Tumgik
#android app devleopment
solwininfotech · 3 years
Link
Solwin Infotech is an award-winning team of app developers based in India. We build world-class mobile apps that work across all platforms.
We excel at building business-centric React Native applications with amazing UX, rich features, and high performance.
0 notes
aksbrillmindz · 4 years
Text
Programming languages for mobile app developers
In the last five years, the mobile application development industry has been drastically growing to new heights, transforming the way many mobile app development companies in dubai  and world wide work. It calls for mobile app developers to write many versions of an application for several different platforms using a single language and several pieces of reusable code depending upon the demand and competition
What are the Programming languages for mobile app development
HTML5
If you are looking to create a Web-fronted mobile device application, HTML5 is the perfect programming language. Although it makes it easy to inject multiple data types, accounts for different screen sizes, rationalises input parameters, and even levels the playing field of the browser, the issue with HTML5 is that it is still a proposed standard. Html5 a language supported by different browser     , HTML5 has the benefit of building on the existing version of HTML from a cost-efficient point of view, making the learning curve much shallower than that for a completely new language.
Cprogramming
Objective-C, the primary programming language for iOS apps, was chosen by Apple to develop stable and scalable apps. As a C-language superset, it has a variety of functions that handle graphics, I/O, and display functions precisely. In addition, Objective-C is completely incorporated into both iOS and MacOS systems as part of the Apple development framework. It's now increasingly being replaced by a more efficient language called Swift in the Apple ecosystem, though.
Swift
Swift is the programming languge in trend   pgramming was  The Cupertino company makes it obvious for iOS developers to switch to Swift for full programming, even though it is a language written to work with Objective-C. For the purpose of removing the possible vulnerabilities when C programming was used swift was found  , it is time for mobile app developers to turn to Swift, companies are now looking more for swift developers in their team for making the mobile apps more faster and to the point 
C#
C# is Microsoft as Objective C is for Apple , the most desired programming language for Windows Phone app development.Although a Windows Phone platform didnot have any impact in ndustry of mobile application development, C# allows the perfect programming language for loyal Microsoft users to create robust Windows Phone apps.
Java When it comes to Android app development, the Java programming language is one of the most common languages. Java, an object-oriented programming language created by Sun Microsystems (now owned by Oracle), can be run in two separate ways: in a browser window, or on a virtual machine that can run without a browser. If it comes to re-using code and upgrading applications, this versatility seems to mean a lot. Although Java does not have much to do if you consider iOS growth, when it comes to mobile apps across platforms, i.e. cross-platform apps, it can definitely be on your chosen list.
Conclusion
The above are the programming languages for all the platforms be it Android Ios or Windows where the number of apps are developed by mobile app development companies in dubai and around the world 
0 notes
ezeonsofttechnology · 3 years
Text
Ezeonsoft is one of the best Cheapest mobile app development company in India, get your business app just in 10000 rs. and also get free free consultant team about your business app devleopment check out www.ezeonsoft.com best android app development company in lucknow
1 note · View note
newsblur · 5 years
Text
Catch the news in a glimpse with the new NewsBlur Today View widget on iOS
Most of the time when we release a new feature, it finds immediate use. But every so often a new feature comes along that changes how NewsBlur gets used. I consider offline stories part of this exclusive club. Same with the Text view, which shows you the full text of a story. And push notifications are right up there.
Today, I'm pleased to announce the launch of our new Today View widget on iOS.
Tumblr media
Instead of having to open up the app to see what's new, the stories come to you in the Today View, adjacent to the notification center. Personally I find myself checking this Today View widget a dozen times more than I open the NewsBlur app. It's so incredibly useful to have NewsBlur come to me.
Additionally, in version 10.0 of the iOS app, we have a bunch of new features:
A new iOS widget shows the latest stories in your Notification Center and on your iPad dashboard
Statistics visualization for every site
Automatic downloading of the original story full text for offline reading
Unsubscribe from a feed directly from a story
Preferences import & export
And tons of bugs were fixed along with other small improvements:
Fixed crash on start for a few users
Fixed highlighting issue
Fixed settings with stories on bottom
Tweaked dark theme colors to be darker
Fixed wonky behavior on iPad
Clearing offline now clears the cached stories, text, and images from the database
Manually changing the theme now turns off the preference to follow the system appearance
Turning on following the system appearance immediately updates the theme appropriately
Fixed crash on feed load list
Fixed crash on start
And if you're an Android user, I just want you to know that we intended to ship this feature first on Android (and in fact, it is 90% built) but then our Android developer bailed. I'll be hiring for another Android devleoper soon, but if that interests you, please reach out!
2 notes · View notes
mbaljeetsingh · 5 years
Text
Native/Web Facebook Authentication with Firebase in Ionic
The Firebase JavaScript SDK - which we will be using in this tutorial - provides a really simple web-based method for authenticating your users in an Ionic application by using Facebook. If we are intending to launch the application as a PWA then this method will work fantastically.
