Generate logs for web application in Javascript - javascript

I have a use case in which I would like to generate logs for my JS web application, which could be stored as a file on the client-side (stored on the user's machine).
Therefore, I want to know that what approach can I follow for generating logs in JS?

If you mean you want to do this from browser-hosted JavaScript code, I'm afraid you can't. Browser-based JavaScript code can't write to arbitrary files on the user's computer. It would be a massive security problem.
You could keep a "log" in web storage, but note that web storage has size limits so you wouldn't want to let it grow too huge.
Here's a barebones logging function that adds to a log in local storage:
function log(...msgs) {
// Get the current log's text, or "" if there isn't any yet
let text = localStorage.getItem("log") || "";
// Add this "line" of log data
text += msgs.join(" ") + "\r\n";
// Write it back to local storage
localStorage.setItem("log", text);
}
Obviously you can then build on that in a bunch of different ways (log levels, date/time logging, etc.).

You can use local storage to simulate file :
Create id for each line of your "file" and store the number of the last line
function logIntoStorage (pMsg) {
if (!pMsg) pMsg = "pMsg is not here !";
if ((typeof pMsg) != "string") pMsg = "pMsg is Not a string:"+(typeof pMsg);
let logNb = "logNb";
let padLong = 7;
let strLg = "0";
let lg = 0;
let maxSize = 50; // max nb of lines in the log
// Reading log num line
strLg = localStorage.getItem(logNb);
if(!strLg) { //logNb not stored yet
lg = 0;
strLg = "0";
localStorage.setItem(logNb, lg.toString(10)); // store the number of cur line
} else { // Read logNb from storage
strLg = localStorage.getItem(logNb);
lg = parseInt(strLg,10);
}
if (lg >= maxSize) {
lg = maxSize; // size limit nb lines.
pMsg = "LIMIT SIZE REACHED";
}
// log msg into localStorage at logLine:0000####
let s = ("0000000000000000"+strLg).substr(-padLong); // padding zeros
localStorage.setItem("logLine:"+s, pMsg);
if (lg >= maxSize) return;
lg++; // point to the next line
localStorage.setItem(logNb, lg.toString(10));
}

In modern Chrome you can actually "stream" data to the user's disk, after they give permission, thanks to the File System Access API.
To do so, you have to request for a file to save to, calling showSaveFilePicker().
Once you get the user's approval you'll receive a handle from where you'll be able to get a WriteableStream.
Once you are done writing, you just have to .close() the writer.
onclick = async () => {
if( !("showSaveFilePicker" in self) ) {
throw new Error( "unsupported browser" );
}
const handle = await showSaveFilePicker();
const filestream = await handle.createWritable();
const writer = await filestream.getWriter();
// here we have a WritableStream, with direct access to the user's disk
// we can write to it as we wish
writer.write( "hello" );
writer.write( " world" );
// when we're done writing
await writer.ready;
writer.close();
};
Live example.

Related

Flushing file's with webkit's filesystem API with Safari

I am trying to use filesystem api to create permanent files, write and read data from them.
Although I succeeded creating the file and writing data to it, after calling flush() the file becomes empty (and it's size is 0).
The files that I created exist and I can still see them in a different running of safari, but the data is lost and the file's are all 0 sized.
Even if I try to read the file just after writing to it and flushing, the data is lost and it's size returns to 0.
Does anybody know what I am doing wrong?
I tried running this:
console.log("Starting");
async function files() {
// Set a Message
const message = "Thank you for reading this.";
const fileName = "Draft.txt";
// Get handle to draft file
const root = await navigator.storage.getDirectory();
const draftHandle = await root.getFileHandle(fileName, { create: true });
console.log("File Name: ", fileName);
// Get sync access handle
const accessHandle = await draftHandle.createSyncAccessHandle();
// Get size of the file.
const fileSize = await accessHandle.getSize();
console.log("File Size: ", fileSize); // getting 0 here
// Read file content to a buffer.
const buffer = new DataView(new ArrayBuffer(fileSize));
const readBuffer = accessHandle.read(buffer, { at: 0 });
console.log("Read: ", readBuffer); // getting 0 here because the file was just created
// Write the message to the file.
const encoder = new TextEncoder();
const encodedMessage = encoder.encode(message);
const writeBuffer = accessHandle.write(encodedMessage, { at: readBuffer });
console.log("Write: ", writeBuffer); // writing 27 bytes here, succeeding
// Persist changes to disk.
accessHandle.flush();
// Always close FileSystemSyncAccessHandle if done.
accessHandle.close();
console.log("Closed file ");
// Find files under root/ and print their details.
for await (const handle of root.values()) {
console.log('Item in root: ', handle.name);
if (handle.kind == "file") {
let f = await handle.getFile();
console.log("File Details: ", f); // I can see here the file I created now and earlier created files, but all of them are 0 sized
}
}
}
files();

