I have the following piece of code:
function download_img(imgToDownload, imgToRemove){
var url = remote_url+imgToDownload; // image url
root_path = get_root_path();
var flag = "working";
var flag_delete = false;
var imageToDownloadPath = root_path + "/" + imgToDownload; // full file path
var imageToRemovePath = root_path + "/" + imgToRemove; // full file path
try{
var fileTransfer = new FileTransfer();
fileTransfer.download(url, imageToDownloadPath,
function () {
if(imgToRemove != "" && imgToRemove != null){
var entry = new FileEntry("foo", imageToRemovePath);
entry.remove(function (){alert("fine");flag_delete = true;}, function (){alert("marron");flag_delete = true;});
}
else{
flag_delete = true;
}
flag = "done";
},
function (error) {
flag = "done";
flag_delete = true;
}
);
}catch(error){
alert("Error capturado: "+error.message);
}
while(flag=="working" && !flag_delete){
try{
setTimeout(
function() {
/* Código */
},
300
);
}
catch(error){
alert("Error en el bucle: " + error.message);
}
}
}
I have had problems downloading the files which apparently seemed to be a sync conflict, I mean, looks like something was avorting the execution before the file/s was/were downloaded.
I have used two flags to make sure not to continue until files are downloaded (and old ones deleted if necessary). The idea is to change flag's values when the action is completed and keep the code waiting in a loop.
The results this code is giving is as follows:
It never seems to enter the success fileTransfer.download sucess method (I used an alert which never triggered) even though the first file downloads properly.
The flags are never changed so the code stays stuck in the loop, and it does not continue downloading other files.
I think it might be a very basic jQuery behaviour but I am just starting with this technologies and I am a little lost. If anyone could give me a clue on that I would really appreciate it.
Thanks!!
Related
In my app, I need to download few files form server. I used the following code:
function downloadFile(index:int):void
{
var urlLoader:URLLoader = new URLLoader();
urlLoader.dataFormat = URLLoaderDataFormat.BINARY;
urlLoader.addEventListener(Event.COMPLETE, onLoadFileComplete);
urlLoader.addEventListener(ProgressEvent.PROGRESS, onLoadFileProgress);
urlLoader.addEventListener(IOErrorEvent.IO_ERROR, onURLIOError);
urlLoader.load(new URLRequest("some url"));
fileNameToSave = "some name";
trace("file name:" + fileNameToSave);
downloading = true;
}
function onLoadFileProgress(e:ProgressEvent):void
{
var loadedPct:uint = Math.round(100 * (e.bytesLoaded / e.bytesTotal));
}
function onURLIOError(e:IOErrorEvent):void
{
trace("error msg");
e.target.removeEventListener(IOErrorEvent.IO_ERROR, onURLIOError);
}
function onLoadFileComplete(e:Event):void
{
trace("File downloaded");
var file:File;
file = File.documentsDirectory.resolvePath("somelocation/" + fileNameToSave);
if(file != null)
{
var fileStream:FileStream = new FileStream();
fileStream.openAsync(file, FileMode.WRITE);
fileStream.addEventListener(OutputProgressEvent.OUTPUT_PROGRESS, outputProgressHandler);
fileStream.addEventListener(Event.CLOSE, onSaveFile);
fileStream.writeBytes(e.target.data);
fileStream.close();
}
e.currentTarget.removeEventListener(Event.COMPLETE, onLoadFileComplete);
e.currentTarget.removeEventListener(ProgressEvent.PROGRESS, onLoadFileProgress);
e.currentTarget.removeEventListener(IOErrorEvent.IO_ERROR, onURLIOError);
}
function outputProgressHandler(e:OutputProgressEvent):void
{
if (e.bytesPending == 0)
{
trace("File is completely written");
}
}
function onSaveFile(e:Event):void
{
trace("Saved Complete");
loadfiles();
e.currentTarget.removeEventListener(Event.CLOSE, onSaveFile);
}
It works fine. But the problem I'm having is when the internet is slow, sometime it triggers complete event even if the file is not fully downloaded. Is there anyway to prevent this? Any help would be appreciated.
UPDATE: Is it a good practice to use progress event to check if the download is complete rather than using complete event. Like:
if(e.bytesLoaded >= e.bytesTotal)
{
//downloadComplete
}
else
{
//not complete
}
I can not comment because I have insufficient reputation.
I have previously had similar issue where filestream write reports as complete when in fact it has not. This occurs only on older devices and occurs randomly. My testing seemed to confirm that Flash reports file saved before the OS had actually completed. When a read then occurred it would report as file not found.
I solved it rather crudely using setTimeout and repeatedly checked if the data was complete.
I'm using the following code to record audio using Cordova Media plugin on android devices. This results in an empty audio file despite returning successfully on stopRecord(). Can somebody point to what might be wrong with this code?
$cordovaFile.createFile(cordova.file.dataDirectory, 'new-rec.amr'), false)
.then(function (fileObj) {
console.log('File created', fileObj);
var nativePath = fileObj.nativeURL;
resolveLocalFileSystemURL(nativePath, function (entry) {
var internalPath = entry.toInternalURL();
var mediaRec = new Media(internalPath,
//success callback
function (success) {
console.log("record success", success);
},
//error callback
function (err) {
console.log("record error: " + JSON.stringify(err));
});
// Start recording audio
mediaRec.startRecord();
});
}, function (error) {
console.log('Cannot create a file to initiate a new recording', error);
});
I was having this exact same problem today. Solved it by releasing the Media object. I'm not sure why this helped, but I have a feeling it may be that the OS is holding onto the Media object instead of saving it and then once it's released it's properly saved?
Not 100% sure though. It works without releasing in other Cordova directories (e.g. cordova.file.externalDataDirectory).
Here's my code:
var fileName = randomFileName();
fileName = fileName + ".aac";
var store = cordova.file.dataDirectory;
window.resolveLocalFileSystemURL(store, function(dir){
var directoryToSave = dir.nativeURL + fileName;
$scope.audioRecording = new Media(directoryToSave, audioRecordingSuccess, audioRecordingFail, audioStatus);
$scope.audioRecording.startRecord();
setTimeout(function(){
$scope.audioRecording.stopRecord();
$scope.audioRecording.release();
}, 5000);
});
Can anyone shed any light on why, using the Image Factory module to download and store images on Android, does it ignore the transparency on PNG graphics and give them a black background?
It works fine on iOS and everything is "as is".
Do I need to add anything to the download script to retain the transparency?
Help!
Here is my download script, I'm building using Titanium 3.5.1 GA:
function getMarker(url, filename) {
// this will enable us to have multiple file sizes per device
var filename2 = filename.replace(".png", "#2x.png");
var filename3 = filename.replace(".png", "#3x.png");
var mapMarker = Ti.Filesystem.getFile(Ti.Filesystem.applicationDataDirectory, 'map_marker_icons', filename);
var mapMarker2 = Ti.Filesystem.getFile(Ti.Filesystem.applicationDataDirectory, 'map_marker_icons', filename2);
var mapMarker3 = Ti.Filesystem.getFile(Ti.Filesystem.applicationDataDirectory, 'map_marker_icons', filename3);
// now we need to download the map marker and save it into our device
var getMarker = Titanium.Network.createHTTPClient({
timeout: 30000
});
getMarker.onload = function() {
// if the file loads, then write to the filesystem
if (getMarker.status == 200) {
// resize the images into non-retina, retina and retina HD and only download and resize what is actyally required
var getOriginal = ImageFactory.imageWithAlpha(this.responseData, {});
var resized2 = ImageFactory.imageAsResized(getOriginal, {
width: 50,
height: 50
});
mapMarker.write(resized2);
Ti.API.info(filename + " Image resized");
//I ALWAYS NULL ANY PROXIES CREATED SO THAT IT CAN BE RELEASED
mapMarker = null;
} else {
Ti.API.info("Image not loaded");
}
// load the tours in next
loadNav();
};
getMarker.onerror = function(e) {
Ti.API.info('XHR Error ' + e.error);
//alert('markers data error');
};
getMarker.ondatastream = function(e) {
//Ti.API.info('Download progress: ' + e.progress);
};
// open the client
getMarker.open('GET', url);
// change the loading message
MainActInd.message = 'Downloading Markers';
// show the indicator
MainActInd.show();
// send the data
getMarker.send(); }
Any help would be much appreciated!
