ActionScript 3.0 :: Flash - XML Gallery Not Loading Full Images?
Jun 30, 2010
I just created my first website, but one of my AS3 XML image galleries are not working properly. I followed the XML Grid gallery tutorial at to "T" and am using it on 5 of my pages, however, the "PRODUCTS" will not load the "full" images.The thumbnails load, they decrease opacity when moused over, but once you click on one, the progress bar loads till complete and just stops. This problem, however, only occurred after I hosted it on When I test it (Ctrl+Enter) in Flash, test it in Dreamweaver or open the .html of it from my computer, everything works perfectly. It is only after I FTP upload all the files to iPage's server that this problem occurs. Is it a problem with Ipage?Are too many images trying to load??Furthermore, for some odd reason the 1st image, 4th row down on the "Products" page DOES load the full image but the others still dont and I can't for the life of me figure out why
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.
[URL] They wanted me to make the gallery images full screen.. I have done this but this time the next and other buttons stays behind the big image when you enter the gallery (koleksion and showroom parts). Also the sliding menu stays behind this picture.. How can I fix this that the buttons and menu stays on the picture..
I need to load multiple images from ZIP archive and do some actions after all files from ZIP archive have been loaded. I use FZip library to manipulate with ZIP files. My problem is that sometimes the loading of all files are not going.In this code I starting loading process:
loadedImages = zip.getFileCount(); trace("Starting... " + loadedImages); for (var i:uint = 0; i < loadedImages; i++)
I am trying to build an XML gallery by loading thumbs from the XML file and then once the thumbs are loaded, when I click on a thumb the corresponding main image should be loaded into an imageContainer mc. I got the thumbs to load using a for loop that loops through an XMLList but now I cannot get the thumbs load the corresponding image because I keep getting this error
Error #2044: Unhandled IOErrorEvent:. text=Error #2035: URL Not Found. maybe I messed up my references or something... here's my code:
var myXML:XML; var myImages:XMLList; var xmlLoader:URLLoader;[code]..........
is there a better way of loading the thumbs so that I could get better references to each thumb, like for example loading them sequentially and then adding the click event listener to the thumb itself rather than to the thumbContainer which holds all the thumbs?
I modified some code for loading xml images into a gallery that I found somewhere, but I have no idea how to go about preloading the images. Everything works fine, I would just like to know the best way of going about doing this. Here's the code I got:
This is really strange, and I'm not sure what the problem could be. I essentially made an XML/Flash image gallery where the images are loaded dynamically. I followed this tutorial:[URL]When I tried the site with the "www" in IE6, it warns me that the some Active X control is attempting to be installed, and blocks the whole flash block (even though the other flash along the sides show up fine in IE6)Edit: By the way, just to be clear, the FLASH is loading in both cases, but when the "www" is present, the images do not load from the XML file, even though the flash movie itself is visible and loaded.
I watched a tutorial for a link that loads an image into a container with the code
var img1Request:URLRequest = new URLRequest("images/c1.jpg"); var img1Loader:Loader = new Loader(); load1_mc.addEventListener(MouseEvent.CLICK, clickF); function clickF(event:MouseEvent):void { img1Loader.load(img1Request); img1Loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadNowF); function loadnowF(event:Event):void {
[Code]...
is there a way to load additional images into the same container to make a picture gallery?I tried adding additional lines duplicating the "var img1Request:URLRequest = new URLRequest("images/c1.jpg");" by changing everything from 1 to 2 and so on but still errors, and i'm clueless Also another question, several tutorials tell to add actions to movie clips but i keep getting the "current selection cannot have actions applied to it"
I have followed Kirupa's XML Image Gallery tutorial. Before you ask, I have double checked my code. When I hit command+enter (mac) to preview it, everything works just fine. XML loads the correct images. My problem is when I publish it and upload it via FTP to my web server, ONLY the first image displays. When I click the next button, the first image fades out, but then it fades back in. The captions and image numbers change (like they're supposed to), but the image does not.
It remains on the first image. I know that it is able to access the XML because it loads the first image specified in the XML. That image was never imported into the Flash document. I have double checked my paths, too. All of the paths are correct. Also, I'm sure that it's not accessing a local file, because for each path, I specify the full URL, such as "[URL]", rather than just "/images/image.jpg". What do I need to do to fix this? You can see what I'm talking about by going to [URL] and clicking on "photo+art".
