javascript readAsArrayBuffer returns empty Array Buffer - javascript

I am trying to read a local file using the FileReader readAsArrayBuffer property.
The read is success and in the "onload" callback, I see the Array Buffer object in reader.result. But the Array Buffer is just empty. The length is set, but not the data. How do I get this data?
Here is my code
<!DOCTYPE html>
<html>
<body>
<input type="file" id="file" />
</body>
<script>
function handleFileSelect(evt) {
var files = evt.target.files; // FileList object
var selFile = files[0];
var reader = new FileReader();
reader.onload = function(e) {
console.log(e.target.result);
};
reader.onerror = function(e) {
console.log(e);
};
reader.readAsArrayBuffer(selFile);
}
document.getElementById('file').addEventListener('change', handleFileSelect, false);
</script>
</html>
the console output for reader.result
e.target.result
ArrayBuffer {}
e.target.result.byteLength
25312
Can anyone tell me how to get this data?
is there some security issue?
There is no error, the onerror is not executed.
From comments: Can you please let me know how to access the buffer contents? I am actually trying to play an audio file using AudioContext... For that I would need the buffer data...

Here is how to read array buffer and convert it into binary string,
function onfilechange(evt) {
var reader = new FileReader();
reader.onload = function(evt) {
var chars = new Uint8Array(evt.target.result);
var CHUNK_SIZE = 0x8000;
var index = 0;
var length = chars.length;
var result = '';
var slice;
while (index < length) {
slice = chars.subarray(index, Math.min(index + CHUNK_SIZE, length));
result += String.fromCharCode.apply(null, slice);
index += CHUNK_SIZE;
}
// Here you have file content as Binary String in result var
};
reader.readAsArrayBuffer(evt.target.files[0]);
}
If you try to print ArrayBuffer via console.log you always get empty object {}

Well, playing a sound using the AudioContext stuff isn't actually that hard.
Set up the context.
Load any data into the buffer (e.g. FileReader for local files, XHR for remote stuff).
Setup a new source, and start it.
All in all, something like this:
var context = new(window.AudioContext || window.webkitAudioContext)();
function playsound(raw) {
console.log("now playing a sound, that starts with", new Uint8Array(raw.slice(0, 10)));
context.decodeAudioData(raw, function (buffer) {
if (!buffer) {
console.error("failed to decode:", "buffer null");
return;
}
var source = context.createBufferSource();
source.buffer = buffer;
source.connect(context.destination);
source.start(0);
console.log("started...");
}, function (error) {
console.error("failed to decode:", error);
});
}
function onfilechange(then, evt) {
var reader = new FileReader();
reader.onload = function (e) {
console.log(e);
then(e.target.result);
};
reader.onerror = function (e) {
console.error(e);
};
reader.readAsArrayBuffer(evt.target.files[0]);
}
document.getElementById('file')
.addEventListener('change', onfilechange.bind(null, playsound), false);
See this live in a jsfiddle, which works for me in Firefox and Chrome.
I threw in a console.log(new Uint8Array()) for good measure, as browser will usually log the contents directly (if the buffer isn't huge).
For other stuff that you can do with ArrayBuffers, see e.g. the corresponding MDN documentation.

Related

How get a buffer object from input type=file in html5 like fs readFile in nodejs [duplicate]

var profileImage = fileInputInByteArray;
$.ajax({
url: 'abc.com/',
type: 'POST',
dataType: 'json',
data: {
// Other data
ProfileImage: profileimage
// Other data
},
success: {
}
})
// Code in WebAPI
[HttpPost]
public HttpResponseMessage UpdateProfile([FromUri]UpdateProfileModel response) {
//...
return response;
}
public class UpdateProfileModel {
// ...
public byte[] ProfileImage {get ;set; }
// ...
}
<input type="file" id="inputFile" />
I am using ajax call to post byte[] value of a input type = file input to web api which receives in byte[] format. However, I am experiencing difficulty of getting byte array. I am expecting that we can get the byte array through File API.
Note: I need to store the byte array in a variable first before passing through ajax call
[Edit]
As noted in comments above, while still on some UA implementations, readAsBinaryString method didn't made its way to the specs and should not be used in production.
Instead, use readAsArrayBuffer and loop through it's buffer to get back the binary string :
document.querySelector('input').addEventListener('change', function() {
var reader = new FileReader();
reader.onload = function() {
var arrayBuffer = this.result,
array = new Uint8Array(arrayBuffer),
binaryString = String.fromCharCode.apply(null, array);
console.log(binaryString);
}
reader.readAsArrayBuffer(this.files[0]);
}, false);
<input type="file" />
<div id="result"></div>
For a more robust way to convert your arrayBuffer in binary string, you can refer to this answer.
[old answer] (modified)
Yes, the file API does provide a way to convert your File, in the <input type="file"/> to a binary string, thanks to the FileReader Object and its method readAsBinaryString.
[But don't use it in production !]
document.querySelector('input').addEventListener('change', function(){
var reader = new FileReader();
reader.onload = function(){
var binaryString = this.result;
document.querySelector('#result').innerHTML = binaryString;
}
reader.readAsBinaryString(this.files[0]);
}, false);
<input type="file"/>
<div id="result"></div>
If you want an array buffer, then you can use the readAsArrayBuffer() method :
document.querySelector('input').addEventListener('change', function(){
var reader = new FileReader();
reader.onload = function(){
var arrayBuffer = this.result;
console.log(arrayBuffer);
document.querySelector('#result').innerHTML = arrayBuffer + ' '+arrayBuffer.byteLength;
}
reader.readAsArrayBuffer(this.files[0]);
}, false);
<input type="file"/>
<div id="result"></div>
$(document).ready(function(){
(function (document) {
var input = document.getElementById("files"),
output = document.getElementById("result"),
fileData; // We need fileData to be visible to getBuffer.
// Eventhandler for file input.
function openfile(evt) {
var files = input.files;
// Pass the file to the blob, not the input[0].
fileData = new Blob([files[0]]);
// Pass getBuffer to promise.
var promise = new Promise(getBuffer);
// Wait for promise to be resolved, or log error.
promise.then(function(data) {
// Here you can pass the bytes to another function.
output.innerHTML = data.toString();
console.log(data);
}).catch(function(err) {
console.log('Error: ',err);
});
}
/*
Create a function which will be passed to the promise
and resolve it when FileReader has finished loading the file.
*/
function getBuffer(resolve) {
var reader = new FileReader();
reader.readAsArrayBuffer(fileData);
reader.onload = function() {
var arrayBuffer = reader.result
var bytes = new Uint8Array(arrayBuffer);
resolve(bytes);
}
}
// Eventlistener for file input.
input.addEventListener('change', openfile, false);
}(document));
});
<!DOCTYPE html>
<html>
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
</head>
<body>
<input type="file" id="files"/>
<div id="result"></div>
</body>
</html>
Modern browsers now have the arrayBuffer method on Blob's:
document.querySelector('input').addEventListener('change', async (event) => {
const buffer = await event.target.files[0].arrayBuffer()
console.log(buffer)
}, false)
🎉 🎉
This is a long post, but I was tired of all these examples that weren't working for me because they used Promise objects or an errant this that has a different meaning when you are using Reactjs. My implementation was using a DropZone with reactjs, and I got the bytes using a framework similar to what is posted at this following site, when nothing else above would work: https://www.mokuji.me/article/drop-upload-tutorial-1 . There were 2 keys, for me:
You have to get the bytes from the event object, using and during a FileReader's onload function.
I tried various combinations, but in the end, what worked was:
const bytes = e.target.result.split('base64,')[1];
Where e is the event. React requires const, you could use var in plain Javascript. But that gave me the base64 encoded byte string.
So I'm just going to include the applicable lines for integrating this as if you were using React, because that's how I was building it, but try to also generalize this, and add comments where necessary, to make it applicable to a vanilla Javascript implementation - caveated that I did not use it like that in such a construct to test it.
These would be your bindings at the top, in your constructor, in a React framework (not relevant to a vanilla Javascript implementation):
this.uploadFile = this.uploadFile.bind(this);
this.processFile = this.processFile.bind(this);
this.errorHandler = this.errorHandler.bind(this);
this.progressHandler = this.progressHandler.bind(this);
And you'd have onDrop={this.uploadFile} in your DropZone element. If you were doing this without React, this is the equivalent of adding the onclick event handler you want to run when you click the "Upload File" button.
<button onclick="uploadFile(event);" value="Upload File" />
Then the function (applicable lines... I'll leave out my resetting my upload progress indicator, etc.):
uploadFile(event){
// This is for React, only
this.setState({
files: event,
});
console.log('File count: ' + this.state.files.length);
// You might check that the "event" has a file & assign it like this
// in vanilla Javascript:
// var files = event.target.files;
// if (!files && files.length > 0)
// files = (event.dataTransfer ? event.dataTransfer.files :
// event.originalEvent.dataTransfer.files);
// You cannot use "files" as a variable in React, however:
const in_files = this.state.files;
// iterate, if files length > 0
if (in_files.length > 0) {
for (let i = 0; i < in_files.length; i++) {
// use this, instead, for vanilla JS:
// for (var i = 0; i < files.length; i++) {
const a = i + 1;
console.log('in loop, pass: ' + a);
const f = in_files[i]; // or just files[i] in vanilla JS
const reader = new FileReader();
reader.onerror = this.errorHandler;
reader.onprogress = this.progressHandler;
reader.onload = this.processFile(f);
reader.readAsDataURL(f);
}
}
}
There was this question on that syntax, for vanilla JS, on how to get that file object:
JavaScript/HTML5/jQuery Drag-And-Drop Upload - "Uncaught TypeError: Cannot read property 'files' of undefined"
Note that React's DropZone will already put the File object into this.state.files for you, as long as you add files: [], to your this.state = { .... } in your constructor. I added syntax from an answer on that post on how to get your File object. It should work, or there are other posts there that can help. But all that Q/A told me was how to get the File object, not the blob data, itself. And even if I did fileData = new Blob([files[0]]); like in sebu's answer, which didn't include var with it for some reason, it didn't tell me how to read that blob's contents, and how to do it without a Promise object. So that's where the FileReader came in, though I actually tried and found I couldn't use their readAsArrayBuffer to any avail.
You will have to have the other functions that go along with this construct - one to handle onerror, one for onprogress (both shown farther below), and then the main one, onload, that actually does the work once a method on reader is invoked in that last line. Basically you are passing your event.dataTransfer.files[0] straight into that onload function, from what I can tell.
So the onload method calls my processFile() function (applicable lines, only):
processFile(theFile) {
return function(e) {
const bytes = e.target.result.split('base64,')[1];
}
}
And bytes should have the base64 bytes.
Additional functions:
errorHandler(e){
switch (e.target.error.code) {
case e.target.error.NOT_FOUND_ERR:
alert('File not found.');
break;
case e.target.error.NOT_READABLE_ERR:
alert('File is not readable.');
break;
case e.target.error.ABORT_ERR:
break; // no operation
default:
alert('An error occurred reading this file.');
break;
}
}
progressHandler(e) {
if (e.lengthComputable){
const loaded = Math.round((e.loaded / e.total) * 100);
let zeros = '';
// Percent loaded in string
if (loaded >= 0 && loaded < 10) {
zeros = '00';
}
else if (loaded < 100) {
zeros = '0';
}
// Display progress in 3-digits and increase bar length
document.getElementById("progress").textContent = zeros + loaded.toString();
document.getElementById("progressBar").style.width = loaded + '%';
}
}
And applicable progress indicator markup:
<table id="tblProgress">
<tbody>
<tr>
<td><b><span id="progress">000</span>%</b> <span className="progressBar"><span id="progressBar" /></span></td>
</tr>
</tbody>
</table>
And CSS:
.progressBar {
background-color: rgba(255, 255, 255, .1);
width: 100%;
height: 26px;
}
#progressBar {
background-color: rgba(87, 184, 208, .5);
content: '';
width: 0;
height: 26px;
}
EPILOGUE:
Inside processFile(), for some reason, I couldn't add bytes to a variable I carved out in this.state. So, instead, I set it directly to the variable, attachments, that was in my JSON object, RequestForm - the same object as my this.state was using. attachments is an array so I could push multiple files. It went like this:
const fileArray = [];
// Collect any existing attachments
if (RequestForm.state.attachments.length > 0) {
for (let i=0; i < RequestForm.state.attachments.length; i++) {
fileArray.push(RequestForm.state.attachments[i]);
}
}
// Add the new one to this.state
fileArray.push(bytes);
// Update the state
RequestForm.setState({
attachments: fileArray,
});
Then, because this.state already contained RequestForm:
this.stores = [
RequestForm,
]
I could reference it as this.state.attachments from there on out. React feature that isn't applicable in vanilla JS. You could build a similar construct in plain JavaScript with a global variable, and push, accordingly, however, much easier:
var fileArray = new Array(); // place at the top, before any functions
// Within your processFile():
var newFileArray = [];
if (fileArray.length > 0) {
for (var i=0; i < fileArray.length; i++) {
newFileArray.push(fileArray[i]);
}
}
// Add the new one
newFileArray.push(bytes);
// Now update the global variable
fileArray = newFileArray;
Then you always just reference fileArray, enumerate it for any file byte strings, e.g. var myBytes = fileArray[0]; for the first file.
This is simple way to convert files to Base64 and avoid "maximum call stack size exceeded at FileReader.reader.onload" with the file has big size.
document.querySelector('#fileInput').addEventListener('change', function () {
var reader = new FileReader();
var selectedFile = this.files[0];
reader.onload = function () {
var comma = this.result.indexOf(',');
var base64 = this.result.substr(comma + 1);
console.log(base64);
}
reader.readAsDataURL(selectedFile);
}, false);
<input id="fileInput" type="file" />
document.querySelector('input').addEventListener('change', function(){
var reader = new FileReader();
reader.onload = function(){
var arrayBuffer = this.result,
array = new Uint8Array(arrayBuffer),
binaryString = String.fromCharCode.apply(null, array);
console.log(binaryString);
console.log(arrayBuffer);
document.querySelector('#result').innerHTML = arrayBuffer + ' '+arrayBuffer.byteLength;
}
reader.readAsArrayBuffer(this.files[0]);
}, false);
<input type="file"/>
<div id="result"></div>
Here is one answer to get the actual final byte array , just using FileReader and ArrayBuffer :
const test_function = async () => {
... ... ...
const get_file_array = (file) => {
return new Promise((acc, err) => {
const reader = new FileReader();
reader.onload = (event) => { acc(event.target.result) };
reader.onerror = (err) => { err(err) };
reader.readAsArrayBuffer(file);
});
}
const temp = await get_file_array(files[0])
console.log('here we finally ve the file as a ArrayBuffer : ',temp);
const fileb = new Uint8Array(fileb)
... ... ...
}
where file is directly the File object u want to read , this has to be done in a async function...

How to Convert Uploaded Audio to Blob using Javascript?

I am trying to capture the audio that's uploaded by the user, convert it to Blob then using wavesurfer.js to display the waveform.
I am following this instruction here https://bl.ocks.org/nolanlawson/62e747cea7af01542479
And here is the code
// Convert audio to Blob
$('#audioFileInput').on('change', function () {
var file = $('#audioFileInput')[0].files[0];
var fileName = file.name;
var fileType = file.type;
var fileReader = new FileReader();
fileReader.onloadend = function (e) {
var arrayBuffer = e.target.result;
blobUtil.arrayBufferToBlob(arrayBuffer, fileType).then(function (blob) {
console.log('here is a blob', blob);
console.log('its size is', blob.size);
console.log('its type is', blob.type);
surfTheBlob(blob);
}).catch(console.log.bind(console));
};
fileReader.readAsArrayBuffer(file);
});
But it says
blobUtil.arrayBufferToBlob(...).then is not a function
Another issue is that since the user might upload the audio themselves, the audio type might vary, expected to come from native device audio recorder. Anyone can help please? thanks.
A File object, like the ones you get in the input.files FileList, is already a Blob:
inp.onchange = e =>
console.log(inp.files[0] instanceof Blob) // true
<input type="file" id="inp">
So all you really need is to pass directly this File to your library:
$('#audioFileInput').on('change', function () {
var file = this.files[0];
surfTheBlob(file);
});
Found the answer already.
// Convert audio to Blob
$('#audioFileInput').on('change', function () {
var file = $('#audioFileInput')[0].files[0];
var fileName = file.name;
var fileType = file.type;
var url = URL.createObjectURL(file);
fetch(url).then(function(response) {
if(response.ok) {
return response.blob();
}
throw new Error('Network response was not ok.');
}).then(function(blob) {
surfTheBlob(blob);
}).catch(function(error) {
console.log('There has been a problem with your fetch operation: ', error.message);
});
});
Cheers!

Read huge files in browser using FileReader (web api)

I'm trying to read the first byte of the selected file.
But when I select a large file (>100Mb) I get an error: "NotReadableError".
See the code below. Is "array buffer" really a buffer or it just loads the whole stuff into the memory and I MUST use file#slice?
function readFile(file) {
var reader = new FileReader();
reader.onload = function() {
var buffer = reader.result;
var view = new Int8Array(buffer);
try {
view.forEach(function(v, index, array) {
console.log(v);
alert("ok - " + v);
throw "BreakException";
})
} catch (e) {
if (e!=="BreakException") throw e;
}
}
reader.onerror = function() {
alert("error");
console.log(reader.error);
}
reader.readAsArrayBuffer(file);
}
var fileField = document.getElementById("file");
fileField.onchange = function(e) {
var file = e.target.files[0];
readFile(file);
}
<form>
<input id="file" type="file"/>
</form>
An ArrayBuffer is really a buffer, an in-memory buffer. That's how buffers work. Your code tries to load the whole file into memory. To access specific ranges of a file without loading the whole into memory, you must use Blob.slice (Files implement all the methods of Blobs) as you suspected.

Getting byte array through input type = file

var profileImage = fileInputInByteArray;
$.ajax({
url: 'abc.com/',
type: 'POST',
dataType: 'json',
data: {
// Other data
ProfileImage: profileimage
// Other data
},
success: {
}
})
// Code in WebAPI
[HttpPost]
public HttpResponseMessage UpdateProfile([FromUri]UpdateProfileModel response) {
//...
return response;
}
public class UpdateProfileModel {
// ...
public byte[] ProfileImage {get ;set; }
// ...
}
<input type="file" id="inputFile" />
I am using ajax call to post byte[] value of a input type = file input to web api which receives in byte[] format. However, I am experiencing difficulty of getting byte array. I am expecting that we can get the byte array through File API.
Note: I need to store the byte array in a variable first before passing through ajax call
[Edit]
As noted in comments above, while still on some UA implementations, readAsBinaryString method didn't made its way to the specs and should not be used in production.
Instead, use readAsArrayBuffer and loop through it's buffer to get back the binary string :
document.querySelector('input').addEventListener('change', function() {
var reader = new FileReader();
reader.onload = function() {
var arrayBuffer = this.result,
array = new Uint8Array(arrayBuffer),
binaryString = String.fromCharCode.apply(null, array);
console.log(binaryString);
}
reader.readAsArrayBuffer(this.files[0]);
}, false);
<input type="file" />
<div id="result"></div>
For a more robust way to convert your arrayBuffer in binary string, you can refer to this answer.
[old answer] (modified)
Yes, the file API does provide a way to convert your File, in the <input type="file"/> to a binary string, thanks to the FileReader Object and its method readAsBinaryString.
[But don't use it in production !]
document.querySelector('input').addEventListener('change', function(){
var reader = new FileReader();
reader.onload = function(){
var binaryString = this.result;
document.querySelector('#result').innerHTML = binaryString;
}
reader.readAsBinaryString(this.files[0]);
}, false);
<input type="file"/>
<div id="result"></div>
If you want an array buffer, then you can use the readAsArrayBuffer() method :
document.querySelector('input').addEventListener('change', function(){
var reader = new FileReader();
reader.onload = function(){
var arrayBuffer = this.result;
console.log(arrayBuffer);
document.querySelector('#result').innerHTML = arrayBuffer + ' '+arrayBuffer.byteLength;
}
reader.readAsArrayBuffer(this.files[0]);
}, false);
<input type="file"/>
<div id="result"></div>
$(document).ready(function(){
(function (document) {
var input = document.getElementById("files"),
output = document.getElementById("result"),
fileData; // We need fileData to be visible to getBuffer.
// Eventhandler for file input.
function openfile(evt) {
var files = input.files;
// Pass the file to the blob, not the input[0].
fileData = new Blob([files[0]]);
// Pass getBuffer to promise.
var promise = new Promise(getBuffer);
// Wait for promise to be resolved, or log error.
promise.then(function(data) {
// Here you can pass the bytes to another function.
output.innerHTML = data.toString();
console.log(data);
}).catch(function(err) {
console.log('Error: ',err);
});
}
/*
Create a function which will be passed to the promise
and resolve it when FileReader has finished loading the file.
*/
function getBuffer(resolve) {
var reader = new FileReader();
