Sqlite support for openfl - sqlite

I'm trying to drop in sqlite support for saving the score and some flags. I need to open the db if it exists, then init game values based on db. If the db does not exist, I need to create/init it. The code below compiles but crashes for unknown reason.
package mygame;
<snip imports>
import sys.db.Types;
class ScoreDB extends sys.db.Object {
public var id : SId;
public var dbscore1 : SInt;
public var dbsound : SInt;
public var dbscore2 : SInt;
}
class mygame extends Sprite {
<snip var defines>
public function new () {
// start sqlite code
sys.db.Manager.initialize();
// db does exist
// then read values
// currentScore = score1.dbscore1;
// doSound = score1.dbsound;
// doScore = score1.dbscore2;
// db does not exist:
var cnx = sys.db.Sqlite.open("mybase.db");
sys.db.Manager.cnx = cnx;
sys.db.TableCreate.create(ScoreDB.manager);
var score1 = new ScoreDB();
score1.id = 0;
score1.dbscore1 = 0;
score1.dbsound = 0;
score1.dbscore2 = 0;
score1.insert();
currentScore = 0;
doSound = 0;
doScore = 0;
cnx.close();
// end sqlite code
super ();
initialize ();
construct ();
newGame ();
}

I actually just solved the same issue.
The problem is that the app is essentially a .zip file and cannot be edited. You need to create (and later access) the DB in the app storage directory.
To access the directory use following code:
private static var localStoragePath:String = openfl.utils.SystemPath.applicationStorageDirectory;
There is a known bug that the IDE's don't show the SystemPath class, but don't mind it, it will compile without problem.
Later, with your common tools you can read and write the directory, create new folders etc.
Here's a quick test, to make sure it works and doesn't crash:
// creating a test folder
sys.FileSystem.createDirectory(openfl.utils.SystemPath.applicationStorageDirectory + "/testFolder");
var form:TextFormat = new TextFormat(null, 22, 0xFFFFFF);
// getting contents of the storage dir
var arr = sys.FileSystem.readDirectory(openfl.utils.SystemPath.applicationStorageDirectory);
var tf:TextField = new TextField();
tf.defaultTextFormat = form;
tf.width = Lib.current.stage.stageWidth;
tf.height = Lib.current.stage.stageHeight;
tf.multiline = true;
tf.wordWrap = true;
tf.text = arr.toString();
addChild(tf);
as you'll see, the newly created folder is there. You can delete the line that creates the folder and you'll see it's safe.
Oh, an don't forget to add Android permissions in the XML file:
<android permission="android.permission.WRITE_EXTERNAL_STORAGE"/>

As far as I know there is no sqlite definitions in openfl. And the ones you use are just normal cpp target definition. I suppose the problem is they don't work on android. Even more: I'm quite sure the api definitions are ok, but it tries to load dll with a wrong name, which probably kills your app without even letting out an error. Try to look into implementation(it is short and easy to understand) and change the dll name.

