Load image and change width and height as3 - image

i want to load image from remote url and synchronicity and change it width and height.
i am using the folowwing code, but it want let me change the width and highet, i think i needto convert the loader to a Bitmap object.
how can i do that, thank you very much.
var imageURLRequest:URLRequest = new URLRequest(pic);
var myImageLoader:Loader = new Loader();
myImageLoader.load(imageURLRequest);
var urlRequest:URLRequest = new URLRequest(pic);
var loader:Loader = new Loader();
loader.load(urlRequest);
trace(loader.width); // return 0
loader.width =100; //dosent work
allMC[i].img.addChild(loader);

To access what the loader loaded, use loader.content reference. If you are loading an image, you can retrieve its raw data via (loader.content as Bitmap).bitmapData, of course first check if it's so via if (loader.content is Bitmap). Also, you need to do all of this after your loader will finish loading, it'll send an event indicating this.
...
loader.load(urlRequest);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderComplete);
...
private function loaderComplete(e:Event):void {
// now your image is fully loaded
trace(loader.content.width);
// etc etc, whatever you need to do with your image prior to
// addressing it from elsewhere.
}

Related

amCharts: Map Recentering after JSON DataSource Despite Previous chart.homeGeoPoint

I'm mapping a series of points with amChart; after loading the data from an external JSON source, the map re-centers instead of staying at the point I'd set earlier with chart.homeGeoPoint.
I believe I need to use an event listener and set the homeGeoPoint after the map renders the points... but I'm at a bit of a loss; the only events I've found are from dataSource.events, and those appear to be related to fetching/parsing the JSON, as opposed to rendering the map.
// Create map instance
var chart = am4core.create("chartdiv", am4maps.MapChart);
// Set map definition
chart.geodata = am4geodata_region_world_northAmericaLow;
// Set projection
chart.projection = new am4maps.projections.Miller();
// Initial Position / Zoom
chart.homeZoomLevel = 2.6;
chart.homeGeoPoint = {
latitude: 39,
longitude: -96.2456
};
// Series for World map
var worldSeries = chart.series.push(new am4maps.MapPolygonSeries());
worldSeries.useGeodata = true;
// Markers
// Create image series
var imageSeries = chart.series.push(new am4maps.MapImageSeries());
// Create a circle image in image series template so it gets replicated to all new images
var imageSeriesTemplate = imageSeries.mapImages.template;
var circle = imageSeriesTemplate.createChild(am4core.Circle);
circle.radius = 5;
circle.fill = am4core.color("#116ad6");
circle.stroke = am4core.color("#FFFFFF");
circle.strokeWidth = 2;
circle.nonScaling = true;
circle.tooltipText = "{title}";
// Set property fields
imageSeriesTemplate.propertyFields.latitude = "latitude";
imageSeriesTemplate.propertyFields.longitude = "longitude";
imageSeriesTemplate.propertyFields.url = "url";
// Load data
imageSeries.dataSource.url = "/foo/map-points.php";
imageSeries.dataSource.parser = new am4core.JSONParser();
imageSeries.dataSource.parser.options.emptyAs = 0;
// Center after render
imageSeries.dataSource.events.on("done", function(ev) {
// This doesn't work - perhaps it is firing too early?
chart.homeGeoPoint = {
latitude: 39,
longitude: -96.2456
};
});
By request, here is a foo.json file for expirmenting with.
[{"title":"ISP","url":"\/airport\/kisp\/","latitude":40.7952,"longitude":-73.1002},{"title":"AEX","url":"\/airport\/kaex\/","latitude":31.3274,"longitude":-92.5486}]
What do I need to do to make sure the map stays centered on my desired location after the JSON data are loaded and rendered?
I've created an issue on GitHub in regards to why the map re-positions on the MapImageSeries' dataSource load and how to better work with that. (If you've a GitHub account, please subscribe to the issue.)
In the meantime, presuming the first time your dataSource gets its data that the user hasn't moved the map and we want to maintain homeGeoPoint as the current center, we can chain events to achieve that.
When the dataSource is "done" with its data, that doesn't necessarily imply anything has been done on the actual map level. The data still needs to propagate to the MapImageSeries, that still needs to create MapImages per data item, have the data validated/parsed there, and for whatever reason the map position shifts around. So the first time that happens (using events.once instead of events.on), we then listen for the MapImageSeries' "datavalidated" event also only one time (because "datavalidated" will have run before this, e.g. as soon as you create the MapImageSeries, if no data is supplied or it's taking some time, it will still run the event and the "inited" event, i.e. I guess you can say the series itself will successfully render nothing).
And to center the map we use chart.goHome(0);, this method will zoom to your homeGeoPoint and homeZoomLevel, the 0 is for how long the animation duration should run, i.e. just do the work, don't animate.
So all that together will look something like this:
// Center after render
imageSeries.dataSource.events.once("done", function(ev) {
imageSeries.events.once("datavalidated", function() {
chart.goHome(0);
});
});
Here's a demo:
https://codepen.io/team/amcharts/pen/239bfdc8689c65468df32d71b29759b8
Even though the map does re-position once the MapImageSeries loads, then it re-centers with the above code, I haven't actually seen the map shift at all anymore. So it looks to me the above code is doing the job of maintaining the homeGeoPoint. Let me know if that is still the case once implemented in your application.