reader.readAsArrayBuffer(fileData);
reader.onload = function() {
var arrayBuffer = reader.result
var bytes = new Uint8Array(arrayBuffer);
resolve(bytes);
}
}
// Eventlistener for file input.
input.addEventListener('change', openfile, false);
}(document));
});
<!DOCTYPE html>
<html>
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
</head>
<body>
<input type="file" id="files"/>
<div id="result"></div>
</body>
</html>
Modern browsers now have the arrayBuffer method on Blob's:
document.querySelector('input').addEventListener('change', async (event) => {
const buffer = await event.target.files[0].arrayBuffer()
console.log(buffer)
}, false)
🎉 🎉
This is a long post, but I was tired of all these examples that weren't working for me because they used Promise objects or an errant this that has a different meaning when you are using Reactjs. My implementation was using a DropZone with reactjs, and I got the bytes using a framework similar to what is posted at this following site, when nothing else above would work: https://www.mokuji.me/article/drop-upload-tutorial-1 . There were 2 keys, for me:
You have to get the bytes from the event object, using and during a FileReader's onload function.
I tried various combinations, but in the end, what worked was:
const bytes = e.target.result.split('base64,')[1];
Where e is the event. React requires const, you could use var in plain Javascript. But that gave me the base64 encoded byte string.
So I'm just going to include the applicable lines for integrating this as if you were using React, because that's how I was building it, but try to also generalize this, and add comments where necessary, to make it applicable to a vanilla Javascript implementation - caveated that I did not use it like that in such a construct to test it.
These would be your bindings at the top, in your constructor, in a React framework (not relevant to a vanilla Javascript implementation):
this.uploadFile = this.uploadFile.bind(this);
this.processFile = this.processFile.bind(this);
this.errorHandler = this.errorHandler.bind(this);
this.progressHandler = this.progressHandler.bind(this);
And you'd have onDrop={this.uploadFile} in your DropZone element. If you were doing this without React, this is the equivalent of adding the onclick event handler you want to run when you click the "Upload File" button.
<button onclick="uploadFile(event);" value="Upload File" />
Then the function (applicable lines... I'll leave out my resetting my upload progress indicator, etc.):
uploadFile(event){
// This is for React, only
this.setState({
files: event,
});
console.log('File count: ' + this.state.files.length);
// You might check that the "event" has a file & assign it like this
// in vanilla Javascript:
// var files = event.target.files;
// if (!files && files.length > 0)
// files = (event.dataTransfer ? event.dataTransfer.files :
// event.originalEvent.dataTransfer.files);
// You cannot use "files" as a variable in React, however:
const in_files = this.state.files;
// iterate, if files length > 0
if (in_files.length > 0) {
for (let i = 0; i < in_files.length; i++) {
// use this, instead, for vanilla JS:
// for (var i = 0; i < files.length; i++) {
const a = i + 1;
console.log('in loop, pass: ' + a);
const f = in_files[i]; // or just files[i] in vanilla JS
const reader = new FileReader();
reader.onerror = this.errorHandler;
reader.onprogress = this.progressHandler;
reader.onload = this.processFile(f);
reader.readAsDataURL(f);
}
}
}
There was this question on that syntax, for vanilla JS, on how to get that file object:
JavaScript/HTML5/jQuery Drag-And-Drop Upload - "Uncaught TypeError: Cannot read property 'files' of undefined"
Note that React's DropZone will already put the File object into this.state.files for you, as long as you add files: [], to your this.state = { .... } in your constructor. I added syntax from an answer on that post on how to get your File object. It should work, or there are other posts there that can help. But all that Q/A told me was how to get the File object, not the blob data, itself. And even if I did fileData = new Blob([files[0]]); like in sebu's answer, which didn't include var with it for some reason, it didn't tell me how to read that blob's contents, and how to do it without a Promise object. So that's where the FileReader came in, though I actually tried and found I couldn't use their readAsArrayBuffer to any avail.
You will have to have the other functions that go along with this construct - one to handle onerror, one for onprogress (both shown farther below), and then the main one, onload, that actually does the work once a method on reader is invoked in that last line. Basically you are passing your event.dataTransfer.files[0] straight into that onload function, from what I can tell.
