Re: [Flashcoders] MovieClipLoader Oddness

2011-10-12 Thread Glen Pike

Hi,

We have had similar issues loading images this way - we cannot 
stream from our image server program so Flash loads the same image into 
2 movie clips swapping them whilst the server saves to the same image.


To solve some difficulties with refreshing, so we used a 
cache-killer method, e.g. var url:String = 
http://imageserver/image.jpg?; + new Date().getTime();


We also had some problems loading one image when the first one had 
finished, so I used setTimeout inside the onLoadInit handler to delay 
calling of loading the next image.


Our server also caused problems - apache could not read the image 
when the server was writing it, so the programmer wrote to a 2nd image, 
then renamed it to our desirable one, but this might not affect you.


Hope some of these tricks may help.

Glen



On 11/10/2011 23:42, [p e r c e p t i c o n] wrote:

Hi All,

I'm working on a project in which I continuously grab images from a server
(don't ask..) using MovieClipLoader.
everything works fine for a period of days then suddenly the player crashes
with the dreadful ..script to run slowly... dialog.
when I check my servers logs, i notice that the server at some point earlier
than the crash, started to send 304 (http status - means the document hasn't
been modified) as opposed to status code 200 (ok - document was found..)

has anyone else encountered this? and if so, what headers might the flash
player be sending to trigger this?

anyone with in-depth knowledge of the headers flash sends?

Thx,

percy



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Re: [Flashcoders] MovieClipLoader Oddness

2011-10-12 Thread Karl DeSaulniers

Hi Percy,
Sounds like you need to keep it from caching if only to test.
Like Glen said in his tips, try the  ? + new Date().getTime(); when  
calling the image.
Flash is most likely caching all the images and if you are fetching a  
grandios number of them,
well flash is going to be reading all those files every time until its  
cleared or garbaged.
If your storing 100,000+ every time, then the build up to a player  
stall is inevitable.

At least that sounds right to me.. :)

I've used ImageLoader and set a while loop that only continued unless  
incremented once the previous was at a ready state.

Went very smoothly.

Another thing you can do if you WANT to cache the images is set  
a .httaccess
in your image directory that sets an expiration on images that are  
cached.

Or even a cookie. Then flash can't cache everything forever,
but if a user goes back to the same search, their results will open  
quickly for a period of time.

Then the images are collected by the garbage man sooner than later.
This may help in performance areas whereas the no-cache method may be  
a little intensive or take a min

as you will always be downloading new images.

For Apache:
http://www.askapache.com/htaccess/apache-speed-compression.html

For .httaccess
http://www.bloghash.com/2006/11/beginners-guide-to-htaccess-file-with-examples/
http://www.catswhocode.com/blog/awesome-wordpress-hacks-to-make-your-blogger-life-easier
(look at the bottom for .httaccess image caching)

and then there is the option of loading per wither it has a status of  
200 or not.


HTH,

Best,
Karl


On Oct 12, 2011, at 3:13 AM, Glen Pike wrote:


Hi,

   We have had similar issues loading images this way - we cannot  
stream from our image server program so Flash loads the same image  
into 2 movie clips swapping them whilst the server saves to the same  
image.


   To solve some difficulties with refreshing, so we used a cache- 
killer method, e.g. var url:String = http://imageserver/image.jpg?;  
+ new Date().getTime();


   We also had some problems loading one image when the first one  
had finished, so I used setTimeout inside the onLoadInit handler to  
delay calling of loading the next image.


   Our server also caused problems - apache could not read the image  
when the server was writing it, so the programmer wrote to a 2nd  
image, then renamed it to our desirable one, but this might not  
affect you.


   Hope some of these tricks may help.

   Glen



On 11/10/2011 23:42, [p e r c e p t i c o n] wrote:

Hi All,

I'm working on a project in which I continuously grab images from a  
server

(don't ask..) using MovieClipLoader.
everything works fine for a period of days then suddenly the player  
crashes

with the dreadful ..script to run slowly... dialog.
when I check my servers logs, i notice that the server at some  
point earlier
than the crash, started to send 304 (http status - means the  
document hasn't
been modified) as opposed to status code 200 (ok - document was  
found..)


has anyone else encountered this? and if so, what headers might the  
flash

player be sending to trigger this?

anyone with in-depth knowledge of the headers flash sends?

Thx,

percy



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Design Drumm
http://designdrumm.com

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Re: [Flashcoders] MovieClipLoader Oddness

2011-10-12 Thread [p e r c e p t i c o n]
Thaks Guys,

these suggestions are most helpful.

in addition to what i wrote...
i looked at the logs closer...and noticed that prior to the 304 status, my
logs show repeated downloads of the same image with a status of 200???
the number of times it downloads it appears to be random..sometimes only
twice sometimes as many as 10 times...

at this point i can't tell if it's flash or the server or the hardware..

Thanks again..

percy

On Wed, Oct 12, 2011 at 2:08 AM, Karl DeSaulniers k...@designdrumm.comwrote:

 Hi Percy,
 Sounds like you need to keep it from caching if only to test.
 Like Glen said in his tips, try the  ? + new Date().getTime(); when
 calling the image.
 Flash is most likely caching all the images and if you are fetching a
 grandios number of them,
 well flash is going to be reading all those files every time until its
 cleared or garbaged.
 If your storing 100,000+ every time, then the build up to a player stall is
 inevitable.
 At least that sounds right to me.. :)

 I've used ImageLoader and set a while loop that only continued unless
 incremented once the previous was at a ready state.
 Went very smoothly.

 Another thing you can do if you WANT to cache the images is set a
 .httaccess
 in your image directory that sets an expiration on images that are cached.
 Or even a cookie. Then flash can't cache everything forever,
 but if a user goes back to the same search, their results will open quickly
 for a period of time.
 Then the images are collected by the garbage man sooner than later.
 This may help in performance areas whereas the no-cache method may be a
 little intensive or take a min
 as you will always be downloading new images.

 For Apache:
 http://www.askapache.com/**htaccess/apache-speed-**compression.htmlhttp://www.askapache.com/htaccess/apache-speed-compression.html

 For .httaccess
 http://www.bloghash.com/2006/**11/beginners-guide-to-**
 htaccess-file-with-examples/http://www.bloghash.com/2006/11/beginners-guide-to-htaccess-file-with-examples/
 http://www.catswhocode.com/**blog/awesome-wordpress-hacks-**
 to-make-your-blogger-life-**easierhttp://www.catswhocode.com/blog/awesome-wordpress-hacks-to-make-your-blogger-life-easier
 (look at the bottom for .httaccess image caching)

 and then there is the option of loading per wither it has a status of 200
 or not.

 HTH,

 Best,
 Karl



 On Oct 12, 2011, at 3:13 AM, Glen Pike wrote:

  Hi,

   We have had similar issues loading images this way - we cannot stream
 from our image server program so Flash loads the same image into 2 movie
 clips swapping them whilst the server saves to the same image.

   To solve some difficulties with refreshing, so we used a cache-killer
 method, e.g. var url:String = http://imageserver/image.jpg?**; + new
 Date().getTime();

   We also had some problems loading one image when the first one had
 finished, so I used setTimeout inside the onLoadInit handler to delay
 calling of loading the next image.

   Our server also caused problems - apache could not read the image when
 the server was writing it, so the programmer wrote to a 2nd image, then
 renamed it to our desirable one, but this might not affect you.

   Hope some of these tricks may help.

   Glen



 On 11/10/2011 23:42, [p e r c e p t i c o n] wrote:

 Hi All,

 I'm working on a project in which I continuously grab images from a
 server
 (don't ask..) using MovieClipLoader.
 everything works fine for a period of days then suddenly the player
 crashes
 with the dreadful ..script to run slowly... dialog.
 when I check my servers logs, i notice that the server at some point
 earlier
 than the crash, started to send 304 (http status - means the document
 hasn't
 been modified) as opposed to status code 200 (ok - document was found..)

 has anyone else encountered this? and if so, what headers might the flash
 player be sending to trigger this?

 anyone with in-depth knowledge of the headers flash sends?

 Thx,

 percy


 __**_
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 Flashcoders@chattyfig.figleaf.**com Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/**mailman/listinfo/flashcodershttp://chattyfig.figleaf.com/mailman/listinfo/flashcoders


 Karl DeSaulniers
 Design Drumm
 http://designdrumm.com


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[Flashcoders] MovieClipLoader Oddness

2011-10-11 Thread [p e r c e p t i c o n]
Hi All,

I'm working on a project in which I continuously grab images from a server
(don't ask..) using MovieClipLoader.
everything works fine for a period of days then suddenly the player crashes
with the dreadful ..script to run slowly... dialog.
when I check my servers logs, i notice that the server at some point earlier
than the crash, started to send 304 (http status - means the document hasn't
been modified) as opposed to status code 200 (ok - document was found..)

has anyone else encountered this? and if so, what headers might the flash
player be sending to trigger this?

anyone with in-depth knowledge of the headers flash sends?

Thx,

percy

-- 
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  [ p e r c e p t i c o n ]
  . _ _ _ _ _ _ _ _ _ _  .
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Re: [Flashcoders] MovieClipLoader ...

