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  • How do I serve a large file using Pylons?

    - by Chris R
    I am writing a Pylons-based download gateway. The gateway's client will address files by ID: /file_gw/download/1 Internally, the file itself is accessed via HTTP from an internal file server: http://internal-srv/path/to/file_1.content The files may be quite large, so I want to stream the content. I store metadata about the file in a StoredFile model object: class StoredFile(Base): id = Column(Integer, primary_key=True) name = Column(String) size = Column(Integer) content_type = Column(String) url = Column(String) Given this, what's the best (ie: most architecturally-sound, performant, et al) way to write my file_gw controller?

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  • IntentService android download and return file to Activity

    - by Andrew G
    I have a fairly tricky situation that I'm trying to determine the best design for. The basics are this: I'm designing a messaging system with a similar interface to email. When a user clicks a message that has an attachment, an activity is spawned that shows the text of that message along with a paper clip signaling that there is an additional attachment. At this point, I begin preloading the attachment so that when the user clicks on it - it loads more quickly. currently, when the user clicks the attachment, it prompts with a loading dialog until the download is complete at which point it loads a separate attachment viewer activity, passing in the bmp byte array. I don't ever want to save attachments to persistent storage. The difficulty I have is in supporting rotation as well as home button presses etc. The download is currently done with a thread and handler setup. Instead of this, I'd like the flow to be the following: User loads message as before, preloading begins of attachment as before (invisible to user). When the user clicks on the attachment link, the attachment viewer activity is spawned right away. If the download was done, the image is displayed. If not, a dialog is shown in THIS activity until it is done and can be displayed. Note that ideally the download never restarts or else I've wasted cycles on the preload. Obviously I need some persistent background process that is able to keep downloading and is able to call back to arbitrarily bonded Activities. It seems like the IntentService almost fits my needs as it does its work in a background thread and has the Service (non UI) lifecycle. However, will it work for my other needs? I notice that common implementations for what I want to do get a Messenger from the caller Activity so that a Message object can be sent back to a Handler in the caller's thread. This is all well and good but what happens in my case when the caller Activity is Stopped or Destroyed and the currently active Activity (the attachment viewer) is showing? Is there some way to dynamically bind a new Activity to a running IntentService so that I can send a Message back to the new Activity? The other question is on the Message object. Can I send arbitrarily large data back in this package? For instance, rather than send back that "The file was downloaded", I need to send back the byte array of the downloaded file itself since I never want to write it to disk (and yes this needs to be the case). Any advice on achieving the behavior I want is greatly appreciated. I've not been working with Android for that long and I often get confused with how to best handle asynchronous processes over the course of the Activity lifecycle especially when it comes to orientation changes and home button presses...

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  • download iphone sample code from apple

    - by Naveen
    the iphone sdk documentation has links to sample code, but you have to download them individually from the web. Is there a bundle you can download all at once from apple ? For example, reading the first iphone tutorial at switchonthecode, the first new word I came across was UIApplication. There are 5 samples on the web...

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  • FTP download directory c++

    - by Xaver
    How can i download all directory from server recursively. I use WinINet and this problem solve very hard. I interested there is some easy way that download files and folders from ftp on visual-c++?

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  • Applescript download & open link

    - by tdskate
    I've set a rule in Apple Mail to run a "Download & Open link" applescript. I would like this script to download the url in the mail message and after downloading it should open the file. No idea how to start on this...

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  • Android segmented downloading

    - by xRev
    I'm still new to Android, so, I'm still not so familiar with its libraries and APIs. My first major project is a download manager which supports segmented downloading. I could already download files, but, I still have no idea on how or where to start for segmented downloading. I have already browsed a lot of threads, but I really couldn't find any article or thread about segmented downloading in Android. Can anyone please help me?

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  • Application to download video from youtube

    - by Nidal Saed
    I making an application to view videos form youtube, and I think it is very easy to write a code to make the user be able download the videos and save it in the documents folder of the application, my questions are: 1) is it legal to do this, and is there any concern of the application being rejected? 2) is it possible to make the user watch the video and when he finish (watched all the video) get this data and save it, (not to download it again since he already watched the video and downloaded it).

