This was working just fine, then flash crashed last night, and now the first event listener keeps firing over and over, endlessly... Even if I remove the listener right there in the function being called...
Edit: Argh, somehow, I must have added a second frame to the timeline (which I have hidden because I'm not using it) so flash was looping the 2 frames over and over...
Code:
var xmlLoader:URLLoader = new URLLoader()
xmlLoader.addEventListener(Event.COMPLETE, LoadXML_complete)
xmlLoader.load(new URLRequest("filename.xml"))
I write directly on the time line on the scene and, well... the code looks fine to me, but my list of slideshows (which is what the xml contains) keeps on repeating itselfe... here is the code:
var uloader:URLLoader = new URLLoader(); //var slide:Slideshow = new Slideshow(); uloader.addEventListener(Event.COMPLETE, loaderCompleteHandler);
I'm sure some users on this forum will be aware that AddThis are dropping the Clearspring Launchpad, so I'm writing a new API to get ready for the changeover. Part of that is a base UI that will create buttons for social network sharing destinations. At the moment, AddThis contain all the icons in a single long strip that is 16x3520 pixels in size [URL]...
What I'm trying to do is load this into a utility class, but the Event.COMPLETE event never fires, and if the Loader class that loads it is added to the stage, the bitmap is never shown. I thought it was maybe a dimensions issue, but what is curious is that if I place the PNG on a Flash stage and export as a SWF, it loads no problem. If I dump it out as a JPEG, no problem. Its ONLY when the file is a PNG that there are problems trying to load it. I even tried dropping it out as a 24-bit PNG (the original is 8) but that had no effect.
I'm dynamically creating instances of a loader in a loop, adding a complete listener to it, and loading it. For some reason the complete function is not called. Is this syntax wrong?
enter code hereBeen really frustrating just trying to load a swf from a swfloader in Flex and then accessing it's content. I'm sure once I figure out how to do it once then it'll be fine, but I've gone thorugh a bunch of tutorials and somethings not right. Here's my flex code:and the as code:
public function initHeaderSwf():void { trace("INITIATIED");[code]........
Here's the problem: The swf loads, there is no problem there.i see it in my compiled swf. but the complete event doesn't fire. CreationComplete will fire, and then I try, after that, to make a event listener for loading the actual swf, that doesn't fire.I've tried it a variety of different ways with no luck.All I am trying to do is change a text field in the loaded swf.I imagine this might be a problem with the sequence of things loading or something like that, but not sure.
I've got a custom Thumbnail class that reads in an image path, a label, and an index. The class simply loads the image and and onComplete it pulls the bitmap out of loader.content, assigns it to a public variable and then dispatches an event saying its completed.
I use these thumbnails in a thumbnail gallery and I don't build the gallery in until all thumbnails are loaded and ready. The problem is the COMPLETE event doesn't always fire for every thumbnail, therefore not allowing the gallery to build.
I used a ProgressEvent.PROGRESS to make sure the files were being loaded, and found that when the loads failed the loader still loaded the totalBytes.
I've also tried Event.INIT and its the same issue.
INIT and COMPLETE just don't seem to be either caught or dispatched.
Code: public class Thumbnail extends Sprite { /****************************************************************************************** * VARIABLES
I'm using this.loaderInfo.addEventListener(Event.COMPLETE to call a function when the flashVars are available as many tutorials/examples suggest. Is it correct to use it in the root of the main swf? The event is often not firing in firefox.
Here's the test code. Am I doing something wrong?
