Now Im saving to text format, and I got a error: TypeError: Error #1009: Cannot access a property or method of a null object reference.
at SaveImage/onClick()[/Users/VVT/Documents/Adobe Flash Builder 4.6/SuperDraw/src/SaveImage.as:40]
I wanna change my code so I can save to PNG format?
public class SaveImage extends Sprite
{
private var btnSave:buttonSave;
//private var ba:ByteArray;
private var file:FileReference;
public function SaveImage()
{
// Skapar min knapp.
var btnSave:buttonSave = new buttonSave();
addChild(btnSave);
btnSave.x = 400;
btnSave.y = 440;
btnSave.addEventListener(MouseEvent.CLICK, onClick);
var file:FileReference = new FileReference();
}
private function onClick(evt:MouseEvent):void
{
//var ba:ByteArray = file.encode(bitmapData);
//file.save(file);
file.save("some text. \nsome more text", "actionsnippet.txt");
}
}
You have a property named file, yet you are creating and initializing a local variable with the same name in this line of your constructor:
var file:FileReference = new FileReference();
Don't worry, those mistakes happen. Remove the var and type to get rid of that null reference error.
file = new FileReference();
To save the image as png, the as3corelib library, which is mentioned in this answer of the question linked in this comment, looks quite promising. Import the library and let it encode your bitmapdata:
file.save(PNGEncoder.encode(bitmapData));
Related
I'm trying to build an application in Flash, but I have a problem. I'd like to parse the JSON from an web URL.
link: JSON text to parse
I'd like to get the JSON string "title" from here. Is there a way I can do it?
It says undefined.
var VidDataLoader = new URLLoader();
var VidUrl = "THEURL" + param1.getString(0);
trace(VidUrl)
VidDataLoader.load( new URLRequest(VidUrl))
VidDataLoader.addEventListener(Event.COMPLETE, doneit)
function doneit(e:Event){ var myData:Object = JSON.parse(VidDataLoader.data);
You are trying to reach the data from the VidDataLoader class, but the loaded data is part of the event object:
public function JSONLoader() {
var loader:URLLoader = new URLLoader();
loader.addEventListener(Event.COMPLETE, decodeJSON);
loader.load(new URLRequest("myfile.json"));
}
// use the event to get the data
private function decodeJSON(e:Event):void {
var loader:URLLoader = URLLoader(e.target) ;
var jsonObject:Object = JSON.parse(loader.data);
}
I am having trouble loading an image and displaying it on stage using the File API in as3. I am able to successfully load it in but when I put it on stage the image is just noise. I am assuming because I need to decode the PNG/JPG into Bitmap data somehow and I am doing it wrong? Here is my code:
public function browseForIcon(){
var file:File = new File();
file.addEventListener(Event.SELECT, onFileSelected);
file.browseForOpen("Select a an image");
}
private function onFileSelected(event:Event):void {
var stream:FileStream = new FileStream();
stream.open(event.target as File, FileMode.READ);
var bytes:ByteArray = new ByteArray();
stream.readBytes(bytes);
var img = new BitmapData(160,160);
img.setPixels(new Rectangle(0,0,160,160),bytes);
this.addChild(new Bitmap(img));
}
}
THANKS!
One option is to use Loader.loadBytes(). If you're using Flex, you could also use an Image with source set to the File.
What I'm trying to do:
-Have objects in a toolbar, drag and dropable onto a movieclip (they then become a child of the movieclip). Once this is done, I want to be able serialize this object, so I can save it to a file. Then, I can reload this file, and continue draging/dropping things onto/off of this movieclip.
How I'm doing it:
public class Serialization {
public static function serializeToString(value:Object):String{
if(value==null){
trace("null isn't a legal serialization candidate");
}
var bytes:ByteArray = new ByteArray();
bytes.writeObject(value);
bytes.position = 0;
var be:Base64Encoder = new Base64Encoder();
be.encode(bytes.readUTFBytes(bytes.length));
return be.drain();
}
public static function readObjectFromStringBytes(value:String):Object{
var dec:Base64Decoder=new Base64Decoder();
dec.decode(value);
var result:ByteArray=dec.drain();
result.position=0;
return result.readObject();
}
}
This is where call the function/write it to the file:
var fr:FileReference = new FileReference;
fr.addEventListener(Event.COMPLETE, success);
var txtString:String = new String();
txtString = save.Serialization.serializeToString(pagePic);
trace(txtString);
fr.save(txtString, "test.txt");
Unfortunately, txtString appears to be blank. Am I approaching this wrong?
Side notes:
This is being developed for a mobile platform.
Unfortunately MovieClips, Sounds, and other resources cannot be serialized. My solution is to create a custom class that will store all my properties and reassign them upon loading, or just write to/parse a text file when saving/loading.
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);
How can I embed a bitmap in Actionscript 3 and get the BitmapData?
public class MyGame extends Sprite {
[EMBED(source="Assets/helicopter1.png")] private static var BMClass:Class;
public function MyGame() {
var BM:Bitmap = new BMClass();
var BMData:BitmapData = new BitmapData(BM.width, BM.height);
BMData.draw(BM)
}
}
I've tried everything. If I ever try to instantiate the embedded class (new BMClass();) I get this error:
TypeError: Error #1007: Instantiation attempted on a non-constructor..
If I use
[EMBED(source="Assets/helicopter1.png")] private static var BMClass:BitmapData;
or something similar the BitmapData is null.
Edit:
So I figured out that the embedded data is null, but I can't figure out why. What did I do wrong in the embedding?
Looks like you are embedding correctly if you don't get an error transcoding. You should be able to get the bitmapData directly from the bitmap:
[Embed(source="picture.jpg")]
private var Picture:Class;
// create a bitmap of the embedded
var pic:Bitmap = new Picture();
// add to display list
addChild(pic);
// if you need to get the bitmapData for something else
var bitmapData:BitmapData = pic.bitmapData;
You don't need to instantiate as BitmapData and draw - you can simply:
[Embed(source="Assets/helicopter1.png")]
private var AssetClass:Class;
var bitmap:Bitmap = new AssetClass();
In some editors (at least my version of Intellij) the Embed tag is case sensitive. I got the exact same error you have when using [EMBED] but it worked great when I switched to [Embed]