In my page, I'm trying to display a thumbnails of my pdf using PDF JS and it works on local, but when I upload my code in my webserver the pdf file is auto download.
In my local :
Code :
$(function() {
var filePath = "http://example.com/public/uploads/docs/Document_One_1.pdf";
function Num(num) {
var num = num;
return function () {
return num;
}
};
function renderPDF(url, canvasContainer, options) {
var options = options || {
scale: 1.1
},
func,
pdfDoc,
def = $.Deferred(),
promise = $.Deferred().resolve().promise(),
width,
height,
makeRunner = function(func, args) {
return function() {
return func.call(null, args);
};
};
function renderPage(num) {
var def = $.Deferred(),
currPageNum = new Num(num);
pdfDoc.getPage(currPageNum()).then(function(page) {
var viewport = page.getViewport(options.scale);
var canvas = document.createElement("canvas");
canvas.setAttribute("id","pdfCanvas"+num);
canvas.setAttribute("onclick","popCanvas('{{url('/dashboard/showcanvas')}}','"+document.getElementById('pdfPath').innerHTML+"','"+num+"');");
var ctx = canvas.getContext('2d');
var renderContext = {
canvasContext: ctx,
viewport: viewport
};
if(currPageNum() === 1) {
height = viewport.height;
width = viewport.width;
}
canvas.height = height;
canvas.width = width;
canvasContainer.appendChild(canvas);
page.render(renderContext).then(function() {
def.resolve();
});
})
return def.promise();
}
function renderPages(data) {
pdfDoc = data;
var pagesCount = pdfDoc.numPages;
for (var i = 1; i <= pagesCount; i++) {
func = renderPage;
promise = promise.then(makeRunner(func, i));
}
}
PDFJS.disableWorker = true;
PDFJS.getDocument(url).then(renderPages);
};
var body = document.getElementById("bodyofpdf");
renderPDF(filePath, body);
});
When I change the filepath url, for example: "https://www.tutorialspoint.com/bootstrap/bootstrap_tutorial.pdf", it works.
Can somebody help me ??
Sorry for my poor english.
If you are using Laravel you can control the behaviour of the routes, including the one to a .pdf. For local files, browsers have a different behaviour by default than for no local files.
I have used a lot PDF.js and I don't know why do you link the user directly to the file, you could create like a view page where it gets a parameter like the id or the name of the book and then you load it with pdf.js. If you use an url with a file extension you will probably confuse the browser.
yourpage.com/books/view/{id_book}
Related
I would like to implement scrollbar marker into ckeditor and i can't seem to find the right way to do it i have triyed this code
var win = new CKEDITOR.dom.window( window );
var pos = win.getScrollPosition();
console.log(pos);
but it only return the google chrome scrollbar x=0 & Y=0
var win = new CKEDITOR.dom.window( domWindow );
var pos = win.getScrollPosition();
console.log(pos);
and this give me an error domWindow is not defined
i found this example it may help: https://codepen.io/Rplus/pen/mEjWJm
(() => {
var containerQS = '.article';
var container = document.querySelector(containerQS);
var form = document.querySelector('.form');
var input = form.querySelector('input[type="text"]');
var markClass = 'mark';
var markerHeight = '2px';
var _color = 'currentColor';
var containerY = container.offsetTop;
var containerH = container.scrollHeight;
var customStyle = document.createElement('style');
container.appendChild(customStyle);
var renderScrollMarker = ($parent, posArr) => {
var _posArr = posArr.map(i => {
return `transparent ${i}, ${_color} ${i}, ${_color} calc(${i} +
${markerHeight}), transparent calc(${i} + ${markerHeight})`;
});
customStyle.innerHTML = `article::-webkit-scrollbar-track {
background-image: linear-gradient(${_posArr.join()});
}`;
};
var calcEleRelativePos = ($ele) => {
return ($ele.offsetTop - containerY) / containerH;
};
var markOpt = {
className: markClass,
done: function () {
var marks = document.querySelectorAll(`.${markClass}`);
var allY = [].map.call(marks, (mark) => {
return (calcEleRelativePos(mark) * 100).toFixed(2) + '%';
});
