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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  • How to refresh a frame? HELP!!!!!!!!!!!!!!!!!!!!

    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.
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    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
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