Positioning of thumbnails.

Hi guys. I'm completely new to Dreamweaver, and web design in
general, and I'm having a few problems doing some things I thought
would be pretty simple.
I'm most of the way through building my own website (my 1st
attempt). I'm just having trouble making the galleries.
Once I get the thumbnails in place, I'm pretty sure I can
take it from there, but I can't get them to line up the way I want.
I'm trying to put 15 pics on the page (3 rows of 5), with 50px
between each on the side, and 38px between rows.
I'm used to photoshop, so I dragged some guides out, and was
hoping the pics would just "snap" to them. But I can't get them to
even a loose position by dragging.
I've tried placing them in an AP div with no success, and was
pretty confused by the results - (Although the ap div was 50px from
the edge of my "container", when previewed, the thumbnail was
pushed all the way to the side. I did not apply any CSS styles. I
just inserted.)
I'm also wondering if anyone knows how to make thumbnails
open full size in a similar way to this in dreamweaver, (or what
extention I would need to do it -
http://www.f22photography.com/index.cfm?objectid=F4782103-C09F-1F3C-C8F64F8759274370&catid =9705E8A5-A0CC-3C8C-D95F8937BA162AD3
Any help you can offer - particularly with building a
thumbnail gallery and positioning the elements - would be very much
appreciated. Thanks heaps!
Cheers,
Ben

Ben_McPhee wrote:
> Hi guys. I'm completely new to Dreamweaver, and web
design in general, and I'm
> having a few problems doing some things I thought would
be pretty simple.
>
> I'm most of the way through building my own website (my
1st attempt). I'm just
> having trouble making the galleries.
>
> Once I get the thumbnails in place, I'm pretty sure I
can take it from there,
> but I can't get them to line up the way I want. I'm
trying to put 15 pics on
> the page (3 rows of 5), with 50px between each on the
side, and 38px between
> rows.
>
> I'm used to photoshop, so I dragged some guides out, and
was hoping the pics
> would just "snap" to them. But I can't get them to even
a loose position by
> dragging.
>
> I've tried placing them in an AP div with no success,
and was pretty confused
> by the results - (Although the ap div was 50px from the
edge of my "container",
> when previewed, the thumbnail was pushed all the way to
the side. I did not
> apply any CSS styles. I just inserted.)
>
> I'm also wondering if anyone knows how to make
thumbnails open full size in a
> similar way to this in dreamweaver, (or what extention I
would need to do it -
>
http://www.f22photography.com/index.cfm?objectid=F4782103-C09F-1F3C-C8F64F875927
> 4370&catid=9705E8A5-A0CC-3C8C-D95F8937BA162AD3 .
>
> Any help you can offer - particularly with building a
thumbnail gallery and
> positioning the elements - would be very much
appreciated. Thanks heaps!
>
> Cheers,
> Ben
>
Dreamweaver is not a drag and drop application.
To place your thumbs ina grid, you need to build the grid
structure first, then insert the thumbs in
each cell of the grid.
The easiest way to do this would be to create a table with 5
columns and 3 rows.
Do NOT specify a width for your table when inserting.
Do NOT try to set the cells height or table width, do not
drag the table edges to the size you want.
Just insert the table with no height and width specified and
leave it as is, even if it does not
look as you want for now.
Then insert each thumb in each table cell.
The size of the thumbs will determine the size of your table
and cells automatically.
If your thumbs have all the same size, you'll end-up with a
nice, regular grid.
Then you can control more the spacing between each image,
using CSS.
Come back here with questions about this if you need to, once
you have setup your table as described
above.
seb (@webtrans1.com)
high-end web design:
http://webtrans1.com
an ingenious website builder:
http://sitelander.com
music:
http://myspace.com/popmodelberlin

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    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.
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    (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:
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              import com.greensock.*;
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              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;
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              import com.greensock.plugins.GlowFilterPlugin;
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              import flash.display.Sprite;
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                          const _SCROLL_SPEED:Number = 12;
                          const _SCROLL_AREA:Number = 150;
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                                  _arrowRight = this.getChildByName("arrowRight_mc") as MovieClip;
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                                  _thumbnailsContainer = new Sprite();
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                                  //_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.
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                                                                                                                                                          //x:260, y:320,//doesn't work here but works in line 69
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                                                                                                                                                          bgColor:0x0000 00,
                                                                                                                                                          estimatedBytes :13000,
                                                                                                                                                          onFail:_imageF ailHandler}),
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                                                                                                                                                  height:_IMAGE_HEIGHT,
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                                                                                                                                                  x:-420, y:-260,
                                                                                                                                                  scaleMode:"proportionalInside",
                                                                                                                                                  bgColor:0x000000,
                                                                                                                                                  estimatedBytes:820000,
                                                                                                                                                  onFail:_imageFailHandler})
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                                  TweenLite.to(_thumbnailsContainer, 1, {autoAlpha:1});
                                  _setupArrows();
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                                  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;

