Some images doesnot load

I am trying to launch an application with javaws and my application needs lot of .gif images. I embedded all the images in a jar file and specified it in the jar href attribute of the jnlp file. Most of the images gets loading but then 2 or 3 doesnot load and empty space if seen on the screen. The images where actually there in the jar file and are not corrupted.
Why is this happening only with some images?
anybody have any clue?
please do help.

Dave....
I tried your site on my mac in Safari and on Firefox. I also tried it on the imac explorer running xp.... all of the pages loaded fine.
Can't repeat the problem here.
I saw a post from Quicktimekirk about punctuation in picture names. iWeb will have trouble with picture files if there is any kind of punctuation in the names. I would look up his posts and see what he's got to say about it.
jim

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       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];
        if (event.target == slide.thumbnailLoader || event.target == slide.imageLoader) {
         slide.dispose();
         _slides.splice(i, 1);
         _setupThumbnails();
         return;
    [/CODE]
    I could figure out that I have to change the line
    [CODE]
    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}
    [/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.
    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?
    Here is my thought process:
    I don't need to specify SWFLoader as LoaderMax is already specified (line 5)
    I don't need to change anything in lines 31-34 as "Sprite" and "Slide" could be an .swf file (line31-34)
    I don't need to change anything in line 50 for the same reason (line 50)
    I don't need to change lines 66 and 68 as image list may contain swf files (line 66 and 68)
    I do need to change ".jpg" to ".swf" in line 72 (line 72)
    No sure if there are any changes in line 82 (line 82)
    LoaderMax has var as imagesQueue does that need to be changed into SFWLoader? (lines98-102)
    I don't think anything need to be changed in lines 138-173 as " Slide" can incorporate an SWF file (lines 138-173)
    Not sure if there has to be a change in lines 175-177 as it specifies that slide is an image (lines 175-177)
    Not sure if there has to be a change in lines 182-200 from imageLoager to SWFLoader (lines 182-200)
    Not sure if there has to be a change in lines 239-245 in specifying SWFLoader (lines 239-245)
    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?
    Just in case here is my xml code:
    <?xml version="1.0" encoding="iso-8859-1"?>
    <data>
              <image name="agencynet" description="agencynet description text goes here." />
              <image name="buick" description="buick description text goes here." />
              <image name="cocacola" description="cocacola description text goes here." />
              <image name="cu3er" description="cu3er description text goes here." />
              <image name="diva" description="diva description text goes here." />
              <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." />
    </data>

  • Safari won't display a site correctly, sometimes page takes extended time to respond and partially loads other times images wont load

    So I have a friend who I've been trying to assist with this. I don't know if she has issues with other sites or she may not have encountered any yet, but one in particular is just not working. It started about a month ago around the time she moved (so different ISP/router etc.) though not entirely sure if it started right after that or if it was just coincidence. Anyways she cleared cookies/cache, no luck. I had her update and restart the computer, still not working. Disabled all extensions, still doesn't work. It can take upwards of 30-45 seconds to even respond in some cases, and when it does sometimes the page is all white with just text improperly formatted, but the background doesn't display at all, other times the background images and text are displaying correctly but the nearly all the user submitted images on the site (deviantart) will not display. I believe she mentioned it occasionally happened on tumblr as well.
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    I've even deleted the cache.db file in the library/safari folder and quit/restarted Safari and still no success. I've tried disabling cache through the developer options. The status code 304 error made me believe that the reason the images weren't showing up is because there is no cache for those images but the server is telling the browser to use the cache so the images cannot load. One last thing I can mention is that on the console in Safari, it often just returns many errors for all the images on the site saying it didn't respond. One time there were errors saying something about the security certificate but I refreshed numerous times after that and that error never showed up again in the console. Anyone know what might be causing this?

    Hi ...
    Start here >  Safari 5.0.1 or later: Slow or partial webpage loading, or webpage cannot be found
    If nothing helped from that link, try troubleshooting Safari plug-ins.
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