How to edit a frame. Please Help!!!
How can I edit a frame in After Effects.
Example: I want to take out a chair that I'm seating on from the frame, how do I do that?
Rotoscope
Then you have to fill the hole.
You make the fill by creating a "clean plate" or by filming one at the time of production.
If you have no Idea what these terms mean then as Todd said in his fisrt post to the first time you asked this question, start with the basics.
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Hi
I used Deitel's code of TicTacToe program that creats a server and have 2 clients playing TicTacToe. When the game is over one of the client has to click on new game and a new game will begin. I don't know how to do this.
Please Help.
Here's the code for the server
import java.awt.BorderLayout;
import java.net.ServerSocket;
import java.net.Socket;
import java.io.IOException;
import java.util.Formatter;
import java.util.Scanner;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.locks.Lock;
import java.util.concurrent.locks.ReentrantLock;
import java.util.concurrent.locks.Condition;
import javax.swing.JFrame;
import javax.swing.JTextArea;
import javax.swing.SwingUtilities;
public class TicTacToeServer extends JFrame
private String[] board = new String[ 9 ]; // tic-tac-toe board
private JTextArea outputArea; // for outputting moves
private Player[] players; // array of Players
private ServerSocket server; // server socket to connect with clients
private int currentPlayer; // keeps track of player with current move
private final static int PLAYER_X = 0; // constant for first player
private final static int PLAYER_O = 1; // constant for second player
private final static String[] MARKS = { "X", "O" }; // array of marks
private ExecutorService runGame; // will run players
private Lock gameLock; // to lock game for synchronization
private Condition otherPlayerConnected; // to wait for other player
private Condition otherPlayerTurn; // to wait for other player's turn
// set up tic-tac-toe server and GUI that displays messages
public TicTacToeServer()
super( "Tic-Tac-Toe Server" ); // set title of window
// create ExecutorService with a thread for each player
runGame = Executors.newFixedThreadPool( 2 );
gameLock = new ReentrantLock(); // create lock for game
// condition variable for both players being connected
otherPlayerConnected = gameLock.newCondition();
// condition variable for the other player's turn
otherPlayerTurn = gameLock.newCondition();
for ( int i = 0; i < 9; i++ )
board[ i ] = new String( "" ); // create tic-tac-toe board
players = new Player[ 2 ]; // create array of players
currentPlayer = PLAYER_X; // set current player to first player
try
server = new ServerSocket( 12345, 2 ); // set up ServerSocket
} // end try
catch ( IOException ioException )
ioException.printStackTrace();
System.exit( 1 );
} // end catch
outputArea = new JTextArea(); // create JTextArea for output
add( outputArea, BorderLayout.CENTER );
outputArea.setText( "Server awaiting connections\n" );
setSize( 300, 300 ); // set size of window
setVisible( true ); // show window
} // end TicTacToeServer constructor
// wait for two connections so game can be played
public void execute()
// wait for each client to connect
for ( int i = 0; i < players.length; i++ )
try // wait for connection, create Player, start runnable
players[ i ] = new Player( server.accept(), i );
runGame.execute( players[ i ] ); // execute player runnable
} // end try
catch ( IOException ioException )
ioException.printStackTrace();
System.exit( 1 );
} // end catch
} // end for
gameLock.lock(); // lock game to signal player X's thread
try
players[ PLAYER_X ].setSuspended( false ); // resume player X
otherPlayerConnected.signal(); // wake up player X's thread
} // end try
finally
gameLock.unlock(); // unlock game after signalling player X
} // end finally
} // end method execute
// display message in outputArea
private void displayMessage( final String messageToDisplay )
// display message from event-dispatch thread of execution
SwingUtilities.invokeLater(
new Runnable()
public void run() // updates outputArea
outputArea.append( messageToDisplay ); // add message
} // end method run
} // end inner class
); // end call to SwingUtilities.invokeLater
} // end method displayMessage
// determine if move is valid
public boolean validateAndMove( int location, int player )
// while not current player, must wait for turn
while ( player != currentPlayer )
gameLock.lock(); // lock game to wait for other player to go
try
otherPlayerTurn.await(); // wait for player's turn
} // end try
