I'm attempting to "cache images in" upon loading my SWF, and I am not sure what the standard is for this. Basically I have (let's say) 5 buttons and 5 accompanying images. When the SWF is loading on a server, I want all 5 of my images to be loaded into memory, but not copied. Then when I click on one of the buttons it would bring up the corresponding image for that button id. Couple of things to point out: I don't don't if I need multiple clip loaders or one multiple BitmapData instances or one I *do* know that I need multiple movieclips, FWIW. Here's my start:
I currently have my photography website load all the images with javascript once the user arrives at the flash page (URL...), that way they can click around within galleries and all the photos appear with a smooth transition and there is no wait time. however, if all the images are still being loaded and the user clicks one that hasn't loaded yet, then the image won't appear on screen until the javascript arrives at that file.so I realized the best thing to do would be try to load all the images in a gallery when the user clicks on that gallery name.I've tried searching for 'preloading' but all that shows up are the preloader bars that I don't care about. I just want to find a way to bring these images from a specific gallery in so that they are ready to go when the user clicks on a thumbnail. I'm sure it's just a loadMovie("") type thing into a non-visible movie clip, but I can't seem to make anything work.
I am trying to let the user import giant images into a flash application. Unfortunately the BitmapData object's dimensions cannot exceed "8,191 pixels in width or height, and the total number of pixels cannot exceed 16,777,215 pixels" (see Reference)
Obviously with FlashPlayer11 these limitations vanish - BUT: As I only get bytes from the FileReference, I need to convert these via Loader.loadBytes(), to get access to the image data. This doesn't seem to work for images exceeding the old BitmapData limitations.
I was wondering whether it's possible to preload images into a users cache, to speed up the loading of dynamically loaded jpgs?
I've download and adapted a very nice image browser which I am using as an online portfolio. But there is quite a delay as it loads each JPG dynamically, when the user get to a specific file.[code]...
i working on a project that load images localizend on a server. For optimize the RAM usage i remove the images when they aren't shown, and re-load them when is necessary.
But are this images saved into the PC cache so that the second, third, forth... time that i call it, they will be loaded instantly? Or flash need to download it every time from server?
I am at a loss as to why Firefox doesn't load right when it's loading from cache.
In my site, there are images that get loaded from an XML file immediately as a visitor enters the site. This loading starts and completes naturally when loading from a server... OR when I have the images loaded into cache and I navigate to the site with the browser's forward or back button. -It doesn't work when I press the browser's reload button. What gives? Is this a Firefox bug? I have Firefox 3.5.2 for Mac.
I've uploaded my slideshow swf to my WIP website (CSS files got overwritten ) Everything is working great. It's looping, I have a preloader animation, ect. The problem I now want to resolve is getting the loader to cache the image files. When the slideshow is told to go back to image[0], it reloads it again. As the whole point of this project was to work around my free web hosting's bandwidth limits, as well as getting more experience working with XML, this simply wont do. Imagine if someone browsing my site left the main page running for a few hours! What I need it to do is to somehow force the browser to cache the images once they are loaded, or at least I think this is what I need to do? Here's the code again:
I am making a swf of surgons.. which going to load in a base moviclip and they scroll ther right left. The problem is its taking to much time so I want a script which will load one by one these files. Or A script to load other swf(of surgeons) in browser cache. So when user click on these surgeon they start their work. The voice swf of surgeons. I want meanwhile they load in browser cahce..so its not take time.
I have a website [URL] there is a flash gallery, every time I have to clear magento cache and browser cache to display my new images but now I've made few changes in swf file that before the smaller bars are not left aligned now there are both. In my local system the new swf file shows exact number of images in the smaller bars but in server they are not showing in full numbers.
I don't know what to do as I've cleared every cache that I can. I've read some where that put version number in your swf file so that brower can check if its new then it will download new but in magento how to do that. As the swf file contents are in cms pages home page content and they have done as :
does anyone know a good way of unloading content from loader object? I want to load a same image few times (backend overwrites old images with new ones) and all I get is bitmap data that is initialy being loaded the first time. So I guess bitmapData is stuck in cache by default and I cant get rid of it. I tried following:
loader.unload() loader.contentLoaderInfo.content.unload() before each load() call setting loader object to null
I have this error in internet explorer when it's loading the swf from cache "ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData()"
When retrieving external variables from the server URLVariables my Flash get stuck on first compilation values. Whenever I update server values flash compiles the first old values. Only after i restart CS4 IDE values are updated. Is there an internal cache?
