swf loading on top of each other in flash - image

I have a flash file, (banner ad) and i need to have an image gallery and an flv player, which i have. to save space i've used a loader to call them via their swf file using a button. but when i do this it calls the swf on top of my main flash page constantly layering more and more pages on top of each other.
heres is my loader code:
var loadedSWF:Loader = null;
var req:URLRequest = new URLRequest("imagegallery.swf");
loadedSWF = new Loader();
loadedSWF.load(req);
function loadSWF(file:String, container:MovieClip=null):void
{
if(container == null) container = MovieClip(root);
// removes the previously loaded SWF
if(loadedSWF != null)
{
if(loadedSWF.parent) loadedSWF.parent.removeChild(loadedSWF);
}
addChild(loadedSWF);
}
imageGallery_btn.addEventListener(MouseEvent.CLICK, _click);
function _click(e:MouseEvent):void
{
loadSWF("imagegallery.swf");
}
It's some code i found on this website.

Related

Adding a MediaPicker image to ListView causes System.ObjectDisposedException

I have a form to fill in with data including an image which then goes into a listview. When I click on a button to get an image it works and it goes into the form, however when I click on another button to add it to the listview, the error [System.ObjectDisposedException: 'Cannot access a disposed object.
Object name: 'Stream has been closed'] appears.
Thanks for your help
When I press the add image button :
var ActionPhoto = await DisplayActionSheet("Ajouter une pièce-jointe depuis:", "Annuler", null, "Galerie", "Caméra");
switch (ActionPhoto)
{
case "Galerie":
var Galerie = await MediaPicker.PickPhotoAsync(new MediaPickerOptions { Title = "Choisir une image" });
if (Galerie != null)
{
var voirImageGalerie = await Galerie.OpenReadAsync();
Image_Photos.Source = ImageSource.FromStream(() => voirImageGalerie);
}
break;
case "Caméra":
var camera = await MediaPicker.CapturePhotoAsync();
if (camera != null)
{
var voirImageCamera = await camera.OpenReadAsync();
Image_Photos.Source = ImageSource.FromStream(() => voirImageCamera);
}
break;
}
When I press the add button of the listView:
App.listePosteNoteFrais.Add(new Data{PostePJ = Image_Photos.Source});
In my Data Class:
public ImageSource PostePJ { get; set; }
What I'm adding to my listview:
<Image x:Name="Image_PostePJ" Source="{Binding PostePJ}" HeightRequest="150" WidthRequest="150" Grid.Row="0" Grid.Column="12"/>
Given code:
ImageSource.FromStream(() => voirImageCamera)
The parameter to FromStream:
() => voirImageCamera
is executed every time the image is needed.
The exception message:
System.ObjectDisposedException: 'Cannot access a disposed object. Object name: 'Stream has been closed.
Is telling you that the stream (voirImageCamera) is no longer useable.
I'm not sure what internal code is disposing that stream. Maybe MediaPicker thinks its no longer needed. Or maybe its due to copying from one image source to another. Or something about how/when ListView accesses the image source.
As seen in doc Xamarin.Essentials: Media Picker / General Usage, a safe way to use a result from MediaPicker's OpenReadAsync, is to save the stream in a local file, then use that file as the image source:
// save the file into local storage
var newFile = Path.Combine(FileSystem.CacheDirectory, photo.FileName);
using (var stream = await photo.OpenReadAsync())
using (var newStream = File.OpenWrite(newFile))
await stream.CopyToAsync(newStream);
Then set the image source to that file:
Image_Photos.Source = ImageSource.FromFile(newFile);
The advantage of FromFile, is that it should be able to open the file at any time it needs - there is no stream being held open.
NOTE: The doc example uses CacheDirectory. Depending on the situation, FileSystem.AppDataDirectory might be more appropriate (files that should be kept indefinitely).

