Error 5006:  can't have more than one externally visible definition

Hi
I'm getting this error:
5006: An ActionScript file can not have more than one
externally visible definition: AMReports, playSound.
playSound is a function in my main document class
The error occured after I added a MovieClip and FLV component
to my the same framemain timeline. This Movie Clip has 3 frames.
I'll be using cue points added to the FLV component to move this
from frame to frame in that MovieClip.
Any one have an idea why this is happening?
Thanks.

I fixed this problem: a brace was in the wrong place.

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  • Actionscript help: can not have more than one externally visable def

    package  {
        // these are flash built in classes
         import flash.display.MovieClip;
         import flash.events.TimerEvent;
        import flash.utils.Timer;
         import flash.events.Event;
        //Our own custom class
        import MainTimer;
        import flash.events.KeyboardEvent;
        public class MainDocument extends MovieClip{
            //initial variable values
             private var currentNumberOfEnemiesOnstage:int;
             private var initialNumberOfEnemiesToCreate:int = 2;
             private var enemyKills:int;
             private var childToRemove:int;
             private var level:int = 1;
             private var makeNewEnemyTimer:Timer = new Timer(3000,1);
             private var finishOffEnemy:Timer = new Timer (500, 1);
             private var gameTimer:MainTimer
             private var thePlayer:Player;
             private var theEnemy:Enemy;
             private var maxEnemies:int = 3;
             private var e:int = 0;
             private var childrenOnStage:int;
             private var lastX:int;// variable to determine where the last x of the player was.
             private var theStageNeedsToScroll:Boolean=false;// flag for scrolling
             private var numChildrenInGameStage:int;
             private var jump:JumpSound = new JumpSound();
             private var slap:SlapSound = new SlapSound();
             private var token:TokenSound = new TokenSound();
            public function MainDocument() {
                // constructor code
                trace("the main document is alive");
                makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE,makeNewEnemyHandler);
                makeNewEnemyTimer.start();
                //new instance of the MainTimer class
                gameTimer = new MainTimer();
                //must add it to the stage
                addChild(gameTimer);
                //adjust its position on the stage
                gameTimer.x = 20;
                gameTimer.y = 20;
                //add the player
                thePlayer = new Player();
                addChild(thePlayer);
                // adjust its position on the stage
                thePlayer.x = stage.stageWidth * 0.5;
                // assign the name property
                thePlayer.name = "player";
                while (e< initialNumberOfEnemiesToCreate){
                    createEnemy();
                    e++;
                } //end while
                // init variable for tracking "kills"
                enemyKills = 0;
                killScoreBox.text = String (enemyKills) + " KILLS ";
                // Update this variable every time a child is added to the stage
                childrenOnStage = this.numChildren;
                //Add event listener to control timing of main game loop
                addEventListener (Event.ENTER_FRAME,mainGameLoop);
                 // Prepare for the keystroke listeners
                 stage.focus = stage;
                stage.addEventListener  (KeyboardEvent.KEY_DOWN, keyDownHandler);
                stage.addEventListener  (KeyboardEvent.KEY_UP, keyUpHandler);
            }  //end public function MainDocument
            private function keyDownHandler(e:KeyboardEvent):void {
                switch ( e.keyCode) {
                    case 37:   // left
                        thePlayer.moveLeft();
                        break;
                    case 38://up
                        jump.play();
                        thePlayer.startJumping();
                        break;
                    case 39:    //right
                        thePlayer.moveRight();
                        break;
                    case 40: //down to attack
                        slap.play();
                        thePlayer.attack();
                        break;                   
                }// end switch
            }// end function keyDownHandler
            private function keyUpHandler(e:KeyboardEvent):void {
                switch (e.keyCode) {
                    case 37:    // left
                    case 39:    // right
                        thePlayer.standStill();
                        break;
                    case 38: //jump
                        break;
                    case 40: // down to attack
                    break;
                    default:
                        //anything
                } //end switch
            } // end function keyUpHandler
            private function createEnemy():void{
                trace("create enemy");
                theEnemy = new Enemy((Math.random() * 5) + 1 );
                addChild(theEnemy);
                // Place in a random spot on stage
                theEnemy.x = (Math.random() * stage.stageWidth);
                theEnemy.y = 0;
                // assign the "name" property
                theEnemy.name = "enemy";
                //Update this variable everytime a child is added to the stage
                childrenOnStage = this.numChildren;
            } //end function createEnemy
            //the main loop for the game!!!!!
            private function mainGameLoop (event:Event):void{
                checkForGameReset();
                removeOrCreateNewEnemies();
                processCollisions();
                scrollStage();
            } //end function mainGameLoop
            private function checkForGameReset():void{
                //define conditions
                if(gameTimer.timerHasStopped == true){
                    resetBoard();
                }else if(thePlayer.y > stage.stageHeight){
                    resetBoard();
                }else if (theGameStage.theFish.hitTestPoint(thePlayer.x,thePlayer.y,true)
