ActionScript 3.0 :: Getting Errors! Manage To Create A Loader To Load The Images Of Portfolio?
Apr 8, 2010
I'm new in the flash world. I'm trying to set up my website but I keep on getting errors! I manage to create a loader to load the images of my portfolio, first I couldn't remove the previous image, when I loaded the second one, the first one was still there. Now it seems to disappear when I added the line removeChild(loader1). BUT I still get a message in the output panel:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::DisplayObjectContainer/removeChild() at prueba3_fla::MainTimeline/clickF2()
I don't know if this is going to be a problem in the future or not. I don't have any idea of what this message is talking about
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
I have an as3 preloader on the main timeline of my project1.swf It works ok if I test the swf by itself, but when I try to load it into my portfolio file through component loader, the preloader doesn't do anything, it acts as if everything is loaded. What do I need to change to get it to work inside another movie?
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...
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 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 have some pretty large PNG images stored in a database (example 1000x15000 px, 4.5MB). I am trying to load this using the Loader class...the problem I am having is when I call load(), nothing happens. No events, no errors.I can take the same image and embed it. As long as as I set the height to less than 8000px it works fine. If I convert the embedded image to a ByteArray and try to load it, nothing happens.
Basically my aim is to use SharedObject to save the basically what I am doing is I have a list of buttons each has a name which when clicked the name is added to an array which is stored in a SharedObject. In another movie clip I am calling back the SharedObject and using the array information to display the images corresponding to the name in the array. And I got everything working except I don't know how I can load my images in. Because the same images are not always selected it means that I can't just load each image to a specific Loader because then I would end up with blank loaders.
I am using loaders to load .swf files from another folder to save on load times. When I switch the loader to another .swf file in the next frame, they all go blank.Also, is it possible to use a loader in a button to load images from another location?
I'm very very new on ActionScript 3.0 for mobile development. I'm using loader class to load images. I'm loading ten images with different sizes. I'm trying to load them with a common size (300x300) doing this:
I'm developing an app that currently is using Loader to get images from another server.This shouldn't currently work since we are still waiting for the owner of that server to put a crossdomain file in place.However, it does work -- sort of .
Loader can load the images fine, without an error.But then the app has a feature in which we are making a larger duplicate of the image to display in a sidebar, we do this in this manner:
var myBitmap:Bitmap = Bitmap(loader.content);
and when this runs we get a Flash player security error 2122, sandbox violation.So while I'm hoping all this will fix itself when the crossdomain.xml file is put in place,I'm confused as to why we only get the sandbox error when we make a Bitmap from the image, and not when we initially try to retrieve the image.
(Incidentally: is there a better way to make a "copy" of an image loaded by a Loader, and then change its width and height for simultaneous display in another part of the stage? I don't need to change its actual dimensions -- I just need to change its display width and height.)
I am making a game, then I learned to load the resources (images,etc) just when I need them, using the Loader class.I would like to know if I embed them they would be loaded with the game swf file (I am thinking as if my game is on a website) or when I instantiate them.If I load it one time and not use it anymore (loose its reference) and after some time load it again, will it be downloaded from server again? Or it will load from my pc? If I put the resources on a folder in the server (now I am using a folder on my pc) anyone would go there and get all the resources! What should I do? how my game would work on a website, not on my PC only I got the idea to create a loader to load my game, but I cant think about the resources loading,
I'm creating a movie object using images. I'm using PNG file types with an alpha channel. Each frame is approx 640 x 480, each single pitch image is 36 frames creating an image 23040 x 480. If it's a multidimensional image it is 23040 x 11520. I load the image in using "img_name".loadMovie("imageFileName", 1);
The problem is it only seems to load around 2880 pix of the image.
How can I get it to load the whole image? How can I choose it to load the next section of the image?
I kinda got a problem with my xml portfolio image loader. I want to load multiple images and the images have a thumbnail and a big image. loading the thumbnails works, but what do i have to write in the mouse down handler to let it work right? since i really got no idea how to pick the right image :Othis is how my xml file looks like:
I'm making a portfolio using XML and AS3. Loading the XML is all fine, I put images in a loader using a for loop. However, I would like these images to be buttons and set a TextField.alpha at 1 when hovering the image. The problem I'm having here, is whenever I hover an image, all the set textfields will show up. How do I change this? I've been trying to put it into an Array with no result.
I have created a portfolio with flash using action script 2. But when I click on the button going to the portfolio Scene (containing pictures and tweens) it stutters on all the images when they are first clicked on. As the image increases in size, it is a smooth tween until the one from last frame which it stops then flashes on to the final frame. Is there a way I can preload all the images so that this will not happen? Or anything else I could do?
i recently started to learn AS3 and i decided to make a portfolio website with it. I am loading the information about the websites i created from an external XML file.Everything its working well but when i load a new picture to the stage the previous picture remains there which in my understanding it shouldn't happen. As i understood from Adobe's AS3 Guide once you create a new instance of a loader, the previous one should be erased.
