How to get the original fileName in response body of react-native-image-picker? - react-native

I have a requirement where I need to get the original file name while picking any document using launchImageLibrary function of react-native-image-picker.
However, the library seems to store the original file in app cache and then picks it up with a different file name, and the original file name is lost in the process. I'm not sure if this issue is present is iOS but it happens in Android. Any help is much appreciated.

Related

Play sound with Oboe with .obb file

Hello sorry I'm begginer.
I don't have my sound files in my assets folder but in my .obb
I'm using the RythmGame sample who is using only assets folder.
I'm trying to use DataSound but only AAssetDataSource is used in my sample for create a DataSound.
I look at Asset and NDKExtractor for the decode function, but can only be use with an AAsset from an AssetManager...
How can I play sound from an .obb with Oboe ?
Can someone help me with that problem ?
Thanks
You should be able to do this by getting the path to your expansion file and passing that through JNI to your native code, opening it as a normal file object and passing the contents to the extractor.
You're right about the NDKExtractor::decode methods - they take an AAsset *, however it should be pretty easy to update them to take the file descriptor from your open file instead.

iTextSharp.text.Image.GetInstance changes Request.MapPath

I've been stuck on this problem all night. I've looked everywhere and can't seem to find anything related to my exact problem. On our IIS server we have a page that creates a pdf. We put an image in the header of the created PDF. This had been working properly until last night when we updated some unrelated code on different pages. Now when we try to create the PDF we get an error that the image file doesn't exist. Here's the weird part, iTextSharp.text.Image.GetInstance is changing the path we send to it?
Here's the line of code
Dim oImage As iTextSharp.text.Image = iTextSharp.text.Image.GetInstance(Request.MapPath("~/images/" & sLogo))
If we output the results of Request.MapPath("~/images/" & sLogo) we receive
E:\Inetpub\sitename\images\logo.jpg
When we place it in in the iTextShart.text.Image.GetInstance() function our path output changes to
C:\Windows\SysWOW64\inetsrv\images\defaultlogo.jpg
You can see the logo itself changes too, it should be noted that we do use DefaultLogo.jpg in the case that a client doesn't use their own logo but all the ones i'm testing with do. The path E:\Inetpub\sitename\images does exist and logo.jpg does exist.
Here's the weirdest part, if i change the path from images to image
IE: iTextSharp.text.Image.GetInstance(Request.MapPath("~/image/" & sLogo))
the output will be
E:\Inetpub\sitename\image\logo.jpg
So i have no idea why images doesn't resolve.
Any help is greatly appreciated, and if this answer has been posted before and i just can't find it i'm very sorry, and if you could point me to that i would appreciate that as well.
I figured out my issue, and it's sheer stupidity on my part. The page we call to create the pdf had bad security on it. Basically we were looking for a session variable that didn't exist and redirected that page to a session time out notice. Removed that session check and it's working now!

iOS custom email attachment handling in iOS6

My app allows for a text file to be emailed to other users with or without images and audio. When there's no images or audio, then the app sends the text file "as is" with a custom extension (e.g. text.xxx). When there's audio and images, the app zips the text file along with the images and audio into a file named something like text.xxx.zip.
Prior to iOS 6 this worked fine. Pre iOS 6, the app was given the URL of the text.xxx.zip file. Now, with iOS 6, it appears that the file is already unzipped by Mail, and only the text.xxx is sent to the openURL handler.
Does anyone out there have any experience with this? Suggestions for a better approach? I'm thinking I'll need to come up with a unique extension for the zipped case...
So after pounding my head on this for the last 24 hours or so, this is what "solves" the problem:
1) Change any existing attachment filenames from test.xxx.zip to test.zip. It looks iOS6 Mail is assuming that anything of the form filename.xxx.zip, is really just a compressed version of filename.xxx. (Maybe that's a standard somewhere?) Also noted that if I changed the filename to test.yyy.zip it then said it couldn't open the attachment. (presumably since no one registered for the ".yyy" extension).
2) Rewrite code to not use .zip extension in the future to prevent similar issues.
I also discovered that for multiple document types (e.g., .xxx, .zzz) you must specify a different mime type for each in the UTI declaration - otherwise Mail appends the first UTI extension it finds to the object and then calls openURL. So, in other words, if you're set up to handle a flat file (.xxx) and a zip file (.zzz), but you use the same mime type (e.g. application/myappname) and "xxx" is defined first, when openURL is called for your file "test.zzz", it will actually pass it to openURL as "test.xxx".

