Can not text more than one recepient

my bb can not send text to new person without deleting the previous message  if i try to send a new msg to a new person then it wil automatically go to the previous recepient even after specifying the number and name why is this?

Create a parent folder on your computer to contain the folders of photos you want transferred to your iPhone. Select the parent folder under the Photos tab for your iPhone sync preferences with iTunes. To add an additional folder of photos to your iPhone, place the folder of photos in the parent folder followed by a sync.

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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 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
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