ActionScript 3.0 :: Loader Not Throwing An Event.COMPLETE When Loaded?
Jun 5, 2009
I've got a loader that I put an event listener on for Event.COMPLETE. I then add it as child of the stage and call the load method. The swf it's loading appears on the stage, but the Event.COMPLETE listener is never called. I can attach a MouseEvent.CLICK event to the loader and that works just fine.
I am a bit stuck here for the past few days. I have a SWF running in Security.LOCAL_TRUSTED sandbox. I can load my JPEGs and simple SWFs without any problems
I'm trying to get a loader working in a flex web application, but it isn't responding to the complete event. Is there a change I should make to the code here, or some way that I can handle an error event to get more information?
var loader:Loader = new Loader(); loader.cacheAsBitmap = true; var request:URLRequest = new URLRequest("logo.png");
I'm loading in a jpeg and sometimes the Event.COMPLETE is never fired. I have a ProgressEvent that traces out the bytesTotal and bytesLoaded... and it goes all the way up until the bytesTotal equals bytesLoaded... but randomly, the Event.COMPLETE is never fired!
I've one loader which load a png file. I used contentLoaderInfo to intercept COMPLETE event like this:
loader.contentLoaderInfo.addEventListener(Event.Complete, handler); The problem is that at the complete event I want to push this object into an array, like this:
function handler(e:event){ var array:Array = new Array(); array.push(e.target); }
E.target is the reference to the contentInfoloader, while I need the reference to the loader itself. How can i resolve this issue?
I have confirmed to my satisfaction that the following code never triggers the Event.COMPLETE of var loader:
var loader:URLLoader = new URLLoader(); var req:URLRequest = new URLRequest(contact_url); var variables:URLVariables = new URLVariables(); loader.dataFormat = URLLoaderDataFormat.VARIABLES; req.method = URLRequestMethod.POST; [Code] .....
However, it does in fact send the emails it is designed to send! Why doesn't it complete when in fact the work is done?
So, I'm trying to load resources, add them to a dictionary, and have a drawing method search through that dictionary and draw based on certain predicates. I have a function that iterates through an Vector of Strings, calling on an instance of Loader to load them instantiated as a URLRequest.
private function loadImages(urls:Vector.<String>):void { var loader:Loader = new Loader();
[Code].....
So the issue is: Only the first images in my Vector are drawing. Upon further inspection, I found that the completeHandler was only being called once (I put a trace in the complete handler to check). However, the Loader is invoking load everytime the loop iterates. I tried instantiating separate loaders for each resource, just to see if it would work, but I had no luck with that. Do I need to make separate loaders and event handlers? Or am I just not using Loader correctly?
I've got a custom Thumbnail class that reads in an image path, a label, and an index. The class simply loads the image and and onComplete it pulls the bitmap out of loader.content, assigns it to a public variable and then dispatches an event saying its completed.
I use these thumbnails in a thumbnail gallery and I don't build the gallery in until all thumbnails are loaded and ready. The problem is the COMPLETE event doesn't always fire for every thumbnail, therefore not allowing the gallery to build.
I used a ProgressEvent.PROGRESS to make sure the files were being loaded, and found that when the loads failed the loader still loaded the totalBytes.
I've also tried Event.INIT and its the same issue.
INIT and COMPLETE just don't seem to be either caught or dispatched.
Code: public class Thumbnail extends Sprite { /****************************************************************************************** * VARIABLES
I have a Loader class which I'm using to load an image:
Code: var request:URLRequest = new URLRequest('https://some website path to .png'); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, error); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, done);
[Code].....
The code above works when I run it from FlashDevelop but fails when it runs from a website. The domain is protected by a crossdomain file which allows the website I'm calling it from. I've tried other https requests to the same domain using URLLoader and those work fine. This code never calls Event.COMPLETE or IO_ERROR and no alert error comes up.
I have an array of loaders loading .jpgs. After the Event.COMPLETE fires, I trace the content at the current page and it tells me the content is null, BUT on testing the images appear just fine. Here's my code:
i'm loading in multiple images using the same loader using a for loop. what i'm trying to figure out is how can i tell when the first 4 images are loaded. is there away to attach and index to each loader and then get it from the event in the on complete function? below is the code i'm using:
I was having an issue with a Flash AS3 SWF Preloader stalling in Google Chrome only, Mac or PC, when JavaScript is disabled. It's fine with JavaScript. I diagnosed that the contentLoaderInfo Event.COMPLETE was not being fired. The successful workaround was to use the ProgressEvent.PROGRESS to check when the bytesLoaded >= bytesTotal. This worked OK in a relatively simple Flash application, however I also have an MP3 player, using a loaded XML file, MP3s, a thumbnail and other images. I am reluctant to plunge into the same workaround without first asking the question - when the bytesLoaded >= bytesTotal IS THIS THE SAME AS Event.COMPLETE? Or could I be faced with an error when trying to access either the event.target.data or event.target.content (depending on using loader or URLLoader class as required) to get the object in question?
As you see from the code above I have a loop that loads images on each pass using the same loader. This works, however, it is looping too quick (I believe) and as such the "addBook" function that handles pushing these into an array is pushing them into the array in the wrong order. Two questions: (1) Am I approaching this incorrectly? (2) If not, is there a way to listen to the loader event so the loop proceeds only after the load of that image is complete?
I have a swf that uses a Loader to load in another swf. I want to wait until the child swf is loaded until I display it, so I have an event listener for when it's complete. The problem is that the child swf has its own children, so it comes back as being complete before its children (the grandchildren) are loaded, and therefore is being displayed while things still are popping up.
I was wondering if anyone knew of a way to make sure that the children of the child are loaded before returning as complete.I was thinking I could add listeners on all the children that then increment a variable until it is equal to an expected number (number of loaders) and then run a function on the parent to display itself, but that seems like a last resort solution.
My class is dispatching 2 events. One event is captured by another class, and the second event not.I have 2 classes. Class1 creates an object of Class2 and calls a function to load an xml. When xml is loaded class2 dispatches a Complete event. This event is listened by Class1 and then it calls another function of Class2. When the second function executes completely Class2 dispatches second event. Now the problem starts. Class1 is not able to capture this second event. Whereas while dispatchEvent is called from class2, it return true as a notification that the event is dispatched successfully.
The preloader I usually use executes an addChild(loadedMovie)statement in response to an Event.COMPLETE event from the loaded swf's contentLoaderInfo object (a common approach, I believe.) The problem with this (as many of us know) is that the loaded swf starts running before the Event.COMPLETE event gets thrown, which means that once the child is added, it is already a few frames into its timeline. What I need is a way for the loaded swf not to start playing til its COMPLETE event gets thrown.
I am experiencing an interesting problem...I have a URLLoader instance with a Event.COMPLETED listener. I can reproduce behavior such that when the listener is called, there is a discrepancy in the amount of loaded data.
I am having an issue with a class I'm working on. I currently load an image as a bitmap and store its data into regState:BitmapData so that I may make new instances of that image later on. When I test if I can use the loaded data at a later time with my newBitmapIntance() function, it says that regState is null. I'm lost as to why this is the case, since it works flawlessly to create an instance of itself in my loadContent() function.
Class so far For reference: package { import flash.display.MovieClip;
I made a test where I download a file using URLLoader - something like this:
[Code]....
in the middle of the downloading process I physically disconnect the internet connection. the download stalls - but after aproximately 30 seconds downloadSuccessful is invoked, although only half of the data was downloaded. how can I make sure that the data to be downloaded is complete and correct?
I am loading in binary files with the url class which can be quite large 10mb + and it works fine on my server but another server I am testing on it can sometimes not work. Sometimes it will not load the file and other times it will only load about 20% and it throw a complete event??? Then of course other times it works fine. This server is https maybe that has something to do this it?
i made a SWF which contains a loader which loads any SWF file passed to it... the problem I'm encountering is that for some SWFs, some event listeners doesn't fire anymore... my own SWF file (which contains the loader) doesn't really have any other element except for the Loader object and so I cannot understand what seems to be preventing the loaded SWF (loaded by my Loader) from receiving some mouse events
it seems that the for the SWF where I'm having this problem, the listener seems to be tied up to a location in the stage or somewhere else, and so whenever I resize, the listeners is not responding on the right place, for example, the button appears on a certain position but the listener's hit test or whatever the SWF is using to detect the mouse click is positioned somewhere else
I have buils a flash movie using a document class, all works fine. When I load the movie using a preloader all reference to the stage as in stage.scaleMode = StageScaleMode.NO_SCALE; or stage.stageHeight throws a TypeError: Error #1009: I think i undrestand the problem, I am no longer accessing the stage properties. How do i access stage properties from the document class once loaded into the prelaoder?
I'm having troubles with a external movieclip(chat), using a loader to call it. I ve a Role Game and when i make click over a button, it calls this external chat and all it's ok with him but the login button.. This chat, has their own classes and packages ( really I'm reclying a code of Gil Beyruth, multiplayer game) and when I play just the chat ( localhost/chat.swf) works ok... but when I open it from my main movie ( localhost/game.swf) by means a Loader, the login button( chat) appears disabled.
I am working on Flash,Php site.Currently the Flash Developer calles my page called createJPG.php and sends me an image data.I recieve this data and create JPG from the Data.
What i want is, when the Flash developer send me data he can show a loader and when create JPG process is complete he can hide the loader.For this i want to pass him variable with value 1 as soon as the CreateJPG process is complete...
When the content loads I display it. When the content fails to load I display a default message. This works locally fine. I can load the image or unplug my internet connection and get the default message. But on remote systems that I am testing, it seems like the Loader is timing out, and displays neither the content or the default message.