I started converting this flex application to run on android using the new flex hero sdk.i already replaced all mobile-incompatible components and got it running a few times succesfully.
When I use the same libraries running the original webapplication it works perfectly.The big problem however are these random Invalid BitMapdata errors while starting the mobile application. Here's the whole output.
[Code]...
Now it seems to me that, wile running the mobile application, it is unable to find the image, as when I run the webapplication, using the same library where the above line of code is, it is able to find the image.
This problem has been haunting me for days now and I'm really starting to think this is a bug, especially because it sometimes DOES run. Or is there something I'm missing here.
I am trying to use the reflect class from "http://pixelfumes.blogspot.com/2007/03/reflection-class-v3-with-source .html" but I keep getting this error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() at Reflect() at Site_fla::GalleryPage_29/loadThumbs() at Site_fla::GalleryPage_29/sortXML()
[Code]...
btw, first I used assigned thumbContainer as the mc argument (outside the loadThumbs() function) and it worked but not exactly what I wanted... because I thought it is supposed to update when the movieclip is animated but it actually didn't... when I use a scroller, only the thumbs that are first loaded to the stage get the reflection..
I'm getting an Invalid BitmapData Error #2015 at flash.display::BitmapData$iinit() that points to the line of code below where a BitmapData object is created. I am using this function to create only a few hundred Item objects, each of which is only 166 px by 96 px in size so I don't believe that the problem has to do with running out of memory. I also used system.totalMemory to trace memory consumption but it showed that only a few tens of megabytes were used when the error occurred. I have tried setting the BitmapData and Bitmap objects to null because that was a solution I found on another site. That didn't work. I tried dispose(). The error occurs intermittently, sometimes after running my app a few times and sometimes when I first load it. I am not refreshing my browser over and over in order to run the app. I cannot figure out the exact sequence of events that leads to this error. In earlier versions of my app, I was able to successfully use the exact same function (minus the lines where the BitmapData and Bitmap objects are set to null).
public function cloneItem(item:Item):Item { var itemClone:Item = new Item(item.ID, item.name, item.bpCost, item.bcCost, item.quantity); var tempBitmap:Bitmap;
I am writing a slideshow that takes a random image from a media RSS feed and creates a bitmap and adds it to the stage in a random position on the stage so that each new image lays on top of the last. The actionscipt works fine, but after a time, the computer runs out of memory and I get a ArgumentError: Error #2015: Invalid BitmapData. error.
My thought was, instead of adding child on top of child, I would just add the new image to the original bitmap or perhaps a copy of the bitmap and swap from old to new with each newly added image. Is this a possible solution and can anyone help with some code ideas? All the examples of BitmapData.draw() show only addig one object at a time per bitmap. I don't know if it is possible to add/merge/combine bitmaps.
I'm getting an Invalid BitmapData Error #2015 at flash.display::BitmapData$iinit() that points to the line of code below where a BitmapData object is created. I am using this function to create only a few hundred Item objects, each of which is only 166 px by 96 px in size so I don't believe that the problem has to do with running out of memory. I also used system.totalMemory to trace memory consumption but it showed that only a few tens of megabytes were used when the error occurred. I have tried setting the BitmapData and Bitmap objects to null because that was a solution I found on another site. That didn't work. I tried dispose(). The error occurs intermittently, sometimes after running my app a few times and sometimes when I first load it. I am not refreshing my browser over and over in order to run the app. I cannot figure out the exact sequence of events that leads to this error. In earlier versions of my app, I was able to successfully use the exact same function (minus the lines where the BitmapData and Bitmap objects are set to null).
public function cloneItem(item:Item):Item { var itemClone:Item = new Item(item.ID, item.name, item.bpCost, item.bcCost, item.quantity); var tempBitmap:Bitmap;
I am trying to rebuild "Pixelator" class writen by Eric Hallander, becouse I need it for my personal site, and orginal class doesn't give me all that I need. I thought I have everythig right scripted but after compilate debuger gives me an error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData$iinit() at tmk::Pixelate/::pixelateOut()
This is code of my MainClass - calling a Pixelation effect: Code: package src { import flash.display.Sprite; import flash.display.MovieClip; import flash.display.Bitmap; import flash.display.BitmapData; import tmk.Pixelate; [Code] .....
I've been working on a simple mosaic generator for a project and have been crashing Flash consistently by trying to add too many bitmaps to a Sprite. I can crash Flash every time with the following:
for(var i:int = 0; i < 10000; i++){ var d:BitmapData = new BitmapData(20,20); addChild(new Bitmap(d)); }
I get a 2015 error - invalid BitmapData.9000 works without issue... 10000 crashes. Problem is I need 10000.Is this a known limitation? I could try using multiple sprites and adding say 5000 to each, but that wouldn't be easy with this project. But if I have to I have to...
addEventListener(Event.ENTER_FRAME, Pixel_Perfect); function Pixel_Perfect(e:Event):void {[code]....
