I'm developping an android game in witch I connect to facebook . If the user is connected , he can invite 5 of his facebook to the application. I used this code. The problem that in the script InteractiveConsole.cs I want when the user click on button of invite , he can invite only 5 of his friends, when he choose 5 friends , he can't invite more than 5.
Here is my code:
#region FB.AppRequest() Friend Selector
public string FriendSelectorTitle = "";
public string FriendSelectorMessage = "Derp";
public string FriendSelectorFilters = "[\"all\",\"app_users\",\"app_non_users\"]";
public string FriendSelectorData = "{}";
public string FriendSelectorExcludeIds = "";
public string FriendSelectorMax = "";
private void CallAppRequestAsFriendSelector()
{
// If there's a Max Recipients specified, include it
int? maxRecipients = null;
if (FriendSelectorMax != "")
{
try
{
maxRecipients = Int32.Parse(FriendSelectorMax);
}
catch (Exception e)
{
status = e.Message;
}
}
// include the exclude ids
string[] excludeIds = (FriendSelectorExcludeIds == "") ? null : FriendSelectorExcludeIds.Split(',');
FB.AppRequest(
FriendSelectorMessage,
null,
FriendSelectorFilters,
excludeIds,
maxRecipients,
FriendSelectorData,
FriendSelectorTitle,
Callback
);
}
#endregion
Thanks for your help.
I Found out why it's not working.
First to limit the numbers of friends invited to 5 in my application , i should change this:
public string FriendSelectorMax = "5";
i cheked again the documententation and it say this.
"maxRecipients : Platform-dependent The maximum number of recipients the user should be able to choose in the platform multi-friend selector dialog. Only guaranteed to work in Unity Web Player applications."
Here is the link : https://developers.facebook.com/docs/unity/reference/current/FB.Apprequest
the think is that maxRecipients is working in WebPlayer and not for android until now.
I tested the code in unity web player and i can invite only 5 friends and when i switch the platform to android, it's not working as they said in the documentation.
Related
I programmed an app that can send a message to twitter with an image attached. It works! I tested it on several devices and asked other people to do the same. It even works for a Direct Message when a twitter friend is selected. However, it does not work when "Direct Message" is selected. This forces the user to select a friend directly instead of selecting him via "Direct Message" (which is really strange) otherwise the picture is not attached. Just have a look at the screenshot:
Here is my Xamarin Android programming code. Let me know how to fix it. Currently, all options work, even selecting my friend but not "Direct Message". I also need to tell that I do not have any issue with the twitter text I expect to see in the tweet.
public bool TweetImage(Bitmap imageToTweet)
{
var messageIntent = context.FindMessageIntent(this.twitterConstants.PackageName);
if (messageIntent == null)
{
return false;
}
string outputFileBMP = SaveBitmap(imageToTweet);
context.Tweet(messageIntent, outputFileBMP, this.twitterConstants.DefaultTwitterText, this.twitterConstants.ChooserMessage);
return true;
}
and
public static Intent FindMessageIntent(this ContextWrapper contextWrapper, params string[] packageNames)
{
Intent wantedIntent = new Intent();
wantedIntent.SetType("text/plain");
var resolveInfos = contextWrapper.PackageManager.QueryIntentActivities(wantedIntent, PackageInfoFlags.MatchDefaultOnly);
var result = (from r in resolveInfos
from p in packageNames
where p == r.ActivityInfo.PackageName
select p).FirstOrDefault();
if (result != null)
{
wantedIntent.SetPackage(result);
return wantedIntent;
}
return null;
}
and
public static void Tweet(this ContextWrapper contextWrapper, Intent messageIntent, string filePath = null, string message = null, string chooserMessage = null)
{
if (filePath != null)
{
using (var file = new Java.IO.File(filePath))
{
messageIntent.PutExtra(Intent.ExtraStream, Android.Net.Uri.FromFile(file));
}
}
if (message != null)
{
messageIntent.PutExtra(Intent.ExtraText, message);
}
if (chooserMessage != null)
{
using (var chooser = Intent.CreateChooser(messageIntent, chooserMessage))
{
contextWrapper.StartActivity(chooser);
}
return;
}
contextWrapper.StartActivity(messageIntent);
}
Please note that I am using Android and need a solution based on Android (intent based).
Sadly, Twitter don't provide API access for uploading images via DM.
If you are able to use Twitter's private API, you should be able to attach a media_id to your DM. But other than that, you're out of luck.
Sorry.
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 succeed login and post my wall.
FB.API("me/photos", Facebook.HttpMethod.POST, Callback, wwwForm);// it works well.
FB.Feed("", "link", "link_name", ~~bulabula~~ );// it works well, too!
//////////////AND PLEASE SEE NEXT CODE. THIS IS PROBLEM.///////////////////
private string FriendSelectorTitle = "Share it with your friends!";
private string FriendSelectorMessage = "invite";
private string FriendSelectorFilters = "[\"all\"]";
private string FriendSelectorData = "{data}";
private string FriendSelectorExcludeIds = "";
private string FriendSelectorMax = "5";
private void CallAppRequestAsFriendSelector()
{
// If there's a Max Recipients specified, include it
int? maxRecipients = null;
if (FriendSelectorMax != "")
{
try
{
maxRecipients = Int32.Parse(FriendSelectorMax);
}
catch (Exception e)
{
//status = e.Message;
Debug.Log(e.Message);
}
}
// include the exclude ids
string[] excludeIds = (FriendSelectorExcludeIds == "") ? null : FriendSelectorExcludeIds.Split(',');
List<object> FriendSelectorFiltersArr = null;
if (!String.IsNullOrEmpty(FriendSelectorFilters))
{
try
{
FriendSelectorFiltersArr = Facebook.MiniJSON.Json.Deserialize(FriendSelectorFilters) as List<object>;
}
catch
{
throw new Exception("JSON Parse error");
}
}
FB.AppRequest(
FriendSelectorMessage,
null,
FriendSelectorFiltersArr,
excludeIds,
maxRecipients,
FriendSelectorData,
FriendSelectorTitle,
Callback
);
}
void Callback(FBResult result)
{
Debug.Log(result.Text);
}
/////////////////////////////////////////////////
it look like works well.
first, pop up friends selector dialog,
and I clicked some friends, and click 'done' button.
it will call 'Callback' Funtion, and
debug.log(FBResult.text); show follow like this.
{"request":"8939391818800568","to":["2446462595631736"],["189238719238719238"]}
but now, I don't know how to use these values. T_T
I think FB.feed(); is well done. So,
I try to
for( int i=0; i<usernum; i++ )
{
FB.feed( "id[user_index]" , bula~bula );
}
but failed.
becuase, fbresult.text is not string!!?
I try to split this string(fbresult.text), to get "to":["userid1 number"], ["userid2 number"]
but I failed and disappointed.
please someone help me.
Anybody who has a good idea???
I really want to send my message(pic or message) to friend's facebook wall.
You can´t post to the wall of a friend anymore, since a very long time. In most (all?) cases this would be considered as spam, so they remove that possibility.
You can use the Send Dialog to send something to a friend, for example.
I'm trying to share a link(my Google Play app link) using ShareDialog from Facebook SDK but the problem is that when the URL is my app's Google Play link the other information is not displayed correctly... Actually it's displaying only the link from Google Play without name or description!
Here's the code:
FacebookDialog shareDialog = new FacebookDialog.ShareDialogBuilder(
this)
.setLink("https://play.google.com/store/apps/details?id=<myapp>")
.setDescription("Test")
.setName("Test for facebook")
.build();
uiHelper.trackPendingDialogCall(shareDialog.present());
I tried everything and with other URL's actually is working(displaying name, description, caption etc.) but not with the app's URL.
Does anyone know why a Google Play link won't work with text, description or caption?
Actually if you specify the contentUrl (as in 4.0) or link (as in your case), it overrides the name, description, etc. You just don't need to give other things as it then becomes responsibility of url host to supply the details that should be shown when it gets posted on Facebook timeline.
Although, if you want to share something like Message from user followed by your app link. Then I would suggest to go for Graph API (I wasted 2-3 days in posting something like this via ShareApi/ShareDialog but ended up with using Graph API only.)
Code to share using Graph API:
// Constants to be used when sharing message on facebook time line.
private static final int FACEBOOK_ERROR_PERMISSION = 200;
private static final String PARAM_EXPLICIT = "fb:explicitly_shared";
private static final String PARAM_GRAPH_PATH = "/me/feed";
private static final String PARAM_MSG = "message";
private static final String PARAM_LINK = "link";
// Create the parameter for share.
final Bundle params = new Bundle();
params.putBoolean(PARAM_EXPLICIT, true);
params.putString(PARAM_LINK, BirdingUtah.APP_URL);
// If message is empty, only our link gets posted.
