Passe var

Hello,
I'm just hacking on my keyboard but I cannnot find a solution
for my problem.
I wrote a dirty little function and trying to combine it with
the blind effect. My function should be executed after the blind
effect finished so I thought it would be the easiest way to use the
finish parameter to call my own function after I had called the
blind effect with onclick="blindUp.start()". Now the problem: I
have to pass a var throught both function, the effect as well as my
function, this var should contain the id of the div which I want to
blind up but if I try to do it in this way
onclick="blindUp.start('divId')" I get an error.
Error: contentId is not defined
Source: file://...../custom.html#content1
Line: 94
Line 94: var blindUp = new Spry.Effect.Blind(contentId,
{duration: 600, from: '0px', to: '755px', toggle:false,
finish:createObject});
Thats a bit annoying because everythings works fine if I use
no variable but I need it to use the functions for different
elements on this page.
Does anyone know how I can fix that?
Source code:
quote:
<script type="text/javascript">
function createObject(contentId, filename)
var ele = document.getElementById(contentId);
var children = ele.childNodes;
for ( var i=children.length - 1; i >= 0; i-- )
ele.removeChild( children
var pdfOb = document.createElement("object");
pdfOb.data = filename+".pdf";
pdfOb.height = 750;
pdfOb.width = 700;
pdfOb.type = "application/pdf";
pdfOb.id = contentId+"-pdfOb";
ele.appendChild(pdfOb);
</script>
<body>
<a href="#content1"
onclick="blindUp.start('content1')">Title 1</a>
Click it<br />
<a href="#content1"
onclick="removeOpened('content1')">Close</a>
<p> Lorem Ipsum...
</p>
<div id="content1" class="objectDiv">
</div>
<script type="text/javascript">
var blindUp = new Spry.Effect.Blind(contentId, {duration:
600, from: '0px', to: '755px', toggle:false, finish:createObject});
</script>
</body>

What are you trying to do? If you're just trying to scale a loaded image to a new size, you don't need so much code. And you want to use a Matrix object to scale when doing a draw.
See if this helps. I've gotten rid of some extra code and comments, so I could more easily read it:
function lisenFullcouv(e : Event){
    Bitmap(d.content).smoothing = true;
    var m:Matrix = new Matrix();
    m.scale(.8, .8);
    var passe:BitmapData = new BitmapData(320,480,true);
    passe.draw(d.content,m);
    var voir :Bitmap = new Bitmap(passe);    
    addChild(voir)

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    What you should be aiming for is either:
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