catch ( InterruptedException exception )
exception.printStackTrace();
} // end catch
finally
gameLock.unlock(); // unlock game after waiting
} // end finally
} // end while
// if location not occupied, make move
if ( !isOccupied( location ) )
board[ location ] = MARKS[ currentPlayer ]; // set move on board
currentPlayer = ( currentPlayer + 1 ) % 2; // change player
// let new current player know that move occurred
players[ currentPlayer ].otherPlayerMoved( location );
gameLock.lock(); // lock game to signal other player to go
try
otherPlayerTurn.signal(); // signal other player to continue
} // end try
finally
gameLock.unlock(); // unlock game after signaling
} // end finally
return true; // notify player that move was valid
} // end if
else // move was not valid
return false; // notify player that move was invalid
} // end method validateAndMove
// determine whether location is occupied
public boolean isOccupied( int location )
if ( board[ location ].equals( MARKS[ PLAYER_X ] ) ||
board [ location ].equals( MARKS[ PLAYER_O ] ) )
return true; // location is occupied
else
return false; // location is not occupied
} // end method isOccupied
// place code in this method to determine whether game over
public boolean isGameOver()
if( ( !board[ 0 ].equals( "" ) &&
!board[ 1 ].equals( "" ) &&
!board[ 2 ].equals( "" ) &&
!board[ 3 ].equals( "" ) &&
!board[ 4 ].equals( "" ) &&
!board[ 5 ].equals( "" ) &&
!board[ 6 ].equals( "" ) &&
!board[ 7 ].equals( "" ) &&
!board[ 8 ].equals( "" ) ) )
players[0].gameOver("Game Over, no winner");
players[1].gameOver("Game Over, no winner");
return true;
else if( board[ 0 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 1 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 2 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player X wins");
players[1].gameOver("Player X wins");
return true;
else if( board [ 0 ].equals( MARKS[ PLAYER_O ]) &&
board [ 1 ].equals( MARKS[ PLAYER_O ]) &&
board [ 2 ].equals( MARKS[ PLAYER_O ]) )
players[0].gameOver("Player O wins");
players[1].gameOver("Player O wins");
return true;
else if( board[ 3 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 4 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 5 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player X wins");
players[1].gameOver("Player X wins");
return true;
else if( board [ 3 ].equals( MARKS[ PLAYER_O ]) &&
board [ 4 ].equals( MARKS[ PLAYER_O ]) &&
board [ 5 ].equals( MARKS[ PLAYER_O ]) )
players[0].gameOver("Player O wins");
players[1].gameOver("Player O wins");
return true;
else if( board[ 6 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 7 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 8 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player X wins");
players[1].gameOver("Player X wins");
return true;
else if( board [ 6 ].equals( MARKS[ PLAYER_O ]) &&
board [ 7 ].equals( MARKS[ PLAYER_O ]) &&
board [ 8 ].equals( MARKS[ PLAYER_O ]) )
players[0].gameOver("Player O wins");
players[1].gameOver("Player O wins");
return true;
else if( board[ 0 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 3 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 6 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player X wins");
players[1].gameOver("Player X wins");
return true;
else if( board[ 0 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 3 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 6 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player O wins");
players[1].gameOver("Player O wins");
return true;
else if( board[ 1 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 4 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 7 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player X wins");
players[1].gameOver("Player X wins");
return true;
else if( board [ 1 ].equals( MARKS[ PLAYER_O ]) &&
board [ 4 ].equals( MARKS[ PLAYER_O ]) &&
board [ 7 ].equals( MARKS[ PLAYER_O ]) )
players[0].gameOver("Player O wins");
players[1].gameOver("Player O wins");
return true;
else if( board[ 2 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 5 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 8 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player X wins");
players[1].gameOver("Player X wins");
return true;
else if( board [ 2 ].equals( MARKS[ PLAYER_O ]) &&
board [ 5 ].equals( MARKS[ PLAYER_O ]) &&
board [ 8 ].equals( MARKS[ PLAYER_O ]) )
players[0].gameOver("Player O wins");
players[1].gameOver("Player O wins");
return true;
else if( board[ 0 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 4 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 8 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player X wins");