                                                        && theStageNeedsToScroll == false){
                    resetBoard();
                }else if (health.width <= 2){
                    resetBoard();
            } //end function CheckForGameReset
            private function resetBoard():void{
                health.width = 300;
                thePlayer.x = stage.stageWidth * 0.5;
                theGameStage.x = stage.stageWidth * 0.5;
                thePlayer.y = 0;
                theGameStage.y = 0;
                enemyKills = 0;
                gameTimer.resetTimer();
            } //end function
            private function processCollisions():void{
                //  set up main loop to look through all collidable objects on stage
                for(var c:int;c < childrenOnStage;c++){
                    //trace ("Children on stage c= " + c +
                    // test for a player or enemy child on stage
                    if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy"){
                        // see if ovject is touching the game stage
                        if( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)){
                            // while it is still touching inch it up just until it stops
                               while ( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==true){
                                   // called from CollisionObject Class, so force the connectioin
                                   CollisionObject (getChildAt(c)).incrementUpward();
                                   if (theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==false){
                                       CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                                   } // end if
                               } //end while
                        } //end if touching
                    }//end if player or enemy
                    ///////////////////////Collision with Enemies///////////////
                    if (getChildAt(c).name == "enemy"){
                        if(getChildAt(c).hitTestPoint (thePlayer.x, thePlayer.y , true) ){
                            if( thePlayer.isAttacking == false) {
                                // we are being attacked (and not defending)
                                health.width = health.width -2;                           
                                Enemy(getChildAt(c)).makeEnemyAttack();
                            }else{
                                // we are attacking that enemy
                                childToRemove = c;
                                Enemy(getChildAt(c)).makeEnemyDie();
                                finishOffEnemy.start();
                                finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                            } //end else
                        }else if (Enemy(getChildAt(c)).enemyIsAttacking ==true) {
                            // if there isn't a collision between player and enemy,BUT the enemy is attacking
                            Enemy(getChildAt(c)).makeEnemyStopAttacking();
                        } //end else
    import flash.events.TimerEvent;
    // end if
                } //end for loop
                /////////////// token collision detection ///////////////
        numChildrenInGameStage = theGameStage.numChildren;
        for (var d:int = 0; d < numChildrenInGameStage; d++){
            if (theGameStage.getChildAt(d).hasOwnProperty("isToken") &&
                            theGameStage.getChildAt(d).visable == true) {
                if (thePlayer.hitTestObject(theGameStage.getChildAt(d))){
                    trace("hit token");
                    //play sound
                    token.play();
                    theGameStage.removeChildAt ( d );
                    numChildrenInGameStage = theGameStage.numChildren;
                }// end if
            }// end if
        } //end for
        }// end function processCollisions
        private function scrollStage():void{
                if (thePlayer.x != lastX){
                    theStageNeedsToScroll = true;
                }else{
                    theStageNeedsToScroll = false;
                }// end if
                if (theStageNeedsToScroll == true){
                    for (var b:int = 0; b < childrenOnStage; b ++){
                        if (getChildAt (b).name =="enemy"){
                            getChildAt (b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                        }// end if
                    } //end for
                    theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
                } //end if
                thePlayer.x = stage.stageWidth * 0.5;
                lastX = thePlayer.x;
            }//  end function scrollStage
            // figure out logic
         //  end function scrollStage
        private function removeOrCreateNewEnemies():void{
            for (var c:int = 0; c < childrenOnStage; c++){
                if (getChildAt(c).name == "enemy" && getChildAt(c).y > stage.stageHeight){
                    removeChildAt(c);
                    createEnemy();
                } //end if
                if (getChildAt(c).name == "enemy" && getChildAt(c).x < thePlayer.x - stage.stageWidth){
                    removeChildAt(c);
                    createEnemy();
                } //end if
            } // end for loop
        }// end function removeOrCreateNewEnemies
        private function makeNewEnemyHandler(event:TimerEvent):void{
            currentNumberOfEnemiesOnstage = 0;
            for (var c:int = 0; c < childrenOnStage; c++){
                if (getChildAt(c).name == "enemy");
                    currentNumberOfEnemiesOnstage++;
                }// end if
            }// end for
            if(currentNumberOfEnemiesOnstage < maxEnemies){
                trace("not enough enemies onstage, make more");
                createEnemy();
            } //end if
            makeNewEnemyTimer.start();                       
        } //end function
        public function finishOffEnemyComplete(event:TimerEvent):void {
            enemyKills ++;
            killScoreBox.text = String ( enemyKills) + " KILLS ";
            removeChildAt (childToRemove);
            childrenOnStage = this.numChildren;
        }// end functioin
        }// end public class

    You have several problems with syntax. Here is the class that has syntactical integrity:
    package
              // these are flash built in classes
              import flash.display.MovieClip;
              import flash.events.TimerEvent;
              import flash.utils.Timer;
              import flash.events.Event;
              //Our own custom class
              import MainTimer;
              import flash.events.KeyboardEvent;
              public class MainDocument extends MovieClip
                        //initial variable values
                        private var currentNumberOfEnemiesOnstage:int;
                        private var initialNumberOfEnemiesToCreate:int = 2;
                        private var enemyKills:int;
                        private var childToRemove:int;
                        private var level:int = 1;
                        private var makeNewEnemyTimer:Timer = new Timer(3000, 1);
                        private var finishOffEnemy:Timer = new Timer(500, 1);
                        private var gameTimer:MainTimer
                        private var thePlayer:Player;
                        private var theEnemy:Enemy;
                        private var maxEnemies:int = 3;
                        private var e:int = 0;
                        private var childrenOnStage:int;
                        private var lastX:int; // variable to determine where the last x of the player was.
                        private var theStageNeedsToScroll:Boolean = false; // flag for scrolling
                        private var numChildrenInGameStage:int;
                        private var jump:JumpSound = new JumpSound();
                        private var slap:SlapSound = new SlapSound();
                        private var token:TokenSound = new TokenSound();
                        public function MainDocument()
                                  // constructor code
                                  trace("the main document is alive");
                                  makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE, makeNewEnemyHandler);
                                  makeNewEnemyTimer.start();
                                  //new instance of the MainTimer class
                                  gameTimer = new MainTimer();
                                  //must add it to the stage
                                  addChild(gameTimer);
                                  //adjust its position on the stage
                                  gameTimer.x = 20;
                                  gameTimer.y = 20;
                                  //add the player
                                  thePlayer = new Player();
                                  addChild(thePlayer);
                                  // adjust its position on the stage
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  // assign the name property
                                  thePlayer.name = "player";
                                  while (e < initialNumberOfEnemiesToCreate)
                                            createEnemy();
                                            e++;
                                  } //end while
                                  // init variable for tracking "kills"
                                  enemyKills = 0;
                                  killScoreBox.text = String(enemyKills) + " KILLS ";
                                  // Update this variable every time a child is added to the stage
                                  childrenOnStage = this.numChildren;
                                  //Add event listener to control timing of main game loop
                                  addEventListener(Event.ENTER_FRAME, mainGameLoop);
                                  // Prepare for the keystroke listeners
                                  stage.focus = stage;
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
                                  stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
                        } //end public function MainDocument
                        private function keyDownHandler(e:KeyboardEvent):void
                                  switch (e.keyCode)
                                            case 37: // left
                                                      thePlayer.moveLeft();
                                                      break;
                                            case 38: //up
                                                      jump.play();
                                                      thePlayer.startJumping();
                                                      break;
                                            case 39: //right
                                                      thePlayer.moveRight();
                                                      break;
                                            case 40: //down to attack
                                                      slap.play();
                                                      thePlayer.attack();
                                                      break;
                                  } // end switch
                        } // end function keyDownHandler
                        private function keyUpHandler(e:KeyboardEvent):void
                                  switch (e.keyCode)
                                            case 37: // left
                                            case 39: // right
                                                      thePlayer.standStill();
                                                      break;
                                            case 38: //jump
                                                      break;
