Facebook - From Loader To Bitmap Flex?
Mar 26, 2012i'm trying to load images from Facebook Albums to my flex app, this is the code called when i click on a FB image:
[Code]...
i'm trying to load images from Facebook Albums to my flex app, this is the code called when i click on a FB image:
[Code]...
how to create an image gallery that loads external bitmaps. It also has some nice fade in/fade out effects using Tweener. I was wondering, what would I need to modify from my code to load MovieClips from the library instead of the external JPEGs.
Code:
import caurina.transitions.Tweener;
var btn:Object;
var disabledBtn:Object;
[Code].....
In AS3, I am loading a png from a zip file (nochump's zip library through ByteArray to Loader). The png can be up to 45k pixels wide but only 120 tall. This creates a problem in flash, as images can only be ~8000 pixels wide. A possible solution would be to split the images into 6 columns somehow. This would probably need to be done in the ByteArray state, because the limitation is in Bitmap and Loader.
View 2 RepliesI'm using a PHP proxy script to load images from Facebook into Flash without any sandbox violations. It is taken from the guide here: [URL].. The relevant PHP code is:
[Code]...
The guide mentions that additional security measures are recommended for a real world application. What additional measures would be applicable to this? Maybe some kind of key passed from Flash to PHP?
I realise that there's nothing I can do to completely protect the Flash from being decompiled, but can I prevent the script from being used maliciously?
I am using a Flex widget for my facebook application. How can I get the current user's facebook ID?
View 1 RepliesI have a flash game embedded on Facebook but need access to the flashvars facebook passes to all embedded games. However I am using the mochiads preloader meaning that _root.fb_sig_user is always undefined?How do I get to the variables?stage.loaderInfo.parameters.fb_sig_user
View 1 RepliesI'm having trouble passing the url for a users facebook profile picture to a Loader() variable. I'm using a PHP file to get around the security and from the debug I made, it shows that I'm getting the URL fine, but the Loader runs the error event listener. Here is what my facebookProxy.php file looks like;
<?php
$path=$_GET['path'];
header("Content-Description: Facebook Proxied File");
[code].....
I'm loading a list of urls of pics from an fql query, then loading those urls with the loader class using this function:_loc is a MovieClip that holds the picture,[code]In onMyPictureLoaded I would like to get the bitmapdata out of loader.content and scale the image (smooth it too) that way, and then reattach it to the _obj MovieClip, but I'm having trouble reattaching that new bitmap to the object.It seems the problem is more to do with events and not having the ability to pass information (_loc, for example) from:loader.contentLoaderInfo.addEventListener(Event.CO MPLETE,onMyPictureLoaded); to the onMyPictureLoaded function.
View 11 RepliesI'm trying to create a AS3 image loader with the possibility of a PNG (transparent) mask...
Tried and searched for hourse, but I won't get it right...
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 was trying to build a class that would load external bitmap images into Bitmap objects. I'm having a bit of trouble as the image loads, but does not display visually. Heres the code to instantiate it:
ActionScript Code:
var loadd:Bitmap= new Bitmap();
ImageLoad.loadImage( loadd, '../ght.png' );
this.addChild(loadd);
And heres the class:
[Code]...
I'm currently building an application using the Adobe Facebook API and I've run into an issue where for the login method the Facebook login popup displays but when doing a Facebook share/post the popup is blocked.
This code works fine and displays me a Facebook login popup without question (Firefox):
var permissions:Array = ['publish_stream'];
Facebook.login( onFacebookLogin, { perms:permissions.join(',') } );
However, the following code running in the same application throws up a popup blocker (again Firefox):
Facebook.ui( "stream.publish", "popup", params );
Does anyone know of a work around this issue to make the share popup come up just like the login popup?
I set up this sample movie clip in the hopes to figure out a problem I'm having:[code]In the above code, I can add the contents of myImageLoader to myMovieClip with no issues and it resizes as expected (and consequently artifacts appear). With the final two lines of code, apparently myBitmap is not being loaded with the contents of myImageLoader.content which will cause the final line to fail with the following error:Code:TypeError: Error #1009: Cannot access a property or method of a null object reference.at loadImageTest_fla::Main Timeline/frame1()I understand the error, I just don't get why the contents are not being loaded into the bitmap object.
View 1 RepliesI am loading a fairly large image file and want to create a bitmap of the loader content. I want to then use this Bitmap and resize it according to the current dimension of the stage. However, I also want to keep the loader content as "originally loaded" as a reference in case the stage is resized and the user wants to view this particular image again. The way my AS is written as of now, I am manipulating the loader content. How do I not do this? How do I "copy" the loader content so I can manipulate the bitmap copy while leaving the loader content unaltered?
<AS>
var lightboxImage:Bitmap = new Bitmap();
function resizeLightbox():void{
lightboxImage = myLoader.content;
lightboxImage.width = myLoader.content.width;
lightboxImage.height = myLoader.content.height;
[Code] .....
I want to load an external image (dest) and display it on the stage, and i want to load another image (src) which will not be visible. When i hold the left mouse button on the image that appears on the stage, then a function that start copies the src image to the dest will be invoked. Actually i want to reproduce the scratch effect on an image that hides another underneath. here is my code [ the copypixels function is triggered on mouse_move event for debug purposes ]
package
{
import flash.display.Sprite;
import flash.display.BitmapData;
[Code]....
Although the two images are loaded into memory and the first one is shown on the stage, when the mouse_move events triggers the corresponding handlers the copy does not work.
If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?
View 1 RepliesI'm writing a simple little test app consisting of 'main.as' and 'test.png', both within the same subdir on my harddrive. I'm compiling via command line with mxmlc, and testing via 'open with...' and Chrome. The code uses flash.display.Loader.load( "test.png" ) - but I can't access the loaded content (or even draw it to a bitmapdata!) due to security exceptions.
