ActionScript 3: Get a File object's string value - actionscript-3

I have my Flash project properties set for: AIR 3.4 for Desktop and ActionScript 3.0...
I created a button for the user to select a file (csv) from the local drive. I then want to be able to get the string value of the File Object but do not know how...
Here is what I have so far:
BTN_CSV.addEventListener(MouseEvent.CLICK, getCSV);
var myFile:File = new File();
function getCSV(e:MouseEvent):void {
var docFilter:FileFilter = new FileFilter("Documents", "*.csv");
myFile.browse([docFilter]);
myFile.addEventListener(Event.COMPLETE, completeHandler);
}
function completeHandler(event:Event) {
var csvData = myFile.nativePath;
csvData = csvData.data.split("\n");
parseCSV(csvData);
}
I'm getting an error 1061: Call to a possibly undefined method split through a reference with static type flash.utils: ByteArray. I don't know how to get the file path for the file obj...

The file class is basically just a pointer to the file you want.
Your code is almost there you just need to add in the FileStream class.
Source
import flash.filesystem.*;
import flash.events.Event;
var file:File = File.documentsDirectory;
file = file.resolvePath("Apollo Test/test.txt");
var fileStream:FileStream = new FileStream();
fileStream.addEventListener(Event.COMPLETE, fileCompleteHandler)
fileStream.openAsync(file, FileMode.READ);
function fileCompleteHandler(event:Event):void {
var str:String = fileStream.readMultiByte(fileStream.bytesAvailable, File.systemCharset);
trace(str);
fileStream.close();
}
[EDIT]
import flash.events.Event;
import flash.filesystem.File
import flash.filesystem.FileStream
import flash.filesystem.FileMode
var file:File =File.documentsDirectory;
file.addEventListener(Event.SELECT,onSelect)
file.browse()
function onSelect(event:Event):void{
var fileStream:FileStream = new FileStream();
fileStream.open(file, FileMode.READ);
var str:String = fileStream.readMultiByte(file.size, File.systemCharset);
trace(str);
}

Related

How do i save without a prompt

I found this code snippet i little while ago and found it useful in the app im creating for IOS and i´m trying to save and load this file in AS3 without it asking for a save/load file location and without the device prompting. I am using AIR for IOS
Just to be clear i just want it to save and load to a predetermined location (I.e the app folder).
i have typed in the code below.
stop();
// Timeline instances
var textField1:TextField;
var textField2:TextField;
var saveBtn:SimpleButton;
var loadBtn:SimpleButton;
saveBtn.addEventListener(MouseEvent.CLICK, saveClick);
function saveClick(e:MouseEvent):void {
// Save the state of both text fields
save(textField1.text, textField2.text, "SaveData.xml");
}
loadBtn.addEventListener(MouseEvent.CLICK, loadClick);
function loadClick(e:MouseEvent):void {
load();
}
function save(text1:String, text2:String, SaveData:String):void {
var xml:XML = <xml>
<text1>{text1}</text1>
<text2>{text2}</text2>
</xml>;
var file:FileReference = new FileReference();
file.save(xml, SaveData);
}
function load():void {
var file:FileReference = new FileReference();
file.browse([new FileFilter("XML", "*.xml")]);
file.addEventListener(Event.SELECT, loadSelect);
}
function loadSelect(e:Event):void {
var file:FileReference = e.target as FileReference;
file.addEventListener(Event.COMPLETE, loadComplete);
file.load();
}
function loadComplete(e:Event):void {
var file:FileReference = e.target as FileReference;
var xml:XML = XML(file.data.readUTFBytes(file.data.bytesAvailable));
// Assign the loaded XML text values back to the text fields
textField1.text = xml.text1;
textField2.text = xml.text2;
}
Saving file without prompt, or select dialog, or user consent whatsoever. As I mentioned before, no additional permissions required (I think) to write to File.applicationStorageDirectory location.
Implementation:
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
function saveFile(fileName:String, fileData:String):void
{
var aFile:File = File.applicationStorageDirectory.resolvePath(fileName);
var aStream:FileStream = new FileStream;
aStream.open(aFile, FileMode.WRITE);
aStream.writeUTFBytes(fileData);
aStream.close();
}
Usage:
var X:XML = <xml>
<text1>{text1}</text1>
<text2>{text2}</text2>
</xml>;
saveFile("mytest.xml", X.toXMLString());

