Load a image in flash format
Hi all,
Does anyone know how to load a image from a file (in .swf format) to the java.awt.Image object. If anybody knows how to do this plzzzz help me to get rid of this damn thing.
With regards
Nuwan
let say you have 20 images file in jpg format, all at the
same directory with your flash file, with file name as below:
pic1.jpg
pic2.jpg
pic20.jpg
in your flash, select the frame which you wan to load a
random image, type script below:
num = Math.ceil(10*Math.random());
filename = "pic" + num + ".jpg";
_root.createEmptyMovieClip("pic_mc", 1);
loadMovie(filename, "pic_mc");
//good luck
Similar Messages
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Load Random Image in Flash?
I've googled it and searched this forum. No luck.
Does anybody know how to load a random image in flash. Like
on a welcome screen (i.e. the first thing that shows up in my
timeline with a stop command on it)
I tried this:
http://www.kirupa.com/developer/mx/loadingrandombackground.htm
but can't do this where you are supposed to paste the code in
Actions: "Now, look at your timeline. Right click on a blank
keyframe in the timeline and select Actions. Copy and paste the
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seems like i have to add something first like adding a
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what do i click on???????????????????? to add this code into
Actions.
Thanx.let say you have 20 images file in jpg format, all at the
same directory with your flash file, with file name as below:
pic1.jpg
pic2.jpg
pic20.jpg
in your flash, select the frame which you wan to load a
random image, type script below:
num = Math.ceil(10*Math.random());
filename = "pic" + num + ".jpg";
_root.createEmptyMovieClip("pic_mc", 1);
loadMovie(filename, "pic_mc");
//good luck -
How to load tiff image in flash 8
hi all
Is it possible to load a tiff image in flash 8. i am creating
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Unable to load external images in flash
Hi,
I am a beginner in flash programming. I am trying to write a small flash app which will load and display images provided as a query.
My flash app works fine when I provide the image path directly in the browser address bar, but it is not working when I do the same using html.
Here is the direct link to the flash app:http://srbose.freelinuxhost.co.cc/test/lesson2.swf?photo=http://www.flash-mx.com/images/im age1.jpg
Here is the link to the html with which I am trying to invoke the app.
http://srbose.freelinuxhost.co.cc/test/lesson2.html
The Html code is attached with the post.
I know my app is getting invoked and it appears to work fine when I hardcode the image url into the flash app. But the query method just does not seem to be working!!
This is hosted on a linux site supporting php.
I have really hit a stone wall here as far as debugging this goes. Any help will be really welcome. Thanks in advance, srb.I got my answer. I had to append the photo url to the 'movie' value of the javascript embed method. Like this:
<script language="JavaScript" type="text/javascript">
AC_FL_RunContent(
'codebase', 'http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=10,0,0,0',
'width', '550',
'height', '400',
'src', 'lesson2',
'quality', 'high',
'pluginspage', 'http://www.adobe.com/go/getflashplayer',
'align', 'middle',
'play', 'true',
'loop', 'true',
'scale', 'showall',
'wmode', 'window',
'devicefont', 'false',
'id', 'lesson2',
'bgcolor', '#ffffff',
'name', 'lesson2',
'menu', 'true',
'allowFullScreen', 'false',
'allowScriptAccess','always',
'movie', 'lesson2?photo=http://www.flash-mx.com/images/image1.jpg',
'salign', ''
); //end AC code
</script>
Thanks,
srb. -
Can't load an image in flash builder
Hi, I recently copied my project from one computer to another. On my old computer, everything worked fine, but on my new computer, when it tries to load images, it gives me this error :
Error #2148: SWF file http://localhost/MyProject-debug/MyProject.swf/[[DYNAMIC]]/2 cannot access local resource file:///C:/assets/MyImage.jpg. Only local-with-filesystem and trusted local SWF files may access local resources.
But that's not where it gets REALLY frustrating. So I changed the location of the image to a bin-debug folder in my project, and it doesn't give me an error anymore... it gives me a broken image icon instead. The image looks fine in Flex Builder, but when I view it in my web browser, I get a broken image icon! I know it's pointing to the right spot. Any idea why this could be?**having relative path would eliminate a lot of errors, else have complete path like Http://localhost:800 ...... shoud b mentioned for each and every image which is not usable.
