Loading/unloading movie/image in actionscript
Hi I'm trying to load an image on the fly in flash which is
no problem, but then when i need it to unload it doesn't and i get
an
*** Security Sandbox Violation ***
Connection to
file:///C|/Documents%20and%20Settings/Administrator/Desktop/Latest%20Versions/High%20res% 20newsreader/
halted - not permitted from
http://MYSERVER/test/tfl.gif
-- Remote SWFs may not access local files.
Why does this happen? why would it load but not unload?
The load code is
_root.createEmptyMovieClip("box", 1);
_root.box.createEmptyMovieClip("pic_mc", 2);
_root.box.pic_mc._x = -40;
_root.box.pic_mc._y = 0;
_root.box.pic_mc.loadMovie( "
http://MYSERVER/test/tfl.gif"
and unload is
_root.box.pic_mc.unloadMovie();
it has to do with settings in the player. For security
reasons, you can only load data from within your domain. Local
domain is always 127.0.0.1 or localhost. don't use
http:// inside your call to loadMovie. Always
use the local method (relative path from the current flash file
i.e. /test/tfl.gif) and make sure that the images are local. By
using that
http://MYSERVER, flash thinks that the
domain for the current running movie is MYSERVER and not localhost
therefore, it will restrict all access to local files. Now, if you
put the flash file up on MYSERVER, chances are like wwscoper just
pointed out, it will work perfectly because localhost and MYSERVER
refer to the same masked IP.
Similar Messages
-
Hi Guys:
Have 2 unable solve issues, would be much appreciated if anyone could help.
// ISSUE 1 //
I am experiencing an issue with Load & Unload Movie. What happen is that I am trying to load an external SWF into a movie clip call movieContainer in my main website. This external SWF file has timeline that perform a animation when it's loaded into the movieContainer.
I can load and unload the movie with no problem...the issue is that after I unload the SWF and then at any point of the movie on the main website I click to load the SWF back to the stage.....the timeframe of the SWF file stay at where it get left off(when it's unloaded). I am trying to make it play start all over again.
I try the movieContainer.content.gotoAndPlay(1); but it doesn't do anything. Any idea how I could make this work?
Here is my code:
var content:Loader = new Loader();
content.load(new URLRequest("externalSwf/content.swf"));
loadMovieButton.addEventListener(MouseEvent.CLICK, loadMovieButtonClicked);
function loadMovieButtonClicked(e:MouseEvent):void{
movieContainer.addChild(content);
// ISSUE 2 //
In my external SWF file, I have create a loading loader at the 1st frame. But it doesn't play all the time when I testing on the server. It works just fine when I test locally with TEST MOVIE. Not only it doesn't play all the time.....it suppose to play from 2nd frame of the movie after the loading is finished (I have a short animation play between frame 2 - frame 20) Instead of playing from frame 2 to frame 20, the animation just jump straight to frame 20...which mean the user won't see the animation between frame 2 - frame 20.
import flash.events.ProgressEvent;
function update(e:ProgressEvent):void
var percent:Number = Math.floor( (e.bytesLoaded*100)/e.bytesTotal );
if(preloaderMC is MovieClip){
preloaderMC.gotoAndStop(percent);
//preload_txt.text = String(percent);
if(percent == 100){
gotoAndPlay(2);
loaderInfo.addEventListener(ProgressEvent.PROGRESS, update);
// Extra test for IE
var percent:Number = Math.floor( (this.loaderInfo.bytesLoaded*100)/this.loaderInfo.bytesTotal );
if(percent == 100){
nextFrame();
stop();
Many Thanks!Thanks for the reply, the code I use to load the external SWF is:
The button is within a movieClip: commercialScrollBar_mc
The button instance name is: stackPancakeBar
The external SWF get to load into a movieClip container call: projectDetailsContainer_mc
var ldr:Loader = new Loader();
ldr.load(new URLRequest("projectsCommercial/stackPancakeBar.swf"));
commercialScrollBar_mc.stackPancakeBar.addEventListener(MouseEvent.CLICK, stackPancakeBarClicked);
function stackPancakeBarClicked(e:MouseEvent):void{
MovieClip(ldr.content).gotoAndPlay(1);
projectDetailsContainer_mc.addChild(ldr);
I was thinking does it has anything to do with the UNLOAD script I have on the external SWF file? Below are the code for removing the child.
back_btn.addEventListener(MouseEvent.CLICK, removeProjectDetails);
function removeProjectDetails(e:MouseEvent):void{
this.parent.parent.removeChild(this.parent);
Thanks Heaps, by the way, do you have any idea why the loading sequence doesn't get to play every time? Or perhape the file size is too small? -
Load / unload numerous images in air application (memory leak?)