String message = "This is the message to share";
if (!TextUtils.isEmpty(message))
params.putString(PARAM_MSG, message);
// Send the request via Graph API of facebook to post message on time line.
new GraphRequest(AccessToken.getCurrentAccessToken(), PARAM_GRAPH_PATH,
params, HttpMethod.POST, new GraphRequest.Callback() {
#Override
public void onCompleted(GraphResponse graphResponse) {
searchDialog.dismiss();
if (graphResponse.getError() == null) {
// Success in posting on time line.
Logger.toastShort(R.string.msg_share_success);
Logger.debug(TAG, "Success: " + graphResponse);
} else {
FacebookRequestError error = graphResponse.getError();
if (error.getErrorCode() == FACEBOOK_ERROR_PERMISSION)
// Cancelled while asking permission, show msg
Logger.toastLong(R.string.msg_share_permission);
else
// Error occurred while posting message.
Logger.toastShort(R.string.msg_share_error);
Logger.error(TAG, "Error: " + error);
}
// Enable the button back again if profile and access token are non null.
if (Profile.getCurrentProfile() != null || AccessToken.getCurrentAccessToken() != null)
mShareButton.setEnabled(true);
}
}).executeAsync();
I want to track invites that send from "player_1" to other players to count them and as result give "player_1" some reward. Like in PVZ2.
Ok, Facebook have SDK for Unity3d. Here is API to call App request dialog that allow to invite player:
public static void AppRequest(
string message,
string[] to = null,
string filters = "",
string[] excludeIds = null,
int? maxRecipients = null,
string data = "",
string title = "",
FacebookDelegate callback = null)
Facebook doc says something about redirect_url that could be used to track user's that accept indentations:
https://developers.facebook.com/docs/reference/dialogs/requests/
But Unity plugin doesn't have this param.
Also doc says that follow:
Requests are only available for games on Facebook.com or iOS and
Android apps. Accepting a request from a game will direct the person
to the Canvas Page URL of the app that sent the Request. For native
mobile apps, accepting the request will direct the person to the app
on their device if installed or to the appropriate location (Apple App
Store or Google Play) to download the app otherwise.
Game is going to work on mobile devices only. Therefore we don't need to make Facebook Canvas application. Should I implement this Canvas URL script on our website anyway?
Where is the correct place to inject code (server side script) to track Facebook app requests?
UPDATE:
Thanks to Bhavesh Vadalia for answer: https://stackoverflow.com/a/21597185/425707
I've decided to not handle friends requests in Canvas App.
Here is solution for Facebook SDK 5.0.3:
// Quesry string: "/fql?q=SELECT uid, name, is_app_user, pic_square FROM user WHERE uid IN (SELECT uid2 FROM friend WHERE uid1 = me()) AND is_app_user = 1";
string q = "/fql?q=SELECT+uid,+name,+is_app_user,+pic_square+FROM+user+WHERE+uid+IN+(SELECT+uid2+FROM+friend+WHERE+uid1+=+me())+AND+is_app_user+=+1";
FB.API(q, Facebook.HttpMethod.GET, friendsResult =>
{
if (friendsResult.Error != null)
{
FbDebug.Error(friendsResult.Error);
}
else
{
FbDebug.Log(friendsResult.Text);
}
});
Here is implement for track code using facebook graph api implement in for my application. hope it also help to you.
I am using facebook 3.6 sdk
private void requestMyAppFacebookFriends(Session session) {
Request friendsRequest = createRequest(session);
friendsRequest.setCallback(new Request.Callback() {
#Override
public void onCompleted(Response response) {
List<GraphUser> friends = getResults(response);
Log.e("RESULT : ", "#"+friends.size());
for(int i =0;i<friends.size(); i++){
GraphUser user = friends.get(i);
boolean installed = false;
if(user.getProperty("installed") != null){
installed = (Boolean) user.getProperty("installed");
}
if(installed){
Log.e("USER NAME", "#"+friends.get(i).getId());
}
}
// TODO: your code here
}
});
friendsRequest.executeAsync();
}
private Request createRequest(Session session) {
Request request = Request.newGraphPathRequest(session, "me/friends", null);
Set<String> fields = new HashSet<String>();
String[] requiredFields = new String[] { "id", "name", "picture","installed" };
fields.addAll(Arrays.asList(requiredFields));
Bundle parameters = request.getParameters();
parameters.putString("fields", TextUtils.join(",", fields));
request.setParameters(parameters);
return request;
}