Selenium - How to debug code in driver.ExecuteScript String - html

In my vb.net Project with Selenium, I have a set of JS statements to convert html to canvas to image and then download to file. The code so far is as follows:-
driver.ExecuteScript("
var url = '" + str + "';
var pages = [],
heights = [],
width = 0,
height = 0,
currentPage = 1;
var scale = 1.5;
PDFJS.disableWorker = true; // due to CORS
PDFJS.getDocument(url).then(function(pdf) {
pdf.getPage(currentPage).then(function(page) {
console.log('Printing ' + currentPage);
var viewport = page.getViewport({
scale: scale,
});
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d');
var renderContext = {
canvasContext: ctx,
viewport: viewport
};
canvas.height = viewport.height;
canvas.width = viewport.width;
page.render(renderContext).then(function() {
pages.push(ctx.getImageData(0, 0, canvas.width, canvas.height));
heights.push(height);
height += canvas.height;
if (width < canvas.width) width = canvas.width;
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d');
canvas.width = width;
canvas.height = height;
for (var i = 0; i < pages.length; i++)
ctx.putImageData(pages[i], 0, heights[i]);
document.body.appendChild(canvas);
var element = document.createElement('a');
element.setAttribute('href', document.getElementById('rakCanvas').toDataURL('image/png'));
element.setAttribute('download', '" + fileName + "');
console.log('Raky ========>' + url);
element.style.display = 'block';
document.body.appendChild(element);
element.click();
//document.body.removeChild(element);
return 'Done Rak';
});
});
});
Using jsfiddle, I found the JS code to be without any syntax errors. There are no errors during compiling and execution. And there is no file downloaded. To figure out the problem, I am looking for a way to monitor execution of each statement of above js code.
Alternatively, if there is a code chuck that could help in just converting the HTML canvas to Image to be downloaded as a file.

Related

Make an AnalyserNode react to an HTMLAudioElement

I'm trying to get a spectroscope (sine wave) to show while an audio file is playing. The audio file plays fine but the graph only shows a flat line:
function play() {
var audio = document.querySelector('audio');
audio.load();
audio.play();
var context = new (window.AudioContext || window.webkitAudioContext)();
var source = context.createMediaElementSource(audio);
var analyser = context.createAnalyser();
analyser.minDecibels = -90;
analyser.maxDecibels = -10;
analyser.smoothingTimeConstant = 0.85;
source.connect(context.destination);
var canvas = document.querySelector('canvas');
var canvasCtx = canvas.getContext('2d');
var drawVisual;
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
analyser.fftSize = 2048;
var bufferLength = analyser.fftSize;
var dataArray = new Uint8Array(bufferLength);
canvasCtx.clearRect(0, 0, WIDTH, HEIGHT);
var draw = function() {
drawVisual = requestAnimationFrame(draw);
analyser.getByteTimeDomainData(dataArray);
canvasCtx.fillStyle = 'rgb(255, 255, 255)';
canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);
canvasCtx.lineWidth = 2;
canvasCtx.strokeStyle = 'rgb(255, 0, 255)';
canvasCtx.beginPath();
var sliceWidth = WIDTH / bufferLength;
var x = 0;
for(var i = 0; i < bufferLength; i++) {
var v = dataArray[i] / 128.0;
var y = v * HEIGHT / 2;
if(i === 0) {
canvasCtx.moveTo(x, y);
} else {
canvasCtx.lineTo(x, y);
}
x += sliceWidth;
}
canvasCtx.lineTo(canvas.width, canvas.height / 2);
canvasCtx.stroke();
};
draw();
}
<audio loop src="data:audio/ogg;base64,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"></audio>
<br>
<canvas width="640" height="100"></canvas>
<br>
<button onclick="play()">Play</button>
Note the audio source is hardcoded here to avoid CORS issues; normally audio.source would be set on line 3 immediately after the audio var is initialized, e.g.
var audio = document.querySelector('audio');
audio.src = 'https://www.example.com/foo.mp3';
The AnalyserNode is not connected yet. It needs to get the signal as an input which you want to analyze.
You can achieve that by changing the following line ...
source.connect(context.destination);
... into ...
source.connect(analyser).connect(context.destination);

image using cordova plugin looks horrible on canvas

i am using cordova for my ios app which captures the image
the code looks
navigator.camera.getPicture(onSuccessCamera, onFailureCamera, {
quality: 25,
destinationType: navigator.camera.DestinationType.DATA_URL,
correctOrientation: true,
allowEdit:false
});
function onSuccessCamera(imageURI) {
var imgData = "data:image/jpeg;base64," + imageURI;
uploadFile(imgData);
}
function uploadFile(file){
var c=document.getElementById("picture");
c.width = window.innerWidth-50;//offset to prevent image flowing out of frame
// window.alert(window.innerWidth+":"+ window.innerHeight);414:736
c.height = "330";//window.innerHeight;//this.height;
var ctx=c.getContext("2d");
var showImg = new Image();
showImg.onload = function(){
var ratio = 1;
if (this.height > c.height) {
ratio = c.height/this.height;
}
else if (this.width>c.width) {
ratio = c.width/this.width;
}
ctx.drawImage(this,0,0, this.width*ratio, this.height*ratio);
// window.alert(c.width + ':' + c.height);
};
showImg.src = file;
}
i dont know why the image looks so horrible
It's because of the retina screen.
Make the height and width of the canvas to be the double, but then style it to be half pixels
c.width = (window.innerWidth-50)*2;//offset to prevent image flowing out of frame
c.height = 330*2;//window.innerHeight;//this.height;
c.style.width = (c.width/2)+"px";
c.style.height = (c.height/2)+"px";
Also, you can consider using a higher value on quality camera option.

canvas.toDataURL("image/png") returns blank data

I am trying to convert canvas to dataURL by calling canvas.dataURL() method. It is working proper for some images with size 938x657 but when I try same function with large image size(for eg. 3750x2625, 7500x5250, etc) it returns "data:,"
Code:
var img = new Image();
img.src = app.getThemeLocalStorage("imgPath");
img.onload = function()
{
alert("width:"+img.width+" height:"+img.height);
$("#DummyCanvas").attr("width", img.width + "px");
$("#DummyCanvas").attr("height", img.height + "px");
var dummyCAN = document.getElementById("DummyCanvas");
var ctx = dummyCAN.getContext("2d");
ctx.drawImage(img, 0, 0);
var data = dummyCAN.toDataURL("image/png");
alert(data); //Alerts data url for image size 938x657 but blanks for 3750x2625
}
Any suggestion/solution?

node.js canvas Image as a 'background'

it possible to 'fillpattern in images' using node.js npm canvas ?
I tried following way.but i got the error
return new CanvasPattern(image);
^
Error: Image given has not completed loading.
exports.convertImg = function(story){
var Canvas = require('canvas')
, canvas = new Canvas(200,200)
, ctx = canvas.getContext('2d'),textDimensions, img = new Canvas.Image;
var textWidth = ctx.measureText(story).width;
img.src = "/images/fillimage.png";
var buffer = new Buffer(story, "base64"),length=buffer.length;
var pat=ctx.createPattern(img,"repeat");
ctx.fillStyle = pat;
ctx.font = "20px verdana";
var x= (canvas.width -200) / 2;
var y= 60;
wrapText(ctx,story,x,y,200,200);
var imges = canvas.toDataURL();
var data = imges.replace(/^data:image\/\w+;base64,/, "");
var buf = new Buffer(data, 'base64');
var length=buf.length;
return images;
}
how can i fill background images in canvas fillpattern. plz help me.
Thanks.

Checking width of string in html canvas

Hello all I've tried relentlessly to write a script that will check the width of a string and if it is greater than a certain amount, lower the font size and draw it again. Except this is not working. Once I initially draw the text, it never updates to the correct font size. It just stays what it was originally and never gets any smaller throwing the script into an endless loop. Here is my code:
var nFontSize = 25;
var draw_name = function(text) {
var c=document.getElementById("badgeCanvas");
var ctx=c.getContext("2d");
ctx.font="nFontSize OpenSansBold";
ctx.fillStyle = "#000000";
ctx.fillText(text,80,25);
var metrics = ctx.measureText(text);
var width = metrics.width;
while (width > 200) {
nFontSize--;
ctx.font="nFontSize OpenSansBold";
ctx.fillText(text,80,25);
metrics = ctx.measureText(text);
width = metrics.width;
}
ctx.font="nFontSize OpenSansBold";
ctx.fillStyle = "#000000";
ctx.fillText(text,80,25);
"nFontSize OpenSansBold" is not a valid font. Try
ctx.font= nFontSize + "px OpenSansBold";
Also, you don't have to render it to measure the text so remove the ctx.fillText(text,80,25); before your while loop and inside your while loop. Otherwise, it will look ugly.
var nFontSize = 25;
var draw_name = function(text) {
var c=document.getElementById("badgeCanvas");
var ctx=c.getContext("2d");
ctx.font= nFontSize + "px OpenSansBold";
ctx.fillStyle = "#000000";
var metrics = ctx.measureText(text);
var width = metrics.width;
while (width > 200) {
nFontSize--;
ctx.font= nFontSize + "px OpenSansBold";
metrics = ctx.measureText(text);
width = metrics.width;
}
ctx.font= nFontSize + "px OpenSansBold";
ctx.fillStyle = "#000000";
ctx.fillText(text,80,25);