Flex :: Get ByteArray From External Asset Image Synchronously
Oct 22, 2011I have a var that holds the String value for the path to an image. How can I use that to get the ByteArray from that image synchronously?
View 1 RepliesI have a var that holds the String value for the path to an image. How can I use that to get the ByteArray from that image synchronously?
View 1 RepliesI have an externally loaded swf that contains thumbnail movieclips. When a thumbnail is clicked an external image is loaded. I would like to be able to reposition this external image. I know I can use typecasting to control a movieclip of the swf but how do I control nested externally loaded files? I have a different approach that should work fine but I was just curious about my initial attempt.
View 0 Repliesvar myFile:File = new File("./test.jpg");
var myFileStream1:FileStream = new FileStream();
myFileStream1.open(myFile, FileMode.READ);[code].....
now how can i add byte variable to the canvas ? for example
var canvas:Canvas = new Canvas();
canvas.addChild(byte);
is it possible to add ByteArray to the canvas?
I am trying to display a bytearray as a resized image. The Image is displaying correctly, but the sizing is off. Let me explain.
First I have the image data encoded so I need to decode the image data
// Instantiate decoder
var decoder:Base64Decoder = new Base64Decoder();
// Decode image data
[Code]....
This works. The image is displayed correctly. However, if I hardcode the image (img) height the resized image is shown correctly, but within a box with the original image's dimensions.
For example, if the original image has a height of 300px and a width of 200px and the img.height property is set to 75; the resized image with height of 75 is shown correctly. But the resized image is shown in the upper left corner of the img container that is still set to a height of 300px and a width of 200px. Why does it do that? And what is the fix?
The best way to illustrate the problem is by placing the image inside a VBox and show the borders of the VBox. From the code block above, if I change the image height and set the image to maintain aspect ratio (which by default is set to true but I add it here for completeness). the problem becomes clear.
// Display image
var img:Image = new Image();
img.height = 75; // Hardcode image height (thumbnail)
img.maintainAspectRatio = true;
[Code].....
How to send a jpg image as ByteArray from as3 to javescript? And how to convert ByteArray to image in javascript?
View 3 RepliesI have an object that stores the compressed ByteArray version of an image (jpg or png). I want to keep it that way as the bytearray is about 30x smaller than the Bitmap it creates. The problem I run into is when I want to bind an image to this byte array. I can't really bind it to bytearray, because it requires a BitmapAsset as a source. Is there a way I can load a BitmapAsset from a bytearray but still bind to the bytearray when a new image is available?
View 1 RepliesI'm having a task in which I have to read and save images in the database.I'm using C#.net Webservice and SQlserver2008 database and I'm saving image as varbinary format.How I can read images from local system and convert it into byte array in Flex ?How to show images in Flex that are recieved in type Bytearray?
View 2 RepliesI am using an component, and currently have a dataProvider working that is anArrayCollection (have a separate question about how to make this an XML file... but I digress).Variable declaration looks like this:
[Bindable]
private var _dpImageList : ArrayCollection = new ArrayCollection([
{"location" : "path/to/image1.jpg"},
[code]....
In my AIR app, I have a list of file that needs to be downloaded from remote server. I want to make this download happen sunchronously. [code]...
View 1 RepliesI want to store some test data for a FlexUnit test in small XML files in my Flex project, and access them trivially for the flex test. How can I load these bits of data synchronously? HTTPService is the way I'd be loading them _a_synchronously, but adding event handlers to my test cases seems like a bit of overkill.
View 2 RepliesI see the benefit of asynchronous commands (waiting for server responses...) but in my flex app it creates me more problem than anything. Here's what I want: EVERY command executes only after the previous one returned (to result or fault function) And I'd like to do this as easily as possible.. by the way the GUI must become irresponsive (maybe a wait message) while a long command is being executed (I could show the wait message in the execute function and remove it in the fault or result function..)
View 1 RepliesI am using an component, and currently have a dataProvider working that is an ArrayCollection (have a separate question about how to make this an XML file... but I digress). Variable declaration looks like this:
[Code]...
When I was building apps in as2 - my main method of project distribution was to create a bunch of different swfs, each representing, probably, a timeline, some code, and a set of graphical assets. Tho cumbersome, it meant that I could progressively load large chunks of the project as needed, at runtime.
