It doesn't work because "updateNumCsrLoaded" is firing 6 times (twice per image) instead of 3. I could just change the if statement to "if (numCsrLoaded == 6)" but this is not
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 have a Loader class which I'm using to load an image:
Code: var request:URLRequest = new URLRequest('https://some website path to .png'); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, error); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, done);
[Code].....
The code above works when I run it from FlashDevelop but fails when it runs from a website. The domain is protected by a crossdomain file which allows the website I'm calling it from. I've tried other https requests to the same domain using URLLoader and those work fine. This code never calls Event.COMPLETE or IO_ERROR and no alert error comes up.
I have an array of loaders loading .jpgs. After the Event.COMPLETE fires, I trace the content at the current page and it tells me the content is null, BUT on testing the images appear just fine. Here's my code:
I am using the VideoEvent.COMPLETE trigger to return my user to a selection screen once a video they have chosen to watch has finished... but for some reason the trigger fires 2 or so seconds into the video(45sec videos). The bug seems pretty inconsistent, sometimes it happens and sometimes not on all of my videos
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'm looking for a way to add an EventListener which will automatically removes itself after the first time it fires, but I can't figure a way of doing this the way I want to.[code]
Tracing the keyCode for the 'a' key (65) only works once for KEY_DOWN events and sometimes KEY_UP behaves in the same way, making development a pain when trying to do things quickly.
Clicking on the stage makes it start working, but why is it just the 'a' key that is affected?
This is on a new MBP running OSX 10.6.5, Flash version MAC 10,1,102,64
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The issue can be reproduced every time with this code:
I have a block of code that I want to execute directly after a url is known to be valid. What I mean by 'valid' is that the program has checked to see if that filepath actually exists. This could be accomplished by a COMPLETE listener, because after all, a loader couldn't finish loading its content if the referenced file didn't exist, but I want it to happen before any of the bytes begin to get sucked in. I have also tried the HTTPS_STATUS event, with a conditional saying "if the status is this [some non-error status number], then run this block of code." This would have worked great, except that different environments produce different network codes, and some even can't distinguish between errors and non-errors, just returning 0's no matter what. Because of this, I can't write a conditional that works no matter what browser....
I have created a player that loads video FLV files and plays them in a sequence. On loading the videos I retrieve the total video time by stream.client.onMetaData = ns_onMetaData;" and in an EnterFrame event I check whether the video playtime is equal the totaltime. If the video playtime is equal to the totaltime then the player loads the next video. Sometime, even if the video ends, the playtime and total time doesn't match. So to fix the issue, I decided to put an event cue point (END) at end of each video FLV. So whenever the FLV fires the END event, the player removes the current video and loads the next one.
Suppose the video total time is 44:00. The cue point is also at 44:00 in the FLV. So whenever the player gets the END event from the FLV then it loads the next one. Now the issue is, if I pause the video at 42:00 and wait for 2 sec, the player gets the END cue point and jumps to the next video. When I paused the video the timer says "42:00 of 44:00". The timer doesn't increase, that means the video has actually paused. But I still don't understand that why I'm getting the END cue point where the video has not reached the time.
When executing dataprovider.refresh() for a chart component it redraws the chart. How do I determine when the chart is redrawn? I would like to take a png screen shot of the chart when it is fully drawn.
Variable called "switch" has a boolean value of "false".Event.ENTER_FRAME event listener method fires, and calls method "onEnter()".Within the "onEnter()" method, the "switch" variable is set to boolean "true".My question: What is the best way to make sure "switch" variable is called, and set, only once during the ENTER_FRAME event?
Is it as simple as checking if "switch" is false, and then setting it to true... Does it matter that I would be doing the if() for every frame of the Event.ENTER_FRAME?
How can I access to an object who fires an eventListener event?
Let's say I have a mc:
var element = new MovieClip();
which has an eventlistener: element.addEventListener(MouseEvent.CLICK, elementEventHandler);
[Code]....
So that is what I want to achieve... Recover the object who fired the event and then do crazy things with it (in this example, add another object in it).
pd: yes, I know I can directly use the var element in this snippet, but in the real code I'm generating the mcs in a loop, according to a xml file.
With the KEY_DOWN event handler, if the user holds the key down it fires the event constantly. I want to create a KEY_DOWN event which only fires once on the initial key press, even if the user holds the key down.
It seems to be the case that the MOTION_FINISH event fires of prematurely in the Flash Tween class. I've heard that it is not the best tween engine to use, but this seems like a particularly egregious. I am using "Strong.easeOut" for the motion. What are some alternative tween engines that people like?
I added a click event to the stage but this event also fires when i'm clicking a movieclip on the stage.How can i make this event fire only if i click directly on the stage?
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.
The title describes the problem: Loader.load() is firing the INIT event, but in my listener it's reporting loader.content as null. The description for INIT event is "Dispatched by the associated LoaderInfo object when the properties and methods of the loaded SWF file are accessible."I'm loading a lot of JPG images, and 95 percent of the time it works fine; the init listener fires and reports valid loader. content.I absolutely need loader.content available because I need to set the bitmap smoothing property to true.I've tried using Event.COMPLETE and it has the exact same problematic behavior.
Let me start by mentioning that I am using a program called "Koolmoves" that outputs AS3 compliant flash for player 9-10.
For some reason my filereference is not recieving COMPLETE event. Every works fine and file is uploaded etc, and I see the byte total match up in my progress event. but never get the complete event, I also tried the uploadCompleteData event as well and have tried with the PHP code sending a response and also without.
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 having an issue with a Loader() loading the correct file I need. I've racked my brain and cannot figure out what I'm missing.I have a loop running with a new Loader() each iteration and adding a COMPLETE listener to load the file.
As you can see I'm adding the child itemLoader right away, but want it in my addImage function. The problem is I cannot seem to pass any kind of variable with it, telling it "when image 4 is loaded, add image 4". Because the Event comes through, it's the loaderInfo, not the Loader(). The loop finishes before the COMPLETE is finished, and it always seems to add the very last image for each one (last iteration of loop).how to add the image once it's loaded?
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?
This code works fine in my IDE but when I test it in a browser, the Event.COMPLETE function appears to trigger twice. I put a throw error command in to make it show up in Flash debug Player and the error gets thrown twice. I've even done a string search through the code to see if I've added more than one listener but no luck.
ActionScript Code: private function downloadCompleteHandler(event:Event):void { _s.removeEventListener(Event.COMPLETE, downloadCompleteHandler); // Clean up _s.removeEventListener(ProgressEvent.PROGRESS, preloaderBar); // Clean up
I have an interesting issue I'm trying to solve. I have a url that will give me back either a 403 or a 500, depending upon certain criteria that I control. When I put the url directly into the address bar, I get the error, but I also get the Response XML as I'm expecting. However, when I use myLoader.load(new URLRequest("[my_url]")), my IOErrorEvent.IO_ERROR eventHandler fires off and I also don't get the Response XML. Is there a way I can get that Response XML by modifying the params I'm using for load? If not, what is the best way to accomplish my goal?
I don't seem to get the dispatch event working when i use atween. I tried before an dispatch Event andthat worked great. My working example:For example i have a class called LoadImageAnd inside this class i have:
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler); private function completeHandler(event:Event):void {