Just to be sure it's not my code that's messing things up, I just downloaded and installed the new Facebook iOS SDK 3.0 Beta, and I tested the photo upload in the HelloFacebookSample and even though all it did was upload a 25KB image, the uploaded version does not look as good as the original version in the application.
I also tested with a photograph and the quality was bad.
Is there a way to fix this? When the same image is uploaded to Facebook using Safari on a Mac or iPad 3, the quality is good. So it's something to do with the Facebook iOS SDK.
Anybody experiencing this? Or people just don't notice?
I'm building an iOS app that relies on uploaded images to be of good quality.
Thanks in advance.
Actually, the quality only appears to be good if you upload the image using Safari.
In actuality, Facebook forces image recompression, even if you check "High quality" when uploading.
The best you can do is to double the source image resolution, and for solid colors, try to introduce noise. Details in this GD.SE question
Note that the trick of uploading images <100kb has no longer been working, since at least June 2012.
Related
I currently have continuous integration that updates an extension on Chrome Web Store and Mozilla Add On Market, however I am now trying to make a script that uploads to the Microsoft Partner Centre. Does anyone know how to upload via API to this Microsoft Partner Centre? (Specifically for Browser Extensions).
Microsoft just released the Microsoft Edge Add-Ons API which finally gives the ability to programmatically upload browser extensions to the web store via an API.
If you're using Node, can use the Edge Webstore Upload package to work with this API.
Do you want to upload Edge extension to Partner Center using some API? Partner Centre does not have such an API to provide to upload extensions. Correct me if I misunderstand what you want.
If you want to upload Edge extension, please refer to Publish your extension. If you want to update Edge extension, please refer to Update An Extension Listing.
So I found it particularly hard to write a script that would do this, so hard that I had to use Selenium due to all the JS loaded on the Microsoft Partner Centre sites. Never the less, I have written a script that will login, upload a new version and publish it (note that it won't work unless you've created and uploaded the first version of your extension yourself).
https://gist.github.com/8W9aG/d135f2780e2dc27baa682bae3a2a1cc7
I have been testing the Microsoft Computer Vision API with some pictures I took and it is not able to properly identify what I am uploading. Is there a way I could teach it what I am uploading is?
My tests have been using https://www.microsoft.com/cognitive-services/en-us/computer-vision-api.
A sample image:
It should include "bottle" in the tags at the very least.
Custom images or training the module with domain specific models is not yet available for Computer Vision. They have a enhancement request on their feedback page.
https://cognitive.uservoice.com/forums/356325-apis/suggestions/13289049-train-the-vision-api-with-custom-tags-domain-speci
I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.
http://www.downvids.net/video/
I am trying to build an iOS app and having trouble trying to find the public links of facebook videos.
So in general i wanted to do what this website above is doing, show popular or new videos that are shared on facebook.
Can anybody guide me in right direction please?
Afaik you cannot search for videos, see the Search API documentation: https://developers.facebook.com/docs/reference/api/search/
Yeah might be there are many ways to find latest videos on facebook. There are many facebook pages which are made for videos and on that pages video are post on daily bases. You get latest video from that pages and download it. But downloading video from Facebook is also a problem. Most of the Facebook video downloader are difficult to use. But i found a downloader which is very easy to use you also use it click here. There are also some search tools which are use to find videos from facebook but i think it is one of the easy way.
One problem I've been toying with off and on is a service that requires my server to produce a screenshot of a webpage at a given url. The problem is that I don't have any idea how I would accomplish this. I mostly use a LAMP software stack, so answers that were given with that in mind would be the most helpful. Again the basic requirements are: Given a url, the server needs to produce an image file of the rendered web page at that url. Thanks in advance!
You might also want to take a look at webkit, it's known for being easier to embed (used by Adobe for AIR, by Google for Chrome, by Apple for the iPhone...) then other rendering engines. This might take a little more work to setup, but it would be a lot more stable than some hack that launched a webbrowser and took a screenshot.
IF your server is a Mac, then I recommend webkit2png, which is a short python program that leverages WebKit's Objective-C API to render an URL. Personally, I use it in combination with WWW::Mechanize to walk my development site and make screenshots of every page -- useful for testing functionality, showing clients and keeping screenshots up-to-date. The resulting screenshot is perfect, but sometimes very tall for long, scrolling pages.
IF your server has a non-bare-bones Linux distro with KDE installed, then you might try khtml2png. I have not tried that myself, but saw it mentioned on the webkit2png page.
PhantomJS is a headless (commandline) WebKit-based browser which can be easily scripted to save a screenshot of webpage.
You actually need to have the server launch the web browser in question and take a screenshot of the application with the appropriate libraries. Apache will not render the page for you so you have to have software that will.
Yes, that is what is needed. I do this in asp.net, and I actually create a WebBrowser object that is avaialable in the .Net framework class libraries to generate the screenshot.
I use the http://webthumb.bluga.net service for thumbnail generation. Robust, powerful, easy to use, and very reasonable rates. I have a high traffic production website using this service and it works very well. Given the difficulty of creating a robust web screenshot service, it's nice to have someone else do the hard work.
A non-free solution for Java is WebRenderer. Interesting feature: it can emulate Safari, IE or Firefox browsers when rendering. They have a desktop version and a headless server version. Also they have example code showing how to render a screenshot image of a webpage.
virtual framebuffer X server
I would rather recommend XVFB (virtual framebuffer X server) is the best solution for taking screenshots of a headless server. Virtual framebuffer X server xvfb provides an X server that can run on machines with no display hardware and no physical input devices.
I am using that on my server for testing URLs and taking its screenshot. We are using Ubuntu & XVFB + FIREFOX. It is working fine. Modify according to your needs.Take a look on these articles. It might be use full for you.
http://www.semicomplete.com/blog/geekery/xvfb-firefox.html
http://linux.about.com/cs/linux101/g/xvfb.htm
http://www.xfree86.org/4.0.1/Xvfb.1.html