How to write BLE write characteristic over 512B

I have a client attempting to send images to a server over BLE.
Client Code
//BoilerPlate to setup connection and whatnot
sendFile.onclick = async () => {
var fileList = document.getElementById("myFile").files;
var fileReader = new FileReader();
if (fileReader && fileList && fileList.length) {
fileReader.readAsArrayBuffer(fileList[0]);
fileReader.onload = function () {
var imageData = fileReader.result;
//Server doesn't get data if I don't do this chunking
imageData = imageData.slice(0,512);
const base64String = _arrayBufferToBase64(imageData);
document.getElementById("ItemPreview").src = "data:image/jpeg;base64," + base64String;
sendCharacteristic.writeValue(imageData);
};
}
};
Server Code
MyCharacteristic.prototype.onWriteRequest = function(data, offset, withoutResponse, callback) {
//It seems this will not print out if Server sends over 512B.
console.log(this._value);
};
My goal is to send small images (Just ~6kb)...These are still so small that'd I'd still prefer to use BLE over a BT Serial Connection. Is the only way this is possible is to perform some chunking and then streaming the chunks over?
Current 'Chunking' Code
const MAX_LENGTH = 512;
for (let i=0; i<bytes.byteLength; i+= MAX_LENGTH) {
const end = (i+MAX_LENGTH > bytes.byteLength) ? bytes.byteLength : i+MAX_LENGTH;
const chunk = bytes.slice(i, end);
sendCharacteristic.writeValue(chunk);
await sleep(1000);
}
The above code works, however it sleeps in between sends. I'd rather not do this because there's no guarantee a previous packet will be finished sending and I could sleep longer than needed.
I'm also perplexed on how the server code would then know the client has finished sending all bytes and can then assemble them. Is there some kind of pattern to achieving this?
BLE characteristic values can only be 512 bytes, so yes the common way to send larger data is to split it into multiple chunks. Use "Write Without Response" for best performance (MTU-3 must be at least as big as your chunk).

How to execute / access local file from Thunderbird WebExtension?

I like to write a Thunderbird AddOn that encrypts stuff. For this, I already extracted all data from the compose window. Now I have to save this into files and run a local executable for encryption. But I found no way to save the files and execute an executable on the local machine. How can I do that?
I found the File and Directory Entries API documentation, but it seems to not work. I always get undefined while trying to get the object with this code:
var filesystem = FileSystemEntry.filesystem;
console.log(filesystem); // --> undefined
At least, is there a working AddOn that I can examine to find out how this is working and maybe what permissions I have to request in the manifest.json?
NOTE: Must work cross-platform (Windows and Linux).
The answer is, that WebExtensions are currently not able to execute local files. Also, saving to some local folder on the disk is also not possible.
Instead, you need to add some WebExtension Experiment to your project and there use the legacy APIs. There you can use the IOUtils and FileUtils extensions to reach your goal:
Execute a file:
In your background JS file:
var ret = await browser.experiment.execute("/usr/bin/executable", [ "-v" ]);
In the experiment you can execute like this:
var { ExtensionCommon } = ChromeUtils.import("resource://gre/modules/ExtensionCommon.jsm");
var { FileUtils } = ChromeUtils.import("resource://gre/modules/FileUtils.jsm");
var { XPCOMUtils } = ChromeUtils.import("resource://gre/modules/XPCOMUtils.jsm");
XPCOMUtils.defineLazyGlobalGetters(this, ["IOUtils");
async execute(executable, arrParams) {
var fileExists = await IOUtils.exists(executable);
if (!fileExists) {
Services.wm.getMostRecentWindow("mail:3pane")
.alert("Executable [" + executable + "] not found!");
return false;
}
var progPath = new FileUtils.File(executable);
let process = Cc["#mozilla.org/process/util;1"].createInstance(Ci.nsIProcess);
process.init(progPath);
process.startHidden = false;
process.noShell = true;
process.run(true, arrParams, arrParams.length);
return true;
},
Save an attachment to disk:
In your backround JS file you can do like this:
var f = messenger.compose.getAttachmentFile(attachment.id)
var blob = await f.arrayBuffer();
var t = await browser.experiment.writeFileBinary(tempFile, blob);
In the experiment you can then write the file like this:
async writeFileBinary(filename, data) {
// first we need to convert the arrayBuffer to some Uint8Array
var uint8 = new Uint8Array(data);
uint8.reduce((binary, uint8) => binary + uint8.toString(2), "");
// then we can save it
var ret = await IOUtils.write(filename, uint8);
return ret;
},
IOUtils documentation:
https://searchfox.org/mozilla-central/source/dom/chrome-webidl/IOUtils.webidl
FileUtils documentation:
https://searchfox.org/mozilla-central/source/toolkit/modules/FileUtils.jsm

