I want to create a flash Facebook application in which, after pressing a button, the user will be able to browse his/her photo albums and choose a photo. How should i do that? What will be the code under the button to gain authentication from any user using this application?
Thanks.
I am currently writing a facebook application for a university assignment that will allow the user to do everything you can do in facebook, but via the flash player window. You will need a few basic things happening in order to do it.
User log in and authentication - this must be done via Facebook - using OAuth authentication, and meeting all of facebook's security policies
register the application with facebook
Use the Graph API (facebook's developer's toolkit) to get the necessary functions that will communicate with facebook via flash.
In Flash itself you will use a bunch of URLRequest functions to send out to FB for information, then you will need to retrieve that data responses and store them to variables (extracting data with a few lines of code is easy, something like this;
//initialise variables
public var photoURL:String;
var Request:URLRequest = new URLRequest("http://www.whatever the url for the graph api service you are using which is founf from FB");
//that ^^ will send off a request for the url, you then want to use the returned data by registering an event handler like this below
functionName.addEventListener(onComplete, completeHandler);
functionName(event, EVENT)
{
var loader:URLLoader = new URLLoader(Request);
var data:XML = new XMLData(load.loader); //i think this is right but not 100% sure, fiddle with it
//then you want to extract the data that is returned, for example, extracting xml data from a rest request works by hitting data from the xml by specifying a path to the object you want. an example of xml is this <rsp stat="ok"><photos ......more code="morecode"><photo url="url of photo"></photo</photos> so you can hit the url in that example like this;
photoURL = data.photos.photo.#url; //this line will grab the photo url for you, allowing you to dynamically create an array and assign photos to the flash stage according to the url you get
}
this is fairly advanced stuff and I am assuming that you have some decent knowledge on AS3, XML, and the FB API, if you need more help just reply
Related
So I am building a restaurant app and one of the features I want is to allow a user of the app to see photos from a particular restaurant's Instagram account.
And I want a user to be able to see this without having to login to their Instagram account, so they shouldn't even need an Instagram account for this to work.
So I have read this answer How can I get a user's media from Instagram without authenticating as a user?
And I tried what it said and used the client_id(which I recieved when I registered my app using my personal Instagram account), but I still get an error back saying :
{
meta: {
error_type: "OAuthAccessTokenException",
code: 400,
error_message: "The access_token provided is invalid."
}
}
The endpoint I am trying to hit is :
https://api.instagram.com/v1/users/search?q=[USERNAME]&client_id=[CLIENT ID]
So do I absolutely need an access token for this to work(and thus have to enforce a user to log in) ?
If I do, then is there way to generate an access token somehow without forcing the user log in?
I believe there is a way around this, as the popular dating app Tinder has this desired functionality I am looking for, as it allows you to see photos from people's Instagram account without having to log in! (I have just verified this 5 minutes ago!)
Any help on this would be much appreciated.
Thanks.
Edit April 2018: After facebook privacy case this endpoint is immediately put out of service. It seems we need to parse the JSON embedded in <script> tag directly within the profile page:
<script type="text/javascript">window._sharedData = {"activity_counts":...
Any better ideas are welcome.
You can use the most recent link
GET https://www.instagram.com/{username}/?__a=1
to get latest 20 posts in JSON format. Hope you put this to good use.
edit: other ways aren't valid anymore:
https://www.instagram.com/{username}/media/
Instagram used to allow most API requests with just client_id and without access_token, the apps registered back in the day still work with way, thats how some apps are able to show instagram photos without user login.
Instagram has changes the API specification, so new apps will have to get access_token, older apps will have to change before June 2016.
One way you can work around this is by using access_token generated by your account to access photos. Login locally and get access_token, use this for all API calls, it should not change, unless u change password,if it expires, regenerate and update in your server.
Since the endpoints don't exist anymore I switched to a PHP library -
https://github.com/pgrimaud/instagram-user-feed
Installed this lib with composer:
composer require pgrimaud/instagram-user-feed "^4.0"
To get a feed object -
$cache = new Instagram\Storage\CacheManager();
$api = new Instagram\Api($cache);
$api->setUserName('myvetbox');
$feed = $api->getFeed();
Example of how to use that object -
foreach ($feed->medias as $key => $value) {
echo '<li><img src="'.$value->thumbnailSrc.'"></li>';
}
So, I am trying to implement the facebook open graph posts in our game for highscores, but it doesn't seem to post anything. When I do this:
Dictionary<string, string> data = new Dictionary<string,string>() { {"highscore", "http://samples.ogp.me/111111111111111"}};
FB.API("me/namespace:get_a_new", Facebook.HttpMethod.POST, HandleOpenGraphCallback, data);
When I log the FBResult.text in the HandleOpenGraphCallback callback, I get a valid json response looking like this: {"id":"422166374597399"}. But the problem is that I see nothing on the test account that sent that request. The request obviously kind of worked since I receive an id in my callback function, but I see no post. Do I need to put more information in my dictionary in order to even see the post in the my test account timeline? I also put the "publish_action" permission in my login to be sure.
Thank you.
Using the Facebook API, you can get back the post ID of a Facebook share, even if the user has not authorized your app.
The post ID is prefixed by your user ID, and separated by an underscore.
FB.ui({
method: 'feed',
name: 'People Argue Just to Win',
link: 'http://www.nytimes.com/2011/...',
}, function( response ){
// Response gives you :
// { post_id: "[fbUserId]_346759642059572" }
});
To me it looks like Facebook is using this programmatically, rather than with the idea of providing us the userId out of the kindness of their hearts. But it's extremely tempting to use.
I'm a little rusty on permissions - if there is a way to get back all the users that have liked/shared a specific URL, and not just a count, then this should be okay.
But the question remains, is it acceptable to use?
EDIT:
Now that I think about it, you can access the user ID by making an anonymous call to https://graph.facebook.com/[postId] but ONLY if the post was made public.
If you get a response from FB, it means that you have already ask the user for the required permissions,
so yes you can use the data returned from Facebook as you like, but you always have to inform the users how you use those data.
You can only cache user data if you have permission or it is necessary for the function of your app. Using the like button you can subscribe to edge.create and cache the response from the like.
refer to: http://developers.facebook.com/docs/reference/javascript/FB.Event.subscribe/
II. Storing and Using Data You Receive From Us
You will only request the data you need to operate your application.
You may cache data you receive through use of the Facebook API in
order to improve your application’s user experience, but you should
try to keep the data up to date. This permission does not give you any
rights to such data.
in my app i store the id of every page or user that is viewed to speed up page load times and count page views. Seems with in the scope of Policy as long as i am not sharing the info with 3rd parties or making public what a user has set to non public.
I'm trying to integrate the scoring system in my canvas app with Facebook's, implemented using MVC 3 and the 5.2.1.0 Facebook SDK.
A simplified hello-world variant of my game controller looks like:
public class MyController : Controller
{
[CanvasAuthorize("publish_action" /*And some others*/)]
public ActionResult Index()
{
var fb = new FacebookWebClient();
var scores = fb.Get("/me/scores"); // Works (I think)
fb.Post("/me/scores", new { score = 10 }); // Throws an exception
}
}
The call to get scores looks like it's giving me something sensible; the call to write a score value throws "(OAuthException) (#15) This method must be called with an app access_token."
What've I missed? The application id and secret are correctly set in my web.config - for example, I can successfully post an application apprequest in other parts of the actual application not shown in this stripped down test copy. Rummaging around with the debugger shows me that the FacebookWebClient object contains a non-empty access token field, and that that's included in the URI that fb.Post eventually uses.
The Facebook scores page (that Björn links to) mentions only publish_actions but I've tried including other pertinent sounding permissions, such as offline_access and user_games_activity to no effect.
I am assuming that the CanvasAuthorize attribute does the login correctly - it certainly seems to let me send an application apprequest, so it looks as if it's doing the right thing...
Your app needs the permission to write to the users profile. You can use the Graph API to request the required permissions from the user. If granted, Facebook will give you the required access token that you can then use in your request to Facebook. This practice ensures that you only perform actions, the user allowed you to.
Edit_: After looking at the docs: Are you sure you have the required permissions from the user like described here http://developers.facebook.com/docs/score/ ?
Please see this link. You'll need to get an facebook app. Using the apiId and SecretId, you can then post using the information in the link below. The key is adding &scope=manage_pages,offline_access,publish_stream to the url.
like so:
"https://graph.facebook.com/oauth/access_token?client_id={0}&client_secret={1}&grant_type=client_credentials&scope=manage_pages,offline_access,publish_stream";
I have a Facebook app that is built as an iFrame. I am using the JavaScript client API loaded via:
http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php
In my initialization code, I use the requireLogin method to ensure that the user has authorized the app. I have found this to be necessary to be able to gather the user's name, avatar, etc. for the scoreboard. Here's a representative code snippet:
FB_RequireFeatures(["Connect","Api"], function() {
FB.Facebook.init("...API_KEY_HERE...", "xd_receiver.htm");
var api = FB.Facebook.apiClient;
api.requireLogin(function() {
api.users_getInfo(
FB.Connect.get_loggedInUser(),
["name", "pic_square", "profile_url"],
function(users, ex) {
/* use the data here */
});
});
});
This causes the iframe to redirect causing the Facebook authorization screen to load within my app's iFrame. This looks junky and is somewhat confusing to the user, e.g. there are two Facebook bars, etc.
Question 1: is there anything I can do to clean this up while still implementing as an iFrame, and still using the JavaScript APIs?
According to the FB API documentation:
FB.ApiClient.requireLogin
This method is deprecated - use
FB.Connect.requireSession instead.
My experience though when I replace api.requireLogin with FB.Connect.requireSession it never gets invoked. I'd prefer the recommended way of doing it but I struggled and was not able to find a way to get it to work. I tried adding various arguments for the other two parameters as well with seemingly no effect. My expectation is that this method will load in a dialog box inside my app iFrame with a similar authorization message.
Question 2: what am I missing with getting FB.Connect.requireSession to properly prompt the user for authorization?
Finally, at the end of the game, the app prompts the user for the ability to publish their score to their stream via FB.Connect.streamPublish. Which leads me to...
Question 3: am I loading the correct features? Do I need both "Api" and "Connect"? Am I missing any others?
Here is a summary of the changes I needed to make to clean up the authorization process. It appears that iFrames must fully redirect to properly authorize. I tried using the FBConnect authorization but it was a strange experience of popup windows and FBConnect buttons.
Ultimately this game me the expected experience that I've seen with other FB apps:
FB_RequireFeatures(["Connect","Api"], function() {
var apiKey = "...",
canvasUrl = "http://apps.facebook.com/...";
function authRedirect() {
// need to break out of iFrame
window.top.location.href = "http://www.facebook.com/login.php?v=1.0&api_key="+encodeURIComponent(apiKey)+"&next="+encodeURIComponent(canvasUrl)+"&canvas=";
}
FB.Facebook.init(apiKey, "xd_receiver.htm");
FB.ensureInit(function() {
FB.Connect.ifUserConnected(
function() {
var uid = FB.Connect.get_loggedInUser();
if (!uid) {
authRedirect();
return;
}
FB.Facebook.apiClient.users_getInfo(
uid,
["name", "pic_square", "profile_url"],
function(users, ex) {
/* user the data here */
});
},
authRedirect);
});
For iFrames, the solution was ultimately to redirect to the login URL which becomes the authorization URL if they are not already logged in.
I think that FB.requireSession only works from a FB connect site outside of
Facebook. If you're using an app hosted on apps.facebook.com use the php api
call instead,
$facebook = new Facebook($appapikey, $appsecret);
$facebook->require_login();
or link to the login page.
Of these methods to login
* Using the PHP client library
* Directing users to login.php
* Including the requirelogin attribute in a link or form
* Using FBML
only the first 2 are available to iframe apps hosted on apps.facebook.com
I think requirelogin and fbml only work with fbml canvas apps.
see
http://wiki.developers.facebook.com/index.php/Authorization_and_Authentication_for_Canvas_Page_Applications_on_Facebook
Question 1: is there anything I can do
to clean this up while still
implementing as an iFrame, and still
using the JavaScript APIs?
Question 2: what am I missing with
getting FB.Connect.requireSession to
properly prompt the user for
authorization?
Please have a look at this. This article discusses correct use of require session and provides links on how to implement that. And yes, you are right, the requireLogin has been deprecated and won't help any more.
Question 3: am I loading the correct
features? Do I need both "Api" and
"Connect"? Am I missing any others?
As far as I know, you can use both API and Connect together, basically you access Facebook's API with the help of JavaScript.
For iframe apps however, there is no great help and minimum support of API with some handful functionality available. See this for more info.
This causes the iframe to redirect
causing the Facebook authorization
screen to load within my app's iFrame.
This looks junky and is somewhat
confusing to the user, e.g. there are
two Facebook bars, etc.
Finally and personally I have not seen any iframe app requiring user to add the app first. This will create the problem of two bars you mentioned as quoted above.
The link I posted at the beginning of my answer has some useful links to get you started and decide the next-steps or possibly making changes to your apps.