There is nothing wrong with my code, because it works fine on my mac, but not on pc.
I'm scaling down images loaded from as3 and I want them to stay sharp. They are scaled because I have a liquid layout which resizes a "body" movieclip that contains the images (loaded from xml).
I used code from here to scale bitmap, but I don't really understand it. [URL]
My biggest problem is that since the images are loaded as displayObjects rather than bitmaps, I need to know how to change the bitmapData of each displayObject.
Second problem is that I need the code the change the data, but not scale it down also(it is already scaled down). How do I do that?
Here is my attempt...
Code: //code is executed when image is first loaded (I don't care if it is resized afterwards) //thumb is the displayObject that is my image
I make a swf for my site that includes dynamicly loading thumbnails from an xml file. Unfotunatly the browser ( IE and FF are what i have tried so far ) just takes the xml file from the clients browser cache even if i have changed the xml file on the server. So the only way my visitors will see my updated content, is if they clear their cache every time before they visit my site. ( even a ctrl-f5 does not seem to do the trick )
is there a function or something i can call to force the swf to re-download the xml file every time? (is really small, less that a kilobyte or two im sure.)
lets say I am using flash just to pump sound on a html website, utilized in a separate frame. problem --> every time a user goes back to the one page or pages that the flash sound file plays on, an echo happens, as if the browser were playing the file from the cache and loading another sound swf. How do I stop the sound from loading on top of itself? code for sound file:
I am creating an interactive post-it for an upcoming event that allows for us to tap into a sql database and post tweets, survey answers and images. We've already tapped into the Twitter API and the survey, so those are A-OK.The problem lies within loading the images from a location other than the local interactive board's server.If the image itself is locally hosted, it loads just fine.If the image is hosted elsewhere, the image will not load, even though I have a trace on the URL of said image.I'm loading all tweets, surveys and images through an XML load and all the data is loading properly.I AM loading the image through a smoothing filter so that when the "post-its" are slightly rotated, they are not jagged. Here is THAT code:[code]
This is a two part script where the bulk loads in the image and places it into an empty movieclip, then adds the smoothing filter. The second part is a resizer that automatically resizes the image and keeps the aspect ratio.When I test the flash piece (not embedded in HTML) the thing works 100%.As soon as I put the swf into an html and view it on a web page, the remote images will not load.I'm a bit stumped on why this is, could this be a firewall or security issue? Because I work in a high security firewall environment.
As my as3 skills are not good, I stumbled against this problem, my approach in overall will probably not be the easiest, but here it goes:
In the library of my fla file I have imported 4 pictures, in the properties (class) I gave them the name photo0, photo1, photo2, photo3. With my code on the time line I create dynamically 4 movieclips and now I want to attach photo0 to movieclip 1 and photo 2 to movieclip 2 and sofort...
Is there a way to give the bitmapdata name also a dynamic name, something like[code]...
I'm trying to dynamically resize a set of images that are being loaded through the MovieClipLoader class. The code below seems to work, except that the images do not appear to be 'smoothed' at all...
I have an image loaded from BitmapData displayed in an Image control. This Image control has dragEnabled and user can drag and drop small images (from a bunch of images in a TileList) on top of it.
The image loaded from the Bitmapdata can be different every time with different resolution and the Image control scales it down to fit its fixed with/height. But while saving the image after editing I am saving it with its original width/height. For this purpose I am storing the original Bitmapdata in a temp object and applying any edits there before saving.
how to create an image combining the Large image and the small images dropped into it. May be I can use display object snapshot but then I want to save the image with its original with/height and preferably after converting it to Bitmapdata.
When you load an image into a MovieClip then use that as the data source to draw() into a BitmapData object, the documentation says "Optionally, you can specify whether the bitmap should be smoothed when scaled. This works only if the source object is a BitmapData object." To me that implies that a second BitmapData object is needed in order for the optional [smooth:Boolean] parameter to work when set to true.
We found we didn't need to "double buffer" in this way when using MovieClip.attachBitmap() with the [smoothing:Boolean] parameter set to true. We did run into another problem though. This problem only manifests itself when you run the SWF as part of an HTML file running from a local web server like http://127.0.0.1. Here's the problem: images are loaded dynamically (URL's pulled from assets.xml) and the ones that are loaded locally from a directory on the same machine load and are smooth and distortion free. Other URL's point to a remote host. The images loaded via a remote source (example) do not "smooth nicely" running the exact same code as the local images. The remote images are shimmery and exhibit update artifacts. If you run the exact same page not via an http:// web sever i.e. - just loading the html page into the IE, then the remote images do get nice smoothing when animated.
