For my use case, I need to enable monetization feature in wso2am 4.0.0. the solution which is explained in documentation limits us to use stripe as a billing engine ( other mentioned solution i.e. implementing Monetization interface is difficult!!). Stripe is not free and open source. Has anyone found any other solution for handling monetization?
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For the last couple of days, I have faced an issue with my Unity project regarding adding Google and Facebook authentication for my users, using Firebase. The thing is that there exist a couple of youtube tutorials for each of those two implementations but they are quite misleading and rushed.
Apart from that those tutorials refer to the creation of a new project which implies that the Firebase Auth package is not yet installed. And I mention this because I've seen plenty of people in the comments that are struggling with the Plugins and Parse folders that get overwritten whenever both Firebase Auth and Google or Facebook packages are installed. So there does not exist a rule of thumb on how to proceed in cases where projects already had other methods of authentication such as Email/Password.
Of course, the documentation for both Google and Facebook is unclear on how to get the access token.
Facebook SignIn doc: https://firebase.google.com/docs/auth/unity/facebook-login?hl=en&authuser=0
Google SignIn doc:
https://firebase.google.com/docs/auth/unity/google-signin?hl=en&authuser=0
I've made this post in order to find a step-by-step solution to my problem and hopefully help the community find a solution to a problem that concerns many developers.
[Edit]: My question is. How exactly do I implement the Google & Facebook Sign-In, based on the documentation, that is unclear, especially on the step
Follow instructions for Android and iOS+ to get an access token for the signed-in Facebook user.
And I am speaking for a project that already has imported Firebase.Authentication, which means that folders such as Plugins and Parse are already in the Assets and get overloaded from the packages requested by the 'tutorials' (Because the docs do not even mention what package to use and how).
[Edit]: As of right now I've managed to set up the code in a way that has no errors. When I run it though I get:
[Android]: Exception: Field currentActivity or type signature not found.
[iOS]: EntryPointNotFoundException: GoogleSignIn_Create
After some googling, they proposed testing it after I build it which I think is way too much time-consuming.
This is the answer I've got from Firebase support.
First of all, we need to note that Firebase only has three native authentication providers: email, phone, and anonymous authentication. For the other methods, Firebase needs to trust how their respective third-party providers handle their authentication flow. That's why Firebase can't offer a way to get the access token. This is not its responsibility.
So, to sign in with a Federated provider (FP) you must follow the following steps.
Think about which will be your target mobile platform. Not all the FP provide the same authentication flow on iOS or Android. For example Google offers a more handy way to authenticate Android devices by using Google Play Game Services
Authenticate in Unity Using Google Play Games Services | Firebase
Search on his FP's official GitHub repository for the official plugins to get access to the FP's SDK on Unity. For example, Google offer a useful plugin to authenticate user in both platforms
GitHub - googlesamples/google-signin-unity: Google Sign-In API plugin for Unity game engine. Works with Android and iOS.
Last plugin's release: https://github.com/googlesamples/google-signin-unity/releases/tag/v1.0.4
Examples - Unity SDK - Documentation - Meta for Developers
Create the FP credentials according to its own requirements. For example, Google login requires the use of web_client_id, which can be obtained from the google-services.json or GoogleService-Info.plist files needed to build the application on the target platform.
https://github.com/googlesamples/google-signin-unity#get-a-google-sign-in-configuration-file
https://github.com/googlesamples/google-signin-unity#using-this-plugin-with-firebase-auth
Once you've built the FP's credential into your project, it's time to check out our Firebase documentation for using the FP credential in our authentication flow. I recommend having the Firebase reference along with the documentation as it will help to know what arguments the required method needs.
The best way to test your new authentication provider is by implementing the Firebase Authentication Unity Quickstart. Please clone the Unity Quickstart repository here and deploy the Unity project found in the auth folder. Follow the steps mentioned in the README.md file and build the app on your target platform.
I recommend that you add the FP's SDK right in the same step as adding the Firebase SDK plugins to avoid some build issues. Since these errors are more related to Unity than Firebase, I recommend reaching out to our communities on StackOverflow, Google Groups, and Slack for help with these issues as they have more knowledge than I on those topics.
So, in conclusion, getting credentials from third-party providers is a task delegated to them and not to Firebase since this one is not responsible for any third-party authentication flow.
I am working on POC for monetization in Apigee developer portal http://dev-damuorgn.devportal.apigee.com/admin/dashboard
This is freeware working in cloud.
Here when I try to enable DevConnect Monetization and DevConnect Monetization Payment modules under DevConnect Mint category, I am getting error as “ Monetization feature not available. Please contact Apigee Support”.
Please check and revert back to us.
As mentioned in the comments, this feature is not available for free orgs. Possibly the use of API Products will do what you need in this regard.
Is there any restriction in Apigee tool from Cloud to customize the portal page ?
We are looking for developer portal like http://developer.nytimes.com/
Do we need actual APigee tool or Apigee free version from cloud support us to customize the page.