Unraveling the confusion about Embedded Resources

EDIT: Read answer number 1 from Tim Schmelter and then use this question for examples of how to embed resources and access them at runtime.
The subject of embedded resources comes up a lot, especially with people asking how to access the embedded files at runtime. Things get more confusing because Visual Studio gives you 2 different ways of embedding a resource, and different ways of accessing those resources at runtime. The problem is that depending on which method you used to embed the resource, the method you’re trying to use to access the file at runtime might not work. This post is an attempt to clear up all the confusion that I see out there, but I also have a question that nobody can seem to answer factually: Why is the size of my compiled program TWICE the size of the embedded resource (sometimes)? For example if I embed a 20MB file into my project, why does my program compile to 40MB? I haves asked this question in the past and nobody was able to reproduce my results. I found that the reason they were not able to reproduce was because they were embedding the file in a different way. See here:
Method 1:
Double-click on My Project to open the property pages and go to the Resources Tab. Now click Add Resource > Add Existing File. Browse to the file you want to embed. For this example I’m using an executable. You will now see your file on the Resources Tab:
You will also see that a folder named Resources was created under your project and the embedded file has been placed in this folder:
EDIT: THIS NEXT STEP WAS THE PROBLEM. TURNS OUT THAT WHEN YOU ADD A FILE VIA THE RESOURCES TAB YOU SHOULD NOT SET THE BUILD ACTION TO EMBEDDED RESOURCE. Counter intuitive to say the least!
Now with the file selected, look down at the properties window for the file and change the build action to Embedded Resource: (this step should ONLY be performed when you add a file via method 2).
Now compile your program. You will see that the size of your compiled program is at least double the size of your embedded resource. This does not happen with method 2. See here:
Method 2:
Right-click on your project name and choose Add > Existing Item. Browse to your file, and this time you will notice that while it was indeed placed under your project, there was no Resources folder created:
Now once again select the file and change the Build Action to Embedded Resource and compile. This time the size of the compiled program will be as you expected - about the size of the embedded file and not double the size as with method 1.
Which method you use to embed your file will determine which method you can use to access the file at runtime. For method 1 this is very simple, all you have to do is:
My.Computer.FileSystem.WriteAllBytes(Path, My.Resources.ResourceName, Append)
Where Path is the location and name for the file you want to save on the harddrive, ResourceName is the name of the embedded resource that you see in the project window (minus any extension), and Append is whether or not you want to create a new file or overwrite an existing file. So for example, using test.exe from the above images, I could save that file to the C drive like this:
My.Computer.FileSystem.WriteAllBytes(“C:\test.exe”, My.Resources.test, False)
Couldn’t be easier.
Method 2 however doesn’t appear to give you access to My.Resources so it gets a little more complicated. You have to create a Stream to hold the resource, put the stream into a byte array, then write the bytes out to the file system. The simplest way I have found to do this is like this:
Using s As Stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(Project.ResourceName)
Dim bytes(s.Length) As Byte
s.Read(bytes, 0, bytes.Length)
File.WriteAllBytes(OutputFile, bytes)
End Using
With this method ResourceName must contain the file extension AND project name so using our example from above we can just do:
Using s As Stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(WindowsApplication1.test.exe)
Dim bytes(s.Length) As Byte
s.Read(bytes, 0, bytes.Length)
File.WriteAllBytes(“C:\test.exe”, bytes)
End Using
Text-based files are a little different:
Dim output As String
Using sr As StreamReader = New StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream(WindowsApplication1.test.txt))
output = sr.ReadToEnd()
End Using
Using sw As StreamWriter = New StreamWriter(“C:\test.txt”)
sw.Write(output)
End Using
Having struggled with this in the past I hope this will help someone. And if you think you can explain factually why method 1 of embedding a resource bloats my compiled program to double its size, I would really appreciate it.
I assume that Method 1 is adding the files twice.
http://www.vbdotnetforums.com/vb-net-general-discussion/42670-visual-basic-net-2008-get-resource-file-io-stream.html#post121923
At least that is the conclusion of the thread above.
Quote:
You went to the Resources page of the project properties and added the files there, right? You then went into the Solution Explorer and change the Build Action of the files to Embedded Resource, right? That's why you were doubling the file size: you were adding each file twice.
There are two different ways to add resources: on the Resources page of the project properties and in the Solution Explorer. You do NOT do both. If you want to use GetManifestResourcestream then you do NOT use the Resources page. You add the files to the project in the Solution Explorer manually, then you set the Build Action to Embedded Resource.
In future, do one or the other, not both.
Add a file to the Resources page of the project properties and then access it via My.Resources. This will automatically add the file to the project in the Solution Explorer but the Build Action will be None and it should be left that way.
Add the file to the project in the Solution Explorer by using Add New Item or Add Existing Item. Set the Build Action of the file to Embedded Resource and then access the resource using GetManifestResourceStream.
Just an update for anyone who wants to use this code. The code actually writes one additional byte to the file due to zero-based declaration of the byte array.
To get an exact copy of the original file change the code to:
Using s As Stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(WindowsApplication1.test.exe)
Dim bytes(s.Length-1) As Byte
s.Read(bytes, 0, bytes.Length)
File.WriteAllBytes(“C:\test.exe”, bytes)
End Using

Detecting corrupted jpg files before or during upload

I have an ASP application that uses ASPImage.Image to resize the uploaded image and then save the file to the server and save it in the database. However, it appears that if a user uploads a corrupted file the resulting image is blank white image.
I need a way to check if the file is corrupted before the image is passed to ASPImage.Image, that will then inform the user that the file is corrupted.
Can this be done with javascript, vbscript or ASPImage.Image itself?
Any assistance would be greatly appreciated.
Best Regards,
Paul Jacobs
There is no way to detect a corrupt image in either javascript or vbscript - you will need to try using ASPImage.Image directly.
It has an Error property, this will probably have an error detailing that a corrupt file has been loaded - did you try that? That is, if it is populated, chances are that the file was corrupt.
Additionally, the LoadImage method returns a boolean - I assume it will return false if the image couldn't be loaded due to corruption.
You can use the code here: http://forums.aspfree.com/code-bank-54/pure-asp-upload-script-with-additional-features-94647.html
Then check the image Width and Height - if 0 it means the uploaded file was not a valid image.
This is pure classic ASP code without third party components.