I need to know how to load unknown number of images from external folder without using XML
help me please,
thank you
So from your comments I'm assuming this is an AIR Application, so you can access the filesystem via File class.
First of all, you need to get a File object that points to your folder, the easiest way is to hardcode it. A slightly more complex approach would involve opening a dialog, where the user can select his desired folder (using File.browseForOpen).
Let's take the easy route and define a constant path to the folder, here it's a folder called "images" in the users documents folder:
File imageFolder = File.documentsDirectory.resolvePath("images");
Once we have a folder instance, we can use the getDirectoryListing method to list all files within that folder. Here's an example:
// create a vector that will contain all our images
var images:Vector.<File> = new Vector.<File>();
// first, check if that folder really exists
if(imageFolder.exists && imageFolder.isDirectory){
var files:Array = imageFolder.getDirectoryListing();
for each(var file:File in files){
// match the filename against a pattern, here only files
// that end in jpg, jpeg, png or gif will be accepted
if(file.name.match(/\.(jpe?g|png|gif)$/i)){
images.push(file);
}
}
}
// at this point, the images vector will contain all image files
// that were found in the folder, or nothing if no images were found
// or the folder didn't exist.
To load the files into your application, you can do something like this:
for each(var file:File in images){
// use a FileStream to read the file data into a ByteArray
var stream:FileStream = new FileStream();
stream.open(file, FileMode.READ);
var bytes:ByteArray = new ByteArray();
stream.readBytes(bytes);
stream.close();
// create a loader and load the image into it
var loader:Loader = new Loader();
// use the loadBytes method to read the data
loader.loadBytes(bytes);
// you can add the loader to the scene, so that it will be visible.
// These loaders will all be at 0, 0 coordinates, so maybe change
// the x and y coordinates to something more meaningful/useful.
this.addChild(loader);
}
Can you elaborate a little bit better the question? If it's a user action (i.e. the user needs to upload some photos) I'd use the File API - you can see examples here - otherwise, if it's from the server side I'd use a PHP or Phyton script.
Assuming that your application is Air (Desktop application), this code will be useful:
<?xml version="1.0" encoding="utf-8"?>
<mx:WindowedApplication xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" creationComplete="init()">
<mx:Script>
<![CDATA[
public function init():void{
var fs:FileStream = new FileStream();
var f:File = new File("c:/imgTest.jpg");
var b:ByteArray = new ByteArray();
fs.open(f, FileMode.READ);
fs.readBytes(b,0,fs.bytesAvailable);
idImg.source = b;
fs.close();
}
]]>
</mx:Script>
<mx:Image id="idImg" width="100%" height="100%"/>
</mx:WindowedApplication>
Place an image in c:/imgTest.jpg. Note that this image is outside from your project path.
You have other options to load images, but these must be accessible by URL, or should be in the path of the project.
Here a links that will be usefull for load images in Flex Air and Web:
Working with File objects in AIR
Image as ByteArray in Flex
Image Control
Programatically load images in Flex.
Note: i tried only with JPG files, i do not know if this works with other types.
Related
I currently have a function that opens up a file browser and limits the selection to the .sol format. I want this function available for easier backwards compatibility support instead of moving the .sol file to the programs appdata folder. When the user selects a .sol, this function is called:
public function onSelect_sol(event: Event): void {
var file: File = File(event.target);
var fileStream: FileStream = new FileStream();
fileStream.open(file, FileMode.READ);
savedData = fileStream.readObject();
trace(savedData);
fileStream.close();
}
However the information I get back from the trace is "null". What do I have to do to make it so I can use the information is the sol? I know this can be done, as the minerva sol editor uses adobe air and can open .sol files: http://blog.coursevector.com/minerva
I am trying to save my graphics using the PNG encoder, and I get two errors.
Scene 1, Layer 'canvas', Frame 2, Line 42, Column 12 1172: Definition PNGEncoder could not be found.
Scene 1, Layer 'canvas', Frame 2, Line 965, Column 24 1120: Access of undefined property PNGEncoder.
Here is all the code revolving saving:
import PNGEncoder; [Recieves the first error]
function export():void
{
var bmd:BitmapData = new BitmapData(board.width, board.height);
bmd.draw(board);
var ba:ByteArray = PNGEncoder.encode(bmd); [Recieves the second error]
var file:FileReference = new FileReference();
file.save(ba, "MyDrawing.png");
}
saveButton.addEventListener(MouseEvent.CLICK,save)
function save(e:MouseEvent):void
{
export();
}
I got this code from a tutorial, so I can't be too sure it is formated right. The tut said that PNGEncoder was an import but according to flash cs3 it is not. Can someone help me straighten this out? I labeled the parts giving me an error, thanks.
