ActionScript 3.0 :: Limit To How Many Concurrent URLRequest's Can Initiate?
Oct 22, 2009
I have an app that when it starts loads up about 200 small gif images from the web server. Code looks something like this:
for each (myValueObject in myarray) {
var req:URLRequest = new URLRequest(myValueObject.getImageURL());
var imageLoader:Loader = new Loader();
[Code]....
This worked fine in testing for a few dozen images. But now I'm running it with about 200 images, and about half the images load fine but the other half I get an error:
Error 2044: Unhandled IOErrorEvent.
Each time I run it, different images succeed and fail. This gives me the sense that I have somehow reached a limit on either the number of concurrent URLRequest threads that Flash can run, or the number of concurrent HTTP requests that the image server can handle... or maybe there is a timeout on Loader that I can make longer?
I have site with an audio player and a few galleries.The problem is that the audio starts loading at the beginning. And when you click on a gallery, the audio already uses all of the download speed and therefore the galleries load slow.Is there a way to limit the bit-rate flash the swf uses to load the sound?[code]
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.
I have made a socket server in C# for a flash game that I am developing, I got the code from somewhere and I am a beginner in c# and .net development . It works fine in practice when connections are made and the server functions correctly. Get 2 concurrent connections at the same time and we have a problem. here is the basic aspects of the socket server below: (alot taken out for obvious reasons) how can I alter this so that it can handle concurrent connections? Should I be threading each response?
With the following recommended spec from Adobe website, how many concurrent users ? Flash Media Streaming Server system requirements OS : Windows Server 2003 SP2 or Windows 2008
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?
URL...the problem is why it takes as long as it does to initiate the loading of the site if it's already loaded the site, here's the code for the preloader that loads the file that is being waited on:[code]
Making a game and I have a preloader class which is linked to the main 'game.fla' file, in the preloader class I have imported the 'Game.as' class that contains ALL the code to run the game. The problem I am having is that I can't seem to 'initiate' the game once all the elements are loaded.
after several hours tinkering I've set up a movie to initiate a set of actions triggered by a movieclips _x position. Im using Math.round to keep my intergers whole and im using ease on my movie clip. If the movie clip starts at 0,0 and the buttons are hit 1,2,3,4 everything is fine, but hit the buttons out of order (2,4,1,3) or set the start point of the mc to anything but 0,0 and the movie becomes a mess.I don't understand what im doing wrong. I tried some simple loop commands and my comp just locked up repeatedly so I broke down and used frameloops, it's closer to complete but still so far
When concurrent users increases my a/v conent delivery to the client is very slow. or even drop. Feel breaks in the session. but when check my server rsourses, almost free. One more observation, when i liesten to the recorded stream everything seems to be fine like there is nothing oing bad in live session.
Is there somthing which is missing for concurrent users for FMS config file.
I was wondering how to accomplish this. I have a .swf embedded into an html file with html links on the top. Within the .swf file I have a continue button that takes the user through all the frames. Is it possible to include some kind of code so that when they reach the end of the .swf the "next" link will become initiated and take the user to the next .html page. I am working with captivate is this feature in captivate? If anyone could point me in the right direction or share some wisdom it would really make my day
I have a product demo in Flash that's roughly 1MB in size. When people access a page that this demo lives on, the demo doesn't visibly "appear" until over half of the total bytes have already been loaded..You can see this by clicking here, and seeing that by the time the swf materializes on the screen, the preloader progress bar is already over 50% (or so).How can I fix it so that at least something shows up right away, so that the user isn't staring at a blank screen for 30 seconds? The preloader seems to work ok.
I have searched many actionscript tutorials and forums in order to find a solution to my problem, so far no luck. My problem: To randomly deal 13 cards, face up, onto pre-designated coordinates of the main stage. Each card is, of course, different. Once dealt, how to get and set the value of each card to initiate the game?
I have two identical-length videos that I need to stream and play back concurrently while staying in sync. The best I can do so far is keep them about a second apart, but I'm wondering if there's a way to force them to actually stay in perfect sync? Oh yeah: I'm using AS3. (Ideally, I'd just have a series of JPGs instead of the second video and load the relevant image via cuePoint, but that aspect is out of my control.)
Second, what's the best/ideal method of knowing what I can only think of as "percent buffered"? These videos I'm loading are hosted on a Flash Media Server (which I don't have control over or access to, short of loading files from it), and while bytesLoaded/Total works for progressive stuff, I know it doesn't work for streamed stuff. Full disclosure: I know very little about working with serving video in Flash (obvious, I'm sure)(I'm not using the FLVPlayback component.)