players[1].gameOver("Player X wins");
return true;
else if( board [ 0 ].equals( MARKS[ PLAYER_O ]) &&
board [ 4 ].equals( MARKS[ PLAYER_O ]) &&
board [ 8 ].equals( MARKS[ PLAYER_O ]) )
players[0].gameOver("Player O wins");
players[1].gameOver("Player O wins");
return true;
else if( board[ 2 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 4 ].equals( MARKS[ PLAYER_X ] ) &&
board[ 8 ].equals( MARKS[ PLAYER_X ] ) )
players[0].gameOver("Player X wins");
players[1].gameOver("Player X wins");
return true;
else if( board [ 2 ].equals( MARKS[ PLAYER_O ]) &&
board [ 4 ].equals( MARKS[ PLAYER_O ]) &&
board [ 8 ].equals( MARKS[ PLAYER_O ]) )
players[0].gameOver("Player O wins");
players[1].gameOver("Player O wins");
return true;
else
return false; // this is left as an exercise
} // end method isGameOver
// private inner class Player manages each Player as a runnable
private class Player implements Runnable
private Socket connection; // connection to client
private Scanner input; // input from client
private Formatter output; // output to client
private int playerNumber; // tracks which player this is
private String mark; // mark for this player
private boolean suspended = true; // whether thread is suspended
// set up Player thread
public Player( Socket socket, int number )
playerNumber = number; // store this player's number
mark = MARKS[ playerNumber ]; // specify player's mark
connection = socket; // store socket for client
try // obtain streams from Socket
input = new Scanner( connection.getInputStream() );
output = new Formatter( connection.getOutputStream() );
} // end try
catch ( IOException ioException )
ioException.printStackTrace();
System.exit( 1 );
} // end catch
} // end Player constructor
// send message that other player moved
public void otherPlayerMoved( int location )
output.format( "Opponent moved\n" );
output.format( "%d\n", location ); // send location of move
output.flush(); // flush output
} // end method otherPlayerMoved
// control thread's execution
public void run()
// send client its mark (X or O), process messages from client
try
displayMessage( "Player " + mark + " connected\n" );
output.format( "%s\n", mark ); // send player's mark
output.flush(); // flush output
// if player X, wait for another player to arrive
if ( playerNumber == PLAYER_X )
output.format( "%s\n%s", "Player X connected",
"Waiting for another player\n" );
output.flush(); // flush output
gameLock.lock(); // lock game to wait for second player
try
while( suspended )
otherPlayerConnected.await(); // wait for player O
} // end while
} // end try
catch ( InterruptedException exception )
exception.printStackTrace();
} // end catch
finally
gameLock.unlock(); // unlock game after second player
} // end finally
// send message that other player connected
output.format( "Other player connected. Your move.\n" );
output.flush(); // flush output
} // end if
else
output.format( "Player O connected, please wait\n" );
output.flush(); // flush output
} // end else
// while game not over
while ( !isGameOver() )
int location = 0; // initialize move location
if ( input.hasNext() )
location = input.nextInt(); // get move location
// check for valid move
if ( validateAndMove( location, playerNumber ) )
displayMessage( "\nlocation: " + location );
output.format( "Valid move.\n" ); // notify client
output.flush(); // flush output
} // end if
else // move was invalid
output.format( "Invalid move, try again\n" );
output.flush(); // flush output
} // end else
} // end while
} // end try
finally
try
connection.close(); // close connection to client
} // end try
catch ( IOException ioException )
ioException.printStackTrace();
System.exit( 1 );
} // end catch
} // end finally
} // end method run
// set whether or not thread is suspended
public void setSuspended( boolean status )
suspended = status; // set value of suspended
} // end method setSuspended
public void gameOver(String msg)
if(msg.equals("Game Over, no winner"))
if ( playerNumber == PLAYER_X )
output.format( "no winner, you loose\n" );
output.flush(); // flush output
} // end if
else
output.format( "no winner, you loose\n" );
output.flush(); // flush output
} // end else
gameLock.lock();
else if(msg.equals("Player X wins"))
if ( playerNumber == PLAYER_X )
output.format(msg + "\n" );
output.flush(); // flush output
} // end if
else
output.format(msg + ", you loose\n" );
output.flush(); // flush output
} // end else
gameLock.lock();
else if(msg.equals("Player O wins"))
if ( playerNumber == PLAYER_X )
//players[1].