Is there some magic to get BitmapData loaded from a remote source to smooth correctly when run from a local web sever? For our internal demo we removed any remote URLs so we could demonstrate that Flash does provide the ability for nice smooth animations but it would be a good problem to solve.
how to scale down flash images using BitmapData and Matrix?? I'm using it for fullscreen so that the images are always perfect. I've been tampering with this, but cannot get it to work properly.
I want to load .jpg images into flash and store them as BitmapData objects. I've coded the loading of images many many times but I've never tried to store them as BitmapData, I just usually add the Loader to the display list and manipulate the image through its loader.
I feel like this is a very poor approach and so I want to try just saving BitmapData, because on the Model side of things thats really all I need.
Now the only way I have found to extract BitmapData from a loaded JPEG is to load the JPEG and upon completion write:
myBitmapData = Bitmap(loader.content).bitmapData;
First, is there a way to extract the BitmapData without encumbering the code with the Bitmap class? In other words, is there a way to extract that information without involving the Bitmap class - BitmapData while useful for a Bitmap is not dependent on Bitmap so ideally I would never involve Bitmap here.
Also, why is this Bitmap type-casting so widely accepted? loader.content is a DisplayObject and therefore is not necessarily compatible with Bitmap. Further, for all Flash knows we just loaded an SWF and as far as I know you can't typecast that to a Bitmap.
I've been working on this for a while, and thought I understood the BitmapData class at least well enough to do basic stuff with it, but I'm doing something wrong.
I'm trying to make a preload function that will load external JPEGs, store them in an Array as BitmapData objects, then distribute them to thumbnail objects after all the images are loaded. The thumbnails are based on an external class I wrote, which already has a function to accept variable data.
My problem is, I can't seem to find a way to store BitmapData objects in an Array. I've even tried using a Vector.<BitmapData> object, but I get the same result, which is no data stored.
Here's the function, isolated from the rest of the script.
[Code]....
The result of this function is supposed to be, a series of images loaded one after the other, stacked 5 pixels down from each other. However, the actual result is, only the last loaded image is displayed. That's true for any number I place in the 'for' loop, only the last loaded image gets displayed.
Obviously I'm doing something wrong with the loading of the 'bitBucket' BitmapData, because it seems to be writing over the previous BitmapData in the Vector series.
Explaination: MX 04' Pro Thumbnail Nav. loading images with XML Loader resizes and displays images when users click on Nav. reading XML Problem: Users click Thumbnail Nav. first image gets loaded and loader resizes to image. However the next choice by user on thumbnail click, the second image doesnt get resized in the loader. It goes beyond holder. Here is my code for Thumbnail and Loader:
[Code]....
Now the first image loads fine and the loader sizes to file from XML. However, when users click second choice from Thumbail the loader doesnt resize to new image size. It only gets resized on the first selction or if users click the next or prev. buttons then the images fade correctly but nothing fades back in. Now if they do hit next or prev and then hit a thumbnail option it loads and resizes.
im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
I'm trying to do something a little crazy from what it seems here, I have a carousel that I am modifying to have thumbnail images added to dynamically from an XML file. Now me being the practical persona I am I did NOT want to make little images for each picture in the gallery so I used a neat little class from a blog called soulwire
[URL]
the class lets me use the bitmap properties of flash to fit a copy of my image into the thumbnail are for my carousel Icons, later I will use the same info to click and show the large image for each of these icons.
My problem is that I can get it to work but only the last generated MovieClip gets an image, and it's not even the correct one. it gets image #2 in clip #5.
It seems as though my Event.COMPLETE for my loader is not firing for each image, if it is I'm not sure why I'm just getting the image in 1 icon.
I need to load dynamically a few images (4-6) so that by clicking on particular image user would invoke particular action. Embedding images solves the problem but at the expense of file size. If I load them dynamically, they lose their ID.
I have typical situation where big loop is loading lots of images and its done asynchronous which make browser to frees during loading and I want to make it synchronous but having big trouble doing it. I found this class synchronous loader and it work great but you cant add mouse event listener to loader. Here is sample code: