Let me preface this by stating that I am not terribly familiar with ActionScript, so forgive any seemingly obvious things that I may be missing.
I current have a very simple function with an AS3 application that will output a file when a button is clicked using a FileReference object as seen below :
//Example download event
public function download(event:MouseEvent):void
{
//Build a simple file to store the current file
var outputFile:FileReference = new FileReference();
//Perform a function to build a .wav file from the existing file
//this returns a ByteArray (buffer)
downloadBuffer = PrepareAudioFile();
//Attempt to build the filename (using the length of bytes as the file name)
var fileName:String = downloadBuffer.length.toString() + ".wav";
//Save the file
audioFile.save(downloadBuffer, fileName);
}
There appears to be an error occurring somewhere within here that is resulting in the File not being outputted at all when I attempt to concatenate the file name as seen above. However, if I replace the fileName variable with a hard-coded option similar to the following, it works just fine :
audioFile.save(downloadBuffer, "Audio.wav");
Ideally, I would love to derive the duration of the file based on the length of the byteArray using the following :
//Get the duration (in seconds) as it is an audio file encoded in 44.1k
var durationInSeconds:Number = downloadBuffer.length / 44100;
//Grab the minutes and seconds
var m:Number = Math.floor(durationInSeconds / 60);
var s:Number = Math.floor(durationInSeconds % 60);
//Create the file name using those values
audioFile.save(downloadBuffer, m.toString() + "_" + s.toString() + ".wav");
Any ideas would be greatly appreciated.
Where is the problem other than missing the parentheses in m.toString()?
Aren't you missing a .lenght before the division of downloadBuffer as well?
I was finally able to come up with a viable solution that required explicit typing of all of the variables (including using a separate variable for the .toString() operations) as seen below :
public function download(event:MouseEvent):void
{
//Build a simple file to store the current file
var outputFile:FileReference = new FileReference();
//Perform a function to build a .wav file from the existing file
//this returns a ByteArray (buffer)
downloadBuffer = PrepareAudioFile();
//When accessing the actual length, this needed to be performed separately (and strongly typed)
var bufferLength:uint = downloadBuffer.length;
//The string process also needed to be stored in a separate variable
var stringLength:String = bufferLength.toString();
//Use the variables to properly concatenate a file name
var fileName:String = dstringLength + ".wav";
//Save the file
audioFile.save(downloadBuffer, fileName);
}
It's bizarre that these had to explicitly be stored within separate values and couldn't simply be used in-line as demonstrated in the other examples.
Related
I’m using the following AS3 code to write and read data in two arrays to a local file, using Animate CC 2019 on Windows 10 and AIR 30.0 for Desktop/Flash (.swf) publishing settings. I use two input text boxes, input1 & input2, to add new data to the arrays.
When I test the FLA, the data file created has a .sol extension and is placed in a folder path:
C:\Users\username\AppData\Roaming\FLA filename\Local Store#SharedObjects\FLA filename.swf\
If I publish and install the program using an .air installer package, the exact same file, in the same folder path, is also accessed by the installed version of the program. Same location is used if I install on another computer running Windows 7, so the file location seems pretty consistent.
Question:
How can I force the code to save to a different location on the local hard drive on Windows? For example, in the documents folder or to create a new folder on the system drive and save the file there? Or, even better, prompt the user to choose the folder and file himself?
Please consider I’m looking for an answer using SharedObject, if possible, and not alternative methods like URLLoader, File, FileStream, FileMode. The reason is this way I can store multiple array contents in a file, without having to deal with the in-file data arrangement. So, I can read back the data for each array easily as shown below.
Thanks in advance
This is the code I use to access the local file:
var datavariable:SharedObject = SharedObject.getLocal("filiename");
var data1:Array = new Array ();
var data2:Array = new Array ();
btn_read.addEventListener(MouseEvent.CLICK, readfromfile);
btn_write.addEventListener(MouseEvent.CLICK, writetofile);
btn_new.addEventListener(MouseEvent.CLICK, newentry);
//To add new data from input text boxes to the arrays:
function newentry(e:Event):void
{
data1.push(input1.text);
data2.push(input2.text);
}
//To write to the local file:
function readfromfile(e:Event):void
{
data1 = datavariable.data.d1
data2 = datavariable.data.d2
}
//To read from the local file:
function writetofile(e:Event):void
{
datavariable.data.d1 = data1
datavariable.data.d2 = data2
datavariable.flush();
}
I don't know of a way of changing the shared object storage location. That mechanism is designed to be abstracted out from the developer.
Since you are using AIR, you can actually forget shared objects, and just write your own files anywhere your app has permission to do so. You can do this using the same format as shared object and don't have to worry about in file data arrangement (you save an object, you read back an object - just like Shared Object does), the only difference is you load/save the file where you choose.
