ActionScript 2.0 :: How To Delete BitmapData Objects With No Linkage
Apr 10, 2006
How to dispose bitmapdata objects that have no linkage. The thing is that I have bitmap pictures (PNG) wrapped inside movieclips (as you can't set linkage to PNG files with jsfl) and when I begin to load them into my movie from the library I can't dispose of them to free up ram memory, i've tried to use movieclip.removeMovieClip(); and movieclip.dispose(); but the bitmap inside still takes up ram! I use over 1000 pictures so i really need to dispose them... How to get linkage set to PNG files with jsfl??
i have create game i was in last stage of this game development suddenly error occur that it removes base class of all linkage objects, and if i m trying to put base class of objects(flash.display.MovieClip) then it can't support,
while render flash it shows error Constructor functions must be instance methods.
You'll have to forgive my ignorance on the subject, but if you have an object (movieclip, image, w/e) on the stage, and you want to tell flash you're done with it and all it's children (muahaha), what's the best way to do this?I've been using:
Code: function removeChildAndChildren(targetMC){ while(targetMC.numChildren){
For some reason i'm not being able to clear the objects on screen. I create objects through arrays and i'm not clearing correctly these arrays. For a question of time i'm trying to clear everything on screen before i insert new movieclips. Is there any way to clear every movieclips on screen (live removeChild but for all objects)?
How to delete object in AS3? I know that "delete my_obj" works in AS2, but in AS3 you can't delete an object this way, only a property. So how to delete an object in AS3?
Flex complains if I want to create an object from a library symbol with linkage: 1180: Call to a possibly undefined method [linkage name]. So to avoid this, I create a class for that symbol, in this case extending BitmapData using Flex's new ActionScript Class feature. Flex create that class for me and the constructor looks like this: public function CustomBitmapData(width:int, height:int, transparent:Boolean=true, fillColor:uint=null)
I'm trying to create a linkage to swap movie clip dynamically. I already create a linkage and after my movie clip symbol actuall say Export: contact_idea. But when I try to attachMovie("contact_idea"). It does nothing. Is there anyway that I can test that the linkage is actuall linked?
Are BitmapData objects automatically GPU accelerated for rendering, rotating, and scaling,or does the bitmap they connect to need to have cacheAsBitmap set to true?
I have a flash file having multiple Scenes. The first one is the preloader.I have completely programmed the pre-loader and it is working.I have created a game on Scene 3 using a class and have also set linkage from many objects in the library to be used in the class.
When I simulate download and create the swf, the preloader(Which is not more than 200KB out of a total of 1MB for the file), completely loads after 80% of the whole file has loaded.I guess the problem is that the "export to first frame" is checked in the linkage for objects.
is there anything that will take a very large png (even larger then the total pixel limit of BitmapData) and load in the png as raw bytes into a bytearray and then take that array and grab only portions of the image to be able to generate a grid of usable bitmaps to render the very large png..I got to the point where I was able to get the png as a bytearray but from there I don't know how to grab a portion of the bytearray and attempt to load the partial bytes in a loader via loadBytes()..basically I think I need a decoder to decode the partial bytes to a bitmapdata.
I'm trying to know if you can copy the pixels of many objects in one BitmapData without a huge slowdown. The slow down is made by calling the method multiple times, thus making a lot of variable declaration and disposal for the garbage collector. If someone know how to either immitate the copyPixel method or have any other way of solving this problem,
I have two BitmapData objects with alpha channels. I'd like to combine them into a single one by using max(channel_image_one, channel_image_two) for each channel, including the alpha. Is there an easy way to achieve this result?
one drawing layer (graphics object with lineTo, etc.)
one png with an alpha channel (supposed to serve only as a mask)
now i want to be able to only draw lines within an area restricted by the png mask.
i am trying like this:
var bitmapData:BitmapData = new BitmapData( 320, 320 ); bitmapData.draw( drawingLayer ); bitmapData.copyChannel( maskBitmapData, new Rectangle( 0, 0, 320, 320 ), new Point( 0, 0 ), BitmapDataChannel.ALPHA, BitmapDataChannel.ALPHA );
now the borders get cut off fine, but i get a black background, since the drawing layer has an alpha between the drawn lines (and it should remain like this) and the mask bitmap has an alpha outside the shape. so naturally the mask's alpha replaces the drawing layer's.
i tried it with merge, copyPixels and also with just setting the mask property on the drawing layer (i set everything to cacheAsBitmap) but to no avail.
[Embed("...")] private const BodyMask:Class; var maskBitmap:Bitmap = new BodyMask();
and assigned them to the mask property of a s:Group element (cacheAsBitmap=true) where the operations on the graphics object occured. i also tried reassigning the mask after each draw operation.
The code below is a simple add and save program. You press the addButton to add content to the canvas and than press the exportButton to save an image of the canvas in its current state to your desktop. This code works fine when I add circle objects to the canvas that are drawn to the canvas. The problem lies when I try to load a .png into the canvas. Once the loaded content is added to the canvas the exportButton stops working all together and no longer responds. What is causing the loaded content to break the code?
I am creating a program that is effectively an sprite creator. I'm very new to AS3, but I know JQuery, JS, PHP, etc. After going through multiple steps of selecting pieces to customize a character, you are supposed to be able to download the final product using fileReference(). Everything works, and I can download the image in the end, but the problem is that I cannot capture all of several movieclips on the stage, I can only capture one. Maybe this will help clarify:
[Code]...
Could it be that each of the movieclips I'm adding to the sprite have children of their own?
I am drawing a flash sprite on a BitmapData using its draw() method. This sprite has some nested objects with 0 alpha, yet the draw() method draws them on the bitmap data.
I think it has to do with the color transform I am using, but I have no idea how to change it to achieve the effect I want.
The color transform is the following:
Code: new ColorTransform(1, 1, 1, 1, 255, 255, 255, 255);
I am using these values in order for the Bitmap to have white pixels wherever the object was, and black where there is nothing. The draw() also draws my alpha = 0 objects in white as well.
Photoshop and Fireworks both have some nice filters. When you put one bitmap over the other, the first bitmap can act as filter. For example, the white pixels of the top bitmap lighten the pixels of the bottom bitmap. Is there any way to apply this in as3? What I am trying to accomplish: I have a large single-color bitmapdata object. I want to overlay perlin noise and lighten/darken the single-color bitmap to give it some random/natural look.
I got these four errors when I tried to create a button on the stage that would delete the text I inputted in the inputtext(ti). Based on the scripts I have and the errors, what should I write to create the delete button?
I am implementing a flex auto-suggest combobox - as the user types in each character: Consider the string 'Stackoverflow' and user input = 'st'
1) the data provider is filtered to show all items starting with 'st' 2) text is set to auto-suggest string such that the un-typed part is highlighted.
So for instance, the combobox text may contain st'ackoverflow', where 'ackoverflow' is highlighted using setSelectedIndex()When I hit back-space or delete, and check the 'this.text' value, I expect that the last un-highlighted character ('t' in the above case) gets deleted and the data provider is filtered to show all items starting with 's'. However the text property contains 'st', as before
hi guys, i got this image i scaled down by .5. The user is then allowed to add objects to the image such as flowers that are sprites in the library. So basically, a jpeg that is 800 x 800 is down to 400 x 400 on the stage and the user is able to add objects to overlay the image.
i want to save the image with the flowers and objects back to its 800 x 800, how do i redraw this image using bitmapdata properly?
Does creating a new instance of an Object that uses an identical name to an older instance, delete the previous instance? Or should the original instance be deleted first? The code uses a ridiculous amount of XML vars. Isn't it less memory intensive to parse the XML and save the properties to an Object, and then delete the XML Object, rather than keep the XML Object around and reference it's child nodes directly? Is it better form to break up a huge XML file (>600lines/3200vars) into smaller chunks?
When I publish the file, I'm getting the following error message in the Output panel:
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 7: The class or interface 'BitmapData.loadBitmap' could not be loaded. var plaid:BitmapData.loadBitmap("plaid");
I am trying to use the reflect class from "http://pixelfumes.blogspot.com/2007/03/reflection-class-v3-with-source .html" but I keep getting this error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() at Reflect() at Site_fla::GalleryPage_29/loadThumbs() at Site_fla::GalleryPage_29/sortXML()
[Code]...
btw, first I used assigned thumbContainer as the mc argument (outside the loadThumbs() function) and it worked but not exactly what I wanted... because I thought it is supposed to update when the movieclip is animated but it actually didn't... when I use a scroller, only the thumbs that are first loaded to the stage get the reflection..
I've been using BitmapData.copyPixels() to draw graphics onto a canvas (Bitmap).I need to rotate the resulting graphics without the use of draw() because it's vastly slower.How can I rotate the target graphic? I'm assuming that there might be a formula or library that I can use which will first reorganize the pixels that make up a graphic based on an origin (point) and radians.I'm pretty certain that I'm not capable of creating such logic, so if there are any known libraries that do this, that would be awesome.I'd like to achieve something similar to XNA's SpriteBatch.Draw() method, which accepts rotation as its 5th argument.
how to use the bitmapData collision method. Now I'm trying to figure out if there is a way to see at what angle or coordinate of the bitmapData the collision happens? I need it in order to figure the accurate bounce angle after the collision occurs.
I'm currently working on a flash game and I need to know how to addChild a BitmapData or draw a BitmapData to screen. If I can't than how can I give a DisplayObject my BitmapData?
I've made a mobile version of my software, with low-res images and such, and I can now fully buffer all my content (including a 360 frame animation which is buffered to memory). Problem is, that everytime I update the view, more memory is used.When I write image = new BitmapData();, does it store the previously created BitmapData's in memory? Do I have to flush the memory somehow before I draw my second picture in BitmapData?Example:
ActionScript Code: // In this example I draw using the same bitmapData several times, also //overwriting the first image. Do I have to somehow delete the data first, to
I am having an issue with using BitmapData.draw(stage). I am getting the following error:
SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:
var bd:BitmapData = new BitmapData(2800, 2100); bd.draw(stage);//this is where the error happens All of the files referenced (.xml/.jpg/.swf) are located in the same local folder as the main .swf. How do I get around this error? The main objective is to print the stage using PrintJob(). I am using Flash Professional CS5.5 and publishing to Flash 10.0/10.1. Let me know if I need to supply any more info.
I'm trying to use the delete keyword to remove nodes from an xml file and it just plain won't work.Here's a stripped down example of what I'm working with. Every node has a child named "deleteme". If its value is equal to 1 I want to remove it from the xml file. If its anything else I want to leave it be. The delete method is deffinately gettig call but it's having no effect.