ActionScript 3.0 :: Stop ProgressEvent.Progress When BytesLoaded < BytesTotal?

Oct 30, 2009

I want to stop ProgressEvent.Progress and two seconds to determine whether the Internet connection is dialup.  Is there a way to stop ProgressEvent.Progress when bytesLoaded < bytesTotal?  Right now, the event continues until the entire *.jpg file is loaded and/or creates a fatal error closing Flash.  Here's the code I'm using:

[Code]...

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[Code]....

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HTML Code:
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[Code]...

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[code]....

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i made simple of my project to show the problem the code

[Code]...

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Code:
if (dispatcher is URLLoader)
{[code].....

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Code:
package {
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The problem is that the "loadingProgress" function gets called twice by the aforementioned listener and so adds the ENTER_FRAME listener twice. Then, only one is removed so if I trace the value of "percentLoaded" it never stops. Is it standard that the PROGRESS event calls it's given function twice? If so, I obviously need to rethink the updating of the loader graphic.

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[Code]...

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ActionScript Code:
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[code]...

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have a movie clip that I am moving with tweens. When the user clicks a button it creates a new tween and the movie clip moves. However, I have another button that sets the position of the same movie clip. The problem comes when this button is clicked if the tween is in progress. The tween continues and my content moves out of view. Is there a way to stop or delete the tween when the second button is clicked?Here is a simplified example of the relevant AS:

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if you notice it, there is a 30 second timer set to purposely move the playhead back to "rewind" and load the RANDOM SCRIPT again. The problem comes whenever you click on either ABOUT ME or CONTACT, because once you are in those frame, the timer will bring you back at "rewind" naturally.I tried to search for some way to stop the timer when pressing ABOUT ME and CONTACT but haven't seen one yet.

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ActionScript 3.0 :: Loader.close() Method Won't Stop A Progress

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I'm running into some problems using the close() method.I'm trying to build a class that checks a resource size before loading it.it's very simple: I use the Loader class to load the resource, listens to the first progress event and immediately closes the connection with the Loader.close() method.However, the close() doesn't seem to stop the Loader after the first progress event dispatched.here is a quick copy & paste frame code just to demonstrate my point:

Code:
import flash.display.Loader;
import flash.events.ProgressEvent;
import flash.net.URLRequest;

[code]....

The ProgressEvent is thrown until the big.jpg loading is complete.How could I stop it just after the first progress event?

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[Code]...

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I have an SWF movie (1375 frames) and created a progress bar (248px wide) with a slider that moves according to the movie progress. I'm doing that next way:Calculating the distance for the slider to be moved each frame (248 / 1375) On each ENTER_FRAME moving the slider for the calculated distance The problem is - the movie ends far before the slider reaches the end of the progress bar.

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I'm developing a flash file that that will be uploaded to dozens of websites which I have no control over. I found out that one of them seems to be gzipping the swf, which is causing loaderInfo.bytesTotal to be zero. This screws up the loading animation. I tried a workaround of just testing if bytesTotal is zero, if so simply proceed. That doesn't work because, as expected, not all the necessary data has loaded yet. Alternatively I can put a timed delay of whatever the expected load time is, and hope that it covers all the bases.

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ActionScript 2.0 :: MovieClipLoader: BytesTotal Wrong?

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Code:
var loader_mcl:MovieClipLoader = new MovieClipLoader();
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[code].....

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I've got a very annoying problem and I've not got a clue why it is happening. I've created my own FLV player in actionscript 3.0 and I want to create a Progress Bar for my player. I've done all the code for it but it doesn't work properly as the bytesTotal number is 4294967295 instead of the actual size of the FLV until the bytesLoaded gets to the size of the FLV and then bytesTotal suddenly equals the FLV size. [code]As you can see once my 17MB FLV file has loaded the bytesTotal suddenly changes from 4096MB to the actual 17MB size.So how comes the bytesTotal is not picking up the size of the FLV?

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