Loading multiple external jpgs...
I'm trying to go through a for loop, create a movieclip for each database entry, add the image by url stored. The problem is the code I have only does the last image. I know it's because something is not incrementing and they all have the same name. Do I need to increment the name of my loader? Holder or what?
var resultsLength:Number = result.serverInfo.initialData.length;
for(var i:uint = 0; i < resultsLength; i++){
var thisClip:MovieClip = new ProductBox();
cleanse_mc.addChild(thisClip);
thisClip.x = currentX;
thisClip.y = currentY;
currentX += moveX;
// populate image
var thumbLoader:Loader;
var holder:MovieClip = new MovieClip();
thumbLoader = new Loader();
var thisImage:String = String(result.serverInfo.initialData[i][14]);
var thumbRequest:URLRequest = new URLRequest(thisImage);
thumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, introCompleteHandler);
thumbLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, introProgressHandler);
thumbLoader.load(thumbRequest);
function introCompleteHandler(loadEvent:Event){
var image:Bitmap = (Bitmap)(loadEvent.target.content);
thisClip.addChild(holder);
holder.addChild(image);
no, something that would preserve all you movieclips/positions while you're waiting for image loading to complete:
var resultsLength:Number = result.serverInfo.initialData.length;
var i:unit=0;
var thisClip:MovieClip();
loadF();
function loadF(){
thisClip = new ProductBox();
cleanse_mc.addChild(thisClip);
thisClip.x = currentX;
thisClip.y = currentY;
currentX += moveX;
// populate image
var thumbLoader:Loader;
var holder:MovieClip = new MovieClip();
thumbLoader = new Loader();
var thisImage:String = String(result.serverInfo.initialData[i][14]);
var thumbRequest:URLRequest = new URLRequest(thisImage);
thumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, introCompleteHandler);
thumbLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, introProgressHandler);
thumbLoader.load(thumbRequest);
function introCompleteHandler(loadEvent:Event){
var image:Bitmap = (Bitmap)(loadEvent.target.content);
thisClip.addChild(holder);
holder.addChild(image);
i++;
if(i<resultsLength ){
loadF()
Similar Messages
-
Load a external jpg in BitmapData
Hello Everybody,
I search a way to load a external jpg from my server in my
swf to use
it with the BitmapData-Class.
The Method loadBitmap only works with images from my internal
library.
What do you think is the best way to solve this problem.
For me it seems to be a little bit stupid to load the image
in a MovieClip.
Then Scan the Mc to write it in a BitmapData-Object.
To Filter it. And then write it back to an MC.
Do you know a way, where I can load it directly to and
BitmapData-Object
like this:
1) load Image in BitmapData-Object
2) Filter - Image
3) attachBitmap to MovieClip
I am a noob with Flash 8 and my english is very bad.
So sorry and thanks for you help
jm//import BitmapData
import flash.display.BitmapData;
//stop movie so it doesn't repeat over and over
stop();
//load a pic into an mc on the stage
content_mc.loadMovie("flash.jpg", 1);
//create a function that runs every frame (only for this
example, it keeps running and you won't want that
_root.onEnterFrame = function() {
//this is the interesting bit, basically the next line is
your preloader 100% action, the pic has to actually have been fully
loaded before we can do this
if (_root.content_mc.getBytesLoaded() ==
_root.content_mc.getBytesTotal()) {
//create a variable to hold the bitmapdata info
myBitmapData = new
flash.display.BitmapData(content_mc._width, content_mc._height,
true, 0x00FFFFFF);
//copy the bitmap into the bitmapdata variable we just
created
myBitmapData.draw(_root.content_mc);
//now attach it to a different mc for the sake of example
_root.content_mc2.attachBitmap(myBitmapData, 1, "auto",
true);
//rotate both movieclips so you can see the difference
_root.content_mc._rotation = 30;
_root.content_mc2._rotation = 30;
supplied by myFlash83 -
[Q] Loading one external JPG file into different MCs & Downloading
Hi, I was wondering if I set few MCs to load the same
external JPG file, would users need to download thme few times?
Or only need to download once?
I am having trouble loading long 700*8000 jpg files due to
limited pixel size of 2300(?).
I was thking of making them into 2000 * 2000 square pictures
by cutting long picture into short sigments and putting them side
by side.
and using AS to make them appear as single long picture by
using 2 MCs with same image but at different x position of loaded
square Picture.
Anyone have better idea?
I am bit hesitated to make jpg to swf files cuz I have too
many pictures
Plz spare some time for me..
Thank you for your time~!!!!thank you, kglad..
I was thking of making 700 * 8000 image into 2800*2800 image
this square picture works as four (700*2800) images.
So that i can use 2 set of same jpg MC with differnt Masking
to make them
appears as continuously long images
eg. 1st Mc will be showing _x: 0-700
at the bottom of the first MC, 2nd MC will be showing _x:
700-1400
and so on so on..
so..when user is scrolling down..these MCs will makeing
sqaure image
as long portrait image..
I dont beleve myself it is a good solution..
Probably most suitable way would be what you just suggested
me..
Its just that it will be quite a time consuming job to make
jpgs into swfs...
Thank you again for your kindness..:) -
(HELP) - Loading multiple external images error #1010
I'm a newbie at Flash and spent the whole day trying to fix this one problem and can't seem to fix it no matter what I do.
I'm using Action Script 3.0, CS5 on Windows 7.
I'm trying to load two external images (thumbnail images) in the loader "see image below for reference", where the full image size will be. However, I am getting this error when testing my movie. What am I doing wrong?
Test Movie error message:
"port1_btn
TypeError: Error #1010: A term is undefined and has no properties.
at index_fla::MainTimeline/fl_MouseClickHandler_6()"
"port2_btn
TypeError: Error #1010: A term is undefined and has no properties.
at index_fla::MainTimeline/fl_MouseClickHandler_7()"
FYI:
Loader instance name: mainLoader
Thumbnail #1 instance name: port1_btn
Thumbnail #2 instance name: port2_btn
This is my codeGo into your Flash Publish Settings and select the option to Permit Debugging. Then the error messages could include an indication of which lines are causing the problem.
And just for the sake of asking since the code is somewhat minimal... is the mainLoader inside a container named portfolioBkgd? -
Managing multiple external jpgs for use in virtual tour
I've posted for help in a few forums now including this one. I have a big delima that I cannot overcome using google alone.
I'm creating an interactive tour (pretty much a controllable slideshow) and I have multiple pictures now that, if in the correct order, will walk you around my school. You can turn left or right at doors (the picture that you're stopped at will wait for input from either the up, left, or right button and when clicked will take you to the corrisponding picture) and will eventually lead you out another entrance of the school and take you back to the main map.
My problem lies in the pictures... I have hundreds of pictures each one needing to be referanced. The only thing I have figured out is that I need to use arrays to organize these pictures and make them easier to access. I have considered using XML to organize the lists of pictures but I cannot spend hours typing out all the names of the pictures.
I need an easy way to access my pictures from outside my flash AS3 project.
A reply with links to helpful things or even some code I could use would be extremely helpful.
*pictures organized in folders as such...
Walkthrough Pictures/
a1
a2
a3
a4
a5
a6
b1
b2
b3
b4
b5
b6/DSCN0042.JPG
DSCN0044.JPG
DSCN0045.JPG
DSCN0049.JPG
and so on...// this creates the outer elements
var xml:XML =
<slideshow>
</slideshow>;
while (xml.image.length() < 688){
// <image/> is the inner element
var item:XML = <image />;
var photoIndex = xml.image.length() + 1001;
// @ refers to attribute
item.@src = "images/"+ photoIndex.toString().substr(1) + ".jpg"; // substr(1) is starts the string at position 1 rather than 0 this
removes the leading 1 so that 1001.jpg becomes 001.jpg etc
xml.appendChild(item);
trace(xml);
the output looks like this:
<slideshow>
<image src="images/001.jpg"/>
<image src="images/002.jpg"/>
<image src="images/003.jpg"/>
<image src="images/687.jpg"/>
<image src="images/688.jpg"/>
</slideshow>
to access this
var holder:Sprite = new Sprite();
xmlLoader = new URLLoader();
xmlLoader.addEventListener(Event.COMPLETE, onXMLLoadComplete);
xmlLoader.load(new URLRequest(strXMLPath));
function onXMLLoadComplete(e:Event):void {
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, displaySlide);
loader.load(new URLRequest(xmlSlideshow..@src[intCurrentSlide]));
// intCurrentSlide is is 00n.jpg an xmllist is an Array
function displaySlide(e:Event):void {
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, displaySlide);
holder.addChild(loader.content); // this adds the image to a Sprite
addChildAt(holder, 0); // this addh holder to stage at level 0
if(holder.numChildren > 1){holder.removeChildAt(0);} // remove bottom image in holder so no more than 1 image
is displayed at a time -
If you load say 3 external images in AS3 and want to run a function "useImages()" only once all three images have loaded what is the best way of listening for them to complete loading.
