Creating a flash gallery for swf files
is there a template out there for a flash gallery to display other swf files?
Like an image gallery, but instead of images, they are swf files (some could be interactive as well).
Thanks !
You may have to do your own searching for such a template, but you should be able to convert an image version into an swf version without too much modification. If you are loading the files dynamically the same commands would be used. You may just need to mask the area for displaying the swf's since their stages will not define their boundariies when they are loaded into another swf.
Similar Messages
-
How to create an xml to load swf files in sequence?
hello everyone
I'm new in web design... I know how to animate in flash, using timeline, frames, layers, twins and so on... But I want to move forward so I want to create a xml to load swf files in sequence and in loop. Each swf file has 8 seconds.You can see the example here in www.cm-seixal.pt.
I'm not a programmer but I understand how actionscript works... I hope you can help me
Cheers!
Anayou can use the urlloader class to load your xml file. use the loader's complete event and the loader's data property to retrieve the data in your xml file.
-
How to create a flash button, for mobile phones?
i want to know the way how i can create a flash button for mobile in flash CS4.
Create a button of type "button",set the destination url property to the place u have kept the file.But ur file should be anywhere in Common_top.If this file is stored as blob u can use messagedownload bean.
--Mukul -
It is necessary to create one header data for each file to be sent to CDFS.
hi GUYS
my sce anrio is FILE-XI-PROXY
REQUIREMENT IS
SOURCE FILE TARGET FILE WILL BE
H1 H1 H1 H1
I1 I1 I2 I3
I2 F1 F1 F1
I3
F1
It is necessary to create one header data for each file to be sent to TARGET. Each file will be related to only one SAP Company Code.
Thanks
NAGaa
-
How to disable Ctrl+W or Ctrl+C and Tab for .swf file
How to disable Ctrl+W or Ctrl+C and Tab for .swf file
ctrlKey = false; in KeyBoardEvents but how to apply it to the stage.Hello siva,
Can I have what code return on your file..So that I can help some what
Regards
Kiran -
Hi, I need to open a SWF file made from InDesign (interactive PDF). And when I click on it, Adobe Flash Install Manager keeps popping up with an uninstall manager. I've re-downloaded it three times, re-installed it 3 times. It's just not working. Any suggestions?
I'm on a Macbook Pro if it matters.To view a local SWF you will need the standalone player (Projector) from http://www.adobe.com/support/flashplayer/downloads.html
-
Help A Flash Noob With SWF files
I used a flash template to create a 3d photo gallery for some
prints I want to sell on my website.
I have the swf, xml, fla and an as file. The gallery works
perfectly on my computer.... now, how do I get it on my website.
Please help.Sorry this is a rather late response!
What I've managed so far is to copy the url of your first window, then open clipconverter, paste it in and start. I don't know how to make it check when clipconverter is ready though. I'll try working on it a bit more, but I don't think I can do the rest (I'm very inexperienced by the way, so I'm not saying it isn't possible)
Meanwhile does this first part work for you?
tell application "Safari"
set x to URL of document 1
open location "www.clipconverter.cc"
end tell
tell application "Safari" to activate
tell application "System Events"
delay 5
set CR to ASCII character of 13
keystroke tab & x & CR
end tell -
Creating a Swipable Gallery for Tablets
I would like to create a photo gallery that will be seen in a publication on tablets using ActionScript 3in flash CS5.5. I have little to no ActionScript experience. I have created one that works before but it has less images. When I try to create this new one there are too many images to convert it into a movie clip (which is how I've done previous ones). All the tutorials I have found say to create a movie first but with this many images it's not working. I have also seen some that us an xml file but that's not an option as I can only upload a .swf file with the publication and it does not allow me to upload an xml file. The other solution would be to upload the xml to a local sever and point my .swf file there but I don't know how that will work if a person is trying to view the content offline.
I am wondering if there is a way to use the swipe gesture to swipe to different points in the timeline. That way I could put each of my images on the timeline and swipe to them. I would use a tap or other gesture but I have already created the same photo gallery using jquery that is swipable and we want the same experience for people whether they are using the iPad or other device. Or is this just above me and maybe we should look to hire someone to do this for us?
If you have code or know of a source where there is code that I can use to get this working I would really appreciate any help!for an installed app, using html5 and jquery makes no sense and using flash makes sense.
and yes, you can mimic the native swipe functionality of idevices using the following code. there's no need to use the timeline. that would just add an extra complication.
private function listTouchBeginF(e:TouchEvent):void{
if(this.listP.height>this.mask_mc.height){
stage.addEventListener(TouchEvent.TOUCH_END,listTouchEndF,false,0,true);
if(!this.listP.cacheAsBitmap){
this.listP.cacheAsBitmap = true;
// 150 and 300 are to allow drag beyond listP borders and allow tween back to borders.
dragRect.y = this.mask_mc.y-this.listP.height+this.mask_mc.height-150;
dragRect.height = this.listP.height-this.mask_mc.height+300;
this.listP.startTouchDrag(e.touchPointID,false,dragRect);
//startDragY = this.listP.y;
//startDragTime = getTimer();
this.listP.addEventListener(Event.ENTER_FRAME,listTouchMoveF,false,0,true);
private function listTouchMoveF(e:Event):void{
startDragY = this.listP.y;
startDragTime = getTimer();
private function listTouchEndF(e:TouchEvent):void{
stage.removeEventListener(TouchEvent.TOUCH_END,listTouchEndF,false);
this.listP.removeEventListener(Event.ENTER_FRAME,listTouchMoveF,false);
this.listP.stopTouchDrag(e.touchPointID);
dragTime = getTimer()-startDragTime;
// predict end point, duration. if abs <500, converge slowly. if abs>900, converge quickly
velocity = 1000*(this.listP.y-startDragY)/dragTime;
if(velocity>0){
// lowerLimit = this.mask_mc.y, assigned in init()
endY = Math.min(lowerLimit,this.listP.y+velocity);
} else if(velocity<0){
// this.listP.height changes depending on expanded/contracted titles
upperLimit = this.mask_mc.y+this.mask_mc.height-this.listP.height;
endY = Math.max(upperLimit,this.listP.y+velocity);
} else {
// velocity = 0;
upperLimit = this.mask_mc.y+this.mask_mc.height-this.listP.height;
endY = Math.min(lowerLimit,this.listP.y);
endY = Math.max(upperLimit,endY);
//trace(velocity,this.listP.y,endY,upperLimit)
if( (velocity>=0 && endY==lowerLimit) || (velocity<=0 && endY==upperLimit) ){
duration = 1;
TweenLite.to(this.listP,duration,{y:endY,ease:Quint.easeOut});
} else {
duration = (endY-this.listP.y)/velocity;
TweenLite.to(this.listP,duration,{y:endY,ease:Quint.easeOut}); -
Flash .exe or swf files will not play on Vista
I decided to learn how to create captions for flash video,
using CS3. I tested this project and it worked fine. I could just
double-click on the app or the swf and the captioned video played
fine on my Mac. I only had Flash (CS3) on my Mac, so I created the
files there.
I then published an exe to move over to my Vista machine.
When I double-clicked on the file, it brought up Flash Media Player
version 9, but only showed a blank white box. Very frustrating.
After some research, I read that Windows Vista was not
compatible with Flash Media Player 9. Only 10.02xxx or later (I
forget the exact version - it was long) was supposed to work with
Vista. Since CS3 uses version 9 to pack into the executable (PC) or
app (Mac) projector files, I thought maybe this was the problem.
So I downloaded the demo of Flash CS4, thinking this version
would pack version 10 into the projector and this would solve my
problem.
While the CS3 version of my saved flash video project would
open in Flash CS4, it would not play when I tested the movie inside
Flash CS4. It would just show a skin at the bottom of the video
player only (with a play/pause button), and it had moving blue bars
on the skin like it couldn't really load either.
I then decided to create the whole flash video with captions
from scratch under Flash CS4. This time when I tested the movie in
Vista, it worked fine. When I published either the projector exe or
the html/swf combination, it worked fine. So proudly (and finally!)
I sent the exe over to my boss. But..... you guessed it. The Flash
Media Player 10 that started up when the file was double-clicked
just showed a blank white screen again!
So then I moved the exe over to another partition to test to
see if there was some dependent directory pathway saved as part of
the flash video file. The exe wouldn't play on the other partition!
So I thought I was onto something. I then tried moving files that I
thought the exe might be dependent on (although isn't the point of
a projector to be stand alone?) to the same directory on this
partition as the flash exe projector file.
I ended up moving the captions.xml file, the swf files (flash
video player skins included), and the html file that the swf file
is supposed to be embedded in. NOTHING worked.
I even read that someone with this problem saved his Flash
CS4 file as a Flash CS3 file before he published it, and that
worked for him. So I tried that too, but with no joy.
So I am totally stumped. Does anyone out there have advice or
even a solution?
Much Thanks,
ChuckHI
You can use FlashJester Jugglor to create one EXE file by
adding the FLV in
the Additional Files section.
Try it
http://www.jugglor.com
Let us know if you have any further questions.
Regards
FlashJester Support Team
e. - [email protected]
w. - www.flashjester.com
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Virus scanning
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White square for .swf file in dreamweaver site
Hi
Apologies if this is a very basic question.
I have built a dreamweaver site and embedded a .swf file (a
slideshow of photos created in flash) into the page.
When I view the page online, the .swf file takes a few
seconds to load, and while it is loading I get a white square where
the slideshow should be (the dreamweaver and flash documents have a
black background).
Question - how do I either
a) get the white square to be black
b) get a loading bar to show that the flash video is loading
Many thanksThanks so much Tom - I now have a black background!
The only problem is that my .swf is taking ages (8-10sec) to
load and now its all the same it looks like nothing is happening!
I have looked at the preloader threads and customised a
preloader, but I can work out from the search results/threads what
to do with it.
How do i link the preloader into my .swf file. Do I need to
know actionscript (I dont!) to do this? (I have Studio 8)
The other gist I picked up from the threads is its better to
avoid the preloader all together. I'm creating a photography
website - hence big .swf - but do you have any hints for optimising
the .swf - the flash publish compression is all I've used so far
Many thanks -
Trying to create a flash gallery
trying to create a simple clickable slideshow.
my problem i think is in the math. but i clickable picture buttons on right and left. the center clickable too.
i wanna know how can i increment decrement a variable depending on direction.
currently it seems to go in one direction which is to the right.
also can i make an array of functions: ex- function animate[count](e:event):void
or do functions handle arrays differently.
sorry if i sound stupid but its been awhile doing flash.
heres little code:
var picture:Array = new Array();
picture[1] = new pic1();
addChild(picture[1]);
picture[1].x =50;
picture[1].y =384;
picture[2] = new pic2();
addChild(picture[2]);
picture[2].x =512;
picture[2].y =384;
picture[2].scaleX =10;
picture[2].scaleY =10;
picture[3] = new pic3();
addChild(picture[3]);
picture[3].x =974;
picture[3].y =384;
var counter = 1;
picture[1].addEventListener(MouseEvent.CLICK, animate1)
function animate1(e:MouseEvent):void
trace(counter);
picture[counter+1].x =50;
picture[counter+1].y =384;
picture[counter + 2].x =512;
picture[counter + 2].y =384;
picture[counter + 2].scaleX =10;
picture[counter + 2].scaleY =10;
picture[counter + 3].x =974;
picture[counter + 3].y =384;
counter++;
5 more similar eventlisteners and functionSorry I think I misread your code before when I responded. Well I think I have a working version of what you are trying to do. You can view what I made at http://www.jeremyseverson.com/as3/flash_gallery/index.html . I created this all in straight AS3 but it should give you an idea of what I did and give you some direction to achieve what you want.
