Flash AS3 FileReference - Select and Upload Multiple Files one at a time - actionscript-3

I currently have an swf that allows you to select and display a file and upload it to the server using FileReference. This works great but i need to be able to select and display multiple (up to 25 in some cases) and then upload them all at the end.
I know you can use the FileReferenceList to select multiple files at the same time in the dialog popup but my issue is that the user needs to select one at a time, do stuff to that image, then select another, do stuff and so on... then at the end when they press upload it upload them all onto the server.
Is it possible or is there a way so i can maybe add every new selected file into an array, then at the end it uploads all the files in the array either in one go or loops through each until all objects in the array are complete?
Can anyone help? I'll post the full code for my working single file upload below.
Please, please help, i'm limited with flash and have only been learning for 3-4 months and i've been stuck for over a week now :(
Lauren
as3 Code:
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.net.FileReference;
import flash.net.FileFilter;
import flash.utils.ByteArray;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.display.MovieClip;
import fl.controls.ProgressBarMode;
import flash.display.Bitmap;
import flash.display.BitmapData;
progressBar.visible=false;
UploadprogressBar.visible=false;
// Create FileReference.
var imageFile:FileReference;
// Create Loader to hold image content
var image_loader:Loader = new Loader();
var image_content:Sprite = new Sprite();
// Get Extension Function.
var imageExtension;
function getExtension($url:String):String {
var extension:String = $url.substring($url.lastIndexOf(".")+1, $url.length);
return extension;
}
// Random Number Function to create new filename on server.
function randomNum(low:Number=0, high:Number=1):Number {
return Math.floor(Math.random() * (1+high-low)) + low;
}
var myNumber:Number= randomNum(1000,9999);
var myString:String= String(myNumber);
var RandomNumbers = myString;
var imageFilePath = (RandomNumbers);
// Select Button Function.
select_btn.addEventListener(MouseEvent.CLICK, onselect_btnClicked);
function onselect_btnClicked(event:MouseEvent):void {
imageFile=new FileReference();
imageFile.addEventListener(Event.SELECT, onFileSelected);
var imageTypeFilter:FileFilter = new FileFilter("JPG/PNG Files","*.jpeg; *.jpg;*.gif;*.png");
imageFile.browse([imageTypeFilter]);
}
// File Selected Function.
function onFileSelected(event:Event):void {
imageFile.addEventListener(Event.COMPLETE, onFileLoaded);
imageFile.addEventListener(ProgressEvent.PROGRESS, onProgress);
var imageFileName = imageFile.name;
imageExtension = getExtension(imageFileName);
imageFile.load();
progressBar.visible=true;
progressBar.mode=ProgressBarMode.MANUAL;
progressBar.minimum=0;
progressBar.maximum=100;
UploadprogressBar.mode=ProgressBarMode.MANUAL;
UploadprogressBar.minimum=0;
UploadprogressBar.maximum=100;
}
// File Progress Function.
function onProgress(event:ProgressEvent):void {
var percentLoaded:Number=event.bytesLoaded/event.bytesTotal*100;
progressBar.setProgress(percentLoaded, 100);
}
// File Loaded Function.
function onFileLoaded(event:Event):void {
var fileReference:FileReference=event.target as FileReference;
var data:ByteArray=fileReference["data"];
var movieClipLoader:Loader=new Loader();
movieClipLoader.loadBytes(data);
movieClipLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onMovieClipLoaderComplete);
imageFile.removeEventListener(Event.COMPLETE, onFileLoaded);
imageFile.removeEventListener(ProgressEvent.PROGRESS, onProgress);
}
// Load Image onto Stage Function.
function onMovieClipLoaderComplete(event:Event):void {
var loadedContent:DisplayObject=event.target.content;
image_loader =event.target.loader as Loader;
var scaleWidth:Number=345/image_loader.width;
image_loader.scaleX=image_loader.scaleY=scaleWidth;
image_loader.height=200;
image_loader.scaleX=image_loader.scaleY;
image_loader.x=10;
image_loader.y=10;
image_content.buttonMode=true;
image_content.addChild(image_loader);
addChild(image_content);
}
// Upload Button Function.
upload_btn.addEventListener(MouseEvent.CLICK, onupload_btnClicked);
function onupload_btnClicked(event:MouseEvent):void {
var filename:String=imageFile.name;
var urlRequest:URLRequest = new URLRequest("http://www.xxxxx.com/xxxxx/file-reference.php");
var variables:URLVariables = new URLVariables();
urlRequest.method = URLRequestMethod.POST;
imageFile.addEventListener(ProgressEvent.PROGRESS, onUploadProgress);
imageFile.addEventListener(DataEvent.UPLOAD_COMPLETE_DATA,onUploadComplete);
variables.ID = (RandomNumbers);
urlRequest.data = variables;
imageFile.upload(urlRequest);
}
// File Upload Progress Function.
function onUploadProgress(event:ProgressEvent):void {
var percentLoaded:Number=event.bytesLoaded/event.bytesTotal*100;
UploadprogressBar.setProgress(percentLoaded, 100);
trace("loaded: "+percentLoaded+"%");
upload_status_txt.text='upload in progress...';
}
// Upload File Completed Function.
function onUploadComplete(event:Event):void {
upload_status_txt.text='upload complete';
imageFile.removeEventListener(ProgressEvent.PROGRESS, onProgress);
imageFile.removeEventListener(DataEvent.UPLOAD_COMPLETE_DATA,onUploadComplete);
UploadprogressBar.visible=false;
}
php Server Code:
<?php
function getExtension($str) {
$i = strrpos($str,".");
if (!$i) { return ""; }
$l = strlen($str) - $i;
$ext = substr($str,$i+1,$l);
return $ext;
}
$fileID = $_POST['ID'];
$filename = basename( $_FILES['Filedata']['name']);
$extension = getExtension($filename);
$extension = strtolower($extension);
$uploadID = $fileID.'.'.$extension;
if (move_uploaded_file($_FILES['Filedata']['tmp_name'], "images/".$uploadID))
{
echo "OK";
}
else
{
echo "ERROR";
}
?>