Obviously - working in as3 - this changes a bit. My last project ended up being a bit too large, even when all assets had been optimized - mostly because I just embedded them in one swf and loaded it (kinda long load time). So - new project, wondering what solid methods are available for loading packages of external assets. I could, obviously, just load everything individually, but I would like class linkage and symbols already defined - rather than doing this manually for bitmaps.
[Code]...
So I've seen many a tutorial on how to do this in AS3 but I'm trying to work out if there is a way to have all my assets for a game I'm making external, so they can be shared with a level editor that resides in a different .swf and won't be loaded twice.I spent a while looking and found out about Shared Libraries, which at first I thought would solve the problem, until you find out that you can't use attachMovie to attach anything to the stage at run-time if it is an imported object, which just sucks to be frank .So I then thought of a work-around for that by adding these shared objects inside a MovieClip that wasn't shared so I could add that from the stage and access the clip inside using the instance name that I would assign it. This worked fine until I remembered that I had was using several Bitmaps and the BitmapData class, hence if I placed these bitmaps in a MovieClip I can't even assign an instance name to access them to perform the code that I wish to on them.
View 2 RepliesI haven't experimented with external SWF's purely as image/sound libraries etc. I generally embed assets and/or load in sound/textures/geometry etc dynamically.
However as I'm starting development on my first game, I would like to use an asset SWF per level, so all images, sounds, models etc are contained in this SWF, nice and clean, just one file loaded per level. No code, just assets.
Not only for the structure, but embedding transparent PNG's is very important, as obviously uncompressed PNG's are pretty hefty, and flash does a great job of it.
So for those with experience of asset SWFs, what do you think is the best method of loading/removing/accessing/managing them?
i've created a full spectrum color wheel Sprite object that is composed of 1440 vector triangles, or slices if you will. since i want to animate the color wheel, i've activated the display object's cacheAsBitmap property. however, caching the vector as a bitmap does not increase performance during animation it remains slow, jumpy. importing a PNG screenshot of the color wheel into the library with lossless compression, converting it to a Sprite, and rotating this new image asset performs great during animation. why does an uncompressed PNG image asset import out perform the same vector image with cacheAsBitmap property set to true?
View 1 RepliesWhat is the class of an embedded asset?
[Embed(source="picture.png")] public static const picture:Class;
what is the class of:
new picture();
what superclasses does it inherit? i thought it would be Sprite, but it gave me a TypeError.
As I am building a Flex framework for minigames, I plan to bundle a bunch of graphic assets (movieclip symbols) into a single swf file, which I will load into my Flex application, before extracting the symbols from the swf file for use in my application
View 3 RepliesI am trying to implement a card game using Flash Professional CS5. Since flex makes the final size bigger, I do not want to use Flex for now. I have some difficulties to bind code logic with assets. I have a Deck class and Card Class and 52 card images which are converted to movie clips.
Option 1: I can create linkage to those movie clips means that I will have 52 different classes for each card and I have to create 52 different classes to put my functionality for each card.However I do not want to create 52 classes so is there any other solution?
Option 2: I found embedding asset paths to classes in Flex like that;
Code:
[Embed(source="xxx")]
public var customClass:Class;
So is there a way to make it without using flex in action script code?
If I embed the same asset (i.e. image or sound file) in multiple components within a Flex Application, does the compiled swf contain the asset (and it's file size) only once or once for each time it is embedded?
View 1 RepliesI am wondering if it is possible to get a url to some image on google, say a square (jpg/png/gif), and process it into an SVG. Is this possible?
Right now I'm getting ByteArray data in Actionscript by making a URLRequest('image/on/google'), with dataFormat="binary". I don't think Actionscript could handle/do it, but maybe it could. I'm also good with Ruby, so perhaps is this possible with Ruby?
If so, any sample code/libraries to get started?
I guess another way to ask it is, how do I convert a Bitmap to a set of Vector Paths like Adobe Illustrator does?
I am wondering if there is any way to determine the width and height of an image that is decoded to a ByteArray.For example in the below, any way to determine these values for data?
var data:ByteArray = new ByteArray();
data = encoded_image.decode(byteArrayData);
I have problems with the load of an image from a ByteArray, I can't get the image size, witch I need to position the image. Strange thing is that the image is showed to me correctly.
My code is something like this:
ActionScript Code:
var data:ByteArray; //Here are saved the raw image data (JPG, PNG, etc)
...
var img:Loader = new Loader();
img.loadBytes(data);
[Code].....
I have been searching in forums and I couldn't find an answer so I thought maybe I should ask.
I wrote a script that allows user to select a local file, which gets resized if it exceeds the width/height limits I specified, and finally this file gets uploaded to the server.
In documentation it writes the same max sizes for BitmapData and Loader:
Quote:
In AIR 1.5 and Flash Player 10, the maximum size for a loaded image is 8,191 pixels in width or height, and the total number of pixels cannot exceed 16,777,215 pixels. (So, if a loaded image is 8,191 pixels wide, it can only be 2,048 pixels high.) In Flash Player 9 and earlier and AIR 1.1 and earlier, the limitation is 2,880 pixels in height and 2,880 pixels in width.
So what I need is to check the file size (width and height) before I attempt to load the bytes of the file into a loader. I'm limited to the ByteArray that I get by the load of the file via a FileReference instance.
Has anybody seen a source where you can get that data out of a ByteArray prior to loading it into a DisplayObject?
I'm capturing an image from an swf and transmitting it as a byteArray to a php file. Everything seems OK in capturing and sending the data but the final image doesn't display and says it is corrupt.
I'm not sure if i need to do something to the byteArray or if there is something wrong on the php side that is causing the error?
I'm using stuff I've found on other posts and haven't tried JPGEncoder yet which is mentioned in some of those posts and examples. I thought it would be simple enough if it was just a getPixels() and wouldn't need JPGEncoder.
here is my AS3 code:
PHP Code:
// owl is mc with image on stage
var bitty:BitmapData = new BitmapData(owl.width, owl.height);
bitty.draw(owl);
//
[Code].....
I'm trying to upload a photo on Facebook using Javascript SDK. In particular I generate a base64 encoded bytearray from my Actionscript3 app, I pass it to Javascript file using ExternalInterface, and from that I decode the bytearray and I try to upload to FB. But it give me this error:
{"error":{"message":"(#324) Requires upload file","type":"OAuthException","code":324}}
I tried to upload an image simply from url, and in that way it goes well! This is my Javascript code:
upPhoto:function(photo) {
var img = F.decode_base64(photo);
FB.api('/me/photos', 'post', {
message:'test',
fileName:'test',
[Code] .....
How can I get the bytearray data from an image that is under certain shape, for example a circule or square?Let's say I want to modify ONLY the pixel inside this circule, how can I get this Bytearray data?
View 1 RepliesI am using pixel bender's pbj files(as recommended with Flex4) to change the brightness/contrast of a image.So i apply the filters to the image like this:
image.filters = myBitmapFilter;
Now my problem is how to fetch the byteArray of the image with filter applied so that i can send bytearray to my servlet which can save the image with applied effects.
I'm trying to grab the BitMapData from an Image, convert it to JPG, and send it to a server where it will be written to a file. It "looks" like it works, the resulting .jpg is the right size and displays in an image viewer, but there is no picture... just an off-white background. Here's a code snippet:
imgTemp.addEventListener(FlexEvent.UPDATE_COMPLETE , imageLoadedHandler);
...
private function imageLoadedHandler(event:Event):void {
if (imgTemp.width == 0) return;
[Code].....
Then send "ba" to the server where it's written as a .jpg.
The data "looks" right when I receive it on the server, correct length, bits look the same.
I'm trying to read out some BitMapData into some kind of readable output.
Reason for this is I'd like to trace out the ByteArray and hopefully cut and paste its details into an .as file and then compare it against another BitMapData Object or byteArray that is generated within the app.
Basically I want to compare differences between the two and report back how many pixels or something are different.
It might seem like a strange or approach.
I can create a BitMapData Object, it traces back as [object BitMapData] - so I thought awesome just loop through the Object... But looping through the Object traces nothing at all back out.
So I tried to create a ByteArray and then convert that to a string, but all I get is wierd 'y' chars with two dots on the top of the char.
I've left some code below,
Code:
public function GetAndCompareBitmapData(target:DisplayObject) {
var bd:BitmapData=new BitmapData(target.width,target.height);
trace("bitmapData "+ bd); // trace [object BitMapData]
[Code].....