Concurrent image (batch) loading

First, is it really possible? I have been struggling for days creating a batchLoader for images, but it seems to be missing something...
Here is what I did (AIR app):
1. scan a directory to load all images
2. create and load an URLLoader with file.url reference (URLRequest)
3. onLoadingComplete, create and loadBytes on the urlLoader
4. onParsingComplete, create the image
[repeat steps 2-4 by batch of 100s until no more file in directory]
5. display the images
This sounds fine... or at least I hoped
PROBLEM:
Only a portion of the files make it to the full loading process... meaning that some events on the second loader are not triggered.
Facts:
- out of 651 images in the directory, some 470 images are actually loaded.
- Less images are loaded if I am in debug mode
- sequential loading (one after the other) works fine
- This loading method as proven me to be the best so far to recover the memory on images deletion
- A counter in the onLoadingComplete (URLLoader) shows the correct count 651, while a counter in the onParsingComplete (simple Loader) gives around 470.. WHERE ARE THE LOST EVENTS?
it seems like we are losing events when there are too many... Does anyone have advice/comment/thoughts on this?

I/O operations are asynchronous, but that doesn't mean they run in parallel with each other. I doubt that the Air runtime will be loading your files simultaneously using hundreds of threads, so your requests are probably being queued-up under the hood. Even if it did spawn multiple threads, it is unlikely you will see significant gains over loading files sequentially.
I cannot explain the missing events, so these may be due to problems with the queuing mechanism. You could try listening for other events from your loader / parser objects in case any fault conditions are being reported. For example, LoaderInfo dispatches "ioError" and "Progress" events.
However, since your approach is unlikely to have any advantages over sequential loading you'd probably be better off just keeping it simple. Sequential loading has a number of advantages: It is much easier to show progress to the user, it is easy to halt the loading process and it is more efficient.

Similar Messages

  • IStore Images Batch Load Issue

    Hello All,
    We have been working on setting up a Batch load for product images for our iStore and have run into an issue. First off, this is more of a batch association since we are using already existing items.
    The issue we are having is that we are using APPS.IBE_LOGICALCONTENT_GRP.SAVE_DELETE_LGL_CTNT API to tie the images to the items. The process runs without error, but on inspection of the iStore page, the link to the image is bad causing no image to be displayed. Going through the iStore Admin and checking the Catalog / Content everything looks fine.
    If I remove the association to the content for the item, apply the change, then re-associate the content and apply, everything works fine. So, it would appear that the content is not the issue. We will be loading 1000+ image associations, so having to manually fix each one is not a very good option.
    After creating the Item - Content association, is there another API or something else that needs to be run so that the image correctly shows up on the iStore?
    Thanks
    Kyle

    1. Did you try using save_logical_content API.
    2. Did you verify the table IBE_DSP_OBJ_LGL_CTNT, IBE_DSP_LGL_PHYS_MAP. If data exists, Please send me an email to [email protected]
    Thanks
    RK
    925 998 1494
    [email protected]
    Independent Consultant

  • Batch load images (tiff) into table with a BLOB column

    Hi,
    Does anyone know any third-party tool/software to bulk/batch load images into Oracle table? There is an ETL software to regularly pull the images (tiff) from a ftp server to a directory in the database server. There is no way I can hardcode the image filenames into the control file and use SQL*Loader to load the files. Is there any tool/software that can just grab whatever files in the directory and load them into Oracle. Then, I can write a program to extract the filename from the file already loaded into the table and update the filename column.
    Thanks.
    Andy

    sound like simple scripting to me...
    -- SQL loader example
    http://www.orafaq.com/wiki/SQL%2ALoader_FAQ#How_does_one_use_SQL.2ALoader_to_load_images.2C_sound_clips_and_documents.3F
    -- dynamically build control file
    devuser1:/tmp>>touch image1.gif
    devuser1:/tmp>>touch image2.jpg
    devuser1:/tmp>>touch image3.jpg
    devuser1:/tmp>>ls -l image*
    -rw-rw-r--   1 devuser1   mygrp           0 Jul 10 11:19 image1.gif
    -rw-rw-r--   1 devuser1   mygrp           0 Jul 10 11:19 image2.jpg
    -rw-rw-r--   1 devuser1   mygrp           0 Jul 10 11:19 image3.jpg
    devuser1:/tmp>>ls -l image* | awk '{ print NR "," $9}'
    1,image1.gif
    2,image2.jpg
    3,image3.jpg
    devuser1:/tmp>>echo "LOAD DATA" > t.ctl
    devuser1:/tmp>>echo "INFILE *" >> t.ctl
    devuser1:/tmp>>echo "..." >> t.ctl
    devuser1:/tmp>>echo "BEGINDATA" >> t.ctl
    devuser1:/tmp>>ls -l image* | awk '{ print NR "," $9}' >> t.ctl
    devuser1:/tmp>>cat t.ctl
    LOAD DATA
    INFILE *
    BEGINDATA
    1,image1.gif
    2,image2.jpg
    3,image3.jpgEdited by: maceyah on Jul 10, 2009 12:42 PM

  • WebCenter Content | Batch Loader

    Hi All,
    We have to checkin 1 million (approx) scanned document in WebCenter Content 11g.
    We are planning to use WebCenter Content Batch Loader feature for this.
    Is there any limitation with Batch Loader in terms of volume, performance.
    Also is there any guideline available for Batch loader best practises.
    Thanks in advance !
    ~ Piyush

    Assuming you are saving the files to a file system rather than in the database be sure to understand how metadata spreads content out in the file system. Performance of the hardware can degrade significantly if you have too many files in a folder.
    When using Batchloader on scanned images i commonly set dAccount = year/month/day of the document creation or scan or anything that helped spread out the content.
    Also I found working with batches of 10,000 at a time to be a good number and would run multiple batches at the same time.
    Turn the indexer off before you start and on again when you finish then do a reindex with a fairly large batch size, 2500 seemed a good number for me, though with scanned images this wont matter as much.
    Batchloader worked great.
    Edited by: David B Johnson on Jun 1, 2012 4:06 AM

  • How about a sign that images are loading?

