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  • What Programming languages/technologies stack to use when building Facebook like website ?

    - by Blaze Boy
    I'm developing a website idea that will perform the same as Facebook functionality without the applications extensibility. the site will have a client application to perform a task similar to dropbox.com the site will be a social network of some sort of professionalism, it will highlight code of almost all languages has a high speed backend database Now what languages/techniques do I need to use to achieve that?

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  • Some Facebook Pages Show Tabs On The Top Of Page, And Others On The Left. Why?

    - by mickburkejnr
    Hi everyone, I am developing a Facebook page for my web design/development business, and I've noticed that the page I have created has the tabs aligned to the left hand side of the page underneath the page image. I then look at other pages such as Wetherspoons and Porsche and their tabs are aligned to the top of the page. Why is it like this? Is there a configuration I've missed that allows you to change the layout of the tabs? Cheers!

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  • How to tell Facebook which div is the "content" one? (for links summary)

    - by Magnetic_dud
    I have a small blog hosted on blogger.com I don't understand why, when people like or share a blog post on Facebook, the real content is never fetched as a summary. For example, for this post, the summary is the small "about me" that I placed on the sidebar, while on this other post, the summary is the first comment. It's weird, what I can do? There is a way, for example a class, to indicate the main content div?

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  • Turn the Cables from Your Gaming or Electronics Setup into a Wall-Based Work of Art

    - by Asian Angel
    When it comes to gaming setups or our favorite electronics, there are always lots of cables to deal with. Now you could just bundle those cables up and try to hide them as best you can or you could turn them into a work of art… You can see additional pictures and find out how to set up your own wall-based work of art with those cables by visiting the blog post linked below. Feature Friday: Cords Away [via There I Fixed It] Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre

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  • How can I use the proxy settings on Epic privacy browser to log on to Facebook?

    - by EddieN120
    I love the Epic privacy browser because it is built from the ground up to enhance privacy. It's built on Chromium but because it has stripped out all code that tracks users across the Internet, pages load faster and things work snappier. With one click you can enable a proxy to hide your IP address, sort of like Chrome's "Incognito" mode on steroids. But there's a problem: if I load Epic, go to facebook.com, log in, and then click the proxy button, I can use Facebook for a while. But eventually, Facebook would throw up an error screen, saying that it thinks that my account has been hacked, and then it would make me verify my identity, force me to change my password, etc. I've had to change my password four times in as many days, which is very annoying. Now I turn on the proxy for browsing on to every other site but Facebook. Question: how can I use the proxy settings on Epic privacy browser to successfully log onto and use Facebook?

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Facebook multi-friend-selector + new javascript API = BROKEN ?

    - by Simon_Weaver
    I am using the fb:serverfbml tag to render a multi-friend-selector inside an IFrame. I am using the new javascript API. I have been trying ALL DAY to get it working. When I click on the underlines 'selected' link (to filter by the selected friends) the whole page refreshes and the selected friends disappear. Does the multi-friend-selector just not work with the javascript API? <fb:serverfbml> <script type="text/fbml"> <fb:request-form action="http://apps.facebook.com/rollingrazor/" target="_top" method="POST" invite="true" type="Blah blah blah" content="Blah blah! &lt;fb:req-choice url=&quot;http://apps.facebook.com/rollingrazor/&quot; label=&quot;Let me check my friends&quot; /&gt;"> <fb:multi-friend-selector showborder="false" actiontext="Invite your friends" rows="5" cols="5" bypass="cancel" target="_top" /> </fb:request-form> </script> </fb:serverfbml> <div id="fb-root"></div> <script> window.fbAsyncInit = function () { FB.init({ appId: 'xxxxxxx', status: true, cookie: true, xfbml: true }); }; (function () { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); } ()); </script> Can someone give me a working example using new javascript API with a multi-friend-selector?

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  • rfacebook and facebook image uploading api

    - by msarvar
    I'm using rfacebook gem to interact with facebook connect. And I'm having a problem with uploading images. As facebook api says, the data should be transferred in a hash like json object. So I'm making an hash publish_values = { :uid => @post.profile.channel_uid, :message => @post.content, :auto_publish => true, } unless @post.message.skip_link_info publish_values[:attachment] = {} publish_values[:attachment][:name] = @post.message.link_title unless @post.message.link_title.blank? publish_values[:attachment][:caption] = @post.message.link_title unless @post.message.link_title.blank? publish_values[:attachment][:description] = @post.message.link_description unless @post.message.link_description.blank? unless @post.message.no_thumbnail || @post.message.link_image_url.blank? publish_values[:attachment][:media] = [{ :type => 'image', :src => @post.message.link_image_url, :href => @post.short_uri }] end end But It's not uploading any image to the facebook, the xml respons says "properties must be a dictionary". So I'm stuck in here for a couple days It doesn't make any sene

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  • Facebook failing on XFBML call using Yii Framework

    - by Wenzi
    I have used this same call in other IFRAME Facebook apps, but it gives me nothing at all in terms of output. I am trying it on Yii and getting nothing. <script type="text/javascript"> window.onload = function() { FB_RequireFeatures(["XFBML"], function() { FB.init('xxxxxx', 'xd_receiver.htm'); FB.XFBML.Host.get_areElementsReady().waitUnitlReady(function() { document.getElementById("container").style.visibility = "visible"; }); }); }; </script> <script type="text/javascript"> function publish() { FB_RequireFeatures(["Connect"], function() { FB.init('xxxxxx', 'xd_receiver.htm'); FB.ensureInit(function() { FB.Connect.streamPublish(); }); }); } </script> <fb:serverFbml style="width: 755px;"> <script type="text/fbml"> <fb:fbml> <fb:request-form action="http://apps.facebook.com/ixxxx" method="POST" invite="true" type="rrrrr" content="rrrrr <?php echo htmlentities("<fb:req-choice url=\"http://apps.facebook.com/XXXX\" label=\"Authorize My Application\"") ?>" > <fb:multi-friend-selector showborder="false" actiontext="Invite your friends to use SuperThief."> </fb:request-form> </fb:fbml> </script> </fb:serverFbml>

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  • Facebook Connect iPhone API logout not working

    - by Hunter Bridges
    I am attempting to write a Facebook integration in an iPhone app I'm working on. I have it logging in just fine, but I don't like the idea of being able to turn a feature on without being able to turn it off. So, in working on the logout functionality, I have been caught in a snag. - (IBAction) logoutClicked:(id)sender { if (fbLoggedIn) { FBSession * mySession = [FBSession session]; [mySession logout]; } } - (void)sessionDidLogout:(FBSession*)session { NSLog(@"Session logged out."); [theLoginButton setTitle:@"Facebook Time!" forState:UIControlStateNormal]; fbLoggedIn = FALSE; theLogoutButton.enabled = NO; theLogoutButton.alpha = 0; } The logoutClicked method responds to a button in my xib. The delegate method is not getting called. I have tried setting the Facebook session as a property in my ViewController in order to store/access the data across methods, but that didn't seem to work either. Anybody have any solutions?

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  • new Facebook Like button for Blogger

    - by David
    I want to add the new facebook like button to my blogger website. http://developers.facebook.com/docs/reference/plugins/like I have to pass the url to the blog posts in the iframe src tag. I can get the blogger posts url from <data:post.url/> but I can't put that in a src string because Bloggers template system is weird. I want to do this:<iframe allowTransparency='true' frameborder='0' scrolling='no' src='http://www.facebook.com/plugins/like.php?href=<data:post.url/>&amp;layout=standard&amp;show-faces=true&amp;width=450&amp;action=like&amp;colorscheme=light' style='border:none; overflow:hidden; width:450px; height:px'/>but blogger complains: "Your template could not be parsed as it is not well-formed. Please make sure all XML elements are closed properly. XML error message: The value of attribute "src" associated with an element type "null" must not contain the '<' character." Anybody have this working yet?

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  • Posting status via Facebook's graph api

    - by Simon R
    In PHP, I am trying to post a status to our Facebook fan page using the graph api, despite following the intructions facebook give, the following code does not seem to update the status. Here is the code; $xPost['access_token'] = "{key}"; $xPost['message'] = "Posting a message test."; $ch = curl_init('https://graph.facebook.com/{page_id}/feed'); curl_setopt($ch, CURLOPT_VERBOSE, 1); curl_setopt($ch, CURLOPT_RETURNTRANSFER, 1); curl_setopt($ch, CURLOPT_HEADER, 1); curl_setopt($ch, CURLOPT_TIMEOUT, 120); curl_setopt($ch, CURLOPT_POST, 1); curl_setopt($ch, CURLOPT_POSTFIELDS, $xPost); curl_setopt($ch, CURLOPT_SSL_VERIFYHOST, 1); curl_setopt($ch, CURLOPT_SSL_VERIFYPEER, 1); curl_setopt($ch, CURLOPT_CAINFO, NULL); curl_setopt($ch, CURLOPT_CAPATH, NULL); curl_setopt($ch, CURLOPT_FOLLOWLOCATION, 0); $result = curl_exec($ch); Does anyone know why this code is not working? The access_token is correct.

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  • Facebook Android SDK. Error validating access token

    - by Mj1992
    I am trying to access user information from facebook sdk.But I keep getting this error. {"error":{"message":"Error validating access token: The session has been invalidated because the user has changed the password.","type":"OAuthException","code":190,"error_subcode":460}} Here is the call which returns me the error in the response parameter of the oncomplete function. mAsyncRunner.request("me", new RequestListener() { @Override public void onComplete(String response, Object state) { Log.d("Profile", response); String json = response; //<-- error in response try { JSONObject profile = new JSONObject(json); MainActivity.this.userid = profile.getString("id"); new GetUserProfilePic().execute(); runOnUiThread(new Runnable() { @Override public void run() { Toast.makeText(getApplicationContext(), "Name: " + MainActivity.this.userid, Toast.LENGTH_LONG).show(); } }); } catch (JSONException e) { e.printStackTrace(); Log.e("jsonexception",e.getMessage()); facebook.extendAccessTokenIfNeeded(MainActivity.this, null); GetUserInfo(); } } @Override public void onIOException(IOException e, Object state) { } @Override public void onFileNotFoundException(FileNotFoundException e, Object state) { } @Override public void onMalformedURLException(MalformedURLException e, Object state) { } @Override public void onFacebookError(FacebookError e, Object state) { } }); Sometimes I get the correct response also.I think this is due to the access token expiration if I am right. So can you guys tell me how to extend the access token although I've used this facebook.extendAccessTokenIfNeeded(this, null); in the onResume method of the activity. How to solve this?

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  • form target iframe not working in IE7- in facebook fan tab

    - by greatcaesarsghost
    This issue is similar to the one discussed in this thread, only mine is in a Facebook fan page tab (FBML/FBJS). The fix described in the referenced question works fine outside of Facebook, but for whatever reason I can't get it to work in the posted FBJS. Here's a stripped down version of what I'm trying to do: <script type="text/javascript"> function doit() { document.getElementById('msg').setInnerXHTML('<iframe id="testframe" name="testframe" frameborder="0" />'); } </script> <div id="msg"></div> <form action="http://somesite.com/whatever.php" method="post" id="testform" name="testform" target="testframe"> <input type="text" id="txt1" name="txt1" /> <input type="submit" id="btn" name="btn" value="test" onclick="doit();" /> </form> -- This behaves as you'd expect in all browsers, except IE <= 7, where it opens a new window. IE's dev tool shows the iframe as having a 'submitName' attribute, but no 'name' attribute. Even by manually setting the name (document.getElementbyId('testframe').setName('testframe') fails to work the way it would outside of Facebook. Has anyone run into this same issue, and if so, is there any way around it? Thank you.

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  • Choosing between Facebook iframe scrollbar or page cut off halfway

    - by pg.
    I have an iframe tab in facebook. I used "overflow:hidden" in the body tag and this code at the bottom of my page: <div id="fb-root"></div> <script type="text/javascript"> window.fbAsyncInit = function() { FB.init({ appId : 'MY_APP_ID', status : true, // check login status cookie : true, // enable cookies to allow the server to access the session xfbml : true // parse XFBML }); FB.Canvas.setAutoResize(100); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }()); </script> This removes the scrollbars and resizes the iframe. The problem is that my page is cut off after about 800px (that leaves about 400px). I've set the height in facebook to "fluid". It works absolutely fine in every other browser but not in IE8. As a side question, why does IE still exist? It's the absolute worst thing. Anyways, I added this to the head: <!--[if IE]> <style> body{overflow-y:scroll;} </style> <![endif]--> But that just gets me back to having the scrollbars again.

