Behavior: Jump to Marker
The behavior "Jump to Marker" when applied to a Flash Button
doesn't work as expected.
The script is missing a:
<pre>
on Click me
Jump me
end Click
</pre>
On the other hand, the "on mouseUp" is ending with an "end
prepareFrame" when it should end with a "end mouseUp" and the "on
resolve" is ending with an "end on" when to keep standards should
end with a "end resolve". This is cosmetic, i know.
The original script is in "C:\Program Files\Adobe\Adobe
Director 11\Configuration\Libs\Controls.cst" (on a PC naturally).
Cheers,
LF
You should not (ever) use just a number for a file name. I'd
bet that's your
problem.
Dave -
Head Developer
www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/
Similar Messages
-
Hi. I'm placing markers within subclips so that I can easily find the clips I need while editing. In my bins, I'd like to be able to double click on a marker and have it jump to that marker within the subclip. However, what is happening is that the clip defined by the marker (between clip marker and next clip marker) opens in the viewer.
I know you can navigate between markers with shift+up arrow or shift+down arrow, but this means I have to jump until I find the marker I want. Is there any way to get directly from the marker description in the bin to the marker position WITHIN the subclip, rather than have it open in the viewer?
Thanks in advance for any help!Anthony Sergi wrote:
Is there any way to get directly from the marker description in the bin to the marker position WITHIN the subclip, rather than have it open in the viewer?
No way go from the Browser to the Viewer in the way that you're asking. (Unless I'm missing something.)
However, if it's a suitable workaround, you can load the (full, marker-laden) clip in the Viewer and then Control-click (right-click) on the Timecode Field in the upper right corner and select the Marker by name from the shortcut menu. That will jump the Viewer's playhead to the marker.
Or does that not fit the bill? -
Jump to Marker 5? Cmd f5 turns on speakables...
I know I can redefine Logic's key commands, but I rather like the CMD + Fkeys to jump to specific markers. The problem is marker number 5, since CMD f5 toggles the speaking stuff in the Universal Access pane = Totally annoying. Is there a way to turn that off so I can have that key command for Logic? Of course, this only applies to Tiger.
Universal Access>Mouse>Open Keyboard Preferences...
I imagine that would be where to do it. -
Detect pdf application: if false jump to marker
I am still a beginner with director. I am using buddy api,
and I am looking for a script that will check to see if a pdf
reading application is installed, if it is not I need to jump to a
specific marker, which contains a menu informing the user they need
to install adobe reader, which I have set up a link to do. Any help
would be appreciatedEL_devin wrote:
> I am still a beginner with director. I am using buddy
api, and I am
> looking for a script that will check to see if a pdf
reading
> application is installed, if it is not I need to jump to
a specific
> marker, which contains a menu informing the user they
need to install
> adobe reader, which I have set up a link to do. Any help
would be
> appreciated
if baFindApp("pdf")="" then
-- no associated app
end if
or on a Mac:-
if baFindApp("CARO")="" then
-- no associated app
end if
Andrew -
Is there a 'jump to marker'-keyboard command?
While editing, I would apply Color-settings from one clip to another (cmd-shift-v).
But often, my 'preference' is way back ahead in my storyline.
So, my idea was, to add a marker - but I can not find a short-cut, which instantly jumps the playhead to that position.
Any ideas/suggestions?… aaaahhhh, very helpful!
… I did search the Keyboard settings, but obviously ... me blind.
just to mention for us GERMAN users:
we have a different keyboard-scheme, so:
ctrl-ö and ctrl-ä …
NOT apostrophe ...
.... speed things up!
@Russ:
yeah, just a while ago, this tutorial of The Dynamic Duo Marc&Steve from rippletraining focussed me to the Time Line Index, and the marvel you can do with it - I completely ignored that tool before - very handy.
for my needs, ctrl-ö does the job ... Thanks anyhow! -
Strange Behavior of Comparative Marker in New Bullet Chart
I put a bullet chart on canvas alonethe comparative marker is bright yellow. I can move it across the canvas fine and the marker doesn't change color. When I put a tab set container on the canvas and move the bullet chart into itin the left hand side of the tab set the marker still shows yellow, but when I move it to the right side--the marker changes to black!
