autoMatchCriteria = null;
int minAutoMatchPlayers =
data.getIntExtra(Multiplayer.EXTRA_MIN_AUTOMATCH_PLAYERS, 0);
int maxAutoMatchPlayers =
data.getIntExtra(Multiplayer.EXTRA_MAX_AUTOMATCH_PLAYERS, 0);
if (minAutoMatchPlayers > 0) {
autoMatchCriteria = RoomConfig.createAutoMatchCriteria(
minAutoMatchPlayers, maxAutoMatchPlayers, 0);
} else {
autoMatchCriteria = null;
}
// create the room and specify a variant if appropriate
RoomConfig.Builder roomConfigBuilder = makeBasicRoomConfigBuilder();
roomConfigBuilder.addPlayersToInvite(invitees);
if (autoMatchCriteria != null) {
roomConfigBuilder.setAutoMatchCriteria(autoMatchCriteria);
}
RoomConfig roomConfig = roomConfigBuilder.build();
Games.RealTimeMultiplayer.create(mGoogleApiClient, roomConfig);
// prevent screen from sleeping during handshake
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
}
// create a RoomConfigBuilder that's appropriate for your implementation
private RoomConfig.Builder makeBasicRoomConfigBuilder() {
return RoomConfig.builder(this)
.setMessageReceivedListener(this)
.setRoomStatusUpdateListener(this);
}
Everything works perfect on android but when I try to get the profile picture on iOS devices. The image returns null. I checked the Facebook documentation for iOS 9 I have exactly the same plist as shown in documentation. When I run the app in console I see "FB is log in" message but the profile pic has not shown. Can anyone help?
void Awake()
{
instance = this;
FB.Init(SetInıt, OnHideUnity);
}
public void FbLogin()
{
// This is an event trigger when the button pressed.
List<string> permissions = new List<string>();
permissions.Add("public_profile");
FB.LogInWithReadPermissions(permissions, AuthcallBack);
}
void DealWithFbMenus(bool isLoggedIn)
{
// This function is called in SetInit func in Awake.
if(isLoggedIn)
{
fbButton.SetActive(false);
profilePicture.gameObject.SetActive(true);
loggedInPlayer = true;
//FB.API("/me?fields=first_name", HttpMethod.GET, DisplayUserName);
FB.API("/me/picture?type=square&height=128&width=128", HttpMethod.GET, DisplayProfilePic);
}
else
fbButton.SetActive(true);
}
void DisplayProfilePic(IGraphResult result)
{
if(result.Texture != null)
{
profilePicture.sprite = Sprite.Create(result.Texture, new Rect(0,0, 128, 128), new Vector2());
}
}
It is a bug on Unity 5.2. It fixed on new version of Unity 5.3
As a part of my final year project in university I'm analysing Twitter data using graph entropy. To briefly outline the purposes:
I want to collect all tweet from a certain area (London) containing keywords "cold", "flu" etc. This part is done using Streaming API.
Then I want to access each of the user's (who tweeted about being ill, collected in previous section) list of followers and following to be able to build a graph for further analysis. And here I'm stuck.
I assume for the second part I should be using Search API, but I keep getting error 88 even for a single user.
Below is the code I use for the first part:
final TwitterStream twitterStream = new TwitterStreamFactory(cb.build())
.getInstance();
StatusListener listener = new StatusListener() {
public void onStatus(Status status) {
User user = status.getUser();
long userid = user.getId();
String username = status.getUser().getScreenName();
String content = status.getText();
GeoLocation geolocation = status.getGeoLocation();
Date date = status.getCreatedAt();
if (filterText(content)) {
System.out.println(username+"\t"+userid);
System.out.println(content);
System.out.println(geolocation);
System.out.println(date);
try {
getConnections(userid);
} catch (TwitterException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
//OTHER LISTENER METHODS
};
twitterStream.addListener(listener);
// London
double lat3 = 51.23;
double lat4 = 51.72;
double lon3 = -0.56;
double lon4 = 0.25;
double[][] bb = { { lon3, lat3 }, { lon4, lat4 } };
FilterQuery fq = new FilterQuery();
fq.locations(bb);
twitterStream.filter(fq);
private static boolean filterText(String tweet) {
return tweet.contains("flu")
|| tweet.contains("cold")
|| tweet.contains("cough")
|| tweet.contains("virus");
}
And this is what I'm trying to complete the second part with:
private static void getConnections(long id) throws TwitterException {
Twitter twitter = new TwitterFactory().getInstance();
long lCursor = -1;
IDs friendsIDs = twitter.getFriendsIDs(id, lCursor);
System.out.println(twitter.showUser(id).getName());
System.out.println("==========================");
do
{
for (long i : friendsIDs.getIDs())
{
System.out.println("follower ID #" + i);
System.out.println(twitter.showUser(i).getName());
}
}while(friendsIDs.hasNext());
}
Any suggestions?
When you receive error 88, that's Twitter telling you that you're being rate limited:
The request limit for this resource has been reached for the current rate limit window.
The search call is limited to either 180 or 450 calls in a 15 minute period. You can see the rate limits here and this documentation explains the rate limiting in detail.
As for how to get around it, you may have to throttle your search calls to the API. Twitter4J provides ways to inspect current limits/exhaustion which may help - see Twitter#getRateLimitStatus().