Can you help me with the preview?
Could anyone tell me why the preview doesn't show in Muse? It seems like I did nothing, but I already made backgrounds, title, buttons, images etc.
Thank you in advance
Berna
Hi,
Are you getting any error message while previewing in Muse? We will need the complete error message.
Also take a look to the similiar thread, if it helps
http://forums.adobe.com/message/5159067#5159067
Similar Messages
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Hello, we have both Creative Cloud membership and Creative Cloud for team. Can you help me with the difference and if i need to have both? We have 9 employees that are using it. Just not sure if i'm paying for something i don't need.
Thank youPlease refer to Creative Cloud Help | Creative Cloud / Common Questions
CC is for retail use with 20 GB of storage space, CCT is where number of seats are purchased & assigned by one program admin where each seat gets 100GB of storage space.
You can not have both the CC & team in one account as it will only provide you added storage space of 120 GB but you can activate the CC any of them or either of them twice as CC is based on Adobe ID.
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These are the following errors
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Can you help me with the WHERE clause? Any issue with this code block?
Hi,
I am looking for blogs or any document on how to implement a Lookup during data loads in BW.
The problem is that all those that I find on this site are mostly about u201CLookup in XIu201D
I have read bits and hints on different postings on this site and this is the best I could do for the scenario shown below:
I need to add the Chars: Char1, Char2, Char3 to CubeX
so that I can display the data for these 3 Chars in a report.
Char1 and Char2 are filled in ODS12 and Char3 is filled in Cube3.
Can you help me write a routine so that while loading data to CubeX, it will read Char1, Char2, Char3 from ODS12 and Cube3; and make them available in CubeX?
This is my attempt so far: continue:
u201C----
select /bic/Char1 from /bic/ODS12
select /bic/Char2 from /bic/ODS12
select /bic/Char3 from /bic/Cube3
into result
WHERE u2026u2026u2026u2026u2026u2026u2026u2026u2026u2026u2026u2026u2026u2026u2026u2026
and objvers = 'A' .
end select.
u201C----
1. What should be my WHERE clause?
2. In the select statement, by studying samples on this where should there be an u201CMu201D in front of the ODS? e.g. select /bic/Char1 from /bic/MODS12
If so, what is the significance and the other options?
3. Should this code be in the Start routing of CubeX? Or any other possible location? Also, in the start routine does it matter where within the start routine this code needs to be placed?
4. Can you please fix this code and add any lines I may be missing?
Is what I am looking to do refer to as u201Cdoing a lookupu201D?
Thanksok
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If you have a rescue email address (which is not the same thing as an alternate email address) set up on your account then the steps half-way down this page give you a reset link on your account : http://support.apple.com/kb/HT5312
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Can you help me interpret the following lines in UPDATE rule?
Hi,
Can you help me interpret the following lines in UPDATE rule?
1. What is the role of role of u201CCHANGING RESULT.u201D and u201CCHANGING lc_local_value.u201D?
2. What is the role of the CALL FUNCTION 'CONVERT_TO_LOCAL_CURRENCY', in particular the Exporting and Importing parts?
3. Can I say that u201CCOMM_STRUCTURE-ORDER_VALu201D in the subroutine is passed to u201Clc_document_valueu201D in the u201CFORM loc_curr_convertu201D; and further passed to u201Cforeign_amountu201D in the u201CCALL FUNCTION 'CONVERT_TO_LOCAL_CURRENCY'u201D?
4. Finally, what becomes of my original u201CActual Goods receipt quantityu201D( 0GR_QTY ) which I am writing the routine for? I donu2019t see any where in the code that it is being referred to? Do any of these codes affect the value of 0GR_QTY?
5. Also, if there are 3 different subroutines in the INCLUDE and I am making the change described in #4 above, how do I know which of the 3 subroutines to call?
===============================
===============================
So I am reviewing a transfer routine in for u201CActual Goods receipt quantityu201D and routine an INCLUDE statement: INCLUDE RS_BCT_MM_UPDATE_RULES.
The update rule also includes the following properties to run the following subroutine in the Include:
IF u2026..
perFORM LOC_CURR_CONVERT
USING COMM_STRUCTURE-ORDER_VAL
COMM_STRUCTURE-DOC_DATE
COMM_STRUCTURE-ORDER_CURR
COMM_STRUCTURE-LOC_CURRCY
COMM_STRUCTURE-EXCHG_RATE
CHANGING RESULT.
