In Actionscript, is there a way to create a copy or cached version of a Loader? - actionscript

I'm loading an SWF animation and want to display it in multiple places concurrently, but the only way I could figure out how to do that is to load it every time I display it, as seen here:
private function playSounds():void {
for (var i:Number = 0; i < 14; i++)
{
for (var a:Number = 0; a < 16; a++)
{
if (boxes[i][a].x == linePos && boxes[i][a].selected == true && played[i][a] == false)
{
played[i][a] = true;
MovieClip();
var swf:URLRequest = new URLRequest("../assets/glow2.swf")
var glow:Loader = new Loader()
glow.load(swf)
glow.x = boxes[i][a].x - 25*0.7;
glow.y = boxes[i][a].y - 27*0.7;
glow.scaleX = 0.7;
glow.scaleY = 0.7;
this.addChild(glow);
glows.push(glow)
glowTime.push(0)
var sc:SoundChannel = new SoundChannel();
sc = (sounds[i] as Sound).play();
}
}
}
}
This is very very slow when it's being displayed more than, say, 5 times at once so I'm wondering if there's a way to only have to load it once and use it in multiple places.

You have the content property of the Loader.
Thus, load once, use the content many times.
edit: you may want to add a listener to know when the loading completes, before you use the loaded content:
addEventListener(Event.COMPLETE, completeHandler);
edit2:
var mc1:MovieClip = new MovieClip();
var mc2:MovieClip = new MovieClip();
var my_Loader:Loader = new Loader();
mc1.addChild(my_Loader);
mc2.addChild(my_Loader);
(haven't tried though).

One quick workaround is to create a second loader and pass the loaded bytes to that via the loadBytes() method:
var l:Loader = new Loader();
l.contentLoaderInfo.addEventListener(Event.COMPLETE,ready);
l.load(new URLRequest("../assets/glow2.swf"));
function ready(event:Event):void{
var mc:MovieClip = event.currentTarget.content as MovieClip;
var clone:Loader = new Loader();
clone.loadBytes(event.currentTarget.bytes);
addChild(mc);
addChild(clone);
clone.x = 100;
}
This will work in most cases. In some cases you should be able to get away with something as simple as:
var clone:MovieClip = MovieClip(new mc.constructor());
And there is also a 3rd option: 'blitting' your moviclip, which means you'll store one or more (depending how many MoveClip frames you need to cache) of BitmapData objects in memory which will draw() from the source MovieClip you want to draw (in multiple locations at the same time).
The loadBytes approach achieves what the question suggests: creates a copy of the Loader, so it re-uses the bytes loaded, but initializes new content, so uses memory for that.
If this is not what you need, caching the MovieClip using BitmapData is your best bet.

Related

PDFJS.getDocument not working and not throwing an error

It's not going into the .then afterwards, and it's not throwing any error.
Here's my calling code:
function loadPage(base64Data, pageIndex) {
var pdfData = base64ToUint8Array(base64Data);
// this gets hit
PDFJS.getDocument(pdfData).then(function (pdf) {
// never gets here
pdf.getPage(pageIndex).then(function (page) {
var scale = 1;
var viewport = page.getViewport(scale);
var canvas = document.getElementById('pdfPage');
var context = canvas.getContext('2d');
canvas.height = viewport.height;
canvas.width = viewport.width;
page.render({ canvasContext: context, viewport: viewport });
});
});
}
function base64ToUint8Array(base64) {
var raw = atob(base64); // convert base 64 string to raw string
var uint8Array = new Uint8Array(raw.length);
for (var i = 0; i < raw.length; i++) {
uint8Array[i] = raw.charCodeAt(i);
}
return uint8Array;
}
At one point it worked. When I step through it in the debugger, I can step into PDFJS.getDocument but that's way over my head.
My base64Data looks like JVBERi0x...g==. It's a base64 encoded pdf document.
To solve this, I had to add
PDFJS.disableWorker = true;
to the beginning of my loadPage function.
From View PDF files directly within browser using PDF.js,
PDF.js uses Web Workers concept of HTML5 internally to process the
request. If this statement is set to false, it creates an instance of
Web workers. Web Workers run in an isolated thread. For more
information on web workers; please refer
http://www.html5rocks.com/en/tutorials/workers/basics/
Promise is missing in your code. Here how i fixed this probelm:
PDFJS.getDocument(pdfData).promise.then(function (pdf) {
// do your stuff
});

Save current page from firefox add-on

I'm need a way to save the current page (including, images, CSS, etc.) from an add-on.
Of course I found the saveDocument() function in the SDK but I was not able to make it work.
from add-on script, I do not have access to actual DOM content
from content script, I do not have access to SDK function 'saveDocument()'
I miss something, I would be very happy if someone could help me.
Best regards,
Fred
here's one way to access the DOM document from addon script.
var winutil = require('sdk/window/utils');
function findDocument(predicate){
// searching in focused window only
// you can also get all windows with winutil.windows('navigator:browser')
var win = winutil.getMostRecentBrowserWindow();
var gBrowser = win.gBrowser;
// traverse tabs of focused window
for (var i=0, l=gBrowser.browsers.length; i<l; i++)
{
var br = gBrowser.getBrowserAtIndex(i);
var doc = br.contentDocument;
if (predicate(doc))
return doc;
}
}
// and this is probably how you would save (not tested)
var {Cc, Ci} = require('chrome');
var wbp = Cc["#mozilla.org/embedding/browser/nsWebBrowserPersist;1"]
.createInstance(Ci.nsIWebBrowserPersist);
var doc = findDocument(/* whatever */);
if (doc)
wbp.saveDocument(doc, /* figure out other args */);

Adobe AIR Mobile on iOS - processing text very slow

I am writing an iOS app in Flash Builder 4.6 that will need to process a large text file. So far, I am just trying to get the version information from the file, a simple task that runs very fast in the simulator but takes a very long time (on the order of 10 seconds) on my iPad 2.
As the file is large (about 11MB), I am trying to only read far enough into the file to get the version data. Is it possible that the filestream loads the whole file into memory anyway? If so, how do I avoid that?
Note that the code works correctly, and displays the correct version info.
Any advice on how to speed it up would be greatly appreciated.
The file being processed can be found here: http://oanda.sca.org:80/oanda.db
The code is as follows:
Calling code:
protected function view1_viewActivateHandler(event:ViewNavigatorEvent):void
{
var DT:DatabaseTools = new DatabaseTools();
var version:String;
//Get version information from local file:
version = DT.GetLocalVer("oanda.db");
lblLclVer.text=version;
}
Actual function:
public function GetLocalVer(fileName:String):String
{
var out:ByteArray = new ByteArray();
var line_Out:String;
var char:int;
var line:ByteArray = new ByteArray();
var stream:FileStream = new FileStream();
var file:File = File.documentsDirectory.resolvePath(fileName);
var lineString:String;
var result:String = "Error";
stream.open(file,FileMode.READ);
var found:Boolean=false;
while((stream.bytesAvailable > 0) && !found)
{
char=stream.readByte();
if(String.fromCharCode(char) == "\n")
{
//reset the line
out=line;
line = new ByteArray();
//process the line to see if its the version info.
lineString=out.toString(); //since the version line never has UTF characters, convert it to a regular string
if(lineString.length > 25) //Any line shorter than this can't be the version line
{
var startOfLine:String = lineString.substr(0,17);
if(startOfLine == " ||C|Last update:")
{
result = lineString.substr(19,6);
found = true;
}
}
}
else
{
line.writeByte(char);
}
}
stream.close();
return result;
}
Thanks.

save bmpData as jpg using adobe flex in air application

i use the following code:
protected function videoDisplay_playheadUpdateHandler(event:mx.events.VideoEvent):void
{
if(!captured && videoDisplay.playheadTime>=0){
capture();
}
}
private function capture():void
{
var bmpData:BitmapData = new BitmapData(videoDisplay.width, videoDisplay.height);
bmpData.draw(videoDisplay);
captured = true;
store(...); //????????
}
in order to capture a frame from a videoDisplay object
1) is it correct or am i doing something wrong?
2) what can i do to store the bmpData as .jpg at my computer?
i am using flex4.5 and it is an air app...
any ideas??
Thanks in advance!!
The following code should help you
var jpegEncoder:JPEGEncoder = new JPEGEncoder(90);
var jpgSource:BitmapData = new BitmapData(videoDisplay.width,videoDisplay.height);
jpgSource.draw(this);
var fileReference:FileReference = new FileReference();
fileReference.save(jpegEncoder.encode(jpgSource),"videoImage.jpg");
To use jpeg encode you need to have to import
import mx.graphics.codec.JPEGEncoder;
The above changes should be enough to allow the user to take a snapshot of a running video.
Please note, that with this the user will be prompted to select the location of the file.
Incase you want a silent save, let me know, I will put up the required code.
Somewhere in your application keep an image tag as follows.Most apt place should be just below the video.
<mx:Image scaleContent="true" width="150" height="120" maintainAspectRatio="false" id="myScaledSnapshot"/>
Now with this done, do the following changes in your code:
private function capture(filename:String):void
{
var bitmapData:BitmapData = new BitmapData(videoDisplay.width, videoDisplay.height);
bitmapData.draw(videoDisplay,new Matrix());
var bitmap : Bitmap = new Bitmap(bitmapData);
var jpg:JPEGEncoder = new JPEGEncoder();
var ba:ByteArray = jpg.encode(bitmapData);
myImageSnapshot.source=ba;
var jpegEncoder:JPEGEncoder = new JPEGEncoder(50);
var imageSnapshot:ImageSnapshot = ImageSnapshot.captureImage(this.myImageSnapshot,90,jpegEncoder);
var imageByteArray:ByteArray = imageSnapshot.data;
var newImage:File = File.desktopDirectory.resolvePath("KioskThumbs/"+filename+".jpg");
fileStream = new FileStream();
fileStream.open(newImage, FileMode.UPDATE);
fileStream.writeBytes(imageByteArray);
fileStream.close();
captured = true;
}
The above code really doesnt do anything special.
Its just using an image 'component' from flex, making it do the work for scaling the Video image, then taking the snapshot of this resized image component, and then writing it into a file.
My capture at last is:
private function capture(filename:String):void
{
var bitmapData:BitmapData = new BitmapData(videoDisplay.width, videoDisplay.height);
bitmapData.draw(videoDisplay,new Matrix());
var bitmap : Bitmap = new Bitmap(bitmapData);
var jpg:JPEGEncoder = new JPEGEncoder();
var ba:ByteArray = jpg.encode(bitmapData);
var newImage:File = File.desktopDirectory.resolvePath("KioskThumbs/"+filename+".jpg");
fileStream = new FileStream();
fileStream.open(newImage, FileMode.UPDATE);
fileStream.writeBytes(ba);
fileStream.close();
captured = true;
}
it works fine except the fact that i want to scale the photo lets say to 150 width 120height and not BitmapData(videoDisplay.width,videoDisplay.height); what can i do to solve that?
Thanks a lot all of you!

How to wait for 3 seconds in ActionScript 2 or 3?

Is there any way to implement waiting for, say, 3 seconds in ActionScript, but to stay within same function? I have looked setInterval, setTimeOut and similar functions, but what I really need is this:
public function foo(param1, param2, param3) {
//do something here
//wait for 3 seconds
//3 seconds have passed, now do something more
}
In case you wonder why I need this - it is a legal requirement, and no, I can't change it.
Use the Timer to call a function after 3 seconds.
var timer:Timer = new Timer(3000);
timer.addEventListener(TimerEvent.TIMER, callback); // will call callback()
timer.start();
To do this properly, you should create the timer as an instance variable so you can remove the listener and the timer instance when the function is called, to avoid leaks.
class Test {
private var timer:Timer = new Timer(3000);
public function foo(param1:int, param2:int, param3:int):void {
// do something here
timer.addEventListener(TimerEvent.TIMER, fooPartTwo);
timer.start();
}
private function fooPartTwo(event:TimerEvent):void {
timer.removeEventListener(TimerEvent.TIMER, fooPartTwo);
timer = null;
// 3 seconds have passed, now do something more
}
}
You could also use another function inside your foo function and retain scope, so you don't need to pass variables around.
function foo(param1:int, param2:int, param3:int):void {
var x:int = 2; // you can use variables as you would normally
// do something here
var timer:Timer = new Timer(3000);
var afterWaiting:Function = function(event:TimerEvent):void {
timer.removeEventListener(TimerEvent.TIMER, afterWaiting);
timer = null;
// 3 seconds have passed, now do something more
// the scope is retained and you can still refer to the variables you
// used earlier
x += 2;
}
timer.addEventListener(TimerEvent.TIMER, afterWaiting);
timer.start();
}
For AS3 use Radu's answer.
For AS2 use the setInterval function like so:
var timer = setInterval(function, 3000, param1, param2);
function (param1, param2) {
// your function here
clearInterval(timer);
}
You can also use delayedCall, from TweenMax. IMHO, it's the sharpest way to do that if you are familiar to TweenMax family.
TweenMax.delayedCall(1, myFunction, ["param1", 2]);
function myFunction(param1:String, param2:Number):void
{
trace("called myFunction and passed params: " + param1 + ", " + param2);
}
In your case, using a anonymous function:
public function foo(param1, param2, param3) {
//do something here
trace("I gonna wait 3 seconds");
TweenMax.delayedCall(3, function()
{
trace("3 seconds have passed");
});
}
why you are doing some confused ways instead of doing the right way?
there is a method named:"setTimeout()";
setTimeout(myFunction,3000);
myFunction is the function you want to call after the period.and 3000 is the period you want to wait(as miliseconds).
you don't need to set then clear interval, or make a timer with one repeat count or do sth else with more trouble☺.
There is no Sleep in ActionScript. But there are other ways to achieve the same thing without having all your code in a single function and wait within that function a specific amount of time.
You can easily have your code in two functions and call the 2nd one after a specific timeout you set in your 1st function.
THIS IS NOT WITHIN ONE FUNCTION - ANSWERS: "How to wait for X seconds in AS2 & 3"
...without using setInterval or clearInterval.
The answers posted above are much faster and easier to use. I posted this here, just in case...
Sometimes you may not be able to use set/clearInterval or other methods based on development restrictions. Here is a way to make a delay happen without using those methods.
AS2 - If you copy/paste the code below to your timeline, make sure to add two movie clips to the stage, btnTest and btnGlowTest (include like instance names). Make "btnGlowTest" larger, a different color, & behind "btnTest" (to simulate a glow and a button, respectively).
