I know i've posted a lot of questions, but here is yet another one about loading jpeg

Ok, I am trying to do the photo gallery tutorial by Kirupa, I think the code is by Suprabeener. I want to dynamically load photos with Flash 5, but every time I test the movie, it says Error finding URL: C://Windows/My Documents/pic.jpg for every pic that is on my harddrive. What is the problem here?? I have tried importing the photos into the library, which defeats the purpose of trying to minimize memory, but the paths to the pics don’t seem to work, even though it is correct to the dot. Kirupa uses a movieclip.prototype function which I don’t know works in Flash 5. Anybody have any clues on loading jpeg’s dynamically, and furthermore, positioning them on the stage? Is it necessary for me to create an empty movie clip, and if so, can I still load jpeg’s dynamically??

Suzie:stunned:

keep all the images in the same folder as swf.the problem is that u dont have any images located C://Windows/My Documents/pic.jpg

I do. THe photo’s are on Netscape but I copied them into the same folder as my swf.

what code are u using to load them?

Below is kirupa’s photo gallery code. I could use something simpler–basically i want to loop through an array of photos in a somewhat nice way. I could use a component, but there are none I can find for flash 5/ Any suggestions?
this.pathToPics = “/”;

this.pArray = [“one.jpg”, “two.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);

that bit of Pindex modulo code and array length really confuses me.

Suzie