renderScrollMarker(container, allY);
console.log(allY);
}
};
var instance = new Mark(container);
form.addEventListener('submit', (e) => {
e.preventDefault();
var _text = input.value.trim();
console.log(_text, form.oldText);
if (_text === '') {
instance.unmark(markOpt);
return;
}
form.oldText = _text;
instance.unmark().mark(_text, markOpt);
});
// trigger
form.querySelector('input[type="submit"]').click();
})();
but as ckeditor secures a lot of element, i would love to know if any one has done this before with CKeditor
i just got the real editor scrollbar position, i only need to put a marker using style or any availble methode
var win=CKEDITOR.instances.editor1.document.getWindow();
var pos = win.getScrollPosition().y;
console.log(pos);
this worked for me :
var jqDocument = $(editor.document.$);
var documentHeight = jqDocument.height();
var scrollTo =jqDocument.scrollTop();
var docHeight = jqDocument.height();
var scrollPercent = (scroll)/(docHeight);
var scrollPercentRounded = Math.round(scrollPercent*100);
$(".ui-slider-handle").css("bottom", 100-scrollPercentRounded+"%");
I need to upload attached resized images into a couchdb doc. Right now I'm not resizing images, only uploading them by using the following code:
function attachFile(event) {
event.preventDefault();
var form_data = {};
$("form.attach-file :file").each(function() {
form_data[this.name] = this.value;
});
if (!form_data._attachments || form_data._attachments.length == 0) {
alert("Please select a file to upload.");
return;
}
var id = $("#ant-show").data("doc")._id;
$(this).ajaxSubmit({
url: "db/" + $.couch.encodeDocId(id),
success: function(resp) {
$('#modal-attach').modal("hide");
helios_link(id);
}
});
}
The code I'm using to rezise images, but that doesn't work to upload them, is the following:
function attachFile(event) {
function isImage (str) {
return str.match(/(^data:image\/.*,)|(\.(jp(e|g|eg)|gif|png|bmp|webp|svg)((\?|#).*)?$)/i);
}
function resizeAndUpload(file, callback, progress)
{
var reader = new FileReader();
reader.onloadend = function() {
var tempImg = new Image();
tempImg.onload = function() {
var MAX_WIDTH = 500;
var MAX_HEIGHT = 500;
var tempW = tempImg.width;
var tempH = tempImg.height;
if (tempW > tempH) {
if (tempW > MAX_WIDTH) {
tempH *= MAX_WIDTH / tempW;
tempW = MAX_WIDTH;
}
} else {
if (tempH > MAX_HEIGHT) {
tempW *= MAX_HEIGHT / tempH;
tempH = MAX_HEIGHT;
}
}
var resizedCanvas = document.createElement('canvas');
resizedCanvas.width = tempW;
resizedCanvas.height = tempH;
var ctx = resizedCanvas.getContext("2d");
ctx.drawImage(this, 0, 0, tempW, tempH);
var dataURL = resizedCanvas.toDataURL("image/jpeg");
var file = dataURLtoBlob(dataURL);
var fd = $("#upload");
fd.append("_attachments", file);
var id = $("#ant-show").data("doc")._id;
console.log(fd);
fd.ajaxSubmit({
url: "db/" + $.couch.encodeDocId(id),
success: function(resp) {
$('#modal-attach').modal("hide");
helios_link(id);
}
});
};
tempImg.src = reader.result;
}
reader.readAsDataURL(file);
}
function dataURLtoBlob(dataURL) {
// Decodifica dataURL
var binary = atob(dataURL.split(',')[1]);
// Se transfiere a un array de 8-bit unsigned
var array = [];
var length = binary.length;
for(var i = 0; i < length; i++) {
array.push(binary.charCodeAt(i));
}
// Retorna el objeto Blob
return new Blob([new Uint8Array(array)], {type: 'image/jpeg'});
}
function uploaded(response) {
// Código siguiente a la subida
}
function progressBar(percent) {
// Código durante la subida
}
event.preventDefault();
console.clear();
var files = document.getElementById('_attachments').files;
console.log(files);
resizeAndUpload(files[0], uploaded, progressBar);
}
Do anybody know how can I improve my code to make it work? I would like to have in fact two different solutions, one that helps me to improve my code and the second one, to get instructions on how to upload a URL BLOB as attachments into a couchdb document.
anyone got an idea how to embed a webgl animation into powerpoint. any tools that can be used on server side to capture an animated gif?
