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Home/ Questions/Q 4567534
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Editorial Team
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Editorial Team
Asked: May 21, 20262026-05-21T18:56:40+00:00 2026-05-21T18:56:40+00:00

I am new to AS3 and I need some help with the Senocular Transform

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I am new to AS3 and I need some help with the Senocular Transform Tool (AS3 version)

I’m having trouble with loading in an external image such that I can transform with the Senocular Transform Tool class.

I have managed to load in the picture but the transform class doesn’t seem want to grab it.

var fileRef:FileReference = new FileReference();
MovieClip(root).loadBtn.addEventListener(MouseEvent.CLICK, openClick);

function openClick(evt:MouseEvent):void {
    fileRef.addEventListener(Event.SELECT, selectHandler);
    fileRef.addEventListener(Event.COMPLETE, completeHandler);
    var fileFilter:FileFilter = new FileFilter("Images","*.jpg;*.jpeg;*.gif;*.png");
    fileRef.browse([fileFilter]);
}

function selectHandler(event:Event):void {
    fileRef.load();
}

function completeHandler(event:Event):void {
    var image:Loader = new Loader();
    var imgSprite:Sprite = new Sprite();
    image.loadBytes(fileRef.data);
    imgSprite.addChild(image);
    addChild(imgSprite);
    imgSprite.addEventListener(MouseEvent.MOUSE_DOWN, select);
    imgSprite.x=200;
    imgSprite.y=200;
}

I’m trying to load the image from my HD into a loader, then a sprite, then an empty container movieClip on the stage…

Can anyone point me in the right direction?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-21T18:56:41+00:00Added an answer on May 21, 2026 at 6:56 pm

    I think you should wait for LOADER to load complete byte before adding
    them to sprite, because huge file takes time to load in App,

    like that

    var image:Loader = new Loader();
    image.contentLoaderInfo.addEventListener(Event.COMPLETE, imageloaded);
    image.loadBytes(fileRef.data);
    

    and event handler as

    private function imageloaded(event:Event):void
    {
        var image:Loader = event.currentTarget.loader as Loader;
        var imgSprite:Sprite = new Sprite();
            imgSprite.addChild(image);
            addChild(imgSprite);
    }
    

    you may also used its Fault handler to manage faults

    Hopes that helps

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