Protect External Assets, XML On CD?

Oct 1, 2009

I'm developing some elearning material to be distributed on CD. The main swf loads text, images, sounds via an XML file. protecting the assets/XML from being edited/stolen?

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i am loading an external swf and need to access the assets within it heres my basic code:i can access fine through the onComplete function of the loader but cannot access from anywhere else....

Code:
stop();
import flash.net.URLRequest;
import flash.display.Loader;
import flash.events.Event;

[code]...

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Actionscript 3 :: Loading Assets From External Swf?

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I am trying to load assets from an external swf. As in:

I drew a square in flash Made it into a symbol made sure to check the "Extract for Action Script" to doubly check I created an instance of it from within the asset file. went to my loader file loaded the assets.swf tried to find the class variable using "getDefininition" FAILED.

from what I'v been seeing from around the web the following code should work. (I actually copied it word for word from one of the tutorials) but it doesn't work.

import flash.system.ApplicationDomain;
import flash.display.MovieClip;
var myLoader:Loader = new Loader();

[Code]....

there should definately be class definition for XIconG though because I tried it myself from within the Asset.swf file. also I'm not sure whether this helps you, but when I tried to debug, I looked at the event.target.applicationDomain variable from the debugger menu and under it it said domainMemory = null. I don't have a clue why that is though.

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I'm trying to write a gallery application in Flash (AS3). It uses a simple XML document to specify a series of images like this:

Code:
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[Code]....

I have a class which parses the XML and displays the images (which sit locally, relative to the .swf file accordiing to the 'src' properties in the XML above) in a UILoader instance. This works great until I move the .swf file somewhere else, as the images aren't part of the compiled file, and obviously it's now looking for them in the wrong place.

I understand that you can use [Embed] to embed assets into your code (this is how I include the XML document), but I can't use it to embed the images. Is there a way I can embed the images in my flash document, and address them using the src values obtained from my XML?

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ActionScript 2.0 :: Load External Assets Via Flash And XML?

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I have a Flash file that will act as a slideshow, the images change when the sound that is to be played with each image is complete (using

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[Code]...

My question:

Is there a way to not hard-code the image/sound names in XML and instead use it to organize and pull the assets from their respected folders? My goal is to be able to have Flash and XML working as an automated process and all I have to do is add images w/their respected sound files in their folders and never have to open Flash or XML. The Flash and XML would just automatically populate the slideshow per the number of image and sound files I add.

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ActionScript 3.0 :: Library Assets Of An External Swf Inside A Movieclip?

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I have a swf called "myfile.swf" with a mp3 set to export for actionscript, and the Class has been called "soundName"With the following code, the sound plays great...

Actionscript Code:
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This lets the sound play great. But, because of what I'm trying to do, i would like it better to put the swf into a movieclip, then play the sound from there.

But i cannot seem to get it to work. The following code adds the movieclip to the stage fine, but then i have no way of accessing the library assets (i.e the "soundName" mp3) from the swf inside of the movieclip.

Actionscript Code:
var bgURL:URLRequest = new URLRequest("myfile.swf");var swfLoader:Loader = new Loader();swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);swfLoader.load(bgURL);function

[code]....

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Professional :: Methods Used For Loading External Swfs And Assets?

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My client wants to take all the Flash games on their website and put them on a portable device that's not connected to the internet. I need to make sure that the swfs are completely self contained, in that they do not require the internet to load any swfs or other assets. The client does not have any of the fla's, so my plan is to download the swf and decompile it with Sothink, and then search the AS for these methods:

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Got this:
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//A large SWF file can monitor its download by calling
this.root.loaderInfo.addEventListener(Event.COMPLETE, func)

I think it would be called AFTER the whole main.swf has loaded. In AS2.0 i could target _level0 to get information back about the currently loading swf...
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initPercent = (_level0.getBytesLoaded()/_level0.getBytesTotal());

But, again, these are internal assets, not even living in memory yet. As far as I can tell - I need to use a preliminary (separate) swf to load the main.swf. (Like i used to do with AS2) - But if there was a method of targeting internal assets - a 'self loader' that would be cleaner...

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i have a swf file, and a sound. the swf file is in charge of loading the "external" sound, ProgressEvent only calculate the swf file size, ignoring the sound...how can i make ProgressEvent calculate the external assets too before it starts playing them? i stimulate the slowest connections too, but the my loading bar "progBar" is only influenced by swf size in bandwidth profiler the size i get is the swf size, no hint for the sound which is about 5 MB

some code

Code: Select all//sound// var snd:Sound = new Sound();
var channel:SoundChannel;
snd.load(new URLRequest("sound01.mp3"));

[code]......

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ActionScript 3.0 :: Loading External Assets - Making Them Reusable

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I've been using a fairly un-dynamic approach in AS3 as until now when it comes to loading assets, but now I'll be trying to adapting a current project to fit other clients with different needs which means I'll have to grab the bull by the horns. I have an XML with a list of images that will be used, which is reused multiple times in each project. So I'm wondering if there's a way to load an image using the loader-class, and making it reusable? Being able to attach said asset later to a placeholder inside a movieclip I have stored in the library would be ideal.

I managed to load it into a movieclip but duplicating it from there on was a bit of a headache, using an approach similar to this would be great(but I have personally no idea of how to implement it): [URL] Here's the current code I'm using, in case it helps understanding what I'm after(it's most likely really ugly compared to what you SHOULD be doing in as3):

[Code]...

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ActionScript 3.0 :: Loading External Assets + Multiple ApplicationDomains?

Sep 17, 2010

This is a follow-up to another thread that is getting wordy and unfocused:

[URL]

I am trying to load an external library .swf to use its embedded fonts, much like this method:

[URL]

However, the swf that is loading the font swf is loaded within a wrapper swf, and is defined as a separate ApplicationDomain as the wrapper.

Wrapper swf (app domain 1) <--- Player swf (app domain 2) <--- font library swf

The font is loading fine, and I'm even able to retrieve the font name (so I'm able to reference the object), but it is *not* showing up in the textfield as it should be.

When I remove the ApplicationDomain issue between wrapper and player swf by testing the player swf locally in the IDE (*not* loaded through the wrapper), it works fine. But I'm not sure how or why this is, because like I said, I'm able to get the font name so I'm able to reference it, it seems.

The TextField is being set to embedFonts, the font is loading, everything else seems to be working 100%, but there's some issue between the application domains that I just *can't* figure out.

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ActionScript 3.0 :: External Assets - Multiple Loader Sprite Instance

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I'm loading some external assets with the Loader class. I've done this a lot over the years, but seem to be coming across a problem I haven't had before. I want to display two instances on the stage at the same time of a .png I'm loading externally. If I use the Loader instance's contentLoaderInfo.content object in more than one sprite, the bitmap just "moves" from the first instantiated sprite to the second. I've tried duplicating the sprite with Senocular's duplicateDisplayObject class, but for some reason, it's not working right. But shouldn't I be able to use multiple instances of an imported bitmap like this just as if it were in the library of the .fla? If so, what do I need to do?

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ActionScript 2.0 :: Define HitArea Of External Assets With Alpha Channels (for Example PNG)?

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I copied this from some other forum because it's explain well "...Let�s say you are loading in an external asset that has an alpha channel, such as a PNG. Now let�s say that you want that asset to act like a button, with rollover and click actions. No problem. No reason you can't do that. But, actually, there is a problem. The hit area for that external asset will be its entire bounding box. Take this octy image for example: Even if you rolled over the top left of the image where it�s totally transparent, it will still trigger rollover actions, which is certainly not ideal and could potentially be very confusing for a user..."

[Code]....

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ActionScript 3.0 :: Optimize Flash For Loading External Assets (videos/pictures)?

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I'm loading a lot of external videos and pictures and I'm wondering what is the best way for handling the loaded videos and images. Should I unload them after they have finished playing and reload them whenever they are needed, or it's not required since they just use the clients memory and not the cpu cycles when inactive?

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ActionScript 3.0 :: Duplicating External Assets / Loader - Why Did Adobe Remove DuplicateMovieClip();

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Yes I know this topic has been discussed before, and I know that Senocular has a class that does it. But the question is...

1) Why did Adobe remove duplicateMovieClip();?

2) Did they intend to have any similar function? Or did they totally forget about external assets?

3) Is there a "Adobe reccomended" code that will do the same thing? (Not that I've got anything against Senocular :bow : but it'll be nice to know if there's a "certified" way of doing it.

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ActionScript 3.0 :: Loading External Assets - Screen Stops Until The Loading Is Finished?

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I am working on this one project that has a couple of movieclips (already placed on stage) which have a custom class set to export via the Library. Each of those custom classes loads an external SWF using URLRequest().

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IDE :: Protect AS Classes Going Out On Cd?

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Protect Against Audio Downloads?

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ActionScript 3.0 :: Protect A Swf When It Is Placed On A Webpage?

Jun 8, 2010

Is there anyway to protect an swf when it is placed on a webpage.  I know I can copyright things, but this will not stop people from getting their hands on it.  Is there any code I can do to stop any of these decompilers working on it or anything.

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Professional :: Preloader To Protect Swf?

Mar 1, 2011

I have found heaps of preloaders that work on the time line of game but offer no protection.Does anyone know where I can get a sample code for this or where I can buy a preloader from so that it loads before the game and if someone tries to save the page they get the preloader instead of the SWF? flash designer I know said its possible but hasn't got time to create one. He gave me this code in a FLA but when I embedd the swf in to the site it doesn't load anything just displays the preloader

function setProgress(num)
{
_root.percentDone = int(num);

[code]....

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