Actionscript 3 :: Adobe - Load An Image Programmatically
Mar 7, 2011
I'm developing an Blackberry Playbock app with ActionScript 3.0. I'm very very new with this. I have the following project structure (I'm using Adobe Flash Builder "Burrito"): project
[Code]...
On image folder I have several PNGs images that I want to load programmatically.
Basically I have a background image which is loaded while the rest of the flash file is loaded. So once the preloader has finaly appeared its already half way through which I dont want.
Is there a way I can specify a certain image to be loaded before everything else in the flash file and before the first frame to start?
I need to load several images as Bitmap or BitmapData objects. The images are hosted outside the Flex project, and they're referenced by an external configuration file, so I can't embed them. Because the images won't be displayed directly to the user (they're being added to a PDF that is generated for download), creating a grouping of Image objects, attaching them to the application, and waiting for their LoadComplete handler to fire seems inefficient.
What is the best way to load these images into an application? Programatically load images in it?
How do you say or achieve container.child.source = image.png?
I have a hexagon map built by specifying width and height. I draw a wireframe and place a base image for each hex into a canvas. Next, the canvas listens for a mouse click. I then run a calculation to determine which hex the mouse click was closest to. My intent is to change the source of the image that the user clicked on.
I know that mapSlate.getChildByName(mapProperties[closestHex]['baseName']) is the intended hex but I can't quite get to the point of doing a .source as Flex doesn't know that the selected object is an image.
I'm working with a UILoader, and I will have it display images; but the images have to be in the library to cut down on overall content size. So I have to somehow refer to images in the library by code to display in the UILoader. How can I do that?
I'm working with a UILoader, and I will have it display images; but the images have to be in the library to cut down on overall content size. So I have to somehow refer to images in the library by code. How can I do that? Would the following code work?
var photoURLReq:URLRequest = new URLRequest(photo1:Photo1InLibrary);loader_mc.load(photoURLReq);
or
var photo1:Photo1InLibrary = new Photo1InLibrary();loader_mc.load(photo1);
I've reviewed all the documentation and Google results surrounding this and I think I have everything setup correctly. My problem is that the symbol is not appearing in my app. I have a MovieClip symbol that I've embedded to my Flex Component. I need to create a new Image control for each item from my dataProvider and assign this embedded symbol as the Image's source. I thought it was simple but apparently not.
Here's a stub of the code: [Embed(source="../assets/assetLib.swf", symbol="StarMC")] private var StarClass:Class; protected function rebuildChildren():void { iterator.seek( CursorBookmark.FIRST ); while ( !iterator.afterLast ) { child = new Image(); var asset:MovieClipAsset = new StarClass() as MovieClipAsset; (child as Image).source = asset; }}
I know the child is being created because I can draw a shape and and that appears.
In Flex4, I use an Image control. After every 10 seconds, i am changing the image programatically using Timer. But when the image changes, flickering occurs. Is there any method to prevent this?
I recently developed an Adobe AIR App, for uploading images to a Facebook User's Album,which worked well! But now, as I tryed to migrate the AIR App to an Flash App, which is supposed to do exactly the same, I am experiencing one problem:
Actually everything works fine: The App Initialization, The User Login & Permission (establishing a session), BUT: Once i make the call for uploading a BitmapData, I do NEVER get ANY response / the handler does never get called:
var values:Object = { message:'This photo was created by ProFileIzer', fileName:'filename', image:new BitmapData(50,50, false, 0xFF0000) }; Facebook.api('/me/photos', handleUploadCompleted, values, 'POST');
There is also a Flex sample provided, which I am not able to test, as I am using Flash. So if someone smart got any idea, or probably could test if the sample works..[URL]...
I have designed an Adobe AIR application. I want to show some preloader on it, before it opens up. tutorials on preloader aimed for AIR specifically or any already built in ones?
I am trying to load a colour image and then it is changed to black and white image. Here I am using a mask. But it is not getting worked. The code that i am using for this purpose is attached following: import
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 have an application that I'm migrating from flex 3 to flex 4.5. In this application, there is some mx Image components that load a simple swf file (image). Spark image doesn't load swf files, so I was wondering, should I keep the mx Image, or should I change it to SWFLoader? Is there any advantages to using one or the other?
This shouldn't be too difficult, but what I have is a button, which in the 'over' state I want to load an external image, and then have the image disappear when the users mouse hovers off the button
I'm creating a moodboard application where the user can dynamically load an image onto the stage by pressing a thumb of the image in a menu item. I have most of that working but what I would like to know is that, if there is a way the user can interactively scale/transform the image when it is on the stage in the swf file?
Quick question: why adobe air load up with a black screen in iPad(inital load screen when the app first launch)? Is there a way you can get around it byload up with the a bitmap or movieClip existed on the stage?
I am trying the basic XML parsing code from the adobe documentation.. I tried it with several RSS feeds I plan to use, many of large websites.. one worked, the others returned status -10, status: -10 (An end-tag was encountered without a matching start-tag.) the thing is, these are big sites, there is no way all of their feeds are malformed... plus, I checked briefly the XML structure, and checked it with an XML syntax checker (Notepad++) and it came out correct.. so why is flash treating these as malformed ? how can I solve it ? [URL] this doesn't work, and other don't as well from other sites, some other links do work.
I made some progress, I found that loading this rss url, via a browser gets me the right content, but when I try it in Orbit download manager, I only get six bytes! which are </rss> maybe this is what flash sees as well ? what could be the reason for me getting only partial content ?
I am looking for options to download, Install and run a custom plugin/add-on(an exe or an installer) from my Flash Movie similar to how the connectnow does that?When we initiate the screen sharing for the first time, connectnow prompts us for mandatory add-in by showing the message "To use this application, you need the Adobe ConnectNow Add-in.Would you like to install it now?". Once we agree, it downloads and installs acaddin.exe at the location %USERPROFILE%Application DataMacromediaFlash Playerwww.macromedia.cominacaddin on our local machine. Then automatically launches the acaddin.exe and allows the user to close the browser window from where the acaddin.exe was launched. From the next time onwards, when we login to connectnow, it launches the exe directly.If I were to load my own exe/add-in from flash, How can I acheive that? How does connectnow application/flash determine whether an add-in was already installed or not?
Another Adobe Air question for you but first here some background into the project I have been tasked with. It is an AIR app that will read assets from a USB key and must work on both WIN and MacOS. The problem is, how do I load assets into the app on MacOS! Sounds simple enough and works seamlessly on Windows. Here is a code snippet of what i am trying to do:
I've been trying to open a jpeg image in Actionscript 3.0 which opens without any issues however part of the lettering in the image appears to display as a different colour as if Flash doesn't recognise the colour in the image. The strange thing is that it opens in photoshop as the correct colour but not in Flash. Would the colour scheme that the image uses perhaps need to be added to Flash database of colours?
I am wanting to achieve a particular image effect using Adobe Flash (Actionscript 3). I would like an image (width 200px, height 600px) to appear on the timeline by being revealed by different sized circles (varying from 30px-5px). I am thinking of using an image mask and creating seperate circles across the timeline, so that when the movie plays, each random sized circle, one after one, will reveal the image at the end. So this is probably going to be quite time consuming. Also, does anyone know of any flash image effects helpers in general, I'm looking for something similar like green socks except for image effects...
I have C++ application that use OpenGL. Need to convert this app to flash app. Is it possible to do this with Adobe Alchemy? Is it will be possible to get from that swc current image (for example, with glDrawPixels) and print it on screen
What format should I make images into, for an App for iPad? (Each image will be a full page of a children's picture book. I'll create a Flash CS4 movie of the book and then convert the movie to an App for iPad.)
I found the below snippet to save an image to a specific folder with Adobe AIR. How to modify it that the "Save As" OS-window comes up first? (So users can choose where to save the image on the hard-drive)