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  • download multiples files in one request

    - by alexperto
    I don't know if it is posible, but I'd like to download a group of pdf's in only one request this is the way I download a particular invoice: def show @invoice = Invoice.find_by_invoice_hash params[:hash] respond_to do |format| format.html format.xml do send_data File.read( @invoice.xml_path ), type: 'text/xml', filename: "invoice_#{ @invoice.id }.xml", disposition: 'attachment' end format.pdf do render :pdf => @invoice.hash, layout: 'pdf', footer: { right: "printed at: #{Date.today}" } end end end What do you suggest me to do?

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  • Download a file+

    - by Martin
    Hi, First PHP project and I'm stuck! I wish to allow users to click a button or a link and download a file. However, my PHP must first perform some tasks, choose the right file, record the download event in a db etc. This I can do, but how do I then send the file as a response to the user's click? Thanks for any help.

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  • When "W" is held, the character moves forward, but when "W" and "A" is held, movement completely stops

    - by Vlad1k
    I am making a 2D game, and when I hold the key "w", the player goes forward, but when I hold both "w" and "a", the movement stops completely, when I want it to go forward, while shifting to the left. Here is my script: var speed = 4; function Update() { // Make the character walk forward if "w" is being held if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } // Stop the movement if "w" is not being held if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk forward if "s" is being held if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } // Stop the movement if "s" is not being held if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk left if "a" is being held if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } // Stop the movement if "a" is not being held if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } //Make the character walk right if "d" is being held if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } // Stop the movement if "d" is not being held if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } } PLEASE MAKE THE CODE BETTER! I AM NEW! EDIT: Here is a video to show my problem. http://www.screenr.com/3oxH Here is the newest code: var speed = 4f; function Update() { if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } else if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } else if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } else if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } }

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  • How can I enable PHP5 for a site? Having problems with every single method.

    - by John Stephens
    I'm working on a client site that is hosted on someone's DIY Debian Linux server [Apache/1.3.33 (Debian GNU/Linux)], and I'm trying to install a script that requires PHP5. By default, the server parses .php files with PHP 4.3.10-22, which is configured at /etc/php4/apache/php.ini, according to phpinfo(). On the server I can see a config directory for PHP5 adjacent to the PHP4 directory: /etc/php5.0/apache2/php.ini. I have tried multiple methods to enable PHP5 for the document root where the site's files are hosted, including all available methods mentioned here. By far, the most common suggestion I've found is to add one or both of the following lines to the site's .htaccess file: AddHandler application/x-httpd-php5 .php AddType application/x-httpd-php5 .php Trouble is, when either or both of those lines are present, the site forces my browser to download any .php files requested, without parsing the PHP at all. All of the other methods mentioned in the above article cause a 500 Internal Server Error. There is no hosting control panel I can access in a browser to enable PHP5 for the site, but I do have shell access. When I asked the server administrator about this issue, he encouraged me to search for the answer on Google. Where could I begin to troubleshoot this issue? Are there ways to test or verify the server's specific PHP5 installation and configuration, using the command line or some other method? Do you have other suggestions to enable PHP5?

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  • WSUS trying to download all updates again

    - by Tim Alexander
    The server hosting WSUS had a catastrophic failure and we have had to rebuild the system drives. Luckily the DB and content store for WSUS are on a seperate drive so were unaffected. During the rebuild process we thought it was time to update the server to 2008 R2 (from 2003 R2). Have got the server running and installed the WSUS role, detached the DB form SQL Express 2008 R2 and attached the original. Carried out the wsusutil.exe movecontent command with a -skipcopy switch pointing to the original content store. All looked good until I saw the front page stating it is trying to download files for 6,436 updates at around 344,565 MB!!!!!! Oops, I thought, something not right here. The content store I have on disk is only 75GB but I am thinking that some vital step has been missed in the restoration process. Either way is there a way to make WSUS reindex its local content store or something as I am unsure that downloading 344 gigabytes is a viable way forward! EDIT: Never rains but it pours. AM now getting a CLSID: FX {8b6499ed-0241-e032-6508-da4b1c879d7e} error could not create snap in. think a reinstall of WSUS is in order.

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  • How to start using twill?

    - by brilliant
    How do I start using twill? I have just downloaded it, unpacked it and clicked on the setup .py file in the folder. The black window (terminal) appeared for a moment and vanished. (I do have Python 2.5 installed on my computer - along with SDK from Google App Engine) In the twill documentation section it says: Downloading twill The latest release of twill is twill 0.9, released Thursday, December 27th, 2007; it is available for download at http://darcs.idyll.org/~t/projects/twill-0.9.tar.gz. You can also use Python's easy_install to install or upgrade twill. twill works with Python 2.3 or later. To start using twill, install it and then type twill-sh. At the prompt type: go http://www.slashdot.org/ show showforms showhistory I am not clear from this passage what I am supposed to type (only "twill-sh" or "twill-sh" and all the words under that line) and where (I tried typing it in the command prompt window of my computer - to no avail) Can, anyone, please, help me out here? Thank You in advance.

