How to get gif frames using node gm?
Example on PHP
$frames = new \Imagick( 'image.gif' )->coalesceImages();
https://github.com/aheckmann/gm
https://github.com/aheckmann/gm/issues/512
gm("./image.gif").identify(function (err, val) {
let frames_count = val.Scene.replace(/\d* of /, "");
for(let i = 0; i < frames_count; i++) {
let path = `./frame${i}.png`;
this.selectFrame(i).write(path, function () {
console.log(arguments[3]);
});
}
});
Related
I'm working with google maps api v3 and I'm trying to use snap to road with more than 100 points but in addition end up with just one polyline with the whole route that I can put a small animation. The view is a html.erb.
var apiKey = any_key;
var map = handler.getMap();
var drawingManager;
var placeIdArray = [];
var snappedCoordinates = [];
var path = <%= raw(#locations) %>
var markers = <%= raw(#markers) %>
var centerOn = path[0].split(',');
function breadCrumbsGrapher(path) {
handler.removeMarkers(Gmaps.store.markers);
for(var i = 0; i < polylines.length; i++) {
polylines[i].setMap(null);
}
var divided = handlePath(path);
if (typeof divided[0] == 'object') {
for(var i = 0; i < divided.length; i++) {
runSnapToRoad(divided[i]);
}
} else {
runSnapToRoad(path);
}
}
function waypointsLimiter(path) {
var path_loc_size = path.length;
var limited = [];
if(path_loc_size > 30) {
var stepper = Math.ceil(path_loc_size/30);
for(var i = stepper; i < path_loc_size; i += stepper) {
limited.push(path[i]);
}
if(limited.indexOf(path[path_loc_size-1]) == -1) {
limited.push(path[path_loc_size-1]);
}
} else {
limited = path;
}
return limited;
}
function handlePath(path) {
var i = 0;
var j = path.length;
if (j > 100) {
var newArray = [],
chunk = j/2;
if (j >= 200) {
chunk = j/3;
} else if (j >= 300) {
chunk = j/4;
} else if (j >= 400) {
chunk = j/5;
} else if (j >= 500 ) {
chunk = j/6;
} else if (j >= 600) {
chunk = j/7;
} else if (j >= 700 || j <= 799) {
chunk = j/8;
} else {
alert('La ruta no puede ser mostrada');
}
for (i, j; i < j; i+=chunk) {
newArray.push(path.slice(i,i+chunk+1));
}
return newArray;
} else {
return path;
}
}
// Snap a user-created polyline to roads and draw the snapped path
function runSnapToRoad(path) {
var path = path.join('|');
$.get('https://roads.googleapis.com/v1/snapToRoads', {
interpolate: true,
key: apiKey,
path: path,
}, function(data) {
processSnapToRoadResponse(data);
drawSnappedPolyline();
});
}
// Store snapped polyline returned by the snap-to-road service.
function processSnapToRoadResponse(data) {
snappedCoordinates = [];
placeIdArray = [];
for (var i = 0; i < data.snappedPoints.length; i++) {
var latlng = new google.maps.LatLng(
data.snappedPoints[i].location.latitude,
data.snappedPoints[i].location.longitude);
snappedCoordinates.push(latlng);
placeIdArray.push(data.snappedPoints[i].placeId);
}
}
// Draws the snapped polyline (after processing snap-to-road response).
function drawSnappedPolyline() {
var symbol = {
path: google.maps.SymbolPath.FORWARD_CLOSED_ARROW,
scale: 3,
strokeColor: '#3B16B3'
};
var snappedPolyline = new google.maps.Polyline({
path: snappedCoordinates,
strokeColor: '#E51E25',
strokeWeight: 3,
icons: [{
icon: symbol,
offset: '0%'
}]
});
snappedPolyline.setMap(map);
animate(snappedPolyline);
zoomToObject(snappedPolyline);
polylines.push(snappedPolyline);
}
function zoomToObject(obj){
var bounds = new google.maps.LatLngBounds();
var points = obj.getPath().getArray();
for (var n = 0; n < points.length ; n++){
bounds.extend(points[n]);
}
map.fitBounds(bounds);
}
function animate(line) {
var count = 0;
window.setInterval(function() {
count = (count + 1) % 600;
var icons = line.get('icons');
icons[0].offset = (count / 6) + '%';
line.set('icons', icons);
}, 70);
}
breadCrumbsGrapher(path);
Also I've tried declaring a variable outside so I can concat all of the coordinates and generate a polyline with it but doesn't seem to work. Actualy that big array ends up being of 2000+ points.
The result that I have with the provided code
After all of that the issue is that I don't know how to merge the polylines to have just one line and being able to animate just that one line. If there's more than 100 coordinates I plot more polylines. In the image you can see that there's 3 icons (one for each polyline) and I need just to draw one line and have 1 icon.
