ActionScript 3.0 :: Create Loader To Load XML Images?
Feb 11, 2009
I've been at this for a couple of hours chopping and changing all sorts of things so now im going back to basics and starting from scratch[code]...
all i am planning on doing is having an automated holder looping through 5 images, not even bothered about fading or anything for now, just need a dead simple loader to actually get me going again to give me something to build on
I'm new in the flash world. I'm trying to set up my website but I keep on getting errors! I manage to create a loader to load the images of my portfolio, first I couldn't remove the previous image, when I loaded the second one, the first one was still there. Now it seems to disappear when I added the line removeChild(loader1). BUT I still get a message in the output panel:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::DisplayObjectContainer/removeChild() at prueba3_fla::MainTimeline/clickF2()
I don't know if this is going to be a problem in the future or not. I don't have any idea of what this message is talking about
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 using a function that have a loader the loads an image and put it on stage.When i try to call the function again with a different image, i can only see the first image,From what i remember that image is there but i need to remove that last one that i added to the stage but i cant remember how to do it.Note that in order to load the images i use addChildAt(object, 0) because i need the image to be in the back of the stack.
I have some pretty large PNG images stored in a database (example 1000x15000 px, 4.5MB). I am trying to load this using the Loader class...the problem I am having is when I call load(), nothing happens. No events, no errors.I can take the same image and embed it. As long as as I set the height to less than 8000px it works fine. If I convert the embedded image to a ByteArray and try to load it, nothing happens.
Basically my aim is to use SharedObject to save the basically what I am doing is I have a list of buttons each has a name which when clicked the name is added to an array which is stored in a SharedObject. In another movie clip I am calling back the SharedObject and using the array information to display the images corresponding to the name in the array. And I got everything working except I don't know how I can load my images in. Because the same images are not always selected it means that I can't just load each image to a specific Loader because then I would end up with blank loaders.
I am using loaders to load .swf files from another folder to save on load times. When I switch the loader to another .swf file in the next frame, they all go blank.Also, is it possible to use a loader in a button to load images from another location?
I'm very very new on ActionScript 3.0 for mobile development. I'm using loader class to load images. I'm loading ten images with different sizes. I'm trying to load them with a common size (300x300) doing this:
I'm developing an app that currently is using Loader to get images from another server.This shouldn't currently work since we are still waiting for the owner of that server to put a crossdomain file in place.However, it does work -- sort of .
Loader can load the images fine, without an error.But then the app has a feature in which we are making a larger duplicate of the image to display in a sidebar, we do this in this manner:
var myBitmap:Bitmap = Bitmap(loader.content);
and when this runs we get a Flash player security error 2122, sandbox violation.So while I'm hoping all this will fix itself when the crossdomain.xml file is put in place,I'm confused as to why we only get the sandbox error when we make a Bitmap from the image, and not when we initially try to retrieve the image.
(Incidentally: is there a better way to make a "copy" of an image loaded by a Loader, and then change its width and height for simultaneous display in another part of the stage? I don't need to change its actual dimensions -- I just need to change its display width and height.)
I am making a game, then I learned to load the resources (images,etc) just when I need them, using the Loader class.I would like to know if I embed them they would be loaded with the game swf file (I am thinking as if my game is on a website) or when I instantiate them.If I load it one time and not use it anymore (loose its reference) and after some time load it again, will it be downloaded from server again? Or it will load from my pc? If I put the resources on a folder in the server (now I am using a folder on my pc) anyone would go there and get all the resources! What should I do? how my game would work on a website, not on my PC only I got the idea to create a loader to load my game, but I cant think about the resources loading,
the file loads correctly but the loading screen only flashes up at the end.The only thing being exported in frame 1 is the loader image, and that is extremely small.Is it possible that there's a queue of things being loaded and the loader image is at the bottom of that queue? Since that was one of the last things added to the project
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?
I am attempting to load multiple images in AS3 and I'm exploring different options on how this can be done.I would like to have to only use one Load() instance and handle the various image assignments in the onComplete handler...here is my first attempt:
var buttonLdr:Loader = new Loader(); buttonLdr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError); buttonLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadCo
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?
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.
I'm developing an application for the Blackberry Playbook using Flash Burrito 4.5 and Flex. I'd like to create a file browser to allow users to load images from the local system into the application. I followed this example [URL] When I click on the Load Image button in the simulator however, the file browser pops up but tells me that "no file was found with the specified filter", even though I don't specify any filter or even if I specify a . filter.
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?
Hi I am trying to create an image scroller that just scrolls images from point a to point b on load horizontally in an infinite loop. I just used a code snippet to move it horizontally but don't how to get it to stop and at point b and loop again from a.
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 have an interesting issue, I am trying to load 12 images into their own "Loader" with Scale content set to "true" so they scale down a bit. If I run this in Flash it works great, the 12 images show up fine inside the loader. If I then load it to a website and view it with FF it works fine, however, if i load up IE one or two of them will be fine but the others will be huge, basically not scaling to fit. By Loader, I mean the component loader. I'm sure I'm not the first person to have this issue, my first thought was they are not loading 100% before Flash is trying to scale the content? If that's the issue, how do I preload them?
I am trying to load and display multiples images with a Loader, one after another. The program only displays the last image to be loaded and added to the stage. What is wrong? Here is my code..
I'd like to get a similar implementation to the ScrollPane component, so that starting from a fixed size of say 640x400 px, I can load an image that initially gets adjusted to this size (always keeping the aspect ratio), then I can zoom in/out the image with some buttons, displace it horizontally/ vertically whenever it overflows the mentioned size with both a four-buttons panel and a drag-and-drop functionality.I don't want any scroll bar, and I want to restrict the image size to certain dimensions (not too much big or smaller than the container).
i have a thumbnail gallery im displaying from an xml file and require the thumbnail widths/heights to dynamically space the images.I read I must use an event and content.width to access the image widths and this works partially..in the below code I am just tracing the image width to see if I can access the values of each image, but I only ever get the value of the LAST IMAGE in the xml. There are 3 image urls listed in the xml and the width of the last image is the only one traced ?
Code: function galleryphoto_loadDisplay():void{ for (var i:Number = 0; i < galleryphoto_images_total; i++){
I am creating an app that displays pictures based on a user's text. I have the user enter a string, then display a picture version of that string, character by character. The problem is it only displays the last character entered, not the ones before it? The code is as follows:
import flash.events.MouseEvent; import flash.text.TextFormat; var pictureLoader:Loader = new Loader(); //Picture loading variable
I've built a photo gallery to run off of xml, loading the images into a loader object that has been added to the stage. I'm doing so by using a variable currentImg to store the index of the XMLList that should be loaded into the loader. But when the next image is loaded by imcrementing the currentImg variable, & re-loading, it is kind of ugly. There is a flash where the BG is revealed, & then the loader updates. I'm wondering if there's any way to do this more attractively by tweening from one image to the next. I'm not opposed to using other tween classes either.
I have a ScrollPane instance on the stage, which is made up of six images stacked vertically, and combined into a movieClip called thumbs1_mc. This movieClip is exported to Actionscript in the library, (class name is thumbs1_mc). What I want to have happen is when the user clicks on the contents of the scrollPane, the full screen image (from a separate folder called /images) should appear in the UILoader. Here's the code so far: