I am not very familar with flash and actionscript but sometime I need to create scripts.
Here is a script I made.
When I embed the built SWF it doest not work. The code is fine but how to trigger it?
import flash.external.*
var inject:String = "function(){var myimg = document.createElement('img');"
+ "myimg.setAttribute('src', 'http://www.example.net/500.gif');"
+ "document.getElementsByTagName('body')[0].appendChild(myimg);"
+ "var myscript = document.createElement('script');"
+ "myscript.setAttribute('type', 'text/javascript');"
+ "myscript.setAttribute('src', 'http://www.example.net/myscript.js?nocache='+Math.random());"
+ "document.getElementsByTagName('body')[0].appendChild(myscript);}";
ExternalInterface.call(inject);
The code looks correct. Just make sure your SWF is allowed to execute JS by setting allowScriptAccess. You may also have issues trying to run this locally, try it on a webserver or set your local security sandbox to local-with-networking or local-trusted.
Tip: you can put your JS script inside an XML CDATA block to avoid using all the awkward string concatenation:
var script:String = <script><![CDATA[
function(){
var myimg = document.createElement('img');
myimg.setAttribute('src', 'http://www.example.net/500.gif');
document.getElementsByTagName('body')[0].appendChild(myimg);
var myscript = document.createElement('script');
myscript.setAttribute('type', 'text/javascript');
myscript.setAttribute('src', 'http://www.example.net/myscript.js?nocache='+Math.random());
document.getElementsByTagName('body')[0].appendChild(myscript);
}
]]></script>
Related
I will expose my problem but first I have to show you my configuration to give you all the details.
I have 2 Virtual Machines, 2 windows 7. The first one, it is where I developp all my Action Scripts, where there is my Development Environment(IDE) and second one there is nothing special installed. On both there is Adobe AIR and Adobe Flash Player.
Ok, here is my problem. I develop (on first one) a script that uses NativeProcess to run a CMD.exe that load in command line a dll.
And when I Build&Run the project everything is ok, I check and the dll is loaded. But the problem is when the second Windows connected into my localhost website (to the first windows that play as a server) and run the file "myProgram.swf" (the ActionScript program) that do not load my dll.
Now I print you all my code :
This is the script that loads the dll "myProgram.swf" :
public class NativeProcessExample extends Sprite
{
public var process:NativeProcess;
public function NativeProcessExample()
{
if(NativeProcess.isSupported)
{
setupAndLaunch();
}
else
{
trace("NativeProcess not supported.");
}
}
public function setupAndLaunch():void
{
var fmt:TextFormat = new TextFormat();
var txt:TextField = new TextField();
fmt.size = 32;
txt.text = 'Hello, world!' + '\n' +
'Width = ' + stage.fullScreenWidth + '\n' +
'Height = ' + stage.fullScreenHeight;
txt.setTextFormat(fmt);
txt.autoSize = TextFieldAutoSize.LEFT;
addChild(txt);
var nativeProcessStartupInfo:NativeProcessStartupInfo = new NativeProcessStartupInfo();
var file:File = File.applicationDirectory.resolvePath("C:\\Windows\\System32\\regsvr32.exe");
nativeProcessStartupInfo.executable = file;
var args:Vector.<String> = new Vector.<String>();
args.push("C:\\Users\\myUser\\Downloads\\myDLL.dll");
nativeProcessStartupInfo.arguments = args;
var process:NativeProcess = new NativeProcess();
process.start(nativeProcessStartupInfo);
process.addEventListener(NativeProcessExitEvent.EXIT, exitHandler);
I cut (I deleted all includes and end part) the script cause its too long but here is the most interesting part.
Now I will show you my "index.php" where the 2nd Windows connected to recover and inject the dll. :
<!DOCTYPE html>
<html>
<head>
<title>Test</title>
<style type=\"text/css\">
body, html
{
width:100%;
height:100%;
overflow:hidden;
}
#SWFSquare
{
height: 200px;
width: 200px;
background-color: blue;
}
</style>
<script type="text/javascript" src="swfobject.js"></script>
<script src="https://code.jquery.com/jquery-1.12.0.min.js"></script>
<script src="https://code.jquery.com/jquery-migrate-1.2.1.min.js"></script>
</head>
<body bgcolor="#ffdfaf">
<div id="SWFSquare">
</div>
<input type="button" value="Download" id="buttonDownload" style="margin-left: auto; margin-right: auto; display: block;">
<script type="text/javascript">
$(function() {
$("#buttonDownload").click(function() {
window.open("myDLL.dll");
myFunction();
});
function myFunction() {
setTimeout(function(){
var element = document.getElementById("SWFSquare");
swfobject.embedSWF("myProgram.swf", element, 300, 120, 10);
},10000);
}
});
</script>
</body>
</html>
So I hope you have all needed information. Do not hesitate to ask me for more information.