To reproduce the issue just add a key and if you want use this set of coordinates:
https://drive.google.com/file/d/1jLb7Djv5DiSdR3k4QZRSatXBwrohlxcI/view?usp=sharing
function breadCrumbsGrapher(path) {
//mapMarkers();
snappedCoordinates = [];
handler.removeMarkers(Gmaps.store.markers);
for(var i = 0; i < polylines.length; i++) {
polylines[i].setMap(null);
}
var divided = handlePath(path);
if (typeof divided[0] == 'object') {
for(var i = 0; i < divided.length; i++) {
runSnapToRoad(divided[i]);
}
} else {
runSnapToRoad(path);
}
console.log(snappedCoordinates);
drawSnappedPolyline();
}
function runSnapToRoad(path) {
var path = path.join('|');
$.get('https://roads.googleapis.com/v1/snapToRoads', {
interpolate: true,
key: apiKey,
path: path,
}, function(data) {
processSnapToRoadResponse(data);
//drawSnappedPolyline();
});
}
I've changed the code but it doesn't work, even though I end up with a 2,557 coordinates array.
I've tried also tried this thinking that this could give me the time to have all coordinates:
async function breadCrumbsGrapher(path) {
//mapMarkers();
snappedCoordinates = [];
handler.removeMarkers(Gmaps.store.markers);
for(var i = 0; i < polylines.length; i++) {
polylines[i].setMap(null);
}
var divided = handlePath(path);
if (typeof divided[0] == 'object') {
for(var i = 0; i < divided.length; i++) {
await runSnapToRoad(divided[i]);
}
} else {
await runSnapToRoad(path);
}
console.log(snappedCoordinates);
drawSnappedPolyline();
}
and:
async function runSnapToRoad(path) {
var path = path.join('|');
await $.get('https://roads.googleapis.com/v1/snapToRoads', {
interpolate: true,
key: apiKey,
path: path,
}, function(data) {
processSnapToRoadResponse(data);
});
}
Thank you in advance.
You are using $.get() to query the Roads API which is an asynchronous call so when you call drawSnappedPolyline() from within your breadCrumbsGrapher function, you most probably don't (yet) have all coordinates in return from your AJAX call(s).
If you have 550 coordinates in your original path, you then know you must call the Roads API 6 times (5 times with 100 points + 1 time with 50 points). You should then be able to set a counter somewhere, to only draw your (complete) Polyline, once you got your 6 responses from the Roads API.
Or you could base that on the length of your final array (compared to the original path) although I don't know what would happen in case some points can't be "snapped".
I'm trying to create a PDF using jsPDF and HTML2Canvas.
I have multiple DIVs to insert into the PDF.
If I try to put all DIVs into a container and render once then it only puts the first page height into the PDF.
Can't figure out how to render multiple divs and stick them in the same PDF so that it keeps going page by page.
JAVASCRIPT
function genPDF() {
html2canvas(document.getElementById("container"), {
onrendered: function (canvas) {
var img = canvas.toDataURL();
var doc = new jsPDF();
doc.addImage(img, 'PNG');
doc.addPage();
doc.save('test.pdf');
}
});
}
HTML
<div id="container">
<div class="divEl" id="div1">Hi <img src="img1.JPG"> </div>
<div class="divEl" id="div2">Why <img src="img2.PNG"> </div>
</div>
<button onClick="genPDF()"> Click Me </button>
Add each of your images separately.
You need to wait for all the html2canvas renderings are done and added to pdf and then save your final pdf.
One way to achieve this by using JQuery and array of promises, actual code would look like this:
function genPDF() {
var deferreds = [];
var doc = new jsPDF();
for (let i = 0; i < numberOfInnerDivs; i++) {
var deferred = $.Deferred();
deferreds.push(deferred.promise());
generateCanvas(i, doc, deferred);
}
$.when.apply($, deferreds).then(function () { // executes after adding all images
doc.save('test.pdf');
});
}
function generateCanvas(i, doc, deferred){
html2canvas(document.getElementById("div" + i), {
onrendered: function (canvas) {
var img = canvas.toDataURL();
doc.addImage(img, 'PNG');
doc.addPage();
deferred.resolve();
}
});
}
For me it works like that:
$('#cmd2').click(function () {
var len = 4; //$x(".//body/div/div").length
var pdf = new jsPDF('p', 'mm','a4');
var position = 0;
Hide
for (let i = 1;i <= len; i++){
html2canvas(document.querySelector('#pg'+i),
{dpi: 300, // Set to 300 DPI
scale: 1 // Adjusts your resolution
}).then(canvas => {
pdf.addImage(canvas.toDataURL("images/png", 1), 'PNG', 0,position, 210, 295);
if (i == len){
pdf.save('sample-file.pdf');
}else{
pdf.addPage();
}
});
}
});
You could try this, using the follwing javascript references in the HTML. Html2Canvas and jsPDF are quite picky with versions you use.