http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/FileReference.html
"When you call the FileReferenceList.browse() method, which creates an array of FileReference objects."
You need to use FileReferenceList instead of FileReference.

Related

How do i save without a prompt

I found this code snippet i little while ago and found it useful in the app im creating for IOS and i´m trying to save and load this file in AS3 without it asking for a save/load file location and without the device prompting. I am using AIR for IOS
Just to be clear i just want it to save and load to a predetermined location (I.e the app folder).
i have typed in the code below.
stop();
// Timeline instances
var textField1:TextField;
var textField2:TextField;
var saveBtn:SimpleButton;
var loadBtn:SimpleButton;
saveBtn.addEventListener(MouseEvent.CLICK, saveClick);
function saveClick(e:MouseEvent):void {
// Save the state of both text fields
save(textField1.text, textField2.text, "SaveData.xml");
}
loadBtn.addEventListener(MouseEvent.CLICK, loadClick);
function loadClick(e:MouseEvent):void {
load();
}
function save(text1:String, text2:String, SaveData:String):void {
var xml:XML = <xml>
<text1>{text1}</text1>
<text2>{text2}</text2>
</xml>;
var file:FileReference = new FileReference();
file.save(xml, SaveData);
}
function load():void {
var file:FileReference = new FileReference();
file.browse([new FileFilter("XML", "*.xml")]);
file.addEventListener(Event.SELECT, loadSelect);
}
function loadSelect(e:Event):void {
var file:FileReference = e.target as FileReference;
file.addEventListener(Event.COMPLETE, loadComplete);
file.load();
}
function loadComplete(e:Event):void {
var file:FileReference = e.target as FileReference;
var xml:XML = XML(file.data.readUTFBytes(file.data.bytesAvailable));
// Assign the loaded XML text values back to the text fields
textField1.text = xml.text1;
textField2.text = xml.text2;
}
Saving file without prompt, or select dialog, or user consent whatsoever. As I mentioned before, no additional permissions required (I think) to write to File.applicationStorageDirectory location.
Implementation:
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
function saveFile(fileName:String, fileData:String):void
{
var aFile:File = File.applicationStorageDirectory.resolvePath(fileName);
var aStream:FileStream = new FileStream;
aStream.open(aFile, FileMode.WRITE);
aStream.writeUTFBytes(fileData);
aStream.close();
}
Usage:
var X:XML = <xml>
<text1>{text1}</text1>
<text2>{text2}</text2>
</xml>;
saveFile("mytest.xml", X.toXMLString());

