How to enable a user to download a file in Fable? - f#

I have a SAFE stack app. I need to enable users to upload and download files.
Uploading works by making use of
Browser.Dom.FileReader.Create()
Is there a corresponding way to enable users to download files?
This answer offers a solution using a completely different mechanism which depends on a js library. Is there no mechanism that corresponds to the FileReader approach?

I have come up with the following which seems to work for me.
let downLoad fileName fileContent =
let anchor = Browser.Dom.document.createElement "a"
let encodedContent = fileContent |> sprintf "data:text/plain;charset=utf-8,%s" |> Fable.Core.JS.encodeURI
anchor.setAttribute("href", encodedContent)
anchor.setAttribute("download", fileName)
anchor.click()

Related

IOS Xamarin can't read XML File

So I've search everywhere. Xamarin Docs, goggle, here, W3.
All I need to do is store some small data in an XML file.
I created the XML, got the code lined up and when i go to build it.
IOS.....Can't find file.
I've googled the answer countless times, and they all say the same thing, Make sure it is set as Content or make sure it is "Embedded Resource" I've tried it both ways, It can't find the file to access it. Is IOS really that stupid? No issues in Android, took it 30 secs. Add it to the Assets and boom there it is.
But How to get IOS to Recognize xml file(find it)?
the code is this
XDocuent doc = new XDocument.Load("StoredLogs.xml") <that line is where it throws the error, through all the break points that it is.
After this it steps through a loop to bind the data in the xml to an object
Logs a.Id = x.Element("Id).Value......
a.name......... and so
All i want is basic offline storage.
iOS really that stupid?
Yes :P
When you add the XML file as an EmbeddedResource, you need to read it from the assembly instead of the path
For example:
var readme = typeof(NameSpace.App).GetTypeInfo().Assembly
.GetManifestResourceStrean("resourcename.xml");
using (var sr = new StreamReader(readme)) {
//Read the stream
}

How to load XML file on iPhone using Unity?

I want to load XML files to generate levels of my game but on iPhone (or Android) it crash but on the editor it works fine.
Here is how I try to load my XML:
XmlDocument xml = new XmlDocument();
xml.Load("Assets/XML/level1.xml");
level_root_node = xml.DocumentElement;
Please someone have already solved similar issues ? I've tried to put my XMLs into "Assets/Resources/XML/level1.xml" but it doesn't work better.
The reason it fails is that on Android the resources are inside the APK file and can't be access directly as you are attempting.
http://docs.unity3d.com/Manual/LoadingResourcesatRuntime.html
You can use Resources.Load (path) to access a resource in a platform independent way.
Using Resources.Load() to load your XML asset, convert this to a string and pass it to the XMLDocument for parsing:
TextAsset textAsset = Resources.Load ("XML/level1.xml") as TextAsset;
xml.LoadXml(textAsset.text);
level_root_node = xml.DocumentElement;

Where to save files from Firefox add-on?

I am working on a Firefox add-on which among other stuff generates thumbnails of websites for use by the add-on. So far I've been storing them by their image data URL using simple-storage. Two problems with this: the storage space is limited and sending very long strings around doesn't seem optimal(I assume the browser has optimized ways of loading image files, but maybe not data URLs). I think it shouldn't be a problem to save the files to disk, the question is where though. I googled quite a bit and could not find anything. Is there a natural place for this? Are there any restrictions?
As of Firefox 32, the place to store data for your add-on is supposed to be: [profile]/extension-data/[add-on ID]. This was established by the resolution of "Bug 915838 - Provide add-ons a standard directory to store data, settings". There is a follow-on bug, "Bug 952304 - (JSONStore) JSON storage API for addons to use in storing data and settings" which is supposed to provide an API for easy access.
For the Addon-SDK, you can obtain the addon ID (which you define in package.json) with:
let self = require("sdk/self");
let addonID = self.id;
For XUL and restartless extensions, you should be able to get the ID of your addon (which you define in the install.rdf file) with:
Components.utils.import("resource://gre/modules/Services.jsm");
let addonID = Services.appInfo.ID
You can then do the following to generate a URI for a file in that directory:
userProfileDirectoryPath = Components.classes["#mozilla.org/file/directory_service;1"]
.getService( Components.interfaces.nsIProperties)
.get("ProfD", Components.interfaces.nsIFile).path,
/**
* Generate URI for a filename in the extension's data directory under the preferences
* directory.
*/
function generateURIForFileInPrefExtensionDataDirectory (fileName) {
//Account for the path separator being OS dependent
let toReturn = "file://" + userProfileDirectoryPath.replace(/\\/g,"/");
return toReturn +"/extension-data/" + addonID + "/" + fileName;
}
}
The object myExtension.addonData is a copy that I store of the Bootstrap data provided to entry points in bootstrap.js.

Multiple input file tags with IOS 6+ on iPad/iPhone

EDIT :
I've been able to resolve this, after finding that iOS uploads every image as "image.jpg". In freeASPUpload.asp, I changed the following :
For Each fileItem In UploadedFiles.Items
filePath = path & fileItem.FileName
Set streamFile = Server.CreateObject("ADODB.Stream")
streamFile.Type = adTypeBinary
streamFile.Open
StreamRequest.Position=fileItem.Start
StreamRequest.CopyTo streamFile, fileItem.Length
streamFile.SaveToFile path & FileName, adSaveCreateOverWrite
streamFile.close
Set streamFile = Nothing
fileItem.Path = filePath
Next
To :
For Each fileItem In UploadedFiles.Items
FileName = GetFileName(path, fileItem.FileName)
fileItem.FileName = FileName
filePath = path & fileItem.FileName
Set streamFile = Server.CreateObject("ADODB.Stream")
streamFile.Type = adTypeBinary
streamFile.Open
StreamRequest.Position=fileItem.Start
StreamRequest.CopyTo streamFile, fileItem.Length
streamFile.SaveToFile path & FileName, adSaveCreateOverWrite
streamFile.close
Set streamFile = Nothing
fileItem.Path = filePath
Next
This is within the save function of the script. The GetFileName function iterates over what is in the folder already, and adds a number until it is unique. It then updates the file key to its new name. I've left an "image.jpg" file in the temp folder, so that it always finds one. That works for now.
What I've found, however, is for some reason, it flips the second photo out of the five that the form allows for..
I will try to fix that / look for others with the same issue. I've always had problems with iPhones and iPads rotating pictures, and it's never consistent.
I'm trying to grab multiple files from a mobile fleet of iPads and iPhones. Currently I have 5
<input type="file" name="fileX" accept="image/*">
This works fine in a browser (using free asp upload / classic ASP). In testing, it works with IOS, but only if I send one file. If I send more then one via the form, I get the error 'file not found'. It seems like the files aren't being sent at all.
The file not found kicks back when trying to manipulate the file via FSO.
Uploads here :
Dim Upload, fileName, fileSize, ks, i, fileKey
Set Upload = New FreeASPUpload
SaveFiles = ""
uploadsDirVar = "directory"
Upload.Save(uploadsDirVar)
ks = Upload.UploadedFiles.keys
Errors out here :
Set f=fs.GetFile(uploadsDirVar & "\" & Upload.UploadedFiles(fileKey).FileName)
Any ideas on how I can get around this? Everything I've read points towards the HTML5 multiple tag on a single input. However, in my scenario, this won't work. I'm also tying descriptions for the images to the fields based on field name, restricting the upload to 5, re-sizing the images on the action page before passing it to its final destination and attaching them to an email.
Any advice welcome, and thank you for your time!
**Edit
The issue seems to be that IOS names all uploads "image", coming from either the camera or the library. Now the problem is how to rename the image before the script attempts to upload it. From what I'm understanding, it needs to happen within the asp upload component before it places the file.
See the above edit for the answer. As for the flipped images - turns out they are flipped straight from the iPad. I checked the exif data and I'm not sure how to account for this in my system. If I find the answer, I'll post here.

How to read .docx file using F#

How can I read a .docx file using F#. If I use
System.IO.File.ReadAllText("D:/test.docx")
It is returning me some garbage output with beep sounds.
Here is a F# snippet that may give you a jump-start. It successfully extracts all text contents of a Word2010-created .docx file as a string of concatenated lines:
open System
open System.IO
open System.IO.Packaging
open System.Xml
let getDocxContent (path: string) =
use package = Package.Open(path, FileMode.Open)
let stream = package.GetPart(new Uri("/word/document.xml", UriKind.Relative)).GetStream()
stream.Seek(0L, SeekOrigin.Begin) |> ignore
let xmlDoc = new XmlDocument()
xmlDoc.Load(stream)
xmlDoc.DocumentElement.InnerText
printfn "%s" (getDocxContent #"..\..\test.docx")
In order to make it working do not forget to reference WindowsBase.dll in your VS project.
.docx files follow Open Packaging Convention specifications. At the lowest level, they are .ZIP files. To read it programmatically, see example here:
A New Standard For Packaging Your Data
Packages and Parts
Using F#, it's the same story, you'll have to use classes in the System.IO.Packaging Namespace.
System.IO.File.ReadAllText has type of string -> string.
Because a .docx file is a binary file, it's probable that some of the chars in the strings have the bell character. Rather than ReadAllText, look into Word automation, the Packaging, or the OpenXML APIs
Try using the OpenXML SDK from Microsoft.
Also on the linked page is the Microsoft tool that you can use to decompile the office 2007 files. The decompiled code can be quite lengthy even for simple documents though so be warned. There is a big learning curve associated with OpenXML SDK. I'm finding it quite difficult to use.

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