upload file to box api v2 using as3 - actionscript-3

I'm trying to upload file to box using v2. The only result i get is the error while uploading. I'm able to authenticate, get the auth token but not able to upload, I have given the code which i'm using. If i'm wrong anyway just correct me. Any help will be appreciated!!
public function upload(argFile:flash.filesystem.File):void{
argFile.addEventListener(Event.COMPLETE,
function onComplete(event:Event):void
{
trace("complete:"+event.toString());
}
);
argFile.addEventListener(IOErrorEvent.IO_ERROR,
function onIOError(event:IOErrorEvent):void
{
trace("Error:"+event.toString());
}
);
var url:String = "https://api.box.com/2.0/files/data";
// Setup the custom header
var customHeader:String = "BoxAuth api_key=" + api_key + "&auth_token=" + auth_token;
var headers:Array = [
new URLRequestHeader("Authorization", customHeader)
];
// create the url-vars
var urlVars:URLVariables = new URLVariables();
urlVars.filename1 = '#'+argFile.name;
urlVars.folder_id = "0";
// create the url-reqeust
var request:URLRequest = new URLRequest();
request.contentType = "application/octet-stream";
request.method = URLRequestMethod.POST;
// set ther url
request.url = url;
// set the header
request.requestHeaders = headers;
// set the vars
request.data = urlVars;
try {
argFile.upload(request);
} catch (e:Error)
{
trace(e.toString(), "Error (catch all)");
}
}

Related

How do I authenticate against Firebase

I'm following this guide on how to write to my database with an authenticated user. I have set the rules properly and am able to post if all the writes are true just fine. When I pass the oauthToken I get when I follow this guide I get "Invalid claim "kid" in auth header". I've seen other questions with this result but I don't think they're doing the exact same things as I am nor are they using the same language.
So how do I authenticate properly? I can get the token and everything else just fine.
Current rule set:
{
"rules": {
"location": {
"$user_id": {
".read": all,
".write": "$user_id === auth.uid"
}
}
}
}
My code:
private function submitNewData(localId:String, authToken:String):void
{
var data:Object = new Object();
data.location = "w0.0rld";
data.description = "hello";
var request:URLRequest = new URLRequest("https://" + FIREBASE_PROJECT_ID + ".firebaseio.com/location/" + uid + ".json?auth=" + authToken);
request.data = JSON.stringify(data);
request.method = URLRequestMethod.POST;
var loader:URLLoader = new URLLoader();
loader.addEventListener(Event.COMPLETE, entrySent);
loader.load(request);
}
private function entrySent(event:flash.events.Event):void
{
trace(event.currentTarget.data); //Invalid claim 'kid' in auth header
}

How to get byteArray or base64 string from RenderTexture Cocos2d-JS

I am making a game on cocos2d-JS for facebook in which there is a requirement of sharing a screenshot of the game.
I am able to take the screenshot but now I am unable to upload it in the Parse.com server because it requires base64 format or byte array. I am unable to find any solution of converting Sprite in to this format.. Here's my code so result when I do addchild its coming proper .. I have also added my commented code so that it will help to understand that I have tried lot of things but couldnt achieve the same.
shareToSocialNetworking: function () {
cc.director.setNextDeltaTimeZero(true);
var newsize = cc.director.getVisibleSize();
var renderText = new cc.RenderTexture(newsize.width,newsize.height);
renderText.begin();
cc.director.getRunningScene().visit();
renderText.end();
var result = cc.Sprite.create(renderText.getSprite().getTexture());
result.flippedY = true;
this._mainViewNode.addChild(result,6000);
//renderText.saveToFile("screenshot.jpg",cc.IMAGE_FORMAT_PNG);
//var based = renderText.getSprite().getTexture().getStringForFormat().toString();
//var data = based.getData();
var file = new Parse.File("screen.jpg", { base64: this.getBase64(result) });
//var file = new Parse.File("screen.jpg", data, "image/png");
var self = this;
file.save().then(function() {
// The file has been saved to Parse.
alert(file.url);
this.onSharePictureInfoLink(file.url());
}, function(error) {
// The file either could not be read, or could not be saved to Parse.
});
//
//var ccImage = renderText.newCCImage();
//
//var str = ccImage.getData();
},
is there any workaround that can be done
there is a private variable called _cacheCanvas, which is the instance of the offscreen canvas
you can simply do renderText._cacheCanvas.toDataURL()
Here's how you can take the screnshot from cocos2d-JS
screenshot: function (fileName) {
var tex = new cc.RenderTexture(winSize.width, winSize.height, cc.Texture2D.PIXEL_FORMAT_RGBA8888);
tex.setPosition(cc.p(winSize.width / 2, winSize.height / 2));
tex.begin();
cc.director.getRunningScene().visit();
tex.end();
var imgPath = jsb.fileUtils.getWritablePath();
if (imgPath.length == 0) {
return;
}
var result = tex.saveToFile(fileName, cc.IMAGE_FORMAT_JPEG);
if (result) {
imgPath += fileName;
cc.log("save image:" + imgPath);
return imgPath;
}
return "";
}
then make a Java call from Javascript
public static void ScreenShot()
{
Bitmap imageBitmap = BitmapFactory.decodeFile(Cocos2dxHelper.getCocos2dxWritablePath() + "/" + "screenshot.png");
String fileHolder = "SampleFolder";
File filepathData = new File("/sdcard/" + fileHolder);
//~~~Create Dir
try {
if (!filepathData.exists())
{
filepathData.mkdirs();
filepathData.createNewFile();
FileWriter fw = new FileWriter(filepathData + fileHolder);
BufferedWriter out = new BufferedWriter(fw);
String toSave = String.valueOf(0);
out.write(toSave);
out.close();
}
}
catch (IOException e1) {
}
//~~~Create Image
File file = new File("/sdcard/" + "Your filename");
try
{
file.createNewFile();
FileOutputStream ostream = new FileOutputStream(file);
imageBitmap.compress(CompressFormat.PNG, 100, ostream);
ostream.close();
}
catch (Exception e) {}
Uri phototUri = Uri.fromFile(file);
Intent shareIntent = new Intent();
shareIntent.setAction(Intent.ACTION_SEND);
shareIntent.putExtra(Intent.EXTRA_STREAM, phototUri);
//~~~Add Code Below
}
Do not forget to add permission for external storage

validate xml against xsd reading from mysql in mirth connect

Validation of the xml file against xsd from file location is working fine, but when we validate the xml against xsd from mysql location, it is not working.
this is channel
var SQLText = "";
var ResultSet = "";
var dbConn =GetCtDexConn();
function validateHL7Msg(incomingXml)
{
var validMessage = true;
var HL7xml = new XML(SerializerFactory.getSerializer('HL7V2').toXML(incomingXml));
logger.info('HL7xml '+HL7xml);
try
{
//SQLText = "select DEXPropXML from dbo.DEXUserProperties where Property = 'ClaimTrakValidationXml'";
SQLText = "select * from TestXML";
ResultSet = dbConn.executeCachedQuery(SQLText);
while (ResultSet.next()){
var clobdata = ResultSet.getClob(1);
var cloblength = clobdata.length();
var StringXML = clobdata.getSubString(1, cloblength);
var Validations = new XML(StringXML);
logger.info('Validations: '+Validations);
}
}
finally
{
dbConn.close();
}
var schemaFactory = Packages.javax.xml.validation.SchemaFactory.newInstance("http://www.w3.org/2001/XMLSchema");
var schema = schemaFactory.newSchema(Validations);
for each(mshxml in HL7xml)
{
var reader = new Packages.java.io.StringReader(mshxml);
var xmlFile = new Packages.javax.xml.transform.stream.StreamSource(reader);
// create a new validator for the schema
var validator = schema.newValidator();
try {
// validates the message
validator.validate(xmlFile);
// valid message
logger.info('valid');
} catch (err) {
// invalid message
logger.error(err.toString());
logger.info("error")
}
return validMessage;
}
}
/************Main Flow*****************/
var incomingXml = msg;
if(validateHL7Msg(incomingXml))
{
logger.info("message processed");
}
else
{
logger.info("message discarded");
}

Upload pre-selected file with actionscript

I'm creating a photoshop extension where I need to save the file people are working on and upload it to a server. So I want the extension to be able to automatically choose the current file and upload it to my server.
Problem is I don't know how to pre-select a file for people. Here's my code so far:
var app:Application = Photoshop.app;
var doc:Document = app.documents.add();
doc.selection.selectAll();
var color:RGBColor = new RGBColor();
color.red = 0;
color.green = 0;
color.blue = 255;
doc.selection.fill(color);
var saveOptions:JPEGSaveOptions = new JPEGSaveOptions();
//Add other PDF save options here.
doc.saveAs(File.applicationStorageDirectory, saveOptions);
var jsonOBJ:Object = {};
jsonOBJ.option = "iphone";
jsonOBJ.title = "c";
jsonOBJ.description = "s";
jsonOBJ.app_store_url = "iphone";
jsonOBJ.tags = "c";
jsonOBJ.temp_number = 1;
var _service:HTTPService = new HTTPService();
_service.url = "http://localhost:3000/designs";
_service.method = "POST";
_service.contentType = "application/json";
_service.resultFormat = "text";
_service.useProxy = false;
_service.makeObjectsBindable = true;
_service.addEventListener(FaultEvent.FAULT,faultRX);
_service.addEventListener(ResultEvent.RESULT,resultRX);
_service.showBusyCursor = true;
_service.send( JSON.encode( jsonOBJ ) );
function resultRX():void
{
trace(ResultEvent.RESULT);
}
function faultRX():void
{
trace(FaultEvent.FAULT);
}
var file:FileReference;
var filefilters:Array;
var req:URLRequest;
filefilters = [ new FileFilter('Images', '*.jpg') ]; // add other file filters
file.browse(filefilters);
It's a photoshop extension. I ended up using FileReference and link to the file. it worked. I dunno how to actually upload the image though. When I use file.upload(requestUrl), it sends along a wrong content type. –

Icon Field on List

I load label and icon from mysql database.
and i'd like to create a list with label and icon field.
So I try to do something like that but it doesn't work indeed each line contain label but icon is empty.
var xmllisteFamille:XMLList = XML(event.result).famille;
var xmlListCollFami = new XMLListCollection(xmllisteFamille);
for each (var item:Object in xmlListCollFami){
var vbox:VBox = new VBox;
vbox.label = item.sdfNom;
trace(vbox.label);
vbox.percentHeight=100;
vbox.percentWidth=100;
var xmlItem2:XMLList = item.commDent;
if(xmlItem2.length()>0){
/*
var listAcc:List = new List();
listAcc.percentHeight = 100;
listAcc.percentWidth =100;
listAcc.labelField = "name";
listAcc.dataProvider = xmlItem2;
vbox.addChild(listAcc);
accOnglet1.addChild(vbox); */
var urlImageRoot : urlManager = new urlManager();
var urlRootDental:String = urlImageRoot.urlDental();
trace(urlRootDental);
var list:Array = new Array();
var object:Object;
var xmlListdetail:XMLListCollection = new XMLListCollection(xmlItem2);
for each (var item2:Object in xmlListdetail)
{
object = new Object();
// -- --
object.label = item2.name;
var rootIcon:String= "http://127.0.0.1:10088/Sys/OEMySQL/Dental/"+item2.photo;
trace("rootIcon " + rootIcon);
object.icon = rootIcon;
trace("object.icon " + object.icon);
list.push(object);
}
/* var aNode:XML;
for each (aNode in xmlItem2)
{
object = new Object();
// -- --
object.label = aNode.name;
object.icon = new urlManager().urlDental()+aNode.photo;
list.push(object);
} */
var arrList:ArrayList;
arrList = new ArrayList(list);
var listAcc:List = new List();
listAcc.percentHeight = 100;
listAcc.percentWidth =100;
listAcc.labelField = "label";
listAcc.iconField="icon";
//listAcc.dataProvider = xmlItem2;
listAcc.dataProvider = arrList;
vbox.addChild(listAcc);
accOnglet1.addChild(vbox);
}
}
}
}
I hope that you can help me.
Thanks
it may be crossdomain issue
you need to know if flash player requires crossdomain.xml in this case
use charles proxy to check what exactly you are sending to server (request) and getting back from server (response)
charles proxy website
I found the solution.
I had to create an itemrenderer and add it in as3 to my list.
thanks