Flex :: Displaying Huge, Scrollable Images In Image?
Jul 31, 2009
I'm trying to show image files (jpg, png, gif) that can be larger than the available display area. I've embedded an Image inside a cCanvas (to get scrolling), but the large images are not completely displayed.
Very large images (e.g. 2480 x 3507) have the top or the top and bottom of the image clipped withing the scrolling Image.
What is the largest graphic one can display using the mx.controls.Image ?
I have the code to copy parts of a huge loaded BitmapData to a target BitmapData that is just the size that I can display. I think I have set the scroll bars of an enclosing Canvas to show the size of the larger image and allow the user to scroll. Now I need to put the selected pixels on the screen. When I try to add a Bitmap component as a child of the Canvas, it get an error because Bitmap is not a UIComponent. What's the best way to put the target BitmapData into an Image component?
I am trying to place an image besides the label in y-axis. So I have created a custom label renderer(A HBox containing and ). The source for the image has to be set based on a property present in the data provider. The problem is, I am not able to access the BarSeriesItem in the fnSetSource() method.
I have 2 images that are used hundreds of times throughout my application. Although they are only ~2.5 kilobytes each, they're multitude is causing the browser to load nearly 7 megs of data if reference them like this[code]...
Instead of having this issue, I would like to embed the image once, and then repeatedly reference the embedded object. I'm not exactly sure how to do this. From what I've read online, doing the following should work[code]...
I have the following Actionscript code in my Flex 4 app to display images on a Sprite. Works perfect in the local flash player while developing this:
private function initializePhoto():void { var photoLoader:Loader = new Loader(); photoLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onPhotoReady);
I would love to get some information from some of the old pros on here as to best practices using flash for large scale environmental displays:
1. Flash supports High Definition correct? I did a google search, and see that it does - but unsure whether I need a plug-in or it's just a setting? My question is more along the lines of - can the flash animation be highDef, or only the videos it displays?
2. I am working on a very large (like 40ft tall) environmental graphic, and curious .how you deal with images at that size? I remember vaugely, that they don't need to be 300dpi, but do i still need to maintain a certain resolution?
I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent?
(The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem?
I worked with HaXe and actionscript programming, but I'm new to flex. Here's my question. If I want to get image from server (blazeds) in AS3 I'll load it to Loader a loader and then add it to some e.g. MovieClip. Should I do the same to load an image in flex? Or there some common for flex schema for doing that? Another question is. If I have an Image on blazeds server what will a better way to get it: to pass it through java (i.e. read it, and then pass to client) or directcly with Loader?
I have a Datagrid with an ItemRenderer assigned to a column which is a Currency column(String). The renderer is mean to display the Flag of the currency eg; for USD it should display a USD flag image etc. At the moment the column is appearing Blank without an image. I have the following renderer (which extends UIComponent). I am dynamically loading the images in the commitProperties() method. At the moment I have hard-coded it to the USD image to get it to work
public class CenteredEmbedImage extends UIComponent implements IListItemRenderer,IDropInListItemRenderer { private var _loader:Loader;
Ok, so I got this huge image of a map. I put a Mask over it so it will fit on a small screen. But....I want users to be able to view the whole map but click on arrow buttons that will transfer them in all 4 directions. I know I can do this with keyframes, showing different parts of them map each stage....But isn't there a simplier way? Some sort of actionscript code that will tell flash to scroll how many pixels left or right or up or down? And that it will know that the image will stop here so don't scroll more than that?
I would like to display a spinning image, when my application is not connected to the socket server and is in an "offline" state.
So I've tried using an ajax-loader.gif, courtesy of http://www.ajaxload.info/ <s:Image source="@Embed(source='assets/ajax-loader.gif')" horizontalCenter="0" verticalCenter="0" includeIn="offline" />
but unfortunately the bitmap is not animated (does not spin).
Is there a way to do that, how do you approach displaying a "loading indicator" in your Flex 4.5 programs?
Or do I have to fallback to mx.controls.ProgressBar?
I have a Flex 4.6 web game which displays 2 Lists with virtual layouts with 2 custom item renderers. The renderers consist mainly of BitmapImages displaying user avatars + few Labels.
The Lists are being updated often over TCP socket with gzipped JSON data. I merge that data into 2 ArrayCollections serving as dataProviders for the Lists. This seems to work well, the Lists do not flicker and are updated correctly (I've monitored debug traces a lot to get it right).
a) scrollable menu where my multiple image of png will load into b) multiple (could also be one image) of png images that will gradually appear into the same folder where my .fla file is. c) a layer of frame (more of a window, it's scrollable upwards & downwards) - the place for my original sized png image to appear d) dropdown menu - that will contain form1, form2, form3 [form1, form2, form 3 will represent which part of the png image willl be shown in (b): form1 = top, form2 = middle, form3 = bottom]
1) a png image (possible that the png image will come in multiple) will load into my flash movie automatically, specifically all of them will load on a scrollable menu one after another, side by side with the png image size reduced to fit into the menu.