package
import caurina.transitions.*;
import flash.display.Bitmap;
import flash.display.SimpleButton;
import flash.display.Sprite;
import flash.events.MouseEvent;
[SWF(backgroundColor="#000000", frameRate="31", width="800", height="300")]
public class Main2 extends Sprite
// EMBED ASSETS
[Embed(source='assets/rightArrow.png')]
private var rightArrowClass:Class;
[Embed(source='assets/leftArrow.png')]
private var leftArrowClass:Class;
[Embed(source='assets/IMG_0001.JPG')]
private var img0001Class:Class;
[Embed(source='assets/IMG_0002.JPG')]
private var img0002Class:Class;
[Embed(source='assets/IMG_0003.JPG')]
private var img0003Class:Class;
[Embed(source='assets/IMG_0004.JPG')]
private var img0004Class:Class;
[Embed(source='assets/IMG_0005.JPG')]
private var img0005Class:Class;
[Embed(source='assets/IMG_0006.JPG')]
private var img0006Class:Class;
[Embed(source='assets/IMG_0007.JPG')]
private var img0007Class:Class;
// PRIVATE VARIABLES
// Layout Properties
private var imgPad:Number = 5;
private var imgScale:Number = 2.5;
private var btnSize:Number = 25;
private var imgCounter:Number = 0;
private var middleImgX:Number = 400;
private var leftImgX:Number = 100;
private var rightImgX:Number = 700;
private var leftImgTransX:Number = leftImgX - (middleImgX - leftImgX);
private var rightImgTransX:Number = rightImgX + (rightImgX - middleImgX);
private var imgY:Number = 150;
private var imgLeft:Sprite;
private var imgMid:Sprite;
private var imgRight:Sprite;
private var imgTransIn:Sprite;
private var imgTransOut:Sprite;
// Image Array
private var classList:Array = new Array(img0001Class,img0002Class,img0003Class,img0004Class,img0005Class,img0006Class,img0007Class);
private var spriteList:Array;
private var currImages:Array;
// CONSTRUCTOR
public function Main2()
init();
// PRIVATE METHODS
private function init():void
initSpriteList();
updateInterface(imgCounter);
* Creating an array of sprites so that my registration point
* will be in the center of the image instead of the upper left
private function initSpriteList():void
spriteList = new Array();
var tSprite:Sprite;
var tBmp:Bitmap;
for (var i:uint=0; i<classList.length; i++)
tBmp = new classList[i] as Bitmap;
tSprite = new Sprite;
tSprite.addChild(tBmp);
tBmp.x = (-tBmp.width / 2);
tBmp.y = (-tBmp.height / 2);
spriteList.push(tSprite);
private function updateInterface(newPos:Number,direction:String=null):void
var maxPos:Number = spriteList.length - 1;
var minPos:Number = 0;
var midPos:Number;
var leftPos:Number;
var rightPos:Number;
var transInSprite:Sprite;
// Set center array position
midPos = newPos;
if (midPos > maxPos) midPos = minPos;
if (midPos < minPos) midPos = maxPos;
// Update Image Counter
imgCounter = midPos;
// Set left array position
leftPos = midPos - 1;
if (leftPos < minPos) leftPos = maxPos;
// Set right array position
rightPos = midPos + 1;
if (rightPos > maxPos) rightPos = minPos;
switch(direction)
case "L":
currImages[0].removeEventListener(MouseEvent.MOUSE_DOWN, moveRight);
currImages[2].removeEventListener(MouseEvent.MOUSE_DOWN, moveLeft);
// Add transition in img
transInSprite = spriteList[rightPos];
transInSprite.x = rightImgTransX;
transInSprite.y = imgY;
transInSprite.scaleX = transInSprite.scaleY = .05;
transInSprite.alpha = 0;
addChild(transInSprite);
Tweener.addTween(transInSprite, {x:rightImgX, alpha:1, scaleX:1, scaleY:1, time:0.5});
Tweener.addTween(currImages[0], {x:leftImgTransX, scaleX:.5, scaleY:.5, alpha:0, time:0.5, onComplete:removeImage, onCompleteParams:[currImages[0]]});
Tweener.addTween(currImages[1], {x:leftImgX, scaleX:1, scaleY:1, alpha:1, time:0.5});
Tweener.addTween(currImages[2], {x:middleImgX, scaleX:imgScale, scaleY:imgScale, alpha:1, time:0.5});
break;
case "R":
currImages[0].removeEventListener(MouseEvent.MOUSE_DOWN, moveRight);
currImages[2].removeEventListener(MouseEvent.MOUSE_DOWN, moveLeft);
// Add transition in img
