ActionScript 3.0 :: Loading An Image Into A Client /w FTP?
Sep 7, 2009
I have a client that is defined to allow networking only (no access to the local file system). I want to load an image from an FTP server and display it on the flash client (developed in AS3). From what I read, I saw that the FTP server must contain a cross domain policy file on the root folder. I currently get an error, a sandbox violation error and access denied to the ftp server. I don't know what to do.I placed the crossdomain.xml file that contains:
We're building a web-based application that requires heavy image processing. We'd like this processing load to be on the client as much as possible and we'd like to support as much platforms (even mobiles) as much as possible. Here's the info: Image processing is rasterization from some data. Think like creating a PNG image from a PDF file. We don't have a lot of server power. So client-side processing is a bit of a must.
So, we're considering: Flash - most widespread, but from what i read has lackluster development tools. (and no iPhone/iPad support for now). Silverlight - allows us to use .NET CLR, so a big ++ (a lot of code is in .NET). But is not supported for most mobiles ( rumored android support in the future) HTML5 + Javascript - probably the most "portable" option. The problem is having to rewrite all that image processing code in Javascript.
Clarification: I don't need further ideas on what libraries are available for Silverlight and Javascript. My dilemma is choosing Silverlight means no support for most mobiles choosing Flash means we have to redevelop most of our code AND no iPhone/iPad support HTML5 + Javascript we have to redevelop most of our code and not fully supported yet in all browsers choosing two (Silverlight + Flash) will be too costly Any out-of-the-box or bright ideas / alternatives
I have a client (a photographer) that wants to include a login button for clients. This will take the client to the server where that pars all of this possible in Flash? I have used it for quite some time, but mainly for animation and basic intros, etc. I have been searching for components that handle what I need, but coming up short
here is the link of my Flash application [URL] hit the above URL and click on the PostCard section shown.. This will show you image and button to download that image. Application works fine at above URL and it downloads the file too but when any user hits the alternate url , the file is not downloaded.. [URL]
I'm working on a project that demands a file upload for images. The guys over at development decided to use flash for this but they are not very proficient on the platform. Go figure... What I would like to do is get the image dimensions for validation purposes BEFORE the image is received by the server. I know it is possible to check for file size.
I am having a flash object integrated in my html page. It requires a version of 10 to run it. If the client is not having the flash player of 10 or above, the flash will not come and it will look a bit odd. In that case, I want to show an alternate image. What is the best way to do it?In fact I have the javascript code for it. But I dont know how to utilize it to get what I need.[code]
We want a web app that allows a user to edit images on the browser and we're trying to decide which technology to use. We want to support simple image customization, such as high-quality resizing, cropping, image merging, and color transformations, as well as the addition of text elements with different fonts and colors.
The current options are: Flash: no worries about cross-browser compatibility; could use same image library on client and server; no iPhone/iPad support. Java (compiled to javascript with GWT): need to find a good image library in pure Java so it can be compiled to JS. Plain old javascript + HTML5: may be a mess due to multiple browsers; may need to write image editing code from scratch. Here's what's most important to us / criteria for choosing:
Image consistency: the image that the client edits on the browser must be exactly the same as the one we'll eventually use on the backend. We can achieve this by (a) having the same library both on the client and server to process images, (b) having the client generate the image and upload it to the server, or (c) use two different image processing libraries on the client/server and hope for the best in terms of consistency.
Option (a) seems best, but it would only be possible if we use Flash or Java/GWT. We don't like option (b) because the images are large; we'd rather save a sequence of operations to perform on a raw image than saving multiple transformed images. And we don't really know if option (c) is safe or not. Scalability: We prefer the client to do as much work as possible to decrease server load. Image quality must be kept high Cross-platform: We'd like to support as many platforms as possible without rewriting everything (big negative for Flash due to iPhone/iPads).
i try to get a bytearray from a webcam. i can get the image of the webcam, copy it to bitmapdata and get the bytearray. but is it possible to get the bytearray from the image and sound from the client's webcam?
I am creating client side PDF with image using flex and AlivePDF for a web based application. Images have been generated on that pdf but it is creating problem for large size images as half of the image disappeared from that pdf. I am taking the image inside a canvas. How do I control my images so that they come fit on that pdf file for any image size that I take.
I'm rather inexperienced with flash and as3, and I've been given a task of writing a program that downloads images from URLs that are provided, and saves them to a specified location on the user's computer.
The idea is to be able to download multiple images (user selects them) and download them all to a single directory (which the user selects first) so that he doesn't have to download them one by one. Also, putting them in an archive and downloading as one file wasn't an option.The only solution I found is using FileReference.save(), which won't work for me because it opens a save dialog.
I'm creating some image uploader in Flex with client-side image processing. Processing consists of two steps: 1. Resizing (solved)
2. Converting resized image (represented by ByteArray in PNG32 with alpha-channel) to gray-scale PNG with bit-depth = 2 and no color-palette. Is there any existing library that is capable of second step? Something like libpng for C++, maybe?Edit:It seem I stumbled upon rarely encountered problem. However my descision was to create an AS3 class that is capable of converting bitmapData to 2bit grayscale PNG. I used standart PNGEncoder and PNG format specification (which is not so good as I expected) as basis.
This is my first post on this forum, i've just joined because i was pretty sure i will find all my answers here what i want is to save a movieclip as a picture so a client can dowload it to his/her machine.but it doesn't work, because i don't have jpegencoder library. i searched the net for it and i didn't find a way to download it.So, how can i get it and install it on my machine? I have flash 9 CS3, so is it already installed on my machine? and if so, how can i activate it?
A client has sent me a Flash CS3 website template she was working on. I'm supposed to do some work on it. When I load it, it displays incorrectly. The body type appears incorrectly. It's different then what it appears on her computer. Causing all the body text to overlap each other. She has Windows Vista with Flash CS3. I'm using Windows XP Professional with Flash CS4.
When I open the file, it says that 'tahoma' font is missing on my computer. And asks me to select a replacement. Obviously, I have Tahoma on my computer -- everyone does. I even got her to send her version of Tahoma to me from her Windows Font Folder. When I tried to install it, it says "font already installed". So, I pointed it to my Tahoma font as a replacement. This could be the problem. But why does it not recognize my version of tahoma?
I'm creating a flash application that will post images to a url for saving to disk/display later. I was wondering what are some suggested strategies for making this secure enough so that the upload is verified as coming from the application and not just some random form post. Is it reliable enough to check referring location realizing that I don't need bulletproof security, or perhaps setting authentication headers is a better strategy even though it seems unreliable from what I have read. The application and the server script will reside on the same domain and is in java - is there a way to check for a 'session' or something like that?
Another thought I had was some sort of simple hashed key type system, I could hard-code a key into the flash application and pass something to the server based on that - the server would also know this key and be able to verify if the value passed was based on that? The app is a public app, so authenticating users is not an option. After more research I am thinking about using a hard coded salt key on both ends, then sending an MD5 hash of the base64 encoded image bytearray+salt to be matched on the server side.
I am making a site for a tattooist and they need to update the gallery of tattoo images (jpg) about 4 or 6 times a year. I am making it in flash mx.I thought back to things i'd heard about and came to the conclusion that xml might be the best way with this - so the client can open a text file and change the image name and then upload the image as needed to the server.
I have an upload form for an image. The user clicks browse and selects a file. How can I get the image dimensions the moment the user selects the file (before the file is even uploaded to the server). It obviously has to be something client-side with maybe javascript/jquery or flash/flex (prefer js//jquery though), but can either of them do this? This is the code I'm using to tie into zozo's getImgSize() function, but it gives me 0*0 as size.
In flex, what we do, we normally upload the image from flex end and upload it to the serveri want to know, can we do some details checking, like i want to find out the imageesolution(on the client side) before it is uploaded to the server,There are going to be two profits, first the client doesn't need to wait for long to image get uploaded, and in case if finding the image resolution is on the server end, so it willtake time, even the image to be uploaded is not of expected resolutionsecond, the user interaction & interface with the flex application will be improved,
how can I find on fms server that client disconnected if if client disconnected due to power cut off. I client manually close the application then onDisconnect on server is called but if due to power cut off it does not called.
Can we perform client to client file transfer, client to server can be done by FileReference. but how do we do client to client transfer, for example if a user wants to send file to another user to whom he is chatting online.
I am loading images of different size and then images are scaled and border is drawn for each image as shown in below link,[URL]... I want that border of images to be of the same width and height and for that I need to find out the max width and height size image before loading all the images. Is there any way that I can know the width and height of an image before loading it completely?
I developing a site where on the homepage, there are about 6 images that rotate, but if you click on a sub link, a different image loads. But the problem is that, the first image has to cycle through before the second image loads. I want the second image to load immediately.
I am trying to build a client-to-client streaming program - client 1 has a webcam and client 2 will connect to client 1 and be able to view the webcam. Is this possible using 2 swf clients? Can someone point me in the right direction as to what commands would be used to connect the two clients. I have tried: binary sockets Connect() where each clients points to the other and they both time-out NetConnection to try to point each client to one another to establish a connection, but no luck with that either; this seems more oriented towards streaming content to a flash media server rather than to another flash client.
[code]This script is for a loader image gallery in flash, as part of a class assignment. What happens is that in flash, when I open the swf file, the initial image (images/nair_evanescentautumn.png) will load fine. However, clicking on any thumbnail image (including the exact same images/nair_evanescentautumn.png), will result in an error saying the file cannot be found.I cannot figure out why it is doing this... I've tested it over. Clicking each thumbnail does go to the correct position in the two separate functions. All said full-size image links are in the folder images/, and replacing the initial loader image will load the other images in place of the default one. However, clicking on any thumbnail still results in URL not found, even though everything works correctly.[code]Before anyone asks why I'm putting this kind of content into a flash site, I'm not--this is only for a class assignment. I'm just trying to figure out why my images aren't loading right when I'm only doing the exact same thing in the functions as I am on the other pages.Of note, commissions.swf has the exact same feature, just with swf files loaded instead, and it works perfectly fine. home, traditional, digital, and photography all have the image gallery, and all have the same issue (I only referenced one page because if I can fix one page I should be able to fix all of them).As for the artworks, they are all my fiance's. The website design was built for her, and I used the website design for this project because I didn't want to have to build an entirely new interface design. Since the project also required a gallery, I felt that this interface would work just fine.
I tried searching for an answer to this on the forums and it seems you can't duplicate a movieclip that has a dynamically loaded jpg in it, I mean you just get a duplicate empty movieclip?What I want to do is have 3 copies of a pic, each tinted a little differently, and have them converge and reveal the "composite" of this pic. Do I then have to use loadMovie 3 times?Does loading the same 50kb image at the same time mean you're actually loading 150kb?
i was creating my portfolio using xml gallery script from this site. the thing is that it loads one picture at a the with a preloader between each load. is there a way to load the first image and keep loading the rest so there will be only one loading time? here is my action script:
Is it possible to capture the image loading event like when the image is fully loaded and such when it is assigned to the htmlText of the textFiel???
I have a scrollPane that contains a textField which is loading an image via img tag where there is no scrollbars initially because the textField is not large enough in the beginning, but it is larger than the scrollPane after the image is fully loaded.. and I am trying to update the scrollPane once the image is fully loaded..
We're writing a flash application that can download a MP3 file, convert it to a Sound object, get the raw data and make some processing (like adding sounds, change octaves). After the processing, we want to send the data back to the server in chunks, so the server will be able to glue the data together and recover the new generated file. The problem is: if we send to the server "wav" pieces of sound, we are able to glue them together without any problem in the generated file. However, if we convert each wav piece to a mp3 file (so we can send a smaller file to the server) and join the mp3 files at the server, the result is a sound with some problems at the merge point.
This is how we load the mp3 file from the server:
sourceSnd.load(new URLRequest("sample url to mp3")); sourceSnd.addEventListener(Event.COMPLETE, carregou);
This is how we convert each piece of mp3 to bytearray and wav: