ActionScript 3.0 :: Time Out From Multiple Loaders
Feb 25, 2010
Picking up on something wvxvw said recently in another thread:[code]you shouldn't start several loading operations concurrently, you should wait for the first loading to complete and then start another loading, otherwise you are risking to get "request timed out".Had me wondering. I recently changed things around in several of my scripts when I found that running multiple loaders would speed my overall time spent loading by a significant amount (often halving the loading time).So I was curious for some more information and opinions on the matter.[code]
i have been building a library that has thumbnails which you click to view the full image. i have built the application it works but i want to change the way the image on the actual thumbnail loads using code instead of manually adding the value to the url loader component.
var myX;var instanceN:String;trace(instanceN);var currentLoad:uint = 0;// current loader and image loadingvar thumbnailURL:String;//Thumbnail URLvar thumbReq:URLRequest;// Thumbnail url requestfor(var k:uint = 0;k < iL_btn.length; k++)[code].....
the loop runs fine without the last line of code which i've commented out.the make up of these thumbnails are a uiLoader component which are each inside there own movieClip.what i wanted this to do was every time the loop runs it currentLoad adds 1 to its value then that value is subbed into instanceN:String and thumbnailURL address that bit works the trace statements read correctly.but my issue is using the instanceN value as the instance name path which then loads the current thumbnailURL value which is the URL address for the thumbnail picture.when i try to load the url address using the commented out code above i got the error .TypeError: Error #1010: A term is undefined and has no properties.the trace statements correct values below
the first value is the currentLoad value.
the second value is the instance name path.
the third is is the URL address for the thumbnail.[code].....
I'm trying to learn something new: "contentLoaderInfo" and need some advice. I'm loading a bunch of thumbs so far, and will be loading the large version of those images later (after I get this part working) for a gallery.
I declared all the loaders and the URLRequests. And listeners like this: loader1.addEventListener.COMPLETE, processLoaderOne; loader2.addEventListener.COMPLETE, processLoaderTwo;etc.
If I try to load them all in successive statements,
loader1.load(URLRequest1);loader2.load(URLRequest2);loader3.load(URLRequest3);loader4.load(URLRequest4); and in the functions (processLoaderOne, processLoaderTwo, etc.) if I try to place the content on the stage by saying: loader2.x=loader1.x+loader1.contentLoaderInfo.width, it doesn't work.
I get this message: "Error #1009: Cannot access a property or method of a null object reference."
But if I "daisy-chain" them together by loading one loader (and use contentLoaderInfo.addEventListener(Event.COMPLETE, processLoaderOne) ) and put a load statement to load the next subsequent loader as the last line in that function, it works OK.
Is there any way to use the first method, loading all the loaders at the same time? And using Event.COMPLETE in their addEventListener declarations?
I am making a web page and i have to load in to main page swf multiple swfs that represent background. First there is a gradient swf than swf with snow particle system. My question is what would be best practice to use one loader for all different swfs that are in the background or should i use different loaders for different swfs?Here is what i mean:
1.) var loader:Loader = new Loader();
I use this loader to load first gradient swf and after it it has completed loading i use same loader to load snow swf.
2.) var loader:Loader = new Loader(); + loader = new Loader();
I use this loader to load first gradient swf and after it it has completed loading i set it again to be loader = new Loader(); and than i use this loader to load snow swf.
3.) var bgLoaderGradient:Loader = new Loader(); + bgLoaderSnow:Loader = new Loader();
I use it to load gradient swf and than i make new loader,
bgLoaderSnow:Loader = new Loader(); to load snow swf.
So what would be best way to do loading of the swfs.
I have a menu swf with multiple buttons and an animated logo which is in a loader called myLoader
These buttons are in an MC which uses this[code]...
...and so on with the add.event.listeners and they all work great- they overlap the menu then disappear.
The problem I have is the logo always stays on top of everything. Looks rather stupid, is there a way I can hide this logo behind the swfs while they play?
I have an arbitrary number of images I want to load. I want to load them, wait until I get an Event.INIT for each, and only then proceed with the rest of the program. I know I can do that by having an Event.INIT listener update and check some count variable, but is that the standard approach? Is there a more elegant or AS-specific way?
It works fine if I wait until the image is actually loaded (loadComplete) and then push the bitmap I create. If I try to push the loaders like you see here, it freezes up, every time. [code]..
I'm using this AS to load multiple external images into mc instances on a stage, using different loaders.[code] The external images always load from the upper left corner down, how can you make the image load from the center of the instance on stage?I found this code below and doubt it will work for me since I have 5 mc instances on different parts of the stage, so the stage wouldnt be a good reference point.[code]
I'm loading a bunch of SWFs at the same time. I'm using a custom class to do the loading. Most of the time they all load OK, however occasionally one or two will be unloaded (I can see that in the console) before we get to the Event.COMPLETE. The ProgressEvents are all fine - I can see them loading, but then boom - they're unloaded.
I've done a bit of digging around and discovered that this may be a bug in the Loader class where if you are using multiple instances of the class then sometimes one or more will be Garbage Collected before they finish loading and are therefore unloaded. I've tried keeping a reference to the loader and the classes holding the loaders and I'm still having the problem. The solution is to queue the loads and load each swf in order which isn't a problem, just a bit irritating.
i use loadmovie() to load youtube videos inside my flash website but when i load another video the old one doesn't stop, so i tried unloadmovie to destroy it but it seems that i did a mistake in my code
This is how the code looks to stop the old one an load the new:
is there a way to drag multiple movieClips at the same time? Flash help explicitly says: Only one movie clip can be dragged at a time. After a startDrag() operation is executed, the movie clip remains draggable until it is explicitly stopped by stopDrag() or until a startDrag() action for another movie clip is called. anyone know of a way to do it anyway? maybe combining them in a dynamic mc or something?