How to manipulate URL while executing Test cafe scripts

I tried executing my TestCafe scripts using command prompt. While executing, test cafe starts execution by taking local IP, port number and session ID along side the URL. I want my scripts to execute directly on the URL without the local host IP, port and other details. Refer attached screenshot when I executed my scripts on Test Cafe.
Screenshot of test cafe script with local host IP, port
Attached is the code for test case which was executed on Test Cafe.
import { Selector } from 'testcafe';
import { Crypto } from 'testcafe';
var faker = require('faker');
function randomString(size) {
return crt
.randomBytes(size)
.toString('hex')
.slice(0, size)
};
function numberGen(len) { //Function to Generate random number;
length of number = value specified in 'len'
// var genNum= Math.floor(Math.pow(10, len)*Math.random()).toString()
var text = "";
var charset = "0123456789";
for( var i=0; i < len; i++ ) {
text += charset.charAt(Math.floor(Math.random() * charset.length));}
return text;
};
const dataSet = require('./dataIUT.json');
const crt = require('crypto')
var randomBankAccName = faker.random.alphaNumeric(6)+"Bank";
var AccountNumber = numberGen(9)
var AccountName = "AccName_"+faker.random.alphaNumeric(4)
fixture `CreateBankAccount`
.page `https://dev-assure-claims.dxc-rmcl.com/riskmasterux/#/login?
clientId=3f28130450c00018`
.beforeEach(t => t.resizeWindow(1200, 1100));
dataSet.forEach(data => {
test('CreateBankAccount', async t => {
//==================Login Code With JSON Starts================================
await t
.maximizeWindow()
.typeText(Selector('#username'), data.Username)
.pressKey('tab')
.typeText(Selector('#login-password'), data.Password)
.pressKey('enter')
.click(Selector('[ng-model="dsnSelected"]'))
.click(Selector('[role="option"]').find('span').withText(data.DSN))
.click(Selector('[ng-model="zoneSelected"]'))
.click(Selector('[role="option"]').find('a').withText('Claims'))
.click(Selector('#loginbox').find('button').withText('Continue'))
.wait(1000)
//==================Login Code With JSON Ends================================
//==================Code to Create Bank Account Starts ================================
.click(Selector('#menuBar').find('a').withText('Funds').nth(0))
.click(Selector('#menu_FundsRoot').find('a').withText('Bank Account'))
.switchToIframe(Selector('[id^="bankaccount"]'))
.wait(1000)
//var BankAccount = "BA_"+randomString(4).toUpperCase()
//await t
.click(Selector('#lookup_banklastname'))
.typeText(Selector('#lookup_banklastname'), randomBankAccName).setTestSpeed(0.6).pressKey('tab')
//.click(Selector('#accountnumber'))
.typeText(Selector('#accountnumber'), AccountNumber).setTestSpeed(0.6)
.pressKey('tab')
.click(Selector('#accountname')).typeText(Selector('#accountname'), AccountName).setTestSpeed(0.6)
.pressKey("tab")
.click(Selector('#Save').find('i').withText('save'))
//==================Code to Create Bank Account Endss==================================
//========================Click to RHS Child's Add button Starts=========================
const ele1 = Selector('[class="row main_menu right-panel-bg-hover"]').find('i').withText('add').with({ visibilityCheck: true }) // RHS Menu is available
await t.expect(ele1.exists).ok('', { timeout: 20000 })
.click(ele1)
//========================Click to RHS Child's Add button Ends=========================
//==========================Logout Code Starts==========================================
.switchToMainWindow()
.click(Selector('#morebtn').find('i').withText('more_vert'))
.click(Selector('#menu_othersMenu').find('a').withText('exit_to_appLogout'))
.click(Selector('#btnRoll').find('i').withText('done'));
//===========================Logout Code Ends========================================
});});
What issues is having the tests "run" on localhost causing you? What exactly are you trying to solve for?
What you're seeing is TestCafe communicating with the local TestCafe server. Looking at the docs, it isn't possible to have TestCafe communicate with a device that isn't your current machine, so I don't think what you want to achieve is possible.

resize image before upload via background transfer in winjs

I would like to resize an image picked from the gallery of the phone before uploading it via background transfer so far I have:-
filePicker.pickSingleFileAsync().then(function (file) {
uploadSingleFileAsync(uri, file);
}).done(null, displayException);
function uploadSingleFileAsync(uri, file) {
if (!file) {
displayError("Error: No file selected.");
return;
}
return file.getBasicPropertiesAsync().then(function (properties) {
if (properties.size > maxUploadFileSize) {
displayError("Selected file exceeds max. upload file size (" + (maxUploadFileSize / (1024 * 1024)) +
" MB).");
return;
}
var upload = new UploadOperation();
//tried this to compress the file but it doesnt work obviously not right for the object
//file = file.slice(0, Math.round(file.size / 2));
upload.start(uri, file);
// Persist the upload operation in the global array.
uploadOperations.push(upload);
});
}
and the rest then uploads the file. I tried adding in .slice but it doesn't work (im guessing because file is an object rather than) and i'm not sure how to compress this type of file object. I can't seem to find any examples or advice on msdn or the windows dev forums, I can obviously resize the photos once they are on the server but I would rather users are not waiting longer than they have to for their files to upload.
Do I need to save the image before I can manipulate it? Any advice would be greatly appreciated!
** EDIT *
my upload singlefileasync now looks like:-
function uploadSingleFileAsync(uri, file) {
if (!file) {
displayError("Error: No file selected.");
return;
}
return file.getBasicPropertiesAsync().then(function (properties) {
if (properties.size > maxUploadFileSize) {
displayError("Selected file exceeds max. upload file size (" + (maxUploadFileSize / (1024 * 1024)) +
" MB).");
return;
}
// Exception number constants. These constants are defined using values from winerror.h,
// and are compared against error.number in the exception handlers in this scenario.
// This file format does not support the requested operation; for example, metadata or thumbnails.
var WINCODEC_ERR_UNSUPPORTEDOPERATION = Helpers.convertHResultToNumber(0x88982F81);
// This file format does not support the requested property/metadata query.
var WINCODEC_ERR_PROPERTYNOTSUPPORTED = Helpers.convertHResultToNumber(0x88982F41);
// There is no codec or component that can handle the requested operation; for example, encoding.
var WINCODEC_ERR_COMPONENTNOTFOUND = Helpers.convertHResultToNumber(0x88982F50);
// Keep objects in-scope across the lifetime of the scenario.
var FileToken = "";
var DisplayWidthNonScaled = 0;
var DisplayHeightNonScaled = 0;
var ScaleFactor = 0;
var UserRotation = 0;
var ExifOrientation = 0;
var DisableExifOrientation = false;
// Namespace and API aliases
var FutureAccess = Windows.Storage.AccessCache.StorageApplicationPermissions.futureAccessList;
var LocalSettings = Windows.Storage.ApplicationData.current.localSettings.values;
//FileToken = FutureAccess.add(file);
FileToken = Windows.Storage.AccessCache.StorageApplicationPermissions.futureAccessList.add(file);
id("myImage").src = window.URL.createObjectURL(file, { oneTimeOnly: true });
id("myImage").alt = file.name;
// Use BitmapDecoder to attempt to read EXIF orientation and image dimensions.
return loadSaveFileAsync(file)
function resetPersistedState() {
LocalSettings.remove("scenario2FileToken");
LocalSettings.remove("scenario2Scale");
LocalSettings.remove("scenario2Rotation");
}
function resetSessionState() {
// Variables width and height reflect rotation but not the scale factor.
FileToken = "";
DisplayWidthNonScaled = 0;
DisplayHeightNonScaled = 0;
ScaleFactor = 1;
UserRotation = Windows.Storage.FileProperties.PhotoOrientation.normal;
ExifOrientation = Windows.Storage.FileProperties.PhotoOrientation.normal;
DisableExifOrientation = false;
}
function loadSaveFileAsync(file) {
// Keep data in-scope across multiple asynchronous methods.
var inputStream;
var outputStream;
var encoderId;
var pixels;
var pixelFormat;
var alphaMode;
var dpiX;
var dpiY;
var outputFilename;
var ScaleFactor = 0.5;
new WinJS.Promise(function (comp, err, prog) { comp(); }).then(function () {
// On Windows Phone, this call must be done within a WinJS Promise to correctly
// handle exceptions, for example if the file is read-only.
return FutureAccess.getFileAsync(FileToken);
}).then(function (inputFile) {
return inputFile.openAsync(Windows.Storage.FileAccessMode.read);
}).then(function (stream) {
inputStream = stream;
return Windows.Graphics.Imaging.BitmapDecoder.createAsync(inputStream);
}).then(function (decoder) {
var transform = new Windows.Graphics.Imaging.BitmapTransform();
// Scaling occurs before flip/rotation, therefore use the original dimensions
// (no orientation applied) as parameters for scaling.
// Dimensions are rounded down by BitmapEncoder to the nearest integer.
transform.scaledHeight = decoder.pixelHeight * ScaleFactor;
transform.scaledWidth = decoder.pixelWidth * ScaleFactor;
transform.rotation = Helpers.convertToBitmapRotation(UserRotation);
// Fant is a relatively high quality interpolation mode.
transform.interpolationMode = Windows.Graphics.Imaging.BitmapInterpolationMode.fant;
// The BitmapDecoder indicates what pixel format and alpha mode best match the
// natively stored image data. This can provide a performance and/or quality gain.
pixelFormat = decoder.bitmapPixelFormat;
alphaMode = decoder.bitmapAlphaMode;
dpiX = decoder.dpiX;
dpiY = decoder.dpiY;
// Get pixel data from the decoder. We apply the user-requested transforms on the
// decoded pixels to take advantage of potential optimizations in the decoder.
return decoder.getPixelDataAsync(
pixelFormat,
alphaMode,
transform,
Windows.Graphics.Imaging.ExifOrientationMode.respectExifOrientation,
Windows.Graphics.Imaging.ColorManagementMode.colorManageToSRgb
);
}).then(function (pixelProvider) {
pixels = pixelProvider.detachPixelData();
// The destination file was passed as an argument to loadSaveFileAsync().
outputFilename = file.name;
switch (file.fileType) {
case ".jpg":
encoderId = Windows.Graphics.Imaging.BitmapEncoder.jpegEncoderId;
break;
case ".bmp":
encoderId = Windows.Graphics.Imaging.BitmapEncoder.bmpEncoderId;
break;
case ".png":
default:
encoderId = Windows.Graphics.Imaging.BitmapEncoder.pngEncoderId;
break;
}
return file.openAsync(Windows.Storage.FileAccessMode.readWrite);
}).then(function (stream) {
outputStream = stream;
// BitmapEncoder expects an empty output stream; the user may have selected a
// pre-existing file.
outputStream.size = 0;
return Windows.Graphics.Imaging.BitmapEncoder.createAsync(encoderId, outputStream);
}).then(function (encoder) {
// Write the pixel data onto the encoder. Note that we can't simply use the
// BitmapTransform.ScaledWidth and ScaledHeight members as the user may have
// requested a rotation (which is applied after scaling).
encoder.setPixelData(
pixelFormat,
alphaMode,
DisplayWidthNonScaled * ScaleFactor,
DisplayHeightNonScaled * ScaleFactor,
dpiX,
dpiY,
pixels
);
return encoder.flushAsync();
}).then(function () {
WinJS.log && WinJS.log("Successfully saved a copy: " + outputFilename, "sample", "status");
}, function (error) {
WinJS.log && WinJS.log("Failed to update file: " + error.message, "sample", "error");
resetSessionState();
resetPersistedState();
}).then(function () {
// Finally, close each stream to release any locks.
inputStream && inputStream.close();
outputStream && outputStream.close();
}).then(function () {
var upload = new UploadOperation();
upload.start(uri, file);
// Persist the upload operation in the global array.
uploadOperations.push(upload);
});
}
But I am getting an error when I reach this line return
file.openAsync(Windows.Storage.FileAccessMode.readWrite);
saying that I do not have write access? How do I get write access or move it so that I can have write access?
To resize an image you can use the image encoding APIs in WinRT, namely that in Windows.Graphics.Imaging. I suggest you look at scenario 2 of the Simple Imaging Sample (http://code.msdn.microsoft.com/windowsapps/Simple-Imaging-Sample-a2dec2b0) which shows how to do all manners of transforms on an image. Changing the dimensions is included there, so it'll just be a matter of chopping out the parts you don't need.
I have a discussion about all this in my free ebook, Programming Windows Store Apps with HTML, CSS, and JavaScript, 2nd Edition, in Chapter 13, section "Image Manipulation and Encoding". In there I try to separate out the main steps in the process into something a little more digestible, and provide an additional sample.
The process of encoding can look rather involved (lots of chained promises), but it's quite straightforward and is exactly what an email program would do to reduce the size of attached images, for instance. In any case, you should end up with another StorageFile with a smaller image that you can then pass to the uploader. I would recommend using your Temporary app data for such files, and be sure to clean them up when the upload is complete.

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