Preloader repeats loading
I have the following preloader,
package
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.net.URLRequest;
public class Main extends Sprite
private var l:Loader = new Loader();
public function Main():void {
l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,loop);
l.contentLoaderInfo.addEventListener(Event.COMPLETE, done);
trace("loading ...");
l.load(new URLRequest("./myapp.swf"));
private function loop(e:ProgressEvent):void
trace("loaded " + e.bytesLoaded + " bytes");
private function done(e:Event):void {
trace("done");
addChild(l);
I expect it to load myapp.swf and display it when done. But it seems to load it again and again, as I have the following output. It goes on like that endlessly and never displays myapp.swf. What is going on?
loading ...
loaded 0 bytes
loaded 65536 bytes
loaded 9448859 bytes
loading ...
done
loaded 0 bytes
loaded 65536 bytes
loaded 9448859 bytes
loading ...
done
loaded 0 bytes
loaded 65536 bytes
With that knowledge, I think you're out of luck unfortunately. Others here on the forums can correct me if Im wrong, but from my understanding, the black screen you briefly see when loading up an Android app built with AIR is the AIR runtime loading/initializing and nothing can be displayed until that is done. Once it is done loading, your main app SWF is loaded and displayed automatically. So, as far as I know, there is sadly no way to have a splash image like in iOS unless Adobe adds it in. It seems silly that they haven't since they have it for iOS.
On the preloader front for Android apps, Im not experienced with that specific instance of preloading SWFs so there may be challenges or things to consider that Im not familiar with. I have only ever built preloaders for web based Flash players and that where my previous comment came from. Below is a link to these forums from several years ago where someone else posed basically the same issue of not wanting a blank screen at the launch of the appf. His solution was to create a preloader that loaded his main app SWF and the preloader contains the splash image. With this method, you still see the black screen for a brief 1 to 2 seconds while the AIR runtime starts up, but that was considered acceptable.
Since that is what you were doing and having the issue that brought you here in the first place, maybe there is someone else here that has more experience with preloading SWFs in an Android app that could provide insight as to what might be wrong.
Sorry I don't have better news for you
Re: It is possible to get a splash to appear without a blank screen for several seconds?
Similar Messages
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Preloader Not Loading Until The Start of Lesson In Captivate 7
I created a Scorm 2004 compliant lesson using Captivate 7. The file size is ~7MB. When I load and run the lesson on our LMS I don't see the preloader until 3-4 seconds before the file loads. I'm staring at a blank screen for about 45 seconds before anything happens. I have the preloader set at 10% but I can't get it to work.
I loaded the file to one of our FTP sites and ran it on an html page and it does the same thing.
Our customers are asking us why there is no indication that the lesson is loading and all I can say is it's a problem with Captivate 7.
I upgraded to 7 because I was told the problem was fixed, but it's still bad.
Any help is appreciated.
ThanksYes, it's set to look in the Cp7 preloader folder. I found this on a Captivate website and I think it answers the question.
"As mentioned, preloaders are only really applicable for HTM/SWF output. But what you may not realize is that they will only work if the content is served from a web server over HTTP. Conversely, the preloaders will NOT work if the same content is served up from a LAN server drive over TCP/IP. This is due to the fact that SWF preloaders need to communicate with the server to calculate and show the percentage of file currently loaded. This communication works with web servers, but not with LAN servers."
Unfortunately, Cp7 preloader is going to work on our LMS. I'm going to build a preloader class in Flash and call the Cp7 swf using that.
Thanks for your help
Date: Sat, 18 Jan 2014 00:34:37 -0800
From: [email protected]
To: [email protected]
Subject: Preloader Not Loading Until The Start of Lesson In Captivate 7
Re: Preloader Not Loading Until The Start of Lesson In Captivate 7
created by RodWard in Adobe Captivate - View the full discussion
If you still have Captivate 6 on your PC, then make sure that the preloader in this Cp7 project is not pointing at a folder in the Cp6 install directory. It should be using a Cp7 preloader.
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Preloader that loads a percentage or specified number of frames, help please
hi,
i've googled and searched the forum here for a (simple) way
to use a preloader that loads a percentage or specified number of
frames. What i find is preloaders that load the total frames.
here is the action script used:
if (_framesloaded>=_totalframes) {
gotoAndPlay("Scene 1",1);
} else {
gotoAndPlay("preload",1);
is there a way to modify this simple script or do i need to
use another script? i tried changing "totalframes" to "300frames".
