XML based scrolling thumbnails

IMPORTANT: My first time with flash and actionscript but am a computer science student so code is ok.
that said I wanna build a xml based scrolling thumbnails in an horizontal bar.
each pic should have some effect when the mouse is over it +
the scrolling bar should scrol left or right depending on the mouse pos+
the bar stops when am over a pic (with some conditions)
I think this i all
PS: I have only two days to do it :s
I know it would be better if I do it from scratch this is how I do normaly but here am completly snowed under
plz help thx

Your best bet for getting a solution handed to you is to do a Google search for "AS3 scrolling menu tutorial"  Since code isn't an issue for you, you should be able to modify whatever you find to suit your detail needs once you understand how it is designed.

Similar Messages

  • Controling an XML based scrolling thumbnails

    hi!
    this is my code so far:
    import caurina.transitions.*;
    var xmlRequest:URLRequest = new URLRequest("scrolling.xml");
    var xmlLoader:URLLoader = new URLLoader(xmlRequest);
    var imgData:XML;
    var imageLoader:Loader;
    var rawImage:String;
    var rawH:String;
    var rawW:String;
    var pos:Number;
    var imgNum:Number = 0;
    xmlLoader.addEventListener(Event.COMPLETE, xmlLoadedF);
    Tweener.addTween(Bar_am, {x:-1000, time:10, transition:"linear"});
    function xmlLoadedF(event:Event):void{
    imgData = new XML(event.target.data);
    rawImage = imgData.image[imgNum].imgURL;
    rawW = imgData.image[imgNum].imgW
    rawH = imgData.image[imgNum].imgH
    imageLoader = new Loader;
    imageLoader.load(new URLRequest(rawImage));
    Bar_am.addChild(imageLoader);
    imageLoader.x = stage.stageWidth;
    imageLoader.y = (stage.stageHeight - Number(rawH)) / 2;
    am trying to make that object to scrol depending on the mouse pos:
    ex:
    if mouse pose < 50 scrol ight
    if mouse pos >500 scrol left
    and when am out off the scrolling bar the bar goes to the normal scrolling
    thx in advance
    PS: tryed many functions not working

    hi!
    basacly am trying to have a list of pics then every single pic must be clickable and have some effect when the mouse is over it
    but am stuck!
    should I load everything first?
    thx
    otherwise, since I must get it done by the end of the I have this code that am trying to change
    but don't know how to transform the function responssible for the movement!
    plz help
    the code:
    picData = new XML();
    picData.ignoreWhite = true;
    picData.onLoad = loadXML;
    picData.load("xmlArtData.xml");
    function loadXML() {
    runScript();
    function runScript() {
    _root.createEmptyMovieClip("bg", 1);
    _root.createEmptyMovieClip("image", 3);
    _root.createEmptyMovieClip("thumbnails", 2);
    images = new Array();
    for (i=0; picData.firstChild.childNodes[i].firstChild.nodeValue != undefined; i++) {
      images.push(picData.firstChild.childNodes[i].firstChild.nodeValue);
    thumbnails._x = 280;
    thumbnails._y = 375;
    imageLoading = true;
    numObjects = images.length;
    objectsInScene = new Array();
    focalLength = 800;
    spin = 0;
    _root.thumbnailSize = 125/((numObjects)/9);
    displayPane = function () {
      var angle = this.angle+spin;
      var x = Math.cos(angle)*this.radius;
      var z = Math.sin(angle)*this.radius;
      var y = this.y;
      var scaleRatio = focalLength/(focalLength+z);
      this._x = x*scaleRatio;
      this._y = y*scaleRatio;
      this._xscale = -(this._yscale=100*scaleRatio);
      this._xscale *= Math.sin(angle);
      this.swapDepths(Math.round(-z));
    angleStep = 2*Math.PI/numObjects;
    for (i=0; i<numObjects; i++) {
      thumbnail = thumbnails.createEmptyMovieClip("thumbnail_"+i, i);
      myPic = thumbnail.createEmptyMovieClip("picHolder", 1);
      myPic.loadMovie(images[i]);
      thumbnail.angle = angleStep*i;
      thumbnail.radius = 250;
      thumbnail.x = Math.cos(thumbnail.angle)*thumbnail.radius;
      thumbnail.z = Math.sin(thumbnail.angle)*thumbnail.radius;
      thumbnail.y = 40;
      thumbnail.display = displayPane;
      thumbnail.drawBox(_root.thumbnailSize);
      thumbnail.buttonize(i);
      thumbnail.notLoaded = true;
      objectsInScene.push(thumbnail);
    panCamera = function () {
      spin -= this._xmouse/10000;
      for (var i = 0; i<objectsInScene.length; i++) {
       objectsInScene[i].display();
    thumbnails.onEnterFrame = panCamera;
    _root.onEnterFrame = function() {
      for (i=0; i<images.length; i++) {
       if ((_root.thumbnails["thumbnail_"+i].picHolder.getBytesLoaded()/_root.thumbnails["thumbnail _"+i].picHolder.getBytesTotal() == 1) && _root.thumbnails["thumbnail_"+i].notLoaded) {
        if (_root.thumbnails["thumbnail_"+i].picHolder._width>=_root.thumbnails["thumbnail_"+i].picH older._height) {
         _root.thumbnails["thumbnail_"+i].picHolder._yscale = _root.thumbnails["thumbnail_"+i].picHolder._xscale=(100*(1-(_root.thumbnails["thumbnail_" +i].picHolder._width-_root.thumbnailSize)/(_root.thumbnails["thumbnail_"+i].picHolder._wid th)));
