# NaN NaN NaN? What is this?

**URL:** <https://forum.kirupa.com/t/nan-nan-nan-what-is-this/236980>\
**Category:** flash\
**Created:** [August 25, 2007, 9:42pm UTC](https://forum.kirupa.com/t/nan-nan-nan-what-is-this/236980 "2007-08-25T21:42:36Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![spandro](https://avatars.discourse-cdn.com/v4/letter/s/958977/32.png) [@spandro](https://forum.kirupa.com/u/spandro)\
**Post date:** [August 25, 2007, 9:42pm UTC](https://forum.kirupa.com/t/nan-nan-nan-what-is-this/236980/1 "2007-08-25T21:42:36Z")

</div>

So instead of trying to post an .swf within an .swf I have tried just copying the 3 frames from the gallery file into one keyframe on my main movie timeline. It’s working, except for when I use the arrows to toggle through the photos. Once I hit the toggle arrows…a screen pops up that just keeps repeating NaN NaN NaN NaN NaN NaN NaN NaN…obviously, it’s very annoying. When I go into the keyframe and test the gallery just within the keyframe…everything works fine…every now and then I’ll get a 0 that pops up in the same window that NaN did, but it won’t stop the gallery. I’d really like your help with this, I feel like I’m so close. The code I have for the gallery is as follows:

/\*  
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 = “pics2/”;  
// fill this array with your pics  
this.pArray = [“1.jpg”, “2.jpg”, “3.jpg”, “4.jpg”, “5.jpg”, “6.jpg”, “7.jpg”, “8.jpg”, “9.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[1], 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 = 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;  
}  
};  
// 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);

This code was taken from a Kirupa tutorial on how to make a gallery ([http://www.kirupa.com/developer/mx/photogallery.htm](http://www.kirupa.com/developer/mx/photogallery.htm)). The only part of the code I really changed was taking off “\_root” from “\_root.photo” in a couple of places…because it wasn’t pulling my images. After I did that, it would successfully load the first image. PLEASE help

~Alexander~
