Moving uploaded files in Socialengine - socialengine

I tried moving uploaded file through browse action in socialengine from /public/user/ to /Files/SE/ by using
1.
$fileobj = new Zend_Cloud_StorageService_Adapter_FileSystem();
$fileobj->moveItem($sourcePath, $destinationpath);
move_uploaded_file($sourcePath, $destinationpath);
Both of these couldn't move the file. I have checked the paths too they are perfect and works with other frameworks

You should use API of Storage module which will allow you to create temporary files (when you need to resize images or convert videos) and then place them into public storage. This files will be tracked in engine4_storage_files table.

I got it worked by using createSystemFile() function under storage > Model > DbTable > Files.php
I created a function similar to this and gave parent_type as the folder which I wanted to move in the files.

Related

What is the best place to store module uploaded images

I am creating a module that allows to create some objects and upload images for them.
For the moment, I am uploading images in the module folder itself. But I think it is better to store them in PS img folder like for product and category images. One of the reasons is to avoid their deletion when module is deleted mistakenly from backoffice.
Is there any other reason to store/ not store images in img folder? What is the best place to store a huge number of uploaded images?
Your ideas are much appreciated. Thanks in advance.
Yes, it's better to save your images in the img folder. The most important reason for doing this: this route will never be blocked by robots.txt.
In my modules, (in order to be more orderly,) I create a folder called "module" and then inside this folder, I create another folder called the my-module-name.
img/modules/my-custom-module/test.jpg

Meteor upload empty files to public folder

I'm trying to upload files in Meteor using this great script. I modified the event to handle multiple files, like this:
'click #saver': function(ev) {
$.each( $(".fileuploader"), function (index, item) {
if(item.files.length > 0) {
Meteor.saveFile(item.files[0], item.files[0].name);
}
})
}
Everything else is exactly the same as in the Gist (see link to script, above).
The upload shows no errors and the page reloads after the public folder is changed, but most of the files uploaded to the public folder show up as empty, (i.e. they are 0kb in size). There seems to be no pattern. Sometimes all files are empty, sometimes only a couple, and in no predictable order. The console sometimes logs correctly, and other times doesn't. Any thoughts?
Thanks, as always, for your considered advice.
db
It's not that easy at this moment. Files in public dir are managed by Meteor. Therefore, whenever contents of that directory change, the server reloads itself - terminating the file save you've been inside.
The solution is to put files in a place Meteor does not care about: hidden folder (.name), ignored folder (name~), or folder outside of Meteor directory.
Then you'll need to serve those files by hand. See this answer for a snippet:
Dynamically insert files into meteor public folder without hiding it

Capture and save a photo in XAML/C# for a Windows store application

I'm trying to take and save a photo using a windows surface device.
I'm using the code below to take a photo and this work but I'd like to automatically create a directory on the device's local drive and save this photo there without any dialog prompts.
So the code I use to capture to photo is as follows:
CameraCaptureUI camera = new CameraCaptureUI();
StorageFile file = await camera.CaptureFileAsync(CameraCaptureUIMode.Photo);
if (file!=null)
{
using (IRandomAccessStream ras=await file.OpenAsync(FileAccessMode.Read))
{
BitmapImage source = new BitmapImage();
source.SetSource(ras);
imageBuildingPhoto.Source = source; // this is just an image control.
}
}
So after this I'd like to automatically save the photo to a new directory. e.g.
My Pictures\NewDirectory\Photo1.jpg
Anybody got any idea how I can do this?
This is a windows store application written using C#4.5 and XAML.
Thanks in advance
Use the CopyAsync method on the StorageFile object you get back (file). You can specify a directory and file name. If you need to create your own directory structure, you will need to enable access to the appropriate library in the Package Manifest then create it in code. You will then use the StorageFolder class and its CreateFolderAsync method to create folders.
http://aka.ms/30Days has some great resources for learning about scenarios like this. Might be worth checking out.
Your code will need to look to see if that folder exists and create it if it does not. Your app will need to declare the capability to access the user's Photos library in the app manifest, too.
To take a picture, your code is correct. I have a walkthrough in case you want to verify it against some other code: http://blog.jerrynixon.com/2012/10/walkthrough-capturing-photos-in-your.html
To interact with the file system, this can be tricky, but I have a longer write up on that if you want to reference it: http://blog.jerrynixon.com/2012/06/windows-8-how-to-read-files-in-winrt.html
The answer to your question is, yes you can. I have done it in my own apps. Now, it's just a matter of you implementing it in yours. You will find it to be pretty easy.

How to get current directory in Appcelerator Titanium?

Assuming that my JS file is in /libs/qrcode/qrcode.js and i have another file qrcode.html at /libs/qrcode/, is it possible to get current directory/path (i.e. /libs/qrcode/) inside the qrcode.js?
what i'm trying to do is to load qrcode.html in the webview inside qrcode.js without worrying where is the qrcode folder reside in the Resource directory.
Any help?
Try Ti.Filesystem.resourcesDirectory or Ti.includeAbsolute
This should give you the path from your Resources folder or take a look at the Titanium.Filesystem.File

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