But it didn't work and i just shooting in the dark here.
help please
thanks
gregory"why would you not want the whole file to load? "
yes i want the whole file to load.
What i'm asking is how to specify in the preloader how many
frames will load before the file plays.
"although you could start the file after a certain amount of
frames are loaded, but I still do not see the point"
the reason you would be to not have a long wait while the
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Records are repeatedly loading for RDA DataSource
Hi
Iam trying to load the data for custom datasource into DSO . This datasource is real time enabled one .
Eventhough there is no new records are created in ECC system , the real time datasource getting the same number of old reocrds dailiy . I mean , the records are repeatedly loading into the DSO object .
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Preloader and Loading External Flash issue
Source File:
http://cratle7.googlepages.com/loader.fla
View Swf File:
http://cratle7.googlepages.com/loader.html
I need to start an ad from Mochiads in the first frame and
then load a game in the second frame.
The current issues are:
1. After loading the ads, the movie runs into infinite loop,
not going to the second frame even if I use the following for the
first keyFrame:
MochiAd.showPreGameAd({id:"a87e30e0c9917e13",
res:"314x224"});
gotoAndPlay("load");
"load" is the label for second frame.
2. The game loaded into the swf file has problem with its
preloader. Basically it runs forever without an ending.It is
running in infinite loop while the original swf being loaded is
working properly if I access its url alone.
The problem can be seen at
http://cratle7.googlepages.com/loader2.swfHow are you setting your button events? On the main timeline
of your main movie? Can you show us your code for that? -
Hi.
I have a preloader on the first frame of my movie timeline.
When i go to 'test scene', the preloader works and moves to the
next frame to play the MC. When i go to 'test movie' the preloader
sticks after all bytes have loaded. It does not move on to the 2nd
frame.
The same thing is happening when its loaded on the web, it
sticks on the preloader but if you refresh the browser, the
preloader moves onto the next frame as it should.
Something weird is happening here and i need to know what i
have done wrong.
Help please.
Thanksmfos wrote:
> Hi.
> I have a preloader on the first frame of my movie
timeline. When i go to 'test
> scene', the preloader works and moves to the next frame
to play the MC. When i
> go to 'test movie' the preloader sticks after all bytes
have loaded. It does
> not move on to the 2nd frame.
> The same thing is happening when its loaded on the web,
it sticks on the
> preloader but if you refresh the browser, the preloader
moves onto the next
> frame as it should.
> Something weird is happening here and i need to know
what i have done wrong.
> Help please.
the preloader is incorrect but we can't say anything based on
"does not work"
description.
Copy paste your exact code or upload the problematic file for
us to check.
Best Regards
Urami
<urami>
If you want to mail me - DO NOT LAUGH AT MY ADDRESS
</urami> -
Hello,
Basically I am creating a small image gallery which allows
the user to flick through images.
The images i have are orientated in different ways, some are
landscape and some are portrait. Some are larger or smaller than
others as well. Because of the differences in the size and layout i
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At the moment when i detect the height or width properties of
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trace(image_mc._height);
or
trace(image_mc._width);
I am not getting any properties for the first image and when
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back to me.
I understand that the properties are probably not going to be
available as the code moves on quicker than the image loads.
What i am wondering is, is there a way of preloading an image
into a movie clip using the loadMovie function and then making the
code hang up until the image has loaded into the movie clip which i
have named "image_mc"? so that i can get the height and width
properties, so i can position and display the currently loaded
image correctly.
If this cannot be done with loadMovie, would it be possible
for you to suggest a better alternative for me please?
There is only one thing i need to keep. the images must be
loaded from an external file.
Thanks, i have attached my current code, its very basic but
it might help you understand what i have tried to explain.
thank you and any help will be greatly appreciated
thank you
Lee
PS. I am using AS2.0you can use listeners instead. For example:
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Preloader not loading on second click?
Hello, i use an action for preloading a movieclip on my website and it works the first time it downloads, but when you click on the gallery again, it doesnt load, but just shows the start of the preloader.
Can you see what could be wrong in the script, or if the problem is elsewhere?
The site:
[link removed at poster's request]
You can see the problem if you click on "Talk Show Hosts", wait untill it loads, click clients and then back to "Talk Show Hosts".
