Language version: | ActionScript 3.0
|
The ByteArray class provides methods and properties to optimize reading, writing,
and working with binary data.
Note: The ByteArray class is for advanced developers who need to access
data on the byte level.
In-memory data is a packed array (the most compact representation for the data type)
of bytes, but an instance of the ByteArray
class can be manipulated with the standard []
(array access) operators.
It also can be read and written to as an in-memory file, using
methods similar to those in the URLStream and Socket classes.
In addition, zlib and lzma compression and decompression are supported, as
well as Action Message Format (AMF) object serialization.
Possible uses of the ByteArray class include the following:
- Creating a custom protocol to connect to a server.
- Writing your own URLEncoder/URLDecoder.
- Writing your own AMF/Remoting packet.
- Optimizing the size of your data by using data types.
- Working with binary data loaded from a file in
Adobe® AIR®.
View the examples.
bytesAvailable:uint
[read-only]
Language version: | ActionScript 3.0
|
The number of bytes of data available for reading
from the current position in the byte array to the
end of the array.
Use the bytesAvailable
property in conjunction
with the read methods each time you access a ByteArray object
to ensure that you are reading valid data.
Implementation
public function get bytesAvailable():uint
defaultObjectEncoding:uint
[read-write]
Language version: | ActionScript 3.0
|
Denotes the default object encoding for the ByteArray class to use for a new ByteArray instance.
When you create a new ByteArray instance, the encoding on that instance starts
with the value of defaultObjectEncoding
.
The defaultObjectEncoding
property is initialized to ObjectEncoding.AMF3
.
When an object is written to or read from binary data, the objectEncoding
value
is used to determine whether the ActionScript 3.0, ActionScript2.0, or ActionScript 1.0 format should be used. The value is a
constant from the ObjectEncoding class.
Implementation
public static function get defaultObjectEncoding():uint
public function set defaultObjectEncoding(value:uint):void
See also
endian:String
[read-write]
Language version: | ActionScript 3.0
|
Changes or reads the byte order for the data; either Endian.BIG_ENDIAN
or
Endian.LITTLE_ENDIAN
. The default value is Endian.BIG_ENDIAN
.
Implementation
public function get endian():String
public function set endian(value:String):void
See also
length:uint
[read-write]
Language version: | ActionScript 3.0
|
The length of the ByteArray object, in bytes.
If the length is set to a value that is larger than the current length,
the right side of the byte array is filled with zeros.
If the length is set to a value that is smaller than the
current length, the byte array is truncated.
Implementation
public function get length():uint
public function set length(value:uint):void
objectEncoding:uint
[read-write]
Language version: | ActionScript 3.0
|
Used to determine whether the ActionScript 3.0, ActionScript 2.0, or ActionScript 1.0 format should be
used when writing to, or reading from, a ByteArray instance. The value is a
constant from the ObjectEncoding class.
Implementation
public function get objectEncoding():uint
public function set objectEncoding(value:uint):void
See also
position:uint
[read-write]
Language version: | ActionScript 3.0
|
Moves, or returns the current position, in bytes, of the file
pointer into the ByteArray object. This is the
point at which the next call to a read
method starts reading or a write
method starts writing.
Implementation
public function get position():uint
public function set position(value:uint):void
shareable:Boolean
[read-write]
Language version: | ActionScript 3.0
|
Every byte array can either be "non-shareable" or "shareable".
This flag indicates which is the case for this byte array.
The initial value is always 'false', indicating "non-shareable".
If this byte array is non-shareable,
then passing it as an argument to MessageChannel.send to another worker
or via Worker.setStartArgument()
will always create a complete byte array copy,
including the backing storage for the byte array's contents.
If this byte array is shareable,
then passing it as an argument to MessageChannel.send to another worker
or via Worker.setStartArgument()
will result in a byte array object in the remote worker
which uses the identical underlying storage buffer for it's contents.
Then both the local and the remote byte array share their content.
Concurrent access to a shared byte array from multiple workers is subject to races.
For concurrency control, you can use the compare-and-swap facility in this class
and/or the dedicated mechanisms in package 'flash.concurrent'.
Implementation
public function get shareable():Boolean
public function set shareable(value:Boolean):void
public function ByteArray()
Language version: | ActionScript 3.0
|
Creates a ByteArray instance representing a packed array of bytes, so that you can use the methods and properties in this class to optimize your data storage and stream.
public function atomicCompareAndSwapIntAt(byteIndex:int, expectedValue:int, newValue:int):int
Atomic compare and swap of integer values in adjacent bytes in this byte array.
Compares an expected value with the actual value in the byte array location
addressed by a start index measured in bytes.
If the specified values at the given location are the same, the value given
by the newValue parameter is writen at the location specified by the byteIndex
parameter and the previous value of that location is returned.
Otherwise, the actual value is returned.
All of the above is performed in one atomic hardware transaction.
byteIndex must be a multiple of 4.
Parameters
| byteIndex:int — int containing the desired index at which the expectedValue
parameter should be compared.
|
|
| expectedValue:int — int containing the expected value of the integter to be
replaced by the newValue parameter.
|
|
| newValue:int — int containint the new value to put into the location specified
by the byteIndex parameter.
|
Returns
| int —
int containing the previous value at the specified location
|
Throws
public function atomicCompareAndSwapLength(expectedLength:int, newLength:int):int
Atomic compare and change the length of this byte array.
Compares an expected length with the actual length of this the byte array.
If the expected length argument and current ByteArray.length property are equal,
the length is changed to the value specified in the newLength parameter.
The compare of the parameter and the update of the length all occur in a single atomic
transaction.
Parameters
| expectedLength:int — int containint the expected value of the ByteArray's length. if this value is
equal to the ByteArray.length property, the length will be changed to the value
specified by the newLength argument.
|
|
| newLength:int — int containing the the length the ByteArray should be after the
operation succeeds.
|
Returns
| int —
int containint the previous value of ByteArray.length
|
public function clear():void
Language version: | ActionScript 3.0
|
Clears the contents of the byte array and resets the length
and position
properties to 0. Calling this method explicitly
frees up the memory used by the ByteArray instance.
public function compress(algorithm:String):void
Language version: | ActionScript 3.0
|
Compresses the byte array. The entire byte array is compressed. For content
running in Adobe AIR, you can specify a compression algorithm by passing a
value (defined in the CompressionAlgorithm class) as the algorithm
parameter. Flash Player supports only the default
algorithm, zlib.
After the call, the length
property of the ByteArray is set to the new length.
The position
property is set to the end of the byte array.
The zlib compressed data format is described at
http://www.ietf.org/rfc/rfc1950.txt.
The deflate compression algorithm is described at
http://www.ietf.org/rfc/rfc1951.txt.
The lzma compression algorithm is described at
http://www.7-zip.org/7z.html.
The deflate compression algorithm is used in several compression
formats, such as zlib, gzip, some zip implementations, and others. When data is
compressed using one of those compression formats, in addition to storing
the compressed version of the original data, the compression format data
(for example, the .zip file) includes metadata information. Some examples of
the types of metadata included in various file formats are file name,
file modification date/time, original file size, optional comments, checksum
data, and more.
For example, when a ByteArray is compressed using the zlib algorithm,
the resulting ByteArray is structured in a specific format. Certain bytes contain
metadata about the compressed data, while other bytes contain the actual compressed
version of the original ByteArray data. As defined by the zlib compressed data
format specification, those bytes (that is, the portion containing
the compressed version of the original data) are compressed using the deflate
algorithm. Consequently those bytes are identical to the result of calling
compress(air.CompressionAlgorithm.DEFLATE)
on the original ByteArray. However, the result from
compress(air.CompressionAlgorithm.ZLIB)
includes
the extra metadata, while the compress(air.CompressionAlgorithm.DEFLATE)
result includes only the compressed version of the original ByteArray data and nothing else.
In order to use the deflate format to compress a ByteArray instance's
data in a specific format such as gzip or zip, you cannot simply call
compress(air.CompressionAlgorithm.DEFLATE)
.
You must create a ByteArray structured
according to the compression format's specification, including the appropriate
metadata as well as the compressed data obtained using the deflate format.
Likewise, in order to decode data compressed in a format such
as gzip or zip, you can't simply call uncompress(air.CompressionAlgorithm.DEFLATE)
on that data. First, you must separate the metadata from the compressed data, and you can
then use the deflate format to decompress the compressed data.
Parameters
| algorithm:String — The compression algorithm to use when compressing. Valid values are defined as
constants in the CompressionAlgorithm class. The default is to use zlib format.
This parameter is only recognized for content running in Adobe AIR.
Flash Player supports only the default algorithm, zlib, and throws an exception if you attempt to pass
a value for this parameter. Calling compress(air.CompressionAlgorithm.DEFLATE)
has the same effect as calling the deflate() method.
|
See also
public static function createFromBase64(base64:String):ByteArray
Language version: | ActionScript 3.0
|
Creates a new ByteArray object from a base64-encoded string.
Utility method that is the equivalent of creating a new empty
ByteArray
and then calling writeBase64
.
Parameters
| base64:String — The base64-encoded string to write into the ByteArray.
|
Returns
| ByteArray —
ByteArray The new ByteArray object representing the string.
|
Throws
| ArgumentError — If the input string is not in the expected format.
|
public static function createFromHexString(hex:String):ByteArray
Language version: | ActionScript 3.0
|
Creates a new ByteArray object from a hex-encoded string.
Utility method that is the equivalent of creating a new empty
ByteArray
and then calling writeHexString
.
Parameters
| hex:String — The hex-encoded string to write into the ByteArray.
|
Returns
| ByteArray —
ByteArray The new ByteArray object representing the string.
|
Throws
| ArgumentError — If the input string is not in the expected format.
|
public function deflate():void
Language version: | ActionScript 3.0
|
Compresses the byte array using the deflate compression algorithm.
The entire byte array is compressed.
After the call, the length
property of the ByteArray is set to the new length.
The position
property is set to the end of the byte array.
The deflate compression algorithm is described at
http://www.ietf.org/rfc/rfc1951.txt.
In order to use the deflate format to compress a ByteArray instance's
data in a specific format such as gzip or zip, you cannot simply call
deflate()
. You must create a ByteArray structured
according to the compression format's specification, including the appropriate
metadata as well as the compressed data obtained using the deflate format.
Likewise, in order to decode data compressed in a format such
as gzip or zip, you can't simply call inflate()
on that data. First, you must separate the metadata from the compressed data, and you can
then use the deflate format to decompress the compressed data.
See also
public function inflate():void
Language version: | ActionScript 3.0
|
Decompresses the byte array using the deflate compression algorithm.
The byte array must have been compressed using the same algorithm.
After the call, the length
property of the ByteArray is set to the new length.
The position
property is set to 0.
The deflate compression algorithm is described at
http://www.ietf.org/rfc/rfc1951.txt.
In order to decode data compressed in a format that uses the deflate compression algorithm,
such as data in gzip or zip format, it will not work to simply call inflate()
on
a ByteArray containing the compression formation data. First, you must separate the metadata that is
included as part of the compressed data format from the actual compressed data. For more
information, see the compress()
method description.
Throws
| Error — The data is not valid compressed data; it was not compressed with the
same compression algorithm used to compress.
|
See also
public function readBoolean():Boolean
Language version: | ActionScript 3.0
|
Reads a Boolean value from the byte stream. A single byte is read,
and true
is returned if the byte is nonzero,
false
otherwise.
Returns
| Boolean —
Returns true if the byte is nonzero, false otherwise.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readByte():int
Language version: | ActionScript 3.0
|
Reads a signed byte from the byte stream.
The returned value is in the range -128 to 127.
Returns
| int —
An integer between -128 and 127.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readBytes(bytes:ByteArray, offset:uint = 0, length:uint = 0):void
Language version: | ActionScript 3.0
|
Reads the number of data bytes, specified by the length
parameter, from the byte stream.
The bytes are read into the ByteArray object specified by the bytes
parameter,
and the bytes are written into the destination ByteArray starting at the position specified by offset
.
Parameters
| bytes:ByteArray — The ByteArray object to read data into.
|
|
| offset:uint (default = 0 ) — The offset (position) in bytes at which the read data should be written.
|
|
| length:uint (default = 0 ) — The number of bytes to read. The default value of 0 causes all available data to be read.
|
Throws
| Error — There is not sufficient data available
to read.
|
|
| RangeError — The value of the supplied offset and length, combined, is greater than the maximum for a uint.
|
public function readDouble():Number
Language version: | ActionScript 3.0
|
Reads an IEEE 754 double-precision (64-bit) floating-point number from the byte stream.
Returns
| Number —
A double-precision (64-bit) floating-point number.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readFloat():Number
Language version: | ActionScript 3.0
|
Reads an IEEE 754 single-precision (32-bit) floating-point number from the byte stream.
Returns
| Number —
A single-precision (32-bit) floating-point number.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readInt():int
Language version: | ActionScript 3.0
|
Reads a signed 32-bit integer from the byte stream.
The returned value is in the range -2147483648 to 2147483647.
Returns
| int —
A 32-bit signed integer between -2147483648 and 2147483647.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readMultiByte(length:uint, charSet:String):String
Language version: | ActionScript 3.0
|
Reads a multibyte string of specified length from the byte stream using the
specified character set.
Parameters
| length:uint — The number of bytes from the byte stream to read.
|
|
| charSet:String — The string denoting the character set to use to interpret the bytes.
Possible character set strings include "shift-jis" , "cn-gb" ,
"iso-8859-1" , and others.
For a complete list, see Supported Character Sets.
Note: If the value for the charSet parameter
is not recognized by the current system, the application uses the system's default
code page as the character set. For example, a value for the charSet parameter,
as in myTest.readMultiByte(22, "iso-8859-01") that uses 01 instead of
1 might work on your development system, but not on another system.
On the other system, the application will use the system's default code page.
|
Returns
| String —
UTF-8 encoded string.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readObject():*
Language version: | ActionScript 3.0
|
Reads an object from the byte array, encoded in AMF
serialized format.
Returns
| * — The deserialized object.
|
Throws
| Error — There is not sufficient data available
to read.
|
See also
public function readShort():int
Language version: | ActionScript 3.0
|
Reads a signed 16-bit integer from the byte stream.
The returned value is in the range -32768 to 32767.
Returns
| int —
A 16-bit signed integer between -32768 and 32767.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readUnsignedByte():uint
Language version: | ActionScript 3.0
|
Reads an unsigned byte from the byte stream.
The returned value is in the range 0 to 255.
Returns
| uint —
A 32-bit unsigned integer between 0 and 255.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readUnsignedInt():uint
Language version: | ActionScript 3.0
|
Reads an unsigned 32-bit integer from the byte stream.
The returned value is in the range 0 to 4294967295.
Returns
| uint —
A 32-bit unsigned integer between 0 and 4294967295.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readUnsignedShort():uint
Language version: | ActionScript 3.0
|
Reads an unsigned 16-bit integer from the byte stream.
The returned value is in the range 0 to 65535.
Returns
| uint —
A 16-bit unsigned integer between 0 and 65535.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function readUTF():String
Language version: | ActionScript 3.0
|
Reads a UTF-8 string from the byte stream. The string
is assumed to be prefixed with an unsigned short indicating
the length in bytes.
Returns
| String —
UTF-8 encoded string.
|
Throws
| Error — There is not sufficient data available
to read.
|
See also
public function readUTFBytes(length:uint):String
Language version: | ActionScript 3.0
|
Reads a sequence of UTF-8 bytes specified by the length
parameter from the byte stream and returns a string.
Parameters
| length:uint — An unsigned short indicating the length of the UTF-8 bytes.
|
Returns
| String —
A string composed of the UTF-8 bytes of the specified length.
|
Throws
| Error — There is not sufficient data available
to read.
|
public function toBase64():String
Language version: | ActionScript 3.0
|
Converts the byte array into a base64 string. The string will be
encoded according to RFC 4648 section 4.
Returns
| String —
String A base64-encoded representation of this ByteArray object.
|
public function toHexString():String
Language version: | ActionScript 3.0
|
Converts the byte array into a hex string. The string will be encoded
according to RFC 4648 section 8, i.e. a simple string having two hex
characters representing each byte.
Returns
| String —
String A hex-encoded string respresentation of this ByteArray object.
|
public override function toString():String
Language version: | ActionScript 3.0
|
Converts the byte array to a string.
If the data in the array begins with a Unicode byte order mark, the application will honor that mark
when converting to a string. If System.useCodePage
is set to true
, the
application will treat the data in the array as being in the current system code page when converting.
