In my application ,I have stored uploaded images to folder ./assets/uploads. I am using easyimage and imagemagick for storing the images.
In my application, after uploading the images, it should show the new uploaded image. But it is not displayed even if the page is refreshed. But when i do sails lift , the image is shown.
How to show image immediately after uploading the image? Thanks a lot!
It's a totally normal situation, because of the way Sails works with the assets.
The thing is that upon sails lift the assets are being copied (including directory structure and symlinks) from ./assets folder to ./.tmp/public, which becomes publicly accessible.
So, in order to show your images immediately after upload, you, basically, need to upload them not to ./assets/uploads but to ./.tmp/public/uploads.
The only problem now is that the ./.tmp folder is being rewritten each time your application restarts, and storing uploads in ./tmp/... would make them erased after every sails lift. The solution here would be storing uploads in, for example, ./uploads and having a symlink ./assets/uploads pointing to ../uploads.
Though this question is pretty old but I would like to add a solution which I just implemented.
Today I spend almost 4 hours trying all those solutions out there. But none helped. I hope this solution will save someone else's time.
WHY images are not available immediately after uploading to any custom directory?
Because according to the default Sails setup, you can not access assets directly from the assets directory. Instead you have to access the existing assets that is brought to .tmp/public directory by Grunt at time of sails lift ing
THE Problems
(Available but Volatile) If you upload a file (say image) anywhere inside .tmp/public
directory, your file (image) is going to erase at next sails lift
(Unavailability) If you upload a file in any other custom directory- say: ./assets/images, the uploaded file will not be available immediately but at next sails lift it will be available. Which doesn't makes sense because - cant restart server each time files gets uploaded in production.
MY SOLUTION (say I want to upload my images in ./assets/images dir)
Upload the file say image.ext in ./tmp/public/images/image.ext (available and volatile)
On upload completion make a copy of the file image.ext to ./assets/images/*file.ext (future-proof)
CODE
var uploadToDir = '../public/images';
req.file("incoming_file").upload({
saveAs:function(file, cb) {
cb(null,uploadToDir+'/'+file.filename);
}
},function whenDone(err,files){
if (err) return res.serverError(err);
if( files.length > 0 ){
var ImagesDirArr = __dirname.split('/'); // path to this controller
ImagesDirArr.pop();
ImagesDirArr.pop();
var path = ImagesDirArr.join('/'); // path to root of the project
var _src = files[0].fd // path of the uploaded file
// the destination path
var _dest = path+'/assets/images/'+files[0].filename
// not preferred but fastest way of copying file
fs.createReadStream(_src).pipe(fs.createWriteStream(_dest));
return res.json({msg:"File saved", data: files});
}
});
I dont like this solution at all but yet it saved more of my time and it works perfectly in both dev and prod ENV.
Thanks
Sails uses grunt to handle asset syncing. By default, the grunt-watch task ignores empty folders, but as long as there's at least one file in a folder, it will always sync it. So the quickest solution here, if you're intent on using the default static middleware to server your uploaded files, is to just make sure there's always at least one file in your assets/uploads folder when you do sails lift. As long as that's the case, the uploads folder will always be synced to your .tmp/public folder, and anything that's uploaded to it subsequently will be automatically copied over and available immediately.
Of course, this will cause all of your uploaded files to be copied into .tmp/public every time your lift Sails, which you probably don't want. To solve this, you can use the symlink trick #bredikhin posted in his answer.
Try to do this:
npm install grunt-sync --save-dev --save-exact
uncomment the line: // grunt.loadNpmTasks('grunt-sync');
usually it is near to the end of the file /tasks/config/sync.js.
lift the App again
Back to the Original answer
I was using node version 10.15.0, and I faced same problem. I solved this by updating to current version of node(12.4.0) and also updated npm and all the node modules. After this, I fixed the vulnerabilities(just run 'npm audit fix') and the grunt error that was coming while uploading the images to assets/images folder was fixed.
Try out this implementation
create a helper to sync the file
example of the filesync helper
// import in file
const fs = require('fs')
module.exports = {
friendlyName: 'Upload sync',
description: '',
inputs: {
filename:{
type:'string'
}
},
exits: {
success: {
description: 'All done.',
},
},
fn: async function ({
filename
}) {
var uploadLocation = sails.config.custom.profilePicDirectory + filename;
var tempLocation = sails.config.custom.tempProfilePicDirectory + filename;
//Copy the file to the temp folder so that it becomes available immediately
await fs.createReadStream(uploadLocation).pipe(fs.createWriteStream(tempLocation));
// TODO
return;
}
};
now call this helper to sync your files to the .temp folder
const fileName = result[0].fd.split("\\").reverse()[0];
//Sync to the .temp folder
await await sails.helpers.uploadSync(fileName);
reference to save in env
profilePicDirectory:path.join(path.resolve(),"assets/images/uploads/profilePictures/")
tempProfilePicDirectory:path.join(path.resolve(),".tmp/public/images/uploads/profilePictures/"),
also can try
process.cwd()+filepath
Related
I am customizing ICN (IBM Content Navigator) 2.0.3 and my requirement is to restrict user to upload files over 10mb and only allowed files are .pdf or .docx.
I know I have to extend / customize the AddContentItemDialog but there is very less detail on exactly how to do it, or any video on it. I'd appreciate if someone could guide.
Thanks
I installed the development environment but I am not sure how to extend the AddContentItemDialog.
public void applicationInit(HttpServletRequest request,
PluginServiceCallbacks callbacks) throws Exception {
}
I want to also know how to roll out the changes to ICN.
This can be easily extended. I would suggest to read the ICN red book for the details on how to do it. But it is pretty standard code.
Regarding rollout the code to ICN, there are two ways:
- If you are using plugin: just replace the Jar file on the server location and restart WAS.
- If you are using EDS: you need to redeploy the web service and restart WAS.
Hope this helps.
thanks
Although there are many ways to do this, one way indeed is tot extend, or augment the AddContentItemDialog as you qouted. After looking at the (rather poor IBM documentation) i figured you could probably use the onAdd event/method
Dojo/Aspect#around allows you to do exactly that, example:
require(["dojo/aspect", "ecm/widget/dialog/AddContentItemDialog"], function(aspect, AddContentItemDialog) {
aspect.around(AddContentItemDialog.prototype, "onAdd", function advisor(original) {
return function around() {
var files = this.addContentItemGeneralPane.getFileInputFiles();
var containsInvalidFiles = dojo.some(files, function isInvalid(file) {
var fileName = file.name.toLowerCase();
var extensionOK = fileName.endsWith(".pdf") || fileName.endsWith(".docx");
var fileSizeOK = file.size <= 10 * 1024 * 1024;
return !(extensionOK && fileSizeOK);
});
if (containsInvalidFiles) {
alert("You can't add that :)");
}else{
original.apply(this, arguments);
}
}
});
});
Just make sure this code gets executed before the actual dialog is opened. The best way to achieve this, is by wrapping this code in a new plugin.
Now on creating/deploying plugins -> The easiest way is this wizard for Eclipse (see also a repackaged version for newer eclipse versions). Just create a new arbitrary plugin, and paste this javascript code in the generated .js file.
Additionally it might be good to note that you're only limiting "this specific dialog" to upload specific files. It would probably be a good idea to also create a requestFilter to limit all possible uses of the addContent api...
I am using unity5.3.3, I would like to know how should I get the asset from an asset bundle, whose names are same but are kept in different folder. My AssetBundle Folder is set in the following manner:
MyAssets -> this Folder is packed as an AssetBundle
-ThemeOne(folder)
- Logo.png
-ThemerTwo(folder)
- Logo.Png
When I do AssetBundle.LoadAssetAsync("Logo"). I end getting the logo in the first(ThemeOne) folder. So how do I access the file in the other folder?
I have just created a sample project so that you can check it out. Check the Folder Assets\AssetBundleSample\SampleAssets\Theme and the script LoadAssets
You can put the ThemeOne(folder) and ThemeTwo(folder) in Resources Folder under assets and than use something like this
(AudioClip)(Resources.Load ("Sounds/" + "myaudioclip", typeof(AudioClip)) as AudioClip)
similarly load your png giving folder name first as i have given sounds and than name of file as i have given myaudioclip .
cast as texture or something as you want
As unity official docs provided
public string BundleURL;
public string AssetName;
IEnumerator Start() {
// Download the file from the URL. It will not be saved in the Cache
using (WWW www = new WWW(BundleURL)) {
yield return www;
if (www.error != null)
throw new Exception("WWW download had an error:" + www.error);
AssetBundle bundle = www.assetBundle;
if (AssetName == "")
Instantiate(bundle.mainAsset);
else
Instantiate(bundle.LoadAsset(AssetName));
// Unload the AssetBundles compressed contents to conserve memory
bundle.Unload(false);
} // memory is freed from the web stream (www.Dispose() gets called implicitly)
}
BundleURL will use the path where your actual assets is located. You can also use Application.dataPath in conjunction with ur specified path string.
Seems to be a bug. Still present in Unity version 5.3.3.
See: http://answers.unity3d.com/questions/1083400/asset-bundle-cant-have-multiple-files-with-the-sam.html
I'm not really sure if this is possible, you should read Explicit naming of assets which is FYI obsolete as on Unity 5.6. This allows you to explicitly name assets that you are including in the bundle. Alternatively, you could try,
bundle.LoadAsset("/Assets/ThemerTwo/Logo.png")
But generally, this is a bad practice to have assets of the same naming in the same bundle.
You can use the method LoadAssetAtPath() to specify the full path instead of just the asset name.
Example:
LoadAssetAtPath("Assets/Texture/Logo.jpg", typeof(Texture2D));
Documentation here: http://docs.unity3d.com/ScriptReference/AssetDatabase.LoadAssetAtPath.html
I'm developing an app in Ionic Framework and I use ngCordova's file plugin to get access to the device’s files and directories.
I need to clean all files from a directory but I don't know how. In the official docs (http://ngcordova.com/docs/plugins/file/) tells how to remove a single file (removeFile)or how to remove all files and also the directory (removeRecursively) but I just need to only remove all the files from a dir.
I've tried to do this but it does not remove any file:
$scope.cleanFiles = function cleanFiles() {
$cordovaFile.removeFile(cordova.file.dataDirectory, "*")
.then(function (success) {
console.log('removed all files');
}, function (error) {
console.log('error removing files');
});
}
Any help? Thanks!
I am using the same plugin for files. it's working properly for me. please try to see logs when removing file. and other thing i noticed, you need not to write function like this.
$scope.cleanFiles = function cleanFiles()
rather
$scope.cleanFiles = function()
is enough for declaring it as a function.
I just getting started with SailsJS as my first web framework on Node. Let's say I wanna add MomentJS in and use across the app. How to set it up?
you can use the bootstrap.js (in config/)
like:
module.exports.bootstrap = function (cb) {
sails.moment = require('moment');
cb();
};
in all Sails-Files you can use
sails.moment()
now.
If you're trying to include your node_modules into the client side, such as jQuery, AngularJS or one of the various many font libraries, then you can npm install them as normal, but just to be sure in sails you edit your tasks/config/copy.js and add a new block, example:
grunt.config.set('copy', {
dev: {
files: [{
expand:true,
cwd: './node_modules/font-awesome/fonts',
src: ['**/*'],
dest: '.tmp/public/fonts'
}
}
});
LESS can be #imported like normal without being copied around. Other assets will need to be copied as above. If you're using the sails linker then don't forget to add your JS paths to tasks/pipeline.js too (if necessary).
You can read more here:
http://ash.zi.vc/sails/2016/02/02/including-client-side-node-modules-in-my-sails-application/
It's not directly obvious how to sync npm modules to the web accessible directories.
SailsJS is no different to any other NodeJS app. So on top of your (say) Controller.js file, you do
var m = require("moment");
And you're good to go. #mdunisch's method will obviously let you use the moment package throughout your app, without having to do "require" in each file.
I'm trying to allow users to upload photos to the server and then view them. Uploading happens as described in this guide. Here is the code:
def upload = Action(parse.multipartFormData) { request =>
request.body.file("picture").map { picture =>
import java.io.File
val filename = picture.filename
val contentType = picture.contentType
picture.ref.moveTo(new File("/tmp/picture"))
Ok("File uploaded")
}.getOrElse {
Redirect(routes.Application.index).flashing(
"error" -> "Missing file"
)
}
}
It is unclear to me how to serve the uploaded images back to users that want to see them. Right now I am hosting the server on my own machine, so the code snippet from the guide writes the files to my D: drive, which isn't (and shouldn't be) available from the Internet. As far as I can see there are 2 options:
Store the photos under the /public folder in my project (the one that is dedicated to assets). See here: http://www.playframework.org/documentation/2.0/Assets
Write my own controller that servs images form custom locations from my drive.
For 1, I'm not sure if that is the purpose of assets.
For 2, I have no idea how to write such a controller.
The simple example is
def index = Action {
Ok.sendFile(new java.io.File("/tmp/fileToServe.pdf"))
}
there is "Serving files" section at https://www.playframework.com/documentation/2.4.x/ScalaStream#Serving-files which explains how to serve files
2.0.3 will feature an external Assets controller which might be (mis)used for this. Writing such a controller is no magic though, you have predefined folder where all your uploads are saved, and that's where you read them from. In the database you save the (unique) file name.
A different approach would be to save the uploaded files in the database. We do this with GridFS in MongoDB. A custom controller serves them back to the user. This way your data is stored in one central place, which also makes backups and recoveries simpler.
You can add a new route like this:
GET /myFiles/*file controllers.Assets.at(path="/tmp", file)