Now it doesnt load, and its the same with the other galleries.
The site works by loading an external swf file with the UILoader, the swf that is loaded is a ScrollPane that loads a Movieclip.
Would be really happy about a solution to my problem =)
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stop();
//Preloader
loaderInfo.addEventListener(ProgressEvent.PROGRESS, updatePreloader);
function updatePreloader(evtObj:ProgressEvent):void
//container for the progress of the site (download)
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preloader_txt.text = percent+"%";
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nextFrame();loading is complete (because of cache retrieval of your file) when your loader is displayed. so, no progressevent is dispatched. to remedy,
stop();
var loadCompleteBool:Boolean;
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nextFrame();
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function updatePreloader(evtObj:ProgressEvent):void
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Preloader whilst loading external .jpg
This is the script I use to load external .jpgs into a site
btn1.onRelease = function (){
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class, rather than loadMovie() - doing so will allow you to use the
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I'm pretty new to this. I've created a flash movie as the
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In short, I do not need "a loading bar, a percentage preloader and
a text field that shows how many bytes of your SWF movie have been
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Nothing I've tried seems to work when I test it.
Currently I have:
this.onEnterFrame =function(){
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var percent:Number = Math.round(Number(loaded/total)*100);
myString.text = percent.toString()+ "%";
if(loaded >= total)
this.onEnterFrame = null;
delete(this.onEnterFrame);
this.gotoAndPlay("Scene 2", 1);
Any help would be greatly appreciated.
Thanksthe best tutorial for preloaders is here:
www.gotoandlearn.com
It includes a percentage and preloader bar. Since you don't
want the preloader bar, just make it without that part of the
instructions. The tutorial video will help you understand the basic
functionality behind it all which will allow to customize.
so ya, just choose the preloader tutorial, theres an advanced
preloader tutorial also, but I haven't looked at that one. You can
also download the source files from the site, but I still recommend
going through it step by step as he explains a lot of stuff. -
Using the vanilla/default preloader to load additional assets?
I have a Flex application that automatically loads the SWF and it's contents and displays the default progress bar like in all Flex apps. Currently I have a class in the application using a Loader instance to load a few external bitmaps to be added to the stage/canvas as well as an MP3. I'd like to handle the loading of these assets in the Flex default preloader and get rid of the Loader instance entirely.
How can I do this?At least for the images, and perhaps for the sound, you need to not use loader, and instead embed the assets, because if loader is used the assets load at the same time as the SWF, which is too late.
So in the createChildren method you override when you override DownloadProgressBar:
//global var
[Embed("Logo1.png")]
[Bindable] public var logoCls:Class;
private var logoDO:DisplayObject;
// in createChildren() method
logoDO = new logoCls();
logoDO.x = (stageWidth/2)-(borderRect.width/2)+_logoX;
logoDO.y = (stageHeight/2)-(borderRect.height/2)+_logoY;
addChild(logoDO);
If this post answers your question or helps, please mark it as such.
Greg Lafrance - Flex 2 and 3 ACE certified
www.ChikaraDev.com
Flex / AIR Development, Training, and Support Services -
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hi,
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Preloader and loading MovieClips Question
I've been making seperate files for each of my pages which are around a megabyte in size for my webpage, and I was wondering is there a way to make a preloader all in one file, and when it loads the page it goes straight to the preloader instead of the screen going white for a few seconds while it loads? If so I played around with it and lemme know what's wrong with the code:
I added this section of the code before all the vars for the actual site, but it still didn't work the way I wanted it to
import com.greensock.TweenLite;
import com.greensock.easing.*;
var scrollTimer:Timer = new Timer(2000,1);
scrollTimer.addEventListener("timer",scrollShow);
this.addEventListener(Event.ENTER_FRAME,myProgress);
scrollGallery_mc.alpha = 0;
function scrollShow(e:TimerEvent):void {
TweenLite.to(scrollGallery_mc,2,{alpha:1});
function myProgress(e:Event):void {
var loaded:Number = this.stage.loaderInfo.bytesLoaded;
var total:Number = this.stage.loaderInfo.bytesTotal;
var pct:Number = loaded/total;
load_mc.loader_mc.scaleX = pct;
preload_txt.text = "Loading: " + (Math.round(pct*100)) + "%";
if (pct == 1) {
myComplete();
function myComplete():void {
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this.removeEventListener(Event.COMPLETE,myComplete);
load_mc.visible = false;
preload_txt.visible = false;
scrollTimer.start();
play();
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Second question is there a way to load a movie clip object using as3 as an a separate interactive object without directly adding it to the stage in the fla file?It's a stupid simple intro clip with no depencies to the application. The crazy thing about is, that it's loads the most time... So i think i make something wrong? I start loading after the preloader was added to stage.
