Outline of an image

    How can I make outline of an image? I want an outline of a yin yang symbol and I can't find a way to get an outline of the inside circles also. I have PSE10. Thank you in advance

In this example I used the Magic Wand with the Contiguous option turned off. This selected all the black:
Added a blank layer and did a 1px Stroke.
Added a blank layer below this and filled it with white.

Similar Messages

  • How do I add an outline around an image in Elements 10

    I have an image that I created via Elements 10... The main body of the image is black and I am wanting to add a white outline around the image so I can place the image on a black background... Can someone advise how to add an outline including colorizing the outline around the image... Thanks

    Depending on what you want, you may need to add some canvas to give the border a place to be (Image>Resize>Canvas Size) but you can just press Ctrl+A/Cmd+A to select all, then go to Edit>Stroke (outline) selection, where you can choose the parameters of the border stroke. You can't choose Outside for the location, though, since that would put it off the canvas entirely where it wouldn't be visible.

  • Creating an animated outline of an image?

    I searched for quite some time but could not find a solution or tutorial on how to accomplish this.
    I'm looking for a way to take an image (a logo, or even a text image) and have a "glowing" white point trace the outline of the image from one starting point all the way around the image to where it began.  Once the navigation around the image is complete the outline will remain in place (or it can disappear and the original outline remains).  I'm not sure if Flash is the best tool for this or not.
    Any help is appreciated!

    Maybe you could use an activex control from Macromedia or Flash or Microsoft animation.

  • Outline Border on image???

    Hi All,
    I apologize if this is a silly question but I am wondering if there is a way to turn on a border outline for an image in Loupe view or the Develop module?
    I have previously worked in LR in 'gray background' mode, or 'Black with pinstripes' turned on. So there was always an edge around an image. After playing around a bit, I decided I wanted to try working against a 'black only' background. But I would like the image to have a pinstripe outline around it, as the Slideshow module allows for. I can't seem to find a place for that little addition in the Preferences or View options. Just wondering if I'm missing it???
    Thanks in advance.
    - Sol

    If you turn the lights out once (L key) you will have a white border on the image.
    If the dim level is too great at 80% you can change the level to 50% in the Preferences > Interface > Lights Out > Dim Level.

  • Outline Mysteriously Around Images

    Every image i use in dreamweaver seems to have a silver
    outline around it. The images in all other programs do not. Can
    anyone tell me how to undo this?
    screenshot1
    screenshot2
    Thanks,
    -Dan
    screenshot1
    screenshot2

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    Ah thanks John, must be reading the posts too quickly :-)
    --=20
    Nadia
    Adobe=AE Community Expert : Dreamweaver
    CSS Templates |Tutorials |SEO Articles
    http://www.DreamweaverResources.com
    ~ Customisation Service Available ~
    http://www.csstemplates.com.au
    =20
    "John Waller" <[email protected]>
    wrote in message =
    news:[email protected]...
    >> PS: The screen shot links never made it to the forum
    >=20
    > In OE, at the bottom of the post, I see:
    > "
    http://starvoid.com/uhoh1.pnghttp://starvoid.com/uhoh2.png"
    >=20
    > which unscrambled is:
    >
    http://starvoid.com/uhoh1.png
    > and
    >
    http://starvoid.com/uhoh2.png
    >=20
    >=20
    >=20
    > --=20
    > Regards
    >=20
    > John Waller=20
    >=20
    >
    ------=_NextPart_000_0DC3_01C798C1.B67F3AD0
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    charset="Windows-1252"
    Content-Transfer-Encoding: quoted-printable
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    <META content=3D"MSHTML 6.00.6000.16441"
    name=3DGENERATOR>
    <STYLE></STYLE>
    </HEAD>
    <BODY bgColor=3D#ffffff>
    <DIV>Ah thanks John, must be reading the posts too
    quickly  =
    :-)</DIV>
    <DIV><BR>-- <BR>Nadia<BR>Adobe=AE
    Community Expert :=20
    Dreamweaver<BR>----------------------------------------<BR>CSS
    Templates =
    |Tutorials |SEO Articles<BR><A=20
    href=3D"
    ces.com</A><BR>~=20
    Customisation Service Available ~<BR><A=20
    href=3D"
    ><BR>----------------------------------------<BR><BR> </DIV>
    <DIV>"John Waller" &lt;<A=20
    href=3D"mailto:[email protected]">johnw@REMOVETHISpinnac=
    leweb.com.au</A>&gt;=20
    wrote in message <A=20
    href=3D"news:[email protected]">news:f2ha60$ghr$1@forums=
    .macromedia.com</A>...</DIV>&gt;&gt;=20
    PS:  The screen shot links never made it to the
    forum<BR>&gt; =
    <BR>&gt; In=20
    OE, at the bottom of the post, I see:<BR>&gt;
    "<A=20
    href=3D"
    //starvoid.com/uhoh1.png
    http://starvoid.com/uhoh2.png</A>"<BR>&gt;=20
    <BR>&gt; which unscrambled is:<BR>&gt;
    <A=20
    href=3D"
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    and<BR>&gt; <A=20
    href=3D"
    BR>&gt;=20
    <BR>&gt; <BR>&gt; <BR>&gt; --
    <BR>&gt; Regards<BR>&gt; <BR>&gt;
    John =
    Waller=20
    <BR>&gt; <BR>&gt;
    </BODY></HTML>
    ------=_NextPart_000_0DC3_01C798C1.B67F3AD0--