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  • php facebook delete feeds

    - by meAtStackOverflow
    Hi there, I have manage to grab all the photos posted to my app wall. Now I am trying to add a function to my facebook app where it will delete all the feeds posted on the wall. <?php include_once 'facebook.php'; include_once 'config.php'; $feed = $facebook->api('/me/feed'); foreach($feed['data'] as $feeds) { echo "Feeds secion", "<br />"; echo $feeds["picture"], "<br />"; echo "<img src='{$feeds['picture']}' />", "<br />"; $target_path = "uploads/"; $target_path = $target_path . basename($feeds["picture"]); $content = file_get_contents($feeds["picture"]); file_put_contents($target_path, $content); } ? This is how i grab the photos and push them into my server. Please guide me on how i could delete all the feeds. I have went through some online examples but i could not figure out how to go about doing it. I kept receving errors. Thanks!

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  • Site Review: Facebook.com and Blockbuster.com - Navigation Schemes

    After cycling through a list of my favorite sites I decided to select Facebook.com and Blockbuster.com for this  post because I found their navigation schemes very intuitive. Facebook in my opinion took a very simplistic and minimalistic approach when they designed their site and its navigation. For example, when you login to your account you will find on the upper left hand side a generic section of the site common areas to all users like news, messages, events, photos and friends. Below this in a separate navigation menu is a list of applications that a user has elected to access through bookmarks. Finally in the upper right hand corner of the site contains links to administer the user’s account like account settings, public profile, and a link back to the users’ home page. Blockbuster on the other had tried to make site navigation a little more slick by using a menu-submenu approach to navigation where user can click on things like Rent, Buy, On Demand, Games, Stores, and Gifts and a submenu of corresponding items appears below the original menu item. In addition they also took this approach and added categorized lists of movies that they offer on the homepage so that users can click on an item like “DVD Spotlight” and a list of movies represented as actual DVD box cases appear on the user’s screen so they can scroll through the list by using left and right arrows on either side of the images displayed. Both Facebook and Blockbuster have more than one navigation groupings because their respected sites are so large and offer an absorbent amount of features. Because of this reason they have to group the main functionality of information in to logical groups based on their actions they perform and the access to specific information. For example it would not make sense for Facebook to include a particular game you like to play within your account with a section pertaining to account administration. The game link would be completely out of place and really confuse the users experience because the groupings where not logically grouped. In addition I think that Facebook users would benefit if Facebook allowed its users to specify what they want on the general navigation from within their site or at least create a section to show frequently accessed pages or favorite sections. Finally regarding additional navigation, I think blockbuster users really benefit from the submenu system of categorizing data, and if fact Blockbuster even allows them to refine the information they are looking for through the use of secondary submenu systems allowing users to really drill down in to what they are looking for to learn more on. I do not think that having more than one navigation bar on a web page is not confusing for the user. For example if you have a navigation bar at the top of your page and at the bottom will allow users to move around the website easier because they can utilize the navigation closest to where their cursor is on the page. In regards to designers forcing all the navigation in to one navigation bar, I think it would be hard for the user to fully understand what is going on based on the size and complexity of the site they are dealing with. For example Blockbuster has a ton of content that could not easily be put in to one navigation bar. From my experience with both Facebook and Blockbuster, they both do a good job with cross browser compatibility. I have had no issues with either site in IE, Firefox, Chrome, and Safari over the years. In addition, I do not believe that either Facebook or Blockbuster require any additional plug-in to utilize their navigation bars.