How to successfully unload a swf, and go to parent swf, after pressing the exit button

Using a code snippet in as3 flash, but struggling for it to actually work:
I would like to unload the child SWF (which is a video) and go back into the parent SWF (a video selection page). Tried so many different ways and need a quick and easy solution. Thanks.
Below does not seem to work...
exit_btn.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF);
import fl.display.ProLoader;
var fl_ProLoader:ProLoader;
//This variable keeps track of whether you want to load or unload the SWF
var fl_ToLoad:Boolean = true;
function fl_ClickToLoadUnloadSWF(event:MouseEvent):void
{
fl_ProLoader.unload();
removeChild(fl_ProLoader);
fl_ProLoader = null;
}
I use this code it's tested
import flash.filesystem.*;
import flash.events.MouseEvent;
import flash.net.*;
import flash.events.*;
var _file: File;
_file = File.documentsDirectory.resolvePath("./Directory to swf file/mySwf.swf");
if (_file.exists) {
trace("SWF loading ...........");
displayingSWF(_file.nativePath)
} else {
trace("the file doesn't exit");
}
//////////////// DIsplay the SWF story file //////////////////
var mLoader: Loader ;
function displayingSWF(lnk) {
var inFileStream: FileStream = new FileStream();
inFileStream.open(_file, FileMode.READ);
var swfBytes: ByteArray = new ByteArray();
inFileStream.readBytes(swfBytes);
inFileStream.close();
mLoader = new Loader();
var loaderContext: LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
loaderContext.allowCodeImport = true;
mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSwfLoadComplete);
mLoader.loadBytes(swfBytes, loaderContext);
}
function onSwfLoadComplete(e: Event): void {
mLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onSwfLoadComplete);
addChild(mLoader);
}
exit_btn.addEventListener(MouseEvent.CLICK, dimising);
function dimising(e: MouseEvent): void {
mLoader.unloadAndStop();
removeChild(mLoader);
}

