Width/height/x/y value mismatch with the reality and what is coded

hello there everyone,
hope i got the title right..,
so here goes the problem i need your opinion and help to solve:
application definition:
i have this desktop flash application that will go fullscreen what this application do is loading external asset (mostlySWF) and play it inside this application. Each external asset will be place inside a container/holder (empty movie clip created by code), each of this container have it's own dimension ( width, height, x, y).my code all working without any warning nor error.oh and i also have an image.jpg/png as it's background and place at the bottom of display list (depth = 0), the image is customly made with using photoshop and each container location and dimension also measured there so it just needed to be writen down is the XML file..,
the problem:
the bug is when i loaded some image of those background image each container width,height,x,y  will mismatch with what i have in the XML file.
the funny thing is when i trace the value of each container width,height,x,y it value is the same with what the XML has yet by seeing with eye you know that is wrong..,
here's the code i used:
var myXML:XML; //to hold the loaded xml file
var SWFList:XMLList; //used to hold a list of all external swf source,atribute and etc
var xmlLoader:URLLoader = new URLLoader(); //intance of URLloader class used to XML file
var totalSWF:int; //hold the total number of external swf there is to be loaded
var mainContainer:MovieClip =new MovieClip();//act as the main container
var SWFContainer:MovieClip; //hold the loaded SWF as it's child
var swfLoader:Loader; //instance of loader class used to load the external swf
var myCounter:int = 0; //used to track how many external swf has been loaded and added to stage
var bgImageURL:String;//hold the url of the background image
var imageLoader:Loader;//intance of loader class used to load background image
// Stage Setting
//========================================================================================
this.stage.align = StageAlign.TOP_LEFT;
this.stage.scaleMode = StageScaleMode.NO_SCALE ;
this.stage.displayState = StageDisplayState.FULL_SCREEN;
//load the xml file
//======================================================================================== ==
xmlLoader.load(new URLRequest("FlashBlock[s].xml"));
xmlLoader.addEventListener(Event.COMPLETE, processXML);
function processXML(e:Event):void
    e.target.removeEventListener(Event.COMPLETE , processXML);
    myXML = new XML(e.target.data);
    bgImageURL = myXML.Background.text();
    SWFList = myXML.BLOCK;
    totalSWF = myXML.BLOCK.length();   
    doSizeUpMainContainer();
    loadBackgroundImage();
function doSizeUpMainContainer():void
    //resizing the mainContainer dimension
    //in this case i just make the size the same as the screen dimension
    addChild(mainContainer);
    mainContainer.graphics.beginFill(0xFD562D, 0);
    mainContainer.graphics.drawRect(0,0, stage.stageWidth, stage.stageHeight);
    mainContainer.graphics.endFill();
function loadBackgroundImage():void
    //load the background image
    imageLoader = new Loader();
    imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onBgImageLoadComplete);
    imageLoader.load(new URLRequest(bgImageURL));
function onBgImageLoadComplete(e:Event):void
    e.target.removeEventListener(Event.COMPLETE, onBgImageLoadComplete);
    mainContainer.addChild(imageLoader.content);
    imageLoader.x = (stage.stageWidth - imageLoader.content.width)/2;
    imageLoader.y = (stage.stageHeight - imageLoader.content.height)/2;
    loadSWF();
function loadSWF():void
    swfLoader = new Loader();
    swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE , swfSetting);
    swfLoader.load(new URLRequest(SWFList[myCounter].@source));
function swfSetting(e:Event):void
    e.target.removeEventListener(Event.COMPLETE , swfSetting);
   SWFContainer = new MovieClip();
    mainContainer.addChild(SWFContainer);
    // i did this so i can resize the movieclip size to what i need..,
    SWFContainer.graphics.beginFill(0xff6633, 0);
    SWFContainer.graphics.drawRect(0,0, Number(SWFList[myCounter].@width), Number(SWFList[myCounter].@height));
    SWFContainer.graphics.endFill();
    SWFContainer.x = SWFList[myCounter].@left;
    SWFContainer.y = SWFList[myCounter].@top;
    SWFContainer.addChild(e.target.content);
    //load and add another SWFContainer untill all swf listed in the swf added
    if(myCounter < (totalSWF-1))
        myCounter++;
        swfLoader = null;
        loadSWF();
i really do not have any idea why this could happen and how to solve it..,
any help would be greatly apprecited cause i'm literally meeting a dead end with this bug..,

hello there kglad,
thanks for responding in this thread..,
i did what you told me :
i did check all of my loader instance till myLoader.parent.parent.parent and it return 1 for every single one of them
but by removiing the "this.stage.displayState = StageDisplayState.FULL_SCREEN;"
i do get new error which is:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at slideshow_fla::MainTimeline/doAspectRatio()
well from what it tokd me it came from my slideshow swf..,(this swf also fully code and has nothing placed on stage by manually)
the thing is in my mine swf code i never refer to what external asset property, i just told to load it and when the load is complete i put it in the display list..,
from googling i suspect that it played to early beacause i put the script in the first frame of the timeline of slideshow.swf
and for the moment i'm trying to find what error do cause it..,
(but why this didn't happen all the time??)
here is the slideshow code:
import fl.transitions.*;
import fl.transitions.easing.*;
import flash.display.*
import flash.utils.Timer;
import flash.events.TimerEvent;
//list of global variables
var mySlideSpeed:Number; //determine how long each image displayed
var myTransitionName:String; //the name of the transition to be used
var myxmlList : XMLList;//reference to the list of the image
var myTotal:int;     //total of image to be displayed
var myImage:Loader;//load the image into the container
var tempWidth:int;
var tempHeight:int;
var myTraansitionInDuration:int = 2;//the duration of transition in effect
var myTraansitionOutDuration:int = 2;//the duration of transition out effect
var myThumbHolderArray : Array = [];//to hold each thumbimage of the image
var Counter : Number = 0; //to count how many image has been successfully loaded
var myMC : MovieClip = new MovieClip(); //as the container of the picture so that it can be manipulated with transition manager
var container: MovieClip = new MovieClip();//hold the image after transition
var myImageTracker :Number = 0; //to know which image is in the stage
var myTimer :Timer; //the timer
var myTM:TransitionManager = new TransitionManager(myMC);//instance of transitionmanager class;used to give transition effect the image
//creating the loader instance n loading the file
    var myXML:XML;
    var XMLLoader :URLLoader = new URLLoader();
    XMLLoader.addEventListener(Event.COMPLETE, processXML);
    var base:String = this.root.loaderInfo.url;
    base = base.substr(0, base.lastIndexOf("/") + 1);
    XMLLoader.load(new URLRequest(base + "slideshow.xml"));
function processXML(e:Event):void
    e.target.removeEventListener(Event.COMPLETE, processXML);
    XML.ignoreWhitespace = true;
    myXML =new XML(e.target.data) ;
    mySlideSpeed = Number(myXML.transition.@slidespeed) + myTraansitionInDuration + myTraansitionOutDuration ;
    myTimer = new Timer (mySlideSpeed*1000);
    myTimer.addEventListener(TimerEvent.TIMER, imageRemover);
    myTransitionName = myXML.transition.@name;
    myxmlList = myXML.IMAGE;
    myTotal = myXML.IMAGE.length();
    imageLoader();
function imageLoader():void
    for (var i:Number = 0; i < myTotal; i++)
        var imageURL:String = base + myxmlList[i];
        var myLoader:Loader = new Loader();
        myLoader.load(new URLRequest(imageURL));
        myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete)
        //transfering each thumb image loaded to a variable to be able to be refered back when the show is running
        myThumbHolderArray.push(myLoader);
function onComplete(e:Event):void
    Counter ++;
    if(Counter == myTotal)
        e.target.removeEventListener(Event.COMPLETE, onComplete);
        showStarter();
function showStarter():void
        addChild(container);
        addChild(myMC);
//        myMC.x = container.x = myMC.y = container.x = 0;
        doAspectRatio();
        imageSlider();
function doAspectRatio():void
    for (var i:Number = 0; i < myTotal; i++)
        myImage = Loader (myThumbHolderArray[i]);
        if (myImage.width > myImage.height)
            tempWidth = myImage.width;
            tempHeight = myImage.height;
            //supposedly to access the container dimension holding this swf as it's child
            myImage.width = this.parent.width;
            myImage.height = (tempHeight * this.parent.height)/tempWidth ;
        else if (myImage.width < myImage.height)
            tempWidth = myImage.width;
            tempHeight = myImage.height;
            myImage.height = this.parent.height;
            myImage.width = (tempWidth * this.parent.width)/tempHeight ;
function imageSlider():void
    if (getChildIndex(container)== 1)
        swapChildren(myMC, container);
    myImage = Loader (myThumbHolderArray[myImageTracker]);
    myMC.addChild(myImage);
    //center the image
    myImage.x = (this.parent.width - myImage.width)/2;
    myImage.y = (this.parent.height - myImage.height)/2;
    if (myTransitionName == 'Fly')
        myTM.startTransition({type:Fly, direction:Transition.IN, duration:myTraansitionInDuration, easing:None.easeIn, startPoint:7});
    else
    if (myTransitionName == 'Zoom')
        myTM.startTransition({type:Zoom, direction:Transition.IN, duration:myTraansitionInDuration, easing:Strong.easeIn});
    else
    if (myTransitionName == 'Photo')
        myTM.startTransition({type:Photo, direction:Transition.IN, duration:myTraansitionInDuration, easing:None.easeIn});
    else
    if (myTransitionName == 'Squeeze')
        myTM.startTransition({type:Squeeze, direction:Transition.IN, duration:myTraansitionInDuration, easing:Strong.easeIn, dimension:0});
    else
        myTM.startTransition({type:Fade, direction:Transition.IN, duration:myTraansitionInDuration, easing:Strong.easeIn});
    myTM.addEventListener("allTransitionsInDone", holdDelay);
function holdDelay(e:Event):void
    this.removeEventListener("allTransitionsInDone", holdDelay);
    myTimer.start();
    container.addChild(myImage);
    if (getChildIndex(myMC)== 1)
        swapChildren(container, myMC);
function imageRemover(e:Event):void
    myImageTracker ++;
    if (myImageTracker == myTotal)
        myImageTracker =0;
    imageSlider();
and by the way can you tell me the reason you told me to remove "this.stage.displayState = StageDisplayState.FULL_SCREEN;" line ??

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