Related

Generate QR code image stream or bytes for Xamarin Forms

I am struggling big time with generating QR barcodes as a byte[] or Stream (something that I can use on a XAML image source)
ZXING.NET
I've tried with Zxing.Net but I find the documentation is not great.
In fact, when installing in the xamarin forms class library I am able to compile, but as soon as I add some code to write barcodes I get a compilation error saying that
Can not resolve reference: `zxing`, referenced by `MyXamarinFormsClassLibrary`. Please add a NuGet package or assembly reference for `zxing`, or remove the reference to `Sasw.AforoPass`. 0
Something funky is going on with that library.
And I'm doing a simple example such as:
var options = new QrCodeEncodingOptions
{
DisableECI = true,
CharacterSet = "UTF-8",
Width = 250,
Height = 250
};
var writer = new BarcodeWriter<Image>();
writer.Format = BarcodeFormat.QR_CODE;
writer.Options = options;
var result = writer.Write("foo");
MyImage.Source = result.Source;
QRCoder
It's another nuget library. I've successfully used for dotnet core applications, but it does not seem to be compatible with Xamarin Forms (or Mono, or whatever). It says that the platform is not supported. Probably because it uses System.Drawing.Common?
ZXing.Net.Mobile.Forms
I've used this other library which underneath it uses ZXing.Net. What I don't like is that I don't know if there's any way to generate qr codes without relying on Xaml or the ZXingBarcodeImageView.
I managed to generate QR Codes that way as a workaround, but I hit another wall. See https://github.com/Redth/ZXing.Net.Mobile/issues/908 in which I describe the problems I have to embed the ZXingBarcodeImageView in a carousel inside a popup.
So basically I wanted to go back to the roots, and simply have a working example with the latest version of ZXing.Net (or an alternative, if it exists) that I am able to use in Xamarin Forms.
Most of the examples I find talk about BarcodeWriter but there is no such a class anymore. There is a generic one BarcodeWriter<TUnknownType>and a BarcodeWriterGeneric but as I said, I could not compile anything using Zxing.Net library and with through ZXing.Net.Mobile the images I generate are always empty.
Any help or "modern" code sample (ideally with an alternative) would be much appreciated
UPDATE 1
In other words, I'm looking to have in Xamarin Forms something similar to this code that I had using QrCoder library.
public class QrCodeService
: IQrCodeService
{
public Stream GetQrCode(Guid id, string mimeType = "image/jpeg")
{
if (mimeType is null)
{
throw new ArgumentNullException(nameof(mimeType));
}
var qrGenerator = new QRCodeGenerator();
var qrCodeData = qrGenerator.CreateQrCode(id.ToString(), QRCodeGenerator.ECCLevel.Q);
var qrCode = new QRCode(qrCodeData);
var qrCodeImage = qrCode.GetGraphic(20);
var myImageCodecInfo = GetEncoderInfo(mimeType);
var myEncoder = Encoder.Quality;
var myEncoderParameters = new EncoderParameters(1);
var myEncoderParameter = new EncoderParameter(myEncoder, 50L);
myEncoderParameters.Param[0] = myEncoderParameter;
var stream = new MemoryStream();
qrCodeImage.Save(stream, myImageCodecInfo, myEncoderParameters);
stream.Position = 0;
return stream;
}
private static ImageCodecInfo GetEncoderInfo(string mimeType)
{
var encoders = ImageCodecInfo.GetImageEncoders();
foreach (var encoder in encoders)
{
if (encoder.MimeType == mimeType)
{
return encoder;
}
}
throw new KeyNotFoundException($"Encoder for {mimeType} not found");
}
}
The solution uses QrCoder library and it works fine for Xamarin Forms as follows.
private byte[] GetQrImageAsBytes()
{
var randomText = Guid.NewGuid().ToString();
var qrGenerator = new QRCodeGenerator();
var qrCodeData = qrGenerator.CreateQrCode(randomText, QRCodeGenerator.ECCLevel.L);
var qRCode = new PngByteQRCode(qrCodeData);
var qrCodeBytes = qRCode.GetGraphic(20);
return qrCodeBytes;
}
Here a working sample with this implementation
QrCoder library can do this, but instead of using as in the main page of the project:
QRCodeGenerator qrGenerator = new QRCodeGenerator();
QRCodeData qrCodeData = qrGenerator.CreateQrCode("The text which should be encoded.", QRCodeGenerator.ECCLevel.Q);
QRCode qrCode = new QRCode(qrCodeData); // This point onwards is problematic
Bitmap qrCodeImage = qrCode.GetGraphic(20); // This will throw not supported exception
Switch the last 2 lines to:
var qrCode = new PngByteQRCode(qrCodeData);
byte[] imageByteArray = qrCode.GetGraphic(20);
You'll get byte array instead, but you can convert it into Stream or whatever you like afterwards.

