Is it possible to use Facebook iOS sdk for develop Mac OSX application? - xcode

I am new for Facebook Developer. I want to Create Mac OSX application using Facebook OAuth. But i can't find any Facebook SDK for Mac OSX. So is it possible to use Facebook iOS SDK to develop Mac OSX application? If can how can i do that? If not, are there any other solution to use Facebook for Create Mac OSX application..?
Thanks,

In the Authentication guide it states (last section of the page):
Windows, OS X and Linux native apps
Our OAuth 2.0 implementation does not include explicit support for
application built for desktop operating systems. However, if your app
can embed a web browser (most desktop frameworks such as .NET, AIR and
Cocoa support embedding browsers), you can use the client-side flow
with one modification: a specific redirect_uri. Rather than requiring
desktop apps to host a web server and populate the Site URL in the App
Dashboard, we provide a specific URL you can use with desktop apps:
https://www.facebook.com/connect/login_success.html.
After you use that method to authenticate the user you will get a user access token and you can then simply issue http requests to the graph api.

Related

Flutterfire cli not showing windows and linux as an option for platform to support

I cannot compile my flutter app since it is not configured for windows, or rather it is not configured Firebase for windows, so the app starts but fails. And I don't understand why when I run flutterfire configure it shows what follows.
firebaser here
The FlutterFire libraries work by wrapping the native SDKs for Firebase's primary supported platforms: iOS (now also macOS), Android and Web. While Flutter allows you to build Windows and Linux desktop apps, Firebase does not have SDKs for those platforms. Even on its products where Firebase offers some limited support (through its C++/Unity SDKs), the FlutterFire libraries don't wrap those SDKs at the moment.
If you want to use Firebase in your Flutter app for Windows and/or Linux, you'll have to either wrap the REST APIs of the Firebase products you want to use yourself, or use a library that wraps the REST API already. An example of this is the firedart library that provides basic support for Authentication and Firestore, but there are probably others.

Is it possible to leverage OS X Touch ID or Watch 2 Factor authentication in a webpage or app?

I've seen samples of 2 factor authentication with Windows Hello on Microsoft Edge, and want to see if a comparable authentication is possible with either
Touch ID (integrated in OS X on newer MacBook Pros)
Log in with Apple Watch (available on MacBook Pros > mid 2013)
There are no available APIs for logging in with the Apple Watch how Apple does with the macbook. There are APIs available for touchID to be used in iOS apps, not on a web page.
Local Authentication Reference

Accessing the desktop API from a Universal Windows App to use a scanner

I want to be able to scan a document with my universal windows app.The problem is that The Windows.Devices.Scanners APIs are part of the desktop device family.
Is there any way to check if the app is running on a desktop, and use these API's in that case?
Any other solutions or ideas would be welcome

WEB INSTALL: Android apps

I am on the way to setup MAM server. I want to setup an environment more or less similar to google play where I could install the app in Google Play over the air. When the admin clicks Install on the web-server the app should get installed on the enrolled mobile devices. Is that possible with api's? If so what are all the api's should I use? Is there any open-source code available for this?

Is it possible to get an AIR 3.0 Captive Runtime app into the Mac App Store?

Is it possible to get an AIR 3.0 Captive Runtime app into the Mac App Store? How would you do that?
Here's a link where you can find pretty thorough article how to upload an AIR app in the Mac App-store.
There are actually a couple of steps to doing this. First, and this is what I have found to be the easiest solution, is to build an AIR Intermediate file from Flash Builder 4.5. Once that file is built, use the adt command line packager with the "-target bundle" flag to sign and package the a Mac OSX application bundle. This will result in a fully working captive runtime application bundle that you can run on OSX. When you have completed the Adobe side of things and have verified that is runs correctly you can move on to the Apple side.
I would recommend you reference Apple's developer documentation for this here: Submit Your Application using Application Loader. You will need to use both the "codesign" and "productbuild" commands on the application bundle you created from Adobe's packager. When done, you should now be able to use Apple's Application Loader to submit the package to the Mac App Store.
I have not yet tried to sign the AIRI package with my Apple certificate, so I'm not sure if that would work, since I have both an Thawte cert for Air apps and the Apple issued one. This would take further testing.

Resources