Custom download manager javascript - javascript

A file sharing website known as mega.com has a feature that creates a custom download manager. When you download a file, it shows a custom progress bar on the website (presumably loading the file to the cache), then creates a download prompt for the cached file. How would this be produced with javascript?

As far as I know, Mega.com uses this inner download manager because they store data on their servers in an encrypted form; encryption and decryption take place in the browser.
Storage
You can use IndexedDB to store binary data. Here's a tutorial from Mozilla, explaining how to download an image using AJAX and save it in IndexedDB.
When you have data stored in IndexedDB you should have opportunity to download it (from internal browser storage). Here you can read, how to create a download prompt.
Progress bar
When using XMLHttpRequest, you can get download progress by providing a handler for the progress event.
var oReq = new XMLHttpRequest();
oReq.addEventListener("progress", updateProgress, false);
[...]
function updateProgress (oEvent) {
if (oEvent.lengthComputable) {
var percentComplete = oEvent.loaded / oEvent.total;
// ...
} else {
// Unable to compute progress information since the total size is unknown
}
}
Total size of the file would be unavailable if server didn't send Content-Length with headers.
Full source code and description on MDN.

There is a complete answer for your question: http://tonistiigi.github.io/mega/.
If you want to create a download manager in JavaScript, these articles will help you do your work:
http://www.andymatthews.net/read/2010/09/28/File-downloading-with-Adobe-AIR-using-HTML-and-jQuery
http://www.andymatthews.net/read/2010/10/21/Downloading-Files-with-Adobe-AIR,-HTML-and-JS-Part-2.-Adding-a-Progress-Bar-with-Canvas
If you want to create a file download progress, please go to this link: Javascript source file download progress?.
Please put more thought, time, and effort into your to make your work done. If you can't, please post a comment bellow my own answer; I will help you to do it detailly.

Related

Saving user uploaded image to folder and/or server

I have an app, that allows users to upload an image, crop it and with other data save it all as html file to be used as a footer for emails. The image is given to them as base64.
Howver turns out this is not supported by Outlook, since it doesnt accept b64 data as img source.
So my idea was to save the cropped image to a file, let's say /public/avatars/avatar.png and link it's directory as a source. However I'm having trouble finding a way how to save images to to a file using JS. My allowed stack is JS and React, no node.js.
How would I do that? I can have the file as either b64 ot canvas element, so i'm flexible here, as long as it's saved to file.
I'm open to other solutions too.
You can't save a file with client language only. You have to save it to a server, own server or external server or a service like AWS.
The best solution without server-side (strangly) is to use a API for save image and get link from this API. Then you can use this link to Outlook.
You can use https://aws.amazon.com/fr/cloudfront/ free for one year with 50Go and 2 millon request monthly.
If you do not exceed 300,000 images per year you can use this service : https://cloudinary.com/pricing
You can also use https://www.deviantart.com/developers/ but that's not really the point of service.
Weird solution :
Be careful, the login and password of your FTP user will be available in the source of your code. Minimum rights must be administered.
You can use this script for talk to FTP server from JS (not tested but seems worked) : http://www.petertorpey.com/files/ae/scripts/FTPConnection.jsx
You can try something like that :
var ftp = new FtpConnection("ftp://URL") ;
ftp.login("username", "password");
ftp.cd("FOLDER") // For move to folder
ftp.put(file,"FILE.PNG") ; // File must be a File JS Object
ftp.close() ;

How to Launch a PDF from a UWP (Universal Windows Platform) Web Application

I've converted an existing web application (HTML5, JS, CSS, etc.) into a Windows UWP app so that (hopefully) I can distribute it via the Windows Store to Surface Hubs so it can run offline. Everything is working fine, except PDF viewing. If I open a PDF in a new window, the Edge-based browser window simply crashes. If I open an IFRAME and load PDFJS into it, that also crashes. What I'd really like to do is just hand off the PDF to the operating system so the user can view it in whatever PDF viewer they have installed.
I've found some windows-specific Javascript APIs that seem promising, but I cannot get them to work. For example:
Windows.System.Launcher.launchUriAsync(
new Windows.Foundation.Uri(
"file:///"+
Windows.ApplicationModel.Package.current.installedLocation.path
.replace(/\//g,"/")+"/app/"+url)).then(function(success) {
if (!success) {
That generates a file:// URL that I can copy into Edge and it shows the PDF, so I know the URL stuff is right. However, in the application it does nothing.
If I pass an https:// URL into that launchUriAsync function, that works. So it appears that function just doesn't like file:// URLs.
I also tried this:
Windows.ApplicationModel.Package.current.installedLocation.getFileAsync(url).then(
function(file) { Windows.System.Launcher.launchFileAsync(file) })
That didn't work either. Again, no error. It just didn't do anything.
Any ideas of other things I could try?
-- Update --
See the accepted answer. Here is the code I ended up using. (Note that all my files are in a subfolder called "app"):
if (location.href.match(/^ms-appx:/)) {
url = url.replace(/\?.+/, "");
Windows.ApplicationModel.Package.current.installedLocation.getFileAsync(("app/" + url).replace(/\//g,"\\")).then(
function (file) {
var fn = performance.now()+url.replace(/^.+\./, ".");
file.copyAsync(Windows.Storage.ApplicationData.current.temporaryFolder,
fn).then(
function (file2) {
Windows.System.Launcher.launchFileAsync(file2)
})
});
return;
}
Turns out you have to turn the / into \ or it won't find the file. And copyAsync refuses to overwrite, so I just use performance.now to ensure I always use a new file name. (In my application, the source file names of the PDFs are auto-generated anyway.) If you wanted to keep the filename, you'd have to add a bunch of code to check whether it's already there, etc.
LaunchFileAsync is the right API to use here. You can't launch a file directly from the install directory because it is protected. You need to copy it first to a location that is accessible for the other app (e.g. your PDF viewer). Use StorageFile.CopyAsync to make a copy in the desired location.
Official SDK sample: https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/AssociationLaunching
I just thought I'd add a variation on this answer, which combines some details from above with this info about saving a blob as a file in a JavaScript app. My case is that I have a BLOB that represents the data for an epub file, and because of the UWP content security policy, it's not possible simply to force a click on a URL created from the BLOB (that "simple" method is explicitly blocked in UWP, even though it works in Edge). Here is the code that worked for me:
// Copy BLOB to downloads folder and launch from there in Edge
// First create an empty file in the folder
Windows.Storage.DownloadsFolder.createFileAsync(filename,
Windows.Storage.CreationCollisionOption.generateUniqueName).then(
function (file) {
// Open the returned dummy file in order to copy the data to it
file.openAsync(Windows.Storage.FileAccessMode.readWrite).then(function (output) {
// Get the InputStream stream from the blob object
var input = blob.msDetachStream();
// Copy the stream from the blob to the File stream
Windows.Storage.Streams.RandomAccessStream.copyAsync(input, output).then(
function () {
output.flushAsync().done(function () {
input.close();
output.close();
Windows.System.Launcher.launchFileAsync(file);
});
});
});
});
Note that CreationCollisionOption.generateUniqueName handles the file renaming automatically, so I don't need to fiddle with performance.now() as in the answer above.
Just to add that one of the things that's so difficult about UWP app development, especially in JavaScript, is how hard it is to find coherent information. It took me hours and hours to put the above together from snippets and post replies, following false paths and incomplete MS documentation.
You will want to use the PDF APIs https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/PdfDocument/js
https://github.com/Microsoft/Windows-universal-samples/blob/master/Samples/PdfDocument/js/js/scenario1-render.js
Are you simply just trying to render a PDF file?

Upload Adobe Creative Edited Image to my Server Instead of their Creative Cloud

I want to upload an image that has been edited in the Adobe Creative SDK Image Editor to my own server.
The Image Editor returns me a temporary URL for the edited image. How do I upload that edited image to my server?
Background
The Creative SDK Image Editor does not save to Creative Cloud by default.
There are Creative Cloud APIs for iOS, Android, and Web, but you would have to actually use those APIs in your code before any saving to Creative Cloud takes place.
Using the onSave property
As you note, the Creative SDK Image Editor for Web returns a temporary URL in the Aviary.Feather() configuration object's onSave property:
// Example Image Editor configuration
var csdkImageEditor = new Aviary.Feather({
apiKey: '<YOUR_KEY_HERE>',
onSave: function(imageID, newURL) {
// Things to do when the image is saved
currentImage.src = newURL;
csdkImageEditor.close();
console.log(newURL);
},
onError: function(errorObj) {
// Things to do when there is an error saving
console.log(errorObj.code);
console.log(errorObj.message);
console.log(errorObj.args);
}
});
You can do anything you like in the onSave function, including posting to your own server. Just send the temporary newURL to your server and have the server save the image to the appropriate place.
Posting and saving
How you go about posting from the client and saving on the server will depend on your stack.
It would be a good idea to search around Stackoverflow for questions related to "saving an image from a URL to a server", based on the stack that you are using. As just one example, here is an answer related to server-side saving with PHP.
(You may also benefit from having a look at my answer to a related question on saving the edited image.)

How to save the window.URL.createObjectURL() result for future use?

I'm making an application in HTML5 where you choose a video file, and then the application plays it with the HTML5 video tag and the window.URL.createObjectURL(). The problem is that I want to save the data about this video in localStorage and play it again when the user uses my application, but as Mozilla MDN states about the results of this method:
Browsers will release these automatically when the document is unloaded
So is it possible to do what I'm trying to do? Or do the same thing without the window.URL.createObjectURL() but with something else?
I haven't used createObjectURL(), but if I understand correctly, it's essentially a temporary reference to a file or an in-memory object. If you want to save the actual video, it won't be useful, because the video itself will no longer be referenced by this pointer the next time the user visits the application.
I think you might be able to do this with a data: URL instead, as that URL actually includes the full data from the file. This example demonstrates using a FileReader to generate a data URL. I think you should be able to do this:
var reader = new FileReader();
reader.onload = function(e) {
var myDataUrl = e.target.result;
// do something with the URL in the DOM,
// then save it to local storage
};
reader.readAsDataURL(file);
Update: If you want to go up to 1GB, as you note in your comment, you'd probably be better served by the FileSystem API. This would require you to get the local file, save a copy of the file to persistent filesystem storage, and then use createObjectURL() to get a URL for the file copy. You still have a problem with disk space - you just added 1GB of duplicative file content to the user's filesystem - but I don't think it's possible to keep a persistent reference to a file outside of the browser sandbox otherwise.