         _root.thumbnails["thumbnail_"+i].picHolder._y = (_root.thumbnailSize-_root.thumbnails["thumbnail_"+i].picHolder._height)/2;
        if (_root.thumbnails["thumbnail_"+i].picHolder._width<=_root.thumbnails["thumbnail_"+i].picH older._height) {
         _root.thumbnails["thumbnail_"+i].picHolder._yscale = _root.thumbnails["thumbnail_"+i].picHolder._xscale=(100*(1-(_root.thumbnails["thumbnail_" +i].picHolder._height-_root.thumbnailSize)/(_root.thumbnails["thumbnail_"+i].picHolder._he ight)));
         _root.thumbnails["thumbnail_"+i].picHolder._x = (_root.thumbnailSize-_root.thumbnails["thumbnail_"+i].picHolder._width)/2;
        if (_root.thumbnails["thumbnail_"+i].picHolder._width == _root.thumbnails["thumbnail_"+i].picHolder._height) {
         _root.thumbnails["thumbnail_"+i].picHolder._yscale = _root.thumbnails["thumbnail_"+i].picHolder._xscale=(100*(1-(_root.thumbnails["thumbnail_" +i].picHolder._width-_root.thumbnailSize)/(_root.thumbnails["thumbnail_"+i].picHolder._wid th)));
         _root.thumbnails["thumbnail_"+i].picHolder._x = _root.thumbnails["thumbnail_"+i].picHolder._y=0;
        _root.thumbnails["thumbnail_"+i].picHolder._alpha = 60;
        _root.thumbnails["thumbnail_"+i].notLoaded = false;
       if ((_root.thumbnails["thumbnail_"+i].picHolder.getBytesLoaded()/_root.thumbnails["thumbnail _"+i].picHolder.getBytesTotal()<1)) {
      if (_root.image.getBytesLoaded()/_root.image.getBytesTotal() == 1) {
       if (imageLoading == true) {
        _root.image._alpha = 0;
        if (_root.image._width>_root.image._height) {
         _root.image._yscale = _root.image._xscale=(100*(1-(_root.image._width-400)/_root.image._width));
        if (_root.image._height>_root.image._width) {
         _root.image._yscale = _root.image._xscale=(100*(1-(_root.image._height-400)/_root.image._height));
        if (_root.image._height == _root.image._width) {
         _root.image._yscale = _root.image._xscale=(100*(1-(_root.image._height-400)/_root.image._height));
        _root.image._x = (625-_root.image._width)/2;
        _root.image._y = (425-_root.image._height);
        imageLoading = false;
       _root.image._alpha += 5;
       if (image._alpha>100) {
        image._alpha = 100;
    MovieClip.prototype.buttonize = function(num) {
    this.onPress = function() {
      imageLoading = true;
      _root.image.removeMovieClip();
      _root.createEmptyMovieClip("image", 3);
      _root.image.loadMovie(images[num]);
    this.onRollOver = function() {
      this.picHolder._alpha = 100;
    this.onRollOut = function() {
      this.picHolder._alpha = 60;
    MovieClip.prototype.drawBox = function(boxSize) {
    this.lineStyle(1, 0x000000, 0);
    this.beginFill(0x000000, 100);
    this.lineTo(boxSize, 0);
    this.lineTo(boxSize, boxSize);
    this.lineTo(0, boxSize);
    this.lineTo(0, 0);
    this.endFill();

  • XML scrolling thumbnail, image loader, & Buttons [halfway works]

    Intro:
    I started a flash-based website a few years ago. Back in 2006 I was able to get a xml scrolling thumbnail, image loader to work without a glitch.
    For numerous reasons I had to put the project on hold until now. [one was that my 30 day trial of flash expired and only recently was I able to purchase the Adobe Web Suite CS4 as well as a new computer which could run the apps.]
    Last Friday saw a bump in the road in the development of my site as two, rather straightforward task, turned into something short of a nightmare as I have been unable to get past these two, seemingly, relatively simple task.
    I have posted in 4 other flash forums the issues, in detail, that I am facing - and have quite a bit of interest/views in the topic as the numbers suggest - yet no response/answer as of yet. [Which confirms other messages I have seen which seem to state that working with buttons has become increasingly difficult with the newer version of flash - something Im a bit surprised with actually from Adobe. - I would have thought there would be a palette where you could set parameters...]
    Screenshot of Site/Timeline:
    Before getting into the two questions I have, I would like to post an image of the site as it looks whenever an swf file is saved out, as well as a piece of the timeline in the back for reference.
    Issue #1
    As of now when the swf file is saved out you get exactly what you see above:
    a: A scrolling thumbnail
    b: ...which loads a large image when clicked on it - PEFECT...
    BUT...
    1a: I need for the buttons to load in this action, not for it to just load on its own.
    [i.e., the silk_paintings gallery is what is open, so I need the "silk_paintings" button to call up this action]
    note: Initially I had attacked this problem by taking out the actions layer you see above and applying it directly to the individual buttons with some crude MouseEvent Listener/Handerls... that did not work - at all.
    Im sure it may be "easier" to make an array out of it, but with my coding level it may be "easier" to apply it to the buttons.
    1b: How I currently see it, I would take the xml-list and duplicate it for the number of galleries I have.
    [I would then re-name the xml-list to reflect the name of the galleries they are to represent, i.e. "silk_paintings"]
    [also, I would have to rename the folders to "thumbnails1,2,3, etc., & "images 1,2,3, etc"
    From there I would duplicate the actions and paste it into the buttons, changing the xml-list name to that of "silk_paintings", etc., as well as write in the MouseEvent listener Handler to make it work. [ah, ha, but what is that magic phrase, I have tried to implement various code from other tutorials, and all in vein.]
    Issue #2
    At this point I would be tickled pink just to get this to basic function to work.
    However, once the buttons are working and calling up the xml, etc., then I need the buttons to stay on the semi-transparent blue color it is whenever in the 'hit' state. [note: NOT pictured above.]
    With the way the buttons are currently set up, and with wanting to use scripting to get them to interact with the thumbnail gallery, it will have to be some miraculous code to tell that button what color to stay as whenever its clicked, and of course it going back to white when another button is clicked.
    Conclusion:
    Since this is an Adobe Forum I would like to make a few additional statements in hopes that the developers, etc. may take heed.
    Adobes products are not cheap, and when I went to purchase the websuite I went in as a designer needing a program as not to need to program.
    I understand the flexibility that coding gives, but something as simple as linking buttons should not be in the realms of rocket science. [yes, for many its not...but my brain just does not operate that route despite all the tutorials thrown at me.]
    Again, it would seem that there would be a button panel where you could drag options like scrolling thumbnail slider, loader, and then parameters would come up. [much like Apples iWeb. - but before the argument of one being pro and the other for non-pros, I see it differently. Software should not be the limiting factor in how flexible you can design, or rather ones lack of programming shouldnt be. With all the talented, and I say this in all humility and honesty, programmers working for Adobe, Im sure something could be programmed like what Im asking for.]
    note: Director is a good example, back in 1997 I knew nothing of multimedia and in one week I had assembled a portfolio, clicking buttons, speech, movies, and all. - and no, I dont have the money to buy more software!
    At this moment I am at the mercy of someone who reads code like its a nighttime tale they are telling their kids, and who can see the exact issue I have and can share the appropriate, correct code. [as I have noticed, it has to be on target - naturally - but this target changes with just a slight change in the design.]
    Thank you,