Smooth image on load in as3

I am new here and a complete noob when it comes to as3. Somehow I have managed to put this together with some help from different places. And now I turn to you guys :)
I need to put smoothing on my images and thumbs that Im loading from an XML file. I have tried a lot of things but can't get any of it to work and I get this error:
Scene 1, Layer 'as3', Frame 1, Line 27 1120: Access of undefined property e. -> So I know var bitmapContent:Bitmap = Bitmap( e.target.content ); is the problem. but I have no idea what to use instead of e. I
this i what I have so far:
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.MouseEvent;
import fl.transitions.Tween;
import fl.transitions.easing.None;
import flash.display.Bitmap;
// Loads the first image//
var i =new Loader();
i.load(new URLRequest("images/1.jpg"));
mainLoader.addChild(i)
//Loads the XML file//
var picsXML:XML;
var xmlLoader:URLLoader = new URLLoader();
xmlLoader.addEventListener(Event.COMPLETE , xmlLoaded);
xmlLoader.load(new URLRequest("imagelist.xml"));
//Loads images into thumbs//
function xmlLoaded(event:Event):void{
picsXML = new XML(xmlLoader.data);
//trace(picsXML);
var bitmapContent:Bitmap = Bitmap( e.target.content );
bitmapContent.smoothing = true;
var thumbLoader:UILoader;
for (var i:uint=0; i<picsXML.image.length(); i++)
{
thumbLoader=UILoader(getChildByName("thumb"+i));
thumbLoader.load(new URLRequest("thumbs/"+picsXML.image[i].#file));
thumbLoader.buttonMode = true;
thumbLoader.addEventListener(MouseEvent.CLICK, thumbClicked);
thumbLoader.addEventListener(MouseEvent.CLICK, tester);
}
}
//Loads large image when thumb is clicked//
function thumbClicked(event:MouseEvent){
//var bitmapImage:Bitmap = event.target.content;
//bitmapImage.smoothing = true;
var thumbName:String = event.currentTarget.name;
var thumbIndex:uint = uint(thumbName.substr(5));
var fullPath:String = "images/"+picsXML.image[thumbIndex].#file;
mainLoader.load(new URLRequest(fullPath));
var myTween:Tween = new Tween(mainLoader,"alpha", None.easeNone, .3,1,18,false);
}
//Removes the first image when thumbs is clicked//
function tester(event:MouseEvent){
if (mainLoader.contains(i)) {
trace("hej")
mainLoader.removeChild(i);
}
}
If i get your code true problem is here: u import an external xml file which is probably contain your url's and name of pic's. U can't turn ur xml file into a bitmap.
If u want smoothing on your pictures u need to it after load ur pics or thumb's.
Probably ur problem will fix like this :) Hope this will help
Functions with arguments work like this: function Name ( input arg Name : input arg Type )
Firstly, your function xmlLoaded(event:Event) cannot have an input called event
but then you try to do a Bitmap( e.target.content ); so for that bitmap line to work you'd have to change your input name to e like so... xmlLoaded( e : Event );
Secondly, var bitmapContent:Bitmap = Bitmap( e.target.content ); is incorrect.
This is more correct var bitmapContent:Bitmap = img_Bytes_Loader.content as Bitmap; set a Loader's content as Bitmap not XML content (text) as Bitmap (pixels).
Anyways assuming your XML file looks like this:
<?xml version="1.0" encoding="UTF-8"?>
<Items>
<mp3>
<url> track1.mp3 </url>
<image> image1.jpg </image>
</mp3>
<mp3>
<url> track2.mp3 </url>
<image> image2.jpg </image>
</mp3>
</Items>
Then your code should look something like this below :
var imgLoader_XML : URLRequest;
var picLoader : Loader = new Loader();
function xmlLoaded(event:Event):void
{
picsXML = new XML(xmlLoader.data);
//trace(picsXML);
imgLoader_XML = new URLRequest( picsXML.mp3[ index ].image ); //[index] could be replaced with [i] if FOR loop
picLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, picloadComplete);
picLoader.load (imgLoader_2);
}
public function picloadComplete(evt:Event)
{
yourContainer.addChild(picLoader);
yourContainer.width = 100;
yourContainer.height = 100;
yourContainer.alpha = 1;
}
Thanks for the inputs guys. It is greatly appreciated.
I figured it out. You were right, of course I can't put smoothing on the UILoader, so I had to target the content of the UILoader and run thumbLoader.addEventListener(Event.COMPLETE, smoothing); each time an image is importet.
Here is the entire working code (maybe it can help someone else :) :
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.MouseEvent;
import fl.transitions.Tween;
import fl.transitions.easing.None;
import flash.display.Bitmap;
import flash.display.Loader;
// Loads the first image//
var i =new Loader();
i.load(new URLRequest("images/1.jpg"));
mainLoader.addChild(i)
//Loads the XML file//
var picsXML:XML;
var xmlLoader:URLLoader = new URLLoader();
xmlLoader.addEventListener(Event.COMPLETE , xmlLoaded);
xmlLoader.load(new URLRequest("imagelist.xml"));
//Loads images into thumbs//
function xmlLoaded(event:Event):void{
picsXML = new XML(xmlLoader.data);
var thumbLoader :UILoader = new UILoader();
for (var i:uint=0; i<picsXML.image.length(); i++)
{
thumbLoader=UILoader(getChildByName("thumb"+i));
thumbLoader.load(new URLRequest("thumbs/"+picsXML.image[i].#file));
thumbLoader.buttonMode = true;
thumbLoader.addEventListener(MouseEvent.CLICK, thumbClicked);
thumbLoader.addEventListener(MouseEvent.CLICK, tester);
thumbLoader.addEventListener(Event.COMPLETE, smoothing);
}
}
function smoothing(e:Event):void{
if(e.currentTarget.content is Bitmap)
{
Bitmap(e.currentTarget.content).smoothing = true;
}
}
//Loads large image when thumb is clicked//
function thumbClicked(event:MouseEvent){
var thumbName:String = event.currentTarget.name;
var thumbIndex:uint = uint(thumbName.substr(5));
var fullPath:String = "images/"+picsXML.image[thumbIndex].#file;
mainLoader.load(new URLRequest(fullPath));
mainLoader.addEventListener(Event.COMPLETE, smoothing);
var myTween:Tween = new Tween(mainLoader,"alpha", None.easeNone, .3,1,18,false);
}
//Removes the first image when thumbs is clicked//
function tester(event:MouseEvent){
if (mainLoader.contains(i)) {
trace("hej")
mainLoader.removeChild(i);
}
}

