I'm making an AIR app and I would like to know if it's possible to run a function only once ?
If the user reboot his device and launch the app, the function won't be trigger again.
Thank you for your answers,
Since you're using adobe AIR, you have a few options.
Write a file that contains your save data.
Using AIR you can write a data file to the user's machine. This is more permanent than SharedObject's, which for various reasons can not work or persist long term.
You can actually serialize entire classes for easy retrieval of complex objects.
Here is an example of a class that managers a save file (for preferences or a game save etc):
package
{
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import flash.utils.ByteArray;
import flash.utils.Dictionary;
import flash.net.registerClassAlias;
public class SaveData
{
//a list of any vars you want to save.
public var firstRun:Boolean = true;
public var someVar:int = 1;
public var anotherVar:Dictionary;
//the file for the user save data
public static function getFile():File {
return File.applicationStorageDirectory.resolvePath("saveFile.data");
}
public static function loadFile():SaveData {
registerClassAlias("flash.utils.Dictionary", Dictionary); //you need to register any non-native classes you want to save
registerClassAlias("saveData", SaveData);
var data:SaveData
//check for a default save file in the application directory (optional, but sometimes it's nice to bundle a default with your application before the user saves their own data
var f:File = new File("app:/saveFile.data");
if(f.exists){
data = loadFromFile(f);
}else {
trace("Default File Doesn't Exist");
}
//check the user storage directory for a save file, and see if it's newer than the one in the application directory
var userFile:File = getFile();
if (userFile.exists) {
if (f.exists && f.modificationDate.time < userFile.modificationDate.time) {
trace("Local File is newer, load it");
data = loadFromFile(userFile);
}else {
trace("Default File is newer");
}
}else {
trace("Save File DOESN'T EXIST YET");
}
if (!data) {
//data didn't load, let's create a new save file
data = new SaveData();
saveToFile(data);
}
saveData = data; //assing to main static accessible var
return data;
}
private static function loadFromFile(f:File):SaveData {
var d:SaveData;
try{
var stream:FileStream = new FileStream();
stream.open(f, FileMode.READ);
d = stream.readObject() as SaveData;
stream.close();
trace("DATA LOADED: " + f.nativePath);
return d;
}catch (err:Error) {
trace("Error Loading Save Data: " + f.nativePath);
}
return null;
}
public static function saveToFile(saveData:SaveData):void {
var fileStream:FileStream = new FileStream();
fileStream.open(getFile(), FileMode.WRITE);
fileStream.writeObject(saveData);
fileStream.close();
}
}
}
Then to use it:
var saveData:SaveData = SaveData.loadFile();
if(saveData.firstRun){
//do you first run code
//now set first run to false
saveData.firstRun = false;
SaveData.saveFile(saveData);
}
use a SharedObject. There is another answer covering this, but since no example was given I'll give one:
var mySO:SharedObject = SharedObject.getLocal("yourAppNameHere");
if(mySO.data.hasHadFirstRun){
//the cookie exists
}else{
//the cookie hasn't indicated there has been a first run yet, so do whatever you need to do
//some code
mySO.data.hasHadFirstRun = true; //now that you've done whatever on the first run, let's save the cookie
mySO.data.flush(); //save (though it will save automatically I believe when you close the application
}
use SQLite.
AIR can create and read SQLite databases, if your application has a need to store other data that would make sense to live in a table structure, it might make sense for you to add on a table for storing user preferences and things like a first run flag - if you wouldn't use the database for anything else though, it would definitely be over-kill.
Find out more about SQLite in AIR here:
http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118666ade46-7d49.html
Related
I am trying to experiment with downloading files on a regular basis with background tasks for windows store applications, and am having trouble.
I followed the sample at https://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh977055.aspx, and even downloaded/ran it and everything worked perfectly (including being able to step into the timer background task).
So with that I created my own background task in a brand new Windows namespace
Win8BackgroundTest
{
public class TestBackgroundTask
{
public async void Run(IBackgroundTaskInstance taskInstance)
{
var deferral = taskInstance.GetDeferral();
var uri = new Uri("http://download.blender.org/peach/bigbuckbunny_movies/big_buck_bunny_480p_h264.mov");
var folder = ApplicationData.Current.LocalFolder;
var downloadFile = await folder.CreateFileAsync(uri.Segments.Last(), CreationCollisionOption.GenerateUniqueName);
var dataFile = await folder.CreateFileAsync("downloadData", CreationCollisionOption.GenerateUniqueName);
var downloader = new BackgroundDownloader();
var operation = downloader.CreateDownload(uri, downloadFile);
await FileIO.WriteTextAsync(dataFile, "Success at " + DateTime.Now);
deferral.Complete();
}
public static async void RegisterTask()
{
const string taskName = "TestBackgroundTask";
try
{
var status = await BackgroundExecutionManager.RequestAccessAsync();
if (status == BackgroundAccessStatus.Denied)
{
return;
}
}
catch
{
// already accepted
}
var tasks = BackgroundTaskRegistration.AllTasks
.Where(x => x.Value.Name == taskName)
.ToArray();
if (tasks.Any())
{
return;
}
var builder = new BackgroundTaskBuilder
{
Name = taskName,
TaskEntryPoint = "Win8BackgroundTest.TestBackgroundTask",
};
builder.SetTrigger(new TimeTrigger(60, false));
var registeredTask = builder.Register();
}
}
}
I set up the application's manifest with a Background Tasks declaration, checking the Timer properties checkbox, and set the EntryPoint to Win8BackgroundTest.TestBackgroundTask.