https://cdnjs.cloudflare.com/ajax/libs/html2canvas/0.4.1/html2canvas.js"
https://cdnjs.cloudflare.com/ajax/libs/jspdf/1.0.272/jspdf.debug.js"
var forPDF = document.querySelectorAll(".js-panel-pdf");
var len = forPDF.length;
var thisPDF = new jsPDF('p', 'mm', [240, 210]); //210mm wide and 297mm high
for (var i = 0; i < forPDF.length; i++) {
html2canvas(forPDF[i], {
onrendered: function(canvas) {
thisPDF.addImage(canvas.toDataURL("images/png", 1), 'PNG', 0, 0, 210, 295);
if (parseInt(i + 1) === len) {
thisPDF.save('sample-file.pdf');
} else {
thisPDF.addPage();
}
}
});
}
Stuart Smith - This is not working it does not allow to download the pdf
here is java script code
function generatePDF(){
var imgData;
var forPDF = document.querySelectorAll(".summary");
var len `enter code here`= forPDF.length;
var doc =new jsPDF('p','pt','a4');
for (var i = 0; i < forPDF.length; i++){
html2canvas(forPDF[i],{
useCORS:true,
onrendered:function(canvas){
imgData = canvas.toDataURL('image/jpg',1.0);
var doc =new jsPDF('p','pt','a4');
doc.addImage(imgData,'jpg',10,10,500,480);
if (parseInt(i + 1) === len) {
doc.save('sample-file.pdf');
} else {
doc.addPage();
}
}
});
}
}
I have an electron app that has very simple desktop capturing functionality:
const {desktopCapturer} = require('electron')
const fs = require('fs');
var recorder;
var chunks = [];
var WINDOW_TITLE = "App Title";
function startRecording() {
desktopCapturer.getSources({ types: ['window', 'screen'] }, function(error, sources) {
if (error) throw error;
for (let i = 0; i < sources.length; i++) {
let src = sources[i];
if (src.name === WINDOW_TITLE) {
navigator.webkitGetUserMedia({
audio: false,
video: {
mandatory: {
chromeMediaSource: 'desktop',
chromeMediaSourceId: src.id,
minWidth: 800,
maxWidth: 1280,
minHeight: 600,
maxHeight: 720
}
}
}, handleStream, handleUserMediaError);
return;
}
}
});
}
function handleStream(stream) {
recorder = new MediaRecorder(stream);
chunks = [];
recorder.ondataavailable = function(event) {
chunks.push(event.data);
};
recorder.start();
}
function stopRecording() {
recorder.stop();
toArrayBuffer(new Blob(chunks, {type: 'video/webm'}), function(ab) {
var buffer = toBuffer(ab);
var file = `./test.webm`;
fs.writeFile(file, buffer, function(err) {
if (err) {
console.error('Failed to save video ' + err);
} else {
console.log('Saved video: ' + file);
}
});
});
}
function handleUserMediaError(e) {
console.error('handleUserMediaError', e);
}
function toArrayBuffer(blob, cb) {
let fileReader = new FileReader();
fileReader.onload = function() {
let arrayBuffer = this.result;
cb(arrayBuffer);
};
fileReader.readAsArrayBuffer(blob);
}
function toBuffer(ab) {
let buffer = new Buffer(ab.byteLength);
let arr = new Uint8Array(ab);
for (let i = 0; i < arr.byteLength; i++) {
buffer[i] = arr[i];
}
return buffer;
}
// Record for 3.5 seconds and save to disk
startRecording();
setTimeout(function() { stopRecording() }, 3500);
I know that to save the MediaRecorder blob sources, I need to read it into an ArrayBuffer, then copy that into a normal Buffer for the file to be saved.
However, where this seems to be failing for me is combining the chunk of blobs into blobs. When the chunks are added into a single Blob - it's like they just disappear. The new Blob is empty, and every other data structure they are copied into afterwards also is completely empty.
Before creating the Blob, I know I have valid Blob's in the chunks array.
Here's what the debug info of chunks is, before executing the new Blob(chunks, {.. part.
console.log(chunks)
Then here's the debug info of the new Blob(chunks, {type: 'video/webm'}) object.
console.log(ab)
I'm completely stumped. All the reference tutorials or other SO answers I can find basically follow this flow. What am I missing?
