Upload image to Facebook with as3
Hi i have an app where the user can take a snapshot of the stage, I want to be able for the user to then be able to click a button and this to be uploaded to their facebook page.
I have searched forums and havent found any full examples, could any one help please?
Thanks in advance.
Start here:
http://code.google.com/p/facebook-actionscript-api/
Or you can use the javaScript API - which is better since people actually work on it. The AS3 one has a good deal of bugs and nobody ever updates it. But you should be able to get it to work.
If you need more help, I have an app that does this so I can dig out the code if need be.
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Pull image from library with AS3?
Hello, I'm a fairly experienced AS2 programmer transitioning
in progress to AS3 programmer. I'm using Flash CS4 as my IDE with
Actionscript 3 and Flash Player 10. I'm working on a bigger project
but the area I'm struggling in is dynamically pulling an image from
the flash library (already loaded). I've been finding the same
answers to my question all over and they seem to keep producing the
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have an image loaded in the library called test1.jpg. I've right
clicked on it and selected 'Export for ActionScript' and 'Export in
frame 1'. The class is 'MyMc' and the Base class is
'flash.display.BitmapData'. My code is attached.
and it produces the following errors:
quote:
1136: Incorrect number of arguments. Expected 2.
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unrelated type flash.display:DisplayObject.
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AS3 is proving very difficult to transition to.Alaskan57,
> The MyMc name actually came from a tutorial I was
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> wanted to adapt their tutorial to Images
Makes sense. :) And again, the name *as a name* (as a
string) doesn't
really matter, but it's always important to consider what
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they all have
their own unique characteristics ( ... otherwise they
wouldn't be different
types of object!).
> Yea, I remember learning AS2 and how difficult it was...
> but AS3 I think has that beat as I'm not very familiar
> with OOP programming in general. But I'll get there :)
You will; it just takes time. Everything I know is something
I scraped
from online tutorials, read from books, or asked of friends
on IM.
Eventually, the principles of OOP finally gelled in my head.
To me, OOP is
more about organization than anything else. It's not
something magical or
mystical (which took me a while to believe!) ... it's just a
way of
arranging code into reusable nuggets called objects. Each
object is defined
by its class, and generally speaking, classes organize their
functionality
into properties, methods, and events. Those three basic
categories refer
respectively to characteristics the object has, things the
object can do,
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> Thanks for your explanations... I learned a lot!
Glad to hear that. :)
> BTW, you said I did not need to import the
flash.display.*
> class.
That's only true when you're dealing with timeline code. In
custom
classes, especially in AS3, you have to import just about
everything. But
if you're in a keyframe of the timeline, you only have to
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outside of the flash package (such as, for example, the fl
package, which
tends to hold components; the air package, which holds AIR
APIs, etc.).
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detail
> about why I should import a class or why I wouldn't need
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In custom
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of the core
functionality (that is, anything that isn't a part of the Top
Level items
listed here ...
http://help.adobe.com/en_US/AS3LCR/Flash_10.0/index.html
> I've been wanting to try out TweenLite as well as other
classes but
> can seem to figure out this whole import when I need to
thing.
It certainly doesn't hurt anything to import packages; it
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> PS, I have your book (but it's at home at the moment :))
Thanks for the purchase!
David Stiller
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http://tinyurl.com/2cp6na
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You'll not get a rebuttal from me. I still run into Wizard of Oz moments.
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Feedback -
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