Has anyone successfully implemented screen orientation plugin in Sitecatalyst to capture mobile device orientation?. When we use the below code in the s_code, in the web page i am seeing some unusual behavior(ie: when we scroll the page to the bottom and then if i click anywhere on the content section, page goes to the top by default). I understand, that's happening because of this line "window.scroll(0,0)". Any help or thoughts?
Plugin Code below:
function screenOrientation(){switch(window.orientation){case 0:case 180:return("Portrait");break;case 90:case -90:return("Landscape");}window.scroll(0,0)}
Reference: [http://webanalyticsland.com/sitecatalyst-implementation/capture-mobile-device-screen-orientation-in-sitecatalyst]
Thanks in Advance.
This is clearly a code bug (or more a typo I think) and the line window.scroll(0,0) can be safely removed from the 'plugin' (its not really a plugin, just a js function that returns the orientation).
The reason this fires every time a user clicks on anywhere on the page is because you have ClickMap functionality enabled in your s_code.js configuration. This will fire an s.tl() everytime a click event occurs. the s.tl() will call the screenOrientation() function to populate your required prop/eVar.
So if you were to turn off clickMap (s.trackInlineStats=false;) this random scrolling to the top would stop even if you didn't remove the offending line. That said, remove the scrolling code, its not right or required!
Related
I know the standard way of handling the wmode problem is to register a callback that pauses the flash app and replaces the flash area with an image while the flash object is hidden.
What I'm trying to avoid is the flash disappearing in mid-game because of the facebook-chat auto-flyout when somebody sends a message the user (user's friends can essentially pause the user's game remotely, simply by sending them an instant message).
It seems as if Angry Birds Friends and Zynga's Ruby Blast Adventure have solved this problem somehow. These games run on stage3d so their wmode is set to 'direct', and when an instant message is received, facebook shows only a small new-message-indicator instead of displaying the full messages-dialog right away.
I can't figure out how they've managed to do that.
For me, facebook always seems to pop up the messaging as soon as a message is received.
The game is in stage3d so having a wmode of 'direct' is a must.
Any help would be greatly appreciated.
I'm battling with the same issue, except imo the perfect solution would be to show both the chat (and other facebook menus) and the stage3d flash at the same time. It seems that setting the element containing the flash, e.g. div as:
display: block !important;
visibility: visible !important;
does the trick, but I'm not really confident that is the perfect solution.. It seems that on some browser/OS combination some (Facebook invoken) ui stuff is now shown behind the flash at least partially. Would appreciate a lot for "an official correct answer(tm)".
You can write a listener function to be called when your game loses or regains focus, and register it with the Facebook environment by passing it to FB.init() as the hideFlashCallback parameter. The listener will be passed a parameters dictionary which will contain a key called state, which will be set to opened if you should be hiding your game.
In that case, the listener should call the Flash app's exportScreenshot method, use the Base64-encoded image data to create a data URL, and make that the src of an img element; it should move your app's containing element offscreen using the FB.hideFlashElement method in the JS SDK, and replace it with that img. If the parameters dictionary passed to the listener does not have state: "opened" then, instead, bring your Flash app back onscreen using FB.Canvas.showFlashElement.
You can find more information here: https://developers.facebook.com/docs/games/gamesonfacebook/optimizing#handlingpopups
Is there a way to use FB.XFBML.parse without rendering the a Facebook plugin again which cause it to "flicker" (disappear et reappear).
Will be using the Facebook Like button or Facebook Recommandations Bar.
Live example: http://www.gablabelle.com/eve-d
Slide to view the flickering in the lower right corner.
$.address.state(ajax_object.path).crawlable(true).value(whereiam);
$(".fb-recommendations-bar").data("href",whereiamurl);
//$(".fb-like").data("href",whereiamurl);
fburl = $(".fb-recommendations-bar").data("href");
//fburl = $(".fb-like").data("href");
console.log(fburl);
FB.XFBML.parse();
Many thanks for your help.
You can limit the scope of the re-parse by passing in the parent DOM element to FB.XFBML.parse.
Add an opacticy layer over the top of the facebook plugin div when a "page change" is needed. Animate it to fully opaque. Call the FB.XFBML.parse() and give it a few moments to re-render. Animate the layer to non-opaque, then remove the opacity layer from over the top of the facebook plugin div (or leave it there for the next time you need to do a "page change" without actually reloading the page.
This technique will give you a gracefully disappearing/reappearing plugin, rather than a jarringly harsh "flicker".
Cache the Facebook likes of the previous slide + current slide + next slide on a slide change event. So that when you go to the next or previous one and its Facebook like should already be ready/loaded, the user should not see a flickering. Unless he/she goes to fast with the slides.
I've had this recently.
I got around it by wrapping the XFMBL in a variable... don't know why but without it it seemed to flicker... a total hack of a way to stop the flickering but worked for me!!
if(call == 0){
FB.XFBML.parse();
call = 1;
}
DMCS provided what seems to be the only half-proper answer, but it's butt ugly. You don't know how long it'll take on each persons web browser to render the stuff. The callback which supposedly says it's rendered doesn't work either. Also the flicker isn't seen in firefox but only in google chrome.
I'm using the Facebook Like/Send buttons along with dynamically generated HTML (loaded via AJAX requests). I've found that even though the Send button works fine when the element exists on page load, dynamically created Send buttons aren't working correctly. Clicking the button activates it and the button greys out, but the popup doesn't appear.
Here is a demonstration of what is happening: http://jsfiddle.net/Daniel15/VxpSj/
Any suggestions?
Thanks!
Yes, I can confirm the problem from your fiddle.
function addLikeButton()
{
// […]
FB.XFBML.parse(newEl);
document.getElementById('container').appendChild(newEl);
}
For some reason, this seems to be “the wrong way around”. Reverse the order of these two lines – put the new element into the DOM first and let FB.XFBML.parse parse it afterwards, then (from my test with your fiddle) it seems to work in the desired way.
I am currently facing an issue with fixing the location of SC.say pop up on the screen. The default behaviour of this pop up is okay, as in , it comes at the center of the screen. But then, once you drag this pop up to a corner of the screen, then , the next time when this pop up comes , it comes at that same corner where you had dragged it to. The default behaviour of this pop up (as far as the location is concerned) changes when the user starts dragging it. Is there a way to switch back to the default behaviour irrespective of where the user drags this pop up to?? I checked the javadoc of this SC class, but couldn't get any function that would let us specify the location where this pop up should come.
SmartGWT version : 3.0
GWT version : 2.4
Browser : Firefox,IE,Chrome,Safari
If you didn't find an easy solution to this, I think the easiest way is doing a "SC.say" by yourself.
it's very easy to replicate the built-in dialogs and then add your own functionality.
Something could help you
Canvas popUp = Canvas.getById("isc_globalWarn_body");
popUp.setTop(where it was);
popUp.setLeft(.......);
popUp.setWidth(...);
etc.....
I find the id with the console and the Canvas static method on a post somewhere on the net I don't remember where.
I have an iPhone webapp that uses a cache manifest to work offline. I add the webapp to my home screen, use it (say scroll to a certain location on a page), then go back to homescreen.
When I open the app again, for a brief moment I see where I used to be (at that scrolled location on that page), but then the app "reloads" and I get scrolled to the top of the mainpage. Is there a way to prevent this "reloading"? This happens even in airplane mode (ie everything is working off the cache).
You're just seeing the default startup image, which is just a screenshot of the last place you were at. It's not "reloading"; the app wasn't loaded to begin with.
Search for "apple-touch-startup-image" to set a real loading image.
What I'm struggling with here is that the app actually seems to stay "in memory" longer if I use regular Safari as opposed to running in "apple-mobile-web-app-capable" mode. In the later case something as simple as pressing the home button, then task-switching back to the app causes a reload. Doing the same thing just in Safari often does not reload. So I'm worse off by using "apple-mobile-web-app-capable".
I don't believe there is a real 'reload' event. onload and onunload are all we get.
the onload handler starts up as if it is your first time coming to the page.
the onunload handler is the key to clearing out old content.
I like to provide alternate content for people who are coming back to my web app.
window.onunload=function(){
document.getElementsByTagName('body')[0].className+=' unloading'
}
And let the CSS do the dirty work to hide most of the body and show alternate content.
(this answer does not rely on jQuery or other frameworks)
// on load
window.scroll(0,0);
To ensure no old content is displayed while launching I use this in my page:
window.addEventListener('unload', function() { $('body').hide(); } );
Thus the last state of the page is empty and is what is shown to the user when the page is opened again.