    I am a user of Elements 8.0 for image cateloging and some light editing and CS4 for major editing. I think I'm going to switch from Elements to LR 3.
    When I try to load existing pictures on my hard drive (about 60 GB), I get no sign from LR 3 that the images are loading. After a LONG time, I give up waiting and close the program. Then I get a message telling me it's still loading pictures. Now I just load them in small batches, maybe 100 pictures at a time. Still no sign the program is doing anything, but the pictures load quickly so I know something is happening. Loading 16,000 some images a hundred or two at a time will be time consuming.
    I recommend an hour-glass, or better yet, a bar graph showing something is happeing on how long it may lake to load pictures. Kind of like when you burn a DVD or CD from Elements. At least you know your computer hasn't crashed.
    Program looks pretty good otherwise.
    Mike Davis

    That will require some javascript and depending on the current slide script you use, that may be more difficult than it's worth.
    First, make sure your images are saved at their display size. If you have a 3000x3000 pixel image downsized to 150x150 in the html, it still loads like a 3000x3000 image (very slowly on low speed connections). Downsize the image to the actual viewed size you intend to use, you can drop MB files to a couple KB.
    Next, optimize the images using Photoshops Save for Web feature Ctrl + Alt/Cmnd + Shift + S or File > Save for Web.
    When the SFW dialogue box appears, there will be the options: Original Optimized 2-Up and 4-Up across the top.
    Opening the 4-Up tab allows you to have 4 versions of the image displayed. Click on any given image and change the settings on the right of the dialogue window. Reduce the settings to the lowest possible, while still appearing "good" to you.
    With that "lowest good" window selected (black outline around it), click Save and that optimized version will be the copy you get. This can drop a several hundred KB file to just a handful of KB, making your images load almost instantly, no more white box.

  • Batch Loader and Folders_g Question

    I would like to use Batch Loader to load a large number of images into WCC. I am also using Folders_g in my implementation, and would like to instruct batch loader during asset loading run-time which folder in /Contribution Folders/ to place the asset. Does anyone know what the batch load file key / value pair is to make this happen?
    Would I use something like this: (using dCollectionPath)
    Action = insert
    dDocTitle=Test Image
    dDocAuthor=sysadmin
    dSecurityGroup=Public
    dDocType=Document
    dInDate=10/25/10 9:58 AM
    primaryFile=C:/Files/Test Image.doc
    dCollectionPath=/Contribution Folders/images
    <<EOD>>
    Thank you,
    Randy

    Good Morning,
    Thank you Anand and Srinath for helpful answers. Yes, the xCollectionID does work and I have it loading into the correct folder using that approach. However, I have several folders under the root /Contribution Folders hierarchy, and determining the xCollectionID of each or these subfolders prior to Batch Loader runtime and mapping the IDs to each of the nodes in the Batch Load File will be tedious. Furthermore, I will be building the Batch Load File on at least four different environments i.e. DEV, TEST, STAGING, and PRODUCTION, and determining xCollectionIDs for several folders across these environments will add even more complexity. I can do it, but was hoping for an easier path.
    I am open to any more suggestions / ideas following your digestion of the previous information.
    Let me throw one other question out there. Let's say I am able to load all my assets into the several folders in my folders_g hierarchy in my DEV environment using the mapping of xCollectionID. Am I able to migrate that folder structure with loaded assets downstream into TEST, STAGING, and PRODUCTION using some out of the box UCM utility? Does something like that exist?
    Thank you,
    Randy

  • Can I show a spinner when the images are loading

    I am now using flash builder 4.5.1 to create a mobile application. there will be multiple images in the view. I want to use  a spinner to indicate the image is loading, and once the image loaded,  the content of each image be replaced by the original mobimage.
    1) For IconItemRenderer, how to show the spinner?
    2) For the Image control, how to show the spinner?
    Thanks and hope you can understand my question and also hope some people can answer me.

    Is working on FCE projects while all the video files are saved on an external drive a bad idea?
    Not at all. This is the correct way to work with a laptop.

  • FireFox images not loading in local folders (firebug error-Failed to load given URL)

    I am having difficulty when developing websites in local folders (Windows7 computer). The webpages I make are showing images in IE9 & Chrome but not FireFox (nor Safari nor Opera).
    In FireFox I get Firebug "Failed to load given URL" prompt.
    I am using html5 & external linked css stylesheet & the html/html5 & css code validates.
    I have tried using rel path ie images/image.gif & absolute path references ie C:/RPD_Programming/RPD WEB/amwcsnew/index.html
    and have tried using % to eliminate whitespace in references but I cannot get FireFox to display images!!
    This has been a problem for me for around 2 weeks now & is very frustrating. Some website code/templates I have downloaded from the internet display the websites properly (ie load images fine) when I open them locally in FireFox. Why does my code not allow the images to load in FireFox (paths/permissions/other issue??). How can I fix this?
    Here is example css & html5 not displaying images from local directory in FireFox (fine in IE9 & Chrome):
    style.css
    /* CSS Document */
    /*Basic Reset*/
    margin:0;
    padding:0;
    html{
    /* HTML5 display-role reset for older browsers */
    article, aside, details, figcaption, figure,
    footer, header, hgroup, menu, nav, section {
    display: block;
    body{
    width:1200px;
    margin:0 auto;
    header{
    height:450px;
    background:url("C:/RPD_Programming/RPD WEB/amwcsnew/images/header.gif");
    background-repeat:no-repeat;
    #mid{height:750px;
    background:url('C:/RPD_Programming/RPD_WEB/amwcsnew/images/mid.gif')no-repeat;
    footer{height:286px;
    background:url('C:/RPD_Programming/RPD WEB/amwcsnew/images/footer.gif')no-repeat;
    index.html
    <!doctype html><!-- simplified doctype works for all previous versions of HTML as well -->
    <!--html5 template from www.impressivewebs.com_modified by RPD-->
    <!-- Paul Irish's technique for targeting IE, modified to only target IE6, applied to the html element instead of body -->
    <!--[if lt IE 7 ]><html lang="en" class="no-js ie6"><![endif]-->
    <!--[if (gt IE 6)|!(IE)]><!--><html lang="en" class="no-js"><!--<![endif]-->
    <head>
    <!-- simplified character encoding -->
    <meta charset="utf-8">
    <title>amwcs-new</title>
    <meta name="description" content="amwcs">
    <meta name="author" content="rpd">
    <!-- Delete these two icon references once you've placed them in the root directory with these file names -->
    <!-- favicon 16x16 -->
    <link rel="shortcut icon" href="/favicon.ico">
    <!-- apple touch icon 57x57 -->
    <link rel="apple-touch-icon" href="/apple-touch-icon.png">
    <!-- Main style sheet. Change version number in query string to force styles refresh -->
    <!-- Link element no longer needs type attribute -->
    <!-- <link rel="stylesheet" type="text/css" media="all" href="css/style.css" />-->
    <link rel="stylesheet" href="css/style.css?v=2">
    <!-- Modernizr for feature detection of CSS3 and HTML5; must be placed in the "head" -->
    <!-- Script tag no longer needs type attribute -->
    <script src="js/modernizr-1.6.min.js"></script>
    <!-- Remove the script reference below if you're using Modernizr -->
    <!--[if lt IE 9]>
    <script src="http://html5shiv.googlecode.com/svn/trunk/html5.js"></script>
    <![endif]-->
    </head>
    <!-- If possible, use the body as the container -->
    <!-- The "home" class is an example of a dynamic class created on the server for page-specific targeting
    <body class="home">-->
    <body>
    <!-- ******************************************************************** -->
    <!-- The content below is for demonstration of some common HTML5 elements -->
    <!-- More than likely you'll rip out everything except header/section/footer and start fresh -->
    <!-- First header has an ID so you can give it individual styles, and target stuff inside it
    <header id="hd1"> No way Hosay-not by default! Default is <header> tag (RPD edit) -->
    <header>
    <!-- "hgroup" is used to make two headings into one, to prevent a new document node from forming -->
    <hgroup>
    <h1>amwcs</h1>
    <h2>tagline</h2>
    </hgroup>
    <!-- Main nav, styled by targeting "#hd1 nav"; you can have more than one nav element per page -->
    <nav>
    <ul>
    <li><a href="#">Home</a></li>
    <li><a href="#">About</a></li>
    <li><a href="#">Services</a></li>
    <li><a href="#">Contact</a></li>
    </ul>
    </nav>
    </header><!--End header & or #hd1 header div id if used-->
    <!-- This is the main "div" that wraps the content generically; don't use "section" for this -->
    <div id="mid">
    <!-- The first of two "section" elements for demo purposes; optional class added for styling (hs1 = "home section 1") -->
    <section class="hs1">
    <!-- Each section should begin with a new h1 (not h2), and optionally a header -->
    <!-- You can have more than one header/footer pair on a page
    <header>
    <h1>This is a Page Sub Title</h1>
    </header> -->
    <p>Some content...</p>
    <!-- The h2 below is a sub heading relative to the h1 in this section, not for the whole document -->
    <h2>Demonstrating EM and STRONG</h2>
    <!-- "strong" is used for SEO and contextual hierarchy -->
    <p><strong>This text will have more importance (SEO-wise and contextually)</strong></p>
    <!-- "b" is used for stylistic offset of text that's NOT important contextually -->
    <p><b>This text has visual importance but has no contextual or SEO importance</b></p>
    <!-- "em" is used for colloquial-style emphasis -->
    <p>This is a <em>very</em> colloquial expression.</p>
    <!-- There can be multiple footers on each page -->
    <!-- Secondary headers and footers don't necesarily need ids; they can be targeted via context (i.e. ".hs1 footer")
    <footer>
    <!-- incite a riot: http://24ways.org/2009/incite-a-riot
    <p>Author: <cite>Louis Lazaris</cite></p>
    </footer> -->
    </section><!-- .hs1 -->
    <!-- This is another section; doesn't have header/footer because it's not required -->
    <section class="hs2">
    <h1>This is another section</h1>
    <p>This is some dummy content</p>
    </section><!-- .hs2 -->
    </div><!-- #mid -->
    <!-- The "aside" element could be a sidebar (outside an article or section) -->
    <!-- Or it could reference other tangentially-related content within an article or section
    <aside id="sidebar">
    <p>Sidebar content</p>
    </aside>-->
    <!-- The main footer has an ID for targeting, similar to the main header -->
    <footer >
    <p>copyright &copy; year</p>
    </footer>
    <!-- Remote jQuery with local fallback; taken from HTML5 Boilerplate http://html5boilerplate.com -->
    <!-- jQuery version might not be the latest; check jquery.com -->
    <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js"></script>
    <script>!window.jQuery && document.write(unescape('%3Cscript src="js/jquery-1.4.4.min.js"%3E%3C/script%3E'))</script>
    <!-- Below is your script file, which has a basic JavaScript design pattern that you can optionally use -->
    <!-- Keep this and plugin scripts at the bottom for faster page load; combining and minifying scripts is recommended -->
    <script src="js/general.js"></script>
    <!-- asynchronous analytics code by Mathias Bynens; change UA-XXXXX-X to your own code; http://mathiasbynens.be/notes/async-analytics-snippet -->
    <!-- this can also be placed in the <head> if you want page views to be tracked quicker -->
    <script>
    var _gaq = [['_setAccount', 'UA-XXXXX-X'], ['_trackPageview']];
    (function(d, t) {
    var g = d.createElement(t),
    s = d.getElementsByTagName(t)[0];
    g.async = true;
    g.src = ('https:' == location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
    s.parentNode.insertBefore(g, s);
    })(document, 'script');
    </script>
    </body>
    </html>
    I am most grateful for help & look forward to replies & fixing this-thanks
    NB
    Is there a FireFox guide/manual in pdf format available anywhere? I have not found one yet & a FireFox reference might be useful!

