ActionScript 3.0 :: Loader - Load Swf Without "executing"
Jun 1, 2010
my problem: I have a SWF which contains classes that I really need to use(I know their definition names). I tried decompiling it with Sothink's Decompiler, but the code got out with errors. So...an idea came up to me yesterday - to use the classes at runtime, by "importing" the SWF with the Loader class... The problem is....so this is the problem - the Loader.load or loadBytes methods also "PLAY" the loaded swfs, or these methods EXECUTE the loaded SWF's code - I don't want that, I just want to be able to use the classes inside the SWF. What if the SWF also plays when loaded?
Not that big deal, you may say, but here comes the real problem, which gave me real headackes - when I load the SWF the error "Cannot access a property or method of a null object reference." comes up, which makes me think that the external SWF is executing and has some execution error, if i might call them like this. In other words, it tries to access a null object...you might see now why i am trying to avoid "executing" or playing the SWF when I'm loading it - cause it's pretty hard to find out which part of the loaded swf's code caused the error, which in turn forbids me to use the classes inside the SWF with the getDefinitionByName method.The SWF that I'm trying to load was designed for web-page execution, and got flashVars from the webpage, I'm thinking that;s why that error appears - because the SWF plays only on a webpage domain.
how i should be executing external functions from a .swf loader...here's my loader function:
Code: on (keyPress "e") { _root.createEmptyMovieClip("container", 1);[code].......
i can easily load the swf into the frame, but the colors don't change. Playing coloreffects.swf on its own works fine, just not through the loader. I imagine this is because you can't just operate two levels of AS2 at once...
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?
Is there a way to load a file and waiting for the event listener with out continuing executing other code.
I tried using a while loop with a flag that is set by the on Complete in order to exit the wait loop.
This generates a timeout error. private var loaded:Boolean = false;
function SpriteLoader(filepath:String){ trace("Attempting to Load File:" + filepath); FileLoader = new Loader(); var FileRequest = new URLRequest(filepath);
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 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.
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 am creating a website that has four different pages with two different pages that load pictures into a loader. Right now, everything is loading fine, but when I go to the frames (i.e. other pages of the website) where the loader doesn't exist, and then I go BACK to one of the previous pages, the loader doesn't display anything when I press the buttons. The dynamic text box doesn't load either. I am using two different arrays to load it. Also, I had to put the Actions on the second frame of the whole scene for some reason. Is there some rule about having buttons on one frame load things into a loader that is on another frame?[code]...
Then I draw a circle as _g mask,such as _c _g.mask=_c;
I want to realize following effect.First appear 2.jpg,and during the mask _c radius is from 0 to 300,the picture 1.jpg is appearing synchronously in mask _c.
I am new to action script 3.0. o understand how can I load data with URLLoader.So, I have an aplication like:
var PATH:String = "http://www.somesite.com/myFirstPage.php?a=10&b=20"; var urlRequest:URLRequest = new URLRequest(PATH); var urlLoader:URLLoader = new URLLoader();
I'm loading a swf with the AS3 Loader class. It's being done from a main.swf that has nothing but a preloader display. The content is all in the swf that I'm loading with the Loader class. It's working. But the swf's playhead seems to be already 40 or so frames down the timeline once it's displayed on the stage. So I want to tell the loaded swf to gotoAndPlay(1) after the preload is complete in the relevant handler. The handler fires, but I don't know how to access the swf in question.loader.content returns a DisplayObject and trying to talk to it with MovieClip properties throws errors. I've tried to cast it as a MovieClip based on various things I've seen via searches here and in the docs, but that's failing, too.How does one do this the "right" way?And for that matter, why has the timeline already started to play before the swf is visible on stage?
ActionScript Code: private function onLoadComplete(event:Event):void { // what can I do to take _loader.content and make it accessible for a gotoAndPlay() or some
I bought a menu from Oxylus (cannot get ANY replies from them!) and I don't know how to get the links to load a swf into a loader as I have in my current menu. My current menu has this code in the xml file:[code]The Oxylus info that I can find tells me to modify the submenu.as file, and the code I should be changing is in this block:[code]
I have a array of names corresponding to buttons selected the names allow me to load specific MC's in to a UI Loader in a new Flash movie by using SharedObject. My problem is that I have quite a few buttons but I'm only loading the MC's of the ones that were selected and I don't know how to load multiple MC's in to one Loader. Kind of like a gallery of thumbnails but the order depends on what items have been selected to show.Can anyone please explain how I could load each MC?this is how I am loading my array and thensome how I need to add these to a loader.
Code: var selectedButtons:Array = loadButtons(); for each( var buttonName:String in selectedButtons )
I am trying to load an external swf into another swf using Loader but I am having difficulties to do so. The thing seems to be that some of the classes of the loaded clip are called the same as the parent clip's classes. Both swf's document classes are called "Launcher", for example, also they use StringUtil (tho both projects have their own "StringUtil" class).
Im making a main page that will load different content into one loader. I have the loading URLRequest calling a variable for the link and then on a certain button click it will change the swf to be loading.The problem is this: This code is being called in a movieclip inside the main timeline called "loaderHolder"
I'm a complete newbie using ActionScript for a class I'm taking online (not my choice to have it online, unfortunately). My instructor isn't much help to me and I am struggling. I am a beginner Flash user so know a little about that program but it's the AS I'm struggling with. I will give you my first bornI am creating a simulation that contains an octopus in a bath tub for the main image.I'm trying to get the octopus to load on my stage using the code my instructor has given me:
var somePictLdr:Loader = new Loader(); var request:URLRequest = new URLRequest("octopus.jpg"); <--this is the name of the jpg I have. I'm on a Mac and the entire folder with all of my stuff is on my desktop named
I have an rss feed where I can grab the image I am trying to get and it works. I can't load it into the loader from there.
[as] var xmlLoader:URLLoader = new URLLoader(); var xmlData:XML = new XML(); xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("[URL]")); [Code] .....
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'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