I am trying to save an captured photo into a folder as following:
CameraCaptureUI captureUI = new CameraCaptureUI();
captureUI.PhotoSettings.Format = CameraCaptureUIPhotoFormat.Jpeg;
captureUI.PhotoSettings.CroppedSizeInPixels = new Size(200, 200);
StorageFile photo = await
captureUI.CaptureFileAsync(CameraCaptureUIMode.Photo);
if (photo == null)
{
// User cancelled photo capture
return;
}
StorageFolder destinationFolder = await ApplicationData.Current.LocalFolder.CreateFolderAsync("ProfilePhotoFolder", CreationCollisionOption.OpenIfExists);
await photo.CopyAsync(destinationFolder, "ProfilePhoto.jpg", NameCollisionOption.ReplaceExisting);
await photo.DeleteAsync();
However, I cannot find the ProfilePhotoFolder in my file system. Could any one please tell me where is this folder. This is an Universal Windows project.
When you write to UWP LocalFolders the data is placed into Isolated Storage which is only accessible by your application, and thus you won't simply be able to fire up Windows Explorer and start digging into the files.
The recommended way for Windows 10 devices is to set your device to Developer Mode then use the web browser interface they've created (see https://blogs.windows.com/buildingapps/2016/06/08/using-the-app-file-explorer-to-see-your-app-data/#6O50PWljxSKfKCAm.97).
Try:
StorageFolder storageFolder = KnownFolders.PicturesLibrary;
Docs
Related
I'd like to play .mp3 or wav sounds in my uwp app, I need to play it only when app is open and without any media element on the ui. Is there a possibility to make some threads to play separate songs at the same time. Any relevant info is appreciated.
Adapting the above answer slightly using MediaElement. Presumes you have a media file at the root of your application in MyFolder/MySound.wav
var element = new MediaElement();
var folder = await Windows.ApplicationModel.Package.Current.InstalledLocation.GetFolderAsync("MyFolder");
var file = await folder.GetFileAsync("MySound.wav");
var stream = await file.OpenAsync(Windows.Storage.FileAccessMode.Read);
element.SetSource(stream, "");
element.Play();
May be this code snippet will help you out.
MediaElement PlayMusic = new MediaElement();
StorageFolder Folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
Folder = await Folder.GetFolderAsync("MyFolder");
StorageFile sf = await Folder.GetFileAsync("MyFile.mp3");
PlayMusic.SetSource(await sf.OpenAsync(FileAccessMode.Read), sf.ContentType);
PlayMusic.Play();
I'm new to windows phone development, and not using silverlight or WPF. I copy the file "links.txt" into my Windows Phone folder at "\Documents\" and I want to access and get the content in the file, but I'm getting back as access denied error. I click on Package.appxmanifest file then select "Capabilities" tab, but I don't see "Documents Library Access" for me to check it. As matter fact I don't see any "... Library Access" showing. Below is the code:
string fileName = "\\Documents\\links.txt";
string parentPath = ApplicationData.Current.LocalFolder.Path;
string filePath = Path.Combine(parentPath, fileName);
StorageFile file = await StorageFile.GetFileFromPathAsync(filePath);
Any suggestion how can I read the file? thanks.
Updates:
It seems the code above does not work, but when using the code below and change the folder to "Music" instead of "Documents" then check the Capabilities for "MusicLibrary", it's working.
var folder = KnownFolders.MusicLibrary;
var file = await folder.GetFileAsync("links.txt");
var read = await FileIO.ReadTextAsync(file);
Thanks!
You are give the wrong filePath actual path is in this image
i try your code it shows same error so correct your file path
If you checked need Capability for Documents you should use KnownFolders class instead ApplicationData.Current.LocalFolder.Path.
For example:
StorageFolder storageFolder = KnownFolders.DocumentsLibrary;
StorageFile file = await storageFolder.CreateFileAsync("sample.dat", CreationCollisionOption.ReplaceExisting);
What is the right place for my Windows 10 IoT UWP app to persist temporary working data considering the device is occasionally turned off ? I have been researching about saving files on the SD card and reading from it, but it's been tough. Not even the code below is running, for the line IReadOnlyList<StorageFile> files = await folder.GetFilesAsync(); is causing the task to abort without raising any error. It's VS 2015 on Raspberry Pi 2.
public async void pop()
{
StorageFolder folder = Windows.Storage.ApplicationData.Current.LocalFolder;
IReadOnlyList<StorageFile> files = await folder.GetFilesAsync();
foreach (StorageFile sf in files)
{
if (sf.Name.EndsWith(".mtk"))
{
var file = await folder.GetFileAsync(sf.Name);
var readFile = await Windows.Storage.FileIO.ReadTextAsync(file);
nextFileContents = readFile.ToString();
break;
}
}
}
If you read Microsoft Documentation about access uSD on Windows 10 (here link)
you have to do two tasks:
specify the removableStorage capability in the app manifest file and
register to handle the file extensions associated with the type of media that you want to access
read the documentation and enjoy
I'm having trouble displaying an jpg in an Image control in a Windows Universal App. (I had the same problem trying to create a Windows 8 Store app as well)
I have a simple form with an Image control on it. All I want to do is be able to open images in a folder on my local drive or a network drive on my local network and display them. But I am not having any luck. The only thing I get is E_NETWORK_ERROR, with no additional information.
I assume it probably has something to do with security, but surely there must be a setting or permission to allow me to do it. I tried enabling Private Networks in the Capabilities tab of the manifest, but that didn't help. I don't see anything in Declarations that sounds like what I need.
I know UWP apps are somewhat sandboxed, but if you can't even access local files, what good are they?
