ActionScript 3.0 :: Error #2015: Invalid BitmapData At Flash.display::BitmapData()
Oct 14, 2009
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'm getting an Invalid BitmapData Error #2015 at flash.display::BitmapData$iinit() that points to the line of code below where a BitmapData object is created. I am using this function to create only a few hundred Item objects, each of which is only 166 px by 96 px in size so I don't believe that the problem has to do with running out of memory. I also used system.totalMemory to trace memory consumption but it showed that only a few tens of megabytes were used when the error occurred. I have tried setting the BitmapData and Bitmap objects to null because that was a solution I found on another site. That didn't work. I tried dispose(). The error occurs intermittently, sometimes after running my app a few times and sometimes when I first load it. I am not refreshing my browser over and over in order to run the app. I cannot figure out the exact sequence of events that leads to this error. In earlier versions of my app, I was able to successfully use the exact same function (minus the lines where the BitmapData and Bitmap objects are set to null).
public function cloneItem(item:Item):Item { var itemClone:Item = new Item(item.ID, item.name, item.bpCost, item.bcCost, item.quantity); var tempBitmap:Bitmap;
I am writing a slideshow that takes a random image from a media RSS feed and creates a bitmap and adds it to the stage in a random position on the stage so that each new image lays on top of the last. The actionscipt works fine, but after a time, the computer runs out of memory and I get a ArgumentError: Error #2015: Invalid BitmapData. error.
My thought was, instead of adding child on top of child, I would just add the new image to the original bitmap or perhaps a copy of the bitmap and swap from old to new with each newly added image. Is this a possible solution and can anyone help with some code ideas? All the examples of BitmapData.draw() show only addig one object at a time per bitmap. I don't know if it is possible to add/merge/combine bitmaps.
I'm getting an Invalid BitmapData Error #2015 at flash.display::BitmapData$iinit() that points to the line of code below where a BitmapData object is created. I am using this function to create only a few hundred Item objects, each of which is only 166 px by 96 px in size so I don't believe that the problem has to do with running out of memory. I also used system.totalMemory to trace memory consumption but it showed that only a few tens of megabytes were used when the error occurred. I have tried setting the BitmapData and Bitmap objects to null because that was a solution I found on another site. That didn't work. I tried dispose(). The error occurs intermittently, sometimes after running my app a few times and sometimes when I first load it. I am not refreshing my browser over and over in order to run the app. I cannot figure out the exact sequence of events that leads to this error. In earlier versions of my app, I was able to successfully use the exact same function (minus the lines where the BitmapData and Bitmap objects are set to null).
public function cloneItem(item:Item):Item { var itemClone:Item = new Item(item.ID, item.name, item.bpCost, item.bcCost, item.quantity); var tempBitmap:Bitmap;
I've been working on a simple mosaic generator for a project and have been crashing Flash consistently by trying to add too many bitmaps to a Sprite. I can crash Flash every time with the following:
for(var i:int = 0; i < 10000; i++){ var d:BitmapData = new BitmapData(20,20); addChild(new Bitmap(d)); }
I get a 2015 error - invalid BitmapData.9000 works without issue... 10000 crashes. Problem is I need 10000.Is this a known limitation? I could try using multiple sprites and adding say 5000 to each, but that wouldn't be easy with this project. But if I have to I have to...
I am trying to rebuild "Pixelator" class writen by Eric Hallander, becouse I need it for my personal site, and orginal class doesn't give me all that I need. I thought I have everythig right scripted but after compilate debuger gives me an error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData$iinit() at tmk::Pixelate/::pixelateOut()
This is code of my MainClass - calling a Pixelation effect: Code: package src { import flash.display.Sprite; import flash.display.MovieClip; import flash.display.Bitmap; import flash.display.BitmapData; import tmk.Pixelate; [Code] .....
addEventListener(Event.ENTER_FRAME, Pixel_Perfect); function Pixel_Perfect(e:Event):void {[code]....
Enemy1 is a class is that makes a difference
I didn't write this code as i am not this advanced yet but really needed this script, this script normally works but now i am recieving errors
Error: ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData/ctor() at flash.display::BitmapData() at IceMountain_fla::MainTimeline/Pixel_Perfect()
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 started converting this flex application to run on android using the new flex hero sdk.i already replaced all mobile-incompatible components and got it running a few times succesfully.
When I use the same libraries running the original webapplication it works perfectly.The big problem however are these random Invalid BitMapdata errors while starting the mobile application. Here's the whole output.
[Code]...
Now it seems to me that, wile running the mobile application, it is unable to find the image, as when I run the webapplication, using the same library where the above line of code is, it is able to find the image.
This problem has been haunting me for days now and I'm really starting to think this is a bug, especially because it sometimes DOES run. Or is there something I'm missing here.
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'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.
my problem relies in here, even though i never specified a fillcolor it's filling my bitmap with white, and i don't know how to undo it, the only way is if i remove every parameters such as width and height, but i need to resize it so, you know.
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
If anyone has a framebuffer implementation, could you please share some performance benchmarks? Or at least tell me how much difference are there in your point of view. I need to make a flash game which has almost 1K 50x50 bitmaps moving on screen(more than 10K display object in display list), and want to know if flash can support it well on a normal PC with at least 30FPS.
I am having an issue with compiling a .swf. I get the following error on what seems to be related to the images. There is about 40 that are all very similar the the error code listed below:
5000: The class 'com.decalmywall.Emb_EMB_BORDER' must subclass 'flash.display.BitmapData' since it is linked to a library symbol of that type.
The title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void { if(tileDir != "empty") { tPoint = new Point(0,0); tRect = new Rectangle(0,0,30,30);
[Code]...
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.
I have a huge background bitmapdata with a corresponding grid. I'm trying to draw the two parts onto a different bitmapdata, but for some reason, the bitmap for the grid is overriding the bitmapdata of the background that is being drawn first. The grid seems to be making the entire third bitmapdata transparent for some reason.
My code for creating the background and corresponding grid:
I have been pulling my hair out on this one for too long. I have a web banner that uses Erik Hallander's Pixelator Class. Everything works fine when the timeline plays just once, but as soon as it loops I get error:
ArgumentError: Error #2015: Invalid BitmapData.
I have tried removeChild, removeEventListener, nulling the variables involved, disposing of the BitmapData. I also tried some conditional statements depending on the loop but no success. The actual class code is beyond my experience.
In the 4th line in the code above i am getting "Error: Error #2030: End of file was encountered." I checked the length of the pixels object which is 4 times the width*height of the rect object. Given that setPixels() functions reads unsigned int from bytearray and sets that value to pixels, I think it should work.
But I have no clue why this wont work. The pixels object is filled after RLE decoding of the data which i get from a server.
Is there any work around or any other method which I could try to use. The loader class wont work as the data that I get from the server is not in any of the recognized format.
Code: ArgumentError: Error #2005: Parameter 0 is of the incorrect type. Should be type BitmapData. at flash.display::BitmapData/hitTest()
This is the line where I get this error:
Code: if (player.bitmapData.hitTest(player.point, 255, tempUpgrade.bitmapData, tempUpgrade.point, 255))
I have absolutely no idea what went wrong. My object (tempUpgrade) is generated inside of a manager-class. There I can define the look of it and it gets cached. The image I use is a spritesheet (png) that's embed inside of my library-class. The spritesheet is splitted into appropriate pics via a CacheTileSheet-class.After that process they get thrown inside of an array because I need the bitmapData for pixel-perfect collision detection. Of course this is not the complete code so if someone needs more please let me know.