Enemy1 is a class is that makes a difference
I didn't write this code as i am not this advanced yet but really needed this script, this script normally works but now i am recieving errors
Error: ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData/ctor() at flash.display::BitmapData() at IceMountain_fla::MainTimeline/Pixel_Perfect()
I'm currently working on a flash game and I need to know how to addChild a BitmapData or draw a BitmapData to screen. If I can't than how can I give a DisplayObject my BitmapData?
I have this line of code, it's a part of a code that generates mcs at random X and Y, it worked when I wanted it to spawn everwhere, but now i want to limit the X to 200 - 430 this is the code for spawning on all 640 (1-640) pixels of the movie:
this._x = random(640);
i've tried (200-430) but it acts as 200 minus 430 and I end up with the X being 0 somehow
Edit: Never mind, I got it... Here's how: this._x = 200 + random(230);
So I've got 10 MovieClips on stage that animate in, and each MC has a stop command on the first frame. I then have this AS on the main timeline on the last frame when everything is in place:
I've created a movieclip for the homepage of a website. It is a series of images that are displayed in sequence.
However, I needed the movieclip to start at a random place when the page loads, so I used:
gotoAndPlay (random (1465));
on the 1st frame, which works fine. The problem is that once the movie reaches frame 1465 (the end) it jumps to a random frame again, instead of looping back to frame 1 as I would like.
How do I cancel the random frame function after its 1st use?
I have a form with a TextInput that has a custom Validator. I call the Validator logic and handle the result programmatically. This all works fine, except for one problem. The TextInput gets highlighted when it is invalid, but the toolTip that contains the errorMsg does not display until I roll the mouse cursor over the TextInput. Is there anyway to get the toolTip to show programmatically?
How do i use the on(dragover), becuase i am making a simple randomness game,(to start off) because i have something that you can drag, and i want to make it if you drag the thing over it it takes you to a new keyframe.Here is the movie clip i want to be drug on: (nothing happens)
We have a flex application which compiles fine on windows box using mxmlc ant task but when we try to run the same build scripts on linux, it throws the 'Invalid Embed directive in stylesheet' error indicating it is not able to resolve the path to the image files.
Can someone pls. educate me on if there is a difference in the way the image files are looked up, in a CSS file, on windows vs linux.
Flex sdk version is 3.3. The same sdk is used on both windows and linux. Not sure if this has been fixed by any future 3.x sdks.
When I publish the file, I'm getting the following error message in the Output panel:
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 7: The class or interface 'BitmapData.loadBitmap' could not be loaded. var plaid:BitmapData.loadBitmap("plaid");
I've been using BitmapData.copyPixels() to draw graphics onto a canvas (Bitmap).I need to rotate the resulting graphics without the use of draw() because it's vastly slower.How can I rotate the target graphic? I'm assuming that there might be a formula or library that I can use which will first reorganize the pixels that make up a graphic based on an origin (point) and radians.I'm pretty certain that I'm not capable of creating such logic, so if there are any known libraries that do this, that would be awesome.I'd like to achieve something similar to XNA's SpriteBatch.Draw() method, which accepts rotation as its 5th argument.
how to use the bitmapData collision method. Now I'm trying to figure out if there is a way to see at what angle or coordinate of the bitmapData the collision happens? I need it in order to figure the accurate bounce angle after the collision occurs.
I've made a mobile version of my software, with low-res images and such, and I can now fully buffer all my content (including a 360 frame animation which is buffered to memory). Problem is, that everytime I update the view, more memory is used.When I write image = new BitmapData();, does it store the previously created BitmapData's in memory? Do I have to flush the memory somehow before I draw my second picture in BitmapData?Example:
ActionScript Code: // In this example I draw using the same bitmapData several times, also //overwriting the first image. Do I have to somehow delete the data first, to
How can I copy or duplicate the bitmapdata from a mx:image component?
I need to display the same image in multiple screens of my application and don't want to have to download the image multiple times.
I could just use a urlrequest to download the image as a bitmap and copy that but I like the way you can can just set the source of the image component.
the problem may be a simple one but I can't figure it out. I have an image loaded into BitmapData. now I want to take text from a textinput and put it on the BitmapData. Basically it's drawing a text on the BitmapData and get the result as another BitmapData that will consist of the original BitmapData with the text drawn over it on a specified position
The image is already held locally on the client PC and it is an Air application. The image is not embedded, it is in the Application Storage directory.
I have seen this question: How can i get a BitmapData object out of a File object from a local jpeg file in AIR? but it uses URLRequest which I don't think is what I need because the file is local.