I have a photo gallery that is XML based. In IE everything works fine. In Firefox, the gallery will load all the thumbnails and then hang up when loading the large image. The trouble is this only happens on the galleries that have a lot of images in them. It works fine with smaller galleries. Since it's xml driven, the images are not loaded until called for and all the thumbnails get loaded. I did see a post about a var being collected for garbage if it's defined inside a function, but I've tried to limit that to just declaring a new image to be displayed. My site is: [URL]. If for some reason you get a page saying that this site is under construction, click the link to the gallery again. I don't know why that keeps bringing up an old page.
i'm having a problem with embedding a full screen flash gallery. when clicking a thumbnail executes swfobject.embedSWF which creates the flash-object and the gallery is showing up. when closing the flashgallery, i'm removing the whole flash-objects. then when clicking another thumbnail, swfobject.embedSWF for embedding the object simply doesn't work anymore
I have a swf that loads images from my server and resizes them to fit the 800x600 stage size. The original images are stored at 1024x768 max pixels. The user can press a button to go into fullscreen mode. What should I do to show the images at the best quality?
a) should I resize the loaded images to their max size (1024x768).
b) do I need to reload the entire image if it has been resized to 800x600 or is the original image still accessible and I can replace the 800x600 image with the original?
I am using AS2 and Flash 8 (but require users to have Flash Player 10 for fullscreen)
I created a flash image gallery for my site but the images look pixelated. I really don't like the way they look. Im fairly new to web design and very new to flash.
There is a site with an image gallery that uses Adobe Flash.Is there a way I could capture the images? ( Apart from print screen)Softwares like Orbit do well with .flv videos, but don't work with images.Is there something that will help me getting a direct path to the images?
i couldn't find a tutorial on this matter so i sorta started making my own hypothesis... what i'm trying to do is: have a gallery of images automatically scrolling horizontally while having the set of images loop. like at[URL]..
here are a couple of my theories and questions for AS commands to have this work:
1) display a range of pixels of an image at certain positions, i.e. if gallery is scrolling to the left, leftmost image when its parts are disappearing out of the viewing area, they become visible at the right.
2) have two instances of each image and when an image is disappearing on left, the second instance of that image comes visible on the right. this I imagine would take up more HD space.
i guess what i was wondering more about is how jager did their gallery where there's only enough images are in a set to be viewed in the viewing area.
I have a flash swf gallery that links to my flickr images via the flickr api. If I click on the index.html page on my local desktop then the main images (jpgs) are displayed high quality via IE8, however when I upload the swf and html page to my server when I access it via http the images are highly pixellated and low quality anyone know why on my desktop via the browser its fine, but when viewing through the server the images are low quality pixellated etc [URL]
I've built a flash XML gallery (using the kirupa tutorial) and i would like to change one thing: instead of having to wait between each image for a loading (even if it can be real quick) i'd prefer preload all images before, in the way the mcLoader class does (progressively). I've triyed some things like assigning a massLoad of the images on first frame, or loading (on first frame too) all images in a mcLoader hidden under the movieclip which loads the pictures found in the XML but none worked. I've triyed to change some lines in the code but it was a disaster too, as long as i don't really understand all the code (but only globally).
I have been trying to to trick out Chinnathambi's great photo Gallery with thumbnails project, but I want to have swf's load in instead of just images. I'm having a bit of a problem, I changed my xml targeting to have swf's instead of jpg's, the swf's load fine, the scroll function works but once the first swf is loaded in, it cashes the swf and whenever any of the other thumbnails are clicked, the cashed swf loads again, not the one in the xml for the just clicked thumbnail. This is driving me crazy, is there a way to empty the container MC on clicking the thumbnails?
Kirupa had written this fantastic tutorial: [URL] about creating a flash gallery using xml as the way of sorting the images and text for each. how to make it so flash takes any image and centers it in the masking area (for when using a vertical image with slightly different measurements).
so I made a flash photo gallery the other day and the images look fine when their on the server before they are pulled into flash via an xml file, but once they appear in the gallery within flash they appear to be washed out or desaturated a bit. At first they were under the Adobe RGB color profile but then I realized they had to be sRGB...I reuploaded the files and they are still slightly washed out. What am I doing wrong?, I want them to look the same as they do as individual files when their not pulled into flash.
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 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?