fabricjs how to pass canvas from one page to another

I have a canvas on one page that is built using fabricjs
can i send that canvas to another page so that it retains all its objects as it is with all their properties and attributes to be same aswell.
Sure you can, just export your canvas to JSON
var canvas = new fabric.Canvas('c');
data = JSON.stringify(canvas)
Now you can send that data using a post request or store it in a database or whatever you want.
canvas.loadFromJSON(data, canvas.renderAll.bind(canvas));
Example: http://jsfiddle.net/P9cEf/3/
The example uses two canvases one page, but the concept is the same.
Edit:
To download the image client side
var canvas1 = document.getElementById("c");
var image = canvas1.toDataURL("image/png").replace("image/png", "image/octet-stream");
window.location.href = image;

Jscript image tag creation gives an error

function pushImage () {
var img = new Image();
img.src = '/waroot/chart/chart.png';
document.getElementById("test1").innerHTML = "<img src='/waroot/chart/chart.png'>";
document.getElementById("test2").innerHTML = img;
}
Test 1 works and shows the image, but test 2 doesn't. I am not sure how to solve it but i will need the way test 2 works further along my project since i'm going to have to circle through a large amount of images.
The images are created by JFreeCharts, saved to png and then have to be posted to a site. As a side question: is it possible to push the freecharts objects straight to the jscript instead of having to save them prior (i could throw them into the dictionary and then look them up later but i'm not sure if this works)
Use .appendChild(img) instead of .innerHTML:
function pushImage () {
var img = new Image();
img.src = '/waroot/chart/chart.png';
document.getElementById("test1").innerHTML = "<img src='/waroot/chart/chart.png'>";
document.getElementById("test2").appendChild(img);
}
Demo
This is because img is an image object, not an html string, so you have to append it to the DOM.
P.S., don't forget that the alt attribute is required in the img tag!

Getting an image from an XMLHttpRequest and displaying it

I got this web service that gives me a (jpeg) image. What I want is take this image, convert it into a Data URI and display it on an HTML5 canvas, like that:
obj = {};
obj.xmlDoc = new window.XMLHttpRequest();
obj.xmlDoc.open("GET", "/cgi-bin/mjpegcgi.cgi?x=1",false, "admin", "admin");
obj.xmlDoc.send("");
obj.oCanvas = document.getElementById("canvas-processor");
obj.canvasProcessorContext = obj.oCanvas.getContext("2d");
obj.base64Img = window.btoa(unescape(encodeURIComponent( obj.xmlDoc.responseText )));
obj.img = new Image();
obj.src = 'data:image/jpeg;base64,' + obj.base64Img;
obj.img.src = obj.src
obj.canvasProcessorContext.drawImage(obj.img,0,0);
Unfortunately, this piece of code doesn't work; the image is not painted on the canvas at all (plus it seems to have width and height = 0, could it be not decoded correctly? I get no exceptions). img.src looks like data:image/jpeg;base64,77+977+977+977+9ABBKRklG....
Resolved: turns out I should have overridden the mime type with:
req.overrideMimeType('text/plain; charset=x-user-defined');
and set the response type with:
req.responseType = 'arraybuffer';
(see this. You should make an asynchronous request if you change the response type, too).
First you need to create an img element (which is hidden)
Then you do exactly what you have done except that you listen to your onload event on your img element.
When this event is launched you are able to get the width and height of your pictures so you can set your canvas to the same size.
The you can draw your image as you did in last line.

importing image on canvas html5

var img = new Image();
img.src = '/images/backdrop.jpg';
ctx.drawImage(img,0,0);
I wanted to load an image from local disk on to canvas using dialog box mechanism rather than the path directly specified as in above example. I tried different sorts using JavaScript but in vain, even tried using the input type as file. What else can I try?
Take a look here:
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Using_images
It's important to have drawImage call after the image has loaded:
var img = new Image();
img.onload = function() {
var ctx = document.getElementById('ctx').getContext('2d');
ctx.drawImage(img, 0, 0);
}
img.src = 'images/backdrop.jpg';
Also, note that you probably want to use images/backdrop.jpg instead of /images/backdrop.jpg (note there's no slash in front), as using the latter would get the image from root directory, I would assume that's probably not where your images are.
As far as loading from a dialog box, you can replace the last line from the above with something like this:
var name = prompt("Enter the name of the file", "backdrop.jpg");
img.src = 'images/' + name;
This way, the user would be able to enter the name of the image file to load it. Of course, you need to have that file in your images folder.
Hope this helps.

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