I have a custom component which is an HBox & I'm trying to resize a child which happens to be an image. This is image is inside a VBox which is also a child of the HBox. I have a number of these images so In UpdateDisplayList I call:myimageArray[0-5].setActualSize(50,50);but the image is never resized it just stays a large default size. The images source is a url path and I'm wondering if that is what is causing the problem?
I'm loading several images inside a frame, but the images will have different aspect ratios. My goal is to load all images so that the width or height does not exceed the frame. The 'difficult' part is to maintain the aspect ratio of the image. I'm not aware of any _scale function that scales both the height and width of an image (so the aspect ratio is maintained), something like that would be useful.
I've made a slide show and I've been successful so far. However, I'd like to add some thumbnails right below the original image (original size).Here are some specifications of the thumbnails:Size: 50 x 50 px.The image sources of the thumbnails and the original image are the same.Therefore, I'd like to resize only the movie clips for the thumbnails because the actual image file dimensions won't be changed.I tried simply setting the width and height of the movie clip to 50 but it lost quality and you get jagged lines in the image. Does anyone know a good algorithm to resize an image inside a movie clip proportionally and without losing quality?Btw, I'm using an XML files to store the images so you have to include the Loaders and stuff, what I really need to know is how to resize images without losing quality.
In flex component life cycle, after we make some change in a components property, invalidation methods schedules a call to methods like commitProperties, updateDisplayList, etc for some later time. I need to call the updateDisplayList instantaneously. Is there some direct way to do this.
Currently, both the labels are changed simultaneously after completion of the loop. Instead I need it to work like this, to first render the updated 'myButton1' label then enter the loop and then update myButton2's label. I know, it is elastic race track issue, but isn't there some way to achieve this ?[code]...
Overview: The code giving me the problem is deployed here: [URL] The problem I am running into is that a certain sequence of actions (I don't fully understand how or why) is causing my calls to invalidateDisplayList to fail to produce a subsequent call to updateDisplayList. What I know is that during this period, some other visual effects will fail to occur (such as changing the width of a component or the addition of a new child).
Example: The program below draws two columns of horizontal lines. The column on the left is drawn during commitProperties, the column on the right is drawn during updateDisplayList. A certain sequence of actions can cause the right column to stop updating.
To trigger this bug: First add a new item. Now hit the start button and a bar starts filling up. If you press the add row button, the right column and the filling bar both stop growing. The left column continues unfettered. The extra component won't appear until the last line of the if statement in TEComputeRow.tick() doesn't execute for a frame. Click on the stop button to halt the execution of the block inside the if statement in TEComputeRow.tick() and everything goes back to normal.
I have an item renderer for a grid that has a fairly basic updateDisplayList function:
override protected function updateDisplayList( w : Number, h : Number ) : void { super.updateDisplayList( w, h ); var labelWidth : Number = Math.min( _labelDisplay.measuredWidth, w );
[Code]....
The next time I scroll the renders update to look like they should - but updateDisplayList is NOT called here (on the renderes). All that happens is that the renderers are re-positioned in the grid. Both the background and the label are displayed incorrectly initially so it's not just the label mis-behaving.
I've created a custom MenuBar to make this happen. But it just doesn't seem to happen. It never renders any of the changes I made to the Graphics.What am I doing wrong?[code]
So updateDisplayList is for laying out, positioning and sizing a component's children. It seems a waste to me, however, to have all that code running every time a render is called, even if no changes have been made to the relevant properties or child properties.The way I get around this for performance's sake (working on mobile) is to set a flag inside of my overridden updateDisplayList that lets a big part of my own sizing/positioning code run only the first time.Is this a bad idea/ big mistake? I just can't see the benefit to letting it run every time otherwise if I don't expect anything that affects sizing/positioning to change.
It's interesting. If you set stage.scaleMode = StageScaleMode.EXACT_FIT; all components are resized when you resize the window, BUT there is a grey stripe at the bottom of the window that is not.By the way, is it possible to take that grey line/stripe off from the window?Try to resize this window and you'll see what happens:
I am trying to center an image in the middle of the stage and scale it proportionally to the correct aspect ratio based on its loader's size when the image is loading.
In my main app runner I do:
private var rec:Rectangle = new Rectangle(); private var img:BitmapDisplay = new BitmapDisplay(); stage.addEventListener(Event.RESIZE, setRect); img.imageURL = "some/path/to/image.jpg"; addChild(img);
I'm trying to build an Air application where a user can drop in an image. That image needs to resize if it's bigger than 1024px 1024px.
What's the best practice for resizing an image in Air development? And what's the best practice if I want to send this to codeigniter amf server in Air 2.0, bytearray format?
So I'm loading a really big pic in this mx:Image manteinAspectRatio enabled with a height constraint and as usual it doesn't work (Flex is definitely not for me):
I am working on image and i like to scale or resize the image by dragging and resize option.same working as "free transform tool" in flash (design part); i need same functionality in application.
I need to resize images in actionscript maintaining the quality aka bicubic or bilinear resizing. At the moment my algorithm just loops through every single pixel and calculates the new pixel. example:
[Code].....
This is really slow and shamefully there is no multi-threading in the flash player, so I was wondering what tricks I can use to speed things up?
I'd like the Image not to overflow the bounds of Canvas. But when I set width and height on the Canvas, my Image disappears. Canvas also doesn't seem to respect horizontalScrollPolicy.
Seems easy enough, but as the official Flex documentation is down at the moment, I thought I'd turn to SO.
I have a button in a flex project and I want to add the picture inside the tooltip of the button, I try to extends ToolTipBorder and then use the borderSkin, however, it did not work.
Some images I load dynamically are too big so I would like to scale them to fit the stage.
[Code]...
this returns 0. Why does it return 0 when the image loaded is obviously much larger then 0 pixels. How do I change the width and height of imgCont to a specified dimension.
I have Buttons which I have rotated vertically within a Canvas, that is working fine. The problem occurs, when the user resizes the window to a small size a vertical scroll bar appears, I would rather have each button squashed upto a smaller size.
i am building an editor which allows you to resize images and to do this (once an image is selected) I add a visible border to the image that allows you to resize the image. so i want to have a function something like,
[Code]....
and i have to call this redrawborder function inside the MOUSE_MOVE listener that controls the resizing (so that i am constantly removing and redrawing the border). constantly removing and redrawing the frame seems very inefficient. is there some property or better why to do this? i want to have, displayobj.scaleChildren = false or something like that
tried to load a swf(text.swf) inside swf(video.swf).In my (text.swf)i passed some text.while i resize the (text.swf),the text inside the (text.swf) is Changed.Without Changing the Content how can i resize the (text.swf)?Actually my Size of text.swf is 400*44px.If i run alone text.swf size is small,But when i added to (video.swf)the size of text.chat very large.So only i resize the text.swf,But content inside the ?(text.swf)also changedcoding
When i try to override the updateDisplayList to draw a backgroundImage for a tab navigator, the background does not fill till the end of the tab navigator. A space equal to the tab bar height does not get filled by the background. same is the case when I use an Image as backgroundImage. Any idea how to get this resolved?
I am trying to create a gallery where each thumb is housed inside of it's own movie clip that will have more data, but it keeps failing because it won't let me refer to the newly created instance of the movie clip. Below is what I am trying to do.
var xml:XML; var xmlReq:URLRequest = new URLRequest("xml.xml"); var xmlLoader:URLLoader = new URLLoader();