Re: [Flashcoders] Reusing an Image

2011-03-29 Thread Kevin Holleran
On Tue, Mar 29, 2011 at 10:23 AM, Merrill, Jason <
jason.merr...@bankofamerica.com> wrote:

> I would agree with Henrik. Using the Vector class would be better in this
> case (or if Vector is confusing even just Array - Vector is just a typed
> array where you declare the data type and enforce it).  And doesn't seem to
> me you need to separate "hour digits" from "minunte digits" - you're just
> dealing with numbers 0-9. Here is an example.
>
> Instead of this: hours_digit1[1] = new Bitmap(number_1_image);
> hours_digit2[1] = new Bitmap(number_1_image); hours_digit3[1] = new
> Bitmap(number_1_image); min_digit1[1]  = new Bitmap(number_1_image);
>
> Do this:
>
> var digitBitmaps:Vector. = new Vector.();
>
> for (var i:int = 0; i<9; i++)
> {
>digitBitmaps.push(new Bitmap("number_"+i+"_image"));
> }
>
> Then, to get the image you want do the following. Say you wanted to get the
> number 7:
>
> var image7:Bitmap = digitBitmaps[7];
>
>
>
>  Jason Merrill
>  Instructional Technology Architect
>  Bank of America  Global Learning
>
>
>
>
>
> ___
>
> -Original Message-
> From: flashcoders-boun...@chattyfig.figleaf.com [mailto:
> flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kevin Holleran
> Sent: Monday, March 28, 2011 9:05 PM
> To: Flash Coders List
> Subject: Re: [Flashcoders] Reusing an Image
>
> On Mon, Mar 28, 2011 at 1:11 PM, Henrik Andersson  >wrote:
>
> > You might want to have a look at the Bitmap.bitmapData property.
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>
>
> Ok, so forgive me as I have never used this before and am new to AS.  I
> want to load a series of 10 images, these will be numbers in a countdown.
>  Its possible for an image to be used 7 times at once (111:11:11).  If I
> want to use the same image would I load the image into BitmapData, the turn
> around and have a series of Bitmap objects for every digit?
>
> clock_image_loader.addEventListener(Event.COMPLETE, images_loaded);
>
> private function images_loaded(event:Event): void {
>  number_1_image = Bitmap(LoaderInfo(event.target).content).bitmapData;
>  }
>
> then do something like this?
>
> hours_digit1[1] = new Bitmap(number_1_image); hours_digit2[1] = new
> Bitmap(number_1_image); hours_digit3[1] = new Bitmap(number_1_image);
> min_digit1[1]  = new Bitmap(number_1_image);
>
> and so on?  this would mean I would need a declaration for all seven digits
> for 0-9.
> (This is tossed together but I think you get the idea.)
>
> Again, I am new to this and I would think there would be a better way to
> get what I need that is more efficient
>
> Thanks for your help as always
>
> Kevin
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Re: [Flashcoders] Reusing an Image

2011-03-28 Thread Kevin Holleran
On Mon, Mar 28, 2011 at 1:11 PM, Henrik Andersson wrote:

> You might want to have a look at the Bitmap.bitmapData property.
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Ok, so forgive me as I have never used this before and am new to AS.  I want
to load a series of 10 images, these will be numbers in a countdown.  Its
possible for an image to be used 7 times at once (111:11:11).  If I want to
use the same image would I load the image into BitmapData, the turn around
and have a series of Bitmap objects for every digit?

clock_image_loader.addEventListener(Event.COMPLETE, images_loaded);

private function images_loaded(event:Event): void {
  number_1_image = Bitmap(LoaderInfo(event.target).content).bitmapData;
 }

then do something like this?

hours_digit1[1] = new Bitmap(number_1_image);
hours_digit2[1] = new Bitmap(number_1_image);
hours_digit3[1] = new Bitmap(number_1_image);
min_digit1[1]  = new Bitmap(number_1_image);

and so on?  this would mean I would need a declaration for all seven digits
for 0-9.
(This is tossed together but I think you get the idea.)