                                            case 40: // down to attack
                                                      break;
                                            default:
                                            //anything
                                  } //end switch
                        } // end function keyUpHandler
                        private function createEnemy():void
                                  trace("create enemy");
                                  theEnemy = new Enemy((Math.random() * 5) + 1);
                                  addChild(theEnemy);
                                  // Place in a random spot on stage
                                  theEnemy.x = (Math.random() * stage.stageWidth);
                                  theEnemy.y = 0;
                                  // assign the "name" property
                                  theEnemy.name = "enemy";
                                  //Update this variable everytime a child is added to the stage
                                  childrenOnStage = this.numChildren;
                        } //end function createEnemy
                        //the main loop for the game!!!!!
                        private function mainGameLoop(event:Event):void
                                  checkForGameReset();
                                  removeOrCreateNewEnemies();
                                  processCollisions();
                                  scrollStage();
                        } //end function mainGameLoop
                        private function checkForGameReset():void
                                  //define conditions
                                  if (gameTimer.timerHasStopped == true)
                                            resetBoard();
                                  else if (thePlayer.y > stage.stageHeight)
                                            resetBoard();
                                  else if (theGameStage.theFish.hitTestPoint(thePlayer.x, thePlayer.y, true) && theStageNeedsToScroll == false)
                                            resetBoard();
                                  else if (health.width <= 2)
                                            resetBoard();
                        } //end function CheckForGameReset
                        private function resetBoard():void
                                  health.width = 300;
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  theGameStage.x = stage.stageWidth * 0.5;
                                  thePlayer.y = 0;
                                  theGameStage.y = 0;
                                  enemyKills = 0;
                                  gameTimer.resetTimer();
                        } //end function
                        private function processCollisions():void
                                  //  set up main loop to look through all collidable objects on stage
                                  for (var c:int; c < childrenOnStage; c++)
                                            //trace ("Children on stage c= " + c +
                                            // test for a player or enemy child on stage
                                            if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy")
                                                      // see if ovject is touching the game stage
                                                      if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true))
                                                                // while it is still touching inch it up just until it stops
                                                                // while it is still touching inch it up just until it stops
                                                                while (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == true)
                                                                          // called from CollisionObject Class, so force the connectioin
                                                                          CollisionObject(getChildAt(c)).incrementUpward();
                                                                          if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == false)
                                                                                    CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                                                                          } // end if
                                                                } //end while
                                                      } //end if touching
                                            } //end if player or enemy
                                            ///////////////////////Collision with Enemies///////////////
                                            if (getChildAt(c).name == "enemy")
                                                      if (getChildAt(c).hitTestPoint(thePlayer.x, thePlayer.y, true))
                                                                if (thePlayer.isAttacking == false)
                                                                          // we are being attacked (and not defending)
                                                                          health.width = health.width - 2;
                                                                          Enemy(getChildAt(c)).makeEnemyAttack();
                                                                else
                                                                          // we are attacking that enemy
                                                                          childToRemove = c;
                                                                          Enemy(getChildAt(c)).makeEnemyDie();
                                                                          finishOffEnemy.start();
                                                                          finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                                                                } //end else
                                                      else if (Enemy(getChildAt(c)).enemyIsAttacking == true)
                                                                // if there isn't a collision between player and enemy,BUT the enemy is attacking
                                                                Enemy(getChildAt(c)).makeEnemyStopAttacking();
                                                      } //end else
                                  } //end for loop
                                  /////////////// token collision detection ///////////////
                                  numChildrenInGameStage = theGameStage.numChildren;
                                  for (var d:int = 0; d < numChildrenInGameStage; d++)
                                            if (theGameStage.getChildAt(d).hasOwnProperty("isToken") && theGameStage.getChildAt(d).visable == true)
                                                      if (thePlayer.hitTestObject(theGameStage.getChildAt(d)))
                                                                trace("hit token");
                                                                //play sound
                                                                token.play();
                                                                theGameStage.removeChildAt(d);
                                                                numChildrenInGameStage = theGameStage.numChildren;
                                                      } // end if
                                            } // end if
                                  } //end for
                        } // end function processCollisions
                        private function scrollStage():void
                                  if (thePlayer.x != lastX)
                                            theStageNeedsToScroll = true;
                                  else
                                            theStageNeedsToScroll = false;
                                  } // end if
                                  if (theStageNeedsToScroll == true)
                                            for (var b:int = 0; b < childrenOnStage; b++)
                                                      if (getChildAt(b).name == "enemy")
                                                                getChildAt(b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                                                      } // end if
                                            } //end for
                                            theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
                                  } //end if
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  lastX = thePlayer.x;
                        } //  end function scrollStage
                        // figure out logic
                        //  end function scrollStage
                        private function removeOrCreateNewEnemies():void
                                  currentNumberOfEnemiesOnstage = 0;
                                  for (var c:int = 0; c < childrenOnStage; c++)
                                            if (getChildAt(c).name == "enemy")
                                                      currentNumberOfEnemiesOnstage++;
                                            } // end if
                                  } // end for
                                  if (currentNumberOfEnemiesOnstage < maxEnemies)
                                            trace("not enough enemies onstage, make more");
                                            createEnemy();
                                  } //end if
                                  makeNewEnemyTimer.start();
                        } //end function
                        public function finishOffEnemyComplete(event:TimerEvent):void
                                  enemyKills++;
                                  killScoreBox.text = String(enemyKills) + " KILLS ";
                                  removeChildAt(childToRemove);
                                  childrenOnStage = this.numChildren;
                        } // end functioin

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  • How do i sign up for a new e-mail address @icloud or @me; and can I have more than one e-mail address?

    how do i sign up for a new e-mail address @icloud or @me; and can I have more than one e-mail address?

    Cessna007 wrote:
    how do i sign up for a new e-mail address @icloud or @me; and can I have more than one e-mail address?
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    Then if you want further addresses on the same account you can add up to three 'email aliases' - these are additional addresses (not accounts) which deliver into the same inbox as the main account. (In fact it's a good idea to give out alias addresses, rather than the main address, because if they attract spam you can easily change them.) (New aliases can only be @icloud.com ones; @me.com addresses cannot now be created.)
    You should be aware before you start that once you've created an alias you cannot turn that address into a full iCloud account or move it to another account.
    More information on aliases here: http://help.apple.com/icloud/#mm6b1a490a

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