forge.topbar.setTitleImage(URL,success,error); dynamic image .. fileCache? - trigger.io

I have been told this is possible to do but cannot get this to work.
Basically I am trying to cache and image using forge.file.cacheURL()
Now I can get the file just fine and display it in the page by creating a new Image object but what I want to do is use this cached image to change the image in the topbar.
When ever I try to do it I get an error saying "file not found" and after reading the docs a little more it seems that trigger may have "src/" coded into the class because if I put just "image/logo.png" the logo.png will show up in the header because its part of the app package.
I guess the question is.. Is my assumption correct?
Thanks!

The native UI elements (topbar/tabbar) load images directly from your apps package, not through a URL in the same ways images are shown in the webview.
What this means is that currently you can only use images included in your app in the topbar/tabbar modules.

in case anyone is interested in this, the ability was added a while ago to the API so you can now use a cached image or filesaveURL feature of forge to change the header image dynamically.

Related

Is there a way to pick *.HEIC files from an ios device in Flutter using Image_Picker or similar plugins from pub.dev?

i'm developing an App where I can upload images/photos from my phone photo gallery (ios device) to firebase.
Since I want to upload the images/photos in original format (e.g. *.HEIC for pictures taken by an iPhone) I need a plugin which allows me to do that.
Following plugin's I've tried so far:
wechat_assets_picker: this one does what I want to have and returns me a temporary path which contains the the picked image in it's original format (e.g.: /anyPath/tmp/IMG_0024.HEIC). But since I don't really like the UI of wechat_assets_picker, I would like to have sth. else. Maybe more native looking
image_picker: returns a path where the picture is converterd to *.jpeg (e.g.: /anyPath/image_picker_randomNumber.jpg). This is not what I want!
images_picker: same as image_picker... converts the image to *.jpg
image_pickers: similar to wechat_assets_picker but it does what I want. But I don't like the UI either
likk_picker: same - not what I'm looking for
file_picker: same - returns *.jpg
I'm getting tired trying all the plugins.
Is there anyone who can support? Maybe any other way how to pick an image from my gallery in it's original format and quality?
Thanks!
Given the fact that other plugins usually compress HEICs when picking, I would suggest you consider the below solutions:
wechat_assets_picker allows you to build your widgets using delegations. By override build delegates, you can customize each part or the whole part of the interface.
wechat_assets_picker depends on the underlying plugin photo_manager which allows you to build your widgets from the bottom on your own.

Load multiple images from web directory in Objective C

I require a simple but potentially complex solution that I can't seem to find code that translates from Android for my iOS version APP.
I simply need a imageview grid such as shown here from a single web directory: https://www.youtube.com/watch?v=fIX4SnBLaZg
I have a working version on Android but can't seem to figure it out on Objective C.
My working version uses JSON to find each file in the directory and associated text, then simply adds each entry to the grid. The iOS version doesn't need to be as complicated if anyone has any examples?
Would anyone have any examples/snippets/APIs of implementing something like this into iOS?
Or even a simplified version such as only images from a directory. Simply have the thread read an entire folder from URL, file by file, and populate it in imageview's. Then once a user clicks on an image, simply view it full screen?
For your requirement you can use collection view . Please follow the below tutorial
uicollectionview-basic-tutorial
And to get images of jpg stored in bundle under folder named Images
NSArray *imagesOfjpgType = [[NSBundle mainBundle]pathsForResourcesOfType:#"jpg"
inDirectory:#"Images"];
To customize the cell to your design Please use the below code
https://stackoverflow.com/a/16579595/1142743
Also Please find sample from above tutorial which has a label below the image
https://www.dropbox.com/s/1uymyrwtx2yn9fs/RecipePhoto.zip?dl=0

Multiple NFT tracking ARToolkit iOS

I am trying to create an ARToolKit app in iOS with multiple NFTs.
I have generated the featured set(.fset) and image set(.iset) of both the images, edited the markers.dat file as well.
When I try to scan the images, it displays the object only on one image, on the image which is declared first in the markers.dat file. If i change the order of declaration of the images then the object is displayed on only the second image(which was declared first in the markers.dat file).
Is this some kind of bug or am I doing something wrong?
look here:
https://github.com/artoolkit/artoolkit5/issues/115#issuecomment-217771991
There I listed all the steps that you need to check if you want to have multiple NFT working. I did this for an Android example but it should be the same for iOS.
Let me know if it works for you.

Adding image sets to images.xcassets catalog programmatically in iOS?

I've searched high and low on stackoverflow and google for an answer to this question. Perhaps it's not possible, or I may need to devise a different method to do this.
In our iOS app we have a whole bunch of image sets in images.xcassets. But we're moving to a more dynamic environment where we'll be downloading image sets instead.
I'd like to try and stick with the convention of having everything in the images.xcassets folder. Except as said, I want to dynamically create the image sets based on the data we retrieve from our server. Is this possible?
So there is a way to do this, but it's iOS 8.0 and above. Unfortunately, we're supporting 7 and above so I can't use it.
But for anyone else who's interested, you can use the UIImageAsset class to do what you need to do when you want to create a container for your images to encapsulate different resolutions, as the images.xcassets container currently does.
UIImageAsset docs
This answer gives a good overview of the XCAssets folder at runtime: Can I access an xcassets directory on the filesystem? - it looks like it's the wrong way of going about things.
I believe it is recommended that you use the temp or document folders, depending on the how long you wish to keep these images (https://developer.apple.com/library/ios/documentation/FileManagement/Conceptual/FileSystemProgrammingGuide/FileSystemOverview/FileSystemOverview.html).

Imagemagick integrated with Meteor

I am attempting to use Imagemagick to manipulate images that are uploaded by a user. Right now I have a simple set of Imagemagick.convert[ ] commands server side that preform a variety of tasks on the uploaded image. My problem comes from Imagemagick needing the file data to be read into meteor and not from a url. What I end up doing is writing the uploaded file to the /public folder where Imagemagick is able to manipulate the image. However because the list of Imagemagick.convert commands (saving and writing to /public), the application keeps refreshing, breaking up the processes and sending it into an infinite refreshing cycle. I don't think assets is a viable solution, but I need some folder that I can write to in meteor that will not interrupt the various Imagemagick processes through a refresh. I have tried the .folder for a hidden folder, but meteor gives me an error: "You can’t use a name that begins with a dot “.”, because these names are reserved for the system. Please choose another name." Any thoughts?
#Nate I wrote a little example app that solves this problem by using a temporary directory (as others have suggested):
https://github.com/ideaq/image-uploads
My solution gives you:
Easy image uploading in any Meteor app
Images are re-sized to Thumbnail, Mobile Optimised and Full-size Original
Images are uploaded to AWS S3 for CDN delivery (scalability and speed)
A thumbnail of the image is displayed on to the user without refreshing the page
if you found a better way of doing image uploads in meteor, please share! thanks. :-)

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