action script 3.0 import fla with xml

i want import fla movie from xml. i can't make it. Thank for help.
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.engine.TabAlignment;
import flash.net.URLRequest;
import flash.media.Sound;
//i create timer for sound.
var tmr:Timer=new Timer(1000,1);
tmr.addEventListener(TimerEvent.TIMER, sesiBaslat);
function sesiBaslat(evt:TimerEvent){
var yol:URLRequest=new URLRequest("../../../sound/aaa/1/1/1.mp3");
var ses:Sound=new Sound();
ses.load(yol);
ses.play();
}
tmr.start();
//i was use this code in old times
/*var vid:Video = new Video(1600, 910);
flvPlaceHolder.addChild(vid);
addChild(flvPlaceHolder);
flvPlaceHolder.x = stage.stageWidth/2-vid.width/2;
flvPlaceHolder.y = stage.stageHeight/2-vid.height/2;
var nc:NetConnection = new NetConnection();
nc.connect(null);
var ns:NetStream = new NetStream(nc);
vid.attachNetStream(ns);
var listener:Object = new Object();
listener.onMetaData = function(evt:Object):void {};
ns.client = listener;
ns.play("fla/683-bak.flv");
*/
//now i want to write this format now,because i want to make it dynamic
var veriler:XML;
var loader:URLLoader = new URLLoader();
loader.addEventListener(Event.COMPLETE, XMLokundu);
loader.load(new URLRequest("../../../xml/aaa/1/1/1.xml"));
function XMLokundu(e:Event):void{
veriler= new XML(e.target.data);
var loader1:Loader = new Loader();
loader1.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
loader1.load(new URLRequest(veriler.animasyonlar.animasyon[1].yolu));
//This blog was made a import sound,image etc. but doesnt work from fla
function imageLoaded(e:Event):void {
var flvPlaceHolder:MovieClip = new MovieClip();
var vid:Video = new Video();
e.target.content.smoothing = true;
addChild(loader1);
loader1.x = veriler.animasyonlar.animasyon[1].xkor;
loader1.y = veriler.animasyonlar.animasyon[1].ykor;
loader1.width = veriler.animasyonlar.animasyon[1].width;
loader1.height = veriler.animasyonlar.animasyon[1].height;
}
}
/*
//XML FİLE
//This is my xml file
<animasyonlar>
<animasyon>
<first>sound/16/1153.mp3</first>
<ikincises>sound/16/1154.mp3</ikincises>
<ucuncuses>sound/16/1151.mp3</ucuncuses>
<dorduncuses>sound/16/1152.mp3</dorduncuses>
<yolu>../../../../bbb/7/fla/683-look.flv</yolu> 1.fla way
<xkor>800</xkor> 2.x value
<ykor>100</ykor> 3.y value
<width>50%</width>
<height>50%</height>
</animasyon>
</animsyonlar>
Your XML is not formatted properly because your closing tag is missing the 2nd "a".
<animasyonlar>
...
</animsyonlar>

As3 Convert ByteArray to Bitmap

Noob to As3 Bitmap stuff...
when i try to doing the following code it fails
bmd.setPixels(bmd.rect, decodeValue);
and the error message is:
Error: Error #2030: End of file was encountered.
The situation is i have store the image as binary into the database by convert the byteArray and now i would like to retrieve it and convert back to image.
Just to clear this up ByteArray Need to Place into Bitmap and then you can add to the movie Clip right?
import flash.display.Loader;
import flash.net.URLRequest;
import flash.display.Bitmap;
import flash.display.BitmapData;
import com.dynamicflash.util.Base64;
var loader:Loader;
var req:URLRequest;
var orig_mc:MovieClip;
var copy_mc:MovieClip;
function loaderCompleteHandler(evt:Event) {
//swap data
var ldr:Loader = evt.currentTarget.loader as Loader;
var origImg:Bitmap = (ldr.content as Bitmap);
var origBmd:BitmapData = origImg.bitmapData;
trace(origImg.bitmapData);
trace(origImg.width);
trace(origImg.height);
//Convert image byteData into Base64 String
var byteArray:ByteArray = new ByteArray();
byteArray.writeObject(origBmd);
var encoded:String = Base64.encodeByteArray(byteArray);
trace("\nENCODED:\n" + encoded);
var decoded:ByteArray = Base64.decodeToByteArray(encoded);
trace("\nDECODED:\n" + decoded.toString());
// convert base64 string back into movieclip
var newBmd:BitmapData = new BitmapData(origImg.width,origImg.height,"true",0xFFFFFFFF);
newBmd.setPixels(origBmd.rect, decoded);**// THIS THROWS AN " Error #2030: End of file was encountered."**
var image:Bitmap = new Bitmap(newBmd, "auto", true);
copy_mc.addChild(image);
copy_mc.x = origImg.width;
}
loader = new Loader();
req = new URLRequest("C:\\Data\\cutcord.jpg");
loader.load(req);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleteHandler);
// movieclip to display original image
orig_mc = new MovieClip();
orig_mc.addChild(loader);
addChild(orig_mc);
// movieclip to display image copy
copy_mc = new MovieClip();
addChild(copy_mc);
Anyone can help would be very appreciated :)
try this code :
var rect:Rectangle = new Rectangle(0,0,img.widht,img.height);
var byteArray:ByteArray = bitmapData.getPixels(rect);
var encoded:String = Base64.encodeByteArray(byteArray);
var decoded:ByteArray = Base64.decodeToByteArray(encoded);
decoded.position = 0;
var newBmd:BitmapData = new BitmapData(rect.width,rect.height,true,0xFFFFFFFF);
newBmd.setPixels(rect, decoded);
var image:Bitmap = new Bitmap(newBmd, "auto", true);
addChild(image);
anyway , Your idea of store string in server isnt too good ... Why You dont send ByteArray , not String ?
You can also encode bitmapData to JPG or PNG , and then send bytes to php.
since it is an image, you have it in a BitmapData, let's say "myBmp" ... then use the following to extract all the data from BitmapData:
var bytes:ByteArray = myBmp.getPixels(myBmp.rect);
and the following to write:
myBmp.setPixels(myBmp.rect, bytes);
note that only the raw 32 bit pixel data is stored in the ByteArray, without compression, nor the dimensions of the original image.
for compression, you should refer to the corelib.

Adobe AIR - Save image on hard drive

I found the below snippet to save an image to a specific folder with Adobe AIR.
How to modify it that the "Save As" OS-window comes up first? (So users can choose where to save the image on the hard-drive)
var arrBytes:ByteArray = PNGEncoder.encode(bmd);
var file:File = File.desktopDirectory.resolvePath(folderName + "/" + fileName + fileNum + ".png");
var fileStream:FileStream = new FileStream();
//
fileStream.open(file, FileMode.WRITE);
fileStream.writeBytes(arrBytes);
fileStream.close();
Thanks.
Use File.browseForSave:
import flash.filesystem.*;
import flash.events.Event;
import flash.utils.ByteArray;
var imgBytes:ByteArray = PNGEncoder.encode(bmd);
var docsDir:File = File.documentsDirectory;
try
{
docsDir.browseForSave("Save As");
docsDir.addEventListener(Event.SELECT, saveData);
}
catch (error:Error)
{
trace("Failed:", error.message);
}
function saveData(event:Event):void
{
var newFile:File = event.target as File;
if (!newFile.exists) // remove this 'if' if overwrite is OK.
{
var stream:FileStream = new FileStream();
stream.open(newFile, FileMode.WRITE);
stream.writeBytes(imgBytes);
stream.close();
}
else trace('Selected path already exists.');
}
The manual is always your friend :)
BTW, I see you're relatively new here - welcome to StackExchange! If you find my answer helpful, please be sure to select it as the answer.