iOS 6 New API For Turn Based Matches - Accept and Decline - ios6

iOS 6.0 has added a couple of new instance methods to the class GKTurnBasedMatch. I am not sure how to use them:
acceptInviteWithCompletionHandler
declineInviteWithCompletionHandler
Are they supposed to be used in response to receiving a turn-based match invite? Turn-based match invites are received through the GKTurnBasedEventHandlerDelegate protocol method: handleInviteFromGameCenter.
- (void) handleInviteFromGameCenter:(NSArray *)playersToInvite
handleInviteFromGameCenter does not provide a GKTurnBasedMatch instance to use for the purposes of accepting or declining. Consequently I do not know how to use them in response to an invite.
The only methods that provide GKTurnBasedMatch instances are:
+ loadMatchesWithCompletionHandler
+ findMatchForRequest:withCompletionHandler
I am not sure why I would use acceptInviteWithCompletionHandler on the results of loadMatchesWithCompletionHandler, because they are matches I am already participating in.
I am not sure why I would use either of them with findMatchForRequest:withCompletionHandler, because this is being called to find a match. Am I supposed to accept the match after finding it?
<- Update ->
I have found one use for declineInviteWithCompletionHandler. If a user requests to delete a match they have not taken a turn in, I call declineInviteWithCompletionHandler. This way they are not recorded as having quit the match.
When a player has not yet taken a turn, their GKTurnBasedParticipant.lastTurnDate is null
If a user requests to play a match (that I have displayed in a list using loadMatchesWithCompletionHandler) and if the local player has not taken a turn in the match, I am calling acceptInviteWithCompletionHandler, before I display the match to the player. I'm not sure if this is necessary, it just seemed like the right thing to do.

Related

pagination for the list secrets for logic apps

I am using List secrets activity to get all the secrets from key vault. I am only able to get first few values as pagination is not Woking for this activity. Is there any other way I can get all the secrets values from the logic apps.Right now I am only able to do for first page values only and as per Microsoft there is limitation of maximum 25 items.
I've managed to recreate the problem in my own tenant and yes, it is indeed an issue. There should be a paging option in the settings but there's not.
To get around this, I suggest calling the REST API's directly. The only consideration is how you authenticate and if it were me, I'd be using a managed identity to do so.
I've mocked up a small example for you ...
The steps are ...
Create a variable that stores the nextLink property. Initialise it with the initial URL for the first call to the REST API, it looks something like this ... https://my-test-kv.vault.azure.net/secrets?maxresults=25&api-version=7.3 ... and is straight out of the doco ... https://learn.microsoft.com/en-us/rest/api/keyvault/secrets/get-secrets/get-secrets?tabs=HTTP
In the HTTP call as shown, use the Next Link variable given that will contain the URL. As for authentication, my suggestion is to use a managed identity. If you're unsure how to do that, sorry but it's a whole other question. In simple terms, go to the Identity tab on the LogicApp and switch on the system managed status to on. You'll then need to assign it access in the KeyVault itself (Key Vault Secrets User or Officer will do the job).
Next, create an Until action and set the left hand side to be the Next Link variable with the equal to value being expression string('') which will check for a blank string (that's how I like to do it).
Finally, set the value of the Next Link value to the property in the response from the last call, the expression is ... body('HTTP')?['nextLink']
From here, you can choose what you do with the output, I'd suggest creating an array and appending all of the entries to that array so you can process it later. I haven't taken the answer that far given I don't know the exactness of how you want to process the results.
That should get you across the line.

How to fire fallbackIntent even if user's dialogue fall into some other intent

I am developing an app and everything is working good. One condition are there where I have set the utterances but if user is speaking something else, I am throwing it to the fallbackIntent. One of my utterance is {name} so user can speak any name. But I have define range of name as well that user is allowed only these names. So my problem is if the user is choosing defined names, everything working great and if user said something else like what is weather of chicago, it is going to fallbackIntent as well but the issue is if user speak some name which is not in the list, then too it is coming into defined intent. What i want that if user speak something which is correct but not in my defined name then too redirect it to the fallbackIntent. Is there any way I can call intent in giving condition? I am using php.
When you define a custom slot, Alexa take it's values as samples. So values which are not in the slot-value-list will also be passed to you. And with respect your intent, those slot values are valid, hence that intent is triggered.
The solution is to validate the slot values at your backend and return an appropriate response.
In your case, if u get any other names other than those you have defined, respond back with an error or give FallbackIntent's response.
When you create a custom slot type, a key concept to understand is
that this is training data for Alexa’s NLP (natural language
processing). The values you provide are NOT a strict enum or array
that limit what the user can say. This has two implications
1) words and phrases not in your slot values will be passed to you,
2) your code needs to perform any validation you require if what’s
said is unknown.

REST API for a game

I am developing a web distributed application to let any user to play the Klondike (solitaire) game. I want to develop a API REST but I am not sure how the resources URL should look like.
At the server, I have the 'game', 'stock', 'waste', 'tableau', 'foundation' classes among others. The game class has the method moveFromStockToWaste, moveFromTableauToTableu... which implements the movements of the game.
What I have read about REST API is that the resources URL should look like a hierarchy of nouns while the operations (verbs) over this nouns are the HTTP methods (GET, PUT, POST, PATCH).
I am not sure if the way to move a card from stock to waste via API REST should look like this though moveFromTableauToTableau resource is a verb and not a noun:
UPDATE /player/{playerId}/game/{gameId}/moveFromTableauToTableau
Other way I have though is having this tableau piles cards resources:
URL: /player/{playerId}/game/{gameId}/TableauPile/1/
than in turn have resources like the number of not upturned cards and the upturned cards (all the information needed about the tableaus).
Then update this tableau pile resource by deleting the last card:
DELETE /player/{playerId}/game/{gameId}/TableauPile/1/upTurnedCard/3
And then put the card deleted in the target passing the new card suit and value:
POST /player/{playerId}/game/{gameId}/TableauPile/3/upTurnedCard
But this way the REST API would let to move a card from the tableau to the waste and this is not a valid movement.
I always think designing a REST API as a pretty uneasy task.
The second approach seems cleaner in naming convention terms, but I think you should never compromise the integrity of your targeted system to be compliant with such things. As you allow making one atomic operation in two http calls, it is in fact no longer atomic and you expose your system to unpredictable state in case of network failure or if any call fail for some reason. Avoid this kind of problem must be the top priority.
One idea could be thinking moves in terms of moves collection. So for a game you have a moves ressources. And then you can refine the move nature with some additional request parameters such like
POST/players/{playerId}/games/{gameId}/moves?type=TABLEAU_TO_TABLEAU
Body:
{
"src": "stock",
"dest": "waste"
}
This way you should have enough flexibilty to handle the different types of move.
Besides, may I suggest you to use plural form for resource naming :
player -> players
game -> games
so
GET /players naturally means give me all values of the player resource
GET /players/1 means give me the player of the players resource with the restriction playerId=1
I am developing a web distributed application to let any user to play the Klondike (solitaire) game. I want to develop a API REST but I am not sure how the resources URL should look like.
Oracle: how would you implement this as a website?
At the server, I have the 'game', 'stock', 'waste', 'tableau', 'foundation' classes among others. The game class has the method moveFromStockToWaste, moveFromTableauToTableu... which implements the movements of the game.
One important thing to realize is that the classes in your implementation don't matter; REST is about manipulating documents, the changes that happen to the game are side effects of manipulating the "documents".
In other words, the REST API is a mask that your game wears so that it looks like a web site.
See Jim Webber's talk DDD In the Large.
Klondike is effectively a state machine; any given tableau has some limited number of legal moves to make, each of which takes you to a new position.
So one way you might model the API is a representation of the tableau plus affordances (links) for each move, and the game progresses from one state to the next as you follow the links that describe a possible legal move.
There are "only" 8*10^67 or so deals to worry about, and for each of them you effectively have a graph of all of the reachable positions, and order them by traversal order, and then just link them all together.
/76543210987654321098765432109876543210987654321098765432109876543210/0
/76543210987654321098765432109876543210987654321098765432109876543210/1
/76543210987654321098765432109876543210987654321098765432109876543210/2
/76543210987654321098765432109876543210987654321098765432109876543210/3
And so on.
It's not an impossible arrangement, although it may be impractical, and since the URL describes the entire state of the game, the player has access to hidden state.
I'd suggest first trying this approach on something less complicated, like tic-tac-toe.
Hiding the state is relatively straight forward, because the mapping of the current game to a specific seed can be done on the server. That is, you send a POST to the start game end point, and that generates some random identifier, and maps the random identifier to a seed position, and off you go.
But a potential problem in this design is that HTTP is a stateless protocol; there's no way for the server to "know", when the player requests GET /games/000/152, that the client was previously in a position that could legally move to position 152. You can make the URI hard to guess, but that's about it.
What you likely want is the ability to ensure that the moves made by the player are legal, which means that the server needs to be tracking the current state of the game, and the player gets a view of the open information only.
The simplest HTML model of this would have the representation of the game show the information that the player is allowed, and a form with a list of the legal moves. The player selects one move and submits the form, which is a POST back to the game resource (directly back to the same resource, because we want the cache invalidation properties). Your implementation could then check that the received move is legal, refresh its own local state, and send an appropriate response.
That's the basic pattern we should be considering; GET the game, then send an unsafe request to modify the server's copy of the game.
The basic plan isn't all that different if you want to use a remote authoring approach. GET fetches a representation of the revealed information, the client makes legal edits to that representation, and PUTs the new representation to the same URL. The server verifies that the new position is reachable from the old position, and accepts the move, using its own copy of the hidden information to update the representation of the player's view.
(Pay careful attention to the meta data used in the response to PUT; the server is supposed to be communicating carefully whether the new representation is adopted as is, or if the server has transformed the proposed representation to make it consistent with the server's constraints).
You could, of course, also use PATCH to communicate the changes made to the representation by the client.
If messages were lost, or duplicated, the client's view and the server's view might not be aligned. So you may want to have your representation of the game include a clock/timer/turn number, so that the server can be certain that the players move is intended for the current state of the game.
EDIT As Roman notes, HTTP already has built into it the concept of validators, which allow you to lift data from your domain specific clock into the headers, so that generic components can understand and act appropriately to conditional requests
Another way of thinking about the game is to consider event sourcing; the client and the server are taking turns appending entries to a log, and the view of the game itself is computed by applying the events in the log. The client's moves would be limited to the set that manipulate the open information, the server's moves would reveal previously hidden information.
So you could use Atom Pub, or something very similar to it, to write new entries into the log. This in effect gives you two different representations of the game - the view, that shows you what you see when you look at the tableau, and the feed, which shows you the moves made to reach that point.
(If you squint, you'll see that this is really just a variation on "let the client pick a legal move".)
You could, I suppose, treat each of the elements in your domain model as a resource, and try to design an API to allow the client to manipulate those directly, but it isn't at all clear to me what benefit you get from that.

Microsoft Graph GetByIds support for query params ($select, $filter), or include additional properties in GetMemberGroups

GetMemberGroups only returns the "id" properties of the groups, afaik there is no way to include other additional properties (my guess it's because it only searches in some kind of index rather than actually traversing all nodes in the hierarchy, which makes sense when it needs to be transitive)
DirectoryObjects.GetByIds comes handy once I have the ids from GetMemberGroups, but this one returns all default properties. If I specify any $filter for example if I know that I don't need groups with certain prefix in displayName, or a $select because I know I will only need certain properties, any of these query parameters are ignored. No error thrown, just ignored, and all objects are returned with all parameters.
// this works (max 2046 results)
var groupIDs = await client.Users[userid].GetMemberGroups(false).Request().PostAsync()
// something like Expand or Include would be handy
// even if it is done separately in AD, at least we would save the roundtrip
client.Users[userid].GetMemberGroups(false).Request().Include("prop1,prop2").PostAsync()
// this works nicely with pagination, but both Select and Filter are ignored
var res = await client.DirectoryObjects.GetByIds(groupIDs.ToList(), new[] { "group" })
.Request().Select("id,displayName").Filter("startswith(displayName,'prefix')").PostAsync()
This scenario makes more sense when you are dealing with large result sets (), and you cannot cache values for too long, in these cases it can waste more bandwith than it should.
Is there any other option to achieve similar results? Or any hints on whether it is possible at all to support this, is anything similar on the roadmap?
Maybe #Dan Kershaw knows more, but if meanwhile I'm missing an already existing solution, would be nice to use it.
This looks like a new feature request - to filter and select on a function or action in Microsoft Graph. We don't have this today. The only option currently available to you is to get the full set back, and do client side filtering/selection.
Can you create a user voice request for this new capability please
Hope this helps,

Create many passes from the app - iphone passbook

SITUATION :
I have an application where i have to issue a gift cupon kind of a thing when the user reaches a certain score say 'x'.
I want to create a coupon with a unique QRcode, at the time the user reaches the score 'x' so that he can download it on his iphone and use it. Once it is used , the cupon should be invalidated. this applies to any user using the application. Meaning a coupon is created once the score is reached and deleted or invalidated once it is used.
ISSUE :
I'm not able to figure out how to create a cupon everytime any user reaches the score. Ofcourse, i did go through a lot of documentations and links like http://www.raywenderlich.com/20734/beginning-passbook-part-1. I also tried using pass-source but the valid account requires you to pay minimum about 8$.
As suggested in raywenderlich tutorials, i can create passes but thats not created through the application.
Also i didn't see any method where we can be notified when a user uses his issued coupon so that we can invalidate it.
Am i missing something here?
"Using" a QR code on a coupon means it is scanned by something else. That something else has to take responsibility to report the activity back to you, so you could then update the pass with an "Expired" flag in your database, re-sign and rebuild the pass, issue the push notification so that it would eventually update on the device. You'd also probably want that scanner-thingie to check with you to see that the code is valid before accepting it. So, yeah, not Apple's problem.

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