Saving and referencing images

Okay, I can get the charting component to set a directory where it will place the image.
1) What path should I tell it to write the image to?
2) How do I reference that image with a URL?
I hope that makes it easier for y'all to understand and, hopefully, answer. Thanks! --Shibli

Hi Shibli,
I think you misunderstood.
You should read the <a href="https://www.sdn.sap.comhttp://www.sdn.sap.comhttp://www.sdn.sap.com/irj/servlet/prt/portal/prtroot/docs/library/dotnet/pdk%20for%20.net/developer's%20Guide%20PDK%202.0%20for%20.NET/How%20to/ThirdPartyChartControl.htm">how-to</a> more carefully.
The how-to relies on the fact that a server can return to a client not just html, but also stream files. In order to do that, it changes the mime type and sends the file as a stream.
So what we do is write a portal component that is called actually TWICE. once for the html, and once AGAIN for the image!
first we set the source of an image control to itself (plus a query param).
like this:
Image1.Source = this.iViewPath + "?Chart=Pie";
This will eventually render like this: <IMG SRC="sameiView?Chart=Pie">
when the browser will receive this, it will call the same component AGAIN, only this time in the page load we will intercept the query and not render the regular html but return the actual image as a stream! (see how-to for the code)
Now you still have the question of how to write this code that will stream the image to the client. This is done by either "saving" the bitmap from the chart control directly to the output stream (like in the how-to), or if the chart control can't provide a real bitmap, and can only save a image somewhere (which is very strange by the way), then we will ask the chart to save the image somewhere first and then we will read it from there again to a bitmap, and then "save" it again, this time to the output stream. In both cases we need to change the mime type to "image" (as in the how-to).
Hope that clears up the confusion,
Ofer

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    Message was edited by: hallerphoto

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    Message was edited by: hallerphoto
    Message was edited by: hallerphoto

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    What I have above is only saving the actual image, which is inside a movie clip names Sliders.
    Below is the Class I am using that associates with the slider that changes the hue of "Dino".
    package
              import flash.display.Sprite;
              import fl.motion.AdjustColor;
              import flash.filters.ColorMatrixFilter;
              import fl.events.SliderEvent;
              public class Main extends Sprite
                        private var color:AdjustColor = new AdjustColor();
                        private var filter:ColorMatrixFilter;
                        public function Main():void
                                  /* Required to create initial Matrix */
                                  color.brightness = 0;
                                  color.contrast = 0;
                                  color.hue = 0;
                                  color.saturation = 0;
                                  /* Add Listeners function */
                                  addListeners();
                        private final function addListeners():void
                                  colorPanel.hueSL.addEventListener(SliderEvent.CHANGE, adjustHue);
                        private final function adjustHue(e:SliderEvent):void
                                  color.hue = e.target.value;
                                  update();
                        private final function update():void
                                  filter = new ColorMatrixFilter(color.CalculateFinalFlatArray());
                                  Dino.filters = [filter];
    Overall what I'm asking for is: How do I get it to save the current hue of an image by clicking a button, and then having that previously saved image be loaded upon reloading or clicking a button? To me, it doesn't seem like it should be too hard, but for some reason I can not grasp it.
    Thanks in advance for reading this and for any assistance you have to offer!

    This is the Class that you told me to use:
    package
              import flash.display.Sprite;
              import fl.motion.AdjustColor;
              import flash.filters.ColorMatrixFilter;
              import fl.events.SliderEvent;
              import flash.net.SharedObject;
              public class Main extends Sprite
                        private var color:AdjustColor = new AdjustColor();
                        private var filter:ColorMatrixFilter;
                        private var so:SharedObject;
                        public function Main():void
                                  color.brightness = 0;
                                  color.contrast = 0;
                                  color.saturation = 0;
                                  so = SharedObject.getLocal("myStuff");
                                  if (so.data.hue)
                                            color.hue = so.data.hue;
                                  else
                                            color.hue = 0;
                                  update();
                                  addListeners();
                        private final function addListeners():void
                                  colorPanel.hueSL.addEventListener(SliderEvent.CHANGE, adjustHue);
                        private final function adjustHue(e:SliderEvent):void
                                  color.hue = e.target.value;
                                  so.data.hue = color.hue;
                                  so.flush();
                                  update();
                        private final function update():void
                                  filter = new ColorMatrixFilter(color.CalculateFinalFlatArray());
                                  Dino.filters = [filter];
    And this is the FLA Code:
    import flash.events.KeyboardEvent;
    // open a local shared object called "myStuff", if there is no such object - create a new one
    var savedstuff:SharedObject = SharedObject.getLocal("myStuff");
    Accept.addEventListener(MouseEvent.CLICK, SaveData);
    PlayBTN.addEventListener(MouseEvent.CLICK, LoadData);
    function SaveData(MouseEvent)
              savedstuff.data.username = Sliders.Dino.MovieClip;// changes var username in sharedobject
              savedstuff.flush();
              // saves data on hard drive;
    function LoadData(event: MouseEvent)
              if (savedstuff.size > 0)
              {// checks if there is something saved
                        Sliders.Dino.MovieClip = savedstuff.data.username;
              }// change field text to username variable
    // if something was saved before, show it on start
    if (savedstuff.size > 0)
              Sliders.Dino.MovieClip = savedstuff.data.username;

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    A good point. Also importing files to 2 different libraries becomes a huge hassle. Do I put it in the Art or the Snap library? Did I already? Is it in both? Did I miss it?
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    Yes, I'm over-thinking it, probably because of the assumption that once it is done, it's a pain to change.
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