EG;
loader1.addEventListener(Eveent.COMPLETE, incLoader)
loader2.addEventListener(Eveent.COMPLETE, incLoader)
loader2.addEventListener(Eveent.COMPLETE, incLoader)
function incLoader(event:Event)
numLoaded ++
if (numLoaded == 3)
useImages()
There must be a better way than the above.
Any feedback would be much appreciated
ThanksHere's a set of functions I used to load pages into a flip page magazine app. They keep track of how many pages are supposed to load and how many actually load. I also used an XML file that the web people can update so that it loads different images. You can add the loader objects in the loaders Array into any DisplayObjectContainer:
var pageCount:int = 3;
var pagesLoaded:int = 0;
var loaders:Array = new Array;
public function loadPage(aPage:String):void
var pictLdr:Loader = new Loader();
var pictURLReq:URLRequest = new URLRequest(aPage);
pictLdr.load(pictURLReq);
pictLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, imgLoaded);
pictLdr.addEventListener(IOErrorEvent.IO_ERROR, pictErrorHandler);
loaders.push(pictLdr);
updateLoadText();
private function imgLoaded(event:Event):void
pagesLoaded++;
addPagesToFlipBook();
private function pictErrorHandler(event:IOErrorEvent):void
var ldrInfo:LoaderInfo = LoaderInfo(event.target);
loaders.splice(loaders.indexOf(ldrInfo.loader), 1);
pageCount--;
addPagesToFlipBook();
private function updateLoadText():void
errorText.text = "Loading image " + (pagesLoaded + 1) + " of " + pageCount + "..."
private function addPagesToFlipBook():void
updateLoadText();
if (pagesLoaded == pageCount)
... do more stuff
*edit* How do I create a code window for code? -
How to load and unload Multiple External SWF
hello there,
i need help to figuring out how to load and also unload(removing) multiple external SWF.
so here is what i;m trying to do,
i want to load multiple external SWF and play it on my main SWF now i hove no problem with just loading multiple SWF and placing it in the display list .The problem came up when i tried removing those loaded SWF from the display list ,The problem exist because i have no way to refer to what i have loaded and placed on the display list,
i used a single loader instance to load all that external swf,
i do know that we have to remove all the event listener related to the external SWF that we want to remove and for this purpose i have crated a function called destroy which the main objective for this function is to remove all event listener inside the swf and also isolating all variable so it would be eligible for garbage collecting, here is what the code look like:
// Create this in every object you use
public function destroy():void
// Remove event listeners
// Remove anything in the display list
// Clear the references to other objects, so it gets totally isolated
sorry it just a kind of pseudocode cause this function will customize with it's own property i did this just for the purpose of simplicity and easy understanding..,
so now back to main problem how should i solve this problem??
i tried used an arraf to save all the loaded swf
the array is just used to save the what the loader is loading but the adding to display method is using
movieClipActAsContainer.addChild(e.target.content); //the event is from the Event.COMPLETE
but i have a hard time using that arrya back and matching it to the one i got from the display list.
please do help me,
any suggestion would be greatly appreciated,
and if can pleas show me a source code or pseudocode of what you're suggesting to me cause my english is not so fluent yet,
thanks before.Hey EI,
I had done this kind of project recently and for loading and unloading different swfs. I had used loaders specific to that filename and for removing I had used a single movieclip instance name and on clicking that specific loader request name that needs to be removed will be requested from the specific function. As mentioned below
Loading SWF:
===============================
swfLoaderIndia.load(swfRequestIndia);//This will load the request
If you are inside a movieclip while requesting use below code
MovieClip(this.root).addChild(swfLoaderIndia);//This will load swf on stage
or else
Stage.addChild(swfLoaderIndia);
Unloading SWF
=====================================
If you are inside a movieclip while requesting use below code
MovieClip(this.root).removeChild(swfLoaderIndia);//This will unload swf on stage
or else
Stage.removeChild(swfLoaderIndia);
Above code will be in specific function which will be requested when the loading and unloading is required.
I hope this helps you in your project.
With Regards,
Sagar S. Ranpise -
FAQ: How do I load an external SWF file into a parent SWF file?
A ton of Flash users visit Adobe’s we site every month wondering about how to load an external SWF file from within another SWF.
Adobe's own TechNote on the subject attempts to answer the basic question, along with some common follow-up questions, including:
How do I load more than one SWF?
How do I load a SWF into a specific location in the display list?
How do I resize the loaded SWF?
How do I set its X and Y location?
Here are some additional resources that elaborate on loading content and on working with the display list:
Sample files for the above TechNote. A set of 3 FLA and 3 corresponding SWF files, including a parent SWF and 2 SWFs that the parent loads.
Help > AS3 Developer’s Guide > Loading an external SWF file
Help > AS3 Developer’s Guide > Loading display content dynamically
Loading multiple external SWFs within a main SWF – CreativeCow.net forums
Video tutorial: ActionScript 101 – Episode 6: Adding named objects to the Stage. By Doug Winnie. An example of how to add the loaded external asset to the Stage and modify its location or other properties.
Video tutorial: Preloading in ActionScript 3.0. By Lee Brimelow. A slightly more complicated example, showing how to make the parent SWF display information about the progress of loading the external SWF.
Tutorial: Loading and unloading SWFs - FlashAndMath.com
This article provides several examples of how to communicate between a parent SWF file and the loaded SWF:
SWF to SWF Communcation via ActionScript 3.0 (by kglad)quote:
Originally posted by:
NedWebs
You now seem to want to get rid of the swf once it has loaded
and played itself thru. To do that you would need to have something
in the swf itself that triggers its removal in its last frame. The
following might work...
MovieClip(this.parent).removeChild(this);
Unfortunately I couldn't get this to work. I placed it on the
last frame of the SWF to be called - is that right?
I am not sure I am doing it correctly... -
Hi helpers !@
im trying to load multiple external png files from a folder. the path for the images comes from an xml attribute and i got no problem with the path. The error message pops on when i try to add the loader into an array for later use and then when im done remove each child i created. There is something in my pratice that is not ok , i meen i know im wrong with at some point ! Duh theres an Error message for each loader i create .. .
ReferenceError: Error #1069: Property Loader not found on flash.display.LoaderInfo and there is no default value.
here some code , pls guide me !
function affichageM(){
var nodeM:XML;
for each ( nodeM in listeM ){
var reqM:String = localLogoM + nodeM.attribute("icon_max2");
var imageLoaderJ = new Loader();
imageLoaderJ.contentLoaderInfo.addEventListener(Event.INIT,addM);
imageLoaderJ.load(new URLRequest(reqM));
// just counting for fun
iNodeM ++;
function addM(e:Event){
try { var l_img:Loader = Loader(e.currentTarget.Loader);
l_img.name = "imageLoaderJ" + mc_ArrayImg.length().toString() ;
l_img.visible = false;
mc_ArrayImg.push(l_img);
mc_Jour.addChild(l_img);
//calling the fucntion that will animate all img in the array and had some text to them.....
drawMyImg(mc_ArrayMImg.length()-1);
catch (error:Error) {
//just counting errors for fun
iErreurM++;
var errorMessage:TextField = new TextField();
errorMessage.autoSize = TextFieldAutoSize.LEFT;
errorMessage.textColor = 0xFF0000;
errorMessage.text = error.message + " " + mc_Jour.numChildren + " " + mc_ArrayImg.length;
errorMessage.x = 10*iErreurM;
addChild(errorMessage);
return;Hi, I'm not sure you are on the correct forum. This is the Flash Player forum. When you first open your thread, look to your right "More like This" and perhaps one of those forums would be helpful. Perhaps the Flash forum?
Thanks,
eidnolb -
Creating an Array of external JPGs, please help.
So what I want to do is load up external JPGs into an Array of MovieClips, and then go to the main onEnterFrame function. My code is below:
var imageLoader:Loader = new Loader();
var imageArray:Array = new Array();
function loadImage():void {
for (i = 0; i < 9; i++) {
imageLoader.load(new URLRequest("image" + String(i) + ".jpg"));
imageArray[i] = new MovieClip();
imageArray[i].addChild(imageLoader);
addEventListener(Event.ENTER_FRAME,onEnterFrame);
I tried adding an Event.COMPLETE function I found:
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
function imageLoaded(e:Event):void {
var image:Bitmap = (Bitmap)(e.target.content);
imageArray[i] = new MovieClip();
imageArray[i].addChild(image);
Unfortunately, I usually only ended up with 1 or 0 images, and errors. I can't seem to properly pass the i
value, so that's a big problem because the order the images go is key to my program.
