PIM Contacts in Rhomobile - rhomobile

I have RhoMobile application where the users can add contacts to their mobile devices. It works great in all devices including Android, iOS 5 and below but it does not work on iOS 6 . Is anyone else having this problem? I believe that Apple changed the PIM implementation on iOS 6 and that may be what is causing the problem.
My code:
def add_contact
Rho::RhoContact.create! ({"first_name" => "John", "last_name" => "Doe"})
end
I've enabled pim capabilities in the build.yml
Any help will be greatly appreciated.

From iOS 6 up, an app can’t access the user’s contacts without their permission. When we execute -> Rho::RhoContact.create! , the RhoMobile app tries to access the address book the permission to which the user has not yet given. Also, the app won't ask for the permission by itself. You ned to forcefully trigger a request for permission from within the app.
you can do this as follows:-
Go to Rhodes-3.4.3(my rhodes version is 3.4.2) -> platform -> iPhone -> Classes -> Phonebook -> Phonebook.m
open it in a text editor or xCode.
At the top of the page, define the following:-
#define SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(v) ([[[UIDevice currentDevice] systemVersion] compare:v options:NSNumericSearch] != NSOrderedAscending)
Once that is done, find the function ->
void* openPhonebook()
find the line ->
memset(phonebook, 0, sizeof(LocalPhonebook));
below this line replace whatever code is present with ->
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"6.0")) {
CFErrorRef myError = NULL;
phonebook->_ab = ABAddressBookCreateWithOptions(NULL, &myError);
ABAddressBookRequestAccessWithCompletion(phonebook->_ab, ^(bool granted, CFErrorRef error) {
if (granted) {
phonebook->_people = NULL;
phonebook->_len = 0;
} else {
// Handle the error
}
});
}
else{
// for iOS < 6
phonebook->_ab = ABAddressBookCreate();
if (phonebook->_ab) {
phonebook->_people = NULL;
phonebook->_len = 0;
}
}
return phonebook;
in the above code, phonebook->_ab is my ABAddressBook reference
Now you should be good to go... hope this is useful...

Related

Xamarin Forms does not wait for GeoLocation approval on iOS

I am have Xamarin Forms cross platform application for iOS, Android and UWP. I use the Xam.Plugin.Geolocator to get the location from each of the devices. My challenge with iOS is on the first launch of the app on a device. My code runs through and detects that IsGeolocationEnabled for the Plugin.Geolocator.Abstractions.IGeolocator object is false before the use is ever presented with the option to allow the application to use the device's location. This causes my app to inform the user that Location Services are not enabled for the application.
Basically I am hitting the line of code below before the use is ever asked about location services:
if (!App.gobj_RealGeoCoordinator.IsGeolocationEnabled)
ls_ErrorMessage = resourcestrings.GetValue("NoLocationServicesMessage");
On the other platforms, UWP at least, it seems that the app is paused while waiting for the user to respond to the request to use location services. Android just seems to automatically allow access to location if an app uses it.
Any idea how I can have the iOS detect if the request to use location services has been answered or not on the first run? Any suggestions would be greatly appreciated.
UPDATE(1):
I have all the correct items in my info.plist as seen below. I do eventually get the request to use the location just after my app has already checked IsGeolocationEnabled and decided the user has not enabled location services for the app.
UPDATE (2):
So I made a little progress using the following code.
try
{
while (!App.gobj_RealGeoCoordinator.IsGeolocationEnabled)
{
await Task.Delay(1000);
}
ViewModelObjects.AppSettings.CanAccessLocation = App.gobj_RealGeoCoordinator.IsGeolocationEnabled;
}
catch (Exception ex)
{
XXXXXXX
}
The challenge is that the plugin appears to provide me no way of knowing in the user has not responded to the location services dialog (i.e. IsGeolocationEnabled == false) versus the user said no to the location services dialog (also IsGeolocationEnabled == false). Any suggestions?
