Loading successive SWFs...

Hey all.
I'm trying to get a series of swf's to load one after another
within the same content area of a web page. I currently have a
container that uses "loadMovieNum("name.swf", 0);" to load the next
swf, and so on and so on.
Right now it works, but the transition between the swf's is a
bit harsh. I have the ending frames on one the same as the
beginning as the next, but there is still a jump.
Can anyone suggest how to smooth this out?
I can post a test if necessary.
Thanks,
Michael

Error #2044: Unhandled ioError:. text=Error #2032: Stream Error. URL: file:///lola/Users/sandraschmitt/wip/sandra.com/coclico/fall09.xml
    at coclico_fall09_fla::MainTimeline/frame1()
The gallery swfs themselves work within their folders BUT when I tried to change the url in my as3 code as noted above I get the above error message. It acts like it cant find it. When I had only one gallery I had everything on the same level it all worked.
Sooooo.... that's why I thought it couldn't find the file. I am no expert and I thought i did everything correct... but still not working...
The bit in red is key -- what it cant find is an xml file, not a swf. Is one of the loaded swfs loading an xml file?
HTH,
-Ted

Similar Messages

  • Unable to load external swf which has runtime sharing with another swf.

    Hi,
    I am getting issues on loading external swf say "importer.swf" file into another swf file say "loader.swf" for second time like
    ReferenceError: Error #1065: Variable testSymbol is not defined. VerifyError: Error #1014: Class testClass could not be found.
    at global$init()
    In the external swf "importer.swf", i am trying to import the symbol "testSymbol" from another swf file say "exporter.swf", which exports through runtime sharing option for the symbols.
    I am having some buttons in loader.swf file and on each button click i am loading different swf files into the loader.swf after unloading the previous one.
    I am able to load and unload different swf files but unable to load the importer.swf file which is sharing symbols from external swf and that too for the second time i.e., when i click the button twice.
    When trying to debug with flash debugger, all the other swf files are being unloaded before loading of another swf but the swf which is sharing symbols/classes with another swf is not getting unloaded.
    Output when i am trying to load two files example and importer files into loader.swf file on two different button clicks. On first button click example.swf is loaded. On second button click , example.swf is unloaded and importer.swf is loaded which is successful. On first button click again importer.swf is unloaded and example.swf is loaded. On second button click again, example.swf is unloaded and importer.swf is loaded, here i am getting issues shown above.
    Attemping to launch and connect to Player using URL D:\runtime issue\loader.swf
    [SWF] D:\runtime issue\ loader.swf - 8181 bytes after decompression
    [SWF] D:\runtime issue\example.swf - 441708 bytes after decompression
    [UnloadSWF] D:\runtime issue\example.swf
    [SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
    [SWF] D:\runtime issue\importer.swf - 441708 bytes after decompression
    [SWF] D:\runtime issue\ example.swf - 441708 bytes after decompression
    [UnloadSWF] D:\runtime issue\ example.swf
    [SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
    ReferenceError: Error #1065: Variable xxxxxx is not defined.
    Debug session terminated.
    Code i am using
    b1.addEventListener(MouseEvent.CLICK, b1Clicked);
    b2.addEventListener(MouseEvent.CLICK, b2Clicked);
    var ldr:Loader;
    function b2Clicked(e:MouseEvent)
        if(ldr != null)
            ldr.unloadAndStop(true);
        ldr = new Loader();
        ldr.load(new URLRequest("importer.swf"));
        addChild(ldr);
    function b1Clicked(e:MouseEvent)
        if(ldr != null)
            ldr.unloadAndStop(true);
        ldr = new Loader();
        ldr.load(new URLRequest("example.swf"));
        addChild(ldr);
    If i try to open the swf using IE, i am not getting any issues at all. But i need to open this loader.swf in a air application. Also when i use loaderContext for the loader instance i am able to get rid of this issue but i cant use it in my application.
    So, please help me in resolving this issue.
    Thanks

    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.

