Been running into an issue lately with Facebook canvas iframe applications. I've set our settings to "auto-resize" and implemented the correct FB JS call to do the resizing of the height (to avoid unwanted scrollbars), but it doesn't seem to be working.
Has anyone else had this issue or come up with a solution?
Thanks!
Erik
Before </body> tag, I have written following code.
<div id="fb-root"></div>
<script type="text/javascript">
window.fbAsyncInit = function() {
FB.init({
appId: '<?php echo YOUR_APP_ID ?>',
cookie: true,
xfbml: true,
oauth: true
});
FB.Canvas.setAutoGrow(true);
};
(function() {
var e = document.createElement('script'); e.async = true;
e.src = document.location.protocol +
'//connect.facebook.net/en_US/all.js';
document.getElementById('fb-root').appendChild(e);
}());
</script>
And it is working fine for me.
It doesn't matter whether height is Fixed or Fluid in Advanced application settings.
FB.Canvas.setAutoGrow(true); was not working in my application, but I found that I missed the <div id="fb-root"></div> code. I just put it before <script type="text/javascript"> and got the issue resolved.
Expanding on a couple of points noted already:
window.fbAsyncInit = function () {
FB.init({
appId: 'YOUR APP ID',
status: true,
cookie: true,
xfbml: true,
oauth: true
});
FB.Canvas.setAutoGrow(true);
};
This will allow dynamic changes in the applications height. Also setting an explicit width in your css like so can help as well:
html {
width: 760px;
overflow: hidden;
}
FB.Canvas.setAutoResize will be deprecated and you should use FB.Canvas.setAutoGrow as it does exactly what you want.
Roozbeh is on the right path with his answer. However, his code will most likely produce an error (at least in Firefox), as both the old and new SDKs are being referenced (and they don't play well with each other).
Also, just using the new SDK to adjust the height is super simple:
<div id="fb-root"></div>
<script type="text/javascript">
window.fbAsyncInit = function () {
FB.init({ appId: 'YOUR APP ID', status: true, cookie: true, xfbml: true });
FB.Canvas.setSize({ height: 890 });
};
(function () {
var e = document.createElement('script');
e.type = 'text/javascript';
e.src = document.location.protocol +
'//connect.facebook.net/en_US/all.js';
e.async = true;
document.getElementById('fb-root').appendChild(e);
} ());
</script>
Official documentation available here.
Well ... auto-resize is buggy and only sometimes work
you can set it manually like this:
FB.Canvas.setSize({ height: $('body').height() });
If anyone is still having this problem, its because your FB.init() is never being called. In my case, I had it inside my jQuery document.ready function. dont do that!
Put this outside of your jQuery:
$(function() { ... jquery here... });
// do FB stuff
FB.init({appId: 'APP_ID', status: true, cookie: true });
FB.Canvas.setAutoGrow();
Auto-resize doesn't work. It's a major bug that facebook has not fixed yet.
However, here's the code work around for the problem:
<div id="fb-root"></div>
<script type="text/javascript">
window.fbAsyncInit = function() {
FB.init({appId: 'YOUR APP ID', status: true, cookie: true, xfbml: true});
};
(function() {
var e = document.createElement('script');
e.type = 'text/javascript';
e.src = document.location.protocol +
'//connect.facebook.net/en_US/all.js';
e.async = true;
document.getElementById('fb-root').appendChild(e);
}());
</script>
<script type="text/javascript" src="http://static.ak.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php"></script>
<div id='FB_HiddenContainer' style='display:none;position:absolute;left:-100px;top:-100px;width:0;height:0'>
</div>
<script type="text/javascript">
window.onload = function(){
FB_RequireFeatures(['CanvasUtil'], function(){
FB.CanvasClient.setCanvasHeight('1500px');
});
};
</script>
Related
I am trying to post a sample message on user's wall. But the FB.ui method does not execute and I get a message saying "An error occurred. Please try again later". This is the code inside the body:
<div id="fb-root"></div>
<script src="//ajax.googleapis.com/ajax/libs/jquery/1.6.1/jquery.min.js"
type="text/javascript"></script>
<script>
window.fbAsyncInit = function() {
alert('hiee');
FB.init({appId: '259494234140448', status: true, cookie: true,
xfbml: true});
};
(function() {
var e = document.createElement('script');
e.async = true;
e.src = document.location.protocol +
'//connect.facebook.net/en_US/all.js';
document.getElementById('fb-root').appendChild(e);
}());
</script>
<script type="text/javascript">
function publish_to_wall(){
FB.ui({ method: 'stream.publish',
message: 'This is a simple post to appshack.tv' });
}
</script>
}
Publish to your wall
You cannot publish to a user's wall until that user authenticates your app.
I was trying to implement fluid canvas for my facebook app. I am using the script
window.fbAsyncInit = function() {
FB.Canvas.setAutoGrow();
}
just after i initialize my app but it is still set to 800px. How should i use this function?
Just for the sake of possibly helping someone else, try removing the http or https from your code. Here's mine (notice the ChannelUrl line):
<div id="fb-root"></div>
<script type="text/javascript" src="//connect.facebook.net/en_US/all.js"></script>
<script type="text/javascript">
window.fbAsyncInit = function() {
FB.init({
appId : 'YOUR_APP_ID', // App ID
channelUrl : '//WWW.YOURURL.COM/FOLDER', // Channel File
status: true,
cookie: true,
xfbml: true
});
FB.Canvas.setAutoGrow();
}
</script>
After I removed the http/https, it worked on all browsers.
Before </body> tag, I have written following code.
<div id="fb-root"></div>
<script type="text/javascript">
window.fbAsyncInit = function() {
FB.init({
appId: '<?php echo YOUR_APP_ID ?>',
cookie: true,
xfbml: true,
oauth: true
});
FB.Canvas.setAutoGrow(true);
};
(function() {
var e = document.createElement('script'); e.async = true;
e.src = document.location.protocol +
'//connect.facebook.net/en_US/all.js';
document.getElementById('fb-root').appendChild(e);
}());
</script>
And it is working fine for me.
It doesn't matter whether height is Fixed or Fluid in Advanced application settings.
FB.Canvas.setAutoGrow(true); was not working in my application, but I found that I missed the <div id="fb-root"></div> code. I just put it before <script type="text/javascript"> and got the issue resolved.
Refer to this page:
https://developers.facebook.com/docs/reference/javascript/FB.Canvas.setAutoGrow/
"This function is useful if you know your content will change size, but you don't know when. There will be a slight delay, so if you know when your content changes size, you should call setSize yourself (and save your user's CPU cycles)."
So, if you have some javascript functions that increase the height you can call the setSize method, otherwise setAutoGrow and specify a longer or shorter interva
Try with following.It will auto resize your iframe.
<html>
<head>
<script src="./includes/js/jquery.min.js"></script>
<script src="http://connect.facebook.net/en_US/all.js#xfbml=1"></script>
<script type="text/javascript">
window.fbAsyncInit = function(){
FB.init({appId: 'appid', status: true, cookie: true, xfbml: true});
FB.Canvas.setAutoResize();};
function setSize(){
FB.Canvas.setAutoResize();}
</script>
</head>
<body style="overflow: hidden" onload="setSize()">
If you're trying to use a fluid canvas then there is no need to set the size of the iframe. In fact you shouldn't call it because there is a bug in FB; when set to fluid, calls to size the iframe should do nothing - in fact this isn't the case and the call does get processed. There is a bug logged against this here: http://developers.facebook.com/bugs/272509486115193 but FB have deemed this Low priority (much to my annoyance!)
In order to get fluid working correctly, check the docs here: https://developers.facebook.com/blog/post/549
You will need to make sure the content container on your page has it's height set to 100% as per the instructions on the doc page linked above.
Could someone please take a few moments out of their schedule to look at the source code for the url: http://thered-line.com/petition-view.php?petition_ID=10 and tell me why the facebook "like" button is not appearing?
Thanks,
-Lance
There is a syntax error in your page. You could easily have spotted this using a debugger.
(F12 in IE, FireBug Addon for FF, Ctrl+Shift+I in Chrome and Opera)
<div id="fb-root">
<script>
window.fbAsyncInit = function() {
FB.init({appId: 'your app id', status: true, cookie: true,
xfbml: true});
};
(function() {
?> //syntax error
var e = document.createElement('script'); e.async = true;
e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js';
document.getElementById('fb-root').appendChild(e);
}());
</script>
The FB.getLoginStatus function doesn't work for me for some reason - although it used to for some time.
