Encoding of Bitmaps and arrays of bytes

Hello

I was hitting my head several times on my desk for a few days, trying to get my program if care, nothing will do. No other options, I decided that I would ask experts.

I'm doing a program that will ask the user to select an image, and then encode it to a binary string and store it in an XML file. He will then be able to "decode" the wire and rebuild.

I followed a few online guides, but I can't seem to get anything to work. My understanding is that I need to penetrate the BitmapData Bitmap from its components, to convert to a "byteArray" who is saved, (or possibly coded) then this byteArray of the data collected and transformed into a clip on the stage. However, no matter what I do, I can't seem to properly recreate the bitmap image, once I got the data... It throws always an "end of file".

In order to get the basics, I cut my code down to the bare minimum - what is just to load the image from the local file system, enter its bitmapdata, clone and place it in a new Bitmap that is added to the stage. However, I get only ever returned an error message "End of file encountered" - which seems to indicate, to me, is not properly populating the byteArray. (He looks certainly way too short when the trace)

Help, please!

Here is my code for the base charger-

import flash.display.Sprite;
import flash.events.*;
import flash.net.*;

//load image
var loader:Loader = new Loader();
var url = "C:\\Data\\cutcord.jpg";
var urlReq:URLRequest = new URLRequest(url);
configureLoader(loader.contentLoaderInfo);
loader.load(urlReq);

function completeHandler(event:Event):void {

     var imageIn:BitmapData = event.target.content.bitmapData;
     var byteArray:ByteArray = imageIn.getPixels(imageIn.rect);
     var newBitmapData:BitmapData = imageIn.clone();
     
     newBitmapData.setPixels(imageIn.rect, byteArray);
     var newBitmap:Bitmap = new Bitmap(newBitmapData,"auto",true);
     
     this.addChild(newBitmap);
}

function configureLoader(dispatcher:IEventDispatcher):void {
     dispatcher.addEventListener(Event.COMPLETE, completeHandler);
}

Here's a way to do it.

I broke it upward into 2 parts. Part is in charge of the original image (to create the ByteArray of).

Second part (loadImageData()) uses the Base64 encoded ByteArray and convert into an image and display it.

import flash.display.Loader;
import flash.net.URLRequest;
import flash.display.Bitmap;
import com.dynamicflash.util.Base64;
import flash.display.BitmapData
import flash.geom.Rectangle;

var loader:Loader;
var req:URLRequest;
var orig_mc:MovieClip;
var copy_mc:MovieClip;
var imgWidth:int;
var imgHeight:int;
var b64Img:String;

function loaderCompleteHandler(evt:Event):void {
 trace("Application ::: loaderCompleteHandler");
 var ldr:Loader = evt.currentTarget.loader as Loader;
 var origImg:Bitmap = (ldr.content as Bitmap);
 imgWidth = origImg.width;
 imgHeight = origImg.height;
 var origBmd:BitmapData = origImg.bitmapData;

 var rect:Rectangle = new Rectangle(0,0,origImg.width, origImg.height);
 var ba:ByteArray = origBmd.getPixels(rect);
 trace("    - bytearray length: ", ba.length);
 // Base64 encode - this is what gets stored (in xml or whatever)
 b64Img = Base64.encodeByteArray(ba);
 //trace("b64Img: ", b64Img);
 // now (pretend) to load the data
 loadImageData();
}

function loadImageData():void {
 trace("Application: loadImageData");
 // use b64Img as if it was loaded from xml
 // decode Base64 string to ByteArray
 var ba:ByteArray = Base64.decodeToByteArray(b64Img);
 trace("    - bytearray length: ", ba.length);
 // create Rectangle, same size as original
 var rect:Rectangle = new Rectangle(0, 0, imgWidth, imgHeight);
 // crate BitmapData and throw bytearry at it
 var bmd:BitmapData = new BitmapData(imgWidth,imgHeight, false, 0x00000000);
 bmd.setPixels(rect, ba);
 // create (smooth) bitmap from data
 var bm:Bitmap = new Bitmap(bmd, "auto", true);
 // display bitmap in movieclip
 copy_mc.addChild(bm);
 copy_mc.x = imgWidth + 10;
}

loader = new Loader();
req = new URLRequest("2.jpg");
loader.load(req);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleteHandler);
orig_mc = new MovieClip();
orig_mc.addChild(loader);
addChild(orig_mc);
copy_mc = new MovieClip();
addChild(copy_mc);

Note that to make this work, you need to save original image width and height (in your xml) as well as the data that is encoded in Base64.

Another way to do the same thing would be to use JPGEncoder or PNGEncoder to encode the original bitmapdata.

They're both part of the Flex SDK: http://livedocs.adobe.com/flex/3/langref/mx/graphics/codec/package-detail.html

But it is also available in the AS3CoreLib: http://code.google.com/p/as3corelib/

http://code.Google.com/p/AS3corelib/downloads/list

With PNGEncoder/JPGEncoder you take the bitmapdata and convert it to a png or jpg (such as ByteArray) and that Base64 encoding.

The difference here is that you would get * real * data image than other languages can understand as well. For example, you can view the image using PHP, or whatever. The following must be able to encode the original image (jpg) BitmapData, ByteArray.

var jpg:JPGEncoder = new JPGEncoder(80);
var ba:ByteArray = jpg.encode(origBmd);

To display the image you could use a Loader instance and then call loadBytes()

var loader:Loader = new Loader();
loader.loadBytes(ba);
addChild(loader);

So to rebuild the image is much easier as well (no need of the height or the width of the original image).

Hope this helps

Tags: Adobe Animate

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