I've been looking all over the place for a solution but i can't find one that will work. I tried using the .unload class and i tried removeChild as well but it keeps giving me errors.
i'm using uiloader to load my portfolio images... and when i test my movie the images appear, but when i put them online they don't... all my site is ok but my portfolio images just don't appear... i don't know if i'm missing some code... here's what i have in my actions layer:
I'm still an amateur at flash (more precisely, actionscript), how to do a simple gallery with static thumbnails which, when clicked, dynamically load an image into an empty movie clip, fading in and out (using actionscript)? By that I mean, click on a thumbnail, main image fades in, click on another thumbnail, loaded image fades out, image of clicked thumbnail fades in. Is it possible? I have successfully achieved thumbnails that load an image externally using both XML and using the ordinary loadMovie function, opting in the end for the loadMovie function and modifying AnaS' [URL] code (some of his comments are still in there). The reasons being that I'm not particularly concerned if I can't use XML for this, but I do want the images to load externally to save space.
I figure that the thumbnails are small enough in file size for me to afford to put them in, but just in case anyone think that XML is better for the job, I'm also including my XML file. On top of AnaS' code, I have added an if-else statement (lines 13-21) but, as I have said before, I'm an amateur, so I can get my head around the 'if' part of the statement, but haven't figured out the 'else' section (namely, the fade out). From what I have seen (I've been looking for the solution for a long time), most people just settle for fading the image either in or out, but rarely both. If there IS a gallery with both fades, it is usually done professionally and the code is either unavailable or goes over my head.
How to click on a thumbnail and load and unload the image using in and out fades. I have seen something which is almost what I need (both fade in and fade out are present) in the form of Kirupa's XML gallery, but I wanted to make mine just the bare essentials and really simple (i.e., no carousel/sliding effects). I just noticed that there is no tutorial for something like this. Kirupa has two very, very good tutorials (the XML portfolio, which is very simple, and the XML gallery with the slide, which is quite advanced) but not an 'in-between' one, such as the one I'm trying to create. [URL]. I have an empty movie clip ('loader') and three thumbnails ('thumb1', 'thumb2' and 'thumb3') on the stage.
My code: this.onEnterFrame=function() { if (loader._alpha <100) { loader._alpha += 5; } /*else { if (loader._alpha > 0) { loader._alpha -= 5; [Code] .....
the file loads correctly but the loading screen only flashes up at the end.The only thing being exported in frame 1 is the loader image, and that is extremely small.Is it possible that there's a queue of things being loaded and the loader image is at the bottom of that queue? Since that was one of the last things added to the project
First like so many I am new to actionscript and I'm almost there but I cant figure it out. Either way I am putting a scrollbox in each section where there is a graphic. So for every section there will be a new scrollbox with new info. It goes to each section perfectly but as soon as you use the scrollbox and then try to go to another section the content from the scrollbox is still on the page.
I am currently building myself an online photography portfolio. I want scalable full screen photos. The only problem here is, photos are different sizes and landscape/portrait. This is what I have so far. [URL]. If you resize the browser to a different ratio to the landscape image, you see black margins top and bottom. I want the image to always bleed.
This is what I have used: ActionScript Code: //resize image function setImageSize():void { // Portrait image if (imageLoader.height>imageLoader.width) { imageLoader.height=stage.stageHeight-thumbBase.height; imageLoader.scaleX=imageLoader.scaleY; [Code] .....
For a portrait image, I want to show the margins so I am happy how it is for portrait.
I am trying to create an app used to display my company's portfolio. This includes a show-reel section.I developed it using HTML and jQuery, and converted it into an AIR app using the plugin for Dreamweaver.Admittedly this my first attempt at creating an app this way, but it all went smoothly until I wanted to play the video.
My Flash video player does not work, and according to some similar posts I read this is because of a referencing issue. I found several solutions for Flex, but that does not help my specific case.HTML 5 does not seem to work in AIR 2.0 either, so I am a bit stumped.
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 attempting to load multiple images in AS3 and I'm exploring different options on how this can be done.I would like to have to only use one Load() instance and handle the various image assignments in the onComplete handler...here is my first attempt:
var buttonLdr:Loader = new Loader(); buttonLdr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError); buttonLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadCo
I'm trying to create a menu.. that can be easily updatable with actionscript in a txt file.. (menu.txt) However, the files (swf) have to load in mc (dropstage). here's the code for the menu (menu.txt)
I'm trying to develop an infinite menu (horizontal scroller) for a Portfolio. It works but not properly the way it should. After few loops the images get out of sync I don't know why. And if possible can you also help to add some easing to the movement? What I did was, I add to instances of the menu one called menu and another called menu1. Than add the following code to the timeline: import flash.events.Event;
the aim of this script is to make a slide show, loading images form an external file (called: images) they fade in, then fade out, then load the next swf in the Next Level.My Question is that I cannot manage to set different times when the image load to stay in the screen (1, 2, 3 sec (1000, 2000, 3000 miliseconds) and then to fade.They Need to fade in, stay 1,2 or three seconds, and then fade out... but its not working, I used the SetIntervalID but nothing after loading the 1.swf this will call a 2.swf with a different time of the image to remain, lets say 5 sec, and then this swf will call the 3.swf and remain 8 sec??[code]