Very basic code below, and the alert never popups - looks like FB.getLoginStatus never calls the supplied function.
Any ideas ?
<body>
<form id="form1" runat="server">
<div id="fb-root">
</div>
<script type="text/javascript" src="http://connect.facebook.net/en_US/all.js"></script>
<script type="text/javascript">
FB.init({ appId: 'xxx', status: true, cookie: true, xfbml: true });
FB.getLoginStatus(function (response) {
alert("Hi there");
});
</script>
</form>
If your app is in Sandbox Mode see this bug: https://developers.facebook.com/bugs/240058389381072
Also read the comments by Philip Bulley
[...] Essentially sandboxed applications are invisible to non-app-developers. If there is no user currently logged into Facebook, Facebook will act as if your sandboxed application doesn't exist at all (FB obviously doesn't know you're an app developer, and thus the app is invisible!).
This bug has been confirmed and assigned.
In which platform you are developing the application??If it is FBML then check FBJS-Facebook JavaScript.I think alert will not work in FBML application.
I got this working..Just check
<div id="fb-root"></div>
<script type="text/javascript">
window.fbAsyncInit = function() {
FB.init({appId: 'APP_ID', status: true, cookie: true, xfbml: false});
};
(function() {
var e = document.createElement('script');
e.type = 'text/javascript';
e.src = document.location.protocol +
'//connect.facebook.net/en_US/all.js';
e.async = true;
document.getElementById('fb-root').appendChild(e);
}());
window.fbAsyncInit = function() {
FB.init({appId: 'APP_ID', status: true, cookie: true, xfbml: true});
/* All the events registered */
FB.Event.subscribe('auth.login', function(response) {
// do something with response
login();
});
FB.Event.subscribe('auth.logout', function(response) {
// do something with response
logout();
});
FB.getLoginStatus(function(response) {
if (response.session) {
// logged in and connected user, someone you know
login();
}
});
};
Hi
I am developing a widget that will be placed on an external website. The entire plugin has to be written in javascript. I haev searched here and there but am unable to make the facebook login button appear on the widget
My code is the following
var fbroot = document.createElement('div');
fbroot.id = "fb-root";
window.fbAsyncInit = function(){
FB.init('xxxxxxxxxxxxxxxxxx', '/xd_receiver.htm');
};
var contentRightDiv = document.createElement('div');
contentRightDiv.id = "contentrightdiv";
contentRightDiv.innerHTML = "<form><p><label>Sign in using <div id='socialmedialoginbtns'></div></label></p></form>";
var socialmedialoginbtns = document.getElementById('socialmedialoginbtns');
socialmedialoginbtns.innerHTML = '<fb:login-button show-faces="false" width="200" max-rows="1"></fb:login-button>';
If you are putting an XFBML tag on the document with javascript, use FB.XFBML.parse function to render the new tags.
Check This Code snippet....
`<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml"
xmlns:fb="http://www.facebook.com/2008/fbml">
<body>
<div id="fb-root"></div><script type="text/javascript">`
window.fbAsyncInit = function() {
FB.init({appId: 'Your_App_ID', status: true, cookie: true, xfbml: true});
};
(function() {
var e = document.createElement('script');
e.type = 'text/javascript';
e.src = document.location.protocol +
'//connect.facebook.net/en_US/all.js';
e.async = true;
document.getElementById('fb-root').appendChild(e);
}());
window.fbAsyncInit = function() {
FB.init({appId: 'Your_App_ID', status: true, cookie: true, xfbml: true});
/* All the events registered */
FB.Event.subscribe('auth.login', function(response) {
// do something with response
getUserDetails();
login();
});
FB.Event.subscribe('auth.logout', function(response) {
// do something with response
logout();
});
FB.getLoginStatus(function(response) {
if (response.session) {
// logged in and connected user, someone you know
login();
}
});
};
</script>
<fb:login-button
autologoutlink="true"
perms="email,user_birthday,status_update,publish_stream">
</fb:login-button>
</body>
</html>