# Weird picture problem

**URL:** https://forum.kirupa.com/t/weird-picture-problem/152265
**Category:** Uncategorized
**Created:** [June 22, 2005, 2:40pm UTC](https://forum.kirupa.com/t/weird-picture-problem/152265 "2005-06-22T14:40:20Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![Idunno](https://avatars.discourse-cdn.com/v4/letter/i/e8c25b/32.png) [@Idunno](https://forum.kirupa.com/u/Idunno)
#### Post date: [June 22, 2005, 2:40pm UTC](https://forum.kirupa.com/t/weird-picture-problem/152265/1 "2005-06-22T14:40:20Z")

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Hi,

I’m still very new to Flash and tried to write a gallery which loads it’s pictures (from XML) in runtime.

The weird thing is, that if I load the page for the first time not all pictures (or only a few of them) are visible and I can’t click them. When I reload the page with F5 I can click them all.  
I think it has something to do with a delay and that the pictures are not completely loaded !?

here is the gallery:  
[http://www.enthaler.com/Gallery/Gallery.html](http://www.enthaler.com/Gallery/Gallery.html)

and the code how I load my thumbnails:

```php

MovieClip.prototype.loadThumb = function () {
	//we need this in each function to have a simple pointer to the Component-Class
	var GalleryClass = _level0.instance1;
	
	//tell the GalleryClass what Thumbnail we load right now
	GalleryClass.__loadThumbID=this._id;
	//load the File
	this.loadMovie(GalleryClass.xmlObj.firstChild.childNodes[(__loadThumbID-1)].attributes.thumb);
	trace ("inside");
	GalleryClass.onEnterFrame = function() {
		trace ("jp");
	//we need this in each function to have a simple pointer to the Component-Class
	var GalleryClass = _level0.instance1;
	
		var thisThumb = GalleryClass.thumbs["thumb" + GalleryClass.__loadThumbID];
		var total = thisThumb.getBytesTotal();
		var loaded = thisThumb.getBytesLoaded();
		if (total != 0 && Math.round(loaded/total) == 1 && thisThumb._width != 0) {
			trace (GalleryClass.__loadThumbID + "loaded");
			
			//resize to thumbnail size
			var newWidth = GalleryClass.resizePic(GalleryClass. __thumbnailSizeWidth, GalleryClass.__ thumbnailSizeHeight, thisThumb._width, thisThumb._height, "width");
			var newHeight = GalleryClass.resizePic(GalleryClass. __thumbnailSizeWidth, GalleryClass.__ thumbnailSizeHeight, thisThumb._width, thisThumb._height, "height");
			thisThumb._width = newWidth;
			thisThumb._height = newHeight;
			delete this.onEnterFrame;
			
			//redefine id
			thisThumb._id = GalleryClass.__loadThumbID;
			
			// continue loading the thumbnails (if needed.. else load Pics)
			if (GalleryClass.__loadThumbPriority.length>0) {
				var thumbToLoad=GalleryClass.__loadThumbPriority.shift();
				GalleryClass.thumbs["thumb"+thumbToLoad].loadThumb();
			} else { // else start loading the pictures (if needed)
			
				//make arrow right
				 if (GalleryClass.__thumbnailPage<Math.ceil(GalleryClass.__picsNumber/thumbsPerPage)) {
					GalleryClass.arrowRight.onRelease = function () {
						//we need this in each function to have a simple pointer to the Component-Class
						var GalleryClass = _level0.instance1;
						
						GalleryClass.thumbs.showThumbnailPage(GalleryClass.__thumbnailPage+1);
					}
					GalleryClass.arrowRight.alphaTo(100, 0.25);
				 } else {
					 GalleryClass.arrowRight.alphaTo(0, 0.3); 
				 }
				 
				if (GalleryClass.__loadPicPriority.length>0) {
					var picToLoad=GalleryClass.__loadPicPriority.shift();
					GalleryClass.pics["pic"+picToLoad].loadPic();
				}
			}
		}
	}
}

```
