Any iMovie gurus here?

I apologize if this is uncouth but I have a nice cold wet dog house waiting for me to sleep in tonight if I don't get this issue resolved today/tonight:
here's my post in the iMovie section:
http://discussions.apple.com/message.jspa?messageID=10819206#10819206
Thank you my friends,
Tom

I've never used iMovie.
iMovie, last I knew, used DV Stream for its production codec. It's a totally weird format. Every framehas to built in it.
Hope you find some help soon, wish I could help more.
bogiesan

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    // From JAVA PROGRAMMING: FROM THE BEGINNING, by K. N. King /
    // Copyright (c) 2000 W. W. Norton & Company, Inc. //
    import jpb.*;
    import java.io.*;
    import java.lang.Thread;
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         public static int playerCount=0;
    public static int dealerCount=0;
    public static int computerCount=0;
    // public static int cCard1 = 0;
    //public static int cCard2 = 0;
    public static int newCard = 0;
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              //int ep, pl;
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         int dealerWins = 0;
         int computerWins = 0;
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    Card playerCard2 = Card.pickRandom();
    Card dealerCard1 = Card.pickRandom();
    Card dealerCard2 = Card.pickRandom();
    Card computerCard1 = Card.pickRandom();
    Card computerCard2 = Card.pickRandom();
    Card nCard = Card.pickRandom();
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    System.out.println("Computer cards: " + computerCard1 +
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    System.out.println("Dealer cards: " + dealerCard1 +
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    int playerCount = getCount(playerCard1) +
    getCount(playerCard2);
    int dealerCount = getCount(dealerCard1) +
    getCount(dealerCard2);
    int computerCount = getCount(computerCard1)+
                             getCount(computerCard2);
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    //int cCard2 = getCount(computerCard2);
    int newCard = getCount(nCard);
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    // must have 21 or lose automatically.
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    computerCount = 0;
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    // additional cards and determine new value of
    // player's hand.
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    playerCard2);
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    // Player's count does not exceed 21. Show dealer's
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    // new value of dealer's hand
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    // answer is no
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    if (!userInput.equalsIgnoreCase("Y"))
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              /*Buffer sharedLocation = new UnsychronizedBuffer();
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              Bjothers.start();*/
              /*public void run()
              /*X whatever = new X();
              class X implements Runnable {
                   X() {
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    t.start();
    public void run() {
    //bjothers(); //some code that executes the functionality of the thread
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         //     public void run() {
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    /*public void Work() {
    while(true)
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                        //BJStates.curEpisode = 0;
                        //B//JStates.curPlay = 0;
                        //running = true;
                        //thisThread.start();
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                        //BPlayers.player[1].setCurrentStrategy(Q);
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              bjstates.setEpisodes(ep);
              bjstates.setPlays(pl);
              bjstates.start();
         //startLearning();
              SimpleIO.prompt("Stop ");
    String userInput2 = SimpleIO.readLine();
    if (userInput2.equalsIgnoreCase("S"))
         break;
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    // BEHAVIOR: Adds cards to the dealer's hand until the
    // value reaches 17 or more
    // PARAMETERS: card1 - One of dealer's original two cards
    // card2 - The other original card
    // RETURNS: Value of the dealer's hand, including
    // original cards and new cards
    private static int getDealerCards(Card card1, Card card2) {
    int dealerCount = getCount(card1) + getCount(card2);
    int aceCount = 0;
    // Determine number of aces among original pair of cards
    if (card1.getRank() == Card.ACE)
    aceCount++;
    if (card2.getRank() == Card.ACE)
    aceCount++;
    while (true) {
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    // contains aces still valued at 11, then reduce the
    // number of aces by 1 and reduce the count by 10
    if (aceCount > 0 && dealerCount > 21) {
    aceCount--;
    dealerCount -= 10;