Chrome extension: How to save a file on disk

I'm currently creating an extension for google chrome which can save all images or links to images on the harddrive.
The problem is I don't know how to save file on disk with JS or with Google Chrome Extension API.
Have you got an idea ?
You can use HTML5 FileSystem features to write to disk using the Download API. That is the only way to download files to disk and it is limited.
You could take a look at NPAPI plugin. Another way to do what you need is simply send a request to an external website via XHR POST and then another GET request to retrieve the file back which will appear as a save file dialog.
For example, for my browser extension My Hangouts I created a utility to download a photo from HTML5 Canvas directly to disk. You can take a look at the code here capture_gallery_downloader.js the code that does that is:
var url = window.webkitURL || window.URL || window.mozURL || window.msURL;
var a = document.createElement('a');
a.download = 'MyHangouts-MomentCapture.jpg';
a.href = url.createObjectURL(dataURIToBlob(data.active, 'jpg'));
a.textContent = 'Click here to download!';
a.dataset.downloadurl = ['jpg', a.download, a.href].join(':');
If you would like the implementation of converting a URI to a Blob in HTML5 here is how I did it:
/**
* Converts the Data Image URI to a Blob.
*
* #param {string} dataURI base64 data image URI.
* #param {string} mimetype the image mimetype.
*/
var dataURIToBlob = function(dataURI, mimetype) {
var BASE64_MARKER = ';base64,';
var base64Index = dataURI.indexOf(BASE64_MARKER) + BASE64_MARKER.length;
var base64 = dataURI.substring(base64Index);
var raw = window.atob(base64);
var rawLength = raw.length;
var uInt8Array = new Uint8Array(rawLength);
for (var i = 0; i < rawLength; ++i) {
uInt8Array[i] = raw.charCodeAt(i);
}
var bb = new this.BlobBuilder();
bb.append(uInt8Array.buffer);
return bb.getBlob(mimetype);
};
Then after the user clicks on the download button, it will use the "download" HTML5 File API to download the blob URI into a file.
I had long been wishing to make a chrome extension for myself to batch download images. Yet every time I got frustrated because the only seemingly applicable option is NPAPI, which both chrome and firefox seem to have not desire in supporting any longer.
I suggest those who still wanted to implement 'save-file-on-disk' functionality to have a look at this Stackoverflow post, the comment below this post help me a lot.
Now since chrome 31+, the chrome.downloads API became stable. We can use it to programmatically download file. If the user didn't set the ask me before every download advance option in chrome setting, we can save file without prompting user to confirm!
Here is what I use (at extension's background page):
// remember to add "permissions": ["downloads"] to manifest.json
// this snippet is inside a onMessage() listener function
var imgurl = "https://www.google.com.hk/images/srpr/logo11w.png";
chrome.downloads.download({url:imgurl},function(downloadId){
console.log("download begin, the downId is:" + downloadId);
});
Though it's a pity that chrome still doesn't provide an Event when the download completes.chrome.downloads.download's callback function is called when the download begin successfully (not on completed)
The Official documentation about chrome.downloadsis here.
It's not my original idea about the solution, but I posted here hoping that it may be of some use to someone.
There's no way that I know of to silently save files to the user's drive, which is what it seems like you're hoping to do. I think you can ASK for files to be saved one at a time (prompting the user each time) using something like:
function saveAsMe (filename)
{
document.execCommand('SaveAs',null,filename)
}
If you wanted to only prompt the user once, you could grab all the images silently, zip them up in a bundle, then have the user download that. This might mean doing XmlHttpRequest on all the files, zipping them in Javascript, UPLOADING them to a staging area, and then asking the user if they would like to download the zip file. Sounds absurd, I know.
There are local storage options in the browser, but they are only for the developer's use, within the sandbox, as far as I know. (e.g. Gmail offline caching.) See recent announcements from Google like this one.
Google Webstore
Github
I made an extension that does something like this, if anyone here is still interested.
It uses an XMLHTTPRequest to grab the object, which in this case is presumed to be an image, then makes an ObjectURL to it, a link to that ObjectUrl, and clicks on the imaginary link.
Consider using the HTML5 FileSystem features that make writing to files possible using Javascript.
Looks like reading and writing files from browsers has become possible. Some newer Chromium based browsers can use the "Native File System API". This 2020 blog post shows code examples of reading from and writing to the local file system with JavaScript.
https://blog.merzlabs.com/posts/native-file-system/
This link shows which browsers support the Native File System API.
https://caniuse.com/native-filesystem-api
Since Javascript hitch-hikes to your computer with webpages from just about anywhere, it would be dangerous to give it the ability to write to your disk.
It's not allowed. Are you thinking that the Chrome extension will require user interaction? Otherwise it might fall into the same category.

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