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.

Similar Messages

  • HT2731 can i have more than one apple id on a computer? As when we go away we want to facetime from our macpro to our main mac at home and both are registered under the same apple ID. Thanks

    Can you have more than one apple id on a computer. We are going away and want to facetime from our macpro to the mac computer at home but both are registered under the same apple ID. What should we do ?

    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. 

  • 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?
    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.)
    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

  • 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.

  • I have business and personal e-mail accounts with different contacts. Can I have more than one address book on my iPhone?

    I have business and personal e-mail accounts with different contacts. Can I have more than one address book on my iPhone?

    Set up an additional user account and use one for work and one for personal stuff - each will have a separate address book. Turn on fast user switching for easy switching between the two.
    AK

  • 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 picture

    Hi
    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
    Multiple distribution channels  can be assigned to one sales org
    Similarly the relation ship between Distribution chain (sales org+dist channel) to plant is also many to many and vice versa
    Similarly plants from other company codes can also be assigned to Distribution chain to facilitate intercompany processes
    In whatever way look at it the multiple distribution channels can be fit anywhere
    Regards
    Raja

  • Can u have more than one account on a single pc as i dont want others using my account, and we all use same pc

    can i have more than one itunes account on a single pc, as i dont want others using my acount

    The most practical route is usually for each person to have their own user account in Windows. Then everyone's iTunes library will be completely separate and each person can have and use their own iTunes Store account without impacting anyone else's information and account.
    Regards.

  • HT2472 I must have done something inadvertently and now if I have more than one application open the one I click on comes up front and center and the other apps disappear. How do I reset to have them both up and open and viewable at the same time?

    I must have done something inadvertently and now if I have more than one application open, the one I click on comes up front and center and the other apps disappear. How do I reset to have them both up and open and viewable at the same time?

    Hi Jan, Almost sounds like Expose or Spaces....
    http://support.apple.com/kb/HT2503

  • 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  
    30Gig ipod (Black)   Windows XP  

    On the iPod you can only display one picture attached to that song. The one that gets assigned to the song is the first picture on the list in iTunes.

  • Can I have more than one iCloud email address and if so how do I create it

    I have multiple businesses and would like to create a second iCloud email.  Is that possible and if so will it sync to my previous one or can I sync it on the Iphone?  Thank you

    You can add up to three 'email aliases' to your present account - 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, move it to another account, or reactivate it if you delete it.
    More information on aliases here:
    http://help.apple.com/icloud/#mm6b1a490a
    Alternatively you can create a new Apple ID and use it to open a new iCloud account which you can sign into in System Preferences (or Settings)>Mail, Contacts and Calendars. This secondary account can sync data between its own online account and your Mac, though it cannot use PhotoStream. Data entered in one account won't appear in the other online, though both appear in alongside each other on your Macs or devices.

  • 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

  • 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 ?
    Thanks

    Just 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
    Boot up time WD external HDD @ 43 seconds (USB 3.0)
    Not too shabby! Look forward to getting an external SSD drive connected via thunderbolt (might then match my new p.c. with a boot up time of 9 seconds)

  • Can u have more than one apple device under the same email and password?

    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?

    No

  • HT1694 Can I have more than one email account and if so, how?

    Can there be two different email accounts for two users? If so, how do I set them up. Do I Ned two Apple ID accounts?

    Where? Them email App?
    If so, all you would need would be to configure both emails from Settings->Email, Contacts, Calendars->Accounts->Add Account
    Note that both emails will be visible to both users. So any email received by one can be viewed and read by the other.

  • 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,
    W

    Yes, 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

Maybe you are looking for