ActionScript 3: Error when try execute bitmap.draw(); - actionscript-3

I'm creating a app in flash AS3, that make a snapshop from a movieClip (e.g. image) and send data to server (data is received with PHP). So, when app is executed on flash, the RAW data is sent to server and my file image is created. But, when i put flash Movie on HTML Source, and try execute on browser, the movie is loaded, but the action that is sending image to the server is not running.
Below is my code:
var jpgSource:BitmapData = new BitmapData( 600, 600 );
jpgSource.draw(image); // <--- PROBLEM!!!
// encode it to jpeg and convert it to byte array
var jpgEncoder:JPGEncoder = new JPGEncoder(85);
var jpgStream:ByteArray = jpgEncoder.encode(jpgSource);
var request:URLRequest = new URLRequest("./post-image?facebookID="+user.facebook.id);
request.requestHeaders.push(new URLRequestHeader("Content-type", "application/octet-stream"));
request.method = URLRequestMethod.POST;
request.data = jpgStream;
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.TEXT;
loader.addEventListener(IOErrorEvent.IO_ERROR, function(e:IOErrorEvent){
trace(e.status);
ExternalInterface.call("console.log","Request Response Status: " + e.text);
//ExternalInterface.call("console.log",e);
}, false, 0, true);
loader.addEventListener(Event.COMPLETE, function(e:Event){
trace( new String(loader.data));
ExternalInterface.call("console.log",new String(loader.data));
}, false, 0, true);
loader.load(request);
Does anyone know what might be happening?
Thanks!

My guess is that flash (in the browser) is blocking the request due to security issues, especially if you are running that file locally. Try running it from the same server that is running the PHP and see if that helps. You could also go into the flash settings on your computer and add the swf folder as a trusted location. The flash IDE has different sandbox restrictions than flash in the browser. You also might try flashbug in firefox to see if you could display the error you are getting. Hope this helps.

Related

getting POST using URLRequest + if statement syntax issue

I'm trying to get the reply from the address specified in var url:String, which is either 0 or 1. If the reply is 1 then it must set currentState = CallFailed (as seen below). The client compiles without error (using Adobe Flash Builder 4.6) and seems to successfully reach var url:String, but doesn't seem to be getting the response\and or my if statement is incorrect.
Actionscript:
// check to see if block.php replies 0 or 1
var url:String = "https://domain.com/block.php?postid=" + calleeInput.text + "";
var request:URLRequest = new URLRequest(url);
var variables:URLVariables = new URLVariables();
request.data = variables;
request.method = URLRequestMethod.POST;
navigateToURL(request);
if (request.data == 1)
{
// if reply is 1 then cancel the call
currentState = CallFailed;
return;
}
PHP:
PHP will echo 0 or 1 when block.php is loaded. It's not encoded in any format such as JSON\AJAX.
It seems you want data from the server. Perhaps the URLLoader class would be better?
var url:String = "https://domain.com/block.php?postid=" + calleeInput.text + "";
var request:URLRequest = new URLRequest(url);
var variables:URLVariables = new URLVariables();
request.data = variables;
request.method = URLRequestMethod.POST;
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.TEXT;
loader.addEventListener( Event.COMPLETE,
function( e:Event ) : void
{
// your response data will be here
// you'll have to verify the format
trace( e.target.data );
}
)
loader.load( request );
Put a breakpoint at the trace statement and check out the contents of e.target.data, and go from there
The purpose of navigateToURL() is to open the webbrowser, as stated in its documentation:
Opens or replaces a window in the application that contains the Flash Player container (usually a browser). In Adobe AIR, the function opens a URL in the default system web browser
In order to perform an request (without opening a browser, just the HTTP communication) you should use URLLoader.
The URLLoader class downloads data from a URL as text, binary data, or URL-encoded variables.
On a related note: your logic is not valid. The call to a server is asynchronous. You have to wait for the response to be returned before reasoning about the result.
The URLLoader class dispatches a number of Events that help you decide when the result of a request is returned or if there's a problem with it.

