Can someone explain to me how this piece of code works. Also, the output is not what I want. It saves 2 files instead of 1.
Javascript
function saveTextAsFile() {
var textToWrite = document.getElementById('textArea').innerHTML;
var textFileAsBlob = new Blob([ textToWrite ], { type: 'text/plain' });
var fileNameToSaveAs = "file.txt";
var downloadLink = document.createElement("a");
downloadLink.download = fileNameToSaveAs;
downloadLink.innerHTML = "Download File";
if (window.webkitURL != null) {
downloadLink.href = window.webkitURL.createObjectURL(textFileAsBlob);
} else {
downloadLink.href = window.URL.createObjectURL(textFileAsBlob);
downloadLink.onclick = destroyClickedElement;
downloadLink.style.display = "none";
document.body.appendChild(downloadLink);
}
downloadLink.click();
}
var button = document.getElementById('save');
button.addEventListener('click', saveTextAsFile);
function destroyClickedElement(event) {
document.body.removeChild(event.target);
}
HTML
<button id="save" onclick="saveTextAsFile()">Save</button>
<textarea id="textArea" class="Textarea" placeholder="Click to Type" cols="20"></textarea>
You code does NOT work:
textarea input values are read with .value not .innerHTML, you where getting no output so
change:
var textToWrite = document.getElementById('textArea').innerHTML;
into
var textToWrite = document.getElementById('textArea').value;
You get 2 files because you made 2 same events on same button that call same function, remove one of those:
<button id="save" onclick="saveTextAsFile()">Save</button>
here remove onclick="saveTextAsFile()" or remove this two lines:
var button = document.getElementById('save');
button.addEventListener('click', saveTextAsFile);
This will fix your errors, and as far how whole code works, this is not code review site, for that visit https://codereview.stackexchange.com/ or google each command and read its definitions.
I am trying to make an audio file converter that lets a user submit a file. Then uses JavaScripts Web Audio API to convert the pitch and stretch the file. I have gotten as far as uploading the file, use file reader to onload a function that stretches and converts the pitch. Now I am trying to export that file with the changes and I can right now only download the original file but not with the changes. I dont know how to assign file = buffer because it's from another class. How should I got by making this happen?
convertFile () {
var fileInput = document.getElementById('audio-file')
var ctx = new AudioContext()
var convertFiles = document.getElementById('convert_button')
//load audio file listener
convertFiles.addEventListener("click", function() {
if (fileInput.files[0] == undefined) {
console.log("no file found")
return false
}
var reader1 = new FileReader()
reader1.onload = function(ev) {
ctx.decodeAudioData(ev.target.result). then(function(buffer){
var soundSource = ctx.createBufferSource()
soundSource.buffer = buffer
// create the stretch
soundSource.playbackRate.linearRampToValueAtTime(0.0185, ctx.currentTime)
//connect source
soundSource.connect(ctx.destination)
// convert pitch
var pitchChange = ctx.createBiquadFilter()
pitchChange.type = 'highpass'
pitchChange.frequency.value = 432
pitchChange.connect(ctx.destination)
})
}
reader1.readAsArrayBuffer(fileInput.files[0])
})
let file = fileInput.files[0]
let url = URL.createObjectURL(file)
let link = document.createElement('a')
link.href = url
link.download = file.name
link.click()
link = null
URL.revokeObjectURL(url)
}
render() {
return (
<div className="sec2">
<input type="file" id="audio-file" accept="audio/mpeg, audio/ogg, audio/*" name="file" onChange={this.uploadFile} />
<button type="button" id="convert_button" onClick={this.convertFile}>Convert to 432Hz</button>
<download onClick={this.downloadFile}>Download File</download>
</div>
)
}
}
export default ConverterSec2
I started looking into this... I fixed a couple issues such as the audio file being loaded twice. However this is work in progress answer... I haven't figure out the saving part yet.