transInSprite = spriteList[leftPos];
transInSprite.x = leftImgTransX;
transInSprite.y = imgY;
transInSprite.scaleX = transInSprite.scaleY = .05;
transInSprite.alpha = 0;
addChild(transInSprite);
Tweener.addTween(transInSprite, {x:leftImgX, alpha:1, scaleX:1, scaleY:1, time:0.5});
Tweener.addTween(currImages[2], {x:rightImgTransX, scaleX:.5, scaleY:.5, alpha:0, time:0.5, onComplete:removeImage, onCompleteParams:[currImages[2]]});
Tweener.addTween(currImages[1], {x:rightImgX, scaleX:1, scaleY:1, alpha:1, time:0.5});
Tweener.addTween(currImages[0], {x:middleImgX, scaleX:imgScale, scaleY:imgScale, alpha:1, time:0.5});
break;
default:
// Add left img
spriteList[leftPos].x = leftImgX;
spriteList[leftPos].y = imgY;
spriteList[leftPos].scaleX = spriteList[leftPos].scaleY = 1;
addChild(spriteList[leftPos]);
// Add middle img
imgMid = spriteList[midPos];
spriteList[midPos].x = middleImgX;
spriteList[midPos].y = imgY;
spriteList[midPos].scaleX = spriteList[midPos].scaleY = imgScale;
addChild(spriteList[midPos]);
// Add right img
spriteList[rightPos].x = rightImgX;
spriteList[rightPos].y = imgY;
spriteList[rightPos].scaleX = spriteList[rightPos].scaleY = 1;
addChild(spriteList[rightPos]);
spriteList[leftPos].addEventListener(MouseEvent.MOUSE_DOWN, moveRight);
spriteList[rightPos].addEventListener(MouseEvent.MOUSE_DOWN, moveLeft);
currImages = [spriteList[leftPos], spriteList[midPos], spriteList[rightPos]];
private function removeImage(spriteRef:Sprite):void
removeChild(spriteRef);
// EVENT HANDLERS
private function moveRight(e:MouseEvent):void
imgCounter--;
updateInterface(imgCounter,"R");
private function moveLeft(e:MouseEvent):void
imgCounter++;
updateInterface(imgCounter,"L"); -
How do i use a flash gallery with xml file
Hi there....
I am trying to include a flash banner template i have downloaded into my webpage using dreamweaver CS5.
the template comes with an XML file with it in which you can reference your own images etc..
I understand how to inclued the Flash object into my webpage by insert-swf- and then navigating to the .swf file...
what i am having trouble with is understanding how this refereces the XML file in the download pack as i cant find any references to it in the code??
I am just getting the grey flash box with no images appearing when i hit play etc..
sorry if this is a really silly question!!
martIf you are using DW to insert the Flash, that could be the problem. It is not reliable resource in that respect (my opinion, but a shared one). I normally only use Flash to create the code and copy/paste it into my html page. Did you get an fla file with the set, and do you have Flash?
What you should do is test the swf file by itself to make sure it works. Normally you can link directly to the swf file to check that out. Just type in the url to the swf file and see if it plays. There may be some other setup required that maybe an accompanying set of instructions might explain.
Also, if you have a link to the html file you uploaded, providing it here may help in getting things resolved. -
How to load external photo gallery in swf file
hello!
i've been using flash catalyst beta to create a simple 100% flash portfolio site. you can view the test here: http://remgriff.110mb.com/
my problem is that i want to link a button from the portfolio page to an external swf file (or html, both are ok) and i cannot do that in flash catalyst (probably because it's in beta).
how can i achieve that? can it be done so the external swf opens in the portfolio page?
please help.Heya,
I believe you can embed the .swf file using flex code in flex builder. I just did a quick google search and came up with a few articles. I don't think there is a way to do this in Catalyst yet, but please correct me if I am wrong.
I am also building my portfolio in Catalyst as a little project and although there are some bugs I am really enjoying the Beta
Hope this helps!
