Alternatives to using a MovieClip or BitmapData for an image? - image

I've been trying for two days to find an alternative to loading an image into my current project. I am using Adobe Flash Professional CS6 as my IDE and Animation program. I would like to be able to display an image in my application. What I am trying to do is have the image display onto the screen, the user enters the PLU associated with the image, and if the PLU is right then they receive a point. I have everything else already to go, but I just can't find an efficient way to deal with loading the image.
Right now I'm using this to accomplish getting my image on the display:
var myDisp:Layer0 = new Layer0();
var bmp:Bitmap = new Bitmap(myDisp);
spDispBox.addChild(bmp);
The above code works just find, but the limitation I can't get around is that I'm going to have to import each image into the library and then consecutively code each part in. I wanted to stick to OOP and streamline this process, I just don't know where I should turn to in order to accomplish my project goal. I'm more than happy to give more information. Thanks in advance, everyone.
July, 26, 2014 - Update: I agree, now, that XML is the way to go. I'm just having a hard time getting the grasp of loading an external XML file. I'm following along, but still not quite getting the idea. I understand about creating a new XML data object, Loader, and URLRequest. It's just loading the picture. I've been able to get output by using trace in the function to see that the XML is loaded, but when I go to add the XML data object to the stage I'm getting a null object reference.
I'm going to try a few more things, I just wanted to update the situation. Thanks again everyone.

it seems like these images are in your FLA library. To simplify your code you can make a singleton class which you can name ImageFactory (factory design pattern) and call that when needing an image which will return a Sprite (lighter than a MovieClip)
spDispBox.addChild( ImageFactory.getImageA() ); // returns a Sprite with your image
and in your ImageFactory
public function getImageA():DisplayObject {
var image:Layer0 = new Layer0(); // image from the FLA library
var holder:Sprite = new Sprite();
holder.addChild( new Bitmap( image ) );
return holder;
}
also recommend using a more descriptive name than Layer0

Related

Mapbox android load Time based tiles

I have a time based tile server with radar data. I want to show this in mapbox.
The only way I get this working is this. Remove Source and layer and create a new source and layer.
mapboxMap.RemoveLayer("layer");
mapboxMap.RemoveSource("source");
RasterSource source = new RasterSource("source", tileset, 256);
mapboxMap.AddSource(source);
RasterLayer layer = new RasterLayer("layer", "source");
mapboxMap.AddLayer(layer);
This is working, bur the problem is that it is flickering. Is there another way to do this. I'm using Naxam.Mapbox.Droid version for Xamarin.
Thanks
Jelle

Check if an image contains another image

Im trying to check if a screenshot contains an image that is saved in the project resources, I need to find a 100% match only and would like to not use any extra libraries, now with that being said, I have no idea how to do so.
heres a few questions:,
do I compare the two buffered images together? do I change them into something else?
Il have to compare it atleast once a second or so. (just as general information)
I have a resource folder under my project in eclipse and the .png files are shown as text, is there a way to change that? I tried tinkering with the settings, no luck yet.
public static BufferedImage screenshot(){
BufferedImage capture = robot.createScreenCapture(screenSize);
return capture;
}
this is my screenshot, another bufferedimage is for example "compare", where the size of the compared image is smaller than the screenshot. how will I be able to check if the image contain the second image?
*For those who wondering, im trying to make a simple program that clicks a certain image once it pops up.