  • Loading local swf files from Application Dir (ios)

    Hi Guys,
    I would like to load additional local swf files to my ios release build but I am confused a little bit because of the new API changes.
    As far as I know at the moment (from Air 3.7 or newer) it is allowed to load local swf files that contains compiled actionscript both from local folder and from a predefined remote host as well. 
    My assumption based on this article:
    http://blogs.adobe.com/airodynamics/2013/03/08/external-hosting-of-secondary-swfs-for-air- apps-on-ios/
    I created the text file to include all of my local swf file names and created the following node in the application.xml:
    <iPhone>
           <externalSwfs>assets/SampleSWFInfoFile.txt</externalSwfs>
    </iPhone>
    When I compile the release build (ipa) using command line adt, it converts all of my local swfs into the stripped swfs which is perfect, but even though I include all the swfs in the compiler command, it puts only the SampleSWFInfoFile.txt file into the assets folder in the ipa but not the swf files.
    I assume, it thinks I will load these files from an external host, but I would like to include them in the app itself.
    I tried to copy the stripped swf files from the externalStrippedSwfs folder and comment the <externalSwfs>assets/SampleSWFInfoFile.txt</externalSwfs> node in the application.xml and compile it and this way it puts the swf files into the ipa, but when I try to install and launch the app it crashes and when I test it using Flash Builder it shows an error message
    "VerifyError: Error #1042: Not an ABC file."
    Do any of you guys know the  solution for this problem?
    Thank you for your help in advance!

    You're publishing in AOT mode as long as you use one of these:
    The AIR Developer Tool or ADT has targets that lets you package apps either for the AOT mode or Interpreter mode. The targets for packaging in AOT mode are ipa-app-store, ipa-ad-hoc, ipa-test and ipa-debug.
    Flash Pro CS6 and Flash Builder automate this process pretty well so it's invisible but the SWF loads and executes code just fine for me when directly published.
    If I take it to command line I can use this to compile successfully (iPad test app):
    adt -package -target ipa-ad-hoc -storetype pkcs12 -keystore my.p12 -provisioning-profile my.mobileprovision NameOfApp.ipa NameOfApp-app.xml NameOfApp.swf iTunesArtwork iTunesArtwork@2x AppIconsForPublish swfs/swfs.txt swfs/GenerateText.swf
    I at least include generic icons in there but I made a 'swfs' folder and placed 'swfs.txt' and 'GenerateText.swf' in there. The SWF uses code to randomly generate text and changes every second using a Timer. I load it in using the same code you do with the ApplicationDomain.currentDomain context. I see the SWF appear and text start randomly changing.
    As I compile there's a folder generated called 'externalStrippedSwfs' with the stripped SWF in there.
    One thing to note is I do not supply <externalSwfs>swfs/swfs.txt</externalSwfs> in my iPhone settings. If I do that it doesn't work. I supply the path to the text file containing the SWF I want to be stripped to adt itself along with the SWFs I want stripped and it takes care of the rest.

  • Too much delay to load new SWF after unloaded the current SWF

    Hi,
    In our application we are using more than 10 SWFs. While traversing one SWF to other trying to unload currently loaded SWF and loading the new one. We were success to unload the existing SWF but the problem is, taking too much time to load new SWF (more than 5 seconds). Please suggest a useful method to avoid this delay to get better performance.
    will get some idea from following code snippet.
    Thanks
    public function SwitchSWFs():void
                   if (null != SystemAgent.getInstance().currentSWFLoader)
                                    SystemAgent.getInstance().currentSWFLoader.unload();
                                    SystemAgent.getInstance().currentSWFLoader = null;
                                    trace("HomeUI : Previous swf unloaded!!!");
                    else
                    addChild(SystemAgent.getInstance().swfLoaderSecondSWF);
                    SystemAgent.getInstance().currentSWFLoader = SystemAgent.getInstance().swfLoaderSecondSWF;
    //will invoke from a button click
    public function LoadSecondSWF():void
                    SystemAgent.getInstance().swfLoaderSecondSWF.load(new URLRequest("Second.SWF"));
                    SwitchSWFs();

    Is the delay happening when you test locally?
    One thing you might try is to load any Loaders you have up front before they are needed so that there is a better chance they are ready to be added to the display list when called for.  So instead of having the button trigger loading the swf, you just have it call the switchSWFs function.
    Another thing you might try if you keep it where the button triggers loading the file is to assign an event listener for the Loader to detect when it has finished loading and then have that listener's event handler function call the switchSWFs function.  At least that way, the current swf is not unloaded until a replacement is ready and waiting.

  • Dynamic plug-ins: How to dispatch MediaFactoryEvent.PLUGIN_LOAD after loading external swf

    Hi,
    I'm creating a dynamic OSMF plugin. That plugin needs to load external SWF file before sending the PLUGIN_LOAD event to the player.
    How can I override the dispatch of the PLUGIN_LOAD event on my MyCustomPluginPluginInfo custom class ?
    If it's not possible, the solution is to create a new MediaElement within my MyCustomPluginPluginInfo:
    var mediaElement:MediaElement = mediaFactory.createMediaElement( new URLResource(null) ); //the resource is null at this point
    On the player side I add that line when the plugin is loaded successfully:
    //Add listener on Media Element creation
    mediaFactory.addEventListener(MediaFactoryEvent.MEDIA_ELEMENT_CREATE, onMediaElementCreate);
    Is it a god solution or not ?
    Is there another way to do that ?
    Thanks !

    Hello!
    I'm not sure you can do it through loadPlugin stage due to an swf loader is used in factory on that moment.
    As for loading an extra swf "per instance" way I'd rather do it using an element LoadTrait than try to bypass the standard factory way.
    Regards!

  • Crash to desktop when loading embedded swf

    I have a swf that loads two other embedded swfs. The need for an air native extension came up so I've wrapped this swf inside of an AIR app. I install my app as a native installer. (on Windows 7)
    My app has a main menu screen and two buttons that will load two separate swfs to do their own menus and actions.
    Everything has worked great, until I tried to install the AIR app on a computer without internet. I ran the air redistributable, then installed my app. The main menu runs fine, and the main swf can load one of the embedded swfs, but when it tries to load the second embedded swf it crashes to desktop. No warnings, no errors, I just see desktop after clicking a button.
    Here is how I'm loading the offending swf:
    Inside MM_DocumentClass.as
    [Embed(source="../../ContentViewer/bin/ContentViewer.swf")]
            public var CViewSwfClass:Class;
            public var CViewMC:MovieClip;
    Inside MMState_MainMenu.as
         //Load the CView.swf, and add the listener for when it's done loading.
            public function CView_BtnClick(e:Event)
                Globals.stage.removeEventListener(KeyboardEvent.KEY_DOWN, Globals.keyPressHandler);
                menuMC.removeEventListener("Animation_Complete", CView_BtnClick);
                trace(this + "******************************************************");
                trace(this + "Loading ContentView.swf");
                mStateManager.Container.CViewMC = new mStateManager.Container.CViewSwfClass();
                mStateManager.Container.CViewMC.addEventListener(Event.COMPLETE, onCviewLoad);
                mStateManager.ChangeState(new MMState_Empty());
            //Called when CView.swf is done loading
            private function onCviewLoad(e:Event)
                trace(this + "Cview Loaded");
                mStateManager.Container.addChild(mStateManager.Container.CViewMC);
    I load the other swf in the exact same way.
    This problem can be fixed by connecting the computer to internet and trying to run the same actions. The program will pause for a second, during this time I see a visible loading icon in the middle of the screen, then it successfully loads the swf and everything works fine.
    My problem is that I can't guarantee our clients will have internet at all, so I need a solution to install AIR without internet and include whatever it is that my app needs to run.
    Any ideas? 'Cause this one's had me stumped for quite awhile.

    Does this happen whith every subVI or just on particular one? Also, what version of LV and OS?
    Lynn

  • Unable to load style(SWF is not a loadable module)

    While devoloping an App voor iOS we decided to use several StyleSheets.
    We are implementing the loading of Stylesheets as:
    event_dispatcher:IEventDispatcher = this.styleManager.loadStyleDeclarations2("assests/styles/default.swf");
     event_dispatcher.addEventListener(StyleEvent.COMPLETE, OnStyleLoaded);
    event_dispatcher.addEventListener(StyleEvent.ERROR, OnStyleError);
    running the app on the desktop simulators work fine.
    packaging the app with package method fast, and running the app on an iphone4 works fine.
    packaging the app with package method standaard, and running the app on an iphone4 gives an error:
    Unable to load style(SWF is not a loadable module): assets/styles/default.swf.
    Is there something im missing? Why does it work when packaging as Fast, and not as Standard?

    Hi,
            The source file is .swf ie(.css is converted to .swf).
             Main swf is running from local.
             Style module is from server.
    I set security domain. But it throws security sanbox violation.
    What should i do. Even some time if a use the local url means it thorws the same error Unable to load style(SWF is not a loadable module).
    thanks,
    Jayagopal.

  • How to Load a SWF in Dynamically Loaded HTML

    Hello,
    I have a Flash movie with a multi-line text field that loads
    HTML text. As per the below Macromedia documentation I have swfs as
    images inside my HTML text.
    I'm trying to find a way to pre-load these swfs - if I do
    loadmovie to load the swf, when the html file is loaded will it
    need to reload the swf from scratch or will it take my loaded
    version? I'd love to show a "loading" message in the text as the
    swf was loading but am unsure how to do this now that I have the
    swf reference embedded in the html text.
    Any ideas?
    Thanks!
    Julia
    From the Macromedia documentation:
    Image tag (<img>
    The <img> tag lets you embed external JPEG files, SWF
    files, and movie clips inside text fields. The <img> tag has
    one required attribute, src, which specifies the path to a JPEG
    file, a SWF file, or the linkage identifier of a movie clip symbol.

    Thanks - your answer is exactly what I was looking for.
    I'm noticing that every swf I load via dynamic HTML is
    distorted - is there a way to prevent this? I can set the width and
    height of each swf in the HTML, which works ok, but then I run into
    a problem when I try and have a component item (like an accordion)
    included in the dynamic text field. It works properly, and the
    framing is sized correctly, but the guts are still skewed. I
    haven't been able to figure out why the swfs are being distorted in
    the first place.
    Any ideas?
    Thanks,
    Julia

  • Can I combine two methods of code to load various SWF files into the same location

