Is there any API to add ads to my desktop app - desktop

I am looking for a way to embed ads to my desktop APIs. There are planty solutions out there for web sites which stream ads from Ad Networks. However, I didn't find one which will allow to get a similar ad content to the app.
Does any one have any experience with this?
Thanks!!

Which operating system are you targeting? If you are on Windows you could always display the ads within an embedded/automated IE window (assuming IE is installed). Alternatively, you could hook up to something like shareasale.com datafeeds and embed the appropriate links in your app. Clicking on the link (or description, image, etc) would merely cause a browser to launch at the appropriate site.

I have had the same pro, I found it was hard to find an ad network focus on desktop apps. Several months ago one of my developer friend told me he is using DesktopAd's ads in his Windows desktop apps. I downloaded their ads SDK and added into my Windows 8.1 apps, it only took me half a day finishing all the works. After that I can get revenue from ad clicks everyday. I hope my answer could be of some help to you.

Related

Is there MSHTML Editing equivalent in MS Edge?

I want to use MS Edge as an html editor. Is that possible?
Can I use c++ to access undo stack?
If so, please point me to any kind of documentation.
Thanks
I don't have any sources for this, but I'm pretty certain that Microsoft didn't carry this functionality over into Edge - especially considering that you can't embed Edge in a C++ or .NET desktop application the same way you can with IE.
I don't see any reason you couldn't just keep using MSHTML, though.
When referring to the MS Web Browser Control documentation there is, at the top of the page:
We're no longer updating this content regularly. Check the Microsoft Product Lifecycle for information about how this product, service, technology, or API is supported.
And next to it, a button: "Recommended Version."
Click the button, and it's the MS Edge dev portal. From there, we see, amongst others. a link to Mozilla Developer Network Web Docs, and another to MS's own Progressive Web Apps on Windows. Not so MSHTML edity anymore, but if you want it implemented, then perhaps uservoice?

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.

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

Like Button issues using iPad/Kiosk software integration

I have created a web page based on the log-in (facebook) specs that works correctly through IE, Safari, Mozilla. I'm trying to set-up an ipad running a Kiosk software program. The link that I have works correctly, but when it comes to the sign-in on facebook it stalls via iPad/Kiosk software. I contacted the software support team with Kiosk, and this is what was said
"It looks like the problem is caused by Kiosk Pro's inability to open more than one window; this is a result of having to use Apple's UI Web View browser as the base browser of Kiosk Pro and is not something we can change. Opening your page in Safari or a desktop browser the Facebook page opens as a separate pop-up over top of your page, which remains open even after the Facebook page closes. In Kiosk Pro, since there is no way to open another window, the Facebook link is navigated to inside the main window and there is no way for the user to get back to your main page (short of hitting the home button or idle timing out) once they have finished the facebook process. Unfortunately, this is a structural issue that I don't have any easy solutions for."
Is there any work around, etc. that anyone can guide me to resolve this issue. What I'm trying to do, it use an ipad as a kiosk to allow people to "like" my store as they visit. However, I'm using the Kiosk software to prevent the user from accessing any further info, web browsing, etc.
Any help would be greatly appreciated, thanks

Google Earth and Windows application

I have a C++ Windows application continually updating lat, long and altitude.
I would like my application to incorporate Google Earth to visually "track it".
Any advice or pointing in the right direction would be appreciated.
Thanks.
You can embed the Google Earth plugin into your application as an ActiveX control. The API for the control can be found here. You need to instantiate your GEPlugin control and from here you can retrieve all the other COM objects. There is no need to register with Google for the development key. This is not supported by Google as it bypasses the official method of development using Javascript.
Starting point - look at using a web browser as a control/component. For example, Internet Explorer can be used as an ActiveX control. Not easy in plain C++, but supported by MFC - which I'm not very familiar with.
I can't give any more specific pointers than that, unfortunately, except that I tried it once a few years ago (just for fun) and couldn't get it to work. I could get it into a dialog, but when I told it to load a page, it would stay blank.
Still, it is possible - look at all the magazine coverdisks that have "their own web browser".
Sep,
Can you provide a few more details on how to do this with the GE Plugin? I've gotten it working by embedding a browser object in my C# app, but not directly as an ActiveX control. If I can avoid having to create a web site to host javascript, then I'm all for that. Thanks!
Bob