class ConverterSec2 extends React.Component {
uploadFile = ({ target: { files } }) => {
console.log(files[0])
let data = new FormData()
data.append('file', files[0])
}
convertFile () {
var fileInput = document.getElementById('audio-file')
var ctx = new AudioContext()
var convertFiles = document.getElementById('convert_button')
//load audio file listener
if (fileInput.files[0] == undefined) {
console.log("no file found")
return false
}
var soundSource = ctx.createBufferSource();
var reader1 = new FileReader()
reader1.onload = function(ev) {
ctx.decodeAudioData(ev.target.result).then(function(buffer){
soundSource.buffer = buffer
// create the stretch
soundSource.playbackRate.linearRampToValueAtTime(0.0185, ctx.currentTime)
//connect source
soundSource.connect(ctx.destination)
// convert pitch
var pitchChange = ctx.createBiquadFilter()
pitchChange.type = 'highpass'
pitchChange.frequency.value = 432
pitchChange.connect(ctx.destination)
})
}
reader1.readAsArrayBuffer(fileInput.files[0]);
}
downloadFile() {
let fileInput = document.getElementById('audio-file')
let file = fileInput.files[0]
let url = URL.createObjectURL(file)
let link = document.createElement('a')
link.href = url
link.download = file.name
link.click()
link = null
URL.revokeObjectURL(url)
}
render() {
return (
<div className="sec2">
<input type="file" id="audio-file" accept="audio/mpeg, audio/ogg, audio/*" name="file" onChange={this.uploadFile} />
<button type="button" id="convert_button" onClick={this.convertFile}>Convert to 432Hz</button>
<button onClick={this.downloadFile}>Download File</button>
</div>
)
}
}
Live Demo
I tried to overwrite a text file which is in local path through javascript in edge(chromium).
But it doesn’t work.
I want to know that if Edge(Chromium version) supports to create a text file into local path.
If it possible, how can I do that?
We can't overwrite the local text file through JavaScript, it is not secure. If you want to modify the local text file, you could upload it through JavaScript, then, read the text content in the web page, after modifying it, download it to the local path.
Please check the following sample:
<input type="file" id="inputfile" /><br />
<input type="button" id="btn-dwn" value="Download" /><br />
<textarea id="text-val" rows="4"></textarea><br />
<script>
function newFile(data, fileName) {
// download the content to a .txt file.
if (window.navigator && window.navigator.msSaveOrOpenBlob) {
//IE11 support
console.log("IE& Edge");
// let blob = new Blob([data], { type: "text/html" });// text/plain;charset=utf-8
let blob = new Blob([data], { type: "text/plain;charset=utf-8" });
window.navigator.msSaveOrOpenBlob(blob, fileName);
} else {// other browsers
console.log("Other browsers");
var bl = new Blob([data], { type: "text/plain;charset=utf-8" });
var a = document.createElement("a");
a.href = URL.createObjectURL(bl);
a.download = fileName;
a.hidden = true;
document.body.appendChild(a);
a.click();
}
};
//using FileReader to read the .txt file content
document.getElementById('inputfile').addEventListener('change', function () {
var fr = new FileReader();
fr.onload = function () {
document.getElementById('text-val').value = fr.result;
}
fr.readAsText(this.files[0]);
});
//call the newFile function to download text file.
document.getElementById("btn-dwn").addEventListener('click', function () {
newFile(document.getElementById("text-val").value, "test.txt");
});
</script>
I'm looking for a way to add a download feature to my JS that will create a file using the programming that a user might enter in, lets say, a <textarea>. Are there any features in JS that would work similar to this? (HTML Format!!)
var x = document.write("<p>Hi!</p>");
window.replace(x);
And then:
<button onclick="open()">Save</button>
<script>
var hi = document.write("<p>hi</p>;");
open() {
window.open(hi)
}
</script>
After they opened the variable on the new page, the user could use ctrl + s to save the page displayed. Ideas?
Thanks in advance.
<textarea id="text-val" rows="4" style="height: 80%;width: 90%;"></textarea><br/><br/>
<input type="button" id="dwn-btn" value="Save" />
<script>
function download(filename, text) {
var element = document.createElement('a');
element.setAttribute('href', 'data:text/plain;charset=utf-8,' + encodeURIComponent(text));
element.setAttribute('download', filename);
element.style.display = 'none';
document.body.appendChild(element);
element.click();
document.body.removeChild(element);
}
document.getElementById("dwn-btn").addEventListener("click", function() {
var text = document.getElementById("text-val").value;
var filename = "example.html";
download(filename, text);
}, false);
</script>
I hope this is what you are expecting
Create new Blob from your html script with application/octet-stream mime type. Then use URL.createOjectURL api to generate download link. And navigate to that link. In this example code I navigated using creating temporary link (<a>) element.
function download() {
var blobPart = ['<h1>Test</h1>'];
var blob = new Blob(blobPart, {
type: "application/octet-stream"
});
var urlObj = URL.createObjectURL(blob);
var a = document.createElement('a');
document.body.appendChild(a);
a.href = urlObj;
a.download = 'filename.html';
a.click();
a.remove();
}
document.getElementById('download-btn').addEventListener('click', download);
Download
I need the browser to download the image files just as it does while clicking on an Excel sheet.
Is there a way to do this using client-side programming only?
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title></title>
<script type="text/javascript" src="Scripts/jquery-1.10.2.js">
$(document).ready(function () {
$("*").click(function () {
$("p").hide();
});
});
</script>
</head>
<script type="text/javascript">
document.onclick = function (e) {
e = e || window.event;
var element = e.target || e.srcElement;
if (element.innerHTML == "Image") {
//someFunction(element.href);
var name = element.nameProp;
var address = element.href;
saveImageAs1(element.nameProp, element.href);
return false; // Prevent default action and stop event propagation
}
else
return true;
};
function saveImageAs1(name, adress) {
if (confirm('you wanna save this image?')) {
window.win = open(adress);
//response.redirect("~/testpage.html");
setTimeout('win.document.execCommand("SaveAs")', 100);
setTimeout('win.close()', 500);
}
}
</script>
<body>
<form id="form1" runat="server">
<div>
<p>
Excel<br />
Image
</p>
</div>
</form>
</body>
</html>
How should it work in case of downloading an Excel sheet (what browsers do)?
Using HTML5 you can add the attribute 'download' to your links.
<a href="/path/to/image.png" download>
Compliant browsers will then prompt to download the image with the same file name (in this example image.png).
If you specify a value for this attribute, then that will become the new filename:
<a href="/path/to/image.png" download="AwesomeImage.png">
UPDATE: As of spring 2018 this is no longer possible for cross-origin hrefs. So if you want to create <a href="https://i.imgur.com/IskAzqA.jpg" download> on a domain other than imgur.com it will not work as intended. Chrome deprecations and removals announcement
I managed to get this working in Chrome and Firefox too by appending a link to the to document.
var link = document.createElement('a');
link.href = 'images.jpg';
link.download = 'Download.jpg';
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
Leeroy & Richard Parnaby-King:
UPDATE: As of spring 2018 this is no longer possible for cross-origin
hrefs. So if you want to create on a domain other than imgur.com it
will not work as intended. Chrome deprecations and removals
announcement
function forceDownload(url, fileName){
var xhr = new XMLHttpRequest();
xhr.open("GET", url, true);
xhr.responseType = "blob";
xhr.onload = function(){
var urlCreator = window.URL || window.webkitURL;
var imageUrl = urlCreator.createObjectURL(this.response);
var tag = document.createElement('a');
tag.href = imageUrl;
tag.download = fileName;
document.body.appendChild(tag);
tag.click();
document.body.removeChild(tag);
}
xhr.send();
}
A more modern approach using Promise and async/await :
async function toDataURL(url) {
const blob = await fetch(url).then(res => res.blob());
return URL.createObjectURL(blob);
}
then
async function download() {
const a = document.createElement("a");
a.href = await toDataURL("https://cdn1.iconfinder.com/data/icons/ninja-things-1/1772/ninja-simple-512.png");
a.download = "myImage.png";
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
}
Find documentation here: https://developer.mozilla.org/en-US/docs/Web/API/Fetch_API/Using_Fetch
Update Spring 2018
<a href="/path/to/image.jpg" download="FileName.jpg">
While this is still supported, as of February 2018 chrome disabled this feature for cross-origin downloading meaning this will only work if the file is located on the same domain name.
