Need to adjust this thumbnail gallery

Trying to figure this out. I am trying to load the images
that are being displayed into a scroll pane. HEre is where you can
download the source for the file.
http://www.kirupa.com/forum/attachment.php?attachmentid=30984&d=1132576428
I have tried using the linkage but with no success any ideas.
Thanks...

Hi Mrudula,
Usually webdynpro's are rendered with respect to screen resolution by default provided there is no explicit width-height specification for UI elements.
As specified in the best-practice guidelines, using Matrix Layout and streachedHorizontally to true/false streachedVertically to true/false
avoid size specifications for UI elements and if it is necessary use size in percentage.
cheers,
Nikhil Bose

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    I tentatively think I have the solution; this is for when the session id value 'thing', in about:config, referred to in other answers is already on the default/rest state.
    I am assuming, I don't what to imply certainty in-case there is a value wrong in our browsers, that the problem stems from the fact that our homepage is no longer the default for Firefox.
    So, go to 'Options'>'General' and delete the homepage. This will reset it to the new address, which is 'about:home'.
    I hope this helps some people.

  • Noob needs help with this code...

    Hi,
    I found this code in a nice tutorial and I wanna make slight
    adjustments to the code.
    Unfortunately my Action Script skills are very limited... ;)
    This is the code for a 'sliding menue', depending on which
    button u pressed it will 'slide' to the appropriate picture.
    Here's the code:
    var currentPosition:Number = large_pics.pic1._x;
    var startFlag:Boolean = false;
    menuSlide = function (input:MovieClip) {
    if (startFlag == false) {
    startFlag = true;
    var finalDestination:Number = input._x;
    var distanceMoved:Number = 0;
    var distanceToMove:Number =
    Math.abs(finalDestination-currentPosition);
    var finalSpeed:Number = .2;
    var currentSpeed:Number = 0;
    var dir:Number = 1;
    if (currentPosition<=finalDestination) {
    dir = -1;
    } else if (currentPosition>finalDestination) {
    dir = 1;
    this.onEnterFrame = function() {
    currentSpeed =
    Math.round((distanceToMove-distanceMoved+1)*finalSpeed);
    distanceMoved += currentSpeed;
    large_pics._x += dir*currentSpeed;
    if (Math.abs(distanceMoved-distanceToMove)<=1) {
    large_pics._x =
    mask_pics._x-currentPosition+dir*distanceToMove;
    currentPosition = input._x;
    startFlag = false;
    delete this.onEnterFrame;
    b1.onRelease = function() {
    menuSlide(large_pics.pic1);
    b2.onRelease = function() {
    menuSlide(large_pics.pic2);
    b3.onRelease = function() {
    menuSlide(large_pics.pic3);
    b4.onRelease = function() {
    menuSlide(large_pics.pic4);
    I need to adjust five things in this code...
    (1) I want this menue to slide vertically not horizontally.
    I changed the 'x' values in the code to 'y' which I thought
    would make it move vertically, but it doesn't work...
    (2) Is it possible that, whatever the distance is, the
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    label - depending on what button was pressed of course...
    I tried to implement this code for button number two...
    b2.onRelease = function() {
    menuSlide(large_pics.pic2);
    if (currentPosition = finalDestination) {
    this.large_pics.pic2.gotoAndPlay("s1");
    --> sliding still works but it doesn't jump to the
    appropriate label...
    (4) I wanna add 'Next' & 'Previous' buttons to the slide
    show - what would be the code in this case scenario ?
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    'pic' movieclip it is showing right now (pic1, pic2, pic3 etc.) and
    depending on what button u pressed u go to the y value of movieclip
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    (5) After implementing the Next & Previous buttons I need
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    Options are to either slide back to movieclip 'pic1' or
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    haha
    Thanx a lot for your help in advance !
    Always a pleasure to learn from u guys... ;)
    Mike

    Hi,
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  • Need help fine tuning my gallery