Hi,
after struggling for a few days with this, I realized I need help!
I am trying to make an application load and display A LOT (hundreds) of images thumbnails at various position in a big area. The problem is that when I try to unload and reload images, I end up with an increasing memory, that does not get collected by the garbage collector.
My first challenge was to load images from anywhere in the computer (I am quite new to flex), which I solved by using a File reference and a Loader using the url extracted from the file:
private function createImage():void {
var img_:String = "1905_a_mondrian.jpg";
var imageFile:File = new File();
imageFile.nativePath = imagesPath + "/" + img_;
var imageLoader:Loader = new Loader();
// useWeakReference permits the GC to collect the memory when the eventListener is dropped
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded, false, 0, true);
imageLoader.load(new URLRequest(imageFile.url));
imageFile = null;
I make sure I remove the eventListener in the loaded method:
e.target.content.removeEventListener(Event.COMPLETE, loaded);
And then Populate an external component:
<?xml version="1.0" encoding="utf-8"?>
<s:Group xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/halo"
x="-100" y="-100" width="200" height="200" >
<!-- The trick is right above this line: offset the anchor point to center the component around -->
<fx:Script>
<![CDATA[
import mx.controls.Image;
[Bindable]
public var image:Image;
]]>
</fx:Script>
<fx:Declarations>
<!-- Place non-visual elements (e.g., services, value objects) here -->
</fx:Declarations>
<mx:Image id="img_" source="{image}" horizontalCenter="0" verticalCenter="0" autoLoad="true" />
<!-- impair width and height results in problems for centering the ellipse (e.g. for rotation) -->
<s:Ellipse height="4" width="4" horizontalCenter="0" verticalCenter="0" >
<s:fill>
<s:SolidColor color="0x00FF00"/>
</s:fill>
</s:Ellipse>
</s:Group>
I populate a Dictionary to keep a track of all the component created. Finally I nullify all that I can to hint the garbage collector.
Now I have a function to empty the Dictionary (componentBag below) when we want to unload the images:
protected function button1_clickHandler(event:MouseEvent):void
for each ( var g : Group in componentBag )
((ImgPanel)(g.getChildAt(0))).img_.unloadAndStop(false);
((ImgPanel)(g.getChildAt(0))).image = null;
delete componentBag[g.uid];
g.removeElementAt(0);
this.removeElement(g);
g = null;
triggerGC();
PROBLEM: using profiler, the loading/unloading works once or twice and after the memory keeps increasing... And if I launch the application, wait for a while and do a load/unload, the garbage collection only recovers a few megabytes, far from what was allocated for displaying the images.
What am I missing? Is there a problem with loading a lot of images? Has anyone done this?
In attachment is the full test code, the ImgPanel goes inside a 'views' packageThanks to Anton_AL, I finally solved this problem by using an URLLoader AND a plain Loader:
var loader: URLLoader = new URLLoader( );
loader.dataFormat = URLLoaderDataFormat.BINARY;
loader.addEventListener(Event.COMPLETE, onLoadingComplete );
loader.load( new URLRequest(file.url) );
private function onLoadingComplete( e: Event ):void
var loader: Loader = new Loader( );
loader.contentLoaderInfo.addEventListener( Event.COMPLETE, onParsingComplete );
loader.loadBytes( e.target.data );
private function onParsingComplete( e: Event ):void
var img: BitmapImage = new BitmapImage( );
img.source = (e.target.content as Bitmap).bitmapData;
_images.push( img );
private function onImageLoaded( e:Event ):void
var img: Image = e.target as Image;
img.removeEventListener( Event.COMPLETE, onImageLoaded );
_images.push( img );
See Anton's thread here: http://forums.adobe.com/message/2358653#2358653 -
I’m new to flash, but program in many other languages.
My movies are getting real large, so I needed to make a loader
program, that tells the user that the big movie is loading.
One thing that I have noticed, is that the loader loads the
movie and the movie plays, but the loader is still running in the
background. I can see the loader there if the movie does not have a
background to cover the loader.
Do I need to unload the loader, or is this just normal?
Plus, sometimes the loader loads the movie, but the movie is
already in play for about 5 seconds on slow downloads.
Below is my code. Any help or knowledge would be much
appreciated.Well, some of these are so old I don't think tween extensions were really a thing yet. - Like Flash 6/7 content. Also, even some animations in Flash 8 etc. were very potpourri. I have no idea what I did on what occasion as I don't have the FLAs for a number of these portfolio examples.
