Me and my friend are working on an fan app for a friends band and it’s supposed to pull their facebook page feed/statuses into a tableView but it only returns one empty cell. Since the app is a secret i linked to the graph for ansca, the bands graph looks just like this one.
https://developers.facebook.com/tools/explorer?method=GET&path=79415735871%2Ffeed
I don’t know why it only returns one cell, if I use “me/friends” and follow the corona docs then it returns all my friends.
edit: Updated and edited the code.
Thanks/David
[code]
local storyboard = require( “storyboard” )
local scene = storyboard.newScene()
local widget = require(“widget”)
local json = require(“json”)
local facebook = require(“facebook”)
– BEGINNING OF YOUR IMPLEMENTATION
– NOTE: Code outside of listener functions (below) will only be executed once,
– unless storyboard.removeScene() is called.
local facebookAppId = “xxxxxxxxxxxxxxxx”
local facebookUserId = “xxxxxxxxxxxxxx”
local anscaID = “79415735871”
local response
local data
local myTableView;
– Called when the scene’s view does not exist:
function scene:createScene( event )
local group = self.view
local tableViewOptions = {
top = 64,
left = 0,
width = 320,
height = 368,
friction = 0.935,
– maskFile = “assets/masks/mask-370.png”
}
myTableView = widget.newTableView(tableViewOptions)
group:insert(myTableView)
local fbLogin = function(event)
if event.type == “session” and event.phase == “login” then
facebook.request(anscaID…"/statuses")
elseif event.type == “request” then
response = json.decode(event.response)
data = response.data
for i = 1, #data do
local function onRowRender( event )
local row = event.target
local rowGroup = event.view
local userName
local pubDateText
local messageText
local likesCount
row.userName = display.newRetinaText(rowGroup, data[i].from.name, 0, 0, “Helvetica-Bold”, 14)
row.userName:setReferencePoint(display.TopLeftReferencePoint)
row.userName.x = 10
row.userName.y = 5
row.userName:setTextColor(33, 33, 33, 255)
row.messageText = display.newRetinaText(rowGroup, data[i].message, 0, 0, 300, 88, “Helvetica”, 12)
row.messageText:setReferencePoint(display.TopLeftReferencePoint)
row.messageText.x = 10
row.messageText.y = row.userName.height +15
row.messageText:setTextColor(66, 66, 66, 255)
row.pubDateText = display.newRetinaText(rowGroup, data[1].updated_time, 0, 0, “Helvetica”, 12)
row.pubDateText(display.TopLeftReferencePoint)
row.pubDateText.x = 10
row.pubDateText.y = row.messageText.height +15
row.pubDateText(66, 66, 66, 255)
row.likesCount = display.newRetinaText(rowGroup, data[1].likes.count, 0, 0, “Helvetica”, 12)
row.likesCount(display.TopLeftReferencePoint)
row.likesCount.x = row.pubDateText.width + 30
row.likesCount.y = row.messageText.height +15
row.likesCount(66, 66, 66, 255)
end --onRowRender closed
local rowHeight = 128;
local lineColor = {0, 0, 0, 255}
local rowColor = {255, 255, 255, 255}
myTableView:insertRow{
height = rowHeight,
lineColor = lineColor,
rowColor = rowColor,
onRender = onRowRender
}
end–for ends
end
end
facebook.login( facebookAppId, fbLogin, {“read_stream”})
– Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
– Do nothing
end
– Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
– INSERT code here (e.g. stop timers, remove listenets, unload sounds, etc.)
end
– If scene’s view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene( event )
local group = self.view
– INSERT code here (e.g. remove listeners, remove widgets, save state variables, etc.)
end
– END OF YOUR IMPLEMENTATION
– “createScene” event is dispatched if scene’s view does not exist
scene:addEventListener( “createScene”, scene )
– “enterScene” event is dispatched whenever scene transition has finished
scene:addEventListener( “enterScene”, scene )
– “exitScene” event is dispatched whenever before next scene’s transition begins
scene:addEventListener( “exitScene”, scene )
– “destroyScene” event is dispatched before view is unloaded, which can be
– automatically unloaded in low memory situations, or explicitly via a call to
– storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( “destroyScene”, scene )
return scene
[/code] [import]uid: 34126 topic_id: 21254 reply_id: 321254[/import]