Loading images sprite
when I pass a sprite variable to a class to place images in it the spite doesnt display all the image as it should. It is unstable.
[CODE]
canvas1=new Sprite();
addChild(canvas1);
mybackground=new ClassBackGroundtile(canvas1);
canvas1.addChild(mybackground);
classbackgroundTile
private var canvas1:Sprite;
public function ClassBackGroundTile(ccanvas1:Sprite...) {
canvas1=ccanvas1;
//addChild(img1);
canvas1.addChild(img1); //this causes the problem
[/CODE]
the problem
jag,
You're probably going to have to post more of your code to get any help. There's nothing specificly wrong with what you are doing there. But, when objects I add to the stage don't seem to be appearing here are some things to check for:
The x,y position of the sprite - Was it added, but just off of the stage somewhere.
Are you setting the visibility property of these sprites to false anywhere.
Are newer sprites covering up older sprites? Again - check x,y, coords.
To see if your objects are really being added- after adding them, print out the PARENT_SPRITE.numChildren property and see if it matches how many children should have been added.
Write back with more details about the problem and someone will help you out.
Similar Messages
-
Loading images from an Array generated from XML
OK, this is my first day trying to use AS3 and I'm kind of
confused on how to load an image onto the screen and then be able
to resize it, scale it, etc..
I'm loading up to 5 images in from an XML file that will be
generated on a server. (right now I'm just using a test.xml file).
Normally I would load the images into dynamically created
movie clips (whatever0_mc through whatever4_mc generated by code in
AS2). But I can't seem to get anything working.. I've looked on the
internet and read through some information but I'm still just
REALLY confused... this is what I have so far. To make it easier on
me in the future, I've put different code on different layers so I
can look at it closer.. I've separated the code into the different
layers they're on here:
First Layer:
import flash.events.Event;
import flash.net.URLLoader; // URL Loader Import for Images
import flash.net.URLRequest; // URL Requests Import for
Images
import flash.display.Loader; // Loader
import flash.events.ProgressEvent; // Progress for Loader
import flash.text.TextField; // Imports for Text Fields
import flash.display.Sprite; // Imports Sprite stuff for
loaded Images
import flash.display.Bitmap; // Imports stuff to display a
bitmap
Second Layer:
var imgLoader:Loader = new Loader(); // Initialize Image
Loader
// Listeners for the Image Loaders //
function showPreloader(evt:Event):void {
trace("-- ** showPreloader ** --");
addChild(loadProgress_txt);
function showProgress(evt:ProgressEvent):void {
trace("-- ** showProgress ** --");
var totalLoaded:Number = evt.bytesTotal;
var currentLoaded:Number = evt.bytesLoaded;
var thePercent:Number = (currentLoaded * 100) / totalLoaded;
loadProgress_txt.text = thePercent + "%"; // Show bytes
loaded
function showLoadResult(evt:Event):void {
trace("-- ** showLoadResult ** --");
Third Layer:
// Setup Variables //
var imageArray:Array = new Array();
var galleryTitle:String;
var numPhotos:Number;
var gallerySubmitter:String;
// XML Info //
XML.ignoreComments = true;
XML.ignoreWhitespace = true;
var galleryXML:XML;
var xmlLoader:URLLoader = new URLLoader();
var request:URLRequest = new URLRequest("test.xml");
xmlLoader.load(request);
xmlLoader.addEventListener(Event.COMPLETE, XMLComplete);
function XMLComplete(evt:Event):void {
trace("-- ** XMLComplete ** --");
var loader:URLLoader = evt.target as URLLoader;
if (loader != null){
galleryXML = new XML(loader.data);
galleryTitle = galleryXML.children()[0].attributes()[0];
numPhotos = galleryXML.children()[0].attributes()[1];
gallerySubmitter = galleryXML.children()[0].attributes()[2];
trace("galleryTitle: " + galleryTitle);
trace("numPhotos: " + numPhotos);
trace("gallerySubmitter: " + gallerySubmitter);
for(var i:Number = 0; i<numPhotos; i++) {
imageArray.push(galleryXML.children()[0].children()
.attributes()[1]);
} // for(var i:Number = 0; i<numPhotos; i++)
trace(imageArray.toString());
trace("loading: images\\gallery\\" + imageArray[0]);
var imgRequest:URLRequest = new
URLRequest("images\\gallery\\" + imageArray[0]); // Request the
Image into the Loader
imgLoader.load(imgRequest);
imgLoader.contentLoaderInfo.addEventListener(Event.OPEN,showPreloader);
imgLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,showProgress);
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,showLoadResult);
} else { // if (loader != null){
trace("loader is not a URLLoader!");
} // if (loader != null){
} // function onComplete(event:Event):void {
// End XML Info //
Can anyone point me in the next direction?
thanks...When you used the IMAQ create VI you specified each image to use the same name of "image". Each image has to have a unique name. I edited your VI to give a unique name for each image and I was able to view three different images in three different viewing panes.
Attachments:
Image Array Reworked.vi 19 KB -
How to check width of loaded image
Hi my script loads an image like this:
image = new Sprite();
imageLoader = new Loader;
imageLoader.load(new URLRequest(imageList.image[1].imgURL));
image.addChildAt(imageLoader, 0);
how can i check the width of loaded image? trace(image.width) gives 0...You need to wait until the image is loaded before you can try to ffind its width. To do that you need to use the contentLoaderInfo property of the Loader class
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, manageImage);
The manageImage event handler function is where you can check things since it is triggered after the object is loaded. -
Load images from XML to specific movieclip
I'm still begginer. I have to load images in specific movieclip, because they're loading over all the other layers. What should I do?
I made a simple slideshow by tutorial.
I guess it would be better that I show all the code not specific parts:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
var my_speed:Number;
var my_total:Number;
var my_images:XMLList;
var my_loaders_array:Array=[];
var my_labels_array:Array=[];
var my_success_counter:Number=0;
var my_playback_counter:Number=0;
var my_slideshow:Sprite = new Sprite();
var my_image_slides:Sprite = new Sprite();
var my_label_slides:Sprite = new Sprite();
var my_preloader:TextField;
var my_timer:Timer;
var my_prev_tween:Tween;
var my_tweens_array:Array=[];
var my_xml_loader:URLLoader = new URLLoader();
my_xml_loader.load(new URLRequest("sshow.xml"));
my_xml_loader.addEventListener(Event.COMPLETE, processXML);
function processXML(e:Event):void {
var my_xml:XML=new XML(e.target.data);
my_speed=my_xml.@SPEED;
my_images=my_xml.IMAGE;
my_total=my_images.length();
loadImages();
my_xml_loader.removeEventListener(Event.COMPLETE, processXML);
my_xml_loader=null;
function loadImages():void {
for (var i:Number = 0; i < my_total; i++) {
var my_url:String=my_images[i].@URL;
var my_loader:Loader = new Loader();
my_loader.load(new URLRequest(my_url));
my_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
my_loaders_array.push(my_loader);
my_preloader = new TextField();
my_preloader.text="Loading";
my_preloader.autoSize=TextFieldAutoSize.CENTER;
my_preloader.x = (stage.stageWidth - my_preloader.width)/2;
my_preloader.y = (stage.stageHeight - my_preloader.height)/2;
addChild(my_preloader);
function onComplete(e:Event):void {
my_success_counter++;
if (my_success_counter==my_total) {
startShow();
var my_loaderInfo:LoaderInfo=LoaderInfo(e.target);
my_loaderInfo.removeEventListener(Event.COMPLETE, onComplete);
function startShow():void {
removeChild(my_preloader);
my_preloader=null;
addChild(my_slideshow);
my_slideshow.addChild(my_image_slides);
nextImage();
my_timer=new Timer(my_speed*1000);
my_timer.addEventListener(TimerEvent.TIMER, timerListener);
my_timer.start();
function nextImage():void {
var my_image:Loader=Loader(my_loaders_array[my_playback_counter]);
my_image_slides.addChild(my_image);
my_image.x = (stage.stageWidth - my_image.width)/2;
my_image.y = (stage.stageHeight - my_image.height-20)/2;
my_tweens_array[0]=new Tween(my_image,"alpha",Strong.easeOut,0,1,2,true);
function timerListener(e:TimerEvent):void {
hidePrev();
my_playback_counter++;
if (my_playback_counter==my_total) {
my_playback_counter=0;
nextImage();
function hidePrev():void {
var my_image:Loader=Loader(my_image_slides.getChildAt(0));
my_prev_tween=new Tween(my_image,"alpha",Strong.easeOut,1,0,2,true);
my_prev_tween.addEventListener(TweenEvent.MOTION_FINISH, onFadeOut);
function onFadeOut(e:TweenEvent):void {
my_image_slides.removeChildAt(0);I don't see a problem in the code you provided. All the pictures are put in single one MovieClip, my_image_slides. Of course, there can be only one DisplayObject in a DisplayObjectContainer's layer (depth), so when you call function addChild again and again, the child displayObjects keep stacking up one on the other. I found one strange thing though:
my_tweens_array[0]=new Tween(my_image,"alpha",Strong.easeOut,0,1,2,true);
Why would you create an array just to limit it to one item and overwrite it every time? I would use this instead:
my_tweens_array.push(new Tween(my_image,"alpha",Strong.easeOut,0,1,2,true));
Can you upload it somwhere so we can see it in action? At this point I can only guess what the problem is. -
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 -
I was hoping for a hotkey option or button on the toolbar to load images for a single page for a single session at a time. Turning off images really saves bandwidth and speeds load time on websites, but sometimes I'd like to view the images on a page, but only for this session. Is that possible, or do I have to go to the Exceptions page and allow a specific domain or page to load images and then go back and remove that domain or page when I'm done?
*Image Block: https://addons.mozilla.org/firefox/addon/image-block/
-
This does not happen in other browsers and it happens on a variety of computers I have access to and would seem to be a common problem but I can find no identical cases in my searches of
Firefox , Facebook or windows help or Google search. My home machine is only a P2 with WINXPCORP but works fine and I have done all updates but still have this continuing problem every time I try to use Firefox
to access Facebook chat but it does not happen with IE or chrome
The response to clicking on chat button or friend chat is a black screen with small center square box with blue title bar that says
'' VIEW IMAGE FULL SCREEN - (42) FACEBOOK X""
center of box is ""! "" mark in yellow triangle and wording
"" CANNOT LOAD IMAGES ''' OK
clicking on OK returns to facebook page but no chat opens.
Some times |VERY RARLEY if as the page loades you click on
chat button with 1/2 second of it appearing chat will open.Hi,
Please also see [https://support.mozilla.org/en-US/kb/Problems%20using%20Facebook%20in%20Firefox this.] -
Why won't safari load images and connect to websites?
We've had this problem intermittently for several months. When visiting SOME websites (though never the same ones twice) instead of loading images, it comes up with a blue question mark in a box. if we try to reload the page, it will do one of two things: it will either reload exactly the same, or, it will reload in a format that shows vertical written links - no images. it almost looks like programming language, but it's readable.
also, when we go between links, we often get the message that "safari can't find the server". this is, again, erratic. If i try to go directly to the same website by typing in the address in the bar, i will get the connection. (so, if i go from youtube for example to try to connect to another website it won't work. but if i try to go directly to that website by just typing in the address myself, i can get it.) as i said, it doesn't always happen, but when it does it's a real pain!
lately, i've had a new problem too, which seems to relate: when using hulu.com, it will not load the show saying it is unavailable and to clear my cache. I've done that... and it still won't reload. yet, when i go to google, and search hulu.com, and go to the website that way, i can get to the show page no problem. Or, i have to quit safari and then go back to hulu and, again, no problem.
sometimes we can go for days without the problem, sometimes not.
any ideas on how to help this problem would be MOST appreciated! thanksblue question mark in box
Go to Safari > Preferences then select the Appearance tab. Make sure Display images when the page opens is selected.
For server issues, try turning off the router for a few minutes, then restart it.
Hulu requires the Flash plugin. Uninstall your current copy of Flash, then reinstall > Troubleshoot Flash Player | Mac OS
Try emptying the Safari cache more often.
And reset Safari. From your Safari menu bar click Safari > Reset Safari. Select the top 5 boxes, click Reset.
And how much free space on the startup disk? Right or control click the MacintoshHD icon. Click Get Info. In the Get Info window you will see Capacity and Available. Make sure there's a minimum of 15% free disk space.
Try Safari in another user account. Same problems there, then log back into your admin account, launch Disk Utility. /Applications/Utilities
Select the startup disk in the panel on the left then select the First Aid tab.
Click: Verify Disk (not Verify Disk Permissions). If the startup disk needs repairing, follow the instructions for Using Disk Utility to verify or repair disks -
How do i load images from a folder?
Hello everyone,
Please can someone help me as i am stuck.
I am trying to research loading images from a folder called /images/unknown (unknown is a customer number and is stored in a variable called customerNo).
I feel that i will need to load the images into an array then display them to the screen with a viewer.
