Tag Archives: Flash

MD5 crypto class ActionScript 3

Written by Garry Lachman (Admin). Filed under ActionScript 3. Tagged , , , , , , , , , , , , . .

One more useful util from as3corelib.
MD5 class crypto.

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<?
/*
  Copyright (c) 2008, Adobe Systems Incorporated
  All rights reserved.

  Redistribution and use in source and binary forms, with or without
  modification, are permitted provided that the following conditions are
  met:

  * Redistributions of source code must retain the above copyright notice,
    this list of conditions and the following disclaimer.
 
  * Redistributions in binary form must reproduce the above copyright
    notice, this list of conditions and the following disclaimer in the
    documentation and/or other materials provided with the distribution.
 
  * Neither the name of Adobe Systems Incorporated nor the names of its
    contributors may be used to endorse or promote products derived from
    this software without specific prior written permission.

  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
  IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
  THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
  LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/


package com.adobe.crypto {
   
    import com.adobe.utils.IntUtil;
    import flash.utils.ByteArray;  
    /**
     * The MD5 Message-Digest Algorithm
     *
     * Implementation based on algorithm description at
     * http://www.faqs.org/rfcs/rfc1321.html
     */

    public class MD5 {
       
        public static var digest:ByteArray;
        /**
         * Performs the MD5 hash algorithm on a string.
         *
         * @param s The string to hash
         * @return A string containing the hash value of s
         * @langversion ActionScript 3.0
         * @playerversion Flash 8.5
         * @tiptext
         */

         
        public static function hash(s:String) :String{
            //Convert to byteArray and send through hashBinary function
            // so as to only have complex code in one location
            var ba:ByteArray = new ByteArray();
            ba.writeUTFBytes(s);   
            return hashBinary(ba);
        }
       
        public static function hashBytes(s:ByteArray) :String{ 
            return hashBinary(s);
        }
       
        /**
         * Performs the MD5 hash algorithm on a ByteArray.
         *
         * @param s The string to hash
         * @return A string containing the hash value of s
         * @langversion ActionScript 3.0
         * @playerversion Flash 8.5
         * @tiptext
         */
 
        public static function hashBinary( s:ByteArray ):String {
            // initialize the md buffers
            var a:int = 1732584193;
            var b:int = -271733879;
            var c:int = -1732584194;
            var d:int = 271733878;
           
            // variables to store previous values
            var aa:int;
            var bb:int;
            var cc:int;
            var dd:int;
           
            // create the blocks from the string and
            // save the length as a local var to reduce
            // lookup in the loop below
            var x:Array = createBlocks( s );
            var len:int = x.length;
           
            // loop over all of the blocks
            for ( var i:int = 0; i < len; i += 16) {
                // save previous values
                aa = a;
                bb = b;
                cc = c;
                dd = d;            
               
                // Round 1
                a = ff( a, b, c, d, x[int(i+ 0)],  7, -680876936 );     // 1
                d = ff( d, a, b, c, x[int(i+ 1)], 12, -389564586 ); // 2
                c = ff( c, d, a, b, x[int(i+ 2)], 17, 606105819 );  // 3
                b = ff( b, c, d, a, x[int(i+ 3)], 22, -1044525330 );    // 4
                a = ff( a, b, c, d, x[int(i+ 4)],  7, -176418897 );     // 5
                d = ff( d, a, b, c, x[int(i+ 5)], 12, 1200080426 );     // 6
                c = ff( c, d, a, b, x[int(i+ 6)], 17, -1473231341 );    // 7
                b = ff( b, c, d, a, x[int(i+ 7)], 22, -45705983 );  // 8
                a = ff( a, b, c, d, x[int(i+ 8)],  7, 1770035416 );     // 9
                d = ff( d, a, b, c, x[int(i+ 9)], 12, -1958414417 );    // 10
                c = ff( c, d, a, b, x[int(i+10)], 17, -42063 );         // 11
                b = ff( b, c, d, a, x[int(i+11)], 22, -1990404162 );    // 12
                a = ff( a, b, c, d, x[int(i+12)],  7, 1804603682 );     // 13
                d = ff( d, a, b, c, x[int(i+13)], 12, -40341101 );  // 14
                c = ff( c, d, a, b, x[int(i+14)], 17, -1502002290 );    // 15
                b = ff( b, c, d, a, x[int(i+15)], 22, 1236535329 );     // 16
               
