Could someone look at this error.

Here are the errors:
Compiling 1 source file to C:\Documents and Settings\James Kovacs\JavaGin\build\classes
C:\Documents and Settings\James Kovacs\JavaGin\src\App.java:76: local variable playerHand is accessed from within inner class; needs to be declared final
                playerHand = DrawCardHandChange(playerHand, DrawCardDiscard(_discardPile));  //should add card from discard to hand
C:\Documents and Settings\James Kovacs\JavaGin\src\App.java:76: local variable playerHand is accessed from within inner class; needs to be declared final
                playerHand = DrawCardHandChange(playerHand, DrawCardDiscard(_discardPile));  //should add card from discard to hand
C:\Documents and Settings\James Kovacs\JavaGin\src\App.java:76: local variable _discardPile is accessed from within inner class; needs to be declared final
                playerHand = DrawCardHandChange(playerHand, DrawCardDiscard(_discardPile));  //should add card from discard to hand
C:\Documents and Settings\James Kovacs\JavaGin\src\App.java:77: local variable _discardPile is accessed from within inner class; needs to be declared final
                _discardPile = DrawCardDiscardChange(_discardPile);  //take top card from discard
C:\Documents and Settings\James Kovacs\JavaGin\src\App.java:77: local variable _discardPile is accessed from within inner class; needs to be declared final
                _discardPile = DrawCardDiscardChange(_discardPile);  //take top card from discard
5 errors
BUILD FAILED (total time: 0 seconds)Here is the code:
public class App extends javax.swing.JFrame {
    /** Creates new form App */
    public App() {
        initComponents(); //creates original state of GUI
        getContentPane().setBackground(new Color(0,102,0)); //paints the ContentPane to match the GUI
        int[] _suitDeck = {0,                                           //card number in array corresponds to suit number
                           1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,     //1 = clubs, 2 = spades, 3 = hearts, 4 = diamonds
                           1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,
                           1,2,3,4,1,2,3,4,1,2,3,4};
        int[] _cardDeck = GenerateDeck();  //generates an initial deck
        String[] CONVERTED_cardDeck = ConvertDeck(_cardDeck);  //creates a deck where cards are named
        System.out.println("*****ORIGINAL DECK*****");
        for (int j=1; j<_cardDeck.length; j++) {System.out.println(j + ". " + CONVERTED_cardDeck[j]);}  //print the original deck
        int[] playerHand = DrawHand(_cardDeck);  //draws a hand for the player
        _cardDeck = DrawHandDeckChange(_cardDeck);  //changes deck by taking out player hand
        CONVERTED_cardDeck = ConvertDeck(_cardDeck);  //updates named deck to print
        System.out.println("*****FIRST NEW DECK*****");
        for (int j=1; j<_cardDeck.length; j++) {System.out.println(j + ". " + CONVERTED_cardDeck[j]);}  //prints named deck
        int[] compHand = DrawHand(_cardDeck);  //draws a hand for the computer
        _cardDeck = DrawHandDeckChange(_cardDeck);  //changes deck by taking out computer hand
        CONVERTED_cardDeck = ConvertDeck(_cardDeck);  //updates named deck to print
        System.out.println("*****SECOND NEW DECK*****");
        for (int j=1; j<_cardDeck.length; j++) {System.out.println(j + ". " + CONVERTED_cardDeck[j]);}  //prints named deck
        String[] CONVERTED_playerHand = ConvertDeck(playerHand);  //creates a named player hand
        String[] CONVERTED_compHand = ConvertDeck(compHand);  //creates a named computer hand
        System.out.println("*****PLAYER HAND*****");       
        for (int j=1; j<playerHand.length; j++) {System.out.println(j + ". " + CONVERTED_playerHand[j]);}  //prints player hand
        DisplayHand(playerHand, jButton1, jButton2, jButton3, jButton4, jButton5, jButton6, jButton7, jButton8);  //sets button icons of player hand
        System.out.println("*****COMPUTER HAND*****");       
        for (int j=1; j<compHand.length; j++) {System.out.println(j + ". " + CONVERTED_compHand[j]);} //prints computer hand
        jButton10.setIcon(new javax.swing.ImageIcon("C:\\Documents and Settings\\James Kovacs\\JavaGin\\" + DrawCardDeck(_cardDeck) + "_big.gif"));  //sets button icon for discard pile with top card from deck
        int[] _discardPile = new int[2]; //creats discard pile array
        _discardPile[1] = DrawCardDeck(_cardDeck);  //adds top card from deck to discard pile
        _cardDeck = DrawCardDeckChange(_cardDeck);  //updates deck by taking top card       
        CONVERTED_cardDeck = ConvertDeck(_cardDeck);  //updates nameds deck
        System.out.println("*****DRAWN FROM DECK*****");
        for (int j=1; j<_cardDeck.length; j++) {System.out.println(j + ". " + CONVERTED_cardDeck[j]);} //prints drawfrom deck
        jButton10.addActionListener(new ActionListener( ) {
            public void actionPerformed(ActionEvent ev) {
                playerHand = DrawCardHandChange(playerHand, DrawCardDiscard(_discardPile));  //should add card from discard to hand
                _discardPile = DrawCardDiscardChange(_discardPile);  //take top card from discard
    }

