Does it available reCAPTCHA for Swift3 - swift3

I googled for the integration of Captcha in the iOS app but do not found any relevant way to do so. Even I sign up with reCAPTCHA and searched whether the plugins for Captcha are available for iOS or not? I didn't find any plugin for iOS there. Somewhere while RND I come to know that "it's not needed for the mobile apps", But the client wants the Captcha in his application so, I want to know:-
Whether we can integrate the Captcha in iOS App with Swift 3:-
If Yes? : Then what would be the relevant way to integrate it.
If No? : Then what is the relevant reason.

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Do I have to use jquery mobile with phonegap to make a hybird app

I have developed a web app using html, css, jquery and django, and has made it compatible for the screen in mobile devices. But now I want to make it a hybrid app for android/ios and users can install it for extra features. Googled and found phonegap to be a perfect solution. On further searching for the tutorial, most of the tutorial are using jquery mobile for the purpose. My question is, do I need to use jquery mobile to develop a phonegap hybrid app?
No, its not needed, jQuery, without mobile version, its perfectly capable of working with Cordova (I have also made several professional projects with it).
The only limitation is with some touch events, like swipe or pinch to zoom, in what you are going to need another library, like hammerjs

Which Platform of Unity is best for Facebook Canvas App

I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.

Automatically Logging Into A Website From C++

I'm trying to make an autorun app with c++ that doesn't have an UI, but it will log into google drive when u plug in the USB drive. I was wondering if there was a way to do this, either by using google api, or by detecting the field forms on the login screen, and automatically filling them in. Also this is going to be strictly a private software.
Add one part How do you make a HTTP request with C++? with two parts https://developers.google.com/drive/v2/reference/.
Shake lightly. Chill and serve.
Optionally add for flavor: https://developers.google.com/drive/auth/web-server
However, I'm unable to find a c++ oath2 library. The closest thing I found was https://code.google.com/p/twitcurl/. If you find an oath library, please comment on this.
UPDATE:
POCO has a OAuth 1.0 implementation seen here: https://github.com/pocoproject/poco/tree/develop/Net/samples/TwitterClient/src
Also, according to this landmark blog post, there are still many concerns about OAuth 2.0's security. The 1.0 implementation above is what I would attempt.
For more information on OAuth 2.0, see RFC6749 and RFC6750.

creating liquid synthaxx app

I'm a new developer to Shopify but been developing websites for 10+ years. Just got my partner account and private application setup. Been looking through the available documentations on the site and wasn't sure if applications are allowed to live on the users' shopify site or admin. is this possible? All I've seen so far are api call documentations but I'm having no luck finding anything regarding, how to add options to the admin or the liquid theme. Any references or pointers would be great!
I'm trying to figure out a way so when a user installs my app, A can add a 'part' that they can use and even new variables that they can use.
Try building with Greasemonkey for Firefox or a native Chrome App. Then convince your clients to install your code in their shop admin. Partner App with Shopify lets you inject links too. Hook that all up to your backend, and you're golden.

Is it possible to build offline app with Appcelerator and Rhomobile?

I have recently found those two look-alike solutions/IDE for cross-mobile development: Appcelerator and Rhomobile (I know there are more) and I have questions regarding those two platform:
1) I believe the only way to build the view is using HTML, which I like alot the ideas. But, does that mean the application itself isn't available if the mobile is offline?
2) Do you guys know if it's possible to publish the application to the App Store and Google Store?
3) Are there any simulator for different mobile and do they support all those slide/tab events?
4) And finally, are there a way to transfert the App on your mobile phone without having to publish it anywhere.
Please note that I have no knowledge at all about mobile app dev and those two solutions (Appcelerator, Rhomobile) would be perfect for me as I am familiar with Javascript and HTML.
Thank you!
Ok I have only used appcelerator but:
1) a webview is like a browser without the address bar, it simply parses HTML, where it gets it from is up to you. If you write the HTML and pass in a file well then yes it can be offline, if it is used to parse a response from a webpage well then no as it needs to send a http request to the webpage.
As many people seem to mistake (for a reason unknown to me as all the documentation states other wise), appcelerator is not the same as phonegap, appcelerator uses its own javascript based API to allow developers to make native apps, it is NOT a webview wrapper. It is offline by default and allows you to send http requests if you need something online.
2) yes you can publish to the app store and the google store from appcelerator, the documentation walks you through the process.
3) Appcelerator requires you to download either the IOS sdk or Android SDK which come with simulators, appcelerator / the emulators support the standard events found on these devices.
4) With Android to can build a .apk file and distribute however you wish, with IOS the only way is to publish to the app store. the only other way is to make a mobile website instead of an application