Is it possible to get a loader to load and display a random image?My background images are quite large so I would prefer to use a loader to keep the file size down but I'm struggling to work out how to randomise the images.
[code]This script is for a loader image gallery in flash, as part of a class assignment. What happens is that in flash, when I open the swf file, the initial image (images/nair_evanescentautumn.png) will load fine. However, clicking on any thumbnail image (including the exact same images/nair_evanescentautumn.png), will result in an error saying the file cannot be found.I cannot figure out why it is doing this... I've tested it over. Clicking each thumbnail does go to the correct position in the two separate functions. All said full-size image links are in the folder images/, and replacing the initial loader image will load the other images in place of the default one. However, clicking on any thumbnail still results in URL not found, even though everything works correctly.[code]Before anyone asks why I'm putting this kind of content into a flash site, I'm not--this is only for a class assignment. I'm just trying to figure out why my images aren't loading right when I'm only doing the exact same thing in the functions as I am on the other pages.Of note, commissions.swf has the exact same feature, just with swf files loaded instead, and it works perfectly fine. home, traditional, digital, and photography all have the image gallery, and all have the same issue (I only referenced one page because if I can fix one page I should be able to fix all of them).As for the artworks, they are all my fiance's. The website design was built for her, and I used the website design for this project because I didn't want to have to build an entirely new interface design. Since the project also required a gallery, I felt that this interface would work just fine.
Code: var l:Loader = new Loader(); l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loop); l.contentLoaderInfo.addEventListener(Event.COMPLETE, done);[code]....
what i dont understand is that everytime i click the refresh page the loader shows up again(this time loading the image faster) but if the image is already in cache the loader should not show at all (?),i would like to achieve a loader that loads the image and after dont come up again everytime.
I have my swf (embedded in a JSP page) deployed in Sun Application Server. My swf contains a Loader component which loads image through accessing the url of my servlet. This servlet of mine returns an image. Now, when i try it inside our network, it works both for IE and FireFox. But when i try it on an external network, the Loader loads the image for IE but it doesn't for FireFox. I'm doubting it is an acess problem since it works in IE.
I would like for the website preloader to recognize the random image loader that I have on frame 8 of my siteI have a basic preloader on frames 1 and 2(frame 1)
I've got two files A and B. A generates a random number in a dynamic text box and loads an image as the background:
[Code]...
I'm trying to avoid useing a button to send the number from A to B, and instead am trying to use an event listener that sends the number when A loads background.jpg; but the number never gets sent (I start with B open already, and then open A). I've gotten this to work with an onRelease event for a button , so i know the LocalConnection coding works, but as I said I want to avoid using a button to send the number. I'm sure it's right in front of me but i've got no clue why it isn't working, so I defer to wiser minds.
I have two swf files, each one almost with the same classes, the most important one is a Singleton class, each swf does "singleton.getInstance()". The diference is that one swf is like a container and the other one is like a module. So when the container loads the module from an absolute path like loader.load("file://c:/modules/module.swf") or loader.load("[URL]"), two different singletons (same class) are created
But when the container loads from a relative path like loader.load("module.swf") , just one singleton is created (that is what I want) I am just intrigued with this behavior, could someone explain me this? PD: I believe is something related to loaderContext and applicationDomain but It also appears that isn't working right. -Patricio Foieri , Vertigo Labs
i have a main loader swf file called loader.swf and it loads an RSL.swf (runtime shared library for my swf files) and then 10 swf files, each one to a container (fE.: movieclip '01' in loader.swf, then movieclip '02' and so on). the 10 swf files have a lot of references to RSL.swf, and i have to use RSL.the problem is when loader.swf loads the RSL and the other 10 swfs the loader throws errors like this:
Code: *** Security Sandbox Violation ***[code]...
then i put in EVERY swf files (loader,RSL and the other 10) the code Security.allowDomain ("*") but throws the same errors...