  • How do I remove a white outline from an image

    I have created a logo in photoshop using text and original drawing. I keep getting a white line around each letter and drawing in dreamweaver. I then saved it as a jpeg and it still comes up with the same problem. In photoshop and/or fireworks it does not show a white line yet in dreamweaver it does no matter what I save it as PSD, EPS, GIF or JPEG. It also shows up in the "show in bowser button" in dreamweaver." As soon as I "save for web" it creates a white border. I also see two white dots at randon points in the image. I have tried numerous times to erase these randon points and border to no avail. I also created my own web buttons and do not have this problem.
    Can you please help we with this? I cannot try it on a live website because I do not have an active site yet. I am new to this and trying to build my own webpage.
    Thank you, any assistance will be greatly appreciated.

    Use the camera icon in the forum to paste your image into a reply.
    It could be artifacts in the native image, open it in Photoshop and hit Ctrl+++++ to zoom in on it.
    Or it may be the default browser borders on linked images.  To remove borders from all linked images add this line of code to your CSS.
    a img {border:none}
    Nancy O.
    Alt-Web Design & Publishing
    Web | Graphics | Print | Media  Specialists 
    http://alt-web.com/
    http://twitter.com/altweb

  • Strange outline on overlaid images after render, but not before.

    Hey everyone! Thanks in advance!
    I am editing a music video, and I had to mask the brand name of the keyboard for copyright reasons. Basically I made a rectangle that matched the texture of the keyboard and overlaid it, keeping it aligned using motion keyframes.
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    garbage matte a portion of the keyboard without the logo, move it into the right position and place it on top of the video, soften the edges with matte magic

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    I have Illustrator CS6 for Windows 7.
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    You mean something like this?
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    Theres some basic stuff you are not understanding…
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    Hello,
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    Sorry for the brevity.
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    Then, draw a marquee or select on the edge where the next screen shot shows.
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    I am customising an image thumb scroller. and trying to follow up previously developed code.
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      const _THUMB_HEIGHT:Number = 64;
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      const _IMAGE_HEIGHT:Number = 500;//355;original #
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    var _arrowLeft:MovieClip;
    var _arrowRight:MovieClip;
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    var _loadingSlide:Slide; //only used when a Slide is supposed to show but hasn't been fully loaded yet (like if the user clicks "next" many times before all the images have loaded). We keep track of the one that's in the process of loading and should be shown as soon as it finishes, then we set _loadingSlide back to null.
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    var _thumbnailsContainer:Sprite; //the Sprite into which the thumbnail images are placed. This also allows us to slide them all at the same time.
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    _thumbnailsContainer = new Sprite();
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    _thumbnailsContainer.y = _IMAGE_HEIGHT;//moves y position of thumbnails
    _thumbnailsContainer.alpha = 0; //we want alpha 0 initially because we'll fade it in later when the thumbnails load.
    _thumbnailsContainer.visible = false; //ensures nothing is clickable.
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    _slides = [];
    var xml:XML = event.target.content; //the XMLLoader's "content" is the XML that was loaded.
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    //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,
    //x:260, y:320,//doesn't work here but works in line 69
    scaleMode:"proportionalInside",
    bgColor:0x000000,
    estimatedBytes:13000,
    onFail:_imageFailHandler}),
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    var curX:Number = _THUMB_GAP;
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    thumbnail.y = -234;//defines y position of the thumbnails row
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    _minScrollX = _IMAGE_WIDTH - curX;
    if (_minScrollX > 0) {
    _minScrollX = 0;
    function _enterFrameHandler(event:Event):void {
    if (_thumbnailsContainer.hitTestPoint(this.stage.mouseX, this.stage.mouseY, false)) {
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    _destScrollX += ((_SCROLL_AREA - this.mouseX) / _SCROLL_AREA) * _SCROLL_SPEED;
    if (_destScrollX > 0) {  //this number is 1/2 the stage size, previously was at 0 it defines the left position of the thumbnails scroll end, has to be indentical to the number below
    _destScrollX = 0;    //this number is 1/2 the stage size, previously was at 0 it defines the left position of the thumbnails scroll end, has to be indentical to the number above
    TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
    } else if (this.mouseX > _IMAGE_WIDTH - _SCROLL_AREA) {
    _destScrollX -= ((this.mouseX - (_IMAGE_WIDTH - _SCROLL_AREA)) / _SCROLL_AREA) * _SCROLL_SPEED;
    if (_destScrollX < _minScrollX) {
    _destScrollX = _minScrollX;
    TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});

    Hi, thanks for taking a look at my problem.
    I assume that the code was difficult to read due to an unusual line brakes, which somehow I got when pasting on this site.
    Please take a look I am pasting the code anew in it entirety:
    (please let me know if you would like me to separate the areas which I believe give me troubles to address my previously describe problem:
    All worked fine until the last moment when thumbnails bar is positioned as if its starting point is in the middle of the screen. I suppose it was developed for the flash screen layout with centered coordinates. My stage probably has them set to the upper left corner.
    I can not make the bar move.
    My stage size is 1024 x 768
    Where do I do my math in the code so the thumbnails will be located in the middle of the screen rather than in its right hand.)
    (Also wanted to mention that there an external file Slide.as which is not responsible for the construction and positioning of the thumbnails)
              import com.greensock.*;
              import com.greensock.loading.*;
              //import com.greensock.events.LoaderEvent;
              import com.greensock.loading.display.*;
              //import com.greensock.TweenLite;
              import com.greensock.events.LoaderEvent;
              //import com.greensock.loading.ImageLoader;
              //import com.greensock.loading.SWFLoader;
              //import com.greensock.loading.LoaderMax;
              //import com.greensock.loading.XMLLoader;
              import com.greensock.plugins.AutoAlphaPlugin;
              import com.greensock.plugins.ColorTransformPlugin;
              import com.greensock.plugins.GlowFilterPlugin;
              import com.greensock.plugins.BlurFilterPlugin;//i added this filter to blur the progressBar
              import com.greensock.plugins.TweenPlugin;
              import flash.display.MovieClip;
              import flash.display.Sprite;
              import flash.events.Event;
              import flash.events.MouseEvent;
              //public class SlideshowExample extends MovieClip {
                          const _THUMB_WIDTH:Number = 50;
                          const _THUMB_HEIGHT:Number = 64;
                          const _IMAGE_WIDTH:Number = 860;//550;original #
                          const _IMAGE_HEIGHT:Number = 500;//355;original #
                          const _THUMB_GAP:Number = 2;
                          const _SCROLL_SPEED:Number = 12;
                          const _SCROLL_AREA:Number = 150;
                         var _progressBar:MovieClip;
                         var _arrowLeft:MovieClip;
                         var _arrowRight:MovieClip;
                         var _slides:Array;
                         var _curSlide:Slide; //Slide that is currently displaying
                         var _loadingSlide:Slide; //only used when a Slide is supposed to show but hasn't been fully loaded yet (like if the user clicks "next" many times before all the images have loaded). We keep track of the one that's in the process of loading and should be shown as soon as it finishes, then we set _loadingSlide back to null.
                         var _imagesContainer:Sprite; //the Sprite into which the full-size images are placed (this helps manage the stacking order so that the images can always be behind everything else and yet we can addChild() each image so that it shows up on top of the previous one)
                         var _thumbnailsContainer:Sprite; //the Sprite into which the thumbnail images are placed. This also allows us to slide them all at the same time.
                         var _destScrollX:Number = 0; //destination x value for the _thumbnailsContainer which is used for scrolling it across the bottom. We don't want to use _thumbnailsContainer.x because it could be in the process of tweening, so we keep track of the end/destination value and add/subtract from it when creating our tweens.
                         var _minScrollX:Number; //we know the maximum x value for _thumbnailsContainer is 0, but the mimimum value will depend on how many thumbnail images it contains (the total width). We calculate it in the _setupThumbnails() method and store it here for easier/faster scrolling calculations in the _enterFrameHandler()
                         //function SlideshowExample() {
                                  //super();
                                  //activate the plugins that we'll be using so that TweenLite can tween special properties like filters, colorTransform, and do autoAlpha fades.
                                  TweenPlugin.activate([AutoAlphaPlugin, ColorTransformPlugin, GlowFilterPlugin, BlurFilterPlugin]);//i added BlurFilterPlugin at the end
                                  _progressBar = this.getChildByName("progress_mc") as MovieClip;
                                  _arrowLeft = this.getChildByName("arrowLeft_mc") as MovieClip;
                                  _arrowRight = this.getChildByName("arrowRight_mc") as MovieClip;
                                  //////////my additions to make progress bay blurry
                                  TweenLite.to(progress_mc.progressBar_mc.gradientbar_appLoader_mcPopUp_mc, 0, {blurFilter:{blurX:21, blurY:8}});//i added this line to make ProgressBar_mc to blur
                                  TweenLite.to(progress_mc.rectangleGray, 0, {blurFilter:{blurX:21, blurY:8}});//i added this line to make ProgressBar_mc to blur
                                  _arrowLeft.visible = _arrowRight.visible = false;
                                  _imagesContainer = new Sprite();
                                  this.addChildAt(_imagesContainer, 0);
                                  _thumbnailsContainer = new Sprite();
                                  addChild(_thumbnailsContainer);
                                  //_thumbnailsContainer.x = -550;//moves x position of thumbnails, instead done in line 273 thumbnail.x = curX - 590;
                                  _thumbnailsContainer.y = _IMAGE_HEIGHT;//moves y position of thumbnails
                                  _thumbnailsContainer.alpha = 0; //we want alpha 0 initially because we'll fade it in later when the thumbnails load.
                                  _thumbnailsContainer.visible = false; //ensures nothing is clickable.
                                  var xmlLoader:XMLLoader = new XMLLoader("loadingAssets/appThumbnails/slideshow_image scroller greenSock_mine/assets/data.xml", {onComplete:_xmlCompleteHandler});
                                  xmlLoader.load();
                         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.@na me + "Thumb",
                                                                                                                                                          width:_THUMB_W IDTH,
                                                                                                                                                          height:_THUMB_ HEIGHT,
                                                                                                                                                          //centerRegist ration:true,
