Load array of images

Looking for a little direction. I'm trying to load array of
images into flash and eventually make the image draggable.
Can anyone point me to a tutorial that can help?
Thanks

Looking for a little direction. I'm trying to load array of
images into flash and eventually make the image draggable.
Can anyone point me to a tutorial that can help?
Thanks

Similar Messages

  • Load a specific image in an array

    Hi,
    In my photo gallery, I have an array of images that load sequentially using 'next' / 'prev' buttons. The code fades out the current swf, recognises when the new external swf has fully loaded, then fades in:
    this.pathToPics = "portfolio/100_design/";
    this.pArray = ["1.swf", "2.swf", "3.swf", "4.swf"];
    this.fadeSpeed = 40;
    this.pIndex = 0;
    //loads an image automatically when you run animation
    loadMovie(this.pathToPics+this.pArray[0], _root.image_holder);
    MovieClip.prototype.changeImage = function(d) {
    // make sure pIndex falls within pArray.length
    this.pIndex = (this.pIndex+d)%this.pArray.length;
    if (this.pIndex<0) {
    this.pIndex += this.pArray.length;
    this.onEnterFrame = fadeOut;
    MovieClip.prototype.fadeOut = function() {
    if (this.image_holder._alpha>this.fadeSpeed) {
    this.image_holder._alpha -= this.fadeSpeed;
    } else {
    this.loadPhoto();
    MovieClip.prototype.loadPhoto = function() {
    // specify the movieclip to load images into
    var p = _root.image_holder;
    p._alpha = 0;
    p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);
    this.onEnterFrame = loadMeter;
    MovieClip.prototype.loadMeter = function() {
    var i, l, t;
    l = this.image_holder.getBytesLoaded();
    t = this.image_holder.getBytesTotal();
    if (t>0 && t == l) {
    this.onEnterFrame = fadeIn;
    } else {
    trace(l/t);
    MovieClip.prototype.fadeIn = function() {
    if (this.image_holder._alpha<100-this.fadeSpeed) {
    this.image_holder._alpha += this.fadeSpeed;
    } else {
    this.image_holder._alpha = 100;
    this.onEnterFrame = null;
    This works beautifully when scrolling images sequentially. However I also have buttons 'menu1', 'menu2', 'menu3', 'menu4'...
    Is there a way on 'menu2', I can do the following:
    - fade out the current swf
    - load '2.swf' into _root.image_holder and fade in
    - ensure the 'next' / 'prev' buttons recognise the position of the current swf relative to the array (so when 'next' is pressed '3.swf' loads)
    Thanks!!!

    Everything I try comes back with the following Output statement:
    Error opening URL 'file:///Macintosh%20HD/Users/andrew/Desktop/Website/NaN'
    I have tried to make a new function (in bold) but am completely lost. I appreciate this is tricky for you at this stage. Hopefully you can shed some light!
    this.pathToPics = "portfolio/100_design/";
    this.pArray = ["1.swf", "2.swf", "3.swf", "4.swf"];
    this.fadeSpeed = 40;
    this.pIndex = 0;
    // d=direction; should be 1 or -1 but can be any number
    //loads an image automatically when you run animation
    loadMovie(this.pathToPics+this.pArray[0], _root.image_holder);
    MovieClip.prototype.changeImage = function(d) {
    // make sure pIndex falls within pArray.length
    this.pIndex = (this.pIndex+d)%this.pArray.length;
    if (this.pIndex<0) {
    this.pIndex += this.pArray.length;
    this.onEnterFrame = fadeOut;
    MovieClip.prototype.image2 = function() {
    this.pIndex = 2;
    this.onEnterFrame = fadeOut;
    MovieClip.prototype.fadeOut = function() {
    if (this.image_holder._alpha>this.fadeSpeed) {
    this.image_holder._alpha -= this.fadeSpeed;
    } else {
    this.loadPhoto();
    MovieClip.prototype.loadPhoto = function() {
    // specify the movieclip to load images into
    var p = _root.image_holder;
    p._alpha = 0;
    p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);
    this.onEnterFrame = loadMeter;
    MovieClip.prototype.loadMeter = function() {
    var i, l, t;
    l = this.image_holder.getBytesLoaded();
    t = this.image_holder.getBytesTotal();
    if (t>0 && t == l) {
    this.onEnterFrame = fadeIn;
    } else {
    trace(l/t);
    MovieClip.prototype.fadeIn = function() {
    if (this.image_holder._alpha<100-this.fadeSpeed) {
    this.image_holder._alpha += this.fadeSpeed;
    } else {
    this.image_holder._alpha = 100;
    this.onEnterFrame = null;

  • Detect load completion from an array of images

    I have an array with 6 items. I have a for loop that dynamically builds a movie clip and loads the images. I'm trying to get an action/function to start only when the last image is finished loading I have the onLoadComplete working, but I cant seem to figure out how to get it to work on the last image and then activate an action/function?
    Wil I need to find another way of looping them using the onloadcomplete as a singnal to load the on image and then the other?
    Can anybody help?

    Thank you Kglad! I was able to get the script working. If I could bother you with a minor problem with the script? its with the depths. I had better controll over depths in AS3, but I need to write in AS2. Any way with the script, before I added the tweens I was able to stack the images one ontop of the other, and then set the depth of the banner_mc above the images, but when I go to tween them they are infront of the banner. How can I get that banner on top (of everything else)?
    import mx.transitions.Tween;
    import mx.transitions.easing.*;
    var MCL:Number
    var listener:Object = new Object()
    napolpics = new Array()
    napolpics = [
                                   "estimates_1_sm.jpg",
                                   "directions_1_sm.jpg",
                                   "partners_3_sm.jpg",
                                   "home_4_lg.jpg",
                                   "estimates_2_sm.jpg",
                                   "about_4_lg.jpg"
    MC_Tween = new Array
    MC_Tween = []
    for (var i=0; i < napolpics.length; i++)
              var imagesLoaded:Number=0;
              var container:MovieClip = this.createEmptyMovieClip("big_"+i, this.getNextHighestDepth());
              MC_Tween.push(container);
              var mcLoader:MovieClipLoader = new MovieClipLoader();
              mcLoader.addListener(this);
              mcLoader.loadClip(napolpics[i], container);
              container._y=75;
              container._x=10;
              container.height=161;
              container.width=194;
              this.onLoadComplete = function(mc:MovieClip)
                                  imagesLoaded++;
                                  if(imagesLoaded==napolpics.length)
                                            var tweenit=setTimeout(callyourfunction, 3000);
                                            MCL= MC_Tween.length-1
    function TweenImages()
              trace (MCL)
              var fadeit = new Tween(MC_Tween[MCL], "_X", Strong.easeInOut, MC_Tween[MCL]._x, 300, 4, true);
              fadeit.onMotionFinished=function()
                        MCL--
                        if(MCL>-1){var tweenit=setTimeout(TweenImages, 3000);}
                        else{clearTimeout(tweenit)}

  • Loading only last image

    This code is loading the xml correctly, populating the mainClipArray correctly, but only adding the last image to the stage.
    I think it is not waiting for completeClipLoad() to complete.  I tried removing :void from the function to see if waiting for a return would do it, but no luck.
    Any ideas?
    CODE:
    var myXML:XML;
    var xmlLoader:URLLoader = new URLLoader();
    var mainClipArray:Array = [];
    var counter:int = 0;
    var myLoader:Loader = new Loader();
    xmlLoader.load(new URLRequest("portfolio.xml"));
    xmlLoader.addEventListener(Event.COMPLETE, completeXMLLoad);
    function completeXMLLoad(e:Event):void{
        myXML = XML(e.target.data);
        var len:int = myXML.portfolio.unit.length();
        for(var i:int = 0; i<len; i++){
            counter = i;
            mainClipArray[i] = new pane();
            //Load small image
            var smallfilename = myXML.portfolio.unit[i].small.filename;
            myLoader.load(new URLRequest(smallfilename));
            myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeClipLoad);
            mainClipArray[i].x = i * 15;
            addChild(mainClipArray[i]);
    function completeClipLoad(e:Event):void{
        trace("made it in");
        mainClipArray[counter].addChild(myLoader);
        trace("added child");

    Delaying the progress isn't going to help if you still have only one loader.  I would say that you could move the var myLoader:Loader = new Loader(); line inside the loop so that you have a new loader instance for each loading occurence, but then you would also need to adjust the completeClipLoad function to use the event target (e.target) instead of "myLoader".  But that still wouldn't resolve matters completely because you have that counter variable that will be working as fast as the for loop, with the loop likely finishing before the first item gets loaded... and since your completeClipLoad also makes use of that variable, you'll end up with only the last pane object being used.
    If you want to control the order of loading and retain the code in the one place (the other suggestion offered above having the code inside the pane could also be a viable approach), then a better strategy is to to use a programmed loop rather than a for loop, where only one loading occurs at a time and the completion of one loading triggers the next to begin.  Something like (this is just an outline form)...
    counter = 0;
    imgArray;
    function completeXMLLoad(e:Event):void{
         ... // process all the xml into the imgAray
        loadSmallImage(); // start by loading the first image only
    function loadSmallImage(){
         // create loader instance
         // assign load complete listener
         // load imgArray[counter]
    function loadComplete(e:Event) {
         // process the loaded image in a new pane
         // increment counter
         // if counter is < imgArray.length -> loadSmallImage();

  • Index an array of images only the last image shows

    Hi everyone,
    I try to index an array of images and all but the last element give me the error: "not an image."
    Here is a picture of the vi. The first for loop loads the images and stores them in an auto indexed tunnel. Every diagnostic I ran on this loop showed everything is fine. The second for loop should display the sequence of image stored in the auto indexed tunnel, but it does not. Instead I have the error message that elements 0 to n-1 are not images, and only the last image is displayed.
    What am I doing wrong?
    Thanks for your help.
    and the vi: 
    Solved!
    Go to Solution.
    Attachments:
    PulsedImageDisp1.vi ‏31 KB

    Speed of what? The second loop can't run until the first loop is done, and all the operations are linear. I'm guessing you're referring to the perceived speed of displaying the images one after the other so you don't have to wait for the next image to be read which is why you pre-load all the images. Otherwise, the overall speed should be the same whether you use one loop or two. Actually, to be technically accurate, the two loop version will likely be a little slower overall since LabVIEW has to allocate more memory to store all the images, while in the one loop version it is only ever dealing with one image. If the images are large then you might actually run into a memory issue with the two-loop version (arrays need contiguous memory). Just something to keep in mind and to be careful about.

  • URGENT : Please HELP : Loading a first image too slow

    Hello,
    I want to load an image to save it just before in a JPG format so as to obtain finally a byte[] array of this JPG image result.
    So, to do it, I tried to load my Image from different ways but I have always a strange comportement... My problem come from the reading :
    First, I use the imageio classes...
    FileImageInputStream fiis = new FileImageInputStream(file);
    BufferedImage input = ImageIO.read(fiis);
    And then, I use the oldest method :
    Image image = new ImageIcon(file.getAbsolutePath()).getImage();
    BufferedImage input = new BufferedImage(image.getWidth(panel), image.getHeight(panel),BufferedImage.TYPE_INT_RGB);
    and also :
    Image image = new ImageIcon(file.getAbsolutePath()).getImage();
    BufferedImage input = toBufferedImage(picture);
    But finally, I understood my problem is that the first time I load an image (no matter the format, JPG, BMP, TIFF... or other) the loading phase is very slow and lasts at least 30 sec. But then, every loading that I do will gonna be really fast. (No more than 1 sec.) It's look like if the first time there was a kind of dinamical alocation or something like that.... but I tried to find some configuration parameters to set it... But without success. :-(
    If someone could have an idea to suggest me... it would help me very much.
    Thanks in advance for your help,
    Anthony

    Please someone can help me ?!? A suggestion ?
    I have tried today one more time to resolve this issue... but without success... Anything I do with the loading of an image... by imageio or other ways... it's still the same problem... the first time I load an image, it takes me 40 - 50 sec to load it and after this first load, it is very fast with others... and with every formats. It's not a question of format but of memory allocation, I think... but I'm not sure...
    PRECISION : I work with an applet, is there something to configurate to allocate some memories or another thing ?!?
    Thanks in advance for your help, I really need it just right now... I have to finish this job extremly fast !!!
    Regards,
    Anthony

  • How to load a tif image in flex

    Hi All,
    Is it possible to load a tif image in flex. If it's possible
    anyone guide me or send me some code snippets regarding how to
    display a tif image in flex.
    Regards,
    Dharma

    "flexdharma" <[email protected]> wrote in
    message
    news:ga2d96$p8h$[email protected]..
    >
    Hi All,
    > Is it possible to load a tif image in flex. If it's
    possible anyone guide
    > me or send me some code snippets regarding how to
    display a tif image in
    > flex.
    Convert it to the much more web-friendly png format.

  • How can I convert an array to image(8bit)

    I can convert an array(acquire from usb camera)to a picture,but not images(8 bit grayscale),how can I do it.many thanks!
    Attachments:
    array to image.vi ‏249 KB

    Sorry, this is the kind of thing that happens when you have been out for too long.
    Message Edité par chilly charly le 10-22-2006 11:09 AM
    Chilly Charly    (aka CC)
             E-List Master - Kudos glutton - Press the yellow button on the left...        
    Attachments:
    array%20to%20image[1].png ‏3 KB

  • Please help - I can not create large arrays of images (no more than 108 elements)

    Hello,
    I am working in an application where i acquire 300 high resolution images (3Mp) and then i process each of those frames.
    When i try to put alll those frames in one array of images, the system does not let me more than 108 elements. There is no such message like out of memory or memory error. It is just that when i visualize the array of images, there are good frames the first 108 elements, and then white frames the rest of the elements.
    Ideallically i would prefer to process frames as i am acquiring them, but i am concerned about the remaining processing time for the rest of the tasks.
    Then, as an alternative, I have tried to store frames in two shorter arrays, and i ended up observing that when the first array (say 50 elements) is full and the second array starts (another 50 elements for example), labview needs a certain time in the the middle (like three seconds between closing first array and starting acquiring on the second array). If i dont wait that time between arrays, both arrays contain the same information. I know, this is weird, and i know about the fact of passing information by reference on imaq images. 
    The most interesting thing is that when i reduce considerably the resolution of the image (say that now, instead 3Mp they are 2Mp), the maximum number of elements on the arrays are exactly the same: 108, so this makes me wonder if it is a memory constrain. And the code is fairly simple, there is no way that i am cutting the acquisition at the number 108.
    So my question is, How can i put 300 frames in one just one array? or How can eliminate the time i have to wait between arrays?
    I have heard about memory allocation and so, but i am not sure how to proceed. I have windows 7.
    Thanks in advance,
    Roberto

    It's hard to visualize.  Please post the code - or at least a shell representing your code - so we can see what is happening.  Are you sure you are getting 108 contiguous pictures, or are some aquisitions being skipped?  Is the first picture in the array the first aqcuisition?  Is the last picture the last acquisition?
    I really don't think it is about memory allocation.  I think it could be about your method of acquiring and processing said acquisitions.
    Bill
    (Mid-Level minion.)
    My support system ensures that I don't look totally incompetent.
    Proud to say that I've progressed beyond knowing just enough to be dangerous. I now know enough to know that I have no clue about anything at all.

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    Technical Support: http://www.cisco.com/techsupport
    Compiled Tue 18-Oct-11 14:51 by prod_rel_team
    ap:
    So , now my question is how to load the boot image ? From where will we get this ? OR
    I m also having another Cisco aironet 1140 , Can i get bootimage from that . Kindly let me know the solution from genius ?

    Take a look at this link as it should have the info you need
    https://supportforums.cisco.com/docs/DOC-14636
    Sent from Cisco Technical Support iPhone App

  • How to load a background Image on a JDialog object

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  • How do you make an array of image icons and then call them?

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                   "dice2.jpg", "dice3.jpg", "dice4.jpg",
                   "dice5.jpg", "dice6.jpg" };
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         public int rollNum;
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    import java.net.*;
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                public void run() {
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                display(icons);
            } catch (MalformedURLException e) {
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            for(Icon icon : icons) {
                cp.add(new JLabel(icon));
            JFrame f = new JFrame();
            f.setContentPane(cp);
            f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            f.pack();
            f.setLocationRelativeTo(null);
            f.setVisible(true);
    }

  • Array to Image Inconsiten​cy

    Hello, 
       I am using labview 10.0 to take images over time and then recording pixel values.  The camera I am using produces a U8 array and I have 2 methods for getting the data:
    1.  I use the labview array tools to select a subset of the U8 array and save it as a txt file.
    2.  I use the arraytoimage VI to convert the output to tiffs which I can then use another program to take line profiles of.
    In theory these two methods should give the same answer, but they don't.  I have attached a VI with the two methods and a picture of the VI comparison.  I have also attached a graph of the signal comparing the two methods.
    In theory the two curves should look the same as they are the exact same pixel, the only difference is that one is straight from the array, and the other was converted to Tiff and then reconverted to an array with Origin 8.  This makes me believe that something is messing up with the array to image conversion, or the saving to a Tiff.  I tried jpg, but that is even worse as jpg has compression.
    If anyone knows how to fix this it would be greatly appreciated.
    Attachments:
    MethodComp.vi ‏12 KB
    MethodComp.JPG ‏34 KB
    MethodCompSignal.jpg ‏1945 KB

    Are you sure that the two different calls to your get image VI are retrieving exactly the same data?
    Try using a single call and branch the data to the two different methods.

  • Null pointer exception- with array of images

    Hi , i am having some problems with my program. I am trying to create an array of images( which i dont really know how to do) and i keep getting this error
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    at DiceRoller.<init>(DiceRoller.java:35)
    at RollDice.main(RollDice.java:19)
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    * @(#)RollDice.java
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    * @author
    * @version 1.00 2009/3/23
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    import java.awt.*;
    import java.awt.event.*;
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             //Size
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            //Dont want anyone to mess with it
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    * Dice.java
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    import java.io.*;
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         private int sides;
         private int rolls;
         public int x;
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         Roll method
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              x=0;
              x = (r.nextInt(6)+1);
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    /** DiceRoller.java
    * Roll, print, Gui
    import javax.swing.*;
    public class DiceRoller extends JFrame
         private ImageIcon[] image = null ;
         public String[] images = { "empty", "dice1.jpg",
                   "dice2.jpg", "dice3.jpg", "dice4.jpg",
                   "dice5.jpg", "dice6.jpg" };
         public Dice die;
         private int rollVal;
         public int rollNum;
         private JLabel j1;
         public DiceRoller(){
           die =new Dice();
           int rollVal = 0;
           rollVal = die.roll();     
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           image = new ImageIcon[images.length];
          for(int i = 0; i < images.length; i++){
          image[i] = new ImageIcon(images);
    }//end for
    // setImage(rollVal);
         if (image!=null){
              j1.setIcon(image[rollVal]);
         System.out.println("Roll = "+die.roll());

    max_wallace wrote:
    Do you think you could please elaborate on your answer, and what does borked mean?One of my favourite words that; [b0rked|http://www.urbandictionary.com/define.php?term=b0rked] / borked

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