So the onload method calls my processFile() function (applicable lines, only):
processFile(theFile) {
return function(e) {
const bytes = e.target.result.split('base64,')[1];
}
}
And bytes should have the base64 bytes.
Additional functions:
errorHandler(e){
switch (e.target.error.code) {
case e.target.error.NOT_FOUND_ERR:
alert('File not found.');
break;
case e.target.error.NOT_READABLE_ERR:
alert('File is not readable.');
break;
case e.target.error.ABORT_ERR:
break; // no operation
default:
alert('An error occurred reading this file.');
break;
}
}
progressHandler(e) {
if (e.lengthComputable){
const loaded = Math.round((e.loaded / e.total) * 100);
let zeros = '';
// Percent loaded in string
if (loaded >= 0 && loaded < 10) {
zeros = '00';
}
else if (loaded < 100) {
zeros = '0';
}
// Display progress in 3-digits and increase bar length
document.getElementById("progress").textContent = zeros + loaded.toString();
document.getElementById("progressBar").style.width = loaded + '%';
}
}
And applicable progress indicator markup:
<table id="tblProgress">
<tbody>
<tr>
<td><b><span id="progress">000</span>%</b> <span className="progressBar"><span id="progressBar" /></span></td>
</tr>
</tbody>
</table>
And CSS:
.progressBar {
background-color: rgba(255, 255, 255, .1);
width: 100%;
height: 26px;
}
#progressBar {
background-color: rgba(87, 184, 208, .5);
content: '';
width: 0;
height: 26px;
}
EPILOGUE:
Inside processFile(), for some reason, I couldn't add bytes to a variable I carved out in this.state. So, instead, I set it directly to the variable, attachments, that was in my JSON object, RequestForm - the same object as my this.state was using. attachments is an array so I could push multiple files. It went like this:
const fileArray = [];
// Collect any existing attachments
if (RequestForm.state.attachments.length > 0) {
for (let i=0; i < RequestForm.state.attachments.length; i++) {
fileArray.push(RequestForm.state.attachments[i]);
}
}
// Add the new one to this.state
fileArray.push(bytes);
// Update the state
RequestForm.setState({
attachments: fileArray,
});
Then, because this.state already contained RequestForm:
this.stores = [
RequestForm,
]
I could reference it as this.state.attachments from there on out. React feature that isn't applicable in vanilla JS. You could build a similar construct in plain JavaScript with a global variable, and push, accordingly, however, much easier:
var fileArray = new Array(); // place at the top, before any functions
// Within your processFile():
var newFileArray = [];
if (fileArray.length > 0) {
for (var i=0; i < fileArray.length; i++) {
newFileArray.push(fileArray[i]);
}
}
// Add the new one
newFileArray.push(bytes);
// Now update the global variable
fileArray = newFileArray;
Then you always just reference fileArray, enumerate it for any file byte strings, e.g. var myBytes = fileArray[0]; for the first file.
This is simple way to convert files to Base64 and avoid "maximum call stack size exceeded at FileReader.reader.onload" with the file has big size.
document.querySelector('#fileInput').addEventListener('change', function () {
var reader = new FileReader();
var selectedFile = this.files[0];
reader.onload = function () {
var comma = this.result.indexOf(',');
var base64 = this.result.substr(comma + 1);
console.log(base64);
}
reader.readAsDataURL(selectedFile);
}, false);
<input id="fileInput" type="file" />
document.querySelector('input').addEventListener('change', function(){
var reader = new FileReader();
reader.onload = function(){
var arrayBuffer = this.result,
array = new Uint8Array(arrayBuffer),
binaryString = String.fromCharCode.apply(null, array);
console.log(binaryString);
console.log(arrayBuffer);
document.querySelector('#result').innerHTML = arrayBuffer + ' '+arrayBuffer.byteLength;
}
reader.readAsArrayBuffer(this.files[0]);
}, false);
<input type="file"/>
<div id="result"></div>
Here is one answer to get the actual final byte array , just using FileReader and ArrayBuffer :
const test_function = async () => {
... ... ...
const get_file_array = (file) => {
return new Promise((acc, err) => {
const reader = new FileReader();
reader.onload = (event) => { acc(event.target.result) };
reader.onerror = (err) => { err(err) };
reader.readAsArrayBuffer(file);
});
}
const temp = await get_file_array(files[0])
console.log('here we finally ve the file as a ArrayBuffer : ',temp);
const fileb = new Uint8Array(fileb)
... ... ...
}
where file is directly the File object u want to read , this has to be done in a async function...