I did not make it work to embed webgl html directly in a powerpoint.
You can create images of webgl by calling toDataURL() as in
var canvas = document.createElement("canvas");
var gl = canvas.getContext("experimental-webgl");
function render() {
gl.clearColor(Math.random(), Math.random(), Math.random(), 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// takes a 'screenshot' of the canvas.
var image = canvas.toDataURL();
requestAnimationFrame(render);
}
render();
To make an animation you could send each of those screenshots to a server
...
var image = canvas.toDataURL();
var req = new XMLHTTPRequest();
req.open("POST", "http://localhost:8080", true);
var data = {
cmd: 'screenshot',
dataURL: image,
};
req.setRequestHeader("Content-type", "application/json");
req.send(JSON.stringify(data));
Here's a node.js server that will save the screenshots as .png files. You could then load them into some program to turn them into a gif.
var port = 8080
var screenshotCount = 0;
var http = require('http'),
url = require('url'),
fs = require('fs'),
util = require('util'),
path = require('path'),
querystring = require('querystring');
function postHandler(request, callback) {
var query_ = { };
var content_ = '';
request.addListener('data', function(chunk) {
content_ += chunk;
});
request.addListener('end', function() {
query_ = JSON.parse(content_);
callback(query_);
});
}
function sendJSONResponse(res, object) {
res.writeHead(200, {'Content-Type': 'application/json'});
res.write(JSON.stringify(object), 'utf8');
res.end();
}
function startsWith(str, start) {
return (str.length >= start.length &&
str.substr(0, start.length) == start);
}
function saveScreenshotFromDataURL(dataURL) {
var EXPECTED_HEADER = "data:image/png;base64,";
if (startsWith(dataURL, EXPECTED_HEADER)) {
var filename = "screenshot-" + (screenshotCount++) + ".png";
fs.writeFile(
filename,
dataURL.substr(
EXPECTED_HEADER.length,
dataURL.length - EXPECTED_HEADER.length),
'base64');
util.print("Saved Screenshot: " + filename + "\n");
}
}
server = http.createServer(function(req, res) {
// your normal server code
if (req.method == "POST") {
postHandler(req, function(query) {
switch (query.cmd) {
case 'screenshot':
saveScreenshotFromDataURL(query.dataURL);
sendJSONResponse(res, { ok: true });
break;
default:
util.print("err: unknown post: " + query + "\n");
break;
}
});
}
}),
server.listen(port);
Note that server only saves screenshots, it doesn't serve files (for brevity). So you'll need to either add that functionality or serve the files from another server.
I am getting this one error when I use the Mozilla validator:
This is the JS file:
const STATE_START = Components.interfaces.nsIWebProgressListener.STATE_START;
const STATE_STOP = Components.interfaces.nsIWebProgressListener.STATE_STOP;
// Version changes:
// It used to get the lists from a PHP file, but that was putting too much of a strain on the servers
// now it uses xml files.
// Randomizes the servers to load balance
// Mozilla editor suggested no synchronous file gets, so changed it to asynchronous
// Added one more server to help with the updates (Ilovemafiaafire.net)
// Edited some redirect code that some idiots were spreading FUD about.
var xmlDoc = null;
var quickFilter_100_count_redirect_url='http://www.mafiaafire.com/help_us.php';
var countXmlUrl = 0;
//var xmlUrl = 'http://elxotica.com/xml-update/xml-list.php';
var xmlUrl = new Array(4);
xmlUrl[0] = 'http://mafiaafire.com/xml-update/mf_xml_list.xml';
xmlUrl[1] = 'http://ifucksexygirls.com/xml-update/mf_xml_list.xml';
xmlUrl[2] = 'http://ezee.se/xml-update/mf_xml_list.xml';
xmlUrl[3] = 'http://ilovemafiaafire.net/mf_xml_list.xml';
xmlUrl.sort(function() {return 0.5 - Math.random()})
var realXmlUrl = xmlUrl[countXmlUrl];
var notificationUrl = 'http://mafiaafire.com/xml-update/click_here_for_details.php';
var root_node = null;
var second_node = null;
var timervar = null;
var mafiaafireFilterUrl = '';
//Calling the interface for preferences
var prefManager = Components.classes["#mozilla.org/preferences-service;1"].getService(Components.interfaces.nsIPrefBranch);
var quickfilter_mafiaafire =
{
// get the domain name from the current url
get_domain_name:function()
{
var urlbar = window.content.location.href;
domain_name_parts = urlbar.match(/:\/\/(.[^/]+)/)[1].split('.');
if(domain_name_parts.length >= 3){
domain_name_parts[0] = '';
}
var dn = domain_name_parts.join('.');
if(dn.indexOf('.') == 0)
return dn.substr(1);
else
return dn;
},
// send ajax request to server for loading the xml
request_xml:function ()
{
//alert(countXmlUrl);
http_request = false;
http_request = new XMLHttpRequest();
if (http_request.overrideMimeType) {
http_request.overrideMimeType('text/xml');
}
if (!http_request)
{
return false;
}
http_request.onreadystatechange = this.response_xml;
http_request.open('GET', realXmlUrl, true);
http_request.send(null);
xmlDoc = http_request.responseXML;
},
// receive the ajax response
response_xml:function ()
{
if (http_request.readyState == 4)
{
if(http_request.status == 404 && countXmlUrl<=3)
{
countXmlUrl++;
//alert(xmlUrl[countXmlUrl]);
realXmlUrl = xmlUrl[countXmlUrl];
quickfilter_mafiaafire.request_xml();
}
if (http_request.status == 200)
{
xmlDoc = http_request.responseXML;
}
}
},
filterUrl:function()
{
var urlBar = window.content.location.href;
//check if url bar is blank or empty
if (urlBar == 'about:blank' || urlBar == '' || urlBar.indexOf('http')<0)
return false;
//1. get domain
processing_domain = this.get_domain_name();
//alert(processing_domain);
//Couldn't fetch the XML config, so returning gracefully
if(xmlDoc == null)
return false;
try
{
root_node = '';
// Parsing the xml
root_node = xmlDoc.getElementsByTagName('filter');
for(i=0;i<=root_node.length;i++)
{
second_node = '';
second_node = root_node[i];
if(second_node.getElementsByTagName('realdomain')[0].firstChild.nodeValue == processing_domain)
{
this.notificationBox();
mafiaafireFilterUrl = '';
mafiaafireFilterUrl = second_node.getElementsByTagName('filterdomain')[0].firstChild.nodeValue;
timervar = setTimeout("quickfilter_mafiaafire.redirectToAnotherUrl()",1500);
//window.content.location.href = second_node.getElementsByTagName('filterdomain')[0].firstChild.nodeValue;
//this.redirectToAnotherUrl(this.filterUrl);
//timervar = setInterval("quickfilter_mafiaafire.redirectToAnotherUrl(quickfilter_mafiaafire.filterUrl)",1000);
}
}
}
catch(e){
//alert(e.toString());
}
},
// This function is called for showing the notification
notificationBox:function()
{
try{
// Firefox default notification interface
var notificationBox = gBrowser.getNotificationBox();
notificationBox.removeAllNotifications(false);
notificationBox.appendNotification('You are being redirected', "", "chrome://quickfilter/content/filter.png", notificationBox.PRIORITY_INFO_HIGH, [{
accessKey: '',
label: ' click here for details',
callback: function() {
// Showing the notification Bar
window.content.location.href = notificationUrl;
}
}]);
}catch(e){}
},
redirectToAnotherUrl:function()
{
var qucikFilterRedirectCount = '';
//Read the value from preferrences
qucikFilterRedirectCount = prefManager.getCharPref("extensions.quickfilter_redirect_count");
//alert(qucikFilterRedirectCount);
if(qucikFilterRedirectCount % 15 == 0)
{
// Disable for now, can comment this entire section but this is the easier fix incase we decide to enable it later
//window.content.location.href = quickFilter_100_count_redirect_url+"?d="+mafiaafireFilterUrl;
window.content.location.href = mafiaafireFilterUrl;
}
else
{
window.content.location.href = mafiaafireFilterUrl;
}
qucikFilterRedirectCount = parseInt(qucikFilterRedirectCount)+1;
prefManager.setCharPref("extensions.quickfilter_redirect_count",qucikFilterRedirectCount);
}
}
var quickfilter_urlBarListener = {
QueryInterface: function(aIID)
{
if (aIID.equals(Components.interfaces.nsIWebProgressListener) ||
aIID.equals(Components.interfaces.nsISupportsWeakReference) ||
aIID.equals(Components.interfaces.nsISupports))
return this;
throw Components.results.NS_NOINTERFACE;
},
//Called when the location of the window being watched changes
onLocationChange: function(aProgress, aRequest, aURI)
{
// This fires when the location bar changes; that is load event is confirmed
// or when the user switches tabs. If you use myListener for more than one tab/window,
// use aProgress.DOMWindow to obtain the tab/window which triggered the change.