Blazor Wasm - JS : One button to download multiple files

I'm trying to make a button to download multiple images in a Blazor webassembly .NET 6 app.
So I've made a button :
<button class="btn icon-download" #onclick=DownloadImages></button>
And my method :
private async Task DownloadImages()
{
int i = 0;
foreach (var p in Pictures)
{
// TODO : needs to take the same extension
await jsRuntime.InvokeVoidAsync("downloadFromUrl", p.Url, $"picture-{i++:00}.jpeg");
}
}
Which call the following javascript function :
function downloadFromUrl(url, filename) {
// Create the <a> element and click on it
const a = document.createElement("a");
a.href = url;
a.download = filename;
a.target = "_self";
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
console.log(url, ' downloaded to ', filename);
}
I have 2 issues :
First, when I click on the button, all the downloads are cancelled, except the last one
=> Do I need to wait the download finished ? How could I do that in Javascript ?
Second, once downloaded, the image name doesn't change and keeps the name from the URL. How can I rename it when saving in Download user folder ?

Unity - Loading image using www cause all images in application to change

I am pretty new to Unity, so this might be an easy one.
I am trying to load and image from a URL an into an image in my application. In my application I have many different images, but for some reason all the images change to the image loaded from my url.
I have made a component called LoadImage and added it only to the one image I want to change. My code for loading the image looks like this:
public class LoadImage : MonoBehaviour
{
public Image img;
// Use this for initialization
void Start ()
{
DownloadViaURL();
}
void DownloadViaURL()
{
Debug.Log("Called DownloadViaURL");
FirebaseDatabase.DefaultInstance
.GetReference("Child1").Child("Child2").Child("ImageURL")
.GetValueAsync().ContinueWith(task =>
{
Debug.Log("Default Instance entered");
if (task.IsFaulted)
{
Debug.Log("Error retrieving data from server");
}
else if (task.IsCompleted)
{
DataSnapshot snapshot = task.Result;
string data_URL = snapshot.GetValue(true).ToString();
//Start coroutine to download image
StartCoroutine(AccessURL(data_URL));
}
});
}
IEnumerator AccessURL(string url)
{
using (WWW www = new WWW(url))
{
yield return www;
www.LoadImageIntoTexture(img.mainTexture as Texture2D);
Debug.Log("Texture URL: " + www.url);
}
}
}
And I have then added the image as the public Image img;
Can anyone tell my why unity load the image into all imageviews in my application instead of just the one?
You say
I have many different images,
but I guess you mean different Image components where you very probably referenced the same texture from your assets multiple times
So what your code actually does is overwriting whatever texture asset is referenced by your image => it is also changed in all other images/materials etc that reference the same texture asset.
You should rather create a new texture, load the data into it and change the image's texture reference:
// Create new texture
// Size values don't matter because texture will be overwritten
var newTexture = new Texture2D(2,2);
// Load image I new texture
www.LoadImageToTexture(newTexture);
// Use the reference to that new texture
img.mainTexture = newTexture;