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Preloader not loading on the second scene
Hi. I'm new to flash and I have this problem about preloader.
I have a preloader and it is working on the first frame of Scene 1. Now after loading, a menu will be appear and there is a Start button. There is no error in my code, after clicking the Start button, it will gotoAndStop to frame 1 scene 2 were the second preloader is located, it seems to be loading so fast so there is no loading animation unlike the first preloader. What I want to do is after clicking the Start button, the preloader will appear again to load the Scene 2. Please help
Here is the link to the file:
https://www.dropbox.com/s/8raiwk4qxe693u1/test.fla
Thanks!You don`t need any "real" preloader for a scene that is inside the movie that you already loaded. If you want to have a mockup for graphical effect or sth.
simulate a preloader with an animation or a timer controlled MovieClip. -
17 inch March 26-29 (order date – shipping date) 2011 MacBook Pro, 256GB Solid State Drive, 2.3 GHz Quad-core Intel Core i7, 1 processer, 4 Cores, 256 KB L2 Cache per core, 8 MB L3 Cache, 8 GB Memory (8GB 1333MHZ DDR3 SDRAM - 2X4GB), AMD Radeon HD 6750M Video Card, Intel HD Graphics 3000 with 512 MB total of VRAM. 110 GBs of free/unused disk space remaining.
Full Specs are in subsequent post.
The issues described in the title continue even after I’ve reinstalled the operating system twice (Snow Leopard) and installed Mavericks (which is working fine and even faster). I’ve tried many commands to repair this.
If anyone has experienced any of the symptoms above or below, your advice and response will be much appreciated as well as marked. These are the details:
My Early 2011 MacBook Pro has had the typical blue screens, screen freezes and graphics issues since I bought it about three years ago but nothing like this and NEVER any load issues until about a month ago. That was when my superdrive replacement was put in.
Since then my MacBook Pro will go into hard freezes or kernel panics. Then I’ll have to power it down manually and power it up manually. It’ll then refuse to load the OS until after multiple tries. It started out just 2 or 3, then 4 or 5, then 6-12, then 20. Now it takes over 30 boots to load the OS. These boot issues also occur even if it doesn’t freeze, i.e.: when I shut it down or restart it naturally (via the Apple menu, etc.).
95% of the time it’ll load to a gray screen instead of the OS. 4% of the time it’ll load to a light blue screen. Then there are the others: the first time this happened it loaded to the striped purple and teal screen shown in the picture. This happened the next four times then intermittently for about 5 or so more times.
It also loaded gray flickering screens. Flickering screens also occurred right before it froze and had to be manually powered down and up. Then it began to load regular gray and light blue screens and all flickering screens stopped. And then bright blue screens a couple times intermittently for a few days, sometimes with lines. Sometimes it’ll load to a blank/black screen as well. I’d reset the NVRAM and SMC but it still continued, happening multiple times a day, each time taking more and more hard shut downs and hard power ons to finally load the OS.
Until I installed Mavericks, every time it finally loaded the OS Finder began indexing. After Mavericks this has occurred 95% of the time.
After talking to Apple Support they had me do a NVRAM and SMC reset again over the phone. The MacBook Pro refused to load the entire time we were on the phone. After the call it got worse. It froze over 6 times that day and at worse took over 30 boots to load the OS.
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GPU enhancements can be enabled in the Performance panel of Preferences.”
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Just five hours ago the same thing happened except it took over 30 boots to load the OS. Single, verbose and normal boots, NVRAM and SMC resets lead to gray screens. Safe boots lead to bright blue screens with and without lines (see pictures). Finally loaded on a normal boot.
I know I should have tried safe booting, verbose, single and recovery modes, disk utility, fsck and other command methods earlier this month but in the end, these methods have not solved the problem anymore than resetting the NVRAM or SMC.
