Loading images from an Array generated from XML
OK, this is my first day trying to use AS3 and I'm kind of
confused on how to load an image onto the screen and then be able
to resize it, scale it, etc..
I'm loading up to 5 images in from an XML file that will be
generated on a server. (right now I'm just using a test.xml file).
Normally I would load the images into dynamically created
movie clips (whatever0_mc through whatever4_mc generated by code in
AS2). But I can't seem to get anything working.. I've looked on the
internet and read through some information but I'm still just
REALLY confused... this is what I have so far. To make it easier on
me in the future, I've put different code on different layers so I
can look at it closer.. I've separated the code into the different
layers they're on here:
First Layer:
import flash.events.Event;
import flash.net.URLLoader; // URL Loader Import for Images
import flash.net.URLRequest; // URL Requests Import for
Images
import flash.display.Loader; // Loader
import flash.events.ProgressEvent; // Progress for Loader
import flash.text.TextField; // Imports for Text Fields
import flash.display.Sprite; // Imports Sprite stuff for
loaded Images
import flash.display.Bitmap; // Imports stuff to display a
bitmap
Second Layer:
var imgLoader:Loader = new Loader(); // Initialize Image
Loader
// Listeners for the Image Loaders //
function showPreloader(evt:Event):void {
trace("-- ** showPreloader ** --");
addChild(loadProgress_txt);
function showProgress(evt:ProgressEvent):void {
trace("-- ** showProgress ** --");
var totalLoaded:Number = evt.bytesTotal;
var currentLoaded:Number = evt.bytesLoaded;
var thePercent:Number = (currentLoaded * 100) / totalLoaded;
loadProgress_txt.text = thePercent + "%"; // Show bytes
loaded
function showLoadResult(evt:Event):void {
trace("-- ** showLoadResult ** --");
Third Layer:
// Setup Variables //
var imageArray:Array = new Array();
var galleryTitle:String;
var numPhotos:Number;
var gallerySubmitter:String;
// XML Info //
XML.ignoreComments = true;
XML.ignoreWhitespace = true;
var galleryXML:XML;
var xmlLoader:URLLoader = new URLLoader();
var request:URLRequest = new URLRequest("test.xml");
xmlLoader.load(request);
xmlLoader.addEventListener(Event.COMPLETE, XMLComplete);
function XMLComplete(evt:Event):void {
trace("-- ** XMLComplete ** --");
var loader:URLLoader = evt.target as URLLoader;
if (loader != null){
galleryXML = new XML(loader.data);
galleryTitle = galleryXML.children()[0].attributes()[0];
numPhotos = galleryXML.children()[0].attributes()[1];
gallerySubmitter = galleryXML.children()[0].attributes()[2];
trace("galleryTitle: " + galleryTitle);
trace("numPhotos: " + numPhotos);
trace("gallerySubmitter: " + gallerySubmitter);
for(var i:Number = 0; i<numPhotos; i++) {
imageArray.push(galleryXML.children()[0].children()
.attributes()[1]);
} // for(var i:Number = 0; i<numPhotos; i++)
trace(imageArray.toString());
trace("loading: images\\gallery\\" + imageArray[0]);
var imgRequest:URLRequest = new
URLRequest("images\\gallery\\" + imageArray[0]); // Request the
Image into the Loader
imgLoader.load(imgRequest);
imgLoader.contentLoaderInfo.addEventListener(Event.OPEN,showPreloader);
imgLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,showProgress);
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,showLoadResult);
} else { // if (loader != null){
trace("loader is not a URLLoader!");
} // if (loader != null){
} // function onComplete(event:Event):void {
// End XML Info //
Can anyone point me in the next direction?
thanks...
When you used the IMAQ create VI you specified each image to use the same name of "image". Each image has to have a unique name. I edited your VI to give a unique name for each image and I was able to view three different images in three different viewing panes.
Attachments:
Image Array Reworked.vi 19 KB
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FORM LLENA_ACCESOS *
FORM DESCARGA_XML *
FORM DESCARGA_XML.
DATA: L_DOM TYPE REF TO IF_IXML_ELEMENT,
M_DOCUMENT TYPE REF TO IF_IXML_DOCUMENT,
G_IXML TYPE REF TO IF_IXML,
W_STRING TYPE XSTRING,
W_SIZE TYPE I,
W_RESULT TYPE I,
W_LINE TYPE STRING,
IT_XML TYPE DCXMLLINES,
S_XML LIKE LINE OF IT_XML,
W_RC LIKE SY-SUBRC.
DATA: XML TYPE DCXMLLINES.
DATA: RC TYPE SY-SUBRC,
BEGIN OF XML_TAB OCCURS 0,
D LIKE LINE OF XML,
END OF XML_TAB.
CLASS CL_IXML DEFINITION LOAD.
G_IXML = CL_IXML=>CREATE( ).
CHECK NOT G_IXML IS INITIAL.
M_DOCUMENT = G_IXML->CREATE_DOCUMENT( ).
CHECK NOT M_DOCUMENT IS INITIAL.
WRITE: / 'Converting DATA TO DOM 1:'.
CALL FUNCTION 'SDIXML_DATA_TO_DOM'
EXPORTING
NAME = 'ACCESOS'
DATAOBJECT = ACCESOS[]
IMPORTING
DATA_AS_DOM = L_DOM
CHANGING
DOCUMENT = M_DOCUMENT
EXCEPTIONS
ILLEGAL_NAME = 1
OTHERS = 2.
IF SY-SUBRC = 0.
WRITE 'Ok'.
ELSE.
WRITE: 'Err =',
SY-SUBRC.
ENDIF.
CHECK NOT L_DOM IS INITIAL.
W_RC = M_DOCUMENT->APPEND_CHILD( NEW_CHILD = L_DOM ).
IF W_RC IS INITIAL.
WRITE 'Ok'.
ELSE.
WRITE: 'Err =',
W_RC.
ENDIF.
CALL FUNCTION 'SDIXML_DOM_TO_XML'
EXPORTING
DOCUMENT = M_DOCUMENT
IMPORTING
XML_AS_STRING = W_STRING
SIZE = W_SIZE
TABLES
XML_AS_TABLE = IT_XML
EXCEPTIONS
NO_DOCUMENT = 1
OTHERS = 2.
IF SY-SUBRC = 0.
WRITE 'Ok'.
ELSE.
WRITE: 'Err =',
SY-SUBRC.
ENDIF.
LOOP AT IT_XML INTO XML_TAB-D.
APPEND XML_TAB.
ENDLOOP.
CALL FUNCTION 'WS_DOWNLOAD'
EXPORTING
BIN_FILESIZE = W_SIZE
FILENAME = GK_RUTA
FILETYPE = 'BIN'
TABLES
DATA_TAB = XML_TAB
EXCEPTIONS
OTHERS = 10.
IF SY-SUBRC <> 0.
MESSAGE ID SY-MSGID TYPE SY-MSGTY NUMBER SY-MSGNO
WITH SY-MSGV1 SY-MSGV2 SY-MSGV3 SY-MSGV4.
ENDIF.
ENDFORM.
FORM DESCARGA_XML *
Thanks & regards
Sreenivasulu P -
Loader will load images from another server, but then we get error on Bitmap operation
I'm developing an app that currently is using Loader to get images from another server. This shouldn't currently work since we are still waiting for the owner of that server to put a crossdomain file in place. However, it does work -- sort of .
Loader can load the images fine, without an error. But then the app has a feature in which we are making a larger duplicate of the image to display in a sidebar, we do this in this manner:
var myBitmap:Bitmap = Bitmap(loader.content);
and when this runs we get a Flash player security error 2122, sandbox violation.
So while I'm hoping all this will fix itself when the crossdomain.xml file is put in place, I'm confused as to why we only get the sandbox error when we make a Bitmap from the image, and not when we initially try to retrieve the image.
(Incidentally: is there a better way to make a "copy" of an image loaded by a Loader, and then change its width and height for simultaneous display in another part of the stage? I don't need to change its actual dimensions -- I just need to change its display width and height.)
Thanks!The sandbox allows viewing, not editing from another server without a crossdomain.
So, when you try to load it up, it loads it, but "read-only" and gives you an error when you try to "edit" it by making a new Bitmap out of it.
This should resolve itself once that crossdomain is in place.
||EDIT||
I just realized I should clarify my statement a little more.
When you load images from another server without a crossdomain, it allows the load for display only. When you try to load data, it will fail. This is because, XML data, or some other type of data is editable by default, and images are only viewable by default. So, the image fails when you try to convert it into an editable form. -
I'm trying to build a online image resize tool.
problem i face are:
1. I build a button that allow user to browse the file. Once
file is selected, it doesnt show full path.
2. lets say if it shows fullpath, but i try to load it into a
movieclip, and it doesnt work because the swf file is located at
the server and not the client's place.
3. as far as i know, flash can only load images which is
located in the same server or internet.
4. if i use php, asp, cgi.. it can only allow me to 1st
upload the image then resize later, but this is not wat i want.
5. I need to 1st resize then upload later, because if i have
100 and more photos taken from digicam, it's going to be very slow
and heavy.
What i have tested:
1. upload "image3.jpg" into the same directory as the
"viewer.swf", and it works.
2. do not upload the swf to the server, but run locally from
the user's computer and open "image3.jpg" and it works.
3. upload the swf to the server and open "image3.jpg" from
the user's computer and IT DOESN"T WORK!
please help me out.
Thanks~!use this php code.
for flash php image prosses.
flash file
import flash.display.BitmapData;
shaF.onPress = function() {
output();
function output() {
snap = new BitmapData(mc._width, mc._height);
snap.draw(mc);
var pixels:Array = new Array();
var w:Number = snap.width;
var h:Number = snap.height;
for (var a = 0; a<=w; a++) {
for (var b = 0; b<=h; b++) {
var tmp = snap.getPixel(a, b).toString(16);
pixels.push(tmp);
var output:LoadVars = new LoadVars();
output.img = pixels.toString();
output.height = h;
output.width = w;
output.send("show.php", "output", "POST");
stop();
PHP file (show.php)
<?php
$data = explode(",", $_POST['img']);
$width = $_POST['width'];
$height = $_POST['height'];
$image=imagecreatetruecolor( $width ,$height );
$background = imagecolorallocate( $image ,0 , 0 , 0 );
//Copy pixels
$i = 0;
for($x=0; $x<=$width; $x++){
for($y=0; $y<=$height; $y++){
$int = hexdec($data[$i++]);
$color = imagecolorallocate ($image, 0xFF & ($int
>> 0x10), 0xFF & ($int >> 0x8), 0xFF & $int);
imagesetpixel ( $image , $x , $y , $color );
//$font = imageloadfont('arial.ttf');
$font = 'arial.ttf';
// $text_color = imagecolorallocate($image, 233, 14, 91);
$black = imagecolorallocate($image, 0, 0, 0);
//imagestring($image, $font, 5, 5, "A Simple Text String",
$text_color);
imagettftext($image, 12, 0, 10, 20, $black, $font, "A Simple
Text String");
//Output image and clean
//header("Content-Type: image/png");
imagepng($image,"finoy.png");
imagedestroy( $image );
?>
<html>
<body>
<img src="finoy.png" width="159" height="159" />
</body>
</html>
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