The way this type of permission request occurs on iOS is through an asynchronous dialog prompt, which is only shown if needed (and not until it is needed). Basically, you need to set up a callback from the CLLocation API. I have a helper class that I use for this purpose, which makes it even easier. Just call GetCurrentDeviceLocation() and pass it a callback function. The callback will only be invoked once the user has granted permission to the app, or if they previously granted permission:
public class GeoLocationService
{
readonly CLLocationManager _locationManager;
WeakReference<Action<Position>> _callback;
public GeoLocationService()
{
_locationManager = new CLLocationManager ();
_locationManager.AuthorizationChanged += AuthorizationChanged;
}
void AuthorizationChanged (object sender, CLAuthorizationChangedEventArgs e)
{
Action<Position> callback;
if (_callback == null || !_callback.TryGetTarget (out callback)) {
return;
}
if (IsAuthorized(e.Status)) {
var loc = _locationManager.Location;
var pos = new Position(loc.Coordinate.Latitude, loc.Coordinate.Longitude);
callback (pos);
}
}
static bool IsAuthorized(CLAuthorizationStatus status)
{
return
status == CLAuthorizationStatus.Authorized
|| status == CLAuthorizationStatus.AuthorizedAlways
|| status == CLAuthorizationStatus.AuthorizedWhenInUse;
}
public void GetCurrentDeviceLocation (Action<Position> callback)
{
_callback = new WeakReference<Action<Position>> (callback);
if (UIDevice.CurrentDevice.CheckSystemVersion (8, 0)) {
if (_locationManager.Location == null) {
_locationManager.RequestWhenInUseAuthorization ();
return;
}
}
AuthorizationChanged (null, new CLAuthorizationChangedEventArgs (CLAuthorizationStatus.Authorized));
}
}

How implement Apple Push Notifications for iOS versions 9 + 10 (and perhaps 8)?

I have not found any official Apple document that discusses correctly implementing push notification simultaneously for old iOS versions, as well as iOS 10. And the independent tutorials I have seen, likewise cover a single iOS version.
I see this official document for iOS 10:
Local and Remote Notifications Overview But it doesn't comment on supporting earlier iOS versions.
And a tutorial for iOS 9:
Push Notifications Tutorial - Ray Wenderlich
And I see various stackoverflow threads about changes people had to make to get their old solutions to work on newer versions:
Push notifications are not working in iOS 9
Which does show code for handling 6 - 9.
didReceiveRemoteNotification not called , iOS 10
BUT what I don't see, is what is correct to do, starting today (with iOS 10), but also supporting older devices. ** UPDATE ** App Store says only 6% of devices downloading apps are older than ios 9, so if it is easier to just support 9 + 10, i'll just do that.
(I tried starting with an iOS 10 example, but it immediately crashed on iOS 9.3 emulated device, though it works fine in iOS 10. So I conclude that I should be starting with information about correctly setting up for the different versions. I could post that code, but I think that leads this thread in the wrong direction. I would rather start with what "should" work on multiple versions of iOS, including 10.)
If I don't find some solution, I'll start combining code from different stackoverflow code snippets ... but seriously? I must be missing something, as presumably every iOS developer has this issue.
Conversely, I could start with an older example, and then follow the changes to get that to work with iOS 10 - but will that take full advantage of iOS 10?
NOTE: I'm programming in Xamarin C#, but Objective-C or Swift answer is just as useful.
This is Xamarin C# code (different syntax and capitalization than Objective-C, but I think it is translatable line-by-line to Objective-C).
Tested on both iOS 9.3 and iOS 10.2.
To initialize "local" and "remote" notifications:
// "UIApplicationDelegate" is for "local" notifications,
// "IUNUserNotificationCenterDelegate, IMessagingDelegate" for "remote" notifications.
public class AppDelegate : UIApplicationDelegate,
IUNUserNotificationCenterDelegate, IMessagingDelegate
{
...
public override bool FinishedLaunching( UIApplication application, NSDictionary launchOptions )
{
...