I figured out a workaround for downloading cross domain images after Chrome's new update which disabled cross domain downloading. You could modify this into a function to suit your needs. You might be able to get the image mime-type (jpeg,png,gif,etc) with some more research if you needed to. There may be a way to do something similar to this with videos as well. Hope this helps someone!
Leeroy & Richard Parnaby-King:
UPDATE: As of spring 2018 this is no longer possible for cross-origin
hrefs. So if you want to create on a domain other
than imgur.com it will not work as intended. Chrome deprecations and
removals announcement
var image = new Image();
image.crossOrigin = "anonymous";
image.src = "https://is3-ssl.mzstatic.com/image/thumb/Music62/v4/4b/f6/a2/4bf6a267-5a59-be4f-6947-d803849c6a7d/source/200x200bb.jpg";
// get file name - you might need to modify this if your image url doesn't contain a file extension otherwise you can set the file name manually
var fileName = image.src.split(/(\\|\/)/g).pop();
image.onload = function () {
var canvas = document.createElement('canvas');
canvas.width = this.naturalWidth; // or 'width' if you want a special/scaled size
canvas.height = this.naturalHeight; // or 'height' if you want a special/scaled size
canvas.getContext('2d').drawImage(this, 0, 0);
var blob;
// ... get as Data URI
if (image.src.indexOf(".jpg") > -1) {
blob = canvas.toDataURL("image/jpeg");
} else if (image.src.indexOf(".png") > -1) {
blob = canvas.toDataURL("image/png");
} else if (image.src.indexOf(".gif") > -1) {
blob = canvas.toDataURL("image/gif");
} else {
blob = canvas.toDataURL("image/png");
}
$("body").html("<b>Click image to download.</b><br><a download='" + fileName + "' href='" + blob + "'><img src='" + blob + "'/></a>");
};
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
var pom = document.createElement('a');
pom.setAttribute('href', 'data:application/octet-stream,' + encodeURIComponent(text));
pom.setAttribute('download', filename);
pom.style.display = 'none';
document.body.appendChild(pom);
pom.click();
document.body.removeChild(pom);
This is a general solution to your problem. But there is one very important part that the file extension should match your encoding. And of course, that content parameter of downlowadImage function should be base64 encoded string of your image.
const clearUrl = url => url.replace(/^data:image\/\w+;base64,/, '');
const downloadImage = (name, content, type) => {
var link = document.createElement('a');
link.style = 'position: fixed; left -10000px;';
link.href = `data:application/octet-stream;base64,${encodeURIComponent(content)}`;
link.download = /\.\w+/.test(name) ? name : `${name}.${type}`;
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
}
['png', 'jpg', 'gif'].forEach(type => {
var download = document.querySelector(`#${type}`);
download.addEventListener('click', function() {
var img = document.querySelector('#img');
downloadImage('myImage', clearUrl(img.src), type);
});
});
a gif image: <image id="img" src="data:image/gif;base64,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" />
<button id="png">Download PNG</button>
<button id="jpg">Download JPG</button>
<button id="gif">Download GIF</button>
Create a function that recibe the image url and file name and call the funcion using a button.
function downloadImage(url, name){
fetch(url)
.then(resp => resp.blob())
.then(blob => {
const url = window.URL.createObjectURL(blob);
const a = document.createElement('a');
a.style.display = 'none';
a.href = url;
// the filename you want
a.download = name;
document.body.appendChild(a);
a.click();
window.URL.revokeObjectURL(url);
})
.catch(() => alert('An error sorry'));
}
<button onclick="downloadImage('https://upload.wikimedia.org/wikipedia/commons/thumb/0/02/Stack_Overflow_logo.svg/1280px-Stack_Overflow_logo.svg.png', 'LogoStackOverflow.png')" >DOWNLOAD</button>
Codepen.io Force image download with JavaScript
vladi.codes
You can directly download this file using anchor tag without much code.Copy the snippet and paste in your text-editor and try it...!
<html>
<head>
</head>
<body>
<div>
<img src="https://upload.wikimedia.org/wikipedia/commons/1/1f/SMirC-thumbsup.svg" width="200" height="200">
Download Image
</div>
</body>
</html>
In 2020 I use Blob to make local copy of image, which browser will download as a file. You can test it on this site.