Simon
Please try the following code, I tried it on Android and iOS with a png Url, first I GET the photo with HTTP client request, then I save it as a file with extension png and then I read it with an ImageView.
index.js:
$.win.open();
savePng("https://cdn1.iconfinder.com/data/icons/social-media-set/29/Soundcloud-128.png");
function savePng(pngUrl) {
var client = Titanium.Network.createHTTPClient({
onload : function(e) {
var image_file = Ti.Filesystem.getFile(Titanium.Filesystem.applicationDataDirectory, "test.png");
image_file.write(this.responseData);
$.img.image = image_file.read();
},
onerror : function(e) {
alert(e.error);
},
timeout : 10000
});
client.open("GET", pngUrl);
client.send();
}
index.xml:
<Alloy>
<Window id="win" backgroundColor="gray">
<ImageView id="img" />
</Window>
</Alloy>
i have problem to sync local image folder to server, i using titanium. When i run my program using android emulator, it works well. But when i try to run it using actual device, the program can not find the image file.
Below is my code. Please help.
$.btnfiles.addEventListener('click',function(e)
{
var dirTest = Titanium.Filesystem.getFile(Titanium.Filesystem.applicationDataDirectory);
var dirList = dirTest.getDirectoryListing();
Titanium.API.info('Start loop for files length:' + dirList.length);
for ( i = 0; i < dirList.length; ++i){
var f = Titanium.Filesystem.getFile(Titanium.Filesystem.applicationDataDirectory, dirList[i]);
var data_to_send = {
"file": f.read(), "name1":Titanium.Filesystem.applicationDataDirectory
};
xhr = Titanium.Network.createHTTPClient({
// function called when an error occurs, including a timeout
onerror : function(e) {
//Ti.API.debug(e.error);
alert('error');
},
timeout : 5000 // in milliseconds
});
xhr.setRequestHeader("enctype", "multipart/form-data");
xhr.open("POST","upload.php");
xhr.send(data_to_send);
Titanium.API.info('Namef: ' + dirList[i]);
Titanium.API.info('Name: ' + i);
var file = Titanium.Filesystem.getFile(Titanium.Filesystem.applicationDataDirectory,dirList[i]);
if (file.exists()) { file.deleteFile(); }
}
});
Error in checking the file.
I have use one code. But i think there is some problem. The file got stuck to one file. And always keep dowloading the same file.
here is how i code this. Here in the below code. I am trying to download the images to local sdcard. If the file is already available i dont want it to download. And if not, then download. But it seems its just keep repeat download the same file.
function appReady(datadira){
$(".gallery").html("Ready to check remote files...");
$.get("http://www.pankhida.com/main/?json=get_page&page_id=115&callback=?", {}, function(res) {
if (res.page.attachments.length > 0) {
$(".gallery").html("Going to sync some images...");
for (var i = 0; i < res.page.attachments.length; i++) {
if (knownfiles.indexOf(res.page.attachments[i].url) == -1) {
//alert("need to download " + res[i]);
var ft = new FileTransfer();
var fullPath = res.page.attachments[i].url;
var filename = fullPath.replace(/^.*[\\\/]/, '');
var dlPath = DATADIR.toURL() + "/" + filename;
var uri= res.page.attachments[i].url;
uri = encodeURI(uri);
//console.log("downloading crap to " + dlPath);
window.resolveLocalFileSystemURL(DATADIR.toURL() +"/"+ filename, appStart, function(){
ft.download(uri, dlPath, function(e){
//renderPicture(e.toURL());
alert("Successful download of "+e.toURL());
}, onError, true);
});
}
}
}
$(".gallery").html("");
}, "json");
}
I am using window.resolveLocalFileSystemURL which i got from this URL http://www.raymondcamden.com/2014/7/1/Cordova-Sample-Check-for-a-file-and-download-if-it-isnt-there.
Please suggest where i am wrong. Or any correct code will be really helpful.
It has to do with the closure inside resolveLocalFileSystemURL.The value of ft ends up being the last one used from the loop. Try changing
for (var i = 0; i < res.page.attachments.length; i++) {
to
res.page.attachments.forEach(function(attachment) {
and the last } to }).
Inside the loop, use attachment instead of res.page.attachments[i].