RegisterForOurRemoteNotifications( this );
RegisterForOurLocalNotifications();
...
}
...
// --- Comment out if not using Google FCM. ---
public override void RegisteredForRemoteNotifications( UIApplication application, NSData deviceToken )
{
//base.RegisteredForRemoteNotifications( application, deviceToken );
Firebase.InstanceID.InstanceId.SharedInstance.SetApnsToken( deviceToken,
Firebase.InstanceID.ApnsTokenType.Sandbox );
}
...
// ----- "static"; Could be in another class. -----
// These flags are for our convenience, so we know initialization was done.
static bool IsRegisteredForNotifications;
static bool IsRegisteredForRemoteNotifications;
// Optional - true when we are using Google "Firebase Cloud Messaging".
static bool HasFCM;
public static void RegisterForOurRemoteNotifications( AppDelegate del )
{
// Google "Firebase Cloud Messaging" (FCM) Monitor token generation
// (Uncomment, if you are using FCM for notifications.)
//InstanceId.Notifications.ObserveTokenRefresh( TokenRefreshNotification );
if (UIDevice.CurrentDevice.CheckSystemVersion( 10, 0 )) {
// iOS 10 or later
var authOptions = UNAuthorizationOptions.Alert | UNAuthorizationOptions.Badge | UNAuthorizationOptions.Sound;
UNUserNotificationCenter.Current.RequestAuthorization( authOptions, ( granted, error ) => {
Console.WriteLine( granted );
} );
// For iOS 10 display notification (sent via APNS)
UNUserNotificationCenter.Current.Delegate = del;
// For iOS 10 data message (sent via Google FCM).
// (Uncomment, if you are using FCM for notifications.)
// TBD: If NOT using FCM, you may need some other lines of code here.
//Messaging.SharedInstance.RemoteMessageDelegate = del;
} else {
// iOS 9 or before
var allNotificationTypes = UIUserNotificationType.Alert | UIUserNotificationType.Badge | UIUserNotificationType.Sound;
var settings = UIUserNotificationSettings.GetSettingsForTypes( allNotificationTypes, null );
UIApplication.SharedApplication.RegisterUserNotificationSettings( settings );
}
UIApplication.SharedApplication.RegisterForRemoteNotifications();
IsRegisteredForRemoteNotifications = true;
// Uncomment if using Google "Firebase Cloud Messaging" (FCM).
//TokenRefreshNotification( null, null );
//if (UIDevice.CurrentDevice.CheckSystemVersion( 9, 0 )) // Needed to call this twice on iOS 9 for some reason.
// TokenRefreshNotification( null, null );
UIApplication.SharedApplication.SetMinimumBackgroundFetchInterval( UIApplication.BackgroundFetchIntervalMinimum );
}
public static void RegisterForOurLocalNotifications()
{
// --- Our app's notification actions. ---
UNNotificationAction followAction = UNNotificationAction.FromIdentifier( "follow", PS.LocalizedString( "Follow" ), UNNotificationActionOptions.None );
UNNotificationAction likeAction = UNNotificationAction.FromIdentifier( "like", PS.LocalizedString( "Like" ), UNNotificationActionOptions.None );
// ...
// --- Our app's notification categories ---
UNNotificationCategory followCategory = UNNotificationCategory.FromIdentifier( "followCategory", new UNNotificationAction[] { followAction, likeAction },
new string[] { }, UNNotificationCategoryOptions.None );
// ...
// --- All of the app's categories from above ---
var categories = new UNNotificationCategory[] { followCategory /*, ...*/ };
// --- Same for all apps ---
UIUserNotificationSettings settings = UIUserNotificationSettings.GetSettingsForTypes(
UIUserNotificationType.Alert |
UIUserNotificationType.Badge |
UIUserNotificationType.Sound
, new NSSet( categories ) );
UIApplication.SharedApplication.RegisterUserNotificationSettings( settings );
if (UIDevice.CurrentDevice.CheckSystemVersion( 10, 0 )) {
UNUserNotificationCenter.Current.SetNotificationCategories( new NSSet<UNNotificationCategory>( categories ) );
UNUserNotificationCenter.Current.RequestAuthorization( UNAuthorizationOptions.Alert | UNAuthorizationOptions.Sound | UNAuthorizationOptions.Badge,
( result, err ) => {
Console.WriteLine( result.ToString() );
} );
}
IsRegisteredForNotifications = true;
}
}
// -------------------------------------------------------
// --- These are for Google "Firebase Cloud Messaging" ---
// (Comment out if not using FCM.)
public static string Token;
static void TokenRefreshNotification( object sender, NSNotificationEventArgs e )
{
// This method will be fired every time a new token is generated, including the first
// time. So if you need to retrieve the token as soon as it is available this is where that
// should be done.
//var refreshedToken = InstanceId.SharedInstance.Token;
ConnectToFCM( UIApplication.SharedApplication.KeyWindow.RootViewController );
// TODO: If necessary send token to application server.
}
public static void ConnectToFCM( UIViewController fromViewController )
{
Messaging.SharedInstance.Connect( error => {
if (error != null) {
Helper.logD( "Unable to connect to FCM", error.LocalizedDescription );
} else {
//var options = new NSDictionary();
//options.SetValueForKey( DeviceToken, Constants.RegisterAPNSOption );
//options.SetValueForKey( new NSNumber( true ), Constants.APNSServerTypeSandboxOption );
//InstanceId.SharedInstance.GetToken("", InstanceId.ScopeFirebaseMessaging
Token = InstanceId.SharedInstance.Token;
Console.WriteLine( $"Token: {InstanceId.SharedInstance.Token}" );
HasFCM = true;
}
} );
}
// ------------------ End Google FCM ---------------------
// -------------------------------------------------------
}
The above code initializes your app so that it can receive notifications.
IMPORTANT: You also need to set appropriate permissions on your app; see Apple docs, or links mentioned in the question. And you need this file:
Entitlements.plist:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>aps-environment</key>
<string>development</string>
</dict>
</plist>
<string> above must contain either "development" or "production". (I don't know the significance of our app still saying "development" here; I haven't examined what is built to see if it gets automatically changed to "production" by Xcode before submission to Apple. According to https://stackoverflow.com/a/40857877/199364 it does.)
Then you need code to send [e.g. your app tells your server to notify your friends' devices of what you are doing now] and receive a local or remote notification. That code, in our app, is combined with our specific notification actions and categories; I do not have time to extract a concise version to post here. Please see Apple docs, or links mentioned in the original question, for full details.
Here are the essential methods (Add to class AppDelegate above) to receive notifications:
public override void ReceivedLocalNotification( UIApplication application, UILocalNotification notification )
{
...
}
public override void DidReceiveRemoteNotification( UIApplication application, NSDictionary userInfo, Action<UIBackgroundFetchResult> completionHandler )
{
...
}
[Export( "userNotificationCenter:didReceiveNotificationResponse:withCompletionHandler:" )]
public void DidReceiveNotificationResponse( UNUserNotificationCenter center, UNNotificationResponse response, Action completionHandler )
{
...
}
Other methods that you may want/need to override or implement (also see the interfaces declared on class AppDelegate above); some of these might be specific to FCM:
ApplicationReceivedRemoteMessage
ReceivedRemoteNotification
WillPresentNotification
PerformFetch (for background notifications)
HandleAction

Facebook iOS API only returning one friend from requestForMyFriends suddenly [duplicate]

I am trying to get my friend name and ids with Graph API v2.0, but data returns empty:
{
"data": [
]
}
When I was using v1.0, everything was OK with the following request:
FBRequest* friendsRequest = [FBRequest requestForMyFriends];
[friendsRequest startWithCompletionHandler: ^(FBRequestConnection *connection,
NSDictionary* result,
NSError *error) {
NSArray* friends = [result objectForKey:#"data"];
NSLog(#"Found: %i friends", friends.count);
for (NSDictionary<FBGraphUser>* friend in friends) {
NSLog(#"I have a friend named %# with id %#", friend.name, friend.id);
}
}];
But now I cannot get friends!
In v2.0 of the Graph API, calling /me/friends returns the person's friends who also use the app.
In addition, in v2.0, you must request the user_friends permission from each user. user_friends is no longer included by default in every login. Each user must grant the user_friends permission in order to appear in the response to /me/friends. See the Facebook upgrade guide for more detailed information, or review the summary below.
If you want to access a list of non-app-using friends, there are two options:
If you want to let your people tag their friends in stories that they publish to Facebook using your App, you can use the /me/taggable_friends API. Use of this endpoint requires review by Facebook and should only be used for the case where you're rendering a list of friends in order to let the user tag them in a post.
If your App is a Game AND your Game supports Facebook Canvas, you can use the /me/invitable_friends endpoint in order to render a custom invite dialog, then pass the tokens returned by this API to the standard Requests Dialog.
In other cases, apps are no longer able to retrieve the full list of a user's friends (only those friends who have specifically authorized your app using the user_friends permission). This has been confirmed by Facebook as 'by design'.
For apps wanting allow people to invite friends to use an app, you can still use the Send Dialog on Web or the new Message Dialog on iOS and Android.
UPDATE: Facebook have published an FAQ on these changes here: https://developers.facebook.com/docs/apps/faq which explain all the options available to developers in order to invite friends etc.
Although Simon Cross's answer is accepted and correct, I thought I would beef it up a bit with an example (Android) of what needs to be done. I'll keep it as general as I can and focus on just the question. Personally I wound up storing things in a database so the loading was smooth, but that requires a CursorAdapter and ContentProvider which is a bit out of scope here.
I came here myself and then thought, now what?!
The Issue
Just like user3594351, I was noticing the friend data was blank. I found this out by using the FriendPickerFragment. What worked three months ago, no longer works. Even Facebook's examples broke. So my issue was 'How Do I create FriendPickerFragment by hand?
What Did Not Work
Option #1 from Simon Cross was not strong enough to invite friends to the app. Simon Cross also recommended the Requests Dialog, but that would only allow five requests at a time. The requests dialog also showed the same friends during any given Facebook logged in session. Not useful.
What Worked (Summary)
Option #2 with some hard work. You must make sure you fulfill Facebook's new rules: 1.) You're a game 2.) You have a Canvas app (Web Presence) 3.) Your app is registered with Facebook. It is all done on the Facebook developer website under Settings.
To emulate the friend picker by hand inside my app I did the following:
Create a tab activity that shows two fragments. Each fragment shows a list. One fragment for available friend (/me/friends) and another for invitable friends (/me/invitable_friends). Use the same fragment code to render both tabs.
Create an AsyncTask that will get the friend data from Facebook. Once that data is loaded, toss it to the adapter which will render the values to the screen.
Details
The AsynchTask
private class DownloadFacebookFriendsTask extends AsyncTask<FacebookFriend.Type, Boolean, Boolean> {
private final String TAG = DownloadFacebookFriendsTask.class.getSimpleName();
GraphObject graphObject;
ArrayList<FacebookFriend> myList = new ArrayList<FacebookFriend>();
#Override
protected Boolean doInBackground(FacebookFriend.Type... pickType) {
//
// Determine Type
//
String facebookRequest;
if (pickType[0] == FacebookFriend.Type.AVAILABLE) {
facebookRequest = "/me/friends";
} else {
facebookRequest = "/me/invitable_friends";
}
//
// Launch Facebook request and WAIT.