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Web pages have been loading without images or formatting in google chrome and safari
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Safari > Preferences > Appearance
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How to load ai file in flash CS4 using code(Like loading swf or images )
Hi,
I have to load AI file in flash CS4 and provide the interaction with user.
Can any body help?
ThanksHi.
No you cannot import Eps, wmf, emf, ai, cdr files in swf dynamically using Action Script 3. -
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) -
if you have the checkbox for use imported jpeg data selected
within the info for an image, does this mean that there will be
ZERO compression applied to the image from Flash when it is
exported?
Thanks.This from the Flash help file:
The JPEG format lets you save an image as a highly
compressed, 24-bit
bitmap. Generally, GIF format is better for exporting line
art, and JPEG
format is better for images with continuous tones, such as
photographs,
gradients, or embedded bitmaps.
Flash exports the first frame in the SWF file as a JPEG,
unless you mark a
different keyframe for export by entering the #Static frame
label.
1.. Select File > Publish Settings, click Formats, and
select JPEG Image.
2.. For the JPEG filename, either use the default filename,
or enter a new
filename with the .jpg extension.
3.. Click JPEG. Dimensions Enter values for width and height
in pixels for
the exported bitmap image, or select Match Movie to make the
JPEG image the
same size as the Stage and maintain the aspect ratio of your
original image.
Quality Drag the slider or enter a value to control the
amount of
JPEG file compression. The lower the image quality, the
smaller the file
size, and the reverse. To determine the best compromise
between size and
quality, try different settings.
Note: To change the object's compression setting, use the
Bitmap
Properties dialog box to set the bitmap export quality per
object. The
default compression option in the Bitmap Properties dialog
box applies the
Publish Settings JPEG Quality option.
Progressive Show Progressive JPEG images incrementally in a
web
browser, which makes images appear faster when loading with a
slow network
connection. Similar to interlacing in GIF and PNG images.
4.. Click OK.
http://livedocs.adobe.com/flash/9.0/UsingFlash/WSd60f23110762d6b883b18f10cb1fe1af6-7bc7.ht ml
Dan Smith > adobe community expert
http://www.dsmith.tv
"StanWelks" <[email protected]> wrote in
message
news:[email protected]...
> if you have the checkbox for use imported jpeg data
selected within the
> info
> for an image, does this mean that there will be ZERO
compression applied
> to the
> image from Flash when it is exported?
>
> Thanks.
> -
Help With Loading an Image In AIR
I need to load an image (GIF) with AIR using File and FileStream, but can't figure out how to do it. I need to load the image into a Bitmap or BitmapData object, so I can't use the loader class. Here's what I have so far:
import flash.display.*;
import flash.events.*;
import flash.filesytem.*;
import flash.net.FileFilter;
import flash.utils.ByteArray;
import flash.geom.Rectangle;
var file:File = File.documentsDirectory;
var myImage:BitmapData;
var myFilter:FileFilter = new FileFilter("GIF Image","*.gif");
file.addEventListener(Event.SELECT,loadImage);
file.browseForOpen("Open",[myFilter]);
function loadImage(e:Event):void{
var stream:FileStream = new FileStream();
stream.open(file,FileMode.READ);
var bytes:ByteArray = new ByteArray();
stream.readBytes(bytes);
stream.close();
//By the way, this image is a special format and will always be 160 by 160 pixels.
myImage = new BitmapData(160,160);
bytes.position = 0;
myImage.setPixels(new Rectangle(0,0,160,160),bytes);
addChild(new Bitmap(myImage));
However, this never works. I always get this error:
Error #2030: End of file was encountered.
I don't quite understand why. Help would be much appreciated.I already know how to do that, but I specifically stated in my post that I can't use the Loader class. The reason for that is that my program is an image manipulation program, and I need to load the data into a BitmapData object. However, since I originally made my post, I have found some more information. I used trace() to find out the length of the ByteArray I was loading the data into, and then the position after trying to create the BitmapData object, like so:
import flash.display.*;
import flash.events.*;
import flash.filesytem.*;
import flash.net.FileFilter;
import flash.utils.ByteArray;
import flash.geom.Rectangle;
import flash.errors.EOFError;
var file:File = File.documentsDirectory;
var myImage:BitmapData;
var myFilter:FileFilter = new FileFilter("GIF Image","*.gif");
file.addEventListener(Event.SELECT,loadImage);
file.browseForOpen("Open",[myFilter]);
function loadImage(e:Event):void{
var stream:FileStream = new FileStream();
stream.open(file,FileMode.READ);
var bytes:ByteArray = new ByteArray();
stream.readBytes(bytes);
stream.close();
trace(bytes.length); //Outputs: 4631
//By the way, this image is a special format and will always be 160 by 160 pixels.