Please help me get this working so my image gallery can work, thanks!So the problem is that you want them in the array in the same sequence am I right on this?
See the updated code:
var imageArray:Array = new Array();
var imageLoader:Array = new Array();
function loadImage():void {
for (i = 0; i < 9; i++) {
var imageLoader[i] = new Loader();
imageArray[i] = new MovieClip();
imageLoader.load(new URLRequest("image" + String(i) + ".jpg"));
imageArray[i].addChild(imageLoader[i]);
//imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
addEventListener(Event.ENTER_FRAME,onEnterFrame);
/* function imageLoaded(e:Event):void {
var image:Bitmap = (Bitmap)(e.target.content);
imageArray[index].addChild(image);
In this case you can not track whether an image is loaded or not. It is the most simplest way of doing this. If your images are not coming from dynamic sources and are fixed in number and position you can use this method also. -
Help with AS3, loading multiple files into a movieclip in specific order in scrollbar
Hello! I am in need of some advice. We are trying to build a site with these features:
Our site will be built in Actionscript 3.
1. A navigation menu that, when a button is clicked, will scroll the site quickly to a specific Y position using swfaddress.
2. The entire site is controlled by a flash scroll bar, which will be scrolling a single movieclip.
2A. The movieclip will load content corresponding to the navigation categories, all which is organized into zipped files (using this to extract the contents of each section, example: about.zip for the about section of the site)
2B. The movieclip will load multiple zipped files one by one that correspond to the navigation, in order, making the site appear to be very tall.
**What we are in need of is understanding how to load multiple zipped files into a movie clip, in a specific order, and having them scroll between one another through the navigation. The separate navigation categories can be in movieclips instead of zipped files if that is easier.
Here is a reference of something that works like this: http://swfc-shanghai.com/#/about/Hello kglad! I have set aside the idea of using zipped files, and am now just using multiple external swfs that I'd like to load into the movieclip in a specific order. Any thoughts?
I'm new to AS3, and I'm attempting to create a scrolling movieclip that will load multiple external files, in order, into that movieclip. I'm using XML as well. At this point, nothing is loading into my movieclip (contentMain) and it's a bit frustrating! Thank you for your help!
Current error: 1180: Call to a possibly undefined method load.
AS3:
//XML Loader
var myXML:XML = new XML();
myXML.ignoreWhite = true;
myXML.load ("master.xml");
myXML.onLoad =function(sucess) {
if (sucess) {
contentMain.loadAll();{
load("1_Overview.swf")
load("2_Webcam.swf")
load("3_Twounion.swf")
load("4_Oneunion.swf")
load("5_Retail.swf")
load("6_Nearby.swf")
load("7_Courtyard.swf")
load("8_Map.swf")
load("9_Conference.swf")
load("10_News.swf")
load("11_Sustainability.swf")
load("12_Contact.swf")
addEventListener("complete",onLoad)
onLoad();{
//load all
}else {
trace("ERROR LOADING XML"); -
Hey all! I could use any help you can give me pertaining to
the need for an external JPG preloader.
Check out my site at www.nathanaaron.com - go to
menu/portfolio/print (for example.) As you can see as you scroll
through the images, they take a bit of time to load, making you
think nothing is happening. I have a preloader in the movie file;
but it's calling external JPG files, so it is not preloading those.
I'm a bit of a simpleton when it comes to actionscripting, so any
help would be GREAT! And yes, I have searched and searched online,
but just honestly can't understand what I'm trying to do here.
Thanks!The overall preloader I'm using for loading the portfolio swf
is:
stop();
onEnterFrame = function () {
totalBytes = _parent.getBytesTotal();
loadedBytes = _parent.getBytesLoaded();
percent = Math.ceil((loadedBytes/totalBytes)*100);
gotoAndStop(percent);
info_txt.text = percent+" %";
if (percent>=100) {
_parent.gotoAndPlay("illus");
But again, this doesn't load the external JPGS. The code I
have that is loading the JPGS (one at a time) is:
this.pathToPics = "";
this.pArray = ["Port_SP_Illustration.jpg",
"ILL_TPMC_Elf.jpg", "Ill_wine.swf", "Ill_red.jpg",
"IL_art_cake.jpg", "Ill_satisfaction.swf", "Ill_mrproperty.jpg",
"Ill_child.swf", "IL_art_asbig_fade.swf", "IL_art_asbig_02.jpg",
"IL_art_asbig_03.jpg", "IL_art_asbig_04.jpg", "Ill_chorus.jpg",
"Ill_baby.swf", "Ill_father.swf"];
this.fadeSpeed = 10;
this.pIndex = 0;
loadMovie(this.pathToPics+this.pArray[0], _root.photo);
MovieClip.prototype.changePhoto = function(d) {
this.pIndex = (this.pIndex+d)%this.pArray.length;
if (this.pIndex<0) {
this.pIndex += this.pArray.length;
this.onEnterFrame = fadeOut;
MovieClip.prototype.fadeOut = function() {
if (this.photo._alpha>this.fadeSpeed) {
this.photo._alpha -= this.fadeSpeed;
} else {
this.loadPhoto();
MovieClip.prototype.loadPhoto = function() {
// specify the movieclip to load images into
var p = _root.photo;
p._alpha = 0;
p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);
this.onEnterFrame = loadMeter;
MovieClip.prototype.loadMeter = function() {
var i, l, t;
l = this.photo.getBytesLoaded();
t = this.photo.getBytesTotal();
if (t>0 && t == l) {
this.onEnterFrame = fadeIn;
} else {
trace(l/t);
MovieClip.prototype.fadeIn = function() {
if (this.photo._alpha<100-this.fadeSpeed) {
this.photo._alpha += this.fadeSpeed;
} else {
this.photo._alpha = 100;
this.onEnterFrame = null;
with the forward button coded as:
on (release) {
_root.changePhoto(1);
(and back as:)
on (release) {
_root.changePhoto(-1);
MY issue is, I know coders hate designers; because I know I
could use the movie clip loader class; but you know, honestly, I
start reading about class and listeners and my brain pops! I just
don't get it. I'm good at tweaking code, but creating it is another
story all together. -
Vista problem with loading external JPGs?
I'm really pulling my hair out on this one. I did a quick
flash piece for a preschool's web site and have tried several
different Flash components inside of a larger FLA file that load
external JPG files in a predefined area. With each component, I
have received complaints (so far only from Vista users) that the
user sees nothing in the area where photos are supposed to be
loading. Instead they just see a white or black box.
Is there any known issue with this? They can see everything
else in the SWF file (the swinging girl and the text), but not any
of the loaded JPG photos. Can anyone else out there with Vista tell
me that they have the same problem? I'd like to track down what the
common denominator is.
I've asked two of the users to completely uninstall the Flash
player and reinstall it, but to no avail. Deactivating Norton
Antirvirus also didn't seem to do anything.
Here is the URL:
http://www.countryvillageps.com
-- the flash item is the top banner.As Ned said the problem might be with the file structure on the server. Other problems may be with spelling. You computer may not be case sensitive to the names of the .swf files that you are loading, but your server might. So, on your computer when you are testing, second.swf is the same as Second.swf, or even second.SWF. But, on the server each of these variations is seen as a different file. Another problem is that when you are loading files from the same computer in testing, those files are close and so they load very quickly from your computer. When the files have to travel from the server, there will likely be a measurable period of time before the file is ready to be shown. This is particularly problematic with video that is embedded into an .swf. The whole file will need to be downloaded and uncompressed before it is available to play. If you stream the video as an external file, you can shorten the wait considerably.
-
Need to load external jpgs at once
I am using loadMovie to load all my external jpgs at once. On
start I have thumbnails which animates, and using loadMovie load
jpgs into that thumbnails. Offline it works fine, but online it
only loads few jpgs first with animation and rest loads without
animation just blink and loads. can you help me out for this.
this is my sample page link:
http://suewong.yourdemowebsite.com/editorial.htmLook at MovieClipLoader instead - images take time to load.
You have to wait
until your files have loaded before trying to use them - MCL
is best for
that, with its onLoadInit method.
Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/ -
I'm building a generic slideshow. The slideshow displays NINE
buttons. Each button, when clicked, will load a corresponding
external JPG. For example, if I click BUTTON THREE then JPG THREE
is loaded. BUTTON TWO loads JPG TWO, etc.. I'm looking for a way to
"recognize" if there are FEWER available JPGs than the NINE BUTTONS
in my slideshow. For example, if I have just FIVE JPGs available
and I click on button number SEVEN, I want nothing to happen. At
the moment I get an error message that JPG SEVEN does not
exist.that error message won't be seen outside the authoring
environment. once you publish, pressing button 7 will result in
nothing happening.
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