//
new Request(
Session.getActiveSession(),
facebookRequest,
null,
HttpMethod.GET,
new Request.Callback() {
public void onCompleted(Response response) {
FacebookRequestError error = response.getError();
if (error != null && response != null) {
Log.e(TAG, error.toString());
} else {
graphObject = response.getGraphObject();
}
}
}
).executeAndWait();
//
// Process Facebook response
//
//
if (graphObject == null) {
return false;
}
int numberOfRecords = 0;
JSONArray dataArray = (JSONArray) graphObject.getProperty("data");
if (dataArray.length() > 0) {
// Ensure the user has at least one friend ...
for (int i = 0; i < dataArray.length(); i++) {
JSONObject jsonObject = dataArray.optJSONObject(i);
FacebookFriend facebookFriend = new FacebookFriend(jsonObject, pickType[0]);
if (facebookFriend.isValid()) {
numberOfRecords++;
myList.add(facebookFriend);
}
}
}
// Make sure there are records to process
if (numberOfRecords > 0){
return true;
} else {
return false;
}
}
#Override
protected void onProgressUpdate(Boolean... booleans) {
// No need to update this, wait until the whole thread finishes.
}
#Override
protected void onPostExecute(Boolean result) {
if (result) {
/*
User the array "myList" to create the adapter which will control showing items in the list.
*/
} else {
Log.i(TAG, "Facebook Thread unable to Get/Parse friend data. Type = " + pickType);
}
}
}
The FacebookFriend class I created
public class FacebookFriend {
String facebookId;
String name;
String pictureUrl;
boolean invitable;
boolean available;
boolean isValid;
public enum Type {AVAILABLE, INVITABLE};
public FacebookFriend(JSONObject jsonObject, Type type) {
//
//Parse the Facebook Data from the JSON object.
//
try {
if (type == Type.INVITABLE) {
//parse /me/invitable_friend
this.facebookId = jsonObject.getString("id");
this.name = jsonObject.getString("name");
// Handle the picture data.
JSONObject pictureJsonObject = jsonObject.getJSONObject("picture").getJSONObject("data");
boolean isSilhouette = pictureJsonObject.getBoolean("is_silhouette");
if (!isSilhouette) {
this.pictureUrl = pictureJsonObject.getString("url");
} else {
this.pictureUrl = "";
}
this.invitable = true;
} else {
// Parse /me/friends
this.facebookId = jsonObject.getString("id");
this.name = jsonObject.getString("name");
this.available = true;
this.pictureUrl = "";
}
isValid = true;
} catch (JSONException e) {
Log.w("#", "Warnings - unable to process Facebook JSON: " + e.getLocalizedMessage());
}
}
}
Facebook has revised their policies now. You can’t get the whole friendlist anyway if your app does not have a Canvas implementation and if your app is not a game. Of course there’s also taggable_friends, but that one is for tagging only.
You will be able to pull the list of friends who have authorised the app only.
The apps that are using Graph API 1.0 will be working till April 30th, 2015 and after that it will be deprecated.
See the following to get more details on this:
User Friends
Facebook Application Development FAQ
In Swift 4.2 and Xcode 10.1:
If you want to get the friends list from Facebook, you need to submit your app for review in Facebook. See some of the Login Permissions:
Login Permissions
Here are the two steps:
1) First your app status is must be in Live
2) Get required permissions form Facebook.
1) Enable our app status live:
Go to the apps page and select your app
https://developers.facebook.com/apps/
Select status in the top right in Dashboard.
Submit privacy policy URL
Select category
Now our app is in Live status.
One step is completed.
2) Submit our app for review:
First send required requests.
Example: user_friends, user_videos, user_posts, etc.
Second, go to the Current Request page
Example: user_events
Submit all details
Like this submit for all requests (user_friends , user_events, user_videos, user_posts, etc.).
Finally submit your app for review.