    I presently have a set up where a large SWF file brought on the stage by clicking small icons from the scrollable thumbnail menu on the bottom of the stage. All of it happens at the same frame with .xml loading file.
    Here is the code for constructing the ImageLoader(for thumbnails) and SWFLoader for (bigger SWF files)
    [CODE]
       function _xmlCompleteHandler(event:LoaderEvent):void {
       _slides = [];
       var xml:XML = event.target.content; //the XMLLoader's "content" is the XML that was loaded.
       var imageList:XMLList = xml.image; //In the XML, we have <image /> nodes with all the info we need.
       //loop through each <image /> node and create a Slide object for each.
       for each (var image:XML in imageList) {
        _slides.push( new Slide(image.@name,
              image.@description,
              new ImageLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/thumbnails/appThmb_imgs/" + image.@name + ".jpg",
                   name:image.@name + "Thumb",
                   width:_THUMB_WIDTH,
                   height:_THUMB_HEIGHT,
                   //centerRegistration:true,//messes up the code as places SWFLoader in the upper left corner which is 0,0 coordinates
                   //x:260, y:320,//doesn't work here but works in line 69
                   scaleMode:"proportionalInside",
                   bgColor:0x000000,
                   estimatedBytes:13000,
                   onFail:_imageFailHandler}),
              new SWFLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/images/" + image.@name + ".swf",
                    name:image.@name + "Image",
                    width:_IMAGE_WIDTH,
                    height:_IMAGE_HEIGHT,
                    //centerRegistration:true,//messes up the code as places SWFLoader in the upper left corner which is 0,0 coordinates
                    x:0, y:144,
                    scaleMode:"proportionalInside",
                    bgColor:0x000000,
                    estimatedBytes:820000,
                    onFail:_imageFailHandler})
    [/CODE]
    Here is what I would like to resolve. I have another section on the site with an image collage. Every image is a button. I want to script this each image on click to go to the label with ImageLoader and SWFLoader AND TO OPEN A UNIQUE SWF (ASSOCIATED WITH AN IMAGE CLICKED) ON THAT PAGE
    Previously this is what I did to achieve it. I would specify a String:
    [CODE]
    var sourceVar_ProductsPopUps:String;
    [/CODE]
    and then all my buttons will have their unique SWF assigned for them which opens at another labeled section ("prdctsPopUps" in this example):
    [CODE]
    function onClickSumix1PopUp(event:MouseEvent):void {
      sourceVar_ProductsPopUps="prdcts_popups/sumix1-popup_tl.swf";
      gotoAndPlay("prdctsPopUps");
    [/CODE]
    Then in the "prdctsPopUps" section I would specify that var string to bring up SWF files. The value of sourceVar_ProductsPopUps allows to load mulitple SWFs from the previous page.
    [CODE]
    loaderProductPopUps = new SWFLoader(sourceVar_ProductsPopUps,
    [/CODE]
    But I need both of them to be working at the same time. First there is a sectionA from where a user can navigate to specifically targeted SWF to section B's SWFLoader. Then in the section B a user has an option to bring up other SWF files into SWFLoader from the scrollable thumbs menu. Is there a way to combine these two lines into one:
    [CODE]
              new SWFLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/images/" + image.@name + ".swf",
    [/CODE]
    and
    [CODE]
    new SWFLoader(sourceVar_ProductsPopUps,
    [/CODE]

    Thanks for looking into my issue.
    Unfortunatelly I am not so advanced in AS and do not complitely understand the logic of the problem. I will try to decribe my set up more precise.
    So, my main flash file is broken into labeled sections on the main time line.
    One of the sections is "Applications" It has an animated collage of images. Each image acts as a button and once clicked brings a user to a section called "ApplicationsPopUps".
    "ApplicationsPopUps" section has small image thumbnails scroll menu at the bottom of the screen and a large SWFLoader in the middle of the screen. User can click on an image in the thumbnails scroll menu and a corresponding SWF file will load in the middle of the screen in SWFLoader. User can click on left/right navigation buttons and preceeding/following SWF file will load in SWFLoader.
    Everything works fine (with your previous help)
    Here is the working code for the ImageLoader and SWFLoader (please let me know if you need additional code on the page):
    function _xmlCompleteHandler(event:LoaderEvent):void {        _slides = [];       var xml:XML = event.target.content; //the XMLLoader's "content" is the XML that was loaded.        var imageList:XMLList = xml.image; //In the XML, we have  nodes with all the info we need.        //loop through each  node and create a Slide object for each.       for each (var image:XML in imageList) {         _slides.push( new Slide(image.@name,               image.@description,               new ImageLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/thumbnails/appThmb_imgs/" + image.@name + ".jpg",               {                    name:image.@name + "Thumb",                    width:_THUMB_WIDTH,                    height:_THUMB_HEIGHT,                    //centerRegistration:true,//messes up the code as places SWFLoader in the upper left corner which is 0,0 coordinates                    //x:260, y:320,//doesn't work here but works in line 69                   scaleMode:"proportionalInside",                    bgColor:0x000000,                    estimatedBytes:13000,                    onFail:_imageFailHandler}),                 new SWFLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/images/" + image.@name + ".swf",                   {                     name:image.@name + "Image",                     width:_IMAGE_WIDTH,                     height:_IMAGE_HEIGHT,                     //centerRegistration:true,//messes up the code as places SWFLoader in the upper left corner which is 0,0 coordinates                   x:0, y:144,                     scaleMode:"proportionalInside",                     bgColor:0x000000,                     estimatedBytes:820000,                     onFail:_imageFailHandler}) 
    Thumbnails in the section "ApplicationsPopUps" and images in the image collage in the section "Applications" represent the same photographs. So when a user clicks on one of the images in "Applications" section it would be natural that that image will load in the "ApplicationsPopUps" section. However "ApplicationsPopUps" section presently has a working code (as sampled above) It looks too complex for me and I do not know hot to implement this feature. I do want to keep the functionality of the thumbs image scroller in section "ApplicationsPopUps" as it is now. But I want to add that when a user click on an image from section"Applications" then that particular SWF file will load in SWFLoader in section "ApplicationsPopUps" and then the present functionality can as well be exectuted. Presently it just opens on a first image in xml order.
    P.S. I see that you had a download link in your answer. How did you do it? I could also upload a small sample file with my problem. This way you could see all the set up right away.

  • A function to announce or to do some other functions when a dataset is loaded successfully?

    What is the function to listen to the data and announce or do
    some other functions when the data is loaded successfully and ready
    to use?
    I've tried the getDataWasLoaded() but I must do it manually,
    or use it with the setTimeOut() function to check, this really
    unuseful.
    Thanks for all your help.

    U can use observers for that, the observer onPostLoad
    indicates that the data is ready to be processed.
    u can find the info in this document;
    http://labs.adobe.com/technologies/spry/articles/data_set_overview/index.html

  • Loading multiple swfs using air 3.6 for ios

    Adobe, can you please provide us with the code to load multiple swf files for ios. Please provide examples. The code below loads multiple swfs, but the swfs stall, so this does not seem to be a solution.
    Code description: A flash file made up of 4 frames with forward and back buttons that navigate from frame to frame. The code loads three different swf files in frames 2, 3 and 4.
    Frame 1:
    var myLoader:Loader;
    var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
    if(myLoader == null){myLoader = new Loader(); addChild(myLoader); }
    else {myLoader.unload();}
    Frame 2:
    myLoader.unload();
    myLoader.load(new URLRequest("file1.swf"),loaderContext);
    Frame 3:
    myLoader.unload();
    myLoader.load(new URLRequest("file2.swf"),loaderContext);
    Frame 4:
    myLoader.unload();
    myLoader.load(new URLRequest("file3.swf"),loaderContext);

    I've just tried loading, unloading and then loading again same SWF with 2 library objects linked for AS3 export. It worked both on simulator and on device in debug mode. When I look inside swf it does contain AS3 code.
    So is my swf a pure asset SWF? Or Intellij Idea 12 that I'm using does stripping automatically?
    And then I've read your comment at http://forums.adobe.com/message/5217325#5217325 and run 'swfdump' utility on my .swf file. Looks like there's no ABC2 code, that's why app was able to load, unload and load again the same swf.
    public dynamic class net.games.bg extends flash.display.MovieClip
      native public function bg():*;
      native public var one:flash.display.MovieClip;
      native public var three:flash.display.MovieClip;
      native public var two:flash.display.MovieClip;
    public dynamic class net.games.z1 extends flash.display.MovieClip
      native public function z1():*;
    I can access objects as instances through root  or as objects through getDefinition.
    private var aLoader : Loader;
    private function init():void
                load1();
            private function load1():void
                aLoader   = new Loader();
                var url:URLRequest = new URLRequest("levels/expirementlevel1.swf");
                var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
                aLoader.load(url, loaderContext); // load the SWF file
                aLoader.contentLoaderInfo.addEventListener(flash.events.Event.COMPLETE, handleSWFLoadComplete1, false, 0, true);
            private function handleSWFLoadComplete1(e:flash.events.Event):void {
                var levelObjectsMC:flash.display.MovieClip = e.target.loader.content;
                for (var i:uint = 0; i < levelObjectsMC.numChildren; i++){
                    trace ('\t|\t ' +i+'.\t name:' + levelObjectsMC.getChildAt(i).name + '\t type:' + typeof (levelObjectsMC.getChildAt(i))+ '\t' + levelObjectsMC.getChildAt(i).x);
                var LibraryClass:Class = e.target.applicationDomain.getDefinition("net.games.z1") as Class;
                var myLibraryObject:flash.display.MovieClip = new LibraryClass as flash.display.MovieClip;
                trace(' load 1 ' + myLibraryObject);
                aLoader.unload();
                load2();
                //addChild(levelObjectsMC);
            private function load2():void
                aLoader   = new Loader();
                var url:URLRequest = new URLRequest("levels/expirementlevel1.swf");
                var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
                aLoader.load(url, loaderContext); // load the SWF file
                aLoader.contentLoaderInfo.addEventListener(flash.events.Event.COMPLETE, handleSWFLoadComplete2, false, 0, true);
            private function handleSWFLoadComplete2(e:flash.events.Event):void {
                var levelObjectsMC:flash.display.MovieClip = e.target.loader.content;
                for (var i:uint = 0; i < levelObjectsMC.numChildren; i++){
                    trace ('\t|\t ' +i+'.\t name:' + levelObjectsMC.getChildAt(i).name + '\t type:' + typeof (levelObjectsMC.getChildAt(i))+ '\t' + levelObjectsMC.getChildAt(i).x);
                var LibraryClass:Class = e.target.applicationDomain.getDefinition("net.games.z1") as Class;
                var myLibraryObject:flash.display.MovieClip = new LibraryClass as flash.display.MovieClip;
                trace('load 2 x ' + myLibraryObject.x);
                aLoader.unload();

