Detect available storagefolder space in Windows 10 IoT? - iot

Is there a way to detect the amount of available space in a storagefolder? I am using the code below to write a text file to the directory but would like to know how much space is available. My app will be writing audio files to the directory and would like to be able detect the available storage space. Thanks
var storageFolder = await ApplicationData.Current.LocalFolder.CreateFolderAsync("Data", CreationCollisionOption.OpenIfExists);
var storageFile = await storageFolder.CreateFileAsync("Test.txt", Windows.Storage.CreationCollisionOption.GenerateUniqueName);

You can use StorageFolder.Properties.RetrievePropertiesAsync() api.
I tested with the following piece of code:
//Get the available space
var storageFolder = await ApplicationData.Current.LocalFolder.CreateFolderAsync("Data", CreationCollisionOption.OpenIfExists);
var result = await storageFolder.Properties.RetrievePropertiesAsync(new string[] { "System.FreeSpace" });
var freeSpace = result["System.FreeSpace"];
//Do something to take up some space of "Data" folder
byte[] data = new byte[1024000];
var storageFile = await storageFolder.CreateFileAsync("Test.txt", Windows.Storage.CreationCollisionOption.GenerateUniqueName);
await FileIO.WriteBytesAsync(storageFile,data);
//Get the available space
var result2 = await storageFolder.Properties.RetrievePropertiesAsync(new string[] { "System.FreeSpace" });
var freeSpace2 = result2["System.FreeSpace"];

Related

TauriJS writeBinaryFile cannot freeze array buffer views with elements

I work with TauriJS and try to modify a zip file with jszip and later save it with writeBinaryFile.
function saveFile(org_path, new_path, pack_format) {
var zip = new JSZip();
// get file
var org_file = await window.__TAURI__.fs.readBinaryFile(org_path);
await zip.loadAsync(org_file);
// edit file
var pack_json = await zip.file("pack.json").async("string");
pack_json = JSON.parse(pack_json);
pack_json.pack.pack_format = pack_format;
zip.file("pack.json", JSON.stringify(pack_json));
// save file
var array_zip = await zip.generateAsync({type:"uint8array"});
await window.__TAURI__.fs.writeBinaryFile(new_path, array_zip);
}
This is the code I currently have. The problem is that it gives the error Uncaught TypeError: Cannot freeze array buffer views with elements
I wasn't able to find a solution to this error, is it somehow possible to bring the zip file in the right format to save it?
I found a way to fix the problem on this page:
https://qdmana.com/2022/144/202205241127535226.html
This is my adjusted code:
function saveFile(org_path, new_path, pack_format) {
var zip = new JSZip();
// get file
var org_file = await window.__TAURI__.fs.readBinaryFile(org_path);
await zip.loadAsync(org_file);
// edit file
var pack_json = await zip.file("pack.json").async("string");
pack_json = JSON.parse(pack_json);
pack_json.pack.pack_format = pack_format;
zip.file("pack.json", JSON.stringify(pack_json));
// save file
zip.generateAsync({ type: 'blob' }).then((content) => {
var file = new FileReader();
file.readAsArrayBuffer(content);
file.onload = function (e) {
var fileU8A = new Uint8Array(e.target.result);
window.__TAURI__.fs.writeBinaryFile({ contents: fileU8A, path: new_path + ".zip" });
};
});
}

How to download multiple videos in background in Xamarin iOS

I am new to Xamarin iOS, i need to download multiple videos at same time. how should i achieve this ? is there any class which can help me download similar to the DownloadManager in Android.
You can try this approaches
public void getData(List<String> urls) {
// define the HttpClient
var handler = new HttpClientHandler { AllowAutoRedirect=false };
var client = new HttpClient(handler);
// define file path
var path=Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
// start download
System.Threading.Tasks.Parallel.ForEach(urls, async (url) => {
var uri = new Uri(url);
var fileName = System.IO.Path.GetFileName(uri.LocalPath);
// download the file
var data = await client.GetByteArrayAsync(uri);
// save file on disk
System.IO.File.WriteAllBytes(System.IO.Path.Combine(path, fileName), data);
});
}

