I would like to write an image in pdf. I use AlivePDF and the method is pdf.addImageStream(image,...). The image is a ByteAray and I do not know how to convert my Image object in an ByteArray. I would appreciate if you can give me a suggestion.
1.load the image:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, beginDraw);
loader.load(new URLRequest(imgURL));
2.get the bitmapData and convert to ByteArray:
private function beginDraw(event:Event):void{
var bitmap:Bitmap = loader.content as Bitmap;
var rect:Rectangle = new Rectangle(0,0,bitmap.width. bitmap.height);
var result:ByteArray = bitmap.bitmapData.getPixels(rect);
}
Related
in normal screenshot like this:
bitmapData.draw(video, new Matrix());
but how to get video object in osmf player? I've tried draw mediaPlayerSprite result in a blank image
var pictureData:BitmapData = new BitmapData(width, height);
var x:DisplayObjectTrait = _mediaPlayer.media.getTrait(org.osmf.traits.MediaTraitType.DISPLAY_OBJECT) as DisplayObjectTrait;
var y:Video = x.displayObject as Video;
pictureData.draw(m_container, new Matrix());
var byteArray:ByteArray = new JPEGEncoder(80).encode(pictureData);
var file:FileReference = new FileReference();
file.save(byteArray, "pic.jpeg");
To get the Bitmapdata from the video:
var videoDisplay:VideoDisplay = video.videoDisplay;
var videoObject:Video = videoDisplay.videoObject;
var bitmapData:BitmapData = new BitmapData(videoObject.videoWidth, videoObject.videoHeight, true, 0x000000);
I am working on accessing RSS feed using Flex mobile project. But i dont get image in that RSS feed,how to get image from RSS feed in Flex mobile project and how to convert an image into byte stream in Flex mobile project
But i dont get image in that RSS feed
RSS is xml. You need to looking for image elements, get url and load images separately
http://www.w3schools.com/rss/rss_tag_image.asp
how to convert an image into byte stream
In order to load image as ByteArray you need to use URLLoader for image loading:
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.BINARY;
loader.addEventListener(Event.COMPLETE, loader_completeHandler);
function loader_completeHandler(event:Event):void
{
//here you can get loaded image as ByteArray
var imageData:ByteArray = loader.data;
}
If after this you need to show image in display list then:
var loader:URLLoader = new URLLoader();
loader.dataFormat = URLLoaderDataFormat.BINARY;
loader.addEventListener(Event.COMPLETE, loader_completeHandler);
var imageBytesLoader:Loader = new Loader();
imageBytesLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageBytesLoader_completeHandler);
function loader_completeHandler(event:Event):void
{
//here you can get loaded image as ByteArray
var imageData:ByteArray = loader.data;
imageBytesLoader.loadBytes(imageData);
}
function imageBytesLoader_completeHandler(event:Event):void
{
//here you can get loaded image as Bitmap
var bitmap:Bitmap = Bitmap(imageBytesLoader.content);
}
I am creating this "drawing application", where the user can click "preview" and it will take what they made, draw a bitmap, and then I want to split that bitmap into left and right images. I create the first bitmap, encode it as a jpeg, and then use that to cut the left and right out using copypixels. I then reform the images together with a space inbetween in one canvas, and draw that canvas. Everything works fine up there.
When I go to encode the new bitmap, and then offer it to save out, the saved image is blank. I have tested everything up to that point and it all works fine. I see the images on screen, I can save out the first bitmap fine.. but the second one is always blank. Here is some sample code, possibly someone can help me out.