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  • Nginx Tries to download file when rewriting non-existent url

    - by Vince Kronlein
    All requests to a non-existent file should be re-written to index.php?name=$1 All other requests should be processed as normal. With this server block, the server is trying to download all non-existent urls: server { server_name www.domain.com; rewrite ^(.*) http://domain.com$1 permanent; } server { listen 80; server_name domain.com; client_max_body_size 500M; index index.php index.html index.htm; root /home/username/public_html; location ~ /\.ht { deny all; } location ~ \.php$ { try_files $uri = 404; fastcgi_split_path_info ^(.+\.php)(/.+)$; include fastcgi_params; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; fastcgi_pass 127.0.0.1:9002; } location ~* ^.+\.(ogg|ogv|svg|svgz|eot|otf|woff|mp4|ttf|rss|atom|jpg|jpeg|gif|png|ico|zip|tgz|gz|rar|bz2|doc|xls|exe|ppt|tar|mid|midi|wav|bmp|rtf)$ { access_log off; log_not_found off; expires max; } location /plg { } location / { if (!-f $request_filename){ rewrite ^(.*)$ /index.php?name=$1 break; } } } I've checked to see that my default_type = text/html instead of octet stream, not sure what the deal is.

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  • wget recursively download from pages with lots of links

    - by Shadow
    When using wget with the recursive option turned on I am getting an error message when it is trying to download a file. It thinks the link is a downloadable file when in reality it should just be following it to get to the page that actually contains the files(or more links to follow) that I want. wget -r -l 16 --accept=jpg website.com The error message is: .... since it should be rejected. This usually occurs when the website link it is trying to fetch ends with a sql statement. The problem however doesn't occur when using the very same wget command on that link. I want to know how exactly it is trying to fetch the pages. I guess I could always take a poke around the source although I don't know how messy the project is. I might also be missing exactly what "recursive" means in the context of wget. I thought it would run through and travel in each link getting the files with the extension I have requested. I posted this up over at stackOverFlow but they turned me over here:) Hoping you guys can help.

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  • SVG doesn't work on subdomain - some browsers try to download rather than display

    - by John Catterfeld
    I have a site with a 'development' subdomain, which displays my SVG file exactly as intended. However when I copy it across to www, or any other subdomain (e.g. 'test') some browsers try to open the file in an external editor, therefore asking me to download the file rather than displaying it. For example: http://development.mysite.com/test.svg - works http://www.mysite.com/test.svg - doesn't work The SVG file: <?xml version="1.0" standalone="no"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg xmlns="http://www.w3.org/2000/svg" version="1.1"> <circle cx="100" cy="50" r="40" stroke="black" stroke-width="2" fill="red" /> </svg> This happens in Firefox, Chrome and Safari, however IE9 and above display the file as intended. It is a Windows hosting, and I have <mimeMap fileExtension=".svg" mimeType="image/svg+xml" /> in my web.config file My hunch is that there must be some setting on the server which I need my hosting company to make. Can anyone suggest what might cause this issue?

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • HTML Chrome Audit Specify Image Dimensions

    - by AKRamkumar
    I just started using the chrome developer tools for some basic html websites and I used the audit tool. I had two identical images, one with the height and width attribute, and one without. On the Resources section, both the latency and the download time were identical. However, the Audit showed Specify image dimensions (1) A width and height should be specified for all images in order to speed up page display. Does this actually help? And are there any other ways to speed up page time? This is only a splash page for the website I am building and as such it is only html, no css or javascript or anything. I have already compressed the images but I want to speed up load time even more. Is there a way?