I typically use TweenLite/TweenMax though. Before that I did use the flash.mx tween coding. I don't know when I made the transition. Late '07 I think.
I've found that all I can use in my current site is old school timeline-based frame animations because the player doesn't cash out info or something. Anything built in movieclips at all instead of on the main timeline gets ignored the second time around and doesn't play.
I'm lucky I have a at least a few that I did that or my entire portfolio site would be crapped. And I rebuilt this thing because AS2 didn't have frameRate controls. Meanwhile, a year and a half later, now this.
I can't do rich media examples, only standard banners, but it's at least something until I get more in my portfolio. I tried doing video grabs using Screenflow but cropping things perfectly was agonizing. So this is pretty much where it stands unless there's some kind of refresh command to communicate with the player above the DisplayContainer.
I haven' the foggiest what that might be. -
Optimization on Load Time (Large Images and Sounds)
Hi,
I have an all flash website that works by having each portion of it to load and unload in the center of a frame based off the navigation chosen. Load times on everything but one part of my site are ok.
The dimensions of the part inside the frame are 968x674. I know that's relatively large for a flash file, but that can't be changed at this point.
Within the page there are objects that come up when you find an item on the screen. Its a dialog box and it shows text, an image, and has a voice over that reads what the text says. After you're done looking at it, there is an x-button to dismiss the window. There are 15 of these and they are exported to the actionscript. I add them in the actionscript via addChild. I figured this is a huge spot that could be reconfigured, but I'm not sure if it would make much a difference.
The other huge thing is there is a ton on the screen. It starts you off in an environment, and when you click 3 different sections, it zooms into that portion allowing you to look for the items you're trying to find.
There is also a man that talks and animates in the beginning and at the end. We are planning on taking out the end part and putting a text box up.
Here is the website.. its a propane safety site for kids. I know its kind of a weird idea, but it works and people seem to like it.
www.propanekids.com
The two parts of the site we are trying to optimize is the main menu when you first are at the site, and the "Explore" section. (Just click on the cloud on the front page.
If someone could take the time to give me some new ideas of how I can get these loading times down, I would greatly appreciate it!
ThanksOk, who ever posted this message is hacking me and i can't believe you guys are helping
Date: Thu, 27 Jan 2011 11:07:28 -0700
From: [email protected]
To: [email protected]
Subject: Optimization on Load Time (Large Images and Sounds)
Hi,
I have an all flash website that works by having each portion of it to load and unload in the center of a frame based off the navigation chosen. Load times on everything but one part of my site are ok.
The dimensions of the part inside the frame are 968x674. I know that's relatively large for a flash file, but that can't be changed at this point.
Within the page there are objects that come up when you find an item on the screen. Its a dialog box and it shows text, an image, and has a voice over that reads what the text says. After you're done looking at it, there is an x-button to dismiss the window. There are 15 of these and they are exported to the actionscript. I add them in the actionscript via addChild. I figured this is a huge spot that could be reconfigured, but I'm not sure if it would make much a difference.
The other huge thing is there is a ton on the screen. It starts you off in an environment, and when you click 3 different sections, it zooms into that portion allowing you to look for the items you're trying to find.
There is also a man that talks and animates in the beginning and at the end. We are planning on taking out the end part and putting a text box up.
Here is the website.. its a propane safety site for kids. I know its kind of a weird idea, but it works and people seem to like it.
http://www.propanekids.com
The two parts of the site we are trying to optimize is the main menu when you first are at the site, and the "Explore" section. (Just click on the cloud on the front page.
If someone could take the time to give me some new ideas of how I can get these loading times down, I would greatly appreciate it!
Thanks
> -
Can't move image files within Bridge
I recently bought an iMac and got the CS5 license transferred over to the Mac platform. Got CS5 loaded and everything works except for one critical thing: I can no longer move image files within Bridge. When I do the right click on an image file to select that command, the command is "grey" and won't let me to choose it. So I am forced to rearrange my image files through the Mac's Finder/Pictures feature. Drag and drop doesn't work either. I have looked everywhere for a setting that would allow movement of files to different folders and rearrangement within Bridge, and can't find one. I have Bridge set as my default for photos and not the lame iPhoto program on Macs. I previously was to be able to freely use Bridge for organizing my photos on a PC and now sorely disappointed that I can't do this with my new iMac.
I previously was to be able to freely use Bridge for organizing my photos on a PC and now sorely disappointed that I can't do this with my new iMac.
