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Home/ Questions/Q 8031499
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Editorial Team
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Editorial Team
Asked: June 5, 20262026-06-05T01:07:05+00:00 2026-06-05T01:07:05+00:00

Intro – I am working on a iOS game using Flash CS5.5. In my

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Intro – I am working on a iOS game using Flash CS5.5. In my game i am loading a image via the camera roll, and gonna use the image in the gameplay. I want the image to load back in when the user restarts the game.

Question – Is there a way to access such image again without having to open up the camera roll interface.

Can i use the flash.display.Loader class? Is there any special things i need to do or set? Or is there another way?

I’ve tried just saving the file, given from the MediaEvent dispatched when you select an image.

But i have no luck using the URL given in the loader object. I am using the example from this page as my base: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/CameraRoll.html.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-05T01:07:06+00:00Added an answer on June 5, 2026 at 1:07 am

    Yes this is possible. You need to save the image into the apps documents directory using the File class with something like this: (this uses the Adobe JPGEncoder class)

    f = File.documentsDirectory.resolvePath("logo.jpg"); 
    
    stream = new FileStream();
    stream.open(f, FileMode.WRITE);                                         
    
    j = new JPGEncoder(80);
    var bytes:ByteArray = j.encode(visualLogo.bitmapData);
    stream.writeBytes(bytes,  0, bytes.length);
    stream.writeBytes(bytes, 0, bytes.bytesAvailable);
    stream.close();
    
    //I read the file back in to test that it has been successfully written 
    stream.openAsync(f, FileMode.READ); 
    stream.addEventListener(Event.COMPLETE, bringBoardOn, false, 0, true);
    

    Then load it back in using something like this:

    f = File.documentsDirectory.resolvePath ("logo.jpg");
    
    if (f.exists == true) {
    
    var _urlRequest:URLRequest = new URLRequest(f.url);
    loader=new Loader;
    loader.load(_urlRequest);
    loader.addEventListener(IOErrorEvent.IO_ERROR, function(e:IOErrorEvent):void{ trace(e) });
    loader.contentLoaderInfo.addEventListener(Event.COMPLETE, ImageLoaded, false, 0, true);     
    _urlRequest = null;
    
    }
    
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