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//write the canvas to a bitmap
var finalBitmap:BitmapData = new BitmapData(MainCanvas.width,MainCanvas.height);
finalBitmap.draw(MainCanvas);
// write the bitmap to a bytearray
var jpgEncoder:JPEGEncoder = new JPEGEncoder();
var imgArray:ByteArray = jpgEncoder.encode(finalBitmap);
trace("Arr len: " + imgArray.length);
// encode the array for web transfer
var imgEncoder:Base64Encoder = new Base64Encoder();
imgArray.position = 0;
imgEncoder.encodeBytes(imgArray);
// set up the variables for the POST
var uploadVars:URLVariables = new URLVariables();
uploadVars.user_name = "Test+File";
uploadVars.final_file = imgEncoder.flush();
// prep the request
imgUploadRequest = new URLRequest(FILE_UPLOAD_URL);
imgUploadRequest.method = URLRequestMethod.POST;
imgUploadRequest.data = uploadVars;
// and send it, setting up listeners for results. TODO -- Add a timeout listener
imgUploader = new URLLoader();
imgUploader.dataFormat = URLLoaderDataFormat.VARIABLES;
imgUploader.addEventListener(ProgressEvent.PROGRESS, UploadFinal_progress);
imgUploader.addEventListener(Event.COMPLETE, UploadFinal_complete);
//imgUploader.addEventListener(IOErrorEvent.IO_ERROR, UploadFinal_Error); imgUploader.load(imgUploadRequest);
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