I started wondering today if it would be possible to integrate Joomla+CB with Google apps.
If that would be possible we could have one great product!
The first thing that I would want to integrate is the logon-process, one login for Joomla+Google apps.
Then it would be great to have some Google apps modules:
- your latest e-mails
- your next calendar entries
- your google talk buddies online/offline
- your most recent docs and spreadsheets
This question has too many sides to it.
I'll provide the answer to the logon process. There's an extension called Ulti RPX.
It has some bugs and I've had to make many small changes to get it working well for me, but you can easily understand it and change it to provide your users with the integrated logon that you desire.
Related
I have made an application for computing power indices in cooperative game theory.
I wanted to publish it at the Google Play Console as a paid application, but I got stuck very soon.
I do not know which files that I've created in Android Studio (I have actually 2 relevant: MainActivity.java and acitivity_main.xml) should I upload there and at which place exactly. The rules of Google I just too complicated for me to follow them. Can I get any help from users here ?
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.
I created and used application softwares(exe file written in C++ with Win SDK) of Windows OS(Win7) which has a function to upload(post) user photos to Facebook. They were working fine but now it is not possible to post photos to Facebook and I got to know I need get my application reviewd for public_actions permission. I tried to do it but could not find way to submit since there's no category for Windows application. How can I do it? I think the reviewers need to 'run' the app and it looks OK for andriod, iOS, Win8 apps, and Web site since reviewers can access to them by codes or URL for the apps but I have no idea how to make it for my Windows application. It is big size application with lots of images over 1Gbytes. Will it be OK to use an FTP account for the reviewers to download and review it?
In your review notes you can explicitly mention that this is a Windows application. You will need to provide as much screenshots as possible or preferably, a screencast where you show how you use the Facebook integration.
To get all the required fields, you can fill in the website for your application (if you have one) or an other website. Just make sure to mention that in your reviewer notes.
That should work with getting your app reviews.
ps: this question actually is not appropriate for Stackoverflow. I suggested using the Facebook Developer Community group for these kind of questions (non-technical).
I have a windows phone 7 application which I need to distribute to elements of my company. How can I achieve this? I do not want the application to be on the marketplace because it is a corporate application which should only be visible and used by elements of the organization.
Is this possible?
Best regards,
Bruno
There are 2 options currently open to you:
You could use Beta distribution as Tom says, but that's limited to 90 days and no updates.
You could also publish the application on Marketplace, but make it hidden so that other users cannot search for it. You would need to send your users a link so that they could install the app. See MSDN documentation.
However for the 2nd option you should beware that anyone would be able to install the application if they know the link for it. So if you need it to be secure you need to provide some other mechanism to lock it down.
There has been news about a private distribution model for corporate applications, but this is not available yet. For now you can use the private beta distribution for this purpose, all you need is a list of the Live IDs used by the people within your company.
I wrote a blog explaining private beta functionality, you can find it here
I am not too sure if this question is suited for this forum. If not, please let me know and I'll delete this.
I wanted to figure out the "easiest" way of keeping online score for a game or quiz on Windows Phone 7. Currently, I am not looking for things like Achievements etc. I know XBOX live provides a lot of stuff on these grounds, but it is not open for all.
I want to submit the score, and maintain the top 200 (may be less) odd scores. I am too lazy to write my own services and host it and go through the full maintenance cycle for that scoring system. Can someone point out some really good and easy to use + reliable services that I can use?
The product offered by Mogade has a lot of the features you have asked for:
Real time stats
Achievements
Logging
Javascript leaderboards & Facebook pages
Always free
No branding requirements
It's a very streamlined library where you only need to set up the bare essentials to get it working as all of the heavy lifting is managed for you automatically, allowing you to focus more time on the development of your game.
briansoli has written a fairly straightforward tutorial on how to get a leaderboard working with in a Windows Phone 7 game.
I hope you find this useful, let us know how you get on with it!
Microosft have just released a new toolkit called the Windows Azure Toolkit for Social Games. This should help you out with quite a bit.
Have a look at this Cloud Cover Show, Episode 52 - Tankster and the Windows Azure Toolkit for Social Games
The toolkit enables unique capabilities for social gaming prerequisites, such as storing user profiles, maintaining leader boards, in-app purchasing, and more. The toolkit also comes complete with reusable server side code and documentation, as well as Tankster, a new proof-of-concept game built with HTML5