2007-04-05 Thread Muzak
That was already in the sample code I posted.

Here's another example:

import mx.events.EventDispatcher;

class com.muzakdeezign.samples.Test extends MovieClip {

 // decorate class with EventDispatcher
 private static var dispatcherInit = 
EventDispatcher.initialize(com.muzakdeezign.samples.Test.prototype);

 // declare EvenDispatcher methods
 public var addEventListener:Function;
 public var removeEventListener:Function;
 public var dispatchEvent:Function;

}

regards,
Muzak

- Original Message - 
From: Stephen Ford [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Thursday, April 05, 2007 4:48 AM
Subject: Re: [Flashcoders] MovieClipLoader ...


Thanks Muzak,How to best initialize EventDispatcher outside the constructor via 
a static property ?How would you do 
this?___


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[Flashcoders] MovieClipLoader ...

2007-04-04 Thread Stephen Ford
Can anyone see why the callback events on the oLoadListener object in the 
following class aren't firing:import mx.data.binding.ObjectDumper;import 
mx.events.EventDispatcher;import mx.utils.Delegate;class TowerVideoPlayer 
extends MovieClip {//
//  
  PROPERTIES//
 // 
String values of class name and class versionpublic var sClassName:String;  
  public var sVersion:String;// Class variables for EventDispatcher
private var dispatchEvent:Functionpublic var addEventListener:Function;
public var removeEventListener:Function;// Sound object for the video   
 private var sndVideo:Sound;// Value of the video's sound object
private var bSound:Boolean;// Data for loading of SWFsprivate var 
xmlVideo:XML;// Holder clip for the loaded SWFprivate var 
mcHolder:MovieClip;// MovieClipLoader for the SWFprivate var 
mclLoader:MovieClipLoader;// Load listener for SWFsprivate var 
oLoadListener:Object;//
//  
  CONSTRUCTOR//

 public function TowerVideoPlayer(){setup();}//
//  
  FUNCTIONS//

 private function setup():Void{trace(TowerVideoPlayer.setup());   
 sClassName = TowerVideoPlayer;sVersion = 0.0.1;
bSound = true;oLoadListener = new Object();mcHolder = 
createEmptyMovieClip(mcHolder, this.getNextHighestDepth());mclLoader 
= new MovieClipLoader();// Initialise event dispatcher
EventDispatcher.initialize(this);
oLoadListener.onLoadComplete = function(mcTarget:MovieClip, 
httpStatus:Number):Void{trace( 
loadListener.onLoadComplete());}
oLoadListener.onLoadInit = function(mcTarget:MovieClip):Void{   
 trace( loadListener.onLoadInit());}
mclLoader.addListener(oLoadListener);
mclLoader.loadClip(http://www.w3.org/Icons/w3c_main.png;, mcHolder);   
 trace(ObjectDumper.toString(this));}
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RE: [Flashcoders] MovieClipLoader ...

2007-04-04 Thread Adrian Lynch
You email lost it's formatting at my end. Try sending again.

Adrian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Stephen
Ford
Sent: 04 April 2007 07:27
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] MovieClipLoader ...


Can anyone see why the callback events on the oLoadListener object in the
following class aren't firing:import mx.data.binding.ObjectDumper;import
mx.events.EventDispatcher;import mx.utils.Delegate;class TowerVideoPlayer
extends MovieClip {
//--
--//PROPERTIES
//--
-- // String values of class name and class versionpublic var
sClassName:String;public var sVersion:String;// Class variables
for EventDispatcherprivate var dispatchEvent:Functionpublic var
addEventListener:Function;public var removeEventListener:Function;
// Sound object for the videoprivate var sndVideo:Sound;// Value
of the video's sound objectprivate var bSound:Boolean;// Data
for loading of SWFsprivate var xmlVideo:XML;// Holder clip for
the loaded SWFprivate var mcHolder:MovieClip;// MovieClipLoader
for the SWFprivate var mclLoader:MovieClipLoader;// Load
listener for SWFsprivate var oLoadListener:Object;
//--
--//CONSTRUCTOR
//--
-- public function TowerVideoPlayer(){setup();}
//--
--//FUNCTIONS
//--
-- private function setup():Void{
trace(TowerVideoPlayer.setup());sClassName =
TowerVideoPlayer;sVersion = 0.0.1;bSound = true;
oLoadListener = new Object();mcHolder =
createEmptyMovieClip(mcHolder, this.getNextHighestDepth());
mclLoader = new MovieClipLoader();// Initialise event
dispatcherEventDispatcher.initialize(this);
oLoadListener.onLoadComplete = function(mcTarget:MovieClip,
httpStatus:Number):Void{trace(
loadListener.onLoadComplete());}
oLoadListener.onLoadInit = function(mcTarget:MovieClip):Void
{trace( loadListener.onLoadInit());}
mclLoader.addListener(oLoadListener);
mclLoader.loadClip(http://www.w3.org/Icons/w3c_main.png;, mcHolder);
trace(ObjectDumper.toString(this));}}___

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Re: [Flashcoders] MovieClipLoader ...

2007-04-04 Thread Muzak
Works fine here.
Allthough you should consider making the class the MovieClipLoader listener 
object, rather than creating a seperate object (and 
using nested functions etc..);

I also prefer initializing EventDispatcher outside the constructor (through a 
static property), because then the mixin only occurs 
once (instead of each time the constructor is run).

If loading the image doesn't work, check to make sure the Library Symbol is 
setup properly (Linkage)


import mx.data.binding.ObjectDumper;
import mx.events.EventDispatcher;
import mx.utils.Delegate;

class TowerVideoPlayer extends MovieClip {

 private static var dispatcherInit = 
EventDispatcher.initiliaze(Object(TowerVideoPlayer.prototype));

 //--
 // PROPERTIES
 //--

 // Class variables for EventDispatcher
 private var dispatchEvent:Function;
 public var addEventListener:Function;
 public var removeEventListener:Function;
 // String values of class name and class version
 public var sClassName:String;
 public var sVersion:String;
 // Sound object for the video
 private var sndVideo:Sound;
 // Value of the video's sound object
 private var bSound:Boolean;
 // Data for loading of SWFs
 private var xmlVideo:XML;
 // Holder clip for the loaded SWF
 private var mcHolder:MovieClip;
 // MovieClipLoader for the SWF
 private var mclLoader:MovieClipLoader;
 //--
 // CONSTRUCTOR
 //--
 public function TowerVideoPlayer() {
  setup();
 }
 //--
 // FUNCTIONS
 //--
 private function setup():Void {
  trace(TowerVideoPlayer.setup());
  sClassName = TowerVideoPlayer;
  sVersion = 0.0.1;
  bSound = true;
  createEmptyMovieClip(mcHolder, this.getNextHighestDepth());
  mclLoader = new MovieClipLoader();
  mclLoader.addListener(this);
  mclLoader.loadClip(http://www.w3.org/Icons/w3c_main.png;, mcHolder);
  trace(ObjectDumper.toString(this));
 }
 //
 function onLoadComplete(mcTarget:MovieClip, httpStatus:Number):Void {
  trace( loadListener.onLoadComplete());
 }
 //
 function onLoadInit(mcTarget:MovieClip):Void {
  trace( loadListener.onLoadInit());
 }
}


- Original Message - 
From: Stephen Ford [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 04, 2007 8:27 AM
Subject: [Flashcoders] MovieClipLoader ...


Can anyone see why the callback events on the oLoadListener object in the 
following class aren't firing:import 
mx.data.binding.ObjectDumper;import mx.events.EventDispatcher;import 
mx.utils.Delegate;class TowerVideoPlayer extends MovieClip 
{//
//  
  PROPERTIES 
//  
   // String values of class name and class version 
public var sClassName:String;public var sVersion:String;// Class 
variables for EventDispatcherprivate var 
dispatchEvent:Functionpublic var addEventListener:Function;public var 
removeEventListener:Function;// Sound object 
for the videoprivate var sndVideo:Sound;// Value of the video's 
sound objectprivate var bSound:Boolean;// 
Data for loading of SWFsprivate var xmlVideo:XML;// Holder clip for 
the loaded SWFprivate var mcHolder:MovieClip; 
// MovieClipLoader for the SWFprivate var mclLoader:MovieClipLoader;
// Load listener for SWFsprivate var 
oLoadListener:Object;//
//  
  CONSTRUCTOR 
//  
   public function TowerVideoPlayer() 
{setup();}//
//  
  FUNCTIONS 
//  
   private function setup():Void{ 
trace(TowerVideoPlayer.setup());sClassName = 
TowerVideoPlayer;sVersion = 0.0.1;bSound = true; 
oLoadListener = new Object();mcHolder = 
createEmptyMovieClip(mcHolder, this.getNextHighestDepth());mclLoader 
= new 
MovieClipLoader();// Initialise event dispatcher
EventDispatcher.initialize(this); 
oLoadListener.onLoadComplete = function(mcTarget:MovieClip, 
httpStatus:Number):Void{trace( 
loadListener.onLoadComplete());}
oLoadListener.onLoadInit = function(mcTarget:MovieClip):Void 
{trace( loadListener.onLoadInit());}
mclLoader.addListener(oLoadListener); 
mclLoader.loadClip(http://www.w3.org/Icons/w3c_main.png;, mcHolder); 
trace

Re: [Flashcoders] MovieClipLoader ...

2007-04-04 Thread Stephen Ford
Thanks Muzak,How to best initialize EventDispatcher outside the constructor via 
a static property ?How would you do 
this?___
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Re: [Flashcoders] MovieClipLoader woes

2007-02-28 Thread Ian Thomas

Hi Dan (and Muzak),

  I've posted my solution to the problem, but am not entirely sure
that it made the list given the errors we've been having the last few
days.

  In short, it turned out to be a bug (or 'feature') in loadMovie() -
if you have the same instance name repeatedly in the hierarchy of your
clip (e.g. _level0.inst0.inst0.myclip) then loadMovie() _can_ fail
(not always, oddly). Ensuring that all names in the chain were unique
(_level0.inst0.inst1.myclip) solved the problem.

 A more complete explanation is here:
http://wildwinter.blogspot.com/2007/02/irritating-bugs-no-1679a-loadmovie-and.html

Thanks for the help,
  Ian

On 2/27/07, Holth, Daniel C. [EMAIL PROTECTED] wrote:


Have you tried listening for the onLoadError event in the MCL class to
see if any errors are output?

Also, is it that specific swf, or does it not load the third swf every
time, regardless of the swf?  (does order matter?)

-Dan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian
Thomas
Sent: Monday, February 26, 2007 3:16 AM
To: Flashcoders mailing list
Subject: [Flashcoders] MovieClipLoader woes

Hi all,
  Has anyone ever come across a situation where MovieClipLoader just
refuses to fire any events whatsoever?

  The situation:

- Flash 8, running in IDE or as local projector (on Win XP)
- A whole pile of successful MovieClipLoader calls have been made
(probably 50 or so by this stage), _including_ the very same bit of
code which later fails.
- Nothing else is loading/streaming at the same time.
- Three calls (in rapid succession) are made to a function which does
the following:

  - creates a new MovieClipLoader
  - creates a new MovieClip (at a new depth)
  - assigns a new listener for the MovieClipLoader
  - starts loading a .swf into the clip.

The first two times, it works perfectly. The third time, no events are
fired and the clip apparently doesn't load.

On each occasion, we wait for the previous load to successfully
complete first (onLoadInit) before we call the function again.

Completely repeatable each time.

The loaded .swf isn't doing anything odd (it contains no code
whatsoever).

*sigh*

Any ideas? Or robust alternatives to MovieClipLoader? (Bokel's
LoaderClass is a little heavyweight for what I want to do, but I might
take a look at it).

  Ian
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RE: [Flashcoders] MovieClipLoader woes

2007-02-28 Thread J. Luis Vidal
Please someone remove me from this mailing list. I ve tried to unsuscribe a lot 
of times, but i never got the email with the unsuscribing link.
 
Maybe you should fix that error on the application
 
Thank you in advance



 From: [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Subject: Re: 
 [Flashcoders] MovieClipLoader woes Date: Mon, 26 Feb 2007 21:22:19 +0100  
 Show us some code.  And get XRay. http://osflash.org/xray  regards, 
 Muzak  - Original Message -  From: Ian Thomas [EMAIL 
 PROTECTED] To: Flashcoders mailing list 
 flashcoders@chattyfig.figleaf.com Sent: Monday, February 26, 2007 10:15 
 AM Subject: [Flashcoders] MovieClipLoader woesHi all,  Has anyone 
 ever come across a situation where MovieClipLoader just  refuses to fire 
 any events whatsoever?
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Prueba algunos de los nuevos servicios en línea que te ofrece Windows Live 
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Re: [Flashcoders] MovieClipLoader woes

2007-02-27 Thread Kristal Dale
sorry to post this to the list -

I've tried unsubscribing 5+ times since the list came
back up. I never recieve the confirmation email
(despite the page saying it was sent) to actually
finalize the unsubscribe.

To the admin: please remove me from the list.

Thanks,
K
--- Ian Thomas [EMAIL PROTECTED] wrote:

 Hi all,
   Has anyone ever come across a situation where
 MovieClipLoader just
 refuses to fire any events whatsoever?
 
   The situation:
 
 - Flash 8, running in IDE or as local projector (on
 Win XP)
 - A whole pile of successful MovieClipLoader calls
 have been made
 (probably 50 or so by this stage), _including_ the
 very same bit of
 code which later fails.
 - Nothing else is loading/streaming at the same
 time.
 - Three calls (in rapid succession) are made to a
 function which does
 the following:
 
   - creates a new MovieClipLoader
   - creates a new MovieClip (at a new depth)
   - assigns a new listener for the MovieClipLoader
   - starts loading a .swf into the clip.
 
 The first two times, it works perfectly. The third
 time, no events are
 fired and the clip apparently doesn't load.
 
 On each occasion, we wait for the previous load to
 successfully
 complete first (onLoadInit) before we call the
 function again.
 
 Completely repeatable each time.
 
 The loaded .swf isn't doing anything odd (it
 contains no code whatsoever).
 
 *sigh*
 
 Any ideas? Or robust alternatives to
 MovieClipLoader? (Bokel's
 LoaderClass is a little heavyweight for what I want
 to do, but I might
 take a look at it).
 
   Ian
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Re: [Flashcoders] MovieClipLoader woes

2007-02-27 Thread Muzak
Show us some code.

And get XRay.
http://osflash.org/xray

regards,
Muzak

- Original Message - 
From: Ian Thomas [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, February 26, 2007 10:15 AM
Subject: [Flashcoders] MovieClipLoader woes


 Hi all,
  Has anyone ever come across a situation where MovieClipLoader just
 refuses to fire any events whatsoever?



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RE: [Flashcoders] MovieClipLoader woes

2007-02-27 Thread Holth, Daniel C.

Have you tried listening for the onLoadError event in the MCL class to
see if any errors are output?

Also, is it that specific swf, or does it not load the third swf every
time, regardless of the swf?  (does order matter?)

-Dan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian
Thomas
Sent: Monday, February 26, 2007 3:16 AM
To: Flashcoders mailing list
Subject: [Flashcoders] MovieClipLoader woes

Hi all,
  Has anyone ever come across a situation where MovieClipLoader just
refuses to fire any events whatsoever?

  The situation:

- Flash 8, running in IDE or as local projector (on Win XP)
- A whole pile of successful MovieClipLoader calls have been made
(probably 50 or so by this stage), _including_ the very same bit of
code which later fails.
- Nothing else is loading/streaming at the same time.
- Three calls (in rapid succession) are made to a function which does
the following:

  - creates a new MovieClipLoader
  - creates a new MovieClip (at a new depth)
  - assigns a new listener for the MovieClipLoader
  - starts loading a .swf into the clip.

The first two times, it works perfectly. The third time, no events are
fired and the clip apparently doesn't load.

On each occasion, we wait for the previous load to successfully
complete first (onLoadInit) before we call the function again.

Completely repeatable each time.

The loaded .swf isn't doing anything odd (it contains no code
whatsoever).

*sigh*

Any ideas? Or robust alternatives to MovieClipLoader? (Bokel's
LoaderClass is a little heavyweight for what I want to do, but I might
take a look at it).

  Ian
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[Flashcoders] MovieClipLoader woes

2007-02-26 Thread Ian Thomas

Hi all,
 Has anyone ever come across a situation where MovieClipLoader just
refuses to fire any events whatsoever?

 The situation:

- Flash 8, running in IDE or as local projector (on Win XP)
- A whole pile of successful MovieClipLoader calls have been made
(probably 50 or so by this stage), _including_ the very same bit of
code which later fails.
- Nothing else is loading/streaming at the same time.
- Three calls (in rapid succession) are made to a function which does
the following:

 - creates a new MovieClipLoader
 - creates a new MovieClip (at a new depth)
 - assigns a new listener for the MovieClipLoader
 - starts loading a .swf into the clip.

The first two times, it works perfectly. The third time, no events are
fired and the clip apparently doesn't load.

On each occasion, we wait for the previous load to successfully
complete first (onLoadInit) before we call the function again.

Completely repeatable each time.

The loaded .swf isn't doing anything odd (it contains no code whatsoever).

*sigh*

Any ideas? Or robust alternatives to MovieClipLoader? (Bokel's
LoaderClass is a little heavyweight for what I want to do, but I might
take a look at it).

 Ian
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[Flashcoders]MovieClipLoader http error codes

2007-01-22 Thread Donald Desloge
I'm getting an httpStatus code of 0 back from a MovieClipLoader error. This 
only happens on a Mac with the Flash IDE. Every once and a while I get a 403 
http error but not all of the time. I was wondering if anyone else has run into 
that error before or not?

