In Flex4, I use an Image control. After every 10 seconds, i am changing the image programatically using Timer. But when the image changes, flickering occurs. Is there any method to prevent this?
I've put together an example of the problem I am having and I've also attached my 2 x 2 image I'm using. The image is linked with the class name of ContentTexture which is referenced in my code below:
I've tried using different tweening engines (greensock's TweenLite, Tweener, and flash's built in Tweening engine) so I think it's more of a general flash issue...maybe a bug? I'm using Flash CS4 on a PC and I've tried 24fps and 30fps with no difference. Is this a rendering issue/flash bug? or is there another setting I'm missing?
working on making a flash program that loads about 1000 jpegs and then plays them like a movie. Have all the buttons and stuff working but the time it takes for an image to load is so high that the movie can't be played at 30 fps. I've tried multiple ways of fixing this using 1 scrollpane and changing its source ever 30 ms. This one is the worst but simplest. Flickers cause strobing and it is unwatchable.
used 2 scrollpanes that were duplicates of each other until I had to load. I would then make that one invisible, load it , then make it visible. Then load the background one. Works but same problem as the first at high speeds, just less severe. used 1 scrollpane per image . This works great, except that it fails miserably on any more than 100 of them due to the number of objects.Currently using action script 3, but will change if its not possible in that.
Also, I want to be able to zoom in and then scroll around the window hence the scrollpanes, but if that's not possible its a sacrifice I'm willing to make
I have a flex mobile application that I am working on that I am having issues with selecting an image from roll/taking a picture. My application is not tabbed, however one part of it contains a Tabbed View Navigator with tabs across the bottom. Within one of those tabs, I have the ability to upload an image to a webservice that I have created. However, when I select an image or take the picture, it pops back out to the initial splash screen and the application restarts. If I use the component standalone (outside of the tabbed view navigator) it selects the image and uploads without any problem.
I want to develop a hair style app in adobe flex. In that ,the wigs should be placed in right position.So i want to adjust the wigs in x and y directions.
how to stretch an image in x and y direction?[url]...
I have a flex 3 application with 2 titlewindows. When I compile it with the flex 4.1 sdk in flash builder, the titlewindows show up as mirror images of themselves with all text invisible (i.e alpha = 0).
I am using a custom skin on Flex's TabBar, and specifically the skin the controls ButtonBarButton. The width of the button is a variable size depending on the text it contains, and background of the button is an image that only displays on the selected states of the button.
The following is my MXML for the skin:
<!-- states --> <s:states> <s:State name="up" />
[Code]....
I tried wrapping the entire block in a Group tag, but to no avail. The invisible Rect does indeed fix the "machine gun" flickering that occurred when the mouse hovered over any edge of the button, but there is still a flicker on every mouse enter and mouse leave of each button.
set some filters on the bitmap after it has been loaded.During development (Debug mode), everything worked and the even has been fired just fine.But now I switched to Release mode and the complete event doesn't fire anymore.To load the image, I set the source property of the image to an URL that points to a PNG image. That does still work in release mode, so the image appears correctly.It's just that the "complete" event doesn't fire, no matter what I try.
Multiple axis creation via MXML works fine: http:[url]...
But when I'm trying dynamically create horizontal and vertical axis then I'm getting extra axes. I believe this is Adobe bug. How I can fix this behavior?
I have a an image, lets call it "StageSkin.png".This is an image which is really just a border, and the middle of the image is "windowed", meaning that it is meant to show other information inside of it.The information inside of it is in the form of a component (based on a canvas component, lets call it 'Gauge').I want to create a component out of the 'StageSkin' image and the 'Gauge' component inside of it that would allow me to resize the component with the 'Gauge' component staying inside of StageSkin's window.I searched on this, and got the code below, but the embedded component just overlaps the entire image. What do I need to do?
I am changing image through flex every time i change it saved into server directory with same name(which i am referring to show). So when i refresh my page my browser didn't send new request to server since it's already in request.so didn't getting new image.Tip:- when i clear browser history it will come with new image
I created two swf's, A and B. A is a blank swf, totally. B is has one button on it. Now neither of the swf's has code, animation or any action in it. I open A and B separately in two different Safari windows. When I keep the button on SWF B in pressed state, the finger cursor flickers. Now if I close the window with SWF A and try it again, the mouse hand cursor doesn't flicker. Therefore this happens when two or more swf's are opened in different browser windows.
I have about 6 buttons that have an over state and hit state. I have actionscript that has them going to a url when on the hit state and on roll over it is showing a text label. All of that is working. The issue that I am having is that for 3 of the buttons, they flicker when you roll over them. These are built and coded exactly the same as the others that are working. where I should look for the breakdown? It seems strange that there is a inconsistency unless it is the order of the buttons or something like that.
I have a basic rollover function for my button, which seems to work, but whenever the mouse is moved to the right (but remaining inside the movieclip) the MOUSE_OUT function starts happening, and then when the mouse is stopped moving, the MOUSE_OVER code re-activates. I have no other movieclips in front of it, but it is masked using actionscript. I don't understand why it's doing this, because the mouse never goes outside the area of the movieclip, so the MOUSE_OUT function shouldn't activate. The movieclip doesn't change side or shape at all, it just changes colour.
Let me sum up the game the best I can real quick and then get to the problem. I cannot upload any code because I am under contract. I also know the code is working 100% correct. The game I am working on will have "X" number of large images. The "X" images will then be broken down into smaller images. I have around 3,000 images, all in the Flash Library, classes are named correctly, the files are named and sized correctly, etc. The game works perfectly on images 1-66. When I get to image number 67, the game SWF starts flickering from scene 1 to scene 2 and then back to scene 1 for a non-stop loop. No matter what image I use for #67, the swf flickers. My FLA is around 300MB and my SWF is 102MB.
So, does anyone have any ideas on why adding a 67th image would make the SWF freak out? Could it be some type of file size issue, graphics card issue, virus, etc? I've tried it on multiple computers both PC and MAC.
I wanted to pass on an experience that I had in the hopes that nobody else will have a late night like I had last night. I'm working on a flex app and in part of it I have a loader that loads a SWF vector image and adds it as a child to a sprite. No event listeners were added to either the sprite or the loader, but other children at the same level as the sprite and nowhere near the location of the sprite had event listeners. No big deal, right?
I started to notice that if I loaded the image from my local drive, it was fine but as soon as I loaded it from a remote source, it would flicker as soon as my mouse hovered over it.Again, no event listeners were applied to either of these two items.I figured out that even though there were no event listeners, the loader was stealing the MOUSE_OVER which was causing a seemingly unrelated event listener to fire, thus moving sprites and causing the flickering.The solution that I found was to forcibly add a mouseChildren = false to the parent sprite and POOF! No more flickering.
I recently developed an Adobe AIR App, for uploading images to a Facebook User's Album,which worked well! But now, as I tryed to migrate the AIR App to an Flash App, which is supposed to do exactly the same, I am experiencing one problem:
Actually everything works fine: The App Initialization, The User Login & Permission (establishing a session), BUT: Once i make the call for uploading a BitmapData, I do NEVER get ANY response / the handler does never get called:
var values:Object = { message:'This photo was created by ProFileIzer', fileName:'filename', image:new BitmapData(50,50, false, 0xFF0000) }; Facebook.api('/me/photos', handleUploadCompleted, values, 'POST');
There is also a Flex sample provided, which I am not able to test, as I am using Flash. So if someone smart got any idea, or probably could test if the sample works..[URL]...
I'm developing an Blackberry Playbock app with ActionScript 3.0. I'm very very new with this. I have the following project structure (I'm using Adobe Flash Builder "Burrito"): project
[Code]...
On image folder I have several PNGs images that I want to load programmatically.
I have designed an Adobe AIR application. I want to show some preloader on it, before it opens up. tutorials on preloader aimed for AIR specifically or any already built in ones?
When the mouse hovers over the image the cursor flickers between hand and standard mouse pointer. One work around I've tried is to place an object under the main button that is bigger than the main button. That seems to work but only for that button. If I try it for others...well the image because cluttered with useless boxes.
Let me sum up the game the best I can real quick and then get to the problem. I cannot upload any code because I am under contract. I also know the code is working 100% correct. The game I am working on will have "X" number of large images. The "X" images will then be broken down into smaller images. I have around 3,000 images, all in the Flash Library, classes are named correctly, the files are named and sized correctly, etc. The game works perfectly on images 1-66. When I get to image number 67, the game SWF starts flickering from scene 1 to scene 2 and then back to scene 1 for a non-stop loop. No matter what image I use for #67, the swf flickers. My FLA is around 300MB and my SWF is 102MB.
why adding a 67th image would make the SWF freak out? Could it be some type of file size issue, graphics card issue, virus, etc? I've tried it on multiple computers both PC and MAC.
I just trying to learn basic flash programming skills, now I got a program that load an image from my local machine, and show it with uiloader component, code is something like: var myImage:String = "picture.png" var request:URLRequest = new URLRequest(myImage); uiLoader.load(request); It's working fine, but when dynamically change the picture, I notice a flicker while loading, there is any way to avoid this flicker? i mean, like double-buffering or so.
I'm having a problem with youtube video embedding;
In some places on my site (like news etc.) video is normally displayed and can be watched, while in others (forum topics mainly) it flickers whenever I mouseover it (making a new HTTP request to YouTube, as I can see in Firebug).
It definitelly has something to do with CSS rendering; when I disable JS nothing changes but disabling CSS causes it to work properly.
Edit: OMG, it works properly when I'm logged out... Now nothing is clear to me as CSS is the same for users and guests, there are just few minor differences in markup...
I have a ball moving around the screen, position updated on ENTER_FRAME. My problem is that there is a considerable amount of flicker going on. I have thought about using something like TweenLite to move the ball but as the position is being updated frame-to-frame I don't think that will work.[code]...