If your review is accepted from Facebook's side, you are now eligible to read contacts, etc.
As Simon mentioned, this is not possible in the new Facebook API. Pure technically speaking you can do it via browser automation.
this is against Facebook policy, so depending on the country where you live, this may not be legal
you'll have to use your credentials / ask user for credentials and possibly store them (storing passwords even symmetrically encrypted is not a good idea)
when Facebook changes their API, you'll have to update the browser automation code as well (if you can't force updates of your application, you should put browser automation piece out as a webservice)
this is bypassing the OAuth concept
on the other hand, my feeling is that I'm owning my data including the list of my friends and Facebook shouldn't restrict me from accessing those via the API
Sample implementation using WatiN:
class FacebookUser
{
public string Name { get; set; }
public long Id { get; set; }
}
public IList<FacebookUser> GetFacebookFriends(string email, string password, int? maxTimeoutInMilliseconds)
{
var users = new List<FacebookUser>();
Settings.Instance.MakeNewIeInstanceVisible = false;
using (var browser = new IE("https://www.facebook.com"))
{
try
{
browser.TextField(Find.ByName("email")).Value = email;
browser.TextField(Find.ByName("pass")).Value = password;
browser.Form(Find.ById("login_form")).Submit();
browser.WaitForComplete();
}
catch (ElementNotFoundException)
{
// We're already logged in
}
browser.GoTo("https://www.facebook.com/friends");
var watch = new Stopwatch();
watch.Start();
Link previousLastLink = null;
while (maxTimeoutInMilliseconds.HasValue && watch.Elapsed.TotalMilliseconds < maxTimeoutInMilliseconds.Value)
{
var lastLink = browser.Links.Where(l => l.GetAttributeValue("data-hovercard") != null
&& l.GetAttributeValue("data-hovercard").Contains("user.php")
&& l.Text != null
).LastOrDefault();
if (lastLink == null || previousLastLink == lastLink)
{
break;
}
var ieElement = lastLink.NativeElement as IEElement;
if (ieElement != null)
{
var htmlElement = ieElement.AsHtmlElement;
htmlElement.scrollIntoView();
browser.WaitForComplete();
}
previousLastLink = lastLink;
}
var links = browser.Links.Where(l => l.GetAttributeValue("data-hovercard") != null
&& l.GetAttributeValue("data-hovercard").Contains("user.php")
&& l.Text != null
).ToList();
var idRegex = new Regex("id=(?<id>([0-9]+))");
foreach (var link in links)
{
string hovercard = link.GetAttributeValue("data-hovercard");
var match = idRegex.Match(hovercard);
long id = 0;
if (match.Success)
{
id = long.Parse(match.Groups["id"].Value);
}
users.Add(new FacebookUser
{
Name = link.Text,
Id = id
});
}
}
return users;
}
Prototype with implementation of this approach (using C#/WatiN) see https://github.com/svejdo1/ShadowApi. It is also allowing dynamic update of Facebook connector that is retrieving a list of your contacts.
Try /me/taggable_friends?limit=5000 using your JavaScript code
Or
try the Graph API:
https://graph.facebook.com/v2.3/user_id_here/taggable_friends?access_token=
If you are still struggling with this issue on a development mode.
Follow the same process as mentioned below:
create a test app of your main app,
create test users, automatically install app for test users and assign them 'user_friend' permission.
Add your test users as a friend with each other.
I followed the same process after going through alot of research and finally it worked.
In the Facebook SDK Graph API v2.0 or above, you must request the user_friends permission from each user in the time of Facebook login since user_friends is no longer included by default in every login; we have to add that.