Get base64 of audio data from Cordova Capture

I am using ngCordova Capture to write this code by recording audio and send the base64 somewhere (via REST). I could get the Capture Audio to work but once it returns the audioURI, I cannot get the data from the filesystem as base64. My code is below:
$cordovaCapture.captureAudio(options).then(function(audioURI) {
$scope.post.tracId = $scope.tracId;
$scope.post.type = 'audio';
console.log('audioURI:');
console.log(audioURI);
var path = audioURI[0].localURL;
console.log('path:');
console.log(path);
window.resolveLocalFileSystemURL(path, function(fileObj) {
var reader = new FileReader();
console.log('fileObj:');
console.log(fileObj);
reader.onloadend = function (event) {
console.log('reader.result:');
console.log(reader.result);
console.log('event.result:');
console.log(event.result);
}
reader.onload = function(event2) {
console.log('event2.result:');
console.log(event2.target.result);
};
reader.readAsDataURL(fileObj);
console.log(fileObj.filesystem.root.nativeURL + ' ' + fileObj.name);
$cordovaFile.readAsDataURL(fileObj.filesystem.root.nativeURL, fileObj.name)
.then(function (success) {
console.log('success:');
console.log(success);
}, function (error) {
// error
});
});
Here is the output in console log:
So how do I get the base64 data from the .wav file?
I have been reading these links:
PhoneGap FileReader/readAsDataURL Not Triggering Callbacks
https://developer.mozilla.org/en-US/docs/Web/API/FileReader/readAsDataURL
http://jsfiddle.net/eliseosoto/JHQnk/
http://community.phonegap.com/nitobi/topics/filereader_onload_not_working_with_phonegap_build_2_5_0
Had same problem, which I fixed using both the Cordova Capture and Cordova File plugin.
navigator.device.capture.captureAudio(function (audioFiles) {
var audioFile = audioFiles[0],
fileReader = new FileReader(),
file;
fileReader.onload = function (readerEvt) {
var base64 = readerEvt.target.result;
};
//fileReader.reasAsDataURL(audioFile); //This will result in your problem.
file = new window.File(audioFile.name, audioFile.localURL,
audioFile.type, audioFile.lastModifiedDate, audioFile.size);
fileReader.readAsDataURL(file); //This will result in the solution.
});

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