I verified in the INCLUDE (RS_BCT_MM_UPDATE_RULES) and the subroutine is as follows:
FORM loc_curr_convert
USING lc_document_value
lc_date
lc_document_currency
value(lc_local_currency)
lc_rate
CHANGING lc_local_value.
conversion of lc_rate from floating-point to decimal. Necessary for *
call of CONVERT_TO_LOCAL_CURRENCY.
data lc_rate_dec type p decimals 5.
lc_rate_dec = lc_rate.
IF lc_document_currency = lc_local_currency
no conversion necessary -> Main case 1
AND NOT ( lc_document_currency IS INITIAL
OR lc_local_currency IS INITIAL ) .
lc_local_value = lc_document_value.
ELSEIF NOT ( lc_document_currency IS INITIAL
OR lc_local_currency IS INITIAL OR lc_date IS INITIAL ) .
conversion necessary with lc_date -> Normally not possible
CALL FUNCTION 'CONVERT_TO_LOCAL_CURRENCY'
EXPORTING
date = lc_date
foreign_amount = lc_document_value
foreign_currency = lc_document_currency
local_currency = lc_local_currency
rate = lc_rate_dec
IMPORTING
EXCHANGE_RATE =
local_amount = lc_local_value
EXCEPTIONS
NO_RATE_FOUND = 1
OVERFLOW = 2
NO_FACTORS_FOUND = 3
NO_SPREAD_FOUND = 4
DERIVED_2_TIMES = 5.
IF sy-subrc NE 0.
message a802 with lc_date lc_document_currency lc_local_currency
sy-subrc.
ENDIF.
ELSE.
if conversion not possible -> assign target values
lc_local_value = lc_document_value.
lc_local_currency = lc_document_currency.
ENDIF.
ENDFORM.HI,
Thanks so much the explanations.
I just verified again on our dev system and the update rule for 0GR_QTY (Actual goods receipt quantity) include the following:
perFORM QUANTITY_CONVERT
USING COMM_STRUCTURE-CPQUAOU
COMM_STRUCTURE-po_UNIT
COMM_STRUCTURE-base_uom
COMM_STRUCTURE-numerator
COMM_STRUCTURE-denomintr
CHANGING RESULT
Now, in the include, I also found:
FORM QUANTITY_CONVERT
USING QC_SOURCE_VALUE
QC_SOURCE_UNIT
VALUE(QC_TARGET_UNIT)
QC_UMREZ
QC_UMREN
CHANGING QC_TARGET_VALUE.
i. Does it mean it actually does quantity conversion?
ii. If you have access to the INCLUDE I will appreciate some hints on what the subroutine QUANTITY_CONVERT is doing. It does not appear do to be saying anything about quantity conversion; but it is supposed to be doing something with the parameters being passed from the update routine.
iii. In your response to #5, after all the computation in the INCLUDE, what comes back to the Update rule i.e. what comes back to become the value of 0GR_QTY?
Is it the u201CRESULT.u201D in the update rule or u201CQC_TARGET_VALUE.u201D in the subroutine in the INCLUDE.
iv. So, am to create an Update rule for 0PSTNG_DATE and the source is BUDAT; and I need to write a routine using the include INCLUDE RS_BCT_MM_UPDATE_RULES.
I looked through the INCLUDE and identified all the subroutines in this INCLUDE as follows:
QUANTITY_CONVERT
LOC_CURR_CONVERT
GET_WEEK
WEEK_DAY
QUARTER_DAY
--Does it mean that to use this subroutine, I can only use the USING parameters of one of these listed subroutines?
--Also, does it mean that because 0PSTNG_DATE is a date, I can only use one of
GET_WEEK
WEEK_DAY
QUARTER_DAY
--Or, are there other includes to be used for 0PSTNG_DATE
Thanks -
Can you help me understand the use of the word POSITION in TR and CFM?
Hi,
I am trying to have a view of typical BI reports in TR and TM/CFM so through my research I came to the following link:.
http://help.sap.com/saphelp_nw2004s/helpdata/en/62/08193c38f98e1ce10000000a11405a/frameset.htm
My problem on this link and other postings on this site seem to be the same. Can you help me understand the use of the word POSITIONS in these context:
1. Our client has asked for financial transaction reports in BW, such as position of Borrowings, Investments and Hedge Operations (TM data).
2. I have a requirement on, some reports related to Money Market (Fixed Term Deposits, Deposits at Notice) something on FSCM-Treasury and Risk Manager. These reports will be similar to that of Loans, i.e. Position statement, flow statement, etc.
3. The set of position values for a single position or a limited amount of positions can be reported by transactions TPM12 and TPM13 in R3.
4. 0CFM_C10 (Financial Positions Cube)
Do you have some simple report outputs to help clarify how the word POSITION is used in such environments?
Thanks
Edited by: AmandaBaah on Feb 15, 2010 4:39 PMIf I future buy 10 shares in company at £1 per share - at the end of the day my potential value is £10
The next day the shares drop tp £0.9 per share - I have a negative position - my shares are only worth £9
I haven;t bought them yet - but I have a negative position - ie if things stayed as they are - I am going to realise (ie end up with) a loss
Now you can use this for loans and foreign exchange banks as well... -
Can you help me with mouse pressed method please?
hi
can you help me with my problem please, player label doesn't show up in the applet and the draw string method it doesn't draw any strings like X or O for the game I don't know what is the problem maybe it is with MousePressed method which is in Board class. I tried to write the code of the location many times I'm not sure if the problem comes from there.
there is no error in my code, but it doesn't work.
this is class Board which has the mouseListener
class Board extends JPanel implements MouseListener, MouseMotionListener
private JLabel playerlabel;
private boolean play;
private boolean start;
private int turn;
private Square squares[][];
private Player myplayer[][];
public Board()
setBackground( Color.WHITE );
playerlabel = new JLabel( "X player first" );
//playerlabel.setLayout(null);
// playerlabel.setLocation(500,500);
add( playerlabel );
play = true;
turn = 1;
squares = new Square[3][3];
myplayer = new Player[3][3];
int x = 40;
int y = 40;
for (int i=0; i<3; i++){
x = 40;
for (int j=0; j<3; j++){
Square s = new Square( x,y );
squares[i][j] = s;
x +=50;
y +=50;
this.addMouseListener(this);
this.addMouseMotionListener(this);
public void mouseClicked( MouseEvent event ){}
public void mouseMoved( MouseEvent event ){}
public void mouseEntered( MouseEvent event ){}
public void mouseExited( MouseEvent event ){}
public void mousePressed( MouseEvent event )
{int xPos = event.getX();
int yPos = event.getY();
if(play && turn ==1){
for (int i=0; i<3; i++){
for (int j=0; j<3; j++){
int x = squares[i][j].getX();
int y = squares[i][j].getY();
if(xPos> x && xPos<x+40&& yPos> y && yPos<y+40){
if( squares[i][j].getOccupied() ==0 ){
String ptext;
ptext = "X";
Player p = new Player(x, y,ptext);
myplayer[i][j] = p;
squares[i][j].setOccupied(1);
playerlabel.setText( "O Player Turn" );
turn = 2;
repaint();
Win();
else{
turn = 2;
playerlabel.setText( "O Player Turn" );
repaint();
if ( play && turn ==2 )
for (int i=0; i<3; i++){
for (int j=0; j<3; j++){
int x = squares[i][j].getX();
int y = squares[i][j].getY();
if(xPos> x && xPos<x+40&& yPos> y && yPos<y+40){
if( squares[i][j].getOccupied() ==0 ){
String ptext;
ptext = "O";
Player p = new Player(x, y,ptext);
myplayer[i][j] = p;
squares[i][j].setOccupied(2);
playerlabel.setText( "X Player Turn" );
turn = 1;
repaint();
Win();
else{
turn = 1;
playerlabel.setText( "X Player Turn" );
repaint();
public void mouseReleased( MouseEvent event )
public void mouseDragged( MouseEvent event )
public void Win(){
if(squares[0][0].getOccupied() == squares[0][1].getOccupied() &&squares[0][1].getOccupied()==squares[0][2].getOccupied() &&squares[0][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if (squares[1][0].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[1][2].getOccupied() &&squares[1][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if(squares[2][0].getOccupied() == squares[2][1].getOccupied() &&squares[2][1].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
if(squares[0][0].getOccupied() == squares[0][1].getOccupied() &&squares[0][1].getOccupied()==squares[0][2].getOccupied() &&squares[0][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if (squares[1][0].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[1][2].getOccupied() &&squares[1][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if(squares[2][0].getOccupied() == squares[2][1].getOccupied() &&squares[2][1].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