Apigee no longer offers a free option for developer portal. There are no restrictions on the paid version.
My understanding is that if you still have the free version of the dev portal that it is fully customizable to the extent that you can install and activate drupal modules and completely customize the CSS. But anything that would require file system access is not allowed. You also would not be able to get a custom domain name like developer.yourcompany.com
However, as it's not being offered anymore (and was only offered briefly) your free account may also go away
I have an ASP.NET Razor / Web Pages site that I need to integrate with PayPal Express Checkout. Edit: this integration requires more than just a simple PayPal-generated button, e.g., I need to dynamically set the price, item description, tax etc.
I am quite new to both Web Pages and PayPal integration so would like to ask what the preferred approach would be.
So far, I have found there are these options:
Use PayPal Helper for WebMatrix
Just read the PayPal spec and create a form with hidden fields etc.
Use some of the NuGet packages from PayPal
Inspire in some custom code like this one
No. 1 is probably some outdated code (both the release date and recent reviews suggest that), no. 2 will certainly work but I'll be on my own, I'm hoping that no. 3 would be the best answer but there are many of those NuGet packages and I haven't found any good examples yet, and 4 is an option if no other works.
Any suggestions? The goal is to have a simple form, below it my custom "Pay Now" button (preferably; could be also a PayPal-provided button) and when user clicks it, the website should redirect him to PayPal, process the payment notification / approval etc.
I realize this question is old, but if you're looking for SDKs provided by PayPal that support Express Checkout, then you have the following two options:
PayPal .NET SDK
This SDK (formerly known as the "RestApiSdk") is built on the newer PayPal REST APIs and provides support for Express Checkout through the Payments API. All API calls use an OAuth token for security and the calls (and associated code) are a bit cleaner than its Classic counterpart. While some aspects of the REST services are still not quite up to par compared to Classic (e.g. Subscriptions), the Payments portion of the REST APIs is mostly at parity with Classic. Moving forward, this is the SDK that PayPal will be investing in and improving, so it's recommended that any new integrations use this SDK.
Recently, the .NET SDK repo on GitHub was updated with a Wiki that should hopefully make it easier to get started using the SDK. Also, a lot of work has also been put into the included samples project to help show how to use SDK with various use cases. And if there's a use case that's missing or needs better/more explanation, definitely don't hesitate to let me know on there. :)
PayPal Classic Merchant SDK
The Merchant SDK has been around for awhile and all the classes are auto-generated from PayPal's publicly-available WSDL schema files. While it provides support for every Express Checkout-related feature, using it is a bit more cumbersome than the REST-based SDK.
PayPal is no longer actively supporting the Merchant SDK and will only be providing bug fixes when necessary. For this reason, PayPal doesn't recommend using this SDK for new integrations.
If you find a feature that you enjoy using in this SDK that isn't available in the REST counterpart, please let me know here or on GitHub. One issue we've noticed for people looking to switch is the REST API does not provide payment history details for payments made via Classic calls. The PayPal SDK team is currently looking into ways this support can be added to the REST-based SDKs to make it easier for developers to make the transition.
The only option you have is to call rest api from asp.net web pages.
You can find the source code of rest api at following places.
https://github.com/paypal/rest-api-sdk-dotnet
http://paypal.github.io/sdk/
Borek,
if you just want PayPal Express Checkout the easiest way to do it is to simply create a PayPal "Buy It Now" button. You don't need to code anything.
You can find out how to do it here https://developer.paypal.com/docs/classic/paypal-payments-standard/ht_create-pps-buttons/ but the basic steps are:
Create the button inside PayPal.
Copy the button code inside PayPal.
Paste it into your website/email whatever.
Hope that helps!
Is it possible to download and install Apigee on your own server? If so, is there any documentation on how to do this?
I have looked around on the Apigee.com web site for details, and I'm aware that there is an Apigee GitHub repo, but I'm not sure where to start.
Thanks!
The answer to your question is NO. Apigee does NOT provide you with content that can be downloaded, installed and run locally. However, if you do want to do this, you would need to buy a licensed OPDK (On Premise Deployment Kit), and then go about setting things up.
Apigee does provide a FREE account however for you to play around with and perform most/ALL actions, including implementing policies and building developer applications. Navigate to Apigee Enterprise, create a free account and plug away.
ALL of the documentation you need can be found at the Apigee Documentation site.
Apigee leverages some features from Usergrid, which is an open source project currently incubating at Apache.
http://usergrid.incubator.apache.org/
You can download it and run it on your own server. It doesn't give you API management, but it does provide BaaS functionality (a backend service/datastore to power mobile apps).
Apigee has a On premise deployment setup(opdk) which lets clients run apigee on their own servers. But i believe it's not a free piece of software, You will have to pay and buy the package which comes with a license for its setup & usage.
http://apigee.com/about/why-apigee
The full suit of Apigee capabilities are absolutely available either in the cloud or on-prem. However, the on-prem option only exists for Apigee Edge and not Developer.