I then added the following at the end of my App.xaml.cs's OnLaunched() method:
TestBackgroundTask.RegisterTask();
Stepping through seems to have task registration work successfully with no exceptions. I then go back to visual studio, added a breakpoint to the first line in my task's Run() method, I then go to the debug locations toolbar, click the down arrow and select TestBackgroundTask. A few seconds later visual studio exits (as does my app).
Does anyone see what I am doing wrong that is causing background tasks to fail?
So after much frustration and a lot of trial and error the issue was a combination of both of the comments.
So first of all, it appears like you cannot have a background task in the same project as the rest of your windows store application. It must be in it's own windows runtime component project.
Finally, there are times where it just doesn't work and for whatever reason deleting the bin and obj folders fix it.
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();
}
I am trying to upload a file to the server. I'm doing it like this:
var fileRef:FileReference = new FileReference();
fileRef.addEventListener(flash.events.Event.SELECT, selectHandler);
fileRef.addEventListener(flash.events.Event.COMPLETE, completeHandler);
fileRef.addEventListener(ProgressEvent.PROGRESS, normalprogressHandler);
fileRef.browse();
function selectHandler(event:flash.events.Event):void
{
var params:URLVariables = new URLVariables();
params.date = new Date();
params.ssid = "94103-1394-2345";
var request:URLRequest = new URLRequest("http://www.test.com/Uploads");
request.method = URLRequestMethod.POST;
request.data = params;
fileRef.upload(request, "Custom1");
}
function completeHandler(event:flash.events.Event):void
{
trace("uploaded");
}
function normalprogressHandler(event:ProgressEvent):void
{
var percent:Number = Math.floor((event.bytesLoaded * 100)/ event.bytesTotal );
trace(percent+"%");
}
Would it be possible to upload a file but without browsig for it? I want to decide myself what file to upload instead of the user performing a browse first
You can't do that with FileReference which has the following limitations (reference):
The load() and save() APIs can only be called in response to user
interaction (such as a button click).
The locations of the loaded and save files are not exposed to
ActionScript.
The APIs are asynchronous (non-blocking).
Clearly, it would represent a major security risk if the Flash player was arbitrarily allowed to upload anything from your local file system to a remote server.
If you're trying to upload from an AIR app, you can do what you're trying to do with the File class.
Is it possible to use pause/resume function to this??
source.copyTo( destination );
It would be great if you can send it at the earliest.
I found one solution here CookBook from Adobe
private function copyInto(directoryToCopy:File, locationCopyingTo:File):void
{
var directory:Array = directoryToCopy.getDirectoryListing();
for each (var f:File in directory)
{
if (f.isDirectory)
copyInto(f, locationCopyingTo.resolvePath(f.name));
else
f.copyTo(locationCopyingTo.resolvePath(f.name), true);
}
}
Or you could just use the File.copyTo() method:
var source:File = new File();
source.resolvePath( 'sourceFolder' );
var destination:File = new File();
destination.resolvePath( 'destinationFolder' );
source.copyTo( destination );
If the directories are large and you don't want your app to be stuck waiting for the copy, you can use copyToAsync, which will cause the source file to dispatch Event.COMPLETE when the job's done.
Here is the modified code from above if anyone wants to copy the entire directory; empty folders and all. Notice the "copyEmptyFolders" parameter to be used in the arguments.
//Recursivley copies directory.
private static function copyInto(directoryToCopy:File, locationCopyingTo:File, copyEmptyFolders:Boolean=true):void
{
var directory:Array = directoryToCopy.getDirectoryListing();
for each (var f:File in directory)
{
if (f.isDirectory)
{
// Copies a folder whether it is empty or not.
if( copyEmptyFolders ) f.copyTo(locationCopyingTo.resolvePath(f.name), true);
// Recurse thru folder.
copyInto(f, locationCopyingTo.resolvePath(f.name));
}
else
f.copyTo(locationCopyingTo.resolvePath(f.name), true);
}
}
I'm looking for a way to play flash animated content once ( even as the user navigates to different HTML pages with similar flash content) and expire after a set amount of time or after the browser is closed.
I'm aware I could use a shared object for this but can't seem to find info about how to clear them at browser session end.
I am open to using javascript or PHP to assist .
your help is appreciated -
thanks -MW
Instead of using a SharedObject, you could create two simple server-side services: one that maintains the session, and one that exposes the session through a generated XML file that your flash application could use.
The first service would set some session variables and should be called whenever the video is played. It could look like this:
<?php
// start-video.php
session_start();
$_SESSION['hasWatchedVideo'] = true;
$_SESSION['watchedVideoAt'] = time();
?>
The second service is the one that generates the XML response based on the session. It might look like this:
<?php
// flash-config.php
session_start();
// set expiration to 5 min
define(VIDEO_TIMEOUT, 300);
$playVideo = "true";
if($_SESSION['hasWatchedVideo']
&& (time() - $_SESSION['watchedVideoAt']) < VIDEO_TIMEOUT) {
$playVideo = "false";
}
header("Content-Type: text/xml");
echo "<config><playVideo>{$playVideo}</playVideo></config>";
?>
Then from your Flash application, you could do this:
/**
* Called whenever the app is loaded.
*/
protected function init():void {
var u:URLLoader = new URLLoader();
u.addEventListener(Event.COMPLETE, onComplete);
u.load(new URLRequest("http://example.com/flash-config.php"));
}
/**
* Determines whether or not the video should play based on the
* config service response.
*/
protected function onComplete(e:Event):void {
var x:XML = new XML(e.target.data);
if(x.playVideo == 'true') {
playVideo();
}
}
/**
* Should be called either when the video starts playing. I just tied
* it to a user click here.
*/
protected function playVideo():void {
// call the service to update the session
var u:URLLoader = new URLLoader();
u.load(new URLRequest("http://example.com/start-video.php"));
// ... play video code ...
}
I think this approach gives you a bit more flexibility than using a SharedObject. Hope that helps.
UPDATE:
You could use a session cookie in the browser as well. Basically set the expiry date to '0' and the cookie will expire when the user closes the browser. (Note: when I tested this in Firefox, closing the tab was not enough to kill the cookie. The entire browser had to be closed.)
You can use ExternalInterface, or a utility library like this. Using the library, you could have code like this in your flash application:
function playVideo():void {
if(!CookieUtil.getCookie('playvideo')) {
CookieUtil.setCookie('playvideo', 'true', 0);
// ... play video code ...
}
}
Whenever the user closes the browser, the cookie will be cleared. Next time they visit your site, the video will play again. Not sure if this is more inline with what you're look for, but hope it helps.
I modified your code a tad so it will be killed on sesion end ...
the PHP ...
<?php
// flash_php_session_cookie.php
$cookie= "false";
if (isset($_COOKIE["cookie"]))
$cookie= "true";
else
setcookie("cookie", "true", 0);
echo "<config><cookie>{$cookie}</cookie></config>";
?>
the FLASH ...
// the folowing functions handle call coresponding PHP files to handle cookies ...
// re-configure these to the location of the swf ...
var flashConfigURL:String ="flash_php_session_cookie.php";
//Called whenever the app is loaded ...
function initCookieFunc():void {
var u:URLLoader = new URLLoader();
u.addEventListener(Event.COMPLETE, onComplete);
u.load(new URLRequest(flashConfigURL));
}
// Determines whether or not the cookie exists / (assumes theres a text field named T on the stage) ...
function onComplete(e:Event):void {
var x:XML = new XML(e.target.data);
if (x.cookie == 'false') {
T.appendText("cookie doesn't exist yet");
} else {
// cookie exists ...
T.appendText("cookie exists");
}
}
initCookieFunc();
I am going to keep a loose version of the "TIMEOUT"
version as well.
It's great to have an answer to this
Thanks again RJ for the invaluable code
-MW
You'll just have to expire the SharedObject yourself. It's not complicated.
This way your .swf will be completely self contained, not relying on anything external which IMO is a good thing.
package {
import flash.display.Sprite;
import flash.net.SharedObject;
import flash.net.SharedObjectFlushStatus;
public class SharedObjectExample extends Sprite {
private var _so:SharedObject;
private var _now:Date;
private var _last_played:Number;
private static const EXPIRE_TIME:Number = 1000 * 60 * 60 * 24; // 24hrs in msec
public function SharedObjectExample() {
// create a new date for the current time to compare against
_now = new Date;
// create a new shared object
_so = SharedObject.getLocal("application-name", "/");
// try read from the shared object
if (_so.data.last_played) _last_played = _now;
// if no value is set we play the video and set the current time
if (!_last_played) {
// play video here
_last_played = _now.time;
// check if the "cookie" has expired and it's time to play again
} else if ( _now.time - _last_played > EXPIRE_TIME) {
// play video here
_last_played = _now.time;
} else {
// do nothing
}
// and finally, save
saveValue();
}
private function saveValue(event:MouseEvent):void {
// i've removed the code that asks the user for permission if the request for storage is denied
_so.data.last_played = _last_played;
var flushStatus:String = null;
try {
flushStatus = _so.flush(1000);
} catch (error:Error) {
trace("Could not write SharedObject to disk");
}
}
}
}