//Vertically win
if (squares[0][0].getOccupied() == squares[1][0].getOccupied() &&squares[1][0].getOccupied()==squares[2][0].getOccupied() &&squares[2][0].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if (squares[0][1].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][1].getOccupied() &&squares[2][1].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if(squares[0][2].getOccupied() == squares[1][2].getOccupied() &&squares[1][2].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
if (squares[0][0].getOccupied() == squares[1][0].getOccupied() &&squares[1][0].getOccupied()==squares[2][0].getOccupied() &&squares[2][0].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if (squares[0][1].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][1].getOccupied() &&squares[2][1].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if(squares[0][2].getOccupied() == squares[1][2].getOccupied() &&squares[1][2].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
//Diagonal win
if (squares[0][0].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if (squares[0][2].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][0].getOccupied() &&squares[2][0].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
if (squares[0][0].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if (squares[0][2].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][0].getOccupied() &&squares[2][0].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
}//end win
public void setTurn(int t)
turn = t;
playerlabel.setText( "X Player Plays First" );
public void paintComponent( Graphics g )
super.paintComponent( g );
this.setBackground( Color.WHITE );
for (int i=0; i<3; i++){
for (int j=0; j<3; j++){
g.setColor( Color.BLACK );
g.drawRect( squares[i][j].getX(), squares[i][j].getY(), 50, 50 );
for (int i=0; i<3; i++){
for (int j=0; j<3; j++){
myplayer[i][j].draw(g);
//End of paintComponent
}and this is the whole code of my program.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
class Player{
private int xCoordinate;
private int yCoordinate;
private String playerText;
public Player(int x, int y, String t)
playerText = t;
xCoordinate = x;
yCoordinate = y;
public void draw(Graphics g)
g.drawString(playerText, xCoordinate, yCoordinate);
public void SetText(String t)
{ playerText = t;
}//end player
class Square
private int x;
private int y;
private int occupied;
public Square(int x1, int y1)
x = x1;
y= y1;
occupied = 0;
public void setX(int x1)
x = x1;
public int getX()
return x;
public void setY(int y1)
y = y1;
public int getY()
return y;
public void setOccupied(int o)
occupied = o;
public int getOccupied()
return occupied;
public class TicTac extends JApplet implements ActionListener
{ private JPanel panel;
private JButton newgame;
private Board B;
public void init()
B = new Board();
add( B, BorderLayout.CENTER );
panel = new JPanel();
newgame = new JButton( "New Game" );
panel.add( newgame);
add( panel, BorderLayout.SOUTH );
newgame.addActionListener(this);
public void actionPerformed( ActionEvent ev)
{ Object source = ev.getSource();
if (source == newgame)
{remove(B);
repaint();
B = new Board();
add( B, BorderLayout.CENTER );
B.setTurn(1);
repaint();
validate();
}//end class TicTac
class Board extends JPanel implements MouseListener, MouseMotionListener
private JLabel playerlabel;
private boolean play;
private boolean start;
private int turn;
private Square squares[][];
private Player myplayer[][];
public Board()
setBackground( Color.WHITE );
playerlabel = new JLabel( "X player first" );
//playerlabel.setLayout(null);
// playerlabel.setLocation(500,500);
add( playerlabel );
play = true;
turn = 1;
squares = new Square[3][3];
myplayer = new Player[3][3];
int x = 40;
int y = 40;
for (int i=0; i<3; i++){
x = 40;
for (int j=0; j<3; j++){
Square s = new Square( x,y );
squares[i][j] = s;
x +=50;
y +=50;
this.addMouseListener(this);
this.addMouseMotionListener(this);
public void mouseClicked( MouseEvent event ){}
public void mouseMoved( MouseEvent event ){}
public void mouseEntered( MouseEvent event ){}
public void mouseExited( MouseEvent event ){}
public void mousePressed( MouseEvent event )
{int xPos = event.getX();
int yPos = event.getY();
if(play && turn ==1){
for (int i=0; i<3; i++){
for (int j=0; j<3; j++){
int x = squares[i][j].getX();
int y = squares[i][j].getY();
if(xPos> x && xPos<x+40&& yPos> y && yPos<y+40){
if( squares[i][j].getOccupied() ==0 ){
String ptext;
ptext = "X";
Player p = new Player(x, y,ptext);
myplayer[i][j] = p;
squares[i][j].setOccupied(1);
playerlabel.setText( "O Player Turn" );
turn = 2;
repaint();
Win();
else{
turn = 2;
playerlabel.setText( "O Player Turn" );
repaint();
if ( play && turn ==2 )
for (int i=0; i<3; i++){
for (int j=0; j<3; j++){
int x = squares[i][j].getX();
int y = squares[i][j].getY();
if(xPos> x && xPos<x+40&& yPos> y && yPos<y+40){
if( squares[i][j].getOccupied() ==0 ){
String ptext;
ptext = "O";
Player p = new Player(x, y,ptext);
myplayer[i][j] = p;
squares[i][j].setOccupied(2);
playerlabel.setText( "X Player Turn" );
turn = 1;
repaint();
Win();
else{
turn = 1;
playerlabel.setText( "X Player Turn" );
repaint();
public void mouseReleased( MouseEvent event )
public void mouseDragged( MouseEvent event )
public void Win(){
if(squares[0][0].getOccupied() == squares[0][1].getOccupied() &&squares[0][1].getOccupied()==squares[0][2].getOccupied() &&squares[0][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if (squares[1][0].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[1][2].getOccupied() &&squares[1][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if(squares[2][0].getOccupied() == squares[2][1].getOccupied() &&squares[2][1].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
if(squares[0][0].getOccupied() == squares[0][1].getOccupied() &&squares[0][1].getOccupied()==squares[0][2].getOccupied() &&squares[0][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if (squares[1][0].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[1][2].getOccupied() &&squares[1][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if(squares[2][0].getOccupied() == squares[2][1].getOccupied() &&squares[2][1].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
//Vertically win
if (squares[0][0].getOccupied() == squares[1][0].getOccupied() &&squares[1][0].getOccupied()==squares[2][0].getOccupied() &&squares[2][0].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if (squares[0][1].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][1].getOccupied() &&squares[2][1].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if(squares[0][2].getOccupied() == squares[1][2].getOccupied() &&squares[1][2].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
if (squares[0][0].getOccupied() == squares[1][0].getOccupied() &&squares[1][0].getOccupied()==squares[2][0].getOccupied() &&squares[2][0].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if (squares[0][1].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][1].getOccupied() &&squares[2][1].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if(squares[0][2].getOccupied() == squares[1][2].getOccupied() &&squares[1][2].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
//Diagonal win
if (squares[0][0].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
else if (squares[0][2].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][0].getOccupied() &&squares[2][0].getOccupied() == 1)
{playerlabel.setText("Player 1 X WON THE GAME!");
play =false; }
if (squares[0][0].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][2].getOccupied() &&squares[2][2].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
else if (squares[0][2].getOccupied() == squares[1][1].getOccupied() &&squares[1][1].getOccupied()==squares[2][0].getOccupied() &&squares[2][0].getOccupied() == 2)
{playerlabel.setText("Player 2 O WON THE GAME!");
play =false; }
}//end win
public void setTurn(int t)
turn = t;
playerlabel.setText( "X Player Plays First" );
public void paintComponent( Graphics g )
super.paintComponent( g );
this.setBackground( Color.WHITE );
for (int i=0; i<3; i++){
for (int j=0; j<3; j++){
g.setColor( Color.BLACK );
g.drawRect( squares[i][j].getX(), squares[i][j].getY(), 50, 50 );
for (int i=0; i<3; i++){
for (int j=0; j<3; j++){
myplayer[i][j].draw(g);
//End of paintComponent
Edited by: mshadows on May 18, 2008 7:53 AMI was playing with this a little bit and came up with this game model, something that I'm sure can be improved upon greatly:
TttXO.java
an enum to encapsulate X vs O. I could use a boolean here since it has 2 states, but this seems more intuitive to me
package dy08.m05.ttt;
* tic tac toe encapsulation of X vs O
* @author Pete
public enum TttXO
X, O
}TttCell.java
encapsulates an individual cell in the tictactoe grid.