You need to download the PNG Encoder and setup Flash to know where to find the new library (the process below can be used for any other externally downloaded SWC's you need to use in future)
1) Create a new folder called Flash_Addons
(the path would be C:\Flash_Addons\ it's just to get you started for now, later change the setup to a prefered folder name/location)
2) Download the AS3 CoreLib (the "Download ZIP" option at bottom/right-hand side
3) Inside the Zip is a folder (I think its called "as3corelib-.93") copy that to your Flash_Addons folder so it's now a sub-folder.
4) Now to tell Flash where to find it.. In your CS got to Edit-->Preferences (CTRL+U shortcut) and click on "ActionScript" in Category list then when shown click ActionScript 3.0 Settings
Now you will see three boxes (Source path/ Library path/ External path).
(for these below, click "+" to add new entry, then either type path or click the folder icon to browse)
Source path: You want it to add.. C:\Flash_Addons\
Library path: You want it to add.. C:\Flash_Addons\as3corelib-.93\lib
(note: the "lib" folder contains the actual as3corelib.SWC file, that's why we put direct path to it. When you want to add any new SWC library just add path to the list of entries (example):
C:\Flash_Addons\as3corelib-.93\lib
C:\Flash_Addons\Useful_Library_Folder_of_SWC_file\
etc... etc..
Now you're ready to export PNG..
import com.adobe.images.PNGEncoder; //fixes the errors
saveButton.addEventListener(MouseEvent.CLICK, save)
function save(e:MouseEvent):void
{ export(); }
function export():void
{
var bmd:BitmapData = new BitmapData(board.width, board.height);
bmd.draw(board);
var ba:ByteArray = PNGEncoder.encode(bmd);
var file:FileReference = new FileReference();
file.save(ba, "MyDrawing.png");
}
I want to know how to load external image from a URL variable & also how to call the HTML URL variable.
example something: embed src="http://domain.com/swf/load.swf?imageUrl=http://domain.com/images/image123.jpg" .... />}
I am trying to make an image player this way.
Thanks
Should as easy as:
Making sure the swf is loaded
Using LoaderInfo's parameters object to get to the variables
Using the variables as you see fit: job done!
Here's a quick snippet:
this.loaderInfo.addEventListener(Event.COMPLETE,ready);
function ready(event:Event):void{
var imageURL:String = this.loaderInfo.parameters.imageURL;
trace("imageURL",imageURL);
var loader:Loader = addChild(new Loader()) as Loader;
loader.load(new URLRequest(imageURL));
}
I'm working on a website built in Flex, but the SWF file after compiling is very large. The websites has multiple pages.
So I thought to create a new MXML project for every new page and load it with SWFLoader.
I've found this example:
public function extSwfLoaded(evt:Event):void {
var sysmgr:SystemManager = (extSwf.content as SystemManager);
sysmgr.addEventListener(FlexEvent.APPLICATION_COMPLETE, function(event:FlexEvent):void {
var sysmgr:SystemManager = (event.currentTarget as SystemManager);
var swfApp:Application = (sysmgr.application as Application);
}
});
public function gotoPage(page:String):void {
extSwf.addEventListener(Event.INIT, extSwfLoaded);
var now:Date = new Date();
switch(page) {
case "register":
openedPage = "register";
extSwf.load('modules/register.swf?anticache=' + now.getTime());
break;
}
}
And in the MXML:
<mx:SWFLoader id="extSwf" complete="extSwfLoaded(event)" width="100%" />
<s:Label text="Register" useHandCursor="true" buttonMode="true" click="gotoPage('register')" />
This works perfect. The content of modules/register.swf is showed at the place of the extSwf SWFLoader.
But: I've no idea how to interact with the 'main' SWF and the loaded SWF file.
I have some global variables that I want to send to every loaded SWF file
(and some variables that I want to send from the loaded SWF file to the 'main' SWF file).
A website said that I can send these variables by loading modules/register.swf?var1=hi&var2=hello, but someone who can see the HTTP headers (for example with Live HTTP Headers in Firefox) can see all these variables.
So, is it possible to load a SWF file and send them some variables? And when I have a new global variable, I don't have to open and edit and recompile every MXML project?
Thank you very much!
It looks like this can show the variables of my 'main' MXML.
import mx.controls.Alert;
import mx.core.FlexGlobals;
Alert.show(FlexGlobals.topLevelApplication.myvar);
And for using public functions:
FlexGlobals.topLevelApplication.myFunction();
I just needed the right keywords (top level application) to search for it on the internet.
EDIT: Due to the answer I change the code posted. I've added the Security.allowDomain("*") line and that line throws me an error. So, how can that be made?
I want to run an Action Script 3.0 Application into a Flex Application. To do this I've done the following:
<?xml version="1.0" encoding="utf-8"?>
<mx:WindowedApplication windowComplete="loadSwfApplication()" xmlns:mx="http://www.adobe.com/2006/mxml">
<mx:Script>
<![CDATA[
private function loadSwfApplication()
{
// The next line throws me an error.
Security.allowDomain("*");
var urlRequest:URLRequest = new URLRequest("path/to/the/application.swf");
swfLoader.addEventListener(Event.COMPLETE, loadComplete);
swfLoader.load(urlRequest);
}
private function loadComplete(completeEvent:Event)
{
var swfApplication:* = completeEvent.target.content;
swfApplication.init(); // this is a Function that I made it in the Root class of swfApplication
}
]]>
</mx:Script>
<mx:SWFLoader id="sfwLoader"/>
</mx:WindowedApplication>
The problem is that in the calling of swfApplication.init(); the AIR Player throws me an exception:
Security sandbox violation: caller file:///path/to/the/application.swf cannot access Stage owned by app:/SWFApplicationLoader.swf.
This is because somewhere in application.swf I use the stage like this:
if (root.stage != null)
root.stage.addEventListener(Event.REMOVED, someFunction);
root.stage.stageFocusRect = false;
How can I load this swf application and USE the stage without any problems?
You can try to load your SWF temporarily into a ByteArray and then load it with your SWFLoader.
Don't forget to set allowCodeImport to true since your SWF has as code inside.
Of course be sure that your loaded swf is secure enough for your application since it will have access at all your property.
private function loadSwfApplication():void {
// load the file with URLLoader into a bytearray
var loader:URLLoader=new URLLoader();
// binary format since it a SWF
loader.dataFormat=URLLoaderDataFormat.BINARY;
loader.addEventListener(Event.COMPLETE, onSWFLoaded);
//load the file
loader.load(new URLRequest("path/to/the/application.swf"));
}
private function onSWFLoaded(e:Event):void {
// remove the event
var loader:URLLoader=URLLoader(e.target);
loader.removeEventListener(Event.COMPLETE, onSWFLoaded);
// add an Application context and allow bytecode execution
var context:LoaderContext=new LoaderContext();
context.allowCodeImport=true;
// set the new context on SWFLoader
sfwLoader.loaderContext = context;
sfwLoader.addEventListener(Event.COMPLETE, loadComplete);
// load the data from the bytearray
sfwLoader.load(loader.data);
}
// your load complete function
private function loadComplete(completeEvent:Event):void {
var swfApplication:* = completeEvent.target.content;
swfApplication.init(); // this is a Function that I made it in the Root
// class of swfApplication
}
If they are being loaded from different domains you are going to have to add a security exception - http://livedocs.adobe.com/flex/3/html/help.html?content=05B_Security_08.html
if its being run locally youre probably going to have to add them to the list of trusted files or folders in the settings manager - http://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager04.html#117502
Assuming that the external SWF is also in the application directory, you could try loading it using the app:/ scheme:
var urlRequest:URLRequest = new URLRequest("app:/path/application.swf");
That may put it into the same security context as the main application.
One thing you may want to consider is that if you are trying to run a SWF from inside your application directory in AIR, AIR restricts execution of files. If you copy the file to a temp file and the run it (along with allowLoadBytesCodeExecution set to true) then it works.
var file:File = File.applicationDirectory.resolvePath("myFile.swf");
this.tmpFile = File.createTempDirectory().resolvePath("myFile.swf");
file.copyTo(this.tmpFile);
imagePreview.loaderContext = lc;
imagePreview.source = tmpFile.url;
it won't work for Flex Projectors.
Only we use SWFLoader and LocalConnection because they can communicate between external swf and main swf. Thanks for support!
Can you read my tutorial from Adobe's Forum
It is very better than MovieClip or Object-Callers
Thank for resolved solution :)
Best regards, Jens