im working on an image viewer and im loading an image to a loader and then add the loader to the stage.I want the user to be able to drag and drop the image but since it's a loader i dont know how to do it. I tried
The SWF loads itself almost entirely before even displaying Frame 1 (the pre-loader). Said pre-loader exists in it's own scene; when this scene is exported on it's own, the file size is 1.6 megs (the full export of all scenes is 1.9 megs). There is VERY little content in the preloader, in fact, a blank first scene exported on it's own is ALSO 1.6 megs. There is, however, a lot of content throughout the rest of the file (music, graphics, font, all embedded at the request of a client).It looks sort of like it's trying to ensure that some arbitrary amount of the resources are present before the first frame loads.
I used to be deep into Flash way back in the CS3 days, but haven't touched it since; the result is I am fairly familiar with AS3 but CS5's new features (many of which seem to replace entirely code-oriented methods with point and click methods) often times make me scratch my head, so you'll have to forgive me if this is the sort of 'five times a week question' y'all are numb to by this point.but I'm still not entirely sure.I've already scraped every last little bit of that awful TLF text stuff from the project, and I've fiddled with the action script settings but haven't had any luck.I'm not exactly sure what code to post here, as little of it seems relevant (after all, the problem appears to be happening before anything I've written runs). Please, though, if there's anything I can do to make this more clear, I'm totally willing to oblige.
I have a UI loader that loads pictures from a drop down selection. I would like the data to be cached after it is loaded, but it doesn't seem to be doing this. Every time someone selects something different in the drop down, the image reloads.
I have a preloader in the first frame of my movie but when i test it, it takes awhile before anything shows up because the components that i am using in the movie all seem to be added in the first frame even though the actual component is in another frame. Is there any way to get around this?
I have a class that loads a list of images in an XML file. The XML file can potentially contain any number of image URLs.Would it be advised to call Loader.load() in a for each loop, causing every image to be loaded concurrently? Will there be a point at which the number of concurrent loads is too much for the system or the bandwidth, or does flash have some sort of intrinsic load management?
I am using a content loader through AS3 to load some images and then later pushed into an array. I have pushed my image file paths in to an array (arrayImages). But when the loader loads the images it doesn't load the images based on the order they are listed in the arrayImages, instead they were loaded based on their file sizes. Is there anyway that these can be loaded in the order they were pushed to the array? Below is the code that i use to load the images.
function funcLoadImages() { for (var i:uint=0; i<arrayImages.length; i++) { var ldrImageLoader:Loader=new Loader(); ldrImageLoader.load(new URLRequest(arrayImages[i]));ldrImageLoader.contentLoaderInfo.addEventListener( Event.COMPLETE,pushLoadedImagetoAnotherArray); } }
why rapid clicking (moving to another part of the gallery) makes the loader loads the wrong picture?
Here is a simple example:
Code: var req:URLRequest=new URLRequest("gallery.xml"); var xmlLoader:URLLoader=new URLLoader(req); xmlLoader.addEventListener(Event.COMPLETE, xmlComplete);
I developing a site where on the homepage, there are about 6 images that rotate, but if you click on a sub link, a different image loads. But the problem is that, the first image has to cycle through before the second image loads. I want the second image to load immediately.
I am getting a mysterious result when trying to load profile images from a logged in Facebook user's friends list into an as3 canvas app. In pretty much every (non-facebook) application I've made where loading an image is required I use the following:
private function loadPic():void { var url:String = Facebook.getImageUrl(_friendslistObjectArray[_loadCount].id); _picLoader = new Loader();[code]............
I can't retrieve the image from the event object,and I am given no error at all.It all just fails silently.If I remove the line var image = evt.target.content, the process runs through the whole array.I can't think of any reason this would occur. Furthermore, if I look in firebug's net activity, I see I see the images get loaded as long as I do not have the line I just mentioned included. I just can't seem to get the image data from the event object to add it to stage or a container movieclip.