- Original Message 
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Sunday, January 21, 2007 10:23:49 AM
Subject: [Flashcoders] Q:The case for Functional vs OOP programming

I am a strong believer of the power of OOP, but recently came across  
the following blog posts that argue for the advantges, and some would  
say supremacy of functional over imperative/procedural and OOP  
programming.

http://blog.lostlake.org/index.php?/archives/18-Functional-languages- 
will-rule.html

http://www.joelonsoftware.com/items/2006/08/01.html
http://www.developerdotstar.com/community/node/544



I think the best approach would be to find a way to gain the  
advantages of functional based programming while keeping the  easy-to- 
understand OOP metaphor.


Is Actionscript ideally suited for functional programming?

Can someone give/point me to some examples?

Thanks again
Jim Bachalo
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Re: [Flashcoders]MovieClipLoader http error codes

2007-01-22 Thread Derek Vadneau
From the docs:
If Flash Player cannot get a status code from the server, or if Flash 
Player cannot communicate with the server, the default value of 0 is 
passed to your ActionScript code. A value of 0 can be generated in any 
player (for example, if a malformed URL is requested), and a value of 0 is 
always generated by the Flash Player plug-in when run in the following 
browsers, which cannot pass HTTP status codes from the server to Flash 
Player: Netscape, Mozilla, Safari, Opera, and Internet Explorer for the 
Macintosh. A value of 0 can also be generated if the player did not try to 
make the URL request to perform the load operation. This can happen 
because the request violates security sandbox rules for the SWF file.

The 403, in case you were asking about that, is the server restricting 
access to a resource. Typically, this is because you need to provide some 
type of authorization to get access.


Derek Vadneau

- Original Message - 
From: Donald Desloge [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, January 22, 2007 9:24 AM
Subject: [Flashcoders]MovieClipLoader http error codes


I'm getting an httpStatus code of 0 back from a MovieClipLoader error. 
This only happens on a Mac with the Flash IDE. Every once and a while I 
get a 403 http error but not all of the time. I was wondering if anyone 
else has run into that error before or not?


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Re: [Flashcoders]MovieClipLoader http error codes

2007-01-22 Thread Donald Desloge
Thanks for the info, I look into it on the server end.

- Original Message 
From: Derek Vadneau [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Monday, January 22, 2007 9:52:03 AM
Subject: Re: [Flashcoders]MovieClipLoader http error codes

From the docs:
If Flash Player cannot get a status code from the server, or if Flash 
Player cannot communicate with the server, the default value of 0 is 
passed to your ActionScript code. A value of 0 can be generated in any 
player (for example, if a malformed URL is requested), and a value of 0 is 
always generated by the Flash Player plug-in when run in the following 
browsers, which cannot pass HTTP status codes from the server to Flash 
Player: Netscape, Mozilla, Safari, Opera, and Internet Explorer for the 
Macintosh. A value of 0 can also be generated if the player did not try to 
make the URL request to perform the load operation. This can happen 
because the request violates security sandbox rules for the SWF file.

The 403, in case you were asking about that, is the server restricting 
access to a resource. Typically, this is because you need to provide some 
type of authorization to get access.


Derek Vadneau

- Original Message - 
From: Donald Desloge [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Monday, January 22, 2007 9:24 AM
Subject: [Flashcoders]MovieClipLoader http error codes


I'm getting an httpStatus code of 0 back from a MovieClipLoader error. 
This only happens on a Mac with the Flash IDE. Every once and a while I 
get a 403 http error but not all of the time. I was wondering if anyone 
else has run into that error before or not?


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[Flashcoders] MovieClipLoader/loadMovie vs. digit on instance name

2006-12-09 Thread Wagner Amaral

Yesterday I was building a WindowManager class, and I wanted to assign
random names to each created window. So I went for the obvious:

var randName:String = String(Math.round( Math.random() * 100 ));
var _newWin:Window = Window( _tgt.attachMovie(_linkage, newWin_ +
randName, _tgt.getNextHighestDepth(), initObj) );

which gives me something like: _level0.windowContainer.newWin_123456

however, when I tried to load an external image into a movieclip
inside this new Window, MovieClipLoader.loadClip() failed silently,
and loadMovie() gives an error in the path (doesn't specify which
path, but then I found it was the destination movie's path)
setting properties like _newWin.textContainer.text = 'xyz'; works ok,
but I could not load an image into _newWin.imageContainer, even though
I can trace it (gives me
_level0.windowContainer.newWin_123456.imageContainer)

then I did this, and the image loaded correctly, along with the text properties:

var randName:String = String(Math.round( Math.random() * 100 ));
var randNameArray:Array = randName.split( '' );
var newNameArray:Array = new Array( randNameArray.length );
for ( var i:Number = 0; i  randNameArray.length; ++i ) {
newNameArray[i] = String.fromCharCode( 97 + Number(randNameArray[i]) );
}
randName = newNameArray.join( '' );
var _newWin:Window = Window( _tgt.attachMovie(_linkage, newWin_ +
randName, _tgt.getNextHighestDepth(), initObj) );

basically I converted the numbers into their letter equivalent,
starting from a, which gives me something like:
_level0.windowContainer.newWin_abcdef

and now both loadMovie() and MovieClipLoader.loadClip() loads the
image correctly

my question is, why is this happening? isn't a digit a valid
'variable-letter' in flash ?
is this a known issue, or is it just me? am I doing something wrong?
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Re: [Flashcoders] MovieClipLoader/loadMovie vs. digit on instance name

2006-12-09 Thread Alain Rousseau

Hi Wagner,

INMHO, the best way to add your numbers to the name of MovieClip is to 
first define a variable as the base name of your mc, then add the number 
(id) to that base name. I do it like this :


var baseName:String = newWin_;
var mcID:Number = Math.round( Math.random() * 100 );
var mcName:String = baseName + mcID;

you'll be sure to allways have a string that way!

I usually use this in a loop (for or while) where I use an incremental 
number (i++)


var baseName:String = newWin_;
for (var i:Number = 0; i  maxMC; i++) {
   var mcName:String = baseName + i;
}

HTH

Alain

Wagner Amaral wrote:

Yesterday I was building a WindowManager class, and I wanted to assign
random names to each created window. So I went for the obvious:

var randName:String = String(Math.round( Math.random() * 100 ));
var _newWin:Window = Window( _tgt.attachMovie(_linkage, newWin_ +
randName, _tgt.getNextHighestDepth(), initObj) );

which gives me something like: _level0.windowContainer.newWin_123456

however, when I tried to load an external image into a movieclip
inside this new Window, MovieClipLoader.loadClip() failed silently,
and loadMovie() gives an error in the path (doesn't specify which
path, but then I found it was the destination movie's path)
setting properties like _newWin.textContainer.text = 'xyz'; works ok,
but I could not load an image into _newWin.imageContainer, even though
I can trace it (gives me
_level0.windowContainer.newWin_123456.imageContainer)

then I did this, and the image loaded correctly, along with the text 
properties:


var randName:String = String(Math.round( Math.random() * 100 ));
var randNameArray:Array = randName.split( '' );
var newNameArray:Array = new Array( randNameArray.length );
for ( var i:Number = 0; i  randNameArray.length; ++i ) {
newNameArray[i] = String.fromCharCode( 97 + 
Number(randNameArray[i]) );

}
randName = newNameArray.join( '' );
var _newWin:Window = Window( _tgt.attachMovie(_linkage, newWin_ +
randName, _tgt.getNextHighestDepth(), initObj) );

basically I converted the numbers into their letter equivalent,
starting from a, which gives me something like:
_level0.windowContainer.newWin_abcdef

and now both loadMovie() and MovieClipLoader.loadClip() loads the
image correctly

my question is, why is this happening? isn't a digit a valid
'variable-letter' in flash ?
is this a known issue, or is it just me? am I doing something wrong?
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Re: [Flashcoders] MovieClipLoader/loadMovie vs. digit on instance name

2006-12-09 Thread T. Michael Keesey

On 12/9/06, Wagner Amaral [EMAIL PROTECTED] wrote:

Yesterday I was building a WindowManager class, and I wanted to assign
random names to each created window. So I went for the obvious:

var randName:String = String(Math.round( Math.random() * 100 ));
var _newWin:Window = Window( _tgt.attachMovie(_linkage, newWin_ +
randName, _tgt.getNextHighestDepth(), initObj) );

which gives me something like: _level0.windowContainer.newWin_123456


A bit of a tangent, but this doesn't seem like a good strategy to me.
Although the odds are against it (literally a million to one), it is
possible to have a duplicate name (especially since  random numbers
are not really random). If the goal is to have a unique name for each
instance, why not just keep a static integer variable and increment it
each time?

public static var LINKAGE_ID:String = Window;
private static var windowNameIndex:Number = 0;
public static function createWindow(parent:MovieClip, init:Object):Window {
   var windowName:String = window + String(windowNameIndex++);
   var clip:MovieClip = parent.attachMovie(LINKAGE_ID, windowName,
parent.getNextHighestDepth(), init);
   return Window(clip);
}

Or am I missing some requirement?
--
T. Michael Keesey
The Dinosauricon: http://dino.lm.com
Parry  Carney: http://parryandcarney.com
ISPN Forum: http://www.phylonames.org/forum/
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[Flashcoders] MovieClipLoader, onLoadInit: not working properly / bug

2006-10-28 Thread Drew Shefman
I've run into an issue with MovieClipLoader, that I haven't been able to
find an mention of anywhere else online. 

The issue is with the onLoadInit firing before the first frame actionscript
has executed.  The issue was repeatable, but only on specific machines, and
ONLY through the browser. When played in the IDE or EXE then it worked as
expected. I personally was not able to see this error, but it happened
consistently on my client's internal network.

Here is the issue:

The external swf files have AS on frame 1:

//
 var myClass:CustomClass = new CustomClass();
 function getInstance():CustomClass { return myClass;}
/

The main swf has the following:

 var holder_mc:MovieClip
 var myMCL:MovieClipLoader = new MovieClipLoader(); 
 myMCL.addListener(this)

 function onLoadInit(p_target)
 {
var myInst:CustomClass = holder_mc.getInstance();
if (myInst == undefined) 
{
  trace(Error, your file doesn't contain the appropriate class);
}
else
{
//Working as it should
}
}

myMCL.loadClip(myUrl.swf,holder_mc);
/

Now, I know what you are saying... This should work... And it does -
usually... But then I ran into this perplexing problem.

In trying to resolve this issue I did the following:

 private var loadInitInterval:Number;
 private var doLoadInitCount:Number = 0;
 function onLoadInit()
 {
doLoadInit()
 }
 
 function doLoadInit()
 {

clearInterval(loadInitInterval);
var myInst:CustomClass = holder_mc.getInstance();
if (myInst == undefined) 
{
//Let's try waiting for a couple of frames
if (doLoadInitCount  1)
{
trace(Error, your file doesn't contain the appropriate class);
}
else
{
var duration:Number = 1/30*1000 * 2 // wait for 2 frames at
30 fps
clearInterval(loadInitInterval);
loadInitInterval = setInterval(this,doLoadInit, duration)
}
doLoadInitCount++
}
else
{
 //Working as it should
}
 }
///

Setting up the interval, essentially an onEnterFrame, the onLoadInit worked
as it should, where the code in frame 1 of the swf had executed.
I see this as a HUGE ISSUE, in the fact that MovieClipLoader might not be
reliable. 

Has ANYBODY run into this? Or know of what might cause it. We are publishing
to the main swf to v7, external swfs are v6 and v7, and this issue has
appeared when playing back on player 8 and 9. I haven't been able to
duplicate the issue on v7... Actually I haven't been able to duplicate it at
all, but my client has and has consistently. 

I don't expect anybody to really know the answer, because I'm sure that
when/if you try it, it will work as expected. But if you could theorize
about why this might happen... Or what set of circumstances might have
occurred to cause onLoadInit to fail, or execute too early - I'd greatly
appreciate it? 


Thanks for your time!
Cheerio!
Drew Shefman





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Re: [Flashcoders] MovieClipLoader, onLoadInit: not working properly / bug

2006-10-28 Thread Rich Rodecker

hmm...you said the external swf's are 6 and 7...do youknowif it's only the
version 6 swfs giving you the propblem?  or is it both?  just trying to
isolate.

On 10/28/06, Drew Shefman [EMAIL PROTECTED] wrote:


I've run into an issue with MovieClipLoader, that I haven't been able to
find an mention of anywhere else online.

The issue is with the onLoadInit firing before the first frame
actionscript
has executed.  The issue was repeatable, but only on specific machines,
and
ONLY through the browser. When played in the IDE or EXE then it worked as
expected. I personally was not able to see this error, but it happened
consistently on my client's internal network.

Here is the issue:

The external swf files have AS on frame 1:

//
var myClass:CustomClass = new CustomClass();
function getInstance():CustomClass { return myClass;}
/

The main swf has the following:

var holder_mc:MovieClip
var myMCL:MovieClipLoader = new MovieClipLoader();
myMCL.addListener(this)

function onLoadInit(p_target)
{
var myInst:CustomClass = holder_mc.getInstance();
if (myInst == undefined)
{
  trace(Error, your file doesn't contain the appropriate class);
}
else
{
//Working as it should
}
}

myMCL.loadClip(myUrl.swf,holder_mc);
/

Now, I know what you are saying... This should work... And it does -
usually... But then I ran into this perplexing problem.

In trying to resolve this issue I did the following:

private var loadInitInterval:Number;
private var doLoadInitCount:Number = 0;
function onLoadInit()
{
doLoadInit()
}

function doLoadInit()
{

clearInterval(loadInitInterval);
var myInst:CustomClass = holder_mc.getInstance();
if (myInst == undefined)
{
//Let's try waiting for a couple of frames
if (doLoadInitCount  1)
{
trace(Error, your file doesn't contain the appropriate class);
}
else
{
var duration:Number = 1/30*1000 * 2 // wait for 2 frames
at
30 fps
clearInterval(loadInitInterval);
loadInitInterval = setInterval(this,doLoadInit,
duration)
}
doLoadInitCount++
}
else
{
 //Working as it should
}
}
///

Setting up the interval, essentially an onEnterFrame, the onLoadInit
worked
as it should, where the code in frame 1 of the swf had executed.
I see this as a HUGE ISSUE, in the fact that MovieClipLoader might not be
reliable.

Has ANYBODY run into this? Or know of what might cause it. We are
publishing
to the main swf to v7, external swfs are v6 and v7, and this issue has
appeared when playing back on player 8 and 9. I haven't been able to
duplicate the issue on v7... Actually I haven't been able to duplicate it
at
all, but my client has and has consistently.

I don't expect anybody to really know the answer, because I'm sure that
when/if you try it, it will work as expected. But if you could theorize
about why this might happen... Or what set of circumstances might have
occurred to cause onLoadInit to fail, or execute too early - I'd greatly
appreciate it?


Thanks for your time!
Cheerio!
Drew Shefman





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RE: [Flashcoders] MovieClipLoader, onLoadInit: not working properly / bug

2006-10-28 Thread Mark R. Jonkman
Hi

On the same line as Rich's question. Version 6 SWFs use a different security
sandbox then v7 SWFs and thus you can get some interesting side effects. One
such side-effect is if you try to query said clip it should return null or 0
for things like _bytesLoaded, _bytesTotal etc. The same type of thing
happens when mixing version 7 and version 8 swfs. For best results and
reliability, a project should attempt to use swfs of all the same version
and from the same subdomain/domain to prevent goofy things. 

Another thing that might have an impact on the firing of onLoadInit is if a
shared library is referenced by the swf. If I remember right,
MovieClipLoader will load the swf but not its shared libraries. Thus there
is an extended delay after loading in which the first frame cannot execute
because it needs to load any items in a shared library (if referenced on
that frame). I believe one of my coworkers noticed that in this case,
onLoadInit occurs before the first frame executes as well. So beaware that
the shared library thing can have a negative effect even if all swfs come
from the same server and are the same version.

Sincerely
Mark R. Jonkman


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[Flashcoders] MovieClipLoader Class and Simulate Download

2006-09-22 Thread Kenneth Kawamoto
I have just encountered to an interesting issue. If I terminate the 
MovieClipLoader's loadClip process within the Simulate Download 
environment, the Flash IDE crashes without exception. If you do the same 
in Test Movie, SA Player, or browser plug-in, it works fine as expected.


The boiled down code is as follows:

//
var mcl:MovieClipLoader = new MovieClipLoader();
mcl.addListener(this);
this.onLoadProgress = function(mc:MovieClip, loadedBytes:Number, 
totalBytes:Number):Void  {

   trace(mc._url);
   trace(totalBytes);
   mcl.unloadClip(mc);
   mc.removeMovieClip();
};
this.createEmptyMovieClip(mc, 1);
mcl.loadClip(1.swf, mc);
stop();
//

The code above crashes IDE in Simulate Download mode, but nowhere else. 
Do you guys have any ideas for why?

--
// Kenneth Kawamoto (on the road)
// materia prima limited
// [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
// www.materiaprima.co.uk http://www.materiaprima.co.uk

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Re: [Flashcoders] MovieClipLoader Reusage

2006-09-08 Thread Ramon Miguel M. Tayag

Probably because of a scope problem.  Lookup Delegate

On 9/8/06, Helmut Granda [EMAIL PROTECTED] wrote:

Can the MovieClipLoader class be reused?

I have the following code:

var myMCL:MovieClipLoader = new MovieClipLoader();
var myListener:Object = new Object();

myListener.onLoadComplete = function(targetMC:MovieClip):Void {
trace(loaded + targetMC);
myMCL.loadClip(right2.swf, img2);//--This makes the Movie Loop and
never load the next item.
}

myListener.onLoadStart = function(targetMC:MovieClip):Void {
//targetMC.stop();
trace(Started);
}

myListener.onLoadProgress = function(targetMC:MovieClip):Void {
trace(In Progress);
}

this.attachMovie(img, img, 50);
this.attachMovie(img, img2, 51);

myMCL.addListener(myListener);
myMCL.loadClip(right1.swf, img);

//--
It is straight forward, creae a Loader as well as an object and it works
great for the first load, but once I fire the next load it fails. Basiclly
what I want to do is have an array with different movies that will load to
the users cache for later use.

TIA.
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--
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[Flashcoders] MovieClipLoader Reusage

2006-09-07 Thread Helmut Granda

Can the MovieClipLoader class be reused?

I have the following code:

var myMCL:MovieClipLoader = new MovieClipLoader();
var myListener:Object = new Object();

myListener.onLoadComplete = function(targetMC:MovieClip):Void {
   trace(loaded + targetMC);
   myMCL.loadClip(right2.swf, img2);//--This makes the Movie Loop and
never load the next item.
}

myListener.onLoadStart = function(targetMC:MovieClip):Void {
   //targetMC.stop();
   trace(Started);
}

myListener.onLoadProgress = function(targetMC:MovieClip):Void {
   trace(In Progress);
}

this.attachMovie(img, img, 50);
this.attachMovie(img, img2, 51);

myMCL.addListener(myListener);
myMCL.loadClip(right1.swf, img);

//--
It is straight forward, creae a Loader as well as an object and it works
great for the first load, but once I fire the next load it fails. Basiclly
what I want to do is have an array with different movies that will load to
the users cache for later use.

TIA.
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Re: [Flashcoders] MovieClipLoader Reusage

2006-09-07 Thread Peter O'Brien

try subbing your code from onLoadComplete to an onLoadInit function, that
looks like it should do the trick

On 9/7/06, Helmut Granda [EMAIL PROTECTED] wrote:


Can the MovieClipLoader class be reused?

I have the following code:

var myMCL:MovieClipLoader = new MovieClipLoader();
var myListener:Object = new Object();

myListener.onLoadComplete = function(targetMC:MovieClip):Void {
trace(loaded + targetMC);
myMCL.loadClip(right2.swf, img2);//--This makes the Movie Loop
and
never load the next item.
}

myListener.onLoadStart = function(targetMC:MovieClip):Void {
//targetMC.stop();
trace(Started);
}

myListener.onLoadProgress = function(targetMC:MovieClip):Void {
trace(In Progress);
}

this.attachMovie(img, img, 50);
this.attachMovie(img, img2, 51);

myMCL.addListener(myListener);
myMCL.loadClip(right1.swf, img);

//--
It is straight forward, creae a Loader as well as an object and it works
great for the first load, but once I fire the next load it fails. Basiclly
what I want to do is have an array with different movies that will load to
the users cache for later use.

TIA.
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Re: [Flashcoders] MovieClipLoader Reusage

2006-09-07 Thread Helmut Granda

thanks for your suggestion, still I cant get it to work. all I am trying to
acomplish is a preloader that will load files in order so if it is done with
1 then load the next one and so forth. I have found some information in how
to load 5 files at the same time.

Also I was able to call the function from different buttons but for some
reason when I try to call a new function onLoadComplete it seems to make the
player to choke and get confused.

Thanks again

On 9/7/06, Peter O'Brien [EMAIL PROTECTED] wrote:


try subbing your code from onLoadComplete to an onLoadInit function, that
looks like it should do the trick

On 9/7/06, Helmut Granda [EMAIL PROTECTED] wrote:

 Can the MovieClipLoader class be reused?

 I have the following code:

 var myMCL:MovieClipLoader = new MovieClipLoader();
 var myListener:Object = new Object();

 myListener.onLoadComplete = function(targetMC:MovieClip):Void {
 trace(loaded + targetMC);
 myMCL.loadClip(right2.swf, img2);//--This makes the Movie Loop
 and
 never load the next item.
 }

 myListener.onLoadStart = function(targetMC:MovieClip):Void {
 //targetMC.stop();
 trace(Started);
 }

 myListener.onLoadProgress = function(targetMC:MovieClip):Void {
 trace(In Progress);
 }

 this.attachMovie(img, img, 50);
 this.attachMovie(img, img2, 51);

 myMCL.addListener(myListener);
 myMCL.loadClip(right1.swf, img);

 //--
 It is straight forward, creae a Loader as well as an object and it works
 great for the first load, but once I fire the next load it fails.
Basiclly
 what I want to do is have an array with different movies that will load
to
 the users cache for later use.

 TIA.
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--
...helmut
helmutgranda.com
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[Flashcoders] MovieClipLoader vs component

2006-06-30 Thread Rick Lecoat
Hi to all on the list from a new sign-up.

I'm also new to the whole AS thing, so do please bear with me if I ask
questions that seem obvious or stupid to those with more experience then
I (which will be all of you).

The book that I used to teach myself Flash offered two ways of loading a
SWF inside another movie; one was by using a movieClipLoader, and the
other was by using a Loader component.

The first way seems more complicated (needs for AS code), but I'm also
wondering if it offers more control than the component option.

What is generally considered to be the better way?  
Thanks in advance; 

-- 
Rick Lecoat


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RE: [Flashcoders] MovieClipLoader vs component

2006-06-30 Thread Palmer, Jim
Rick,

I use the MovieClipLoader object seeing as I'm anti-component usage, at
least the stock components that come with the Flash IDE. The MovieClipLoader
works well with great event handlers and a simple loadClip() method.

I utilize the onLoadStart, onLoadProgress, onLoadComplete, and onLoadError
events for each clip loaded.

I use this class for every subclip to be loaded except for the parent clip's
pre-loader which is neither a preloader component or an instantiation of the
MovieClipLoader class, but that's a whole different discussion.

The idea is to be concerned with the actual flash bytecode size of the
exported movie in the end. That's essentially why I develop without using
the stock flash IDE components and build all of my own via classes. On that
note, I have not tested the difference in size of the exported movie for the
loading of the preloader component opposed to the moviecliploader class. But
an easy way to see the end result is to use the Generate size report in
the publish settings which summarizes the size of your exported movie. Try
with the component, and try with the class.

--
Jim Palmer ! Mammoth Web Operations

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Rick
 Lecoat
 Sent: Friday, June 30, 2006 9:18 AM
 To: FlashCoders list
 Subject: [Flashcoders] MovieClipLoader vs component
 
 
 Hi to all on the list from a new sign-up.
 
 I'm also new to the whole AS thing, so do please bear with me if I ask
 questions that seem obvious or stupid to those with more 
 experience then
 I (which will be all of you).
 
 The book that I used to teach myself Flash offered two ways 
 of loading a
 SWF inside another movie; one was by using a movieClipLoader, and the
 other was by using a Loader component.
 
 The first way seems more complicated (needs for AS code), but I'm also
 wondering if it offers more control than the component option.
 
 What is generally considered to be the better way?  
 Thanks in advance; 
 
 -- 
 Rick Lecoat
 
 
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[Flashcoders] MovieClipLoader - onProgress

2006-05-17 Thread Wendy Richardson
I am trying to use the MovieClipLoader and onProgress in a way similar 
to this example:

http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Partsfile=2546.html

I use the onProgress to send info to function that visualizes the 
preload status.  Works great when I test in flash (using control-enter, 
and running as a download simulation).  However, when uploading the swf 
files (loader and loaded) to a server, the onProgress function does not 
seem to get hit.  Movie may take 10s to load, but I cannot get responses 
from the functions onProgress, onInit, etc,  (via tracing to a text 
field).


Has anyone come across this or have a workaround?  I see similar 
problems as I research this, but I'm not coming up with an answer.


Thanks
Wendy
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RE: [Flashcoders] MovieClipLoader Script Timeout Bug?

2006-05-13 Thread jim
I have had this problem too, I don't know of a way in code to get rid of it,
but there are tools around that you can lengthen the script timeout of a
flash movie to whatever you want. Obviously this is a bit dangerous, but if
you are careful you can get the results you desire.

Jim

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of clark slater
Sent: 12 May 2006 21:43
To: [FlashCoders]
Subject: [Flashcoders] MovieClipLoader Script Timeout Bug?

 Posted this yesterday but it looks like there was a problem with the list,
sorry if some people get it twice.

I think I may have come across a bug in the intrinisc MovieClipLoader class.
When loading a large file using an instance of this class on a slow
connection, the script timeout error is thrown if the content takes longer
than ~ 1 minute to load. Replacing the MovieClipLoader with old fashioned
loadMovie resolves the issue.

This can be demonstrated with the following code:

- Empty FLA with emptymovieclip on stage instance name container

import mx.utils.Delegate;

class ContentLoader extends Object {

private var mcl:MovieClipLoader;

public function ContentLoader () {
loadContent ();
}

private function loadContent () : Void {
mcl = new MovieClipLoader ();
mcl.onLoadProgress = Delegate.create (this, onLoadProgress);
mcl.loadClip (myFile.swf, _level0.container);
}

private function onLoadProgress (target:MovieClip, loadedBytes:Number,
totalBytes:Number) : Void {
trace (bytesLoaded:  + bytesLoaded);
}

}

Anyone else encounter this issue? Kinda freaks me out because I have used
MovieClipLoader a LOT in past projects and now I'm thinking users with very
slow connections might be encountering this issue.

Clark
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[Flashcoders] MovieClipLoader Script Timeout Bug?

2006-05-12 Thread clark slater

Posted this yesterday but it looks like there was a problem with the list,
sorry if some people get it twice.

I think I may have come across a bug in the intrinisc MovieClipLoader class.
When loading a large file using an instance of this class on a slow
connection, the script timeout error is thrown if the content takes longer
than ~ 1 minute to load. Replacing the MovieClipLoader with old fashioned
loadMovie resolves the issue.

This can be demonstrated with the following code:

- Empty FLA with emptymovieclip on stage instance name container

import mx.utils.Delegate;

class ContentLoader extends Object {

   private var mcl:MovieClipLoader;

   public function ContentLoader () {
   loadContent ();
   }

   private function loadContent () : Void {
   mcl = new MovieClipLoader ();
   mcl.onLoadProgress = Delegate.create (this, onLoadProgress);
   mcl.loadClip (myFile.swf, _level0.container);
   }

   private function onLoadProgress (target:MovieClip, loadedBytes:Number,
totalBytes:Number) : Void {
   trace (bytesLoaded:  + bytesLoaded);
   }

}

Anyone else encounter this issue? Kinda freaks me out because I have used
MovieClipLoader a LOT in past projects and now I'm thinking users with very
slow connections might be encountering this issue.

Clark
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[Flashcoders] MovieClipLoader :: onLoadInit

2006-04-28 Thread Serge Jespers


Hey guys,

I'm using this MovieClipLoader thing to load in some movieclips...  
And when they're loaded, I want them to play... Very simple, no?  
Well...

For some reason, some are playing and some aren't...

I was just wondering... We currently have stop() commands in the  
first frame of each loaded swf so they don't start playing before we  
want them to actually play so we can add some variables to it before  
it starts playing.


Now, onLoadInit is called when the actions in the first frame of the  
loaded clip are executed, right?


So if the first frame holds a stop(); command and onLoadInit is like  
this:

mclListener.onLoadInit = function(target_mc:MovieClip) {
// loading done
// setting some vars here before we play it
target_mc.play();
};
the loaded movieclip should start playing, no?

Well... some are, and some aren't... :-(

Any thoughts?

Serge

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Re: [Flashcoders] MovieClipLoader :: onLoadInit

2006-04-28 Thread Serge Jespers

Yeah... I know they're inconsistent...
But I mean... Why is this still the case...?

I've now added a 200ms interval that executes the play command...  
That works...


Serge


Try moving the stop (and related content) down to frame 2.  That  
usually clears up problems of stop + play (or stop + gotoAndPlay)  
not working at all or inconsistently.


Helen


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[Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8

2006-04-04 Thread Roman Blöth

Hello folks,


once again flash strikes my mind:

I've made a small test movie to test my ClipLoader-class, which stores 
and handles loading queues using a MovieClipLoader.


To make a stress test I queue 5 larger swf files for loading on button 
press (made another button for testing a stop-function).


When trying it out using flash player 8 everithing works just fine, when 
I try the same using player 7 (as browser plugin, that is), then the 
whole thing crashes.


When using my ClipLoader-class in an actual project, everithing works 
fine when only one file is added to the queue, but even the Flash IDE 
crashes completely when adding several files for loading.


We've been through all of the code and debugging output for two days 
with two programmers now, but we can not find any clue on about what the 
problem is.


Anyone out there ever has made experience like this? 
MovieClipLoader.loadClip crashing flash ide/flash plugin under certain 
conditions?!



Any comment welcome,
regards,
roman.

--

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---

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Re: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8

2006-04-04 Thread Ian Thomas
Roman,
  Yes, I've had this - but it seems to only be an issue when working
with local files. I've never yet had an issue with online files, even
when cached.

  The only workaround I've found is to queue the requests rather than
issue them together - but in most cases that does slow things down...

   It'd be great to find the root cause of this. It only seems to be
in certain circumstances - most of the time it all works fine, but
some particular loading sequences just break things and cause FP7 to
crash, and I have to revert to queuing for that particular load
sequence to work.

Ian

On 4/4/06, Roman Blöth [EMAIL PROTECTED] wrote:
 Hello folks,


 once again flash strikes my mind:

 I've made a small test movie to test my ClipLoader-class, which stores
 and handles loading queues using a MovieClipLoader.

 To make a stress test I queue 5 larger swf files for loading on button
 press (made another button for testing a stop-function).

 When trying it out using flash player 8 everithing works just fine, when
 I try the same using player 7 (as browser plugin, that is), then the
 whole thing crashes.

 When using my ClipLoader-class in an actual project, everithing works
 fine when only one file is added to the queue, but even the Flash IDE
 crashes completely when adding several files for loading.

 We've been through all of the code and debugging output for two days
 with two programmers now, but we can not find any clue on about what the
 problem is.

 Anyone out there ever has made experience like this?
 MovieClipLoader.loadClip crashing flash ide/flash plugin under certain
 conditions?!


 Any comment welcome,
 regards,
 roman.

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Re: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8

2006-04-04 Thread Martin Weiser

i got similar problem,

not possible to access MovieClip.getBytes...() methods,
and also affecting progress value of movieClipLoader onProgress event .
Maybe show more of your script

Martin


- Original Message - 
From: Roman Blöth [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, April 04, 2006 12:03 PM
Subject: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8



Hello folks,


once again flash strikes my mind:

I've made a small test movie to test my ClipLoader-class, which stores and 
handles loading queues using a MovieClipLoader.


To make a stress test I queue 5 larger swf files for loading on button 
press (made another button for testing a stop-function).


When trying it out using flash player 8 everithing works just fine, when I 
try the same using player 7 (as browser plugin, that is), then the whole 
thing crashes.


When using my ClipLoader-class in an actual project, everithing works fine 
when only one file is added to the queue, but even the Flash IDE crashes 
completely when adding several files for loading.


We've been through all of the code and debugging output for two days with 
two programmers now, but we can not find any clue on about what the 
problem is.


Anyone out there ever has made experience like this? 
MovieClipLoader.loadClip crashing flash ide/flash plugin under certain 
conditions?!



Any comment welcome,
regards,
roman.

--

---
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t [030] 29 36 39 1 - 43 | f [030] 29 66 88 84 | http://www.gosub.de
---

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RE: [Flashcoders] MovieClipLoader - Crash in player 7, fine in pl ayer 8

2006-04-04 Thread Van De Velde Hans
I've had some trouble in the Flash 7 plugin when loading JPEGs that were
Saved for the Web in Adobe Photoshop CS2 with the Optimized checkbox
ticked on : the images simply weren't displayed with Flash plugin 7. 
(After re-saving without that option everything was ok.)

Please note that the getBytes-method cannot be called if your externally
loaded content comes from a different domain (Flash plugin sandbox security)
and in that case you need to allow the accessing domain first with a
System.allowDomain in the external content. 

Problem : with JPEGs loaded from an different you can't possibly put code on
it and the getBytes simply doesn't work (!)


Hans.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Martin
Weiser
Sent: dinsdag 4 april 2006 12:08
To: Flashcoders mailing list
Subject: Re: [Flashcoders] MovieClipLoader - Crash in player 7, fine in
player 8

i got similar problem,

not possible to access MovieClip.getBytes...() methods,
and also affecting progress value of movieClipLoader onProgress event .
Maybe show more of your script

Martin


- Original Message - 
From: Roman Blöth [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, April 04, 2006 12:03 PM
Subject: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8


 Hello folks,


 once again flash strikes my mind:

 I've made a small test movie to test my ClipLoader-class, which stores and

 handles loading queues using a MovieClipLoader.

 To make a stress test I queue 5 larger swf files for loading on button 
 press (made another button for testing a stop-function).

 When trying it out using flash player 8 everithing works just fine, when I

 try the same using player 7 (as browser plugin, that is), then the whole 
 thing crashes.

 When using my ClipLoader-class in an actual project, everithing works fine

 when only one file is added to the queue, but even the Flash IDE crashes 
 completely when adding several files for loading.

 We've been through all of the code and debugging output for two days with 
 two programmers now, but we can not find any clue on about what the 
 problem is.

 Anyone out there ever has made experience like this? 
 MovieClipLoader.loadClip crashing flash ide/flash plugin under certain 
 conditions?!


 Any comment welcome,
 regards,
 roman.

 -- 

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Re: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8

2006-04-04 Thread Roman Blöth

Martin Weiser schrieb:

i got similar problem,

not possible to access MovieClip.getBytes...() methods,
and also affecting progress value of movieClipLoader onProgress event 
.
Maybe show more of your script 

O.k., seems like I have hit a spot. ;)

One addition to the phenomenons we're observing along with lodClip-issues:

At the start of our swf movie we issue manually a 
MovieclipLoader.loadClip(one_image.jpg) (don't know the target etc. 
now) ONCE, and when observing the browser traffic - e.g. using the 
Firefox-Addon LiveHTTPHeaders we see the loading of the jpg TWICE! The 
same is happening with SOME of the swf files that are loaded with my 
ClipLoader-class.


As for the queueing-issue (Ian said queueing could slow things down): I 
am queueing the downloads, so programmatically only one download is in 
progress at a time. The debugging output out methods produce also shows 
that always at most ONE SINGLE download is in progress, nevertheless the 
great modem simulator tool Charles (maybe some ppl. here know it - 
it is much better than LiveHTTPHeaders for observing what's going on 
between browser and the rest of theworld) shows - for some swf's - that 
actually two simultaneous downloads are going on - two simultaneous 
downloads of the same file!


Nevertheless we know that there is only one single instance of my 
ClipLoader-class with only one single instance of a MovieClipLoader 
running, and this MovieClipLoader only gets it's next loadClip-call 
after onLoadInit has been called, that is, after the loading has fully 
finished. Debugging output shows that this seems to work, though 
LiveHTTPHeaders and Charles tell another story.


Please note that this double loading is not an issue of my 
ClipLoader-class, since it also happens when manually issuing a 
MovieClipLoader.loadClip(one_image.jpg), thus not using my class.


The bottom line so far is that there seems to be an issue with 
MovieClipLoader and Flash player 7 and 8 - in player 8 it seems to work 
better in some way...



I'll be keeping you informed on this,
roman.

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RE: [Flashcoders] MovieClipLoader - Crash in player 7, fine in pl ayer 8

2006-04-04 Thread Van De Velde Hans
To work around the sandbox security problem when loading JPEGs from a
different domain, you can always make a proxy.

For example, you can make a servlet that fetches a JPEG from a different
domain. And in the loadClip you give the name of the servlet.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Van De Velde
Hans
Sent: dinsdag 4 april 2006 12:25
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] MovieClipLoader - Crash in player 7, fine in pl
ayer 8

I've had some trouble in the Flash 7 plugin when loading JPEGs that were
Saved for the Web in Adobe Photoshop CS2 with the Optimized checkbox
ticked on : the images simply weren't displayed with Flash plugin 7. 
(After re-saving without that option everything was ok.)

Please note that the getBytes-method cannot be called if your externally
loaded content comes from a different domain (Flash plugin sandbox security)
and in that case you need to allow the accessing domain first with a
System.allowDomain in the external content. 

Problem : with JPEGs loaded from an different you can't possibly put code on
it and the getBytes simply doesn't work (!)


Hans.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Martin
Weiser
Sent: dinsdag 4 april 2006 12:08
To: Flashcoders mailing list
Subject: Re: [Flashcoders] MovieClipLoader - Crash in player 7, fine in
player 8

i got similar problem,

not possible to access MovieClip.getBytes...() methods,
and also affecting progress value of movieClipLoader onProgress event .
Maybe show more of your script

Martin


- Original Message - 
From: Roman Blöth [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Tuesday, April 04, 2006 12:03 PM
Subject: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8


 Hello folks,


 once again flash strikes my mind:

 I've made a small test movie to test my ClipLoader-class, which stores and

 handles loading queues using a MovieClipLoader.

 To make a stress test I queue 5 larger swf files for loading on button 
 press (made another button for testing a stop-function).

 When trying it out using flash player 8 everithing works just fine, when I

 try the same using player 7 (as browser plugin, that is), then the whole 
 thing crashes.

 When using my ClipLoader-class in an actual project, everithing works fine

 when only one file is added to the queue, but even the Flash IDE crashes 
 completely when adding several files for loading.

 We've been through all of the code and debugging output for two days with 
 two programmers now, but we can not find any clue on about what the 
 problem is.

 Anyone out there ever has made experience like this? 
 MovieClipLoader.loadClip crashing flash ide/flash plugin under certain 
 conditions?!


 Any comment welcome,
 regards,
 roman.

 -- 

 ---
 gosub communications gmbh | fredersdorfer str. 10  | 10243 berlin
 t [030] 29 36 39 1 - 43 | f [030] 29 66 88 84 | http://www.gosub.de
 ---

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Re: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8

2006-04-04 Thread Roman Blöth

O.k., we've some sort of cure for strange loadClip-behaviors:

Between onLoadInit and the next call to loadClip we set a delay of about 
500ms (using a setInterval which then invoces the next loadClip) and now 
we have no crashes any more.


That is: When (pre-) loading several external files in queue put a delay 
of about 500ms between onLoadInit and loadClip to prevent flash from 
crashing.



Best regards,
Roman.

--

---
gosub communications gmbh | fredersdorfer str. 10  | 10243 berlin
t [030] 29 36 39 1 - 43 | f [030] 29 66 88 84 | http://www.gosub.de
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Re: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8

2006-04-04 Thread Ian Thomas
Thanks Roman - I'll try it next time I encounter another MCL situation
which crashes FP7.

Cheers,
  Ian

On 4/4/06, Roman Blöth [EMAIL PROTECTED] wrote:
 O.k., we've some sort of cure for strange loadClip-behaviors:

 Between onLoadInit and the next call to loadClip we set a delay of about
 500ms (using a setInterval which then invoces the next loadClip) and now
 we have no crashes any more.

 That is: When (pre-) loading several external files in queue put a delay
 of about 500ms between onLoadInit and loadClip to prevent flash from
 crashing.


 Best regards,
 Roman.

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Re: [Flashcoders] MovieClipLoader - Warning / onLoadComplete vs. onLoadInit

2006-04-04 Thread Roman Blöth

Hello again,


some final words about this thread:

One part of our problems we had with the MovieClipLoader has been our 
handling of events. So after having tested our thing some billion times 
and burning several brain cells I want to issue a warning:


Beware of onLoadComplete! If possible, put your code into a 
onLoadInit-handler instead of a onLoadComplete-handler. For example 
if you handle a loading queue and invoke the loadClip for the next swf 
file in the queue, then you could end up in a mess if you loadClip in a 
onLoadComplete-handler, since nevertheless at least sometimes the 
onLoadInit will still happen. The problem is hard to tell here, since 
it must be a special situation where problems occur. But to prevent you 
from hunting hard to find bugs please always prefer onLoadInit over 
onLoadComplete!


This is the more important as the name of the onLoadComplete-handler 
makes you easily forget that _after_ the complete loading there still 
is a init about to happen - so the naming is sort of unlucky...



Best regards and thanks for your replies,
Roman.

--

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t [030] 29 36 39 1 - 43 | f [030] 29 66 88 84 | http://www.gosub.de
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Re: [Flashcoders] MovieClipLoader - Crash in player 7, fine in player 8

2006-04-04 Thread Latcho
/ loading several external files in queue put a delay of about 500ms 
between onLoadInit and loadClip/ 


_or put them on an http server while developping instead of locally, 
that worked for me.

_
_Latcho
_
Roman Blöth wrote:

O.k., we've some sort of cure for strange loadClip-behaviors:

Between onLoadInit and the next call to loadClip we set a delay of 
about 500ms (using a setInterval which then invoces the next loadClip) 
and now we have no crashes any more.


That is: When (pre-) loading several external files in queue put a 
delay of about 500ms between onLoadInit and loadClip to prevent flash 
from crashing.



Best regards,
Roman.



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RE: [Flashcoders] MovieClipLoader - onLoadComplete event

2005-12-10 Thread Adrian Lynch
Could they have ment that they weren't available until the MC had fully
loaded?

Ade

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Nils
Millahn
Sent: 15 September 2005 11:19
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] MovieClipLoader - onLoadComplete event


Hi all,

just asking for clarification on what properties/methods I can access in
the onLoadComplete event of the MovieClipLoader class.

The documentation states that:

At this point it is impossible to access the loaded movie clip’s
methods and properties, and because of this you cannot call a function,
move to a specific frame, and so on.

However I seem to be able to call 'stop()' and change the _x value of a
target clip.

Is it the case then that the built-in MovieClip properties/methods ARE
available, whereas any custom code isn't?


Thanks - Nils.
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RE: [Flashcoders] MovieClipLoader

2005-12-10 Thread Pete Hotchkiss
Hi 

Which of the MovieClipLoader events are you using ?I ask only because
I've had similar problems with the class in Flash 8. I did a bit of
digging and found this.

http://www.betriebsraum.de/blog/downloads/
http://www.betriebsraum.de/external_data/downloads/QueueLoader/QueueLoad
er.zip

It offers far great flexibility - and proper queuing of assets. It might
be a better solution to your problem than tackling the caching problem.

Pete

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
dancedrummer
Sent: 09 December 2005 21:50
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] MovieClipLoader


I'm running into a problem that only occurs with Flash8.  I have a swf
that loads additions swf's with a MovieClipLoader object.  The first
time I hit the page it works fine.  On subsequent tries when the
external swf's have been cached in the browser they are not getting
recognized as being loaded by the MCLoader object.  Is not an issue with
Flash7.  Anybody here know anything about this?
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[Flashcoders] MovieClipLoader

2005-12-09 Thread dancedrummer
I'm running into a problem that only occurs with Flash8.  I have a swf that
loads additions swf's with a MovieClipLoader object.  The first time I hit
the page it works fine.  On subsequent tries when the external swf's have
been cached in the browser they are not getting recognized as being loaded
by the MCLoader object.  Is not an issue with Flash7.  Anybody here know
anything about this?
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