However, if we are using Capacitor (or Cordova) to create native builds for the iOS/Android platforms, this web-based authentication flow becomes a little bit more awkward.
If you are using Facebook for authentication, then you are probably expecting that your users will have the native Facebook application installed on their iOS/Android device. If we make use of that native Facebook application (which the user is probably already logged into) we can provide a really smooth log-in experience, where the user will just need to click to allow access to your application.
The downside of using a web-based authentication flow is that we won’t be able to utilise the native Facebook application in the login flow, it would have to be done through the browser instead, which would likely require the user to manually enter in their username and password. This isn’t ideal, and doesn’t provide a good user experience (in fact, this is likely something that would cause users to quit the app right away).
But do not despair! In the wise words of everybody’s favourite commercial taco meme: Por qué no los dos?:
Tumblr media
Fortunately, Capacitor (and Cordova if you prefer) will allow us to quite simply use both of these authentication methods. When our code is running on the web we will use the web-based authentication flow, and when the application is running natively we will use the native authentication flow.
Before We Get Started
Last updated for Ionic/Angular 4.7.1
This is an advanced tutorial, and I will be assuming that you already have a reasonably good understanding of how to use both Ionic and Angular, and also how to set up and configure native platforms with Capacitor. Although I won’t be explaining the more basic concepts in this tutorial, I will try to link out to additional resources where possible for those of you who might not be as familiar.
This tutorial will be specifically for Ionic/Angular, but it should be quite adaptable to other frameworks. For example, I have previously covered a similar process for an Ionic/StencilJS application that used Anonymous authentication instead of Facebook: Firebase: Anonymous Authentication. It would require a bit of tweaking, but you could implement most of the concepts we will be discussing in this tutorial in an Ionic/StencilJS application as well.
We will not be building the application from scratch in this tutorial, I will just be using a Login page and a Home page as an example which you could then integrate into however your application is set up. If you don’t already have an application to work with, just create a new blank Ionic/Angular application:
ionic start ionic-facebook-login blank --type=angular
create a Login page:
ionic g page Login
and set up your routes in src/app/app-routing.module.ts as follows:
import { NgModule } from "@angular/core"; import { PreloadAllModules, RouterModule, Routes } from "@angular/router"; const routes: Routes = [ { path: "", redirectTo: "login", pathMatch: "full" }, { path: "home", loadChildren: () => import("./home/home.module").then(m => m.HomePageModule) }, { path: "login", loadChildren: "./login/login.module#LoginPageModule" } ]; @NgModule({ imports: [RouterModule.forRoot(routes, { preloadingStrategy: PreloadAllModules })], exports: [RouterModule] }) export class AppRoutingModule {}
The general idea is that we want the Login page to be the default page, and then we will go through our authentication process before proceeding to the Home page. On future visits to the application, this process should happen automatically (unless the user manually logs out).
1. Set up Facebook
First, we are going to set up everything that is required to interact with Facebook. This will involve quite a few different steps including:
Creating an application through the Facebook developer portal
Installing plugins/packages in our application
Creating a key hash (if you are building for Android)
Configuring for the native platforms
Each of these steps individually are quite straight-forward, but there is a bit to get through.
1.1 Configure the App with Facebook
First, we will register our application through the Facebook developer portal. To do that, follow these steps:
Go to developers.facebook.com and create an account if necessary
Go to My Apps and click Create App
Add a Display Name and click Create App ID
Under Add a Product click Set Up on Facebook Login
Select Settings from the left side menu (we don’t want to use the “Quickstart” we are presented with initially)
Select Basic
From here, you will be able to see your App ID and App Secret - make a note of both of these for later
Scroll to the bottom and click + Add Platform
Select iOS (if you are building for iOS) and add the Bundle ID of your application (e.g. com.yourcompany.yourapp)
Select + Add Platform again and then select Android (if you are building for Android) and add your Bundle ID to the Google Play Package Name
Click Save Changes
If you are building for Android you will also need to create a key hash of your keystore file that will be used to sign your Android application. You will need to provide a key hash for the keystore file you use for the production version of your application, but throughout development, you can just provide a key hash of the default debug.keystore file used by Android Studio.
If you are using a Mac, you can use the following command:
keytool -exportcert -alias androiddebugkey -keystore ~/.android/debug.keystore | openssl sha1 -binary | openssl base64
or if you are using Windows you can use the following command (this will require OpenSSL):
keytool -exportcert -alias androiddebugkey -keystore %HOMEPATH%\.android\debug.keystore | openssl sha1 -binary | openssl base64
You will need to enter the password: android. Once you do this, your key hash will be displayed on the screen and you can add it to the Key Hashes field in the Facebook devleoper portal. Remember that you will need to update this key hash later (or add an additional one) to reflect the keystore file that is used to sign the production version of your application.
NOTE: If you do not already have a JDK installed you may be asked to do so when performing this step. Typically, this isn’t required because Android Studio comes bundled with its own JDK. However, attempting to use this command from your terminal to generate the key hash will require the JDK to be installed separately from Android Studio. If you are on a Mac, you can get around this requirement by using the keytool command in the context of Android Studio like this:
/Applications/Android\ Studio.app/Contents/jre/jdk/Contents/Home/bin/keytool -exportcert -alias androiddebugkey -keystore ~/.android/debug.keystore | openssl sha1 -binary | openssl base64
1.2 Install the Required Dependencies
In order to interact with the Facebook API, we will be installing the cordova-plugin-facebook4 plugin, as well as the matching Ionic Native package for using this plugin. You can install both of these by running the following commands:
npm install cordova-plugin-facebook4 --save
npm install --save @ionic-native/facebook
Since we are using Ionic Native, we will also need to add this plugin into the app.module.ts file as a provider.
Modify src/app/app.module.ts to include the Facebook plugin:
import { NgModule } from "@angular/core"; import { BrowserModule } from "@angular/platform-browser"; import { RouteReuseStrategy } from "@angular/router"; import { IonicModule, IonicRouteStrategy } from "@ionic/angular"; import { AppComponent } from "./app.component"; import { AppRoutingModule } from "./app-routing.module"; import { Facebook } from "@ionic-native/facebook/ngx"; @NgModule({ declarations: [AppComponent], entryComponents: [], imports: [BrowserModule, IonicModule.forRoot(), AppRoutingModule], providers: [ Facebook, { provide: RouteReuseStrategy, useClass: IonicRouteStrategy } ], bootstrap: [AppComponent] }) export class AppModule {}
1.3 Configure the Native Platforms
There is just one more step we need to complete now. In order for the Cordova plugin to work, we need to configure our applications APP_ID and APP_NAME with the native iOS/Android platforms. We can not use “install variables” when using Capacitor, so we will just need to add these values directly to the native projects.
NOTE: This section assumes that you already have Capacitor installed and have added the iOS/Android platforms. If you need more information on installing Capacitor and adding native platforms, you can read more here: Using Capacitor with Ionic.
Run the following command to open your project in Android Studio:
ionic cap open android
Once the project is open, you will need to open the following file:
android > app > src > main > res > values > strings.xml
Inside of this file, you will need to add the following entries inside of the <resources> tag:
<string name="fb_app_id">YOUR APP ID</string> <string name="fb_app_name">YOUR APP NAME</string>
Make sure to replace YOUR APP ID with your Facebook App ID and YOUR APP NAME with your Facebook App Name. Now we need to do something similar for iOS. Open the iOS project with:
ionic cap open ios
Once the project is open, you should:
Click App from the left menu (above Pods, select it don’t expand it)
In the right panel, click the Info tab
Under Custom iOS Target Properties hover over any of the existing Keys and click the little + icon to add a new key
Create a new entry for FacebookDisplayName, set it to String, and add your Facebook App Name
Crete a new entry for FacebookAppID, set it to String, and add your Facebook App ID as the value
Crete a new entry for FacebookAutoLogAppEventsEnabled, set it to Boolean, and set the value to NO
Crete a new entry for FacebookAdvertiserIDCollectionEnabled, set it to Boolean, and set the value to NO
You will need to add an array of values under the LSApplicationQueriesSchemes key, add the key and set it to Array, and then add the following items under that array (by first clicking to expand the key - the arrow should point down - and then right click > Add Row):
Tumblr media
The items in the image above are:
Item 0 - String - fbshareextension
Item 1 - String - fb-messenger-api
Item 2 - String - fbapi
Item 3 - String - fbauth2
You will also need to add a new URL Scheme that reflects your Facebook App ID prefixed with fb, like this:
Tumblr media
Just scroll down to URL Types and click the + button to add a new URL scheme. You will need to put the fbxxxxx value in the URL Schemes field. If you do not do this, you will get an error complaining about not having the URL scheme registered:
Terminating app due to uncaught exception 'InvalidOperationException', reason: 'fb123456789 is not registered as a URL scheme.
You will also need to update your capacitor.config.json file to include the cordovaLinkerFlags property under ios:
{ "appId": "io.ionic.starter", "appName": "ionic-angular-firebase-facebook", "bundledWebRuntime": false, "npmClient": "npm", "webDir": "www", "ios": { "cordovaLinkerFlags": ["-ObjC"] } }
2. Set up Firebase
We will also need to set up a few things in order to use Firebase in our application, this is quite a bit simpler than the Facebook steps. First, we need to install the firebase package:
Run the following command to install Firebase:
npm install firebase --save
If you would like a little more context/explanation for getting Firebase set up and installed in your application, I would recommend watching the video I linked to earlier: Firebase: Anonymous Authentication. This walks through setting up everything required on screen (except for a StencilJS application). I will just outline the basic steps you need to follow below.
Go to console.firebase.google.com and click Add Project (assuming you have an account)
Once you have created the project and are taken to the Dashboard, click the web icon </> above where it says Add an app to get started
After this step, you will be given your configuration code. We will not be using that code as is in our application, but we will need the details in the config object. Make note of this for later (or you can just come back to the dashboard again to get the configuration code).
You will also need to enable Facebook Authentication inside of Firebase, to do this follow these steps:
Click on Authentication from the menu on the left side of the screen
Enable Facebook as a Sign-in method and add your App ID and App secret from the Facebook application you created in the previous step
Copy the OAuth redirect URI and add it to Products > Facebook Login > Settings under Valid OAuth Redirect URIs in your application in the Facebook developer portal
Click Save
NOTE: Keep in mind that there is also a package available called @angular/fire that you can use to help integrate an Angular application with the various features Firebase offers. Our requirements for this example are quite simple, but depending on what you are trying to do, you might consider using this package.
3. Create the Auth Service
With all of the configuration out of the way, we can finally get to implementing the functionlaity in our application. We are going to create an Auth service that will handle everything for us in an easy to use way. The basic idea is that we will simply call login() or logout() through the service, and it will handle everything for us and figure out the best authentication flow (web or native) for the platform the application is running on.
To create this Auth service, you can run the following command (or you might prefer to add this functionality to one of your own services):
ionic g service services/Auth
We are going to implement the entire code for this at once, and then talk through it.
Modify src/services/auth.service.ts to reflect the following:
import { Injectable, NgZone } from "@angular/core"; import { Platform } from "@ionic/angular"; import { Facebook } from "@ionic-native/facebook/ngx"; import { BehaviorSubject } from "rxjs"; import firebase from "@firebase/app"; import "@firebase/auth"; @Injectable({ providedIn: "root" }) export class AuthService { public loggedIn: BehaviorSubject<boolean> = new BehaviorSubject<boolean>(false); constructor(private platform: Platform, private zone: NgZone, private facebook: Facebook) {} init(): void { // Your web app's Firebase configuration const firebaseConfig = { apiKey: "YOUR-API-KEY", authDomain: "YOUR-DOMAIN.firebaseapp.com", databaseURL: "YOUR-URL", projectId: "YOUR-PROJECT-ID", storageBucket: "", messagingSenderId: "********", appId: "*******" }; // Initialize Firebase firebase.initializeApp(firebaseConfig); // Emit logged in status whenever auth state changes firebase.auth().onAuthStateChanged(firebaseUser => { this.zone.run(() => { firebaseUser ? this.loggedIn.next(true) : this.loggedIn.next(false); }); }); } login(): void { if (this.platform.is("capacitor")) { this.nativeFacebookAuth(); } else { this.browserFacebookAuth(); } } async logout(): Promise<void> { if (this.platform.is("capacitor")) { try { await this.facebook.logout(); // Unauth with Facebook await firebase.auth().signOut(); // Unauth with Firebase } catch (err) { console.log(err); } } else { try { await firebase.auth().signOut(); } catch (err) { console.log(err); } } } async nativeFacebookAuth(): Promise<void> { try { const response = await this.facebook.login(["public_profile", "email"]); console.log(response); if (response.authResponse) { // User is signed-in Facebook. const unsubscribe = firebase.auth().onAuthStateChanged(firebaseUser => { unsubscribe(); // Check if we are already signed-in Firebase with the correct user. if (!this.isUserEqual(response.authResponse, firebaseUser)) { // Build Firebase credential with the Facebook auth token. const credential = firebase.auth.FacebookAuthProvider.credential( response.authResponse.accessToken ); // Sign in with the credential from the Facebook user. firebase .auth() .signInWithCredential(credential) .catch(error => { console.log(error); }); } else { // User is already signed-in Firebase with the correct user. console.log("already signed in"); } }); } else { // User is signed-out of Facebook. firebase.auth().signOut(); } } catch (err) { console.log(err); } } async browserFacebookAuth(): Promise<void> { const provider = new firebase.auth.FacebookAuthProvider(); try { const result = await firebase.auth().signInWithPopup(provider); console.log(result); } catch (err) { console.log(err); } } isUserEqual(facebookAuthResponse, firebaseUser): boolean { if (firebaseUser) { const providerData = firebaseUser.providerData; providerData.forEach(data => { if ( data.providerId === firebase.auth.FacebookAuthProvider.PROVIDER_ID && data.uid === facebookAuthResponse.userID ) { // We don't need to re-auth the Firebase connection. return true; } }); } return false; } }
First of all, notice that we are using a BehaviorSubject:
public loggedIn: BehaviorSubject<boolean> = new BehaviorSubject<boolean>(false);
We are providing this loggedIn observable that we will be able to subscribe to elsewhere, and it will emit data whenever the user logs in or out. We are going to utlise this to trigger our page navigations when necessary. You might wish to implement this in a different way for your own purposes.
Next, we have our init() function that handles configuring Firebase - you will need to make sure to replace the values here with your own config that was provided to you in the Firebase dashboard earlier. As well as configuring Firebase, we also do this:
firebase.auth().onAuthStateChanged(firebaseUser => { this.zone.run(() => { firebaseUser ? this.loggedIn.next(true) : this.loggedIn.next(false); }); });
We set up a listener for onAuthStateChanged which will trigger every time the user logs in or out. When this happens, we want to trigger that loggedIn observable that we created. If there is a firebaseUser it means the user is logged in and so we trigger the observable with true, otherwise we trigger it with false.
Notice that we run this code inside of the run method of NgZone. Since these auth state changes are originating from the Firebase SDK, it is occurring outside of Angular’s “zone”, and so we might run into trouble with Angular’s change detection not triggering as a result of this. To solve this, we just force the code to run inside of Angular’s zone by using NgZone.
Our login() function is quite simple, but it is responsible for the “cleverness” of our service. It just detects whether the application is running natively (i.e. on the capacitor platform) or if it is running through the web. We trigger two different authentication functions depending on the platform.
In both cases, we are just using the authentication code that is provided by Firebase (with some slight modifications). In the case of our “native” authentication, we are manually retrieving the authResponse from Facebook by using the Facebook plugin that we installed - this will allow us to grab the required information for Firebase from the native Facebook application installed on the device. In the case of a “browser” environment, we just run the regular Firebase signInWithPopup method.
We have also defined a logout method that will sign the user out of both Facebook and Firebase. If the application is not running natively, we skip the native Facebook log out.
Before we move on, there is one more thing we need to do, and that is to trigger the init method of our Auth service at some point. A good place to do this is in the root component.
Call init inside of src/app/app.component.ts:
import { Component } from "@angular/core"; import { Platform } from "@ionic/angular"; import { SplashScreen } from "@ionic-native/splash-screen/ngx"; import { StatusBar } from "@ionic-native/status-bar/ngx"; import { AuthService } from "./services/auth.service"; @Component({ selector: "app-root", templateUrl: "app.component.html", styleUrls: ["app.component.scss"] }) export class AppComponent { constructor( private platform: Platform, private splashScreen: SplashScreen, private statusBar: StatusBar, private authService: AuthService ) { this.initializeApp(); } initializeApp() { this.authService.init(); this.platform.ready().then(() => { this.statusBar.styleDefault(); this.splashScreen.hide(); }); } }
4. Use the Auth Service
Finally, we just need to make use of our Auth service. To do that, you might implement some logic on your Login page that looks like this:
import { Component, OnInit } from "@angular/core"; import { NavController, LoadingController } from "@ionic/angular"; import { AuthService } from "../services/auth.service"; @Component({ selector: "app-login", templateUrl: "./login.page.html", styleUrls: ["./login.page.scss"] }) export class LoginPage implements OnInit { private loading; constructor( public authService: AuthService, private navCtrl: NavController, private loadingCtrl: LoadingController ) {} async ngOnInit() { await this.showLoading(); this.authService.loggedIn.subscribe(status => { this.loading.dismiss(); if (status) { this.navCtrl.navigateForward("/home"); } }); } async login() { await this.showLoading(); this.authService.login(); } async showLoading() { this.loading = await this.loadingCtrl.create({ message: "Authenticating..." }); this.loading.present(); } }
The key part here is that we subscribe to that loggedIn observable, and then trigger the navigation if we receive a true value from that. All we need to do is call the login method at some point to kick off the process (e.g. when the user clicks the login button). We have also added in a loading overlay here so that something is displayed whilst the authentication with Facebook is happening.
We can also do something like the following on the Home page to log the user out:
import { Component, OnInit } from "@angular/core"; import { NavController } from "@ionic/angular"; import { AuthService } from "../services/auth.service"; @Component({ selector: "app-home", templateUrl: "home.page.html", styleUrls: ["home.page.scss"] }) export class HomePage implements OnInit { constructor(public authService: AuthService, private navCtrl: NavController) {} ngOnInit() { this.authService.loggedIn.subscribe(status => { if (!status) { this.navCtrl.navigateBack("/login"); } }); } }
Summary
The result of the work we have done above is a seamless login experience with Facebook, regardless of whether the application is running as a PWA or natively on iOS or Android. There is quite a lot of set up work involved to get the native Facebook authentication working, but it is well worth it for the improved experience that it provides.
We have covered a lot in this tutorial, and I didn’t want to bloat it with even more stuff. However, it would also be a good idea to combine this functionality with an “auth guard” to “protect” specific routes from being accessed by users that are not authenticated. I have another tutorial available on doing that which you can check out here: Prevent Access to Pages in Ionic with Angular Route Guards.
via joshmorony - Learn Ionic & Build Mobile Apps with Web Tech https://ift.tt/2MvJ1X9
0 notes
localbizlift · 6 years
Text
Sidestepping App Stores, Facebook Lite and Groups get Instant Games
HTML5 almost ruined Facebook when baking in the mobile web standard to speed up development slowed down the performance of the social network’s main iOS and Android apps. It eventually ditched HTML5, rebuilt the apps natively, and Facebook became one of the most powerful players in mobile.
