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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T07:32:52+00:00 2026-05-12T07:32:52+00:00

I’m doing a simple test. I want to write BitmapData into a ByteArray. I’m

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I’m doing a simple test. I want to write BitmapData into a ByteArray. I’m trying to do this with writeObject() and readObject(). Read object seems to have trouble making sense of the BitmapData.

var byteArray : ByteArray = new ByteArray();
var _cache : BitmapData = new BitmapData( 640, 480, true, 0x000000 );
var _blank : BitmapData = new BitmapData( 640, 480, true, 0x000000 );

byteArray.writeObject( _blank );
byteArray.position = 0;
_cache = byteArray.readObject() as BitmapData;
trace( _cache ); // Traces null

Can anyone clear this up for me? I can’t make sense of what’s going wrong with readObject();

I know I can do this getPixels() and setPixels(), but I’d like to treat the object as an object here.

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  1. Editorial Team
    Editorial Team
    2026-05-12T07:32:52+00:00Added an answer on May 12, 2026 at 7:32 am

    you should use BitmapData::getPixels and BitmapData::setPixels … writing class instances to a ByteArray as such never completely works as expected … try with Sprites … 🙂 … this is mostly due to the fact, that the default implementation somehow only writes an object’s property to the IDataOutput (ByteArray or Socket) … the pixels are not a property of the BitmapData in that sense … the BitmapData is just an ActionScript wrapper, that exposes an interface to some internal flash player data structure …

    you should write an adapter for BitmapData, that implements IExternalizable, so that you have control, over what happens … essentially, you will only need to read/write the dimensions, and the actual pixel payload … maybe the transparent-flag … remember to use registerClassAlias …

    greetz

    back2dos

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