Lost C7's pre-loaded images

...so I lost my C7's pre-loaded images (not the video, just the images). Where can i find them now? I had a quick search at google but I did not manage to find anything.
Thanks in advance.
If you want to thank someone, just click on the blue star at the bottom of their post
Solved!
Go to Solution.

hey, don't loose hope! C7 is Symbian^3 same with N8. I've found a site, where you could download N8's preloaded wallpapers and videos, here's the site : http://www.n8fanclub.com/2010/12/recover-nokia-n8-default-pre-loaded.html . Probably N8's videos and wallpapers are same with your C7, because i also lost all my preloaded pictures and videos of my E7. Hope this helps

Similar Messages

  • Pre Loaded Images!!!

    I am new to the BlackBerry world and I just had my Pearl a couple of days now and I updated it and now my Preloaded images that came with my phone are gone is there anything that can be done to get them back???
    I really like my Pearl alot I think it is the best phone I have ever owned!! Any help would be appreciated.
    Thank you so much,
    Lisa
    Lisa

    Unfortunately the OS version that you've update doesn't come with pre-loaded images. If I'm not wrong then you're using .55. You can get tons of images by just having a google search.
    tanzim                                                                                  
    If your query is resolved then please click on “Accept as Solution”
    Click on the LIKE on the bottom right if the post deserves credit

  • Pre-loading images loaded from XML.

    Hello,
    I hoping for some guidance please.
    I have a Gallery that loads thumbnails from an XML.
    I have added a pre-loader to each one of the thumbnails as it is being loaded from the XML.
    My problem is that I can't figure out how to remove the pre-loaders after it has called the Event.COMPLETE.
    With my curent code,
    As it completes loading the thumbnails, it throws an error and only removes the very last pre-loader.
    Thanks for any help you can provide.
    Here is the code I am currently using.
    var urlRequest:URLRequest = new URLRequest("images.xml");
    var urlLoader:URLLoader = new URLLoader();
    var myXML:XML = new XML();
    var xmlList:XMLList;
    urlLoader.load(urlRequest);
    myXML.ignoreWhitespace = true;
    urlLoader.addEventListener(Event.COMPLETE,fileLoaded);
    var arrayURL:Array = new Array();
    var arrayName:Array = new Array();
    var holderArray:Array = new Array();
    var nrColumns:uint = 1;
    var wheel:MovieClip;
    var holdMe;
    var thumbsprite:Sprite = new Sprite();
    addChild(thumbsprite);
    var thumb:Thumbnail;
    var thumbsHolder:Sprite = new Sprite();
    thumbsprite.addChild(thumbsHolder);
    function fileLoaded(event:Event):void {
         myXML = XML(event.target.data);
         xmlList = myXML.children();
         for (var i=0; i<xmlList.length(); i++) {
              var picURL:String = xmlList[i].url;
              var picName:String = xmlList[i].big_url;
              arrayURL.push(picURL);
              arrayName.push(picName);
              holderArray[i] = new Thumbnail(arrayURL[i],i,arrayName[i]);
              holdMe = holderArray[i];
              var loader:Loader = new Loader();
              loader.load(new URLRequest(xmlList[i].url));
              wheel=new rootz();
              holdMe.addChild(wheel);
              loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, preload);
              loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completed);
              function preload(event:ProgressEvent):void {
                   var percent:Number = Math.round(event.bytesLoaded / event.bytesTotal * 100);
                   trace(String(percent) + "%");
              function completed(event:Event):void {
                   holdMe.removeChild(wheel);
              if (i<nrColumns) {
                   holderArray[i].y = 65;
                   holderArray[i].x = i*100;
              } else {
                   holderArray[i].y = holderArray[i-nrColumns].y+110;
                   holderArray[i].x = holderArray[i-nrColumns].x;
              thumbsHolder.addChild(holderArray[i]);