Application insights working without config

I'm building a small library that use Application Insights.
Is there a possibility Application Insights working without ApplicationInsights.config file?
I tried remove and add the modules manually at constructor, but it didn't work.
Edited
I did something like that:
dependencies = new DependencyTrackingTelemetryModule();
dependencies.Initialize(configuration);
exceptionTelemetryModule = new UnhandledExceptionTelemetryModule();
exceptionTelemetryModule.Initialize(configuration);
unobservedExceptionTelemetry = new UnobservedExceptionTelemetryModule();
unobservedExceptionTelemetry.Initialize(configuration);
serverTelemetryChannel = new ServerTelemetryChannel();
serverTelemetryChannel.DeveloperMode = true;
serverTelemetryChannel.Initialize(configuration);
azureInstanceMetadataTelemetry = new AzureInstanceMetadataTelemetryModule();
azureInstanceMetadataTelemetry.Initialize(configuration);
var developer = new DeveloperModeWithDebuggerAttachedTelemetryModule();
developer.Initialize(configuration);
configuration.TelemetryInitializers.Add(new OperationCorrelationTelemetryInitializer());
client = new TelemetryClient(configuration);
A minimalistic setup can be done like this.
using Microsoft.ApplicationInsights;
using Microsoft.ApplicationInsights.DependencyCollector;
using Microsoft.ApplicationInsights.Extensibility;
using Microsoft.ApplicationInsights.WindowsServer.TelemetryChannel;
..
..
..
private static void setupApplicationInsights()
{
// Setup Channel, Initializers, and Sampling
// Nugets Required: "Microsoft.ApplicationInsights", "Microsoft.ApplicationInsights.WindowsServer.TelemetryChannel"
var channel = new ServerTelemetryChannel();
var config = TelemetryConfiguration.Active;
config.InstrumentationKey = "putikey";
channel.Initialize(config);
TelemetryConfiguration.Active.TelemetryChannel = channel;
//Setup TelemetryInitializers...
config.TelemetryInitializers.Add(new OperationCorrelationTelemetryInitializer());
//Setup Sampling
config.TelemetryProcessorChainBuilder.UseAdaptiveSampling();
// Setup modules...
// Nugets : Microsoft.ApplicationInsights.DependencyCollector
DependencyTrackingTelemetryModule dep = new DependencyTrackingTelemetryModule();
dep.Initialize(config);
}

Haxe - SQLLite Crashing in Android target

i want to use use Sqllite datbase in my Android Game i am developing with Haxe - OpenFl but the app keep crashing when i am trying to query the database. If this is not possible or have any other ways to deal with data in Android kindly let me know as the json and shared objects are not going to work with in my scenario.
i posted this question in the OpenFl community too - but i think it is more related to Haxe then OpenFL.
OpenFl Community Post
What i am doing :
Making a database using DB Browser and saving it to the assets/data/db/data.db
then when app starts i am making a copy of it to the lime.system.System.applicationStorageDirectory
it creates the file in the applicationStorageDirectory
Then i try to connect to the newly created db file and it just connects but right after connecting to it, try to get the name of the db it is connected to
trace("Connected to database " +_conn.dbName ); and it is not showing anything in the trace except the text connected to database.
Ignoring the name i tried to query the Database and it just closes my app without any error or anything i get to know what goes wrong.
My Project.xml
<android target-sdk-version="26" install-location="preferExternal" if="android" />
<android permission="android.permission.WRITE_EXTERNAL_STORAGE"/>
<android permission="android.permission.WRITE_INTERNAL_STORAGE"/>
<haxelib name="openfl" />
<haxelib name="hxcpp" />
<assets path="assets/data/db" rename="db" />
DBClass
package;
import haxe.io.Bytes;
import lime.Assets;
import openfl.system.System;
import sys.FileSystem;
import sys.db.Connection;
import sys.db.Sqlite;
import sys.io.File;
#if android
// Make SQLite work on android by statically compiling the library
import hxcpp.StaticSqlite;
#end
/**
* ...
* #author Sim
*/
class DBManager
{
private var CLONE:String = "db/asset_database.db";
private var NEW:String = "new_db.db";
private var _conn:Connection = null;
public function new()
{
}
public function openDatabase():Void
{
trace("CREATING FILE");
trace("targetPath: " +lime.system.System.applicationStorageDirectory);
//trace("targetPath: " +lime.system.System.applicationDirectory); //Crashing the app
trace("targetPath: " +lime.system.System.documentsDirectory);
trace("targetPath: " +lime.system.System.desktopDirectory);
var targetPath: String = lime.system.System.applicationStorageDirectory+ NEW;
trace("targetPath " + targetPath);
trace("FileSystem.exists(targetPath) " + FileSystem.exists(targetPath));
//Debugging
/*var bytes:Bytes = Assets.getBytes(CLONE);
trace("bytes are here "+bytes);
var content:String = bytes.toString();
trace("content "+content);
File.saveContent(targetPath, content);
trace("Saved");*/
//uncomment when done with errors
/*if (FileSystem.exists(targetPath) == false)
{
var bytes:Bytes = Assets.getBytes(CLONE);
var content:String = bytes.toString();
File.saveContent(targetPath, content);
}*/
var bytes:Bytes = Assets.getBytes(CLONE);
var content:String = bytes.toString();
File.saveContent(targetPath, content);
trace("Saved");
try
{
_conn = Sqlite.open(targetPath+NEW);
}
catch (e:Dynamic)
{
trace("Connection failed with error: "+e);
}
if (_conn != null)
{
trace("Connected to database " +_conn.dbName );
//not getting any database name trying to query
// and KaBoom app gone :D XD
var result = _conn.request("SELECT * FROM TEST");
trace("Query Result "+result.results());
//if i comment then it will go and close the connection too
//without breaking anything O_O
_conn.close();
}
}
}
I took a nap and got the fix in my dreams: :D
The problem is here
_conn = Sqlite.open(targetPath+NEW);
Fix:
_conn = Sqlite.open(targetPath);
Because database name is already in the path :P
var targetPath: String = lime.system.System.applicationStorageDirectory+ NEW;
That’s why always sleep for 8 hours otherwise will end up like me