Electron version: 1.6.2
That's not possible to be working. You didn't wait for value to come in stopReocoring. You need to change your stopRecording function to following:
function stopRecording() {
var save = function() {
console.log(blobs);
toArrayBuffer(new Blob(blobs, {type: 'video/webm'}), function(ab) {
console.log(ab);
var buffer = toBuffer(ab);
var file = `./videos/example.webm`;
fs.writeFile(file, buffer, function(err) {
if (err) {
console.error('Failed to save video ' + err);
} else {
console.log('Saved video: ' + file);
}
});
});
};
recorder.onstop = save;
recorder.stop();
}
This problem literally just fixed itself today without me changing anything. I'm not sure what about my system changed (other than a reboot) but it's now working exactly as it should.
I need some help with my CasperJS script.
I don't know how can I get all my pictures as an array from the current folder.
And how to loop to insert each one in the correct input.
Mmmh, difficult to explain so there is my starting code.
I put comment where I have problem.
var casper = require('casper').create();
casper.start('http://imgchili.net/', function() {
// Get a list with all the picture from the current folder.
// For each picture, click this button.
this.mouseEvent('click', 'input.button1:nth-child(6)');
this.fillSelectors('form#upload_form', {
// Another loop here.
'.grey > input:nth-child(2)': /* First picture */,
'.grey > input:nth-child(4)': /* Second picture */,
'.grey > input:nth-child(6)': /* Third picture */
}, true);
casper.capture('captureTest.png');
});
// 8s can be too low if I have a lot of pictures!
casper.wait(8000, function() {
casper.capture('captureResult.png');
})
casper.then(function() {
this.echo(this.fetchText('textarea.input_field:nth-child(11)'));
})
casper.run();
EDIT:
Thanks it helps me a lot. But I have problem to loop the inputs.
var fs = require('fs'),
casper = require('casper').create(),
myImages = fs.list(fs.workingDirectory + '/img');
casper.start('http://imgchili.net/', function() {
// For each image, click to add a new upload input.
// Begin with 2 because 0 = "."" and 1 = "..".
for (var i = 2; i < myImages.length; i++) {
this.mouseEvent('click', 'input.button1:nth-child(6)');
}
// It doesn't work and show no error...
for (var i = 2; i < myImages.length; i++) {
j = i*2;
input = '.grey > input:nth-child(' + j + ')';
this.fillSelectors('form#upload_form', {
input : '/img/' + myImages[i],
}, false);
// Even this part doesn't work
console.log('i = ' + i + ' & imgName = ' + myImages[i]);
}
});
casper.then(function() {
casper.capture('result.png');
});
casper.run();
You can use PhantomJS file system to get your current folder files. Here is the API Documentation.
The following gets your current folders files, and then filters all .png's into a new array. You can then use a loop to click the button for each image. You will have to alter / add your own code because this does not accomplish the upload task. This will should help you though.
// vars
var fs = require('fs'); // reference to phantomJS file system
var myFolder = fs.list(fs.workingDirectory); // gets all files in current folder
var myImages = []; // only images from current folder
var url = 'http://imgchili.net/'; // starting url
var fileType = '.png'; // image file type to filter by
casper.then(function() {
// create array of just images
for (var i = 0; i < myFolder.length; i++) {
if (myFolder[i].indexOf(fileType) != -1) {
myImages.push(myFolder[i]);
}
}
// click for each image
for (i = 0; i < myImages.length; i++) {
this.mouseEvent('click', 'input.button1:nth-child(6)');
}
});
// wait for images to be uploaded
// set timeout or defaults to caspers step timeout
casper.waitForSelector('#page_body', function() {
casper.capture('captureResult.png');
}, 15000);
I have this script where I can print the movie that i indicated in the code.
function print_page()
{
var my_pj = new PrintJob();
var myResult = my_pj.start();
if (myResult)
{
myResult = my_pj.addPage("img_mc", null, {printAsBitmap:true}, 1);
my_pj.send();
delete my_pj;
trace("ok");
}
}
I need to know, how to print some image that is outside the flahs... clicking in the MC.... but i need in AS2...
ty for help!
This is the only way i sucess print external image with PrintJob() and AS2
#include "mc_tween2.as"
_root.myholder.loadMovie("teste_labirinto.jpg");
_root.myholder._x = 0; //i set the x and y position of image out of the screen area!
_root.myholder._y = 990; //
function print_page()
{
var my_pj = new PrintJob();
var myResult = my_pj.start();
if (myResult)
{
my_pj.orientation = portrait;
myResult = my_pj.addPage("myholder", {xMin:0, xMax:600, yMin:0, yMax:800}, {printAsBitmap:true}, 1);
my_pj.my_pj.send();
delete my_pj;
trace("ok");
}
}
btn.onRelease = function()
{
print_page();
};