There seems to be conclusive evidence that it’s a hardware problem, stemming from last month, the FIRST AND ONLY time my MacBook Pro was opened up. Maybe it’s the hard drive cable, but it could also be the graphics card and/or logic board (something that’s always been defective on this MacBook Pro, in my opinion). Many early 2011 MacBook Pro owners have given evidence to the latter possibility online.
The first time it started it seemed to stem from me using iPhoto and Photoshop a lot. I had both running continuously for about two weeks. This is another reason for suspecting the graphics card/logic board is at fault (in addition to three years of screen/graphics glitches). And since the card is soldered to the board and the board connected to the cable...I also have serious battery draining issues, something else that got bad after the Apple Superdrive repair. And the battery is connected to the board...
Also, since downloading Mavericks, windows from every app get blurry/fuzzy when I scroll or zoom in. I have read that this is happening to a lot of folks though for various reasons.
I guess it could always be the hard drive. I just don’t know. I’m taking it in to Apple, but can't right away because it’s not local. I know they’ll be able to run a test on the hard drive. I wanted to see if anyone else has had this problem (especially the purple and teal striped screen) before they start poking around, possibly creating another problem that goes beyond my Apple Care Plan allotment.SPECS OF MY MACBOOK PRO:
Model Name: March 26-29 2011 MacBook Pro (order date – shipping date)
Model Identifier: MacBookPro8,3
Processor Name: Quad-core Intel Core i7
Processor Speed: 2.3 GHz
Number of Processors: 1
Total Number of Cores: 4
L2 Cache (per Core): 256 KB
L3 Cache: 8 MB
Memory: 8 GB Memory (8GB 1333MHZ DDR3 SDRAM - 2X4GB)
HARD DRIVE: 256GB Solid State Drive
DISPLAY: MBP 17" HR Antiglare WS Display
AMD Radeon HD 6750M:
Chipset Model: AMD Radeon HD 6750M
Type: GPU
Bus: PCIe
PCIe Lane Width: x8
VRAM (Total): 1024 MB
Vendor: ATI (0x1002)
Device ID: 0x6741
Revision ID: 0x0000
ROM Revision: 113-C0170L-573
gMux Version: 1.9.24
EFI Driver Version: 01.00.573
Intel HD Graphics 3000:
Chipset Model: Intel HD Graphics 3000
Type: GPU
Bus: Built-In
VRAM (Total): 512 MB
Vendor: Intel (0x8086)
Device ID: 0x0126
Revision ID: 0x0009
gMux Version: 1.9.24
Displays
Color LCD:
Resolution: 1920 x 1200
Pixel Depth: 32-Bit Color (ARGB8888)
Main Display: Yes
Mirror: Off
Online: Yes
Built-In: Yes
Battery Information:
Model Information:
Serial Number: C01111403GLDGKMAE
Manufacturer: DP
Device Name: bq20z451
Pack Lot Code: 0000
PCB Lot Code: 0000
Firmware Version: 0406
Hardware Revision: 0001
Cell Revision: 1102
Charge Information:
Charge Remaining (mAh): 4583
Fully Charged: No
Charging: Yes
Full Charge Capacity (mAh): 7765
Health Information:
Cycle Count: 276
Condition: Normal
Battery Installed: Yes
Amperage (mA): -4487
Voltage (mV): 11306
System Power Settings:
AC Power:
System Sleep Timer (Minutes): 15
Disk Sleep Timer (Minutes): 10
Display Sleep Timer (Minutes): 15
Wake on AC Change: No
Wake on Clamshell Open: Yes
Wake on LAN: No
Current Power Source: Yes
Display Sleep Uses Dim: No
GPUSwitch: 2
Battery Power:
System Sleep Timer (Minutes): 15
Disk Sleep Timer (Minutes): 10
Display Sleep Timer (Minutes): 5
Wake on AC Change: No
Wake on Clamshell Open: Yes
Display Sleep Uses Dim: No
GPUSwitch: 2
Reduce Brightness: Yes
Hardware Configuration:
UPS Installed: No
AC Charger Information:
Connected: Yes
ID: 0x0100
Wattage (W): 85
Revision: 0x0000
Family: 0x0085
Serial Number: 0x007ad8c5
Charging: Yes
Current operating system: 10.9.3 (Mavericks) ; Installed on 6/21/14
Previous operating system: 10.6.8 (Snow Leopard); Installed 4/4/11
Reinstalled multiple times. Last reinstall: 6/21/14
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