2017년 4월 17일 월요일

search for ERROR blocks not loading properly


I was able to write to the TinyDB , however this do it demonstrates that it can not retrieve the data properly. trips an error that The operation Elements cannot accept the arguments: nextone***3/28/2015***Low when using the Display Pending after loading the app a second time. I appears something is ...
I get this error code when I try to load the blocks section on Screen4 of my app " The blocks area did not load properly. Changes to the blocks for ...
The blocks area did not load properly. Changes to the blocks for screen 4851932204367872_Screen1 will not be saved. PLEASE HELP ME!!! :(.
however, sometimes, these need to be fixed because they trip an internal warning and not filling puzzle piece sockets that are left un-filled can sometimes cause issues if the ... 14) Get the error: The blocks area did not load properly.
14) Do you get the error: The blocks area did not load properly. Changes to the blocks for screen xxxxxxx_Screen1 will not be saved. One user had ...
(2) when you try to load that same file from you project collection on the AI2 server, it does not load. ... When I revisit AppInventor, this same project does not load properly. Instead, it gives me the error message you see in the screenshot. All the blocks that used to be inside the "initialize local" block *are
The blocks area did not load properly. Changes to the blocks for screen 5813977078562816_Addition will not be saved. I keep getting this Error.
I do not know; so try this alternative (and also consider Enis' advice regarding saving an aia instead). ... 1) You have coding errors in your blocks. ... 11) If this is an issue about the Project loading slowly on your device or on the emulator: Be aware, the more images, layouts, components you have on a ...
1) You have coding errors in your blocks. ... however, sometimes, these need to be fixed because they trip an internal warning and not filling puzzle piece sockets that are left un-filled can sometimes cause issues if the app needs a value that is ... 14) Get the error: The blocks area did not load properly.
Perhaps not. Please try this: 1) delete all the zero sized images from your media . 2) re-load the images from your saved original images (hope you saved ... Another way to do this is to try loading the project from your saved aia file.
If that loads properly, one of the following probably applies to your code. Tell us what happens. ..also please explain what you mean by "he message comes even when I am not connected.: Here are some possibilities: ... code (all may not apply to your code): 1) You have coding errors in your blocks.
The blocks area did not load properly. Changes to the blocks for screen 4851932204367872_Screen1 will not be saved. PLEASE HELP ME!!! :(
If you can load 'other' projects, the problem is most likely in the long list of things that can create issues when loading a project. Perhaps it is .... 14) Do you get the error: The blocks area did not load properly. Changes to the blocks for ...
Most probably, you made a coding error or added a screen or some sound or image files since the last compile and App Inventor does not like it. One of the ... 14) Do you get the error: The blocks area did not load properly. Changes ...
If the issue is not one of these, yes a screenshot would certainly help someone to provide more advice. ... 1) You have coding errors in your blocks. ... 11) If this is an issue about the Project loading slowly on your device or on the emulator: Be aware, the more images, layouts, components you have on a ...
I am providing a very long answer because you did not tell us anything about your app, post a screen shot of blocks or tell us any of the things we need to know to help and others might find this information ... 11) If this is an issue about the Project loading slowly on your device or on the emulator: Be.
You do not post any screen capture images of your blocks ...so, generally, it is impossible to help you without a better explanation of your issues. ... 11) If this is an issue about the Project loading slowly on your device or on the emulator: Be aware, the more images, layouts, components you have on a ...
however, sometimes, these need to be fixed because they trip an internal warning and not filling puzzle piece sockets that are left un-filled can sometimes cause issues if the ... 14) Get the error: The blocks area did not load properly.
I expect one of the following possibly applies to your student's code (all may not apply) and since you may not show code, you are going to have to ferret out the issue. ... 14) Get the error: The blocks area did not load properly.
You did not provide any information about your project aligator so anything is a guess. ... they were given https://groups.google.com/forum/#!searchin/ mitappinventortest/The$20blocks$20area$20did$20not$20load$20properly% 7Csort:date/mitappinventortest/xJQdaomQ8gA/8EXDXN7RBwAJ.
Also, within the AI browser, do a Connect > Hard Reset ..if nothing happens, you got the latest version of aiStarter,if not follow the pop up directions. Otherwise ... 14) Get the error: The blocks area did not load properly. Changes to the ...
Also, since the Test Page does NOT indicate a connection, it is probably something is blocking communication using that PC. One of the following ... 14) Get the error: The blocks area did not load properly. Changes to the blocks for ...
however, sometimes, these need to be fixed because they trip an internal warning and not filling puzzle piece sockets that are. left un-filled can ... 14) Get the error: The blocks area did not load properly. Changes to the blocks for ...
The possible reason(s) your app does not compile if the issue is not hardware includes one of the following (all may not apply to your code): 1) You have ... 14) Get the error: The blocks area did not load properly. Changes to the ...
The possible reason(s) your app does not compile includes one of the following ( all may not apply to your code): 1) You have coding errors in your ... 14) Get the error: The blocks area did not load properly. Changes to the blocks for ...
This process will automatically perform upgrades that might modify your components and blocks. Then it is safe to ... If your project loads without error, but does not behave properly. there might be an error in your original project.
Are the students that can not get a load with content always the same students? ... 11) If this is an issue about the Project loading slowly on your device or on the emulator: Be aware, the more images, layouts, components you have on a screen, ... 14) Get the error: The blocks area did not load properly.
Other projects load and render properly in the emulator...good news. This bit of information indicates there are unknown problems with the code of this ...
I need to finish my project and write consecutive material with which I need to take screen shots of the blocks by Wednesday, December 17, 2014. Any help would be greatly ... We have deployed the fix so that projecs with a zero length asset should now behave properly. UPDATE: December 11, 2014 ...


search for canvas scroll


Here is a template of how to scroll horizontally in AI. The trick is pulled of using a canvas and Image sprites, (The source is attached). What it does: It ...
This project demonstrates a method to scroll a canvas left or right for a side- scrolling game. Buttons and a textbox are provided to test different scroll ...
Width with this scheme, so centering the canvas allows it to scroll both left and right a full screen width. Other arrangements could be made such as:.
Combine canvas scrolling with a single moving image sprite to make a vertical scroller with three z levels. This project ... This is done inside the Scroll.
Here is a way to have your app scroll a background. It simply involves changing the width of the image. Screen Designer uses a canvas set to width: fill parent, and image sprite containing a wide image. Have your program change ...
Inside CamvasContainer are another vertical arrangement CanvasSpacer followed by a canvas GameCanvas. ... This is done inside the Scroll.
Height distance, it is moved back to the top of the Canvas and continues to move down again. This is not noticeable to the user. It appears that the sprites are continuing to scroll down as the top and bottom of the sprites are identical.
Demonstrates how to scroll a Canvas larger than the device screen in two directions. Add scoring and timed game play, etc. then upload it to the ...
Itook a long time to understand is that the Canvas GetPixelColor block does not work for Android v4.0.x Ice Cream Sandwich. As soon as that block is executed ... As the cave imagesprites scroll to the left, their backgrounds are black, but the cave walls are other colors. By testing the color at the leading ...


Reality Check on Using Canvas and Image Sprites


I had a plan to use an image of a grid, with each grid square containing a picture, and assign this to an image sprite

like this:
The idea then was that when a user clicked on a grid square image, the canvas would resize to the dimensions of the grid square, but three times the size, and the coordinates of the image sprite would be moved to display only the image that was clicked (sprite image also zoomed up in size)

Like this
Seems you are able to set this up in designer, but not with blocks (as above)

But image sprites can't have minus co-ordinates, and can't be bigger than the canvas, correct?

My only solution seems to have individual images that are assigned to the image sprite after selecting?

Hope this makes sense....

--
If it helps: a canvas can be bigger than the screen.

--
Yes, that would work if i wanted to zoom to fullscreen size. Might be a work around.

Can canvas be bigger than an arrangement?

--
No, but the arrangement can zoom, depending on the contents and if sizes are set to auto.
Maybe you can explain again what exactly you want do do, because I did not understand it.

--
 canvas can be bigger than the screen.
Scott made loads of examples about that, see here: search for canvas scroll

--
The canvas can be bigger than the arrangement it is in !!  (thus behaves in the same way as when canvas is just on Screen1)
In a test I have a big picture scrolling in all four directions :)

What is the code to move the image around with touch/drag, my simple efforts make the image start off bottom left? So if image is centred how to move it around with touch/drag from its current position ?

I'll need to go away and do some maths and block building, then hopefully come back with a solution to my initial query about zooming/resizing.

--
Woohoo! Think I have cracked it!

The canvas needs a timer for the image sprite, in order to give it (the canvas), enough time to resize before the image sprite resizes.

Blocks below and aia attached. Sorry about the image quality of the grid, but this is just proof of concept.

Would welcome any improvements to the blocks, especially for the if procedure.



CommsCanvas2.aia

--
Tidied up a bit, used an if statement in clock so didn't need second clock
Also tested for odd/even to reduce number of blocks, and included an OR statement in the PositionGrid procedure
Am sure if I thought long and hard enough I could come up with a single equation!
--
Also come up with an answer to my other question:

What is the code to move the image around with touch/drag, my simple efforts make the image start off bottom left? So if image is centred how to move it around with touch/drag from its current position ?

Just about calculating the difference between the original x & y values and the touch position for start and current x& y values

Movement is a bit clunky, might be better with a larger image, or is perhaps using the easing approach ?

Anyway, blocks, image and aia to play with
PanTest.aia





Coming next zooming image inside an arrangment!

--
Zoom Test

A bit buggy this and seems there are limitations. can't get a canvas bigger than @ 3000 pixels, app just crashes.
Additional blocks used to create Zoom, otherwise same as PanTest app
ZoomTest.aia








All suggestions and ideas welcome :)
--
I tried your ZoomTest and unfortunately it crashes quite easily. If you choose zoom 2x and then zoom 1.5 (or the other way around) then the Companion stops.
I also think your dragging is a bit too complicated. I just did a similar set of blocks for someone in the forum. Screenshot attached.

--
Thanks Ghica I'll give it a go.

Methinks the crashing maybe due to timing, more clocks required perhaps? Will look into it.

--
Much smoother moving around, but on every touch the image is returned to the centre position. Needs review of x/y position on next touch.

Working on it.

--

SMB Manager extension Version 2


Since my last post got closed somehow, I will post the update to my extension in this new thread.

Version 2

⦁ added Download method
⦁ added Delete method
⦁ added FileSize method
⦁ added TestSpeed method (just for testing purposes which buffer size to use. You can leave it as it is.)

Please test and report back. It took some time to get a decent download speed, it's now nearly as fast as other file explorers with SMB on android.
I'll try to add Tim's suggestion next, opening files in the shared folder with the activity starter. If you have any other suggestions, feel free to ask:-)



--
Thank you to plug your sample source. Thank you

--
Sorry, I don't understand. What do you mean with "plug source"?

--
Since my last post got closed somehow, I will post the update to my extension in this new thread 
thank you Jörg...
threads automatically will close after a few days in case there is no activity anymore...

--
Thanks for adding the link in the old post

--
are there any preconditions to be able to use this extension?
will it work for Windows 10? will it work in the companion app?

in the GotContent event I only receive the text "error"...

this is the logcat output
--
It should work on Windows 10, couldn't test though.
The only precondition is write access for the authorized user. Could be problematic if it's a public share with no user authorization.

Your URL is wrong, it should be in this format:
/SERVERIP/FOLDER/
The same for uploading, for downloading just add the filename.
Sorry, I thought I had added the used format in the description of the blocks. Maybe I missed it, I'll check later when I have computer access

--
thank you Jörg
meanwhile I was successful using this path
however let me suggest you add some error handling and provide a better error message...
there can be an error like

or also



-- 
Thanks for testing, glad it worked.

I thought the same, I will add error message handling to this method and check the others too.

Thanks for the feedback, I need testers

--
trying to upload an image taken by the camera results in error, see screenshot, an empty file is created in Windows
it seems to be, full paths are not accepted...
using path as shown in your screenshot results in no error, and an empty file in Windows, AfterUpload event does not fire...
-- 
OK, so to be better compatible with other components I should probably implement a check so full paths get accepted too.

Did I understand that right, uploading doesn't work with the right paths, it just creates an empty file?
I guess your user has write access to the shared folder? Is this Windows 10?

--
@Taifun    the path you used  192.168.0.106/Office  ; is that your IPv4 address plus a directory name or what?  

-- 
Did I understand that right, uploading doesn't work with the right paths, it just creates an empty file? 
correct


I guess your user has write access to the shared folder? Is this Windows 10?
yes and yes


-- 
I'll check into it. Do you have a logcat for upload too by any chance?

--
 the path you used  192.168.0.106/Office  ; is that your IPv4 address plus a directory name or what?  
this is the IP address followed by a shared folder name


-- 
'll check into it. Do you have a logcat for upload too by any chance?
here is the logcat output
1) for the full filename
2) for the reduced filename (not much to see)
example project attached

-- 
Thanks...that is what I though I was using.  So far it ist not working.   I will see if the folder is really shared.

-- 
Thanks...that is what I though I was using.  So far it ist not working.   I will see if the folder is really shared.
@Steve: it is important to add a slash in the end like this 


-- 
as already said, to get a directory list works fine
however in logcat there is also this System.err reported...

-- 
@Taifun    OK... I got the slash at the end and I have my IP address and  a shared folder ...still not working.  Perhaps my firewall is blocking.
Appreciate your advice.   I will try to work this out later.  Thanks.

-- 
Thanks Taifun and Steve for testing.

The last one isn't an error, I had the log level set higher.

My mistake was doing most of the testing with a Linux smb share on which everything runs smoothly.

I guess download doesn't work either?

I'll do some testing in the next couple of days and publish a new testing version

--
@Jorg           Do I have to fill in the password and user name?    I used what should have worked if a password is required .  I entered the info using blocks  and also using the Designer Properties.  I still cannot connect to what Win10 says is a SHARED folder.   What I get is error.

I will put this away for the moment and wait for your next version.  This seems so simple.  Thanks.

-- 

Do I have to fill in the password and user name?
try your Windows user login name and corresponding password


I guess download doesn't work either?

this is the result



-- 
@Steve usually you have to put in username and password of a user which exists on the remote pc and is authorized for that share.

@Taifun thanks, seems to be the same error as with uploading.

For now it seems my extension ONLY works with Linux systems.
I'll try to fix it ASAP and get back to you for testing.


--
Thanks guys. The extra guidance help a lot.  Got it.  Not the username I expected or the pass.   Finally.  :)  I can see the directory.

-- 
Alright, I'm pretty sure I found the error. It should work now on Windows Shares too.

Would be great if you guys could test again:-)

-- 
thank you for the new version... I now get nice error messages! ;-)

ListContent
trying to use the ListContent method in a remote directory, which is completely empty does not trigger the GotContent event

Download
I think, I have write access (see screenshot)


but while downloading I receive the message "read-only file system"

Upload
trying to upload results in "write privileges missing"

probably someone else can test this in Windows 10?

--
Thanks again for testing, at least your suggestion to improve error handling is working now.

I'll add an error message if a directory is empty.

For downloading and uploading it seems to be an authentication problem, but I don't have a clue why you get "write privileges" error on downloading, makes no sense...
Do you have an '@' symbol in your username by any chance? If so, just use the part before the '@' as username.

I need more testers, doesn't matter which windows version, so I can narrow down the possible problems. It works for me with windows 7, anyone else too?

In the next test version I will implement a different way of authenticating (there are two different ones), hopefully this will fix it.


--
I now asked for testers also in the Thunkable forum here...

-- 
Thanks a lot!!


--
Bravo!
Brilliant!
Thank You!



-- 
I just finished fast tests and I can say that on windows 10 pro I can read and write on a shared folder. I go in and out of a android 6 "one plus one" device by entering Windows user name and password. The next test I will do will be to read and write to everyone's shared folder and without entering user name and password from android device. I will update you soon. Thanks to everyone, but especially to Jorg.

-- 
Great, thanks for testing!

--