    I am not sure why but the code I posted did not post right,
    Here is my code -
    var urlRequest:URLRequest = new URLRequest("images.xml");
    var urlLoader:URLLoader = new URLLoader();
    var myXML:XML = new XML();
    var xmlList:XMLList;
    urlLoader.load(urlRequest);
    myXML.ignoreWhitespace = true;
    urlLoader.addEventListener(Event.COMPLETE,fileLoaded);
    var arrayURL:Array = new Array();
    var arrayName:Array = new Array();
    var holderArray:Array = new Array();
    var nrColumns:uint = 1;
    var wheel:MovieClip;
    var holdMe;
    var thumbsprite:Sprite = new Sprite();
    addChild(thumbsprite);
    var thumb:Thumbnail;
    var thumbsHolder:Sprite = new Sprite();
    thumbsprite.addChild(thumbsHolder);
    function fileLoaded(event:Event):void {
    myXML = XML(event.target.data);
    xmlList = myXML.children();
    for (var i=0; i<xmlList.length(); i++) {
    var picURL:String = xmlList[i].url;
    var picName:String = xmlList[i].big_url;
    arrayURL.push(picURL);
    arrayName.push(picName);
    holderArray[i] = new Thumbnail(arrayURL[i],i,arrayName[i]);
    holdMe = holderArray[i];
    var loader:Loader = new Loader();
    loader.load(new URLRequest(xmlList[i].url));
    wheel=new rootz();
    holdMe.addChild(wheel);
    loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, preload);
    loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completed);
    function preload(event:ProgressEvent):void {
    var percent:Number = Math.round(event.bytesLoaded / event.bytesTotal * 100);
    trace(String(percent) + "%");
    function completed(event:Event):void {
    holdMe.removeChild(wheel);
    if (i<nrColumns) {
    holderArray[i].y = 65;
    holderArray[i].x = i*100;
    } else {
    holderArray[i].y = holderArray[i-nrColumns].y+110;
    holderArray[i].x = holderArray[i-nrColumns].x;
    thumbsHolder.addChild(holderArray[i]);

  • Pre-Loading images How do i do it?

    So I made this site and you can check out if you want at
    www.protomediadesign.com I made it from an image in photoshop and
    then spliced it up using image ready. As you can see, when you go
    to the site it slowly loads each individual slice until the whole
    image is complete. Why I want it to do, is show nothing, and have
    the entire page cache into the browser, then once all the splices
    have been cached, the entire page shows up in one piece, no
    individual images. Is there a way to do this? I am kinda new to
    this, I am using dreamweaver MX2004. I see there is an option under
    the behaviors called preload image, but when I do that, and select
    all the images that I want, even after that it still loads them
    individually. I noticed that it says "onload" preload images, so
    does that mean that I should have a pre-site, which just says
    ENTER, which then will trigger all the images to preload on the
    next page? Any help would be greatly appreciated and I hope this is
    something simple to do. Thanks in advance for any help.
    -Ryan

    Preloading images won't help you a bit on this page. A 300K
    page will
    behave like a 300K page no matter how you load the images.
    Murray --- ICQ 71997575
    Adobe Community Expert
    (If you *MUST* email me, don't LAUGH when you do so!)
    ==================
    http://www.dreamweavermx-templates.com
    - Template Triage!
    http://www.projectseven.com/go
    - DW FAQs, Tutorials & Resources
    http://www.dwfaq.com - DW FAQs,
    Tutorials & Resources
    http://www.macromedia.com/support/search/
    - Macromedia (MM) Technotes
    ==================
    "DOWNhiller1" <[email protected]> wrote in
    message
    news:e24gkf$c9o$[email protected]..
    > So I made this site and you can check out if you want at
    > www.protomediadesign.com I made it from an image in
    photoshop and then
    > spliced
    > it up using image ready. As you can see, when you go to
    the site it slowly
    > loads each individual slice until the whole image is
    complete. Why I want
    > it to
    > do, is show nothing, and have the entire page cache into
    the browser, then
    > once
    > all the splices have been cached, the entire page shows
    up in one piece,
    > no
    > individual images. Is there a way to do this? I am kinda
    new to this, I am
    > using dreamweaver MX2004. I see there is an option under
    the behaviors
    > called
    > preload image, but when I do that, and select all the
    images that I want,
    > even
    > after that it still loads them individually. I noticed
    that it says
    > "onload"
    > preload images, so does that mean that I should have a
    pre-site, which
    > just
    > says ENTER, which then will trigger all the images to
    preload on the next
    > page?
    > Any help would be greatly appreciated and I hope this is
    something simple
    > to
    > do. Thanks in advance for any help.
    >
    > -Ryan
    >
    >

