Search Results

Search found 6357 results on 255 pages for 'facebook graph'.

Page 76/255 | < Previous Page | 72 73 74 75 76 77 78 79 80 81 82 83  | Next Page >

  • Ways to earn money through Flash games

    - by Maged
    If you like developing flash games just for fun, why not make money through them? There are different ways you can monetize your flash game: In Game Ads: Some common examples: Mochi Ads gamejacket ad4game CPMStar InviziAds You can make money by helping online gaming companies test and evaluate new games. Many of those companies are seeking feedback and reviews of their newest games. Find a sponsor and license your game. One of the quickest yet hardest ways to make money from the flash games you create is to find a website who is willing to sponsor them. With a single sponsorship, an individual can make anywhere from $1000-$7000 for a game. What are the best ads from these sites? If the game will be in social websites like Facebook and MySpace, will it still be useful to try other sites? Are there any other ways to earn money from a Flash game?

    Read the article

  • Now Instagram lets you record and share 15 seconds video with awesome filters

    - by Gopinath
    Instagram is one of the most popular photo sharing applications and it is very popular for amazing filters that turn an ordinary photo in to an incredible one. Today Instagram extended the filters and sharing options to videos. With the latest version of Instagram application for iOS/Android you can record videos, apply filters and share them. Recording and sharing videos on Instagram is much similar to photos and. You can capture videos up to 15 seconds and there are 13 filters to choose for processing. Wondering why the limit is at 15 seconds? Pundits are saying that TV ads are in general 15 seconds and Instagram is preparing for video ads in near future. Anyways within hours of video sharing features, Instagram is flooded with short videos and the Explore section has very interesting ones to browse through. Just like photos, you can share the captured videos to your Twitter, Facebook and other social stream from Instagram.

    Read the article

  • What is a good way to measure game virality?

    - by Chris Garrett
    I have added some social features to an iPhone game (Lexitect if you're curious), such as email, Twitter, and Facebook integration for sharing high scores. Along with these features, I am measuring how many times users make it to each step. The goal of these features are to make the game more viral, and I am trying to get to a measure of game virality. I would think that a game virality metric would produce a number based on 1.0, where 1.0 = zero viral growth, and 1.01 would represent 1% viral growth over some unit of time. How is virality normally measured, and in what units? How is time capped on the metric? i.e. if I gave each player a year to determine how many recommendations they make, I wouldn't get any real numbers for a year from the time I start tracking it. Are there any standards for tracking virality in a meaningful way?

    Read the article

  • App Development books for intermediate level

    - by 0cool
    This question seems to be asked previously on this site but the audience targeted are different. I am an Engineering student who knows Python, C and familiar with Java(learning now; good at fundamentals) & HTML. Now, I want to develop facebook & Android apps. I went through their respective documentations but couldn't really understand and thought to search for beginner books but they have been written from too basic. (There is an beginner's android book for from APress for people who have no idea of programming). My problem is, I am unable to find the right book to learn. Either they are for beginners or for experts... For guys like me, can anyone point out a good book?

    Read the article

  • Social media exchange strategies

    - by Wladimir Ivanov
    Recently I've stumbled upon some [B]facebook/twitter/g+[/B] and other social site [B]tools[/B] which offer [B]like for like[/B]. As I know from personal experimenting following certain people/pages on twitter also gives you followers. What's your opinion on this type of social media exchange (I know the fans/followers you get are only number which couldn't help much with growing your site)? Which of these sites are proven to boost some statistics? Are there other better exchange tactics? Thanks in advance.

    Read the article

  • Are the famous websites handmade? [closed]

    - by Mithun Chuckraverthy
    I'm a newbie in web designing. I always wanted to build a professional quality website by myself. So, I started learning HTML/XHTML and CSS for presentation; and, JavaScript and PHP/MySQL for scripting. I wonder, would the developers of famous websites design them by hand? Or, have they found out any better idea of using softwares? If so, can you tell me what are they? (By the word famous, I mean any websites that are liked by millions of people all over the world. Like: Google, Facebook etc.) Thanks in advance!

    Read the article

  • How ad retargeting works?

    - by Bojan Babic
    Recently, I read that Facebook ads are moving towards retargeting and got interested deeper into subject. Essentially, retargeting is technique advertisers use that tracks purchase intent by putting cookies into your browser and when you visit another website within ad network you will see ad for item you "wanted to buy". In order this to for, both publisher and advertiser need to work together. Publisher needs add couple of lines of javascript and publisher need to be able to read this info across sites. In most cases, javascript inserts iframe from adnetwork domain. Iframe script sets cookies for both host domain and remote adnetwork domain. However, Same Origin policy do not let iframes read/set content from parent domain. Is there something I'm missing here? Can someone explain how this technique actually works?