Best way to show many mini versions of painted InkCanvas in UWP

I have a problem to depict many mini-versions of my InkCanvas. In my app it is possible to write or draw on a InkCanvas. Now I want to depict all created InkCanvas in a GridView.
But with mini versions in this GridView i can not create enough mini versions.
I tested it with 36 mini versions and after I show one and navigate back, the App crashs everytime by rendering the same mini InkCanvas with the error: Insufficient Memory. So I searched an found this post:
Insufficient memory to continue the execution of the program when trying to initialize array of InkCanvas in UWP
I checked the Memory workload:
var AppUsageLevel = MemoryManager.AppMemoryUsageLevel;
var AppMemoryLimit = MemoryManager.AppMemoryUsageLimit;
and the memory has enough free space. (is this a bug?)
So I tried to render a image from my grid with a InkCanvas but the strokes were not rendered and all pictures were empty. ( can I save Memory this way?)
So now my question is:
Can someone tell me how to solve this problem? And what is the best way?
Thank you very much in advance!
Agredo
If you want to preview your drawings, better way is to render them to bitmap and show this bitmaps in grid instead of multiple complex controls InkCanvas is.
Here is some code to render inks to bitmap from another SO Answer:
CanvasDevice device = CanvasDevice.GetSharedDevice();
CanvasRenderTarget renderTarget = new CanvasRenderTarget(device, (int)inkCanvas.ActualWidth, (int)inkCanvas.ActualHeight, 96);
using (var ds = renderTarget.CreateDrawingSession())
{
ds.Clear(Colors.White);
ds.DrawInk(inkCanvas.InkPresenter.StrokeContainer.GetStrokes());
}
using (var fileStream = await file.OpenAsync(FileAccessMode.ReadWrite))
await renderTarget.SaveAsync(fileStream, CanvasBitmapFileFormat.Jpeg, 1f);
You also need to add Win2D.uwp nuget package to your project.

How to make UIloader work?

I have this project at school, where I am supposed to make an image recognizer not importing any photos into Flash. Here's the error I´m getting:
Error #2044: Unhandled ioError:. text=Error #2035: URL Not Found. URL: file
Anyway, this is the file (p.s. it's Norwegian. And yeah, I'm a noob, I know.)
http://www.megafileupload.com/en/file/507257/recognizer-fla.html
I have tried similar methods, but nothing seems to work - again, I'm a noob. I have only been coding for two months.
not importing any photos into Flash
It's easy to load external image. You will need Loader class, image will be represented as instance of the Bitmap class. If you get IOError, I assume your url isn't correct.
Example:
var loader: Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
loader.load(new URLRequest("http://www.billboard.com/files/styles/promo_650/public/stylus/1235529-taylor-swift-woman-of-the-year-617-409.jpg"));
function onComplete(e:Event):void{
var bitmap: Bitmap = LoaderInfo(e.currentTarget).content as Bitmap;
addChild(bitmap);
//Do whatever you want with the image
}

How to smooth images loaded from server in ActionScript3

I'm trying to smooth an scaled image loaded from another website. The image is not animated.
It works well if I use a local image. but it seems not work with images loaded from remote server.
Here is the snippet:
...
//_loader.load(new URLRequest(http://img.example.com/remote.jpg));
_loader.load(new URLRequest("../assets/local.jpg"));
_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
...
protected function completeHandler(event:Event):void
{
var image:Bitmap = Bitmap(event.target.content);
image.smoothing = true;
image.pixelSnapping = "never";
}
As tested, when I load local.jpg, it works perfect. But when I load remote.jpg from the server, the smoothing param didn't work.
Anyone knows why?
I searched everywhere, but no one has the same problem. I'm not using Flash Professional, it's a pure ActionScript Project built in Flash Builder. And the image is not animating. So wired...
Because you are pulling an image from a remote server you need to set a cross domain policy xml file on the web server where the image is held.
Without this you can't alter bitmaps at a sub pixel level.
Example of:
http://www.senocular.com/pub/adobe/crossdomain/policyfiles.html
More details
http://www.adobe.com/devnet/articles/crossdomain_policy_file_spec.edu.html
I searched day by day, and finally find the answer:
_loader.load( new URLRequest("http:…." , new LoaderContext(true));
The most important is the second param of load() method, it's a LoaderContext. Reference:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Loader.html#load()
Although I set the crossdomain file in the server, without the "new LoaderContext(true)", it won't read the crossdomain file. That's why it doesn't work at first.
If you have the same problem, hope it's helpful to you!

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