Django-CMS FilerImageField: Validator function - django-cms

I'm trying to write a validator for a Django-CMS FilerImageField. The following validator function is used for a default ImageField. When I copy it to the new Model, it will crash with the message 'int' object has no attribute 'file'. Obviously a different type of value is being passed to the validator function. I can't seem to find information on what kind of data is being passed to the validator. How do I correctly reference the file so I can get_image_dimensions()?
def validate(fieldfile_obj):
width, height = get_image_dimensions(fieldfile_obj.file) #crash
if width > 1000:
raise ValidationError("This is wrong!")

Ok I found it. fieldfile_obj in this case contains the primary key of a Image record. The solution was to get an instance of filer.models.Image and pass this instance's file property to the validator function:
from filer.models import Image
# ... code ...
def validate(fieldfile_obj):
image = Image.objects.get(pk=fieldfile_obj)
width, height = get_image_dimensions(image.file)
if width > 1000:
raise ValidationError("This is wrong!")

Related

How to set file size limit in Flask-WTF's FileField?

How can I set FileSizeLimit validation for flask_wtf.file.FileField?
We need to add a custom validator like this:
from wtforms.validators import ValidationError
def FileSizeLimit(max_size_in_mb):
max_bytes = max_size_in_mb*1024*1024
def file_length_check(form, field):
if len(field.data.read()) > max_bytes:
raise ValidationError(f"File size must be less than {max_size_in_mb}MB")
field.data.seek(0)
return file_length_check
Then pass the validator to the file uploader field like this:
uploaded_file = FileField('Upload your file', [FileRequired(), FileSizeLimit(max_size_in_mb=2)])
Credits:
Thanks to #yomajo for pointing out how to reset the filestream pointer after measuring the filesize.
The above answer works to validate, but will fail when actually saving the file, due to exhausted file stream in size validation at len(field.data.read())
To save someone's hours, what I actually ended up with:
def FileSizeLimit(max_size_in_mb):
max_bytes = max_size_in_mb*1024*1024
def file_length_check(form, field):
if len(field.data.read()) > max_bytes:
raise ValidationError(
f'File size is too large. Max allowed: {max_size_in_mb} MB')
field.data.seek(0)
return file_length_check
The easiest method is to use app.config['MAX_CONTENT_LENGTH']
app.config['MAX_CONTENT_LENGTH'] = limit_in_mb * 1024 * 1024

DM Script to import a 2D image in text (CSV) format

Using the built-in "Import Data..." functionality we can import a properly formatted text file (like CSV and/or tab-delimited) as an image. It is rather straight forward to write a script to do so. However, my scripting approach is not efficient - which requires me to loop through each raw (use the "StreamReadTextLine" function) so it takes a while to get a 512x512 image imported.
Is there a better way or an "undocumented" script function that I can tap in?
DigitalMicrograph offers an import functionality via the File/Import Data... menu entry, which will give you this dialog:
The functionality evoked by this dialog can also be accessed by script commands, with the command
BasicImage ImageImportTextData( String img_name, ScriptObject stream, Number data_type_enum, ScriptObject img_size, Boolean lines_are_rows, Boolean size_by_counting )
As with the dialog, one has to pre-specify a few things.
The data type of the image.
This is a number. You can find out which number belongs to which image data type by, f.e., creating an image outputting its data type:
image img := Realimage( "", 4, 100 )
Result("\n" + img.ImageGetDataType() )
The file stream object
This object describes where the data is stored. The F1 help-documention explains how one creates a file-stream from an existing file, but essentially you need to specify a path to the file, then open the file for reading (which gives you a handle), and then using the fileHandle to create the stream object.
string path = "C:\\test.txt"
number fRef = OpenFileForReading( path )
object fStream = NewStreamFromFileReference( fRef, 1 )
The image size object
This is a specific script object you need to allocate. It wraps image size information. In case of auto-detecting the size from the text, you don't need to specify the actual size, but you still need the object.
object imgSizeObj = Alloc("ImageData_ImageDataSize")
imgSizeObj.SetNumDimensions(2) // Not needed for counting!
imgSizeObj.SetDimensionSize(0,10) // Not used for counting
imgSizeObj.SetDimensionSize(1,10) // Not used for counting
Boolean checks
Like with the checkboxes in the UI, you spefic two conditions:
Lines are Rows
Get Size By Counting
Note, that the "counting" flag is only used if "Lines are Rows" is also true. Same as with the dialog.
The following script improrts a text file with couting:
image ImportTextByCounting( string path, number DataType )
{
number fRef = OpenFileForReading( path )
object fStream = NewStreamFromFileReference( fRef, 1 )
number bLinesAreRows = 1
number bSizeByCount = 1
bSizeByCount *= bLinesAreRows // Only valid together!
object imgSizeObj = Alloc("ImageData_ImageDataSize")
image img := ImageImportTextData( "Imag Name ", fStream, DataType, imgSizeObj, bLinesAreRows, bSizeByCount )
return img
}
string path = "C:\\test.txt"
number kREAL4_DATA = 2
image img := ImportTextByCounting( path, kREAL4_DATA )
img.ShowImage()

Plone Dexterity forms- Is it possible to set the default of a field equal to a value returned from a function in Add form?

I have a dexterity content type and I have been following along with the schema-driven types tutorial from the Dexterity Manual (http://docs.plone.org/external/plone.app.dexterity/docs/schema-driven-types.html#the-schema) and I am trying to change the default value of a field.
The value being returned is based on a portal catalog search. The field is an int type in which I want it equal to the highest number + 1 of the field in question. Because this is a field I want to hide, I figured maybe it would be possible to set the default value through returning a value from a function
value into the default parameter of a field.
Here is my Interface:
class ISupplier(model.Schema):
"""
Supplier of an asset or services
"""
supplier_id = schema.Int(
title=_(u"Supplier ID"),
description=_(u"ID that links to the database"),
required=True,
default=newID
)
...
Here is my function that I am trying to use to return a value. It is outside of classes.
#grok.provider(IContextSourceBinder)
def newID(context):
limit = 1
catalog = getToolByName(context, 'portal_catalog')
result = catalog.searchResults(portal_type='gpcl.supplier.supplier',
sort_on='supplier_id',
sort_order='descending',
sort_limit=limit
)[:1]
return result.supplier_id + 1
The reason I thought it'd be possible to do something like this is because in a choice type field I set the source equal to a value returned from a function:
form.widget(supplierType=CheckBoxFieldWidget)
supplierType = schema.List(title=u'Types',
value_type=schema.Choice(source=supplierTypes),
required=True
supplierTypes, the function, starts off like this:
#grok.provider(IContextSourceBinder)
def supplierTypes(context):
"""
"""
...
I did try using default_value:
#form.default_value(field=ISupplier['supplier_id'])
def supplierIDDefaultValue(data):
defaultID = newID
return defaultID
This did not work unfortunately. I believe I actually may be having a misunderstanding altogether. If I could have any help, I would greatly appreciate it.

Unable to set value of leading in TextInput

I need to set the value of leading of text layer in Photoshop. I am first retrieving the selected text layer and then gets its value in a TextItem object. Then I get the value of the leading from a combo-box and set the value of leading using the following code.
var activeTextItem:TextItem = curLayer.textItem;
activeTextItem.leading = ComboBox.text.toString();
This code works fine when using on Windows. But when I try to execute the above code on Mac it always shows the leading as null object.
Can someone please guide me why I am not able to set the value of leading in Mac?
Thanks
I found the solution for this.
The leading has a value called Auto which by default has value a null. Therefore when I use the above code I am not able to set the value as leading parameter is null.
To overcome this I put a check that if leading is null value ie Auto then set the property useAutoLeading to false and once you set the value then again set the useAutoLeading property to true.
if("Auto" == ComboBox.text)
{
activeTextItem.useAutoLeading = false;
activeTextItem.leading = ComboBox.text.valueOf();
activeTextItem.useAutoLeading = true;
}
Thanks.

UDK "Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient'"

Upon compiling, I am getting the following error:
C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(41) : Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient'
Line 41 is the following:
GetSceneClient().OpenMenu("ZInterface.ZNLGWindow");
But when I search for OpenMenu, I find that it is indeed defined in GameUISceneClient.uc of the UDK:
Line 1507: exec function OpenMenu( string MenuPath, optional int PlayerIndex=INDEX_NONE )
It looks like I have everything correct. So what's wrong? Why can't it find the OpenMenu function?
From the wiki page on Legacy:Exec Function:
Exec Functions are functions that a player or user can execute by typing its name in the console. Basically, they provide a way to define new console commands in UnrealScript code.
Okay, so OpenMenu has been converted to a console command. Great. But still, how do I execute it in code? The page doesn't say!
More searching revealed this odd documentation page, which contains the answer:
Now then, there is also a function
within class Console called 'bool
ConsoleCommand(coerce string s)'. to
call your exec'd function,
'myFunction' from code, you type:
* bool isFunctionThere; //optional
isFunctionThere = ConsoleCommand("myFunction myArgument");
So, I replaced my line with the following:
GetSceneClient().ConsoleCommand("OpenMenu ZInterface.ZNLGWindow");
Now this causes another error which I covered in my other question+answer a few minutes ago. But that's it!
Not sure if this is your intent, but if you are trying to create a UIScene based on an Archetype that has been created in the UI Editor, you want to do something like this:
UIScene openedScene;
UIScene mySceneArchetype;
mySceneArchetype = UIScene'Package.Scene';
GameSceneClient = class'UIRoot'.static.GetSceneClient();
//Open the Scene
if( GameSceneClient != none && MySceneArchetype != none )
{
GameSceneClient.OpenScene(mySceneArchetype,LocalPlayer(PlayerOwner.Player), openedScene);
}

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