  • Pre-loading images

    reagarding pre-oading of images
    does this need to be put on the body tag or the head tag for the best effect?
    also is it possible to preload images for pages which the user is likely to look at in the future (effectivly starting the process much earlier)

    If put on the body tag, with the traditional onload event, it will not kick in until the entire page has been fetched.  If put in the head, it will execute inline.  But I haven't preloaded images in years.  I honestly can no longer find a real benefit to it.
    also is it possible to preload images for pages which the user is likely to look at in the future (effectivly starting the process much earlier)
    Certainly.  You don't get something for nothing, though.  The page will still bog down if the image is huge.

  • Sequentially pre-load images

    I the main timeline of my movie, I am trying to trace the loading progress of '1.swf', then once it has fully loaded, load '2.swf' into mc 'preload2'.
    The following is not working:
    preload1.loadMovie("portfolio/100_design/1.swf");
    onEnterFrame = loadMeter;
    MovieClip.prototype.loadMeter = function() {
    var i, l, t;
    l = preload1.getBytesLoaded();
    t = preload1.getBytesTotal();
    if (t>0 && t == l) {
    preload2.loadMovie("portfolio/100_design/2.swf");
    } else {
    trace(l/t);
    Any ideas where I am going wrong?
    Thank you

    preload1.loadMovie("portfolio/100_design/1.swf");
    onEnterFrame = loadMeter;
    var tl:MovieClip=this;
    MovieClip.prototype.loadMeter = function() {
    var i, l, t;
    l = preload1.getBytesLoaded();
    t = preload1.getBytesTotal();
    if (t>0 && t == l) {
    delete tl.onEnterFrame;
    preload2.loadMovie("portfolio/100_design/2.swf");
    } else {
    trace(l/t);

  • Pre-loading external images for XML-based gallery

    I'm working-on an XML-based photo gallery here:
    http://www.unionandparkwood.com/demo/flash_gallery/
    It works how I want it, except that the first time a
    thumbnail is clicked for an image, it pauses long enough to skip
    the fade. If you click-through the images a second time, you'll see
    that it works smoothly. My guess is that the first time the
    thumbnail is clicked, the image isn't cached, yet.
    I tried to fix this by creating a JavaScript file for the
    page to pre-load each image and thumbnail:
    0003a = new Image;
    0003a.src = "images/Down-Range.jpg";
    0003b = new Image;
    0003b.src = "thumbnails/Down-Range.jpg";
    But that didn't work. What would be the best way to do this?
    I included a link to "Download ZIP" of the FLA project on
    this page, too, because it wouldn't be easy for me to describe
    what's happening. In a nutshell, a thumbnail click launches a
    function that loads the appropriate image into the main image
    holder. What seems to be happening the first time is the image
    isn't loaded before the fade is finished, so the image just appears
    after a short pause the first time.

    >>What seems to be happening the first time is the
    image isn't loaded before
    >>the fade is finished, so the image just appears after
    a short pause the
    >>first time.
    As has been said many times in thos forum - use the
    MovieClipLoader class to
    load images, and then use that class' onLoadInit method to do
    things with
    the loaded image. Loading is asynchronous - you _have_ to
    wait until the
    image is done loading before doing a fade.
    Dave -
    www.offroadfire.com
    Head Developer
    http://www.blurredistinction.com
    Adobe Community Expert
    http://www.adobe.com/communities/experts/

  • 4.5 Download Lost Pre-Loaded Pics

    After I downloaded 4.5 software to enhance emails, I lost all the Curve pre-loaded piocs...nothing crucial except that I used some as wallpaper.   Can I get them back?

