I'm trying to load a bitmap using this: [URL]. It seems like the preload is working fine. I'm just having trouble loading the bitmap from here. it works without the preloader but I can't figure out what's not making it load when it's done.
Code:
function loadTransBitmap(id){
this.createEmptyMovieClip("holder_img", this.getNextHighestDepth());
var mcl:MovieClipLoader = new MovieClipLoader();
preload = new Object();
mcl.addListener(preload);
[Code] .....
I noticed after the load is complete, I traced the width for targetMC, which is where the image should be preloaded..and it comes up as 0. So it seems like there's nothing in the holder_img container. But it preloads something so I don't know what the problem is.
Also: 'id' from the function is just the image (images/1.jpg)
I need to place a image in a container. But well it does not work It doesn't do anything actaully.Its been a while since a used ac3 but still does someone care to take a look?the picture that needs to be loaded and the xml file are all in the same folder.do i need to use a for loop? my teacher said it didnt need it.
// ------------- PICTURE LOADER ---------------- var PicXML:XML; var picXMLLoader:URLLoader = new URLLoader();
I just started working with bitmaps and I do not get them at all, I've read the entire page adobe has on bitmap and bitmapdata. I've got this code together but all it does is displays a white rectangle and not my image.
I load data from xml and want a list of thumbnails with text to be lined up. A handful of text-attributes to the xml-rows, including a src-attribute, which links to an image, goes through as wanted - text is shown, and images are shown. The image order, however, varies when I have more than two rows and is completely wrong. The text-attribute-order to each thumbnail remains perfect in all scenarios.The images bitmapData is taken etc., and the images are scaled to a proper thumbnail size. This might be where something goes wrong?
ActionScript Code: function xmlLoaded(e:Event):void {
I'm building an image viewer that has violent content (video games), and so it requires users to enter their birthdays. Problem is that because of company policy, I can't expose any of the source images being viewed in the event that someone might use their resources/net tabs (or just sniff the request) and get the direct link to the image. (I know that they could screenshot it, but that's out of anyone's control and not something I'm worried about.)Is there anyway to inherently mask loaded resources (images)? I've been using sockets, which is great, but there's also the problem of actually loading the image binary (after HTTP request headers are removed) as a Bitmap in Flash.
I want to create a page for viewing JPEGs and SWFs. There will be a holder and underneath this there will be a row of thumbnails. On release of a thumbnail the JPEG or SWF will load into the holder. The files need to be updateable.
I searched previous posts last week about this and learned that I can load a movie clip from the library in a blank mc holder similar to how I load an exernal swf. But so far that code is not working for me. I also need a way to close/make invisible the clip on user clicking an X. I have a page with about 6 key words over which I will place invisible buttons. First button instance is named compworkBtn. I have a blank mc on the stage, name of mcLoadertop. My mc I want to play is in the library and named compworkMC. I read that I need to set the properties to export and I have done this (picture attached for compworkMC).
[Code]....
Then I want the user to click on the X or close button and it goes away. I thought the easiest thing for this work be to program the Close button itself to drive the MC to a frame that had no content. It will still be there, of course, but not be visible. Then the user would click on the next key word and the next MC will load. Not sure that is a good solution though, because they will both still be there. So, I'd like a suggestion for another solution to unload the first mc and load the second one. I have done a similar thing with external swfs, but I will need a close button instance for each of the unloads, right?
note I have to change some file names and urls for company privacy.I am working on an online banner ad which tight size requirements. In order to stay under the file size, I want to load an external swf housed on our server into an empty movie clip on a button press. I have this working with the following code on a button:
on (release) { loader_mc.loadMovie("location where swf file is housed"); }
I then want to unload this movie if a different button is pressed. However I am receiving the following error.
*** Security Sandbox Violation *** Connection to file: XXXXXXXX halted - not permitted from "location where swf file is housed" -- Remote SWFs may not access local files.
How can I unload this external swf file from my move? Again the external swf file is housed on our sever and the main swf file will be housed with the place we are advertising.
I am trying to load an array of web_thumbs into an array of thumb "holders" I've got the holders loading in a grid but then the way I have it, all of the web_thumbs load into each of the holders instead of one web_thumb per holder - I've tried it every which way and this is as close as I can get it without help... Can someone tell me what i need to do to have one web_thumb load into each thumb holder? This is what i have in place:
var dataLoader:URLLoader = new URLLoader(); dataLoader.load(new URLRequest("web_thumbs.xml")); dataLoader.addEventListener(Event.COMPLETE, onDataLoaded);[code]..........
what I'm tryingto do is have a row of buttons that when clicked change the imageheld within a holder movieclip. I have a button with instance name"adept" and a holder movieclip with instance name "holder". this isthe code i have so far, i have barely started:
adept.addEventListener(MouseEvent.CLICK, Click); function Click(event:MouseEvent):void { eventNotice.text = "MOUSE CLICKED";
I am using an array to load images into a holder_mc on my flash site. Is there a way to change the registration point at which the image loads? Currently the image loads and is justified to the top left corner of the holder. I would like to change it to the top right corner.
I have a MV called container. It has no specified size. I add to this container a child, a loaded SWF. And then, later, I draw this container into a BitMapData.
Code: var jpgSource:BitmapData = new BitmapData (container.width, container.height); jpgSource.draw(container);
On most of my loaded SWF, bitmap is the correct size of the original loaded swf. But sometimes, the bitmap is smaller and I miss part of my draw..
I have a player that loads both images and videos. I am having a problem removing the previous child from the holder and am close to using tricks to fix it. I'd rather not. Here's the code that loads the image:
Code: var _mediaLoader:Loader = new Loader(); _mediaLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded); _mediaLoader.load(new URLRequest("blah.jpg"); function imageLoaded(e:Event):void{ videoConsole.imgHolder_mc.addChild(_mediaLoader); }
And my flv loader is a bunch of mumbo jumbo with this code at the end: Code: videoConsole.imgHolder_mc.addChild(flvPlayer); So, how can I remove the previous child, if there is one, when loading the next item on the playlist?
I'm using the following code to load a .jpg into a movie clip container the problem is I need the container to be a specific size I tried loader.content.width = 50; and loader.content.height = 50; the height part works but the width doesn't work my image just expands beyond the stage width.How do i set the size of the movie clip container?I don't care if the image gets distorted i have a resize script for the images before they are loaded into flash.[code]
I found this quite amazing website [URL] and If you see the website when you zoom out there is no animation neither interaction with the content of each container, I mean, if you see the first one, the home container there is a animated banner, however when you zoom out that banner stops. Also, you if see, every time you zoom in a container it loads its content, if you zoom out and zoom in again it loads again the same content...this is cool because you're not wasting too much memory and you're not creating a huge .swf file.. Are they generating some kind of bitmap thumbnail for each container everytime we zoom out or what?
im loading photos of different aspect ratios with a loader onto a child holder frame_mc. I wanted to know what AS3 commands do i need to work on to get the frame_mc to resize to the new childs dimensions and centerize itself on the main stage? (as in event listeners, functions, vars etc)
I have a project that is drawing ~10,000 small tiles into one large bitmap container - it's a mosaic. In Flash proper and in FireFox it takes about 20 seconds to complete the drawing. Very acceptable. In Chrome it takes about 1:30 and in IE it takes roughly 3:00 - both too slow to be acceptable to the client - who of course reviewed with IE. I have Flash set to run at 45 fps - and the images are populated by a Timer - at 2 ms intervals. Maybe 2 ms is too fast? But in my testing 1ms was slower as was 3ms, so I kept it at 2. And it works fine in FF and Flash...
when i was trying to build in the banner images i bumoped into weird problems. At first my cs4 for pc stoppped working everytime so backup to cs3 this also stopped working everytime so i went working through guest account which seems to work ok.ok back to the other problem. on this link you can see the website there is loading an image in the banner by an movieClipLoader this why i can adjust the image size when it's done loading. I want to make everything sizeable. when the site loads for the first time the image won't show, but when refreshing the site, suddenly the image does show.testing this all local works. But online not! so i tried testing local retrieving the images from the web. i got this sandbox error. oke added system.security.allowdomain("*") for the wildcard, really weird cause it's just an image (bitmap) which is called.[code]
I am using the MovieClipLoader class to externally load a .swf file with a preloader. The problem is that my .swf starts playnig behind the preloader, before it is completely loaded...
How can I make it paly only after it is 100% loaded?
Here is what I have so far:
Code: var loader:MovieClipLoader = new MovieClipLoader(); var loadHandler:Object = new Object(); myGlobalSound = new Sound(this);
im making this site for a buddy of mine, everything started quite ok. But when i was trying to build in the banner images i bumoped into weird problems. At first my cs4 for pc stoppped working everytime so backup to cs3 this also stopped working everytime so i went working through guest account which seems to work ok.
ok back to the other problem. on this link you can see the website there is loading an image in the banner by an movieClipLoader this why i can adjust the image size when it's done loading. I want to make everything sizeable. when the site loads for the first time the image won't show, but when refreshing the site, suddenly the image does show. testing this all local works. But online not! so i tried testing local retrieving the images from the web. i got this sandbox error. oke added system.security.allowdomain("*") for the wildcard, really weird cause it's just an image (bitmap) which is called
Code: image.setMask(mask); var mclListener:Object = new Object(); mclListener.onLoadInit = function(target_mc:MovieClip) {
The code works for most of the images except images with resolution 2880 x 2880. It did not scale properly - part of the image on the right does not show. The lower image scaled properly, but the upper one did not.The math seems to be correct
I have a small problem using MovieClipLoader to load multiple images at the same time. This is the function for loading:
ActionScript Code: private function loadImage(image:String, container:MovieClip, w:Number, h:Number):Void{ var listener:Object = new Object(); _root.debug.text += "Loading: " + image +"
[code]....
This function is triggered in a for cycle for 4-9 images.The problem is - some of the images don't get fully loaded. It is usually 1 or 2 at most. Some of them don't show at all and some load partially (let's say I see 60% of the image and underneath a gray line). Is there some restriction for multiple connections in Flash? Are the requests made too fast?This problem does not occur in Flash environment, it occurs only online. The listeners execute alright even for the not loaded images. No load error at all.
I can't seem to get a MovieClip loaded using the MovieClipLoader.loadClip method to cancel.I try calling the loader's unloadClip method, but that does not do the trick. Also tried simply using the unloadMovie method on the actual clip instance but that didn't work
I have a problem with loading an image path reference into a movieClip.On my movie loading I attachMovie according to i (no. of instances)Then I generate a copy of the instances (these are prepared ready for print - I have this working)
However, the initial creation of these instances is handled when the Flash movie loads and uses part of the code below to generate thumbnails:
The class is called multiple times once then when triggered in a duplicate movieclip but fails somehow - maybe the clue is duplicate tho tried that (duplicateMovieClip..)