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.
Related
i use txt file that contain paths.
after loaded txt file and split to path array
then load img file from array path
but i get err in loading img
please help me
sample code:
var imglst:Array=new Array();
var lodimg:Loader=new Loader();
var lodtxt:URLLoader=new URLLoader();
lodtxt.load(new URLRequest("imglst.txt"));
lodtxt.addEventListener(Event.COMPLETE,onL_C);
function onL_C(e:Event)
{
var t:Array=new Array();
t=e.target.data.split(/\n/);
var s:URLRequest=new URLRequest(t[0].toString());
trace(t[0]);
lodimg.load(s);
}
lodimg.contentLoaderInfo.addEventListener(Event.COMPLETE,onL_Cimg);
function onL_Cimg(e:Event)
{
var i:Bitmap=new Bitmap();
i=Bitmap(lodimg.content);
i.width=100;
i.height=100;
addChild(i);
trace("OK");
}
Are you loading images from a different website from your own? Does the other website(s) have a crossdomain.xml to allow permissions of loading their content? Usually Flash will give you a "security error" as an event but your code isn't listening for such an event so your program is not aware of any such problems... look on google how to handle AS3 errors.
Anyways a workaround is to just load the bytes of file using URLloader and on completion you then only use Loader to decode the bytes into pixel colours.
import flash.utils.ByteArray;
var imglst : Array;
var lodimg : Loader;
//var lodtxt : URLLoader = new URLLoader();
var lodURL:URLLoader = new URLLoader();
var img_bytes : ByteArray = new ByteArray();
lodURL.load(new URLRequest("http://yoursite/imglst.txt"));
lodURL.addEventListener(Event.COMPLETE,onL_C);
function onL_C (e:Event)
{
//# Since load complete no need to keep listening for that
lodURL.removeEventListener(Event.COMPLETE,onL_C);
var t:Array=new Array();
t=e.target.data.split(/\n/);
var s:URLRequest=new URLRequest(t[0].toString());
trace(t[0]);
//lodimg.contentLoaderInfo.addEventListener(Event.COMPLETE,onL_Cimg);
//lodimg.load(s);
//# Now we know path so we load those file bytes
lodURL.dataFormat = URLLoaderDataFormat.BINARY;
lodURL.load(s); lodURL.addEventListener(Event.COMPLETE, onBytes_C);
}
function onBytes_C (e:Event)
{
//# on complete load of bytes...
trace("got bytes");
img_bytes = lodURL.data;
//trace("Image bytes total : " + img_bytes.length);
img_bytes.position = 0; //avoid "end of file" error
lodimg = new Loader();
lodimg.contentLoaderInfo.addEventListener(Event.COMPLETE,onL_Cimg);
lodimg.loadBytes(img_bytes); //we already have data so this will be fast
}
function onL_Cimg (e:Event)
{
var i:Bitmap = new Bitmap();
i = lodimg.content as Bitmap;
i.width=100;
i.height=100;
addChild(i);
trace("OK");
}
I would like to get a ByteArray from a BitmapData in AS3. I tried the following:
var ba:ByteArray = myBitmapData.getPixels(0,0);
It didn't work and I got this error ArgumentError: Error #1063: Argument count mismatch on flash.display::BitmapData/getPixels(). Expected 1, got 2.:
As Adobe said about BitmapData.getPixels : "Generates a byte array from a rectangular region of pixel data...", so your parameter should be a Rectangle object.
Take this example from Adobe.com :
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.utils.ByteArray;
var bmd:BitmapData = new BitmapData(80, 40, true);
var seed:int = int(Math.random() * int.MAX_VALUE);
bmd.noise(seed);
var bounds:Rectangle = new Rectangle(0, 0, bmd.width, bmd.height);
var pixels:ByteArray = bmd.getPixels(bounds);
As was mentioned in the other answer, getpixels expects a .rect meaning rectangular area of some displayObject (like Sprite, MovieClip, Shape or other already exisiting BitmapData.
getPixels(). Expected 1, got 2. is becuase it should have been:
var ba:ByteArray = myBitmapData.getPixels( myBitmapData.rect);
Study this code and see if it helps you :
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.Event;
import flash.net.URLRequest;
import flash.display.BitmapData;
var ba:ByteArray = new ByteArray;
var picBMP:Bitmap; var picBMD:BitmapData;
var pic_canvas:Sprite = new Sprite(); //container for image
var loader:Loader = new Loader(); //image loader
loader.load(new URLRequest("pic1.jpg")); //load some JPG/PNG/GIF/SWF
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, img_load_Complete);
function img_load_Complete(evt:Event):void
{
picBMP = loader.content as Bitmap;
pic_canvas.addChild(picBMP);
stage.addChild(pic_canvas); //container now added to stage (screen)
BMP_toBytes(); //do function to convert to bytes
}
function BMP_toBytes():void
{
var PC = pic_canvas; //shortcut reference to pic_canvas (less typing)
picBMD = new BitmapData(PC.width, PC.height, true, 0xFFFFFF);
picBMD.draw(PC); //make bitmapdata snapshot of container
ba = picBMD.getPixels(picBMD.rect);
trace("BA length : " + ba.length); //check how many bytes in there
ba.position = 0; //reset position to avoid "End of File error"
bytes_toPixels(); //do function for bytes as pixels to some new container
}
function bytes_toPixels():void
{
var new_BMP:Bitmap = new Bitmap; var new_BMD:BitmapData;
var new_canvas:Sprite = new Sprite(); //another new container for pixels
ba.position = 0; //reset position to avoid "End of File error"
//we can reuse picBMD W/H sizes since we have copy of same pixels
new_BMD = new BitmapData(picBMD.width, picBMD.height, true, 0xFFFFFFFF);
new_BMD.setPixels(new_BMD.rect, ba); //paste from BA bytes
new_BMP.bitmapData = new_BMD; //update Bitmap to hold new data
new_canvas.x = 150; new_canvas.y = 0; new_canvas.addChild(new_BMP);
stage.addChild(new_canvas); //add to screen
}
Hope it helps..
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);
}
I have code to create a live screenshot of the stage in my swf.
After that it saves as a jpeg. All good.
Only, I don't need the whole stage, I only need a cutout:
x,y: 357,341
widt,height: 319,483
My code looks like this..
Where and how do I insert the copypixels function?
(I'm a Flash novice, so go easy on me :-)
function mouseReleaseSave(event:MouseEvent):void {
import com.adobe.images.JPGEncoder;
import flash.events.Event;
import flash.net.URLLoader;
import flash.net.URLRequestHeader;
import flash.net.URLRequest;
var jpgSource:BitmapData = new BitmapData(this.stage.stageWidth, this.stage.stageHeight);
jpgSource.draw(this.stage);
var jpgEncoder:JPGEncoder = new JPGEncoder(70);
var jpgStream:ByteArray = jpgEncoder.encode(jpgSource);
//set the request's header,method and data
var header:URLRequestHeader = new URLRequestHeader("Content-type","application/octet-stream");
var loader:URLLoader = new URLLoader();
//sends jpg bytes to saveJPG.php script
var myRequest:URLRequest = new URLRequest("saveJPG.php");
myRequest.requestHeaders.push(header);
myRequest.method = URLRequestMethod.POST;
myRequest.data = jpgStream;
loader.load(myRequest);
//fire complete event;
loader.addEventListener(Event.COMPLETE,saved);
function saved(e:Event){
//trace the image file name
trace(loader.data);
}
}
This should help:
var subArea:Rectangle = new Rectangle(0,0, 319,483 );
var newBmp:Bitmap = new BitmapData( 319,483 );
var cutoutBmp:Bitmap = new Bitmap( newBmp, PixelSnapping.ALWAYS, true );
cutoutBmp.bitmapData.draw( jpgSource, new Matrix(1, 0, 0, 1, -357, -341) , null, null, subArea, true );
I'm getting getting a PNG image stored in SQL through a WCF get call. The image is encoded as a base64 string and delivered to my AS3 code. I need to extract the image from the data and show it on the scene.
Among other things, I have also tried this...
var imgArray:ByteArray = Base64.decodeToByteArray(responseXML.ImageObject);
var myRect:Rectangle = new Rectangle(100,100,200,200);
var bmd:BitmapData = new BitmapData(200,200,true,0xAAAAAAAA);
bmd.setPixels(myRect, imgArray);
var image:Bitmap = new Bitmap(bmd,"auto",true);
this.addChild(image);
but to no avail.
HELP!
why don't you use a loader and loadbytes? It's native.
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleLoad)
loader.loadbytes(byteArray);
private function handleLoad(e:Event):void {
var loader:Loader = e.currentTarget as Loader;
// removelistener,etc
trace(loader.content as Bitmap);
}
The problem with your code is that PNG is compressed, bitmap is uncompressed.
I used DanielH's input and got the image to load on my stage. Here is what I did in the event handler function...
function ImageLoaded(e:Event):void
{
var bmd:BitmapData = new BitmapData(imageLoader.ImageLoader.width,imageLoader.ImageLoader.height,true, 0xFFFFFF);
bmd.draw(imageLoader.ImageLoader);
var image:Bitmap = new Bitmap(bmd,"auto",true);
image.width=40;
image.height=40;
if(!CheckAndStoreImageIDKey(imageLoader.ImageID))
{
Images[imageLoader.ImageID] = image;
}
}
Try PNGDecoder (http://www.ionsden.com/content/pngdecoder)
import ion.utils.png.PNGDecoder;
var bmd:BitmapData = PNGDecoder.decodeImage(imgArray);