package dy08.m05.ttt;
* Tic Tac Toe Game cell
* can be occupied or not
* can hold TttXO X or O or null
* @author Pete
public class TttCell
private boolean occupied = false;
private TttXO xo = null;
public TttCell()
* sets a Square for either x or o
* @param TttXO
* @return true if successful, false if already occupied
public boolean setXO(TttXO xo)
if (occupied)
return false;
else
occupied = true;
this.xo = xo;
return true;
public void reset()
occupied = false;
xo = null;
public boolean isOccupied()
return occupied;
public TttXO getXO()
return xo;
// used to test and debug the class
public String toString()
if (occupied)
return xo.toString();
else
return "-";
package dy08.m05.ttt;
* Tic Tac Toe game model
* @author Pete
public class TttGameModel
private TttCell[][] cellGrid = new TttCell[3][3];
private boolean xTurn = true;
private boolean win = false;
public TttGameModel()
for (int i = 0; i < cellGrid.length; i++)
for (int j = 0; j < cellGrid.length; j++)
cellGrid[i][j] = new TttCell();
public void reset()
xTurn = true;
win = false;
for (int i = 0; i < cellGrid.length; i++)
for (int j = 0; j < cellGrid[i].length; j++)
cellGrid[i][j].reset();
public boolean isXTurn()
return xTurn;
public boolean isWin()
return win;
* @param row
* @param col
* @return true if valid move, false if game already over or cell occupied
public boolean takeTurn(int col, int row)
TttXO currentXO = TttXO.O;
TttCell cell = cellGrid[row][col];
if (win)
return false;
if (cell.isOccupied())
return false;
if (xTurn)
currentXO = TttXO.X;
cell.setXO(currentXO);
win = checkWin(col, row, currentXO);
xTurn = !xTurn; // toggle xturn
return true;
public boolean checkWin(int col, int row, TttXO xo)
boolean win = false;
// first rows and columns
boolean temp = true;
for (int i = 0; i < 3; i++)
temp &= cellGrid[row][i].getXO() == xo;
win |= temp;
temp = true;
for (int i = 0; i < 3; i++)
temp &= cellGrid[i][col].getXO() == xo;
win |= temp;
if (row == col) // if slash diagonal
temp = true;
for (int i = 0; i < 3; i++)
temp &= cellGrid[i][i].getXO() == xo;
win |= temp;
if (row + col == 2) // if backslash diagonal
temp = true;
for (int i = 0; i < 3; i++)
temp &= cellGrid[i][2 - i].getXO() == xo;
win |= temp;
return win;
// used to test and debug the class
public String toString()
StringBuilder sb = new StringBuilder();
for (int i = 0; i < cellGrid.length; i++)
for (int j = 0; j < cellGrid[i].length; j++)
sb.append(cellGrid[i][j] + " ");
sb.append("\n");
if (win)
sb.append("win! Game over");
else
sb.append("No winner yet");
return sb.toString();
// test the class
public static void main(String[] args)
TttGameModel model = new TttGameModel();
checkMove(model, 0, 0);
checkMove(model, 1, 0);
checkMove(model, 1, 1);
checkMove(model, 2, 0);
checkMove(model, 1, 0); // bad move
checkMove(model, 2, 2);
// to test the class
private static void checkMove(TttGameModel model, int i, int j)
System.out.println("OK move: " + model.takeTurn(i, j));
System.out.println(model + "\n"); -
hi, recently i bought macbook pro with retina display and installed windows 8 professional original software also. but in windows 8 track pad/ TOUCHPAD is not working properly. can you help me with providing drivers for trackpad to work on windows 8 professional .
Did you download and install the Windows Support software? If you did, did you use the Boot Camp Control icon to set up the trackpad how you want it?
http://www.apple.com/support/bootcamp/
https://discussions.apple.com/community/windows_software/boot_camp -
I run Windows 7 Home Premium on an HP Pavilion dv6. I cannot install iTunes or QuickTime. Can you help me with this?
Hello raadabdaun,
Thanks for the question, and welcome to Apple Support Communities.
I understand you are having issues installing iTunes for Windows. The following article provides the most relevant information and troubleshooting steps:
Trouble installing iTunes or QuickTime for Windows
http://support.apple.com/kb/HT1926
Thanks,
Matt M.
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