IO_Error opening file using Adobe Air App on a Mac - actionscript-3

I have an Adobe Air Application that would open an csv file on Mac. I am getting an error which I am not getting with the same app for Windows, so I am thinking something about file locations, etc is amiss. Here is the code:
var file: File = File.applicationStorageDirectory;
file = file.resolvePath("A&P plans");
file.addEventListener(FileListEvent.SELECT_MULTIPLE, filesSelected);
function filesSelected(event: FileListEvent): void {
//trace(event.files.length);
fileList = new Array();
fileNames = new Array();
for (var i: uint = 0; i < event.files.length; i++) {
fileList.push(event.files[i].nativePath);
trace("name of file loaded is ", event.files[i].name, "where :", event.files[i].nativePath);
}
}
var urlRequest: URLRequest = new URLRequest(fileList[0]);
function openCSVFile():void{
csv = new CSV(urlRequest);
csv.addEventListener(Event.COMPLETE,onComplete);
csv.addEventListener(IOErrorEvent.IO_ERROR, onErrorOpening);
function onComplete(event:Event):void{
trace("file open successful");
}
function onErrorOpening(event:IOErrorEvent):void{
trace ("error opening file");
}
}
The URLRequest trace shows the location where it should be, so the app knows where to look, and it does find the file. Here is the result of the trace :/Applications/myApp.app/Contents/Resources/A&P plans/majors/NationalLeague.csv. Yet, instead of the completeEvent showing the trace, the errorEvent is inovked. Any ideas where to look for the issue? The file does not have any weird characters in its name or anything. Tracing the error shows the following: Error #2032: Stream Error. Thanks

Quite possibly the ampersand and the space in 'A&P plans' might be troublesome.
Try removing/changing those.

Related

Animate 2021 Action Script 3 URLRequest causes Error 2035

I'm working on an application and we are using Flash to add an interface. During the initialize the app loads in a config file with references to image paths. When I use the Loader and URLRequest classes to load those images the path is not working and it's causing issues. Based on everything I've researched my code should work. I have a trace that outputs "source/icons/default.png" which is the correct relative path for the external image and loading the image works, but I need to use a variable to set the image path. Setting the URLRequest with a variable, new URLRequest("source/icons/" + default.png);, causes it use a full file path that looks wrong and reports a 2035 error. Is there something that I'm doing wrong? I'm not sure what to do at this point. I've verified the file exists and I've verified the path of the file.
Trace Ouput:
source/icons/default.png
Error Output:
[CompanionStatus] Error occurred while loading bitmap
[CompanionStatus] 2035 : Error #2035: URL Not Found. URL: file:///C|/Users/devtrooper/Desktop/project/source/icons/default.png
It looks like flash is replacing the colon (:) near the drive letter with a pipe (|) and I'm not sure if that is the issue.
Here is my method for loading images:
private function getBitmapData(nameString:String, imagePath:String):void{
try{
var bitmapDataFunction:Function = addBitmapDataToDictionary(nameString);
var path:String = ICON_FOLDER_PATH + imagePath;
var loader:Loader = new Loader();
var urlRequest:URLRequest = new URLRequest("source/icons/" + imagePath);
trace("URLRequest.url " + urlRequest.url);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, bitmapDataFunction, false, 0, true);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, handleBitmapDataError, false, 0, true);
loader.load(urlRequest);
} catch (e:Error) {
log("Error occured while trying to load image data");
log(e.name + " : " + e.message);
}
}
you can use File method instead of urlRequest method like this:
var urlPath:String="";
var picFile:File = File.desktopDirectory.resolvePath("source/icons/default.png");//you can use applicationDirectory,applicationStorageDirectory,userDirectory,doumenntDirectory and ...
if (picFile.exists == true) {
urlPath = picFile.url;
}

WinRT MediaElement not working with InMemoryRandomAccessStream

We loaded video as bytes array, created InMemoryRandomAccessStream over this array and tried to MediaElement.SetSource. In UI we have message on MediaElement - Invalid Source. We tried to save this stream to file and read new stream from this file - works perfectly. Both stream are the identical (we check it using SequenceEqual).
What is the problem?
Part of our code:
var stream = await LoadStream();
mediaElement.SetSource(stream , #"video/mp4");
...
public async Task<IRandomAccessStream> LoadStream()
{
...
var writeStream = part.ParentFile.AccessStream.AsStreamForWrite();
foreach (var filePart in part.ParentFile.Parts)
{
writeStream.Write(filePart.Bytes, 0, filePart.Bytes.Length);
}
writeStream.Seek(0, SeekOrigin.Begin);
return part.ParentFile.AccessStream;
}
P.S - the mime-type is correct for sure
Thanks!