Any ideas?Hi,
When I created with my own data, it do not give me such problem even if I use "Aqua" theme.
My observation is, when you take to extreme right, it creates a scroll bar. When it creates a scroll bar (i.e. when it goes out of the tab area) it then changes the color to its dark shed. If you move the scrollbars to right, then the color again becomes normal.
I'll suggest, to fit the chart in the size of the TAB. It will work fine. Else as you observed, it works fine with other two themes, then its better to go for those schemes.
Hope this helps.
Regards,
Rashmi -
No matter what I do, I cannot get this behavior to work
properly. I have made the smallest and simplest 2 movies with one
marker on each movie, and still the behavior does not recognise
that there is a marker in the destination movie.
I have searched everywhere and am feeling very alone ... it
seems that no one has ever had this problem:
BEHAVIOR ERROR: [#frame: 20, #movie: "4.dir"], Sprite 0
Behavior "Jump to Movie Button"
There is no marker "three" in movie 3.dir. Enter a valid
marker (see Message Window) in the Behaviour Parameters dialog.
Something that I don't understand in this error message is
why it is from "#frame: 20 " when it is really coming from frame 1
of movie: "4.dir"
Something else I don't understand is the
gNavigationButtonList. When I look at that in the message window,
it only ever refers to frame numbers, never a frame name.
These 2 latter points might help someone analyse this problem
for me. I could also email the 2 tiny movies ( less than 70k each)
if anyone has the time to help me.
Thank you,
Carmel.You should not (ever) use just a number for a file name. I'd
bet that's your
problem.
Dave -
Head Developer
www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/ -
Hello.
I need your help.
I put jump forward button from library in Adobe Director my sprite "Right arrow" and It's not working. How can make to work so that to go next windows?
-- DESCRIPTION --
on getBehaviorDescription me
return \
"JUMP FORWARD BUTTON" & RETURN & RETURN & \
"Allows users to retrace their steps after having used the Back button." & RETURN & RETURN & \
"This behavior works in association with the Jump Back Button, which in turn relies on the Jump to Marker Button and/or Jump to Movie Button behaviors." & RETURN & RETURN & \
"These behaviors store visited markers in a global variable: gNavigationButtonList. " & \
"While authoring, the Jump Back Button may take you to other (unconnected) movies where you used the same behavior. " & \
"If you find this disconcerting, type 'clearGlobals' into the Message Window before you run your current movie." & RETURN & RETURN & \
"If you wish to use the Jump... " & \
"behaviors both on the Stage and in a MIAW, and you wish to make the content of each entirely separate, you will need to create a copy of the whole set of behaviors, and change all occurrences of the global name in all the behaviors in one set. " & \
"(Use the Find command, followed by the Replace All button, limiting the search to the current script). " & \
"Use one set of behaviors for the MIAW and the other for the Stage." & RETURN & RETURN & \
"PERMITTED MEMBER TYPES:" & RETURN & \
"Graphic members" & RETURN & RETURN & \
"PARAMETERS:" & RETURN & \
"None" & RETURN & RETURN & \
"ASSOCIATED BEHAVIORS:" & RETURN & \
"* Jump to Marker Button" & RETURN & \
"* Jump to Movie Button" & RETURN & \
"* Jump Back Button" & RETURN & \
"* Push Button (to alter rollover / mouseDown states)"
end getBehaviorDescription
on getBehaviorTooltip me
return \
"Use with graphic members." & RETURN & RETURN & \
"This behavior can only be used in conjunction with the Jump Back Button behavior, which in turn relies on the Jump to Marker Button and/or Jump to Movie Button behaviors. " & \
"When the user clicks on a sprite with this behavior the playback head will retrace the steps previously taken in the reverse direction by the Jump Back Button."
end getBehaviorTooltip
-- NOTES FOR DEVELOPERS --
-- The main handler is GoForward, which is triggered by mouseUp. The Initialize
-- handlers checks if the global gNavigationButtonList variable has the right
-- structure, or creates it if it does not already exist.
-- USE OF 'JUMP BACK/FORWARD BUTTON' BEHAVIORS
-- Information about what markers have already been visited is stored in a
-- global variable: gNavigationButtonList. As a global, this variable is
-- available to all navigation behaviors, on any sprite in any movie.
-- gNavigationButtonList has the following structure:
-- [#stack [...], #index: [...], #forward: [...]]
-- Each of the subLists has the structure:
-- [[#frame: <integer>, #movie: <movieName>], [...]]
-- #index is not currently exploited. It provides a list of all markers
-- visited, in the order of their first visit. It could be used to create
-- a pop-up menu, or to check if a player had visited a particular scene.
-- When the 'Jump Back Button' is activated, the marker nearest to the playback
-- head is appended to the #forward list. When the 'Forward button'is
-- activated, this last item is copied to a local variable,then removed from
-- the #forward list. Information concerning the current marker is appended to
-- the #stack, so that users can once again use the 'Jump Back Button'.
-- Going explicitly to "frame x of movie y" triggers the movie's
-- prepareMovie and startMovie handlers. If the most recently visited
-- marker is in the current movie, the command "go frame x" is used instead.
-- USE OF "PUSH BUTTON" BEHAVIOR
-- The "Push Button" behavior can be used to deal with the rollover and
-- mouseDown states of the "Jump Forward Button". When this behavior is
-- initialized, it asks each behavior on the same sprite to return a
-- behavior reference, if it happens to be the "Push Button" behavior. If
-- a reference is returned then the "Jump Forward Button" sets the button's
-- enabled state to indicate whether the #forward list currently contains
-- frames to jump to.
-- TROUBLE-SHOOTING
-- See "Jump Back Button"
-- HISTORY --
-- 10 September 1998: written for the D7 Behaviors Palette by James Newton
-- 2 November 1998: all member-swapping removed (use Push Button behavior)
-- 9 November 1998: enabled/disabled state added to Push Button interaction
-- 5 January 2000: updated to D8 <km>
-- GLOBAL VARIABLE --
global gNavigationButtonList
-- PROPERTY --
property myStateBehavior
property myState
-- EVENT HANDLERS --
on beginSprite me
Initialize me
end beginSprite
on prepareFrame me
if myStateBehavior.count() then CheckIfActive me
end prepareFrame
on mouseUp me
GoForward me
end mouseUp
-- CUSTOM HANDLERS --
on Initialize me --sent by beginSprite
-- Error checking: Global variable
if voidP (gNavigationButtonList) then
-- -- Initialize gNavigationButtonList
gNavigationButtonList = [#stack: [], #forward: [], #index: []]
else
-- Is it the right global?
if gNavigationButtonList.ilk <> #propList then
ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
else if not gNavigationButtonList.findPos(#stack) then
ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
else if not gNavigationButtonList.findPos(#index) then
ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
else if not gNavigationButtonList.findPos(#forward) then
ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
end if
end if
-- End of error checking
-- Check for "Push Button" behavior on same sprite
theSprite = sprite (me.spriteNum)
theBehaviors = theSprite.scriptInstanceList
myState = -1
myStateBehavior = []
call (#PushButton_GetReference, theBehaviors, myStateBehavior)
end Initialize
on CheckIfActive me
-- Enables/disables the "Push Button" behavior
forwardCount = count(gNavigationButtonList.forward)
forwardState = forwardCount <> 0
if myState = forwardState then exit
myState = forwardState
call (#PushButton_ToggleActive, myStateBehavior, forwardState)
end CheckIfActive
on GoForward me -- sent by mouseUp
forwardCount = count(gNavigationButtonList.forward)
if not forwardCount then
exit
else
currentMarker = [#frame: marker (0), #movie: the movieName]
-- Transfer currentMarker to #stack
gNavigationButtonList.stack.append(currentMarker)
-- Go forward
markerToGoTo = gNavigationButtonList.forward.getLast()
gNavigationButtonList.forward.deleteAt(forwardCount)
theFrame = markerToGoTo.frame
theMovie = markerToGoTo.movie
if theMovie = the movieName then
go theFrame
else
go theFrame of movie theMovie
end if
end if
end GoForward
on substituteStrings(me, parentString, childStringList) --------------
-- Sent by errorAlert
-- * Modifies parentString so that the strings which appear as
-- properties in childStringList are replaced by the values
-- associated with those properties.
-- <childStringList> has the format ["^1": "replacement string"]
i = childStringList.count()
repeat while i
tempString = ""
dummyString = childStringList.getPropAt(i)
replacement = childStringList[i]
lengthAdjust = dummyString.char.count - 1
repeat while TRUE
position = offset(dummyString, parentString)
if not position then
parentString = tempString&parentString
exit repeat
else
if position <> 1 then
tempString = tempString&parentString.char[1..position - 1]
end if
tempString = tempString&replacement
delete parentString.char[1..position + lengthAdjust]
end if
end repeat
i = i - 1
end repeat
return parentString
end substituteStrings
-- ERROR CHECKING --
on ErrorAlert me, theError, data -- SENT BY intialize
-- Determine the behavior's name
behaviorName = string (me)
delete word 1 of behaviorName
delete the last word of behaviorName
delete the last word of behaviorName
-- Convert #data to useful value
case data.ilk of
#void: data = "<void>"
#symbol: data = "#"&data
end case
case theError of
#invalidGlobal:
tError1 = "BEHAVIOR ERROR: Frame ^0, Sprite ^1"
tError1 = substituteStrings(me, tError1, ["^0":the frame, "^1": the currentSpriteNum])
tError2 = "Behavior ^0 requires a global gNavigationButtonList with " & RETURN & \
"the following structure:"
tError2 = substituteStrings(me, tError2, ["^0":behaviorName])
tError3 = "[#stack [...], #index: [...], #forward: [...]]"
tError4 = "Current value = ^0"
tError4 = substituteStrings(me,tError4, ["^0":data])
alert(tError1 & RETURN & RETURN & tError2 & RETURN & tError3 & RETURN & RETURN & tError4)
halt
end case
end ErrorAlert
on isOKToAttach (me, aSpriteType, aSpriteNum)
tIsOK = 0
if aSpriteType = #graphic then
tIsOK = 1
end if
return(tIsOK)
end onHey there ZeldaFan29,
It sounds like you have some songs that are skipped when using the forward and back buttons on your iPod nano, and that leads me to believe that maybe these songs are skipped over when you are playing your playlist in the iPod as well. I have an article that can help you troubleshoot this issue:
Troubleshooting songs that skip - Apple Support
http://support.apple.com/en-us/HT203351
Thanks for being a part of the Apple Support Communities!
Regards,
Braden -
How do you go to marker when there is a wait for mouse click between the markers?
I cant seem to get by the wait for mouse click, when using go to (marker)
I have a game that I have 2 push buttons one is
on mouseUp me
go to frame 9
end
on mouseUp me
go to frame 29
end
There is a wait to click in between these 2 frames and when I click on the 2nd button to go to frame 29 it stops at the wait to click?
I have tried all these below and cant get past the click to wait?????
go
go to frame
go to marker
_movie.go
_movie.marker
_nextMarker=Think this issue is resolved but to ensure the full answer is available, here it is.
First, it's a bad idea to use the Tempo channel at all. You can use a script to do anything that you can do there. I have Lingo alternates to the Tempo channel at:
http://www.deansdirectortutorials.com/Lingo/tempoLingo.htm
(think I need to update this page though)
So - DO NOT USE the Tempo Channel setting - Wait for Mouse Click or Key Press.
The above setting creates a type of pause that interferes with other interactivity.
Instead - use a 'Hold on Frame' behavior (from the Library Palette - Navigation category) or it could be written as:
on exitFrame
go the frame
end
Once you have the above behaviour in you desired frame, you can attach a sprite behaviour to your buttons / links. A good one to use is the ‘Jump to Marker Button’ behaviour in the Controls category of the Library Palette. You can attach this behavior to different sprites and just change the marker setting of the behavior, removing the need to have individual hard-coded scripts for each button.
Next – DO NOT link to frame numbers. Always link to a marker. You may insert or remove frames. This would cause your incorrect links since the frame number would no longer the right point.
Next – the following all do the same thing:
go to frame “markername”
go to “markername”
go “markername”
So, you can leave out ‘frame’ or even ‘to’ as they are not needed. I still use ‘go to’ as it feels more natural to me (just history).
or you could use:
_movie.go("dean")
Don’t use
go to marker “markername”
I think that did work at some point but not anymore.
marker can be used as follows:
go marker (-1)
Where -1 is the amount of markers back (could be forward as well).
Well, that gives the detailed answer to your question.
Dean -
Text Sequence Behaviors (Continuous) - Intermittent
Hi everyone! I'm not exactly sure what I'm doing wrong. I'm trying to apply the text sequence behaviour under the continuous menu called Intermittent. Applying this to my text produces two behaviors - Intermittent and Randomize Sequence Custom Speed. When I hit play, absolutely nothing happens. I can see the custom speed control in the Intermittent behavior jump up and down, but that's about it. What do I need to do to produce that cool flickering effect I see in the effect's preview window?
I should note that all the other continuous effects seem to work without touching anything.It should work with the default settings when you apply the behavior. It is active for me upon application. The fact you see the custom speed control moving indicates the Random sequence custom speed behavior is operative. You might play with the opacity and variance controls to see if that jump starts it. Also I would delete the behavior and reapply it just in case it didn't apply correctly. Is Motion acting strangly in any other way?
-
Hi there,
I'm using flash MX2004 to create a navigation bar for a
project in Director 8.5. I have used the getURL command in Flash to
transfer information to Director. The buttons are names button1,
button2 etc. I have put the flash component in Director and tested
that it is recieving variable button names successfully.
I want the button bar to change the director movie depending
on what button is pressed. I am able to have the buttons jump to
marker but not change movie.
I'm also trying to implement a roll-over information feature
ie. when the user rolls the mouse over a Flash button from
Director, a text box in Director displays information, eg. When the
user rolls over the "home" button, the information box reads "This
button takes you to the first page".
I'm pretty new to Director and randomly scouring the Lingo
help doesn't seem to be helping me :)
If anyone has any tips or solutions for my problems it would
be much appreciated.
Thanks in advance,
GLIt sounds like you want to have a number of different results
from these
flash button events. It also sounds like you have a number of
buttons in
the flash sprite.
As duckets said, you can use the getURL() actionscript method
to send
information to Director, either to a behavior attached to the
flash
sprite or to a movie script.
Director can interpret a mouse event on the Flash sprite, but
it can't
tell which object inside the flash sprite has been effected.
In other
words Director knows that the cursor rolled over the sprite,
just not
which clip or button was specifically rolled over.
You will need to set up a strategy for working with these
flash buttons.
You will need to decide how much information to send to
Director and
when to send that information.
Actionscript has rollover and rollout events as well as
mouseDown and
mouseUp events. So one way to deal with this is to use the
individual
rollover and rollout events to send information about the
text display.
Then use the mouseup event for navigation control.
One way to simplify the work on the Flash end is to name each
button
instance. Then on the rollover, rollout and mouseup events,
send the
name of the button instance to Director. You can then use a
simple case
statement to parse out the button's instance name and use
that name to
tell Director what to do.
In flash, name your buttons, it could be as simple as "one",
"two", etc.
The write a series of functions for those buttons. Maybe
something like
this:
-- create an array to hold the names of all of the buttons...
var buttonArray:Array = new Array(one,two,three,four);
-- create a set of functions for these buttons...
for (i in buttonArray) {
buttonArray
.onRollOver = sendRollOver;
buttonArray.onRollOut = sendRollOut;
buttonArray
.onMouseUp = sendMouseUp;
-- for the rollover event, send a string that contains a key
word and
the button name...
function sendRollOver() {
var stringToSend:String = "roll$"+ parseButtonName(this);
getURL(stringToSend);
-- do similar for the mouseUp event...
function sendMouseUp() {
var stringToSend:String = "up$"+ parseButtonName(this);
getURL(stringToSend);
-- for the rollout event just send a simple string...
function sendRollOut() {
getURL("rollout");
-- this function will strip out the simple button instance
name from its
full path...
function parseButtonName(button) {
var buttonName:String = string(button);
var nameParts:Array = buttonName.split(".");
var shortName = nameParts[nameParts.length -1];
return shortName;
Now you have a very simple flash movie that doesn't need to
be edited
every time something changes in the Director movie.
in Director make a behavior that will sit on the Flash
sprite:
property thisSprite
on beginSprite me
thisSprite = me.spriteNum
end
on getURL me,data
if data = "rollout" then
member("text display member").text = ""
else
parseOut(data)
end if
end
on parseOut(thisString)
oldDelim = the itemDelimiter
the itemDelimiter = "$"
if thisString.item[1] = "roll" then
case (thisString.item[2]) of
"one": member("text display member").text =
"first button string"
"two": member("text display member").text =
"second button string"
-- continue as needed
end case
if thisString.item[1] = "up" then
case (thisString.item[2]) of
-- similar to above
end case
end if
the itemDelimiter = oldDelim
end
Rob
Rob Dillon
Adobe Community Expert
http://www.ddg-designs.com
412-243-9119
http://www.macromedia.com/software/trial/ -
Navigating using simple key strokes
Hey
I am creating a multimedia piece that will be presented
during an award ceremony. I need the speaker to be able to move
back and forward using key strokes. I have been looking through the
forums for a solution but everything appears so complex.
Is there a way to do this so that I an novice can make it
work???Create a marker for each section. In the frame before each
marker, place the following behavior in the Script channel of the
Score window:
on exitFrame()
go loop
end
This will keep the playback head looping between the previous
marker and the frame with your "go loop" script.
In a Movie Script, paste the following handler:
on keyUp(me)
case the keyCode of
123:
go #previous
124:
go #next
end case
end
Run your movie and click on the Stage to give it keyboard
focus. Now press the left and right arrow keys. The playback head
should jump from marker to marker. -
Movie playback lags SMPTE counter, self-corrects when advance by frame
Recently playback of my QT movies has begun to lag the SMPTE counter by about 15 frames. At any given point when playback is stopped, the timecode burn in the QT reads appx 15 frame behind the SMPTE counter. Curiously, when I advance by 1 frame (using key command), or advance by measure, or jump to marker, pickup clock of region, etc., the video instantly snaps forward to the exact SMTPE code in the counter. Lag only occurs during playback. This actually makes the problem worse, because I can't merely change the start time of the movie to compensate.
I've been using Logic for years without any sync problems. The problem is not file specific — the same lag occurs in Logic sessions I did just weeks ago with no sync problem.
Any thoughts or insights much appreciated.Solved it – hope this helps someone else.
By moving (and saving elsewhere) my Logic preferences, I narrowed it down a preferences problem. Turned out to be my setting for plugin delay compensation – not an early suspect, given that it is for AUDIO. I had it set to "All", in order to eliminate the several frame shift rendered to my bounces when using the AdaptiveLimiter. After setting it to "audio tracks and instruments", the video lag ceased.
It will difficult to remember to change that setting every time I bounce a final mix, but at least the problem is solved. -
A mini review of FiOS TV and their new QIP-7232 DVR
FiOS TV picture quality is stunning. No compression artifacts at all from what I can tell.
The 7232 is pretty good but not excellent. I have the 7232 and a Tivo HD XL. IMHO the Tivo is considerably better but I see lots of room for improvement with the 7232.
Pros and Cons of the 7232.
Remote
Nice and responsive. Like that I can turn the TV on and off. Doesn't allow for channel changing just input changing. Not a massive issue but a shame as we need another remote.
It's probably difficult to update, but I find the remote a bit too complicated and the buttons poorly positioned. Shame more buttons don't light up to help find buttons when the room is dark.
Guide
I may have missed it but it would be great if it remembered your favorite settings. I see the favorite button but IMO the guide button should take you there directly.
Guide Titles
Almost excellent but unfortunately titles are cropped when they go beyond 30 or so characters. They should allow wrapping to a second line to allow 60 or so characters.
Extended Guide Titles
I'm noticing some weird information on some shows. English soccer is particularly bad. For example, today's showing of Arsenal versus Blackburn has a title of The Gunners (Arsenal) rallied for a 2-2 draw with West Ham on March 19. So the title describes Arsenal's previous result. Quite confusing.
Speed
Seems speedy enough. I was ready for some lagging but overall impressed.
Storage
Fine but IMHO not adequate for a whole house DVR recording in HD. Look forward to seeing the external hard drive capability.
Bugs
I'm seeing some issues viewing at the end of recordings. Seems that fast forward and next don't work at the end of the recording. A bit annoying. Hopefully a fix can be made.
No "wishlist".
Not a deal breaker but would be nice to see in a software upgrade. Both the Tivo and DirecTV boxes have this feature and I find it very useful as I forget to check back in every few weeks for new shows.
No jump to mark/end.
I hear this is coming with 1.9. That is great. Look forward to seeing it. I like the idea of pushing and holding the "next" button to skip to the end.
Again the PQ is stunning. I'm blown away with it. I got used to DirecTV compressing some channels and it is great to see true uncompressed images. I love it. Very happy customer overall. If Verizon can continue to improve their DVR they are onto a major winner.
Not sure if this is the right place to ask but I'd be happy to beta test anything.Re: your comment about the Guide button. You can easily set the Guide button to display your choice of Favorites. Here is a link to a thread (from two years ago, but still accurate) that has a link to a document I wrote that will tell you how to set it up:
http://forums.verizon.com/t5/FiOS-TV-Technical-Assistance/Exploiting-FiOS-TV-Favorites/td-p/9935
Hope the above helps. And I think we will all be excited when we get the 1.9 level of the IMG, will have lots of new stuff.
Justin
Verizon FiOS TV, Internet, and phone
QIP6416-P1, IMG 1.8, Build 02.54
Keller, TX 76248 -
Hi guys,
today i am facing a really weird problem. We've written a simple report with a selection-screen. At first everything looks fine. We've transported the request to all other systems (Quality Assurance & Production), where it looked fine too.
After that we've included some more code (text-symbols, frames) and transported it to the other systems. But now our problems occurs: In Development system everything is okay. In Quality Assurance and Production systems the selection-screen doesn't show all frames and text-symbols. The weird thing is that the source code is identical in all systems and that even the debugger shows the right values of the text-symbols.
Is there any buffer or system parameter which can course such wrong behavior?
Regards
Mark-AndréHi,
the selection screen is coded without a number. Here's the code:
SELECTION-SCREEN BEGIN OF BLOCK selection WITH FRAME TITLE text-t11.
SELECTION-SCREEN BEGIN OF BLOCK persdata WITH FRAME TITLE text-t01.
SELECT-OPTIONS so_pernr FOR ls_pa0017-pernr.
SELECTION-SCREEN END OF BLOCK persdata.
SELECTION-SCREEN END OF BLOCK selection.
SELECTION-SCREEN BEGIN OF BLOCK input WITH FRAME TITLE text-t12.
SELECTION-SCREEN BEGIN OF BLOCK zeitraum WITH FRAME TITLE text-t02.
PARAMETERS pa_begda TYPE p0017-begda DEFAULT sy-datum OBLIGATORY.
PARAMETERS pa_endda TYPE p0017-endda DEFAULT '99991231' OBLIGATORY.
SELECTION-SCREEN END OF BLOCK zeitraum.
SELECTION-SCREEN BEGIN OF BLOCK gruppierungen WITH FRAME TITLE text-t03.
PARAMETERS pa_spebe TYPE p0017-spebe OBLIGATORY DEFAULT '1'.
SELECTION-SCREEN END OF BLOCK gruppierungen.
SELECTION-SCREEN BEGIN OF BLOCK zuordnungen WITH FRAME TITLE text-t05.
PARAMETERS pa_bukrs TYPE p0017-bukrs MATCHCODE OBJECT c_t001 DEFAULT '2000'.
PARAMETERS pa_gsber TYPE p0017-gsber MATCHCODE OBJECT h_tgsb DEFAULT '0001'.
SELECTION-SCREEN END OF BLOCK zuordnungen.
SELECTION-SCREEN END OF BLOCK input.
SELECTION-SCREEN BEGIN OF BLOCK attributes WITH FRAME TITLE text-t13.
PARAMETERS pa_test AS CHECKBOX DEFAULT 'x'.
SELECTION-SCREEN END OF BLOCK attributes.
Regards
Mark-André
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