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:
why I cannot convert a loaded jpeg to a bitmap.I've found similar posts on this forum but the solutions provided are not working for me. I have a very simple example of what I'm trying to do below:
Code: private function loadImage():void { var imageLoader:Loader = new Loader();[code]...
For whatever reason I get the error:
Code: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Bitmap@3a0926d1 to Function.at com.ncnmar.interphaz::People01/loadedImage()
I have been following the samples code of Foundation ActionScript 3.0.
I have imported a jpeg into Flash CS3 IDE Library and Exported(Linkage) it to be used in action script by giving a class name 'Image'. And when I am trying to compile the file its showing error: 1136: Incorrect number of arguments. Expected 2. and 1067: Implicit coercion of a value of type Image to an unrelated type flash.display:Bitmap.
How to attach the jpeg to the stage as a Bitmap datatype using as3..
I want to allow a user to create a comic page layout in Flash which would allow them to upload JPEGs into the comic page layout then the Flash interface would allow them to move them around and add speach bubbles.
I would then like these to be uploaded to my web server and the whole thing converted to a JPEG. What would be involved to achieve this?
i have about 70 imgs i brought into the library in Flash CS5. Now the SWF is to big bc there all .png files, i tried to go into properties and change there .png to .jpeg but its a very looooong process, is there any way to highlight them all and either change them but updating the .pngs to .jpeg files ?
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?
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'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?
I've got a MovieClip which has bitmaps pasted onto it via AS3. These bitmaps are transformed and are sometimes over each others with transparency.So I would like to the grab the whole MovieClip as it is and make it a completely new bitmap. Problem is:
ActionScript Code: bitmapData.draw(mc) //does NOT work in this case (nothing shows) bitmapData.draw(mc.getChildAt(0)) // works, but it doesn't save the childs properties such as x,y coordinates and transparency
What I need is basicly a function such as "Image -> Apply Image" in photoshop.Except that it only copies a movieclip and not whole stage.
I'm currently working on a flash project that creates a lot of instances(small boxes) and puts them on the stage, this will lag significantly after a while, and I thought there would be a way to draw these boxes to a bitmap object and remove the unnecessary children.
Over the weekend i put together an MP3 player in Flex and just managed to figure out the SoundSpectrum.
It is working as expected.
I am facing problems when it comes to using a bitmap.
Right now, my "Analyser" class pulls the data from SoundMixer.computerSpectrum.
I then use that data with the drawing API to create a simple analyser. You know, just spikes.
Here is the code for that part:
Code: private function update(e:TimerEvent): void { SoundMixer.computeSpectrum(ba, true); var n:Number = 0;
[Code]....
Ok using common sense here, I am telling flash to take a snapshot of the Analyser and draw it to the bitmapData.
However, i cant seem to get this working. I am not using the dispose() method to clear the bitmap so id expect to see a mess of points (similar to if i removed the g.clear()) but nothing happens.
I'm making a game where the player moves around a map, where the player can walk and where they can't is decided by the color of the pixel they are trying to move onto, which I get using the Bitmap.getPixel method.
What I'd like to do though is when the map image is loaded process it into a sprite or something which I can then use the DisplayObject.hitTest methods on. So I have an array of colors whcih the user can walk on, is there way I could go through each pixel and build something that would let me do that?