  • Loading external swfs extending from classes in the same shared codebase

    Hey there!
    I'm currently developing a game in flash and want to be able to divide up my .fla assets in a way that means artists can work on a game menu .fla in isolation from the game.fla and rest of the game code.
    If I could briefly explain how I've approached this so far, I would be extremely if people could shout in my general direction and tell me I am stupid, or even better still, give me helpful advice as to where I am going wrong and how I can correct it!
    My project is setup like this:
    HighScoreMenu.fla -> document class HighScoreMenu extending GameMenu class.
    game.fla ->document class game.as
    game.as class loads the published HighScoreMenu.swf and manipulates the menu i.e. animates on and off screen via inherited functions in the GameMenu class.
    Now this seemed to work to begin with, until my code evolved and upon going to publish my HighScoreMenu.fla flash started complaining about symbols being used in Game.as that were in Game.fla...  If I'm only publishing the HighScoreMenu which extends from GameMenu then why is it even looking to compile Game.as?
    Can you spot the problem in the way I am doing this, or is there a better approach I should try?
    Any advice greatly appreciated!
    Stevie.

    No it doesn't seem to, however though they both have a reference to the HighScoreManager so there is some overlap there between menu and game code, but the menu classes don't reference any symbols on the game.fla...
    Just to clarify, I have an fla HighScoreMenu.fla, which has a child symbol HighScoreMenu which uses the following class.
    public dynamic class HighScoreMenu extends GameMenu
         //convenient storage for competition Manager object
         private var _highScoreManager:HighScoreManager;
    The game then loads this class as follows:
    I load the swf "HighScoreMenu.swf" and once its loaded I obtain the menu class like so:
    var cls:Class = Class( applicationDomain.getDefinition("Menus.HighScoreMenu") );
    var object:* = new cls();
    ...and create a new instance of the menu.
    Is there anything fundamentally wrong with approaching it in this way?

