ActionScript 3.0 :: Upload Image And Saving It To The Local Map?
Mar 2, 2011
how do you upload the image for temporary savings and then save it down to the local map?
My Situation: Making an flash website for my father in law and we got a server/domain which has got no database... Which make it impossible to basicly just save it to a database.
so I will make a admin place where he can go on and save the image to a map specified. and then it will upload the images by it self...
So how do I move the image from the local computer to the server where the website is. He wount have access to the server so he can't manually go in and put the images into the folder he needs an admin way of the website to save the images into the folder by remote access.
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Jun 10, 2011
I'm currently working on a chat with uploading an image and sharing it. The problem is I can upload and display the image but I can't share it to the other side. Here is some code:
[Code]...
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Sep 8, 2011
I need to be able to save and load images into an SQLite database using Flex 4.5 for a mobile application. The use case is this:
Inside the view there is a spark Image object with a URL as a source
When user clicks button, the Image is saved to an SQLite db inside a BLOB field.
In a separate Image, the source is set to the ByteArray stored in the db.
The biggest question so far is this: where do I get the ByteArray for a loaded Image? I've tried debugging and inspecting Image, BitmapImage, and BitMapData but there's no sign of the byte array.... perhaps it's inside the ContentLoader? But that's null unless I enable caching.
I've done some research and there are no complete examples for how to handle this. I've written a simple View that anyone can copy and paste into a new project. It will compile without errors and can be used for testing. I will update this code as I get the answers I need so that anyone can have a fully working example of this workflow.The only caveat: I used a synchronous connection to the DB to avoid complicating the code with event handlers, I wanted to keep it as simple as possible.I will only mark this question as answered once it is fully functioning both ways.
UPDATE SEPT. 09 2011: The code below is now fully functioning in both directions (save and load). Here are some of the things I've learned: It turns out that the ByteArray of a spark Image can be found inside the LoaderInfo of the image itself. Like this:
image.loaderInfo.bytes
However, trying to set this ByteArray as the source of another image ( image2.source = image1.loaderInfo.bytes) results in this security error: Error #3226: Cannot import a SWF file when LoaderContext.allowCodeImport is false.Which is too bad because it would save so much time and processing power.the workaround is to encode the ByteArray using either a JPEGEncoder or a PNGEncoder. I used the JPEGEncoder which produces much smaller files. Here's how:
var encoder:JPEGEncoder = new JPEGEncoder(75);
var imageByteArray:ByteArray = encoder.encode(imageToSave.bitmapData);
Now the problem is saving these bytes to the DB. Saving them as they are now will not work once we read them out, I'm not sure why. So the solution is to encode them into a base64 string like this:
var baseEncoder:Base64Encoder = new Base64Encoder();
baseEncoder.encodeBytes(imageByteArray);
var encodedBytes:String = baseEncoder.toString();
So now just save that string into the BLOB field and later read it out. However, you have to decode it from a base64 string to a ByteArray like this:
var encodedBytes:String = result.data[0].imagedata;
var baseDecoder:Base64Decoder = new Base64Decoder();
baseDecoder.decode(encodedBytes);
var byteArray:ByteArray = baseDecoder.toByteArray();
Now assign the bytearray as the source of your image and you're done. Simple right?if you find any optimizations or alternative ways to do this.I will respond and keep this code updated if need be.
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[Code].....
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[object Document] called.
doDragEnter() called.
doDragDrop() called.
[code]......
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[Code].....
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[code]....
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[code]....
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[Code]...
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Aug 27, 2009
As far as I know, what I ask here isn't possible, but I thought I'd ask anyway in case I'm missing something.
Suppose you want to let users upload JPG images, and these images are scaled into smaller icons and the original images are always discarded and never required again. Is there any way that would commonly work in most modern browsers that would let the user select a single image on their hard drive, have that LOCALLY turned into a thumbnail and upload the created thumbnail to a server?
In a case where the server just needs a small image, it would be wasteful both in user time and server resources to proceed uploading the whole image, only to immediately discard it. It would be much better to just scale it on the client.
I can imagine three options. Just plain HTML/Javascript, using Flash or using Java. If this were possible with Flash, that would seem like the best option. But reading flash.net.FileReference documentation, it seems that you can upload a file from the HD yes, but you cannot look inside the file you are uploading. On the other hand, if you enable "can access local files" in Flash publishing options, it seems that you can then no longer access the net, so that doesn't work.
With HTML/Javascript, it is possible to load images and display them on a <canvas>, but if you try to access the pixels of these images, you get security violations, so that doesn't seem to work.
Java I hesitate to use, because only 96.52% of my users have it installed, and the file upload dialogs I have seen implemented in Java (at Facebook for example) have not worked well (unresponsive interface). I wonder though if Java is the only thing allowing resizing images from local HD?
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Jan 31, 2012
I'm using Agile Uploader in my project to resize image before upload on client side.And it works fine except one thing: if image name contains cyrillic letters it fails with server error 500.
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Feb 23, 2011
I am building a flash widget for uploading files, but I want to display the thumbnail with html/js, once I have the file loaded via Browse into flash and have access to the raw data, is there a way to convert that to a base64 encoded dataURL so I can send that back out to JS to create a thumbnail like ?
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I am seeing repeated comments on this discussion forum that it's not possible to save data from Flash into a locally stored XML file . . . but there must be a way to do this. Why is you can read data from a locally stored XML file but not update or add data to it. how absurd a design would that be, it simply wouldn't be logical!
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Jul 4, 2010
I'm trying to load a local xml file:
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