Now Facebook is giving HTML5 another shot as a way to expand its Instant Games like Pac-Man and Words With Friends to the developing world through Facebook Lite, and to interest communities via Facebook Groups.
Instead of having to download separate apps for each game from the Apple App Store or Google Play, Instant Games launch in a mobile browser. That keeps Facebook Lite’s file size small to the benefit of international users with slow connections or limited data plans. And it lets Instant Games integrate directly into Groups so you can challenge not only friends but like-minded members to compete for high scores.
90 million people each month actively participate in 270,000 Facebook Groups about gaming, and now they’ll see Instant Games in the Groups navigation bar next to the About and Discussion tabs. Facebook is also considering making games an opt-in feature for non-gaming Groups. In Facebook Lite, Instant Games will appear in the More sidebar so they’re not too interruptive.
The expansion demonstrates how serious Facebook is about becoming a gaming company again. Back in its desktop days, the games platform dominated by devleopers like Zynga racked up tons of usage, virality, and in-game payments revenue for Facebook. That revenue declined for years after mobile usage began to dominate in 2014, but recently stabilized at around $190 million per quarter. Apparently someone is still playing FarmVille.
Facebook launched Instant Games in late-2016 to give people something to do while they’re waiting from friends to reply to their messages. Around the same time, Facebook launched Gameroom — a Steam-like desktop software hub for mid-core gamers, though there’s been less news on that product since. Instant Games rolled out worldwide in mid-2017, and opened to all developers in March of this year. It’s since been expanding monetization options for developers to make building Instant Games a sustainable business. That includes making Instant Games compatible with Facebook’s playable ads that let developers lure in users from the News Feed.
Facebook won’t actually be earning money from in-app purchases on Instant Games on iOS where it doesn’t allow IAP due to Apple’s policies, or on Android since it began forgoing its cut last month. It does take 30 percent on desktop though. But the bigger monetization play is in ads where Facebook is a juggernaut.
With Instant Games on Messenger, Facebook’s desktop site via a bookmark, its new Fb.gg standalone gaming community app, and now Facebook Lite and Groups, the company is prioritizing the space again. That seems wise as gaming becomes more mainstream thanks to players livestreaming their commentary and phenomena like Fortnite. And with Facebook’s expansion into hardware with the Portal smart screen and a forthcoming TV set-top box, it will have more places than ever for people to play or watch others duke it out.
0 notes
pmsocialmedia · 6 years
Text
Sidestepping App Stores, Facebook Lite and Groups get Instant Games
HTML5 almost ruined Facebook when baking in the mobile web standard to speed up development slowed down the performance of the social network’s main iOS and Android apps. It eventually ditched HTML5, rebuilt the apps natively, and Facebook became one of the most powerful players in mobile.
Now Facebook is giving HTML5 another shot as a way to expand its Instant Games like Pac-Man and Words With Friends to the developing world through Facebook Lite, and to interest communities via Facebook Groups.
Instead of having to download separate apps for each game from the Apple App Store or Google Play, Instant Games launch in a mobile browser. That keeps Facebook Lite’s file size small to the benefit of international users with slow connections or limited data plans. And it lets Instant Games integrate directly into Groups so you can challenge not only friends but like-minded members to compete for high scores.
90 million people each month actively participate in 270,000 Facebook Groups about gaming, and now they’ll see Instant Games in the Groups navigation bar next to the About and Discussion tabs. Facebook is also considering making games an opt-in feature for non-gaming Groups. In Facebook Lite, Instant Games will appear in the More sidebar so they’re not too interruptive.
The expansion demonstrates how serious Facebook is about becoming a gaming company again. Back in its desktop days, the games platform dominated by devleopers like Zynga racked up tons of usage, virality, and in-game payments revenue for Facebook. That revenue has been in a long decline since mobile usage picked up around 2011.
Facebook won’t actually be earning money from in-app purchases on Instant Games on iOS where it doesn’t allow IAP due to Apple’s policies, or on Android since it began forgoing its cut last month. It does take 30 percent on desktop though. But the bigger monetization play is in ads where Facebook is a juggernaut.
With Instant Games on Messenger, Facebook’s desktop site via a bookmark, its new Fb.gg standalone gaming community app, and now Facebook Lite and Groups, the company is prioritizing the space again. That seems wise as gaming becomes more mainstream thanks to players livestreaming their commentary and phenomena like Fortnite.
via Social – TechCrunch https://ift.tt/2PE9kZ7
0 notes
workfromhom · 6 years
Text
Sidestepping App Stores, Facebook Lite and Groups get Instant Games
HTML5 almost ruined Facebook when baking in the mobile web standard to speed up development slowed down the performance of the social network’s main iOS and Android apps. It eventually ditched HTML5, rebuilt the apps natively, and Facebook became one of the most powerful players in mobile.
Now Facebook is giving HTML5 another shot as a way to expand its Instant Games like Pac-Man and Words With Friends to the developing world through Facebook Lite, and to interest communities via Facebook Groups.
Instead of having to download separate apps for each game from the Apple App Store or Google Play, Instant Games launch in a mobile browser. That keeps Facebook Lite’s file size small to the benefit of international users with slow connections or limited data plans. And it lets Instant Games integrate directly into Groups so you can challenge not only friends but like-minded members to compete for high scores.
90 million people each month actively participate in 270,000 Facebook Groups about gaming, and now they’ll see Instant Games in the Groups navigation bar next to the About and Discussion tabs. Facebook is also considering making games an opt-in feature for non-gaming Groups. In Facebook Lite, Instant Games will appear in the More sidebar so they’re not too interruptive.
The expansion demonstrates how serious Facebook is about becoming a gaming company again. Back in its desktop days, the games platform dominated by devleopers like Zynga racked up tons of usage, virality, and in-game payments revenue for Facebook. That revenue has been in a long decline since mobile usage picked up around 2011.
Facebook won’t actually be earning money from in-app purchases on Instant Games on iOS where it doesn’t allow IAP due to Apple’s policies, or on Android since it began forgoing its cut last month. It does take 30 percent on desktop though. But the bigger monetization play is in ads where Facebook is a juggernaut.
With Instant Games on Messenger, Facebook’s desktop site via a bookmark, its new Fb.gg standalone gaming community app, and now Facebook Lite and Groups, the company is prioritizing the space again. That seems wise as gaming becomes more mainstream thanks to players livestreaming their commentary and phenomena like Fortnite.
from Facebook – TechCrunch https://ift.tt/2PE9kZ7 via IFTTT
0 notes
un-enfant-immature · 6 years
Text
Sidestepping App Stores, Facebook Lite and Groups get Instant Games
HTML5 almost ruined Facebook when baking in the mobile web standard to speed up development slowed down the performance of the social network’s main iOS and Android apps. It eventually ditched HTML5, rebuilt the apps natively, and Facebook became one of the most powerful players in mobile.
Now Facebook is giving HTML5 another shot as a way to expand its Instant Games like Pac-Man and Words With Friends to the developing world through Facebook Lite, and to interest communities via Facebook Groups.
Instead of having to download separate apps for each game from the Apple App Store or Google Play, Instant Games launch in a mobile browser. That keeps Facebook Lite’s file size small to the benefit of international users with slow connections or limited data plans. And it lets Instant Games integrate directly into Groups so you can challenge not only friends but like-minded members to compete for high scores.
90 million people each month actively participate in 270,000 Facebook Groups about gaming, and now they’ll see Instant Games in the Groups navigation bar next to the About and Discussion tabs. Facebook is also considering making games an opt-in feature for non-gaming Groups. In Facebook Lite, Instant Games will appear in the More sidebar so they’re not too interruptive.
The expansion demonstrates how serious Facebook is about becoming a gaming company again. Back in its desktop days, the games platform dominated by devleopers like Zynga racked up tons of usage, virality, and in-game payments revenue for Facebook. That revenue has been in a long decline since mobile usage picked up around 2011.
Facebook won’t actually be earning money from in-app purchases on Instant Games on iOS where it doesn’t allow IAP due to Apple’s policies, or on Android since it began forgoing its cut last month. It does take 30 percent on desktop though. But the bigger monetization play is in ads where Facebook is a juggernaut.
With Instant Games on Messenger, Facebook’s desktop site via a bookmark, its new Fb.gg standalone gaming community app, and now Facebook Lite and Groups, the company is prioritizing the space again. That seems wise as gaming becomes more mainstream thanks to players livestreaming their commentary and phenomena like Fortnite.
0 notes
kunshtechnologies · 6 years
Link
Key factors that cannot be overlooked while hiring Android developers from the market. Filtering and evaluation based on the features will help your business a big time. Also, it worth the time and money you are about to spend.
0 notes
pacewisdomuk-blog · 6 years
Photo
Tumblr media
PaceWisdom: Enterprise Moblie App development company in London, UK. We build mobile and efficient apps in the London, UK, suiting your necessity, and improving your visibility and potential marketability. Find digital solutions to your problems here.