  • Can't print .indd booklet to PDF; opens print utility instead of Acrobat

    Thanks in advance for any help you can lend.
    I have a 16 page .indd document that I'm trying to export via "print booklet", using Adobe PDF 9.0 as my printer. Every time I try to print as a PDF, it goes through the process of compiling the images, loading fonts, etc., but then my printer utility opens (obviously giving an error) instead of Acrobat. When I just choose export as PDF I have no issues whatsoever; Acrobat opens and it saves properly. I need the document, though, in a saddle stitch imposed format for the printer.
    I'm on Mac OSX Lion 10.7.2
    Acrobat X version 10.1.3
    Adobe InDesign CS5.5
    The setting summary of the print dialogue is as follows:
    Print Preset: [Custom]
    Printer: Adobe PDF 9.0
    PPD: Adobe PDF 9.0
    PPD File: /var/folders/74/_l7wb86j7plcvb5kz2hwgmh00000gn/T//4f9757064d509
    Print Booklet
        Booklet Type: 2-up Saddle Stitch
        Auto Adjust Margins: On
        Top Margin: 0.2917 in
        Bottom Margin: 0.2917 in
        Left Margin: 0.2917 in
        Right Margin: 0.2917 in
        Space Between Pages: N/A
        Creep: 0 in
        Bleed Between Pages: N/A
        Signature Size: N/A
        Print Blank Printer Spreads: On
    General
        Copies: 1
        Collate: Off
        Reverse Order: Off
        Pages: All
        Sequence: All Pages
        Spreads: Off
        Print Master Pages: Off
        Print Layers: Visible & Printable Layers
        Print Non-printing Objects: Off
        Print Blank Pages: Off
        Print Visible Guides and Baseline Grids: Off
    Setup
        Paper Size: Tabloid Oversize
        Paper Width: 12 in
        Paper Height: 18 in
        Page Orientation: Landscape
        Paper Offset: 0 in
        Paper Gap: 0 in
        Transverse: Off
        Scaling: 100%
        Constrain Proportions: On
        Page Position: Centered
        Thumbnails: Off
        Tiling: Off
    Marks and Bleed
        Crop Marks: On
        Bleed Marks: Off
        Registration Marks: Off
        Color Bars: Off
        Page Information: Off
        Printer Mark Type: Default
        Crop Mark Weight: 0.25 pt
        Mark Offset from Page: 0.0833 in
        Use Document Bleed Settings: On
        Bleed Top: 0 in
        Bleed Bottom: 0 in
        Bleed Inside: 0 in
        Bleed Outside: 0 in
        Include Slug Area: Off
    Output
        Color: Composite CMYK
        Text As Black: Off
        Trapping: Off
        Flip: None
        Negative: Off
        Screening: Default
        Simulate Overprint: Off
        Frequency: 60
        Angle: 45
    Graphics
        Send Data: Optimized Subsampling
        Download: Complete
        Download PPD Fonts: On
        PostScript®: Level 2
        Data Format: ASCII
    Color Management
        Document Profile: U.S. Web Coated (SWOP) v2
        Color Handling: Let InDesign Determine Colors
        Printer Profile: Document CMYK - U.S. Web Coated (SWOP) v2
        Preserve CMYK Numbers: On
        Proof Profile: Document CMYK
        Simulate Paper Color: On
    Advanced
        Print &as Bitmap: On
        Bitmap Resolution: 300
        OPI Image Replacement: Off
        EPS: Off
        PDF: Off
        Bitmap Images: Off
        Transparency Flattener Preset: [Medium Resolution]
        Ignore Spread Overrides: Off
    I'm on Mac OSX Lion 10.7.2
    Acrobat X version 10.1.3

    I'm a Windows user, so I may not have this exactly right, but printing to PDF from Print Booklet on Mac is a two-step process -- first you printto Postscript file using the Acrobat 9 ppd, then you distill the file. I think you'll find more details at InDesignSecrets » Blog Archive » Acrobat’s Adobe PDF Printer Replaced in Snow Leopard

  • Adding "loading" movieclip to dynamic image gallery?

