og:image is not being fetched correctly by Facebook on liking or sharing - facebook-graph-api

I'll try to be direct explaining my problem:
When liking/sharing an article from my website (http://www.radiopico.com) og:image does not work well (you can try with this url for example:http://www.radiopico.com/index.php?n=noticias&menu=noticias&id_noticia=14350)
on the debugger I always get the corret image url
It never shows the image
If I click the image I get a not found error.. if I copy the url and past it on the address bar I get the image
Sometimes it says image is to small.. it is wrong, because it is very larger then the minimum sizes facebook encourage. Also there is no ratio problem
When I try to post the address on facebook it never shows the picture
I have tried to add a time var (?T=...) after the address to make sure it is not caching
I have put multiple og:images.. still does not works.
I have read and tried all the "tricks" I find here (Stackoverdlow) or on google
Thanks for your support and best wishes on resolving this mystery

I notice that your image is technically not defined at 72 dpi, but rather at 300 dpi:
I cannot say definitively that this would cause your problem. Browsers are generally smart enough to display an image at 72 dpi (using the pixel dimensions) regardless of the "Resolution" that is defined within the image. However, it might be worth re-saving the image with the resolution correctly set for the web at 72dpi. Perhaps Facebook is getting confused about the image size due to the resolution setting.
Also, just to eliminate potential problems with the image, if you have Photoshop, use the Save for Web command to re-save the image, which will automatically define the re-saved image at 72dpi AND save it without a built-in preview, which you should always do for the web anyway to reduce file size. Then try again. Again, I'm not sure that these suggestions will work, but it seems like a good idea to eliminate the resolution, embedded preview and potential issues with the original file by re-saving.

Debuging your link
I see linter response is 206.
I don't know if it can help u but I've found this
check it out ;)

Related

UE4 - I want to make an ingame camera/photography mode and save the pictures

for my game project I want to include a "camera mode".
This means, that on a press of a button the current camera view gets saved in an in-game gallery.
After some search, I only found ways to save a screenshot on the disk (BP for saving Screenshot, semi functional)
, but I want the picture to be still available in my game, maybe as a texture or in a struct. So I can later use it, well in an in-world picture frame or newspaper.
I did try SceneCaptureComponent2D, but I never got that one really working and searching online got no satisfactory results.
By the way, I'm fine with C++, I'm just building my current prototype with BP for faster testing and altering.
I hope you can help me.
I would have commented on your question, but I do not have enough reputation to do so, because this answer I am providing you is more a hint on how you could do it rather than a straight solution for your problem.
Check out this repository on how to capture images with C++ during a running application which is actually meant for recording data.

CiviCRM CiviMail Images are relative URLs

When using the CiviMail WYSIWYG to compose a mailing, clicking the image insert option and then choosing "browse server", then uploading an image and inserting it - results in a broken image in the sent email because it uses a relative URL for the image.
Given that this is CiviMail and its sole purpose is to send out mailings, it seems like this behavior should be gleaned and replaced prior to sending? Is there an extension or way to configure it to fix this? I recall this being an issue previously, but had thought this was resolved for 4.5. Anyone know if there is a way to configure without jumping into the wysiwyg's direct code and overriding?
the editor is used in multiple locations besides civimail
Might want to check see if the wysiwyg editor has a setting that decides between relative vs absolute urls. might want to tweak that setting and see if it fixes things

How can we handle out of memory error?

How can we handle out of memory error?
One of our customers contacted us and said when he uploads images, face with this error
out of memory
I asked about size of images he said 4MB, but I could upload even a 7 MB image successfully.
So I tried to upload big images until I faced the error, most of them uploaded successfully but I faced the same error when uploading some of them
I found that error was not related in size of image, it's related to width and height of image
You can understand better by look at this link
memory error
but I don't know what exactly max-width and max-height are, that I can validate to prevent this error.
I forgot to say, also I resize images dynamically.
But I can't say to users resize your images because them take large pictures with their phone but maybe some of them didn't know how can resize images with photoshop.
please help
Ideally you should restructure your code to use less memory.
There are ways to decrease the memory overflow for any JVM process.
just give the JVM more memory with the -Xmx option.
You should decode with inSampleSize option to reduce memory consumption.
Another option inJustDecodeBounds can help you to find correct inSampleSize value
Also have a look over this article

How to batch download large number of high resolution satellite images from Google Map directly?

I'm helping a professor working on a satellite image analysis project, we need 800 images stitching together for a square area at 8000x8000 resolution each image from Google Map, it is possible to download them one by one, however I believe there must be a way to write a script for batch processing.
Here I would like to ask how can I implement this using shell or python script, and how could I download images by google maps url ?
Here is an example of the url:
https://maps.google.com.au/maps/myplaces?ll=-33.071009,149.554911&spn=0.027691,0.066047&ctz=-660&t=k&z=15
However I'm not able to analyse the image direct download link from this.
Update:
Actually, I solved this problem, however due to Google's intention, I would not post the way for doing this.
Have you tried the Google static maps API?
You get 25 000 free requests, but you're limited to 640x640, so you'll need to do ~160 requests at a higher zoom level.
I suggest downloading the images as so: Downloading a picture via urllib and python
URL to start with: http://maps.googleapis.com/maps/api/staticmap?center=-33.071009,149.554911&zoom=15&size=640x640&sensor=false&maptype=satellite
It's been long time since I solved the problem, sorry for the delay.
I posted my code to github here, plz star or fork as you like :)
The idea is to use a virtual web browser at a very high resolution to load the google map page, then do the page capture. The defect is there will be google symbol all around on each image, the solution is to apply over sampling on the resolution on each of the image, then use the stiching technique to stick them all together.

How do I find a pattern on the screen?

I thought I would try out making a bot to play a game on a website for me. How can I read the pixels of the screen? My best idea so far is basically:
Take screenshot
Scan screenshot for other images (bit comparison of one row in image?)
Click somewhere on the screen depending on what image was found.
Loop a few times per second
If this is the best/easiest way to do this: How do I do these things? I know some c++ but I've only worked with CLI programs and text/file IO so far. If you can think of a better way please tell me.
Using something like C# you can take screenshots of the screen and convert the resulting image to a Bitmap to do this, but it seems to me that you'd be better off looking at the HTML page on the wire (lookup a tutorial on how HTTP works or run wireshark to see how the page is transmitted on the wire). This will almost certainly be easier for you.