I was looking for a way to use HTML5 (and possibly JS) to save visitor/user Longitudnal & Latitudnal data to a database. I do not wish to use packages out there as they seem a bit outdated and may break my code in future considerting their own reliance on other APIs.
I know there is a way around using AJAX, but I clearly dont know and understand it well enough to implement it.
My ask of the learned Lords is - 1. Get Loc data 2. Send it to Python in dict or json or string format from where it can be further processed and saved.
Why you may ask - Good question. I would use it for displaying weather on the homepage and local twitter trends on a 'logged-in' page.
Any assistance would be appreciated.
Cheers!
My JS code is below:
// Set up global variable
var result;
function showPosition() {
// Store the element where the page displays the result
result = document.getElementById("result");
// If geolocation is available, try to get the visitor's position
if (navigator.geolocation) {
navigator.geolocation.getCurrentPosition(successCallback, errorCallback);
result.innerHTML = "Getting the position information...";
} else {
alert("Sorry, your browser does not support HTML5 geolocation.");
}
};
// Define callback function for successful attempt
function successCallback(position) {
result.innerHTML = [position.coords.latitude, position.coords.longitude];
}
// Define callback function for failed attempt
function errorCallback(error) {
if (error.code == 1) {
result.innerHTML = "You've decided not to share your position, but it's OK. We won't ask you again.";
} else if (error.code == 2) {
result.innerHTML = "The network is down or the positioning service can't be reached.";
} else if (error.code == 3) {
result.innerHTML = "The attempt timed out before it could get the location data.";
} else {
result.innerHTML = "Geolocation failed due to unknown error.";
}
}
window.onload = showPosition;
what works for me:
First I recommend you to use models.PointField on your model.
When I obtain the long/lat data on FE, I send it as form-data in the following format eg:
"{\"type\":\"Point\",\"coordinates\":[14.215641,50.0100000001]}"
Then I map it to the model field and save it. It saves well and later I am able to query google geocoder or anything with it.
In your JS code:
function successCallback(position) {
result.innerHTML = [position.coords.latitude, position.coords.longitude];
$.post('your-python-endpoint-url', {
latitude: position.coords.latitude,
longitude: position.coords.longitude
});
}
In your python:
def index(request):
if request.is_ajax():
if request.method == 'POST':
print 'Raw Data: "%s"' % request.body
return HttpResponse("OK")
Change the method name and body according to your needs and don't forget to define a route in django.
Related
So I have some Swift code that send a request to my local host
//
// ContentView.swift
// Shared
//
// Created by Ulto4 on 10/23/21.
//
import SwiftUI
struct ContentView: View {
var body: some View {
VStack{
Text("Hello, world!")
.padding()
Button(action : {
self.fu()
}, label: {
Image(systemName: "pencil").resizable().aspectRatio(contentMode:.fit)
})
}
}
func fu(){
let url = URL(string: "http://127.0.0.1:5000/232")
guard let requestUrl = url else { fatalError() }
var request = URLRequest(url: requestUrl)
request.httpMethod = "GET"
let task = URLSession.shared.dataTask(with: request) { (data, response, error) in
if let error = error {
print("Error took place \(error)")
return
}
if let response = response as? HTTPURLResponse {
print("Response HTTP Status code: \(response.statusCode)")
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
}
However, on my Flask app there are no get requests coming in and the function isn't running. There also isn't anything printing to the console.
I am fairly new to swift so I don't really know how to fix this.
Is there any other way to send requests in swift, if not, How would I fix this?
You are creating the URLSessionDataTask, but you never start it. Call task.resume(), e.g.
func performRequest() {
guard let url = URL(string: "http://127.0.0.1:5000/232") else {
fatalError()
}
let task = URLSession.shared.dataTask(with: url) { data, response, error in
if let error = error {
print("Error took place \(error)")
return
}
if let response = response as? HTTPURLResponse {
print("Response HTTP Status code: \(response.statusCode)")
}
}
task.resume() // you must call this to start the task
}
That having been said, a few caveats:
You are doing http rather than https. Make sure to temporarily enable insecure network requests with app transport settings, e.g.
You didn’t say if this was for macOS or iOS.
If running on physical iOS device, it will not find your macOS web server at 127.0.0.1 (i.e., it will not find a web server running on your iPhone). You will want to specify the IP number for your web server on your LAN.
If macOS, make sure to enable outbound network requests in the target’s “capabilities”:
You asked:
Is there any other way to send requests in swift?
It is probably beyond the scope of your question, but longer term, when using SwiftUI, you might consider using Combine, e.g., dataTaskPublisher. When running a simple “what was the status code” routine, the difference is immaterial, but when you get into more complicated scenarios where you have to parse and process the responses, Combine is more consistent with SwiftUI’s declarative patterns.