(function(global) {
const next = () => document.querySelector('.search-pagination__button-text').click();
const uuid = () => Math.random().toString(36).substring(7);
const toBlob = (src) => new Promise((res) => {
const img = document.createElement('img');
const c = document.createElement("canvas");
const ctx = c.getContext("2d");
img.onload = ({target}) => {
c.width = target.naturalWidth;
c.height = target.naturalHeight;
ctx.drawImage(target, 0, 0);
c.toBlob((b) => res(b), "image/jpeg", 0.75);
};
img.crossOrigin = "";
img.src = src;
});
const save = (blob, name = 'image.png') => {
const a = document.createElement("a");
a.href = URL.createObjectURL(blob);
a.target = '_blank';
a.download = name;
a.click();
};
global.download = () => document.querySelectorAll('.search-content__gallery-results figure > img[src]').forEach(async ({src}) => save(await toBlob(src), `${uuid()}.png`));
global.next = () => next();
})(window);
Try this:
<a class="button" href="http://www.glamquotes.com/wp-content/uploads/2011/11/smile.jpg" download="smile.jpg">Download image</a>
You can do
const urls = ['image.png', 'image1.png'];
urls.forEach((url) => {
window.open(url, "_blank");
});
// Pass desired URL as a param
function saveAs(uri) {
fetch(uri)
.then(res => res.blob()) // Gets the response and returns it as a blob
.then(blob => {
// Here, I use it to make an image appear on the page
let objectURL = URL.createObjectURL(blob);
let myImage = new Image();
myImage.href = blob;
myImage.download = generateFileName();
//Firefox requires the link to be in the body
document.body.appendChild(myImage);
//simulate click
myImage.click();
//remove the link when done
document.body.removeChild(myImage);
});
}
// Generate filenames for the image which is to be downloaded
function generateFileName() {
return `img${Math.floor(Math.random() * 90000) + 10000}`;
}
<html>
<head>
<script type="text/javascript">
function prepHref(linkElement) {
var myDiv = document.getElementById('Div_contain_image');
var myImage = myDiv.children[0];
linkElement.href = myImage.src;
}
</script>
</head>
<body>
<div id="Div_contain_image"><img src="YourImage.jpg" alt='MyImage'></div>
<a href="#" onclick="prepHref(this)" download>Click here to download image</a>
</body>
</html>
<!DOCTYPE html>
<html>
<body>
<button onclick="forceDownload('http://localhost:4000/1-2-free-png-image.png','test.png')">Download</button>
<script>
function forceDownload(url, fileName){
var xhr = new XMLHttpRequest();
xhr.open("GET", url, true);
xhr.responseType = "blob";
xhr.onload = function(){
var urlCreator = window.URL || window.webkitURL;
var imageUrl = urlCreator.createObjectURL(this.response);
var tag = document.createElement('a');
tag.href = imageUrl;
tag.download = fileName;
document.body.appendChild(tag);
tag.click();
document.body.removeChild(tag);
}
xhr.send();
}
</script>
</body>
</html>
I found that
<a href="link/to/My_Image_File.jpeg" download>Download Image File</a>
did not work for me. I'm not sure why.
I have found that you can include a ?download=true parameter at the end of your link to force a download. I think I noticed this technique being used by Google Drive.
In your link, include ?download=true at the end of your href.
You can also use this technique to set the filename at the same time.
In your link, include ?download=true&filename=My_Image_File.jpeg at the end of your href.
What about using the .click() function and the tag?
(Compressed version)
<a id="downloadtag" href="examplefolder/testfile.txt" hidden download></a>
<button onclick="document.getElementById('downloadtag').click()">Download</button>
Now you can trigger it with js. It also doesn't open, as other examples, image and text files!
(js-function version)
function download(){
document.getElementById('downloadtag').click();
}
<!-- HTML -->
<button onclick="download()">Download</button>
<a id="downloadtag" href="coolimages/awsome.png" hidden download></a>
You don't need to write js to do that, simply use:
Download image
And the browser itself will automatically download the image.
If for some reason it doesn't work add the download attribute.
With this attribute you can set a name for the downloadable file:
Download image