Save movie  Clip in frame as jpeg

We Are Developing A web Application as the following :
the Client Can select A template then Write words on over it
and Save the Template as Jpeg format ,we did the first part ,how we
can save the movie Clip as JPEG format ,I looked in the Bitmap
class and i did not found any Solution,also I used the PHP to send
Data to It From Flash but it is very Slow Proccess is there any way
to do this from Flash

this my Code i olny load image in a movieClip and I changed
the width and height of the movie
myimage= movieClip
import flash.display.BitmapData;
import com.quasimondo.display.BitmapExporter;
myimage.loadMovie("1.jpg") ;
var snapshot:BitmapData = new BitmapData(500,400,false);
// You will have to change the gatewayURL to your server
// except if you are testing this locally:
BitmapExporter.gatewayURL = "
http://www.7everyweek.com/BitmapExporter.php";
// It is a good idea to listen to the various events that
// BitmapExporter provides:
BitmapExporter.addEventListener( "progress", this);
BitmapExporter.addEventListener( "status", this);
BitmapExporter.addEventListener( "error", this);
//BitmapExporter.addEventListener( "complete", this);
function save():Void
// Check if there is still an export going on:
if (BitmapExporter.getStatus() == "idle") {
// update the bitmap with the latest camera image:
snapshot.draw(myimage);
progress_back._visible = progressbar._visible=true;
// this is only to compare the different speeds
timer = getTimer();
onEnterFrame = updateTimer;
// Since the webcam image is very small we can get away with
turboscan here:
BitmapExporter.saveBitmap(snapshot, "testsnapshot.jpg",
"turboscan", 0 );
// Usually it is receommended to use one of the other modes:
// BitmapExporter.saveBitmap(snapshot, "snapshot.jpg",
"fastscan", 0, 70);
// BitmapExporter.saveBitmap(snapshot, "snapshot.jpg",
"default", 0, 70);
// BitmapExporter.saveBitmap(snapshot, "snapshot.jpg",
"palette", 0, 70);
// BitmapExporter.saveBitmap(snapshot, "snapshot.jpg",
"rgb_rle", 0, 70);
function updateTimer(){
time.text = getTimer() - timer;
function progress(evt:Object):Void {
progressbar.setProgress(evt.current, evt.total);
progressbar.label = evt.message+" (%3%%)";
function error(evt:Object):Void {
errormsg.text += evt.message+"\n";
delete onEnterFrame;
trace( evt.message )
function status(evt:Object):Void {
trace( evt.status );
switch (evt.status) {
case "contacting server" :
save_btn._visible = false;
save_btn.enabled = false;
cancel_btn._visible = true;
cancel_btn.enabled = true;
break;
case "idle" :
progress_back._visible = progressbar._visible=false;
save_btn.enabled = true;
save_btn._visible = true;
//cancel_btn.enabled = false;
cancel_btn._visible = false;
onEnterFrame = null;
break;
case "retrieving":
onEnterFrame = null;
break;
save_btn.onPress = function() {
this._parent.save();
progress_back._visible = progressbar._visible=false;
//cancel_btn._visible = false;
//save_btn._visible = true;
progressbar.minimum = 0;
//cancel_btn.enabled = false;
var timer:Number
var errormsg:TextField;
////////////////

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