_mainBmd = new BitmapData(_jacketWidth, _jacketHeight);
_mainBmd.draw(_imageHolder);
startEncode(_mainBmd);
private function startEncode(imageBitmapData:BitmapData):void
{
var encoder:JPEGAsyncEncoder = new JPEGAsyncEncoder(100);
encoder.PixelsPerIteration = 150;
encoder.addEventListener(JPEGAsyncCompleteEvent.JPEGASYNC_COMPLETE, encodeDone);
encoder.encode(imageBitmapData);
}
private function encodeDone(event:JPEGAsyncCompleteEvent):void
{
_leftBmd = new BitmapData(sideWidth, sideHeight);
var lRect:Rectangle = new Rectangle(0,0, sideWidth, sideHeight);
var lPoint:Point = new Point(0,0);
_leftBmd.copyPixels(_mainBmd, lRect, lPoint);
_rightBmd = new BitmapData(sideWidth, sideHeight);
var bWidth:Number = 200;
var sWidth:Number = 111;
var rRectWidth:Number = (bWidth/2 + sWidth) * Constants.print_dpi;
var rRect:Rectangle = new Rectangle(rRectWidth, 0, sideWidth, sideHeight);
var rPoint:Point = new Point(0, 0);
_rightBmd.copyPixels(_mainBmd, rRect, rPoint);
var lbm:Bitmap = new Bitmap(_leftBmd);
var rbm:Bitmap = new Bitmap(_rightBmd);
//now combine the two images into one holder with a space in the middle
//left Image
var l_Image:Image = new Image();
l_Image.source = lbm;
//right image
var r_Image:Image = new Image();
r_Image.source = rbm;
var newRender:Canvas = new Canvas();
newRender.clipContent = false;
newRender.minHeight = 0;
newRender.minWidth = 0;
newRender.addChild(l_Image);
r_Image.x = 500;
newRender.addChild(r_Image);
fcBMD = new BitmapData(renderW, renderH);
fcBMD.draw(newRender);
startEncode2(fcBMD);
}
private function startEncode2(imageBitmapData:BitmapData):void
{
var encoder:JPEGAsyncEncoder = new JPEGAsyncEncoder(100);
encoder.PixelsPerIteration = 150;
encoder.addEventListener(JPEGAsyncCompleteEvent.JPEGASYNC_COMPLETE, encode2Done);
encoder.encode(imageBitmapData);
}
private function encode2Done(event:JPEGAsyncCompleteEvent):void
{
_data = event.ImageData;
}
private function onSaveRenderClick(e:MouseEvent):void //save button listener
{
var fileRef:FileReference = new FileReference();
fileRef.addEventListener(Event.SELECT, onSaveComplete);
fileRef.save(_data, 'testImage.jpg');
}
Is there a special reason why you go trough all the loops of creating a Canvas holder and adding Images?
Why not use copyPixels directly on the final BitmapData that you want to encode:
var backgroundColor:uint = 0xffffff;
fcBMD = new BitmapData(renderW, renderH, false, backgroundColor);
var lPoint:Point = new Point(0,0);
var lRect:Rectangle = new Rectangle(0,0, sideWidth, sideHeight);
fcBMD.copyPixels(_mainBmd, lRect, lPoint);
var rRect:Rectangle = new Rectangle(rRectWidth, 0, sideWidth, sideHeight);
var rPoint:Point = new Point(renderW - sideWidth, 0);
fcBMD.copyPixels(_mainBmd, rRect, rPoint);
startEncode2(fcBMD);
I need to export charts and data tables to pdf file in flex application.
For this we can user AlivePDF but i need to export to local not server.
Can we export to local system prompting user to select the location to export?
Thanks in advance.
Since FP10 the FileReference Class should support this via the save() function. The code to do this in Flash Player 10 or better is shown below:
var bytes:ByteArray = pdf.save(Method.LOCAL);
var file:FileReference = new FileReference();
file.save(bytes, "myPDF.pdf");
Try this
var pdfFile:PDF = new PDF();
var pdfByteArray:ByteArray = new ByteArray ();
pdfByteArray = pdfFile.save(Method.LOCAL);
With the latest version of AlivePDF (0.1.5 RC), you can do this:
var element:IBitmapDrawable; // Chart to export
var pdf:PDF = new UnicodePDF();
pdf.addPage();
var bitmapData:BitmapData = new BitmapData(element.width, element.height, false, 0xffffff);
try{
bitmapData.draw(element as IBitmapDrawable);
}catch(e:*)
{
throw new Error("bitmap draw failed");
}
var jpegencoder:JPEGEncoder = new JPEGEncoder(100);
var byteArray:ByteArray = jpegencoder.encode(bitmapData);
pdf.addImageStream(byteArray);
var file : FileReference = new FileReference()
file.save(pdf.save(Method.LOCAL),"my.pdf");
i want to uplod csv file in to java from flex screen ? How can i do that ? is it possible,if it is please tell me any one ?
Use the FileReference class:
http://livedocs.adobe.com/flex/3/langref/flash/net/FileReference.html
var loader:URLLoader = new URLLoader();
var req:URLRequest = new URLRequest(serverUrl);
req.data = csvString;
req.method = URLRequestMethod.POST;
loader.load(req);