    Hello again,
    I've completed my XML-driven image gallery, however upon live testing I'd realized I made a rookie mistake and not put some kind of placeholder "loading" movie clip loop while the thumbnails—and subsequent full-size images—are being loaded. The images will randomly appear when loaded and I would like to be able to insert a placeholder movie clip while they load, and swap them up with the thumbnails/images after it has been loaded. The placeholder movie clip is in my library (loadingLoop), but I'm having problems getting it to work correctly.
    Below is the original function that processes the XML and adds the thumbnail images; this is where I'm trying to insert the placeholder movie clip per XML child node (every attempt I've made just keeps throwing more errors, so I've omitted my attempts to avoid confusion), and I've attached the XML file for testing. And insight or help would be appreciated.
    //Locate the external XML file and trigger xmlLoaded when complete
    xmlLoader.load(new URLRequest("data/artGallery.xml"));
    xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded);
    //Load the XML and process the image locations
    function xmlLoaded(event:Event):void {
        xml = XML(event.target.data);
        //parse the nodes in the XML file
        xmlList = xml.children();
        //count the number of nodes in the XML file via XMLList
        trace(xmlList.length());
        //loop to load all of the thumbnails, based on the number of nodes in XMLList
        //"i" = every child node in the XML file
        for (var i:int = 0; i < xmlList.length(); i++) {
            //Add loadingLoop movie clip per node and wait for thumnail to load before swapping out with imageLoader thumbnail images <-- help!!
            //for every node, create a new instance to be put on stage
            imageLoader = new Loader();
            //load each thumbnail from its location per XML node's "thumb" attribute
            imageLoader.load(new URLRequest(xmlList[i].attribute("thumb")));
            //position of thumbnail instances per XML node (horizontally across stage)
            imageLoader.x = i * 110 + 10;//thumbs are 100 x 100 so, +10 to the width, plus +10 from left edge
            //imageLoader.y = 10;
            //for each node in XML list, name the instance with the path to the location of the full size image
            imageLoader.name = xmlList[i].attribute("source");
            //for each node in the XML list, add a drop shadow
            imageLoader.filters = [thumbDShadow];
            //add thumbnails to stage
            addChild(imageLoader);
            dropTween = new Tween(imageLoader, "y", Bounce.easeOut, -100, 10, 1, true);
            //set up thumbnails to wait for a click to execute showPicture
            imageLoader.addEventListener(MouseEvent.CLICK, showPicture);
            //set up thumbnails to scale when rolled over
            imageLoader.addEventListener(MouseEvent.ROLL_OVER, sizeUP);

    Somehow I had a feeling this wouldn't be a copy-and-paste job for the full-size images. Sorry to be a bother. This is the showPicture function that is fired off when the thumbnail image is clicked (from our previous example). Two errors are thrown:
    When the thumnail is clicked:
    "Error #2007: Parameter child must be non-null.
        at flash.display::DisplayObjectContainer/removeChild()
        at MethodInfo-51()"
    But the full-size image loads nonetheless. The second loading loop (loadingLoop2) is not removed. Below is the showPicture function:
    //Load the full-size images and place onto the stage
    function showPicture(event:MouseEvent):void {
        //add new movie clip container
        var mc2:MovieClip = new MovieClip();
        addChild(mc2);
        //clear the fullLoader—this is to help clear any full-size images that may already be on the stage (they have two options, click a new thumbnail, or close the current full-size image
        fullLoader.unload();
        //re-create the fullLoader, if there was one cleared
        fullLoader = new Loader();
        //load each full size image from its location per XML node's "source" deliniated by mc.ldr's "source" attribute
        fullLoader.load(new URLRequest(event.target.name));
        //add the loder to the container
        mc2.addChild(fullLoader);
        //create new instance of second loading loop
        mc2.fsloop = new loadingLoop2();
        //add the second loading loop to the container
        mc2.addChild(mc2.fsloop);
        //for each container, add a drop shadow
        mc2.filters = [fullDShadow];
        //set the container's position center on stage, making it the size of the loading loop until the full-size images are loaded
        mc2.x = (stage.stageWidth - mc2.fsloop.width) * 0.5;
        mc2.y = (stage.stageHeight - mc2.fsloop.height) * 0.5;
        //place container on stage
        addChild(mc2);
        //fade in each container
        fadeTween = new Tween(mc2, "alpha", None.easeNone, 0, 1, 0.5, true);
        //check to see if the image has been loaded completely—this is to make sure the image's attributes can be used to re-center on stage and remove fsloop
        fullLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, removeLoop2);
        //set field to multiline so that the <br> HTML tags can be used
        imageTextField.multiline = true;
        //add text frame for description
        imageTextField.x = 10;
        imageTextField.y = 125;
        //for each full-size image, load the description text from the XML child nodes
        for (var j:int = 0; j < xmlList.length(); j++) {
            //check to make sure that the correct full-size image matches the text node when clicked
            if (xmlList[j].attribute("source") == event.target.name) {
                //add each child node as a separate line in the same text field; added HTML tags for CSS application
                imageTextField.htmlText = "<p><span class = 'projectName'>" + xmlList[j].child("projectName") + "</span><br>"
                + "<span class = 'toolsUsed'>" + xmlList[j].child("toolsUsed") + "</span><br><br>"
                + xmlList[j].child("projText") + "<br>"
                + "<span class = 'liveURL'>" + xmlList[j].child("liveURL") + "</span></p>";
        function removeLoop2(event:Event):void {
            //re-position the container to center on stage to accomodating the full sized image
            mc2.x = (stage.stageWidth - fullLoader.width) * 0.5;
            mc2.y = (stage.stageHeight - fullLoader.height) * 0.5;
            //Add the text field
            addText();
            //hide instructional text, already on stage
            galleryInfo_mc.alpha = 0;
            //remove the full-sized loading loop
            event.target.loader.parent.removeChild(MovieClip(event.target.loader.parent).loadingLoop2 );
        //set up full-size images to "self close" by clicking on it
        mc2.addEventListener(MouseEvent.CLICK, clearStage);
    The second error gets thrown when the container is clicked and the function clearStage is executed, which does not remove the container:
    "TypeError: Error #2007: Parameter child must be non-null.
        at flash.display::DisplayObjectContainer/removeChild()
        at artGallery_v1_5_fla::MainTimeline/clearStage()"
    This is the clearStage function:
    //Allow full-size image to "self close" by clikcing on it and removing the text description
    function clearStage(event:MouseEvent):void {
        //clear the fullLoader
        fullLoader.unload();
        //remove the container
        event.target.parent.removeChild(MovieClip(event.target.parent).mc2);
       //remove the text field
        removeChild(imageTextField);
        //show the instructional text that is on-stage
        galleryInfo_mc.alpha = 1;
    Help!

  • I'm trying to find code that has a seek bar roll over effect as HULU and YouTube.

    Hi
    The seekbar roll over will not just show the NetStream.time but also has the frames screen shot.  I've searched several sites but no clear answer yet.
    I'm using actionscript 3 in FLash CC and can also use Flash Builder.
    Thanks

    Please find the below code -
    1) Use your actual variable instead of dummy.
    2) Position of thumbnails should be move as per mouseMove on seekBar. Get the mouse X posion and set the xpos of your thumbnail which contain either Video object or image display holder.
    package  {
      import flash.display.MovieClip;
      import flash.events.MouseEvent;
      import flash.events.TimerEvent;
      import org.osmf.events.TimeEvent;
      import flash.utils.Timer;
      import flash.net.NetStream;
      public class SeekThumb extends MovieClip {
      private var seekBtn:MovieClip;
      private var getVideoFrameAtSecond:Number = -1;
      private var durationOfVideo:Number = 100// Asume that we have 100 seconds video
      private var timer:Timer;
      private var counter:Number = 0;
      private var delay:Number = 1;  // It can be updated as per smoothness.
      private var netStream:NetStream;
      private var lastSeekPos:Number;
      public function SeekThumb() {
      // constructor code
      this.addChild(createSeekButton());
      timer = new Timer(200);
      timer.addEventListener(TimerEvent.TIMER, updateQos);
      counter = delay;
      private function createSeekButton():MovieClip{
      seekBtn = new SeekButton();
      seekBtn.buttonMode = true;
      seekBtn.addEventListener(MouseEvent.MOUSE_MOVE, seekMouseMove, false, 0, true);
      seekBtn.addEventListener(MouseEvent.ROLL_OVER, seekOver, false, 0, true);
      seekBtn.addEventListener(MouseEvent.ROLL_OUT, seekOut, false, 0, true);
      seekBtn.x = 50;
      seekBtn.y = 100;
      return seekBtn;
      private function seekOver(event:MouseEvent):void{
      timer.start();
      private function seekOut(event:MouseEvent):void{
      timer.stop();
      private function updateQos(event:TimerEvent):void{
      //trace("counter = "+counter)
      if(counter>0){
      counter--;
      }else{
      // Enable below funtion as per your need.
      //updateVideoFrame(getVideoFrameAtSecond);
      //addImageOfVideoFramesAt(getVideoFrameAtSecond);// If you want to show your bitmap image then pass the bitmap image params here or customize your methods here
      trace(getVideoFrameAtSecond);
      private function addImageOfVideoFramesAt(seekTime:Number):void{
      var getBitmapMovie:MovieClip = myStoredThumbArray[seekTime]// Set the image url here from array which you have already stored/ traced from main source of image which you provided.
      previewHolder.addChild(getBitmapMovie);
      private function updateVideoFrame(setId:Number):void {
      try {
      if (netStream!=null && lastSeekPos!=setId) {
      lastSeekPos = setId;
      netStream.play(netStreamURL, setId);
      netStream.pause();
      //netStream.soundTransform = setVoluem to 0
      } catch (error:Error) {
      trace("UpdateVideo Frame Error: "+error);
      private function seekMouseMove(event:MouseEvent):void{
      var currentMc:MovieClip = MovieClip(event.currentTarget);
      getVideoFrameAtSecond = Math.round(currentMc.mouseX*durationOfVideo/seekBtn.width);
      counter = delay;
    Re: How to show video frames as still preview image when roll over on seek bar just like Hulu? 

  • Positining loader clip

    Hello (again),
    I am building a gallery for a photographer.
    The setup: one large mc loader on mainstage (myLoader_mc).
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    You click on the thumbnail, large image loads into myLoader_mc. I
    am using a purchased component from extend studios for my
    transitions.
    The problem: my jpgs are of different height and width. I
    want to keep using the same movie clip to load the images
    (myLoader_mc) but position the loader with different x and y
    coordinates for each loaded image so that it is centered on the
    stage. I am using the following script but the loader clip is stuck
    in the position defined by the first thumbnail. the script is in
    layer 1, frame 1 of the movie clip containing all of the thumbnail
    movie clips.
    th1_mc.onRelease = function(){
    _parent.myLoader_mc.loadMovie("/assets/family/1b.jpg");
    myLoader_mc._x = 162;
    myLoader_mc._y = 5;
    th2_mc.onRelease = function(){
    _parent.myLoader_mc.loadMovie("/assets/family/2b.jpg");
    myLoader_mc._x = 282;
    myLoader_mc._y = 5;
    The image loaded by thumbnail 2 is stuck in position on
    thumbnail 1. Need to change this dynamically no matter which thumb
    is clicked.
    I had also tried creating different empty movie clips to
    accomodate each different sized jpg, but I could not get the
    previous loader clip to unload when another thumbnail was clicked.
    The previos clip would just stay on the stage. I was using this AS:
    th1_mc.onRelease = function(){
    _parent.myLoader_mc.unload;
    _parent.myLoader_mc.loadMovie("/assets/family/1b.jpg");
    Any help is appreciated and I hope I have explained this
    clearly enough. If you help me solve this, i will toast my next
    drink to you.

    Well, I guess we could put some closure to this thing, I
    don't like loose ends. Not that i will ever remember any of it but
    here's my code:
    stop();
    var mcl:MovieClipLoader = new MovieClipLoader(); // create a
    new MovieClipLoader object
    _root.loader2_mc._visible = false; // make the container MC
    invisible
    var lis = new Object(); // create an event listener object
    lis.onLoadInit = function() {
    mc._x += (Stage.width - mc._width) /2;
    mc._y += (Stage.height - mc._height) /2;
    _root.loader2_mc.visible = true; // make the loaded content
    visible
    _root.loaderfx.initEffect(); // initialize the effect
    _root.loaderfx.startEffect(); // start the effect
    mcl.addListener(lis); // add the listener object to the
    MovieClipLoader
    mcl.loadClip(img, mc); // load the image
    th1_mc.onPress = function() {
    loadImage('/assets/family/2b.jpg');
    th2_mc.onPress = function() {
    loadImage('/assets/family/4b.jpg');
    Much to my amazement (ha, ha) nothing happens. this is just
    from a generic test file as i deleted the original. i have a
    component attached to it and what i have done is blended the code
    the knuckleheads at extend studio gave me and what you have given
    me, which has turned into Actionstein.
    does it matter if you use "lst" or "lis"? Was wondering about
    that.
    Anyway, all i was asking was to load images of different
    sizes into the same movie clip and have them all centered.

  • Mouse Scroller Algorithm question

    I have a mouse controlled scroller which I've fashioned from Lee Brimelow's excellent tutorial. I'm at the stage now where I want to add more thumbnails to the scroller's content area, though when I do, the scroller will not scroll any more than 8 thumbnails in either direction.
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                Print: Yes
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                Sequence: 6
                Density: 0.661
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        Download PPD Fonts: On
        PostScript®: Level 3
        Data Format: ASCII
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        PDF: Off
        Bitmap Images: Off
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