Hey all, I have what will surely be a simple question for you. I instantiated a filled up an Array in my Main Class. How can I read that Array in another Class?

Thanks

----- Original Message ----- From: "Dave Wood" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <flashcoders@chattyfig.figleaf.com>
Sent: Thursday, October 05, 2006 5:19 PM
Subject: Re: [Flashcoders] BitmapData size limit


Hi Charles / Bill
It is a hard limit of object within Flash. It is similar to the hard limit of image sizes within Director as well. It has nothing to do with memory use
but rather they way the app and player were programmed.

I wasn't aware of the limit in Director - any idea what it is?

In Director..
newImage = image(6000,6000,16) -- bloody big
put ilk(newImage) --> image
put newImage.width --> 6000

In Flash
var newImage = new BitmapData(3500,300) // not so big
trace(typeof(newImage)) --> undefined
trace(newImage.width) --> undefined


Bill, what you described very similar to what I'm trying to do, in my case I have a set of 7 images each 500 X 300 and I thought I'd assemble them in a single panoramic imag, display it in a single movieClip and handle the scrolling with copyPixels and a mask

What I'm doing now is just putting them into individual clips spaced 500 pixels apart and scrolling the parent clip behind a mask - not using BitmapData at all. Works OK I guess, just seems less tidy soehow:(

Cheers

David







Charles P.


On 10/5/06, Dave Wood <[EMAIL PROTECTED]> wrote:

Thanks for your response Micha

> this has to with other things. the 2880 px stuff is related  to one
> single object, you can have as much object of that size as you
> want, as long as you have enough ram.
>> I wanted to create an image object 3500 X 300 pixels which will
>> take  up about 4 Mb - but I can't
> sure you can't. you gave your answer in the above quoted text.
> your  limitation is 2880 px square. and 3500 beats that.


No I didn't give the answer. I can understand why 2880 X 2880 might
be considered excessively big, but to have 2880 pixels as a limit for
a single dimension is silly - unless there is some other reson I
don't yet understand. And if another reason exists, then I want to
understand what it is.
For example, if I have an image object 2881 X 10 pixels, that would
be only about 280 kb. Why can't I create such an object?

I don't want to scale my image up because I  know it will degrade.

Thanks

David

> just scale it down to 2880 and you should be fine, than you can put
> it in a mc and scale that one up. that should do the trick.
>
> micha
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