Here is a sample of code I have tried. I've done other iterations as well, but they all have the same end result.
Xaml:
<Image Name="Image1"/>
Code behind:
public LoadImage()
{
var bitmap = new BitmapImage();
bitmap.ImageFailed += Bitmap_ImageFailed;
bitmap.UriSource = new Uri(#"D:\Users\Steve\Documents\SomeImage.JPG", UriKind.Absolute);
Image1.Source = bitmap;
}
private void Bitmap_ImageFailed(object sender, ExceptionRoutedEventArgs e)
{
Debug.Write(e.ErrorMessage);
}
When I run it, I end up in the Bitmap_ImageFailed event and the ErrorMessage property is simply "E_NETWORK_ERROR", and nothing is displayed in the Image. Not very helpful.
What am I missing? It has to be something simple and obvious that I am overlooking.
Update:
Thanks to all the suggestions here I was able to get it going. The part I was failing to get through my skull was that you can't just give it a folder and expect it to read a file, even as a "quick & dirty test". You have to go through "proper channels" to get there. I pieced it all together and came up with this example which displays the first image in the selected folder:
private async void Button_Click(object sender, RoutedEventArgs e)
{
FolderPicker folderPicker = new FolderPicker();
folderPicker.SuggestedStartLocation = PickerLocationId.Desktop;
folderPicker.FileTypeFilter.Add(".jpg");
folderPicker.FileTypeFilter.Add(".tif");
folderPicker.FileTypeFilter.Add(".png");
StorageFolder folder = await folderPicker.PickSingleFolderAsync();
if (folder != null)
{
StorageApplicationPermissions.FutureAccessList.AddOrReplace("PickedFolderToken", folder);
var files = await folder.GetFilesAsync();
var bitmap = new BitmapImage();
bitmap.ImageFailed += Bitmap_ImageFailed;
var stream = await files.First().OpenReadAsync();
await bitmap.SetSourceAsync(stream);
Image1.Source = bitmap;
}
}
In addition, I had to add the file types for .jpg, .tif and .png as well as File Open Picker to the Declarations.
You can figure out all necessary information in MSDN article File access permissions
In addition to the default locations, an app can access additional files and folders by declaring capabilities in the app manifest (see App capability declarations), or by calling a file picker to let the user pick files and folders for the app to access (see Open files and folders with a picker).
So if you want to read a file from users document folder you need to update your applications AppXManifest to request the Document Library Access capability.
You also need to update your AppXManifest by declaring what file type(s) you want to access. Then, even with access to the folders, you only have access to a limited set of file types. You have to specify supported files types on Declarations tab
I set a new file type (.txt) and let it role from there. And code example
async void Button_Click_2(object sender, RoutedEventArgs e)
{
var _Name = "HelloWorld.txt";
var _Folder = KnownFolders.DocumentsLibrary;
var _Option = Windows.Storage.CreationCollisionOption.ReplaceExisting;
// create file
var _File = await _Folder.CreateFileAsync(_Name, _Option);
// write content
var _WriteThis = "Hello world!";
await Windows.Storage.FileIO.WriteTextAsync(_File, _WriteThis);
// acquire file
try { _File = await _Folder.GetFileAsync(_Name); }
catch (FileNotFoundException) { /* TODO */ }
// read content
var _Content = await FileIO.ReadTextAsync(_File);
await new Windows.UI.Popups.MessageDialog(_Content).ShowAsync();
}
I'm trying to play songs from a local machine by using the directory path to the song.
MediaElement.Source = new Uri(#"D:\Music\Artist\Album\Song.mp3", UriKind.Absolute);
Is this even possible to get to work or can Windows 8 apps only use URI schemes like mss-appx: to access package data?
When I try and run the code I get a message on the MediaElement control "Invalid Source"
Windows Store apps do not have full access to the file system. They can directly access (by path) only limited locations (i.e. their install and applicationdata folders).
The MediaElement can load items from paths it can directly access, but this is not generally useful since these locations have URIs (ms-appx: and ms-appdata:) which will target the right location regardless of what the actual Path is.
Typically songs are in the Music library, which the MediaElement cannot directly access. It can get brokered access through the MusicLibrary capability, but that doesn't allow access by path. The app will need to get to the file through the KnownFolders object:
private async void Button_Click(object sender, RoutedEventArgs e)
{
StorageFolder musicLib = Windows.Storage.KnownFolders.MusicLibrary;
StorageFile song = await musicLib.GetFileAsync(#"Artist\Album\Song.mp3");
var stream = await song.OpenReadAsync();
me.SetSource(stream, stream.ContentType);
}
If the song isn't in a library that can be permitted by capability then the user will need to grant permission through a FolderPicker or such. The user can pick the root of the music location and the app can cache that with the Windows.Storage.AccessCache classes so the user doesn't need to pick the folder multiple times or individually pick files.
I discuss this in more detail in my blog entry Skip the path: stick to the StorageFile
You need to use the file open picker to select a file in D drive.
FileOpenPicker openPicker = new FileOpenPicker();
openPicker.ViewMode = PickerViewMode.Thumbnail;
openPicker.SuggestedStartLocation = PickerLocationId.MusicLibrary;
openPicker.FileTypeFilter.Add(".mp3");
StorageFile file = await openPicker.PickSingleFileAsync();
IRandomAccessStreamWithContentType content = await file.OpenReadAsync();
Debug.WriteLine("Content Type: " + content.ContentType);
player.SetSource(content, content.ContentType);
This link has the answer (in case you can use the application folder)
MediaElement.Source = new Uri("ms-appx-web:///Assets/Song.mp3", UriKind.Absolute);