Again, I am new to this and I would think there would be a better way to get
what I need that is more efficient

Thanks for your help as always

Kevin
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[Flashcoders] Reusing an Image

2011-03-28 Thread Kevin Holleran
Hi,

I am loading some images into an array of loaders.  Is there a way to bind
these to a class or something to reuse?  So the image at images_loader[0]
may be used three times.

Thanks for your help.

Kevin
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Re: [Flashcoders] Getting Data into my SWF

2011-03-15 Thread Kevin Holleran
On Mon, Mar 14, 2011 at 5:31 PM, Henrik Andersson wrote:

> Jordan L. Chilcott - Interactivity Unlimited skriver:
>
>  Unless the client is actually displaying a countdown, it has no need for
>> the data. All the client needs in this case is a polling mechanism to occur
>> on a set interval, whether or not it intends to display any countdown down.
>> No data needs to be pass back to the server. All the client is essentially
>> asking is "coupon?". Server either gives a coupon or something else that is
>> of no use for anyone to manipulate.
>>
>> jord
>>
>
> To elaborate on that idea:
>
> Client asks the server and the server either sends the coupon or the time
> left. The client then acts differently depending on the received data. This
> way there is only one request made in either case.
>
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I like that!  Good call, much more efficient.  The countdown is displayed so
that date is important.  I like the single call that way.

Thanks again.

Kevin
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Re: [Flashcoders] Getting Data into my SWF

2011-03-14 Thread Kevin Holleran
On Mon, Mar 14, 2011 at 3:57 PM, Jordan L. Chilcott - Interactivity
Unlimited  wrote:

> If I'm getting this straight:
>
> You're asking for a date from the server which you're going to pass back
> for approval to show a coupon on the client side app.
>
> Why not just have the server store and send the coupon for the application
> to use? The client simply makes one call (two at most... but it can be
> handled in one call, letting the server do all the work - the client is a
> simple willing participant). No other data is passed back for the client to
> manipulate.
>
> jord
> --
> Jordan L. Chilcott
>
> Sent from my iPhone... because I can
>
> On 2011-03-14, at 3:40 PM, Kevin Holleran  wrote:
>
> > @Jord - The date will be passed in or retrieved from a script and would
> be
> > the server date.  My concern was that the date would be
> intercepted/modified
> > in some fashion, but since the end result is retrieved from the server,
> the
> > server script will just have a check to make sure the date is right to
> > release it.
> >
>
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The engine is a countdown from the current date/time to the date/time when
the coupon becomes visible.  So the date is used for the counter and then
once the counter reaches zero, the coupon is retrieved from the server and
displayed.

Kevin
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Re: [Flashcoders] Getting Data into my SWF

2011-03-14 Thread Kevin Holleran
@Jord - The date will be passed in or retrieved from a script and would be
the server date.  My concern was that the date would be intercepted/modified
in some fashion, but since the end result is retrieved from the server, the
server script will just have a check to make sure the date is right to
release it.

Thanks for all the ideas from everyone, I enjoyed the discussions.  I'm sure
I'll be asking more questions as I move through this project.

Kevin


On Mon, Mar 14, 2011 at 3:17 PM, Jordan L. Chilcott - Interactivity
Unlimited  wrote:

> Why would you be relying solely on a user's clock? That is most easily
> manipulated simply by changing the date and time in their system
> preferences.
>
> No hacking experience required.
>
> jord
> --
> Jordan L. Chilcott
>
> Sent from my iPhone... because I can
>
> On 2011-03-14, at 3:06 PM, Kevin Holleran  wrote:
>
> > What is going to happen, is the application is going to hold a coupon.
>  That
> > coupon will be retrieved from a database and passed into the Flash
> > application.  I guess as I am writing this, the script will just check
> the
> > date and if it is not correct, it can simply not return the coupon.  My
> > question revolved around a user manipulating the date passed into the
> flash
> > application and causing the coupon to show up before the countdown is
> really
> > up.
> >
>
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Re: [Flashcoders] Getting Data into my SWF

2011-03-14 Thread Kevin Holleran
Thanks to everyone for all of your responses.

