Way To "Instantly Showing Image In UILoader"
Dec 5, 2011I want to switch images when I click at button. So I have this [code]...
View 1 RepliesI want to switch images when I click at button. So I have this [code]...
View 1 RepliesI uploaded an swf file, if I go into the file directly from file path, everything shows up fine. But when I tried to embed it on html, the UIloader wouldn't show up. I have no idea why that happens..
View 1 RepliesIs it possible to control the alignment of images loaded into a UILoader ? My images are loaded in via XML. Most are are the size of the UILoader dimensions 960 x 482, but there are a handful which are portrait format and these are being aligned to the top left of the UILoader. I would like to center these instead.
View 3 Repliesmy UILoader won't allways load its image.I named it "imagem".The source string comes from the button´s label.The click function loads simultaneously 3 UILoaders (imagem, imagem_prev and imagem_next and one caption (legenda) consisting of a simple string.Every now and then it doesn´t properly load the images.I have pasted the function for the click EventListener bellow.
function abrir_obra(e:MouseEvent):void{ var theContent:String = e.currentTarget.name var contentArray:Array = theContent.split("_"); index2=contentArray[2]; var alvo:String = e.target.text; var st:String=myArr1[1];
MovieClip(this.parent.parent).gotoAndPlay(31); imagem.visible=true; imagem_prev.visible=true; imagem_next.visible=true;[code].....
I have an app in Flash CS5 that I am creating for iOS. I am loading an external image to a frame with the UILoader. I would like to be albe to use the two finger zoom and single finger up/down/left/right movements on the image I loaded with the UILoader.
View 1 RepliesI am trying to add an alpha tween to my UILoader that is linked to a folder of images so that they fade between images when you click on the "next" or "prev" buttons, as well as a preloader status for each image as it loads in (although that is less important, as most connections load in the images fast enough, but perhaps a preloader for the initial image would be good)... Here is what I have, as of now everything is set up to work without a tween or preloader...
[Code]...
I have a UILoader which loads Large images from thumbnails.
Now I want to be able to click on those large images to start Flash video.
I'm would like to use the UILoader to randomly load an image from an array according to the day of the week. The attached FLA file is in AS2, it is exactly what I would like to do but now in AS3. I've been able to successfully trace the date using:
var today_date:Date = new Date();var dayOfWeek = today_date.getDay();trace(today_date.getDay());
In AS2 I used this the loadMovie function to randomly display SWF's in the movieClip. From what I can tell loadMovie is not an option in AS3 making me think that using the UILoader may be a good solution.This is what my code looks like in AS2 (also attached the FLA file):
loadShow = function() {
var today_date:Date = new Date();var dayOfWeek = today_date.getDay();trace(today_date.getDay());[code]....
I am loading dynamically a big image into a uiLoader component. And using the following lines:
stage.addEventListener(Event.ENTER_FRAME,followFrame); function followFrame(event:Event):void {
var dx:int = myUILoader.x + mouseX; myUILoader.x -= dx / 10; var dx1:int = myUILoader.y + mouseY; myUILoader.y -= dx1 / 10;
I manage to make the image following the mouse just fine. But the image always off center, as the registration ponit of the uiLoader would be on the left size, even if I try to align it to the center of the stage by:
myUILoader.x = (myUILoader.stage.stageWidth / 2) - (myUILoader.width / 2); myUILoader.y = (myUILoader.stage.stageHeight / 2) - (myUILoader.height / 2);
I am carrying an image object via UILoader. Use the method unload () to remove this image display. Whenyou remove this image of the disk the system claims that this imageis in use.P.s. This image has been loaded by the function load ().Question:Besides the method unload (), there is another procedure todelete all references to that image loaded?
View 3 RepliesI have a gallery where passing over the image a rectangle drops down showing the caption for the image. The informations are read from an XML file and some of my images don't have a caption, for those emails I want to avoid the tween.
[Code]...
I want it to while still easing into place like the iphone does. For example my stage is 550px. The drag and throw MC is 1650. That's 550x3. If the first image is showing starting at x axis 0 and you drag to the left it will ease into place stopping and showing the second image stopping the image at x axis 0. And the same thing scrolling to the next one and scrolling back. So the code is below and I've attached the movie that I'm working on.
[Code]....
I'm using the code below for my preloader. But the loader is seen after about 60% is being loaded. How can I make my preloader apperear instantly? (the swf is about 450kb)
loadingBar._xscale = 1;
var loadingCall:Number = setInterval(preloadSite, 50);
function preloadSite():Void {
var siteLoaded:Number = _root.getBytesLoaded();
var siteTotal:Number = _root.getBytesTotal();
[Code] .....
[code]...
obviously it doesn't work because it's not the correct syntax but i wrote it for you to understand ..
how can i make something that add's a x number of frames to the actual timeline?
I'm working on a little project in Flex that's an application to upload images to a server. Since it's a pretty lightweight application (~40 kb in release version), I would like it to display instantly when the html page is loaded. But somehow there's a delay of up to 1-2 seconds before it shows up. I think it is a delay actually between the load and the display of the application, and I believe it could be removed.
how to shorten/remove the delay. First, I tried to disable the preloader, but this did nothing. There's actually a delay between a preloader shuts and the application displays (it is around 500 ms - 1 sec). My next guess was to write a custom preloader class to display at least an image of the application (even though it wouldn't be clickable, but at least something).
I'm using the AS3WavSound [URL] class to playback externally loaded wavs. This is working successfully. The library is simple and effective.
After decoding the Wav ByteArray the method the library employs for playback is using the SampleDataEvent.SAMPLE_DATA event and then writing the mixed samples to the output stream.
player.addEventListener(SampleDataEvent.SAMPLE_DATA, onSamplesCallback);
private function onSamplesCallback( evt : SampleDataEvent ):void
{
[Code]....
My problem is that I need to silence this audio output immediately but whatever method I have tried there is a distinct (1 second approx) delay before the silence takes effect.
As you can see I've attempted to add a boolean to block any samples being written to the output stream but this has had no effect on the delay.
My suspicion is that this is a fundamental part of how the samples are buffered and then written out. Essentially by the time a user action on screen (clicking a mute button) has been called and the _mute boolean is set to true there are already samples waiting to be written to the output that cannot be affected.
Having a really nasty problem. Been "googling" for answer for some time, but no solution so far. My flash app is quite simple. A flash app which uses locally stored XML to create UI and stuff. XML is quite large, but still quite manageable (5mb) Loading XML is pretty standard & easy. No problems here. Making a preloader is easy too. But the problem is:
While testing movie on (flash 8 dev) local machine, I cant get no preloader working. Stays at 0 and instantly jumps to 100. Problem can be bypassed on Flash 8 by setting download simulation on, and after that it works fine. But after you have published your application IE does the same as testing the movie in flash 8, basicly the whole browser is frozen for couple of seconds and then instantly jumps from 0 to 100.
If this is not confusing enough I tried my published App in Firefox and voila, preloader worked like a charm. Preloaded smoothly as silk. wonder if there is a solution? Why Firefox and IE differ so much? I been thinking if the problem is that in IE "locally stored" xml is streamed so fast that UI has no resources to update, but why on earth Firefox is not doing the same?
I am trying to use a magnifing glass to sweep over an image and actually show the image underneath as the enlargement rather than just increase the pixels of the original image. Is this possible? is flash the place to do it?
View 2 Repliesi hv made 2 classes One is document class contains button events only and another class is imageLoader.as which is loading jpg images externally.My document class is[code]....
View 5 RepliesI was just curious as to whether or not it is possible to broadcast a live stream and then be able to push in, let's say for familiarity, a commercial? I have tried to find some information on the Flash Dev Net area, however, I don't think it leans towards what I am aiming for.
View 1 RepliesAfter I finish a tween, I would like to change my variables, then only my mouse movement would have start to run some functions, but it seems like the onComplete function fired immediately messing all the things out. Isnt't that onComplete function will only run after an action is done? Any other way to like after running the Tween.to line of code, only it will ran the 2nd line changing a variable?
stage.addEventListener(MouseEvent.MOUSE_MOVE, movevC);
public static function showSection(obj:DisplayObject):void {;
var sect2X=((obj.stage.stageWidth/2)+(obj.stage.stageWidth/4))+lg.width;
var sect2Y=((obj.stage.stageHeight/2)-(obj.stage.stageHeight/4))+lg.height;
switch (obj.name) {
[Code] .....
Image of tile only shows once, how can I make it show more than once with my newTile MoiveClip object?
Game.fla
Actionscript Code:
import myPackage.GameBoard;var Map1:Array = [[1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 1], [1, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 1, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1, 1]];
var Game1:GameBoard = new GameBoard(30, 30);
Game1.setTile(1, waterTile); Game1.setTile(0, dirtTile);
Game1.buildMap(Map1); addChild(Game1);
[Code] .....
I am having troubles finding a way to switch videos during a live stream. For example, broadcasting a show and switching to a commercial and then back to the live feed.
View 1 RepliesI could create a program for him in flash which would be able to play sounds corresponding to keys on the keyboard, but split in to 3 groups, and only 1 sound from each group can be playing at a time. I don't know that much about as3, and I told him this but said I would try anyway. The first thing I came up with was this:[code]In there, there's nothing to stop the sounds overlapping or looping like in my other solution, also it's obviously a lot less compact, but I sent it to my friend like that to see if it would at least play instantly. The response I got was that, although the lag was noticeably less, it was still present.
View 3 RepliesWhen I try to scroll it using my custom buttons, it will only show up to a certain point (my guess is around 4000 or so), and then the canvas goes black (the background color set for the stage).My guess is that there is a limitation on the size of the objects (in this case an image) that we can use on flash, but I can't believe that there is no workaround other than breaking the image into a bunch of smaller images and loading them as one scrolls.I'm even repositioning the MC that holds the image before it is loaded, so that the image is centered, so that I'm not forcing one side of the workarea to handle most of the image, but only near half of it. After trying this, the image is not showing at all.
View 4 RepliesSo i'm loading picture from xml, and adding them into a movieclip called cv which has a holder called cHolder. Right now the problem is that while the preloader shows it is loading, the cv(s) appeared already. Is there anyway to show all the cv only after the images have finish loading?
for each (var projectName:XML in projectAttributes)
{
//trace(projectName);
[code]......
I have try everything but no can do. The 4th image wont show up
Here's the file [URL].
I'm trying to display an image in a movie clip where the location of the image is derived from an xml document. I'm creating a menu from XML nodes and when the user selects that menu item a separate movie clip is updated with the XML information which corresponds to the menu items nodevalue. In my xml i have an image location defined and I want this to happen... when the user selects the menu item the node value for the image location dynamically loads the image into the movie clip.
View 1 RepliesI've finally finished my flash xml gallery, and have tested it to my complete satisfaction using dreamweaver. When I do a preview from dreamweaver, or just open up the gallery html file from explorer the swf loads the xml file and all the images flawlessly, everything works. However when I move the site for testing on my mac laptop it loads the xml file but not the images. When I upload it to my test website it doesn't even load the xml file. I just copied the root folder over in all cases I dont understand why it wont work. You can see it here: [URL]
Could this be some export setting I am using incorrectly? Why would it work locally on a windows machine, and not locally on a mac or online on either. I tried re exporting the swf after saving it as CS3 from CS4 and changing the local playback security to only allow network. So now it loads the xml data online but not locally. Thumbnails still aren't showing up online though.
I want to do a ZOOM functionality in Flash cs3/cs4. I will tell you how it has to work. On left side of the stage there is an image, and on top of the image there is a square shape of movieclip will be there and we can able to drag that sqaure on top of the image. so according to that dragging position, i need show a respective zoomed image on right hand side.
View 7 Replies