                                                                                                                                                          //x:260, y:320,//doesn't work here but works in line 69
                                                                                                                                                          scaleMode:"pro portionalInside",
                                                                                                                                                          bgColor:0x0000 00,
                                                                                                                                                          estimatedBytes :13000,
                                                                                                                                                          onFail:_imageF ailHandler}),
                                                                                                        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,
                                                                                                                                                  x:-420, y:-260,
                                                                                                                                                  scaleMode:"proportionalInside",
                                                                                                                                                  bgColor:0x000000,
                                                                                                                                                  estimatedBytes:820000,
                                                                                                                                                  onFail:_imageFailHandler})
                                  //now create a LoaderMax queue and populate it with all the thumbnail ImageLoaders as well as the very first full-size ImageLoader. We don't want to show anything until the thumbnails are done loading as well as the first full-size one. After that, we'll create another LoaderMax queue containing the rest of the full-size images that will load silently in the background.
                                  var initialLoadQueue:LoaderMax = new LoaderMax({onComplete:_initialLoadComplete, onProgress:_progressHandler});
                                  for (var i:int = 0; i < _slides.length; i++) {
                                            initialLoadQueue.append( _slides[i].thumbnailLoader );
                                  initialLoadQueue.append(_slides[0].imageLoader); //make sure the very first full-sized image is loaded initially too.
                                  initialLoadQueue.load();
                                  _setupThumbnails();
                         function _initialLoadComplete(event:LoaderEvent):void {
                                  //now that the initial load is complete, fade out the progressBar. autoAlpha will automatically set visible to false once alpha hits 0.
                                  TweenLite.to(_progressBar, 0.5, {autoAlpha:0});
                                  //fade in the thumbnails container
                                  TweenLite.to(_thumbnailsContainer, 1, {autoAlpha:1});
                                  _setupArrows();
                                  //setup the ENTER_FRAME listeners that controls the thumbnail scrolling behavior at the bottom
                                  this.stage.addEventListener(Event.ENTER_FRAME, _enterFrameHandler, false, 0, true);
                                  //now put all the remaining images into a LoaderMax queue that will load them one-at-a-time in the background in the proper order. This can greatly improve the user's experience compared to loading them on demand which forces the user to wait while the next image loads.
                                  var imagesQueue:LoaderMax = new LoaderMax({maxConnections:1});
                                  for (var i:int = 1; i < _slides.length; i++) {
                                            imagesQueue.append( _slides[i].imageLoader );
                                  imagesQueue.load();
                                  //now start the slideshow
                                  _showNext(null);
                        //loops through all the thumbnail images and places them in the proper order across the bottom of the screen and adds CLICK_THUMBNAIL listeners.
                         function _setupThumbnails():void {
                                  var l:int = _slides.length;
                                  var curX:Number = _THUMB_GAP;
                                  for (var i:int = 0; i < l; i++) {
                                            var thumbnail:Sprite = _slides[i].thumbnail;
                                            _thumbnailsContainer.addChild(thumbnail);
                                            TweenLite.to(thumbnail, 0, {colorTransform:{brightness:0.5}});
                                            _slides[i].addEventListener(Slide.CLICK_THUMBNAIL, _clickThumbnailHandler, false, 0, true);
                                            thumbnail.x = curX;
                                            thumbnail.y = -234;//defines y position of the thumbnails row
                                            curX += _THUMB_WIDTH + _THUMB_GAP;
                                  _minScrollX = _IMAGE_WIDTH - curX;
                                  if (_minScrollX > 0) {
                                            _minScrollX = 0;
                         function _setupArrows():void {
                                  _arrowLeft.alpha = _arrowRight.alpha = 0;
                                  _arrowLeft.visible = _arrowRight.visible = true;
                                  _arrowLeft.addEventListener(MouseEvent.ROLL_OVER, _rollOverArrowHandler, false, 0, true);
                                  _arrowLeft.addEventListener(MouseEvent.ROLL_OUT, _rollOutArrowHandler, false, 0, true);
                                  _arrowLeft.addEventListener(MouseEvent.CLICK, _showPrevious, false, 0, true);
                                  _arrowRight.addEventListener(MouseEvent.ROLL_OVER, _rollOverArrowHandler, false, 0, true);
                                  _arrowRight.addEventListener(MouseEvent.ROLL_OUT, _rollOutArrowHandler, false, 0, true);
                                  _arrowRight.addEventListener(MouseEvent.CLICK, _showNext, false, 0, true);
                         function _showNext(event:Event=null):void {
                                  //if there's a _loadingSlide we should assume that the next Slide would be AFTER that one. Otherwise just get the one after the _curSlide.
                                  var next:int = (_loadingSlide != null) ? _slides.indexOf(_loadingSlide) + 1 : _slides.indexOf(_curSlide) + 1;
                                  if (next >= _slides.length) {
                                            next = 0;
                                  _requestSlide(_slides[next]);
                         function _showPrevious(event:Event=null):void {
                                  //if there's a _loadingSlide we should assume that the previous Slide would be BEFORE that one. Otherwise just get the one before the _curSlide.
                                  var prev:int = (_loadingSlide != null) ? _slides.indexOf(_loadingSlide) - 1 : _slides.indexOf(_curSlide) - 1;
                                  if (prev < 0) {
                                            prev = _slides.length - 1;
                                  _requestSlide(_slides[prev]);
                         function _requestSlide(slide:Slide):void {
                                  if (slide == _curSlide) {
                                            return;
                                  //kill the delayed calls to _showNext so that we start over again with a 5-second wait time.
                                  TweenLite.killTweensOf(_showNext);
                                  if (_loadingSlide != null) {
                                            _cancelPrioritizedSlide(); //the user must have skipped to another Slide and didn't want to wait for the one that was loading.
                                  //if the requested Slide's full-sized image hasn't loaded yet, we need to show the progress bar and wait for it to load.
                                  if (slide.imageLoader.progress != 1) {
                                            _prioritizeSlide(slide);
                                            return;
                                  //fade the old Slide and make sure it's not highlighted anymore as the current Slide.
                                  if (_curSlide != null) {
                                            TweenLite.to(_curSlide.image, 0.5, {autoAlpha:0});
                                            _curSlide.setShowingStatus(false);
                                  _curSlide = slide;
                                  _imagesContainer.addChild(_curSlide.image); //ensures the image is at the top of the stacking order inside the _imagesContainer
                                  TweenLite.to(_curSlide.image, 0.5, {autoAlpha:1}); //fade the image in and make sure visible is true.
                                  _curSlide.setShowingStatus(true); //adds an outline to the image indicating that it's the currently showing Slide.
                                  TweenLite.delayedCall(5, _showNext); //create a delayedCall that will call _showNext in 5 seconds.
                         function _prioritizeSlide(slide:Slide):void {
                                  TweenLite.to(_progressBar, 0.5, {autoAlpha:1}); //show the progress bar
                                  _loadingSlide = slide;
                                  _loadingSlide.imageLoader.addEventListener(LoaderEvent.PROGRESS, _progressHandler);
                                  _loadingSlide.imageLoader.addEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
                                  _loadingSlide.imageLoader.prioritize(true); //when the loader is prioritized, it will jump to the top of any LoaderMax queues that it belongs to, so if another loader is in the process of loading in that queue, it will be canceled and this new one will take over which maximizes bandwidth utilization. Once the _loadingSlide is done loading, the LoaderMax queue(s) will continue loading the rest of their images normally.
                         function _cancelPrioritizedSlide():void {
                                  TweenLite.to(_progressBar, 0.5, {autoAlpha:0}); //hide the progress bar
                                  _loadingSlide.imageLoader.removeEventListener(LoaderEvent.PROGRESS, _progressHandler);
                                  _loadingSlide.imageLoader.removeEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
                                  _loadingSlide = null;
                         function _completePrioritizedHandler(event:LoaderEvent):void {
                                  var next:Slide = _loadingSlide; //store it in a local variable first because _cancelPrioritizedSlide() will set _loadingSlide to null.
                                  _cancelPrioritizedSlide();
                                  _requestSlide(next);
                         function _progressHandler(event:LoaderEvent):void {
                                  _progressBar.progressBar_mc.scaleX = event.target.progress;
                         function _clickThumbnailHandler(event:Event):void {
                                  _requestSlide(event.target as Slide);
                         function _rollOverArrowHandler(event:Event):void {
                                  TweenLite.to(event.currentTarget, 0.5, {alpha:1});
                         function _rollOutArrowHandler(event:Event):void {
                                  TweenLite.to(event.currentTarget, 0.5, {alpha:0});
                         function _enterFrameHandler(event:Event):void {
                                  if (_thumbnailsContainer.hitTestPoint(this.stage.mouseX, this.stage.mouseY, false)) {
                                            if (this.mouseX < _SCROLL_AREA) {
                                                      _destScrollX += ((_SCROLL_AREA - this.mouseX) / _SCROLL_AREA) * _SCROLL_SPEED;
                                                      if (_destScrollX > 0) {  //this number is 1/2 the stage size, previously was at 0 it defines the left position of the thumbnails scroll end, has to be indentical to the number below
                                                                _destScrollX = 0;    //this number is 1/2 the stage size, previously was at 0 it defines the left position of the thumbnails scroll end, has to be indentical to the number above
                                                      TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
                                            } else if (this.mouseX > _IMAGE_WIDTH - _SCROLL_AREA) {
                                                      _destScrollX -= ((this.mouseX - (_IMAGE_WIDTH - _SCROLL_AREA)) / _SCROLL_AREA) * _SCROLL_SPEED;
                                                      if (_destScrollX < _minScrollX) {
                                                                _destScrollX = _minScrollX;
                                                      TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
                        //if an image fails to load properly, remove it from the slideshow completely including its thumbnail at the bottom.
                         function _imageFailHandler(event:LoaderEvent):void {
                                  var slide:Slide;
                                  var i:int = _slides.length;
                                  while (--i > -1) {
                                            slide = _slides[i];
                                            if (event.target == slide.thumbnailLoader || event.target == slide.imageLoader) {
                                                      slide.dispose();
                                                      _slides.splice(i, 1);
                                                      _setupThumbnails();
                                                      return;

  • How to specify SWF instead of an image in loading

    I hope it is not too much over my head as I would like to make it work. Some time ago I recieved help in constracting an interactive image thumb scroller using greensock features.
    My biggest problem at the moment is that I can not figure out how to change the code so the thumbs would bring up the swf files and not jpg files. In other words my small thumbnails are small jpg files (as they were intended to be), but my bigger visuals (the ones which are being brought by clicking on the small thumbnails) I would like to change to an swf file (as it contains its separate animation and additional set of buttons)
    Here is the original code I am trying to modify:
    [CODE]
    package {
    import com.greensock.TweenLite;
    import com.greensock.events.LoaderEvent;
    import com.greensock.loading.ImageLoader;
    import com.greensock.loading.LoaderMax;
    import com.greensock.loading.XMLLoader;
    import com.greensock.plugins.AutoAlphaPlugin;
    import com.greensock.plugins.ColorTransformPlugin;
    import com.greensock.plugins.GlowFilterPlugin;
    import com.greensock.plugins.TweenPlugin;
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    public class SlideshowExample extends MovieClip {
      private static const _THUMB_WIDTH:Number = 100;
      private static const _THUMB_HEIGHT:Number = 64;
      private static const _IMAGE_WIDTH:Number = 550;
      private static const _IMAGE_HEIGHT:Number = 355;
      private static const _THUMB_GAP:Number = 4;
      private static const _SCROLL_SPEED:Number = 12;
      private static const _SCROLL_AREA:Number = 150;
      private var _progressBar:MovieClip;
      private var _arrowLeft:MovieClip;
      private var _arrowRight:MovieClip;
      private var _slides:Array;
      private var _curSlide:Slide; //Slide that is currently displaying
      private var _loadingSlide:Slide; //only used when a Slide is supposed to show but hasn't been fully loaded yet (like if the user clicks "next" many times before all the images have loaded). We keep track of the one that's in the process of loading and should be shown as soon as it finishes, then we set _loadingSlide back to null.
      private var _imagesContainer:Sprite; //the Sprite into which the full-size images are placed (this helps manage the stacking order so that the images can always be behind everything else and yet we can addChild() each image so that it shows up on top of the previous one)
      private var _thumbnailsContainer:Sprite; //the Sprite into which the thumbnail images are placed. This also allows us to slide them all at the same time.
      private var _destScrollX:Number = 0; //destination x value for the _thumbnailsContainer which is used for scrolling it across the bottom. We don't want to use _thumbnailsContainer.x because it could be in the process of tweening, so we keep track of the end/destination value and add/subtract from it when creating our tweens.
      private var _minScrollX:Number; //we know the maximum x value for _thumbnailsContainer is 0, but the mimimum value will depend on how many thumbnail images it contains (the total width). We calculate it in the _setupThumbnails() method and store it here for easier/faster scrolling calculations in the _enterFrameHandler()
      public function SlideshowExample() {
       super();
       //activate the plugins that we'll be using so that TweenLite can tween special properties like filters, colorTransform, and do autoAlpha fades.
       TweenPlugin.activate([AutoAlphaPlugin, ColorTransformPlugin, GlowFilterPlugin]);
       _progressBar = this.getChildByName("progress_mc") as MovieClip;
       _arrowLeft = this.getChildByName("arrowLeft_mc") as MovieClip;
       _arrowRight = this.getChildByName("arrowRight_mc") as MovieClip;
       _arrowLeft.visible = _arrowRight.visible = false;
       _imagesContainer = new Sprite();
       this.addChildAt(_imagesContainer, 0);
       _thumbnailsContainer = new Sprite();
       addChild(_thumbnailsContainer);
       _thumbnailsContainer.y = _IMAGE_HEIGHT;
       _thumbnailsContainer.alpha = 0; //we want alpha 0 initially because we'll fade it in later when the thumbnails load.
       _thumbnailsContainer.visible = false; //ensures nothing is clickable.
       var xmlLoader:XMLLoader = new XMLLoader("assets/data.xml", {onComplete:_xmlCompleteHandler});
       xmlLoader.load();
      private 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("assets/thumbnails/" + image.@name + ".jpg", {name:image.@name + "Thumb", width:_THUMB_WIDTH, height:_THUMB_HEIGHT, scaleMode:"proportionalInside", bgColor:0x000000, estimatedBytes:13000, onFail:_imageFailHandler}),
              new ImageLoader("assets/images/" + image.@name + ".jpg", {name:image.@name + "Image", width:_IMAGE_WIDTH, height:_IMAGE_HEIGHT, scaleMode:"proportionalInside", bgColor:0x000000, estimatedBytes:820000, onFail:_imageFailHandler})
       //now create a LoaderMax queue and populate it with all the thumbnail ImageLoaders as well as the very first full-size ImageLoader. We don't want to show anything until the thumbnails are done loading as well as the first full-size one. After that, we'll create another LoaderMax queue containing the rest of the full-size images that will load silently in the background.
       var initialLoadQueue:LoaderMax = new LoaderMax({onComplete:_initialLoadComplete, onProgress:_progressHandler});
       for (var i:int = 0; i < _slides.length; i++) {
        initialLoadQueue.append( _slides[i].thumbnailLoader );
       initialLoadQueue.append(_slides[0].imageLoader); //make sure the very first full-sized image is loaded initially too.
       initialLoadQueue.load();
       _setupThumbnails();
      private function _initialLoadComplete(event:LoaderEvent):void {
       //now that the initial load is complete, fade out the progressBar. autoAlpha will automatically set visible to false once alpha hits 0.
       TweenLite.to(_progressBar, 0.5, {autoAlpha:0});
       //fade in the thumbnails container
       TweenLite.to(_thumbnailsContainer, 1, {autoAlpha:1});
       _setupArrows();
       //setup the ENTER_FRAME listeners that controls the thumbnail scrolling behavior at the bottom
       this.stage.addEventListener(Event.ENTER_FRAME, _enterFrameHandler, false, 0, true);
       //now put all the remaining images into a LoaderMax queue that will load them one-at-a-time in the background in the proper order. This can greatly improve the user's experience compared to loading them on demand which forces the user to wait while the next image loads.
       var imagesQueue:LoaderMax = new LoaderMax({maxConnections:1});
       for (var i:int = 1; i < _slides.length; i++) {
        imagesQueue.append( _slides[i].imageLoader );
       imagesQueue.load();
       //now start the slideshow
       _showNext(null);
      //loops through all the thumbnail images and places them in the proper order across the bottom of the screen and adds CLICK_THUMBNAIL listeners.
      private function _setupThumbnails():void { 
       var l:int = _slides.length;
       var curX:Number = _THUMB_GAP;
       for (var i:int = 0; i < l; i++) {
        var thumbnail:Sprite = _slides[i].thumbnail;
        _thumbnailsContainer.addChild(thumbnail);
        TweenLite.to(thumbnail, 0, {colorTransform:{brightness:0.5}});
        _slides[i].addEventListener(Slide.CLICK_THUMBNAIL, _clickThumbnailHandler, false, 0, true);
        thumbnail.x = curX;
        thumbnail.y = 4;
        curX += _THUMB_WIDTH + _THUMB_GAP;
       _minScrollX = _IMAGE_WIDTH - curX;
       if (_minScrollX > 0) {
        _minScrollX = 0;
      private function _setupArrows():void {
       _arrowLeft.alpha = _arrowRight.alpha = 0;
       _arrowLeft.visible = _arrowRight.visible = true;
       _arrowLeft.addEventListener(MouseEvent.ROLL_OVER, _rollOverArrowHandler, false, 0, true);
       _arrowLeft.addEventListener(MouseEvent.ROLL_OUT, _rollOutArrowHandler, false, 0, true);
       _arrowLeft.addEventListener(MouseEvent.CLICK, _showPrevious, false, 0, true);
       _arrowRight.addEventListener(MouseEvent.ROLL_OVER, _rollOverArrowHandler, false, 0, true);
       _arrowRight.addEventListener(MouseEvent.ROLL_OUT, _rollOutArrowHandler, false, 0, true);
       _arrowRight.addEventListener(MouseEvent.CLICK, _showNext, false, 0, true);
      private function _showNext(event:Event=null):void {
       //if there's a _loadingSlide we should assume that the next Slide would be AFTER that one. Otherwise just get the one after the _curSlide.
       var next:int = (_loadingSlide != null) ? _slides.indexOf(_loadingSlide) + 1 : _slides.indexOf(_curSlide) + 1;
       if (next >= _slides.length) {
        next = 0;
       _requestSlide(_slides[next]);
      private function _showPrevious(event:Event=null):void {
       //if there's a _loadingSlide we should assume that the previous Slide would be BEFORE that one. Otherwise just get the one before the _curSlide.
       var prev:int = (_loadingSlide != null) ? _slides.indexOf(_loadingSlide) - 1 : _slides.indexOf(_curSlide) - 1;
       if (prev < 0) {
        prev = _slides.length - 1;
       _requestSlide(_slides[prev]);
      private function _requestSlide(slide:Slide):void {
       if (slide == _curSlide) {
        return;
       //kill the delayed calls to _showNext so that we start over again with a 5-second wait time.
       TweenLite.killTweensOf(_showNext);
       if (_loadingSlide != null) {
        _cancelPrioritizedSlide(); //the user must have skipped to another Slide and didn't want to wait for the one that was loading.
       //if the requested Slide's full-sized image hasn't loaded yet, we need to show the progress bar and wait for it to load.
       if (slide.imageLoader.progress != 1) {
        _prioritizeSlide(slide);
        return;
       //fade the old Slide and make sure it's not highlighted anymore as the current Slide.
       if (_curSlide != null) {
        TweenLite.to(_curSlide.image, 0.5, {autoAlpha:0});
        _curSlide.setShowingStatus(false);
       _curSlide = slide;
       _imagesContainer.addChild(_curSlide.image); //ensures the image is at the top of the stacking order inside the _imagesContainer
       TweenLite.to(_curSlide.image, 0.5, {autoAlpha:1}); //fade the image in and make sure visible is true.
       _curSlide.setShowingStatus(true); //adds an outline to the image indicating that it's the currently showing Slide.
       TweenLite.delayedCall(5, _showNext); //create a delayedCall that will call _showNext in 5 seconds.
      private function _prioritizeSlide(slide:Slide):void {
       TweenLite.to(_progressBar, 0.5, {autoAlpha:1}); //show the progress bar
       _loadingSlide = slide;
       _loadingSlide.imageLoader.addEventListener(LoaderEvent.PROGRESS, _progressHandler);
       _loadingSlide.imageLoader.addEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
       _loadingSlide.imageLoader.prioritize(true); //when the loader is prioritized, it will jump to the top of any LoaderMax queues that it belongs to, so if another loader is in the process of loading in that queue, it will be canceled and this new one will take over which maximizes bandwidth utilization. Once the _loadingSlide is done loading, the LoaderMax queue(s) will continue loading the rest of their images normally.
      private function _cancelPrioritizedSlide():void {
       TweenLite.to(_progressBar, 0.5, {autoAlpha:0}); //hide the progress bar
       _loadingSlide.imageLoader.removeEventListener(LoaderEvent.PROGRESS, _progressHandler);
       _loadingSlide.imageLoader.removeEventListener(LoaderEvent.COMPLETE, _completePrioritizedHandler);
       _loadingSlide = null;
      private function _completePrioritizedHandler(event:LoaderEvent):void {
       var next:Slide = _loadingSlide; //store it in a local variable first because _cancelPrioritizedSlide() will set _loadingSlide to null.
       _cancelPrioritizedSlide();
       _requestSlide(next);
      private function _progressHandler(event:LoaderEvent):void {
       _progressBar.progressBar_mc.scaleX = event.target.progress;
      private function _clickThumbnailHandler(event:Event):void {
       _requestSlide(event.target as Slide);
      private function _rollOverArrowHandler(event:Event):void {
       TweenLite.to(event.currentTarget, 0.5, {alpha:1});
      private function _rollOutArrowHandler(event:Event):void {
       TweenLite.to(event.currentTarget, 0.5, {alpha:0});
      private function _enterFrameHandler(event:Event):void {
       if (_thumbnailsContainer.hitTestPoint(this.stage.mouseX, this.stage.mouseY, false)) {
        if (this.mouseX < _SCROLL_AREA) {
         _destScrollX += ((_SCROLL_AREA - this.mouseX) / _SCROLL_AREA) * _SCROLL_SPEED;
         if (_destScrollX > 0) {
          _destScrollX = 0;
         TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
        } else if (this.mouseX > _IMAGE_WIDTH - _SCROLL_AREA) {
         _destScrollX -= ((this.mouseX - (_IMAGE_WIDTH - _SCROLL_AREA)) / _SCROLL_AREA) * _SCROLL_SPEED;
         if (_destScrollX < _minScrollX) {
          _destScrollX = _minScrollX;
         TweenLite.to(_thumbnailsContainer, 0.5, {x:_destScrollX});
      //if an image fails to load properly, remove it from the slideshow completely including its thumbnail at the bottom.
      private function _imageFailHandler(event:LoaderEvent):void {
       var slide:Slide;
       var i:int = _slides.length;
       while (--i > -1) {
        slide = _slides[i];
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         _setupThumbnails();
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    [/CODE]
    I could figure out that I have to change the line
    [CODE]
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    [/CODE]
    and instead of ".jpg" put ".swf" (making sure that the names of the files are identical except for their extensions)
    The problem is that I get an error message in the output that flash could not convert my swf file to the bitmap.
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    I don't have enough expertise to decipher all the lines where this has to be changed.
    It feels that I am close to accomplishing what I need. Is it possible to point out where this change has to take place?
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    I don't think anything need to be changed in lines 138-173 as " Slide" can incorporate an SWF file (lines 138-173)
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    I am attaching the .xml and .as documents as well

    This was my very first step.
    The problem is that I get an error message in the output that flash could not convert my swf file to the bitmap.
    I suspect that I have to change the hard coding to specify that Loader Max should treat loading bigger swf files as swf and not as image/jpg files.
    I don't have enough expertise to decipher all the lines where this has to be changed.
    It feels that I am close to accomplishing what I need. Is it possible to point out where this change has to take place?
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    <data>
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              <image name="cocacola" description="cocacola description text goes here." />
              <image name="cu3er" description="cu3er description text goes here." />
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              <image name="dow" description="dow description text goes here." />
              <image name="erkyperky" description="erkyperky description text goes here." />
              <image name="flexa" description="flexa description text goes here." />
              <image name="happyplanetshots" description="happyplanetshots description text goes here." />
              <image name="holdencruze" description="holdencruze description text goes here." />
              <image name="ironman" description="ironman description text goes here." />
              <image name="mercedes" description="mercedes description text goes here." />
              <image name="micromaniac" description="micromaniac description text goes here." />
              <image name="overtheatlantic" description="overtheatlantic description text goes here." />
              <image name="saab" description="saab description text goes here." />
              <image name="silverpistol" description="silverpistol description text goes here." />
              <image name="softse" description="softse description text goes here." />
              <image name="target" description="target description text goes here." />
              <image name="tonydorio" description="tonydorio description text goes here." />
              <image name="prius" description="prius description text goes here." />
              <image name="waterlife" description="waterlife description text goes here." />
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