Art  Lind

Art Lind

1598371080

FLTK Rust: Working with images (loading and embedding)

This video shows how images can be used with widgets. It also shows how to use the image crate for unsupported images, as well as how to use rust-embed to embed images into an application.

#rust

What is GEEK

Buddha Community

FLTK Rust: Working with images (loading and embedding)
Queenie  Davis

Queenie Davis

1653123600

EasyMDE: Simple, Beautiful and Embeddable JavaScript Markdown Editor

EasyMDE - Markdown Editor 

This repository is a fork of SimpleMDE, made by Sparksuite. Go to the dedicated section for more information.

A drop-in JavaScript text area replacement for writing beautiful and understandable Markdown. EasyMDE allows users who may be less experienced with Markdown to use familiar toolbar buttons and shortcuts.

In addition, the syntax is rendered while editing to clearly show the expected result. Headings are larger, emphasized words are italicized, links are underlined, etc.

EasyMDE also features both built-in auto saving and spell checking. The editor is entirely customizable, from theming to toolbar buttons and javascript hooks.

Try the demo

Preview

Quick access

Install EasyMDE

Via npm:

npm install easymde

Via the UNPKG CDN:

<link rel="stylesheet" href="https://unpkg.com/easymde/dist/easymde.min.css">
<script src="https://unpkg.com/easymde/dist/easymde.min.js"></script>

Or jsDelivr:

<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/easymde/dist/easymde.min.css">
<script src="https://cdn.jsdelivr.net/npm/easymde/dist/easymde.min.js"></script>

How to use

Loading the editor

After installing and/or importing the module, you can load EasyMDE onto the first textarea element on the web page:

<textarea></textarea>
<script>
const easyMDE = new EasyMDE();
</script>

Alternatively you can select a specific textarea, via JavaScript:

<textarea id="my-text-area"></textarea>
<script>
const easyMDE = new EasyMDE({element: document.getElementById('my-text-area')});
</script>

Editor functions

Use easyMDE.value() to get the content of the editor:

<script>
easyMDE.value();
</script>

Use easyMDE.value(val) to set the content of the editor:

<script>
easyMDE.value('New input for **EasyMDE**');
</script>

Configuration

Options list

  • autoDownloadFontAwesome: If set to true, force downloads Font Awesome (used for icons). If set to false, prevents downloading. Defaults to undefined, which will intelligently check whether Font Awesome has already been included, then download accordingly.
  • autofocus: If set to true, focuses the editor automatically. Defaults to false.
  • autosave: Saves the text that's being written and will load it back in the future. It will forget the text when the form it's contained in is submitted.
    • enabled: If set to true, saves the text automatically. Defaults to false.
    • delay: Delay between saves, in milliseconds. Defaults to 10000 (10 seconds).
    • submit_delay: Delay before assuming that submit of the form failed and saving the text, in milliseconds. Defaults to autosave.delay or 10000 (10 seconds).
    • uniqueId: You must set a unique string identifier so that EasyMDE can autosave. Something that separates this from other instances of EasyMDE elsewhere on your website.
    • timeFormat: Set DateTimeFormat. More information see DateTimeFormat instances. Default locale: en-US, format: hour:minute.
    • text: Set text for autosave.
  • autoRefresh: Useful, when initializing the editor in a hidden DOM node. If set to { delay: 300 }, it will check every 300 ms if the editor is visible and if positive, call CodeMirror's refresh().
  • blockStyles: Customize how certain buttons that style blocks of text behave.
    • bold: Can be set to ** or __. Defaults to **.
    • code: Can be set to ``` or ~~~. Defaults to ```.
    • italic: Can be set to * or _. Defaults to *.
  • unorderedListStyle: can be *, - or +. Defaults to *.
  • scrollbarStyle: Chooses a scrollbar implementation. The default is "native", showing native scrollbars. The core library also provides the "null" style, which completely hides the scrollbars. Addons can implement additional scrollbar models.
  • element: The DOM element for the textarea element to use. Defaults to the first textarea element on the page.
  • forceSync: If set to true, force text changes made in EasyMDE to be immediately stored in original text area. Defaults to false.
  • hideIcons: An array of icon names to hide. Can be used to hide specific icons shown by default without completely customizing the toolbar.
  • indentWithTabs: If set to false, indent using spaces instead of tabs. Defaults to true.
  • initialValue: If set, will customize the initial value of the editor.
  • previewImagesInEditor: - EasyMDE will show preview of images, false by default, preview for images will appear only for images on separate lines.
  • imagesPreviewHandler: - A custom function for handling the preview of images. Takes the parsed string between the parantheses of the image markdown ![]( ) as argument and returns a string that serves as the src attribute of the <img> tag in the preview. Enables dynamic previewing of images in the frontend without having to upload them to a server, allows copy-pasting of images to the editor with preview.
  • insertTexts: Customize how certain buttons that insert text behave. Takes an array with two elements. The first element will be the text inserted before the cursor or highlight, and the second element will be inserted after. For example, this is the default link value: ["[", "](http://)"].
    • horizontalRule
    • image
    • link
    • table
  • lineNumbers: If set to true, enables line numbers in the editor.
  • lineWrapping: If set to false, disable line wrapping. Defaults to true.
  • minHeight: Sets the minimum height for the composition area, before it starts auto-growing. Should be a string containing a valid CSS value like "500px". Defaults to "300px".
  • maxHeight: Sets fixed height for the composition area. minHeight option will be ignored. Should be a string containing a valid CSS value like "500px". Defaults to undefined.
  • onToggleFullScreen: A function that gets called when the editor's full screen mode is toggled. The function will be passed a boolean as parameter, true when the editor is currently going into full screen mode, or false.
  • parsingConfig: Adjust settings for parsing the Markdown during editing (not previewing).
    • allowAtxHeaderWithoutSpace: If set to true, will render headers without a space after the #. Defaults to false.
    • strikethrough: If set to false, will not process GFM strikethrough syntax. Defaults to true.
    • underscoresBreakWords: If set to true, let underscores be a delimiter for separating words. Defaults to false.
  • overlayMode: Pass a custom codemirror overlay mode to parse and style the Markdown during editing.
    • mode: A codemirror mode object.
    • combine: If set to false, will replace CSS classes returned by the default Markdown mode. Otherwise the classes returned by the custom mode will be combined with the classes returned by the default mode. Defaults to true.
  • placeholder: If set, displays a custom placeholder message.
  • previewClass: A string or array of strings that will be applied to the preview screen when activated. Defaults to "editor-preview".
  • previewRender: Custom function for parsing the plaintext Markdown and returning HTML. Used when user previews.
  • promptURLs: If set to true, a JS alert window appears asking for the link or image URL. Defaults to false.
  • promptTexts: Customize the text used to prompt for URLs.
    • image: The text to use when prompting for an image's URL. Defaults to URL of the image:.
    • link: The text to use when prompting for a link's URL. Defaults to URL for the link:.
  • uploadImage: If set to true, enables the image upload functionality, which can be triggered by drag and drop, copy-paste and through the browse-file window (opened when the user click on the upload-image icon). Defaults to false.
  • imageMaxSize: Maximum image size in bytes, checked before upload (note: never trust client, always check the image size at server-side). Defaults to 1024 * 1024 * 2 (2 MB).
  • imageAccept: A comma-separated list of mime-types used to check image type before upload (note: never trust client, always check file types at server-side). Defaults to image/png, image/jpeg.
  • imageUploadFunction: A custom function for handling the image upload. Using this function will render the options imageMaxSize, imageAccept, imageUploadEndpoint and imageCSRFToken ineffective.
    • The function gets a file and onSuccess and onError callback functions as parameters. onSuccess(imageUrl: string) and onError(errorMessage: string)
  • imageUploadEndpoint: The endpoint where the images data will be sent, via an asynchronous POST request. The server is supposed to save this image, and return a JSON response.
    • if the request was successfully processed (HTTP 200 OK): {"data": {"filePath": "<filePath>"}} where filePath is the path of the image (absolute if imagePathAbsolute is set to true, relative if otherwise);
    • otherwise: {"error": "<errorCode>"}, where errorCode can be noFileGiven (HTTP 400 Bad Request), typeNotAllowed (HTTP 415 Unsupported Media Type), fileTooLarge (HTTP 413 Payload Too Large) or importError (see errorMessages below). If errorCode is not one of the errorMessages, it is alerted unchanged to the user. This allows for server-side error messages. No default value.
  • imagePathAbsolute: If set to true, will treat imageUrl from imageUploadFunction and filePath returned from imageUploadEndpoint as an absolute rather than relative path, i.e. not prepend window.location.origin to it.
  • imageCSRFToken: CSRF token to include with AJAX call to upload image. For various instances like Django, Spring and Laravel.
  • imageCSRFName: CSRF token filed name to include with AJAX call to upload image, applied when imageCSRFToken has value, defaults to csrfmiddlewaretoken.
  • imageCSRFHeader: If set to true, passing CSRF token via header. Defaults to false, which pass CSRF through request body.
  • imageTexts: Texts displayed to the user (mainly on the status bar) for the import image feature, where #image_name#, #image_size# and #image_max_size# will replaced by their respective values, that can be used for customization or internationalization:
    • sbInit: Status message displayed initially if uploadImage is set to true. Defaults to Attach files by drag and dropping or pasting from clipboard..
    • sbOnDragEnter: Status message displayed when the user drags a file to the text area. Defaults to Drop image to upload it..
    • sbOnDrop: Status message displayed when the user drops a file in the text area. Defaults to Uploading images #images_names#.
    • sbProgress: Status message displayed to show uploading progress. Defaults to Uploading #file_name#: #progress#%.
    • sbOnUploaded: Status message displayed when the image has been uploaded. Defaults to Uploaded #image_name#.
    • sizeUnits: A comma-separated list of units used to display messages with human-readable file sizes. Defaults to B, KB, MB (example: 218 KB). You can use B,KB,MB instead if you prefer without whitespaces (218KB).
  • errorMessages: Errors displayed to the user, using the errorCallback option, where #image_name#, #image_size# and #image_max_size# will replaced by their respective values, that can be used for customization or internationalization:
    • noFileGiven: The server did not receive any file from the user. Defaults to You must select a file..
    • typeNotAllowed: The user send a file type which doesn't match the imageAccept list, or the server returned this error code. Defaults to This image type is not allowed..
    • fileTooLarge: The size of the image being imported is bigger than the imageMaxSize, or if the server returned this error code. Defaults to Image #image_name# is too big (#image_size#).\nMaximum file size is #image_max_size#..
    • importError: An unexpected error occurred when uploading the image. Defaults to Something went wrong when uploading the image #image_name#..
  • errorCallback: A callback function used to define how to display an error message. Defaults to (errorMessage) => alert(errorMessage).
  • renderingConfig: Adjust settings for parsing the Markdown during previewing (not editing).
    • codeSyntaxHighlighting: If set to true, will highlight using highlight.js. Defaults to false. To use this feature you must include highlight.js on your page or pass in using the hljs option. For example, include the script and the CSS files like:
      <script src="https://cdn.jsdelivr.net/highlight.js/latest/highlight.min.js"></script>
      <link rel="stylesheet" href="https://cdn.jsdelivr.net/highlight.js/latest/styles/github.min.css">
    • hljs: An injectible instance of highlight.js. If you don't want to rely on the global namespace (window.hljs), you can provide an instance here. Defaults to undefined.
    • markedOptions: Set the internal Markdown renderer's options. Other renderingConfig options will take precedence.
    • singleLineBreaks: If set to false, disable parsing GitHub Flavored Markdown (GFM) single line breaks. Defaults to true.
    • sanitizerFunction: Custom function for sanitizing the HTML output of Markdown renderer.
  • shortcuts: Keyboard shortcuts associated with this instance. Defaults to the array of shortcuts.
  • showIcons: An array of icon names to show. Can be used to show specific icons hidden by default without completely customizing the toolbar.
  • spellChecker: If set to false, disable the spell checker. Defaults to true. Optionally pass a CodeMirrorSpellChecker-compliant function.
  • inputStyle: textarea or contenteditable. Defaults to textarea for desktop and contenteditable for mobile. contenteditable option is necessary to enable nativeSpellcheck.
  • nativeSpellcheck: If set to false, disable native spell checker. Defaults to true.
  • sideBySideFullscreen: If set to false, allows side-by-side editing without going into fullscreen. Defaults to true.
  • status: If set to false, hide the status bar. Defaults to the array of built-in status bar items.
    • Optionally, you can set an array of status bar items to include, and in what order. You can even define your own custom status bar items.
  • styleSelectedText: If set to false, remove the CodeMirror-selectedtext class from selected lines. Defaults to true.
  • syncSideBySidePreviewScroll: If set to false, disable syncing scroll in side by side mode. Defaults to true.
  • tabSize: If set, customize the tab size. Defaults to 2.
  • theme: Override the theme. Defaults to easymde.
  • toolbar: If set to false, hide the toolbar. Defaults to the array of icons.
  • toolbarTips: If set to false, disable toolbar button tips. Defaults to true.
  • direction: rtl or ltr. Changes text direction to support right-to-left languages. Defaults to ltr.

Options example

Most options demonstrate the non-default behavior:

const editor = new EasyMDE({
    autofocus: true,
    autosave: {
        enabled: true,
        uniqueId: "MyUniqueID",
        delay: 1000,
        submit_delay: 5000,
        timeFormat: {
            locale: 'en-US',
            format: {
                year: 'numeric',
                month: 'long',
                day: '2-digit',
                hour: '2-digit',
                minute: '2-digit',
            },
        },
        text: "Autosaved: "
    },
    blockStyles: {
        bold: "__",
        italic: "_",
    },
    unorderedListStyle: "-",
    element: document.getElementById("MyID"),
    forceSync: true,
    hideIcons: ["guide", "heading"],
    indentWithTabs: false,
    initialValue: "Hello world!",
    insertTexts: {
        horizontalRule: ["", "\n\n-----\n\n"],
        image: ["![](http://", ")"],
        link: ["[", "](https://)"],
        table: ["", "\n\n| Column 1 | Column 2 | Column 3 |\n| -------- | -------- | -------- |\n| Text     | Text      | Text     |\n\n"],
    },
    lineWrapping: false,
    minHeight: "500px",
    parsingConfig: {
        allowAtxHeaderWithoutSpace: true,
        strikethrough: false,
        underscoresBreakWords: true,
    },
    placeholder: "Type here...",

    previewClass: "my-custom-styling",
    previewClass: ["my-custom-styling", "more-custom-styling"],

    previewRender: (plainText) => customMarkdownParser(plainText), // Returns HTML from a custom parser
    previewRender: (plainText, preview) => { // Async method
        setTimeout(() => {
            preview.innerHTML = customMarkdownParser(plainText);
        }, 250);

        return "Loading...";
    },
    promptURLs: true,
    promptTexts: {
        image: "Custom prompt for URL:",
        link: "Custom prompt for URL:",
    },
    renderingConfig: {
        singleLineBreaks: false,
        codeSyntaxHighlighting: true,
        sanitizerFunction: (renderedHTML) => {
            // Using DOMPurify and only allowing <b> tags
            return DOMPurify.sanitize(renderedHTML, {ALLOWED_TAGS: ['b']})
        },
    },
    shortcuts: {
        drawTable: "Cmd-Alt-T"
    },
    showIcons: ["code", "table"],
    spellChecker: false,
    status: false,
    status: ["autosave", "lines", "words", "cursor"], // Optional usage
    status: ["autosave", "lines", "words", "cursor", {
        className: "keystrokes",
        defaultValue: (el) => {
            el.setAttribute('data-keystrokes', 0);
        },
        onUpdate: (el) => {
            const keystrokes = Number(el.getAttribute('data-keystrokes')) + 1;
            el.innerHTML = `${keystrokes} Keystrokes`;
            el.setAttribute('data-keystrokes', keystrokes);
        },
    }], // Another optional usage, with a custom status bar item that counts keystrokes
    styleSelectedText: false,
    sideBySideFullscreen: false,
    syncSideBySidePreviewScroll: false,
    tabSize: 4,
    toolbar: false,
    toolbarTips: false,
});

Toolbar icons

Below are the built-in toolbar icons (only some of which are enabled by default), which can be reorganized however you like. "Name" is the name of the icon, referenced in the JavaScript. "Action" is either a function or a URL to open. "Class" is the class given to the icon. "Tooltip" is the small tooltip that appears via the title="" attribute. Note that shortcut hints are added automatically and reflect the specified action if it has a key bind assigned to it (i.e. with the value of action set to bold and that of tooltip set to Bold, the final text the user will see would be "Bold (Ctrl-B)").

Additionally, you can add a separator between any icons by adding "|" to the toolbar array.

NameActionTooltip
Class
boldtoggleBoldBold
fa fa-bold
italictoggleItalicItalic
fa fa-italic
strikethroughtoggleStrikethroughStrikethrough
fa fa-strikethrough
headingtoggleHeadingSmallerHeading
fa fa-header
heading-smallertoggleHeadingSmallerSmaller Heading
fa fa-header
heading-biggertoggleHeadingBiggerBigger Heading
fa fa-lg fa-header
heading-1toggleHeading1Big Heading
fa fa-header header-1
heading-2toggleHeading2Medium Heading
fa fa-header header-2
heading-3toggleHeading3Small Heading
fa fa-header header-3
codetoggleCodeBlockCode
fa fa-code
quotetoggleBlockquoteQuote
fa fa-quote-left
unordered-listtoggleUnorderedListGeneric List
fa fa-list-ul
ordered-listtoggleOrderedListNumbered List
fa fa-list-ol
clean-blockcleanBlockClean block
fa fa-eraser
linkdrawLinkCreate Link
fa fa-link
imagedrawImageInsert Image
fa fa-picture-o
tabledrawTableInsert Table
fa fa-table
horizontal-ruledrawHorizontalRuleInsert Horizontal Line
fa fa-minus
previewtogglePreviewToggle Preview
fa fa-eye no-disable
side-by-sidetoggleSideBySideToggle Side by Side
fa fa-columns no-disable no-mobile
fullscreentoggleFullScreenToggle Fullscreen
fa fa-arrows-alt no-disable no-mobile
guideThis linkMarkdown Guide
fa fa-question-circle
undoundoUndo
fa fa-undo
redoredoRedo
fa fa-redo

Toolbar customization

Customize the toolbar using the toolbar option.