Smooth image on load in as3

I am new here and a complete noob when it comes to as3. Somehow I have managed to put this together with some help from different places. And now I turn to you guys :)
I need to put smoothing on my images and thumbs that Im loading from an XML file. I have tried a lot of things but can't get any of it to work and I get this error:
Scene 1, Layer 'as3', Frame 1, Line 27 1120: Access of undefined property e. -> So I know var bitmapContent:Bitmap = Bitmap( e.target.content ); is the problem. but I have no idea what to use instead of e. I
this i what I have so far:
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.MouseEvent;
import fl.transitions.Tween;
import fl.transitions.easing.None;
import flash.display.Bitmap;
// Loads the first image//
var i =new Loader();
i.load(new URLRequest("images/1.jpg"));
mainLoader.addChild(i)
//Loads the XML file//
var picsXML:XML;
var xmlLoader:URLLoader = new URLLoader();
xmlLoader.addEventListener(Event.COMPLETE , xmlLoaded);
xmlLoader.load(new URLRequest("imagelist.xml"));
//Loads images into thumbs//
function xmlLoaded(event:Event):void{
picsXML = new XML(xmlLoader.data);
//trace(picsXML);
var bitmapContent:Bitmap = Bitmap( e.target.content );
bitmapContent.smoothing = true;
var thumbLoader:UILoader;
for (var i:uint=0; i<picsXML.image.length(); i++)
{
thumbLoader=UILoader(getChildByName("thumb"+i));
thumbLoader.load(new URLRequest("thumbs/"+picsXML.image[i].#file));
thumbLoader.buttonMode = true;
thumbLoader.addEventListener(MouseEvent.CLICK, thumbClicked);
thumbLoader.addEventListener(MouseEvent.CLICK, tester);
}
}
//Loads large image when thumb is clicked//
function thumbClicked(event:MouseEvent){
//var bitmapImage:Bitmap = event.target.content;
//bitmapImage.smoothing = true;
var thumbName:String = event.currentTarget.name;
var thumbIndex:uint = uint(thumbName.substr(5));
var fullPath:String = "images/"+picsXML.image[thumbIndex].#file;
mainLoader.load(new URLRequest(fullPath));
var myTween:Tween = new Tween(mainLoader,"alpha", None.easeNone, .3,1,18,false);
}
//Removes the first image when thumbs is clicked//
function tester(event:MouseEvent){
if (mainLoader.contains(i)) {
trace("hej")
mainLoader.removeChild(i);
}
}
If i get your code true problem is here: u import an external xml file which is probably contain your url's and name of pic's. U can't turn ur xml file into a bitmap.
If u want smoothing on your pictures u need to it after load ur pics or thumb's.
Probably ur problem will fix like this :) Hope this will help
Functions with arguments work like this: function Name ( input arg Name : input arg Type )
Firstly, your function xmlLoaded(event:Event) cannot have an input called event
but then you try to do a Bitmap( e.target.content ); so for that bitmap line to work you'd have to change your input name to e like so... xmlLoaded( e : Event );
Secondly, var bitmapContent:Bitmap = Bitmap( e.target.content ); is incorrect.
This is more correct var bitmapContent:Bitmap = img_Bytes_Loader.content as Bitmap; set a Loader's content as Bitmap not XML content (text) as Bitmap (pixels).
Anyways assuming your XML file looks like this:
<?xml version="1.0" encoding="UTF-8"?>
<Items>
<mp3>
<url> track1.mp3 </url>
<image> image1.jpg </image>
</mp3>
<mp3>
<url> track2.mp3 </url>
<image> image2.jpg </image>
</mp3>
</Items>
Then your code should look something like this below :
var imgLoader_XML : URLRequest;
var picLoader : Loader = new Loader();
function xmlLoaded(event:Event):void
{
picsXML = new XML(xmlLoader.data);
//trace(picsXML);
imgLoader_XML = new URLRequest( picsXML.mp3[ index ].image ); //[index] could be replaced with [i] if FOR loop
picLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, picloadComplete);
picLoader.load (imgLoader_2);
}
public function picloadComplete(evt:Event)
{
yourContainer.addChild(picLoader);
yourContainer.width = 100;
yourContainer.height = 100;
yourContainer.alpha = 1;
}
Thanks for the inputs guys. It is greatly appreciated.
I figured it out. You were right, of course I can't put smoothing on the UILoader, so I had to target the content of the UILoader and run thumbLoader.addEventListener(Event.COMPLETE, smoothing); each time an image is importet.
Here is the entire working code (maybe it can help someone else :) :
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.MouseEvent;
import fl.transitions.Tween;
import fl.transitions.easing.None;
import flash.display.Bitmap;
import flash.display.Loader;
// Loads the first image//
var i =new Loader();
i.load(new URLRequest("images/1.jpg"));
mainLoader.addChild(i)
//Loads the XML file//
var picsXML:XML;
var xmlLoader:URLLoader = new URLLoader();
xmlLoader.addEventListener(Event.COMPLETE , xmlLoaded);
xmlLoader.load(new URLRequest("imagelist.xml"));
//Loads images into thumbs//
function xmlLoaded(event:Event):void{
picsXML = new XML(xmlLoader.data);
var thumbLoader :UILoader = new UILoader();
for (var i:uint=0; i<picsXML.image.length(); i++)
{
thumbLoader=UILoader(getChildByName("thumb"+i));
thumbLoader.load(new URLRequest("thumbs/"+picsXML.image[i].#file));
thumbLoader.buttonMode = true;
thumbLoader.addEventListener(MouseEvent.CLICK, thumbClicked);
thumbLoader.addEventListener(MouseEvent.CLICK, tester);
thumbLoader.addEventListener(Event.COMPLETE, smoothing);
}
}
function smoothing(e:Event):void{
if(e.currentTarget.content is Bitmap)
{
Bitmap(e.currentTarget.content).smoothing = true;
}
}
//Loads large image when thumb is clicked//
function thumbClicked(event:MouseEvent){
var thumbName:String = event.currentTarget.name;
var thumbIndex:uint = uint(thumbName.substr(5));
var fullPath:String = "images/"+picsXML.image[thumbIndex].#file;
mainLoader.load(new URLRequest(fullPath));
mainLoader.addEventListener(Event.COMPLETE, smoothing);
var myTween:Tween = new Tween(mainLoader,"alpha", None.easeNone, .3,1,18,false);
}
//Removes the first image when thumbs is clicked//
function tester(event:MouseEvent){
if (mainLoader.contains(i)) {
trace("hej")
mainLoader.removeChild(i);
}
}

FLASH AS3 - Dynamicly Loaded Slideshow From Txt File

I have done a simple code for a slideshow that dynamicly loads images from a subfolder, depending on what is listet in a text file.
the code:
import flash.display.MovieClip;
import flash.events.Event;
import flash.display.Loader;
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.display.Bitmap;
import flash.display.BitmapData;
public class slideshow extends MovieClip {
public var listLoader:URLLoader;
public var newImgList:Array;
public var imgX:int = 0;
public var container:MovieClip;
public function slideshow() {
container = new MovieClip();
stage.addChild(container);
listLoader = new URLLoader(new URLRequest("./slideshow.txt"));
listLoader.addEventListener(Event.COMPLETE, initImages);
}
public function initImages(event:Event):void {
var imgList:Array = listLoader.data.replace(/^\s+/,"").replace(/\s+$/,"").split(/\s+/);
newImgList = new Array();
for(var line:int = 0; line < imgList.length; line++ ) {
if(imgList[line].indexOf(".png") != -1 || imgList[line].indexOf(".jpg") != -1) {
newImgList.push(imgList[line]);
}
}
loadImage();
}
public function loadImage():void {
for(var loaderNum = 0; loaderNum < newImgList.length; loaderNum++) {
var imgLoader = new Loader();
imgLoader.load(new URLRequest("./slideshow/" + newImgList[loaderNum]));
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imgInit);
}
}
public function imgInit(event:Event):void {
var imgBmp:BitmapData = event.target.content.bitmapData;
var img:Bitmap = new Bitmap(imgBmp);
img.height = 150;
img.scaleX = img.scaleY;
img.y = 0;
img.x = imgX;
imgX = (imgX + img.width + 10);
container.addChild(img);
}
}
well actually it works fine for me except for that the images are displayed in a almost random order.
i guess the code is loading some images too slow, so some of them are added to the movieclip although they are loaded after the one that should go next.
so what i mean :
1.png is loaded
1.png is added
2.png is loaded
3.png is loaded
3.png is added
2.png is added
so my question:
is there any other propper/better way to make that slideshow load images from a textfile where just the full names of the images ( that are in a subfolder ) are listet ?
thanks for any suggestions.
g.r.
Queue your image loading to have them ordered.
Rough example:
var queue:Array = []; // Populated from your text/whatever file.
// If you want the images to load from first to last you will need
// to use queue.reverse() once you get the filenames.
/**
* Beings loading the next image in queue.
* Ignored if the queue has no remaining items.
*/
function loadNext():void
{
if(queue.length > 0)
{
var imgSrc:String = queue.pop();
var ldr:Loader = new Loader();
ldr.load(new URLRequest(imgSrc));
ldr.addEventListener(Event.COMPLETE, _done);
}
}
/**
* Called once a Loader instance has finished loading a resource.
* #param e Event.COMPLETE.
*/
function _done(e:Event):void
{
e.target.removeEventListener(Event.COMPLETE, _done);
container.addChild(e.target as DisplayObject);
// Begin loading the next image in queue.
loadNext();
}

How can I make this Flash code work in IE when it's cached?

I have a flash file here, when the flash plays, it works fine, but in IE and if the flash was already loaded once and is now cached, it freezes up. After digging super deep on the internet I was able to find out the following:
There are a bunch of known bugs in
flash 9 and 10, one of those being an
issue with the Event.COMPLETE not
being fired from the main stage when
loading from cache when it's embedded
WMODE = "transparent" I'm not sure if
that's your issue, but it's worth
looking into. I've heard of a few
workarounds to the problem. One of
them being, not listening for for
progress or complete events at all and
just using a timed loop like
ENTER_FRAME or TIMER to watch the
bytesLoaded/bytesTotal.
My WMODE is window, but this makes the most sense to me. The loadText never gets set which tells me its not entering swfProgressHandle function. However the problem is I only wrote half this flash (everything inside init) in conjunction with someone else, but that other person I cannot get in contact with anymore. I am fairly new to flash so really don't know how to take his loading code and make it only run off timer events instead of progress and complete events (as said in the above quote) so that it will work in IE when cached. Can anyone help me on this? Most of the code is fine, it's just the beginning where those progress and complete handlers are for loading stuff that appears to be causing the issue.
package
{
//---Imports---
import flash.display.*;
import fl.transitions.Tween;
import fl.transitions.TweenEvent;
import fl.transitions.easing.*;
import flash.events.Event;
import flash.events.*;
import flash.events.IOErrorEvent;
import flash.events.ProgressEvent;
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.text.TextField;
import flash.utils.Timer;
import flash.utils.*;
import flash.text.Font;
public class FohLoader extends Sprite
{
//create and start load bar
private var loadBar:Sprite = new Sprite();
private var loadText:TextField = new TextField();
private var loadBarBg:Graphics = loadBar.graphics;
//load XML data
private var xmlLoader:URLLoader = new URLLoader();
private var xmlData:XML = new XML();
private var _queue:Array; //holds data objects of items to be loaded
private var _index:int; //the current item in the _queue
private var _images:Array; //holds DisplayObjects of the loaded images
public function FohLoader()
{
_queue = new Array();
_images = new Array();
_index = 0;
//waits for the stage to be created
addEventListener(Event.ADDED_TO_STAGE, stageReadyHandle);
}
private function stageReadyHandle(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, stageReadyHandle);
loadBarBg.lineStyle();
loadBarBg.beginFill(0x5a96c5, 1);
loadBarBg.drawRect(0, 0, 5, 10);
loadBarBg.endFill();
loadBar.x = (stage.stageWidth - 500)/2;
loadBar.y = 30;
loadBar.width = 5;
loadBar.height = 10;
this.addChild(loadBar);
loadText.x = (stage.stageWidth - 0)/2;
loadText.y = 50;
this.addChild(loadText);
//I have no idea if this crap works
//but you would have to do something like this if you want to keep your project to one swf file.
this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, swfProgressHandle);
}
private function swfProgressHandle(e:ProgressEvent):void
{
//assumes you want the loadbar to be 500px at 100%
var getPercent:Number = bytesLoaded / e.bytesTotal;
trace(bytes_loaded + " of " + bytes_total + " loaded");
loadBar.width = getPercent * 150; //changed 500 to 150
loadText.text = String(Math.round(getPercent * 30) + "%"); //changed 100 to 30
if (e.bytesLoaded / e.bytesTotal >= 1)
{
e.target.removeEventListener(ProgressEvent.PROGRESS, swfProgressHandle);
loadXml();
}
}
private function loadXml()
{
xmlLoader.addEventListener(Event.COMPLETE, ParseXML);
xmlLoader.load(new URLRequest("flash.xml"));
}
private function ParseXML(e:Event):void
{
e.target.removeEventListener(Event.COMPLETE, ParseXML);
flashInputs = new XML(e.target.data);
//declare all XMl variables, terrible way to do it though
var imageURLList:XMLList = flashInputs.image_area.image.image_url;
var firmCount:XMLList = flashInputs.count_area.total_firms;
var quoteMsg:XMLList = flashInputs.quote_area.quote.quote_text;
var quoteOwner:XMLList = flashInputs.quote_area.quote.quote_owner;
var imageURL:XMLList = flashInputs.image_area.image.image_url;
var imageText:XMLList = flashInputs.image_area.image.image_text;
var quoteMsg0:XML = quoteMsg[0];
var quoteMsg1:XML = quoteMsg[1];
var quoteMsg2:XML = quoteMsg[2];
var quoteMsg3:XML = quoteMsg[3];
var quoteMsg4:XML = quoteMsg[4];
var quoteMsg5:XML = quoteMsg[5];
var quoteMsg6:XML = quoteMsg[6];
var quoteOwner0:XML = quoteOwner[0];
var quoteOwner1:XML = quoteOwner[1];
var quoteOwner2:XML = quoteOwner[2];
var quoteOwner3:XML = quoteOwner[3];
var quoteOwner4:XML = quoteOwner[4];
var quoteOwner5:XML = quoteOwner[5];
var quoteOwner6:XML = quoteOwner[6];
var imageText0:XML = imageText[0];
var imageText1:XML = imageText[1];
var imageText2:XML = imageText[2];
var imageText3:XML = imageText[3];
var imageText4:XML = imageText[4];
var imageText5:XML = imageText[5];
var imageText6:XML = imageText[6];
var imageURL0:XML = imageURL[0];
var imageURL1:XML = imageURL[1];
var imageURL2:XML = imageURL[2];
var imageURL3:XML = imageURL[3];
var imageURL4:XML = imageURL[4];
var imageURL5:XML = imageURL[5];
var imageURL6:XML = imageURL[6];
//loops through the imageURL array and adds each item to the queue
for each(var img:XML in imageURL)
{
addItem(String(img));
}
//loads the first item in the queue
loadItem();
}
//creates a new loader for the item
//adds a data object holding the item path and loader into the queue
private function addItem(path:String):void
{
var loader:Loader = new Loader();
_queue.push({loader:loader, path:path});
}
private function loadItem():void
{
_queue[_index].loader.contentLoaderInfo.addEventListener(Event.COMPLETE, imgCompleteHandle);
_queue[_index].loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, IOErrorHandle);
_queue[_index].loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imgProgressHandle);
_queue[_index].loader.load(new URLRequest(_queue[_index].path));
}
//checks the progress of each image, and increases the width of the load bar
private function imgProgressHandle(e:ProgressEvent):void
{
var perc:Number = e.bytesLoaded / e.bytesTotal;
//this line assumes you are loading 6 images, and want the loadbar to end up at 500px
//it also assumes the bar has already reached 30% (150px) from loading the swf
loadBar.width = 150 + (_index * (350 / 6)) + ((350 / 6) * perc);
//so the swf's 150 + (how many images have alrady loaded * the width each image needs to affect the bar) +
//(same thing * percent of current image loaded)
//sounds right, might have to mess with that.
}
//this just stops flash from outputting an error if the image fails to load
private function IOErrorHandle(e:IOErrorEvent):void
{
e.target.removeEventListener(Event.COMPLETE, imgCompleteHandle);
e.target.removeEventListener(IOErrorEvent.IO_ERROR, IOErrorHandle);
trace("Error handled, sir.");
trace("The problem was that, " + e);
}
private function imgCompleteHandle(e:Event):void
{
e.target.removeEventListener(Event.COMPLETE, imgCompleteHandle);
e.target.removeEventListener(ProgressEvent.PROGRESS, imgProgressHandle);
e.target.removeEventListener(IOErrorEvent.IO_ERROR, IOErrorHandle);
//adds the image to the _images array
_images.push(e.target.content);
//increments the load counter
_index++;
//checks to see if the queue is finished or not
if (_index < _queue.length)
{
trade("Not done loading, loading another item");
loadItem();
}
else
{
_index = 0;
_queue = [];
killLoadBar();
init();
}
}
private function killLoadBar()
{
this.removeChild(loadBar);
this.removeChild(loadText);
}
If you dont mind the flash loading every time and not using the cache you could just append a cache breaker to the swf url.
Any random thing will do.
Here's a example using swfobject (http://code.google.com/p/swfobject/)
<script type="text/javascript">
var flashvars = {};
var params = {};
var attributes = {};
swfobject.embedSWF("myContent.swf?rand="+Math.random(), "myContent", "300", "120", "9.0.0","expressInstall.swf", flashvars, params, attributes);
</script>
This should work around any IE cache bugs.
If you still get the error with this, then it's should not be cache related.
After taking a quick look at this, I can see what might be happening.
You listen for ADDED_TO_STAGE.
You handle ADDED_TO_STAGE and then start listening for PROGRESS.
You then set the loadText, and load the XML if progress is "done".
The problem here seems to be the "done" part and the progress handling. First, the
loaderInfo object has a COMPLETE event. Why not use it? (http://livedocs.adobe.com/flex/3/langref/flash/display/LoaderInfo.html)
Then you could skip the whole bytesLoaded/bytesTotal check.
Where I think the applicatation might be freezing is when the loaderInfo has cached resources and skips the "PROGRESS" step altogether. Then you would never get into the LoadXML code, and never, therefore, parse the xml.
You can install firebug in Firefox and check whether you're even attempting to load the XML file using the "net" tab. (or use a tool like filemon).