Let us consider a more complicated example where you need to parse JSON responses. For illustrative purposes, below I am testing with httpbin.org, which echos whatever parameters you send. And I illustrate the use of dataTaskPublisher and how it can be used with functional chaining patterns to get out of the mess of hairy imperative code:
struct SampleObject: Decodable {
let value: String
}
struct HttpBinResponse<T: Decodable>: Decodable {
let args: T
}
class RequestService: ObservableObject {
var request: AnyCancellable?
let decoder = JSONDecoder()
#Published var status: String = "Not started yet"
func startRequest() {
request = createRequest().sink { completion in
print("completed")
} receiveValue: { [weak self] object in
self?.status = "Received " + object.value
}
}
func createRequest() -> AnyPublisher<SampleObject, Error>{
var components = URLComponents(string: "https://httpbin.org/get")
components?.queryItems = [URLQueryItem(name: "value", value: "foo")]
guard let url = components?.url else {
fatalError("Unable to build URL")
}
return URLSession.shared.dataTaskPublisher(for: url)
.map(\.data)
.decode(type: HttpBinResponse<SampleObject>.self, decoder: decoder)
.map(\.args)
.receive(on: DispatchQueue.main)
.eraseToAnyPublisher()
}
}
struct ContentView: View {
#ObservedObject var requestService = RequestService()
var body: some View {
VStack{
Text("Hello, world!")
.padding()
Button {
requestService.startRequest()
} label: {
Image(systemName: "pencil").resizable().aspectRatio(contentMode:.fit)
}
Text(requestService.status)
}
}
}
But, like I said, it is beyond the scope of this question. You might want to make sure you get comfortable with SwiftUI and basic URLSession programming patterns (e.g., making sure you resume any tasks you create). Once you have that mastered, you can come back to Combine to write elegant networking code.
FWIW, like workingdog said, you could also use the new async-await rendition of data(for:delegate:). But when in the declarative world of SwiftUI, I would suggest Combine.
I have a Node.js application which is currently a web-based API. For one of my API functions, I make a call to a short Python script that I've written to achieve some extra functionality.
After reading up on communicating between Node and Python using the child_process module, I gave it a try and achieved my desired results. I call my Node function that takes in an email address, sends it to Python through std.in, my Python script performs the necessary external API call using the provided e-mail, and writes the output of the external API call to std.out and sends it back to my Node function.
Everything works properly until I fire off several requests consecutively. Despite Python correctly logging the changed e-mail address and also making the request to the external API with the updated e-mail address, after the first request I make to my API (returning the correct data), I keep receiving the same old data again and again.
My initial guess was that Python's input stream wasn't being flushed, but after testing the Python script I saw that I was correctly updating the e-mail address being received from Node and receiving the proper query results.
I think there's some underlying workings of the child_process module that I may not be understanding... since I'm fairly certain that the corresponding data is being correctly passed back and forth.
Below is the Node function:
exports.callPythonScript = (email)=>
{
let getPythonData = new Promise(function(success,fail){
const spawn = require('child_process').spawn;
const pythonProcess = spawn('python',['./util/emailage_query.py']);
pythonProcess.stdout.on('data', (data) =>{
let dataString = singleToDoubleQuote(data.toString());
let emailageResponse = JSON.parse(dataString);
success(emailageResponse);
})
pythonProcess.stdout.on('end', function(){
console.log("python script done");
})
pythonProcess.stderr.on('data', (data) => {
fail(data);
})
pythonProcess.stdin.write(email);
pythonProcess.stdin.end();
})
return getPythonData;
}
And here is the Python script:
import sys
from emailage.client import EmailageClient
def read_in():
lines = sys.stdin.readlines()
return lines[0]
def main():
client = EmailageClient('key','auth')
email = read_in()
json_response = client.query(email,user_email='authemail#mail.com')
print(json_response)
sys.stdout.flush()
if __name__ == '__main__':
main()
Again, upon making a single call to callPythonScript everything is returned perfectly. It is only upon making multiple calls that I'm stuck returning the same output over and over.
I'm hitting a wall here and any and all help would be appreciated. Thanks all!
