So, I’ve finally snagged some time to whip out a post about dealing with different file types with the File API in Apollo AIR.
The contents of a file can be read into a
ByteArray and manipulated there. For example if we had a simple text file we could read in its contents to a
ByteArray with the following code:
var bytes:ByteArray = new ByteArray(); // Create our ByteArray that will hold our file data
var myFile:File = File.appResourceDirectory; // Create out file object and tell our File Object where to look for the file
myFile = myFile.resolve(“mySampleFile.txt”); // Point it to an actual file
var fileStream:FileStream = new FileStream(); // Create our file stream
fileStream.readBytes(bytes, 0, fileStream.bytesAvailable);
You should see something that looks like the following image when you run this code:
If we wanted to out put some of the data in the
ByteArray we could add the following:
for(var i:Number = 0; i <= 9; i++)
trace(“Byte Data: ” + ObjectUtil.toString(bytes[i]));
This would jsut output the first 9 items int he
ByteArray. So, you’d see something like the following:
I asked myself, well what good is that? We’ll lets say the file you were reading was a
PNG. You could figure out how to write that file data out to the
PNG file format, or you could check out the AS3 libraries that has a
JPEG encoder already.With that said you now have control…hold that, TOTAL control of the file as you read/write the bytes to/from a file.
readMultiByte(length:uint, charSet:String) method takes two (2) parameters:
uint– The number of bytes to read from the stream
Stringspecifying the character set to use to interpret the bytes read from the stream. I’m looking for a nice list of supported character sets, but have yet to find them. I’ll let you know when I do. For now we can use the livedoc examples of
We’ve checked out reading image data and text data, you could extend either of these to accommodate most situations. I’ll keep playing and if I run into anything I’ll be sure to add to this series.