MultipartFormDataStreamProvider Cleanup

If files are posted to my webapp, then I read them via MultipartFormDataStreamProvider.FileData.
I Initialize the provider like this:
string root = HttpContext.Current.Server.MapPath("~/App_Data");
var provider = new MultipartFormDataStreamProvider(root);
And the provider nicely stores them as "~App_Data/BodyPart_{someguid}"
But how do I clean up those files after I'm done with them?
I know this question is old, but the best way I found to delete the temporary file was after processing it.
string root = HttpContext.Current.Server.MapPath("~/App_Data");
var provider = new MultipartFormDataStreamProvider(root);
foreach (var file in provider.Files)
{
// process file upload...
// delete temporary file
System.IO.File.Delete(file.LocalFileName);
}
You could delete all files that are older than a certain timespan. e.g.
private void CleanTempFiles(string dir, int ageInMinutes)
{
string[] files = Directory.GetFiles(dir);
foreach (string file in files)
{
var time = File.GetCreationTime(file);
if (time.AddMinutes(ageInMinutes) < DateTime.Now)
{
File.Delete(file);
}
}
}
Then call it with something like:
CleanTempFiles(root, 60); // Delete all files older than 1 hour

Pause and resume download in flex?

Is it possible in an air application to start a download, pause it and after that resume it?
I want to download very big files (1-3Gb) and I need to be sure if the connection is interrupted, then the next time the user tries to download the file it's start from the last position.
Any ideas and source code samples would be appreciated.
Yes, you would want to use the URLStream class (URLLoader doesn't support partial downloads) and the HTTP Range header. Note that there are some onerous security restrictions on the Range header, but it should be fine in an AIR application. Here's some untested code that should give you the general idea.
private var _us:URLStream;
private var _buf:ByteArray;
private var _offs:uint;
private var _paused:Boolean;
private var _intervalId:uint;
...
private function init():void {
_buf = new ByteArray();
_offs = 0;
var ur:URLRequest = new URLRequest( ... uri ... );
_us = new URLStream();
_paused = false;
_intervalId = setInterval(500, partialLoad);
}
...
private function partialLoad():void {
var len:uint = _us.bytesAvailable;
_us.readBytes(_buf, _offs, len);
_offs += len;
if (_paused) {
_us.close();
clearInterval(_intervalId);
}
}
...
private function pause():void {
_paused = true;
}
...
private function resume():void {
var ur:URLRequest = new URLRequest(... uri ...);
ur.requestHeaders = [new URLRequestHeader("Range", "bytes=" + _offs + "-")];
_us.load(ur);
_paused = false;
_intervalId = setInterval(500, partialLoad);
}
if you are targeting mobile devices, maybe you should take a look at this native extension: http://myappsnippet.com/download-manager-air-native-extension/ it supports simultaneous resumable downloads with multi-section chunks to download files as fast as possible.

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