How can I request reauthorization for OAuth application on Github? - github

For now, I use the scope ?allow_signup=true&login=yourself to make users reauthorize when they connect their account. But this message would show when they go to that reauthorization page:
This application has made an unusually high number of requests to access your account. Please reauthorize the application to continue.
Actually, I am not making a high number of requests, I just want them to reauthorize without revoking their previous access token.
Is there any way I can let them do so without this message?

Turns out this message only appears if the user requests reauthorizes in high frequency. If we can make sure they are not reauthorizing within 1~2 minutes then it should be fine.

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What is the recommended logic to use when checking authenticity in Auto Renewal Subscriptions

I have an app where I’m offering Auto Renewal Subscriptions. Here is how it currently works, when the user subscribes, it saves a Bool in UserDefaults as true, after that I can make a receipt request to see if the subscription has expired. My issue or what I don’t fully understand is the logic on how often to make that request, checking for authenticity every time the user launches the app seems like a lot, or do I need to save the expiration date in UserDefaults and just check a couple of days after the expiration date to see if the user renewed? This way we limit the requests we make to retrieve the Apple receipt.
Can someone share the logic used when checking for authenticity in an app using Auto Renewal Subscriptions?
The "right" way to do it is to manage everything server side (with some caching on the device in case the user is offline). Refreshing the receipt on the device is insecure, slow, and could make that annoying "Login with iTunes" prompt keep popping up for the user :)
It also prevents you from ever having complete analytics of your subscriber base since you can only get data points when they are active in the app.
What you would do is store the receipt file in a database after purchase, and refresh it there to keep the subscription status up-to-date. Then your app is asking your database if the user is subscribed (and caching the value in UserDefaults).
Here is a good blog post that outlines what the setup should look like: iOS Subscriptions are Hard

How to call Web service Continuously in ios

I have an ios app.
In which i have multi user account.So multiple user can Login.
When one user see other user profile and if that user is also online i want to notify him.
I can't get how to implement it.
If i have to continuously check some flag value on server if someone has checked their profile or how can i handle it?
Remote notifications is the way to do it. The logic on when and who has to be notified can be handled at the server.
You may have seen lots of apps asking for permissions to send notification. The downside being if the user denies that permission.
Polling from client side can also be one of the methods which can be used and but would require the client to do most of the computation.
So all in all, its a call you got to take considering what you are building.

How to get Maximum App requests per day

Most of Zynga games use the Maximum App requests per day to show to the user how many requests he can send that day. I couldn't figure out how to get that daily number (dynamically) . Any hints on that? Since, I'm doing this in a flash app. I can't let the user send requests more than he is allowed. Ideas?
You can find out your Requests limit via the Developer Settings page:
https://developers.facebook.com/apps
Note that limits only apply to the older method of sending requests. If you use the newer Requests functionality, there is no limit to the amount of requests you can send:
https://developers.facebook.com/docs/reference/dialogs/requests/
Naturally, if you're being spammy, you'll still get reported a lot and automated systems could block you, so remember to keep to a reasonable volume of requests.

How to Avoid Posting a Duplicate when Publishing to Facebook?

With the Graph API, I publish a story by POSTing to the /me/feed connection. I get back a success or an error result from Facebook. So far so good. Once in a while, the API takes a long time and the connection times out. In that case, I don't know for sure if the request succeeded of failed (i.e. maybe the request never reached Facebook, or maybe it succeeded and the result never made it back to me). How do you handle this situation?
More details:
I publish a lot of posts to Facebook and Twitter, so the timeout situation happens often. With Twitter, the solution is easy. If the request times out the first time, I simply try again. Twitter detects duplicates, so if the post was successfully published the first time, then I'll get a "duplicate status" error on the second request and I know that I don't need to retry any more.
But Facebook doesn't detect duplicates, so if I retry the publish request, I risk having two copies of the post published to the user wall, which is not nice. On the other hand, if I don't retry, I risk having the post not published at all. Thoughts?
I get back a success or an error result from Facebook.
Hmmm. When I post to the Graph API, I get back an error or the id of the post. I never see any success message. What SDK are you using around the API?
Once in a while, the API takes a long time and the connection times
out.
Usually when things are running slowly, it's due to the channelUrl not being specified. See https://developers.facebook.com/docs/reference/javascript/
It is important for the channel file to be cached for as long as
possible. When serving this file, you must send valid Expires headers
with a long expiration period. This will ensure the channel file is
cached by the browser which is important for a smooth user experience.
Without proper caching, cross domain communication will become very
slow and users will suffer a severely degraded experience.

questions about facebook oauth migration

When Oct 1 rolls around, I want to make sure my games are covered. So in that light, I have a couple of questions.
I understand I need to offer SSL version, which is done, but does that mean that the http version is going away? or will it just mean that all apps will require both versions, rather than being able to leave one blank?
With the dashboard increment calls going away, what prompts the system to add a [1] next to the app in the sidebar when the player has something they need to do? unless the app has some way of telling the facebook server that a user has some task they need to perform, how is that going to increment?
with the new "manage_notifications" permission, does this imply that after a long haitus, apps will once again be able to post messages to a users notification drop down? which would be great and would make the previous dashboard question void.
thanks for your help!
The SSL version is required for your users who have secure browsing enabled in their security settings. Without an https version your app is not accessible to users who opt for secure browsing.
The [1] that you see next to the apps is the number of pending requests sent using the request Dialog.
For more details...https://developers.facebook.com/docs/reference/dialogs/requests/