myImage = new BitmapData(160,160);
bytes.position = 0;
try{
myImage.setPixels(new Rectangle(0,0,160,160),bytes);
} catch(e:EOFError){
trace(bytes.position); //Outputs: 4628
addChild(new Bitmap(myImage));
As the comments show, though the ByteArray is 4631 bytes, it is only read up until byte number 4628. Then it throws an error. Any idea what's going on? -
How do i use Arrays and For Loops in Loading Multiple Images?
I am struggling to load a sequential array of images to appear like a moving image. So when u click the button the images load one after the other.
The code below is what i have so far, but it fails to do what i seek in that there's only one image loading which is the last image in the array, so either because the images are stacking up atop each other, or because i simply dont understand the basics...
And, i am unclear about what you said kglad, that my solution will be more complicated because i need to preload my image sequence and then use a loop to load it?
import flash.net.URLRequest;
import flash.display.Loader;
var count:int = 0;
var imageArray:Array=["1.jpg","2.jpg","3.jpg","4.jpg","5.jpg","6.jpg","7.jpg",
"8.jpg","9.jpg","10.jpg","11.jpg","12.jpg","13.jpg"];
for(var i:uint=0;i<imageArray.length;i++){
var btn:YourButton=new YourButton();
btn.ivar=i;
addChild(btn);
btn.x=0;
btn.y=0;
btn.addEventListener(MouseEvent.CLICK,clickF);
var ldr:Loader=new Loader();
addChild(ldr);
ldr.x=20;
ldr.y=20;
function clickF(e:MouseEvent){
ldr.load(new URLRequest("D:/flash cs5.5/image_sequence/twirlSeq/"+imageArray[e.currentTarget.ivar]));
function loadComplete(e:Event){
// first process loaded image, then...
count++;
if(count < imageArray.length){
loadCurrentImage(); // load the next image
} else {
// sequencial loading complete, carry on to next activity
function loadCurrentImage(){
ldr.load(imageArray[count]);
ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);create a new fla, add btn and add the code i suggested. test.
var count:int;
var imageArray:Array=["1.jpg","2.jpg","3.jpg","4.jpg","5.jpg","6.jpg","7. jpg",
"8.jpg","9.jpg","10.jpg","11.jpg","12.jpg","13.jpg"];
var ldr0:Loader=new Loader();
ldr0.contentLoaderInfo.addEventListener(Event.COMPLETE,loadCompleteF);
var ldr1:Loader=new Loader();
ldr1.contentLoaderInfo.addEventListener(Event.COMPLETE,loadCompleteF);
btn.addEventListener(MouseEvent.CLICK,clickF);
function clickF(e:MouseEvent):void{
// initialize count
count=0;
// call loadF
loadF();
function loadF():void{
// add one of the loaders to the top of the displaylist and load the next image
addChild(this["ldr"+count%2])
this["ldr"+count%2].load(new URLRequest(imageArray[count]));
function loadCompleteF(e:Event):void{
// increment count
count++;
// check if the last has loaded
if(count<imageArray.length){
// if not clear the content out of the next loader.
if(this["ldr"+count%2].content){
this["ldr"+count%2].unloadAndStop();
// and call loadF so the next loader can load the next image in the array
loadF();
} else {
// if the last has loaded.
// last load completed -
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 -
Problem in Loading Multiple image in Single Sprite/MovieClip
Hi All,
I am having a killing problem in loading multiple images in single movie clip/sprite using a separate class.
Here is the ImageLoader.as class
package com.project.utils{
import com.project.*;
import com.project.utils.*;
import flash.events.EventDispatcher;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.display.Loader;
import flash.events.IOErrorEvent;
import flash.net.URLLoader;
import flash.events.MouseEvent;
import flash.net.URLRequest;
import flash.display.Bitmap;
public class ImageLoader extends EventDispatcher {
public var imgloader:Loader;
public var imgMc:MovieClip;
public var imgObject:Object;
public var loaded:Number;
public function ImageLoader():void {
imgMc = new MovieClip();
imgObject = new Object();
imgloader = new Loader();
public function loadImage(imgHolder:MovieClip, imgObj:Object):void {
imgMc = new MovieClip();
imgObject = new Object();
imgloader = new Loader();
imgMc = imgHolder;
imgObject = imgObj;
imgloader.contentLoaderInfo.addEventListener(Event.COMPLETE,onImgLoad);
imgloader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,onImgLoadProgress);
imgloader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,onImageLoadFailed);
imgloader.load(new URLRequest(imgObj.FilePath));
private function onImgLoad(Evt:Event):void {
var image:Bitmap = Bitmap(Evt.target.content);
try {
imgMc.removeChildAt(0);
} catch (error:Error) {
imgMc.addChild(image);
try {
if (imgObject.URL != undefined) {
imgMc.buttonMode = true;
imgMc.removeEventListener(MouseEvent.CLICK, onImageClicked);
imgMc.addEventListener(MouseEvent.CLICK, onImageClicked);
} catch (err:Error) {
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD"));
private function onImageClicked(evt:MouseEvent):void {
trace("Image Attrs:"+imgObject.URL +" Target "+imgObject.Target);
private function onImgLoadProgress(Evt:ProgressEvent):void {
if (Evt.bytesLoaded>0) {
loaded = Math.floor((Evt.bytesLoaded*100)/Evt.bytesTotal);
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD_PROC",loaded));
private function onImageLoadFailed(Evt:IOErrorEvent):void {
trace("Image Loading Failed");
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD_FAIL"));
Here I am loading some images using the above class in a for loop, like
for (var i=0; i < 3; i++) {
//imgLoader=new ImageLoader;
imgLoader.addEventListener("CustomEvent.ON_IMGE_LOAD",onImageLoad);
var target:MovieClip=videolist_mc["list" + mcCount + "_mc"];
target.list_mc.visible=false;
var imgObj:Object=new Object;
imgObj.FilePath=list[i].Thumbnail;
imgObj.Url=list[i].Url;
imgObj.Target=list[i].Target;
target.list_mc.urlObj=new Object ;
target.list_mc.urlObj=imgObj;
imgLoader.loadImage(target.list_mc.imgholder_mc,imgObj);
target.list_mc.lable_txt.htmlText="<b>" + list[i].Label + "</b>";
target.list_mc.imgholder_mc.buttonMode=true;
target.list_mc.imgholder_mc.addEventListener(MouseEvent.CLICK,onItemPressed);
mcCount++;
In this case, the ImageLoader.as works only on the last movie clip from the for loop. For example, if i am trying to load three image in three movie clips namely img_mc1,img_mc2 and img_mc3 using the for loop and ImageLoader.as, I am getting the image loaded in the third movie clip only img_mc.
See at the same time, If i uncomment onething in the for loop that is
//imgLoader=new ImageLoader;
its working like a charm. But I know creating class objects in a for loop is not a good idea and also its causes some other problems in my application.
So, help to get rid out of this problem.
Thanks
-Varunpackage com.project.utils{
import com.project.*;
import com.project.utils.*;
import flash.events.EventDispatcher;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.display.Loader;
import flash.events.IOErrorEvent;
import flash.net.URLLoader;
import flash.events.MouseEvent;
import flash.net.URLRequest;
import flash.display.Bitmap;
public class ImageLoader extends EventDispatcher {
public var imgloader:Loader;
public var imgMc:MovieClip;
public var imgObject:Object;
public var loaded:Number;
public function ImageLoader():void {
// better add you movieclip to the stage if you want to view anything added to it.
imgMc = new MovieClip();
imgObject = new Object();
imgloader = new Loader();
public function loadImage(filepath:String):void {
imgloader.contentLoaderInfo.addEventListener(Event.COMPLETE,onImgLoad);
imgloader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,onImgLoadPr ogress);
imgloader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,onImageLoadF ailed);
imgloader.load(new URLRequest(filepath));
private function onImgLoad(Evt:Event):void {
var image:Bitmap = Bitmap(Evt.target.content);
try {
imgMc.removeChildAt(0);
} catch (error:Error) {
imgMc.addChild(image);
try {
if (imgObject.URL != undefined) {
imgMc.buttonMode = true;
imgMc.removeEventListener(MouseEvent.CLICK, onImageClicked);
imgMc.addEventListener(MouseEvent.CLICK, onImageClicked);
} catch (err:Error) {
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD"));
private function onImageClicked(evt:MouseEvent):void {
trace("Image Attrs:"+imgObject.URL +" Target "+imgObject.Target);
private function onImgLoadProgress(Evt:ProgressEvent):void {
if (Evt.bytesLoaded>0) {
loaded = Math.floor((Evt.bytesLoaded*100)/Evt.bytesTotal);
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD_PROC",loaded));
private function onImageLoadFailed(Evt:IOErrorEvent):void {
trace("Image Loading Failed");
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD_FAIL"));
Here I am loading some images using the above class in a for loop, like
for (var i=0; i < 3; i++) {
var imgLoader:ImageLoader=new ImageLoader();
imgLoader.addEventListener("CustomEvent.ON_IMGE_LOAD",onImageLoad);
var target:MovieClip=videolist_mc["list" + mcCount + "_mc"];
target.list_mc.visible=false;
var imgObj:Object=new Object;
imgObj.FilePath=list[i].Thumbnail;
imgObj.Url=list[i].Url;
imgObj.Target=list[i].Target;
target.list_mc.urlObj=new Object ;
target.list_mc.urlObj=imgObj;
imgLoader.loadImage(pass the image file's path/name);
target.list_mc.lable_txt.htmlText="<b>" + list[i].Label + "</b>";
target.list_mc.imgholder_mc.buttonMode=true;
target.list_mc.imgholder_mc.addEventListener(MouseEvent.CLICK,onItemPressed);
mcCount++; -
Error in CF form in a Flash format...
Hi
I receive the following error when loading a CF form in a
Flash format...
Errors, warnings or exceptions were found when compiling
/mystore/admin/purchases_not_processed.cfm. Visit the online Flex
documentation or API reference for further information.
1 Error found.
Error
C:\Inetpub\wwwroot\MyStore\admin\purchases_not_processed.cfm:4
A function in the code exceeds the 64K byte limit (actual
size = '122810'). Since the problem occurs in the
compiler-generated deferred instantiation code, please
refactor/componentize portions of this document.
How do i overcome this error?
I hope someone can assist with this...
Thanks in advance...
Regards
Mr PappyHi
I receive the following error when loading a CF form in a
Flash format...
Errors, warnings or exceptions were found when compiling
/mystore/admin/purchases_not_processed.cfm. Visit the online Flex
documentation or API reference for further information.
1 Error found.
Error
C:\Inetpub\wwwroot\MyStore\admin\purchases_not_processed.cfm:4
A function in the code exceeds the 64K byte limit (actual
size = '122810'). Since the problem occurs in the
compiler-generated deferred instantiation code, please
refactor/componentize portions of this document.
How do i overcome this error?
I hope someone can assist with this...
Thanks in advance...
Regards
Mr Pappy -
Best Practice - load external image including rollovers
I am attempting to use the loader component to load an
external jpg, but experience issues having my flash app
successfully load a roll-over image from an external source when
the user rolls over the intital jpg. I am not a flash developer
(actually a .net developer trying to help a graphics guy out).
I started with the loader component, converted it to a movie
clip and then utilized the on(rollover) and on(rollout) events to
change the loader component's contentPath property at runtime via
ActionScript. I am not getting consistent results with this
strategy - what is the best way to accomplish this? Also note I
tried converted to a button, which seemed more logical, but the
loader component doesn't seem to like being converted to a button.
Regards,
DaflookieDaflookie,
> I started with the loader component, converted it to a
movie
> clip and then utilized the on(rollover) and on(rollout)
events
> to change the loader component's contentPath property at
> runtime via ActionScript. I am not getting consistent
results
Check out the Loader class in the Components Language
Reference. Loader
extends MovieClip, so there's no need to convert to a movie
clip symbol. In
addition, I recommend scrapping on() in favor of MovieClip
events, which
will probably be closer to your .NET point of view that the
older
on/onClipEvent approach to event handling (those are Flash
5-era).
Honestly, though, if you simply want to load images, I would
forego the
Loader component (no need for all that overhead) and use
MovieClipLoader to
load your images into the user's Internet cache. You'll see a
good handful
of events under that class listing as well (see the
ActionScript 2.0
Language Reference).
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design."
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