fineuploader - Read file dimensions / Validate by resolution

I would like to validate by file dimensions (resolution).
on the documentation page there is only information regarding file name and size, nothing at all in the docs about dimensions, and I also had no luck on Google.
The purpose of this is that I don't want users to upload low-res photos to my server. Thanks.
As Ray Nicholus had suggested, using the getFile method to get the File object and then use that with the internal instance object qq.ImageValidation to run fineuploader's validation on the file. A promise must be return because this proccess is async.
function onSubmit(e, id, filename){
var promise = validateByDimensions(id, [1024, 600]);
return promise;
}
function validateByDimensions(id, dimensionsArr){
var deferred = new $.Deferred(),
file = uploaderElm.fineUploader('getFile', id),
imageValidator = new qq.ImageValidation(file, function(){}),
result = imageValidator.validate({
minWidth : dimensionsArr[0],
minHeight : dimensionsArr[1]
});
result.done(function(status){
if( status )
deferred.reject();
else
deferred.resolve();
});
return deferred.promise();
}
Remained question:
Now I wonder how to show the thumbnail of the image that was rejected, while not uploading it to the server, the UI could mark in a different color as an "invalid image", yet the user could see which images we valid and which weren't...
- Update - (regarding the question above)
While I do not see how I could have the default behavior of a thumbnail added to the uploader, but not being uploaded, but there is a way to generate thumbnail manually, like so:
var img = new Image();
uploaderElm.fineUploader("drawThumbnail", id, img, 200, false);
but then I'll to create an item to be inserted to qq-upload-list myself, and handle it all myself..but still it's not so hard.
Update (get even more control over dimensions validation)
You will have to edit (currently) the qq.ImageValidation function to expose outside the private function getWidthHeight. just change that function deceleration to:
this.getWidthHeight = function(){
Also, it would be even better to change the this.validate function to:
this.validate = function(limits) {
var validationEffort = new qq.Promise();
log("Attempting to validate image.");
if (hasNonZeroLimits(limits)) {
this.getWidthHeight().done(function(dimensions){
var failingLimit = getFailingLimit(limits, dimensions);
if (failingLimit) {
validationEffort.failure({ fail:failingLimit, dimensions:dimensions });
}
else {
validationEffort.success({ dimensions:dimensions });
}
}, validationEffort.success);
}
else {
validationEffort.success();
}
return validationEffort;
};
So you would get the fail reason, as well as the dimensions. always nice to have more control.
Now, we could write the custom validation like this:
function validateFileDimensions(dimensionsLimits){
var deferred = new $.Deferred(),
file = this.holderElm.fineUploader('getFile', id),
imageValidator = new qq.ImageValidation(file, function(){});
imageValidator.getWidthHeight().done(function(dimensions){
var minWidth = dimensions.width > dimensionsLimits.width,
minHeight = dimensions.height > dimensionsLimits.height;
// if min-width or min-height satisfied the limits, then approve the image
if( minWidth || minHeight )
deferred.resolve();
else
deferred.reject();
});
return deferred.promise();
}
This approach gives much more flexibility. For example, you would want to have different validation for portrait images than landscape ones, you could easily identify the image orientation and run your own custom code to do whatever.

jQuery Mobile cache pages in order

I have a list of a tags that are hidden. I tried using the data-prefetch attribute as described in the jquery mobile docs. The only problem is it fires off an ajax request for all of them at once and there is no garentee of the order that they get loaded in.
The ordering is very important in what pages are shown next via swipe.
So I decided to try and cache the links programatically via this bit of code.
var last_cache_page = false;
function cache_next_page(){
if(last_cache_page == false){
var cache_link = $('.cache').first();
last_cache_page = cache_link;
}
else{
var cache_link = last_cache_page.nextAll('.cache');
last_cache_page = cache_link;
}
//Start Caching any other pages that we want to swip to
$.mobile.loadPage(cache_link.attr('href'), {showLoadMsg: false});
}
So on $(document).on('pageshow') I call cache_next_page(). That part works fine the real problem is that when using $.mobile.loadPage no jquery mobile page related events fire once the first cached page is interested into the dom.
I have tried pageshow, pageinit and pageload but they only fire the first time the page is loaded. Now if I load the first page which starts the caching directly. That is to say with out visiting any other pages in the application it DOES trigger all the expected events such as pageload.
It is only when you start on page_1 and then go to page_2 (which has the code to start the cache) that it fails to have a pageload event triggered when the cached page is inserted into the dom.
I found out there there is a .done on the object that is returned from .loadPage so I have modified my code as follows to allow it to cache my links in order.
var last_cache_page = false;
function start_caching(){
if(last_cache_page == false){
var cache_link = $('.cache').first();
last_cache_page = cache_link;
}
else{
var cache_link = last_cache_page.nextAll('.cache').first();
last_cache_page = cache_link;
}
if(cache_link.length == 1){
//Start Caching any other pages that we want to swipe to
new_page = $.mobile.loadPage(cache_link.attr('href'), {showLoadMsg: false});
new_page.done(function(){
start_caching();
});
}
}

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