Chris -
How to make the stage transparent for SWF file being used in Dreamweaver
I have a SWF file in my Dreamweaver site, that plays correctly. The problem is that the stage is white and we would like it to be transparent. Searching the archives the following advice was given:
in your html embedding code you need to set the wmode parameter to be "transparent"
I'm wondering if this is the code in Dreamweaver or is this done in Flash. I'm working with CS5. Below is the code that matches the SWF file in Dreamweaver. I did change the wmode value from "opaque" to "transparent" and it didn't work.
Thanks for any assistance.
Sherri
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="650" height="400" id="FlashID" title="Convergence Gathering Title">
<param name="movie" value="Flash/gold_dust_title.swf" />
<param name="quality" value="high" />
<param name="wmode" value="opaque" />
<param name="swfversion" value="6.0.65.0" />
<!-- This param tag prompts users with Flash Player 6.0 r65 and higher to download the latest version of Flash Player. Delete it if you don’t want users to see the prompt. -->
<param name="expressinstall" value="Scripts/expressInstall.swf" />
<!-- Next object tag is for non-IE browsers. So hide it from IE using IECC. -->
<!--[if !IE]>-->
<object type="application/x-shockwave-flash" data="Flash/gold_dust_title.swf" width="650" height="400">
<!--<![endif]-->
<param name="quality" value="high" />
<param name="wmode" value="opaque" />
<param name="swfversion" value="6.0.65.0" />
<param name="expressinstall" value="Scripts/expressInstall.swf" />
<!-- The browser displays the following alternative content for users with Flash Player 6.0 and older. -->
<div>
<h4>Content on this page requires a newer version of Adobe Flash Player.</h4>
<p><a href="http://www.adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" width="112" height="33" /></a></p>
</div>
<!--[if !IE]>-->
</object>
<!--<![endif]-->
</object>Yes, change this to "transparent" in ALL the places where wmode is shown
<param name="wmode" value="opaque" />
Second, be sure that there is in fact nothing covering the entire stage, like a big white rectangle.
Also, what is directly behind the .swf once it's on the Web page? If the background color of that page or the <div> that the .swf is in is white..... well then then .swf can have a transparent background but then the white from the Web page just shows thru.... so there's still a white background.
Be sure there is a non-white background on the Web page...
Window Mode (wmode) - What's It For?
There are three window modes.
Window
Opaque
Transparent
By default, the Flash Player gets its own hWnd in Windows. This means that the Flash movie actually exists in a display instance within Windows that lives above the core browser display window. So though it appears to be in the browser window, technically, it isn't. It is most efficient for Flash to draw this way and this is the fastest, most efficient rendering mode. However, it is drawing independently of the browser's HTML rendering surface. This is why this default mode (which is equivalent to wmode="window") doesn't allow proper compositing with DHTML layers. This is why your JavaScripted drop-down menus will drop behind your Flash movie.
In windowless modes (like opaque), Flash Player doesn't have a hWnd. This means that the browser tells the Flash Player when and where to draw onto the browser's own rendering surface. The Flash movie is no longer being rendered on a higher level if you will. It's right there in the page with the rest of the page elements. The Flash buffer is simply drawn into whatever rectangle the browser says, with any Flash stage space not occupied by objects receiving the movie's background color.
Best wishes,
Adninjastrator -
Previous/next navigation for .swf files in dreamweaver
Hello. I would like have a previous/next navigation that allows the user to cycle trough a series of sequential .swf files (as in computer based training). will th e image veiwer suffice (even though im not fond of the default navigation bar)? Or better still how do i get the button to advance to the next .swf file? Many thanks:)
Prettyphoto uses the jquery framework for lightboxes, galleries etc., It also allows you play flash movies with a forward and back arrows... take a look at this samples here - it could be what you're after:
http://www.no-margin-for-errors.com/projects/prettyPhoto-jquery-lightbox-clone/
Nadia
Adobe® Community Expert : Dreamweaver
Unique CSS Templates |Tutorials |SEO Articles
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Create an IM client in Adobe Air
how to create an IM client in Adobe Air using Xiff AS3 library?
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Question i wish to share pictures in Elements but need a sender verification code
I wish to share pictures in Elements but cannot as I don't have a Sender Verification code for the HTML Email which I never received.