Android Facebook sdk v4 likeview language - facebook-like

I use android facebook sdk V4 to display LikeView button.
All is ok with the implementation (https://developers.facebook.com/docs/sharing/android)
My problem is on likeview page that is always in English. I want it on French language when my device is on French language. Is it possible ?
LikeView screen example

Related

I can't get my cover using facebook graph api v3.0

I am building social networking mobile app using Ionic Framework 3.
I have to get user's cover to make the profile screen.
I could get it using facebook graph api v2.12.
But I can't get it using v3.0 .
Can anyone help me what the reason is?
Please check this image https://i.stack.imgur.com/bWU18.png
According to the changelog, the cover field is deprecated and will not work in v3.0 of the Graph API anymore:
https://developers.facebook.com/docs/graph-api/changelog/version3.0#gapi-change

Error processing in payments for facebook canvas app

I have created a Unity WebGl game which i want to implement as
Facebook Canvas App.I am using the latest version of Facebook SDK which supports WebGL.I have used:
But everytime i tried to pay it give me:
"There was a problem processing your payment".What could be the reason for this?Please anybody help me?

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.

Reverse Screencast? Show phone screen on Google Glass?

I'm searching a way to develop an app to show iOS/android screen on the google glass, but I did'nt find anything,
as we are already able to display glass screen by using screencast on phone with MyGlass app, why the reverse would'nt be possible?
AFAIK, 3rd party apps cannot capture a phone screen on both iOS and Android. On Android, you need READ_FRAME_BUFFER permission which is "signature|system" protection level. On iOS, you need to use some private framework/api to capture the screen. That means Apple will not allow the app to be listed on the app store.

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