                // Round 2
                a = gg( a, b, c, d, x[int(i+ 1)],  5, -165796510 );     // 17
                d = gg( d, a, b, c, x[int(i+ 6)],  9, -1069501632 );    // 18
                c = gg( c, d, a, b, x[int(i+11)], 14, 643717713 );  // 19
                b = gg( b, c, d, a, x[int(i+ 0)], 20, -373897302 );     // 20
                a = gg( a, b, c, d, x[int(i+ 5)],  5, -701558691 );     // 21
                d = gg( d, a, b, c, x[int(i+10)],  9, 38016083 );   // 22
                c = gg( c, d, a, b, x[int(i+15)], 14, -660478335 );     // 23
                b = gg( b, c, d, a, x[int(i+ 4)], 20, -405537848 );     // 24
                a = gg( a, b, c, d, x[int(i+ 9)],  5, 568446438 );  // 25
                d = gg( d, a, b, c, x[int(i+14)],  9, -1019803690 );    // 26
                c = gg( c, d, a, b, x[int(i+ 3)], 14, -187363961 );     // 27
                b = gg( b, c, d, a, x[int(i+ 8)], 20, 1163531501 );     // 28
                a = gg( a, b, c, d, x[int(i+13)],  5, -1444681467 );    // 29
                d = gg( d, a, b, c, x[int(i+ 2)],  9, -51403784 );  // 30
                c = gg( c, d, a, b, x[int(i+ 7)], 14, 1735328473 );     // 31
                b = gg( b, c, d, a, x[int(i+12)], 20, -1926607734 );    // 32
               
                // Round 3
                a = hh( a, b, c, d, x[int(i+ 5)],  4, -378558 );    // 33
                d = hh( d, a, b, c, x[int(i+ 8)], 11, -2022574463 );    // 34
                c = hh( c, d, a, b, x[int(i+11)], 16, 1839030562 );     // 35
                b = hh( b, c, d, a, x[int(i+14)], 23, -35309556 );  // 36
                a = hh( a, b, c, d, x[int(i+ 1)],  4, -1530992060 );    // 37
                d = hh( d, a, b, c, x[int(i+ 4)], 11, 1272893353 );     // 38
                c = hh( c, d, a, b, x[int(i+ 7)], 16, -155497632 );     // 39
                b = hh( b, c, d, a, x[int(i+10)], 23, -1094730640 );    // 40
                a = hh( a, b, c, d, x[int(i+13)],  4, 681279174 );  // 41
                d = hh( d, a, b, c, x[int(i+ 0)], 11, -358537222 );     // 42
                c = hh( c, d, a, b, x[int(i+ 3)], 16, -722521979 );     // 43
                b = hh( b, c, d, a, x[int(i+ 6)], 23, 76029189 );   // 44
                a = hh( a, b, c, d, x[int(i+ 9)],  4, -640364487 );     // 45
                d = hh( d, a, b, c, x[int(i+12)], 11, -421815835 );     // 46
                c = hh( c, d, a, b, x[int(i+15)], 16, 530742520 );  // 47
                b = hh( b, c, d, a, x[int(i+ 2)], 23, -995338651 );     // 48
               
                // Round 4
                a = ii( a, b, c, d, x[int(i+ 0)],  6, -198630844 );     // 49
                d = ii( d, a, b, c, x[int(i+ 7)], 10, 1126891415 );     // 50
                c = ii( c, d, a, b, x[int(i+14)], 15, -1416354905 );    // 51
                b = ii( b, c, d, a, x[int(i+ 5)], 21, -57434055 );  // 52
                a = ii( a, b, c, d, x[int(i+12)],  6, 1700485571 );     // 53
                d = ii( d, a, b, c, x[int(i+ 3)], 10, -1894986606 );    // 54
                c = ii( c, d, a, b, x[int(i+10)], 15, -1051523 );   // 55
                b = ii( b, c, d, a, x[int(i+ 1)], 21, -2054922799 );    // 56
                a = ii( a, b, c, d, x[int(i+ 8)],  6, 1873313359 );     // 57
                d = ii( d, a, b, c, x[int(i+15)], 10, -30611744 );  // 58
                c = ii( c, d, a, b, x[int(i+ 6)], 15, -1560198380 );    // 59
                b = ii( b, c, d, a, x[int(i+13)], 21, 1309151649 );     // 60
                a = ii( a, b, c, d, x[int(i+ 4)],  6, -145523070 );     // 61
                d = ii( d, a, b, c, x[int(i+11)], 10, -1120210379 );    // 62
                c = ii( c, d, a, b, x[int(i+ 2)], 15, 718787259 );  // 63
                b = ii( b, c, d, a, x[int(i+ 9)], 21, -343485551 );     // 64

                a += aa;
                b += bb;
                c += cc;
                d += dd;
            }
            digest = new ByteArray()
            digest.writeInt(a);
            digest.writeInt(b);
            digest.writeInt(c);
            digest.writeInt(d);
            digest.position = 0;
            // Finish up by concatening the buffers with their hex output
            return IntUtil.toHex( a ) + IntUtil.toHex( b ) + IntUtil.toHex( c ) + IntUtil.toHex( d );
        }
       
        /**
         * Auxiliary function f as defined in RFC
         */

        private static function f( x:int, y:int, z:int ):int {
            return ( x & y ) | ( (~x) & z );
        }
       
        /**
         * Auxiliary function g as defined in RFC
         */

        private static function g( x:int, y:int, z:int ):int {
            return ( x & z ) | ( y & (~z) );
        }
       
        /**
         * Auxiliary function h as defined in RFC
         */

        private static function h( x:int, y:int, z:int ):int {
            return x ^ y ^ z;
        }
       
        /**
         * Auxiliary function i as defined in RFC
         */

        private static function i( x:int, y:int, z:int ):int {
            return y ^ ( x | (~z) );
        }
       
        /**
         * A generic transformation function.  The logic of ff, gg, hh, and
         * ii are all the same, minus the function used, so pull that logic
         * out and simplify the method bodies for the transoformation functions.
         */

        private static function transform( func:Function, a:int, b:int, c:int, d:int, x:int, s:int, t:int):int {
            var tmp:int = a + int( func( b, c, d ) ) + x + t;
            return IntUtil.rol( tmp, s ) +  b;
        }
       
        /**
         * ff transformation function
         */

        private static function ff ( a:int, b:int, c:int, d:int, x:int, s:int, t:int ):int {
            return transform( f, a, b, c, d, x, s, t );
        }
       
        /**
         * gg transformation function
         */

        private static function gg ( a:int, b:int, c:int, d:int, x:int, s:int, t:int ):int {
            return transform( g, a, b, c, d, x, s, t );
        }
       
        /**
         * hh transformation function
         */

        private static function hh ( a:int, b:int, c:int, d:int, x:int, s:int, t:int ):int {
            return transform( h, a, b, c, d, x, s, t );
        }
       
        /**
         * ii transformation function
         */

        private static function ii ( a:int, b:int, c:int, d:int, x:int, s:int, t:int ):int {
            return transform( i, a, b, c, d, x, s, t );
        }
       
        /**
         * Converts a string to a sequence of 16-word blocks
         * that we'll do the processing on.  Appends padding
         * and length in the process.
         *
         * @param s The string to split into blocks
         * @return An array containing the blocks that s was
         *          split into.
         */

        private static function createBlocks( s:ByteArray ):Array {
            var blocks:Array = new Array();
            var len:int = s.length * 8;
            var mask:int = 0xFF; // ignore hi byte of characters > 0xFF
            for( var i:int = 0; i < len; i += 8 ) {
                blocks[ int(i >> 5) ] |= ( s[ i / 8 ] & mask ) << ( i % 32 );
            }
           
            // append padding and length
            blocks[ int(len >> 5) ] |= 0x80 << ( len % 32 );
            blocks[ int(( ( ( len + 64 ) >>> 9 ) << 4 ) + 14) ] = len;
            return blocks;
        }
       
    }
}
?>

Have a fun ;)
Garry Lachman

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PNG Encoder in ActionScript 3

Written by Garry Lachman (Admin). Filed under ActionScript 3. Tagged , , , , , , , , , , , , . .

ActionScript 3 PNG Encoder class, for exporting display objects into PNG ByteArray….
Taken from as3corelib project.

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<?
/*
  Copyright (c) 2008, Adobe Systems Incorporated
  All rights reserved.

  Redistribution and use in source and binary forms, with or without
  modification, are permitted provided that the following conditions are
  met:

  * Redistributions of source code must retain the above copyright notice,
    this list of conditions and the following disclaimer.
 
  * Redistributions in binary form must reproduce the above copyright
    notice, this list of conditions and the following disclaimer in the
    documentation and/or other materials provided with the distribution.
 
  * Neither the name of Adobe Systems Incorporated nor the names of its
    contributors may be used to endorse or promote products derived from
    this software without specific prior written permission.

  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
  IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
  THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
  LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

package
{
    import flash.geom.*;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.utils.ByteArray;

    /**
     * Class that converts BitmapData into a valid PNG
     */

    public class PNGEncoder
    {
        /**
         * Created a PNG image from the specified BitmapData
         *
         * @param image The BitmapData that will be converted into the PNG format.
         * @return a ByteArray representing the PNG encoded image data.
         * @langversion ActionScript 3.0
         * @playerversion Flash 9.0
         * @tiptext
         */
       
        public static function encode(img:BitmapData):ByteArray {
            // Create output byte array
            var png:ByteArray = new ByteArray();
            // Write PNG signature
            png.writeUnsignedInt(0x89504e47);
            png.writeUnsignedInt(0x0D0A1A0A);
            // Build IHDR chunk
            var IHDR:ByteArray = new ByteArray();
            IHDR.writeInt(img.width);
            IHDR.writeInt(img.height);
            IHDR.writeUnsignedInt(0x08060000); // 32bit RGBA
            IHDR.writeByte(0);
            writeChunk(png,0x49484452,IHDR);
            // Build IDAT chunk
            var IDAT:ByteArray= new ByteArray();
            for(var i:int=0;i < img.height;i++) {
                // no filter
                IDAT.writeByte(0);
                var p:uint;
                var j:int;
                if ( !img.transparent ) {
                    for(j=0;j < img.width;j++) {
                        p = img.getPixel(j,i);
                        IDAT.writeUnsignedInt(
                            uint(((p&0xFFFFFF) << 8)|0xFF));
                    }
                } else {
                    for(j=0;j < img.width;j++) {
                        p = img.getPixel32(j,i);
                        IDAT.writeUnsignedInt(
                            uint(((p&0xFFFFFF) << 8)|
                            (p>>>24)));
                    }
                }
            }
            IDAT.compress();
            writeChunk(png,0x49444154,IDAT);
            // Build IEND chunk
            writeChunk(png,0x49454E44,null);
            // return PNG
            return png;
        }
   
        private static var crcTable:Array;
        private static var crcTableComputed:Boolean = false;
   
        private static function writeChunk(png:ByteArray,
                type:uint, data:ByteArray):void {
            if (!crcTableComputed) {
                crcTableComputed = true;
                crcTable = [];
                var c:uint;
                for (var n:uint = 0; n < 256; n++) {
                    c = n;
                    for (var k:uint = 0; k < 8; k++) {
                        if (c & 1) {
                            c = uint(uint(0xedb88320) ^
                                uint(c >>> 1));
                        } else {
                            c = uint(c >>> 1);
                        }
                    }
                    crcTable[n] = c;
                }
            }
            var len:uint = 0;
            if (data != null) {
                len = data.length;
            }
            png.writeUnsignedInt(len);
            var p:uint = png.position;
            png.writeUnsignedInt(type);
            if ( data != null ) {
                png.writeBytes(data);
            }
            var e:uint = png.position;
            png.position = p;
            c = 0xffffffff;
            for (var i:int = 0; i < (e-p); i++) {
                c = uint(crcTable[
                    (c ^ png.readUnsignedByte()) &
                    uint(0xff)] ^ uint(c >>> 8));
            }
            c = uint(c^uint(0xffffffff));
            png.position = e;
            png.writeUnsignedInt(c);
        }
    }
}
?>

Have a fun !!!
Garry Lachman

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Base64 Encoding Class in ActionScript 3

Written by Garry Lachman (Admin). Filed under ActionScript 3. Tagged , , , , , , , , , , , . .

This is a class for Base64 Encoding by Steve Webster…
Very Usefull one!!!

Base64.as

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package {
/*
Base64 - 1.1.0

Copyright (c) 2006 Steve Webster

Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/


package {

        import flash.utils.ByteArray;
       
        public class Base64 {
               
                private static const BASE64_CHARS:String = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";

                public static const version:String = "1.1.0";

                public static function encode(data:String):String {
                        // Convert string to ByteArray
                        var bytes:ByteArray = new ByteArray();
                        bytes.writeUTFBytes(data);
                       
                        // Return encoded ByteArray
                        return encodeByteArray(bytes);
                }
               
                public static function encodeByteArray(data:ByteArray):String {
                        // Initialise output
                        var output:String = "";
                       
                        // Create data and output buffers
                        var dataBuffer:Array;
                        var outputBuffer:Array = new Array(4);
                       
                        // Rewind ByteArray
                        data.position = 0;
                       
                        // while there are still bytes to be processed
                        while (data.bytesAvailable > 0) {
                                // Create new data buffer and populate next 3 bytes from data
                                dataBuffer = new Array();
                                for (var i:uint = 0; i < 3 && data.bytesAvailable > 0; i++) {
                                        dataBuffer[i] = data.readUnsignedByte();
                                }
                               
                                // Convert to data buffer Base64 character positions and
                                // store in output buffer
                                outputBuffer[0] = (dataBuffer[0] & 0xfc) >> 2;
                                outputBuffer[1] = ((dataBuffer[0] & 0x03) << 4) | ((dataBuffer[1]) >> 4);
                                outputBuffer[2] = ((dataBuffer[1] & 0x0f) << 2) | ((dataBuffer[2]) >> 6);
                                outputBuffer[3] = dataBuffer[2] & 0x3f;
                               
                                // If data buffer was short (i.e not 3 characters) then set
                                // end character indexes in data buffer to index of '=' symbol.
                                // This is necessary because Base64 data is always a multiple of
                                // 4 bytes and is basses with '=' symbols.
                                for (var j:uint = dataBuffer.length; j < 3; j++) {
                                        outputBuffer[j + 1] = 64;
                                }
                               
                                // Loop through output buffer and add Base64 characters to
                                // encoded data string for each character.
                                for (var k:uint = 0; k < outputBuffer.length; k++) {
                                        output += BASE64_CHARS.charAt(outputBuffer[k]);
                                }
                        }
                       
                        // Return encoded data
                        return output;
                }
               
                public static function decode(data:String):String {
                        // Decode data to ByteArray
                        var bytes:ByteArray = decodeToByteArray(data);
                       
                        // Convert to string and return
                        return bytes.readUTFBytes(bytes.length);
                }
               
                public static function decodeToByteArray(data:String):ByteArray {
                        // Initialise output ByteArray for decoded data
                        var output:ByteArray = new ByteArray();
                       
                        // Create data and output buffers
                        var dataBuffer:Array = new Array(4);
                        var outputBuffer:Array = new Array(3);

                        // While there are data bytes left to be processed
                        for (var i:uint = 0; i < data.length; i += 4) {
                                // Populate data buffer with position of Base64 characters for
                                // next 4 bytes from encoded data
                                for (var j:uint = 0; j < 4 && i + j < data.length; j++) {
                                        dataBuffer[j] = BASE64_CHARS.indexOf(data.charAt(i + j));
                                }
                       
                        // Decode data buffer back into bytes
                                outputBuffer[0] = (dataBuffer[0] << 2) + ((dataBuffer[1] & 0x30) >> 4);
                                outputBuffer[1] = ((dataBuffer[1] & 0x0f) << 4) + ((dataBuffer[2] & 0x3c) >> 2);                
                                outputBuffer[2] = ((dataBuffer[2] & 0x03) << 6) + dataBuffer[3];
                               
                                // Add all non-padded bytes in output buffer to decoded data
                                for (var k:uint = 0; k < outputBuffer.length; k++) {
                                        if (dataBuffer[k+1] == 64) break;
                                        output.writeByte(outputBuffer[k]);
                                }
                        }
                       
                        // Rewind decoded data ByteArray
                        output.position = 0;
                       
                        // Return decoded data
                        return output;
                }
               
                public function Base64() {
                        throw new Error("Base64 class is static container only");
                }
        }
}

Useage:

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var aString:String = "to Convert";
trace(Base64.encode(aString)); // Base64 String

var aBase64:String = "dG8gQ29udmVydA==";
trace(Base64.decode(aBase64)) // Original String

Have Fun ;)

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Table Engine in ActionScript 3

Written by Garry Lachman (Admin). Filed under ActionScript 3. Tagged , , , , , , , , . .