Zip a folder in as3 Adobe AIR

I have created an Air app that after user interaction will creat a folder with bmp's, xml and text doc's.
All works apart from making the final zip which needs to be automatic.
I have been looking for a solution to this but cant find it.
Perhaps I am just not seeing it, and if so, can someone show me please.
My original posting on this is here ---
zip many files with Air as3 flash
The closest thing I have found was this one --- zip a folder using fzip
But for some reason my coment was deleted which was --
I like this. It is the closest I have come to a working solution to my own problem. That said, I tested this and it works nicely as is. Can this script be moded to run without interaction??? I am in need of it for a program that I have written. ANY asistance is welcom........ apart from just pointing me to Adobe referance as it dose not have anything like what I need. (well that I can see or find)
So now I am re-asking the comunity.
For some reason it will work with manual selection and manual save-to, but not aotonomusly.
There must be a workround to this even if it requires another full page of script.
====================================================================
UPDATE:
For closing this off, I have finally got my solution.
You can find it here. "zip file contents have no data".
Hope that my problem can help someone in the future.
Try using the as3 commons zip library.
http://www.as3commons.org/as3-commons-zip/index.html
In order to do this you're going to need to load your directory, loop through all its contents and load each asset.
This code snippet includes a bulk loader to handle that for you.
warning
I pulled most of this code out of a project where I was doing something similar but I have not tested it as is. There may be some syntax errors!
private var zip:Zip;
zip = new Zip();
zip.addEventListener(IOErrorEvent.IO_ERROR, this.createNewZip); //creates a new zip
zip.addEventListener(Event.COMPLETE, handleZipLoaded); //loads the current zip, this is not shown here
zip.load(new URLRequest(File.applicationStorageDirectory.resolvePath("myZip.zip").url)); //path to your zip file
Method to create your new zip file
private function createNewZip(e:IOErrorEvent):void{
trace("no zip");
var stream:FileStream = new FileStream();
stream.open(File.applicationStorageDirectory.resolvePath("myZip.zip"), FileMode.WRITE);
zip.serialize(stream);
stream.close();
}
You can use this to add all items in a directory to your zip file.
private function addDirToZip():void{
var f:File = File.resolvePath("Your Dir");
//this will be called when your directory listing has loaded
f.addEventListener(FileListEvent.DIRECTORY_LISTING, handleDirLoaded);
//you can also get the dir listing inline and not use a listener
//doing it async will prevent ui lock
f.getDirectoryListingAsync();
}
Next your going to need to load all of the files
protected function handleDirLoaded(e:FileListEvent):void{
loadExternal = new Vector.<File>; //vector used to keep a handle on all files
e.target.removeEventListener(FileListEvent.DIRECTORY_LISTING, handleDirLoaded);
for(var i:int = 0 ; i < files.length ; i++){
var f:File = files[i] as File;
if(f.extension == "File Types you want"){ //you can do some file type checking here
loadExternal.push(f);
}
}
//start loading in the files
loadFile();
}
This will go through the loadExternal vector and load all files
private function loadFile():void{
currentFile = loadExternal.shift(); //returns the first item off the array
//load the file
var l:Loader = new Loader();
l.contentLoaderInfo.addEventListener(Event.COMPLETE, handleLoaded);
l.load(new URLRequest(currentFile.url));
}
Once each item is loaded you can store it for addition into the zip
private function handleLoaded(e:Event):void{
var l:Loader = e.target.loader as Loader;
l.contentLoaderInfo.removeEventListener(Event.COMPLETE, handleLoaded);
//storing everything in a dictionary
assets[currentFile.name] = l.content;
//if we still have items to load go and do it all again
if(loadExternal.length != 0){
loadFile();
} else {
//now all files are loaded so lets add them to the zip
addAssetsToZip();
}
}
This is where all the loaded files actually get put into the zip and it is saved
private funcion addAssetsToZip():void{
for(var fileName:String in assets){
var ba:ByteArray = new ByteArray(); //going to write this to the zip
//make an object that holds the data and filename
var data:Object = {};
data.name = fileName;
data.content = assets[fileName];
ba.writeObject(data);
//write this file to the zip
zip.addFile(key, ba, false);
}
//and finally save everything out
zip.close();
var stream:FileStream = new FileStream();
stream.open(File.applicationStorageDirectory.resolvePath("myZip.zip"), FileMode.WRITE);
zip.serialize(stream);
stream.close();
}

File class AS3 / AIR: let user choose only save location, not file name or extension

