I am new to ios development,how to share images and videos from iphne application to facebook using FBSDKShareKit.
FBSDKSharePhoto *photo = [[FBSDKSharePhoto alloc] init];
photo.image = [UIImage imageNamed:#"1.JPG"];
photo.userGenerated = YES;
FBSDKSharePhotoContent *content = [[FBSDKSharePhotoContent alloc] init];
content.photos = #[[FBSDKSharePhoto photoWithImage:photo.image userGenerated:YES] ];
//content.photos = #[photo];
// Assuming self implements <FBSDKSharingDelegate>
[FBSDKShareAPI shareWithContent:content delegate:nil];
can any one help me.Thanks in advance.
Related
What can I do to use as an alternative to publish_actions? I have a photo app that lets users share their photos to their profile. Currently it uses logInWithPublishPermissions:#[#"publish_actions"] and then shares the files through FBSDKSharePhoto. But after August 1 this will be removed. Any thoughts? This is my current code but soon it won't work.
-(IBAction)loginToFacebook:(id)sender
{
FBSDKLoginManager *login = [[FBSDKLoginManager alloc] init];
login.loginBehavior = FBSDKLoginBehaviorWeb;
[login logInWithPublishPermissions:#[#"publish_actions"]
fromViewController:self
handler:^(FBSDKLoginManagerLoginResult *result, NSError *error) {
if (error) {
NSLog(#"Process error");
} else if (result.isCancelled) {
NSLog(#"Cancelled");
nonpressTimer = [NSTimer scheduledTimerWithTimeInterval:15.0 target:self selector:#selector(timeout) userInfo:nil repeats:NO];
} else {
NSLog(#"Logged in");
[self shareSegmentWithFacebookComposer];
}
}];
}
- (void)shareBoothOnFacebook {
NSUserDefaults *defaults2 = [NSUserDefaults standardUserDefaults];
NSData *data6 = [defaults2 objectForKey:#"layoutphoto"];
UIImage *myImage = [NSKeyedUnarchiver unarchiveObjectWithData:data6];
NSMutableArray *photos = [[NSMutableArray alloc] init];
for (int i = 0; i < [self.arrSlidshowImg count]; i++) {
UIImage *image = [UIImage imageWithData:[_arrSlidshowImg objectAtIndex:i]];
FBSDKSharePhoto *photo = [[FBSDKSharePhoto alloc] init];
photo.image = image;
photo.userGenerated = YES;
[photos addObject:photo];
}
FBSDKSharePhotoContent *content = [[FBSDKSharePhotoContent alloc] init];
content.photos = [photos copy];
[FBSDKShareAPI shareWithContent:content delegate:nil];
}
}
You'll need to switch to using Facebook's iOS sharing APIs which require that the Facebook Messenger app is installed. See their documentation on sharing.
You might also want to investigate the use of the iOS share sheet but that also requires the Facebook Messenger app to be installed to enable sharing to Facebook.
My app was just released the other day. When I downloaded it to an iPhone 6 I noticed the admob banner didn't fill the full screen (look at the attached picture). The banner works fine on an iPad and iPhone 5 but isn't working correctly on the iPhone 6.
Here is my code I am using for the banner:
_bannerView_ = [[GADBannerView alloc] initWithAdSize:kGADAdSizeSmartBannerPortrait];
_bannerView_.frame = CGRectMake(0.0,
self.view.frame.size.height -
_bannerView_.frame.size.height,
_bannerView_.frame.size.width,
_bannerView_.frame.size.height);
_bannerView_.adUnitID = #"ID";
_bannerView_.rootViewController = self;
GADRequest *request = [GADRequest request];
[_bannerView_ loadRequest:request];
[self.view addSubview:_bannerView_];
Does anyone see any problems or know how to fix this problem? Thanks in advance
I used below code to create Admob Banner. It worked fine in iPhone6 also.
-(void)createBannerAds
{
//set up banner coordinates to display at the bottom
CGPoint origin = CGPointMake(0.0,self.view.frame.size.height -kGADAdSizeSmartBannerPortrait.size.height);
self.adBanner = [[[DFPBannerView alloc] initWithAdSize:kGADAdSizeSmartBannerPortrait origin:origin] autorelease];
self.adBanner.adUnitID = ADMOB_ID;
self.adBanner.delegate = self;
[self.adBanner setRootViewController:self];
[self.view addSubview:self.adBanner];
GADRequest *request = [GADRequest request];
request.testDevices = #[#"600ecccd6a1c2a4750952facf253ea2f"];
[self.adBanner loadRequest:request];
}
Following are the main poins I have.
I'm new to IOS development
I need to support IOS 5 and IOS 6 in my IOS app
I have a UITabBarController in AppDeligate file as follows.
UIViewController *viewController1 = [[[Grid1ViewController alloc] initWithNibName:#"Grid1ViewController" bundle:nil] autorelease];
UIViewController *viewController2 = [[[VideoListViewController alloc] initWithNibName:#"VideoListViewController" bundle:nil] autorelease];
UIViewController *viewController3 = [[[MusicViewController alloc] initWithNibName:#"MusicViewController" bundle:nil] autorelease];
UIViewController *viewController4 = [[[GalleryViewController alloc] initWithNibName:#"GalleryViewController" bundle:nil]autorelease];
UINavigationController *myNav1=[[UINavigationController alloc] initWithRootViewController:viewController1];
UINavigationController *myNav2=[[UINavigationController alloc] initWithRootViewController:viewController2];
UINavigationController *myNav3=[[UINavigationController alloc] initWithRootViewController:viewController3];
UINavigationController *myNav4=[[UINavigationController alloc] initWithRootViewController:viewController4];
UIImage *navBackgroundImg = [UIImage imageNamed:#"aa.png"];
[myNav1.navigationBar setBackgroundImage:navBackgroundImg forBarMetrics:UIBarMetricsDefault];
[myNav2.navigationBar setBackgroundImage:navBackgroundImg forBarMetrics:UIBarMetricsDefault];
[myNav3.navigationBar setBackgroundImage:navBackgroundImg forBarMetrics:UIBarMetricsDefault];
[myNav4.navigationBar setBackgroundImage:navBackgroundImg forBarMetrics:UIBarMetricsDefault];
self.tabBarController = [[[UITabBarController alloc] init] autorelease];
self.tabBarController.viewControllers = [NSArray arrayWithObjects:myNav1, myNav2, myNav3,myNav4,nil];
4.I want to lock the rotation of every controller which is directly connected to tabBarController( ex - Grid1ViewController). But I need to rotate the some controller which are used in the app. Please refer the following drawing. A,B,C,D and E are controllers.
I tried implementing following method in controllers and AppDeligate file. But didn't work. When rotation are allowed the whole app start to rotate.
(BOOL)shouldAutorotateToInterfaceOrientation(UIInterfaceOrientation)toInterfaceOrientation{
NSLog(#"5 rotation");
return (toInterfaceOrientation == UIInterfaceOrientationPortrait);
}
// For IOS 6
-(BOOL)shouldAutorotate {
NSLog(#"shouldAutorotate");
return YES;
}
(NSUInteger)supportedInterfaceOrientations {
NSLog(#"6 rotation");
return UIInterfaceOrientationMaskPortrait;
}
How can I achieve this? Please help. Thank you in advance.
I currently have a mp4 video converted from a gif playing at app launch, but using a video stops playing music and has problems with airplay devices connected.
Anyways what i really want is showing my gif on app launch. But i can't seem to get the gif to "play" it only shows one frame, how do i make it play the whole gif ?
My current code:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
// Show Animation;
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"Launch" ofType:#"mp4"]];
LaunchPlayer = [[MPMoviePlayerViewController alloc]
initWithContentURL:url];
LaunchPlayer.view.frame = self.view.bounds;
LaunchPlayer.moviePlayer.movieSourceType = MPMovieSourceTypeFile;
LaunchPlayer.moviePlayer.controlStyle = MPMovieControlStyleNone;
LaunchPlayer.view.tag = 1;
[self.view addSubview:LaunchPlayer.view];
[LaunchPlayer.moviePlayer play];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(LaunchFinish)
name:#"MPMoviePlayerPlaybackDidFinishNotification"
object:nil];
}
Although I don't see how the code you posted has anything to do with using a .gif, you its sticking to the first frame because iOS will not run an animated .gif. However, you can export each frame of your animation as a separate image and animate them like this.