My goal is to get the image into something (preferably a bitmapdata!) I can draw to other bitmapdatas, as I understand this is fastest for gaming. I've tried all sorts of things, including creating a 'crossdomain.xml' that goes in the same dir as the above files (and doing the appropriate LoaderContext thing), tried various system.Security things and still no joy.
Is it possible to place two or more instances of the same loaded from a loader Bitmap in one container?
View 1 RepliesI'm developing an app that currently is using Loader to get images from another server.This shouldn't currently work since we are still waiting for the owner of that server to put a crossdomain file in place.However, it does work -- sort of .
Loader can load the images fine, without an error.But then the app has a feature in which we are making a larger duplicate of the image to display in a sidebar, we do this in this manner:
var myBitmap:Bitmap = Bitmap(loader.content);
and when this runs we get a Flash player security error 2122, sandbox violation.So while I'm hoping all this will fix itself when the crossdomain.xml file is put in place,I'm confused as to why we only get the sandbox error when we make a Bitmap from the image, and not when we initially try to retrieve the image.
(Incidentally: is there a better way to make a "copy" of an image loaded by a Loader, and then change its width and height for simultaneous display in another part of the stage? I don't need to change its actual dimensions -- I just need to change its display width and height.)
I'm writing a class where I load a image with Loader and then tries to copy it into a Bitmap. This goes all and well when I do this in an event but not when I try to make a function of it.
Some code.....
class variables :
var imgLoader:Loader;
From Main :
imgLoader = new Loader();
[code].....
So far so good. but when I try to make a function that returns a copy of the previous loaded image (imgLoader) I get the error :
1067: Implicit coercion of a value of type flash.display:displayObject to an unrelated type flash.display:BitmapData.
The code looks in the function looks like this :
var bm:Bitmap = new Bitmap(imgLoader.content);
var bmret:Bitmap = new Bitmap(bm.bitmapData.clone());
Why is this? All I can think off is that in the LOAD COMPLETE event i get a reference of the current target (I think this is the way it works), and are not using the class variable defined at the top in the code.
I'm trying to determine the practical difference between using the com.facebook.session.WebSession and com.facebook.session.JSSession. The documentation ([URL]) has more around WebSession - but the example I have which is closest to what solution I'm trying to implement uses JSSession and it looks like I could avoid all of the JavaScript pass-through & ExternalInterface calls I'm making. It appears that the benefit of using this new ActionScript Facebook API is to avoid having to make all of the Facebook calls via JavaScript.
View 5 RepliesI have literally spent HOURS trying to solve this mystery... but simply can't seem to get hold of it.
I am using the same code lines (literally!) as the example here (official adobe tutorial) and I get different result.
[Code]...
Everything works fine, i.e. everything till it is time to fire the loggedin event. I get asked to log in and all permissions are asked correctly. After I log myself in to facebook, the loggedin event doesn't fire. Is there any way of solving this problem??
i need to connect to have a button on my website that connects to facebook (if not already logged in) and posts to the users wall.I've only done this from within an iFrame - do i still need AppId etc etc?
View 1 RepliesI have a facebook application where the user choose 4 of his friends and then it creates a video (swf) with the pictures of your friends in it (loaded via xml). So I need to share this video on the user timeline. Everything works fine but the video is not embedded in the post on his timeline, there is only a post with the link to the page in it.The weird thing is, if I post the url directly on my timeline, the video is embedded, but not if the same link is posted via the application.here is my code called by the share button in js :
function postToFeed() {
var obj = {
method: 'feed',[code].........
I've recently used the 'Static HTML' application to add autoplaying flash content to a Facebook Page.Nothing too fancy, no sound, and only a few secs long. Now, Facebook say:-"Apps on Pages must not host media that plays automatically without a user's interaction."
What do they mean by 'Media' exactly? I can understand a ban on autoplaying audio content but does the ban extend to something as harmless as an animated GIF? Or more to the point, does an autoplaying .swf file fall under this?
Lastly, what course of action would Facebook take if I did violate this rule? Would they issue a warning (giving me an opportunity to remove the 'offending' item) or would they just shut down my page without any consultation?
I can't find in the Adobe Facebook API how to log the user out of Facebook. The FacebookSessionUtil (and the related sessions and Facebook classes) all have a .logout() function, which will invalidate the user's current *session* within the swf, but it doesn't log the user out of Facebook.
What am I missing here? How are you supposed to log the user out of Facebook with this API? Since it's part of the TOS for Facebook Connect apps, you'd think this would be available in the API somewhere.
Well i developing a Flex desktop app and i cant logout form facebook. I mean after loggin in and updating the photo i want to update, i run the method to log out, which looks like this
FacebookDesktop.logout(handleLogout);
Where handleLogout is a function where i can do other things.The method runs but never log out. I think that maybe loading an other request i could log out, and i find that using:
[URL]
would log out, but i dont know where i ca get the accesToken.
Is there a way to post to a users Facebook wall via fbConnect? (php/as3) I can authenticate and pull info but not post anything. I have searched extensively and not found a working example or docs on how to post directly via AS3. My current work around is to external link to an Ajax page.
View 1 RepliesI am about to start a new project, a facebook app. There are two alternatives for client-side in my mind.Write Flex-Facebook app. Or write html with Ajax and Jquery.
So what are your opinion, which do you recommend?What are the issues about each to take into account?Advantages, disadvantages, subjective opinion?
I am trying to integrate my application with facebook.[URL]I get no errors or warnings. But when I run my app,on click upon login the login window does not pop up at all..as in nothing happens...No errors of any sort..
View 1 Replies