ActionScript 3.0 :: AIR Using Loader To Load .png Not Working On IOS?
Dec 6, 2011
I'm trying to load a .png and display it but the iPad and iPhone show a white screen. Here is my code:
Code:
public class Test extends Sprite
{
private var loader : Loader;
private var urlRequest : URLRequest;
[code]....
This works fine when tested in AIR but not when I test on the device using the [TEST on DEVICE] build. My TestImage.png is in the bin folder where my Test.swf gets compiled into.
I got this very strange behavior from FlashPlayer debugger 10.1 r82. When I call loader.load method, no ADDED event is dispatched to the loader object. But if I open the file and call loader.loadBytes instead, an ADDED event is dispatched to the loader object. I suspect the ADDED event is dispatched because the content is being set as the child of Loader object, but why in the other case it is not dispatched?
I have a main "shell" swf which, by clicking several buttons, will load/unload various external swfs into a Placeholder_mc which resides on the main timeline in Shell.swf In the documentation and tutorials I've seen a couple different methods, and I'm not sure I quite understand the difference, or at least the reason you would use one over the other...In the 1st method, you can just add the Loader object using the addChild() method:
Code:
var myLoader:Loader = new Loader(); var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf"); myLoader.load(myURLRequest); Placeholder_mc.addChild(myLoader);
This will apparently add myLoader to the display list once it has completely loaded.The 2nd method, you supposedly can add the Loader.content; however, it appears you can only do this once the content has completed loading, so you need to incorporate an event handler with the contentLoaderInfo object:
Code:
var myLoader:Loader = new Loader(); var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf"); myLoader.load(myURLRequest);
[code]....
What are the pros/cons of adding the entire Loader object, as opposed to the Loader.content and vice versa?
When i try to load an external swf file using Loader.Load(); The swf starts playing even before the init event is fired. Is there any way to stop the swf from playing atleast until the init event or complete event is fired?
I'm trying to simply have 4 images at a time appear, then scroll over one image when a button is clicked. I'm using the Loader component to call in the external jpgs. This works perfectly in Firefox and when I preview it in Flash, but in IE the images don't load properly. I'm scaling them down using the Loader parameters, but IE usually tries to load the full-sized images. You can see the problem if you visit [URL]
I'm trying to do in this case is populate a List UIComponent that I created with information that I get back from the PHP file. For some reason the loader.addEventListener(Event.COMPLETE, userOnLoad) isn't working and my program never gets any farther than that.
Here is my code: import fl.controls.*; import flash.display.Sprite; import fl.managers.StyleManager; DECLARATIONS var backgroundArea:Sprite = new Sprite(); var loginArea:Sprite = new Sprite(); var userArea:Sprite = new Sprite(); [Code] .....
I want to create an image slideshow. When the user clicks the next button, I want the current image to fade out and the next image to fade in. I'm using Loader to load images, using .load(new URLRequest("imagename.jpg"). When the first image loads and next button is pressed, the image fades out just fine. The problem is when the second image loads. the image loads, but doesn't fade in, it just appears without the tween. Here is my code:
I just inherited some code that produces an embedded rdio music player into a swf. It works great in firefox and safari, except the embedded player does not appear in Firefox... Is this a common issue with the Loader class or contentLoaderInfo events?
I'm having trouble with a simple loader not loading an external swf file.I have a set of menu buttons (created from a class) that store the swf file name. When these are clicked they run a function that supposed to load the swf file but for some reason it doesn't (but maybe it does load it, just not display it). So here's the code:
Code: var urlLoader:Loader = new Loader(); var pageHolder:Sprite = new Sprite();
I have recently created a game in Flash CS3 with AS3 which displays a random picture (this is a pretty integral part of the game).I have written a small procedure to resize the picture to an appropriate size for the flash application. This is as follows:
ActionScript Code: function onComplete(ev:Event):void { var maxheight = 240; var maxwidth = 400;
[code]....
Here is where it is called, please just take for granted that d_arr[1] contains the correct URL of the image I want to load :-)
ActionScript Code: var url = d_arr[1]; var urlRequest:URLRequest = new URLRequest(url); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,onComplete);
[code]...
This resizes the picture when it is fully loaded. This seems to work fine on my own site, but on the sites to which mochi ads has distributed it, it doesn't resize the image at all, even if it is left to fully load.
In my current flash application I and my co-workers are using Loader to load some SWFs from our server. It works perfectly while we have the flash application on our computers running it trough Adobe Flash CS3 but when we publish it and move the html page to our server and try and run it from there the loading doesn't seem to start. I have the firebug plugin for Firefox so I checked if flash actually loaded the images and according to firebugs network monitor it found all needed resources and downloaded them successfully. But the behaviour of our application is as if the loading starts but the complete event is never sent.
I'm running into a problem loading an external swf. Check it out here: [URL]
If it's working right, the top and bottom red areas should end up looking exactly the same.
I have "init.swf" loading "cc_home.swf" into a container. When successful, it should fade up (that animation is in "init.swf") and then load the white text (cc_home.swf). What you're seeing on that page is init.swf on top, and cc_home.swf down below.
When I test init.swf directly from Flash, it works fine. In the browser, though, it doesn't load the movie.
Here's the code I'm using in "init.swf" to load cc_home.swf (which I got from Kirupa):
var mycontainer:MovieClip; var myloader:Loader = new Loader(); var urlrequest:URLRequest = new URLRequest("cc_home.swf") myloader.load(urlrequest);
I'm having trouble with a simple loader not loading an external swf file.
I have a set of menu buttons (created from a class) that store the swf file name. When these are clicked they run a function that supposed to load the swf file but for some reason it doesn't (but maybe it does load it, just not display it). So here's the code:
Code: var urlLoader:Loader = new Loader(); var pageHolder:Sprite = new Sprite(); pageHolder.height = 420;
[Code]....
The "page loaded" trace is being displayed, so must load the swf but not show it. I can't even see the preloader. I also tried a very simple swf file with just some shapes and 1 frame but still no luck.
I have confirmed to my satisfaction that the following code never triggers the Event.COMPLETE of var loader:
var loader:URLLoader = new URLLoader(); var req:URLRequest = new URLRequest(contact_url); var variables:URLVariables = new URLVariables(); loader.dataFormat = URLLoaderDataFormat.VARIABLES; req.method = URLRequestMethod.POST; [Code] .....
However, it does in fact send the emails it is designed to send! Why doesn't it complete when in fact the work is done?
So my problem may be a little bigger than that, but I'm not certain. I'm creating a custom flash photo viewer for a client that dynamically loads the images with Loader objects. It takes a folder name in a specified directory on the server and calls a php page (using URLRequest) to get the workable contents of the folder. And then it loads it up from that array.
Here's the problem: it works FINE on my machine and every machine I've tested it on, but it DOESN'T work on my client's machine or some of his customer's machines. The loader bar that's at the bottom of the screen doesn't start to fill, which means that the images aren't starting to even load, and the status bar indicates that it continues to wait for a the server, yet never finishes waiting. This is consistent on a single machine, but varies across machines.
I've added diagnostics (a custom class I made to track certain vars and collect errors) to the thing to catch any errors, but it reports nothing on my client's machine. I've added flash version checking code, so the possibility of a lower version messing it up is gone... I guess my question is, is there anything (security, environment, etc) that I could have overlooked that doesn't allow request objects or something to work on certain machines?? I've been ripping my hair out trying to figure this out!
On my stage I have a mc (videoLoader) with the mc (loadBar) inside it. When I preview the movie it shrinks loadBar to where it should, but it doesn't expand as the video loads.
ActionScript Code: this.addEventListener(Event.ENTER_FRAME, loading); function loading(e:Event):void[code].........
i am trying to load array of pictures dynamically in to a loader component,the picture after loading in to loader component i am resizing it to required size. 115 is the width and height of loader component.
.complete = function (eventObject) { loader.redraw(); x_txt1= loader.width; y_txt1= loader.height;
[Code]....
but if i select next picture while fullscreen then loader.width and .height shows as 0 and picture is not displaying.
I have a movie clip that has a UI Loader component on one layer, its autoload value set to false.I would like this UI Loader component to load when the movieclip is in a certain position.Heres my current code im using: [code]....
I get a ActionScript class for loading the content:
public class LoaderContainer extends Sprite { public function LoaderExample() { loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler); addChild(loader);
I am trying to load a jpg into a loader so I go into the properties then change the content path to input a URL. It works fine on the stage but when I put it inside a button it doesn't work....
Just using a simple loader to load in another swf. I have added a rectangle to my original swf, and converted it to a mc. This is going to be used as a holder. The code is
var swfLoader:Loader = new Loader(); this.addChild(swfLoader); var bgURL:URLRequest = new URLRequest("newBaby.swf"); swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete); swfLoader.load(bgURL);
[Code]...
Where "this" relates to the movie clip holder object it is currently in. My question is why the top left corner of the loaded swf is always placed in the center of the holder, and not at the top left corner of the holder? Is this a default action or something?
I have a AS2 loader (buil in AS2 that is) that automatically loads external swf's.And I have a sfw build in AS3.Is it possible for my loader to still load this swf file?In order for the loader to work I have to add "_root.nextswf();" at the end of every swf file.However I know that in AS3 the alnguage is different. IF it is possible to load an AS3 swf into a AS2 loader then: is there any code to replace this one?
in XML gallery , how we can load all images first so that rest of the slide show runs smoothly For example: I have placed 10 images in XML , when slideshow starts , all the effects not appears, because it waste time in loading each image on its turn I want to load all images first , then want to start the slideshow how i load all images at the start?
I'm a french student (first year) in a graphic school and I make a project in Flash.I simply need to make few 'infinite' (never ending) Swf's suceed. In the timeline (which is used as a frame controller) I call the Swf's successively. Here is the code and the screenshot of the timeline:
Code:
var imageLoaded:Boolean = false; // Create a new Loader to load the swf files var myLoader:Loader=new Loader();
[code]....
BUT, because there is a but, I can't make them interlink. I tried to make a new layer and place some code into it, but it stops the previous one. It seems that there is a piece of code to write to enable this option.