0 notes
brtechnosoftltd · 7 years
Link
Looking for Geo-Location Mobile Application Solutions for your mobile Application, Drop us email [email protected] Our Expert team analysis your requirement and provide you Free Quote with best Solutions
0 notes
zeusadsolutions · 7 years
Link
0 notes
Apps Devleopment By Ranksol
Android is the most recent working framework by Google which swapped the iOS and old symbian OS. Right now for all intents and purposes 75% of the contraptions hold android OS in them. It makes the android veritable extraordinary. To encourage the android clients Twilio has beginning late started its most recent android SDK that draws in the fashioners to make unmistakable sorts of Twilio applications perfect with android OS. It was the beginning of the new race around the applications engineers.Ranksol have a decent combine of Android advancement this match of group ranksol do alot of dedicated for our respectable clients.Undoubtedly its an amazing endeavor ahead by Twilio Applications and we anticipate various dynamically inside a concise traverse of time. We are directly managing influencing diverse sorts of such android OS to consummate applications which could redesign the straightforwardness in correspondence and can make an advanced mobile phone nonstop more astute
0 notes
Link
HTML5 almost ruined Facebook when baking in the mobile web standard to speed up development slowed down the performance of the social network’s main iOS and Android apps. It eventually ditched HTML5, rebuilt the apps natively, and Facebook became one of the most powerful players in mobile.
Now Facebook is giving HTML5 another shot as a way to expand its Instant Games like Pac-Man and Words With Friends to the developing world through Facebook Lite, and to interest communities via Facebook Groups.
Instead of having to download separate apps for each game from the Apple App Store or Google Play, Instant Games launch in a mobile browser. That keeps Facebook Lite’s file size small to the benefit of international users with slow connections or limited data plans. And it lets Instant Games integrate directly into Groups so you can challenge not only friends but like-minded members to compete for high scores.
90 million people each month actively participate in 270,000 Facebook Groups about gaming, and now they’ll see Instant Games in the Groups navigation bar next to the About and Discussion tabs. Facebook is also considering making games an opt-in feature for non-gaming Groups. In Facebook Lite, Instant Games will appear in the More sidebar so they’re not too interruptive.
The expansion demonstrates how serious Facebook is about becoming a gaming company again. Back in its desktop days, the games platform dominated by devleopers like Zynga racked up tons of usage, virality, and in-game payments revenue for Facebook. That revenue has been in a long decline since mobile usage picked up around 2011.
Facebook won’t actually be earning money from in-app purchases on Instant Games on iOS where it doesn’t allow IAP due to Apple’s policies, or on Android since it began forgoing its cut last month. It does take 30 percent on desktop though. But the bigger monetization play is in ads where Facebook is a juggernaut.
With Instant Games on Messenger, Facebook’s desktop site via a bookmark, its new Fb.gg standalone gaming community app, and now Facebook Lite and Groups, the company is prioritizing the space again. That seems wise as gaming becomes more mainstream thanks to players livestreaming their commentary and phenomena like Fortnite.
from Mobile – TechCrunch https://ift.tt/2PE9kZ7 ORIGINAL CONTENT FROM: https://techcrunch.com/
0 notes
marcusflanagan · 6 years
Text
Sidestepping App Stores, Facebook Lite and Groups get Instant Games
HTML5 almost ruined Facebook when baking in the mobile web standard to speed up development slowed down the performance of the social network’s main iOS and Android apps. It eventually ditched HTML5, rebuilt the apps natively, and Facebook became one of the most powerful players in mobile.
Now Facebook is giving HTML5 another shot as a way to expand its Instant Games like Pac-Man and Words With Friends to the developing world through Facebook Lite, and to interest communities via Facebook Groups.
Instead of having to download separate apps for each game from the Apple App Store or Google Play, Instant Games launch in a mobile browser. That keeps Facebook Lite’s file size small to the benefit of international users with slow connections or limited data plans. And it lets Instant Games integrate directly into Groups so you can challenge not only friends but like-minded members to compete for high scores.
90 million people each month actively participate in 270,000 Facebook Groups about gaming, and now they’ll see Instant Games in the Groups navigation bar next to the About and Discussion tabs. Facebook is also considering making games an opt-in feature for non-gaming Groups. In Facebook Lite, Instant Games will appear in the More sidebar so they’re not too interruptive.
The expansion demonstrates how serious Facebook is about becoming a gaming company again. Back in its desktop days, the games platform dominated by devleopers like Zynga racked up tons of usage, virality, and in-game payments revenue for Facebook. That revenue has been in a long decline since mobile usage picked up around 2011.
Facebook won’t actually be earning money from in-app purchases on Instant Games on iOS where it doesn’t allow IAP due to Apple’s policies, or on Android since it began forgoing its cut last month. It does take 30 percent on desktop though. But the bigger monetization play is in ads where Facebook is a juggernaut.
With Instant Games on Messenger, Facebook’s desktop site via a bookmark, its new Fb.gg standalone gaming community app, and now Facebook Lite and Groups, the company is prioritizing the space again. That seems wise as gaming becomes more mainstream thanks to players livestreaming their commentary and phenomena like Fortnite.
from TechCrunch https://ift.tt/2PE9kZ7
0 notes