When using browseForSave method, is it possible to let the user choose only the location of a file, and not the file name or the extension?
I'm creating an encrypted file, and I need its name and extensions not to be changed by the user.
Thx!
EDIT (AFTER SOLVED)
I was simply looking for the browseForDirectory method. Shame on me. :)
For a reference on how to open a browse dialog to choose a folder see the example here:
How to create "Browse for folder" dialog in Adobe FLEX?
once you have your directory you can piece that together with code here to save a file using the FileStream object:
http://blog.everythingflex.com/2008/02/25/file-and-filestream-within-air/
copied here since it's an external link
private function saveFile():void{
var myPattern:RegExp = / /g;
var newFileName:String = fileName.text.replace('.txt','');
if(newFileName.length > 1){
var file:File = File.desktopDirectory.resolvePath("Files/" + newFileName.replace(myPattern,'_') + ".txt");
var stream:FileStream = new FileStream()
stream.open(file, FileMode.WRITE);
var str:String = contents.text;
str = str.replace(/\r/g, File.lineEnding);
stream.writeUTFBytes(str);
stream.close();
fdg.directory = File.desktopDirectory.resolvePath("Files/");
fileName.text = "";
contents.text = "";
} else {
mx.controls.Alert.show("File name is required", "Error Saving File");
}
}
One solution would be to set the file object like this:
var f:File = File.desktopDirectory.resolvePath("*.txt");
f.addEventListener(Event.SELECT, onSelected);
f.browseForSave("save txt file");
Although user can still override that in the opened dialog, but at least the dialog shows the file extension. And later in the Event.SELECT you can check and confirm what user has selected.

Flash -> ByteArray -> AMFPHP -> Invalid Image?

Im loading images into Flash and using JPGEncoder to encode the image to a ByteArray and send this to AMF PHP which writes out the bytearray to a file. This all appears to work correctly and I can download the resulting file in Photoshop CS4 absolutely fine. When i try to open it from the desktop or open it back in Flash it doesnt work... Picasa my default image browser says "Invalid"
Here is the code i use to write the bytearray to a file -
$jpg = $GLOBALS["HTTP_RAW_POST_DATA"];
file_put_contents($filename, $jpg);
That's it ... I use the NetConnection class to connect and call the service, do I need to say Im sending jpg data? I assumed that JPGEncoder took care of that. How can I validate the bytearray before writing the file? Do I need to set MIME type or something .. excuse the slightly noob questions, a little knowledge can be a dangerous thing.
Thanks
--------------------------------------- PART II ------------------------------------------
Here is some code -
1) load the image into Flash player
item.load();
function _onImageDataLoaded(evt:Event):void {
var tmpFileRef:FileReference=FileReference(evt.target);
image_loader=new Loader ;
image_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, _onImageLoaded);
image_loader.loadBytes(tmpFileRef.data);
}
function _onImageLoaded(evt:Event):void {
bitmap=Bitmap(evt.target.content);
bitmap.smoothing=true;
if (bitmap.width>MAX_WIDTH||bitmap.height>MAX_HEIGHT) {
resizeBitmap(bitmap);
}
uploadResizedImage(bitmap);
}
function resizeBitmap(target:Bitmap):void {
if (target.height>target.width) {
target.width=MAX_WIDTH;
target.scaleY=target.scaleX;
} else if (target.width >= target.height) {
target.height=MAX_HEIGHT;
target.scaleX=target.scaleY;
}
}
function uploadResizedImage(target:Bitmap):void {
var _bmd:BitmapData=new BitmapData(target.width,target.height);
_bmd.draw(target, new Matrix(target.scaleX, 0, 0, target.scaleY));
var encoded_jpg:JPGEncoder=new JPGEncoder(90);
var jpg_binary:ByteArray=encoded_jpg.encode(_bmd);
_uploadService=new NetConnection();
_uploadService.objectEncoding=ObjectEncoding.AMF3
_uploadService.connect("http://.../amfphp/gateway.php");
_uploadService.call("UploadService.receiveByteArray",new Responder(success, error), jpg_binary, currentImageFilename);
}
Many thanks for you help
can you check the endian type of the bytearray? maybe it is defaulted to big endian
Your problem is in your PHP service. In AMFPHP the POST data is abstracted, so what you need in your AMFPHP UploadService script is a function that accepts the two input arguments in your _uploadService.call --jpg_binary and currentImageFilename-- like this:
<?php
class UploadService {
function receiveByteArray( $ba, $filename ) {
$result = file_put_contents($filename, $ba->data);
if ( $result == FALSE ) {
trigger_error( "File save failed" );
}
}
}
?>
var dataToBeSent:ByteArray =jpgEncoder.encode(theBitmapData);
var url:String = "upload.php";
var urlReq:URLRequest = new URLRequest(url);
urlReq.data = dataToBeSent;
urlReq.method = URLRequestMethod.POST;
urlReq.contentType = "application/octet-stream";
var urlLoader:URLLoader = new URLLoader();
urlLoader.load(urlReq);
Please mind the contentType line
PHP
$fp = fopen( $fname, "wb" );
fwrite( $fp, $GLOBALS[ 'HTTP_RAW_POST_DATA' ] );
fclose( $fp );
For me it works perfectly!
Oliver