ActionScript 3.0 :: Opening Jpegs With URLRequest?
Apr 10, 2011
I'm creating a file with buttons and thumbnails that when clicked, opens up jpegs. I've written script that works successfully, opening the jpeg from the swf in Preview. This works for my desktop. However when using my laptop, the jpeg opens in Opera.
How do I write the code so that the jpegs open in Preview by default regardless of what computer one is using? Below is the script:
domino_mc.addEventListener(MouseEvent.CLICK, dominoClickFunction);
function dominoClickFunction(e:MouseEvent) {
var url:String = "domino.jpg";
var request:URLRequest = new URLRequest(url);
navigateToURL(request);
}
buttonMode = true;
I have this thing that sends variables to a php-file. The code snippet looks like this:
Code: var myURLRequest:URLRequest = new URLRequest("kampanjerbjudande/process_variables.php"); myURLRequest.data = myVariables; navigateToURL(myURLRequest, '_blank');
Now, the thing is this opens the process_variables.php in a new window/tab. I want to send the variables to the file to be processed without "visibly" opening the file in a window. Do you know what I mean?
In my movie i have a link button with following, simple, function creating a link:
[Code]...
lately i've associated a class file (.as) to my movie and immediately after, when publishing the movie i got the following error message: 1046: Type was not found or was not a compile-time constant: URLRequest. as well as a couple of other related error messages: 1180: Call to a possibly undefined method URLRequest. 1180: Call to a possibly undefined method navigateToURL. when i remove the link to the class file, the problem goes away. also, i have checked the class file for mentioning of "URLRequest" and nothing is there.
First of all I dont really know if I posted this in the right section, because I don't really know what I'm looking for. I'm building a website that consists of some swf files and a lot of jpeg images. Now because this is a relatively big design the loading of the page can take some time and it doens't look good if you open it for the first time on a slower internet connection.
Now I do know how to build a pre-loader for a swf file, putting the pre-loader function on the first 2 frames of my movie and let it load from there. But because my site isn't all flash nor does it contain only one swf file I cant use this option.
Basicly what I'm looking for is a pre-loader that loads my jpeg images and my swf's before entering my website. Can this be done in flash?? (Or has anyone suggestions in what languages/scripts I should look for to accomplish this.)(Note that I must load multiple jpeg and swif files)
I have a swf embedded in a HTML page at 100% - so it resizes with the page. In this I am dynamically loading jpegs... however, if the swf is displaying at anything other than its original size the jpegs look clumsily pixelated... which would be understandable if they were bigger than their native size, but it also happens when theyre smaller....
I am using TweenMax to tween 3 images across a screen at a time (there is a next button that tweens the first image offstage, and moves the next image in its place and moves another onscreen and so on in a loop). The images are loaded dynamically. In the class that handles each image I use this code:
I need to create animations fron a set of jpegs. I can layer selections in photoshop; create symbols in Flash, although When I open a multi-layer psd in FL, don't always get multi-layers in FL. More importantly, what graphic/symbol formats are required for the typical animation techniques (eg, different tweens, bones, puppet).
I've used loadMovie() often in the short time I've been using Flash. But never to load a JPEG dynamically. For a site interface, I have little thumbnails, which open to new browser windows. This is partly annoying though, as each one opens in it's own window, so the user would have to close a whole bunch of 'em after clicking all those thumbnails. To try to fix this, I read that JPEGs can be loaded at runtime onto the stage. I've already seen the photo gallery tut, but I only require a pop-up window with one image and no left/right buttons, etc. I've tried following the tutorial for the first few steps, making a shape the size I want the images to be, converting it to an MC, and naming the MC instance on the stage. Then, I created a new layer on frame 1 with
Code:
loadMovie("CS_00_1.jpg", _root.picture);
, but when testing it, I see nothing. I've tried a few different things. Before, the fla was in a separate folder, so I had to include "Screens/" in the name. Just in case that was the problem (I didn't get any errors in the Output), I moved it into the directory with the images. I tried absolute and relative addressing. I opened up the image in PS and resized it to the size of the symbol on the stage and made sure it wasn't Progressive (I read in a thread that Flash doesn't load Progressive JPEGs), but still nothing. I even tried loading a file that didn't exist to make sure it was looking in the right place the other times (as it didn't give me any error).
I have filenames of Jpegs stored in a MYSQL database. The filenames are returned with other information by PHP to Flash as variables.
I have some dynamic text boxes that have the variables set so that the textual information is displayed but I would also like a movieclip that behaves in the same way but with the pictures.