I would like to play two videos (progressive), on top of each other. Nothing serious. But the second video contains multiple counters that has to play synchrone (with other words:simultaneously) with the first video.The second video (which is much smaller than the first) will preload much quicker and thereby starts playing earlier than the other video. Is there a way to start the video's at the same time and play them in progressive mode? (embedding is not an option because of the large filesize)
I have a bunch of MCs that when you click each individual one it will start to move up and down with a yoyo-ing tween. I would like all of the MCs to move up and down at the same time rather than start exactly when you click on them so they are moving at different times.
I am having a problem with a scripted animation. I am trying to use the tween class to send three objects across the screen at once. For some reason, this tests fine in "test movie" but the swf stops the second two tweens at their initial points and tweens only the first one. As you can see from the code, they all have different var names and object names.
var medTween:Tween = new Tween(logo3D4, "x", None.easeNone, 1200, -1000, 6, true); var bigTween:Tween = new Tween(logo3D3, "x", None.easeNone, -500, 600, 8, true); var smallTween:Tween = new Tween(logo3D2, "x", None.easeNone, 1000, -1300, 5, true);
I have to incorperate flash animations aswel. Im just wondering about a drag and drop function. I have a fair idea how to do a basic drag and drop function.
play a number of FLV files at the same time on one SWF? Basically I have a brief to create a video banner with a number of FLVs of people playing at the same time but starting at different points in the videos. My concerns are with loading times, memory consumption and the starting of each FLV at a different point and looping it.
I want to load multiple files at one time; I mean that when the open dialog file comes up, I want to be able to select multiple files and then hold the path of them. I know the FileReference Class but it will only get one file at a time. so is there a way to do it??
I'm trying to scale individual instances of a movie clip that I add to the stage one at a time. I can get it so that I can scale the most recently added, but I'd like to go back to the first ones and be able to scale them after I click on them. Essentially, how do I get a movie clip I click on to be the currentTarget - at least I think that's what I need.
Here is my code for adding the movieclips to the stage and being able to drag each one: ActionScript Code: var mc: _movieclip = new _movieclip(); var list:Array = []; function addMC(event:MouseEvent):void{ for(var i:int=0; i<1; i++) { mc = new _movieclip(); [Code] .....
I've tried using e.currentTarget and e.target sted mc in the scaleUp and scaleDown functions, but that just makes my buttons scale up and down, obviously. I've tried adding for loops similar to the addMC function to the scaleUp and scaleDown functions with no luck. Is there a way to tell the scaling functions to scale the movieclip I clicked on last?
Im trying to drag 2 seperate clips at the same time. 1 clip is a handle clip which exists in a container clip called "handles container", the other is a shape clip which exists in a container clip called "shapes container. I want to make it so that when the shape is pressed the handle appears on the center of the shape and when the handle is dragged the shape is dragged with it.
Its seems a problem I am having is to do with setIntervals in a while loop. I clear what seems to be the interval but as another interval is started before the last one finish I then have multiple intervals. I can close them all down with this... for (i= checkImage;i>0;i--){ trace("clearInterval(checkImage) " +i); clearInterval(i);} But that ofcourse closes the rest down before they have done what I need.
I think my while loop needs to change? Here is the current while loop code.... function loadImages(){ while (imageWidthList[leftPictureNumber+imagesDisplayed] > 0 and xPosition +(imageWidthList[leftPictureNumber+imagesDisplayed]+(borderThickness*3)) < 700) { var img_mcl:MovieClipLoader = new MovieClipLoader(); linkLayer = this.createEmptyMovieClip("link"+(leftPictureNumbe r+imagesDisplayed), _root.getNextHighestDepth()); [Code] .....
Is there a way that straight after the setInterval and the loadClip the function watchMyImageLoad is run to completion before continuing in the while loop. What I have seen is that the while loop continues until the condition has been met and then all the intervals are run?
I am currently building an application for children teaching them about the environment.I have a login and register function working for it allowing teachers to register first and then they would be provided with the option to register a required amount of children.how to go about registering multiple new users at the same time?
I'm a more desperate search for answers and need to load multiple images at the same time. I'm trying to use the same loader but don't know if this is best practice (and it isn't working). Ami I close?
is it possible to swap depths for multiple movie clips at the same time? how about swapping for negative depths? or will that kind of thing lead me into probs later?
I am trying to adapt this search code to display the results one at a time.Right now it displays all the terms it finds all at once and separated by commas. How would I adapt the code so it displays one item or term at a time.
I have 2 attributes of screen node which are title and tasks. how can I access these 2 attributes at the same time in AS3 Is that correct: excel.chapter.screen.(@title == "lesson").@tasks
I have a CS4 document with many objects, motion paths over multiple layers. I want to scale everything, including the motion paths of each object. I've tried to do this by Clicking 'Edit Multiple Frames', then 'Selecting All Frames' and finally scaling everything via the Transform panel. Everything appears to have been scaled apart from the motion paths. Is there a way to do this?