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  • How to control the download url for dotNetFx35setup.exe without using the Visual Studio bootstrapper

    - by tronda
    Previously I've used to Visual Studio 2008 setup.bin to generate a bootstrapper. I had some issues with it which were difficult to resolve and turned to dotNetInstaller. One great thing with the VS 2008 generated bootstrapper, was that I was able to control the download location for the .NET framework. By using the MSBuild task I could specify the componentsLocation: <GenerateBootstrapper ApplicationFile="$(TargetFileName)" ApplicationName="MyApp" ApplicationUrl="http://$(InstallerHost)$(DownloadUrl)" BootstrapperItems="@(BootstrapperFile)" CopyComponents="True" ComponentsLocation="Relative" OutputPath="$(OutputPath)" Path="C:\Program Files\Microsoft SDKs\Windows\v6.0A\Bootstrapper\" /> Here I'm able to use the ComponentsLocation="Relative" and the bootstrapper would download from our own web server - which is what I want. When I no longer have the VS 2008 bootstrapper, I would like to have the same feature. The new boostrapper downloads the dotNetFx35setup.exe from a defined server, but the problem is that this ".NET bootstrapper" connects to Microsoft's servers for downloading the needed packages. Trying to run the following command: dotNetFx35setup.exe /? did not show any options to control the download location. The web server will contain the package structure which the Windows SDK (v6.0A) has within the Bootstrapper\Packages directory. The structure looks like this: Packages DotNetFX DotNetFX30 DotNetFX35 DotNetFx35Client DotNetFx35SP1 ..... When I state a dependency to the .NET Framework 3.5, the DotNetFX35 directory structure gets copied into the bin/Debug directory. I've copied this directory onto the web server and it looks like this: DotNetFX35 dotNetFX20 dotNetFX30 dotNetFX35 x64 netfx35_x64.exe x86 netfx35_x86.exe dotNetMSP dotNetFx35setup.exe The other directories contains mainly MSI, MSP and MSU files. So any pointers on how to control downloading of the .NET framework. Shouldn't I use the dotNetFx35setup.exe file? If not - which should I use?

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  • Webclient using download file to grab file from server - handling exceptions

    - by baron
    Hello everyone, I have a web service in which I am manipulating POST and GET methods to facilitate upload / download functionality for some files in a client/server style architecture. Basically the user is able to click a button to download a specific file, make some changes in the app, then click upload button to send it back. Problem I am having is with the download. Say the user expects 3 files 1.txt, 2.txt and 3.txt. Except 2.txt does not exist on the server. So I have code like (on server side): public class HttpHandler : IHttpHandler { public void ProcessRequest { if (context.Request.HttpMethod == "GET") { GoGetIt(context) } } private static void GoGetIt(HttpContext context) { var fileInfoOfWhereTheFileShouldBe = new FileInfo(......); if (!fileInfoOfWhereTheFileShouldBe.RefreshExists()) { throw new Exception("Oh dear the file doesn't exist"); } ... So the problem I have is that when I run the application, and I use a WebClient on client side to use DownloadFile method which then uses the code I have above, I get: WebException was unhandled: The remote server returned an error: (500) Internal Server Error. (While debugging) If I attach to the browser and use http://localhost:xxx/1.txt I can step through server side code and throw the exception as intended. So I guess I'm wondering how I can handle the internal server error on the client side properly so I can return something meaningful like "File doesn't exist". One thought was to use a try catch around the WebClient.DownloadFile(address, filename) method but i'm not sure thats the only error that will occur i.e. the file doesn't exist.

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  • PHP File Downloading Questions

    - by nsearle
    Hey All! I am currently running into some problems with user's downloading a file stored on my server. I have code set up to auto download a file once the user hits the download button. It is working for all files, but when the size get's larger than 30 MB it is having issues. Is there a limit on user download? Also, I have supplied my example code and am wondering if there is a better practice than using the PHP function 'file_get_contents'. Thank You all for the help! $path = $_SERVER['DOCUMENT_ROOT'] . '../path/to/file/'; $filename = 'filename.zip'; $filesize = filesize($path . $filename); @header("Content-type: application/zip"); @header("Content-Disposition: attachment; filename=$filename"); @header("Content-Length: $filesize") echo file_get_contents($path . $filename);

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  • Using Javascript to generate and save a file

    - by Toji
    I've been fiddling with WebGL lately, and have gotten a Collada reader working. Problem is it's pretty slow (Collada is a very verbose format), so I'm going to start converting files to a easier to use format (probably JSON). Thing is, I already have the code to parse the file in Javascript, so I may as well use it as my exporter too! The problem is saving. Now, I know that I can parse the file, send the result to the server, and have the browser request the file back from the server as a download. But in reality the server has nothing to do with this particular process, so why get it involved? I already have the contents of the desired file in memory. Is there any way that I could present the user with a download using pure javascript? (I doubt it, but might as well ask...) And to be clear: I am not trying to access the filesystem without the users knowledge! The user will provide a file (probably via drag and drop), the script will transform the file in memory, and the user will be prompted to download the result. All of which should be "safe" activities as far as the browser is concerned.