How do I create some form of movieclip that reads the variable pic1 that is returned from PHP.
I have the same button several times in a loaded swf. On release, I want this buttons to attach a "mcextra" into target x This mcextra moves on vertical position and shows inside a jpeg. How can I use the same code to all the buttons so I can attach the mcextra and load diferent jpeg images? I guess I`ll have to set a variable calling the jpeg, isn`t?
I have a series of jpegs that I would like to download dynamically and have them fade in like a slide show. I'm using loadClip so I can use forceSmoothing so they look nice.
But I'm unsure how to have them fade in one after the other. Trying an array and for loop but I don't know quite how to structure it.
I am VERY new to actionscripting and have got myself into a bit of a muddle. I am trying to import a jpeg image into an empty movie clip and then resize the image. I can scale it, and position it but I can't resize it.Somebody suggested creating a movieclip in Flash first and giving it an instance name. Then use loadMovie to place the jpeg into that movieclip. This did work and allowed me to resize it but only the movieclip would be resized which in turn resized the image proportionally. I still couldn't specify exact dimensions of the image - only the movieclip.
I have a file that dynamically loads JPEGs in two sizes (thumbnails and zoom). There is nothing in the AS concerning sizing, only loading and positioning.The site looked fine and now the pictures all have jagged edges to them (it's stained glass and the leading looks edgy instead of smooth). The photos that are loading look smooth upon uploading.I have them Publishing as, Flash Player 8, AS 2.0, JPEG Quality at 100, only Protect from Import is checked, I'm working in Flash CS4 on a Mac.
I'm working on a medical imaging application and was wondering if there is a way to display 12-bit per pixel JPEGs in flash/as3? I'm assuming I'll have to convert the image into a more flash friendly format, but was hoping to avoid that as keeping the original quality of the image is vital.
Working in Flash CS5 and using ActionScript 2.0 I'm trying to attach a preloader to a MovieClip which has a loader component inside to load an external jpeg. This MovieClip is inside my navigation MovieClip on the main timeline. I've used the same preloader to load my main website and it works fine. I want to have a preloader for my main photos as they take about a second to load and during this time there is just a blank space that shows.Below is the working code for the preloader;
stop(); onEnterFrame = function(){ var percent_loaded = _root.getBytesLoaded()/_root.getBytesTotal();
What I'm trying to do is simple but I just can't seem to find a clear answer on how to accomplish this. I've loaded jpegs into my main movie before, but I've always created swf files of the jpegs with its own independent preloader on the first frame of the swf. This seems to work fine but it does get quite tedious having to create all of these swf's. I would like to beable to have a folder present on the server where I can just through in some random jpegs and the main movie will then show and hide a preloading bar showing the progression of the jpeg that is loading.
Well onjce again I have been scanning the threads and cant find a direct solution to my problem, or at least I dont know how to implement it if I have :s Anyway what I am doing is this.I am doing the website for a furnitre company that has a large product catalog, around some 200 photos. In the main swf. I have all the thumbs and when I click on one thumb depending on what category it is, it will load the external swf. and also a variable that says which photo to show (which frame to go to).
for examplle if I click on a thumb of a bed it will load beds.swf with a photo value of 6, which will go to frame 6 in the beds.swf. Now in beds.swf I am attaching a movie clip with an instance name of beds dynamically into an mc called photo_holder using the attachMovie function.
The beds movie clip has 40 - 50 keyframes with an mc on each frame which then holds the bitmap. So the target to one photo would be _root.photo_holder.beds_attached.bed1 Then I have a gotoAndStop(photo); action where photo is the variable I loded from level0. the problem is the following.
I can add a preloader onto a scene before everything, however, I only know how to make the preloader load all the photos. I dont want to do this cause if the user wants to view one photo, they have to wait for all 50 high res photos of beds to load, of course, they wont have to wait for the next bed they click on but its still a pain.
I tried doing some tests last night using the getBytesTotal() function but it only seems to return a value if what I am targetting is in the same frame number where I have that action. Otherwise it returns undefined. Since this clip is loaded dynamically, I have no idea how to preload something that hasnt been called on yet. Or in other words, get the Total Bytes of a photo before showing it, or whatever. Its kinda hard to explain,
on Flash MX 2004 having problems with loading external jpegs and stuff. I got a tutorial from here and loading from a web address on it is okay, but I can't get my one to load from my hard drive because there is always an error with the path. I know it'll ultimately be on line anyway but I want to know what I'm doing wrong.[code] What's the correct format for putting in a file path?
