In Flex, how do I create, populate, and display a bitmap? - actionscript-3

Starting from a totally empty MXML application:
<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"
layout="absolute" >
</mx:Application>
What is the script that will:
create a bitmap (should this be a BitmapData object?)
programatically populate it with data (e.g. draw a circle) (is there any more efficient way to do this than repeatedly calling BitmapData.SetPixel?)
render it within the application (e.g. centered in the middle) (how DO I get a bitmap onto the screen? Online Flash samples show calling myBitmap=new Bitmap(myBitmapData) and then myBitmap.AddChild, but this throws an error in Flex).
??
NOTE: The goal is not just to get a circle on the screen, it's to populate a Bitmap (or BitmapData? Or ???) object using SetPixel (or ???) and then get its contents onto the screen, as one would need to do in an image processing or visual effects application.

You have a couple of options. The first is to examine the Degrafa framework which has some really incredible drawing tools, otherwise you need to add a script block and use the AS3 drawing api in a function (in this case probably called on creationComplete:
private function handleCreationComplete():void
{
var component:UIComponent = new UIComponent(); //needed to add to the flex display list
var myCircle:Sprite = new Sprite();
myCircle.graphics.beginFill(0xFFFFFF,1)
myCircle.graphics.drawCircle(100,100,50);
component.addChild(myCircle);
this.addChild(component);
}
This won't center the circle, but you can figure that bit out.
you can use this function to actually get the bitmap out of the above UIComponent:
private function getBitmapData( target : UIComponent ) : BitmapData
{
var bd : BitmapData = new BitmapData( target.width, target.height );
var m : Matrix = new Matrix();
bd.draw( target, m );
return bd;
}
from here.

Here's a complete, working example I was able to create based on Joel Hooks' suggestions:
MXML FILE (ards.mxml):
<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"
creationComplete="onCreationComplete()">
<mx:Script source="ards_script.as" />
</mx:Application>
SCRIPT FILE (ards_script.as):
import mx.core.UIComponent;
private function onCreationComplete():void
{
// create a UIComponent and add it to the Flex display list
var component:UIComponent = new UIComponent();
component.width = this.width;
component.height = this.height;
component.x = 0;
component.y = 0;
this.addChild(component);
// create a BitmapData object (basically an array of pixels) the same size as the screen
var bd : BitmapData = new BitmapData( component.width, component.height );
// draw a green circle in the bitmap data
var xCenter:int = component.width/2;
var yCenter:int = component.height/2;
var r:int = Math.min(xCenter,yCenter);
var rSquare:int = r*r;
var color:Number = 0x00ff00;
for( var i:int=0; i<component.width; i++ )
{
for( var j:int=0; j<component.width; j++ )
{
var dX:int = i - xCenter;
var dY:int = j - yCenter;
var q:int = dX*dX + dY*dY;
if( q < rSquare )
{
bd.setPixel( i, j, color );
}
}
}
// create a bitmap based on the data, and add it as a child to the UIComponent to be displayed
// (if you try to add it directly to the Application, you get a runtime error)
var bt:Bitmap = new Bitmap(bd);
component.addChild(bt);
}

Related

Loading images does not load them into memory

I am loading a batch of 150 HD images into my app - it is basically a 3D view of an object. Once I load the image files using Loader instances I store the loaders' first child's bitmapdata in a Vector. When all of the loaded, I want to begin to "rotate" the object = meaning I am simply swapping the images. I take the Vector where I have the bitmapdatas and draw them onto a canvas bitmapdata one after the other. No science there, it all works as intended.
The problem is that once all the images are loaded and stored in a vector and BEFORE they are drawn to the canvas, they are not in the memory. That means that the first rotation of my 3D object (-> all 150 images drawn) is really slow. After the first rotation there is no problem and all is fluid. My question is: is there a way to force the images to get loaded into the memory without drawing them onto the stage? I expected that they would simply get loaded to memory once they are loaded to the app (Wrong!).
I tried to use addChild() instead of drawing them to a canvas bitmap, same result. I don't think the code is necessary but just in case:
private var _loaders:Vector.<Loader>;
private static const NAME:String = "img_00";
private static const MIN:uint = 0;
private static const MAX:uint = 150;
private var _loaded:uint = 0;
private var _currentFrameIndex:uint = 0;
private var _canvas:Bitmap;
private var _bitmaps:Vector.<BitmapData>;
private var _destPoint:Point;
public function loadImages():void {
var s:String;
for(var i:int=MIN; i<=MAX; i++) {
if(i < 10) s = "00" + i;
else if(i < 100) s = "0" + i;
else s = i.toString();
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadHandler);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, loadHandler);
loader.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, loadHandler);
loader.load(new URLRequest("images/JPEG/"+ NAME + s + ".jpg"));
_loaders.push(loader);
}
}
private function loadHandler(e:Event):void {
_loaded++;
if(_loaded > (MAX - MIN)) {
_bitmaps = new Vector.<BitmapData>(_loaders.length);
for(var i:int=0; i<_loaders.length; i++) {
var loader:Loader = _loaders[i];
_bitmaps[i] = Bitmap(loader.getChildAt(0)).bitmapData;
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, loadHandler);
loader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, loadHandler);
loader.contentLoaderInfo.removeEventListener(SecurityErrorEvent.SECURITY_ERROR, loadHandler);
}
setFrame(0);
dispatchEvent(new Event(LOAD_COMPLETE));
}
}
public function setFrame(frame:uint):void {
if(frame >= 0 && frame < _bitmaps.length) {
_currentFrameIndex = frame;
var bmpData:BitmapData = _bitmaps[_currentFrameIndex];
_canvas.bitmapData.copyPixels(bmpData, bmpData.rect, _destPoint);
}
}
"Not in the memory" means that the images are loaded, but not yet decoded, and this decode is done on the fly, and this takes the time you observe as slowness. You can attempt to "virtually" rotate the image by having a bitmap that's not yet added to stage to be the reference to each of the bitmapDatas of your vector. Make a progress bar that shows how much of the vector has already been decoded, and once this happens, display the bitmap and give the user smooth rotation.
addEventListener(Event.ENTER_FRAME,prerender);
var b:Bitmap=new Bitmap();
/* optional
b.x=stage.stageWidth;
b.y=stage.stageHeight;
addChild(b);
*/
var vi:int=0;
var sh:Shape=new Shape();
sh.graphics.lineStyle(4,0,1); // a simple progress bar
sh.graphics.moveTo(0,0);
sh.graphics.lineTo(100,0);
sh.scaleX=0;
sh.x=stage.stageWidth/2-50; // centered by X
sh.y=stage.stageHeight/2;
addChild(sh);
function prerender(e:Event):void {
if (vi==_bitmaps.length) {
// finished prerender
removeEventListener(Event.ENTER_FRAME, prerender);
removeChild(sh);
// removeChild(b); if optional enabled
setFrame(0);
return;
}
b.bitmapData=_bitmaps[vi];
vi++;
}
Also, it's always better to assign the bitmapData property to a Bitmap object if you don't plan to have that bitmapdata changed. So, instead of your _canvas.bitmapData.copyPixels(bmpData, bmpData.rect, _destPoint); you just do _canvas.bitmapData = bmpData; and it'll work.
UPDATE: Your issue might as well nail to the last point, that is assigning instead of copying. If your destPoint is something else than (0,0), you just make another Bitmap object on top of your _canvas with desired offset, and assign bitmapdatas in there. I have remembered that when I first made multiple animated objects based on a single Vector.<BitmapData> like yours, and tried doing copyPixels(), my animations were jittering and not displaying proper frames, but once I did _bitmap.bitmapData=_bitmaps[currentFrame] everything went as smooth as it should be.

Save JPG from CDROM to PC

I am using following function to Save the output from SWF and send it to a PHP page so that it creates JPG, my problem if there is not INTERNET connection and the SWF is in a CDROM can the Save function be used in FLASH so that it outputs JPG and save it on a computer.
In short can we Save movieclip output as an JPG
/**
Screenshot and jpg output
**/
import flash.display.BitmapData;
import flash.geom.Matrix;
//Buttons handlers. Should add an extra function because delegate doesn't allow to pass parameters
shaF.onPress = mx.utils.Delegate.create(this,makeShadow);
//Helper functions to pass parameters
function makeShadow() { capture(0) }
/*
create a function that takes a snapshot of the Video object whenever it is called
and shows in different clips
*/
function capture(nr){
this["snapshot"+nr] = new BitmapData(abc._width,abc._height);
//the bitmap object with no transformations applied
this["snapshot"+nr].draw(abc,new Matrix());
var t:MovieClip = createEmptyMovieClip("bitmap_mc"+nr,nr);
//positions clip in correct place
//t._x = 350; t._y = 10+(nr*130); t._xscale = t._yscale = 50
//display the specified bitmap object inside the movie clip
t.attachBitmap(this["snapshot"+nr],1);
output(nr);
//attachMovie("print_but", "bot"+nr, 100+nr, {_x:t._x+t._width+50, _y:t._y+t._height/2})
}
//Create a new bitmapdata, resize it 50 %, pass image data to a server script
// using a LoadVars object (large packet)
function output(nr){
//Here we will copy pixels data
var pixels:Array = new Array()
//Create a new BitmapData
var snap = new BitmapData(this["snapshot"+nr].width, this["snapshot"+nr].height);
//Matrix to scale the new image
myMatrix = new Matrix();
myMatrix.scale(1, 1)
//Copy image
snap.draw(this["snapshot"+nr], myMatrix);
var w:Number = snap.width, tmp
var h:Number = snap.height
//Build pixels array
for(var a=0; a<=w; a++){
for(var b=0; b<=h; b++){
tmp = snap.getPixel32(a, b).toString(16)
//if(tmp == "-fcffff")
//{
//tmp="-ff0000";
//}
pixels.push(tmp.substr(1))
}
}
//Create the LoadVars object and pass data to PHP script
var output:LoadVars = new LoadVars()
output.img = pixels.toString()
output.height = h
output.width = w
//The page (and this movie itself) should be in a server to work
output.send("show.php", "output", "POST")
}
stop()
Since you already have the BitmapData, this is fairly easy. Modifying your output function:
//Copy image
snap.draw(this["snapshot"+nr], myMatrix);
//Now check if we want to save as JPG instead of sending data to the server
if (runningFromCdrom) {
var encoder:JPEGEncoder = new JPEGEncoder();
var bytes:ByteArray = encoder.encode(snap);
var file:FileReference = new FileReference();
file.save(bytes);
} else {
// ...the rest of your output method...
}
How to determine the runningFromCdrom value is up to you. If the SWF is being run inside an HTML document, the best way to tell if the program is being run from a CD-ROM would be to specify it in the FlashVars.
Yes, you can save JPEG's directly from Flash. There is no need for the intermediate step to PHP.
You can use one of these JPEG encoders:
https://github.com/mikechambers/as3corelib
http://www.switchonthecode.com/tutorials/flex-tutorial-an-asynchronous-jpeg-encoder
I would recommend the second as it can work asynchronously (kind of) which means your UI shouldn't lock up while encoding the JPEG.

How to Save a Shape (or Sprite) to a Folder After Creation?

I am trying to create a county map of Illinois using x,y coordinates from a shp file. I have the x,y coordinates and the county names saved in a CSV file that I have no problem reading in via ActionScript 3 (and the map looks great), but in order to save time in my future application I would like to save each county shape as a permanent shape in my application and give them labels, i.e. Sprite1 (label='Champaign'). Is this possible? If so, any help would be greatly appreciated.
In case this is not possible I am trying an alternate solution: I create a new sprite (var spr:Sprite = new Sprite();) for each county, draw it using spr.graphics.drawPath, and give it a name (spr.name='Champaign') and then 'push' it to a vector of sprites (var xy_sprites:Vector. = new Vector.();). This would be great, but it doesn't work when I try to loop through each sprite in the vector and add an EventListener to that Sprite to pop up the name when you MouseOver any of the counties. Is the Sprite data type not the correct way to go about this or am a missing something about Sprites?
Some of my code to draw the shapes and save in a vector:
function drawXYMap(str:String):Vector.<Sprite> {
var arr:Array = str.split("\n");
var xy_Sprites:Vector.<Sprite> = new Vector.<Sprite>();
for (var i:int=0; i<arr.length-1; ++i) {
var spr:Sprite = new Sprite();
spr.graphics.lineStyle(1.0, 0x000000);
spr.graphics.beginFill(0x666699);
arr[i] = arr[i].split(',');
var xy_commands:Vector.<int> = new Vector.<int>();
var xy_coord:Vector.<Number> = new Vector.<Number>();
for (var j:int=1; j<arr[i].length; ++j) {
xy_coord.push(arr[i][j]*6);
if (j==1) {
xy_commands.push(1); // 1 is a move-to command
var cntry:String = arr[i][j-1] as String; //country name
}
else if (j % 2 == 1) {
xy_commands.push(2); // 2 is a line-to command
}
}
spr.graphics.drawPath(xy_commands, xy_coord);
spr.name = cntry;
xy_Sprites.push(spr);
addChild(spr);
}
return xy_Sprites;
}
But I can't seem to add an Event Listener to each sprite in the vector of sprites I created:
var str:String = csvLoader.data as String;
var xy_spr:Vector.<Sprite> = drawXYMap(str);
for each (var spr:Sprite in xy_spr) {
spr.addEventListener(MouseEvent.MOUSE_OVER,onOver);
}
function onOver(e:MouseEvent):void {
spr.alpha = .25;
}
Any help would be great.
Thanks!
You could put all of your x, y co-ords into a Vector data structure, and then use the graphics.drawPath() method, to iterate over the co-ords any time you instantiate the county.
If you created a class that extended Shape, you could add a Vector that references the CSV file, and every time you create the shape, it automatically draws the path.
Check out this useful document from Adobe:
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WSA8BD9022-BAB1-46d3-9B26-0D9649743C8E.html
PS don't forget to use the proper drawing commands for the drawPath(). You should be able to interact with it as normal if you do.

Length of a string in pixels

I'm populating a dropDownList with arrayCollection of strings. I want the width of the drop down list control to match with the size (in pixels) of the longest string in the array collection. The problem I'm facing is: the font width of the strings in the collection are different e.g. 'W' looks wider than 'l'. So I estimated the width of a character to be 8 pixels but that's not pretty neat. If a string that has many 'W' and 'M' is encountered the estimation is wrong. So I want precise pixel width of strings. How can i get the exact length of a string in pixels??
My solution that estimates all character to be 8 pixels wide is given below:
public function populateDropDownList():void{
var array:Array = new Array("o","two","three four five six seven eight wwww");
var sampleArrayCollection:ArrayCollection = new ArrayCollection(array);
var customDropDownList:DropDownList = new DropDownList();
customDropDownList.dataProvider=sampleArrayCollection;
customDropDownList.prompt="Select ...";
customDropDownList.labelField="Answer Options:";
//calculating the max width
var componentWidth=10; //default
for each(var answerText in array){
Alert.show("Txt size: "+ answerText.length + " pixels: " + answerText.length*9);
if(answerText.length * 8 > componentWidth){
componentWidth=answerText.length * 8;
}
}
customDropDownList.width=componentWidth;
answers.addChild(customDropDownList);
}
Any idea or solution is highly valued.
Thanks
To get a more accurate measurement, you can populate a TextField with the string, then measure the width of that TextField's text.
Code:
function measureString(str:String, format:TextFormat):Rectangle {
var textField:TextField = new TextField();
textField.defaultTextFormat = format;
textField.text = str;
return new Rectangle(0, 0, textField.textWidth, textField.textHeight);
}
Usage:
var format:TextFormat = new TextFormat();
format.font = "Times New Roman";
format.size = 16;
var strings:Array = [ "a", "giraffe", "foo", "!" ];
var calculatedWidth:Number = 50; // Set this to minimum width to start with
for each (var str:String in strings) {
var stringWidth:Number = measureString(str, format).width;
if (stringWidth > calculatedWidth) {
calculatedWidth = stringWidth;
}
}
trace(calculatedWidth);
I don't have edit priv on other people's post's so I'm posting this as a separate answer but credit should go to Cameron if this works:
function measureString(str:String, format:TextFormat):Rectangle {
var textField:TextField = new TextField();
textField.autoSize = TextFieldAutoSize.LEFT;
textField.defaultTextFormat = format;
textField.text = str;
return new Rectangle(0, 0, textField.textWidth, textField.textHeight);
}
If I see that it does and his is edited I'd delete this one for cleanliness.
Sorry for the garbage post initially was trying to answer the question just did so erroneously... anyhow tested this one and it appears to work. I did this in Flex but you should be able to just use the AS3 part no problem I just wrapped up the textfield in a UIComponent to get it on stage but using the autosize seems to work fine:
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600">
<fx:Declarations>
<!-- Place non-visual elements (e.g., services, value objects) here -->
</fx:Declarations>
<fx:Script>
<![CDATA[
import mx.core.UIComponent;
protected function textinput1_changeHandler(event:TextOperationEvent):void
{
// TODO Auto-generated method stub
var rect:Rectangle = measureString(event.target.text);
holderBox.graphics.clear();
holderBox.graphics.beginFill(0xFF0000);
holderBox.graphics.drawRect(rect.x,rect.y,rect.width,rect.height);
}
private function measureString(str:String):Rectangle {
var textField:TextField = new TextField();
textField.autoSize = TextFieldAutoSize.LEFT;
textField.text = str;
var uiComponent:UIComponent = new UIComponent();
uiComponent.addChild(textField);
holderBox.addChild(uiComponent);
return new Rectangle(0, 0, textField.textWidth, textField.textHeight);
}
]]>
</fx:Script>
<mx:VBox>
<s:TextInput text="" change="textinput1_changeHandler(event)"/>
<mx:Box id="holderBox"/>
</mx:VBox>
</s:Application>
This is a more polished version of some of the above code. Accounting for linebreaks (html break and \n) and nullifying the created Textfield object with some other optimizations. Hope this is helpful.
function measureString(str:String, font:String="Times New Roman", size:Number=12):Rectangle
{
var textField:TextField = new TextField();
textField.defaultTextFormat = new TextFormat( font, size );
textField.border = true;
textField.multiline = true;
textField.autoSize = TextFieldAutoSize.LEFT;
textField.htmlText = str;
// Grab with and height before nullifying Textfield.
var w:Number = textField.textWidth;
var h:Number = textField.textHeight;
//addChild( textField );// This will add the Textfield to the stage so you can visibly see it.
//if( contains( textField ) ) removeChild( textField );// If it exists onstage, remove it.
textField = null;//nullify it to make it available for garbage collection.
return new Rectangle(0, 0, w, h);
}
var str:String = "Jeremy is a good boy.<br>He also has a red bike. \nSometimes Jeremy rides his bike to the store to buy bread for his family.<br>He likes wholewheat.";
trace( measureString( str, "Times New Roman", 25 ).width );
If you prefer this in a class, check it out in my GIT framework:
https://github.com/charlesclements/as3-tools/blob/master/net/charlesclements/util/text/TextUtil.as
AS3-tools:https://github.com/charlesclements/as3-tools
Also, our Flash/JS brother Jack Doyle # GreenSock has some handy stuff to do with manipulating text. Well worth it to check it out:http://www.greensock.com/splittext/
Here is a routine I wrote for Java. I guess you can convert it to Javascript or whatever.
It is not exact, but gives an approximate answer. It assumes that a space is about 200 wide, and M and W is about 1000 wide. Obviously you'll need to scale that based on your particular font size.
static int picaSize(String s)
{
// the following characters are sorted by width in Arial font
String lookup = " .:,;'^`!|jl/\\i-()JfIt[]?{}sr*a\"ce_gFzLxkP+0123456789<=>~qvy$SbduEphonTBCXY#VRKZN%GUAHD#OQ&wmMW";
int result = 0;
for (int i = 0; i < s.length(); ++i)
{
int c = lookup.indexOf(s.charAt(i));
result += (c < 0 ? 60 : c) * 7 + 200;
}
return result;
}

Finding (loaded) image size in AS3 (Action Script 3.0)

Im currently using the following function to load an image, however i could not figure out a way to find the width of the loaded image, which i intend to use before placing the next image using the same function.
Note that q is a a variable (a number) which is used to load differant images.
=X i need help obtainning the loaded image width...
function LoadImage(q)
{
var imageLoader:Loader = new Loader();
var image:URLRequest = new URLRequest("GalleryImages/Album1/"+q+".jpg");
imageLoader.load(image);
addChild (imageLoader);
imageLoader.x = 0 + CurrentXLength;
imageLoader.y = 0;
imageLoader.name = "image"+q;
trace(imageLoader.x)
}
You can't know the width of the bitmap until it's actually loaded:
function LoadImage(q)
{
var imageLoader:Loader = new Loader();
var image:URLRequest = new URLRequest("GalleryImages/Album1/"+q+".jpg");
imageLoader.contentLoader.addEventListener(Event.COMPLETE, ImageLoaded);
imageLoader.load(image);
addChild (imageLoader);
...
private function ImageLoaded(e:Event):void
{
var imageLoader:Loader = Loader(e.target.loader);
var bm:Bitmap = Bitmap(imageLoader.content);
var CurrentXLength = bm.width;
....
Alternativly this link might be helpful? Haven't tried it myself ...
I just asked for de width property of loader object:
var loader:Loader;
function loadImage(dir:String):void {
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, placeImage);
var urlReq:URLRequest = new URLRequest(direccion);
loader.load(urlReq);
}
function placeImage(o:Event):void {
loader.x = (1360 - loader.width)/2;
loader.y = (768 - loader.height)/2;
addChild(loader);
}
Where 1360 and 768 are the canvas dimensions...
To access the width you must do it within the function assigned to handle Event.COMPLETE.
"You will want an array containing the items you wish to load. You should probably load this data in with XML so it is dynamic and scalable. Once the xml data is loaded it should be assigned to an array in whatever fashion you like. The reason that we must use an array in this situation, rather then just using the XML object, which is essentially an array, is because you need the know an objects width so that you can base the next objects X position off of the last objects X position plus its WIDTH.
With XML it is common to use a for loop and just iterate through "x" amount of times. We do not want this, in this case. To obtain the "WIDTH" property of the loaded asset, it must be accessed from within the function assigned to fire when the loader fires Event.COMPLETE. Once the image has completed it will remove the item from the array, set a variable as to the lastX and lastWidth, and then get the next item in the array and start all over. Eventually the array is empty and the process is complete.
-Note: I will skip loading the XML and just inject the data into the array myself.
package
{
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
public class DocumentClass extends Sprite
{
private var _array:Array;
private var _lastX:Number;
private var _lastWidth:Number;
public function DocumentClass():void
{
_array = new Array();
//Add Items to an array however you wish. I did it
//this way to make it easier to read on this site.
_array.push({name: "image1", path: "path/to/image1"});
_array.push({name: "image2", path: "path/to/image2"});
_array.push({name: "image3", path: "path/to/image3"});
loadImage();
}
private function loadImage():void
{
if(_array.length > 0)
{
var loader:Loader = new Loader();
addChild(loader);
var request:URLRequest = new URLRequest(_array[0].path); //Loads first item in the array each time.
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoaded);
loader.x = _lastX + _lastWidth;
laoder.load(request);
_lastX = loader.x; //We set after so we are ready for the next.
_array.shift(); //Remove the first item from the array.
}
}
function onImageLoaded(e:Event):void
{
_lastWidth = e.target.width;
loadImage(); //Attempt to load another image if the array isn't empty.
}
}
}
I hope this helps, the code isn't tested, but the concept seems valid.
Yeah I used scott's answer but it's worth noting that 'imageLoader.contentLoader' should be 'imageLoader.contentLoaderInfo' in the LoadImage() function. Solved the width prob for me-- thanks mang