I've used a Mutex lock for this kind of example. I can't seem to find the question the code comes from though, as I found it on SO when I had the same kind of issue:
class Lock {
constructor() {
this._locked = false;
this._waiting = [];
}
lock() {
const unlock = () => {
let nextResolve;
if (this._waiting.length > 0) {
nextResolve = this._waiting.pop(0);
nextResolve(unlock);
} else {
this._locked = false;
}
};
if (this._locked) {
return new Promise((resolve) => {
this._waiting.push(resolve);
});
} else {
this._locked = true;
return new Promise((resolve) => {
resolve(unlock);
});
}
}
}
module.exports = Lock;
Where I then call would implement it like this, with your code:
class Email {
constructor(Lock) {
this._lock = new Lock();
}
async callPythonScript(email) {
const unlock = await this._lock.lock();
let getPythonData = new Promise(function(success,fail){
const spawn = require('child_process').spawn;
const pythonProcess = spawn('python',['./util/emailage_query.py']);
pythonProcess.stdout.on('data', (data) =>{
let dataString = singleToDoubleQuote(data.toString());
let emailageResponse = JSON.parse(dataString);
success(emailageResponse);
})
pythonProcess.stdout.on('end', function(){
console.log("python script done");
})
pythonProcess.stderr.on('data', (data) => {
fail(data);
})
pythonProcess.stdin.write(email);
pythonProcess.stdin.end();
})
await unlock();
return getPythonData;
}
}
I haven't tested this code, and i've implemented where i'm dealing with arrays and each array value calling python... but this should at least give you a good start.
I am trying to get my friend name and ids with Graph API v2.0, but data returns empty:
{
"data": [
]
}
When I was using v1.0, everything was OK with the following request:
FBRequest* friendsRequest = [FBRequest requestForMyFriends];
[friendsRequest startWithCompletionHandler: ^(FBRequestConnection *connection,
NSDictionary* result,
NSError *error) {
NSArray* friends = [result objectForKey:#"data"];
NSLog(#"Found: %i friends", friends.count);
for (NSDictionary<FBGraphUser>* friend in friends) {
NSLog(#"I have a friend named %# with id %#", friend.name, friend.id);
}
}];
But now I cannot get friends!
In v2.0 of the Graph API, calling /me/friends returns the person's friends who also use the app.
In addition, in v2.0, you must request the user_friends permission from each user. user_friends is no longer included by default in every login. Each user must grant the user_friends permission in order to appear in the response to /me/friends. See the Facebook upgrade guide for more detailed information, or review the summary below.
If you want to access a list of non-app-using friends, there are two options:
If you want to let your people tag their friends in stories that they publish to Facebook using your App, you can use the /me/taggable_friends API. Use of this endpoint requires review by Facebook and should only be used for the case where you're rendering a list of friends in order to let the user tag them in a post.
If your App is a Game AND your Game supports Facebook Canvas, you can use the /me/invitable_friends endpoint in order to render a custom invite dialog, then pass the tokens returned by this API to the standard Requests Dialog.
In other cases, apps are no longer able to retrieve the full list of a user's friends (only those friends who have specifically authorized your app using the user_friends permission). This has been confirmed by Facebook as 'by design'.
For apps wanting allow people to invite friends to use an app, you can still use the Send Dialog on Web or the new Message Dialog on iOS and Android.
UPDATE: Facebook have published an FAQ on these changes here: https://developers.facebook.com/docs/apps/faq which explain all the options available to developers in order to invite friends etc.
Although Simon Cross's answer is accepted and correct, I thought I would beef it up a bit with an example (Android) of what needs to be done. I'll keep it as general as I can and focus on just the question. Personally I wound up storing things in a database so the loading was smooth, but that requires a CursorAdapter and ContentProvider which is a bit out of scope here.
I came here myself and then thought, now what?!
The Issue
Just like user3594351, I was noticing the friend data was blank. I found this out by using the FriendPickerFragment. What worked three months ago, no longer works. Even Facebook's examples broke. So my issue was 'How Do I create FriendPickerFragment by hand?
What Did Not Work
Option #1 from Simon Cross was not strong enough to invite friends to the app. Simon Cross also recommended the Requests Dialog, but that would only allow five requests at a time. The requests dialog also showed the same friends during any given Facebook logged in session. Not useful.
What Worked (Summary)
Option #2 with some hard work. You must make sure you fulfill Facebook's new rules: 1.) You're a game 2.) You have a Canvas app (Web Presence) 3.) Your app is registered with Facebook. It is all done on the Facebook developer website under Settings.
To emulate the friend picker by hand inside my app I did the following:
Create a tab activity that shows two fragments. Each fragment shows a list. One fragment for available friend (/me/friends) and another for invitable friends (/me/invitable_friends). Use the same fragment code to render both tabs.
Create an AsyncTask that will get the friend data from Facebook. Once that data is loaded, toss it to the adapter which will render the values to the screen.
Details
The AsynchTask
private class DownloadFacebookFriendsTask extends AsyncTask<FacebookFriend.Type, Boolean, Boolean> {
private final String TAG = DownloadFacebookFriendsTask.class.getSimpleName();
GraphObject graphObject;
ArrayList<FacebookFriend> myList = new ArrayList<FacebookFriend>();
#Override
protected Boolean doInBackground(FacebookFriend.Type... pickType) {
//
// Determine Type
//
String facebookRequest;
if (pickType[0] == FacebookFriend.Type.AVAILABLE) {
facebookRequest = "/me/friends";
} else {
facebookRequest = "/me/invitable_friends";
}
//
// Launch Facebook request and WAIT.
//
new Request(
Session.getActiveSession(),
facebookRequest,
null,
HttpMethod.GET,
new Request.Callback() {
public void onCompleted(Response response) {
FacebookRequestError error = response.getError();
if (error != null && response != null) {
Log.e(TAG, error.toString());
} else {
graphObject = response.getGraphObject();
}
}
}
).executeAndWait();
//
// Process Facebook response
//
//
if (graphObject == null) {
return false;
}
int numberOfRecords = 0;
JSONArray dataArray = (JSONArray) graphObject.getProperty("data");
if (dataArray.length() > 0) {
// Ensure the user has at least one friend ...
for (int i = 0; i < dataArray.length(); i++) {
JSONObject jsonObject = dataArray.optJSONObject(i);
FacebookFriend facebookFriend = new FacebookFriend(jsonObject, pickType[0]);
if (facebookFriend.isValid()) {
numberOfRecords++;
myList.add(facebookFriend);
}
}
}
// Make sure there are records to process
if (numberOfRecords > 0){
return true;
} else {
return false;
}
}
#Override
protected void onProgressUpdate(Boolean... booleans) {
// No need to update this, wait until the whole thread finishes.
}
#Override
protected void onPostExecute(Boolean result) {
if (result) {
/*
User the array "myList" to create the adapter which will control showing items in the list.
*/
} else {
Log.i(TAG, "Facebook Thread unable to Get/Parse friend data. Type = " + pickType);
}
}
}
The FacebookFriend class I created
public class FacebookFriend {
String facebookId;
String name;
String pictureUrl;
boolean invitable;
boolean available;
boolean isValid;
public enum Type {AVAILABLE, INVITABLE};
public FacebookFriend(JSONObject jsonObject, Type type) {
//
//Parse the Facebook Data from the JSON object.
//
try {
if (type == Type.INVITABLE) {
//parse /me/invitable_friend
this.facebookId = jsonObject.getString("id");
this.name = jsonObject.getString("name");
// Handle the picture data.
JSONObject pictureJsonObject = jsonObject.getJSONObject("picture").getJSONObject("data");
boolean isSilhouette = pictureJsonObject.getBoolean("is_silhouette");
if (!isSilhouette) {
this.pictureUrl = pictureJsonObject.getString("url");
} else {
this.pictureUrl = "";
}
this.invitable = true;
} else {
// Parse /me/friends
this.facebookId = jsonObject.getString("id");
this.name = jsonObject.getString("name");
this.available = true;
this.pictureUrl = "";
}
isValid = true;
} catch (JSONException e) {
Log.w("#", "Warnings - unable to process Facebook JSON: " + e.getLocalizedMessage());
}
}
}
Facebook has revised their policies now. You can’t get the whole friendlist anyway if your app does not have a Canvas implementation and if your app is not a game. Of course there’s also taggable_friends, but that one is for tagging only.
You will be able to pull the list of friends who have authorised the app only.
The apps that are using Graph API 1.0 will be working till April 30th, 2015 and after that it will be deprecated.
See the following to get more details on this:
User Friends
Facebook Application Development FAQ
In Swift 4.2 and Xcode 10.1:
If you want to get the friends list from Facebook, you need to submit your app for review in Facebook. See some of the Login Permissions:
Login Permissions
Here are the two steps:
1) First your app status is must be in Live
2) Get required permissions form Facebook.
1) Enable our app status live:
Go to the apps page and select your app
https://developers.facebook.com/apps/
Select status in the top right in Dashboard.
Submit privacy policy URL
Select category
Now our app is in Live status.
One step is completed.
2) Submit our app for review:
First send required requests.
Example: user_friends, user_videos, user_posts, etc.
Second, go to the Current Request page
Example: user_events
Submit all details
Like this submit for all requests (user_friends , user_events, user_videos, user_posts, etc.).
Finally submit your app for review.
If your review is accepted from Facebook's side, you are now eligible to read contacts, etc.