I'm working on a background music class and found that you cannot use the Sound class in a class file. Specifically, initiating and attaching the sound. Starting, stopping, getting the duration and such seem acceptable (though I haven't tested this yet). I've done a few searches and haven't found any work arounds other than when the class is called, hand it the sound object with the sound already attached, like this:
ActionScript Code: import bgMusicClass; var bgSnd:Sound = new Sound(this); bgSnd.attachSnd("newWave.mp3"); var bgMusic = new bgMusicClass(bgSnd);
I have a main movie called home.fla. In this movie I only have one frame and I have place 5 different movie clips (not SWF) on this frame at different positions but on the same layer. These five movie clips are named mc_main1, c_main2.Each of these movie clips contains 5 frames, with a button on each frame. Each of these buttons also has a movie clip inside them (mc_sub1 mc_sub5). You can only go from frame 1 to frame 2 of each clip (main1, main2 etc.) my clicking on the button on frame1.The user can go to any of the main movie clips in whichever sequence they want. For example, they can choose to go to clip main3 and click on it twice (this will take the user till frame 3 of main3 and play the movie clip that is inside frame3) and then they can decide to click on main1 once and then main4 three times until they have visited all the parts of (all the 25 mc_sub) all the movie clips (main1 main5).
Once the user has visited all the 25 mc_sub i.e. once they have finished going thru all the 5 main movie clips completely, I want to display an animation (mc_animation) on the frame1 or any other frame of the home.fla movie.Is there away to determine if the user has finished watching all the 25 mc_sub i.e. if the user has gone thru each and every frame of each of the mc_main movieclips.I think the problem is that since the user can select any of the mc_main clips in any sequence, I am finding it difficult to determine when they have finished going through everything. If it was all in a sequence then I know I could have calculated if the current frame is equal to total frames and then I would have displayed the animation if the above was true; but that is not the case here.
a SWF that will serve as the main movie for the site. Inside this SWF, I have a script that loads a JPG into a holder MC that's on stage. So basically it's like this:
- main.fla -- holder_mc (this isn't an empty MC, it has some PNG's inside) --- external JPG loaded in by loadMovie
I'm ok with building a preloader for the holder_mc and the rest of the FLA (without the size info of the external JPG), but how would I incorporate the size of the external JPG into my initial preloader before I actually start playing everything. Would I have to set the holder_mc visibility to false, call the loadMovie, initiate the preload, and then set visibility back to true. There's gotta be a better way?
var xmlLoaderA:URLLoader = new URLLoader(); xmlLoaderA.addEventListener(Event.COMPLETE, LoadSomething); xmlLoaderA.load(new URLRequest("my url"));[code]....
now imagine that the loading of the file is completed and we are in the "LoadSomething" function. How can we trace "my url" in this function? In another word I want to wite this action:
trace(Command);
and I want "my url" string in output.But I dont know what is the Command.
During development I have to test using several different hosts. It is a pain to have to change the IP address everywhere I use navigateToURL or in an mx:HTTPService. I would like to set a var with the IP... public var hostIP:String = "192.168.1.100"; Then later I instead of doing...
working my way through some tuts, and have set up WAMP. Trying to send some vars from AS3 to PHP to update a mtySQL table.My issue is that the php file does not seem to be receiving the variable info from flash, why not?
Here is the AS code
Code: submit_btn.addEventListener(MouseEvent.CLICK,onClickSubmit) function onClickSubmit(event:MouseEvent):void { var loader : URLLoader = new URLLoader();
[code]....
The PHP works cos when I run it from a browser $sd3 updates the database field to 78.This the output of the 'trace' statements
I cannot ascertain why the code for one set of navigation buttons I've created works, but similar code does not. The code is rather lengthy, but I've pulled out the salient components to see if the Interwebs could help.
Here's the script that IS working:
Listener code:
Code: cswordbutton.addEventListener(MouseEvent.CLICK,fetchcswordassets); And the function code that goes with it:
Code: function fetchcswordassets(e:MouseEvent):void{ var url:String = "knowntomeURL";
[Code].....
1) All of the actions are in a separate layer in the first frame;
2) There is only one scene;
3) I've given the same button a different instance name in many cases, to coincide with different expectations (URLs).