ActionScript 2.0 :: Loading Images Using Moviecliploader?
Feb 18, 2010
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) {
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 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've got a gallery that loads images in using MovieClipLoader. Unfortunately once the images are loaded they don't seem to want to be resized.I've added an empty MC to the stage for each one and loaded the image in, then I try to resize it to fit the screen. Tracing the size after the onLoadComplete event returns 0 and changing the size makes the clips disappear from the screen.
Which is the best way to load many images with the movieClipLoader class?do I have to create one instance of moveClipLoader for each image or is it possible to use the same for all the images?
I'm working on a Flash application that has thumbnails and fullsize versions of an image. The steps I'm taking:
- import the image at runtime, and attach to a movieclip (we'll call it polaroid, since that's what I'm calling it).
- resize polaroid via polaroid._width=3; polarois._height=3; to get my thumb
The image quality is OK for pictures, but it's also fairly important that text not look too pixelated. Is there anything relatively simple (i.e. not too taxing on RAM) I can do here? Even a blurring layer would do the job, if there is any such thing.
I have a swf that loads external images from an xml feed (using moviecliploader) and then rotates through these images every n seconds. This works fine in ie and it loads the images and scrolls through them. However in Firefox sometimes it loads the image and sometimes it doesn't! its like a lucky dip haha Is there any link that you know of to any information on this bug/issue with firefox that might help me resolve this? Found something that might be causing the problem, if Firefox cannot find the image within a certain time it just gives up... is this true?
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);
I'm trying to set up a website that uses the MovieClipLoader class to load external images & swfs. The loader is working but I can't seem to get the preloader text to work, ie the onLoadProgress. The Percent text just has jibberish when I test the movie. Could some tell me what I'm doing wrong. Attached is the test file that I'm working on
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'm making a XML photogallery. Im using a MovieClipLoader to load multiple images on the screen at the same time. I've assigned variable path to hold image
I want to load movieclips when my main moviecliploader are loading. So eg I have a loadbar and when its 50 % I want a movieclip to come up. And if the loader is at 70& another movieclip comes up.[code]
I created a MovieClipLoader a few days ago that is reuseable. I will be using the same preloader graphics when I am loading in external swf on my stage. My MovieClipLoader functions fine with jpegs and smaller sized swf files. But whenever I load a larger sizes swf it loads the movie before it has fully downloaded in simulation mode. The odd part is that everything works fine with smaller swf files but not larger ones . I have tested a few movies and that seems to be the common theme.
In the example below main.swf is the clip I am loading into "mcBackground".
Does anyone know how to use the Loader method of this class? I want to play a movieclip in the loading position rather than a textbar which increases... All of the examples I've seen so far only show the latter of the two options... I can use loadMovie() and achieve what I want, but the MovieClipLoader class is the future.
I'm loading multiple instances of the same jpg dynamically to my swf. It works just fine locally, but when I upload it, it only executes the first loading code it encounters in the timeline. I was doing things fairly complexly with 'for' loops and dynamic name generation and stuff, but I've stripped it down to the basics in an effort to get this to work.
as you can see, I'm using two different methods of loading the jpgs, just in an effort to pin down exactly what is going on. Locally, they all load fine. When I upload to the server, only the first instance of the loading code is run (so mc1 will get its jpg, but the rest won't). I've tried to swap the order, place the loading code in different areas, try to load different jpgs into each empty mc, but nothing works except that first instance flash gets to in the timeline.
The swf and jpgs are all in the same folder, both locally and on the server. The server the swf is hosted on is Windows 2003 box if that matters. I tried uploading it to a different windows box and got the same problem.
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)
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 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:
I want to have an AS3 app load images from url supplied by the user. But I don't want a malicious user to be able to load an SWF file in place of the image, such as with an altered extension "maliciousSwf.png". Well, not sure how big a security threat that is above and beyond the ability of the hacker to decompile swf, but I think that ideally such behavior should not be allowed.
So, is there any way to prevent this? When people allow users to load images in their Flash apps, do they somehow guard against loading of SWF? Or is this really absolutely no big deal?
How would you defer loading of other graphics on the page until after the images in a Flash gallery's images.xml file are finished loading?Is there any way to detect for this, or would I only be able to check if the flash swf object is finished loading? I'm pretty sure the swf object would be loaded/ready as with document.getElementById('flashobject').onload = function(){}; before the corresponding images have loaded though, instead of after.
I am loading images of different size and then images are scaled and border is drawn for each image as shown in below link,[URL]... I want that border of images to be of the same width and height and for that I need to find out the max width and height size image before loading all the images. Is there any way that I can know the width and height of an image before loading it completely?