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  • How to create a progress bar while downloading a file using the windows API?

    - by Jorge Chayan
    i'm working on an application in MS Visual C++ using Windows API that must download a file and place it in a folder. I have already implemented the download using URLDownloadToFile function, but i want to create a PROGRESS_CLASS progress bar with marquee style while the file is being downloaded, but it doesn't seems to get animated in the process. This is the function I use for downloading: BOOL SOXDownload() { HRESULT hRez = URLDownloadToFile(NULL, "url","C:\\sox.zip", 0, NULL); if (hRez == E_OUTOFMEMORY ) { MessageBox(hWnd, "Out of memory Error","", MB_OK); return FALSE; } if (hRez != S_OK) { MessageBox(hWnd, "Error downloading sox.", "Error!", MB_ICONERROR | MB_SYSTEMMODAL); return FALSE; } if (hRez == S_OK) { BSTR file = SysAllocString(L"C:\\sox.zip"); BSTR folder = SysAllocString(L"C:\\"); Unzip2Folder(file, folder); ::MessageBoxA(hWnd, "Sox Binaries downloaded succesfully", "Success", MB_OK); } return TRUE; } Later I call inside WM_CREATE (in my main window's message processor): if (!fileExists("C:\\SOX\\SOX.exe")) { components[7] = CreateWindowEx(0, PROGRESS_CLASS, NULL, WS_VISIBLE | PBS_MARQUEE, GetSystemMetrics(SM_CXSCREEN) / 2 - 80, GetSystemMetrics(SM_CYSCREEN) / 2 + 25, 200, 50, hWnd, NULL, NULL, NULL); SetWindowText(components[7], "Downloading SoX"); SendMessage(components[7], PBM_SETRANGE, 0, (LPARAM) MAKELPARAM(0, 50)); SendMessage(components[7], PBM_SETMARQUEE, TRUE, MAKELPARAM( 0, 50)); SOXDownload(); SendMessage(components[7], WM_CLOSE, NULL, NULL); } And as I want, I get a tiny progress bar... But it's not animated, and when I place the cursor over the bar, the cursor indicates that the program is busy downloading the file. When the download is complete, the window closes as i requested: SendMessage(components[7], WM_CLOSE, NULL, NULL); So the question is how can I make the bar move while downloading the file? Considering that i want it done with marquee style for simplicity. Thanks in advance.

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  • PHP: How to know if a user is currently downloading a file?

    - by metrobalderas
    I'm developing a quick rapidshare-like site where the user can download files. First, I created a quick test setting headers and using readfile() but then I found in the comments section there's a way to limit the speed of the download, which is great, here's the code: $local_file = 'file.zip'; $download_file = 'name.zip'; // set the download rate limit (=> 20,5 kb/s) $download_rate = 20.5; if(file_exists($local_file) && is_file($local_file)) { header('Cache-control: private'); header('Content-Type: application/octet-stream'); header('Content-Length: '.filesize($local_file)); header('Content-Disposition: filename='.$download_file); flush(); $file = fopen($local_file, "r"); while(!feof($file)) { // send the current file part to the browser print fread($file, round($download_rate * 1024)); // flush the content to the browser flush(); // sleep one second sleep(1); } fclose($file);} else { die('Error: The file '.$local_file.' does not exist!'); } But now my question is, how to limit the number of downloads at the same time? How can I check there's still a connection with some user's IP? Thanks.

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  • Best practice to calculate the average speed from GPS coordinates

    - by Sebi
    i have here a device which can give me gps coordinates. the time intervall i can define. i want to use it to calculate the average speed during driving or travelling by car. actually i used a orthodrome formula to calculate the distance between two points and then divided it by the given time intervall. by the implemenation i followed this term (http://de.wikipedia.org/wiki/Orthodrome#Genauere_Formel_zur_Abstandsberechnung_auf_der_Erde). Unfortunately i could only find a german link, but i think the formula should be understandable in any language ;) Unfortunately, using this formula and a time intverall of 1 seconds gives very unprecises results. the speed while walking is between 1 km/h and 20km/h. So i wonder if there is a general reference how to implement distance calculation between two gps coordinates (i found something similar on SO) and particulary, which is the best time intervall to update the GPS coordiantes.

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