Image path issue on as3

I'm trying to create a screensaver for one our of our display we have at work. Images will be uploaded to an external server, from that server I will have pull the images and xml file. so my flash app and my content will be in two different places. I'm getting an error "SecurityError: Error #2000: No active security context". how do I override error and get the images to my stage.
var xmlLoader:URLLoader = new URLLoader();
var xmlData:XML;
var imageList:XMLList;
var imageLoader:Loader = new Loader();
var timer:Timer =new Timer(5000);
var imageIndex:uint = 0;
var child:DisplayObject;
var path:String="http://bgxserv03.mgmmirage.org/interactivemedia/mmhub01/test/mb/edit_bay/hr/infoscreen/servamb/";
xmlLoader.load(new URLRequest(path +"output.xml"));
xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded);
timer.addEventListener(TimerEvent.TIMER, tick);
function xmlLoaded(e:Event) {
xmlData = new XML ( e.target.data);
imageList = xmlData.image.name;
timer.start();
loadImage(imageList[0]);
}
function imageLoaded(e:Event){
if (child){
myImageHolder.removeChild(child);
}
child = myImageHolder.addChild(imageLoader);
Tweener.addTween(child, {alpha:0, time:1, delay:4});
Tweener.addTween(child, {alpha:1, time:1, delay:5});
}
function loadImage(path:String){
imageLoader.load(new URLRequest( path +"photos/"));
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,imageLoaded);
}
Any help would be deeply appreciate. Thank you.
You need to put the "Crossdomain.XML" on the server's root directory. This will allow your flash file to access the data (image in your case) from that server. You can get a sample xml from the following URL, customize it for your server:
Sample CrossDomain.XML
What you are missing is probably a crossdomain.xml policy file at the domain of your image/xml files.
Use this link to create a crossdomain.xml file and add it to the root of your image/xml domain like so : "http://bgxserv03.mgmmirage.org/crossdomain.xml"
The URLLoader load() function automatically checks for the crossdomain.xml. Loader class requires you specify that you are interested in checking for a policy file in a LoaderContext object sent to the load() function.
In your code, it looks like the error should be coming from the URLLoader xml file request, since it doesn't look like you are trying to access the bitmap data of your images in any way, which is normally what would throw a security error for image files. If it is a problem with the image loading part, then complete the following instructions and you should be set to go:
In your loadImage function, add a LoaderContext parameter to your load method call:
function loadImage(path:String){
var loaderContext:LoaderContext = new LoaderContext();
loaderContext.checkPolicyFile = true;
imageLoader.load(new URLRequest( path +"photos/"), loaderContext);
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,imageLoaded);
}
Check out the spec for more info on how to use the Loader class.
If you run into any trouble, this thread may be helpful.

loading images and video in AIR without HTTP

I'm curious what the correct methodology is for loading image and video data directly from the file system, without employing HTTP.
I'm writing an AIR slideshow application, and it works great but currently relies on a local MAMP server to hand the app all the media via the standard, tried and true, FLASH media loading methodologies.
I know that since FLASH was developed as a web plugin it handles this way of receiving data best, but I'd really like to extricate this rather onerous and unnecessary bit and have the app as a stand-alone player, however, I'm unclear what the "correct" way is to load the media.
I have the File objects ready and I've gotten as far as having the user select the local directory from which to pull the media and I'm getting a list of the files (based on their extensions) from the list... but now what?
You first have to put the content of your file in a ByteArray (code from FileStream documentation)
var bytes:ByteArray = new ByteArray();
var myFileStream:FileStream = new FileStream();
var myFile:File = File.documentsDirectory.resolvePath("test.jpg");
myFileStream.addEventListener(ProgressEvent.PROGRESS, progressHandler);
myFileStream.openAsync(myFile, FileMode.READ);
function progressHandler(event:ProgressEvent):void
{
if (myFileStream.bytesAvailable)
{
myFileStream.readBytes(bytes, myFileStream.position, myFileStream.bytesAvailable);
}
else
{
myFileStream.removeEventListener(ProgressEvent.PROGRESS, progressHandler);
loadImage();
}
}
Then you may load these bytes in a Loader to display the image (see method Loader.loadBytes)
function loadImage():void
{
var loader:Loader = new Loader();
loader.loadBytes(bytes);
addChild(loader);
}
Cheers
With this code the Loader fires the Event.COMPLTE event and you will be able to manipulate the Bitmap from it:
var bytes:ByteArray = new ByteArray();
var myFileStream:FileStream = new FileStream();
var myFile:File = File.documentsDirectory.resolvePath(YOUR_PATH);
myFileStream.addEventListener(Event.COMPLETE, fileCompleteHandler)
myFileStream.openAsync(myFile, FileMode.READ);
function fileCompleteHandler(event:Event):void
{
myFileStream.readBytes(bytes);
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
loader.loadBytes(bytes);
function imageLoaded(e:Event):void
{
addChild(Bitmap(loader.content));
myFileStream.removeEventListener(Event.COMPLETE, fileCompleteHandler);
myFileStream.close();
}
}
PS: Thanks Kodiak, I made my code based on yours.

