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http://www.pixelbox.net/demos/downloadProgressBar/MyDownloadProgressBar.as
package com.example.preloaders
{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.events.TimerEvent;
import flash.geom.Rectangle;
import flash.net.URLRequest;
import flash.text.TextField;
import flash.utils.Timer;
import flash.utils.getTimer;
import mx.events.FlexEvent;
import mx.preloaders.IPreloaderDisplay;
public class MyDownloadProgressBar extends Sprite implements IPreloaderDisplay
{
// Settings fiddle with these as you like
private var _minimumDuration:Number = 3000; // even if the preloader is done, take this long to "finish"
// Implementation variables, used to make everything work properly
private var _IsInitComplete : Boolean = false;
private var _timer : Timer; // this is so we can redraw the progress bar
private var _bytesLoaded : uint = 0;
private var _bytesExpected : uint = 1; // we start at 1 to avoid division by zero errors.
private var _fractionLoaded : Number = 0; // Will be used for the width of the loading bar
private var _preloader : Sprite;
private var _currentStatus : String; // The current stats of the application, downloaded, initilising etc
// Display properties of the loader, these are set in the mx:Application tag
private var _backgroundColor : uint = 0x000000;
private var _stageHeight : Number = 1;
private var _stageWidth : Number = 1;
private var _loadingBarColour : uint = 0x3ea1ee;
// Display elements
private var _loadingBar : Rectangle; // The loading bar that will be drawn
private var loadingImage : flash.display.Loader;
private var progressText : TextField;
private var statusText : TextField;
public function MyDownloadProgressBar()
{
super();
}
// Called when the appication is ready for the preloading screen
public function initialize():void
{
drawBackground();
// Load in your logo or loading image
loadingImage = new flash.display.Loader();
loadingImage.contentLoaderInfo.addEventListener( Event.COMPLETE, loader_completeHandler);
loadingImage.load(new URLRequest("../assets/loadingLogo.jpg")); // This path needs to be relative to your swf on the server, you could use an absolute value if you are unsure
}
private function loader_completeHandler(event:Event):void
{
// At this stage we are sure the image has loaded so we can start drawing the progress bar and other info
// Draw the loading image
addChild(loadingImage);
loadingImage.width = 200;
loadingImage.height= 100;
loadingImage.x = 400;
loadingImage.y = 200;
// Draw your loading bar in it's full state - x,y,width,height
_loadingBar = new Rectangle(400, 300, 200, 10);
// Create a text area for your progress text
progressText = new TextField();
progressText.x = 400;
progressText.y = 310;
progressText.width = 200;
progressText.height = 20;
progressText.textColor = 0x3ea1ee;
addChild(progressText);
// Create a text area for your status text
statusText = new TextField();
statusText.x = 400;
statusText.y = 320;
statusText.width = 200;
statusText.height = 20;
statusText.textColor = 0x3ea1ee;
addChild(statusText);
// The first change to this var will be Download Complete
_currentStatus = 'Downloading';
// Start a timer to redraw your loading elements frequently
_timer = new Timer(50);
_timer.addEventListener(TimerEvent.TIMER, timerHandler);
_timer.start();
}
// This is called repeatidly untill we are finished loading
private function draw():void
{
graphics.beginFill( _loadingBarColour , 1);
graphics.drawRect(_loadingBar.x, _loadingBar.y, _loadingBar.width * _fractionLoaded, _loadingBar.height);
graphics.endFill();
progressText.text = (Math.round(_bytesLoaded / 1024)).toString() + 'KB of ' + (Math.round(_bytesExpected / 1024)) + 'KB downloaded';
statusText.text = _currentStatus;
}
private function drawBackground():void
{
// Draw the background using the background colour (set in the mx:Application MXML tag)
graphics.beginFill( _backgroundColor, 1);
graphics.drawRect( 0, 0, stageWidth, stageHeight);
graphics.endFill();
}
// This code comes from DownloadProgressBar. I have modified it to remove some unused event handlers.
public function set preloader(value:Sprite):void
{
_preloader = value;
value.addEventListener(ProgressEvent.PROGRESS, progressHandler);
value.addEventListener(Event.COMPLETE, completeHandler);
// value.addEventListener(RSLEvent.RSL_PROGRESS, rslProgressHandler);
// value.addEventListener(RSLEvent.RSL_COMPLETE, rslCompleteHandler);
// value.addEventListener(RSLEvent.RSL_ERROR, rslErrorHandler);
value.addEventListener(FlexEvent.INIT_PROGRESS, initProgressHandler);
value.addEventListener(FlexEvent.INIT_COMPLETE, initCompleteHandler);
}
// Getters and setters for values, most are set via the MXML in the mx:Application tag
public function set backgroundAlpha(alpha:Number):void{}
public function get backgroundAlpha():Number { return 1; }
public function set backgroundColor(color:uint):void { _backgroundColor = color; }
public function get backgroundColor():uint { return _backgroundColor; }
public function set backgroundImage(image:Object):void {}
public function get backgroundImage():Object { return null; }
public function set backgroundSize(size:String):void {}
public function get backgroundSize():String { return "auto"; }
public function set stageHeight(height:Number):void { _stageHeight = height; }
public function get stageHeight():Number { return _stageHeight; }
public function set stageWidth(width:Number):void { _stageWidth = width; }
public function get stageWidth():Number { return _stageWidth; }
//--------------------------------------------------------------------------
//
// Event handlers
//
//--------------------------------------------------------------------------
// Called by the application as the download progresses.
private function progressHandler(event:ProgressEvent):void
{
_bytesLoaded = event.bytesLoaded;
_bytesExpected = event.bytesTotal;
_fractionLoaded = Number(_bytesLoaded) / Number(_bytesExpected);
}
// Called when the download is complete
private function completeHandler(event:Event):void
{
_currentStatus = 'Download Completed';
trace(_currentStatus);
}
// Called by the application as the initilisation progresses.
private function initProgressHandler(event:Event):void
{
if( !_IsInitComplete) // This seems to be called right at the end for some reason, so this stopps it if the app is already complete
{
_currentStatus = 'Initilising Application';
trace(_currentStatus);
}
}
// Called when both download and initialisation are complete
private function initCompleteHandler(event:Event):void
{
_currentStatus = 'Initilisation Completed';
trace(_currentStatus);
_IsInitComplete = true;
}
// Called as often as possible
private function timerHandler(event:Event):void
{
if ( _IsInitComplete && getTimer() > _minimumDuration )
{
// Everything is now ready, so we can tell the application to show the main application
// NOTE: If you have set a min duration, your application may already have started running
_timer.stop();
_timer.removeEventListener(TimerEvent.TIMER,timerHandler);
dispatchEvent(new Event(Event.COMPLETE));
}
else
{
// Update the screen with the latest progress
draw();
}
}
}
}
package com.example.preloaders
{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.events.TimerEvent;
import flash.geom.Rectangle;
import flash.net.URLRequest;
import flash.text.TextField;
import flash.utils.Timer;
import flash.utils.getTimer;
import mx.events.FlexEvent;
import mx.preloaders.IPreloaderDisplay;
public class MyDownloadProgressBar extends Sprite implements IPreloaderDisplay
{
// Settings fiddle with these as you like
private var _minimumDuration:Number = 3000; // even if the preloader is done, take this long to "finish"
// Implementation variables, used to make everything work properly
private var _IsInitComplete : Boolean = false;
private var _timer : Timer; // this is so we can redraw the progress bar
private var _bytesLoaded : uint = 0;
private var _bytesExpected : uint = 1; // we start at 1 to avoid division by zero errors.
private var _fractionLoaded : Number = 0; // Will be used for the width of the loading bar
private var _preloader : Sprite;
private var _currentStatus : String; // The current stats of the application, downloaded, initilising etc
// Display properties of the loader, these are set in the mx:Application tag
private var _backgroundColor : uint = 0x000000;
private var _stageHeight : Number = 1;
private var _stageWidth : Number = 1;
private var _loadingBarColour : uint = 0x3ea1ee;
// Display elements
private var _loadingBar : Rectangle; // The loading bar that will be drawn
private var loadingImage : flash.display.Loader;
private var progressText : TextField;
private var statusText : TextField;
public function MyDownloadProgressBar()
{
super();
}
// Called when the appication is ready for the preloading screen
public function initialize():void
{
drawBackground();
// Load in your logo or loading image
loadingImage = new flash.display.Loader();
loadingImage.contentLoaderInfo.addEventListener( Event.COMPLETE, loader_completeHandler);
loadingImage.load(new URLRequest("../assets/loadingLogo.jpg")); // This path needs to be relative to your swf on the server, you could use an absolute value if you are unsure
}
private function loader_completeHandler(event:Event):void
{
// At this stage we are sure the image has loaded so we can start drawing the progress bar and other info
// Draw the loading image
addChild(loadingImage);
loadingImage.width = 200;
loadingImage.height= 100;
loadingImage.x = 400;
loadingImage.y = 200;
// Draw your loading bar in it's full state - x,y,width,height
_loadingBar = new Rectangle(400, 300, 200, 10);
// Create a text area for your progress text
progressText = new TextField();
progressText.x = 400;
progressText.y = 310;
progressText.width = 200;
progressText.height = 20;
progressText.textColor = 0x3ea1ee;
addChild(progressText);
// Create a text area for your status text
statusText = new TextField();
statusText.x = 400;
statusText.y = 320;
statusText.width = 200;
statusText.height = 20;
statusText.textColor = 0x3ea1ee;
addChild(statusText);
// The first change to this var will be Download Complete
_currentStatus = 'Downloading';
// Start a timer to redraw your loading elements frequently
_timer = new Timer(50);
_timer.addEventListener(TimerEvent.TIMER, timerHandler);
_timer.start();
}
// This is called repeatidly untill we are finished loading
private function draw():void
{
graphics.beginFill( _loadingBarColour , 1);
graphics.drawRect(_loadingBar.x, _loadingBar.y, _loadingBar.width * _fractionLoaded, _loadingBar.height);
graphics.endFill();
progressText.text = (Math.round(_bytesLoaded / 1024)).toString() + 'KB of ' + (Math.round(_bytesExpected / 1024)) + 'KB downloaded';
statusText.text = _currentStatus;
}
private function drawBackground():void
{
// Draw the background using the background colour (set in the mx:Application MXML tag)
graphics.beginFill( _backgroundColor, 1);
graphics.drawRect( 0, 0, stageWidth, stageHeight);
graphics.endFill();
}
// This code comes from DownloadProgressBar. I have modified it to remove some unused event handlers.
public function set preloader(value:Sprite):void
{
_preloader = value;
value.addEventListener(ProgressEvent.PROGRESS, progressHandler);
value.addEventListener(Event.COMPLETE, completeHandler);
// value.addEventListener(RSLEvent.RSL_PROGRESS, rslProgressHandler);
// value.addEventListener(RSLEvent.RSL_COMPLETE, rslCompleteHandler);
// value.addEventListener(RSLEvent.RSL_ERROR, rslErrorHandler);
value.addEventListener(FlexEvent.INIT_PROGRESS, initProgressHandler);
value.addEventListener(FlexEvent.INIT_COMPLETE, initCompleteHandler);
}
// Getters and setters for values, most are set via the MXML in the mx:Application tag
public function set backgroundAlpha(alpha:Number):void{}
public function get backgroundAlpha():Number { return 1; }
public function set backgroundColor(color:uint):void { _backgroundColor = color; }
public function get backgroundColor():uint { return _backgroundColor; }
public function set backgroundImage(image:Object):void {}
public function get backgroundImage():Object { return null; }
public function set backgroundSize(size:String):void {}
public function get backgroundSize():String { return "auto"; }
public function set stageHeight(height:Number):void { _stageHeight = height; }
public function get stageHeight():Number { return _stageHeight; }
public function set stageWidth(width:Number):void { _stageWidth = width; }
public function get stageWidth():Number { return _stageWidth; }
//--------------------------------------------------------------------------
//
// Event handlers
//
//--------------------------------------------------------------------------
// Called by the application as the download progresses.
private function progressHandler(event:ProgressEvent):void
{
_bytesLoaded = event.bytesLoaded;
_bytesExpected = event.bytesTotal;
_fractionLoaded = Number(_bytesLoaded) / Number(_bytesExpected);
}
// Called when the download is complete
private function completeHandler(event:Event):void
{
_currentStatus = 'Download Completed';
trace(_currentStatus);
}
// Called by the application as the initilisation progresses.
private function initProgressHandler(event:Event):void
{
if( !_IsInitComplete) // This seems to be called right at the end for some reason, so this stopps it if the app is already complete
{
_currentStatus = 'Initilising Application';
trace(_currentStatus);
}
}
// Called when both download and initialisation are complete
private function initCompleteHandler(event:Event):void
{
_currentStatus = 'Initilisation Completed';
trace(_currentStatus);
_IsInitComplete = true;
}
// Called as often as possible
private function timerHandler(event:Event):void
{
if ( _IsInitComplete && getTimer() > _minimumDuration )
{
// Everything is now ready, so we can tell the application to show the main application
// NOTE: If you have set a min duration, your application may already have started running
_timer.stop();
_timer.removeEventListener(TimerEvent.TIMER,timerHandler);
dispatchEvent(new Event(Event.COMPLETE));
}
else
{
// Update the screen with the latest progress
draw();
}
}
}
}
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Python库是一组预先编写的代码模块,旨在帮助开发者实现特定的编程任务,无需从零开始编写代码。这些库可以包括各种功能,如数学运算、文件操作、数据分析和网络编程等。Python社区提供了大量的第三方库,如NumPy、Pandas和Requests,极大地丰富了Python的应用领域,从数据科学到Web开发。Python库的丰富性是Python成为最受欢迎的编程语言之一的关键原因之一。这些库不仅为初学者提供了快速入门的途径,而且为经验丰富的开发者提供了强大的工具,以高效率、高质量地完成复杂任务。例如,Matplotlib和Seaborn库在数据可视化领域内非常受欢迎,它们提供了广泛的工具和技术,可以创建高度定制化的图表和图形,帮助数据科学家和分析师在数据探索和结果展示中更有效地传达信息。
Python库是一组预先编写的代码模块,旨在帮助开发者实现特定的编程任务,无需从零开始编写代码。这些库可以包括各种功能,如数学运算、文件操作、数据分析和网络编程等。Python社区提供了大量的第三方库,如NumPy、Pandas和Requests,极大地丰富了Python的应用领域,从数据科学到Web开发。Python库的丰富性是Python成为最受欢迎的编程语言之一的关键原因之一。这些库不仅为初学者提供了快速入门的途径,而且为经验丰富的开发者提供了强大的工具,以高效率、高质量地完成复杂任务。例如,Matplotlib和Seaborn库在数据可视化领域内非常受欢迎,它们提供了广泛的工具和技术,可以创建高度定制化的图表和图形,帮助数据科学家和分析师在数据探索和结果展示中更有效地传达信息。
Python库是一组预先编写的代码模块,旨在帮助开发者实现特定的编程任务,无需从零开始编写代码。这些库可以包括各种功能,如数学运算、文件操作、数据分析和网络编程等。Python社区提供了大量的第三方库,如NumPy、Pandas和Requests,极大地丰富了Python的应用领域,从数据科学到Web开发。Python库的丰富性是Python成为最受欢迎的编程语言之一的关键原因之一。这些库不仅为初学者提供了快速入门的途径,而且为经验丰富的开发者提供了强大的工具,以高效率、高质量地完成复杂任务。例如,Matplotlib和Seaborn库在数据可视化领域内非常受欢迎,它们提供了广泛的工具和技术,可以创建高度定制化的图表和图形,帮助数据科学家和分析师在数据探索和结果展示中更有效地传达信息。
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