2) once i click one of the png image on the menu, the image will appear beneath its [like what i've explained in (c)]. this image is scrollable only upwards & downwards within the windowframe, and it should be the original size (not the reduced one to be fit into the menu)
3)below, there's a dropdown menu [i've explained in (d)] that will be chosen from, let's say form1 is chosen. the window where the scrollable png image is, will show the part where i set form1 is for.
I've an AIR app which prints a couple of DataGrids with approximately 3 pages worth of data each. I get great-looking printouts, but the printing is slow - I noticed that printing these 6 pages + a title page and a page of lightweight images was sent to the printer in a file of almost 50 MB (on Windows). Is this a normal size for a printed DataGrid? Is there anything I can do to make it smaller and faster?
I'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?
I have 2 .swf files - home.swf and gallery.swf. Home.swf acts as a preloader and loads gallery.swf. This file contains links that when clicked, will change the thumbnails shown in the galleryswf file. Gallery.swf is basically an image wall that uses various XML files to populate itself.
So, the idea is this: When a user clicks on a link in the home.swf, I would like the current gallery to tween off the stage while the new gallery tweens on the stage from the other side. This all works so far.
What I don't know how to do is make sure that all of the thumbnails in the new gallery are loaded BEFORE tweening it onto the stage. I have event listeners in the gallery.xml file that listen for when the XML has completed loading and I have listeners in the home.swf file to listen for when the gallery has loaded. However, when the home.swf loads the gallery.swf, it is doing just that an not waiting for the images in the gallery to load first. So, I am getting a blank gallery to slide onto the page and the user watches the thumbnails show up as they load.
My goal is to get home.swf to load the gallery.swf and not show it or start tweening it until all of the thumbnails have been loaded.
So, my question is, when home.swf is loading the new gallery.swf, how do I get it to fire the complete event after all of the thumbnails have been loaded by the gallery.swf file?[code]...
I'm trying to load some jpeg's into my movieclips. They are loading, but my height is displaying wrong. The image is 64x100px. I'm changing my movieclip to show the same size, but the display of the image is stretched.Doing a Debug of the movie, the movieclips show the correct dimensions, but the images are still stretched vertically somehow. My _xscale and _yscale are both at 100.
This is in actionscript 2.0. I've ran this file on both MX2004 and CS3, with the same result. The images aren't progressive,
I have a flash swf gallery that links to my flickr images via the flickr api. If I click on the index.html page on my local desktop then the main images (jpgs) are displayed high quality via IE8, however when I upload the swf and html page to my server when I access it via http the images are highly pixellated and low quality anyone know why on my desktop via the browser its fine, but when viewing through the server the images are low quality pixellated etc [URL]
I've been handed a few Flash files written in CS4, but in ActionScript 2. I know enough ActionScript to be dangerous, but I am far from a Flash developer.
At the high level, the Flash file loads an image, rotates a portion of the center of the image, and allows the user to drag the rotated piece into the proper position (solving a puzzle, basically).
This worked GREAT when the images were loading from the local server. We've changed to remote cloud hosting for the images, though, and now are experiencing issues.
The images still load (we have all of the security and cross-domain policy files in place), but any time we try to rotate the center portion of the image we get a plain gray box instead of the rotated portion of the image.
What's weirder is that the rotated image portions show up fine in the IDE Flash player. But when viewed through a web browser the static portion of the image will load, but the rotated portion will not.
I was trying to make a dynamic slideshow but i kinda dont want the pictures to load on the spot. Is there a way to preload the images before displaying them? I found it annoying and difficult to roll through the pictures automatically and have them load on the spot.[code]...
I've built a simple webcam snapshot application - a user uses webcam to take a picture which is saved in a folder. All pictures are saved in same folder and now i have to display three latest images on a flash banner that is located in another server. With PHP, i managed to sort the pictures in an array from latest to oldest and dislay them on the a website. Now i have to dipslay three of the latest images on the banner and not sure how to pass this information to the Flash banner? All i have to do is to pass the path of the three latest images and load them into movieclips. Any tips where to start?
I have this problem with some stock code I've modified. Everything was working great until I tested it online, and found it was slow as all heck. It turns out that instead of loading and adding all the images one at a time, it loads all the files from the XML, and then adds them all to children, which in my case is 45 large images/swfs. would very much prefer to use this code over starting with a new XML Slideshow, as I've customized this one with tweener and a button which loads another version of the current image when hovered over (this is working fine at the moment as wellI am only going to post the code that is necessary otherwise this page will be huge.
I would like to have a photogallery which instead of one picture at a time will display three pictures. take a look at the attached image to get a better idea about what I need.
I am trying to create a thumbnail viewer using a list component. I used list.cellRenderer to display a test image and it displays that image about 50 times vertically down the list component. how to use this component with images?