II'm trying to create a title page where two movie clips fade in. One is a dynamic text movie clip, the second is an image that is loaded.[code]I've traced the heck out of this, so all I know is that image_mc seems to only generate a single onEnterFrame event and then stops.It seems that if I comment out the .loadMovie line, the placeholder movie clip fades in properly, so obviously there is something about onEnterFrame events and loadMovie that I don't know.
I'm working on a medical imaging application and was wondering if there is a way to display 12-bit per pixel JPEGs in flash/as3? I'm assuming I'll have to convert the image into a more flash friendly format, but was hoping to avoid that as keeping the original quality of the image is vital.
Working in Flash CS5 and using ActionScript 2.0 I'm trying to attach a preloader to a MovieClip which has a loader component inside to load an external jpeg. The MovieClip is inside a another MovieClip.I've used the same preloader to load my main website and it works fine.I also want to have a preloader for my main photos as they take about a second to load and during this time there is just a blank space that shows.[code]I've changed the _root. part to this. as the MovieClip is not on the main timeline. Any idea how to get the preloader working on my photos?
I am doing the website for a furnitre company that has a large product catalog, around some 200 photos.In the main swf. I have all the thumbs and when I click on one thumb depending on what category it is, it will load the external swf. and also a variable that says which photo to show (which frame to go to).for examplle if I click on a thumb of a bed it will load beds.swf with a photo value of 6, which will go to frame 6 in the beds. swf. Now in beds.swf I am attaching a movie clip with an instance name of beds dynamically into an mc called photo_holder using the attachMovie function.The beds movie clip has 40 - 50 keyframes with an mc on each frame which then holds the bitmap. So the target to one photo would be _root.photo_holder.beds_attached.bed1.Then I have a gotoAndStop(photo); action where photo is the variable I loded from level0.
I can add a preloader onto a scene before everything, however, I only know how to make the preloader load all the photos. I dont want to do this cause if the user wants to view one photo, they have to wait for all 50 high res photos of beds to load, of course, they wont have to wait for the next bed they click on but its still a pain.I tried doing some tests last night using the getBytesTotal() function but it only seems to return a value if what I am targetting is in the same frame number where I have that action. Otherwise it returns undefined. Since this clip is loaded dynamically, I have no idea how to preload something that hasnt been called on yet. Or in other words, get the Total Bytes of a photo before showing it, or whatever. Its kinda hard to explain, does anybody have any ideas?
I've used loadMovie() often in the short time I've been using Flash. But never to load a JPEG dynamically. For a site interface, I have little thumbnails, which open to new browser windows. This is partly annoying though, as each one opens in it's own window, so the user would have to close a whole bunch of 'em after clicking all those thumbnails. To try to fix this, I read that JPEGs can be loaded at runtime onto the stage. I've already seen the photo gallery tut, but I only require a pop-up window with one image and no left/right buttons, etc. I've tried following the tutorial for the first few steps, making a shape the size I want the images to be, converting it to an MC, and naming the MC instance on the stage.
Then, I created a new layer on frame 1 with Code: loadMovie("CS_00_1.jpg", _root.picture); But when testing it, I see nothing.
I've tried a few different things. Before, the fla was in a separate folder, so I had to include "Screens/" in the name. Just in case that was the problem (I didn't get any errors in the Output), I moved it into the directory with the images. I tried absolute and relative addressing. I opened up the image in PS and resized it to the size of the symbol on the stage and made sure it wasn't Progressive (I read in a thread that Flash doesn't load Progressive JPEGs), but still nothing. I even tried loading a file that didn't exist to make sure it was looking in the right place the other times (as it didn't give me any error).
Does anyone know if Flash has a limitation on dynamically imported jpegs? I find that maybe 30% (maybe more) of the jpegs I have do not import into Flash (using LoadMovie).I think I read somewhere that you can't import progressive jpegs dynamically. Is that it? Or is there something else?
center loaded jpegs within an mc.By default I know they load with their topic corner aligned with the orgin of the mc.Is there a way to keep the origin at the center, and have loadmovie align the jpeg center?Or how can I obtain the images dimensions so I can apply the proper x-y transforms to get it where I want?
I have imported a SWF to my main timeline as I want to be able to use fast forward/rewind controls etc. I have imported it into a movieclip but when I test it, the Jpegs from the SWF are really wobbly. Is there any way to get around this?