    peace
    Dalen
    p.s.
    The actionscript: [note: This is only the current working/good code that Im trying to get the buttons to call up.]
    stop();
    fscommand("allowscale", false);//keep SWF display at 100%
    var x:XML = new XML ();//Define XML Object
    x.ignoreWhite = true;
    var fullURL:Array = new Array;//Array of full size image urls
    var thumbURL:Array = new Array;//Array of thumbnail urls
    var thumbX:Number = 25;//Initial offset of _x for first thumbnail
    x.onLoad = function(){ //Function runs after XML is loaded
        var photos:Array = this.firstChild.childNodes;//Defines variable for length of XML file
         for (i=0;i<photos.length;i++) {//For loop to step through all entry lines of XML file
              fullURL.push(photos[i].attributes.urls);//Each loop, adds URL for full sized image to Array fullURL
              thumbURL.push(photos[i].attributes.thumbs);//Each loop, adds URL for thumbnails to Array thumbURL
              trace(i+". Full Image = "+fullURL[i]+"  Thumb Image = "+thumbURL[i]);         
              var t = panel.attachMovie("b","b"+i,i);//Each loop, Define local variable 't' as a new instance of 'b' movie clip, given unique instance name of 'b' plus the index number of the For loop
              t.img.loadMovie(thumbURL[i]);// Each loop, load thumbnail image from XML data into variable movie clip
              t._y = 0;//Set Y coordinate of variable movie clip
              t._x = thumbX;//Set X coordinate of variable movie clip based on variable thumbX
              t.numb = i;//Set sub-variable 'numb' inside variable t to hold index number
              t._alpha = 75;//Set the Alpha value of the variable movie clip to 75% - for onRollOver highlight action
              thumbX += 55;//Increment thumbX value so next thumbnail is placed 125 pixels to the right of the one before
              t.onRollOver = function () {//define onRollOver event of the variable movie clip
                   this._alpha = 100;//Set thumbnail alpha to 100% for highlight
              t.onRollOut = function () {//define onRollOut event of the variable movie clip
                   this._alpha = 75;//Reset thumbnail alpha to 75%
              t.onPress = function () {//define onPress event of the variable movie clip
                   this._rotation += 3;//rotates thumbnail 3 degrees to indicate it's been pressed
                   this._x += 3;//Offset X coordinate by 3 pixels to keep clip centered during rotation
                   this._y -= 3;//Offset Y coordinate by 3 pixels to keep clip centered during rotation
              t.onReleaseOutside = function () {//define onRelease event of the variable movie clip
                   this._rotation -= 3;//rotate thumbnail back 3 degrees
                   this._x -= 3;//Reset X coordinate by 3 pixels to keep clip centered during rotation
                   this._y += 3;//Reset Y coordinate by 3 pixels to keep clip centered during rotation
                   this._alpha = 75;//Reset thumbnail alpha to 75%
              t.onRelease  = function () {//define onRelease function to load full sized image
                   this._rotation -= 3;//rotate thumbnail back 3 degrees
                   this._x -= 3;//Reset X coordinate by 3 pixels to keep clip centered during
                   this._y += 3;//Reset Y coordinate by 3 pixels to keep clip centered during
                   this._alpha = 75;//Reset thumbnail alpha to 75%
                   holder.loadMovie(fullURL[this.numb]);//Load full sized image into holder clip based on sub-variable t.numb, referenced by 'this'
         holder.loadMovie(fullURL[0]);//Initially load first full size image into holder clip
    x.load ("silk_paintings.xml");// path to XML file
    panel.onRollOver = panelOver;
    function panelOver() {
         this.onEnterFrame = scrollPanel;
         delete this.onRollOver;
    var b = stroke.getBounds(_root);
    function scrollPanel() {
         if (_xmouse<b.xMin||_xmouse>b.xMax||_ymouse<b.yMin||_ymouse>b.yMax) {
         this.onRollOver = panelOver;
         delete this.onEnterFrame;
         if (panel._x >= 740) {
         panel._x = 740;
    if(panel._x <= (thumbX-10))  {
              panel._x = (thumbX-10)
         var xdist = _xmouse - 830;
         panel._x += -xdist / 7;
    The xml:
    <?xml version="1.0" encoding="ISO-8859-1"?>
    <slideshow>
    <photo thumbs="thumbnails/i_brown_fairy.jpg"  urls="images/brown_fairy.jpg"  />
    <photo thumbs="thumbnails/i_blonde_fairy.jpg"  urls="images/blonde_fairy.jpg"  />
    <photo thumbs="thumbnails/i_flower_fairy.jpg"  urls="images/flower_fairy.jpg"  />
    <photo thumbs="thumbnails/i_red_fairy.jpg"  urls="images/red-fairy.jpg"  />
    </slideshow>
    Attached is a link to the file I made named "index".
    https://rcpt.yousendit.com/706233226/5e7b4fe0973dacf090b5cbae32c47398
    I would have liked to have included the following files but was limited due to "you-send-it" not uploading folders.  Files not included: [but functioning] : xml list - images [folder] - thumbnails [folder]
    Again, Thank you
    Dalen

    The issues with the buttons calling up the scrolling thumbnail panel have been resolved, as well as keeping the buttons in their hit state once clicked, thanks to Rob.
    Those that have been following this thread, or stumble upon it in their searches later, may appreciate to see the final solution to this particular issue.
    [Hopefully I will be able to update this thread with a url in the future to show the site in operation, which may help somebody with their project in the future if its set up similarly.]
    Alas, it would be nice if future versions of flash had a more direct, flexible, user friendly method for creating navigation.
    [We may see development beyond the flash ads which everyone seems to loathe... and more creativity with flash in terms of games, web interactivity, &  animation.
    Below are 2 sets of code:
    a] the first is located within the first frame of the first button, and has some extra variables in it that the additional buttons call upon...
    b] the second is the code applied to every other button.
    stop();
    fscommand("allowscale", false);//keep SWF display at 100%
    var x:XML = new XML();//Define XML Object
    x.ignoreWhite = true;
    var fullURL:Array = new Array();//Array of full size image urls
    var thumbURL:Array = new Array();//Array of thumbnail urls
    //  .......  CHANGE
    var thumbX:Number;// = 25;//Initial offset of _x for first thumbnail
    // make an array of all of the instance names of each button object...
    // only do this once
    var buttonsList:Array = new Array(shadesOfGrey, silkPaintings);
    shadesOfGrey.isLatched = false;
    // the rollover function... repeat for each button
    shadesOfGrey.onRollOver = shadesOfGrey.onDragOver=function ():Void {
         if (!this.isLatched) {
              this.gotoAndStop(2);
    // the rolloff function... repeat for each button
    shadesOfGrey.onRollOut = shadesOfGrey.onDragOut=shadesOfGrey.onReleaseOutside=function ():Void {
         if (!this.isLatched) {
              this.gotoAndStop(1);
    // the mouse press function... repeat for each button
    shadesOfGrey.onPress = function():Void  {
         resetAllButtons();
         this.isLatched = true;
         this.gotoAndStop(3);
    shadesOfGrey.onRelease = function():Void  {
         x.load("shadesOfGrey.xml");// path to XML file
         thumbX = 25;
    function resetAllButtons():Void {
         for (b in buttonsList) {
              buttonsList[b].isLatched = false;
              buttonsList[b].gotoAndStop(1);
    x.onLoad = function() {//Function runs after XML is loaded
         //  resets the position of the panel on each new load
         panel._x = 740;
         //  .......  CHANGE  removes the existing movieclips from the panel before any new load...
         for (c in panel) {
              if (typeof (panel[c]) == "movieclip") {
                   removeMovieClip(panel[c]);
         var photos:Array = this.firstChild.childNodes;//Defines variable for length of XML file
         for (i=0; i<photos.length; i++) {//For loop to step through all entry lines of XML file
              fullURL.push(photos[i].attributes.urls);//Each loop, adds URL for full sized image to Array fullURL
              thumbURL.push(photos[i].attributes.thumbs);//Each loop, adds URL for thumbnails to Array thumbURL
              //trace(i+". Full Image = "+fullURL[i]+"  Thumb Image = "+thumbURL[i]);
              var t = panel.attachMovie("b", "b"+i, i);//Each loop, Define local variable 't' as a new instance of 'b' movie clip, given unique instance name of 'b' plus the index number of the For loop
              t.img.loadMovie(thumbURL[i]);// Each loop, load thumbnail image from XML data into variable movie clip
              t._y = 0;//Set Y coordinate of variable movie clip
              t._x = thumbX;//Set X coordinate of variable movie clip based on variable thumbX
              t.numb = i;//Set sub-variable 'numb' inside variable t to hold index number
              t._alpha = 75;//Set the Alpha value of the variable movie clip to 75% - for onRollOver highlight action
              thumbX += 55;//Increment thumbX value so next thumbnail is placed 125 pixels to the right of the one before
              t.onRollOver = function() {//define onRollOver event of the variable movie clip
                   this._alpha = 100;//Set thumbnail alpha to 100% for highlight
              t.onRollOut = function() {//define onRollOut event of the variable movie clip
                   this._alpha = 75;//Reset thumbnail alpha to 75%
              t.onPress = function() {//define onPress event of the variable movie clip
                   this._rotation += 3;//rotates thumbnail 3 degrees to indicate it's been pressed
                   this._x += 3;//Offset X coordinate by 3 pixels to keep clip centered during rotation
                   this._y -= 3;//Offset Y coordinate by 3 pixels to keep clip centered during rotation
              t.onReleaseOutside = function() {//define onRelease event of the variable movie clip
                   this._rotation -= 3;//rotate thumbnail back 3 degrees
                   this._x -= 3;//Reset X coordinate by 3 pixels to keep clip centered during rotation
                   this._y += 3;//Reset Y coordinate by 3 pixels to keep clip centered during rotation
                   this._alpha = 75;//Reset thumbnail alpha to 75%
              t.onRelease = function() {//define onRelease function to load full sized image
                   this._rotation -= 3;//rotate thumbnail back 3 degrees
                   this._x -= 3;//Reset X coordinate by 3 pixels to keep clip centered during
                   this._y += 3;//Reset Y coordinate by 3 pixels to keep clip centered during
                   this._alpha = 75;//Reset thumbnail alpha to 75%
                   holder.loadMovie(fullURL[this.numb]);//Load full sized image into holder clip based on sub-variable t.numb, referenced by 'this'
         holder.loadMovie(fullURL[0]);//Initially load first full size image into holder clip
    // this one function scrolls the panel for all of the buttons, it gets the
    // size of the panel when the images are loaded by any given button...
    stroke.onEnterFrame = function() {
         if (this.hitTest(_xmouse, _ymouse, false)) {
              if (panel._x>=740) {
                   panel._x = 740;
              if (panel._x<=740-panel._width+mask._width) {
                   panel._x = 740-panel._width+mask._width;
              if ((panel._x<=740) && (panel._x>=740-panel._width+mask._width)) {
                   var xdist = _xmouse-830;
                   panel._x += -xdist/7;
    Of note is the change to how the movie clips are measured... this change in and of itself has really helped to make the thumbnail panels operation more efficient.
    Below is the script for each additional button: [Having issues with the forums not letting me post additional code, so I will put the remaining code in a reply below.]
    cont.