I have a flash image gallery that loads images through xml. Images have to be croped for thumbnails. So u have to have two folders, one for the thumbnails an another file for the big size images. I would like to know if there is a way to load only one image ( and not this image's thumbnail too) and with a script or something, to resize this image to get the thumbnail. To make my self clearer here is the xml code:
image../gallery_flash/imageGallery/images/watches/i1005.jpg image thumb../gallery_flash/imageGallery/thumbs/watches/i1005.jpg thumb
(For some reason it doesnt show the xml right...) I dont want to have the line (thumb>../gallery_flash.), but only load one image and get the thumbnail also.
I am looking to make a flash 'gallery' in which you would use buttons to scroll through the images, much like this: [URL] Only using buttons to scroll, instead of the mouse position.
I'm building a Flash photo gallery, and I came up with a solution using Flash and XML which is very, very similar to the one in this tutorial: [URL]. The catch is, I'd like to preload all of the images listed in the XML array before showing the first picture. Simply using _framesloaded will obviously not work; I searched around a bit on Internet, but I haven't yet found a solution. I thought I might try using an external script in PHP or javascript and use fscommand() in Flash, but I wanted to post here to see if anyone could think of another (simpler) way.
I am trying to preload images for an image gallery ina flash movie.
i have the images externally loaded so as not to bloat the swf but how do i start a preload for all the images when someone gets to the home/front page, so that by the time they get to the image gallery everything is loaded in memory so there's no delay?
There are two external swfs loaded in one main flash file - the rolling ball, which is a default external swf, and the circles swf, which loads after the gray button is clicked. I would like the circles swf to load into the blank movie clip I have set up. I would like the external swf contained within the blank movie clip to be full browser flash and scaleable with any change in browser size. To do this, I set up some actionscript to make the blankmc full browser and scaleable (i've done this on a regular movie clip slide show from within a flash file, rather than being an externally loaded swf, and it worked.) with the hope that the blank movie clip and its contents, which would be the external circles swf file, would resize and rescale appropariately if the browser window were changed.
Currently, when the gray bar is clicked, the circles swf comes in not as full browser. Once the window is resized, the animation relocates itself to the lower right corner, with the top corner of the external swf situating itself on the center of the blank mc. I know this is a registration issue, but before resize the animation is where i want it. Also, while the scale of the circles animation does change with the browser window size, it does so i a wacky way.
Take a look at this swf file at [URL].. Click on the gray bar, then once the circles animation begins, try resizing the browser window. There are two external swfs loaded in one main flash file - the rolling ball, which is a default external swf, and the circles swf, which loads after the gray button is clicked.I would like the circles swf to load into the blank movie clip I have set up. I would like the external swf contained within the blank movie clip to be full browser flash and scaleable with any change in browser size. To do this, I set up some actionscript to make the blankmc full browser and scaleable (i've done this on a regular movie clip slide show from within a flash file, rather than being an externally loaded swf, and it worked.) with the hope that the blank movie clip and its contents, which would be the external circles swf file, would resize and rescale appropariately if the browser window were changed.
Currently, when the gray bar is clicked, the circles swf comes in not as full browser. Once the window is resized, the animation relocates itself to the lower right corner, with the top corner of the external swf situating itself on the center of the blank mc. I know this is a registration issue, but before resize the animation is where i want it. Also, while the scale of the circles animation does change with the browser window size, it does so i a wacky way.
a couple issues I'd like to work out. I have taken the XML photgallery tutorial a step further by making it full browser (with images centered in the browser window). To make this possible, I've sunk the "picture" mc one level deeper into a "container" mc that is centered via actionscript.
So the code changed from: picture to _root.container.picture
Problem is, the registration point for the loaded images is top left. Since some of the images are different sizes, I'd like the registration point to be dead center. How would I do this? Actionscript follows (it's a lot, my apologies).
Side note: Why is the fade-in script so poorly written? Is there a way to make the fades smooth? It works ok when on local drive, but I'm assuming that the delay introduced by an image being accessed on the server makes some of the fades very sudden and ineffective. Any idea how to force the alpha fade to wait until the image has fully loaded?
problem regarding xml flash gallery and as 2.0. I have created a xml photo gallery from Kirupa ([URL]) I want to create a gallery where the images from the .xml fill the entire screen and scales proportionally. To achieve this I have followed this tutorial: [URL] As long as I can center the content of the mc center to stage this works fine, but when I create an empty movie clip and try to load external content from the xml file to the mc (instance name = picture) the images does not behave as espexted. It looks as if the TL corner of the jpg images are aligned TL in relation to the MC. Also the image rotates 90degrees clockwise. A final problem is that this test: