ActionScript 3.0 :: Remove A Bitmap Data From A CanvasBitmap?

Jan 25, 2010

I am adding a bunch of bitmap data (images) inside a canvas bitmap (using copyPixel) which is added to the stage (addChild(cavasBitmap)) how can I remove a bitmap data from a canvasBitmap?

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[Code]....

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1: I upload an image

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note: I won't display the original image.

3:Now when user deletes the resized image,i need to delete the image loaded as bitmap i.e. the original image which i won't be displaying

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ActionScript 3.0 :: BitmapData.dispose() Remove Memory Occupied By Its Bitmap

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This is my scenario

1: I upload an image

2: Without altering it,I make a copy of it and use it display to users in resized format
note: I won't display the original image.

3:Now when user deletes the resized image,i need to delete the image loaded as bitmap i.e. the original image which i won't be displaying

For that I used bitmap.bitmapData.dispose() method.But,it doesn't free up the memory taken by the bitmap.For instance at initial state the memory usage is 58 Mb and upon loading 3 images the size increases to 87 Mb.And when I delete all the images the size decreases to 81 MB only.I feel the loaded bitmap is not completely removed.

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I've created a prototype that will copy the pixel data from a movie clip then create a JPG image from it via PHP. It works perfectly. But when the MovieClip (called mcImage) contains a Video Object loaded with a streamed FLV, it won't copy the pixel data to the Bitmap object. The image generated is white. Here's a sample code:
 
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[Code].....

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[code]....

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extract bitmap data from an flv stream?

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I would like to extract the most common color of a bitmap. My first idea was to do this by looping through the bitmapData and extracting every pixel color and storing it in an array. But the function has to be as light as possible so my question is; Is there a more lightweight approach to achieve this? The function is used to extract background color of a Bitmap.

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ActionScript 3.0 :: Send Bitmap Data Via Localconnection?

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I am working on somethign at the moment which allows a user to use a local connection to send and receive bitmap data. But I am havign a slight problem. Ok so at the moment I am using code from the bytearray live jpeg encoder to encode bitmap data as jpeg and then send it on to another swf opened at the same time when I click on an mc in the send swf.

So here is my code:

ActionScript Code:
// CODE INSIDE OF SENDER
var localConnection:LocalConnection = new LocalConnection();
import asfiles.encoding.JPEGEncoder;

[Code].....

But what ends up happening each time is that it seems to draw only the bottom right quadrant of the mc I am targeting. As shown by the screenshot I have provided. When the user clicks the first of the blue buttons it should send the whole bitmap.

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I'm working on developing a casual FB game in AS2 where one of the features is that the user can put on a cropped version of their FB profile pic on the sprite's head. I don't know how to send bitmap data over the wire in AS2, and since I'm sadly not using AS3 (which supports ByteArray), am looking for an alternative way out.

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ActionScript 3.0 :: Duplicate Bitmap Without Losing Data?

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I'm creating a mosaic application from facebook images and I have all of the coding working, my problem is I'm duplicating (cloning) Bitmap's in the final mosaic because obviously there aren't enough images on everyones facebook to make up the 1000+ images in a mosaic

See in the upperleft how all the images are very well defined, but then as the grid continues to the bottom and right each image gets less and less accurate until it is just one color...The code I am using is just,

ActionScript Code:
var myClone:Bitmap = new Bitmap(arrayBMD[index]);
addChild(myClone);

where arrayBMD is an array that holds each BitmapData for each Image.

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