  • Pre-loading external images for XML-based gallery

    I'm working-on an XML-based photo gallery here:
    http://www.unionandparkwood.com/demo/flash_gallery/
    It works how I want it, except that the first time a
    thumbnail is clicked for an image, it pauses long enough to skip
    the fade. If you click-through the images a second time, you'll see
    that it works smoothly. My guess is that the first time the
    thumbnail is clicked, the image isn't cached, yet.
    I tried to fix this by creating a JavaScript file for the
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    0003a = new Image;
    0003a.src = "images/Down-Range.jpg";
    0003b = new Image;
    0003b.src = "thumbnails/Down-Range.jpg";
    But that didn't work. What would be the best way to do this?
    I included a link to "Download ZIP" of the FLA project on
    this page, too, because it wouldn't be easy for me to describe
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    function that loads the appropriate image into the main image
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    isn't loaded before the fade is finished, so the image just appears
    after a short pause the first time.

    >>What seems to be happening the first time is the
    image isn't loaded before
    >>the fade is finished, so the image just appears after
    a short pause the
    >>first time.
    As has been said many times in thos forum - use the
    MovieClipLoader class to
    load images, and then use that class' onLoadInit method to do
    things with
    the loaded image. Loading is asynchronous - you _have_ to
    wait until the
    image is done loading before doing a fade.
    Dave -
    www.offroadfire.com
    Head Developer
    http://www.blurredistinction.com
    Adobe Community Expert
    http://www.adobe.com/communities/experts/

  • XML & AS - Aligning Thumbnails In Grid

    I'm currently using Flash 8.
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    having trouble getting that to work as well. Most of the tutorials
    I've found just throw everything at you with a pre-configured .FLA
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    One step at a time, I guess, then I'll rain down more
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    Hi Christian,
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    thanks in advance

    heyyyo wise one,
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    //trace (galleryFolder);//output taki sam jak powyżej
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    and the effect looks like this (it's a sketch, so big pictures are loaded randomly, don;t put too much attention to it): http://bangbangdesign.pl/xmlGallery/gallery29.swf
    but i guess it's a terrible stuff to go through all this. i would be totallly satisfied with a likng to a good tutorial to do it from scratch, or just a hint where to start rebuilding this.
    + in any case i send greetinngs to whereever you are =]

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    at org.hsqldb.ParserDQL.XreadTableExpression(Unknown Source)
    at org.hsqldb.ParserDQL.XreadQuerySpecification(Unknown Source)
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    at org.hsqldb.ParserDQL.XreadQueryTerm(Unknown Source)
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