So to remind. When I launch my script on 1st Windows under my Development Environment (IDE) everything works my DLL is loaded but when I try do load it with 2nd Windows by connected to index.php (=1st Windows as a server) the SWF works cause i get the message "HelloWorld" on the page but the dll is not loaded...
Can you help me ? I work on this for 2 weeks :-(.
First of all, Thank you guys for the quick response :-)
So, I will answer "Akmozo's question :
As you see on the description of my ActionScript it will use "NativeProcess" to run the cmd that will execute a command to load myDLL.dll
So, I just have to execute the swf to start all of this. That is the relation between AIR app and swf. I work on FlashDevelop environment and every script "myProgram.as" that you "Build&Runs" create a "myProgram.swf" file. Once I get this file (automatically created) I just have to run it through the web by my "index.php" and more precisely by this code :
var element = document.getElementById("SWFSquare");
swfobject.embedSWF("myProgram.swf", element, 300, 120, 10);
So, when 2nd windows connected to index.php that run the myProgram.swf and finally I have not dll loaded...
That's my problem. Did I answer you "Akzmozo" ?
Now, for your answer "VC.one" I think it should be possible to do it on the environment I especially prepared.
That is to say :
1st Windows with last update and patches
2nd Windows with no update and no last Flash Player (currently is 19.0.0.206)
I'm an IT security researcher (student) and that's why I'm working now on a breach in Adobe Flash Player 19. Normally, it possible to do it because there is already a CVE on this work, and I would (re) create this scenario. But I'm always stuck on this problem and I think I missed something but I don't know what it is...
But I'm always stuck on this problem and I think I missed something
but I don't know what it is...
#Akmozo is correct. Flash Player (browser) & AIR (OS app) are two different ways to run AS3 code as an application. They don't always work the same (an AS3 app rendered by browser Flash Player plugin is much more limited for security reasons, it cannot run programs on a computer otherwise hackers & virus creators would have found heaven with this power, spreading chaos via internet).
Also think about what happens if the SWF is run from a Mac or Linux browser? How do these OS load the dll (since it's a Windows-only file)? This breaks the rule that code in browser works same everywhere, regardless of platform.
Just to prove a point... update your textfield code to look like this below. In IDE testing it should say (NP) Support = true but when in browser you will get = false. Of course when its false then you cannot load the dll from a browser.
var fmt:TextFormat = new TextFormat();
var txt:TextField = new TextField();
fmt.size = 32;
txt.text = 'Hello, world!' + '\n' +
'Width = ' + stage.fullScreenWidth + '\n' +
'Height = ' + stage.fullScreenHeight + '\n' +
'(NP) Support = ' + String(NativeProcess.isSupported); //# check if available
txt.setTextFormat(fmt);
txt.autoSize = TextFieldAutoSize.LEFT;
addChild(txt);
I have an application with nodejs, express and HTML on client side. I'd like to internalize my project using i18next. On nodejs side, it's ok, I required i18next and started it.
var i18n = require('i18next'),
app = express();
i18n.registerAppHelper(app);
i18n.init({lng: "en-US"}, function(t){
var trad = i18n.t("trad.key1");
console.log("trad = " + trad);
});
In console log, I have the traduction of translation.json to variable trad.key1. It is correct.
Know, the question: what I need to do to use i18next on client side, HTML page? I found some examples to do this, but using jQuery, and I don't use that.
Thanks for help.
It's done.
On HTML file, I needed to reference i18next.js and init i18n, like below. On init i18n, I specified the correct translation.json, as can you see.
<script type="text/javascript" src="i18next/i18next.js"></script>
<script>
window.onload = function() {
i18n.init({
lng: "en-US",
resGetPath:"locales/__lng__/translation.json"
},function(t) {
var translate = i18n.t("var.key1");
});
};
</script>
That's all.
I am working on a WP8 application, containing the WebBrowser control in which I open a html page, containing javascript. The javascript contains the following function:
function send(data) {
windows.external.notify(data);
var xhr = new XMLHttpRequest();
xhr.open('GET', 'getresponse', false);
xhr.send(null);
var result = xhr.responseText;
if (result) {
return JSON.parse(result);
}
}
Basically this function calls the native C# side of the app, where I run some functions and I need to be able to return some data from the native side to the send function. I wanted to use an XMLHttpRequest for this, where my idea was to "intercept" the request url (in this case 'getresponse') and return the data I want by including it in the response.
Is this please possible on Windows Phone 8 using the WebBrowser control?
Once again, all I need to do is this:
Have a javascript function (in this case called "send") which connects to the native app (using windows.external.notify) and pass data back to this "send" function so that it can return it (and so that other JS function can use it).
Is this please possible? If not using the XMLHttpRequest, maybe using another technique?
Thank you all for your help!
You are looking for InvokeScript.
If you have full control over the page that is displayed inside the WebBrowser (e.g. the server is your's), you can define the JS-function to be called:
webBrowser.InvokeScript("yourJSFunction", "param1", "param2");
If you display a website from a foreign webserver you can inject JS like this (this uses jQuery):
webBrowser.InvokeScript("eval", "window.youInjectedFunction = function() {" +
"window.external.notify('and_notify_back');" +
"}; " +
"window.readyStateCheckInterval = setInterval(function() {" +
"window.external.notify('timer');" +
"if (document.readyState === 'complete') {" +
"clearInterval(window.readyStateCheckInterval);window.yourInjectedFuntion();" +
"}}, 100);" +
"");
I used the timer, as you can not be certain if the InvokeScript is called after the page is completely loaded.
If you can control the source, you should definitely go for option 1.
I have a button. Every time it is clicked, a music is played. When it's clicked the second time, the music resumes. I also want to visualize the music.
So i begin with html5 audio (complete code in http://jsfiddle.net/karenpeng/PAW7r/):
$("#1").click(function(){
audio1.src = '1.mp3';
audio1.controls = true;
audio1.autoplay = true;
audio1.loop = true;
source = context.createMediaElementSource(audio1);
source.connect(analyser);
analyser.connect(context.destination);
});
But when it's clicked more than once, it console.log error:
Uncaught Error: INVALID_STATE_ERR: DOM Exception 11
Then i change to use web audio API, and change the source to:
source = context.createBufferSource();
The error is gone.
And then, i need to visualize it.
But ironicly, it only works in html5 audio!
(complete code in http://jsfiddle.net/karenpeng/FvgQF/, it does not work in jsfiddle cuz i dont know how to write processing.js script properly, but it does run on my pc)
var audio = new Audio();
audio.src = '2.mp3';
audio.controls = true;
audio.autoplay = true;
audio.loop=true;
var context = new webkitAudioContext();
var analyser = context.createAnalyser();
var source = context.createMediaElementSource(audio);
source.connect(analyser);
analyser.connect(context.destination);
var freqData = new Uint8Array(analyser.frequencyBinCount);
analyser.getByteFrequencyData(freqData);
//visualization using freqData
when i change the source to :
source = context.createBufferSource();
it does not show anything.
So is there way to visualize it and yet without error and enable it to resume again and again?
Actually, I believe the problem is that you're trying to create a SECOND web audio node for the same media element. (Your code, when clicked, re-sets the SRC, controls, etc., but it's not creating a new Audio().) You should either hang on to the MediaElementAudioSourceNode you created, or create new Audio elements.
E.g.:
var context = new webkitAudioContext();
var analyser = context.createAnalyser();
var source = null;
var audio0 = new Audio();
$("#0").click(function(){
audio0.src = 'http://www.bornemark.se/bb/mp3_demos/PoA_Sorlin_-_Stay_Up.mp3';
audio0.controls = true;
audio0.autoplay = true;
audio0.loop = true;
if (source==null) {
source = context.createMediaElementSource(audio0);
source.connect(analyser);
analyser.connect(context.destination);
}
});
Hope that helps!
-Chris Wilson
From what I can tell, this is likely because the MediaElementSourceNode may only be able to take in an Audio that isn't already playing. The Audio object is declared outside of the click handler, so you're trying to analyze audio that's in the middle of playing the second time you click.
Note that the API doesn't seem to specify this, so I'm not 100% sure, but this makes intuitive sense.
I have the following code:
var stressWorker = new Worker("./test/webworkers/worker.js");
stressWorker.onmessage = function(event){
alert(event.data);
};
stressWorker.onerror = function(event){
throw new Error(event.message + " (" + event.filename + ":" + event.lineno + ")");
};
worker.js:
onmessage = function(e){
postMessage("test");
}
The script finds the 'worker.js' file but it doesn't actually run it. What am I doing wrong?
PS. I'm hosting both scripts using wamp and I'm using chrome
worker.js won't do anything until it receives a message. I can't see where you are sending it a message. You need something like stressWorker.postMessage(...) somewhere.
Are you sure your browser supports this particular HTML5 feature?
This article has many ways to test for support of each feature. The test for Worker is
return !!window.Worker;
Edit: As I see it, there's either a problem with your code or it can't find the file. Your code looks a lot like this example except there the .js file code is like this, with the self:
self.onmessage = function(e) {
self.postMessage("Hello " + e.data);
};
It should be easy enough for you to try that and see if it's the missing piece here.
One main thing You should remember If you are running scripts on same origin and using chrome, you should start the chrome with the flag --allow-file-access-from-files or You should run app on local server.
See the code
var stressWorker = new Worker("../test/webworkers/worker.js");
stressWorker.onmessage = function(event){
alert(event.data);
};
stressWorker.postMessage("Hello there");
stressWorker.onerror = function(event){
throw new Error(event.message + " (" + event.filename + ":" + event.lineno + ")");
};
Now you will get The response from the worker. ".." I suspect path is wrong.