output.format(msg + ", you loose\n" );
output.flush(); // flush output
} // end if
else
output.format(msg + "\n" );
output.flush(); // flush output
} // end else
gameLock.lock();
else
} // end class Player
} // end class TicTacToeServer
*****and here's the code for the client
// Fig. 24.15: TicTacToeClient.java
// Client that let a user play Tic-Tac-Toe with another across a network.
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.event.*;
import java.net.Socket;
import java.net.InetAddress;
import java.io.IOException;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.JTextArea;
import javax.swing.JTextField;
import javax.swing.JButton;
import javax.swing.SwingUtilities;
import java.util.Formatter;
import java.util.Scanner;
import java.util.concurrent.Executors;
import java.util.concurrent.ExecutorService;
public class TicTacToeClient extends JFrame implements Runnable
private JTextField idField; // textfield to display player's mark
private JTextArea displayArea; // JTextArea to display output
private JPanel boardPanel; // panel for tic-tac-toe board
private JPanel panel2; // panel to hold board
private JButton btnNew;
private Square board[][]; // tic-tac-toe board
private Square currentSquare; // current square
private Socket connection; // connection to server
private Scanner input; // input from server
private Formatter output; // output to server
private String ticTacToeHost; // host name for server
private String myMark; // this client's mark
private boolean myTurn; // determines which client's turn it is
private final String X_MARK = "X"; // mark for first client
private final String O_MARK = "O"; // mark for second client
// set up user-interface and board
public TicTacToeClient( String host )
ticTacToeHost = host; // set name of server
displayArea = new JTextArea( 4, 30 ); // set up JTextArea
displayArea.setEditable( false );
add( new JScrollPane( displayArea ), BorderLayout.SOUTH );
boardPanel = new JPanel(); // set up panel for squares in board
boardPanel.setLayout( new GridLayout( 3, 3, 0, 0 ) );
board = new Square[ 3 ][ 3 ]; // create board
// loop over the rows in the board
for ( int row = 0; row < board.length; row++ )
// loop over the columns in the board
for ( int column = 0; column < board[ row ].length; column++ )
// create square
board[ row ][ column ] = new Square( " ", row * 3 + column );
boardPanel.add( board[ row ][ column ] ); // add square
} // end inner for
} // end outer for
idField = new JTextField(); // set up textfield
idField.setEditable( false );
add( idField, BorderLayout.NORTH );
panel2 = new JPanel(); // set up panel to contain boardPanel
btnNew = new JButton("New Game");
panel2.add(btnNew, BorderLayout.NORTH);
panel2.add( boardPanel, BorderLayout.CENTER ); // add board panel
add( panel2, BorderLayout.CENTER ); // add container panel
btnNew.setEnabled(false);
btnNew.addActionListener(new ActionListener()
public void actionPerformed(ActionEvent e)
newGame();
setSize( 300, 225 ); // set size of window
setVisible( true ); // show window
startClient();
} // end TicTacToeClient constructor
// start the client thread
public void startClient()
try // connect to server, get streams and start outputThread
// make connection to server
connection = new Socket(
InetAddress.getByName( ticTacToeHost ), 12345 );
// get streams for input and output
input = new Scanner( connection.getInputStream() );
output = new Formatter( connection.getOutputStream() );
} // end try
catch ( IOException ioException )
ioException.printStackTrace();
} // end catch
// create and start worker thread for this client
ExecutorService worker = Executors.newFixedThreadPool( 1 );
worker.execute( this ); // execute client
} // end method startClient
// control thread that allows continuous update of displayArea
public void run()
myMark = input.nextLine(); // get player's mark (X or O)
SwingUtilities.invokeLater(
new Runnable()
public void run()
// display player's mark
idField.setText( "You are player \"" + myMark + "\"" );
} // end method run
} // end anonymous inner class
); // end call to SwingUtilities.invokeLater
myTurn = ( myMark.equals( X_MARK ) ); // determine if client's turn
// receive messages sent to client and output them
while ( true )
if ( input.hasNextLine() )
processMessage( input.nextLine() );
} // end while
} // end method run
// process messages received by client
private void processMessage( String message )
// valid move occurred
if ( message.equals( "Valid move." ) )
displayMessage( "Valid move, please wait.\n" );
setMark( currentSquare, myMark ); // set mark in square
} // end if
else if ( message.equals( "Invalid move, try again" ) )
displayMessage( message + "\n" ); // display invalid move
myTurn = true; // still this client's turn
} // end else if
else if ( message.equals( "Opponent moved" ) )
int location = input.nextInt(); // get move location
input.nextLine(); // skip newline after int location
int row = location / 3; // calculate row
int column = location % 3; // calculate column
setMark( board[ row ][ column ],
( myMark.equals( X_MARK ) ? O_MARK : X_MARK ) ); // mark move
displayMessage( "Opponent moved. Your turn.\n" );
myTurn = true; // now this client's turn
} // end else if
//Game Over #*********Here**********#
else if ( message.equals( "no winner, you loose" ) )
btnNew.setEnabled(true);
myTurn = false;
} // end else if
else if ( message.equals( "Player X wins" ) ||
message.equals( "Player X wins, you loose" ) )
btnNew.setEnabled(true);
myTurn = false;
} // end else if
else if ( message.equals( "Player O wins" ) ||
message.equals( "Player O wins, you loose" ) )
btnNew.setEnabled(true);
myTurn = false;
} // end else if
else
displayMessage( message + "\n" ); // display the message
} // end method processMessage
//start a new game here
private void newGame()
// manipulate outputArea in event-dispatch thread
private void displayMessage( final String messageToDisplay )
SwingUtilities.invokeLater(
new Runnable()
public void run()
displayArea.append( messageToDisplay ); // updates output
} // end method run
} // end inner class
); // end call to SwingUtilities.invokeLater
} // end method displayMessage
// utility method to set mark on board in event-dispatch thread
private void setMark( final Square squareToMark, final String mark )
SwingUtilities.invokeLater(
new Runnable()
public void run()
squareToMark.setMark( mark ); // set mark in square
} // end method run
} // end anonymous inner class
); // end call to SwingUtilities.invokeLater
} // end method setMark
// send message to server indicating clicked square
public void sendClickedSquare( int location )
// if it is my turn
if ( myTurn )
output.format( "%d\n", location ); // send location to server
output.flush();
myTurn = false; // not my turn anymore
} // end if
} // end method sendClickedSquare
// set current Square
public void setCurrentSquare( Square square )
currentSquare = square; // set current square to argument
} // end method setCurrentSquare
// private inner class for the squares on the board
private class Square extends JPanel
private String mark; // mark to be drawn in this square
private int location; // location of square
public Square( String squareMark, int squareLocation )
mark = squareMark; // set mark for this square
location = squareLocation; // set location of this square
addMouseListener(
new MouseAdapter() {
public void mouseReleased( MouseEvent e )
setCurrentSquare( Square.this ); // set current square
// send location of this square
sendClickedSquare( getSquareLocation() );
} // end method mouseReleased
} // end anonymous inner class
); // end call to addMouseListener
} // end Square constructor
// return preferred size of Square
public Dimension getPreferredSize()
return new Dimension( 30, 30 ); // return preferred size
} // end method getPreferredSize
// return minimum size of Square
public Dimension getMinimumSize()
return getPreferredSize(); // return preferred size
} // end method getMinimumSize
// set mark for Square
public void setMark( String newMark )
mark = newMark; // set mark of square
repaint(); // repaint square
} // end method setMark
// return Square location
public int getSquareLocation()
return location; // return location of square
} // end method getSquareLocation
// draw Square
public void paintComponent( Graphics g )
super.paintComponent( g );
g.drawRect( 0, 0, 29, 29 ); // draw square
g.drawString( mark, 11, 20 ); // draw mark
} // end method paintComponent
} // end inner-class Square
} // end class TicTacToeClient
Please any kind of help will be appreciated.
HELP!!!This isn't a code writing service.
Start your own thread, rather than reviving one that is very old. And ask a question: that is, actually describe in what respect your program is not working. Often the most effective way of doing this is to post some code whose runtime behaviour is not what you expect or intend. If you do post code make sure it's brief and to the point (ie just illustrates the problem you are having). To make sure your code is readable when you post it here use the code tags: put {code} at the start of your code and the same thing again at the end. -
A previous and unrelated text always appears when I need to send a new text. This prevens forwarding texts also, which I need to do all the time for my businss. How can I fix? Please help?
Hi,
This sounds like it is about Window positions.
iChat has Default places for Incoming Invites.
Video is always top Center of your Screen
Audio and Text chats are Upper right with the Audio slightly lower than Text Chats.
Secondary invites are sort of Stacked like when you open multiple files from the same App.
Your outgoing Windows are "Remembered" as to where the last one was when you used it.
This can be an issue if you use your Mac with a second display and turn Off Mirroring.
You windows can get "left" on the other screen.
Go to System Preferences > Displays and turn On Mirroring and the windows should come back to one Screen/display.
If this does not help go to your Home Folder/Library/Preferences and delete (Drag to Trash) com.apple.ichat.plist and restart iChat.
Unfortunately you will need to reset any iChat Preferences you have changed from defaults.
10:42 PM Tuesday; April 26, 2011
Please, if posting Logs, do not post any Log info after the line "Binary Images for iChat"
G4/1GhzDual MDD (Leopard 10.5.8)
MacBookPro 2Gb( 10.6.7)
, Mac OS X (10.6.7),
"Limit the Logs to the Bits above Binary Images." No, Seriously -
i have my i phone 5c but i can`t activate it cus every time try to activate it i have a message that the SIM card is not valid although this i phone now is open international so how can i activate it ,, please help
i`m sorry but i contact to apple support and told me that the mobile still locked on AT&T and i can`t know this issue ,, Thanks for Reply
-
my iphone 3gs is in recovery mode how do i activate it please help. it shows the message your iphone couldnot be activated because the activation server is temporarily deactivated.
This usually happens if the phone has been Hacked / Jailbroken / Modified...
Is this the case...? -
I forgot my password for Encrypt my Backup how can I reset that please help I really need it Urgently?
If you do not know the passcode then you cannot use the backup
Sorry -
Update Unavailable with This Apple ID This update is not available for this Apple ID either because it was bought by a different user or the item was refunded or cancelled... How can i fix it
Please help !!Hello chiêu trần
If there is an issue with any app then use the steps in the article below to report the issue to the App Store.
iOS: Troubleshooting Messages
http://support.apple.com/kb/HT1933
Regards,
-Norm G.
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