[WUT] AdamLvl 13
- Windows
No. There's no "non-exploity" way to actually upload and store an image.
No. There's no "non-exploity" way to actually upload and store an image.
adam
:D
found yah
I would recommend using a file hosting service like imgbb and then use the uploaded image url.
DragonFireGames
the idea was for users to be able to upload images, but i changed it so you just enter an image url
ackvonhuelio Perhaps you could send the generated image link to a custom backend and host it there.
DragonFireGames doesnt work like that, photo select on code.org uses a local object to store the image
ackvonhuelio There is a way to upload images and save them, but to get it to work, you have to get image data using the canvas element and then split it up to store it in a big key value or data table. I made this proof of concept- if you press the download button you can see it load in an image from the data tables.
The downside of this method is that the time it takes to upload increases exponentially with a bigger image. It also can't display the image using an image element, only the canvas element, so all uploads will be of slightly lower quality.
Letti42 Perhaps you could do what Binary_Coder was talking about with the image data and then send that to a custom backend for storage. That should at least allow for higher quality uploads, larger data storage, and quicker downloads. I'm not as familiar with app lab though, so it may still not be possible.
DragonFireGames The upload quality has to do with the way images are rendered on the canvas, and you can only get the image data using the canvas, so lower quality images are kind of inevitable. But a custom backend could enable much faster upload speeds, as long as the data limit is big enough.
Binary_Coder I could try and set up a demo. I'm already working on my backend right now anyway. Speaking of that, I should probably ask for help at this point.
i forget if this is a thing.... if there is a way to extract pixel values from applab or image data, you could simply write that to a table in base 64 and then load it in when necessary
Varrience You can get it from a canvas like @Binary_Coder had said, I haven't found another way yet.
I noticed that the uploaded image url is a blob URL, I wonder if you could do anything with that.
I tried that like a million times with a million different variations it doesn't work (then again, I am not an expert at code.org stuff)... But I think there is a way through the code.org api to view images from other projects that actually have a link that's not a blob url.
well technically all you'd have to do is the correct b64 start method it'll work in any browser though i mainly forgot how it goes since it's been ages since I've used it idk if CDO allows data:image/png;base64,<encoded content>
or i wonder if there's an event that you can check for once the upload happens to possibly extract the data.... knowing CDO it's probably not implemented
or possibly if you want it to exist past one session you could try caching it in the /media?u= tab which handles images and audio