I am trying to build UWP app in C#. My app has a native library written in C++. Whenever the app tries to read a file in ApplicationData.LocalFolder, CreateFile2 api is returning ERROR_NOT_SUPPORTED_IN_APPCONTAINER. The file exists in the path specified to this api.
This is the sequence of operation in my app.
Launch app. App creates file & writes some data
Later on based on user input app tries to read data in this file
Step 1 is working fine. App is able to create the file & write data in it. Only when app tries to access it later on, does it get this error.
I get the path to ApplicationData.LocalFolder using
Windows.Storage.ApplicationData.Current.LocalFolder.Path
This is the actual path I see in the app:
C:\Users\xxxxx\AppData\Local\Packages\ac7a11e4-c1d6-4d37-b9eb-a4b0dc8f67b8_yyjvd81p022em\LocalState\temp.txt
My code is as below:
CREATEFILE2_EXTENDED_PARAMETERS ms_param = {0};
ms_param.dwSize = sizeof(CREATEFILE2_EXTENDED_PARAMETERS);
ms_param.dwFileAttributes = FILE_ATTRIBUTE_READONLY;
ms_param.dwFileFlags = FILE_FLAG_NO_BUFFERING;
ms_param.dwSecurityQosFlags = SECURITY_DELEGATION;
ms_param.lpSecurityAttributes = NULL;
ms_param.hTemplateFile = NULL;
g_hfile = CreateFile2(filename, GENERIC_READ, FILE_SHARE_READ|FILE_SHARE_WRITE, OPEN_EXISTING, &ms_param);
if (g_hfile == INVALID_HANDLE_VALUE)
{
return GetLastError();
}
I tried CreateFile2 with both OPEN_EXISTING & OPEN_ALWAYS option for dwCreationDisposition parameter, but I see the same error in either case.
I had similar issue with CreateFile2 earlier. But that was an problem with my app & I have fixed that issue. This time though the file is available within the LocalFolder, still I get the error.
The problem here is related to the dwSecurityQosFlags you've set in CREATEFILE2_EXTENDED_PARAMETERS.
When called from a Windows Store app, CreateFile2 is simplified. You can open only files or directories inside the ApplicationData.LocalFolder or Package.InstalledLocation directories. You can't open named pipes or mailslots or create encrypted files (FILE_ATTRIBUTE_ENCRYPTED).
The dwSecurityQosFlags parameter specifies SQOS information. In Windows Stroe app, we can only set it to SECURITY_ANONYMOUS. Using other flag will raise ERROR_NOT_SUPPORTED_IN_APPCONTAINER exception. This indicates that it is not supported in UWP app.
Following is the code I used to test:
StorageFolder^ localFolder = ApplicationData::Current->LocalFolder;
String^ path = localFolder->Path;
path += L"\\MyFile.txt";
CREATEFILE2_EXTENDED_PARAMETERS ms_param = { 0 };
ms_param.dwSize = sizeof(CREATEFILE2_EXTENDED_PARAMETERS);
ms_param.dwFileAttributes = FILE_ATTRIBUTE_READONLY;
ms_param.dwFileFlags = FILE_FLAG_NO_BUFFERING;
ms_param.dwSecurityQosFlags = SECURITY_ANONYMOUS;
ms_param.lpSecurityAttributes = NULL;
ms_param.hTemplateFile = NULL;
HANDLE g_hfile = CreateFile2(path->Data(), GENERIC_READ, FILE_SHARE_READ | FILE_SHARE_WRITE, OPEN_EXISTING, &ms_param);
DWORD error = GetLastError();
If I don't have "MyFile.txt" under LocalFolder, I will get ERROR_FILE_NOT_FOUND exception, otherwise it will be ERROR_SUCCESS.
Related
I am using Azure Batch with a C# application. The overall C# application is responsible for doing many things. Unfortunately, 1 operation that works on my local machine does not work within an Azure Batch application.
The operation that works locally but not as an Azure C# application is programmatically starting a System.Diagnostics. A process that executes a FFmpeg argument to take a screenshot of a video. The process seems to run, but, the jpg file is not created. Locally, the code will create a jpg but as an Azure Batch app, the file is not created.
I have set the image file to be created in the AZ_BATCH_TASK_WORKING_DIR folder. I have reduced the code to just do the 1 operation that does not work as an Azure application and here it is:
using System;
using System.Diagnostics;
using System.IO;
namespace BatchAppWithFfmpegProcess
{
internal class Program
{
static void Main(string[] args)
{
#if DEBUG
string workingDirectory = Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName);
#else
/*
Within each Tasks directory, the Batch service creates a working directory (wd) whose unique path is
specified by the AZ_BATCH_TASK_WORKING_DIR environment variable. This directory provides read/write access
to the task. The task can create, read, update, and delete files under this directory.
This directory is retained based on the RetentionTime constraint that is specified for the task.
The stdout.txt and stderr.txt files are written to the Tasks folder during the execution of the task.
*/
string workingDirectory = Environment.GetEnvironmentVariable("AZ_BATCH_TASK_WORKING_DIR");
#endif
var applicationPath = Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName);
string ffmpegPath = Path.Combine(applicationPath, #"lib\");
string videoFilePath = Path.Combine(applicationPath, "MichaelJacksonSmoothCriminal_Trimmed.mp4");
string thumbnailFilePath = Path.Combine(workingDirectory, "MichaelJacksonSmoothCriminal_Trimmed.jpg");
if (File.Exists(thumbnailFilePath))
{
File.Delete(thumbnailFilePath);
}
string arguments = $"-i \"{videoFilePath}\" -ss 00:00:01.000 -frames:v 1 \"{thumbnailFilePath}\"";
var startInfo = new ProcessStartInfo
{
FileName = ffmpegPath + $"\\ffmpeg.exe",
Arguments = arguments,
RedirectStandardError = false,
RedirectStandardOutput = true,
CreateNoWindow = true,
UseShellExecute = false,
WorkingDirectory = ffmpegPath
};
using (var process = new Process { StartInfo = startInfo })
{
process.Start();
process.WaitForExit();
}
if (File.Exists(thumbnailFilePath))
{
Console.WriteLine("Hurray, it worked!!!");
}
else
{
Console.WriteLine("File was not created.");
}
}
}
}
Perhaps it is impossible to use System.Diagnostics.Process to create files? I have tried to make this as easy as possible to reproduce with the following:
clone the code at:
https://github.com/Dapp3rDanH/AzBatchFfmpegProcess.git
Using Visual Studio 2022, "Publish" BatchAppWithFfmpegProcess code to a Folder using
"Deployment mode" = Self-Contained
Target Framework of net5.0
Target runtime = win-x64.
Create a BatchAppWithFfmpegProcess.zip zip file of the publish folder. Make sure the BatchAppWithFfmpegProcess.exe is in the root of the zip.
Create a Batch account.
Add a Batch application using the BatchAppWithFfmpegProcess.zip file with appId of BatchAppWithFfmpegProcess and a version of 1.
Add a Pool called "Pool1" with 1 dedicated node using microsoftwindowsserver windowsserver 2022-datacenter-core (latest). Add BatchAppWithFfmpegProcess version 1 to Pool1.
Create a new Job with a Task with the command of:
cmd /c %AZ_BATCH_APP_PACKAGE_BatchAppWithFfmpegProcess#1%\BatchAppWithFfmpegProcess.exe
If you check out the stdout.txt file of the task, you will see "File was not created". Any way to get this to work?
Thanks!
Dan
The issue was related to my pool being based upon "microsoftwindowsserver windowsserver 2022-datacenter-core (latest)".
Switching to microsoftwindowsserver windowsserver 2016-datacenter (latest) fixed the issue.
Similar to How to get the arguments for opening file with electron app but the solution there is not working for me.
Using:
OS - Windows 10
Electron - https://github.com/castlabs/electron-releases.git#v1.8.7-vmp1010
electron-builde - v20.28.3
I have a an electron app build with electron-builder, and using the latter I have specified a custom file association, .custom.
So when you double-click on a file with this extension, file.custom, the installed app opens. This file would have some data in it that the app needs, and I'd like to read this data using my app.
Is there any way that my app can detect what launched it, so that I can say "file.custom" launched me, and it's sitting at "C:\Users\Owner\Downloads\,?
The file does not appear in process.argv
You can get a reference to the file using process.argv, example:
var ipc = require('ipc');
var fs = require('fs');
// read the file and send data to the render process
ipc.on('get-file-data', function(event) {
var data = null;
if (process.platform == 'win32' && process.argv.length >= 2) {
var openFilePath = process.argv[1];
data = fs.readFileSync(openFilePath, 'utf-8');
}
event.returnValue = data;
});
source: Source
I have an executable that is to be run as a Service in windows. Since the service runs as Local system, what should be the folder I should be writing any data the program uses. As currently, I use %LocalAppData% but when the exe runs as Service it points me to
C:\Windows\System32\config\systemprofile\AppData
I used following code:
std::string GetLocalAppDataPath()
{
HANDLE hfile;
TCHAR szPath[MAX_PATH];
if(SUCCEEDED(SHGetFolderPath(NULL,CSIDL_LOCAL_APPDATA,NULL,0, szPath)))
{
std::string path = boost::lexical_cast<std::string>(szPath);
boost::replace_all(path, "\\", "\\\\");
return path;
}
}
If I call the above code as:
std::string app_data_path = GetLocalAppDataPath();
std::string log_folder_path = app_data_path + "\\\\lpa\\\\output\\\\";
I get C:\WINDOWS\system32\config\systemprofile\AppData\Local\lpa\output\ instead of my own Local App Data Folder. So Should I be using other folder that LocalSystem can access.?
did you try this:
Get CSIDL_LOCAL_APPDATA path for any user on Windows
I'm trying to get a way to reach and parse all JSON file from a directory, witch inside an Intel Xdk project. All files in my case stored in '/cards' folder of the project.
I have tried to reach theme with fs.readdirSync('/cards') method, but that wasn't pointed to the location what I expected, and I haven't got luck with 'intel.xdk.webRoot' path.
With the simulator I've managed to get files, with a trick:
fs.readdirSync(intel.xdk.webRoot.replace('localhost:53862/http-services/emulator-webserver/ripple/userapp/', '')+'cards');
(intel.xdk.webRoot contains absolute path to my '/cards' folder)
and its work like a charm, but it isn't working in any real device what I'd like to build it.
I have tried it with iOS7 and Android 4.2 phones.
Please help me to use in a great way the fs.readdirSync() method, or give me some alternate solution.
Thanks and regards,
satire
You can't use nodejs api's on mobile apps. It is a bug that the XDK emulator lets you do it. The bug is fixed in the next release of XDK.
You could write a node program that scans the directory and then writes out a js file with the contents of the directory. You would run the node script on your laptop before packaging the app in the build tab. The output would look like this:
files.js:
dir = {files: ['file1.txt', 'file2.txt']}
Then use a script tag to load it:
And your js can read the dir variable. This assumes that the contents does not change while the app is running.
The location of your application's root directory will vary depending on the target platform and can also vary with the emulator and the debug containers (e.g., App Preview versus App Analyzer). Here's what I've done to locate files within the project:
// getWebPath() returns the location of index.html
// getWebRoot() returns URI pointing to index.html
function getWebPath() {
"use strict" ;
var path = window.location.pathname ;
path = path.substring( 0, path.lastIndexOf('/') ) ;
return 'file://' + path ;
}
function getWebRoot() {
"use strict" ;
var path = window.location.href ;
path = path.substring( 0, path.lastIndexOf('/') ) ;
return path ;
}
I have not been able to test this exhaustively, but it appears to be working so far. Here's an example where I'm using a Cordova media object and want it to play a file stored locally in the project. Note that I have to "special case" the iOS container:
var x = window.device && window.device.platform ;
console.log("platform = ", x) ;
if(x.match(/(ios)|(iphone)|(ipod)|(ipad)/ig)) {
var media = new Media("audio/bark.wav", mediaSuccess, mediaError, mediaStatus) ;
}
else {
var media = new Media(getWebRoot() + "/audio/bark.wav", mediaSuccess, mediaError, mediaStatus) ;
}
console.log("media.src = ", media.src) ;
media.play() ;
Not quite sure if this is what you are looking for...
You will need to use the Cordova build in the Intel XDK, here is information on building with Cordova:
https://software.intel.com/en-us/html5/articles/using-the-cordova-for-android-ios-etc-build-option
And a DirectoryReader example:
function success(entries) {
var i;
for (i=0; i<entries.length; i++) {
console.log(entries[i].name);
}
}
function fail(error) {
alert("Failed to list directory contents: " + error.code);
}
// Get a directory reader
var directoryReader = dirEntry.createReader();
// Get a list of all the entries in the directory
directoryReader.readEntries(success,fail);
I'm trying to iterate through all the files contained in the assets folder. To get the working directory I use: AAssetManager_openDir. However simply having this in my code causes a crash on startup - android_main doens't even get a look in. Has anybody had similar problems and/or know how to resolve this?
const char* filename = (const char*)NULL;
const char* dirName = "";
AAssetDir* dir = AAssetManager_openDir(assetManager, dirName);
while((filename = AAssetDir_getNextFileName(dir)) != NULL)
{
//action per file
}
AAssetDir_close(dir);
Well I didn't have any luck getting it to work so I tried a different approach.
I compiled a static library of Minizip and, combined with Zlib, opened the APK file (the path of which found via JNIEnv) and found the filenames nestled within, skipping over entries not contained in the assets folder.
Roundabout way to do it but since AAssetManager_openDir isn't working this seemed like the only option.
Still it would be nice if somebody does find the "correct" solution.
const char* dirName = "";
Is probably what is causing the crash.
Instead try:
while(1)
{
const char* filename = AAssetDir_getNextFileName(dir);
if(!filename)
break;
}