Dynamic load of images in to established Timeline effect
Is it possible to dynamicly load images in to an already
established timeline effect?
Steps I've done.
Stuffed a JPG in to the library by draging and dropping it in
to the SWFs library.
Dropped the JPG on to the main stage
Right clicked the image then going down to Timeline effects
and choosing an effect.
Completing any changes in effects dialogue box and then
clicking OK.
Play the movie, and pat myself on the back that it worked.
So then, how can I get Actionscript to load an image
dynamically in to that same Timeline effect and have it do the
effect to that instead of the one found in the library?
I'm using Flash MX Professional 2004.
hii
Can u mention the error message getting while the status become RED??
As what I understand, this may be the issue of invalid characteristics inPSA Data Records or also there may be records that does not support the lower case or upper case data.
So just check the data in PSA Level
Thanks
Neha
Similar Messages
-
How to dynamically load an Image into a TableView when its row/cell becomes visible?
Hi,
I am building an application that shows tables with large amounts of data containing columns that should display a thumbnail. However, this thumbnail is supposed to be loaded in the background lazily, when a row becomes visible because it is computationally too expensive to to this when the model data is loaded and typically not necessary to retrieve the thumbnail for all data that is in the table.
I have done the exact same thing in the past in a Swing application by doing this:
Whenever the model has changed or the vertical scrollbar has moved:
- Render a placeholder image in the custom cell renderer for this JTable if no image is available in the model object representing the corresponding row
- Compute the visible rows by using getVisibleRect and rowAtPoint methods in JTable
- Start a background thread that retrieves the image for the given rows and sets the resulting BufferedImage in a custom Model Object that was used in the TableModel (if not already there because of an earlier run)
- Fire a corresponding model change event in the EDT whenever an image has been retrieved in the background thread so the row is rendered again
Btw. the field in the model class holding the BufferedImage was a weak reference in this case so the memory can be reclaimed as needed by the application.
What is the best way to achieve this behaviour using a JFX TableView? I have so far failed to find anything in the API to retrieve the visible items/rows. Is there a completely different approach available/required that uses the Cell API? I fail to see it so far.
Thanks in advance for any hints here.Here’s what I have tried so far:
I have defined a property in my model object that contains a weak reference to the image that is expensive to load. I have modeled that reference as an inner class to the object so I have a reference to its enclosing object. That is necessary because my cell factory otherwise has no access to the enclosing model object, which it needs to trigger loading the image in the background.
The remaining problems I have is, that I don’t have sufficient control over the loading process, i.e. I need to delay the loading process until scrolling has stopped and abort it as soon as the user starts scrolling again and the visible content changes. Imagine that loading an image for a table row (e.g. a thumbnail for a video) takes 200ms to load and a user quickly scrolls through a few hundred records and then stops. With my current set-up, the user has to wait for all loading processes that were triggered in the cell factories to finish until the thumbnails of the records they are looking at will appear (imagine an application like finder to be implemented like that, it would simply suck UX-wise). In my swing application a background thread that loads images for the visible records is triggered with a delay and stopped as soon as the visible content changes. This works well enough for a good user experience. I don’t see how I can do this based on the cell API. It is nice to have all this abstracted away but in this case I do not see how I can achieve the same user experience as in my swing application.
I also tried registering a change listener to the TreeCell’s visible property to make that control the image loading but I don’t seem to get any change events at all when I do that.
I must be missing something. -
Dynamically loading binary image of report source file
Post Author: ChristopherZ1
CA Forum: .NET
I have stored all my .rpt files as varbinary images in a SQL 2005 DB. I can retrieve the image write it to disk then load the report. i.e.
Private m_RptDoc As New ReportDocument()
m_RptDoc.Load(RptPathName).
My question is...is there a way to load the image directly into the ReportDocument without first writting it to disk and using the pathname?I would think that this crummy custom Image class hack would work, but surprise surprise -- the width/height in loaderInfo is flat out WRONG when the event fires. It seems to have a hard coded width/height no matter what the file size. Silly!