Is there a way to dispatch an event after Flex loads an mx:image? I'm loading image externally and don't know the width/height until it's loaded. I get an exception when I call width/height to the image before loading.
I am a voice over artist and I'd like to have a button and when you click it, it loads one of say 20 mp3s stored...wherever. It can be in the flash movie itself...but I'd rather the script access a directory on my server, that way the movie itself doesn't take long to load.
I'm trying to make a website which loads and displays a random photograph each time someone visits it. I already know how to preload a photo but in this case the photos are quite big, so I want to preload the RANDOM photo with the site at the beginning of the site loading process. A very simplistic approach is to make 20 or something versions of the site, each with a different photo but this would be very, er... simplistic. I usually have a site.swf, a preloader.swf which loads the site, and I use no frames in my site.swf.
I've been putting data into an array via XML, and then selecting at random an image string to load in a pic at random. But whilst doing this, I wanted to remove the String from the Array that I have just used, so I don't get repetition of the same image in the output. I initially thought that pop would remove the string I had just used - But of course it Removes the last value in the Array instead, which doesn't really help.
Ok - so how about randomizing the data once inside the Array, after it has been pulled in from XML!? That way I can load in the 'last' image, and then pop it out! Keeping a randomized selection of images each time 'it' is loaded
i think i may have a challenge for you. I would like to have a flash movie load to a random keyframe in a timeline when the page loads. Basically, i'd like to set up a timeline with say 10 movies. When the page loads, i'd like the flash to randomly select from some predetermined keyframes (obviously where each movie starts) and when that movie ends, jump to another section of the timeline. This way, the loading of the movies is somewhat seamless and it looks like i've made 10 different flash movies.
Even if it's not possible to all load from the same timeline, i'd like to have it play the first movie, then when it reaches an ending frame, it loads another random movie from a directory on the server, and then keeps going and going until it can't stand it anymore.
I am trying to create a movie clip that loops and on each loop it loads a random little .jpg banner from a directory. The banners are named 0.jpg, 1.jpg and so on, a script on the first frame of the loop saying
"bannernumber" is a variable from an external text file specifying how many random numbers to cycle through (how many banners), This works just fine and loads up a new banner after each loop cycle. The problem lies in trying to make each banner go to its own url, I have another external text document with variables "click0=url, click1=url etc" where I want the number in each variable to equal the randomnumber variable in flash, then use an on(release){getURL(urlvariable)} function to have it retrieve the url that is somehow in the url variable. Basically, how would I make the urlvariable be equal to the "click0" variable to get the url of the click0 variable into the getURL function? while having the number in the "click0" variable be equal to the randomnum variable?
How would I make an image I load using AS3's loader class into a button with an event handler on it? Below is what I have started. And below that is my error I get when I click the message.
AS:
//call function that starts loading my image callButtons(); function callButtons():void {
[code]....
the error I am getting when I click the spanish.png on the stage is: ArgumentError: Error #1063: Argument count mismatch on MyVideoPlayer_CS4_fla::MainTimeline/playSpanish(). Expected 0, got 1.I NEEDED TO ADDED evt:MouseEvent
I have this piece of code to change images. I was trying to figure out how you could put a timer on the code, so if the image has been displayed for say 5 seconds it diverts to the next image automatically? Also if it's not to hard, when it has played to the end to divert to the 1st image.
I have an Array Randomly loading images on to the stage, there is a 'splice'so no 2 images repeat. the problem is - once the images all get 'deleted' there are no more images the array can pull. I want the images to be recreated in the array.That way It will load the 29 images I have Randomly, with out repeating them and after all 29 appear it will start over again.If I remove the 'splice' I can load as many images as I want however some load twice or more before the batch is complete.
Code: var images:Array = new Array(); for (var i:Number = 0; i < 29; i++) { images.push("image" + i + ".jpg");[code].....