As Simon mentioned, this is not possible in the new Facebook API. Pure technically speaking you can do it via browser automation.
this is against Facebook policy, so depending on the country where you live, this may not be legal
you'll have to use your credentials / ask user for credentials and possibly store them (storing passwords even symmetrically encrypted is not a good idea)
when Facebook changes their API, you'll have to update the browser automation code as well (if you can't force updates of your application, you should put browser automation piece out as a webservice)
this is bypassing the OAuth concept
on the other hand, my feeling is that I'm owning my data including the list of my friends and Facebook shouldn't restrict me from accessing those via the API
Sample implementation using WatiN:
class FacebookUser
{
public string Name { get; set; }
public long Id { get; set; }
}
public IList<FacebookUser> GetFacebookFriends(string email, string password, int? maxTimeoutInMilliseconds)
{
var users = new List<FacebookUser>();
Settings.Instance.MakeNewIeInstanceVisible = false;
using (var browser = new IE("https://www.facebook.com"))
{
try
{
browser.TextField(Find.ByName("email")).Value = email;
browser.TextField(Find.ByName("pass")).Value = password;
browser.Form(Find.ById("login_form")).Submit();
browser.WaitForComplete();
}
catch (ElementNotFoundException)
{
// We're already logged in
}
browser.GoTo("https://www.facebook.com/friends");
var watch = new Stopwatch();
watch.Start();
Link previousLastLink = null;
while (maxTimeoutInMilliseconds.HasValue && watch.Elapsed.TotalMilliseconds < maxTimeoutInMilliseconds.Value)
{
var lastLink = browser.Links.Where(l => l.GetAttributeValue("data-hovercard") != null
&& l.GetAttributeValue("data-hovercard").Contains("user.php")
&& l.Text != null
).LastOrDefault();
if (lastLink == null || previousLastLink == lastLink)
{
break;
}
var ieElement = lastLink.NativeElement as IEElement;
if (ieElement != null)
{
var htmlElement = ieElement.AsHtmlElement;
htmlElement.scrollIntoView();
browser.WaitForComplete();
}
previousLastLink = lastLink;
}
var links = browser.Links.Where(l => l.GetAttributeValue("data-hovercard") != null
&& l.GetAttributeValue("data-hovercard").Contains("user.php")
&& l.Text != null
).ToList();
var idRegex = new Regex("id=(?<id>([0-9]+))");
foreach (var link in links)
{
string hovercard = link.GetAttributeValue("data-hovercard");
var match = idRegex.Match(hovercard);
long id = 0;
if (match.Success)
{
id = long.Parse(match.Groups["id"].Value);
}
users.Add(new FacebookUser
{
Name = link.Text,
Id = id
});
}
}
return users;
}
Prototype with implementation of this approach (using C#/WatiN) see https://github.com/svejdo1/ShadowApi. It is also allowing dynamic update of Facebook connector that is retrieving a list of your contacts.
Try /me/taggable_friends?limit=5000 using your JavaScript code
Or
try the Graph API:
https://graph.facebook.com/v2.3/user_id_here/taggable_friends?access_token=
If you are still struggling with this issue on a development mode.
Follow the same process as mentioned below:
create a test app of your main app,
create test users, automatically install app for test users and assign them 'user_friend' permission.
Add your test users as a friend with each other.
I followed the same process after going through alot of research and finally it worked.
In the Facebook SDK Graph API v2.0 or above, you must request the user_friends permission from each user in the time of Facebook login since user_friends is no longer included by default in every login; we have to add that.
Each user must grant the user_friends permission in order to appear in the response to /me/friends.
let fbLoginManager : FBSDKLoginManager = FBSDKLoginManager()
fbLoginManager.loginBehavior = FBSDKLoginBehavior.web
fbLoginManager.logIn(withReadPermissions: ["email","user_friends","public_profile"], from: self) { (result, error) in
if (error == nil) {
let fbloginresult : FBSDKLoginManagerLoginResult = result!
if fbloginresult.grantedPermissions != nil {
if (fbloginresult.grantedPermissions.contains("email")) {
// Do the stuff
}
else {
}
}
else {
}
}
}
So at the time of Facebook login, it prompts with a screen which contain all the permissions:
If the user presses the Continue button, the permissions will be set. When you access the friends list using Graph API, your friends who logged into the application as above will be listed
if ((FBSDKAccessToken.current()) != nil) {
FBSDKGraphRequest(graphPath: "/me/friends", parameters: ["fields" : "id,name"]).start(completionHandler: { (connection, result, error) -> Void in
if (error == nil) {
print(result!)
}
})
}
The output will contain the users who granted the user_friends permission at the time of login to your application through Facebook.
{
data = (
{
id = xxxxxxxxxx;
name = "xxxxxxxx";
}
);
paging = {
cursors = {
after = xxxxxx;
before = xxxxxxx;
};
};
summary = {
"total_count" = 8;
};
}
I am trying to get my friend name and ids with Graph API v2.0, but data returns empty:
{
"data": [
]
}
When I was using v1.0, everything was OK with the following request:
FBRequest* friendsRequest = [FBRequest requestForMyFriends];
[friendsRequest startWithCompletionHandler: ^(FBRequestConnection *connection,
NSDictionary* result,
NSError *error) {
NSArray* friends = [result objectForKey:#"data"];
NSLog(#"Found: %i friends", friends.count);
for (NSDictionary<FBGraphUser>* friend in friends) {
NSLog(#"I have a friend named %# with id %#", friend.name, friend.id);
}
}];
But now I cannot get friends!
In v2.0 of the Graph API, calling /me/friends returns the person's friends who also use the app.
In addition, in v2.0, you must request the user_friends permission from each user. user_friends is no longer included by default in every login. Each user must grant the user_friends permission in order to appear in the response to /me/friends. See the Facebook upgrade guide for more detailed information, or review the summary below.
If you want to access a list of non-app-using friends, there are two options:
If you want to let your people tag their friends in stories that they publish to Facebook using your App, you can use the /me/taggable_friends API. Use of this endpoint requires review by Facebook and should only be used for the case where you're rendering a list of friends in order to let the user tag them in a post.
If your App is a Game AND your Game supports Facebook Canvas, you can use the /me/invitable_friends endpoint in order to render a custom invite dialog, then pass the tokens returned by this API to the standard Requests Dialog.
In other cases, apps are no longer able to retrieve the full list of a user's friends (only those friends who have specifically authorized your app using the user_friends permission). This has been confirmed by Facebook as 'by design'.
For apps wanting allow people to invite friends to use an app, you can still use the Send Dialog on Web or the new Message Dialog on iOS and Android.
UPDATE: Facebook have published an FAQ on these changes here: https://developers.facebook.com/docs/apps/faq which explain all the options available to developers in order to invite friends etc.
Although Simon Cross's answer is accepted and correct, I thought I would beef it up a bit with an example (Android) of what needs to be done. I'll keep it as general as I can and focus on just the question. Personally I wound up storing things in a database so the loading was smooth, but that requires a CursorAdapter and ContentProvider which is a bit out of scope here.
I came here myself and then thought, now what?!
The Issue
Just like user3594351, I was noticing the friend data was blank. I found this out by using the FriendPickerFragment. What worked three months ago, no longer works. Even Facebook's examples broke. So my issue was 'How Do I create FriendPickerFragment by hand?
What Did Not Work
Option #1 from Simon Cross was not strong enough to invite friends to the app. Simon Cross also recommended the Requests Dialog, but that would only allow five requests at a time. The requests dialog also showed the same friends during any given Facebook logged in session. Not useful.
What Worked (Summary)
Option #2 with some hard work. You must make sure you fulfill Facebook's new rules: 1.) You're a game 2.) You have a Canvas app (Web Presence) 3.) Your app is registered with Facebook. It is all done on the Facebook developer website under Settings.
To emulate the friend picker by hand inside my app I did the following:
Create a tab activity that shows two fragments. Each fragment shows a list. One fragment for available friend (/me/friends) and another for invitable friends (/me/invitable_friends). Use the same fragment code to render both tabs.
Create an AsyncTask that will get the friend data from Facebook. Once that data is loaded, toss it to the adapter which will render the values to the screen.
Details
The AsynchTask
private class DownloadFacebookFriendsTask extends AsyncTask<FacebookFriend.Type, Boolean, Boolean> {
private final String TAG = DownloadFacebookFriendsTask.class.getSimpleName();
GraphObject graphObject;
ArrayList<FacebookFriend> myList = new ArrayList<FacebookFriend>();
#Override
protected Boolean doInBackground(FacebookFriend.Type... pickType) {
//
// Determine Type
//
String facebookRequest;
if (pickType[0] == FacebookFriend.Type.AVAILABLE) {
facebookRequest = "/me/friends";
} else {
facebookRequest = "/me/invitable_friends";
}
//
// Launch Facebook request and WAIT.
//
new Request(
Session.getActiveSession(),
facebookRequest,
null,
HttpMethod.GET,
new Request.Callback() {
public void onCompleted(Response response) {
FacebookRequestError error = response.getError();
if (error != null && response != null) {
Log.e(TAG, error.toString());
} else {
graphObject = response.getGraphObject();
}
}
}
).executeAndWait();
//
// Process Facebook response
//
//
if (graphObject == null) {
return false;
}
int numberOfRecords = 0;
JSONArray dataArray = (JSONArray) graphObject.getProperty("data");
if (dataArray.length() > 0) {
// Ensure the user has at least one friend ...
for (int i = 0; i < dataArray.length(); i++) {
JSONObject jsonObject = dataArray.optJSONObject(i);
FacebookFriend facebookFriend = new FacebookFriend(jsonObject, pickType[0]);
if (facebookFriend.isValid()) {
numberOfRecords++;
myList.add(facebookFriend);
}
}
}
// Make sure there are records to process
if (numberOfRecords > 0){
return true;
} else {
return false;
}
}
#Override
protected void onProgressUpdate(Boolean... booleans) {
// No need to update this, wait until the whole thread finishes.
}
#Override
protected void onPostExecute(Boolean result) {
if (result) {
/*
User the array "myList" to create the adapter which will control showing items in the list.
*/
} else {
Log.i(TAG, "Facebook Thread unable to Get/Parse friend data. Type = " + pickType);
}
}
}
The FacebookFriend class I created
public class FacebookFriend {
String facebookId;
String name;
String pictureUrl;
boolean invitable;
boolean available;
boolean isValid;
public enum Type {AVAILABLE, INVITABLE};
public FacebookFriend(JSONObject jsonObject, Type type) {
//
//Parse the Facebook Data from the JSON object.
//
try {
if (type == Type.INVITABLE) {
//parse /me/invitable_friend
this.facebookId = jsonObject.getString("id");
this.name = jsonObject.getString("name");
// Handle the picture data.
JSONObject pictureJsonObject = jsonObject.getJSONObject("picture").getJSONObject("data");
boolean isSilhouette = pictureJsonObject.getBoolean("is_silhouette");
if (!isSilhouette) {
this.pictureUrl = pictureJsonObject.getString("url");
} else {
this.pictureUrl = "";
}
this.invitable = true;
} else {
// Parse /me/friends
this.facebookId = jsonObject.getString("id");
this.name = jsonObject.getString("name");
this.available = true;
this.pictureUrl = "";
}
isValid = true;
} catch (JSONException e) {
Log.w("#", "Warnings - unable to process Facebook JSON: " + e.getLocalizedMessage());
}
}
}
Facebook has revised their policies now. You can’t get the whole friendlist anyway if your app does not have a Canvas implementation and if your app is not a game. Of course there’s also taggable_friends, but that one is for tagging only.
You will be able to pull the list of friends who have authorised the app only.
The apps that are using Graph API 1.0 will be working till April 30th, 2015 and after that it will be deprecated.
See the following to get more details on this:
User Friends
Facebook Application Development FAQ
In Swift 4.2 and Xcode 10.1:
If you want to get the friends list from Facebook, you need to submit your app for review in Facebook. See some of the Login Permissions:
Login Permissions
Here are the two steps:
1) First your app status is must be in Live
2) Get required permissions form Facebook.
1) Enable our app status live:
Go to the apps page and select your app
https://developers.facebook.com/apps/
Select status in the top right in Dashboard.
Submit privacy policy URL
Select category
Now our app is in Live status.
One step is completed.
2) Submit our app for review:
First send required requests.
Example: user_friends, user_videos, user_posts, etc.
Second, go to the Current Request page
Example: user_events
Submit all details
Like this submit for all requests (user_friends , user_events, user_videos, user_posts, etc.).
Finally submit your app for review.
If your review is accepted from Facebook's side, you are now eligible to read contacts, etc.
As Simon mentioned, this is not possible in the new Facebook API. Pure technically speaking you can do it via browser automation.
this is against Facebook policy, so depending on the country where you live, this may not be legal
you'll have to use your credentials / ask user for credentials and possibly store them (storing passwords even symmetrically encrypted is not a good idea)
when Facebook changes their API, you'll have to update the browser automation code as well (if you can't force updates of your application, you should put browser automation piece out as a webservice)
this is bypassing the OAuth concept
on the other hand, my feeling is that I'm owning my data including the list of my friends and Facebook shouldn't restrict me from accessing those via the API
Sample implementation using WatiN:
class FacebookUser
{
public string Name { get; set; }
public long Id { get; set; }
}
public IList<FacebookUser> GetFacebookFriends(string email, string password, int? maxTimeoutInMilliseconds)
{
var users = new List<FacebookUser>();
Settings.Instance.MakeNewIeInstanceVisible = false;
using (var browser = new IE("https://www.facebook.com"))
{
try
{
browser.TextField(Find.ByName("email")).Value = email;
browser.TextField(Find.ByName("pass")).Value = password;
browser.Form(Find.ById("login_form")).Submit();
browser.WaitForComplete();
}
catch (ElementNotFoundException)
{
// We're already logged in
}
browser.GoTo("https://www.facebook.com/friends");
var watch = new Stopwatch();
watch.Start();
Link previousLastLink = null;
while (maxTimeoutInMilliseconds.HasValue && watch.Elapsed.TotalMilliseconds < maxTimeoutInMilliseconds.Value)
{
var lastLink = browser.Links.Where(l => l.GetAttributeValue("data-hovercard") != null
&& l.GetAttributeValue("data-hovercard").Contains("user.php")
&& l.Text != null
).LastOrDefault();
if (lastLink == null || previousLastLink == lastLink)
{
break;
}
var ieElement = lastLink.NativeElement as IEElement;
if (ieElement != null)
{
var htmlElement = ieElement.AsHtmlElement;
htmlElement.scrollIntoView();
browser.WaitForComplete();
}
previousLastLink = lastLink;
}
var links = browser.Links.Where(l => l.GetAttributeValue("data-hovercard") != null
&& l.GetAttributeValue("data-hovercard").Contains("user.php")
&& l.Text != null
).ToList();
var idRegex = new Regex("id=(?<id>([0-9]+))");
foreach (var link in links)
{
string hovercard = link.GetAttributeValue("data-hovercard");
var match = idRegex.Match(hovercard);
long id = 0;
if (match.Success)
{
id = long.Parse(match.Groups["id"].Value);
}
users.Add(new FacebookUser
{
Name = link.Text,
Id = id
});
}
}
return users;
}
Prototype with implementation of this approach (using C#/WatiN) see https://github.com/svejdo1/ShadowApi. It is also allowing dynamic update of Facebook connector that is retrieving a list of your contacts.