    Read the article

  • Is there any example code explaining how to change Facebooks API existing code to make it yours?

    - by Naeim
    FBStreamDialog* dialog = [[[FBStreamDialog alloc] init] autorelease]; dialog.delegate = self; dialog.userMessagePrompt = @"Example prompt"; dialog.attachment = @"{\"name\":\"Facebook Connect for iPhone\"," "\"href\":\"http://developers.facebook.com/connect.php?tab=iphone\"," "\"caption\":\"Caption\",\"description\":\"Description\"," "\"media\":[{\"type\":\"image\"," "\"src\":\"http://img40.yfrog.com/img40/5914/iphoneconnectbtn.jpg\"," "\"href\":\"http://developers.facebook.com/connect.php?tab=iphone/\"}]," "\"properties\":{\"another link\":{\"text\":\"Facebook home page\",\"href\":\"http://www.facebook.com\"}}}"; // replace this with a friend's UID // dialog.targetId = @"999999"; [dialog show]; Is there any example code explaining how to change Facebooks API existing code to make it yours? i want to change http://img40.yfrog.com/img40/5914/iphoneconnectbtn.jpg to http://img40.yfrog.com/img40/5914/%@.jpg //... , %mystring

    Read the article

  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

    Read the article

  • Better data structure for a game like Bubble Witch

    - by CrociDB
    I'm implementing a bubble-witch-like game (http://www.king.com/games/puzzle-games/bubble-witch/), and I was thinking on what's the better way to store the "bubbles" and to work with. I thought of using graphs, but that might be too complex for a trivial thing. Thought of a matrix, just like a tile map, but that might get too 'workaroundy'. I don't know. I'll be doing in Flash/AS3, though. Thanks. :)

    Read the article

  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

    Read the article

  • Chambers In A Castle Algorithm

    - by 7Aces
    Problem Statement - Given a NxM grid of 1s & 0s (1s mark walls, while 0s indicate empty chambers), the task is to identify the number of chambers & the size of the largest. And just to whet my curiosity, to find in which chamber, a cell belongs. It seems like an ad hoc problem, since the regular algorithms just don't fit in. I just can't get the logic for writing an algorithm for the problem. If you get it, pseudo-code would be of great help! Note - I have tried the regular grid search algorithms, but they don't suffice the problem requirements. Source - INOI Q Paper 2003

    Read the article

  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

    Read the article

  • Nested Entities and calculation on leaf entity property - SQL or NoSQL approach

    - by Chandu
    I am working on a hobby project called Menu/Recipe Management. This is how my entities and their relations look like. A Nutrient has properties Code and Value An Ingredient has a collection of Nutrients A Recipe has a Collection of Ingredients and occasionally can have a collection of other recipes A Meal has a Collection of Recipes and Ingredients A Menu has a Collection of Meals The relations can be depicted as In one of the pages, for a selected menu I need to display the effective nutrients information calculated based on its constituents (Meals, Recipes, Ingredients and the corresponding nutrients). As of now am using SQL Server to store the data and I am navigating the chain from my C# code, starting from each meal of the menu and then aggregating the nutrient values. I think this is not an efficient way as this calculation is being done every time the page is requested and the constituents change occasionally. I was thinking about a having a background service that maintains a table called MenuNutrients ({MenuId, NutrientId, Value}) and will populate/update this table with the effective nutrients when any of the component (Meal, Recipe, Ingredient) changes. I feel that a GraphDB would be a good fit for this requirement, but my exposure to NoSQL is limited. I want to know what are the alternative solutions/approaches to this requirement of displaying the nutrients of a given menu. Hope my description of the scenario is clear.

    Read the article

  • Nearest color algorithm using Hex Triplet

    - by Lijo
    Following page list colors with names http://en.wikipedia.org/wiki/List_of_colors. For example #5D8AA8 Hex Triplet is "Air Force Blue". This information will be stored in a databse table (tbl_Color (HexTriplet,ColorName)) in my system Suppose I created a color with #5D8AA7 Hex Triplet. I need to get the nearest color available in the tbl_Color table. The expected anaser is "#5D8AA8 - Air Force Blue". This is because #5D8AA8 is the nearest color for #5D8AA7. Do we have any algorithm for finding the nearest color? How to write it using C# / Java? REFERENCE http://stackoverflow.com/questions/5440051/algorithm-for-parsing-hex-into-color-family http://stackoverflow.com/questions/6130621/algorithm-for-finding-the-color-between-two-others-in-the-colorspace-of-painte Suggested Formula: Suggested by @user281377. Choose the color where the sum of those squared differences is minimal (Square(Red(source)-Red(target))) + (Square(Green(source)-Green(target))) +(Square(Blue(source)-Blue(target)))

    Read the article

  • How to design the scenarios in a platform game?

    - by ReyLitch
    I am developing a 3D platform game like Metroid Fusion with XNA. I have many classes for different elements as models, game screens, postprocessing and so on. Now I want to start designing the scenarios but I think that the scenarios needed in a platform game are not as conventional (by conventional I say something like this). I am very lost and not know where to start and how to structure it. Thanks in advance.

    Read the article

  • Looking for an algorithm to connect dots - shortest route

    - by e4ch
    I have written a program to solve a special puzzle, but now I'm kind of stuck at the following problem: I have about 3200 points/nodes/dots. Each of these points is connected to a few other points (usually 2-5, theoretical limit is 1-26). I have exactly one starting point and about 30 exit points (probably all of the exit points are connected to each other). Many of these 3200 points are probably not connected to neither start nor end point in any way, like a separate net, but all points are connected to at least one other point. I need to find the shortest number of hops to go from entry to exit. There is no distance between the points (unlike the road or train routing problem), just the number of hops counts. I need to find all solutions with the shortest number of hops, and not just one solution, but all. And potentially also solutions with one more hop etc. I expect to have a solution with about 30-50 hops to go from start to exit. I already tried: 1) randomly trying possibilities and just starting over when the count was bigger than a previous solution. I got first solution with 3500 hops, then it got down to about 97 after some minutes, but looking at the solutions I saw problems like unnecessary loops and stuff, so I tried to optimize a bit (like not going back where it came from etc.). More optimizations are possible, but this random thing doesn't find all best solutions or takes too long. 2) Recursively run through all ways from start (chess-problem-like) and breaking the try when it reached a previous point. This was looping at about a length of 120 nodes, so it tries chains that are (probably) by far too long. If we calculate 4 possibilities and 120 nodes, we're reaching 1.7E72 possibilities, which is not possible to calculate through. This is called Depth-first search (DFS) as I found out in the meantime. Maybe I should try Breadth-first search by adding some queue? The connections between the points are actually moves you can make in the game and the points are how the game looks like after you made the move. What would be the algorithm to use for this problem? I'm using C#.NET, but the language shouldn't matter.

    Read the article

  • Auth problem on Facebook using Ruby/sinatra/frankie/facebooker

    - by user84584
    Hello guys, I'm using sinatra/frankie/facebooker to prototype something simple to test the facebook api, i'm using mmangino-facebooker the more recent version from github and I cloned the most recent version of frankie. I'm using sinatra 0.9.6. My main code is as simple as possible: before do ensure_application_is_installed_by_facebook_user @user = session[:facebook_session].user @photos = session[:facebook_session].get_photos(nil,@user.uid,nil) end get "/" do erb :index end get "/:uid/:image" do |uid,image| @photo_selected = session[:facebook_session].get_photos([image.to_i],nil,nil) erb :selected end The index page just renders a link to the other one (identified by regex "/:uid/:image") however I always get an error when it's trying to render the one identified by regex "/:uid/:image" Facebooker::Session::MissingOrInvalidParameter: Invalid parameter /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/parser.rb:610:in `process' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/parser.rb:30:in `parse' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/service.rb:67:in `post' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/session.rb:600:in `post_without_logging' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/session.rb:611:in `post' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/logging.rb:20:in `log_fb_api' /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/1.8/benchmark.rb:308:in `realtime' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/logging.rb:20:in `log_fb_api' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/session.rb:610:in `post' /Library/Ruby/Gems/1.8/gems/mmangino-facebooker-1.0.50/lib/facebooker/session.rb:198:in `secure!' ./config/frankie/lib/frankie.rb:66:in `secure_with_token!' ./config/frankie/lib/frankie.rb:44:in `set_facebook_session' ./config/frankie/lib/frankie.rb:164:in `ensure_authenticated_to_facebook' ./config/frankie/lib/frankie.rb:169:in `ensure_application_is_installed_by_facebook_user' I've no idea why, it seems to be related with the auth token I guess.. I logged the request made o the fb rest server: {:sig="4f244d1f510498f4efaae3c03d036a85", :generate_session_secret="0", :method="facebook.auth.getSession", :auth_token="9dae0d02c19c680b574c78d202b0582a", :api_key="70c14732815ace0ae71a561ea5eb38b7", :v="1.0"} {:call_id="1269003766.05665", :sig="194469457d1424dc8ba0678979692363", :method="facebook.photos.get", :subj_id=750401957, :session_key="2.lXL0z3s4_r573xzQwAiA9A__.3600.1269010800-750401957", :api_key="70c14732815ace0ae71a561ea5eb38b7", :v="1.0"} {:sig="4f244d1f510498f4efaae3c03d036a85", :generate_session_secret="0", :method="facebook.auth.getSession", :auth_token="9dae0d02c19c680b574c78d202b0582a", :api_key="70c14732815ace0ae71a561ea5eb38b7", :v="1.0"} The last one gives the error, it could be related with auth_token having the same value in the 1st and on the 3rd ? Cheers and tks, Ze Maria

    Read the article

  • Graphing per-user CPU usage on a Linux machine

    - by mart1n
    I want to graph (graphical output would be great, i.e. a .png file) the following situation: I have users A, B, and C. I limit their resources so that when all users run a CPU intensive task at the same time, those processes will use 25%, 25%, and 50% of CPU. I know I can get the real-time stats using top but have no idea what to do with them. I've searched through the huge top man page but haven't found much on the subject of outputting data that can be graphed. Ideally, the graph would show a span of maybe 30 seconds. Any ideas how to achieve this?

    Read the article

  • Mobile and Social for Retail

    - by David Dorf
    I've got two speaking gigs in the next few weeks, so I thought I'd preview both here. First I'll be at eTail West on February 24th to talk about mobile. I'll be previewing a new study of how shoppers are using mobile phones. Here's a sneak peek at one of the slides: It should be no surprise that as more consumers adopt smartphones, more are finding ways to use them to help with shopping. Sometimes that's to find a store, download a coupon, or do price comparisons. I'll also be discussing the NRF Mobile Blueprint, and will walk through an example of mobile impacting the in-store experience. Retailers need to look upon mobile as the method of bringing the digital assets of e-commerce into the aisles to enhance shopping. On March 9th I'll be at NRF Innovate co-presenting with Jon Kubo of Wet Seal on social strategies. Jon is a retail innovation rock-star and I always learn something new from every conversation with him. Below is a another slide preview: I cheated a little on the top 10 most popular retailer pages by not including Victoria's Secret Pink. VC is already represented, so I didn't include them a second time. The most interesting statistic I found was that the average user spends 55 minutes on Facebook a day. Wow! I also decided to use the old "Like" and "Fan" icons just because I like them better (pun intended). Wet Seal has been collecting interesting statistics on liked products, so I hope Jon will share lots (I'm on a roll). Hope to see you at both events.

    Read the article

  • Summary of usage policies for website integration of various social media networks?

    - by Dallas
    To cut to the chase... I look at Twitter's usage policy and see limitations on what can and can't be done with their logo. I also see examples of websites that use icons that have been integrated with the look and feel of their own site. Given Twitter's policy, for example, it would appear that legal conversations/agreements would need to take place to do this, especially on a commercial site. I believe it is perfectly acceptable to have a plain text button that simply has the word "Tweet" on it, that has the same functionality. My question is if anyone can provide online (or other) references that attempt to summarize what can and can't be done when integrating various social networks into your own work? The answer I will mark as the correct one will be the one which provides the best resource(s) giving the best summaries of what can and can't be done with specific logos/icons, with a secondary factor being that a variety of social networking sites are addressed in your answer. Before people point to specific questions, I am looking for a well-rounded approach that considers a breadth of networks and considerations. Background: I would like to incorporate social media icons and functionality, but would like to consider what type of modifications can be done without needing to involve lawyers. For example, can I bring in a standard Facebook logo, but incorporate my site color into the logo? Would the answer differ if I maintained their color, but add in a few pixels of another color to transition? I am not saying I want to do this, but rather using it as an example.

    Read the article

  • Uncaught OAuthException

    - by Christopher 'Cj' Jesudas
    Guys please help me out with this...the error which my program gives is "Fatal error: Uncaught OAuthException: Error validating application"... My program code is : require ("src/facebook.php"); $appapikey = '132347710178087'; $appsecret = 'e27456d003801ae145a77ab28904fca0'; $facebook = new Facebook($appapikey, $appsecret); $user_id = $facebook->getUser(); $friends = $facebook->api('friends.get'); echo "<p>Hello <fb:name uid=\"$user_id\" useyou=\"false\" linked=\"false\" firstnameonly=\"true\"></fb:name>, you have ".count($friends)." friends"; foreach($friends as $friend){ $infos.=$friend.","; } $infos = substr($infos,0,strlen($infos)-1); $gender=$facebook->api_client->users_getInfo($infos,'sex'); $gender_array = array(); foreach($gender as $gendervalue){ $gender_array[$gendervalue[sex]]++; } $male = round($gender_array[male]*100/($gender_array[male]+$gender_array[female]),2); $female = 100-$male; echo "<ul><li>Males: $male%</li><li>Females: $female%</li></ul>";

    Read the article

  • Using Everyauth/Express and Multiple Configurations?

    - by Zane Claes
    I'm successfully using Node.js + Express + Everyauth ( https://github.com/abelmartin/Express-And-Everyauth/blob/master/app.js ) to login to Facebook, Twitter, etc. from my application. The problem I'm trying to wrap my head around is that Everyauth seems to be "configure and forget." I set up a single everyauth object and configure it to act as middleware for express, and then forget about it. For example, if I want to create a mobile Facebook login I do: var app = express.createServer(); everyauth.facebook .appId('AAAA') .appSecret('BBBB') .entryPath('/login/facebook') .callbackPath('/callback/facebook') .mobile(true); // mobile! app.use(everyauth.middleware()); everyauth.helpExpress(app); app.listen(8000); Here's the problem: Both mobile and non-mobile clients will connect to my server, and I don't know which is connecting until the connection is made. Even worse, I need to support multiple Facebook app IDs (and, again, I don't know which one I will want to use until the client connects and I partially parse the input). Because everyauth is a singleton which in configured once, I cannot see how to make these changes to the configuration based upon the request that is made. What it seems like is that I need to create some sort of middleware which acts before the everyauth middleware to configure the everyauth object, such that everyauth subsequently uses the correct appId/appSecret/mobile parameters. I have no clue how to go about this... Suggestions? Here's the best idea I have so far, though it seems terrible: Create an everyauth object for every possible configuration using a different entryPath for each...

    Read the article

  • How to let users post links/images to Facebook, Twitter, Buzz etc... from a Rails based website?

    - by wgpubs
    I'd like to offer users the ability to post images / links to articles from my web application to Facebook, Twitter, Buzz and any other social network. A perfect example of the functionality I'm trying to replicate is mashable.com ... where each social network is represented by an icon that a) shows the number of shares AND b) allows users to click on it to post to that specific network. Don't know if it matters ... but the site is built using RoR. Thanks

    Read the article

  • Leveraging Social Networks for Retail

    - by David Dorf
    For retailers, social media is all about B2C2C. That is, Business to Consumer to Consumer, or more specifically, retailer to influencer to consumer. Traditional marketing targeted mass media, trying to expose the message to as many people as possible. While effective, this approach has never been very efficient, with high costs for relatively low penetration. Then it was thought that marketers should focus their efforts on a relative few super-influencers that would then sway the masses. History shows a few successes with this approach but lacked any consistency or predictability. After all, if super-influencers were easy to find, most campaigns would easily go viral. Alas, research shows that most wide-spread trends were the result of several fortunate events, including some luck. So do people exert influence over each other when it comes to purchase decisions? Of course they do, all the time. But that influence is usually limited to a small set of friends and specific specialization. For instance, although I have 165 friends on Facebook, I am only able to influence my close friends and family on PC purchases, and I have no sway at all for fashion purchases. People trust my knowledge on technology, but nobody asks my advice on shoes. How then should retailers leverage social networks in order to reinforce brand image and push promotions? Two obvious ways are Like and Share. Online advertisements or wall-postings receive more clicks when the viewer sees that friends have "liked" the posting. That's our modern-day version of word-of-mouth advertising. Statistics show that endorsements from friends make it more likely a person will engage. If my friends and I liked it, then I might also "share" (or "retweet" in the case of Twitter) it with other friends. In that case the retailer has paid for X showings of the advertisement, but sharing has pushed it to an additional Y people at no cost. And further, the implicit endorsement by the sharer makes it more likely the recipient will engage. So a good first step is to find people active in social networks that will Like and Share in order to exert influence. Its still tough to go viral, but doubling engagement is still a big step in the right direction. More complex social graph analysis would be a second step, but I'll leave that topic for another day. If you're interested in the academic side of social dynamics, I suggest reading Duncan Watts' work.

    Read the article

< Previous Page | 72 73 74 75 76 77 78 79 80 81 82 83  | Next Page >