quickfilter_mafiaafire.filterUrl();
},
//Notification indicating the state has changed for one of the requests associated with aWebProgress.
onStateChange: function(aProgress, aRequest, aFlag, aStatus)
{
if(aFlag & STATE_START)
{
// This fires when the load event is initiated
}
if(aFlag & STATE_STOP)
{
// This fires when the load finishes
}
},
//Notification that the progress has changed for one of the requests associated with aWebProgress
onProgressChange: function() {},
//Notification that the status of a request has changed. The status message is intended to be displayed to the user.
onStatusChange: function() {},
//Notification called for security progress
onSecurityChange: function() {},
onLinkIconAvailable: function() {}
};
var quickfilter_extension = {
init: function()
{
//Initiating the progressListerner
gBrowser.addProgressListener(quickfilter_urlBarListener, Components.interfaces.nsIWebProgress.NOTIFY_STATE_DOCUMENT);
//Load the block list xml form server
quickfilter_mafiaafire.request_xml();
},
uninit: function()
{
// Remove the progressListerner
gBrowser.removeProgressListener(quickfilter_urlBarListener);
}
};
// window.addEventListener("load", function () { TheGreatTest1.onFirefoxLoad(); }, false);
// this function is Called on window Onload event
window.addEventListener("load", function(e) {
quickfilter_extension.init();
}, false);
window.addEventListener("unload", function(e) {
quickfilter_extension.uninit();
}, false);
Can you tell me how to squash that error please?
It looks like the offending line is setTimeout("quickfilter_mafiaafire.redirectToAnotherUrl()",1500);
The setTimeout function can take a string (which then essentially gets eval'd) or a function (which gets called). Using a string is not recommended, for all the same reasons that using eval is not recommended. See https://developer.mozilla.org/en/DOM/window.setTimeout
In this case, the simplest fix would be to change it to setTimeout(function() { quickfilter_mafiaafire.redirectToAnotherUrl(); },1500);
How can i open an image in a Canvas ? which is encoded
I am using the
var strDataURI = oCanvas.toDataURL();
The output is the encoded base 64 image. How can i draw this image on a canvas?
I want to use the strDataURI and create the Image ? Is it poosible ?
If its not then what possibly can be the solution for loading the image on a canvas ?
Given a data URL, you can create an image (either on the page or purely in JS) by setting the src of the image to your data URL. For example:
var img = new Image;
img.src = strDataURI;
The drawImage() method of HTML5 Canvas Context lets you copy all or a portion of an image (or canvas, or video) onto a canvas.