Compile and check the output panel for the trace statements to see how the code is working. Click on btnTest - btnGlowTest will then become visible throughout the duration of the delay, (just for visual representation).
I have an onEnterFrame countdown timer in here as well, (demos stopping/switching timers).
If you want the delay/glow to be longer - increase the glowGameTime number. Change the names to fit your own needs and/or apply the logic differently.
var startTime:Number = 0;
var currentTime:Number = 0;
var mainTime:Number = 5;//"game" time on enter frame
var glowStartTime:Number = 0;
var glowCurrentTime:Number = 0;
var glowGameTime:Number = 1.8;//"delayed" time on press
btnGlowTest._visible = false;
this.onEnterFrame = TimerFunction;
startTime = getTimer();
function TimerFunction()
{
currentTime = getTimer();
var timeLeft:Number = mainTime - ((currentTime - startTime)/1000);
timeLeft = Math.floor(timeLeft);
trace("timeLeft = " + timeLeft);
if(timeLeft <= 0)
{
trace("time's up...3 bucks off");
//...do stuff here
btnGlowTest._visible = false;//just for show
btnTest._visible = false;//just for show
StopTime();
}
}
function glowTimerFunction()
{
glowCurrentTime = getTimer();
var glowTimeLeft:Number = glowGameTime - ((glowCurrentTime - glowStartTime)/1000);
glowTimeLeft = Math.floor(glowTimeLeft);
//trace("glowTimeleft = " + glowTimeLeft);
if(glowTimeLeft <= 0)
{
trace("TIME DELAY COMPLETE!");
//...do stuff here
btnGlowTest._visible = false;//just for show
btnTest._visible = false;//just for show
StopTime();
}
}
btnTest.onPress = function()
{
trace("onPress");
btnGlowTest._visible = true;
StopTime();
GlowTime();
}
function GlowTime()
{
trace("GlowTime Function");
this.onEnterFrame = glowTimerFunction;
glowStartTime = getTimer();
}
function StopTime()
{
trace(">>--StopTime--<<");
delete this.onEnterFrame;
}
AS3 - Below is the code from above setup to run in AS3. There are different ways to accomplish similar results, yet based on the project scope, these are the methods that were used in order to get things functioning properly.
If you copy/paste the code below to your timeline, make sure to add two movie clips to the stage, btnTest and btnGlowTest (include like instance names). Make "btnGlowTest" larger, a different color, & behind "btnTest" (to simulate a glow and a button, respectively).
Compile and check the output panel for the trace statements to see how the code is working. Click on btnTest - btnGlowTest will then become visible throughout the duration of the delay, (just for visual representation).
If you want the delay/glow to be longer - increase the GlowTimer:Timer number, (currently set to 950). Change the names to fit your own needs and/or apply the logic differently.
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
var startTime:Number = 0;
var currentTime:Number = 0;
var gameTime:Number = 4;//"game" time on enter frame
var GlowTimer:Timer = new Timer(950,0);//"delayed" time on press
btnGlowTest.visible = false;
GlowTimer.addEventListener(TimerEvent.TIMER, GlowTimeListener, false, 0, true);
btnTest.addEventListener(MouseEvent.MOUSE_DOWN, btnTestPressed, false, 0, true);
addEventListener(Event.ENTER_FRAME,TimerFunction, false, 0, true);
startTime = getTimer();
function TimerFunction(event:Event)
{
currentTime = getTimer();
var timeLeft:Number = gameTime - ((currentTime - startTime)/1000);
timeLeft = Math.floor(timeLeft);
trace("timeLeft = " + timeLeft);
if(timeLeft <= 0)
{
trace("time's up, 3 bucks off");
StopTime();
}
}
function GlowTimeListener (e:TimerEvent):void
{
trace("TIME DELAY COMPLETE!");
StopTime();
}
function btnTestPressed(e:MouseEvent)
{
trace("PRESSED");
removeEventListener(Event.ENTER_FRAME, TimerFunction);
btnGlowTest.visible = true;
GlowTimer.start();
}
function StopTime()
{
trace(">>--Stop Time--<<");
btnGlowTest.visible = false;//just for show
btnTest.visible = false;//just for show
GlowTimer.stop();
removeEventListener(TimerEvent.TIMER, GlowTimeListener);
removeEventListener(Event.ENTER_FRAME, TimerFunction);
}

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