Here is an example:
function writetofile(e:Event):void
{
//create an object that holds your data, this will act the same as the 'data' value of a shared object
var saveObject = {
d1: data1,
d2: data2
}
//using the File and FileStream classes to read/save files
var file:File = File.applicationStorageDirectory.resolvePath("saveData.data"); //or where and whatever you want to store and call the save file
var fileStream:FileStream = new FileStream();
fileStream.open(file, FileMode.WRITE);
fileStream.writeObject(saveObject); //write the object to this file
fileStream.close(); //close the File Stream
}
function readfromfile(e:Event):void
{
var file:File = File.applicationStorageDirectory.resolvePath("saveData.data");
var fileStream:FileStream = new FileStream();
fileStream.open(file, FileMode.READ);
var savedObject = fileStream.readObject();
fileStream.close();
data1 = savedObject.d1;
data2 = savedObject.d2;
}
If you want to save complex objects (objects that aren't primitives), you need to register the class first. This goes for shared objects as well. See this answer for example of that.
My requirement is to save a bunch of files (more than 500) in a single zip file locally using FileReference. I am using ASZip to zip the files. Now the problem is if the number of files are more, then I am not even getting Save as dialog box.
I have tried different combinations of data to see whether it is number of files or file size limitation, but it looks like the script automatically stops (irrespective of number of files), if it can't give me the output within a minute.
This is the code that I am using
//*****test code
var myZip:ASZip = new ASZip (CompressionMethod.GZIP);
var myByteArray:ByteArray = new ByteArray();var pdfFile:PDF;
var newPage:Page;
var printPage:BorderContainer;
for (var i:int=0;i<330;i++)
{
printPage = new BorderContainer();
printPage.visible = false;
printPage.x=0;
printPage.y=0;
printPage.includeInLayout = false;
printPage.width = 816+10;
printPage.height = 1056+23;
this.addElement(printPage);
pdfFile = new PDF(Orientation.PORTRAIT, Unit.INCHES, Size.A3 );
pdfFile.setDisplayMode( Display.FULL_PAGE,Layout.SINGLE_PAGE );
newPage = new Page ( Orientation.PORTRAIT,Unit.INCHES,new Size([816+10,1056+10],"MyFavoriteSize",[8.5+10,11+10],[816/0.125,1056/0.218]));
pdfFile.addPage(newPage);
pdfFile.beginFill(new RGBColor(0xFFFFFF));
pdfFile.textStyle(new RGBColor(0x000000));
pdfFile.addImage(printPage,null,-0.5,-0.5,8.5+4,11.5+4);
myByteArray = pdfFile.save(org.alivepdf.saving.Method.LOCAL);
myZip.addFile(myByteArray,i + ".pdf");
}
Can you please let me know what can be done to fix this issue?
Thanks,
Satish.
I'm having trouble accessing a text file that is packaged with my Windows Phone 8 app.
Here is the code:
var ResrouceStream = Application.GetResourceStream(new Uri("Data-Test.docx", UriKind.Relative));
if (ResrouceStream != null)
{
Stream myFileStream = ResrouceStream.Stream;
if (myFileStream.CanRead)
{
// logiic here
retrun "Hi";
}
}
else
{
return "hello";
}
Seems simple but the app always returns "hello". i have placed the file in root and also in assets, changed it to content - copy and do not copy, resource copy and do not copy but always it returns "hello".
Spent several hours on this and all solutions I can find show the solution or very similar above!
What am I doing wrong?
EDIT: Returns "hello" when I deploy to phone or emulator.
also tried "/Data-Test...", #"\Data-Text..., #/"Data-Test...!
UPDATE 1:
string aReturn = "";
var asm = Assembly.GetExecutingAssembly();
//Use this to verify the namespacing of the "Embedded Resource".
//asm.GetManifestResourceNames()
// .ToList()
// .ForEach(name => Debug.WriteLine(name));
var ResourceStream = asm.GetManifestResourceStream("ContosoSocial.Assets.QuizQuestions.QuizQuestions-Test1.docx");
if (ResourceStream != null) // <--CHECKED AND DOES NOT EQUAL NULL
{
Stream myFileStream = ResourceStream;
if (myFileStream.CanRead) // <-- CHEACKED AND CAN READ
{
StreamReader myStreamReader = new StreamReader(myFileStream);
LOGIC & EXCEPTION HERE...?
string myLine = myStreamReader.ReadLine();
}
else
{
aReturn = "myFileStream.CanRead = true";
}
}
else
{
aReturn = "stream equals null";
}
Debug.WriteLine(aReturn);
}
The assignment of myFileStream to a StreamReader object is throwing the exception null pointer. I thought I would wrap myFileStream to a StreamReader so I can read a line at a time..? This is my first c# project and I'm unfamiliar with it's syntax and classes.
UPDATE 2:
OK I added...
Debug.WriteLine(aReturn);
...following...
string myLine = myStreamReader.ReadLine();
...and noticed it was retrieving only the 2 characters 'PK' !
So saved the .docx file as .txt and reinserted adn changed build copy to embedded - do not copy...Happy days it now pulls off the first line in the file.
Thanks to OmegaMan for your help with this one :-)
Change file type in the project to Embedded Resource
Extract the resource by working the namespace to its location. Here is an example code where I pull in an XSD:
Code:
var asm = Assembly.GetExecutingAssembly();
// Use this to verify the namespacing of the "Embedded Resource".
// asm.GetManifestResourceNames()
// .ToList()
// .ForEach(name => Debug.WriteLine(name));
var f1 = asm.GetManifestResourceStream("UnitTests.Resources.NexusResponse.xsd");
Note this is not tested on WP8, but GetExecutingAssembly is stated to work within .Net. If you get the namespace wrong, uncomment out the code and display or debug to determine the resources and their namespace.
i need to select a video file and convert it to a byte array. the file i am trying to select has been recorded by the cameraUi interface. i can get the path to the file using
fileName = media.file.url;
readFileIntoByteArray(filePath, inBytes);
when i am passing it into the byte array i need to select directory first and then pass in the the rest of the path.
private function readFileIntoByteArray(fileName:String, data:ByteArray):void
{
var inFile:File = File.userDirectory;
inFile = inFile.resolvePath(fileName);
trace (inFile.url);
inStream.open(inFile , FileMode.READ);
inStream.readBytes(data);
}
this leads to duplication of the first part of the path.
i want to keep this dynamic as it will be run on different devices. i hard coded the file into the the variables section of flash debugger and it worked also i get an error if i leave out file.userDirectory
thanks in advance any help would be appreciated
You should always use File.applicationStorageDirectory instead of File.userDirectory. Due to security risk will vary to vary different device. File.applicationStorageDirectory will work any device.
Robust way of working with filepath
var firstPartPath:String = File.applicationStorageDirectory.nativePath;
var fullPath:String = File.applicationStorageDirectory.resolvePath("fileName.jpg").nativePath;
var expectedPath:String = fullPath.replace(firstPartPath,""); // "/fileName.jpg"
Here expectedPath value you should pass around your project instead of hard code value like c:\users\XXXX\ and save into database also use expectedPath value.
For latter access file just pass only expectedPath.
var inFile:File = File.applicationStorageDirectory.resolvePath(expectedPath);
Needn't worry about forward and backword slashes. File resolvePath() take care for you.
private function readFileIntoByteArray(fileName:String, data:ByteArray):void
{
var inFile:File = File.applicationStorageDirectory.resolvePath(fileName);
trace (inFile.url);
trace (inFile.nativePath);
trace (inFile.exists); //if file present true else false.
inStream.open(inFile , FileMode.READ);
inStream.readBytes(data);
}
So I've tried to build a small utility to view the contents of a JSON file in an easy-to-understand manner (for non-tech people).
I have Googled far and wide, high and low, but every example that shows how to consume a JSON file in Flash Builder uses the HTTP service, pointing to a file on the web.
Here I am, sitting in front of my MacBook, wondering why I can't make this work. In the documentation I've found (sort of relating to this issue), they always show Windows examples, and they seem to work fine:
C://me/projects/json/my_json.json
Perhaps I'm completely missing the obvious, but is this possible on a Mac as well?
I've tried
file:///Users/me/projects/json/my_json.json
That doesn't work. I've tried some "resolve to path" syntax, but the HTTP service does not seem to allow for anything but file paths in quotes.
Would anyone be able to pint me in the right direction?
Use the File API. It's really easy, here's a quick code sample:
// Get a File reference, starting on the desktop.
// If you have a specific file you want to open you could do this:
// var file:File = File.desktopDirectory.resolvePath("myfile.json")
// Then skip directly to readFile()
var file:File = File.desktopDirectory;
// Add a listener for when the user selects a file
file.addEventListener(Event.SELECT, onSelect);
// Add a listener for when the user cancels selecting a file
file.addEventListener(Event.CANCEL, onCancel);
// This will restrict the file open dialog such that you
// can only open .json files
var filter:FileFilter = new FileFilter("JSON Files", "*.json");
// Open the file browse dialog
file.browseForOpen("Open a file", [filter]);
// Select event handler
private function onSelect(e:Event):void
{
// Remove listeners on e.currentTarget
// ...
// Cast to File
var selectedFile:File = e.currentTarget as File;
readFile(selectedFile);
}
private function onCancel(e:Event):void
{
// Remove listeners on e.currentTarget
// ...
}
private function readFile(file:File):void
{
// Read file
var fs:FileStream = new FileStream();
fs.open(selectedFile, FileMode.READ);
var contents:String = fs.readUTFBytes(selectedFile.size);
fs.close()
// Parse your JSON for display or whatever you need it for
parseJSON(contents);
}
You hinted at this in your post about examples being for Windows and you being on a Mac but I'll state it explicitly here: you should always use the File API because it is cross platform. This code will work equally well on Windows and Mac.