Facebook SSO implementation in storyboard- blank screen after login - ios

I am trying to implement Facebook SSO in storyboard (Xcode 4.2) and the AUTH dialog goes perfectly until the login is completed. At that point Facebook appears to return to my app but what actually shows up is a white screen which, despite my best efforts, I cannot dismiss. From searching on Stack Overflow this seems like an infrequent problem encountered on other platforms as well but I didn't find any answers for IOS.
My best guess is that this is caused by some misstep of mine in implementing the facebook tutorial: https://developers.facebook.com/docs/mobile/ios/build/ in storyboard, not XIB. Unfortunately the only facebook example projects I've found use Xib's. But honestly I don't really understand the issue or the AUTH dialog that well.

If you're still looking check out the latest Facebook SDK 3.1 and sample that uses story boards: https://github.com/fbsamples/ios-social-cafe

This is similar to an issue I had . . . have you checked to make sure your segue goes to the correct viewController?

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Deep link work in iPad, but not in iPhone

I'm working on an old iOS application made in Objective C. I have an html button with a deep link inside a WebView (don't ask why, I have to do this way, not my choice). This Deep Link should open the inApp page of subscription of my app.
It works well when I run my application on iPad but nothing happen when I try it on iPhone (regardless of iOS version or device).
It's not me who implemented the deep link code, so I can't be sure that it's ok. I search a lot, but I didn't find anyone who had the same issue.
If you need more information to help me, let me know.
Thank you.

Unity and Facebook - iOS won't post, android does

having a bit of an issue that I haven't been able to find anywhere. I've created a game using Unity and the Facebook SDK for Unity. It works great in the editor, great when pushed to android....But when I try an iOS install, it won't post onto my timeline or anyone else's and invites don't work....But the android version does.
It brings up the dialog like it should, looks like it's about to invite/post, then just goes back to the game.
I'm using Unity 4.3.4, Facebook SDK for Unity 5.0.3 and Xcode 5.1.
Any help would be appreciated.
EDIT: Some additional news. Facebook SDK for Unity has a tutorial attached to it where they have a pre-built project called Friend Smash to show you how the SDK works. I just ran the completed project through Xcode and pushed it to my iPhone and have experienced the EXACT same issue. Invite appears to be sent (even appears on the screen saying "request sent") and it appears to post my score to Facebook, but again nothing appears on Facebook.
Looks like this was my stuff up.
Looks like my request wasn't being given a Post ID. In checking my code, I had written "actionlink", instead of "link" in the "onBragClicked" method which fouled up the process....Yet somehow didn't screw up my android build.
Anyway, thanks for viewing.

Step by Step "Getting Started"Google Maps SDK for iOS issue

thank you beforehand.
Here is my problem:
I have the latest version of Xcode (4.5.2 I believe). I followed the getting started google maps api sdk for iphone tutorial, never did more nor less. I used the sample code google tutorial offers, changed the viewcontroller name as they explain, created the project disabling the "Use storyboards" as they suggest, in other words, I did exactly what the tutorial says but my app never shows a map, just a black view, I think it doesnt even shows a view, and the console shows the followin (warning?, error?):
2013-01-16 16:43:45.987 MapTest[9147:c07] Application windows are expected to have a root view controller at the end of application launch
I have no idea why this could be happening. The funny thing is that I erase the google maps api ios sdk tutorial sample code and the app works, well it shows the blank view that would normally show when you create a new app. Your help would be appreciated (sorry about my english, it might suck).
It's because, from iOS 5 and above, the window of an app is required to have a root view controller to handle screen rotations correctly. From your App Delegate, you should replace the
[window addSubview:viewController.view];
to
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You have to enable "Google Maps SDK for iOS". in your google account console "services" tab.
Try this :)

Sorry the application you are using is misconfigured for Facebook integration. Please download the latest version of the application. - Xcode

I have followed the Facebook integration tutorial here http://www.mobisoftinfotech.com/blog/iphone/iphone-fbconnect-facebook-connect-tutorial/
And the Facebook window opens but hen it displays the error message - sorry the application you are using is mis... The odd thing is if I click for espanol in the Facebook window and then back to english it works just fine. I am very confused with this and don't understand the tutorial on Facebook.developers.com. Please help. Also would love to now if there were an easier way to implement Facebook.
Thanks
sorry, I got the same error, and dont really know what the solution is,but..
I used the ApiKey and the SecretKey of this application: (I downloaded the MyGradesTutorial sample project, and took the key's to my application and) it worked smooth!
what does it mean is that the problem is probably in Facebook application and not in mine (yours) code!
I still searching for the solution from Facebook app side...

No reaction when pressing 'Login' button

I am using Facebook iOS SDK for my app. I am using the sample's code for my login function asking for permissions and storing the returned token. However, locally on every iOS version on the simulator as well as on my iPhone4 it works. Some customers report that in their case pressing the login button does not show any reaction. Using google for research did not reveal any hints on that.
Thanks,
Peter
Recently I had a problem like this.. I've changed "perms" to "scope" inside facebook login button, and now it works.
Bug fixed. My fault, tested with Debug target only, which is why bug only appeared in Releases, since an #ifdef DEBUG was enabling/disabling the login function.

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