Returns
| String —
The string representation of the byte array.
|
public function uncompress(algorithm:String):void
Language version: | ActionScript 3.0
|
Decompresses the byte array. For content running in Adobe AIR, you can specify
a compression algorithm by passing a value (defined in the CompressionAlgorithm class)
as the algorithm
parameter. The byte array must have been compressed
using the same algorithm. Flash Player supports only the
default algorithm, zlib.
After the call, the length
property of the ByteArray is set to the new length.
The position
property is set to 0.
The zlib compressed data format is described at
http://www.ietf.org/rfc/rfc1950.txt.
The deflate compression algorithm is described at
http://www.ietf.org/rfc/rfc1951.txt.
In order to decode data compressed in a format that uses the deflate compression algorithm,
such as data in gzip or zip format, it will not work to call
uncompress(CompressionAlgorithm.DEFLATE)
on
a ByteArray containing the compression formation data. First, you must separate the metadata that is
included as part of the compressed data format from the actual compressed data. For more
information, see the compress()
method description.
Parameters
| algorithm:String — The compression algorithm to use when decompressing. This must be the
same compression algorithm used to compress the data. Valid values are defined as
constants in the CompressionAlgorithm class. The default is to use zlib format. This parameter
is only recognized for content running in Adobe AIR. Flash Player
supports only the default algorithm, zlib, and throws an exception if you attempt to pass
a value for this parameter.
|
Throws
| Error — The data is not valid compressed data; it was not compressed with the
same compression algorithm used to compress.
|
See also
public function writeBase64(base64:String):uint
Language version: | ActionScript 3.0
|
Writes data into the byte array from a base64 string. The string should
be encoded according to RFC 4648 section 4.
Parameters
| base64:String — The base64-encoded string to write into the ByteArray.
|
Returns
| uint —
uint The number of new bytes written from the string.
|
Throws
| ArgumentError — If the input string is not in the expected format.
|
public function writeBoolean(value:Boolean):void
Language version: | ActionScript 3.0
|
Writes a Boolean value. A single byte is written according to the value
parameter,
either 1 if true
or 0 if false
.
Parameters
| value:Boolean — A Boolean value determining which byte is written. If the parameter is true ,
the method writes a 1; if false , the method writes a 0.
|
public function writeByte(value:int):void
Language version: | ActionScript 3.0
|
Writes a byte to the byte stream.
The low 8 bits of the
parameter are used. The high 24 bits are ignored.
Parameters
| value:int — A 32-bit integer. The low 8 bits are written to the byte stream.
|
public function writeBytes(bytes:ByteArray, offset:uint = 0, length:uint = 0):void
Language version: | ActionScript 3.0
|
Writes a sequence of length
bytes from the
specified byte array, bytes
,
starting offset
(zero-based index) bytes
into the byte stream.
If the length
parameter is omitted, the default
length of 0 is used; the method writes the entire buffer starting at
offset
.
If the offset
parameter is also omitted, the entire buffer is
written.
If offset
or length
is out of range, they are clamped to the beginning and end
of the bytes
array.
Parameters
| bytes:ByteArray — The ByteArray object.
|
|
| offset:uint (default = 0 ) — A zero-based index indicating the position into the array to begin writing.
|
|
| length:uint (default = 0 ) — An unsigned integer indicating how far into the buffer to write.
|
public function writeDouble(value:Number):void
Language version: | ActionScript 3.0
|
Writes an IEEE 754 double-precision (64-bit) floating-point number to the byte stream.
Parameters
| value:Number — A double-precision (64-bit) floating-point number.
|
public function writeFloat(value:Number):void
Language version: | ActionScript 3.0
|
Writes an IEEE 754 single-precision (32-bit) floating-point number to the byte stream.
Parameters
| value:Number — A single-precision (32-bit) floating-point number.
|
public function writeHexString(hex:String):uint
Language version: | ActionScript 3.0
|
Writes data into the byte array from a hex string.
Note the hex string should be encoded according to RFC 4648 section 8,
i.e. a simple string having two hex characters representing each byte.
For example 0A23EF
would represent a three-byte array with
values 10, 35, and 239.
Parameters
| hex:String — The hex-encoded string to write into the ByteArray.
|
Returns
| uint —
uint The number of new bytes written from the string.
|
Throws
| ArgumentError — If the input string is not in the expected format.
|
public function writeInt(value:int):void
Language version: | ActionScript 3.0
|
Writes a 32-bit signed integer to the byte stream.
Parameters
| value:int — An integer to write to the byte stream.
|
public function writeMultiByte(value:String, charSet:String):void
Language version: | ActionScript 3.0
|
Writes a multibyte string to the byte stream using the specified character set.
Parameters
| value:String — The string value to be written.
|
|
| charSet:String — The string denoting the character set to use. Possible character set strings
include "shift-jis" , "cn-gb" , "iso-8859-1" , and others.
For a complete list, see Supported Character Sets.
|
public function writeObject(object:*):void
Language version: | ActionScript 3.0
|
Writes an object into the byte array in AMF
serialized format.
Parameters
| object:* — The object to serialize.
|
See also
public function writeRandomBytes():void
Language version: | ActionScript 3.0
|
Writes random data into the byte array. This is intended so that an existing byte array
that contains sensitive data can be wiped so that it is no longer visible in any memory
dumps that are created by a user. Data is written based on the current length of the
byte array object: for security, please do not change the length of a byte array that
contains sensitive data prior to using this function as new memory will then be allocated
and the old memory that contains the sensitive information could remain intact for a while.
public function writeShort(value:int):void
Language version: | ActionScript 3.0
|
Writes a 16-bit integer to the byte stream. The low 16 bits of the parameter are used.
The high 16 bits are ignored.
Parameters
| value:int — 32-bit integer, whose low 16 bits are written to the byte stream.
|
public function writeUnsignedInt(value:uint):void
Language version: | ActionScript 3.0
|
Writes a 32-bit unsigned integer to the byte stream.
Parameters
| value:uint — An unsigned integer to write to the byte stream.
|
public function writeUTF(value:String):void
Language version: | ActionScript 3.0
|
Writes a UTF-8 string to the byte stream. The length of the UTF-8 string in bytes
is written first, as a 16-bit integer, followed by the bytes representing the
characters of the string.
Parameters
| value:String — The string value to be written.
|
Throws
public function writeUTFBytes(value:String):void
Language version: | ActionScript 3.0
|
Writes a UTF-8 string to the byte stream. Similar to the writeUTF()
method,
but writeUTFBytes()
does not prefix the string with a 16-bit length word.
Parameters
| value:String — The string value to be written.
|
The following example uses the class
ByteArrayExample
to write a Boolean
and the double-precision floating-point representation of pi to a byte array. This is accomplished
using the following steps:
- Declare a new ByteArray object instance
byteArr
.
- Write the byte-equivalent value of the Boolean
false
and then check the length and
read it back.
- Write the double-precision floating-point equivalent of the mathematical value of pi.
- Read back each of the nine bytes written into the byte array.
Note: when trace()
is called on a byte, it prints the decimal equivalent
of the bytes stored in the byte array.
Notice how a code segment is added at the end to check for end of file errors to ensure that
the byte stream is not read past its end.
package {
import flash.display.Sprite;
import flash.utils.ByteArray;
import flash.errors.EOFError;
public class ByteArrayExample extends Sprite {
public function ByteArrayExample() {
var byteArr:ByteArray = new ByteArray();
byteArr.writeBoolean(false);
trace(byteArr.length); // 1
trace(byteArr[0]); // 0
byteArr.writeDouble(Math.PI);
trace(byteArr.length); // 9
trace(byteArr[0]); // 0
trace(byteArr[1]); // 64
trace(byteArr[2]); // 9
trace(byteArr[3]); // 33
trace(byteArr[4]); // 251
trace(byteArr[5]); // 84
trace(byteArr[6]); // 68
trace(byteArr[7]); // 45
trace(byteArr[8]); // 24
byteArr.position = 0;
try {
trace(byteArr.readBoolean() == false); // true
}
catch(e:EOFError) {
trace(e); // EOFError: Error #2030: End of file was encountered.
}
try {
trace(byteArr.readDouble()); // 3.141592653589793
}
catch(e:EOFError) {
trace(e); // EOFError: Error #2030: End of file was encountered.
}
try {
trace(byteArr.readDouble());
}
catch(e:EOFError) {
trace(e); // EOFError: Error #2030: End of file was encountered.
}
}
}
}
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Mon Feb 12 2024, 3:03 PM GMT