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Learn how to write skeleton code for creating a Bitmap object from an image file and how to display the bitmap. Learn two different ways to handle the image file, one of which results in a security issue that must be handled at compile time. Learn how to extract the BitmapData object from the Bitmap object and how to use the getPixels, setPixels, and setPixel32 methods to process the pixels in the bitmap. Learn how to apply a color inversion algorithm to invert the colors in a BitmapData object.
Click Bitmap05 or Bitmap06 to run the ActionScript programs from this lesson. (Click the "Back" button in your browser to return to this page.)

Table of contents

Preface

General

All references to ActionScript in this lesson arereferences to version 3 or later.

This tutorial lesson is part of a series of lessons dedicated to object-oriented programming(OOP) with ActionScript.

Several ways to create and launch ActionScript programs

There are several ways to create and launch programs written in the ActionScript programming language.Many of the lessons in this series will use Adobe Flex as the launch pad for the sample ActionScript programs.

An earlier lesson titled The Default Application Container provided information on how to get started programming with Adobe's Flex Builder 3. (See Baldwin's Flex programming website .) You should study that lesson before embarking on the lessons in this series.

Some understanding of Flex MXML will be required

I also recommend that you study all of the lessons on Baldwin's Flex programming website in parallel withyour study of these ActionScript lessons. Eventually you will probably need to understand both ActionScript and Flex and the relationships that exist betweenthem in order to become a successful ActionScript programmer.

Will emphasize ActionScript code

It is often possible to use either ActionScript code or Flex MXML code to achieve the same result. Insofaras this series of lessons is concerned, the emphasis will be on ActionScript code even in those cases where Flex MXML code may be a suitable alternative.

Viewing tip

I recommend that you open another copy of this document in a separate browser window and use the following links to easily find and view the figures andlistings while you are reading about them.

Figures

  • Figure 1 . Screen output for both programs.
  • Figure 2 . Program file structure for the program named Bitmap05.

Listings

  • Listing 1 . MXML code for the program named Bitmap05.
  • Listing 2 . Beginning of the ActionScript Driver class.
  • Listing 3 . Start the process of loading the image file.
  • Listing 4 . Beginning of the complete event handler.
  • Listing 5 . Encapsulate the Bitmap in an Image object.
  • Listing 6 . Clone the original Bitmap to create a duplicate Bitmap.
  • Listing 7 . Modify the duplicate Bitmap.
  • Listing 8 . Beginning of the modify method.
  • Listing 9 . Process pixels using the getPixels and setPixels methods.
  • Listing 10 . Modify the pixels in the rectangular region.
  • Listing 11 . Put the modified pixel data back into the same rectangular region.
  • Listing 12 . Process pixels using the setPixel32 method.
  • Listing 13 . Put borders on the top and bottom edges.
  • Listing 14 . Return to the complete event handler.
  • Listing 15 . Beginning of the invert method.
  • Listing 16 . Apply the inversion algorithm.
  • Listing 17 . Put the modified pixel data back into the BitmapData object.
  • Listing 18 . Code that is different in the program named Bitmap06.
  • Listing 19 . MXML code for the program named Bitmap05.
  • Listing 20 . ActionScript code for the program named Bitmap05.
  • Listing 21 . ActionScript code for the program named Bitmap06.

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Source:  OpenStax, Object-oriented programming (oop) with actionscript. OpenStax CNX. Jun 04, 2010 Download for free at http://cnx.org/content/col11202/1.19
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