You might use it like so:
var myCanvas = document.getElementById('my_canvas_id');
var ctx = myCanvas.getContext('2d');
var img = new Image;
img.onload = function(){
ctx.drawImage(img,0,0); // Or at whatever offset you like
};
img.src = strDataURI;
Edit: I previously suggested in this space that it might not be necessary to use the onload handler when a data URI is involved. Based on experimental tests from this question, it is not safe to do so. The above sequence—create the image, set the onload to use the new image, and then set the src—is necessary for some browsers to surely use the results.
function drawDataURIOnCanvas(strDataURI, canvas) {
"use strict";
var img = new window.Image();
img.addEventListener("load", function () {
canvas.getContext("2d").drawImage(img, 0, 0);
});
img.setAttribute("src", strDataURI);
}
In case you don't like the onload callback approach, you can "promisify" it like so:
let url = "data:image/gif;base64,R0lGODl...";
let img = new Image();
await new Promise(r => img.onload=r, img.src=url);
// now do something with img
Perhaps this fiddle would help ThumbGen - jsFiddle It uses File API and Canvas to dynamically generate thumbnails of images.
(function (doc) {
var oError = null;
var oFileIn = doc.getElementById('fileIn');
var oFileReader = new FileReader();
var oImage = new Image();
oFileIn.addEventListener('change', function () {
var oFile = this.files[0];
var oLogInfo = doc.getElementById('logInfo');
var rFltr = /^(?:image\/bmp|image\/cis\-cod|image\/gif|image\/ief|image\/jpeg|image\/jpeg|image\/jpeg|image\/pipeg|image\/png|image\/svg\+xml|image\/tiff|image\/x\-cmu\-raster|image\/x\-cmx|image\/x\-icon|image\/x\-portable\-anymap|image\/x\-portable\-bitmap|image\/x\-portable\-graymap|image\/x\-portable\-pixmap|image\/x\-rgb|image\/x\-xbitmap|image\/x\-xpixmap|image\/x\-xwindowdump)$/i
try {
if (rFltr.test(oFile.type)) {
oFileReader.readAsDataURL(oFile);
oLogInfo.setAttribute('class', 'message info');
throw 'Preview for ' + oFile.name;
} else {
oLogInfo.setAttribute('class', 'message error');
throw oFile.name + ' is not a valid image';
}
} catch (err) {
if (oError) {
oLogInfo.removeChild(oError);
oError = null;
$('#logInfo').fadeOut();
$('#imgThumb').fadeOut();
}
oError = doc.createTextNode(err);
oLogInfo.appendChild(oError);
$('#logInfo').fadeIn();
}
}, false);
oFileReader.addEventListener('load', function (e) {
oImage.src = e.target.result;
}, false);
oImage.addEventListener('load', function () {
if (oCanvas) {
oCanvas = null;
oContext = null;
$('#imgThumb').fadeOut();
}
var oCanvas = doc.getElementById('imgThumb');
var oContext = oCanvas.getContext('2d');
var nWidth = (this.width > 500) ? this.width / 4 : this.width;
var nHeight = (this.height > 500) ? this.height / 4 : this.height;
oCanvas.setAttribute('width', nWidth);
oCanvas.setAttribute('height', nHeight);
oContext.drawImage(this, 0, 0, nWidth, nHeight);
$('#imgThumb').fadeIn();
}, false);
})(document);
Mixing the answers I do.
function drawDataURIOnCanvas(strDataURI, canvas) {
var img = new window.Image();
img.addEventListener("load", function () {
canvas.getContext("2d").clearRect(0, 0, canvas.width, canvas.height);
canvas.width = img.width;
canvas.height = img.height;
canvas.getContext("2d").drawImage(img, 0, 0, img.width, img.height);
});
img.setAttribute("src", strDataURI);
}
You might wanna clear the old Image before setting a new Image.
You also need to update the Canvas size for a new Image.
This is how I am doing in my project:
// on image load update Canvas Image
this.image.onload = () => {
// Clear Old Image and Reset Bounds
canvasContext.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.canvas.height = this.image.height;
this.canvas.width = this.image.width;
// Redraw Image
canvasContext.drawImage(
this.image,
0,
0,
this.image.width,
this.image.height
);
};
in javascript , using jquery for canvas id selection :
var Canvas2 = $("#canvas2")[0];
var Context2 = Canvas2.getContext("2d");
var image = new Image();
image.src = "images/eye.jpg";
Context2.drawImage(image, 0, 0);
html5:
<canvas id="canvas2"></canvas>