<mx:Image xmlns:mx="http://www.adobe.com/2006/mxml" initialize="init()">
<mx:Script>
<![CDATA[
public function init():void {
this.addEventListener(Event.COMPLETE, loaded);
private function loaded(e:Event):void {
this.width = this.loaderInfo.width;
this.height = this.loaderInfo.height;
]]>
</mx:Script>
</mx:Image>
Turns out, this version DOES work (but it's still a hack fix in my opinion):
<mx:Image xmlns:mx="http://www.adobe.com/2006/mxml" initialize="init()">
<mx:Script>
<![CDATA[
public function init():void {
this.addEventListener(Event.COMPLETE, loaded);
private function loaded(e:Event):void {
this.width = this.contentWidth;
this.height = this.contentHeight;
]]>
</mx:Script>
</mx:Image>
You guys at Adobe are so silly. It would seem to me that Image's width and height should be set (rather than left at 0) once the content's width and height is known. So now that I've fixed this bug (as far as I'm concerned) for ya Adobe, I take cash, cashier's check, or money orders--thanks!
But really, if this doesn't work this way in Flex 4, I think it should. -
HELP!! NEWBIE - Dynamically load jpg images - NEWBIE Question.
Newbie here.
Im currently making a flash website. and trying to make it as light as possible.
so decided to load images dynamically.
Im using UILoaders.
I drag the UILoader from components into the main timeline and set the source as 1.jpg, because the image is in the same folder as the .fla file.
and scale - false
Tested the movie but nothing shows up. i guess i need some coding? but i dont know where to add the codes. on the same frame? or in frame 1?
i also need the image to fade-in.
the end result im looking for is, as i click a button. 3 images show up at the same time, fading in.
Help, greatly appreciated.
and thanks in advancethanks your the reply,
the source is set to 1.jpg i put a image file named 1.jpg into the same as the fla. and swf and everything.
the UILoader is visible in frame 55 or so. and as i click a button the pic is suppose to show , but it doesnt??
the jpg is also non-progressive..
any idea why its not working? -
Is it possible to dynamically load an image/resources embed in a SWF?
Hi all,
i have created a flex library project, just containing images (.GIF)...etc.
And i create another flex application project that merge the .GIF files into the final SWF application.
based on the current time, i want to display different pictures (e.g. sun.GIF, moon.GIF, star.GIF...etc..there are many images) in the application right-top corner.
as, i know, <mx:image/> just work with static image reference for embedded resource.
(<mx:image source="@Embed('sun.GIF'))"/>).
i search by google, it seems that, for embedded image or resource, you can't load it dynamically.
the following code don't work.
e.g. var mmm:Image = new Image();
mmm.source = fileName;
mmm.load();
anybody find the solution???
thank you.
ppk lukHi,
i have tried this method before, but, again, it don't work for embedded resource. IO error will be thrown, with error message.
IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2036: Load Never Completed. URL: file:///E:/Flex/TmpAssetApp/bin-debug/@Embed(source='images/sun.GIF')"]
(the GIF is in a folder called images)
SWFLoader/Loader can only load file dynamically from URL, but not embedded resource?? (by syntax @Embed(source='xxx'))??
my sample code:
=======================================
<mx:Script>
<![CDATA[
import mx.controls.Alert;
[Bindable]
private var fileName:String = "@Embed(source='images/last.GIF')";
* Show the image
private function showImage(event:flash.events.MouseEvent):void{
fileName = fileTxt.text;
dynaLoader.source = "@Embed(source='" + fileName + "')";
//dynaLoader.addEventListener(flash.events.Event.COMPLETE, ss);
//dynaLoader.addEventListener(flash.events.IOErrorEvent.IO_ERROR, ff);
dynaLoader.load();
private function ss(event:flash.events.Event):void{
mx.controls.Alert.show("result1\n" + event);
private function ff(event:flash.events.IOErrorEvent):void{
mx.controls.Alert.show("result2\n" + event);
]]>
</mx:Script>
<mx:SWFLoader height="305" left="10" right="10" bottom="10" id="dynaLoader" autoLoad="true" source="{fileName}" ioError="ff(event)" complete="ss(event)"/>
=======================================
Do you know any other solution?
thank you.
ppk luk -
Dynamic Loading of image-Works in Designer bt fails when viewed in infoview
Dear All,
I am trying the display Dynamic Image by setting the property of OLE Object "Format Graphic -> Picture -> Graphic Location Property. I am retrieving the image using an web application (which is developed in .Net platform). When I set the URL and preiview the report in Crystal Designer it works fine, but when I publish the report to info view it fails. The report displayes the original Image which was used while inserting the object in the report.
The sample URL to retrieve image is mentioned below;
http://<Server Name>/getmyimage.aspx??PID=&FID=ac1788f2-40a8-4b93-ae9b-48c2ef7b6287.JPG&W=335&H=145&ZI=0&ratio=1&TIMESTAMP=20101025T110523Z&random=0.9074388616085233
I searched the forum topic and found several posts.
One of the resolution I understed was to replace u2018?u2019 with u2018??u2019 so that the parsing of image will be done accurately. I also tried this but it could not resolve issue.
I am using Crystal 2008 for report development and BOE server version is BO XI 3.1 with SP 1 and FP 1.6. The server is running on Solaris Server.
Looking forward for any solution/suggestion/clues on this.
Thank you,
With Regards,
Sachin Dalal
Edited by: SachinDDalal on Nov 13, 2010 1:09 PM
Edited by: SachinDDalal on Nov 13, 2010 3:01 PMHello Sachin,
Did you find any solution for this...please let me know, yaar
Really appreciate it
Regards,
Kamal -
How to resize dynamically loaded Base64 Image?
Hi all,
I'm currently writing a flex component which renders a
formular from a
xml definition file. I get the image as Base64 and decode it
whith some
flex internal methods.
private function addBgImage(base64Image:String):void{
var base64Decoder:Base64Decoder = new Base64Decoder();
base64Decoder.decode(base64Image);
var byteArray:ByteArray = base64Decoder.flush();
var loader:Loader = new Loader();
loader.loadBytes( byteArray );
var img:Image = new Image();
img.addChild(loader);
this.addChild(img);
This works fine. Now i want to resize the image, but nothing
works. I
tried:
img.width = 100;
img.maxWidth = 100;
img.explicitWidth = 100;
loader.width = 100;
But nothing works. Can somebody help me? Do I need to wait
till the
ByteArray is loaded?
Best regards,
Christiansolved.
solution:
I have to wait till the loader finished loading and then i
can resize the image in this method.
private var loader:Loader;
private function addBgImage(base64Image:String):void{
var base64Decoder:Base64Decoder = new Base64Decoder();
base64Decoder.decode(base64Image);
var byteArray:ByteArray = base64Decoder.flush();
loader = new Loader();
loader.loadBytes( byteArray );
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
imgLoaded);
var img:Image = new Image();
img.addChild(loader);
this.addChild(img);
private function imgLoaded(event:Event):void{
loader.width = 100;
} -
Dynamically loaded images cached?
We have an xml feed that is refreshed every hour. According
to the xml file, we dynamically load an image into an html text
field each time someone hits our page. All of the images have been
recently updated, but the old ones are still appearing? We use the
swf?nocache=randomnumber convention to make sure the swf file
itself isn't cached, but is there anything we can do to clear out
the cache of dynamically loaded images? If there isn't anything we
can do, will these all eventually refresh themselves? This is how
the html is generated where "twcImage[0]" is the image in question.
Thanks!Do the same random number for the images.
twcImage[0] + randomnumber
Dan Smith > adobe community expert
Flash Helps >
http://www.smithmediafusion.com/blog/?cat=11
http://www.dsmith.tv
"Wolli World" <[email protected]> wrote in
message
news:fvvcrc$k9o$[email protected]..
> We have an xml feed that is refreshed every hour.
According to the xml
> file,
> we dynamically load an image into an html text field
each time someone
> hits our
> page. All of the images have been recently updated, but
the old ones are
> still
> appearing? We use the swf?nocache=randomnumber
convention to make sure
> the swf
> file itself isn't cached, but is there anything we can
do to clear out the
> cache of dynamically loaded images? If there isn't
anything we can do,
> will
> these all eventually refresh themselves? This is how the
html is
> generated
> where "twcImage[0]" is the image in question. Thanks!
>
> twcTarget.text = "<img align='left' hspace='5'
vspace='0' src='
http://" +
> _root.server + "/rss/weather/images/" +
> twcImage[0] + "'>" + "<condition>" + ... and so
on
> -
Loading multiple images dynamically
hi,
trying to load several images to timeline keyframes,
managed to load one, how to load several,
Here´s the code:
var imageLoader:Loader;
function loadImage(url:String):void {
imageLoader = new Loader();
imageLoader.load(new URLRequest(url));
imageLoader.contentLoaderInfo.addEventListener(Pro gressEvent.PROGRESS, imageLoading);
imageLoader.contentLoaderInfo.addEventListener(Eve nt.COMPLETE, imageLoaded);
loadImage("Images/pori1.jpg");
function imageLoaded(e:Event):void {
imageArea.addChild(imageLoader);
function imageLoading(e:rogressEvent):void {hi,
I appreciate if I would get some more advice on this.
I´m trying to load each image to a frame(instance/imageArea1,2,3...) and to be loaded when needed (using next- or previous -buttons).
Here´s my code so far:
stop();
var imageLoader:Loader;
var images:Array = new Array("Images/pic1.jpg","Images/pic2.jpg");
for(var i:uint = 0;i<images.length;i++){
var request:URLRequest = new URLRequest(images[i]);
var loader:Loader = new Loader();
loader.x = i * 100;
loader.load(request);
this.addChild(loader);
package KC {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class NextBtn extends MovieClip {
public function NextBtn():void {
buttonMode = true;
addEventListener(MouseEvent.MOUSE_DOWN, btnEvent);
function btnEvent(evt:MouseEvent):void {
MovieClip(parent).gotoAndStop(MovieClip(parent).currentFrame + 1);
package KC {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class PrevBtn extends MovieClip {
public function PrevBtn():void {
buttonMode = true;
addEventListener(MouseEvent.MOUSE_DOWN, btnEvent);
function btnEvent(evt:MouseEvent):void {
MovieClip(parent).gotoAndStop(MovieClip(parent).currentFrame - 1); -
Dynamically loading images: UI Loader issue
I posted this last week, but did not show good examples to get help. Admittedly, I am new to flash, so this may be a bit elementary, so my apologies in advance. I am trying to dynamically load images through the UI Loader component. Attached are the errors I get, and although I think that the coding is close to correct, when I publish, it just flashes up then restarts the movie... any ideas? Thanks in advance.
there's a problem attaching things to this forum. so, nothing is attached.
can you copy and paste your error messages to this forum? -
How to dynamically load images into Flash
I have a movie clip on the stage that I want to dynamically
load images into (that constantly change), how would I go about
doing this? Thanks.Use the Loader class to load in images.
Then use addChild to add the Loader class into your MovieClip
on the stage.
As far as &quot;constantly change&quot; what
do you mean by that? You could use setInterval, ther enterFrame
event, or any other means to trigger a new image to be loaded into
the Loader instance.
Finally, you can use the Tween class to create some nice
effects for the images (fade it, blur in, photo blend, masks,
etc) -
Get width and height of a dynamically loaded image once it's done loading?!
hello : :
well... i'm taking my first shots at flex after programming
in flash for a year now. it's been fun and i've been picking up on
things pretty well (or so i think), but i come across something
today that i used to be able to do in my as2 programming and don't
know how to do in as3...
in flex, i'm loading an image into an image control (by using
"myImgControl.load(urlString)"). i have a "complete" parameter on
the image control that calls a function just fine after the image
is loaded, but if i try and check the hight and width of the loaded
image once it loads, it comes back as zero. how can i get the
height and width of the image after it's loaded?!
in flash/as2 i used to do this little trick/work-around i
found in a forum (kirupa.com, i think) to find out the width and
height once the loaded image listener checked the loading process
and came back "complete"... in the code below, "imgLoader" is the
movieClip the image was loaded using
imgLoaderListener.loadClip(urlString, imgLoader).
quote:
iTot = imgLoader.getBytesTotal();
iLoad = imgLoader.getBytesLoaded();
if (iLoad == iTot && iTot > 4) {
imgH = imgLoader._height;
imgW = imgLoader._width;
that all make sense?!
basically, it's as simple as this: i need to find something
similar to the above for as3 that will tell me the width and height
of a dynamically loaded image after it's done loading...
so there ya have it. i appreciate any help any of you can
throw my way! thank you so much for even reading this!
: : michaelI assume you have probably already figured this out, but just
in case, there should be an event to listen for after which you can
get the height and width information successfully. I can't remember
the exact name, however. Experiment and see which one works
time-wise. -
Alpha transparency borders on dynamically loaded images for use with textures
Hi there folks. Well, I have been beating my head over this
and am hoping one of you can help me out.
Essentially I have 16bit images that are loaded into my
shockwave application at run-time. These images are user defined
which means that I will not know their size ahead of time. Once the
images are loaded I then create textures and apply them to various
shaders. Ok, all of this works just fine. What I need to do though
is create an alpha transparent border around the images, so when I
apply them to their surfaces I only see the image and nothing
around it. I am doing this because these images will only appear at
specific parts on a surface, textureRepeat will be false, and many
models will be stacked in the same exact location using the same
model resource. I have everything working, but I cannot figure out
the alpha part for the life of me. Also, when I test the alpha
based image by itself it works just fine. It is not until I try and
combine the 16bit (converted to 32bit at run-time) image that I run
into problems.
I have tried:
- Creating a 32bit alpha image in Fireworks with a
transparent border and a black rect for the inside. I then copy the
dynamic image over the alpha image (only after going from 16bit to
32bit in imaging Lingo) and leave a little room at the edges for
the transparency. Well, I get a crazy amount of streaks here even
when I try to up the trans border by around 24 pixels on each side.
- Using another similiar alpha based image as a mask with
copyPixels and extractAlpha/setAlpha like this... (code is a little
rough here)
newImage = new(#bitmap)
newImage.name = "place_Test"
newImage.image = member("place").image
newAlpha = new(#bitmap)
newAlpha.name = "AHH"
newAlpha.image = image(newImage.image.width + 24,
newImage.image.height + 24, 32)
newAlpha.image.useAlpha = true
newAlpha.image.copyPixels(member("vase").image,
newAlpha.image.rect, member("vase").image.rect)
newAlphaInfo = newAlpha.image.extractAlpha()
newAlpha.image.useAlpha = false
--reverse dark to light
iAlphaReverse = image(newAlpha.image.width,
newAlpha.image.height, 8, #grayscale)
iAlphaReverse.fill(iAlphaReverse.rect, rgb(0,0,0))
iAlphaReverse.copyPixels(newAlphaInfo, iAlphaReverse.rect,
newAlphaInfo.rect, [#ink : #reverse])
--newAlphaInfo.copyPixels(iAlphaReverse, newAlphaInfo.rect,
iAlphaReverse.rect, [#ink:#subtractpin])
newAlphaMask = iAlphaReverse.createMask()
rescaleAbs(newImage, newImage.image.width,
newImage.image.height, "place_Test", 32)
destImage = member("place_Test").image.duplicate()
destImage.fill(destImage.rect, rgb(0,0,0))
newAlpha.image.useAlpha = false
destImage.copyPixels(newImage.image, newImage.image.rect,
newImage.image.rect, [#maskImage:newAlphaMask, #ink:#add])
destImage.setAlpha(iAlphaReverse)
destImage.useAlpha = true
member("place_Test").image = destImage
I apologize for the messy code. I have cut and pasted from
all over the place and am getting confused. In any case, I think I
am making this harder then it needs to be and hope someone can
help.
Thank you in advance,
DaveHi, you can try using other texture layer as mask on the same
shader. As usually you create the texture from a dynamic loaded
image, then apply this texture to the shader on the texture list
index 1 (textureList[1]). Next part does the job, create other
texture from a 32 bits image with the alpha information and fill
all pixels with white color, this is very important because the
second texture layer will be multiply with the first texture layer.
This texture set its render format to rgba8888. Apply the mask
texture to the same shader at texture list index 2, verify that the
blendFunctionList index 2 is #multiply.
I include the code of a project that use this masking
approach:
property pMember
property pEarthSphere
property pNightSphere
property pLastTransform
on beginSprite me
pMember = sprite(me.spriteNum).member
me.setupWorld()
end
on setupWorld(me)
pMember.resetWorld()
repeat with i = pMember.light.count down to 1
pMember.deletelight(i)
end repeat
vEarthModelResource = pMember.newModelResource("EARTH MODEL
RESOURCE", #sphere)
vEarthModelResource.radius = 50.000
vEarthModelResource.resolution = 20
vEarthTexture = pMember.newTexture("EARTH TEXTURE",
#fromCastMember, member(3,1))
vEarthShader = pMember.newShader("EARTH SHADER", #standard)
vEarthShader.emissive = color(255,255,255)
vEarthShader.flat = TRUE
vEarthShader.transparent = FALSE
vEarthShader.textureList[1] = vEarthTexture
pEarthSphere = pMember.newModel("EARTH MODEL",
vEarthModelResource)
pEarthSphere.shaderList = vEarthShader
vNightModelResource = pMember.newModelResource("NIGHT MODEL
RESOURCE", #sphere)
vNightModelResource.radius = 50.2000
vNightModelResource.resolution = 20
vNightTexture = pMember.newTexture("NIGHT TEXTURE",
#fromCastMember, member(4,1))
vNightTexture.quality = #lowFiltered
vNightTexture.nearFiltering = FALSE
vNightTexture.renderFormat = #rgba8880
vNightShader = pMember.newShader("NIGHT SHADER", #standard)
vNightShader.emissive = color(255,255,255)
vNightShader.flat = TRUE
vNightShader.transparent = TRUE
vNightShader.textureList[1] = vNightTexture
vMaskNightTexture = pMember.newTexture("MASK NIGHT TEXTURE",
#fromCastMember, member(6,1))
vMaskNightTexture.renderFormat = #rgba8888
vNightShader.textureList[2] = vMaskNightTexture
vNightShader.textureModeList[2] = #wrapPlanar
pNightSphere = pMember.newModel("NIGHT MODEL",
vNightModelResource)
pNightSphere.shaderList[1] = vNightShader
pNightSphere.parent = pEarthSphere
end
on exitFrame(me)
pEarthSphere.rotate(0.0,0.1,0.0)
me.moveMaskNightTexture()
end
on moveMaskNightTexture(me)
vRotationVector = - pEarthSphere.transform.rotation
pNightSphere.shaderList[1].wrapTransformList[2].rotation =
vRotationVector
end -
Sizing Dynamically loaded images
I've loaded images into a project at runtime they show, but
when I try to resize them they are set as a percentage of the
original size and not the pixel size. I've tried using setProperty
and object._width= and object._height=. Every place I've read
anything about the _width and _height properties says it should set
those values in pixels, but for some reason it's percentage for me.
I'm loading .jpg images
have flash 8 pro
How can I set the picture width and height in pixels?you need to ensure that the picture is loaded(preferably
using MovieClipLoader.onLoadInit) before resizing. -
How do I dynamically load a SWF that was compiled from an Fla with a linked external class file
I am dynamically loading external SWFs in a Main Fla in response to clicks on a menu.
The loading code is standard and works fine for all of the SWFs except one. When I try to load it I get the following error:
Error #2044: Unhandled IOErrorEvent:. text=Error #2035: URL Not Found.
I am certain that the URL to the problem SWF is correct. The SWF itself doesn't load any other SWFs or images.
The problem SWF is linked to an external class file and compiled with it.
i.e. in the properties panel of the main timeline of the problem SWF's Fla I have entered the path to the external class.
1. there is no problem compiling this SWF with the class (it works fine by itself)
2. if I remove the external class from the properties panel and don't use it the resulting SWF imports without a problem into the Main Fla mentioned before
So the problem seems to be the fact that the external class is linked in the properties panel. Is this a path problem?
Would appreciate any suggestions,
Thanks!despite what you say, that loaded swf most likely is loading something and that's the cause of the error.
you could test that by putting the main swf's embedding html file in the same directory with problematic swf. if the problem is as explained above, you'll have no problem when the main html is in the same directory with the loaded swf.
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