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  • Fb:photo not rendering anything

    - by marcgg
    I'm trying to display a photo on my facebook connected website. From Facebook's documentation you just need to use valid XFBML and a fb:photo tag as such: <div id="myPhoto"> <fb:photo pid="12345"></fb:photo> </div> My problem is that doesn't render anything when I call: FB.XFBML.Host.parseDomElement(document.getElementById("myPhoto")); If I call the same XFBML on a regular facebook page, it displays without problem, the bug is only on a separated website using facebook connect. Also, I don't get any JS errors. Any help would be appreciated

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  • python-social-auth AuthCanceled exception

    - by vero4ka
    I'm using python-social-auth in my Django application for authentication via Facebook. But when a user tries to login and when it's been refirected to Facebook app page clicks on "Cancel" button, appears the following exception: ERROR 2014-01-03 15:32:15,308 base :: Internal Server Error: /complete/facebook/ Traceback (most recent call last): File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/django/core/handlers/base.py", line 114, in get_response response = wrapped_callback(request, *callback_args, **callback_kwargs) File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/django/views/decorators/csrf.py", line 57, in wrapped_view return view_func(*args, **kwargs) File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/social/apps/django_app/utils.py", line 45, in wrapper return func(request, backend, *args, **kwargs) File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/social/apps/django_app/views.py", line 21, in complete redirect_name=REDIRECT_FIELD_NAME, *args, **kwargs) File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/social/actions.py", line 54, in do_complete *args, **kwargs) File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/social/strategies/base.py", line 62, in complete return self.backend.auth_complete(*args, **kwargs) File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/social/backends/facebook.py", line 63, in auth_complete self.process_error(self.data) File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/social/backends/facebook.py", line 56, in process_error super(FacebookOAuth2, self).process_error(data) File "/home/vera/virtualenv/myapp/local/lib/python2.7/site-packages/social/backends/oauth.py", line 312, in process_error raise AuthCanceled(self, data.get('error_description', '')) AuthCanceled: Authentication process canceled Is the any way to catch it Django?

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  • How to use Facebooks Graph-API from a Servlet

    - by Eric
    Hi everyone, I need to access Facebook from a J2EE-App (serverside). I first had a look at this project: http://code.google.com/p/facebook-java-api/ , but as I need to create Facebook-Events and invite people this does not help. So I guess I need to use the Graph API, but Igot no clue on how to perform those HTTP POST requests needed - especially how to append the nedded attributes.

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  • Facebook, Yimg and google-analytics CDNs is freaking me out

    - by Millisami
    Hi, Its been a couple of weeks that some sites just keeps on hanging. e.g. Facebooks = static.ak.fbcdn.net FLicker = l.yimg.com GoogleAnalytics I've googled and found many problems like this and some answers which are outdated or just doesn't solve the problem. I did: Cookies clearing, ran cc cleaner and several other nifty methods. None solved my problem?? Only with facebook, if I enter https:// manually instead of http:// on every url on facebook, it works and when it does the redirection to http://, everytime I have to type 's' on the address bar to make it https:// It is driving me nuts coz I'm developing Facebook App and this problem in being pain in my ass. What might be the reason for these CDNs hanging behaviour?? Update: Mon Feb 8, 2010 Well when I viewed the source with firefox, this is the header part: <link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/zDO0B/hash/8jpbog60.css" /> <link type="text/css" rel="stylesheet" href="http://static.ak.fbcdn.net/rsrc.php/zA96O/hash/8jqnsh63.css" /> <link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/z9X8U/hash/5zy5e7ns.css" /> <link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/z7XWB/hash/b881ctjq.css" /> <link type="text/css" rel="stylesheet" href="http://static.ak.fbcdn.net/rsrc.php/zEMLE/hash/6n3druoq.css" /> <link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/zEEQQ/hash/3et16vbl.css" /> <link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/zF0BN/hash/4ey03a8b.css" /> #<link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/zD46U/hash/4ctxkmr7.css" /> <script type="text/javascript" src="http://b.static.ak.fbcdn.net/rsrc.php/z5KPU/hash/f92tjc5l.js"></script> When I clicked the each link, all links open with its contents except the last link with -# sign prefixed. So the url -#http://b.static.ak.fbcdn.net/rsrc.php/zD46U/hash/4ctxkmr7.css is not opening and this css file is not downloaded and the facebook page looks horrible and all left aligned?? Update: Tue Feb 9, 2010 Today the link with the -# sign is just keeps hanging and looping: <link type="text/css" rel="stylesheet" href="http://static.ak.fbcdn.net/rsrc.php/zEMLE/hash/6n3druoq.css" /> <link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/z9X8U/hash/5zy5e7ns.css" /> <link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/zF0BN/hash/4ey03a8b.css" /> <link type="text/css" rel="stylesheet" href="http://static.ak.fbcdn.net/rsrc.php/z1580/hash/4l5utauj.css" /> #<link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/z4851/hash/532htj7z.css" /> <link type="text/css" rel="stylesheet" href="http://static.ak.fbcdn.net/rsrc.php/z1GEW/hash/dh01t0zv.css" /> <link type="text/css" rel="stylesheet" href="http://static.ak.fbcdn.net/rsrc.php/z80UK/hash/3a6o59ih.css" /> <link type="text/css" rel="stylesheet" href="http://b.static.ak.fbcdn.net/rsrc.php/zD46U/hash/4ctxkmr7.css" /> <script type="text/javascript" src="http://b.static.ak.fbcdn.net/rsrc.php/z5KPU/hash/f92tjc5l.js"></script> Why that url http://b.static.ak.fbcdn.net acting weird? Has something Akamai got to do with this?

