# Gallery - NaN error

**URL:** <https://forum.kirupa.com/t/gallery-nan-error/43543>\
**Category:** Uncategorized\
**Created:** [February 23, 2004, 10:25pm UTC](https://forum.kirupa.com/t/gallery-nan-error/43543 "2004-02-23T22:25:31Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![lookupthere](https://avatars.discourse-cdn.com/v4/letter/l/e99b99/32.png) [@lookupthere](https://forum.kirupa.com/u/lookupthere)\
**Post date:** [February 23, 2004, 10:25pm UTC](https://forum.kirupa.com/t/gallery-nan-error/43543/1 "2004-02-23T22:25:31Z")

</div>

my first post - just found this great site!

like many others here i’ve done a photo gallery follwing [http://www.kirupa.com/developer/mx/photogallery.htm](http://www.kirupa.com/developer/mx/photogallery.htm) and called it “g2002newyork g02.swf”. everything works perfectly as long as i run the file alone. now once i load “g2002newyork g02.swf” into the main movie (v612.swf) it keeps returning a continuous “NaN” error (“not a number”). all i see are the “next” and “previous” buttons which seem to be working ok. it just doesnt seem to load the images.

if you wanna have a look at it, i have the thing running on [www.schilt.net/indextest.htm](http://www.schilt.net/indextest.htm) (click on “theworldthroughmyeyes” \> “the adventures of” \> “new york” (button no. 7 from the left). with your mouse roll over the area underneath the buttons and you will see the roll over effect for the “next”/“previous” buttons.

i’ve read many threads to similar problems, but none of them would solve this one. i’m lost. i just dont get why those images wouldnt load… :h: thanks for any help!

here’s the code i have on the main timeline of the main movie:

b7.onRelease = function () {  
\_root.createEmptyMovieClip(“container”, 1);  
loadMovie(“g2002newyork/g2002newyork g02.swf”, “container”);  
container.\_x = 332 ;  
container.\_y = 98 ;  
}

and this is the code i have in the gallery movie:

//Code written by sbeener (suprabeener)  
/\*  
i wrote this code, but you can use and abuse it however you like.  
the methods are defined in the order which they occur to make it  
easier to understand.  
\*/  
// variables ------------------------------------------  
// put the path to your pics here, include the slashes (ie. “pics/”)  
// leave it blank if they’re in the same directory  
this.pathToPics = “”;  
// fill this array with your pics  
this.pArray = [“image01.jpg”, “image02.jpg”, “image03.jpg”, “image04.jpg”, “image05.jpg”, “image06.jpg”, “image07.jpg”, “image08.jpg”, “image09.jpg”, “image10.jpg”, “image11.jpg”, “image12.jpg”, “image13.jpg”, “image14.jpg”, “image15.jpg”, “image16.jpg”, “image17.jpg”, “image18.jpg”, “image19.jpg”, “image20.jpg”, “image21.jpg”, “image22.jpg”, “image23.jpg”, “image24.jpg”, “image25.jpg”, “image26.jpg”, “image27.jpg”, “image28.jpg”, “image29.jpg”, “image30.jpg”, “image31.jpg”];  
this.fadeSpeed = 20;  
this.pIndex = 0;  
// MovieClip methods ----------------------------------  
// d=direction; should 1 or -1 but can be any number  
//loads an image automatically when you run animation  
//loadMovie(this.pathToPics+this.pArray[0], \_root.photo);  
MovieClip.prototype.changePhoto = function(d) {  
// make sure pIndex falls within pArray.length  
this.pIndex = (this.pIndex+d)%this.pArray.length;  
if (this.pIndex\<0) {  
this.pIndex += this.pArray.length;  
}  
this.onEnterFrame = fadeOut;  
};  
MovieClip.prototype.fadeOut = function() {  
if (this.photo.\_alpha\>this.fadeSpeed) {  
this.photo.\_alpha -= this.fadeSpeed;  
} else {  
this.loadPhoto();  
}  
};  
MovieClip.prototype.loadPhoto = function() {  
// specify the movieclip to load images into  
var p = \_root.photo;  
//------------------------------------------  
p.\_alpha = 0;  
p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);  
this.onEnterFrame = loadMeter;  
};  
MovieClip.prototype.loadMeter = function() {  
var i, l, t;  
l = this.photo.getBytesLoaded();  
t = this.photo.getBytesTotal();  
if (t\>0 && t == l) {  
this.onEnterFrame = fadeIn;  
} else {  
trace(l/t);  
}  
};  
MovieClip.prototype.fadeIn = function() {  
if (this.photo.\_alpha\<100-this.fadeSpeed) {  
this.photo.\_alpha += this.fadeSpeed;  
} else {  
this.photo.\_alpha = 100;  
this.onEnterFrame = null;  
}  
};  
changePhoto (0);  
// Actions -----------------------------------------  
// these aren’t necessary, just an example implementation  
this.onKeyDown = function() {  
if (Key.getCode() == Key.LEFT) {  
this.changePhoto(-1);  
} else if (Key.getCode() == Key.RIGHT) {  
this.changePhoto(1);  
}  
};  
Key.addListener(this);
