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base 64 image??

Feb 22, 2008 9:01 AM

How can I display a base 64 encoded image in flex (its from a database)
  • Currently Being Moderated
    Feb 25, 2008 2:15 AM   in reply to jefflemon
    Hi, I am working on the same problem.. saving an image into a blob (sqlite)(in air).
    and of course it needs to get out again. I guess we have to look at bitmapdata to get the image from the db and show it on the screen..
    Only i am first struggling with an image resize function.. because i don't want to save an 6mb image into my db.
    I know how to get a smaller image in php and save it into a blob(mysql) db.. so if it helps you, just let me know.

    I think we can help each other.

    Greetz, jacob
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  • Currently Being Moderated
    Mar 9, 2008 6:50 AM   in reply to Starlover_jacob
    Here the solution,
    a flex3 air example of encoding and decoding an image.

    I use a custom encoder and decoder because for some reason the flex debugger crashes on the following line:
    var b64encodedThumb:Base64Encoder = new Base64Encoder();
    var b64ThumbString:String = b64encodedThumb.flush(); // here the line it crashes on.

    I wanted to save the image as b64 string into the sqlite db as a BLOB, but it gets BIG! So be warned.
    The example i created works and can save the image into a sqlite database, but i am not gonna use this. (my image 150x150 pixels turns out to be 300kb inside the db, so i am gonna save the images locally and save a link to that image into my database.
    (you'll might ask why it turns out to be so big? Well when you create a bitmapdata of your image, you end up with all the pixels of that image without compression. So what you actually save is a bmp, and as you know a bmp is much bigger than a jpg or a png)

    What i didn't try is first save the image as png in a temp folder and then store that image as an encoded string into the db.
    After correct saving delete the temp image. That way it could result to a smaller size, but i don't know if that's possible.

    The example:

    <?xml version="1.0" encoding="utf-8"?>
    <mx:WindowedApplication xmlns:mx="" layout="absolute">
    // loader to show image
    private var myloader:Loader;

    // keystring for base64 encoding and decoding.
    public var keyStr:String = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";

    public function clicktogetphoto():void
    // image to base64 and back to image
    // original image
    var bmpData:BitmapData = new BitmapData( myimage.width, myimage.height, false, 0xe4e4e4 ) ;
    bmpData.draw( myimage,null,null,null,null,true );

    // to bytearray
    var bounds:Rectangle = new Rectangle(0,0,bmpData.width,bmpData.height);
    var fullpixels:ByteArray = bmpData.getPixels(bounds);
    fullpixels.position = 0; //set pointer to begin of bytearray

    // to base64 string
    var b64String:String=encode64(fullpixels);

    // You could put here the save function to save the base64 image into the sqlite database.
    //(save also width and heigt of image into database so you can recreate the image when you get it out of the db.)

    // base64 string decoded back to bytearray (before this you get the base64 image from the database to show it on screen.
    var decodedstring:ByteArray=decode64(b64String);
    decodedstring.position=0;//set pointer to begin of bytearray

    // create a new bitmapdata for the new image.
    var rect:Rectangle = new Rectangle(0,0,bmpData.width,bmpData.height);
    var newbmpdata:BitmapData=new BitmapData(rect.width, rect.height, false, 0Xe4e4e4);
    newbmpdata.setPixels( rect , decodedstring);

    // encode the new bitmapdata to a png so you can show it on screen.
    var imageByteArray:ByteArray = encodeToPng(newbmpdata);

    // new loader for the new image.
    myloader= new Loader();
    myloader.contentLoaderInfo.addEventListener (Event.COMPLETE, onConvertFinished);


    public function onConvertFinished(evt:Event):void

    // function to encode bitmapdata to a png bytearray
    private function encodeToPng(bmd:BitmapData):ByteArray
    var png:PNGEncoder= new PNGEncoder();
    return png.encode(bmd);

    private function encode64(byteArr:ByteArray):String
    var output:String = "";
    var chr1:Number, chr2:Number, chr3:Number;
    var enc1:Number, enc2:Number, enc3:Number, enc4:Number;
    var i:Number = 0;
    chr1 = byteArr[i++];
    chr2 = byteArr[i++];
    chr3 = byteArr[i++];
    enc1 = chr1 >> 2;
    enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
    enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
    enc4 = chr3 & 63;
    if (isNaN(chr2))
    enc3 = enc4 = 64;
    else if (isNaN(chr3))
    enc4 = 64;
    output = output + keyStr.charAt(enc1) + keyStr.charAt(enc2) +
    keyStr.charAt(enc3) + keyStr.charAt(enc4);
    while (i < byteArr.length);
    return output;

    // decode image string to bytearray
    private function decode64(input:String):ByteArray
    var output:ByteArray = new ByteArray();
    var chr1:Number, chr2:Number, chr3:Number;
    var enc1:Number, enc2:Number, enc3:Number, enc4:Number;
    var i:Number = 0;
    // remove all characters that are not A-Z, a-z, 0-9, +, /, or =
    //input = input.replace(/[^A-Za-z0-9+/=]/g, "");
    enc1 = keyStr.indexOf(input.charAt(i++));
    enc2 = keyStr.indexOf(input.charAt(i++));
    enc3 = keyStr.indexOf(input.charAt(i++));
    enc4 = keyStr.indexOf(input.charAt(i++));
    chr1 = (enc1 << 2) | (enc2 >> 4);
    chr2 = ((enc2 & 15) << 4) | (enc3 >> 2);
    chr3 = ((enc3 & 3) << 6) | enc4;
    if (enc3 != 64)
    if (enc4 != 64)
    while (i < input.length);
    return output;
    <mx:Image id="myimage" source="assets/image.png" x="0" y="0"/>
    <mx:Button id="mybuttonGetphoto" click="clicktogetphoto()" label="getphoto" x="404" y="416"/>
    <mx:Image x="501" y="0" id="mynewloadedimage1" width="340" height="287"/>

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