HT5019 MacPro laptop display and 2 external monitors (three displays). Can I have more than one application displayed at a time?
I would like to have my MacPro laptop display and 2 external monitors (three displays). Question, how can I have more than one application displayed at a time? IE: I would like email on one monitor, Finder on my laptop, and iTunes on the other. Possible?
With extended desktop, it appears that I can only have one application presenting at a time. Sort of defeats the purpose of having multiple displays.
I am using the HDMI and the mini HDMI connectors.
I would like to have my MacPro laptop display and 2 external monitors (three displays). Question, how can I have more than one application displayed at a time? IE: I would like email on one monitor, Finder on my laptop, and iTunes on the other. Possible?
With extended desktop, it appears that I can only have one application presenting at a time. Sort of defeats the purpose of having multiple displays.
I am using the HDMI and the mini HDMI connectors.
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I will share with you what I have done to manage this with my family. While the solution isn't without flawes, it seems to do the trick. First, you need to have one person who is managing the synching of everyone's devices. In my family, I have three iphones, about to be four, and five ipads. We all synch to the same apple ID to allow one another to take seemless advantage of our Itunes, which is on our Imac. To synch individual music or video interests, we simply select which playlists we want and manually synch that way. A couple of us use imatch and the cloud to make the entire library accessable as well. With respect to the imessage, mail, contacts, etc. we each have a gmail account for our individual emails, contacts etc. So for instance, my forth grade daughter has a gmail account that we choose to synch her contacts, calendar, etc to and then that is also the account where she receives her imessages from on her ipad and itouch. My son, who has an iphone and ipad, does the same thing, but under settings, he goes to imessage and checks his phone number and his email as his preferred way to receive imessages and texts. My wife and I do the same thing. To avoid having everyone see one anothers contracts etc, we only synch contacts from our individual email accounts. Here is the downfall to this: When you update your phone or add a new device, apple always wants to reset everyone's facetime and imessage settings and then low and behold we are all receiving imessages from one another's friends etc. To work around this, I simply take each of their devices and go to their imessage settings and only check the email and phone numbers relative to their devices. I dont' know is this is the best solution, but it seems to work for us.
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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?
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?
You create an @icloud.com address in the first place by signing into Settings>iCloud with your Apple ID and choosing an addres - you can only create an @icloud.com address, not @me.com.
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.)
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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?
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Can we have more than One DC for the sales organization and Plant combo?
Can we have more than One DC for the sales organization and Plant combination?
If yes can you please site a practical example to clear the pictureHi
First of all in SAP sales orgs are assigned to distribution channels and the combination of sales org and distribution channel which is called distribution chain is assigned to plant
There is no direct link between sales org and plant or distribution channel and plant
So sales org and plant combination doesnot exists and
it is only sales org and dist channel combination which is called as distribution chain only exists
Nowhere in SAP we are assigning sales org to plant
It is because sales org alone doesnot make sense and its combination with dist channel only makes sense
because sales org is a selling org and the distribution channel is the route to sell and this combination has only to pick the material from plant to process sales to customers
The relation between sales org and distribution channels is many to many and also vice versa
Multiple sales orgs can be assigned to one distribution channel and
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Similarly the relation ship between Distribution chain (sales org+dist channel) to plant is also many to many and vice versa
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Can I have more than one album art Image displayed on ipod per song?
Can someone help?
My issue is that in itunes I can add more than one image (album art) to an individual song. While it's playing, in the display album art (bottom left corner) I can flick through all the images a particular song contains. I got exicted and came to the assumption that not only can I display album art (covers) but also single art (covers) for songs that got release from an album on my ipod. However when I downloaded all the tracks on to my ipod it only displays album art and not single art (covers) for released songs. Is there a way I can have both album and single art displayed on my ipod for a song? I spent hours finding these single art covers on the internet!
30Gig ipod (Black) Windows XP
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More information on aliases here:
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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 classYou 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 -
Installing Mavericks to external HDD, can I have more than one Partition?
Hi,
I am about to install Mavericks on an external SSD drive, which I shall be using instead of the internal HDD. My question is do I have to format the SSD with one partition, or can I use 2 or 3 ?
ThanksJust to update I bought the WD My Book Studio 2tb as I like WD drives and it comes in a matching aluminum case.
I am using it as my boot drive and also my main storage. I put a copy on it of all the apps and software I had on the internal drive.
Boot up time with internal HDD @ 32 seconds
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i installed find my iphone on my ipod because my friend lost her ipod but when i went to find it it pulled up her ipad which is under the same email and password... is there still a way i can find it?
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HT1694 Can I have more than one email account and if so, how?
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Where? Them email App?
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When and if to have more than one application tag
When is it appropriate to add an application tag to faces-config?
I have a faces-config file with an <application tag and a view-handler defined within it, along with a message-bundle.
<application>
<view-handler . . .
<message-bundle . . .
</application
Another <application tag was added to add a <resource-bundle . . . is this necessary?
So now we have the above <application ... chunk, plus another <application . . . chunk ...
<application>
<resource-bundle . . .
</application>
How should this decision be made and/or what is the rule?
Thanks,
WYes, it appears that the faces-config DTD file permits multiple application tags (at first, I thought it didn't, then checked into it more).
To me, it doesn't make sense to ever need multiple application tags. Since all the tags within the application tag can appear multiple times as well. Therefore, one in every faces-config.xml file should suffice. Personally I don't think the other developer followed best practices, but technically he did nothing wrong.
I think in this situation, there isn't necessarily a right or wrong way to do it. Let alone a right or wrong time to have multiple application tags. Unless of course having multiple application tags, or not, breaks the program. I've never tried multiple application tags myself.
CowKing
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