    You need to use file:// as the protocol instead of C:/. The latter may never work (C:\ might).
    Where is the main HTML located ?
    Easiest if to store the images in a sub folder of the location because you can't go back via ../ beyond that root location for security reasons.
    See:
    *http://kb.mozillazine.org/Links_to_local_pages_do_not_work

  • How do I stop youtube images from loading after trying to do so in the options?

    I have gone into Options under Tools and unchecked the "Load images automatically" box, restarted my computer, and typed in the google search bar, Adrienne Barbeau. Various hits come up, but the one I select is the Adrienne Barbeau Voluptuous link. It is a youtube video. I select it and it loads and plays! Along the right side of the page are other videos whose images also load. So what I did in Options did not work. Then I tried leaving that box checked and clicking on "Exceptions". I typed in "www.youtube.com" and I clicked on "block" and then it was entered in the bigger box below the data entry field. Again, I closed that, clicked on OK, and then restarted my computer. Nothing happened. Nothing was blocked on youtube. There has to be a way to disable youtube images from loading! What is it?!

    Hi,
    Please also try adding ytimg.com in Exceptions. You can right-click on an image and '''Copy Image Location''' to get the address, or '''View Image''' to show it in the location (address) bar.
    [https://support.mozilla.org/en-US/kb/Options%20window%20-%20Content%20panel Content]
    [https://support.mozilla.org/en-US/kb/Options%20window Options]

  • How to specify SWF instead of an image in loading

    I hope it is not too much over my head as I would like to make it work. Some time ago I recieved help in constracting an interactive image thumb scroller using greensock features.
    My biggest problem at the moment is that I can not figure out how to change the code so the thumbs would bring up the swf files and not jpg files. In other words my small thumbnails are small jpg files (as they were intended to be), but my bigger visuals (the ones which are being brought by clicking on the small thumbnails) I would like to change to an swf file (as it contains its separate animation and additional set of buttons)
    Here is the original code I am trying to modify:
    [CODE]
    package {
    import com.greensock.TweenLite;
    import com.greensock.events.LoaderEvent;
    import com.greensock.loading.ImageLoader;
    import com.greensock.loading.LoaderMax;
    import com.greensock.loading.XMLLoader;
    import com.greensock.plugins.AutoAlphaPlugin;
    import com.greensock.plugins.ColorTransformPlugin;
    import com.greensock.plugins.GlowFilterPlugin;
    import com.greensock.plugins.TweenPlugin;
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    public class SlideshowExample extends MovieClip {
      private static const _THUMB_WIDTH:Number = 100;
      private static const _THUMB_HEIGHT:Number = 64;
      private static const _IMAGE_WIDTH:Number = 550;
      private static const _IMAGE_HEIGHT:Number = 355;
      private static const _THUMB_GAP:Number = 4;
      private static const _SCROLL_SPEED:Number = 12;
      private static const _SCROLL_AREA:Number = 150;
      private var _progressBar:MovieClip;
      private var _arrowLeft:MovieClip;
      private var _arrowRight:MovieClip;
      private var _slides:Array;
      private var _curSlide:Slide; //Slide that is currently displaying
      private var _loadingSlide:Slide; //only used when a Slide is supposed to show but hasn't been fully loaded yet (like if the user clicks "next" many times before all the images have loaded). We keep track of the one that's in the process of loading and should be shown as soon as it finishes, then we set _loadingSlide back to null.
      private var _imagesContainer:Sprite; //the Sprite into which the full-size images are placed (this helps manage the stacking order so that the images can always be behind everything else and yet we can addChild() each image so that it shows up on top of the previous one)
      private var _thumbnailsContainer:Sprite; //the Sprite into which the thumbnail images are placed. This also allows us to slide them all at the same time.
      private var _destScrollX:Number = 0; //destination x value for the _thumbnailsContainer which is used for scrolling it across the bottom. We don't want to use _thumbnailsContainer.x because it could be in the process of tweening, so we keep track of the end/destination value and add/subtract from it when creating our tweens.
      private var _minScrollX:Number; //we know the maximum x value for _thumbnailsContainer is 0, but the mimimum value will depend on how many thumbnail images it contains (the total width). We calculate it in the _setupThumbnails() method and store it here for easier/faster scrolling calculations in the _enterFrameHandler()
      public function SlideshowExample() {
       super();
       //activate the plugins that we'll be using so that TweenLite can tween special properties like filters, colorTransform, and do autoAlpha fades.
       TweenPlugin.activate([AutoAlphaPlugin, ColorTransformPlugin, GlowFilterPlugin]);
       _progressBar = this.getChildByName("progress_mc") as MovieClip;
       _arrowLeft = this.getChildByName("arrowLeft_mc") as MovieClip;
       _arrowRight = this.getChildByName("arrowRight_mc") as MovieClip;
       _arrowLeft.visible = _arrowRight.visible = false;
       _imagesContainer = new Sprite();
       this.addChildAt(_imagesContainer, 0);
       _thumbnailsContainer = new Sprite();
       addChild(_thumbnailsContainer);
       _thumbnailsContainer.y = _IMAGE_HEIGHT;
       _thumbnailsContainer.alpha = 0; //we want alpha 0 initially because we'll fade it in later when the thumbnails load.
       _thumbnailsContainer.visible = false; //ensures nothing is clickable.
       var xmlLoader:XMLLoader = new XMLLoader("assets/data.xml", {onComplete:_xmlCompleteHandler});
       xmlLoader.load();
      private function _xmlCompleteHandler(event:LoaderEvent):void {
       _slides = [];
       var xml:XML = event.target.content; //the XMLLoader's "content" is the XML that was loaded.
       var imageList:XMLList = xml.image; //In the XML, we have <image /> nodes with all the info we need.
       //loop through each <image /> node and create a Slide object for each.
       for each (var image:XML in imageList) {
        _slides.push( new Slide(image.@name,
              image.@description,
              new ImageLoader("assets/thumbnails/" + image.@name + ".jpg", {name:image.@name + "Thumb", width:_THUMB_WIDTH, height:_THUMB_HEIGHT, scaleMode:"proportionalInside", bgColor:0x000000, estimatedBytes:13000, onFail:_imageFailHandler}),
              new ImageLoader("assets/images/" + image.@name + ".jpg", {name:image.@name + "Image", width:_IMAGE_WIDTH, height:_IMAGE_HEIGHT, scaleMode:"proportionalInside", bgColor:0x000000, estimatedBytes:820000, onFail:_imageFailHandler})
       //now create a LoaderMax queue and populate it with all the thumbnail ImageLoaders as well as the very first full-size ImageLoader. We don't want to show anything until the thumbnails are done loading as well as the first full-size one. After that, we'll create another LoaderMax queue containing the rest of the full-size images that will load silently in the background.
       var initialLoadQueue:LoaderMax = new LoaderMax({onComplete:_initialLoadComplete, onProgress:_progressHandler});
       for (var i:int = 0; i < _slides.length; i++) {
        initialLoadQueue.append( _slides[i].thumbnailLoader );
       initialLoadQueue.append(_slides[0].imageLoader); //make sure the very first full-sized image is loaded initially too.
       initialLoadQueue.load();
       _setupThumbnails();
      private function _initialLoadComplete(event:LoaderEvent):void {
       //now that the initial load is complete, fade out the progressBar. autoAlpha will automatically set visible to false once alpha hits 0.
       TweenLite.to(_progressBar, 0.5, {autoAlpha:0});
       //fade in the thumbnails container
       TweenLite.to(_thumbnailsContainer, 1, {autoAlpha:1});
       _setupArrows();
       //setup the ENTER_FRAME listeners that controls the thumbnail scrolling behavior at the bottom
       this.stage.addEventListener(Event.ENTER_FRAME, _enterFrameHandler, false, 0, true);
       //now put all the remaining images into a LoaderMax queue that will load them one-at-a-time in the background in the proper order. This can greatly improve the user's experience compared to loading them on demand which forces the user to wait while the next image loads.
       var imagesQueue:LoaderMax = new LoaderMax({maxConnections:1});
       for (var i:int = 1; i < _slides.length; i++) {
        imagesQueue.append( _slides[i].imageLoader );
       imagesQueue.load();
       //now start the slideshow
       _showNext(null);
      //loops through all the thumbnail images and places them in the proper order across the bottom of the screen and adds CLICK_THUMBNAIL listeners.
      private function _setupThumbnails():void { 
       var l:int = _slides.length;
       var curX:Number = _THUMB_GAP;
       for (var i:int = 0; i < l; i++) {
        var thumbnail:Sprite = _slides[i].thumbnail;
        _thumbnailsContainer.addChild(thumbnail);
        TweenLite.to(thumbnail, 0, {colorTransform:{brightness:0.5}});
        _slides[i].addEventListener(Slide.CLICK_THUMBNAIL, _clickThumbnailHandler, false, 0, true);
        thumbnail.x = curX;
        thumbnail.y = 4;
        curX += _THUMB_WIDTH + _THUMB_GAP;
       _minScrollX = _IMAGE_WIDTH - curX;
       if (_minScrollX > 0) {
        _minScrollX = 0;
      private function _setupArrows():void {
       _arrowLeft.alpha = _arrowRight.alpha = 0;
       _arrowLeft.visible = _arrowRight.visible = true;
       _arrowLeft.addEventListener(MouseEvent.ROLL_OVER, _rollOverArrowHandler, false, 0, true);
       _arrowLeft.addEventListener(MouseEvent.ROLL_OUT, _rollOutArrowHandler, false, 0, true);
       _arrowLeft.addEventListener(MouseEvent.CLICK, _showPrevious, false, 0, true);
       _arrowRight.addEventListener(MouseEvent.ROLL_OVER, _rollOverArrowHandler, false, 0, true);
       _arrowRight.addEventListener(MouseEvent.ROLL_OUT, _rollOutArrowHandler, false, 0, true);
       _arrowRight.addEventListener(MouseEvent.CLICK, _showNext, false, 0, true);
      private function _showNext(event:Event=null):void {
       //if there's a _loadingSlide we should assume that the next Slide would be AFTER that one. Otherwise just get the one after the _curSlide.
       var next:int = (_loadingSlide != null) ? _slides.indexOf(_loadingSlide) + 1 : _slides.indexOf(_curSlide) + 1;
       if (next >= _slides.length) {
        next = 0;
       _requestSlide(_slides[next]);
      private function _showPrevious(event:Event=null):void {
       //if there's a _loadingSlide we should assume that the previous Slide would be BEFORE that one. Otherwise just get the one before the _curSlide.
       var prev:int = (_loadingSlide != null) ? _slides.indexOf(_loadingSlide) - 1 : _slides.indexOf(_curSlide) - 1;
       if (prev < 0) {
        prev = _slides.length - 1;
       _requestSlide(_slides[prev]);
      private function _requestSlide(slide:Slide):void {
       if (slide == _curSlide) {
        return;
       //kill the delayed calls to _showNext so that we start over again with a 5-second wait time.
       TweenLite.killTweensOf(_showNext);
       if (_loadingSlide != null) {
        _cancelPrioritizedSlide(); //the user must have skipped to another Slide and didn't want to wait for the one that was loading.
       //if the requested Slide's full-sized image hasn't loaded yet, we need to show the progress bar and wait for it to load.
       if (slide.imageLoader.progress != 1) {
        _prioritizeSlide(slide);
        return;
       //fade the old Slide and make sure it's not highlighted anymore as the current Slide.
       if (_curSlide != null) {
        TweenLite.to(_curSlide.image, 0.5, {autoAlpha:0});
        _curSlide.setShowingStatus(false);
       _curSlide = slide;
       _imagesContainer.addChild(_curSlide.image); //ensures the image is at the top of the stacking order inside the _imagesContainer
       TweenLite.to(_curSlide.image, 0.5, {autoAlpha:1}); //fade the image in and make sure visible is true.
       _curSlide.setShowingStatus(true); //adds an outline to the image indicating that it's the currently showing Slide.
       TweenLite.delayedCall(5, _showNext); //create a delayedCall that will call _showNext in 5 seconds.
      private function _prioritizeSlide(slide:Slide):void {
       TweenLite.to(_progressBar, 0.5, {autoAlpha:1}); //show the progress bar
       _loadingSlide = slide;
       _loadingSlide.imageLoader.addEventListener(LoaderEvent.PROGRESS, _progressHandler);
       _loadingSlide.imageLoader.addEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
       _loadingSlide.imageLoader.prioritize(true); //when the loader is prioritized, it will jump to the top of any LoaderMax queues that it belongs to, so if another loader is in the process of loading in that queue, it will be canceled and this new one will take over which maximizes bandwidth utilization. Once the _loadingSlide is done loading, the LoaderMax queue(s) will continue loading the rest of their images normally.
      private function _cancelPrioritizedSlide():void {
       TweenLite.to(_progressBar, 0.5, {autoAlpha:0}); //hide the progress bar
       _loadingSlide.imageLoader.removeEventListener(LoaderEvent.PROGRESS, _progressHandler);
       _loadingSlide.imageLoader.removeEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
       _loadingSlide = null;
      private function _completePrioritizedHandler(event:LoaderEvent):void {
       var next:Slide = _loadingSlide; //store it in a local variable first because _cancelPrioritizedSlide() will set _loadingSlide to null.
       _cancelPrioritizedSlide();
       _requestSlide(next);
      private function _progressHandler(event:LoaderEvent):void {
       _progressBar.progressBar_mc.scaleX = event.target.progress;
      private function _clickThumbnailHandler(event:Event):void {
       _requestSlide(event.target as Slide);
      private function _rollOverArrowHandler(event:Event):void {
       TweenLite.to(event.currentTarget, 0.5, {alpha:1});
      private function _rollOutArrowHandler(event:Event):void {
       TweenLite.to(event.currentTarget, 0.5, {alpha:0});
      private function _enterFrameHandler(event:Event):void {
       if (_thumbnailsContainer.hitTestPoint(this.stage.mouseX, this.stage.mouseY, false)) {
        if (this.mouseX < _SCROLL_AREA) {
         _destScrollX += ((_SCROLL_AREA - this.mouseX) / _SCROLL_AREA) * _SCROLL_SPEED;
         if (_destScrollX > 0) {
          _destScrollX = 0;
         TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
        } else if (this.mouseX > _IMAGE_WIDTH - _SCROLL_AREA) {
         _destScrollX -= ((this.mouseX - (_IMAGE_WIDTH - _SCROLL_AREA)) / _SCROLL_AREA) * _SCROLL_SPEED;
         if (_destScrollX < _minScrollX) {
          _destScrollX = _minScrollX;
         TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
      //if an image fails to load properly, remove it from the slideshow completely including its thumbnail at the bottom.
      private function _imageFailHandler(event:LoaderEvent):void {
       var slide:Slide;
       var i:int = _slides.length;
       while (--i > -1) {
        slide = _slides[i];
        if (event.target == slide.thumbnailLoader || event.target == slide.imageLoader) {
         slide.dispose();
         _slides.splice(i, 1);
         _setupThumbnails();
         return;
    [/CODE]
    I could figure out that I have to change the line
    [CODE]
    new ImageLoader("assets/images/" + image.@name + ".jpg", {name:image.@name + "Image", width:_IMAGE_WIDTH, height:_IMAGE_HEIGHT, scaleMode:"proportionalInside", bgColor:0x000000, estimatedBytes:820000, onFail:_imageFailHandler}
    [/CODE]
    and instead of ".jpg" put ".swf" (making sure that the names of the files are identical except for their extensions)
    The problem is that I get an error message in the output that flash could not convert my swf file to the bitmap.
    I suspect that I have to change the hard coding to specify that Loader Max should treat loading bigger swf files as swf and not as image/jpg files.
    I don't have enough expertise to decipher all the lines where this has to be changed.
    It feels that I am close to accomplishing what I need. Is it possible to point out where this change has to take place?
    Here is my thought process:
    I don't need to specify SWFLoader as LoaderMax is already specified (line 5)
    I don't need to change anything in lines 31-34 as "Sprite" and "Slide" could be an .swf file (line31-34)
    I don't need to change anything in line 50 for the same reason (line 50)
    I don't need to change lines 66 and 68 as image list may contain swf files (line 66 and 68)
    I do need to change ".jpg" to ".swf" in line 72 (line 72)
    No sure if there are any changes in line 82 (line 82)
    LoaderMax has var as imagesQueue does that need to be changed into SFWLoader? (lines98-102)
    I don't think anything need to be changed in lines 138-173 as " Slide" can incorporate an SWF file (lines 138-173)
    Not sure if there has to be a change in lines 175-177 as it specifies that slide is an image (lines 175-177)
    Not sure if there has to be a change in lines 182-200 from imageLoager to SWFLoader (lines 182-200)
    Not sure if there has to be a change in lines 239-245 in specifying SWFLoader (lines 239-245)
    I am attaching the .xml and .as documents as well

    This was my very first step.
    The problem is that I get an error message in the output that flash could not convert my swf file to the bitmap.
    I suspect that I have to change the hard coding to specify that Loader Max should treat loading bigger swf files as swf and not as image/jpg files.
    I don't have enough expertise to decipher all the lines where this has to be changed.
    It feels that I am close to accomplishing what I need. Is it possible to point out where this change has to take place?
    Just in case here is my xml code:
    <?xml version="1.0" encoding="iso-8859-1"?>
    <data>
              <image name="agencynet" description="agencynet description text goes here." />
              <image name="buick" description="buick description text goes here." />
              <image name="cocacola" description="cocacola description text goes here." />
              <image name="cu3er" description="cu3er description text goes here." />
              <image name="diva" description="diva description text goes here." />
              <image name="dow" description="dow description text goes here." />
              <image name="erkyperky" description="erkyperky description text goes here." />
              <image name="flexa" description="flexa description text goes here." />
              <image name="happyplanetshots" description="happyplanetshots description text goes here." />
              <image name="holdencruze" description="holdencruze description text goes here." />
              <image name="ironman" description="ironman description text goes here." />
              <image name="mercedes" description="mercedes description text goes here." />
              <image name="micromaniac" description="micromaniac description text goes here." />
              <image name="overtheatlantic" description="overtheatlantic description text goes here." />
              <image name="saab" description="saab description text goes here." />
              <image name="silverpistol" description="silverpistol description text goes here." />
              <image name="softse" description="softse description text goes here." />
              <image name="target" description="target description text goes here." />
              <image name="tonydorio" description="tonydorio description text goes here." />
              <image name="prius" description="prius description text goes here." />
              <image name="waterlife" description="waterlife description text goes here." />
    </data>

