when i start my app it asks me that the app would like to access my profile and friend lists and when i allow i don’t get anything.
this is my code, could you please see what is wrong with it???
It is supposed to display Facebook id and name…
-- ============================================================= -- Copyright Roaming Gamer, LLC. 2009-2013 -- ============================================================= -- ============================================================= -- -- ============================================================= local storyboard = require( "storyboard" ) local scene = storyboard.newScene() local facebook = require( "facebook" ) local json = require "json" --local debugLevel = 1 -- Comment out to get global debugLevel from main.cs local dp = ssk.debugPrinter.newPrinter( debugLevel ) local dprint = dp.print ---------------------------------------------------------------------- -- LOCALS -- ---------------------------------------------------------------------- -- Variables local screenGroup local layers -- Callbacks/Functions local onBack local function listener( event ) if ( "session" == event.type ) then -- upon successful login, request list of friends of the signed in user if ( "login" == event.phase ) then facebook.request( "me/" ) -- Fetch access token for use in Facebook's API local access\_token = event.token print( access\_token ) end elseif ( "request" == event.type ) then -- event.response is a JSON object from the FB server local response = event.response -- if request succeeds, create a scrolling list of friend names if ( not event.isError ) then response = json.decode( event.response ) local data = response.data if(data[i].id) then local fId = data[i].id ssk.labels:quickLabel( layers.buttons, fId, 250, 100, nil, 30 ) print( name ) else ssk.labels:quickLabel( layers.buttons, "No id", 250, 100, nil, 30 ) end if(data[i].name) then local name = data[i].name ssk.labels:quickLabel( layers.buttons, name, 250, 300, nil, 30 ) print( name ) else ssk.labels:quickLabel( layers.buttons, "No name", 250, 100, nil, 30 ) end end elseif ( "dialog" == event.type ) then print( "dialog", event.response ) end end ---------------------------------------------------------------------- -- Scene Methods: -- scene:createScene( event ) - Called when the scene's view does not exist -- scene:willEnterScene( event ) -- Called BEFORE scene has moved onscreen -- scene:enterScene( event ) - Called immediately after scene has moved onscreen -- scene:exitScene( event ) - Called when scene is about to move offscreen -- scene:didExitScene( event ) - Called AFTER scene has finished moving offscreen -- scene:destroyScene( event ) - Called prior to the removal of scene's "view" (display group) -- scene:overlayBegan( event ) - Called if/when overlay scene is displayed via storyboard.showOverlay() -- scene:overlayEnded( event ) - Called if/when overlay scene is hidden/removed via storyboard.hideOverlay() ---------------------------------------------------------------------- function scene:createScene( event ) screenGroup = self.view -- Create some rendering layers layers = ssk.display.quickLayers( screenGroup, "background", "buttons", "overlay" ) -- AWESOME CONTENT HERE local appId = myAppId if ( appId ) then facebook.login( appId, listener ) end ssk.buttons:presetPush( layers.buttons, "default", 55, h-25, 100, 40, "Back", onBack ) if(build\_settings.orientation.default == "landscapeRight") then ssk.labels:quickLabel( layers.buttons, "Login", 50, 100, nil, 30 ) else ssk.labels:quickLabel( layers.buttons, "Login", 50, 100, nil, 22 ) end end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:willEnterScene( event ) screenGroup = self.view end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:enterScene( event ) screenGroup = self.view end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:exitScene( event ) screenGroup = self.view end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:didExitScene( event ) screenGroup = self.view end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:destroyScene( event ) screenGroup = self.view layers:removeSelf() layers = nil screenGroup = nil end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:overlayBegan( event ) screenGroup = self.view local overlay\_name = event.sceneName -- name of the overlay scene end ---------------------------------------------------------------------- ---------------------------------------------------------------------- function scene:overlayEnded( event ) screenGroup = self.view local overlay\_name = event.sceneName -- name of the overlay scene end ---------------------------------------------------------------------- -- FUNCTION/CALLBACK DEFINITIONS -- ---------------------------------------------------------------------- onBack = function ( event ) ssk.debug.monitorMem() local options = { effect = "fade", time = 200, params = { logicSource = nil } } storyboard.gotoScene( "s\_MainMenu", options ) return true end --------------------------------------------------------------------------------- -- Scene Dispatch Events, Etc. - Generally Do Not Touch Below This Line --------------------------------------------------------------------------------- scene:addEventListener( "createScene", scene ) scene:addEventListener( "willEnterScene", scene ) scene:addEventListener( "enterScene", scene ) scene:addEventListener( "exitScene", scene ) scene:addEventListener( "didExitScene", scene ) scene:addEventListener( "destroyScene", scene ) scene:addEventListener( "overlayBegan", scene ) scene:addEventListener( "overlayEnded", scene ) --------------------------------------------------------------------------------- return scene