Publishing partially enabled Add-Ons In Google Marketplace - google-apps-marketplace

We are currently developing GMAIL addons in our company.
My question is very simple. Does the google apps marketplace allow the publication of Partially Enabled add-ons?
We were thinking of using a service like LaunchDarkly to be able to turn some features on and off for some or all of our clients.
Thank you very much.
PS : Partially enabled addons, operate only with say 40-60 percent of their functionality upon download. If a corresponding feature flag is activated on our end or in a service like LaunchDarkly, they will be 100% operational (or feature complete).

Depending on the functionalities you want to enable and the type of add-on you have, you might be able to make use of Editor add-ons triggers or Workspace add-ons triggers and limit the interactions based on these.
However, an add-on must be fully functional before it is published.
Reference
Publish an Add-on;
Editor Add-on Triggers;
Google Workspace Add-on Triggers.

Related

How to integrate with Slack similar to how Google Drive did?

I had gone through the documentation of Slack on how to develop Slack app. When I installed Google Drive Slack app I saw that the google drive options(create new file, etc) can be accessed when clicking the '+' button on the left side of send message input. How is this achieved?
Unfortunately, this feature is not available to all 3rd party developers.
In general there is a difference between the features available to all developers and to companies that have develop apps in close cooperation with the Slack team, like Google, Twitter and others.
You can see all features available to all 3rd party developers in the official Slack documentation, e.g. here.
However, Slack is constantly adding new features to its platform and might add this feature down the road. If you want to see what new features are currently planned checkout the Slack Platform Roadmap.
There is one interesting feature from Google Drive though, that is available to all devs. And that is the link detection. When you link a google drive document, it will be automatically detected as such and you will be presented with options what to do next in Slack. That you can also do with your own Slack apps with the Slack app unfurling feature.

Is there anyway to integrate facebook into a Unity desktop application?

I'm developing a Unity's cross-platform application (Win, macOS, Android, iOs) and I wanted to include a facebook login so users could sign up via Facebook. I've already been able to do it in Android and iOS platforms through the following link:
https://developers.facebook.com/docs/unity/gettingstarted
This method doesn't work for standalone desktop platforms. I've been looking for a solution to the problem, but I haven't found anything.
Does anyone know a solution or a plugin for Unity that can include Facebook Login for Desktop Standalone platforms?
Facebook still does not have any way to use its official SDK in Standalone builds (it's 2019 now, and posts requesting that feature can be seen dated as far as 2013...)
The options (as of now) are:
1. Manually build Facebook login flow
(that requires server-side support and opening a webpage outside of Unity) - see here:
https://developers.facebook.com/docs/facebook-login/manually-build-a-login-flow/
Pros:
Cheapest option if you can self-host executables
Good start option
Some major gamedev companies went for such solution (even Blizzard!)
Cons:
You will need to minimalize Unity game to log-in
Requires some time to code and test properly
Note:
Tested in one of my own games;
2. Use third-party provider
(like Google's Firebase)
Pros:
You have it up and running in matter of minutes
You can integrate other login methods
Cons:
You are locked in with that provider
It costs you on per-user base
Note:
Also tested in some other of my games;
There are several urban legends that Firebase is way more costly then it promises; See here ("How we spent 30k USD in Firebase in less than 72 hours") and here ("Unexpected monthly bill of more than 1.000€")
3. Embed Chromium directly into Unity, use in-browser authentication
You will need either free and open software chromium framework (here or here), or if you need premium support - this plugin.
Then you must follow this tutorial:
https://developers.facebook.com/docs/facebook-login/manually-build-a-login-flow/
But this time - using embedded browser, which does not requires external server.
Pros:
No recurring paymants
Does not take your users away from your game
Cons:
This is treated as new browser for user; Cookies, stored session, etc. will not be available
Let me stress that out again: users will have to explicitly login to Facebook, without their favorite password managers
Still need some time to code and test propertly
Note:
I did NOT throughtly tested that. Use at your own risk - I would actually recomend either 1. or 2.

Password protect uninstallation of Firefox Addon using SDK

Background to this problem: Within out company we are working on an add-on to help us do some nifty things. To make it easier to administer we would like to have a password required to at minimum remove the add-on, but probably also to disable it.
I've seen this achieved in for example Public Fox but this is non-sdk style add-on. So my question is if there's an easy way to do this using the SDK? I've looked through the docs but I haven't found anything, probably because I don't know what I'm looking for.
To anticipate the question "why not use that add-on as well?" I think it's enough of a hassle to make sure everyone has one add-on installed, let alone two.
If you want to lock users down, what you're really looking for is a deployment technique where your Firefox deployment installs your extension by default, and to an area of the hard drive that the user does not have write/delete access to. See the Mozilla Wiki for more details on ESR builds and enterprise deployments:
https://wiki.mozilla.org/Deployment:Deploying_Firefox#Firefox_Customization_.28CCK_and_Repackaging_Tools.29

WP7 - selling extensions

I'm trying to create some application for Windows Phone >= 7.1
During plannin my work and specyfiong technical requirements I've come across one problem.
I wan't to have free application with basic functionality. And then it should be extendable with some non-free extensions (dlls?, databases?, SaaS?)
Is it possible at the moment to use some MS api/app/etc. to be able to publish such extensions and sell them? What is the best way to do this if there is more than one solution?
Thank you for any help.
As of right now (June 2012), in-app purchases are not supported. Your only choices, then are being a paid app and supporting trial mode.
The only way you can do this at present is to handle the additional purchases yourself.
You'd have to set up a website which customers could create an account on and purchase extensions through, then have them also log into your app with those account details to determine what additional data to download or functions to enable.
You could be smart and include the website functionality into your app with a browser control. Take a look at the Amazon Kindle app for an example of how they accomplish it.

Is there a self-hosted web-based web UI prototyping tool?

The question says it all, we know most of the hosted web-based UI prototyping tools out there, but we would like to have ours hosted on our own internal servers, preferably with on-line multi-user collaboration functionality (i.e. users modifying the prototype, making comments, etc. in parallel).
Any suggestions will be appreciated.
Sketchflow (in the top-end version of Expression Blend from Microsoft) meets almost all your criteria. It ain't cheap, but it is very powerful.
The deployment package of a Sketchflow build can just be placed on an internal server (no IIS required to deploy).
Multiple users can overlay their comments and pen drawings over the top of the screens. Their feedback is packaged as a unit and sent back. All feedback can then be loaded back into the Expression Blend project and the feedback from 1 or more users viewed overlaid on the correct screens.
It does not meet your multiple-user authoring requirement though, but as they say "too many cooks...".
Most tools are either desktop based or hosted. Seen very few which offer a downloadble multi user version. iRise is one choice with the editor as a desktop product and a centralized server for sharing among users. The budget is typically from $50K to $250K. A similar option exists for Serena composer as well, not sure of the price though.
Both iRise and Serena are not real collaborative tools, the central server is only for sharing the finished prototypes and getting feedback.
If the requirement is for a completely web based multi user tool then 10screens can be an option - http://www.10screens.com. The same product available on the site in a hosted mode can be downloaded and installed on your own servers.

Resources