Code:
import flash.display.Loader; import flash.events.Event; var flashVars=new Object();
I�m getting Error #2032 when my URLLoader complete event finishes firing. What I can�t figure out is why. The complete event fires successful (I ran a number of trace statements to make sure it made it all the way to the end of the method with no error) and I�m not getting any helpful output when I trap the IOError. Here is the error message:
I am a bit stuck here for the past few days. I have a SWF running in Security.LOCAL_TRUSTED sandbox. I can load my JPEGs and simple SWFs without any problems
I am working with Flash CS 4 with AS 3.0. I use the following code to hook into Loading complete for mystage:this.loaderInfo.addEventListener(Event.COMPLETE, loaderComplete);The code works properly in IE 8.0 (Windows 7) and Chrome. I have Flash Player 10 installed and the movie is targeted for Flash Player 9. The movies are showing a random behavior on FireFox 3.5.3.The website is under construction. The top bar contains 7 small & 1 big flash movie. View the page first in IE or Chrome. Then see it in FF. The labels from the flashvars are not being picked up properly. The load Complete function is not working properly.
I've got a button that, when clicked runs a method. The method waits for a condition to be met (or rather, waits for a variable to be set in the model) and then updates the view. I did this by setting an ENTER_FRAME listener and it works fine:
ActionScript Code: private function loadHouseRoom(e:MouseEvent):void { view.addEventListener(Event.ENTER_FRAME,loadStuff);
[Code]....
I also tried setting the addEventListener to use a weak reference, but the Event never gets fired in the first place.
Note: I have to use a method like this. I removed a bunch of code irrelevant to this question to make this more readable, but the user needs to be able to change his mind and click another button before the loadStuff function is called.
I have a bit of a quandary. I need to call a function inside a MovieClip once a particular sound has finished playing. The sound is played via a sound channel in an external class which I have imported. Playback is working perfectly.Here is the relevent code from my external class, Sonus.
public var SFXPRChannel:SoundChannel = new SoundChannel; var SFXPRfishbeg:Sound = new sfxpr_fishbeg(); var SFXPRfishmid:Sound = new sfxpr_fishmid();[code].... osr.Sonus.PlayPrompt(...) and gui.Wait(...)
both work perfectly, as I use them in other contexts in this part of the project without error.Basically, after the sound finishes playing, I need Wait(false); to be called, but the event listener does not appear to be "hearing" the SOUND_COMPLETE event. Did I make a mistake somewhere? For the record, due to my project structure, I cannot call the appropriate Wait(...) function from within Sonus.
Now on some computers sometimes (But frequently enough, ) the complete event just does not fire. I really can't find a pattern or anything here. Sometimes it works, sometimes it doesn't.The videos were encoded using the Flash Video Encoder...
I made a test where I download a file using URLLoader - something like this:
[Code]....
in the middle of the downloading process I physically disconnect the internet connection. the download stalls - but after aproximately 30 seconds downloadSuccessful is invoked, although only half of the data was downloaded. how can I make sure that the data to be downloaded is complete and correct?
I am loading in binary files with the url class which can be quite large 10mb + and it works fine on my server but another server I am testing on it can sometimes not work. Sometimes it will not load the file and other times it will only load about 20% and it throw a complete event??? Then of course other times it works fine. This server is https maybe that has something to do this it?
I have some code where an event handler listening to Event.ID3 fires twice for an MP3 file. From searching the web, I found a few others asking a similar question, but I haven't seen any response.
Does anybody know what would cause the ID3 Event to fire twice for a single file? My only guess is that the MP3 file contains two versions of ID3 format.
I have made my application in CS4 using as3.0. In my application there is one browse btn that upload image/picture on my application. It upload the image on Event.Complete event. This thing work in window's OS perfectly but in Mac it open a window on the click of browse but wont upload the image in my application.
I have a little flash app that I have running constantly on my server (I made it an exe). It runs great for a few days, but then eventually it just stops.
Code: trace("test1"); var myTimer:Timer = new Timer(5000, 1); myTimer.addEventListener(TimerEvent.TIMER, getData,false,0,true);
[Code].....
The code above should call the function getData once after 5 seconds have passed. This works 99.99% of the time, but for some reason (usually after a few days of it running) it doesn't call the getData function.
I have verified this through trace statements. When it eventually fails, it traces out test1, test2..... then nothing else. No test3.
I'm assuming I need to add an event listener for the timer object to check if it fails for whatever reason. How do I do this?
In my Flash project I have a movieclip that has 2 keyframes. Both frames contain 1 movieclip each.
frame 1 - Landing frame 2 - Game
The flow of the application is simple:
User arrives on landing page (frame 1) User clicks "start game" button User is brought to the game page (frame 2) When the game is over, the user can press a "play again" button which brings them back to step 1
Both Landing and Game movieclips are linked to separate classes that define event listeners. The problem is that when I end up back at step 1 after playing the game, the Game event listeners fire twice for their respective event. And if I go through the process a third time, the event listeners fire three times for every event. This keeps happening, so if I loop through the application flow 7 times, the event listeners fire seven times. I don't understand why this is happening because on frame 1, the Game movieclip (and I would assume its related class instance) does not exist - but I'm clearly missing something here.
I've run into this problem in other projects too, and tried fixing it by first checking if the event listeners existed and only defining them if they didn't, but I ended up with unexpected results that didn't really solve the problem.
I have a pretty elaborate class that extends Socket and performs some serialization and data protocol stuff. It works pretty well when I send small messages. However, when I send anything over about 132KB at once, the SOCKET_DATA progress events stop firing -- or at least the function I've got listening for them does. My class is called RPCSocket and I assign the socketDataHandler function like this in my constructor: addEventListener(ProgressEvent.SOCKET_DATA, socketDataHandler);
My socketDataHandler function (with lots of comments) is attached. Is there some limit to how much data can be sent over a socket at once? Is there something wrong with my code? Here's the trace output: Code: socketdatahandler bytesAvail:4380 buffer length:0 reading bytes into buffer for concat buffer length after concat:4380 buffer state:0 [Code] .....
Is anyone having trouble with Chrome getting NetStream.Play.Stop early in Chrome? Seems to fire around the time the buffer has filled. Same code is and has been working fine in all other browsers for some time.
I have buttons that have mouse_over, mouse_out and CLICK events. But when I click the button it takes me to another frame and the mouse_out event tried to fire.
I'm trying to do a simple url requestion on enter frame, but it seems to be executing multiple times?
I tried removing the event handler on handleLoadSuccessful, that seems to stop it firing infinitely, but its still executing about 10 times before it stops. How do I make it only fire once?
addEventListener(Event.ENTER_FRAME, onLoadHandler); function onLoadHandler(event:Event) { var scriptRequest:URLRequest = new URLRequest("http://ad.doubleclick.net/clk;254580535;19110122;t?http://www.gamespot.com.au/Ads/gswide/hp/1x1.gif"); var scriptLoader:URLLoader = new URLLoader();
I have a simple ComboBox onstage, with 5 options in it. Each one has a textual label, and is assigned a numeral "data" in the Component Inspector (1,2,3,4,5). I'm trying to get the playhead to move to a specific frame, according to which option is selected, and can't make it work. The trace turns out fine, but the playhead stays in place. (The ComboBox is called my_cb).
PHP Code: var cbListener:Object = new Object(); cbListener.change = function(evt_obj:Object) { trace("Value changed to: "+evt_obj.target.selectedItem.label);}; my_cb.addEventListener("change", cbListener.change); cbListener.change = function(evt_obj:Object) { var itemName:Number = new Number(); itemName = evt_obj.target.selectedItem.data; if(itemName == 1) { gotoAndStop(10);}
If I have a movie clip that resides and plays in one frame, and I want an second (visible=false) movie clip to play on the same single frame as soon as the first is finished... what kind of event to I use? Do I have a frame action inside and at the end of the first movie clip that throws out some kind of event to tell the second to play?Basically, I have a menu (first movie clip) that alpha tweens up, then the buttons (second movie clip) to appear when the first is 100% alpha.