public function addPhotosByTimer():void{
// the photo paths are stored in an array
var photoArrayLen:int = myPhotoArray.length;
// trigger the timer only for the number of items in the array
// and add a photo every 1oth of the sec
var photoAddTimer:Timer = new Timer(100,photoArrayLen);
var j:int = 0;
photoAddTimer.addEventListener(TimerEvent.TIMER,addPhoto);
photoAddTimer.start();
function addPhoto(evt:Event):void{
var photoLoader = new Loader();
var thisPath:String = thisSectPhotoArray[j];
photoLoader.load(thisPath);
j++;
}
}
So far it seems to work fine...
Sunday, April 6, 2008
Loading too many photos too fast!
On this project we have to load over 200 photos to the screen before the app should start. I was using a for loop to instantiate the Loaders, but kept finding sporadic results in loading. Sometimes all the photos would come in and other times only some of them would. Anyway, although I have nothing to prove it, I think it just was too much for flash to load so many things at once, so it would drop some as needed. In any event I decided to use a timer instead to do the loading:
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