Receive, send file over Web Api

I'm trying to write a WebApi service that receives a file, does a trivial manipulation, and sends the file back. I'm having issues on sending and/or receiving the file from the service.
The issue I'm having is that the file returned from the service is ~1.5x larger than the manipulated file, e.g. when the file is returned it's like 300kb instead of the 200kb it should be.
I assume its being wrapped and or manipulated somehow, and I'm unsure of how to receive it properly. The code for the WebAPI service and the method that calls the web service are included below
In, the WebApi service, when I hit the line return Ok(bufferResult), the file is a byte[253312]
In the method that calls the web service, after the file is manipulated and returned, following the line var content = stream.Result;, the stream has a length of 337754 bytes.
Web API service code
public ConversionController: APIController{
public async Task<IHttpActionResult> TransformImage()
{
if (!Request.Content.IsMimeMultipartContent())
throw new Exception();
var provider = new MultipartMemoryStreamProvider();
await Request.Content.ReadAsMultipartAsync(provider);
var file = provider.Contents.First();
var filename = file.Headers.ContentDisposition.FileName.Trim('\"');
var buffer = await file.ReadAsByteArrayAsync();
var stream = new MemoryStream(buffer);
// [file manipulations omitted;]
// [the result is populated into a MemoryStream named response ]
//debug : save memory stream to disk to make sure tranformation is successfull
/*response.Position = 0;
path = #"C:\temp\file.ext";
using (var fileStream = System.IO.File.Create(path))
{
saveStream.CopyTo(fileStream);
}*/
var bufferResult = response.GetBuffer();
return Ok(bufferResult);
}
}
Method Calling the Service
public async Task<ActionResult> AsyncConvert()
{
var url = "http://localhost:49246/api/conversion/transformImage";
var filepath = "drive/file/path.ext";
HttpContent fileContent = new ByteArrayContent(System.IO.File.ReadAllBytes(filepath));
using (var client = new HttpClient())
{
using (var formData = new MultipartFormDataContent())
{
formData.Add(fileContent, "file", "fileName");
//call service
var response = client.PostAsync(url, formData).Result;
if (!response.IsSuccessStatusCode)
{
throw new Exception();
}
else
{
if (response.Content.GetType() != typeof(System.Net.Http.StreamContent))
throw new Exception();
var stream = response.Content.ReadAsStreamAsync();
var content = stream.Result;
var path = #"drive\completed\name.ext";
using (var fileStream = System.IO.File.Create(path))
{
content.CopyTo(fileStream);
}
}
}
}
return null;
}
I'm still new to streams and WebApi, so I may be missing something quite obvious. Why are the file streams different sizes? (eg. is it wrapped and how do I unwrap and/or receive the stream)
okay, to receive the file correctly, I needed to replace the line
var stream = response.Content.ReadAsStreamAsync();
with
var contents = await response.Content.ReadAsAsync<Byte[]>();
to provide the correct type for the binding
so, the later part of the methods that calls the service looks something like
var content = await response.Content.ReadAsAsync<Byte[]>();
var saveStream = new MemoryStream(content);
saveStream.Position = 0;
//Debug: save converted file to disk
/*
var path = #"drive\completed\name.ext";
using (var fileStream = System.IO.File.Create(path))
{
saveStream.CopyTo(fileStream);
}*/

WinRT StorageFile write downloaded file

I'm struggling with a easy problem. I want to download an image from web using this code:
WebRequest requestPic = WebRequest.Create(#"http://something.com/" + id + ".jpg");
WebResponse responsePic = await requestPic.GetResponseAsync();
Now I wanted to write the WebResponse's stream in a StorageFile (eg. create a file id.jpg in the app's storage), but I haven't found any way to achieve that. I searched the web for it, but no success - all ways incompatible Stream types and so on.
Could you please help?
I have found the following solution, which works and is not too complicated.
public async static Task<StorageFile> SaveAsync(
Uri fileUri,
StorageFolder folder,
string fileName)
{
var file = await folder.CreateFileAsync(fileName, CreationCollisionOption.ReplaceExisting);
var downloader = new BackgroundDownloader();
var download = downloader.CreateDownload(
fileUri,
file);
var res = await download.StartAsync();
return file;
}
You will need to read the response stream into a buffer then write the data to a StorageFile. THe following code shows an example:
var fStream = responsePic.GetResponseStream();
var file = await ApplicationData.Current.LocalFolder.CreateFileAsync("testfile.txt");
using (var ostream = await file.OpenStreamForWriteAsync())
{
int count = 0;
do
{
var buffer = new byte[1024];
count = fStream.Read(buffer, 0, 1024);
await ostream.WriteAsync(buffer, 0, count);
}
while (fStream.CanRead && count > 0);
}
That can be done using the C++ REST SDK in Windows Store Apps. It's explained by HTTP Client Tutorial.

save bmpData as jpg using adobe flex in air application

i use the following code:
protected function videoDisplay_playheadUpdateHandler(event:mx.events.VideoEvent):void
{
if(!captured && videoDisplay.playheadTime>=0){
capture();
}
}
private function capture():void
{
var bmpData:BitmapData = new BitmapData(videoDisplay.width, videoDisplay.height);
bmpData.draw(videoDisplay);
captured = true;
store(...); //????????
}
in order to capture a frame from a videoDisplay object
1) is it correct or am i doing something wrong?
2) what can i do to store the bmpData as .jpg at my computer?
i am using flex4.5 and it is an air app...
any ideas??
Thanks in advance!!
The following code should help you
var jpegEncoder:JPEGEncoder = new JPEGEncoder(90);
var jpgSource:BitmapData = new BitmapData(videoDisplay.width,videoDisplay.height);
jpgSource.draw(this);
var fileReference:FileReference = new FileReference();
fileReference.save(jpegEncoder.encode(jpgSource),"videoImage.jpg");
To use jpeg encode you need to have to import
import mx.graphics.codec.JPEGEncoder;
The above changes should be enough to allow the user to take a snapshot of a running video.
Please note, that with this the user will be prompted to select the location of the file.
Incase you want a silent save, let me know, I will put up the required code.
Somewhere in your application keep an image tag as follows.Most apt place should be just below the video.
<mx:Image scaleContent="true" width="150" height="120" maintainAspectRatio="false" id="myScaledSnapshot"/>
Now with this done, do the following changes in your code:
private function capture(filename:String):void
{
var bitmapData:BitmapData = new BitmapData(videoDisplay.width, videoDisplay.height);
bitmapData.draw(videoDisplay,new Matrix());
var bitmap : Bitmap = new Bitmap(bitmapData);
var jpg:JPEGEncoder = new JPEGEncoder();
var ba:ByteArray = jpg.encode(bitmapData);
myImageSnapshot.source=ba;
var jpegEncoder:JPEGEncoder = new JPEGEncoder(50);
var imageSnapshot:ImageSnapshot = ImageSnapshot.captureImage(this.myImageSnapshot,90,jpegEncoder);
var imageByteArray:ByteArray = imageSnapshot.data;
var newImage:File = File.desktopDirectory.resolvePath("KioskThumbs/"+filename+".jpg");
fileStream = new FileStream();
fileStream.open(newImage, FileMode.UPDATE);
fileStream.writeBytes(imageByteArray);
fileStream.close();
captured = true;
}
The above code really doesnt do anything special.
Its just using an image 'component' from flex, making it do the work for scaling the Video image, then taking the snapshot of this resized image component, and then writing it into a file.
My capture at last is:
private function capture(filename:String):void
{
var bitmapData:BitmapData = new BitmapData(videoDisplay.width, videoDisplay.height);
bitmapData.draw(videoDisplay,new Matrix());
var bitmap : Bitmap = new Bitmap(bitmapData);
var jpg:JPEGEncoder = new JPEGEncoder();
var ba:ByteArray = jpg.encode(bitmapData);
var newImage:File = File.desktopDirectory.resolvePath("KioskThumbs/"+filename+".jpg");
fileStream = new FileStream();
fileStream.open(newImage, FileMode.UPDATE);
fileStream.writeBytes(ba);
fileStream.close();
captured = true;
}
it works fine except the fact that i want to scale the photo lets say to 150 width 120height and not BitmapData(videoDisplay.width,videoDisplay.height); what can i do to solve that?
Thanks a lot all of you!

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