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  • Why is image_hash empty for some ad_creatives? Is it because it is expired?

    - by Chris Conner
    I ran _"https://graph.facebook.com/act_47121778/adcreatives?access_token=_ and got the following results. Why are some creatives returning empty image hash? { "view_tag": "", "alt_view_tags": [ ], "creative_id": "6002716206572", "type": 1, "title": "Grow your fans!", "body": "Fan Page Owners! Grow your fanbase. Create quizzes for your page. Win $100 Weekly. Make money with our revenue share program.", "image_hash": "6ac30e43f21c8580361de92d3288ed68", "link_url": "http://www.facebook.com/quizwriter?sk=app_81434956828", "name": "Grow your fans!", "run_status": 1, "preview_url": "http://www.facebook.com/ads/api/creative_preview.php?cid=6002716206572", "count_current_adgroups": 1, "id": "6002716206572", "image_url": "http://creative.ak.fbcdn.net/v41818/flyers/109/44/1296329249810543669_1_31eb15ed.jpg" }, { "view_tag": "", "alt_view_tags": [ ], "creative_id": "6002444043572", "type": 1, "title": "Tennis Champs Social Game", "body": "Tennis Champ! Start with 5,000 dollars , beat out other players with your mad tennis skills and become the tennis champ! Socialize!", "image_hash": "", "link_url": "334886511760", "name": "Tennis Champs Social Game", "run_status": 1, "preview_url": "http://www.facebook.com/ads/api/creative_preview.php?cid=6002444043572", "count_current_adgroups": 2, "id": "6002444043572" },

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  • Offsite data storage for simple app, or a similar supported persistence mechanism?

    - by jdk
    Question Is there a usable facebook entry point to the Data Storage API that facebook lists on their app admin page for developers, or should I consider an alternate mechanism? What alternative mechanisms exist to simply persist my information offsite (away from my server app) without stuffing it into a cookie that's prone to expire? ... Background The facebook Data Store Admin tool is made available in a facebook App's Settings as seen here: (continue reading below) However when I visit the DataStoreAdmin link nothing works (i.e. clicking the buttons to define the data store types and objects does nothing - I have tried different browsers). The Wiki page for Data Store API hasn't been updated recently and the second last update says the beta Data Store was taken offline. It seems odd the link would be readily available and highly visible at the top of the App configuration area if indeed it's defunct. I was hoping some kind of key/value pair solution to remove the data calls from my own server.

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  • redirect user to a new page after clicking on like button on mobile web

    - by user2518048
    i built a page that can redirect a user to a new page after clicking on facebook like button on my page, but the like button does not show on mobile web. i did this with facebook javascript SDK not iframe because i need to use FB.Event.subscribe to do the redirect part. does anyone know how to solve this problem? or does anyone have some suggestions how to imply redirecting a user to a new web page after clicking facebook like button on mobile web page?

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