Only the order of existing buttons:

const easyMDE = new EasyMDE({
    toolbar: ["bold", "italic", "heading", "|", "quote"]
});

All information and/or add your own icons

const easyMDE = new EasyMDE({
    toolbar: [
        {
            name: "bold",
            action: EasyMDE.toggleBold,
            className: "fa fa-bold",
            title: "Bold",
        },
        "italics", // shortcut to pre-made button
        {
            name: "custom",
            action: (editor) => {
                // Add your own code
            },
            className: "fa fa-star",
            title: "Custom Button",
            attributes: { // for custom attributes
                id: "custom-id",
                "data-value": "custom value" // HTML5 data-* attributes need to be enclosed in quotation marks ("") because of the dash (-) in its name.
            }
        },
        "|" // Separator
        // [, ...]
    ]
});

Put some buttons on dropdown menu

const easyMDE = new EasyMDE({
    toolbar: [{
                name: "heading",
                action: EasyMDE.toggleHeadingSmaller,
                className: "fa fa-header",
                title: "Headers",
            },
            "|",
            {
                name: "others",
                className: "fa fa-blind",
                title: "others buttons",
                children: [
                    {
                        name: "image",
                        action: EasyMDE.drawImage,
                        className: "fa fa-picture-o",
                        title: "Image",
                    },
                    {
                        name: "quote",
                        action: EasyMDE.toggleBlockquote,
                        className: "fa fa-percent",
                        title: "Quote",
                    },
                    {
                        name: "link",
                        action: EasyMDE.drawLink,
                        className: "fa fa-link",
                        title: "Link",
                    }
                ]
            },
        // [, ...]
    ]
});

Keyboard shortcuts

EasyMDE comes with an array of predefined keyboard shortcuts, but they can be altered with a configuration option. The list of default ones is as follows:

Shortcut (Windows / Linux)Shortcut (macOS)Action
Ctrl-'Cmd-'"toggleBlockquote"
Ctrl-BCmd-B"toggleBold"
Ctrl-ECmd-E"cleanBlock"
Ctrl-HCmd-H"toggleHeadingSmaller"
Ctrl-ICmd-I"toggleItalic"
Ctrl-KCmd-K"drawLink"
Ctrl-LCmd-L"toggleUnorderedList"
Ctrl-PCmd-P"togglePreview"
Ctrl-Alt-CCmd-Alt-C"toggleCodeBlock"
Ctrl-Alt-ICmd-Alt-I"drawImage"
Ctrl-Alt-LCmd-Alt-L"toggleOrderedList"
Shift-Ctrl-HShift-Cmd-H"toggleHeadingBigger"
F9F9"toggleSideBySide"
F11F11"toggleFullScreen"

Here is how you can change a few, while leaving others untouched:

const editor = new EasyMDE({
    shortcuts: {
        "toggleOrderedList": "Ctrl-Alt-K", // alter the shortcut for toggleOrderedList
        "toggleCodeBlock": null, // unbind Ctrl-Alt-C
        "drawTable": "Cmd-Alt-T", // bind Cmd-Alt-T to drawTable action, which doesn't come with a default shortcut
    }
});

Shortcuts are automatically converted between platforms. If you define a shortcut as "Cmd-B", on PC that shortcut will be changed to "Ctrl-B". Conversely, a shortcut defined as "Ctrl-B" will become "Cmd-B" for Mac users.

The list of actions that can be bound is the same as the list of built-in actions available for toolbar buttons.

Advanced use

Event handling

You can catch the following list of events: https://codemirror.net/doc/manual.html#events

const easyMDE = new EasyMDE();
easyMDE.codemirror.on("change", () => {
    console.log(easyMDE.value());
});

Removing EasyMDE from text area

You can revert to the initial text area by calling the toTextArea method. Note that this clears up the autosave (if enabled) associated with it. The text area will retain any text from the destroyed EasyMDE instance.

const easyMDE = new EasyMDE();
// ...
easyMDE.toTextArea();
easyMDE = null;

If you need to remove registered event listeners (when the editor is not needed anymore), call easyMDE.cleanup().

Useful methods

The following self-explanatory methods may be of use while developing with EasyMDE.

const easyMDE = new EasyMDE();
easyMDE.isPreviewActive(); // returns boolean
easyMDE.isSideBySideActive(); // returns boolean
easyMDE.isFullscreenActive(); // returns boolean
easyMDE.clearAutosavedValue(); // no returned value

How it works

EasyMDE is a continuation of SimpleMDE.

SimpleMDE began as an improvement of lepture's Editor project, but has now taken on an identity of its own. It is bundled with CodeMirror and depends on Font Awesome.

CodeMirror is the backbone of the project and parses much of the Markdown syntax as it's being written. This allows us to add styles to the Markdown that's being written. Additionally, a toolbar and status bar have been added to the top and bottom, respectively. Previews are rendered by Marked using GitHub Flavored Markdown (GFM).

SimpleMDE fork

I originally made this fork to implement FontAwesome 5 compatibility into SimpleMDE. When that was done I submitted a pull request, which has not been accepted yet. This, and the project being inactive since May 2017, triggered me to make more changes and try to put new life into the project.

Changes include:

  • FontAwesome 5 compatibility
  • Guide button works when editor is in preview mode
  • Links are now https:// by default
  • Small styling changes
  • Support for Node 8 and beyond
  • Lots of refactored code
  • Links in preview will open in a new tab by default
  • TypeScript support

My intention is to continue development on this project, improving it and keeping it alive.

Hacking EasyMDE

You may want to edit this library to adapt its behavior to your needs. This can be done in some quick steps:

  1. Follow the prerequisites and installation instructions in the contribution guide;
  2. Do your changes;
  3. Run gulp command, which will generate files: dist/easymde.min.css and dist/easymde.min.js;
  4. Copy-paste those files to your code base, and you are done.

Contributing

Want to contribute to EasyMDE? Thank you! We have a contribution guide just for you!


Author: Ionaru
Source Code: https://github.com/Ionaru/easy-markdown-editor
License: MIT license

#react-native #react 

Dotnet Script: Run C# Scripts From The .NET CLI

dotnet script

Run C# scripts from the .NET CLI, define NuGet packages inline and edit/debug them in VS Code - all of that with full language services support from OmniSharp.

NuGet Packages

NameVersionFramework(s)
dotnet-script (global tool)Nugetnet6.0, net5.0, netcoreapp3.1
Dotnet.Script (CLI as Nuget)Nugetnet6.0, net5.0, netcoreapp3.1
Dotnet.Script.CoreNugetnetcoreapp3.1 , netstandard2.0
Dotnet.Script.DependencyModelNugetnetstandard2.0
Dotnet.Script.DependencyModel.NugetNugetnetstandard2.0

Installing

Prerequisites

The only thing we need to install is .NET Core 3.1 or .NET 5.0 SDK.

.NET Core Global Tool

.NET Core 2.1 introduced the concept of global tools meaning that you can install dotnet-script using nothing but the .NET CLI.

dotnet tool install -g dotnet-script

You can invoke the tool using the following command: dotnet-script
Tool 'dotnet-script' (version '0.22.0') was successfully installed.

The advantage of this approach is that you can use the same command for installation across all platforms. .NET Core SDK also supports viewing a list of installed tools and their uninstallation.

dotnet tool list -g

Package Id         Version      Commands
---------------------------------------------
dotnet-script      0.22.0       dotnet-script
dotnet tool uninstall dotnet-script -g

Tool 'dotnet-script' (version '0.22.0') was successfully uninstalled.

Windows

choco install dotnet.script

We also provide a PowerShell script for installation.

(new-object Net.WebClient).DownloadString("https://raw.githubusercontent.com/filipw/dotnet-script/master/install/install.ps1") | iex

Linux and Mac

curl -s https://raw.githubusercontent.com/filipw/dotnet-script/master/install/install.sh | bash

If permission is denied we can try with sudo

curl -s https://raw.githubusercontent.com/filipw/dotnet-script/master/install/install.sh | sudo bash

Docker

A Dockerfile for running dotnet-script in a Linux container is available. Build:

cd build
docker build -t dotnet-script -f Dockerfile ..

And run:

docker run -it dotnet-script --version

Github

You can manually download all the releases in zip format from the GitHub releases page.

Usage

Our typical helloworld.csx might look like this:

Console.WriteLine("Hello world!");

That is all it takes and we can execute the script. Args are accessible via the global Args array.

dotnet script helloworld.csx

Scaffolding

Simply create a folder somewhere on your system and issue the following command.

dotnet script init

This will create main.csx along with the launch configuration needed to debug the script in VS Code.

.
├── .vscode
│   └── launch.json
├── main.csx
└── omnisharp.json

We can also initialize a folder using a custom filename.

dotnet script init custom.csx

Instead of main.csx which is the default, we now have a file named custom.csx.

.
├── .vscode
│   └── launch.json
├── custom.csx
└── omnisharp.json

Note: Executing dotnet script init inside a folder that already contains one or more script files will not create the main.csx file.

Running scripts

Scripts can be executed directly from the shell as if they were executables.

foo.csx arg1 arg2 arg3

OSX/Linux

Just like all scripts, on OSX/Linux you need to have a #! and mark the file as executable via chmod +x foo.csx. If you use dotnet script init to create your csx it will automatically have the #! directive and be marked as executable.

The OSX/Linux shebang directive should be #!/usr/bin/env dotnet-script

#!/usr/bin/env dotnet-script
Console.WriteLine("Hello world");

You can execute your script using dotnet script or dotnet-script, which allows you to pass arguments to control your script execution more.

foo.csx arg1 arg2 arg3
dotnet script foo.csx -- arg1 arg2 arg3
dotnet-script foo.csx -- arg1 arg2 arg3

Passing arguments to scripts

All arguments after -- are passed to the script in the following way:

dotnet script foo.csx -- arg1 arg2 arg3

Then you can access the arguments in the script context using the global Args collection:

foreach (var arg in Args)
{
    Console.WriteLine(arg);
}

All arguments before -- are processed by dotnet script. For example, the following command-line

dotnet script -d foo.csx -- -d

will pass the -d before -- to dotnet script and enable the debug mode whereas the -d after -- is passed to script for its own interpretation of the argument.

NuGet Packages

dotnet script has built-in support for referencing NuGet packages directly from within the script.

#r "nuget: AutoMapper, 6.1.0"

package

Note: Omnisharp needs to be restarted after adding a new package reference

Package Sources

We can define package sources using a NuGet.Config file in the script root folder. In addition to being used during execution of the script, it will also be used by OmniSharp that provides language services for packages resolved from these package sources.

As an alternative to maintaining a local NuGet.Config file we can define these package sources globally either at the user level or at the computer level as described in Configuring NuGet Behaviour

It is also possible to specify packages sources when executing the script.

dotnet script foo.csx -s https://SomePackageSource

Multiple packages sources can be specified like this:

dotnet script foo.csx -s https://SomePackageSource -s https://AnotherPackageSource

Creating DLLs or Exes from a CSX file

Dotnet-Script can create a standalone executable or DLL for your script.

SwitchLong switchdescription
-o--outputDirectory where the published executable should be placed. Defaults to a 'publish' folder in the current directory.
-n--nameThe name for the generated DLL (executable not supported at this time). Defaults to the name of the script.
 --dllPublish to a .dll instead of an executable.
-c--configurationConfiguration to use for publishing the script [Release/Debug]. Default is "Debug"
-d--debugEnables debug output.
-r--runtimeThe runtime used when publishing the self contained executable. Defaults to your current runtime.

The executable you can run directly independent of dotnet install, while the DLL can be run using the dotnet CLI like this:

dotnet script exec {path_to_dll} -- arg1 arg2

Caching

We provide two types of caching, the dependency cache and the execution cache which is explained in detail below. In order for any of these caches to be enabled, it is required that all NuGet package references are specified using an exact version number. The reason for this constraint is that we need to make sure that we don't execute a script with a stale dependency graph.

Dependency Cache

In order to resolve the dependencies for a script, a dotnet restore is executed under the hood to produce a project.assets.json file from which we can figure out all the dependencies we need to add to the compilation. This is an out-of-process operation and represents a significant overhead to the script execution. So this cache works by looking at all the dependencies specified in the script(s) either in the form of NuGet package references or assembly file references. If these dependencies matches the dependencies from the last script execution, we skip the restore and read the dependencies from the already generated project.assets.json file. If any of the dependencies has changed, we must restore again to obtain the new dependency graph.

Execution cache

In order to execute a script it needs to be compiled first and since that is a CPU and time consuming operation, we make sure that we only compile when the source code has changed. This works by creating a SHA256 hash from all the script files involved in the execution. This hash is written to a temporary location along with the DLL that represents the result of the script compilation. When a script is executed the hash is computed and compared with the hash from the previous compilation. If they match there is no need to recompile and we run from the already compiled DLL. If the hashes don't match, the cache is invalidated and we recompile.

You can override this automatic caching by passing --no-cache flag, which will bypass both caches and cause dependency resolution and script compilation to happen every time we execute the script.

Cache Location

The temporary location used for caches is a sub-directory named dotnet-script under (in order of priority):

  1. The path specified for the value of the environment variable named DOTNET_SCRIPT_CACHE_LOCATION, if defined and value is not empty.
  2. Linux distributions only: $XDG_CACHE_HOME if defined otherwise $HOME/.cache
  3. macOS only: ~/Library/Caches
  4. The value returned by Path.GetTempPath for the platform.

 

Debugging

The days of debugging scripts using Console.WriteLine are over. One major feature of dotnet script is the ability to debug scripts directly in VS Code. Just set a breakpoint anywhere in your script file(s) and hit F5(start debugging)

debug

Script Packages

Script packages are a way of organizing reusable scripts into NuGet packages that can be consumed by other scripts. This means that we now can leverage scripting infrastructure without the need for any kind of bootstrapping.

Creating a script package

A script package is just a regular NuGet package that contains script files inside the content or contentFiles folder.

The following example shows how the scripts are laid out inside the NuGet package according to the standard convention .

└── contentFiles
    └── csx
        └── netstandard2.0
            └── main.csx

This example contains just the main.csx file in the root folder, but packages may have multiple script files either in the root folder or in subfolders below the root folder.

When loading a script package we will look for an entry point script to be loaded. This entry point script is identified by one of the following.

  • A script called main.csx in the root folder
  • A single script file in the root folder

If the entry point script cannot be determined, we will simply load all the scripts files in the package.

The advantage with using an entry point script is that we can control loading other scripts from the package.

Consuming a script package

To consume a script package all we need to do specify the NuGet package in the #loaddirective.

The following example loads the simple-targets package that contains script files to be included in our script.

#load "nuget:simple-targets-csx, 6.0.0"

using static SimpleTargets;
var targets = new TargetDictionary();

targets.Add("default", () => Console.WriteLine("Hello, world!"));

Run(Args, targets);

Note: Debugging also works for script packages so that we can easily step into the scripts that are brought in using the #load directive.

Remote Scripts

Scripts don't actually have to exist locally on the machine. We can also execute scripts that are made available on an http(s) endpoint.

This means that we can create a Gist on Github and execute it just by providing the URL to the Gist.

This Gist contains a script that prints out "Hello World"

We can execute the script like this

dotnet script https://gist.githubusercontent.com/seesharper/5d6859509ea8364a1fdf66bbf5b7923d/raw/0a32bac2c3ea807f9379a38e251d93e39c8131cb/HelloWorld.csx

That is a pretty long URL, so why don't make it a TinyURL like this:

dotnet script https://tinyurl.com/y8cda9zt

Script Location

A pretty common scenario is that we have logic that is relative to the script path. We don't want to require the user to be in a certain directory for these paths to resolve correctly so here is how to provide the script path and the script folder regardless of the current working directory.

public static string GetScriptPath([CallerFilePath] string path = null) => path;
public static string GetScriptFolder([CallerFilePath] string path = null) => Path.GetDirectoryName(path);

Tip: Put these methods as top level methods in a separate script file and #load that file wherever access to the script path and/or folder is needed.

REPL

This release contains a C# REPL (Read-Evaluate-Print-Loop). The REPL mode ("interactive mode") is started by executing dotnet-script without any arguments.

The interactive mode allows you to supply individual C# code blocks and have them executed as soon as you press Enter. The REPL is configured with the same default set of assembly references and using statements as regular CSX script execution.

Basic usage

Once dotnet-script starts you will see a prompt for input. You can start typing C# code there.

~$ dotnet script
> var x = 1;
> x+x
2

If you submit an unterminated expression into the REPL (no ; at the end), it will be evaluated and the result will be serialized using a formatter and printed in the output. This is a bit more interesting than just calling ToString() on the object, because it attempts to capture the actual structure of the object. For example:

~$ dotnet script
> var x = new List<string>();
> x.Add("foo");
> x
List<string>(1) { "foo" }
> x.Add("bar");
> x
List<string>(2) { "foo", "bar" }
>

Inline Nuget packages

REPL also supports inline Nuget packages - meaning the Nuget packages can be installed into the REPL from within the REPL. This is done via our #r and #load from Nuget support and uses identical syntax.

~$ dotnet script
> #r "nuget: Automapper, 6.1.1"
> using AutoMapper;
> typeof(MapperConfiguration)
[AutoMapper.MapperConfiguration]
> #load "nuget: simple-targets-csx, 6.0.0";
> using static SimpleTargets;
> typeof(TargetDictionary)
[Submission#0+SimpleTargets+TargetDictionary]

Multiline mode

Using Roslyn syntax parsing, we also support multiline REPL mode. This means that if you have an uncompleted code block and press Enter, we will automatically enter the multiline mode. The mode is indicated by the * character. This is particularly useful for declaring classes and other more complex constructs.

~$ dotnet script
> class Foo {
* public string Bar {get; set;}
* }
> var foo = new Foo();

REPL commands

Aside from the regular C# script code, you can invoke the following commands (directives) from within the REPL:

CommandDescription
#loadLoad a script into the REPL (same as #load usage in CSX)
#rLoad an assembly into the REPL (same as #r usage in CSX)
#resetReset the REPL back to initial state (without restarting it)
#clsClear the console screen without resetting the REPL state
#exitExits the REPL

Seeding REPL with a script

You can execute a CSX script and, at the end of it, drop yourself into the context of the REPL. This way, the REPL becomes "seeded" with your code - all the classes, methods or variables are available in the REPL context. This is achieved by running a script with an -i flag.

For example, given the following CSX script:

var msg = "Hello World";
Console.WriteLine(msg);

When you run this with the -i flag, Hello World is printed, REPL starts and msg variable is available in the REPL context.

~$ dotnet script foo.csx -i
Hello World
>

You can also seed the REPL from inside the REPL - at any point - by invoking a #load directive pointed at a specific file. For example:

~$ dotnet script
> #load "foo.csx"
Hello World
>

Piping

The following example shows how we can pipe data in and out of a script.

The UpperCase.csx script simply converts the standard input to upper case and writes it back out to standard output.

using (var streamReader = new StreamReader(Console.OpenStandardInput()))
{
    Write(streamReader.ReadToEnd().ToUpper());
}

We can now simply pipe the output from one command into our script like this.

echo "This is some text" | dotnet script UpperCase.csx
THIS IS SOME TEXT

Debugging

The first thing we need to do add the following to the launch.config file that allows VS Code to debug a running process.

{
    "name": ".NET Core Attach",
    "type": "coreclr",
    "request": "attach",
    "processId": "${command:pickProcess}"
}

To debug this script we need a way to attach the debugger in VS Code and the simplest thing we can do here is to wait for the debugger to attach by adding this method somewhere.

public static void WaitForDebugger()
{
    Console.WriteLine("Attach Debugger (VS Code)");
    while(!Debugger.IsAttached)
    {
    }
}

To debug the script when executing it from the command line we can do something like

WaitForDebugger();
using (var streamReader = new StreamReader(Console.OpenStandardInput()))
{
    Write(streamReader.ReadToEnd().ToUpper()); // <- SET BREAKPOINT HERE
}

Now when we run the script from the command line we will get

$ echo "This is some text" | dotnet script UpperCase.csx
Attach Debugger (VS Code)

This now gives us a chance to attach the debugger before stepping into the script and from VS Code, select the .NET Core Attach debugger and pick the process that represents the executing script.

Once that is done we should see our breakpoint being hit.

Configuration(Debug/Release)

By default, scripts will be compiled using the debug configuration. This is to ensure that we can debug a script in VS Code as well as attaching a debugger for long running scripts.

There are however situations where we might need to execute a script that is compiled with the release configuration. For instance, running benchmarks using BenchmarkDotNet is not possible unless the script is compiled with the release configuration.

We can specify this when executing the script.

dotnet script foo.csx -c release

 

Nullable reference types

Starting from version 0.50.0, dotnet-script supports .Net Core 3.0 and all the C# 8 features. The way we deal with nullable references types in dotnet-script is that we turn every warning related to nullable reference types into compiler errors. This means every warning between CS8600 and CS8655 are treated as an error when compiling the script.

Nullable references types are turned off by default and the way we enable it is using the #nullable enable compiler directive. This means that existing scripts will continue to work, but we can now opt-in on this new feature.

#!/usr/bin/env dotnet-script

#nullable enable

string name = null;

Trying to execute the script will result in the following error

main.csx(5,15): error CS8625: Cannot convert null literal to non-nullable reference type.

We will also see this when working with scripts in VS Code under the problems panel.

image

Download Details:
Author: filipw
Source Code: https://github.com/filipw/dotnet-script
License: MIT License

#dotnet  #aspdotnet  #csharp 

Serde Rust: Serialization Framework for Rust

Serde

*Serde is a framework for serializing and deserializing Rust data structures efficiently and generically.*

You may be looking for:

Serde in action

Click to show Cargo.toml. Run this code in the playground.

[dependencies]

# The core APIs, including the Serialize and Deserialize traits. Always
# required when using Serde. The "derive" feature is only required when
# using #[derive(Serialize, Deserialize)] to make Serde work with structs
# and enums defined in your crate.
serde = { version = "1.0", features = ["derive"] }

# Each data format lives in its own crate; the sample code below uses JSON
# but you may be using a different one.
serde_json = "1.0"

 

use serde::{Serialize, Deserialize};

#[derive(Serialize, Deserialize, Debug)]
struct Point {
    x: i32,
    y: i32,
}

fn main() {
    let point = Point { x: 1, y: 2 };

    // Convert the Point to a JSON string.
    let serialized = serde_json::to_string(&point).unwrap();

    // Prints serialized = {"x":1,"y":2}
    println!("serialized = {}", serialized);

    // Convert the JSON string back to a Point.
    let deserialized: Point = serde_json::from_str(&serialized).unwrap();

    // Prints deserialized = Point { x: 1, y: 2 }
    println!("deserialized = {:?}", deserialized);
}

Getting help

Serde is one of the most widely used Rust libraries so any place that Rustaceans congregate will be able to help you out. For chat, consider trying the #rust-questions or #rust-beginners channels of the unofficial community Discord (invite: https://discord.gg/rust-lang-community), the #rust-usage or #beginners channels of the official Rust Project Discord (invite: https://discord.gg/rust-lang), or the #general stream in Zulip. For asynchronous, consider the [rust] tag on StackOverflow, the /r/rust subreddit which has a pinned weekly easy questions post, or the Rust Discourse forum. It's acceptable to file a support issue in this repo but they tend not to get as many eyes as any of the above and may get closed without a response after some time.

Download Details:
Author: serde-rs
Source Code: https://github.com/serde-rs/serde
License: View license

#rust  #rustlang 

Art  Lind

Art Lind

1598371080

FLTK Rust: Working with images (loading and embedding)

This video shows how images can be used with widgets. It also shows how to use the image crate for unsupported images, as well as how to use rust-embed to embed images into an application.

#rust

Sheldon  Grant

Sheldon Grant

1671141060

How to Image Cropping, Zooming, and Scaling with Angular & JavaScript

When building a web application there is a good chance you’re going to need to work with images eventually, even if it is something as simple as allowing a user to upload a profile image. In theory this is a simple task, but in reality, your website theme is probably anticipating images of a certain resolution or aspect ratio. If the user tries to upload an image that doesn’t meet your requirements, it might break your theme.

We’re going to see how to include image manipulation capabilities in your Angular application using the popular cropperjs JavaScript package.

To get an idea of what we’re going to accomplish, take a look at the following animated image:

Image Manipulation with Angular

In the above animation you’ll notice a source image which has a crop box. Altering the crop box will affect the image preview to the right of the source image. This image preview is an entirely new image that represents our manipulations and it can be downloaded as such.

Create a New Angular Project for the Web

Before getting too involved with this tutorial, the assumption is that you’ve got the Angular CLI installed and configured. For context, I’m using Angular 8.0.2 in this example. If you’re using an older or newer version, things may vary slightly.

From the CLI, execute the following:

ng new image-cropper-example

The above command will start the project creation process. When prompted, choose the defaults as we won’t be doing anything particularly fancy when it comes to Angular.

After the project has been created, navigate into the project and execute the following:

npm install cropperjs --save

The above command will install our cropperjs JavaScript dependency. As a fun fact, jQuery is not a requirement for this example.

Installing the cropperjs package will only install the JavaScript side of things. We’ll still need the CSS for visualizing our image manipulation box within the source image.

Open the project’s src/index.html file and include the following:

<!doctype html>
<html lang="en">
    <head>
        <meta charset="utf-8">
        <title>Image Cropping Project</title>
        <base href="/">
        <meta name="viewport" content="width=device-width, initial-scale=1">
        <link rel="icon" type="image/x-icon" href="favicon.ico">
        <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/cropperjs/1.5.1/cropper.min.css">
    </head>
    <body>
        <app-root></app-root>
    </body>
</html>

The only change made was in the cropper.min.css file that is now included. You can use it as part of the CDN or download it to be included directly within your project.

Before we get into the core code, let’s create a component to hold our image manipulation code:

ng g component ImageCropper

The above command will create appropriate TypeScript, HTML, and CSS files for our new component. You’ll see how each of these are used in the next step.

Manipulate Images with Simple JavaScript in the Browser

We’re going to do most of our development in the new component that we had just created, but before we do that, you might want to find an image to use. For this example, the image should be placed in the project’s src/assets directory.

Open the project’s src/app/image-cropper/image-cropper.component.css file and include the following CSS:

.img-container {
    width: 640px;
    height: 480px;
    float: left;
}

.img-preview {
    width: 200px;
    height: 200px;
    float: left;
    margin-left: 10px;
}

The above CSS is not critical to the success of our project, but it makes it a little more attractive to look at. Essentially we are defining the source canvas size and the destination image size.

Now open the project’s src/app/image-cropper/image-cropper.component.html file where we can add the markup for our component:

<div class="img-container">
    <img #image [src]="imageSource" crossorigin>
</div>
<img [src]="imageDestination" class="img-preview">

We’re getting a little ahead of ourselves here, but we have two <img> components, one for our source image and one for our destination image. Each component has a src variable that we’ll define later in our TypeScript. Notice that the source image has an #image attribute on it. This is a reference variable that we’ll use within the TypeScript, giving us access to the DOM element. Remember, we can’t just use query selectors in Angular like we can vanilla JavaScript.

With the component HTML out of the way, open the project’s src/app/image-cropper/image-cropper.component.ts file where we’ll do a bulk of the work:

import { Component, OnInit, ViewChild, Input, ElementRef } from '@angular/core';
import Cropper from "cropperjs";

@Component({
    selector: 'image-cropper',
    templateUrl: './image-croppper.component.html',
    styleUrls: ['./image-croppper.component.css']
})
export class ImageCroppperComponent implements OnInit {

    @ViewChild("image", { static: false })
    public imageElement: ElementRef;

    @Input("src")
    public imageSource: string;

    public imageDestination: string;
    private cropper: Cropper;

    public constructor() {
        this.imageDestination = "";
    }

    public ngAfterViewInit() {
        this.cropper = new Cropper(this.imageElement.nativeElement, {
            zoomable: false,
            scalable: false,
            aspectRatio: 1,
            crop: () => {
                const canvas = this.cropper.getCroppedCanvas();
                this.imageDestination = canvas.toDataURL("image/png");
            }
        });
    }

    public ngOnInit() { }

}

The above code is complete, but we’re going to break it down to explain what is happening. It isn’t much, but it is still good to know.

At the top we are importing the cropperjs package that we had previously downloaded and installed.

Remember that #image reference from the HTML file? We’re accessing it through the @ViewChild and mapping it to a variable to be used within our TypeScript code. The @Input is referring to a possible attribute called src which we’ll see later.

Because we’re working with elements in the view, we need to wait until the view has initialized before we make any attempts. To do this we can make use of the ngAfterViewInit method. Inside the ngAfterViewInit method we initialize our Cropper using the entire imageElement that we obtained from the HTML. During the initialization process we can define a few options. There are quite a few to choose from, but for us, we’re going to disable zooming and scaling of our image. In other words we’re only going to allow moving and cropping. We’re also going to define a crop box with a square aspect ratio. None of these are required options. The important option is the crop method, one of many possible event methods. The crop method is triggered every time something happens to the crop box. This is important to us because we want to constantly update our preview image.

The preview image is created by getting the cropped canvas and exporting it to an image.

At this point in time our component is done, but not yet being used. To use it, open the project’s src/app/app.component.html file and include the following:

<image-cropper src="assets/angular.png"></image-cropper>

Notice that we’re using image-cropper which is the selector value from the project’s src/app/image-cropper/image-cropper.component.ts file. We’re also using src which was the @Input that we defined in that same TypeScript file. The src should reference an image within our src/assets directory.

Conclusion

You just saw how to add image manipulation functionality to your Angular web applications through the cropperjs package. If you’d like to upload these altered images, you might want to check out my previous tutorial titled, Upload Files to Node.js using Angular.

A video version of this tutorial can be found below.

Original article source at: https://www.thepolyglotdeveloper.com/

#javascript #angular #image