and the error message is: Error: Error #2030: End of file was encountered. The situation is i have store the image as binary into the database by convert the byteArray and now i would like to retrieve it and convert back to image.
Just to clear this up ByteArray Need to Place into Bitmap and then you can add to the movie Clip right?
I 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?
I want to convert a ByteArray wich contains a .flv file read through a socket connection to a video playable object and play it, or attach it somehow to the netstrem as its source. Why this ? I'm trying to write an app using AS 3.0 that connects two swf clients to each other directly without a server (after they know of each other) and allow them to exchange video sequences. So the reverse way video -> bytearray -> network -> reciever ->video would be of interest aswell.
The coding language is Java.I have a ByteArray embedded in ActionScriptObject.(Smartfox Server)I want to convert it into ByteArray.The idea is to save it as an image.This a sequel to the post --> Convert Byte Array from Action Script to Image in Java and save it
how to convert a file I have on my server (pdf/excel/ppt) to a ByteArray. The reason I want to do this is to display the dialogue open/save as to the user and I must set the Content-Type to octet-stream. The dialogue shows fine with just navigateToURL() but for pdf's it is the user's local browser setting. For a URLRequest I must set the data as a ByteArray. I'm trying to use the code located here:
Is there any way to convert any displayObject to ByteArray? I can of course iterate through pixels, but thats not what i was thinking about, I would like to write ie MovieClip into ByteArray, and then read it back as it was.writeObject doesnt work for DisplayObjects.
I need to take a string and convert it to a bytearray. such that the return is of type ByteArray. I thought writeUTFBytes(String) would work cept that returns type Void.Im not seeing anything in the docs about returning a bytearray
How to convert AS3 ByteArray into wchar_t const* filename?So in my C code I have a function waiting for a file with void fun (wchar_t const* filename) how to send to that function my ByteArray? (Or, how should I re-write my function?)
One trick shown me that I could use bytes+"" which convert into String but not a pure String. It is acceptable by any UI components except it won't accept when I throw bytes+"" into switch statement. How do I convert bytearray to pure string?
private function socketDataHandler(event:ProgressEvent):void { try { rsocket = event.target as Socket;[code]............
I am trying to take data that I have extracted from a ZIP file in Actionscript, then convert it to a File object so I can write it to the documents folder for my air app to use.
I have a string, I am compressing it with bytearray and save it to a file. In other application I am loading it and when I try to uncompress it, it's give me an error. How can I convert a compressed string in to bytearray type to be able to convert it? The code for compression: var b:ByteArray = new ByteArray();b.writeMultiByte(t,"iso-8859-1")b.compress();
i have a string which contains all binary data. the binary data represents a custom object in my application.
i want to convert all the data inside the string into binary format and store it in a ByteArray. then I want to read the object from the ByteArray using readObject.
My program saves text files, which contain various text, some of which is a string representation of a ByteArray. It does this by using the toString() method of the flash.utils.ByteArray class, which I assume converts a ByteArray (for example, 13x$) into its string representation "13x$". So how do you reverse the process, and turn the string ("13x$") into a ByteArray (13x$)? Even if it's not that simple, I just need to have the ByteArray, put something in a text file, and extract from it the same ByteArray.
I have an animated MovieClip and I want to save it to computer as animated swf !is there any way to convert it to byteArray and send it to FileReferenc and save it ?I tried writeObject but it doesn't work !
if it is possible to covert a bitmap to a Sprite? I tried casting it to a sprite, but that does not work. The reason why is because if figured out that you can't use the addChild option on a bitmap.
Apparently, in order to make a bitmap transparent, one has to convert it to 256 colors from 24. I'm not sure if Flash puts it in 24 or 256, but because I can't create a transparency when using Bitmap() in my code, and from what I see displayed on the screen, it would appear that it uses 24 colors. Perhaps this is to keep things light. Nonetheless, is it possible to convert it to 256 colors?
Is there any example of passing bitmap data into iOS and returning a modfified copy. I am trying to convert a bitmap into jpeg - similar to this example in Windows [URL] but it crashed every time. P.S. Below is my attempt:
I'm building an XML driven video player that will allow users to customize a wide variety of layout/visual features for the player, and one of the important features is letting them switch between a regular background image, and a tiled background. I've been playing around with various methods for tiling using the Bitmap class, and its been working fine, as long as I load the image from the library. However, when I try to load the image dynamically (i.e. through XML), it doesn't jibe. Here's the code for the tile:
function tile() { var tile:BitmapData = BitmapData.loadBitmap("linkageIDForBitmap"); this.beginBitmapFill(tile); this.lineTo(Stage.width, 0);
[code]....
Again, if I write a variable which references the xml node, and use that variable in the loadBitmap function, it doesn't work. I'm assuming this is because the dynamically loaded tile doesn't have a linkage ID attached? Not sure how to do that... My other thought is to simply load the tile into a movieclip (as I do with all the other content), and then convert the movieclip to a bitmap, then proceed as normal with the code above. I've searched the boards for a method to do this, but have come up empty.
I am having a few issues converting a MC to a bitmap. I have succeeded in loading a graphic from the library, loading that as a bitmap and I can use getPixel to get the color at a certain x,y point.BUT I have another part to the problem. I have a file upload where a user can upload an image and choose a color off that logo. So I have the logo uploading, then getting loaded into an MC on the stage and it all works honky dory.However, when I (thought) I was converting it to bitmap and then use getPixel, every part of it is just returning white.[code]But no matter what co-ordinates I put in, I always get white.
var myBitmapData:BitmapData = new BitmapData (612, 792); myBitmapData.draw(STData_mc); bm = new Bitmap(); bm.bitmapData = myBitmapData; stage.addChild (bm);
these are my code. I have a movieclip named STData_mc, first I want to use var myBitmapData:BitmapData = new BitmapData (STData_mc.width, STData_mc.height); but it bring me an error. so I changed like this. but this is ok. Finally, when I add "bm" to the stage, there is nothing, just a white space.
On my stage I'm playing a flv video. There's a button over the video that when clicked draws the stage to a bitmap. The bitmap is then converted to a jpg and downloaded to the viewer. It all works great except that I have open with photoshop then save as jpg to get a useable jpg image. If possible I would like the download to be viewable by most photo viewers without having to open with phothshop. here's what the output looks like:[URL] here's the code I use to handle the mouse click:
I've seen mention of there being some security risk with loading images and leaving them in loaders. A few articles I've run across said that you should always draw them as a bitmap when the loading is done.
Is there any truth to this? I have a few loaders I have left in my project, do I need to hand their content off to a bitmap? What is the advantage of always having a bitmap represent the loaded image?