Jetpack Compose Coil cache and load - android-jetpack-compose

Load photos from album and cache to memory or disk, when loading from memory or disk.
Below is loading photos from album:
val model = ImageRequest
.Builder(current)
.data(asset.path)
.crossfade(true)
.build()
AsyncImage(model = model,
contentDescription = "image")
How to cache, and how to load from, not over network.
The official documentation is really incomprehensible, various simplifications.

Related

YouTube API - retrieve more than 5k items

I just want to fetch all my liked videos ~25k items. as far as my research goes this is not possible via the YouTube v3 API.
I have already found multiple issues (issue, issue) on the same problem, though some claim to have fixed it, but it only works for them as they don't have < 5000 items in their liked video list.
playlistItems list API endpoint with playlist id set to "liked videos" (LL) has a limit of 5000.
videos list API endpoint has a limit of 1000.
Unfortunately those endpoints don't provide me with parameters that I could use to paginate the requests myself (e.g. give me all the liked videos between date x and y), so I'm forced to take the provided order (which I can't get past 5k entries).
Is there any possibility I can fetch all my likes via the API?
more thoughts to the reply from #Yarin_007
if there are deleted videos in the timeline they appear as "Liked https://...url" , the script doesnt like that format and fails as the underlying elements dont have the same structure as existing videos
can be easily fixed with a try catch
function collector(all_cards) {
var liked_videos = {};
all_cards.forEach(card => {
try {
// ignore Dislikes
if (card.innerText.split("\n")[1].startsWith("Liked")) {
....
}
}
catch {
console.log("error, prolly deleted video")
}
})
return liked_videos;
}
to scroll down to the bottom of the page ive used this simple script, no need to spin up something big
var millisecondsToWait = 1000;
setInterval(function() {
window.scrollTo(0, document.body.scrollHeight);
console.log("scrolling")
}, millisecondsToWait);
when more ppl want to retrive this kind of data, one could think about building a proper script that is more convenient to use. If you check the network requests you can find the desired data in the response of requests called batchexecute. One could copy the authentification of one of them provide them to a script that queries those endpoints and prepares the data like the other script i currently manually inject.
Hmm. perhaps Google Takeout?
I have verified the youtube data contains a csv called "liked videos.csv". The header is Video Id,Time Added, and the rows are
dQw4w9WgXcQ,2022-12-18 23:42:19 UTC
prvXCuEA1lw,2022-12-24 13:22:13 UTC
for example.
So you would need to retrieve video metadata per video ID. Not too bad though.
Note: the export could take a while, especially with 25k videos. (select only YouTube data)
I also had an idea that involves scraping the actual liked videos page (which would save you 25k HTTP Requests). But I'm unsure if it breaks with more than 5000 songs. (also, emulating the POST requests on that page may prove quite difficult, albeit not impossible. (they fetch /browse?key=..., and have some kind of obfuscated / encrypted base64 strings in the request-body, among other parameters)
EDIT:
Look. There's probably a normal way to get a complete dump of all you google data. (i mean, other than takeout. Email them? idk.)
anyway, the following is the other idea...
Follow this deep link to your liked videos history.
Scroll to the bottom... maybe with selenium, maybe with autoit, maybe put something on the "end" key of your keyboard until you reach your first liked video.
Hit f12 and run this in the developer console
// https://www.youtube.com/watch?v=eZPXmCIQW5M
// https://myactivity.google.com/page?utm_source=my-activity&hl=en&page=youtube_likes
// go over all "cards" in the activity webpage. (after scrolling down to the absolute bottom of it)
// create a dictionary - the key is the Video ID, the value is a list of the video's properties
function collector(all_cards) {
var liked_videos = {};
all_cards.forEach(card => {
// ignore Dislikes
if (card.innerText.split("\n")[1].startsWith("Liked")) {
// horrible parsing. your mileage may vary. I Tried to avoid using any gibberish class names.
let a_links = card.querySelectorAll("a")
let details = a_links[0];
let url = details.href.split("?v=")[1]
let video_length = a_links[3].innerText;
let time = a_links[2].parentElement.innerText.split(" • ")[0];
let title = details.innerText;
let date = card.closest("[data-date]").getAttribute("data-date")
liked_videos[url] = [title,video_length, date, time];
// console.log(title, video_length, date, time, url);
}
})
return liked_videos;
}
// https://stackoverflow.com/questions/57709550/how-to-download-text-from-javascript-variable-on-all-browsers
function download(filename, text, type = "text/plain") {
// Create an invisible A element
const a = document.createElement("a");
a.style.display = "none";
document.body.appendChild(a);
// Set the HREF to a Blob representation of the data to be downloaded
a.href = window.URL.createObjectURL(
new Blob([text], { type })
);
// Use download attribute to set set desired file name
a.setAttribute("download", filename);
// Trigger the download by simulating click
a.click();
// Cleanup
window.URL.revokeObjectURL(a.href);
document.body.removeChild(a);
}
function main() {
// gather relevant elements
var all_cards = document.querySelectorAll("div[aria-label='Card showing an activity from YouTube']")
var liked_videos = collector(all_cards)
// download json
download("liked_videos.json", JSON.stringify(liked_videos))
}
main()
Basically it gathers all the liked videos' details and creates a key: video_ID - Value: [title,video_length, date, time] object for each liked video.
It then automatically downloads the json as a file.

