Monodroid Camera/imageview example - xamarin.android

Can someone post an example of how to use the camera, capture the image, preview the image in an image view, compress the image in jpg and upload the bytes to a remote server? The closest I have been able to find is below. We have the camera, and image capture but we need to know how to preview, compress/resize jpg to 640/480px and around 120kb size then upload bytes to a remote server. Thanks to all of you for your help.
http://android-coding.blogspot.com/2010/12/intent-of-mediastoreactionimagecapture.html

Looking at your code there are some things i notice to be wrong:
-[ for the camera functionality ]-
Don't create a file yourself. This is not necessary. Use the ContentResolver.Insert function to give you back a file URI that will contain the picture, just like done here and also take over the isMounted if you want to check if there is external memory present.
You are checking if there's data and then checking if there is a thumbnail. If there's no thumbnail you'll get the full image. That doesn't make sense unless you want to make a thumb of the full version if the thumb is not given back?? Don't you just want to grab the full version or both but not this OR that?
You are retrieving a string value variable to get the URI to the full image? Just save the uri you get from the code in my first point as a property (let's say "myPhotoURI" in the activity class. In the OnActivityResult function that handles your camera intent result just recall that URI and use it as following (Yes, you're seeing it right; i'm not even using the data intent for this just the remembered uri):
Bitmap imageFromCam = MediaStore.Images.Media.GetBitmap(this.ContentResolver, Android.Net.Uri.Parse(myPhotoURI));
To grab an image from the gallery just use the SelectImageFromStorage() function from this question's answer and retrieve the URI of the chosen image in the OnActivityResult check just use:
Android.Net.Uri selectedImageUri = data.ToURI();
That's what worked like a charm for me.
-[sending the data to a webservice ]-
Assuming you're using a WCF or webservice that'll want to receive the image data as a byte array; the approved answer to this question gives a nice example of how to convert your image to an byte array (which is what a WCF webservice wants, anyway)
I think that these directions will get you going.

here is the closest example to date... this brings back Null data when the extra output is used. Still trying to get access to the full image/photo and not a thumbnail.
private void saveFullImage() {
Intent intent = new Intent(Android.Provider.MediaStore.ActionImageCapture);
string file = System.IO.Path.Combine(Android.OS.Environment.DirectoryDcim.ToString(), "test.jpg");
var outputFileUri = Android.Net.Uri.Parse(file);
intent.PutExtra(Android.Provider.MediaStore.ExtraOutput, outputFileUri);
StartActivityForResult(intent, TAKE_PICTURE);
}
protected override void OnActivityResult(int requestCode, Result resultCode, Intent data)
{
base.OnActivityResult(requestCode, resultCode, data);
if (requestCode == TAKE_PICTURE)
{
Uri imageUri = null;
// Check if the result includes a thumbnail Bitmap
if (data != null)
{
if (data.HasExtra("data"))
{
var thumbnail = data.GetParcelableArrayExtra("data");
// TODO Do something with the thumbnail
}
}
else
{
var outputFileUri = data.GetParcelableArrayExtra("outputFileuri");
// TODO Do something with the full image stored
// in outputFileUri
}
}
}

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 the album art of a media file in Xamarin?

I've been searching for a couple of days on how to get the album art for a song (or a frame capture of a video) from a file path. All I could find is things related to Mediastore like this answer where it requires getting the album ID of the file.
Cursor cursor = getContentResolver().query(MediaStore.Audio.Albums.EXTERNAL_CONTENT_URI,
new String[] {MediaStore.Audio.Albums._ID, MediaStore.Audio.Albums.ALBUM_ART},
MediaStore.Audio.Albums._ID+ "=?",
new String[] {String.valueOf(albumId)},
null);
if (cursor.moveToFirst()) {
String path = cursor.getString(cursor.getColumnIndex(MediaStore.Audio.Albums.ALBUM_ART));
// do whatever you need to do
}
But I can't find a guid on how it works, how can pass the file to Mediastore or how can I get the album ID of the media or anything... Currently I get the media information using MediaMetadataRetriever but I can't find a way to get the album art or a video thumbnail of a media file using it...
** Update :-
If Mediastore must be used to get the media files in the first place before using it to get their data, I can implement it instead of what I'm currently doing (Currently I iterate the device files to get the supported files) and it can be a better option as Mediastore supports getting data from external storages as well.
Any help is appreciated.
If using MediaMetadataRetriever , you can have a try with follow sample code :
private void loadingCover(string mediaUri)
{
MediaMetadataRetriever mediaMetadataRetriever = new MediaMetadataRetriever();
mediaMetadataRetriever.SetDataSource(mediaUri);
byte[] picture = mediaMetadataRetriever.GetEmbeddedPicture();
Android.Graphics.Bitmap bitmap = BitmapFactory.DecodeByteArray(picture, 0, picture.Length);
musicCover.SetImageBitmap(bitmap);
}
In addition , not forgatting to add permission :
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>
Invoke it as follow :
File file = new File("/storage/sdcard/Movies/music1.mp4");
if (file.Exists())
{
loadingCover(file.AbsolutePath);
}

MvvmCross ImageView Binding to Byte Array

I am currently trying to bind a Android ImageView to a Byte array that I have setup as my ViewModel.
private Byte[] _currentActivityImage;
public Byte[] CurrentActivityImage
{
get { return _currentActivityImage; }
set { _currentActivityImage = value; RaisePropertyChanged(() => CurrentActivityImage); }
}
I am doing it this way as I am downloading the image as part of the large data download and storing that image data into the database so it's tired directly to a specific record in the table.
I haven't been able to find any information on specifically how to bind the Android ImageView (Or the MvxImageView) to a Byte array or a raw bitmap image.
I saw in one of the posts that Stuart mentioned that capability exists (or maybe I read it wrong.), but was not able to find the correct bindings to use.
(Note: if need be, I can change the property to use Bitmap, but figured that the Byte array might be more cross-platform compatible.)
The picture choose sample shows one way to do this - https://github.com/MvvmCross/MvvmCross-Tutorials/tree/master/PictureTaking
The N+1 N=12,etc CollectABull sample shows another - going via a file https://github.com/MvvmCross/NPlus1DaysOfMvvmCross/tree/master/N-12-CollectABull/

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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