I write this Table Enigne for easy making of data forms, data view in easy
use like Tables in HTML that can contain any DisplayObject.

TableEngineItem.as:

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package layout.Engines
{
/**
* ...
* @author Garry Lachman
*/


import flash.display.DisplayObject;
import flash.display.Sprite;

public class TableEngineItem extends Sprite
{
private var aParams:Object;
private var aDisplayObject:DisplayObject

public function TableEngineItem(_sprite:DisplayObject, _params:Object=null)
{
this.aDisplayObject = _sprite;
this.addChild(this.aDisplayObject);

if (_params!=null)
this.aParams = _params;
}

public function set Params(_params:Object):void             {   this.aParams = _params;     }
public function get Params():Object                         {   return this.aParams         }
public function get DisplayObjectInstance():DisplayObject   {   return this.aDisplayObject  }

override public function get width():Number{return this.aDisplayObject.width;}
override public function get height():Number{return this.aDisplayObject.height;}
}

}

TableEngine.as:

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package layout.Engines
{
import flash.display.Sprite;
import layout.Engines.TableEngineItem
import flash.text.TextField;

public class TableEngine extends Sprite
{
public static const DIRECTION_LTR:String = "dirLTR";
public static const DIRECTION_RTL:String = "dirRTL";
public static const DIRECTION_CENTER:String = "dirCenter";

private var direction:String;

private var aTable:Array;
private var aContainer:Sprite;

private var contentHeight:Number;
private var contentWidth:Number;

public function TableEngine(_cells:int, _direction:String="dirLTR")
{
this.direction = _direction;
this.aTable = new Array();

for (var i:int=0; i &lt; _cells; i++)
aTable.push(new Array());

this.aContainer = new Sprite();
this.addChild(this.aContainer);
}

/**
* @param _cell
* @param _row
* @param _displayObject
* Adding an Element to the table
*/

public function AddElement(_cell:int, _row:int, _tableItem:TableEngineItem):void
{
if (_tableItem == null)
return;

trace("ADDING ELEMENT to " + _cell + " , " + _row);
if (this.aTable[_cell] == null)
throw new Error("Cell need to be added at the constractor");

this.aTable[_cell][_row] = _tableItem;
}

/**
*   Render the table, first of all check the max X and max Y then
*  Render the Display
*/

public function Render():void
{
/* Calculat the maximum X and maximum Y */
// Max X Per Cell.
var maxX:Array = [];
// Max Y Per Row.
var maxY:Array = [];

var maxTopX:Number = 0;

// Loop the Cell Array.
for each (var i:Array in this.aTable)
{
trace("work on: " + this.aTable.indexOf(i));
// Loop the Row Array.
for each (var ii:TableEngineItem in i)
{
if (ii == null)
continue;

trace("parse: " + ii + ", index: " + i.indexOf(ii));
// Check if maxX element for cell is not null... if its null set 0.
if (maxX[this.aTable.indexOf(i)] == null)
maxX[this.aTable.indexOf(i)] = 0;

// Check if the DisplayObject width of this row is bigger then maxX element
// for this cell... if true then set it to maxX
// * Check if the index is not 0, the first element must be 0.
if (ii.width &gt; maxX[this.aTable.indexOf(i)] &amp;&amp; this.aTable.indexOf(i) &gt; 0)
maxX[this.aTable.indexOf(i)] = ii.width;

trace("maxX["+this.aTable.indexOf(i)+"]:" + maxX[this.aTable.indexOf(i)]);

if ((maxX[this.aTable.indexOf(i)] + ii.width) &gt; maxTopX &amp;&amp; this.aTable.indexOf(i) == this.aTable.length-1)
{
maxTopX = (maxX[this.aTable.indexOf(i)] + ii.width);
trace("set new maxTopX:" + maxTopX + ", ii.width:" + ii.width   );
}

