Adding another image gallery

I have added an image gallery to my site and would like to add another one..
except when i copy the code the 2nd image gallery doesnt work..
HTML
Javascript
Thanks for your help.

Note also that since javax.swing.Icon is an interface, you can simply create an Icon implementation that can draw two (or more) images. You could pass in two ImageIcons into your own class. Example code (untested):
public class MultiIcon implements Icon {
   private Icon bottom;
   private Icon top;
   public MultiIcon(Icon bottom, Icon top) {
      this.bottom = bottom;
      this.top = top;
   public int getIconWidth() {
      return Math.max(top.getIconWidth(), bottom.getIconWidth());
   public int getIconHeight() {
      return Math.max(top.getIconHeight(), bottom.getIconHeight());
   public void paintIcon(Component c, Graphics g, int x, int y) {
      bottom.paintIcon(c, g, x, y);
      top.paintIcon(c, g, x, y);
}

Similar Messages

  • Image gallery issue

    If a mod could delete my other post as I am quite far on from that and now having different issues.  Thanks.
    I am really stuck.  I will try my best to explain things clearly.  I am making an image gallery and I got the code from this gallery here.
    http://www.flashmo.com/preview/flashmo_122_3d_curve_gallery
    I made some changes to make it how I wanted it, nothing drastic though.  So now I have a nice gallery.
    Explaining what I am trying to do will better help explain things.  I am creating a modelling agency website.  The gallery I created above will display an individual image of every model in the agency (which it does).  Now when one of the model images is clicked, I then need it to load another image gallery which contains the complete set of images for that model, plus some of their information etc. 
    The way I am approaching it at the moment is to create an individual image gallery for every model in its own fla file.  If say the first model is clicked (image 1) it will load the corresponding swf (1.swf).  I am not sure how good it is loading an swf into what I already have, but couldnt think of another way.  So now I have a seperate image gallery just to test things out, and I need to load it into my original image gallery.
    So, I will show the code for the first gallery (which displays the individual images of each model).  The important methods are p_click (which hides the first gallery and loads the external swf), and on_pic_loaded (which displays the external swf). 
    I hope you understand what I am attempting, as I dont know if I have explained it right as my brain is going dead! (although I am liking the challenge).
    import org.papervision3d.scenes.*;
    import org.papervision3d.cameras.*;
    import org.papervision3d.objects.*;
    import org.papervision3d.materials.*;
    import caurina.transitions.*;
    import flash.net.URLRequest;
    import flash.display.Loader;
    import flash.events.Event;
    import flash.events.ProgressEvent;
    var container_x:Number = stage.stageWidth * 0.5;
    var container_y:Number = stage.stageHeight * 0.5 + 160;
    var container:Sprite = new Sprite();
    container.x = container_x;
    container.y = container_y;
    addChild(container);
    var scene:Scene3D = new MovieScene3D(container);
    var cam:Camera3D = new Camera3D();
    cam.zoom = 6;
    tn_url_target.visible = false;
    tn_title.text = "";
    tn_desc.text = "";
    tn_url.text = "";
    loading_info.text = "";
    url_button.visible = false;
    var no_of_ring:Number = 1;
    var angle:Number = 0;
    var p_dict:Dictionary = new Dictionary();
    var pa:Array = new Array();
    var filename_list = new Array();
    var url_list = new Array();
    var url_target_list:Array = new Array();
    var title_list = new Array();
    var description_list = new Array();
    var folder:String = "photos/thumbs/";
    var i:Number;
    var total:Number;
    var flashmo_xml:XML = new XML();
    var pic_loader:Loader = new Loader();
    var mLoader:Loader = new Loader();
    var xml_loader:URLLoader = new URLLoader();
    xml_loader.load(new URLRequest("thumbnail_list_5.xml"));
    xml_loader.addEventListener(Event.COMPLETE, create_thumbnail);
    function create_thumbnail(e:Event):void
        flashmo_xml = XML(e.target.data);
        total = flashmo_xml.thumbnail.length();
        var angle_per:Number = Math.PI * 2 * no_of_ring / total;
        for( i = 0; i < total; i++ )
            filename_list.push( flashmo_xml.thumbnail[i][email protected]() );
            url_list.push( flashmo_xml.thumbnail[i][email protected]() );
            url_target_list.push( flashmo_xml.thumbnail[i][email protected]() );
            title_list.push( flashmo_xml.thumbnail[i][email protected]() );
            description_list.push( flashmo_xml.thumbnail[i][email protected]() );
            var bfm:BitmapFileMaterial = new BitmapFileMaterial(
                folder + flashmo_xml.thumbnail[i][email protected]());
            bfm.oneSide = false;
            bfm.smooth = true;
            var p:Plane = new Plane(bfm, 100, 100, 2, 2);
            scene.addChild(p);
            var p_container:Sprite = p.container;
            p_container.name = "flashmo_" + i;
            p_dict[p_container] = p;
            p_container.buttonMode = true;
            p_container.addEventListener( MouseEvent.ROLL_OVER, p_rollover );
            p_container.addEventListener( MouseEvent.ROLL_OUT, p_rollout );
            p_container.addEventListener( MouseEvent.CLICK, p_click );
            p.rotationY = - (i * angle_per) * (180/Math.PI) + 90;
            p.x = Math.cos(i * angle_per) * 300;
            p.z = Math.sin(i * angle_per) * 300;
            p.y = Math.floor( i / 22 ) * 5;
    function startLoad()
        var mLoader:Loader = new Loader();
        var mRequest:URLRequest = new URLRequest("/subgallery/1.swf");
        mLoader.load(mRequest);
    function p_rollover(me:MouseEvent)
        var sp:Sprite = me.target as Sprite;
        Tweener.addTween( sp, {alpha: 0.5, time: 0.5, transition:"easeOutExpo"} );
    function p_rollout(me:MouseEvent)
        var sp:Sprite = me.target as Sprite;
        Tweener.addTween( sp, {alpha: 1, time: 0.4, transition:"easeInExpo"} );
    function p_click(me:MouseEvent)
        var sp:Sprite = me.target as Sprite;
        var s_no:Number = parseInt(sp.name.slice(8,10));
        var mRequest:URLRequest = new URLRequest("subgallery/1.swf");
        mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, on_pic_loaded);
        mLoader.load(mRequest);
        Tweener.addTween( container, { y: 1200, time: 0.6, transition:"easeInExpo" } );
    function goto_URL(me:MouseEvent)
        navigateToURL(new URLRequest(tn_url.text), tn_url_target.text);
    function on_open(e:Event):void
        loading_info.text = "Loading... 0%";
    function on_progress(e:ProgressEvent):void
        var percent:Number = Math.round(e.bytesLoaded / e.bytesTotal * 100);
        loading_info.text = "Loading... " + percent + "%";
    function on_pic_loaded(e:Event):void
        addChild(e.currentTarget.content);
        //addChildAt(mLoader, 1);
        mLoader.x = Math.round(stage.stageWidth - mLoader.width) * 0.5;
        mLoader.y = Math.round(stage.stageHeight - mLoader.height) * 0.5;
        //mLoader.addEventListener(MouseEvent.CLICK, remove_pic);
        Tweener.addTween( mLoader, { alpha: 1, time: 0.8, transition:"easeInExpo" } );
        removeEventListener(Event.ENTER_FRAME, render);
    function remove_pic(e:Event):void
        Tweener.addTween( pic_loader, { alpha: 0, time: 1, onComplete:function() { removeChild(this); } } );
        Tweener.addTween( container, { y: container_y, time: 1, delay: 1, transition:"easeOutExpo"} );
        addEventListener(Event.ENTER_FRAME, render);
        tn_title.text = "";
        tn_desc.text = "";
        tn_url.text = "";
        url_button.visible = false;
    addEventListener(Event.ENTER_FRAME, render);
    function render(e:Event):void
        var distance_x:Number = (stage.mouseX - 400) * 0.0001;
        angle += distance_x;
        cam.x = - Math.cos(angle) * 150;
        cam.z = Math.sin(angle) * 150;
        scene.renderCamera(cam);
    Current issues as the moment is firstly, I dont know if this is the best way to achieve what I want.  Maybe there is a better option someone could tell me about, but you have to remember that each image displayed here will have multiple images to go with it.
    In terms of what I am attempting above, I currently get
    Error #2044: Unhandled ioError:. text=Error #2032: Stream Error. URL: file:///C|/Users/Nick/Desktop/gallery/gallery.xml
        at _1_fla::MainTimeline/frame1()
    I assume its a url error so I changed all urls in both fla's to contain the whole url path.  Didnt seem to work though unless I missed something.
    Any advise on absolutely anything will be so appreciated.
    Many thanks
    Nick

    Sorry about that.  If you can check my history, I normally always thank people who have helped, and I was intending to go back on the last few to sort them out.  Just got my first job so it has been rather hectic and been stressing out to much.  Also, I do things slightly different to other people.  If I receive a correct answer (which I normally do thank), I tend not to actually reply but to thank instead, mainly because if I reply I am pushing unanswered questions further down the list and eventually out of view.  I will go back and sort out the thanks I owe.
    In terms of asking the mods, other forums I visit are normally moderated by the community, so I assumed that someone like yourself might be the moderator.
    I tottally understand what you are saying, and as I say, I am normally on top of this.  Will go back now and sort out the thanks.
    Sorry for the delay.
    Nick

  • Photo gallery able to reorganise into subcategories + adding new images via in-browser editing

    Hi,
    I'm looking for a photo gallery which has the ability to reorganise the images displayed based on subcategories or tags. For example I want to add a gallery which contains photos of a clients projects. The client wants site visitors to be able to shuffle the gallery to view only for example "stone walls" or "timber decking". A tagging system would be handy rather than having to load the photos into each subcategory.
    The other consideration is that my client needs to be able to add new images with tags using the in-browser via Business Catalyst. So far I have only succeeded in replacing existing images rather than adding new images.
    Is there such a widget for Muse or are there anyother widgets for wordp-ress or other which could be embedded to tdo the job.
    Thanks in advance,
    Jimmy

    Hi Jimmy
    If I am not wrong, basically you want to provide users an option to select category of images which they want to show up on page.
    From Muse we cannot tag or categorize them , also photogallery module in BC does not provides this option, but there is a workaround with web apps.
    You can create a web app and then web app items as images and then categorize them. On page insert the web app with categories drop down, so when users will select the category those web app items would be displayed on page. Additionally you can add custom fields in web app to search using keyword.
    With editing , clients can login to BC admin and then using photogallery module or web app module ( if used ) to edit the images, add new ones. IBE cannot be used to add new ones but to replace existing ones.
    Helpful Links :
    http://helpx.adobe.com/business-catalyst/partner/web-apps.html
    http://helpx.adobe.com/business-catalyst/partner/building-web-apps-part-1.html
    Thanks,
    Sanjit

  • Adding "loading" movieclip to dynamic image gallery?

    Hello again,
    I've completed my XML-driven image gallery, however upon live testing I'd realized I made a rookie mistake and not put some kind of placeholder "loading" movie clip loop while the thumbnails—and subsequent full-size images—are being loaded. The images will randomly appear when loaded and I would like to be able to insert a placeholder movie clip while they load, and swap them up with the thumbnails/images after it has been loaded. The placeholder movie clip is in my library (loadingLoop), but I'm having problems getting it to work correctly.
    Below is the original function that processes the XML and adds the thumbnail images; this is where I'm trying to insert the placeholder movie clip per XML child node (every attempt I've made just keeps throwing more errors, so I've omitted my attempts to avoid confusion), and I've attached the XML file for testing. And insight or help would be appreciated.
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    xmlLoader.load(new URLRequest("data/artGallery.xml"));
    xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded);
    //Load the XML and process the image locations
    function xmlLoaded(event:Event):void {
        xml = XML(event.target.data);
        //parse the nodes in the XML file
        xmlList = xml.children();
        //count the number of nodes in the XML file via XMLList
        trace(xmlList.length());
        //loop to load all of the thumbnails, based on the number of nodes in XMLList
        //"i" = every child node in the XML file
        for (var i:int = 0; i < xmlList.length(); i++) {
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    Somehow I had a feeling this wouldn't be a copy-and-paste job for the full-size images. Sorry to be a bother. This is the showPicture function that is fired off when the thumbnail image is clicked (from our previous example). Two errors are thrown:
    When the thumnail is clicked:
    "Error #2007: Parameter child must be non-null.
        at flash.display::DisplayObjectContainer/removeChild()
        at MethodInfo-51()"
    But the full-size image loads nonetheless. The second loading loop (loadingLoop2) is not removed. Below is the showPicture function:
    //Load the full-size images and place onto the stage
    function showPicture(event:MouseEvent):void {
        //add new movie clip container
        var mc2:MovieClip = new MovieClip();
        addChild(mc2);
        //clear the fullLoader—this is to help clear any full-size images that may already be on the stage (they have two options, click a new thumbnail, or close the current full-size image
        fullLoader.unload();
        //re-create the fullLoader, if there was one cleared
        fullLoader = new Loader();
        //load each full size image from its location per XML node's "source" deliniated by mc.ldr's "source" attribute
        fullLoader.load(new URLRequest(event.target.name));
        //add the loder to the container
        mc2.addChild(fullLoader);
        //create new instance of second loading loop
        mc2.fsloop = new loadingLoop2();
        //add the second loading loop to the container
        mc2.addChild(mc2.fsloop);
        //for each container, add a drop shadow
        mc2.filters = [fullDShadow];
        //set the container's position center on stage, making it the size of the loading loop until the full-size images are loaded
        mc2.x = (stage.stageWidth - mc2.fsloop.width) * 0.5;
        mc2.y = (stage.stageHeight - mc2.fsloop.height) * 0.5;
        //place container on stage
        addChild(mc2);
        //fade in each container
        fadeTween = new Tween(mc2, "alpha", None.easeNone, 0, 1, 0.5, true);
        //check to see if the image has been loaded completely—this is to make sure the image's attributes can be used to re-center on stage and remove fsloop
        fullLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, removeLoop2);
        //set field to multiline so that the <br> HTML tags can be used
        imageTextField.multiline = true;
        //add text frame for description
        imageTextField.x = 10;
        imageTextField.y = 125;
        //for each full-size image, load the description text from the XML child nodes
        for (var j:int = 0; j < xmlList.length(); j++) {
            //check to make sure that the correct full-size image matches the text node when clicked
            if (xmlList[j].attribute("source") == event.target.name) {
                //add each child node as a separate line in the same text field; added HTML tags for CSS application
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                + "<span class = 'toolsUsed'>" + xmlList[j].child("toolsUsed") + "</span><br><br>"
                + xmlList[j].child("projText") + "<br>"
                + "<span class = 'liveURL'>" + xmlList[j].child("liveURL") + "</span></p>";
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            mc2.y = (stage.stageHeight - fullLoader.height) * 0.5;
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            //hide instructional text, already on stage
            galleryInfo_mc.alpha = 0;
            //remove the full-sized loading loop
            event.target.loader.parent.removeChild(MovieClip(event.target.loader.parent).loadingLoop2 );
        //set up full-size images to "self close" by clicking on it
        mc2.addEventListener(MouseEvent.CLICK, clearStage);
    The second error gets thrown when the container is clicked and the function clearStage is executed, which does not remove the container:
    "TypeError: Error #2007: Parameter child must be non-null.
        at flash.display::DisplayObjectContainer/removeChild()
        at artGallery_v1_5_fla::MainTimeline/clearStage()"
    This is the clearStage function:
    //Allow full-size image to "self close" by clikcing on it and removing the text description
    function clearStage(event:MouseEvent):void {
        //clear the fullLoader
        fullLoader.unload();
        //remove the container
        event.target.parent.removeChild(MovieClip(event.target.parent).mc2);
       //remove the text field
        removeChild(imageTextField);
        //show the instructional text that is on-stage
        galleryInfo_mc.alpha = 1;
    Help!

  • Simple disjointed image gallery

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    Hi, I got it to work like this:
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    Op 26 dec. 2014, om 00:50 heeft MediaGraphics <[email protected]> het volgende geschreven:
    slideshow image resizing when adding new images
    created by MediaGraphics <https://forums.adobe.com/people/MediaGraphics> in Adobe Muse Bugs - View the full discussion <https://forums.adobe.com/message/7043933#7043933>
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    If the reply above answers your question, please take a moment to mark this answer as correct by visiting: https://forums.adobe.com/message/7043933#7043933 and clicking ‘Correct’ below the answer
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  • Image gallery code won't work

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