Can anybody help me.
Thanks in advanceWelcome to the Sun forums.
irknappers wrote:
...Please can someone help me as i am stuck.You might want to be more exact in future, about what you are stuck on.
import javax.imageio.ImageIO;
import java.io.FileFilter;
import java.io.File;
import javax.swing.JFileChooser;
class LoadImages {
public static void main(String[] args) {
String[] suffixes = ImageIO.getReaderFileSuffixes();
FileFilter fileFilter = new FileFilterType(suffixes);
File directory = null;
if (args.length==1) {
directory = new File( args[0] );
} else {
JFileChooser fileChooser = new JFileChooser();
fileChooser.setFileSelectionMode( JFileChooser.DIRECTORIES_ONLY );
int result = fileChooser.showOpenDialog( null );
if ( result == JFileChooser.APPROVE_OPTION ) {
directory = fileChooser.getSelectedFile();
} else {
System.err.println("Must select a directory to proceed, exiting.");
File[] images = directory.listFiles( fileFilter );
for (File file : images) {
System.out.println(file);
System.out.println( "The rest is left an exercise for the reader. ;-)" );
class FileFilterType implements FileFilter {
String[] types;
FileFilterType(String[] types) {
this.types = types;
public boolean accept(File file) {
for (String type : types) {
if ( file.getName().toLowerCase().endsWith( type.toLowerCase() ) ) {
return true;
return false;
} -
I've been having problems loading an image into an Applet. I've found that when the getImage() call is put into the init() method it loads the image fine, also implementing an imageUpdate call. However, now I'm trying to expand on this by putting it into a button click, it hangs indefinitely while waiting for the image to load.
Another interesting point I've noticed is that the Canvas subclass ImageSegmentSelector uses a PixelGrabber in its constructor to put the Image into a buffer - when this class is created from the imageUpdate() call, NOT the init() call, the grabPixels() call hangs indefinitely too!!
Any feedback, please,
Jonathan Pendrous
import java.applet.*;
import java.net.*;
import jmpendrous.util.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
public class XplaneGlobalSceneryDownloader extends Applet implements ActionListener{
ImageSegmentSelector worldMap;
Image img;
URL url;
int longtitude = 36;
int latitude = 18;
boolean imageLoaded;
TextField t1, t2,t3;
Label l1,l2,l3;
Button b1;
Applet a1;
public void init() {
a1 = this;
l1 = (Label) add(new Label("Number of horizontal sections: "));
t1 = (TextField) add(new TextField("45",3));
l2 = (Label) add(new Label("Number of vertical sections: "));
t2 = (TextField) add(new TextField("45",3));
l3 = (Label) add(new Label("URL of image file: "));
t3 = (TextField) add(new TextField("file:///C:/java/work/xplane_project/source/world-landuse.GIF",60));
b1 = (Button) add(new Button("Load image"));
b1.addActionListener(this);
validate();
// THIS CODE WORKS FINE ...
/*try { url = new URL("file:///C:/java/work/xplane_project/source/world-landuse.GIF"); }
catch(MalformedURLException e) { System.exit(0); }
img = getImage(url);
//int w=img.getWidth(this);
while(imageLoaded==false) { try { Thread.sleep(1000); } catch(InterruptedException e) {System.exit(0); } }
worldMap = new ImageSegmentSelector(this, img, longtitude, latitude);
add(worldMap);
//resize(worldMap.getWidth(), worldMap.getHeight());
validate();*/
//repaint();
//worldMap = new ImageSegmentSelector(this, img, longtitude, latitude);
//repaint();
public void actionPerformed(ActionEvent e) {
try { longtitude = Integer.parseInt(t1.getText()); } catch (NumberFormatException ex) {System.exit(0); }
try { latitude = Integer.parseInt(t2.getText()); } catch (NumberFormatException e2) {System.exit(0); }
try { url = new URL(t3.getText()); }
catch(MalformedURLException e3) { System.exit(0); }
img = getImage(url);
//int w=img.getWidth(this);
while(imageLoaded==false)
{ try { Thread.sleep(1000); } //KEEPS ON LOOPING
catch(InterruptedException e4) {System.exit(0); } }
worldMap = new ImageSegmentSelector(a1, img, longtitude, latitude);
add(worldMap);
//resize(worldMap.getWidth(), worldMap.getHeight());
validate();
public boolean imageUpdate(Image i, int flags, int x, int y, int w, int h){
// THIS NEVER GETS CALLED AT ALL //
if (((flags & ImageObserver.WIDTH) != 0) && ((flags & ImageObserver.HEIGHT) != 0)) {
//worldMap = new ImageSegmentSelector(this, i, longtitude, latitude);
//add(worldMap);
//validate();
//repaint();
imageLoaded = true;
return false;
return true;
}Sorry, thought this had been lost.