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    if (dealerCount >= 17)
    return dealerCount;
    // Pick a new card and update the dealer's count
    Card newCard = Card.pickRandom();
    System.out.println("Dealer drew: " + newCard);
    dealerCount += getCount(newCard);
    // Check whether the new card is an ace
    if (newCard.getRank() == Card.ACE)
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    // BEHAVIOR: Adds cards to the player's hand until the
    // value exceeds 21 or the player decides to
    // stand
    // PARAMETERS: card1 - One of player's original two cards
    // card2 - The other original card
    // RETURNS: Value of the player's hand, including
    // original cards and new cards
    private static int getPlayerCards(Card card1, Card card2) {
    int playerCount = getCount(card1) + getCount(card2);
    int aceCount = 0;
    // Determine number of aces among original pair of cards
    if (card1.getRank() == Card.ACE)
    aceCount++;
    if (card2.getRank() == Card.ACE)
    aceCount++;
    while (true) {
    // If the player's count exceeds 21 and the hand
    // contains aces still valued at 11, then reduce the
    // number of aces by 1 and reduce the count by 10
    if (aceCount > 0 && playerCount > 21) {
    aceCount--;
    playerCount -= 10;
    // Return if player's count exceeds 21
    if (playerCount > 21)
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    // Ask user whether to stand or hit
    SimpleIO.prompt("(S)tand or (H)it? ");
    String userInput = SimpleIO.readLine();
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    Card newCard = Card.pickRandom();
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    playerCount += getCount(newCard);
    // Check whether the new card is an ace
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    //Computer Cards
    //public void run() {
         /*     int s;
              while (true) {
              try {
                        Thread.currentThread().sleep(10);
              } catch (Exception e)
                        System.out.println("Exception on sleep");
                        // Sarsa Strategy
                             s = bjothers.calcState(card);
                   // select the best action associated with s
                   curAction = strat[strategy].selectAction(s);
                   //take choosed action
                   switch(curAction) {
                             case BStrategy.HIT : {
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                             drawCards();
                             points = calcPoints();
                             if (points<=21) {
                                       setCanPlay(true);
                             else
                                       setCanPlay(false);
                             break;
                             case BStrategy.STAND : {
                             setCanPlay(false);
                             break;
                             default : {setCanPlay(false);}
    // NAME: getCount
    // BEHAVIOR: Returns the Blackjack value of a particular
    // card
    // PARAMETERS: c - a Card object
    // RETURNS: The Blackjack value of the card c. The value
    // of a card is the same as its rank, except
    // that face cards have a value of 10 and aces
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    case Card.TWO: return 2;
    case Card.THREE: return 3;
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    case Card.FIVE: return 5;
    case Card.SIX: return 6;
    case Card.SEVEN: return 7;
    case Card.EIGHT: return 8;
    case Card.NINE: return 9;
    case Card.ACE: return 11;
    default: return 10; // TEN, JACK, QUEEN, KING
    public void startLearning(int ep, int pl) {
         bjstates = new BJStates(this, ep, pl);
         bjstates.setEpisodes(ep);
         bjstates.setPlays(pl);
         bjstates.start();
    }

    any obvious errors here?Yup:
    No code tags
    No indentation
    Too long to read
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    behavior right away. Then I fix the bug and make the
    test pass. This brings up a good but often overlooked point: As a general rule, it's good to write the tests before you implement the code you're testing, but write them as if the code being tested were already complete. You'll get failures at first, but when you see the failures switch to successes, you can be more confident that it's because your code works, and not just because your test missed something. No guarantees of course, just a somewhat higher confidence level. Plus, as was pointed out, it forces thinking like a client of your code, which in turn can illuminate design shortcomings.
    On the flipside, if the tests start succeeding too soon, then you know you've got a problem with your test code. So this technique has the benefit of providing some level of sanity checking on the tests themselves.
    Fowler and the whole JUnit and XP camp are pretty vocal about writing the tests first, IIRC. I don't follow that guideline rigidly myself, but I do generally write the tests quite early--usually after the code being tested has some skeletal structure, but before it's complete.

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