getJSON - Loading Image Gallery From Public Server - Flickr - getjson

I have tried so many URL variations for Flickr and all attempts have failed to load my image gallery into my own webpage.
I am pretty sure its the URL. If I replace the URL with:
"api.flickr.com/services/feeds/photos_public.gne?jsoncallback=?"
all works fine to load public photos from Flickr, but to load my own album (URL below), it won't work.
Yes I have a valid API from Flickr. I also checked the script syntax in "jsbin.com" and all of that is good.
Can anyone help resolve this?
Here is the jQuery script:
(function() {
var flickerUrl = "https://api.flickr.com/services/rest/?&method=flickr.people.getPublicPhotos&api_key=<removed by edit>&user_id=135938131#N02&format=json&jsoncallback=?";
$.getJSON(flickerUrl)
.done(function(data) {
$.each(data.items, function(i, item) {
var image = $("<img>")
.attr("src", item.media.m)
.attr("title", item.title);
$("<a>")
.attr("href", item.link)
.attr("target", "_blank")
.html(image)
.appendTo("#images");
if ( i === 8 ) {
return false;
}
});
});
})
();
HTML
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Flickr Image Gallery</title>
<link rel="stylesheet" href="css/main.css" />
</head>
<body>
<h1>Natural Scenery</h1>
<br>
<div id="images"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.4/jquery.min.js"></script>
<script src="./js/flickrgallery.js"></script>
</body>
</html>

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How to read full DOM source including frames in Electron?

I can't figure out how to get access to the full source of the HTML page including iframes. It should be similar to what we see in DevTools > Elements, but via Electron.
By source I mean either text representation of the DOM (including content of all iframes on the page), or the list of all elements and having a way to get access to their text-representations.
Any help is highly appreciated! Thanks.
If you're just looking to get a string of all the HTML, you can do so via the executeJavaScript API:
const {app, BrowserWindow, dialog} = require('electron')
async function createWindow () {
const mainWindow = new BrowserWindow()
await mainWindow.loadFile('index.html')
const result = await mainWindow.webContents.executeJavaScript("document.documentElement.outerHTML");
dialog.showMessageBox(mainWindow, {
message: result
});
}
app.whenReady().then(() => {
createWindow()
app.on('activate', function () {
if (BrowserWindow.getAllWindows().length === 0) createWindow()
})
})
app.on('window-all-closed', function () {
if (process.platform !== 'darwin') app.quit()
})
For an HTML page like:
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<link href="./styles.css" rel="stylesheet">
<title>Hello World!</title>
</head>
<body>
<h1>Hello World!</h1>
We are using Node.js <span id="node-version"></span>,
Chromium <span id="chrome-version"></span>,
and Electron <span id="electron-version"></span>.
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You'll get a dialog like this:
It is not however possible to just grab DOM elements in the main process that you can manipulate.

Embedded YouTube in iOS Safari just spins

I have a number of very small pages which basically loads a video for use on mobile browsers. In the latest iOS (5.1.1) the video player loads, but then just spins. The video can be played by clicking on the video, but since it looks like it's still loading, people may not do that. Works everywhere else.
I'm using the youtube api code
This is a test version of the page.
http://bit.ly/S2KuN1
Here's the code:
<!DOCTYPE HTML>
<html>
<head>
<title>Celebrity's Caribbean Shore Excursions</title>
<link href="http://www.celebritycruises.com/css/min/global.min.css" rel="stylesheet">
<link href="http://media.celebritycruises.com/celebrity/content/en_US/css/m_video.css" rel="stylesheet">
<script language="JavaScript" type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.5.2/jquery.min.js"></script>
<script type="text/javascript" src="http://www.youtube.com/player_api"></script>
<script type="text/javascript">
// create youtube player
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
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events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
</script>
<script type="text/javascript" src="m_video.js"></script>
</head>
<body id="video_page">
<div class="logo"><img src="http://media.celebritycruises.com/celebrity/content/en_US/images/cel_misc/logo.jpg" alt="Celebrity Mobile" width="259" height="55" border="0"></div>
<div id="player"></div>
<div class="visit">
<p>Now visit Celebrity Cruises' official mobile website.</p>
<p><a class="ccButton large" target="_self" href="http://m.celebritycruises.com/m/home.do"> <span class="text">Explore</span> <span class="pointer"> </span> </a></p>
</div>
</body>
</html>
And here's the js for the page
// JavaScript Document
// autoplay video
function onPlayerReady(event) {
event.target.pauseVideo();
}
// when video ends
function onPlayerStateChange(event) {
if(event.data === 0) {
window.location = "http://m.celebritycruises.com/m/home.do";
}
}
//style Blackberry
window.onload = function() {
var ua = navigator.userAgent;
if (ua.indexOf("BlackBerry") != -1 ) {
document.getElementById("video_page").className = "bb";
}
};
Okay, I figured out how to solve it.
I changed
event.target.pauseVideo();
to
event.target.stopVideo();
I don't know what the issue is, but iOS 5.1.1 never seems to finish autoloading. Using the stopVideo() command from the YouTube api stops the process and the play button appears. Once clicked, it loads normally.

jQuery mobile redirects after page loads

I want to make a redirection with jQuery mobile right just after the page loads.
Something like this
<?php
... some php stuff here
?>
<html>
<head>
<link rel="stylesheet" href="css/jquery.mobile-1.1.1.min.css" />
<script src="js/jquery-1.7.2.min.js"></script>
<script src="js/jquery.mobile-1.1.1.min.js"></script>
</head>
<script>
$.mobile.changePage("index.php");
</script>
But nothing happens...
Thanks!
Nothing happens because jQueryMobile hasn't done it's magic yet.
Try:
$(document).bind('pageinit', function() {
$.mobile.changePage("index.php");
});
You could also try some of the events listed at http://jquerymobile.com/demos/1.1.1/docs/api/events.html
Edited following comment:
The following works as expected for me:
<html>
<head>
<title>My Page</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="http://code.jquery.com/mobile/1.1.1/jquery.mobile-1.1.1.min.css" />
<script src="http://code.jquery.com/jquery-1.7.1.min.js"></script>
<script src="http://code.jquery.com/mobile/1.1.1/jquery.mobile-1.1.1.min.js"></script>
<script>
$(document).bind('pageinit', function() {
$.mobile.changePage("#pageTwo");
});
</script>
</head>
<body>
<div id="firstPageId" data-role="page">
Page One
</div>
<div id="pageTwo" data-role="page">
Page Two
</div>
</body>
</html>
You can use plain ol' JavaScript for this, you don't need jQuery:
window.location = "index.php";
To do it after the page loads, add a $(document).ready() handler:
$(document).ready(function () {
window.location = "index.php";
});
Try, adding your page-id in the script with .live, something like this:
$('#mainpage').live('pageinit', function (event) {
alert("hi");
//$.mobile.changePage("index.php");
});
Here is the full example: http://jsfiddle.net/KyKFE/
On the other hand, you can also use just plain javascript function or php (if .php page) to do the redirection. They are many different ways to do this.
Please try this to end of your page and before </body> tag,
<script>
$(window).load("index.php", function() {
// stuff or not
});
</script>
I hope help you. :)

Incorrectly Linking Javascript File?

I'm working on installing a PhoneGap plugin on an iPhone. The page for the plugin I am attempting to install can be seen here: https://github.com/phonegap/phonegap-plugins/tree/master/iPhone/MessageBox.
I believe I have narrowed down my problem to incorrectly working with the JavaScript file. I am including it on my HTML page like so:
<script language="javascript" type="text/javascript" src="MessageBox.js"></script>
The rest of my HTML page is this:
<script type="text/javascript">
alert("test1");
var messageBox = window.plugins.messageBox;
alert("test2");
messageBox.alert('Title', 'Message', function(button) { console.warn('alert', [this, arguments]); });
</script>
I see an alert saying test1, but not the second alert. This makes me think that the error is on the line:
var messageBox = window.plugins.messageBox;
However, I'm not quite sure what I should be doing differently. From what I can tell, I've done all the necessary steps as described on the plugin's documentation page, seen here:
https://github.com/phonegap/phonegap-plugins/blob/master/iPhone/MessageBox/README.md
(As expected, I also do not see the output of the messageBox.alert... line when viewing this through the iOS simulator.)
I would appreciate any help with this issue, thanks!
NOTE: my initial thread regarding this topic can be seen here: Trouble Installing PhoneGap Plugin
EDIT: I should also add that I have the exact same problem when trying to install a different (but similar) plugin, known as "Prompt"
EDIT2: Here's my index.html:
<script type="text/javascript" charset="utf-8" src="phonegap-1.4.1.js"></script>
<script type="text/javascript" src="MessageBox.js"></script>
<script type="text/javascript">
function onBodyLoad()
{
document.addEventListener("deviceready", onDeviceReady, false);
}
function onDeviceReady()
{
navigator.notification.alert("PhoneGap is working");
window.location.href="otherpage.html";
}
</script>
The problem is that when you try to create your MessageBox, PhoneGap is not ready yet.
You just need to wait for PhoneGap to be ready before you execute your code :
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<script type="text/javascript" charset="utf-8" src="phonegap-1.4.1.js"></script>
<script type="text/javascript" charset="utf-8">
document.addEventListener("deviceready", onDeviceReady, false);
function onDeviceReady() {
window.location="otherpage.html";
}
</script>
</head>
<body>
</body>
</html>
Then, on otherpage.html :
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<script type="text/javascript" charset="utf-8" src="phonegap-1.4.1.js"></script>
<script type="text/javascript" charset="utf-8" src="MessageBox.js"></script>
</head>
<body onload="onLoad()">
<script type="text/javascript" charset="utf-8">
function onLoad() {
document.addEventListener("deviceready", onDeviceReady, false);
}
// PhoneGap is loaded and it is now safe to make calls PhoneGap methods
//
function onDeviceReady() {
console.log("onLoad");
var messageBox = window.plugins.messageBox;
messageBox.alert('Title', 'Message', function(button) { console.warn('alert', [this, arguments]); });
}
</script>
</body>
</html>
I tested it on PhoneGap 1.4.1

iphone phone gap application using javascript

In my iPhone phonegap application I want to capture image using camera of device.I have done with the following code but it not works.Am not able to capture image.
In the following code in HTML section i have one button and when it clicked then i will call method defined of java script.
<script type="text/javascript" charset="utf-8" src="phonegap.0.9.4.js"></script>
<script type="text/javascript" charset="utf-8">
var pictureSource; // picture source
var destinationType; // sets the format of returned value
// Wait for PhoneGap to connect with the device
function onLoad() {
document.addEventListener("deviceready",onDeviceReady,false);
}
// PhoneGap is ready to be used!
function onDeviceReady() {
pictureSource=navigator.camera.PictureSourceType;
destinationType=navigator.camera.DestinationType;
}
// Called when a photo is successfully retrieved (taken with camera)
function onPhotoDataSuccess(imageData) {
alert("Your photo was taken successfully.");
}
// Called when a photo is successfully retrieved (out of the device's library)
function onPhotoURISuccess(imageURI) {
// Get image handle
var largeImage = document.getElementById('largeImage');
// Unhide image elements
largeImage.style.display = 'block';
// Show the captured photo
// The inline CSS rules are used to resize the image
largeImage.src = imageURI;
var options = new FileUploadOptions();
options.fileKey="file";
//options.fileName="newfile.txt";
options.mimeType="image/jpeg";
var params = new Object();
params.value1 = "test";
params.value2 = "param";
options.params = params;
var ft = new FileTransfer();
ft.upload(imageURI, "http://www.yourdomain.com/upload.php", win, fail, options);
// Make sure you use your own site!
}
// Success reporting
function win(r) {
alert("Code = " + r.responseCode);
alert("Response = " + r.response);
}
// Error reporting
function fail(message) {
alert('Failed because: ' + message);
}
function capturePhoto() {
// Take picture using device camera and retrieve image as base64-encoded string
navigator.camera.getPicture(onPhotoDataSuccess, fail, { quality: 30 });
}
function getPhoto(source) {
// Retrieve image file location from specified source
navigator.camera.getPicture(onPhotoURISuccess, fail, {
quality: 30,
destinationType: destinationType.FILE_URI,
sourceType: source
});
}
</script>
</head>
<body onload="onLoad()">
<button onclick="capturePhoto();">Take a Photo</button>
<button onclick="getPhoto(pictureSource.PHOTOLIBRARY);">Upload a Photo</button>
<img style="display:none;width:60px;height:60px;" id="smallImage" src="" />
<img style="display:none;" id="largeImage" src="" />
</body>
will you please try with the following snippet.
It capture the image from camera and also load in img tag. I tested on device.
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<!-- Change this if you want to allow scaling -->
<meta name="viewport" content="width=default-width; user-scalable=no" />
<meta http-equiv="Content-type" content="text/html; charset=utf-8">
<title>PGCamera</title>
<script type="text/javascript" charset="utf-8" src="phonegap.js"></script>
<script type="text/javascript" charset="utf-8">
function onBodyLoad()
{
document.addEventListener("deviceready",onDeviceReady,false);
}
/* When this function is called, PhoneGap has been initialized and is ready to roll */
function onDeviceReady()
{
// do your thing!
}
function PictureSourceType() {};
PictureSourceType.PHOTO_LIBRARY = 0;
PictureSourceType.CAMERA = 1;
function getPicture(sourceType){
var options = { quality: 10 };
if (sourceType != undefined) {
options["sourceType"] = sourceType;
}
// if no sourceType specified, the default is CAMERA
navigator.camera.getPicture(getPicture_Success, null, options);
};
function getPicture_Success(imageData){
alert("getpic success");
document.getElementById("test_img").src = "data:image/jpeg;base64," + imageData;
}
</script>
</head>
<body onload="onBodyLoad()">
<img style="width:60px;height:60px" id="test_img" src="" />
<!-- for testing, add the buttons below -->
<button onclick="getPicture()">From Camera</button>
<button onclick="getPicture(PictureSourceType.PHOTO_LIBRARY)">From Photo Library</button>
</body>
</html>
thanks,
Mayur