What is going to happen, is the application is going to hold a coupon.  That
coupon will be retrieved from a database and passed into the Flash
application.  I guess as I am writing this, the script will just check the
date and if it is not correct, it can simply not return the coupon.  My
question revolved around a user manipulating the date passed into the flash
application and causing the coupon to show up before the countdown is really
up.

Thanks very much.
Kevin


On Mon, Mar 14, 2011 at 2:59 PM, John McCormack wrote:

> If the server script knows the acceptable date from the database, it can
> just ignore early requests.
>
> Is the problem that Kevin doesn't want the client swf to hold the date for
> fear of it being known?
>
> If so, a key could be sent instead that relates to the download date and
> stored in the database. Each time the swf runs it sends the key and the
> server checks that against the date.
>
> John
>
>
> On 14/03/2011 12:19, Developer wrote:
>
>> No, I get it. The client and data transfer are insecure.
>>
>> The hidden information (or the trigger to show the information) should
>> come from the server not from the client.
>>
>> Don
>>
>>
>> On 3/14/2011 3:54 AM, Henrik Andersson wrote:
>>
>>> Developer skriver:
>>>
 Wouldn't it also be helpful to have the server-side script verify
 (validate) the data the swf is sending back up?
 That way if someone manually triggered the date, the server would not
 accept it because it doesn't match it's system date.

 Don.



>>> You have a point. The server can reject anything that the client sends.
>>>
>>> But at the same time you also fail to get it. The client doesn't have to
>>> care for what the server does. So what if the server doesn't like the date?
>>> The client has no obligation to care about that.
>>>
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>>
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Re: [Flashcoders] Getting Data into my SWF

2011-03-10 Thread Kevin Holleran
I'll explain further so I get valuable responses and avoid the sarcasm.  My
goal is to pass in the date from the server, the application counts down,
and when the date hits a certain time, the application does something.  This
something that the application does will also be loaded by calling a PHP
script that will load from a backend DB.  My concern is someone being able
to launch the SWF passing in an incorrect date that will trigger this
something early.

Thanks for your help.

Kevin
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[Flashcoders] Getting Data into my SWF

2011-03-10 Thread Kevin Holleran
Hello,

I am very new to implementing Flash and ActionScript so forgive me if I am
way off base.

I have an application that utilizes the date and time.  It is imperative
that this is correct and not from the client's machine.  To get the server
date/time, I can pass it in as a FlashVars or I can call a PHP script from
within Flash and load the date as returned data from the call.  Is there
another way?  Is one way more secure than another?  I have read FlashVars is
not "safe" but it always referenced passing passwords in.  I am not
concerned with the user SEEING the data, I just don't want them to be able
to load the SWF in a way that they would be able to pass in their own
values.

Also, in a similiar fashion, I want to load some data from a database.  I am
using a MySQL backend and figure to use a PHP script to do the data
manipulation I need then call the data from within my ActionScript.
 (Essentially, I am going to be loading some images from the database based
on criteria, then I want to be able to use those in my flash application).

Thanks for your patience and help.

Kevin
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Re: [Flashcoders] Printing Canvas

2009-10-23 Thread Kevin Holleran
On Fri, Oct 23, 2009 at 1:11 PM, Ian Thomas  wrote:
> Try copying using BitmapData, not ByteArray. Take a visual snapshot,
> not an object snapshot.
>
> Ian
>
> On Fri, Oct 23, 2009 at 6:03 PM, Kevin Holleran  wrote:
>> On Fri, Oct 23, 2009 at 12:48 PM, Kevin Holleran  wrote:
>>> How can a copy the display object into another so that I can
>>> manipulate the coped object but not the original?  I want to copy the
>>> object, not the reference.
>>>
>>> Thanks.
>>>
>>> Kevin
>>>
>>
>> Okay I have the following code:
>>
>>        public class Coupons extends Sprite {
>>                public var mainMovieClip:MovieClip;
>>                public var printMovieClip:MovieClip = new MovieClip();
>>                var bytes:ByteArray = new ByteArray();
>>
>> .
>>
>>                public function printCoupons(ev:Event) {
>>                        // we set the zoom to 100%
>>                        myPDF.setDisplayMode ( Display.REAL );
>>                        bytes.writeObject(mainMovieClip);
>>                        bytes.position = 0;
>>                        printMovieClip = bytes.readObject();
>>                        printMovieClip.removeChild(printBtn);
>>                        printMovieClip.scaleX = .9;
>>                        printMovieClip.scaleY = .9;
>>                        // we add a page
>>                        myPDF.addPage();
>>                        myPDF.addImage(printMovieClip);
>>
>> When I click the print button, I am receiving an error:
>>
>> TypeError: Error #1009: Cannot access a property or method of a null
>> object reference.
>>        at Coupons/printCoupons()
>>
>> I don't understand what the null object is.  When I remove the
>> attempted clone of the object, the export to PDF works great, but I
>> don't want the scale to effect the actual canvas.
>>
>> Thanks for any help.
>>
>> Kevin
>>
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I ended up scaling it, sending it to PDF, then scaling it back.

Thanks for all your help!

Kevin

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Re: [Flashcoders] Printing Canvas

2009-10-23 Thread Kevin Holleran
On Fri, Oct 23, 2009 at 12:48 PM, Kevin Holleran  wrote:
> How can a copy the display object into another so that I can
> manipulate the coped object but not the original?  I want to copy the
> object, not the reference.
>
> Thanks.
>
> Kevin
>

Okay I have the following code:

public class Coupons extends Sprite {
public var mainMovieClip:MovieClip;
public var printMovieClip:MovieClip = new MovieClip();
var bytes:ByteArray = new ByteArray();

.

public function printCoupons(ev:Event) {
// we set the zoom to 100%
myPDF.setDisplayMode ( Display.REAL );
bytes.writeObject(mainMovieClip);
bytes.position = 0;
printMovieClip = bytes.readObject();
printMovieClip.removeChild(printBtn);
printMovieClip.scaleX = .9;
printMovieClip.scaleY = .9;
// we add a page
myPDF.addPage();
myPDF.addImage(printMovieClip);

When I click the print button, I am receiving an error:

TypeError: Error #1009: Cannot access a property or method of a null
object reference.
at Coupons/printCoupons()

I don't understand what the null object is.  When I remove the
attempted clone of the object, the export to PDF works great, but I
don't want the scale to effect the actual canvas.

Thanks for any help.

Kevin

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Re: [Flashcoders] Printing Canvas

2009-10-23 Thread Kevin Holleran
How can a copy the display object into another so that I can
manipulate the coped object but not the original?  I want to copy the
object, not the reference.

Thanks.

Kevin
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Re: [Flashcoders] Printing Canvas

2009-10-23 Thread Kevin Holleran
I am trying to use AlivePDF to simply export the entire contents of
the canvas to a PDF.  All the examples I am finding include using the
API to draw a PDF, I just want to take what I already have on my
canvas and send that to a PDF.  Does anyone know a way to do this with
AlivePDF?

Thank you.

Kevin
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[Flashcoders] Printing Canvas

2009-10-20 Thread Kevin Holleran
Good afternoon,

I wrote a little flash app that loads coupons from an XML file and
formats them to display on a webpage.  When going to print these, I
simply sent the canvas to the printer.  However, the side of the
coupons are cut off.  Is there a way to shrink what is sent to the
printer (without getting too complex) or a way to export the entire
canvas as a JPG and resize that prior to being sent to the printer?

Thanks for any suggestions.

Kevin
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