No need for disappointment because you can move all files freely within Bridge.
First check if you have read and write permissions for your files/folders/disk (try move the files using finder) If Finder allows you to drag the files to the location you previously wanted in Bridge then the problem lies in Bridge.
First select a file and with right mouse click menu choose purge cache for selection. If the problem is gone you could do so for the whole folder using menu tools/cache/purge cache for folder while having Bridge pointed to that folder.
If not restart bridge holding down option key and choose reset preferences.
could you report back? -
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(); -
Problem in loading the bmp image
hi
i am using load listener function to load the images from
the xml file. but it loaded the images like jpg,png...etc but not
bmp image
can one tell hw to solve this error....
or i need to add any thing in my script for adding the bmp
image in run time...From Help on MovieClipLoader class:
This class lets you implement listener callbacks that provide
status
information while SWF, JPEG, GIF, and PNG files are being
loaded into movie
clips.
Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/ -
Passing variables to loaded external movie
Ok, this problem has beaten me for the last 2 days. It seems
to be extremely simple, I am on main movie and I am using
MovieClipLoader class to load external movie callMe.swf into movie
holder called holder_MC, then from main using onLoadInit or
onLoadProgress listeners I can target dynamic text inside
callMe.swf as holder_MC.myTXT.text = "blablabla" or I can change
frames in callMe.swf by holder_MC.gotoAndStop(5). But HOW TO PASS
VARIABLE myVar to callMe.swf so it executes something there? Using
holder_MC.myVar DOESN'T WORK!!!!!!!!!!!!!!
Thanks for any help,
ZbynekUPDATE... I copied the link to another page with my variables in the image attributes as I posted above. And it works using the values that are cached for those items. Is there any way to do this on the same page as my original link without my users having to change to a different page?
-
Loading external movies differently
I am making a web site with several pages that the content
will load as an external movie. Right now I have all loading with
the nav buttons "on release". The first page loads through one
blank clip and the rest in another. What I would like to do is have
the first external page/clip content load with the main page and
also reload with the nav button if someone wishes to return and
leave the other buttons to remain loading each pages external
content like they are now. So is there a way to get the first pages
content to load both ways? This is what the code for the first
button looks like now :
on (release) {
//load Movie Behavior
if(this.aboutext == Number(this.aboutext)){
loadMovieNum("aboutus.swf",this.aboutext);
} else {
this.aboutext.loadMovie("aboutus.swf");
//End Behavior
//unload Movie Behavior
if(this.blk == Number(this.blk)){
unloadMovieNum(this.blk);
} else {
this.blk.unloadMovie();
//End Behavior
Right now everything works I just don't have any content
until a button is clicked.Hi,
Take a look at this simple tutorial and you will find what
you are looking for.
Here
Hope this helps
Cheers
Alan -
Disabled combo boxes don't display properly after loading a movie.
Hi,
I have a main movie that contains some combo boxes. Some of them may be disabled.
By pressing a button I load another movie using loadMovie. The loaded movie also contains combo boxes.
When the button is pressed, the clip that shows the combo boxes is removed from the stage and the loaded movie is displayed. By pressing another button, the loaded movie is unloaded and the clip with the combo boxes is displayed again.
Well, once the other movie has been loaded, when I go back to the clip with combo boxes, the disabled combo boxes have a small gray button covering the black down arrow.
I have determined that so long as the loaded movie contains combo box in the library, the problem occurrs, even if there is no actual instance of it.
The combo boxes that are not disabled are not affected. The combo boxes are disabled by setting "cb_name.enabled=false".
If the combo box is enabled, it displays correctly, but if disabled again, it goes wrong again.
My project is targeting Flash 8, so it uses AS2.
I'm using Flash CS4.
This is a very simple example I did to make sure I wasn't doing anything funny:
Initially:
After pressing the button:
After pressing the other button:
The behaviour in a web browser is the same...
I hope someone can help me with this. Thanks in advance!Thanks for the response.
The "Load the movie" button:
on(click)
_parent.gotoAndStop(2);
The 2nd frame:
loadMovie("Test another child.swf",Container);
stop();
The "Unload and go back" button:
on(click)
unloadMovie(_parent.Container);
_parent.gotoAndStop(1);
Container is a movieClip with a dark gray square shape the size of the movie clip that is loaded. It doesn't exist on frame 1, only on frame 2.
The combo boxes are inside a movie clip, and this is only on the stage on frame 1.
This and the captures belong to a very simple test I did. If there is a way of posting files, I can post a zip file with the two .fla and the two .swf. -
SWF LOAD UNLOADING SWFLOADER ISSUES
Hello Everyone,
I wonder if anyone ran into this issue. I have a view stack
with 3 visual screens. One of the screen has SWFLoader placed in
with "id = contentLoader";
I have two buttons on this screen on the top: "LOAD MOVIE 1"
and "LOAD MOVIE 2".
So pretty much, user can load the movie into the SWF LOADER
via this two button navigation. Well, I am able to load the first
movie with "AUTOLOAD". But when I click for the "LOAD MOVIE 2", the
second movie does load in but then the application crashes and
closes itself.
My Questions:
How can I unload the currently loaded SWF Movie before
Loading the next one. I have searched for days for this on google
and nothing has come through.
ContentLoader.unloadandStop() doesn't work and application
still crashes.
ContentLoader.source = ""; doesn't work, app still crashes
ContentLoader.source = null; doesn't work, app still crashes
Any help would highly be appreciated on this, please.Hello Everyone,
I wonder if anyone ran into this issue. I have a view stack
with 3 visual screens. One of the screen has SWFLoader placed in
with "id = contentLoader";
I have two buttons on this screen on the top: "LOAD MOVIE 1"
and "LOAD MOVIE 2".
So pretty much, user can load the movie into the SWF LOADER
via this two button navigation. Well, I am able to load the first
movie with "AUTOLOAD". But when I click for the "LOAD MOVIE 2", the
second movie does load in but then the application crashes and
closes itself.
My Questions:
How can I unload the currently loaded SWF Movie before
Loading the next one. I have searched for days for this on google
and nothing has come through.
ContentLoader.unloadandStop() doesn't work and application
still crashes.
ContentLoader.source = ""; doesn't work, app still crashes
ContentLoader.source = null; doesn't work, app still crashes
Any help would highly be appreciated on this, please. -
Hi.
Im a newbie on java and want some help, im trying to load in a image(gif) from my hardrive into a class, and draw it on the screen.
I know how to do it with swing, but just want to do it with awt.
And i dont want too use applet, is this possible??
/BlommanThx Steve i managed to do it, with a toolkit etc, but
i didnt use canvas.Yeah, Canvas is just one way to go (the most common if you just want an image you can pick up and move around) but just about any visible component works...
>
Yes im doing an Applet, but i just vant too make the
classes first, and get them too work, im making a game
and the applet just gonna run all kinds of classes, i
dont know if this is the best way too do it, im
learning ;).Apps are much easier to work with, since you don't have to worry about security, compatability, and such, but keep in mind a couple of things:
If you are going to use Applet you will not be able to use the Toolkit, you will Have to use the Applet's getImage method. So you will have to change the code.
You will not be able to read/write from Files in an Applet without a lot of security issues and permission problems...
>
I dont want too use swing either, cause in the future
my dream is too make this app a midlet too..;)Completely understandable when working with Applets and stuff since MS JVM won't use Swing, but for stand alone apps, like I had thought you were doing, swing is the way to go...
>
/Blomman -
Load/Unload Component from Main Application
I want to load in my main application 2 components. At this moment I load them with this:
<components:loadProject id="loadPrj" visible="false" click="loadPrj_clickHandler(event)" verticalCenter="7" horizontalCenter="0"/>
and I only set visible to true. Inside this component there is a canvas.
But, is there any other way to do this using an AS class file? I would like to load/unload it on click, not only set true/false to visible.For dynamic creation and destruction of objects, you want to use ActionScript.
So in your main app file, you might have a button that triggers a click handler that does this:
private function myClickHandler()void {
var b1:CustomComponent = new CustomComponent();
var b2:CustomComponent = new CustomComponent();
/// Be sure to add them to the display list if they are visual components
myPanel.addElement(b1);
myPanel.addElement(b1); -
Still having issues loading AS2 movies
I'm loading AS2 movies in a AS3 environment. The AS2 movies
use Tweener (any other tweening engine gives the same results btw).
If I load a AS2 movie the first time, a tween that uses a time and
easing property runs fine. When I load the AS2 movie the second
time... no go (the AS2 movie is removed... loader.unload, and the
loader is nullified, no listeners...). If I remove the time and
easing property on the tween, the 'tween' (it's now simply a new
value for x or y...) runs fine every time.
Is this some sort of cache issue? Broken GC kglad? Anyone
experienced this too or does anyone can shed some light on this?
Ideas maybe what I can try to solve this?Have you removed the page as i get redirected to http://steamcurriculum.blogspot.in/p/home.html/whatsmissing/index.html
I do not see any edge realted content even in the source of this page
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