Flash Builder will not read local JSON file . . - json

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.

Related

AS3 SharedObject read/write file location change

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.

as3 selecting a file dynamically

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);
}

Flex: Export Excel via Servlet

I want a user to press an excel button and get prompted to download an excel file. I normally do it like this:
var dest:String = excelEndpoint;
var request:URLRequest = new URLRequest();
request.url = dest;
fr.download( request,'Locates.xls' );
fr.addEventListener(HTTPStatusEvent.HTTP_STATUS, handleStatus);
fr.addEventListener(IOErrorEvent.IO_ERROR, handleErr);
However, now I need to pass an object to the servlet. Seeing that you can't do that with URLRequest I tried using HTTPService:
var service:HTTPService = new HTTPService();
service.url = excelEndpoint;
service.method = "POST";
service.showBusyCursor = true;
service.addEventListener("result", httpResult);
service.addEventListener("fault", httpFault);
service.send( myObject);
Now I can get my data (myObject) to the servlet successfully, but I don't get prompted for a download.
How can I do that? Is it even possible with HTTPService?
Thanks for any helpful tips.
I don't think there is anything you can do w/ a remote request from the Flash Player to prompt the user to download something. The way I have done this in the past is two fold:
Remote request pings server that generates the excel file and saves it to a temporary directory. The request returns a URL to the Flex app as the result of the call.
When Flex app gets the result--a URL--it creates a URL request and pops it open in a new window, prompting the user to download the generated excel sheet.
I don't see a way to do this in one shot; because the return value from the Flex HTTPService call goes to the Flash Player, not the browser.
SOLVED:
I wanted to accomplish this with 1 remote call and the way I found to do this while passing an object that contained collections is this:
var uv:URLVariables = new URLVariables();
uv.typesColl = myObj.types.toString();
uv.partiesColl = myObj.parties.toString();
uv.statuses = myObj.statuses.toString();
Basically, create a property on the URLVariables object for each collection and then set all collections toString();
Hope that helps someone.

Is there a way generate a shortcut file with adobe air?

Good afternoon,
I would like create a application that can can create folders and short cuts to folders in the file system. The user will click a button and it will put a folder on there desktop that has short cuts to files like //server/folder1/folder2 Can you create a desktop shortcut with code in adobe air? How would you do that? How do you create a folder? I keep thinking this should be easy but i keep missing it.
Thank you for your help sorry for the trouble,
Justin
If your deployment profile is Extended Desktop, you may be able to use NativeProcess and some simple scripts that you could package with your app. This approach would entail handling the functionality on a per OS basis, which would take some work and extensive testing. However, I wanted to at least share a scenario that I verified does work. Below is a test case that I threw together:
Test Case: Windows 7
Even though the Adobe documentation says that it prevents execution of .bat files, apparently it doesn't prevent one from executing the Windows Scripting Host: wscript.exe. This means you can execute any JScript or VBScript files. And this is what you would use to write a command to create a shortcut in Windows (since Windows doesn't have a commandline command to create shortcuts otherwise).
Here's a simple script to create a shortcut command, which I found on giannistsakiris.com, (converted to JScript):
// File: mkshortcut.js
var WshShell = new ActiveXObject("WScript.Shell");
var oShellLink = WshShell.CreateShortcut(WScript.Arguments.Named("shortcut") + ".lnk");
oShellLink.TargetPath = WScript.Arguments.Named("target");
oShellLink.WindowStyle = 1;
oShellLink.Save();
If you package this in your application in a folder named utils, you could write a function to create a shortcut like so:
public function createShortcut(target:File, shortcut:File):void {
if (NativeProcess.isSupported) { // Note: this is only true under extendedDesktop profile
var shortcutInfo:NativeProcessStartupInfo = new NativeProcessStartupInfo();
// Location of the Windows Scripting Host executable
shortcutInfo.executable = new File("C:/Windows/System32/wscript.exe");
// Argument 1: script to execute
shortcutInfo.arguments.push( File.applicationDirectory.resolvePath("utils/mkshortcut.js").nativePath);
// Argument 2: target
shortcutInfo.arguments.push("/target:" + target.nativePath);
// Argument 3: shortcut
shortcutInfo.arguments.push("/shortcut:" + shortcut.nativePath);
var mkShortcutProcess = new NativeProcess();
mkShortcutProcess.start(shortcutInfo);
}
}
If one wanted to create a shortcut to the Application Storage Directory on the Desktop, the following would suffice:
var targetLocation:File = File.applicationStorageDirectory;
var shortcutLocation:File = File.desktopDirectory.resolvePath("Shortcut to My AIR App Storage");
createShortcut(targetLocation, shortcutLocation);
Obviously there's a lot of work to be done to handle different OS environments, but this is at least a step.
As far as I know, File class does not allow the creation of symbolic links. But you can create directories with createDirectory(): http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/filesystem/File.html#createDirectory%28%29
Check if this can be useful: http://www.mikechambers.com/blog/2008/01/17/commandproxy-net-air-integration-proof-of-concept/
Air doesnt let you create shortcuts natively. Here's a workaround that works with Windows [may work on Mac but I don't have a machine to test].
Using Air, create a file that contains the following plain text
[InternetShortcut]
URL=C:\path-to-folder-or-file
Replace path-to-folder-or-file with your folder/file name
Save the file as test.url
Windows recognizes this file as a shortcut.
It is possible to coerce Adobe Air into creating symbolic links, other useful things, on a Mac. Here's how I did it:
You will need AIRAliases.js - Revision: 2.5
In the application.xml add:
<!-- Enables NativeProcess -->
<supportedProfiles>extendedDesktop desktop</supportedProfiles>
In the Air app JavaScript:
// A familiar console logger
var console = {
'log' : function(msg){air.Introspector.Console.log(msg)}
};
if (air.NativeProcess.isSupported) {
var cmdFile = air.File.documentsDirectory.resolvePath("/bin/ln");
if (cmdFile.exists) {
var nativeProcessStartupInfo = new air.NativeProcessStartupInfo();
var processArgs = new air.Vector["<String>"]();
nativeProcessStartupInfo.executable = cmdFile;
processArgs.push("-s");
processArgs.push("< source file path >");
processArgs.push("< link file path >");
nativeProcessStartupInfo.arguments = processArgs;
nativeProcess = new air.NativeProcess();
nativeProcess.addEventListener(air.NativeProcessExitEvent.EXIT, onProcessExit);
nativeProcess.addEventListener(air.ProgressEvent.STANDARD_OUTPUT_DATA, onProcessOutput);
nativeProcess.addEventListener(air.ProgressEvent.STANDARD_ERROR_DATA, onProcessError);
nativeProcess.start(nativeProcessStartupInfo);
} else {
console.log("Can't find cmdFile");
}
} else {
console.log("Not Supported");
}
function onProcessExit(event) {
var result = event.exitCode;
console.log("Exit Code: "+result);
};
function onProcessOutput() {
console.log("Output: "+nativeProcess.standardOutput.readUTFBytes(nativeProcess.standardOutput.bytesAvailable));
};
function onProcessError() {
console.log("Error: "+nativeProcess.standardError.readUTFBytes(nativeProcess.standardError.bytesAvailable));
};
Altering the syntax of the command and parameters passed to NativeProcess you should be able to get real shortcuts on Windows too.

Updating a flickr image upon user input

I am trying to integrate flickr into a weather app (yahoo weather api) that I've created and decided to start by leveraging flickrGrabber (http://blog.organa.ca/?p=19) as a starting point. I have both the weather app and flickrGrabber working however updating flickrGrabber after initial load is proving very challenging for me.
The initial image is being pulled via a search term set by a variable called flickrLocationName and I am able to update the variable value successfully upon entry of a new zip code however I can't seem to get flickrGrabber to unload & reload with the new value. My flickrGrabber code is on layer documentAS. The flickrGrabber class can be found within the Src folder and var flickrLocationName gets set from the WeatherObject class which can also found in the Src folder.
You can see what I mean by visiting this link:
http://truimage.biz/WAS400/WeatherApp/Deploy/weatherApp.html
Of course my source can be downloaded here:
http://truimage.biz/WAS400/weatherApp.zip
Any help would be very much appreciated. Here is some sample code:
import flickrGrabber;
var apiKey:String = "####"; //The working API key is in the zip file
var apiSecret:String = "####"; //The working API secret is in the zip file
var flickrLocationName:String;
var grabber:flickrGrabber;
function locationImage():void
{
grabber = new flickrGrabber(1024,600,apiKey,apiSecret,flickrLocationName,false);
grabber.addEventListener("imageReady", onLoadedImage);
grabber.addEventListener("flickrGrabberError", onErrorImage);
grabber.addEventListener("flickrConnectionReady", onFlickrReady);
function onFlickrReady(evt:Event):void
{
grabber.loadNextImage();
}
function onLoadedImage(evt:Event):void
{
addChildAt(grabber.image,0);
}
function onErrorImage(evt:ErrorEvent):void
{
trace("Report error: " + evt.text);
}
}
I'm pretty sure to change the image I need to remove the
addChildAt(grabber.image,0);
and rerun the function
locationImage();
But his is my best guess.