Dart Image to File in local storage

I'm using the Image class from the package image. I have to download a image from internet and save it in my local storage. Then modify this image and save the changes. I have done the first 2 steps, but when i'm saving the file, this is corrupted and the Image Viewer dont recognizit as a image file. This is the code where the image is saved after the changes.
var response = await client.get(urlToImage);
var img = await File('./network_image.jpg').writeAsBytes(response.bodyBytes);
Image image = decodeImage(img.readAsBytesSync())
var f = await File('./image.jpg').writeAsBytes(image.getBytes()); // this doesnt work
// var f = await File('./image.jpg').writeAsBytes(image.data); // this doesnt work
The File.writeAsBytes expects a List<int> bytes, and the Image.data and Image.getBytes() returns Uint32Listand Uint8List respectively.
I'm not using Flutter, only dart for a command line program.
The image object stores the image data in an unencoded format. Remember you decoded it with decodeImage. It stores the raw colors of the image. You need to re encode the image data or your image viewer needs to handle whatever image format of data getBytes returns.
The easier solution is probably to re encode. You seem to want a JpegEncoder.
var f = await File('./image.jpg').writeAsBytes(JpegEncoder().encodeImage(image));

How to get blob URL while a Stram a video from Azure Blob storage

I have a container and a blob of mp4 type in my Azure storage account.
I am able to stream it from the Blob.Uri (or using SAS token if required) in HTML5 video control.
But I need to convert that Blob Uri to be converted as "blob:" url so copying the source from developer's tool will not play the video in any new window.
I don't want to download the full video first anywhere.
Thanks in advance!
I am showing/streaming the video like:
List<string> blobPaths = new List<string>();
foreach (IListBlobItem item in container.ListBlobs(useFlatBlobListing: true))
{
if (item.GetType() == typeof(CloudBlockBlob))
{
CloudBlockBlob blb = (CloudBlockBlob)item;
string sasToken = blb.GetSharedAccessSignature(null, "spolicy");
blobPaths.Add(string.Format(CultureInfo.InvariantCulture, "{0}{1}", blb.Uri, sasToken));
}
}
ViewBag.Path1 = blobPaths[0];
Main point is that I want Netflix type of feature, so that copying the video source from web page's view source won't work.
Also video should not be downloaded locally.

Is there a way to load every image in images.xcassets into a uicollectionview without manually typing the image name?

I want my users to be able to view every image that i have in images.xcassets in a collection view, but theres about 50 image, and I'd rather not manually type the name for every one. Is there a way that I can load them all without doing this?
its not possible according the this post
Unfortunately it is not possible to load images from any car file
aside from the one that Xcode compiles into your main bundle, as
+imageNamed: does not accept a bundle parameter, which is what is needed to do so (and even then it would only be able to open a single
asset catalog in a single bundle).
but there is always some solutions(today we have 2).
rename all images in your images.xcassets (lets say you have 20 message) to 0..19 and after that take image using loop like so:
var imageList = [UIImage]()
for i in 0 ..< 20{
imageList.append(UIImage(named: String(i))!)
}
//imageList will hold all your images
or you can put your images inside your project folder and search for file that contain the known images types like so:
let fm = NSFileManager.defaultManager()
let path = NSBundle.mainBundle().resourcePath!
let items = try! fm.contentsOfDirectoryAtPath(path)
var imageList = [UIImage]()
for item in items {
if item.hasSuffix("png") || item.hasSuffix("jpg") || item.hasSuffix("jpeg") {
imageList.append(UIImage(named: item)!)
}
}
let me know if you need more explanation

How to cache many images(in loop) properly using forge.file.cacheURL?

I have a list of products that I download as json file from server. Each item contains a link to the image stored on server.
Now I want to be able to see the products when offline, so I store downloaded json file into forge.prefs http://docs.trigger.io/en/v1.3/modules/prefs.html and pull it out to display items on screen. It works nice but I also need to store images localy to be displayed correctly.
To achive this, I'm trying to use forge.file.cacheURL http://docs.trigger.io/en/v1.3/features/cache.html but can't handle the correct order of operations. To cache images I run the json file and for each line I call forge.file.cacheURL and store the url back to JSON item. But here is the problem as forge.file.cacheURL runs asynchronously so my loop running over the items and gathering the local images finishes and my code continues to display images(view items) but meantime the forge.file.cacheURL still gathers and caches the images because its asynchronous operation. I need somehow to detect that last item is being cached and then refresh the view on screen to use correct image urls ... or something else that will lead to what I need.
Hopefully you understand the concept. How should I handle this properly ?
Since v1.4.26 you've been able to permanently store images (see http://docs.trigger.io/en/v1.4/release-notes.html#v1-4-26), rather than just cache them. Depending on your needs, that might be a better option than forge.file.cacheURL and forge.file.isFile.
I don't follow exactly the situation you describe, but something like this will let you wait for several asynchronous things to finish before doing something:
// e.g.
var jsonCache = {
one: "http://example.com/one.jpg",
two: "http://example.com/two.jpg",
three: "http://example.com/three.jpg"
};
var cacheCount = 0;
for (var name in jsonCache) {
if (jsonCache.hasOwnProperty(name)) {
var imageURL = jsonCache[name];
cacheCount += 1;
forge.file.cacheURL(imageURL, function (file) {
forge.prefs.set(name, file, function () {
cacheCount -= 1; // race condition, but should be fine (!)
if (cacheCount <= 0) {
alert('all cached');
}
});
});
}
}

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