i am making an app in which i have to upload an image/video file to the server...i want to know what things i needed to do this..?and i also have to show the progress bar while image is uploading...how can i do this..?
can you write some code snippet on how to upload file to server...?
If you are using http to transfer files.Allseeing-i have a great api for this called ASIHTTPRequest, its feature rich, well documented, easy to use and it supports file transfer tracking.
They have code examples and a description on how to include it in your projects.
Related
I'm developing a web app for in-house use and I'm looking for a better way to display PDFs.
I've played around with Adobe's 'Work with Local File' example from GitHub, Adobe GitHub Example, and it works great using the file picker to display a PDF. Is it possible with Adobe's PDF Embed API to take a file located on a local file share and display the PDF?
I'm thinking I need to create a file promise but I'm not sure how to create that.
Unless you can make a network request to load the PDF, the answer is no. Browsers generally can't read from local files unless a user action actually picks the file. If your local share can be made accessible via HTTP, then you would be good to go.
I'm trying to create a web page using Perfect(perfect.org), Where users will browse and upload files. Can anyone tell me how can I get the progress of file upload?
perfect.org-fileUploads
Refer above link and Do as-usual concept following in HTML-JS-PHP or HTML-JS-JSP or other programming
In other words
you can receive response status in percentage from server-side and display it to client or put loder while uploading the file
Thank you
Before an official solution released from PerfectlySoft Inc. for this feature request, you could try splitting the file into small pieces and upload them one by one, then merge them back to the server - since there is no such an industrial standard to apply, all other web servers either provide different solutions or simply stay away from it.
To make it even easier to work with user content, we enable image post-processing. This way, regardless of what type of file a user uploads from the Cloud or their local device, you can be sure it's in exactly the right size. To convert an image, take the filepicker url and append /convert, along with query parameters specifying what you want to change. See the DocsĀ»
filepicker.io shows an example of a cropping tool on their front page. Could that be built into the picker itself?
We've discussed building it into the upload experience a la iOS, but think that the functionality is best done as a step after the upload. The demo on our front page is done using JCrop, and at some point we'll open-source the demo as a jquery plugin or similar.
I need to download images from a website and display them on(?) multiple UIImageView.
Maybe I'll code a php to "read" the directory and search for images, write a XML file and use it as medium. But I'm not sure if it's the best way.
Let's see the options you have to fetch images from a website:
Fetching HTML and Parsing the HTML to find the images (on the iphone). Then downloading the images.
Writing a script (maybe PHP) that writes all image links to an XML file (or JSON), and then fetch the output of your script with all the links.
If you choose option (1) you'll need NSURLConnection to fetch data asynchronously (without blocking the UI). I would also use TFHpple to parse HTML using xpath queries, see this tutorial for help. Finally to fetch the images using their URLs you can use SDWebImage, SDWebimage also provides caching so your app will not download the same image multiple times.
The bad side of using option (1) is that any change in the Website you're getting the images from will break your app and you'll need to issue an update to the app store in order to fix it.
If you choose option (2), your app will be easier to fix if the website changes, you'll just need to modify your script.
If you go with option (2) you'll probably need NSURLConnection, NSXMLParser (or a third party XML parsing library) and to download the images I would recomend SDWebImage again. I would also advise using JSON (and NSJSONSerialization) instead of XML, just beacuse I find JSON easier to parse.
Yes, it will be very good if you write some php script to get image list (list of image urls).
After getting such urls you can asynchronously download and show them in image views. Look here for such async image view implementation
There is a very cool iPhone app called Viddy where you can download filters to apply to videos.
How can they pack filters outside the app, and make them available to users via downloading?
One way would be to have an in-app purchase that's just a document that describes an image processing graph. (Think of a nodal graph representation for something like Shake or Nuke.) For example, a glow is often implemented as a blurred image mixed with the original image. You could create a document which describes that processing graph. Once you've downloaded such a document into your app, you can implement it using Core Image filters, or write your own using GLSL, or even just straight CPU processing.
It's pretty simple, they do use shaders and they're downloaded from the internet.
Download iExplorer for Mac, connect your iPhone with Viddy installed.
Check Library/effects folder in Viddy.app. You'll find afx_1_0.xml and vfx_1_0.xml files there.
Download them to your Mac, open them and you'll find filters definitions there along with URL to download them.
An example is SOHO filter. Download this file, open it and you'll see three files there: shader.fx3 where shader is defined, thumb.png for thumbnail and vignette.png file, which is used for this shader as well.
We did use same approach in unnamed application, but we did encrypt all this information along with shaders itself to avoid analysis like this one :)
Encryption, decryption example request in comment
Let's say you have .fx file with your shader (or any other file).
Open Xcode and go to Build Rules where you can define build rule for *.fx files. Set it to run your Custom script: which can look like this one:
ENC_KEY="your-encryption-key"
${PROJECT_DIR}/../Tools/bin/crypt -e -k $ENC_KEY -i ${INPUT_FILE_PATH} \
-o "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/${INPUT_FILE_BASE}.cfx"
This script produces .cfx file, which has same content as .fx file, but is encrypted.
crypt binary came from this project: download crypt Xcode project.
Download encrypted resource demo.
Copy EncryptedFileURLProtocol.* and NSURL+EncryptedFileURLProtocol.* files into your project.
In app delegate call this to register your protocol [NSURLProtocol registerClass:[EncryptedFileURLProtocol class]];
And now when you do want to open encrypted resource, you have to use protocol encrypted-file instead of file://. This task handles NSURL category from demo project and you can simply use [NSURL encryptedFileURLWithPath:#"/path/to/my/encrypted/file"].
It's pretty simple and you'll find most info you need in sample app (link above). Also you can mangle your encryption / decryption key in application, so, people have to think and the key is not easily readable. Now, when you access encrypted file via this NSURL, it's automatically decrypted for you in app. The decryption key is set in sharedKey in EncryptedFileURLProtocol.m file.
The easiest way to do this is to build the filters into the app itself, and have the in-app purchase simply unlock the ability to use them.
If you wanted to avoid the download time for all the additional images or other pieces needed, you could still include the code in the main app, and just download the extra resources needed. You can use something like Urban Airship's IAP support to host & download the IAP resources. (You might also want to look into new features of iOS 6 in this vein.)
GLSL shaders may be downloaded in source code form and then to be used for processing. It gives very flexible way to create new filters after having app published. From another hand it might be enough just to update (download) additional filter data. For example, Instagram uses same color curve technique for most filters but with different curve data, so it they want, they will be able to update their filters online.
Filter for videos also uses CIImage class like intagram application for images. See the link here:"http://www.icapps.be/face-detection-with-core-image-on-live-video/". Now filters can be download the filter (actually its In App Purchase happening).
Put the purchase/download method right beneath the case:
case SKPaymentTransactionStatePurchased:
[self ...];
so whats happening is purchase of filter for free which can be used on any video. Actually method is enabled to have filter after SKPaymentTransactionStatePurchased.