Each user must grant the user_friends permission in order to appear in the response to /me/friends.
let fbLoginManager : FBSDKLoginManager = FBSDKLoginManager()
fbLoginManager.loginBehavior = FBSDKLoginBehavior.web
fbLoginManager.logIn(withReadPermissions: ["email","user_friends","public_profile"], from: self) { (result, error) in
if (error == nil) {
let fbloginresult : FBSDKLoginManagerLoginResult = result!
if fbloginresult.grantedPermissions != nil {
if (fbloginresult.grantedPermissions.contains("email")) {
// Do the stuff
}
else {
}
}
else {
}
}
}
So at the time of Facebook login, it prompts with a screen which contain all the permissions:
If the user presses the Continue button, the permissions will be set. When you access the friends list using Graph API, your friends who logged into the application as above will be listed
if ((FBSDKAccessToken.current()) != nil) {
FBSDKGraphRequest(graphPath: "/me/friends", parameters: ["fields" : "id,name"]).start(completionHandler: { (connection, result, error) -> Void in
if (error == nil) {
print(result!)
}
})
}
The output will contain the users who granted the user_friends permission at the time of login to your application through Facebook.
{
data = (
{
id = xxxxxxxxxx;
name = "xxxxxxxx";
}
);
paging = {
cursors = {
after = xxxxxx;
before = xxxxxxx;
};
};
summary = {
"total_count" = 8;
};
}

Go to App Store Reviews in iOS 6

It appears that using the itms-apps//.... URL scheme doesn't work in iOS 6 with the new App Store to show the product reviews area. Now I'm using the code below, but it just shows you the product. How do you get to the review area to ask for a review and take the user to the right tab of the product displayed?
void DoReview()
{
var spp = new StoreProductParameters(appId);
var productViewController = new SKStoreProductViewController();
// must set the Finished handler before displaying the view controller
productViewController.Finished += (sender2, err) => {
// Apple's docs says to use this method to close the view controller
this.navigationController.DismissViewController(true, null);
MySettings.AskedForReview = true;
};
productViewController.LoadProduct(spp, (ok, err) => { // ASYNC !!!
if (ok)
{
this.navigationController.PresentViewController(productViewController, true, null);
}
else
{
Console.WriteLine(" failed ");
if (err != null)
Console.WriteLine(" with error " + err);
}
});
}
Hello you could try iRate from Nick Lockwood and see if that fits your needs, you can find the MonoTouch bindings of iRate here.
btw it uses the following URL to open AppStore in review mode:
itms-apps://ax.itunes.apple.com/WebObjects/MZStore.woa/wa/viewContentsUserReviews?type=Purple+Software&id= your-AppID-here
Alex

Is the function 'dlopen()' private API?

I want use function 'dlopen()' to invoke a dynamic library on iOS platform, is the function 'dlopen()' private API?
I've had success using dlopen on iOS for years. In my use case, I use dlopen to load public system frameworks on demand instead of having them loaded on app launch. Works great!
[EDIT] - as of iOS 8, extensions and shared frameworks are prohibited from using dlopen, however the application itself can still use dlopen (and is now documented as being supported for not only Apple frameworks, but custom frameworks too). See the Deploying a Containing App to Older Versions of iOS section in this Apple doc: https://developer.apple.com/library/ios/documentation/General/Conceptual/ExtensibilityPG/ExtensibilityPG.pdf
[EDIT] - contrived example
#import <dlfcn.h>
void printApplicationState()
{
Class UIApplicationClass = NSClassFromString(#"UIApplication");
if (Nil == UIApplicationClass) {
void *handle = dlopen("System/Library/Frameworks/UIKit.framework/UIKit", RTLD_NOW);
if (handle) {
UIApplicationClass = NSClassFromString(#"UIApplication");
assert(UIApplicationClass != Nil);
NSInteger applicationState = [UIApplicationClass applicationState];
printf("app state: %ti\n", applicationState);
if (0 != dlclose(handle)) {
printf("dlclose failed! %s\n", dlerror());
}
} else {
printf("dlopen failed! %s\n", dlerror());
}
} else {
printf("app state: %ti\n", [UIApplicationClass applicationState]);
}
}

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