Try /me/taggable_friends?limit=5000 using your JavaScript code
Or
try the Graph API:
https://graph.facebook.com/v2.3/user_id_here/taggable_friends?access_token=
If you are still struggling with this issue on a development mode.
Follow the same process as mentioned below:
create a test app of your main app,
create test users, automatically install app for test users and assign them 'user_friend' permission.
Add your test users as a friend with each other.
I followed the same process after going through alot of research and finally it worked.
In the Facebook SDK Graph API v2.0 or above, you must request the user_friends permission from each user in the time of Facebook login since user_friends is no longer included by default in every login; we have to add that.
Each user must grant the user_friends permission in order to appear in the response to /me/friends.
let fbLoginManager : FBSDKLoginManager = FBSDKLoginManager()
fbLoginManager.loginBehavior = FBSDKLoginBehavior.web
fbLoginManager.logIn(withReadPermissions: ["email","user_friends","public_profile"], from: self) { (result, error) in
if (error == nil) {
let fbloginresult : FBSDKLoginManagerLoginResult = result!
if fbloginresult.grantedPermissions != nil {
if (fbloginresult.grantedPermissions.contains("email")) {
// Do the stuff
}
else {
}
}
else {
}
}
}
So at the time of Facebook login, it prompts with a screen which contain all the permissions:
If the user presses the Continue button, the permissions will be set. When you access the friends list using Graph API, your friends who logged into the application as above will be listed
if ((FBSDKAccessToken.current()) != nil) {
FBSDKGraphRequest(graphPath: "/me/friends", parameters: ["fields" : "id,name"]).start(completionHandler: { (connection, result, error) -> Void in
if (error == nil) {
print(result!)
}
})
}
The output will contain the users who granted the user_friends permission at the time of login to your application through Facebook.
{
data = (
{
id = xxxxxxxxxx;
name = "xxxxxxxx";
}
);
paging = {
cursors = {
after = xxxxxx;
before = xxxxxxx;
};
};
summary = {
"total_count" = 8;
};
}
I wanted to use facebook's like button for voting on my page. Unfortunately when 'Like' is clicked I get 3-5 requests to my function instead of only one. Is there a way to prevent this ?Sample code:
FB.Event.subscribe('edge.create', function(href, widget) {
console.log(href, widget);
});
My code:
FB.Event.subscribe('edge.create', function(href, widget) {
$.ajax({
type: "POST",
url: "/votes/register",
data: "href="+href,
dataType: 'json',
success: function(data){
$(".list-submissions").html(data["html"])
}
});
return false;
});
Or maybe I can block this from the function's side using django ? Here's my function code:
def register_vote(request):
ip = request.META['REMOTE_ADDR']
url = request.POST.get("href", "")
id = os.path.basename(url)
try:
vote = Vote.objects.filter(ip=ip, id=id)
except:
vote = None
if not vote:
vote = Vote(ip=ip, uid=id)
vote.save()
html = render_finalists(request)
ajax = simplejson.dumps({
"html": html
}, cls=LazyEncoder)
return HttpResponse(ajax, mimetype='application/javascript')
I do facing slightly same issue, have been creating like buttons on the fly using AJAX, specific to the content but 'edge.create' some how storing the event and incrementing the edge.create events and firing multiple times when I click on another FB like widget.
Have bee hitting my head so badly, no luck till yet :(
Any quick help, should be appreciated.
Finally I cracked it, just compared the response which I was getting from the response object to the one which I needed to pass and that works.
FB.Event.subscribe('edge.create', function(response) {
if ( response.toString() == shareUrl.toString() ) {} }
You might get multiple requests to you callback function if the Facebook core JS SDK has been referenced multiple times, i.e. the following script tag (or variations) are more than once:
<script src="http://connect.facebook.net/en_US/all.js"></script>