    Hello everybody... first let me post the code and then I'll post the errors and what needs to be done...
    XML Code:
    <images>
    <image src="images/image1.jpg" title="Jelly 4" url="images/image1.jpg" />
    <image src="images/image2.jpg" title="Cat" url="images/image2.jpg" />
    <image src="images/image3.jpg" title="Statue" url="images/image3.jpg" />
    <image src="images/image4.jpg" title="Arch 3" url="images/image4.jpg" />
    <image src="images/image5.jpg" title="Penguin" url="images/image5.jpg" />
    <image src="images/image6.jpg" title="Jelly" url="images/image6.jpg" />
    <image src="images/image7.jpg" title="Statue 2" url="images/image7.jpg" />
    <image src="images/image8.jpg" title="Arch 1" url="images/image8.jpg" />
    <image src="images/image9.jpg" title="Arch 2" url="images/image9.jpg" />
    </images>
    AS 3.0 Code:
    import gs.*;
    import gs.easing.*;
    //load xml
    var xmlLoader:URLLoader = new URLLoader();
    var xmlData:XML = new XML();
    xmlLoader.addEventListener(Event.COMPLETE, LoadXML);
    var xmlPath:String = "image-scroller.xml";
    xmlLoader.load(new URLRequest(xmlPath));
    function LoadXML(e:Event):void {
         xmlData = new XML(e.target.data);
         buildScroller(xmlData.image);
    //declaring variables
    var scroller:MovieClip = new MovieClip();
    var speed:Number;
    var padding:Number = 5;
    var thumbFadeOut:Number = .2;
    var thumbFadeIn:Number = 1;
    var thumbSmall:Number = 1;
    var thumbLarge:Number = 1.1;
    this.addChild(scroller);
    scroller.y = scroller.x = padding;
    var thisOne:MovieClip
    //build scroller from xml
    function buildScroller(imageList:XMLList):void{
         for (var item:uint = 0; item < imageList.length(); item++ )  {
              thisOne = new MovieClip();
              //outline
              var blackBox:Sprite = new Sprite();
              blackBox.graphics.beginFill(0xFFFFFF);
              blackBox.graphics.drawRect( -1, -1, 82, 82);
              blackBox.alpha = thumbFadeOut;
              thisOne.addChild(blackBox);
              thisOne.blackBox = blackBox;
              thisOne.x = thisOne.myx = (80 + padding) * item;
              thisOne.itemNum = item;
              thisOne.title = imageList[item].attribute("title");
              thisOne.link = imageList[item].attribute("url");
              thisOne.src = imageList[item].attribute("src");
              //image container
              var thisThumb:Sprite = new Sprite();
              //add image
              var ldr:Loader = new Loader();
              var urlReq:URLRequest = new URLRequest(thisOne.src);
              ldr.load(urlReq);
              //assign event listeners for Loader
              ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
              ldr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
              thisThumb.addChild(ldr);
              thisOne.addChild(thisThumb);
              //create listeners for this thumb
              thisOne.buttonMode = true;
              thisOne.addEventListener(MouseEvent.MOUSE_OVER, overScrollerItem);
              thisOne.addEventListener(MouseEvent.MOUSE_OUT, outScrollerItem);
              thisOne.addEventListener(MouseEvent.CLICK, clickScrollerItem);
              //add item to the scroller mc
              scroller.addChild(thisOne);
         scroller.addEventListener(Event.ENTER_FRAME, moveScrollerThumbs);
    function overScrollerItem(e:MouseEvent):void {
         //trace("over" + e.currentTarget.name);
         TweenMax.to(e.currentTarget, 0.5, { scaleX:thumbLarge, scaleY:thumbLarge, x:e.currentTarget.myx - e.currentTarget.width * Math.abs(thumbSmall - thumbLarge)/2, y: -e.currentTarget.width * Math.abs(thumbSmall - thumbLarge)/2} );
         TweenMax.to(e.currentTarget.blackBox, 1, { alpha:thumbFadeIn} );
    function outScrollerItem(e:MouseEvent):void {
         //trace("out" + e.currentTarget.name);
         TweenMax.to(e.currentTarget, 0.5, { scaleX:thumbSmall, scaleY:thumbSmall, x:e.currentTarget.myx, y:0} );
         TweenMax.to(e.currentTarget.blackBox, 0.5, { alpha:thumbFadeOut} );
    var mcFullImage:MovieClip;
    var fullLdr:Loader
    function clickScrollerItem(e:MouseEvent):void {
         mcFullImage = new MovieClip();
         fullLdr = new Loader()
         var urlReq:URLRequest = new URLRequest(e.currentTarget.link);
         fullLdr.load(urlReq);
         fullLdr.contentLoaderInfo.addEventListener(Event.INIT, initHandler)
         addChild(mcFullImage);
         mcFullImage.x = 100;
         mcFullImage.y = 90;
         mcFullImage.addChild(fullLdr);
         var image:Bitmap = Bitmap(e.target.content);
         image.smoothing = true;
    function initHandler(e:Event):void
         TweenMax.from(fullLdr, 1, {alpha: 0});
         mcFullImage.addEventListener(MouseEvent.CLICK, removeImg);
    function removeImg(e:MouseEvent):void
         TweenMax.to(mcFullImage, 0.2, {alpha: 0, onComplete: unloadImg});
    function unloadImg(e:Event):void
         removeChild(fullLdr);
         fullLdr.unload();
         removeChild(mcFullImage);
         mcFullImage = null;
    function completeHandler(e:Event):void {
         //size image into scroller
         resizeMe(e.target.loader.parent, 80, 80, true, true, false);
         var image:Bitmap = Bitmap(e.target.content);
         image.smoothing = true;
         TweenMax.to(e.target.loader.parent.parent, 0.5, { alpha:1} );
    function errorHandler(e:IOErrorEvent):void {
         trace("thumbnail error="+e);
    //The resizing function
    // parameters
    // required: mc = the movieClip to resize
    // required: maxW = either the size of the box to resize to, or just the maximum desired width
    // optional: maxH = if desired resize area is not a square, the maximum desired height. default is to match to maxW (so if you want to resize to 200x200, just send 200 once)
    // optional: constrainProportions = boolean to determine if you want to constrain proportions or skew image. default true.
    function resizeMe(mc:DisplayObject, maxW:Number, maxH:Number=0, constrainProportions:Boolean=true, centerHor:Boolean=true, centerVert:Boolean=true):void{
        maxH = maxH == 0 ? maxW : maxH;
        mc.width = maxW;
        mc.height = maxH;
        if (constrainProportions) {
            mc.scaleX < mc.scaleY ? mc.scaleY = mc.scaleX : mc.scaleX = mc.scaleY;
         if (centerHor) {
              mc.x = (maxW - mc.width) / 2;
         if (centerVert){
              mc.y = (maxH - mc.height) / 2;
    function moveScrollerThumbs(e:Event):void {
         if ( mouseY > scroller.y && mouseY < scroller.y + scroller.height) {//vertically over scroller
              if (mouseX < stage.stageWidth/2 - padding*2 && mouseX > 0) {//left of stage explicitly
                   speed = -(mouseX - (stage.stageWidth/2 - padding*2)) / 8;
              else if (mouseX > stage.stageWidth/2 + padding*2 && mouseX < stage.stageWidth) {//right of stage explicitly
                   speed = -(mouseX - (stage.stageWidth/2 + padding*2)) / 8;
              else {
                   speed = 0;
              scroller.x += speed;
              //scroller limits
              if (scroller.x < -scroller.width + stage.stageWidth - padding) { //if scrolled too far left
                   scroller.x = -scroller.width + stage.stageWidth - padding;
              else if (scroller.x > padding) { //if scrolled to far right
                   scroller.x = padding;
    The problem is that when I click on a thumb it shows up the image nicely, but when I click on the image to close it, I get this error:
    ArgumentError: Error #1063: Argument count mismatch on XMLScroller_fla::MainTimeline/unloadImg(). Expected 1, got 0.
         at Function/http://adobe.com/AS3/2006/builtin::apply()
         at gs::TweenLite/complete()
         at gs::TweenMax/complete()
         at gs::TweenMax/render()
         at gs::TweenLite$/updateAll()
    Also, when there's already an image which is loaded, and I click another thumb, a new image loads on top of the one that is already loaded. I tried removing "thisOne.addEventListener(MouseEvent.CLICK, clickScrollerItem);" in the clickScrollerItem function but it didn't work.... Any suggestions?

    Now I tried adding a boolean to check whether there's an image that is already loaded to the stage or not and still no luck I really need to fix this, so please someone tell me where did I go wrong...!! here's the code:
    import gs.*;
    import gs.easing.*;
    //load xml
    var xmlLoader:URLLoader = new URLLoader();
    var xmlData:XML = new XML();
    xmlLoader.addEventListener(Event.COMPLETE, LoadXML);
    var xmlPath:String = "image-scroller.xml";
    xmlLoader.load(new URLRequest(xmlPath));
    function LoadXML(e:Event):void {
         xmlData = new XML(e.target.data);
         buildScroller(xmlData.image);
    //declaring variables
    var scroller:MovieClip = new MovieClip();
    var speed:Number;
    var padding:Number = 5;
    var thumbFadeOut:Number = .2;
    var thumbFadeIn:Number = 1;
    var thumbSmall:Number = 1;
    var thumbLarge:Number = 1.1;
    this.addChild(scroller);
    scroller.y = scroller.x = padding;
    var thisOne:MovieClip
    var loaded:Boolean = false;
    //build scroller from xml
    function buildScroller(imageList:XMLList):void{
         for (var item:uint = 0; item < imageList.length(); item++ )  {
              thisOne = new MovieClip();
              //outline
              var blackBox:Sprite = new Sprite();
              blackBox.graphics.beginFill(0xFFFFFF);
              blackBox.graphics.drawRect( -1, -1, 82, 82);
              blackBox.alpha = thumbFadeOut;
              thisOne.addChild(blackBox);
              thisOne.blackBox = blackBox;
              thisOne.x = thisOne.myx = (80 + padding) * item;
              thisOne.itemNum = item;
              thisOne.title = imageList[item].attribute("title");
              thisOne.link = imageList[item].attribute("url");
              thisOne.src = imageList[item].attribute("src");
              //image container
              var thisThumb:Sprite = new Sprite();
              //add image
              var ldr:Loader = new Loader();
              var urlReq:URLRequest = new URLRequest(thisOne.src);
              ldr.load(urlReq);
              //assign event listeners for Loader
              ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
              ldr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
              thisThumb.addChild(ldr);
              thisOne.addChild(thisThumb);
              //create listeners for this thumb
              thisOne.buttonMode = true;
              thisOne.addEventListener(MouseEvent.MOUSE_OVER, overScrollerItem);
              thisOne.addEventListener(MouseEvent.MOUSE_OUT, outScrollerItem);
              if(loaded == false) {
              thisOne.addEventListener(MouseEvent.CLICK, clickScrollerItem);
              //add item to the scroller mc
              scroller.addChild(thisOne);
         scroller.addEventListener(Event.ENTER_FRAME, moveScrollerThumbs);
    function overScrollerItem(e:MouseEvent):void {
         //trace("over" + e.currentTarget.name);
         TweenMax.to(e.currentTarget, 0.5, { scaleX:thumbLarge, scaleY:thumbLarge, x:e.currentTarget.myx - e.currentTarget.width * Math.abs(thumbSmall - thumbLarge)/2, y: -e.currentTarget.width * Math.abs(thumbSmall - thumbLarge)/2} );
         TweenMax.to(e.currentTarget.blackBox, 1, { alpha:thumbFadeIn} );
    function outScrollerItem(e:MouseEvent):void {
         //trace("out" + e.currentTarget.name);
         TweenMax.to(e.currentTarget, 0.5, { scaleX:thumbSmall, scaleY:thumbSmall, x:e.currentTarget.myx, y:0} );
         TweenMax.to(e.currentTarget.blackBox, 0.5, { alpha:thumbFadeOut} );
    var mcFullImage:MovieClip;
    var fullLdr:Loader
    function clickScrollerItem(e:MouseEvent):void {
         mcFullImage = new MovieClip();
         fullLdr = new Loader()
         var urlReq:URLRequest = new URLRequest(e.currentTarget.link);
         fullLdr.load(urlReq);
         fullLdr.contentLoaderInfo.addEventListener(Event.INIT, initHandler)
         addChild(mcFullImage);
         mcFullImage.x = 100;
         mcFullImage.y = 90;
         mcFullImage.addChild(fullLdr);
         var image:Bitmap = Bitmap(e.target.content);
         image.smoothing = true;
         loaded = true;
    function initHandler(e:Event):void
         TweenMax.from(fullLdr, 1, {alpha: 0});
         mcFullImage.addEventListener(MouseEvent.CLICK, removeImg);
    function removeImg(e:MouseEvent):void
         TweenMax.to(mcFullImage, 0.2, {alpha: 0, onComplete: unloadImg});
    function unloadImg():void
         mcFullImage.removeChild(fullLdr);
         fullLdr.unload();
         removeChild(mcFullImage);
         mcFullImage = null;
         loaded = false;
    function completeHandler(e:Event):void {
         //size image into scroller
         resizeMe(e.target.loader.parent, 80, 80, true, true, false);
         var image:Bitmap = Bitmap(e.target.content);
         image.smoothing = true;
         TweenMax.to(e.target.loader.parent.parent, 0.5, { alpha:1} );
    function errorHandler(e:IOErrorEvent):void {
         trace("thumbnail error="+e);
    //The resizing function
    // parameters
    // required: mc = the movieClip to resize
    // required: maxW = either the size of the box to resize to, or just the maximum desired width
    // optional: maxH = if desired resize area is not a square, the maximum desired height. default is to match to maxW (so if you want to resize to 200x200, just send 200 once)
    // optional: constrainProportions = boolean to determine if you want to constrain proportions or skew image. default true.
    function resizeMe(mc:DisplayObject, maxW:Number, maxH:Number=0, constrainProportions:Boolean=true, centerHor:Boolean=true, centerVert:Boolean=true):void{
        maxH = maxH == 0 ? maxW : maxH;
        mc.width = maxW;
        mc.height = maxH;
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            mc.scaleX < mc.scaleY ? mc.scaleY = mc.scaleX : mc.scaleX = mc.scaleY;
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         if (centerVert){
              mc.y = (maxH - mc.height) / 2;
    function moveScrollerThumbs(e:Event):void {
         if ( mouseY > scroller.y && mouseY < scroller.y + scroller.height) {//vertically over scroller
              if (mouseX < stage.stageWidth/2 - padding*2 && mouseX > 0) {//left of stage explicitly
                   speed = -(mouseX - (stage.stageWidth/2 - padding*2)) / 8;
              else if (mouseX > stage.stageWidth/2 + padding*2 && mouseX < stage.stageWidth) {//right of stage explicitly
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              else {
                   speed = 0;
              scroller.x += speed;
              //scroller limits
              if (scroller.x < -scroller.width + stage.stageWidth - padding) { //if scrolled too far left
                   scroller.x = -scroller.width + stage.stageWidth - padding;
              else if (scroller.x > padding) { //if scrolled to far right
                   scroller.x = padding;

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    Thanks
    Robin

  • TS1347 Dear apple, The governments of Saudi Arabia has changed its weekend from THR&FRI to FRI&SAT, Therefore the start day of the week became SUN. unfortunately all Iphone user could not adjust this change on their I phones . So will you  please facilita

    Dear apple,
    The governments of Saudi Arabia has changed its weekend from THR&FRI to FRI&SAT,
    Therefore the start day of the week became SUN. unfortunately all Iphone user could not adjust this change on their I phones .
    So will you  please facilitate us on this matter.
    Regards

    Give apple feedback regarding this.
    For a temporary fix, change your region? Get a 3rd party Calendar app that fits your needs?
    I assume your current region is set in the photo?
    If so, pick a region that has a start day of Sunday. (either historically or known for the present)
    Note, with changing your region, it will change the default phone number prefix/country code for new contacts and addresses. (calling and SMS is not affected)

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