    Same question: 
    What version of the OS did you load, what the is version at Options > About?
    The preloade pics won't be 'found' on the disk. As explained above, some of the OS 4.5 released did NOT include the preloaded pictures. Believe it. 
    Identify you OS release as noted above, and I'll tell if it was one of those.
    Message Edited by JSanders on 12-26-2008 11:30 PM
    1. If any post helps you please click the below the post(s) that helped you.
    2. Please resolve your thread by marking the post "Solution?" which solved it for you!
    3. Install free BlackBerry Protect today for backups of contacts and data.
    4. Guide to Unlocking your BlackBerry & Unlock Codes
    Join our BBM Channels (Beta)
    BlackBerry Support Forums Channel
    PIN: C0001B7B4   Display/Scan Bar Code
    Knowledge Base Updates
    PIN: C0005A9AA   Display/Scan Bar Code

  • Help...Lost Factory Pre-Loaded Games

    My Ipod was acting up and I executed a factory restore. Everything is great now, but I lost all the Factory pre-loaded games. I still have the games I bought from I tunes. Is there anyway to get the factory installed games back?
    thanks
    AA

    Restoring the iPod should not have caused the pre-loaded games to be deleted.
    You restored this iPod via iTunes (using the Apple updater)?

  • Display loading image before pre page load

    hi,
    We have requirement some pages are loading very slow, while the page is processing we need to display a loading image. How to achieve this requirement.
    Especially in IPC on click of one portlet it is taking some time to display in other portlet.
    Thanks
    Manu

    Use Javascript

  • Multiple Images - selection for pre loading

    The preload image behaviour supplied within Dreamweaver is fine up to a point, but it inserts javascript files and is a pain to use if, for instance, you have 20 or so images to load. Or maybe I'm just lazy!
    It is possible to preload images using CSS2 (see http://www.thecssninja.com/css/even-better-image-preloading-with-css2 ) and in CSS3 (see http://perishablepress.com/press/2010/01/04/preload-images-css3/ )
    But none of these give you the option to browse to a folder, select a group of images from it and paste the results into the  the code.
    Has anyone found an extension that will do this?

    >>What seems to be happening the first time is the
    image isn't loaded before
    >>the fade is finished, so the image just appears after
    a short pause the
    >>first time.
    As has been said many times in thos forum - use the
    MovieClipLoader class to
    load images, and then use that class' onLoadInit method to do
    things with
    the loaded image. Loading is asynchronous - you _have_ to
    wait until the
    image is done loading before doing a fade.
    Dave -
    www.offroadfire.com
    Head Developer
    http://www.blurredistinction.com
    Adobe Community Expert
    http://www.adobe.com/communities/experts/

  • Adding a pre loader to an XML photo gallery between the photos.

    Hey,
    I have made a photogallery in actionscript 3 which uses an .XML file to import pictures. As the user clicks on the displayed image the code loads the next image in the cycle into the display. Now, I would like to add a preloader which displays the loading progress of each image as the user clicks (otherwise there is just a blank area as the image loads). I have made a pre-loader for the main .SWF but I can't figure out how to make it work for the images or how to make a seperate one for the images. The fact is that I am a bit of a muppet when it comes to AS3, and am finding myself getting lost an confused quite easily.
    I have attatched the .FLA if that helps any! If not then...
    here is the link to the .HTML page that contains the .swf:
    http://www.davidframpton.co.uk/portfolio.html
    Here is the code I am using for the main pre-loader held in frame 1:
    stop();
    addEventListener(Event.ENTER_FRAME, loaderF);
    function loaderF(e:Event):void {
        var toLoad:Number = loaderInfo.bytesTotal;
        var loaded:Number = loaderInfo.bytesLoaded;
        var total:Number = loaded/toLoad;
        if(loaded == toLoad) {
            removeEventListener(Event.ENTER_FRAME, loaderF);
            gotoAndStop(2);
        } else {
            preloader_mc.preloaderFill_mc.scaleX = total;
            preloader_mc.percent_txt.text = Math.floor(total * 100) + "%";
    And here is the code for the photogallery:
    stop();
    var xmlRequest:URLRequest = new URLRequest("http://www.davidframpton.co.uk/galleryData.xml");
    var xmlLoader:URLLoader = new URLLoader (xmlRequest);
    var imgData:XML;
    var imageLoader:Loader;
    var rawImage:String;
    var rawH:String;
    var rawW:String;
    var imgNum:Number = 0;
    var checkSec:Timer = new Timer(100);
    var numberOfChildren:Number;
    xmlLoader.addEventListener(Event.COMPLETE, xmlLoadedF);
    master_mc.addEventListener(MouseEvent.CLICK, nextImgF);
    master_mc.buttonMode = true;
    function xmlLoadedF(event:Event):void{
        checkSec.start();
        checkSec.addEventListener(TimerEvent.TIMER, checkerF);
        imgData = new XML(event.target.data);
    function packagedF():void{
        checkSec.removeEventListener(TimerEvent.TIMER, checkerF);
        rawImage = imgData.image[imgNum].imgURL;
        numberOfChildren = imgData.*.length();
        imageLoader = new Loader;
        imageLoader.load(new URLRequest(rawImage));
        master_mc.addChild(imageLoader);
    function checkerF(event:TimerEvent):void{
        if (imgNum == 0) {
            packagedF();
        }else if(imgNum < numberOfChildren){
            imageLoader.unload();
            packagedF();
        }else {
            imageLoader.unload();
            imgNum = 0;
            packagedF();
    function nextImgF(event:MouseEvent):void {
        checkSec.addEventListener(TimerEvent.TIMER, checkerF);
        imgNum++;
    I would really appreciate any help. Even if your could guide me to where I can learn how to do this myself in an simple fashion, I would be greatful.
    Thanks in advance
    Dave

    The Loader class has a contentLoaderInfo property that is a LoaderInfo class object.  You can assign an event listener to the contentLoader Info that listens for PROGRESS.  There is an example in the Loader class section that shows the contentLoaderInfo property being used for a variety of event detections, including PROGRESS.

  • Loading Images into Applets

    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.

  • Firefox not loading images on certain pages

    All of a sudden, Firefox no longer loads images on certain pages. I updated to 32.0.3. yesterday so thought that was the problem. I uninstalled and reinstalled 32.0.3. but that didn't help. I deactived the add-ons, but that didn't help either. I then installed FF 31, but the problem persists. I don't have the problem with Safari.
    I'm lost ….
    P.S. I had to upload the image via Safari, didn't work via Firefox

    Your System Details list shows that you were only allowing images from the originating page and were blocking third-party images hosted on other servers.
    *permissions.default.image: 3
    These days a lot of sites store content on other dedicated servers, so it is best to leave such a setting at its default of 1 to allow all images.

  • Load image into holderMC

    Hi,
    I'm working on an application which places instances from my
    library onto the stage. Every instance has a movieclip inside it
    which is called holderMC. What I want to do is to load external
    images into holderMC except I can't seem to get it working. How
    does one load images into a pre-defined movieclip?

    Oh, sorry, wasn't looking properly. You cannot load images
    into MovieClips like in AS2, you have to use a Loader or the
    UILoader component.
    If you want to be able to position the loader visually, then
    you can give an instance of the UILoader component and instance
    name within the THEPhoto MC, and use the following code:
    MovieClip(photo).holder.load(photoRequest); //where holder is
    the instance name of the loader.
    OR
    Within the ThePhoto class you could create a new Loader:
    public var imgLoader:Loader = new Loader();
    public function ThePhoto () {
    imgLoader.x = 0;
    imgLoader.y = 0;
    addChild(imgLoader);
    and then use:
    MovieClip(photo).imgLoader.load(photoRequest);

Maybe you are looking for