  • Problem in loading secondary swf

    Hi,
    I am trying load a font as swf for IOS application.i tried load to it from both application directory and application storage directory.but it always throws the following error.
    Fast debuging mode everything works fine.
    Air Sdk 3.8
    Flash Builder 4.7
    swf version 20
    Error 3747: Multiple application domains are not supported on the operating system.
    Code i used to load the swf.
    var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain,null);
    var loader:Loader = new Loader();
    loader.contentLoaderInfo.addEventListener(Event.COMPLETE, fontLoadComplete);
    loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
    var strPath:String = "assets/fonts/font.swf"
    var urlReq: URLRequest = new URLRequest();
    urlReq = strPath;
    loader.load(urlReq, context);
    please correct me if i am doing any thing wrong in loading swf with as3 code.
    Regards,
    Saravanan

    Hi Nimit,
    Sorry for late reply.
    Actually problem is in my side.I am loading two swfs one with code in side another without code.
    I used loader content for only swf containing code inside but both the swfs requires to specify the loader content to same application domain.
    Its working fine after set the loader content to both swfs.
    sorry for trouble and thanks for the response.
    Regards,
    Saravanan.G

  • Loading external swf file in a new window

    Hi,
    I've got a few .swf files with video tutorials I've created using Captivate 4.
    I wanted to link them so I've created a main screen with menu with buttons in Flash.
    I've added AS to load the external swf files but they load in the same window. How can I load these .swf files in seperate window so that you could get back to the main window after you've finished watching?
    Here's my code:
    stop();
    var myLoader:Loader = new Loader();
    button1_btn.addEventListener(MouseEvent.CLICK, movie1_1);
    function movie1_1(e:MouseEvent):void
        var myURL:URLRequest = new URLRequest("01_01_Welcome.swf");
        myLoader.load(myURL);
        addChild(myLoader);
    I'm also attaching screenshot with menu in flash

    I've deleted the line and now the code lookes like that:
    stop();
    var myLoader:Loader = new Loader();
    button1_btn.addEventListener(MouseEvent.CLICK, movie1_1);
    function movie1_1(e:MouseEvent):void
        var myURL:URLRequest = new URLRequest("01_01_Welcome.swf");
        addChild(myLoader);
    Unfortunately, it doesn't load the .swf file when you click on the button...

  • How do i stop loading a swf file which is still in progress.

    //I have three buttons on the stage (btn1, btn2, btn3)
    when i click the first button swf starts loading
    while the swf is loading if i press the 2nd button
    the first swf wont stop loading and both the swfs start playing
    but if the first swf is fully loaded then every thing workes fine.
    so please let me know how do i stop loading a file which is still in progress.
    var _contentSWF:ContentSWF
    var _content
    btn1.addEventListener(MouseEvent.CLICK, handleClick)
    btn2.addEventListener(MouseEvent.CLICK, handleClick)
    btn3.addEventListener(MouseEvent.CLICK, handleClick)
    function handleClick(){
        if(_content!=undefined){
            _contentSWF.removeContent()
            removeChild(_contentSWF);
            _contentSWF =null;
        _contentSWF = new ContentSWF()
        _content = addChild(contentSWF);
        _contentSWF.init(some path.swf)
    //ContentSWF.as
    private var _path:String
    private var swfLoader:Loader
    private var _content
    public class ContentSWF extends Sprite{
        public function init(path){
            if(_content!=null){
                _content.content.removeEventListener(Event.COMPLETE, completeHandler)
                _content.removeChild(mymc)
                _content=null
            swfLoader=new Loader();
            _path = path
            swfLoader.load(new URLRequest(path));
            swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded);
        public function removeContent(){
            swfLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, swfLoaded);
            swfLoader.unloadAndStop()
        private function swfLoaded(e:Event){
            _content = addChild(mymc)

    Thanks Kglad, it all worked fine but can you help me in this.
    I have 4 movieclips (_a,_b,_c,_d) when i click each of the movieclip they load a SWF(my_mc)
    now when the swf file loades it starts loading a Sound(mp3)
    Now when i press another button  (_b) while this mp3 is loading
    all the methords like  Loader.close and loader.unloadAndStop() workes fine  but i dont know how dose the MP3 loades and start playing
    I also used the below script in  my_mc.swf , but it wont work
    this.addEventListener(Event.unload, myfun)
    function myfun(e:Event){
    \     if(_sound.bytesLoaded<_sound.bytesTotal){
              _sound.close()
         if (_chanel){
              _chanel.stop()

Maybe you are looking for