You can load a file if the applet itself is run from the local filesystem - it loads it fine from the init(), but not otherwise. But I haven't got the applet to run from a browser yet without crashing (it's OK in the IDE debugger), so that's the next step. -
Need help Loading images with selection on a form field?
So I'm kind of a newb.. I can do basic forms but I need to set up a form field drop down box that will give me the ability to load images correlating to the users choice. I'm at a total loss for where to start, so ANY help would be appreciated. If you know of any good books or tutorials on the subject please share.
Thanks in advance
Sincerely,
Stumped4nowP.S. I think I'm getting a better understanding of OCGs after lots of research today. However I still seem to be missing something
var docOCGs = this.getOCGs();
for (var x=0; x < docOCGs.length; x++)
if(docOCGs[x].name == "Layer1")
docOCGs[x].state = !docOCGs[x].state; -
some pictures(jpeg or gif) come as part of email if i use IE9 these images open as part of the mail, but with firefox i have to download them separately and then they don't appear in email. i have been in the options menu and allowed yahoo.com to automatically load images but this has had no effect, thanks
Sounds like you did this on the fly.
MM is supposed to open the Marker Panel Dialogue
M just sets a marker
Not sure if either are intended for on the fly during playback .
There is also a Marker Icon on the Source Window Pane >> -
I switch the load images automatically selection back and forth in order to save on my 5GB monthly data plan. Is there a utility that would allow me to create a macro of multiple keystrokes to do this with one action? Something like the macro function in Excel? Or is there another way to do this more easily than going to tools, options and clicking on the box? I don't see a shortcut for this item in the standard keyboard shortcuts list
Hi,
You could try [https://addons.mozilla.org/en-US/firefox/addon/image-block/?src=search Image Block]. Please also go through the reviews, help and ratings. You can also try to search for similar add-ons via Firefox '''Tools''' ('''Alt''' + '''T''') > '''Add-ons''', Search box on the top right corner, or via the official [https://addons.mozilla.org/ AMO]. -
Is there a way to not load images in safari on ios 7 like in android there is
The option to load or not load images?My reply here was specific for this thread, but as you noted, I didn´t read careful enough. I wrongfully took for granted that issues in the More Like This box was platform dependent. I tried to apolgize accordingly, I would like to see the post deleted, but that doesn´t stop you from policing obviously.
And instead of arrogantly replying about matters irrelevant for this thread, maybe you should start reading more carefully yourself. The posts you are referring to are related to large images failing to load properly in Safari 7. This is not as you claim "vaguely related". Take this elsewhere if you have a problem with it.
Again, sorry for messing up the thread. -
Can you auto-load images in junk mail?
Am I wrong in thinking that once you could make a choice to load images automatically when opening junk mail? Can you now?
No, there is not. It wouldn't be reliable or useful. If Mail filters it as junk, presumably you won't be opening it, and thus loading the images, anyway. On the other hand, if it fails to recognize one message as spam and you open it, you'll load the images and become a "marked man." (ie, your address will be tagged as one where the spam is opened)
Maybe you are looking for
-
Is there a way of connecting the ipad to the smart board in the classroom, so that the smartboard is the control, and the ipad is displaying what is on the smartboard? This is to help a visually impaired child see what is on the smartboard.
-
WPC / Welcome Message in a Container not in Masthead
Hi there, i have a Question. Is it possible to drop the Welcome Message from the Masthead into a Container of the WPC? On the Masthead there is a Welcome Message called: Welcome Mr. Testuser (depending on the User who logged in) I have a Container w
-
I have a new iPod Touch. I've made an error on the inital install, Whenever I try to open Wi-Fi my ID comes up as my network. I've tried a reset but to no avail.
-
what is my apple user name
-
IPad3, Apple case - problem!
I'm not sure if this is me, or something experienced by someone else... I have the Apple cover for my iPad3, and - after years of pressing the button on an iPad1 - really love the 'opening-cover-turns-on-the-iPad' facility. But - But it seems to tur