  • Flash hijacking HTML links while images are loading

    I've designed a slide show player using Flash and Actionscript 3.0 which loads several external images. While the images are loading, the HTML links on my page (outside of the Flash movie) don't work. As soon as all the images are loaded, the links start working again. It seems like the Flash player is hijacking the browser while the images are loading which can take the better part of a minute depending on my connection speed. I can click an HTML link once during the loading time and as soon as the images have loaded, the browser loads the new page (the one the HTML links to). Once all the images are in my Temporary Internet Files folder, this problem ceases to exist (since the images no longer need to be downloaded). It's only first-time viewers that will have this problem, but it's a pretty major problem.
    To see what I'm talking about, go to:
    http://www.ericlindberg.com/indexTemp.html
    Click the Images button after the "Loading..." animation disappears but before all the images are loaded. As the images load the thumbnails at the bottom of the Flash player go from 50% to 100% opaque. If  you click the "Images" button before all the thumbnails are 100% opaque, nothing happens. However, once they are all loaded and the thumbnails are all 100% opaque, the "Images" page loads. You can do the same thing with any of the subpages in the Images section of the site and get the same results.
    Any advice would be greatly appreciated.
    Joe    

    I have something similar on my site.
    http://alt-web.com/gallery.shtml
    You might try using CSS rollovers instead of MM (javascript) rollovers.  Straight HTML links load fast and work immediately.
    http://alt-web.com/DEMOS/CSS-Sprites-II.shtml
    Nancy O.
    Alt-Web Design & Publishing
    Web | Graphics | Print | Media  Specialists
    www.alt-web.com/
    www.twitter.com/altweb

  • Safari won't display a site correctly, sometimes page takes extended time to respond and partially loads other times images wont load

    So I have a friend who I've been trying to assist with this. I don't know if she has issues with other sites or she may not have encountered any yet, but one in particular is just not working. It started about a month ago around the time she moved (so different ISP/router etc.) though not entirely sure if it started right after that or if it was just coincidence. Anyways she cleared cookies/cache, no luck. I had her update and restart the computer, still not working. Disabled all extensions, still doesn't work. It can take upwards of 30-45 seconds to even respond in some cases, and when it does sometimes the page is all white with just text improperly formatted, but the background doesn't display at all, other times the background images and text are displaying correctly but the nearly all the user submitted images on the site (deviantart) will not display. I believe she mentioned it occasionally happened on tumblr as well.
    Other computers on her network are fine. I downloaded Firefox to see if it was a problem that persisted across browsers and indeed it did. So I went into the console on Firefox and looked at further information and it was returning Status Code 304 Not Modified which I looked up and that says it is telling the browser that the images should be loaded from cache. Problem with that is she shouldn't have any cache as its been cleared. I searched around this issue, found a suggestion saying to clear DNS cache, tried that and suddenly Firefox worked. I then logged into her username on DeviantArt through Firefox and suddenly the issues returned. I eventually was able to log out and things worked again. Now when I log into her account through Firefox it works fine. Safari still has issues.
    I've even deleted the cache.db file in the library/safari folder and quit/restarted Safari and still no success. I've tried disabling cache through the developer options. The status code 304 error made me believe that the reason the images weren't showing up is because there is no cache for those images but the server is telling the browser to use the cache so the images cannot load. One last thing I can mention is that on the console in Safari, it often just returns many errors for all the images on the site saying it didn't respond. One time there were errors saying something about the security certificate but I refreshed numerous times after that and that error never showed up again in the console. Anyone know what might be causing this?

    Hi ...
    Start here >  Safari 5.0.1 or later: Slow or partial webpage loading, or webpage cannot be found
    If nothing helped from that link, try troubleshooting Safari plug-ins.
    From the Safari menu bar click Safai > Preferences then the Security tab. Deselect:  Allow all other plug-ins. Quit and relaunch Safari to test.
    If that made a difference, instructions for troubleshooting plugins here.

  • How to tell if an Image is loaded using Toolkit.getImage()

    If I use Toolkit.getImage(url) it always returns an Image object, no matter if the image located at that url is a correct image or not.
    The w/h is always -1, -1 right after loading (since it hasn't been loaded completely of course).
    Anyone know how I can tell if a correct image is loaded or not, without adding a MediaTracker?

    Why don't you want to use a MediaTracker? It is by far the most convenient way to do what you want to do.
    Huw

  • Batch loading with sdordf.jar.

    Hi Guys
    I have just tried a batch load with sdordf.jar.
    In my first attempt there was a mistake in the n3 file.
    After correcting the file and re running I now get the error.
    Connecting to jdbc:oracle:thin:...........
    Append mode
    Copy existing data out
    Just load triples into one column
    Temporary table already exists!
    java.sql.SQLException: ORA-00955: name is already used by an existing object
    ORA-06512: at "MDSYS.SDO_RDF_INTERNAL", line 3326
    ORA-06512: at "MDSYS.SDO_RDF_INTERNAL", line 3362
    ORA-06512: at "MDSYS.RDF_APIS", line 786
    ORA-06512: at line 1
    Can anyone tell me what the name of this temporary table is, so that I can get rid of it.
    Cheers
    Phil

    Hi Mellie
    After having a little break I have installed the jena patch during which I had to drop the network and model created before.
    I tried running a batch load as before but I still get the error message saying the temporary table already exists.
    I tried the clean up routine as suggested but get the error.
    SQL> exec sdo_rdf.cleanup_batch_load('researchdata')
    BEGIN sdo_rdf.cleanup_batch_load('researchdata'); END;
    ERROR at line 1:
    ORA-13199: Batch load cleanup failed. ORA-00942: table or view does not exist
    ORA-06512: at "MDSYS.MD", line 1723
    ORA-06512: at "MDSYS.MDERR", line 17
    ORA-06512: at "MDSYS.SDO_RDF", line 1016
    ORA-06512: at "MDSYS.SDO_RDF", line 1022
    ORA-06512: at line 1
    I run it as mdsys as you said.
    Any other suggestions?
    Cheers
    Phil

  • Images not loaded correctly

    <i>Locking duplicate thread.<br>Please continue here: [[/questions/1056930]]</i>
    Dear reader,
    Since a week my firefox experiences strange image loading behavior. The problem is seen on various pages, in particular when there are more images/pictures shown (e.g. youtube). The problem does not happen with other browsers.
    The problem is this: All images are shown, but the images are mixed up. For example, images A,B,C,D should have been loaded. Instead images B,B,E,E,E are shown. When I hover over the images, the correct images are loaded. See attached picture: The top row is just after loading. The bottom row is shown after I have hover all images.
    As you can image, this is extremely annoying. I have to read the text and/or hover all images to make a choice or understand what an item is all about.
    I have tried the following with no success:
    - Cleared cache
    - Cleared all (cookies, history, cache, etc.)
    - Refreshed my profile
    - Created new profile
    - Reinstalled firefox
    - Disabled all add-ons
    The only thing that I haven't done, but which could solve the problem is updating my video card drivers. I have an old card (NVIDIA GeForce GTX 275). The reason that I don't upgrade is that new NVIDIA drives cause (hard reset) crashes all the time. Also, any other browser works normally.
    Thanks for any tips/advice you might give me.
    Regards,
    Eyestolks.

    Now with attached image that you can load...

Maybe you are looking for