-(void) viewDidLoad
{
imageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"myImageFrame1.gif"],
[UIImage imageNamed:#"myImageFrame2.gif"],
[UIImage imageNamed:#"myImageFrame3.gif"],
[UIImage imageNamed:#"myImageFrame4.gif"], nil];
imageView.animationDuration = 2.0;
imageView.animationRepeatCount = 0;
[imageView startAnimating];
}
In my little example here. i used a UIWEBVIEW called webView and had spinning-loader.gif added as a resource. The image can me put anywhere in the project as long as its added. This showed the gif as well as made it animate. Hope this helps.
NSString *pathImg = [[NSBundle mainBundle] pathForResource:#"spinning-loader" ofType:#"gif"];
NSString* webViewContent = [NSString stringWithFormat:
#"<html><body><img style='width:85;height:85;' src=\"file://%#\" /></body></html>", pathImg];
[webView loadHTMLString:webViewContent baseURL:nil];
webView.scrollView.bounces = NO;
webView.scrollView.scrollEnabled = NO;
webView.opaque=FALSE;
[webView setBackgroundColor:[UIColor clearColor]];
Im trying to implement your implementation to my project as a button called 'Gallery" but receive an error when trying to run the project.
My implementation file looks like this.
-(IBAction) gallery{
NSMutableArray *photos = [[NSMutableArray alloc] init];
MWPhoto *photo;
{
photo = [MWPhoto photoWithFilePath:[[NSBundle mainBundle] pathForResource:#"fans1" ofType:#"jpg"]];
photo.caption = #"My fans 1";
[photos addObject:photo];
photo = [MWPhoto photoWithFilePath:[[NSBundle mainBundle] pathForResource:#"fans2" ofType:#"jpg"]];
photo.caption = #"My fans 2";
[photos addObject:photo];
photo = [MWPhoto photoWithFilePath:[[NSBundle mainBundle] pathForResource:#"fans3" ofType:#"jpg"]];
photo.caption = #"Fans3";
[photos addObject:photo];
photo = [MWPhoto photoWithFilePath:[[NSBundle mainBundle] pathForResource:#"fans4" ofType:#"jpg"]];
photo.caption = #"Fans4";
[photos addObject:photo];
}
self.photos = photos;
// Create browser
MWPhotoBrowser *browser = [[MWPhotoBrowser alloc] initWithDelegate:self];
browser.displayActionButton = YES;
//browser.wantsFullScreenLayout = NO;
//[browser setInitialPageIndex:2];
// Show
if (_segmentedControl.selectedSegmentIndex == 0) {
// Push
[self.navigationController pushViewController:browser animated:YES];
} else {
// Modal
UINavigationController *nc = [[UINavigationController alloc] initWithRootViewController:browser];
nc.modalTransitionStyle = UIModalTransitionStyleCrossDissolve;
[self presentModalViewController:nc animated:YES];
}
}
#pragma mark - MWPhotoBrowserDelegate
- (NSUInteger)numberOfPhotosInPhotoBrowser:(MWPhotoBrowser *)photoBrowser {
return _photos.count;
}
- (MWPhoto *)photoBrowser:(MWPhotoBrowser *)photoBrowser photoAtIndex: (NSUInteger)index {
if (index < _photos.count)
return [_photos objectAtIndex:index];
return nil;
}
When I run the project but the image gallery is not displayed. Im fairly new to ioS development.If you can please point me in the right direction i will deeply appreciate it. The main goal is to have the image gallery displayed when the user touches the Gallery button.
I copied and edited the code from the MWPhotoBrowser Demo Project File I don't receive any errors but I can't get the gallery to appear once button is touched. (BTW I assigned the IBACTION to the buttons). If there is another source code or alternative Framework I can use please advise. Thanks!
Some Ideas:
1) try using 'initWithPhotos'.
2) put a breakpoint at the place you are pushing, check that the push is called.
3) check that the navigationController is not null (0x0) in debugging.
4) remember to release 'browser'.