// Check if maxY element for row is not null... if its null set 0.
if (maxY[i.indexOf(ii)] == null)
maxY[i.indexOf(ii)] = 0;

// Check if the DisplayObject height of this row is bigger then maxY element
// for this row... if true then set it to maxY.
if (ii.height &gt; maxY[i.indexOf(ii)])
maxY[i.indexOf(ii)] = ii.height;
}
}

// Loop all over cells maxX and calc the start X refer to all table
for (var a:int; a &lt; maxX.length; a++)
{
if (maxX[a-1] != null)
maxX[a] = maxX[a] + maxX[a - 1];
}

for (var aa:int; aa &lt; maxY.length; aa++)
if (maxY[aa-1] != null)
maxY[aa] = maxY[aa] + maxY[aa-1];

// setting first element @ 0 position
maxY.unshift(0);

/* Render The Graphics */
for each (var b:Array in this.aTable)
{
trace("work on: " + this.aTable.indexOf(b));
// Loop the Row Array.
for each (var bb:TableEngineItem in b)
{
// adding to DisplayList and setting x and y

this.aContainer.addChild(bb);

if (this.direction == TableEngine.DIRECTION_RTL)
{
if (maxX[this.aTable.indexOf(b)+1] != null)
bb.x = maxX[this.aTable.indexOf(b) + 1] - bb.DisplayObjectInstance.width;
else
bb.x = maxTopX - bb.DisplayObjectInstance.width;
}
else if (this.direction == TableEngine.DIRECTION_CENTER)
{
bb.x = maxX[this.aTable.indexOf(b)]
}
else
{
bb.x = maxX[this.aTable.indexOf(b)]
}
bb.y = maxY[b.indexOf(bb)];
this.contentHeight = bb.y + bb.height;
this.contentWidth = bb.x + bb.width;
}
}
}

override public function get height():Number    {       return this.contentHeight;      }
override public function get width():Number {       return this.contentWidth;       }

/**
*   Delete All elements and clear the data
*/

public function Clear(_cells:int):void
{
for (var i:int=this.aContainer.numChildren-1; i &gt; -1; i--)
{
this.aContainer.removeChildAt(i);
}

this.aTable = new Array();

for (var ii:int=0; ii &lt; _cells; ii++)
aTable.push(new Array());
}

public function GetLength(_cell:int):int
{
return (this.aTable[_cell] as Array).length;
}

public function GetItem(_cell:int, _i:int):TableEngineItem
{
return (this.aTable[_cell] as Array)[_i];
}

public function GetItemsInCell(_cell:int):Array
{
return (this.aTable[_cell] as Array);
}

public function get Container():Sprite
{
return this.aContainer;
}

public function DeleteItemByDS(_ds:*):void
{
for each (var i:Array in this.aTable)
{
// Loop the Row Array.
for each (var ii:TableEngineItem in i)
{
if (ii.DisplayObjectInstance == _ds)
{
this.aContainer.removeChild(ii);
i.splice(i.indexOf(ii),1);
}
}
}
}
}
}

Usage:

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var table: TableEngine = new TableEngine(2,TableEngine.DIRECTION_RTL);
addChild(table);

// first row
table.AddElement(0, table.GetLength(0), new TableEngineItem([DisplayObject]));
table.AddElement(1, table.GetLength(1), new TableEngineItem([DisplayObject]));

// secound row
table.AddElement(0, table.GetLength(0), new TableEngineItem([DisplayObject]));
table.AddElement(1, table.GetLength(1), new TableEngineItem([DisplayObject]));

table.Render();
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Example of useing Custom Screen Manager in ActionScript 3

Written by Garry Lachman (Admin). Filed under ActionScript 3. Tagged , , , , , , , , , , . .

Screen Manager.
When i write window based systems i always use a Screen Manager.
when i can control and manage and display object on my screen.

Every display object need to extends ScreenContent class, then
he can attached to the screen manager.

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package {
import flash.display.Sprite;
// screen content Abstract

public class ScreenContentAbstract extends Sprite {

private var _contentContainer:Sprite;
public function ScreenContentAbstract():void
{

}

public function hideContent():void  {
// hide content
}

public function showContent():void  {
// show content
}

public function set content(_s:Sprite):void {   _contentContainer = s;      }
public function get content():Sprite        {   return _contentContainer;   }

}
}

Screen Manager class:

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package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;

public class ScreenManager extends Event
{
private var _contentContainer:Sprite;

public function ScreenManager(_f:Enforcer) {
_contentContainer = new Sprite();
}

// Add content to display
public function addContent(_content:ScreenContentAbstract):void {
_contentContainer.addChild(_content);
_content.addEventListener(MouseEvent.MOUSE_DOWN, contentMouseHandler);
}

// Remove content from display
public function removeContent(_content:ScreenContentAbstract):void  {
if (_contentContainer.contains(_content))
_contentContainer.removeChild(_content);
}

// Hide all content on display
public function hideAllContent():void   {
for (var i:int = 0; i &lt; _contentContainer.numChildren; i++) {
if (_contentContainer.getChildAt(i) is ScreenContentAbstract) {
(_contentContainer.getChildAt(i) as ScreenContentAbstract).hideContent();
}
}
}

// Show all content on display
public function hideAllContent():void   {
for (var i:int = 0; i &lt; _contentContainer.numChildren; i++) {
if (_contentContainer.getChildAt(i) is ScreenContentAbstract) {
(_contentContainer.getChildAt(i) as ScreenContentAbstract).showContent();
}
}
}

// Set focus on object on the display
public function setFocus(_content:ScreenContentAbstract):void   {
_contentContainer.setChildIndex(_content, _contentContainer.numChildren - 1);
}

// mouse handler for content
private function _contentMouseHandler(_e:MouseEvent):void   {
switch(_e.type) {
case MouseEvent.MOUSE_DOWN:
setFocus(_e.target as ScreenContentAbstract);
break;
}
}

// SINGLETON PATTERN
private static var instance:ScreenManager;
public static function getInstance():ScreenManager  {
if (instance == null)
instance = new ScreenManager(new Enforcer());
return instance;
}

}

}
class Enforcer{public function Enforcer()}

As you can see, you can add more functionality this is example only.

Thanks,
Garry Lachman

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Simple MVC in ActionScript 3

Written by Garry Lachman (Admin). Filed under ActionScript 3, Flex. Tagged , , , , , , , , , , , . .

I always used to apply this pattern in most simple way.
Its help me to create few view states use same functionality.

First i create interfaces to Module, Controller and View state:

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//Module Interface
package {
flash.events.IEventDispatcher;
public interface IModule extends IEventDispatcher {
}
}
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//Controller Interface
package {
public interface IController {
}
}
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//View Interface
package {
public interface IView {
}
}

Than lets create the MVC:

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//Module
package {
flash.events.EventDispatcher;

public class TestModule extends EventDispatcher implements IModule {
public function TestModule(){
}
}
}
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//Controller
package {
public class TestController implements IController {
private var testModule:IModule;

public function TestController(_module:IModule){
testModule = _module;
}
}
}
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//View
package {
import flash.display.Sprite;

public class TestView extends Sprite implements IView {
private var testModule:IModule;
private var testController:IController;

public function TestController(_controller:IController, _module:IModule){
testController = _controller;
testModule = _module;
}
}
}

Now lets connect them all:

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//Test MVC
package {
import flash.display.Sprite;

public class TestApp extends Sprite {

public function TestApp(){
var testModule:IModule = new TestModule();
var testController:IController = new TestControler(testModule);
var testView:IView = new TestView(testController, testModule);
addChild(testView as Sprite);
}
}
}

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Singleton pattern in ActionScript 3

Written by Garry Lachman (Admin). Filed under ActionScript 3. Tagged , , , , , , , , . .

Singleton pattern in ActionScript 3

the singleton pattern is a design pattern that is used to restrict instantiation of a class to one object.
This is useful when exactly one object is needed to coordinate actions across the system.

Useing of singleton in AS3 code:

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package
{

public class as3Singleton
{

public function as3Singleton(_e:Enforcer)
{

}

/**
*   singleton static instance holder
*/

private static var instance:as3Singleton;

/**
*
* @return as3Singleton Instance (Signleton)
*
*/

public static function getInstance():as3Singleton
{
if (instance == null)
instance = new as3Singleton(new Enforcer(), _stage);

return instance;
}
}

}
class Enforcer{public function Enforcer(){}}
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