Just to give you a little more complete
answer to this. If you look at the flash.display.BitmapData class, it has
the ability to populate a Bitmap from a byte array of pixel data, so you could transfer
the bytes to the client and display them there. Unfortunately the graphics
data is not going to be compressed directly but we do have gzip compression
support in the player as part of the flash.utils.ByteArray class. In
the Java side you’d compress the data using a gzip library and in the
flash side you’d uncompress it. I’m not an expert on the
graphics support in flash so someone please correct me if this is not the best
approach. I think alternatively you could request
the image via a URL in the flash player (via the Loader class) but just
generate it in memory and write the response data directly into the socket. That
would potentially be more efficient on the client side since the native code
would be processing the image data, though if you go the byte array route, most
of the operations are happening in native code anyway. Also your original
data might be in jpeg format not just a pure 2D array of pixel data so that
might be more convenient. Jeff From: I guess you could probably send it as a binary array and then
convert it on the client-side? From: bump -- Flexcoders Mailing List FAQ: http://groups.yahoo.com/group/flexcoders/files/flexcodersFAQ.txt Search Archives: http://www.mail-archive.com/flexcoders%40yahoogroups.com
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