Action Script 3, Graph API - Load Facebook avatar, then use JPGEncoder to save image

im trying to load my facebook display image and then save it through as3 using JPGEncoder.
Right now im getting the image url and through a Loader, adding the image to a movie clip called foto1. This is working fine:
var image:URLRequest = new URLRequest("http://graph.facebook.com/" + response[0].id + "/picture?type=large");
imageLoader.load(
foto1.addChild(imageLoader);
The problem is when i try this:
var myImage:Bitmap;
var jpgSource:BitmapData = new BitmapData (foto1.width, foto1.height);
jpgSource.draw(foto1);
var jpgEncoder:JPGEncoder = new JPGEncoder(n);
var jpgStream:ByteArray = jpgEncoder.encode(jpgSource);
var header:URLRequestHeader = new URLRequestHeader ("Content-type", "application/octet-stream");
//Make sure to use the correct path to jpg_encoder_download.php
var jpgURLRequest:URLRequest = new URLRequest ("http://www.thewebchi.mp/pruebas_graph/download.php?name=" + fileName + ".jpg");
jpgURLRequest.requestHeaders.push(header);
jpgURLRequest.method = URLRequestMethod.POST;
jpgURLRequest.data = jpgStream;
var loader:URLLoader = new URLLoader();
navigateToURL(jpgURLRequest, "_blank");
If i try the jpg process on movie clip 'foto1' without loading the external image, it works fine.
When i load the image to 'foto1' the jpg process doesnt respond.
Thank you very much!!!
Is it necessary to use navigateToURL (opening in the browser window)? If not, I would suggest using the URLLoader, loader.load(jpgURLRequest). Also, using this approach you can listen for IOErrorEvent.IO_ERROR on the loader (and other events) that may give you some hints on what is wrong.

AS3 URLLoader throwing URL not found, but is connecting successfully

Okay getting some weirdness. I have a simple URLLoader in AS3 that loads an external XML document. It's loading just fine, I get a correct 302 Not Modified response in Charles, however flash tells me:
"URL Not Found"
Here is the relevant code:
//=============================================================================================
public function openXML(name:String):void { //decides what XML data feed and opens it
//=============================================================================================
var xmlLoader:URLLoader = new URLLoader();
var xmlData:XML = new XML();
//add event listener to URLLoader to call closeXML upon completion
xmlLoader.addEventListener(Event.COMPLETE, closeXML);
xmlLoader.load(new URLRequest("http://www.gessnerengineering.com/projects"));
//=========================================================
function closeXML(e:Event):void {
//=========================================================
xmlData = new XML(xmlLoader.data);
xmlLoader.removeEventListener(Event.COMPLETE, closeXML);
drawPage(name, xmlData);
}
}
The problem line according to the debugger is at:
xmlLoader.load(new URLRequest("http://www.gessnerengineering.com/projects"));
I've verified that I can browse to the URL via my browser and cURL, and Charles says that my SWF can and IS successfully accessing it too. However I still get this URL Not Found error. According to the Flash Actionscript 3 documentation, this is the absolute correct way to use URLLoader to load external data including XML.
Updated code with pastie.
I'm finding your code's structure a little odd - why do you have functions inside of a function?
I rewrote your code like this and it works perfectly fine (i just ran it on the timeline in flash cause i'm too lazy to set up a new project):
var xmlLoader:URLLoader = new URLLoader();
var xmlData:XML = new XML();
var request:URLRequest = new URLRequest("http://www.gessnerengineering.com/projects");
request.method = URLRequestMethod.GET;
//=============================================================================================
function openXML(name:String):void { //decides what XML data feed and opens it
//=============================================================================================
//add event listener to URLLoader to call closeXML upon completion
xmlLoader.addEventListener(Event.COMPLETE, closeXML);
xmlLoader.addEventListener(IOErrorEvent.IO_ERROR, onIOError);
xmlLoader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityError);
xmlLoader.load(new URLRequest("http://www.gessnerengineering.com/projects"));
}
function onIOError(e:IOErrorEvent):void {
trace("Error loading URL.");
}
function securityError(e:SecurityErrorEvent):void {
trace("security error");
}
function closeXML(e:Event):void {
trace('xmlLoader.data ' + xmlLoader.data);
xmlData = new XML(xmlLoader.data);
xmlLoader.removeEventListener(Event.COMPLETE, closeXML);
}
openXML('ljkl');
Without knowing all of the details, and assuming you implemented the RESTful services properly, your URLRequest might be calling the service with the wrong method (POST, rather than GET).
Check out this tutorial about calling RESTful services from Actionscript 3:
Consuming REST web Services in ActionScript 3
It has some good info on setting the request type and dealing with some of the other issues that can pop up (like setting the return data type, etc.).