that won't actually change the variables though
because they are within the function right?That won't even compile, since playerHand and _discardPile are local variables and not fields.
So, either make playerHand and _discardPile member variables (fields) or introduce a data stuct, i.e.
public class App extends javax.swing.JFrame {
     /** Creates new form App */
    public App() {
        // [snip]
        final DataHolder data = new DataHolder();
        data.hand = playerHand;
        data.pile = _discardPile;
        jButton10.addActionListener(new ActionListener( ) {
            public void actionPerformed(ActionEvent ev) {
                data.hand = DrawCardHandChange(data.hand, DrawCardDiscard(data.pile));
                data.pile = DrawCardDiscardChange(data.pile);
    private static final class DataHolder {
        int[] hand;
        int[] pile;
}With this approach you will obviously have to adjust the code that accesses playerHand or _discardPile to access data.hand and data.pile respectively.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           

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    errors.txt ‏1 KB

    divy's last post was the post you replied to from February.  Nobody else replied.  You aren't going to get much benefit from bumping the thread versus creating your own thread.
    Do you have the same version of LabVIEW?  What OS are you using?  Are you able to do anything else with LabVIEW or are you running into errors only when you use this functionility?

  • Could someone please check this for

    Hi there!
    I need someone to do this quick check, so I don't have to install Vista in vain.
    I mainly use MIDI interface for compositions and playback. So, could anyone please find a MIDI file with some FASTER parts, play it, and check if there are any dropouts or note misplacements?
    It was the issue in all previous driver versions, so please, somebody check this for me will ya?
    I have X-Fi Extreme Music.
    Thanks

    Here is the link to 2 faster midi files... If you have Windows Vista, X-fi and new drivers, please listen to them and tell me do they sound good or bad. Are there any dropouts, or any other issues?
    http://www.box.net/shared/2vxsohpagv
    Thanks.

  • Cannot install Ad-Block Plus. ERROR 404! which means the XPI file is not availible to download, Could someone please fix this?

    i try to download AD Block Plus, get a 404 Error when trying to download from mozilla add ons site or ad block plus web site!
    This needs to be fixed!

    Could you try again in case it was a temporary glitch?
    https://addons.mozilla.org/en-US/firefox/addon/adblock-plus/
    If you get the same error, I wonder whether some other software on your system is blocking it. Are you able to download other add-ons from the same site?
    When you have a problem with one particular site, a good "first thing to try" is clearing your Firefox cache and deleting your saved cookies for the site.
    1. Clear Firefox's Cache
    orange Firefox button ''or'' Tools menu > Options > Advanced
    On the Network mini-tab > Offline Storage : "Clear Now"
    2. If needed, delete the site's cookies here (this will log you out)
    While viewing a page on the site, right-click and choose View Page Info > Security > "View Cookies"
    Then try reloading the page. Does that help?

  • Could someone look at my code, I can't see the error myself

    Hi,
    I have been working on a small game, and have been able to make most of it run.
    However, every now and again when i try to start it, it loads the frame and graphics, but don't start the game loop.
    I think i have been starring at it too long, because i can't see WHY?
    Here is the code, i assume its something connected to the boolean "waitingForKeyPress"
    Sorry about the commentss being in danish, but its a quite simple program, so im sure it makes sense.
    public class EagleFlight extends Canvas {
         private static final long serialVersionUID = 1L;
         //Strategybuffer til page flipping, samt grafiske variable.
         private BufferStrategy strategy = null;
         //private BufferedImage backbuffer = null;     
         private ImageEntity background = null;     
         //private Graphics2D g;     
         //private BufferedImage expl;
         private BufferedImage[] explosion2;     
         private boolean gameRunning = true;
         //Lister over entiteter i spillet.
         private ArrayList<Entity> entities = new ArrayList<Entity>();
         private ArrayList<ShipEntity> shipAnimation = new ArrayList<ShipEntity>();
         //Lister over entiteter der evt skal fjernes i gameLoop.
         private ArrayList<Entity> removeList = new ArrayList<Entity>();
         private ArrayList<Entity> removeAsteroid = new ArrayList<Entity>();
         //Variable til spillerens skib.
         private ShipEntity ship, shipL, shipR, eagleM;
         private double moveSpeed = 300;
         private long lastFire = 0;
         private long firingInterval = 500;
         private String message = "";
         //Booleans til keyInput og spilkontrol.
         private boolean waitingForKeyPress = true;
         private boolean leftPressed = false;
         private boolean rightPressed = false;
         private boolean firePressed = false;
         private boolean isThrusting = false;
         private Boolean shipHit = false;
         private Boolean animation = false;
         //Klasser der bruges i spillet.
         private FXSound fxSound = null;
         private Music music;     
         int score =0;
         private int astroidCount = 0;
         //Variable til ekspoltionsanimation.
         private int v = 0, x = 0, y = 0, eksp = 0;
         //Opretter JFrame og tilf&#65533;jer JPanel.
         public EagleFlight(){
              JFrame container = new JFrame("Eagle Flight 1999");                    
              JPanel panel = (JPanel) container.getContentPane();
              panel.setPreferredSize(new Dimension(800,600));
              panel.setLayout(null);
              //Tilf&#65533;jer EagleFlight canvas til JPanel
              setBounds(0,0,800,600);
              panel.add(this);
              //S&#65533;ttes til true, s&#65533; for&#65533;get graphics har ansvaret.
              setIgnoreRepaint(true);
              //Pakker og synligg&#65533;r vinduet.
              container.pack();
              container.setResizable(false);
              container.setVisible(true);
              // Tilf&#65533;jer windows close funktion
              container.addWindowListener(new WindowAdapter() {
                   public void windowClosing(WindowEvent e) {
                        System.exit(0);
              // Tilf&#65533;jer keyListener og inputhandler.
              addKeyListener(new KeyInputHandler());
              //S&#65533;tter fokus til dette vindue-
              requestFocus();
              // Laver buffering strategy til accelerated graphics
              createBufferStrategy(2);
              strategy = getBufferStrategy();
              // Tilf&#65533;jer midlertidigt Entities, s&#65533; startsk&#65533;rmen ikke er tom.
              initEntities();
         }//End of EagleFlight().
         //Nulstiller variable og lister.
         private void startGame() {
              entities.clear();
              initEntities();          
              shipHit = false;          
              leftPressed = false;
              rightPressed = false;
              firePressed = false;
              gameRunning = true;
              music = new Music();
              music.start();
              waitingForKeyPress = false;
         }//end of startgame().
         private void initEntities() {
              //Laver 3 skibe til thrusteranimationen.
              ship = new sprite.ShipEntity(this,"eagle.png",370,430);
              shipL = new sprite.ShipEntity(this,"eagle1.png",370,430);
              shipR = new sprite.ShipEntity(this,"eagle2.png",370,430);
              shipAnimation.add(ship);
              shipAnimation.add(shipL);
              shipAnimation.add(shipR);
              //Opretter baggrundsbillede.
              new BufferedImage(800,600,BufferedImage.TYPE_INT_RGB);
              background = new ImageEntity("stars.png",0,0);
              //Klarg&#65533;r special effect lyd.
              fxSound = new FXSound();
              //Opretter eksplotionsanimation
              explosion2 = new ExplotionImages().explosion();
              //Laver en pokkers bunke asteroider og placerer dem "over" JPanel, s&#65533; de falder naturligt.
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid1.png",20+(x*120),(-2800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid4.png",20+(x*120),(-3800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid2.png",20+(x*120),(-4800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
              for (int row=0;row<6;row++) {
                   for (int x=0;x<10;x++) {
                        Entity astroid = new sprite.Astroid(this,"asteroid3.png",20+(x*120),(-5800)+row*400);
                        entities.add(astroid);                                   
                        astroidCount++;
         }//end of initEntities()
         //Fjerner de entities der ikke bruges mere.
         //@param entiteten der skal fjernes.
         public void removeEntity(Entity entity)
              removeList.add(entity);               
         }//end of removeEntity().
         //Tilf&#65533;jer ramte asteroider til remove listen.
         //@param entiteten der skal tilf&#65533;jes.
         public void removeAsteroid(Entity doomed){
              removeAsteroid.add(doomed);
         }//End of removeAsteroid().
         //Udf&#65533;res n&#65533;r spilleren d&#65533;r.
         public void notifyDeath() {
              message = "All your base are belong to us!";
              shipHit = true;
              removeAsteroid.add(eagleM);
              shipAnimation.clear();          
         }//End of notifyDeath().
         //Fors&#65533;ger at affyre v&#65533;ben, hvis reload er ok og skibet ikke er ramt.
         public void tryToFire() {
              // check that we have waiting long enough to fire
              if (System.currentTimeMillis() - lastFire < firingInterval) {
                   return;
              if (!shipHit){
                   lastFire = System.currentTimeMillis();
                   ShotEntity shot = new sprite.ShotEntity(this,"shot.gif",ship.getX()+23,ship.getY()-15);
                   entities.add(shot);
                   fxSound.fxSound1();
         }//End of tryToFire().
         //Metode til at vinde spillet.
         public void notifyAlienKilled() {
              astroidCount--;
              score++;
              fxSound.fxSound3();
              if (astroidCount == 0) {
         }//End of notifyAlienKilled()
         public void gameLoop() {
              long lastLoopTime = System.currentTimeMillis();
              long timeInGame = 0;
              // I dette loop udf&#65533;res spillets grafik og logik.
              while (gameRunning) {
                   // Beregner tid for hvor meget de enkelte grafiske enheder skal flyttes
                   long delta = System.currentTimeMillis() - lastLoopTime;
                   lastLoopTime = System.currentTimeMillis();
                   timeInGame = (timeInGame + System.currentTimeMillis()/100000);
                   // Skaffer den grafiske acceleration.
                   // Tegner baggrunden.
                   Graphics2D g = (Graphics2D) strategy.getDrawGraphics();
                   background.draw(g);
                   //Cykler rundt mellem asteroider og flytter dem.
                   if (!waitingForKeyPress) {
                        for (int i=0;i<entities.size();i++) {
                             Entity entity = (Entity) entities.get(i);
                             entity.move(delta);
                        //Bev&#65533;ger de 3 skibe i sync.
                        for (int e=0;e<shipAnimation.size();e++) {
                             ShipEntity fakeeaglemove = (ShipEntity) shipAnimation.get(e);
                             fakeeaglemove.move(delta);
                   // Cykler rundt mellem entities og tegner dem.          
                   for (int i=0;i<entities.size();i++) {
                        Entity entity = (Entity) entities.get(i);
                        entity.draw(g);
                   //Tegner det skib der er i brug.
                   for (int e=0;e<shipAnimation.size();e++)
                        eagleM = (ShipEntity) shipAnimation.get(e);
                        if (leftPressed)
                        {eagleM = shipL;
                        if (rightPressed)
                        {eagleM = shipR;
                        else if ((!leftPressed) && (!rightPressed))
                        {eagleM = ship;
                        eagleM.draw(g);
                   //Brute force detection p&#65533; skibet og asteroider.               
                   try {
                        for (int c = 0; c < entities.size(); c++) {
                             for (int m = 0; m < shipAnimation.size(); m++) {
                                  Entity me = (Entity) shipAnimation.get(m);
                                  Entity him = (Entity) entities.get(c);
                                  if (me.collidesWith(him)) {
                                       //removeAlien.add(him);
                                       me.collidedWith(him);
                                       him.collidedWith(me);
                   } catch (Exception e) {
                   //Brute force detection p&#65533; skud og asteroider.
                   try {
                        for (int p = 0; p < entities.size(); p++) {
                             for (int s = p + 1; s < entities.size(); s++) {
                                  Entity me = (Entity) entities.get(p);
                                  Entity him = (Entity) entities.get(s);
                                  if (me.collidesWith(him)) {
                                       me.collidedWith(him);
                                       him.collidedWith(me);
                   } catch (Exception e) {
                   //Explotion animation.
                   for (int i=0;i<removeAsteroid.size();i++) {
                        Entity entity = (Entity) removeAsteroid.get(i);
                        explosion(entity);                                   
                   if (animation){
                        int sequence[] = { 0,1,2,3,4,5,5,4,3,2,1,0};                    
                        eksp = sequence[v];
                        g.drawImage(explosion2[eksp], x-100,y-100, null);
                   //Afslutter spillet hvis spillerens skib er ramt.
                   if (eksp == 0 || v == 12){     
                        if (shipHit){
                             animation = false;
                             waitingForKeyPress = true;
                             music.stop();                                        
                             if(isThrusting){
                                  fxSound.StopThruster();
                        animation = false;
                        v = 0;
                        eksp = 0;
                   v++;//Opdaterer image nummer for eksplotionsanimation til n&#65533;ste genneml&#65533;b.
                   // Fjerner entities der ikke er med mere.
                   entities.removeAll(removeList);
                   entities.removeAll(removeAsteroid);
                   //Nulstiller removelisterne
                   removeList.clear();                              
                   removeAsteroid.clear();
                   // Mens der ventes p&#65533; keyinput vises dette.
                   if (waitingForKeyPress) {
                        g.setColor(Color.white);
                        g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250);
                        g.drawString("Insert coin",(800-g.getFontMetrics().stringWidth("Insert coin"))/2,300);
                        timeInGame = 0;
                   g.setColor(Color.white);               
                   g.drawString("Score: "+score,720,595);
                   g.drawString("Time in Flight: "+timeInGame/1000000000+" Secs",5,595);
                   // Graphics ryttes op og bufferen flippes.
                   g.dispose();
                   strategy.show();
                   // Nulstiller skibets bev&#65533;gelse.
                   ship.setHorizontalMovement(0);
                   shipL.setHorizontalMovement(0);
                   shipR.setHorizontalMovement(0);
                   //Tilpasser skibets horizontale bev&#65533;gelseshastighed til input.
                   if ((leftPressed) && (!rightPressed))
                        ship.setHorizontalMovement(-moveSpeed);
                        shipL.setHorizontalMovement(-moveSpeed);
                        shipR.setHorizontalMovement(-moveSpeed);
                   else if ((rightPressed) && (!leftPressed))
                        ship.setHorizontalMovement(moveSpeed);
                        shipL.setHorizontalMovement(moveSpeed);
                        shipR.setHorizontalMovement(moveSpeed);//animationtest ship changed to eagle
                   //Affyrings sekvens
                   if (firePressed)
                        tryToFire();
                   // Lille pause til andre ting.
                   try { Thread.sleep(10); } catch (Exception m) {}
         }//End of gameLoop
         //Metode til kontrol af thrusterlyden.
         private void thrusterSound(){
              if (!isThrusting){
                   fxSound.fxSound2();               
                   isThrusting = true;
         }//End of thrusterSound
         //Metode til at inds&#65533;tte eksplotion p&#65533; den rette plads.
         //@param den ramte entitet.
         private void explosion(Entity entity){
              x = entity.getX();
              y = entity.getY();
              animation = true;
         }//End of explosion
         //Inner class der klarer input fra keybard.
         private class KeyInputHandler extends KeyAdapter {
              //S&#65533;tter t&#65533;ller til 1, s&#65533; wait for input virker.
              private int pressCount = 1;
              //@param den trykkede tast.
              public void keyPressed(KeyEvent e) {
                   // Ser f&#65533;rst om der ventes p&#65533; input til start.
                   if (waitingForKeyPress) {
                        return;
                   //Er spillet igang udf&#65533;res input
                   if (e.getKeyCode() == KeyEvent.VK_LEFT) {
                        leftPressed = true;                         
                        thrusterSound();
                   if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
                        rightPressed = true;
                        thrusterSound();
                   if (e.getKeyCode() == KeyEvent.VK_SPACE) {
                        firePressed = true;
              } //End of keyPressed
              //Stopper handlingen fra input
              //@param den trykkede tast.
              public void keyReleased(KeyEvent e) {
                   // if we're waiting for an "any key" typed then we don't
                   // want to do anything with just a "released"
                   if (waitingForKeyPress) {
                        return;
                   if (e.getKeyCode() == KeyEvent.VK_LEFT) {
                        leftPressed = false;
                        fxSound.StopThruster();
                        isThrusting = false;
                   if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
                        rightPressed = false;
                        fxSound.StopThruster();
                        isThrusting = false;
                   if (e.getKeyCode() == KeyEvent.VK_SPACE) {
                        firePressed = false;
              }//End of keyReleased
              //Metode til at starte spillet med any key.
              //@param den trykkede tast.
              public void keyTyped(KeyEvent e) {
                   if (waitingForKeyPress) {
                        if (pressCount == 1) {
                             // Starter spillet.
                             waitingForKeyPress = false;
                             startGame();
                             //pressCount = 0;
                        } else {
                             pressCount++;
                   // Tilf&#65533;jer esc key til at afslutte spillet.
                   if (e.getKeyChar() == 27) {
                        System.exit(0);
         }//End of KeyTyped.
         public static void main(String args[])
              EagleFlight ef = new EagleFlight();          
              ef.gameLoop();
         }//End of main.
    }//End of class EagleFlight.

    Mondariz wrote:
    It was a copy/paste job from Eclipse, not suer why it formatted like this. You need to add code tags.
    [edit: do what Darryl says... as opposed to my crap version that did not format properly either]
    As far as the tracing goes. It shouldn't be taking hours. Start by putting them in where your program starts and move on.

  • DPS to iPad - Could someone clarify if this is correct please?

    Hi All,
    Is it possible I could pick someone's brains on this please? I think I've worked it out, just need to know if i have this right!
    OK, here goes. I best start with what i intend to do. I shall be creating content for our local sales team on the road. So, first off, i don;t need to charge for content. This content (for now at least) wouldn't need a global audience so i don't need it available on either the apple or android store. So, in order for this to work, is the following procedure correct?
    1) Content is created in Adobe indesign CS5.5. Type of content created are single page 'articles'. Each 'Article' has 100mb cap limit
    2) 'Articles' are uploaded to Acrobat.com (Basic or Plus account for more than 1 published document) and assembled into 'folios' (2gb size limit on folio files?)
    3) Access is assigned according to which Adobe ID's have been added to the sharing list (is there a limit to the amount of people you can share with?). Reciever of content would require a free adobe ID and the Adobe Content Viewer App (plus tablet device)
    Apart from the learning curve of how to do what in Indesign, is the export process for what i intend to use it for correct?
    Many thanks in advance for any help!
    Kind regards
    Scott

    Hi Scott,
    You are pretty much there.
    1) Yes this is correct, you create an InDesign document, you can use either CS5 or 5.5. The pages contained within the document will be pages within your Article. If you want to have both a Portrait and Landscape version, shown when the iPad is rotated then you need to have two documents one containing landscape versions of your pages and the other containing portrait versions.
    I usually create a folder named to match the Article name i.e. My Article, into that I save both documents naming them something like myarticle_h.indd, myarticle_v.indd, I also create two preview files, myarticle_h.jpg and myarticle_v.jpg and a "Table of Contents" preview file, this must be named tocPreview,png. If I have any associated files such as video or panoramas they go into an assets folder within the My Article folder.
    In InDesign, after signing in to your Acrobat.com account via Folio Builder, you create a new Folio file using the builder.  Once the folio is created it opens to the Article window and at this point I usually select Import from the dropdown menu and point to the folder, in this case My Article, that contains all my files.
    Once the files are located and you select Okay the folio is built and uploaded to your Acrobat.com account.
    2)Yes, in Acrobat.com they are refered to as workspaces. A free account can only contain one workspace at a time. A premium basic account can have 20 workspaces. I'm not sure if there is a limit on the size of a Folio/Workspace of 2gb perhaps someone else can advise on that.
    If you want to share the Folio you can share it via the Folio Builder in InDesign by highlighting the Folio and selecting Share from the dropdown menu. Add the Acrobat.com email address of the people you want to give access to. Once you've done this you will see an icon with two people on it.
    You can also share the workspace via the Acrobat.com dashboard as well.
    3) Yes, but I'm pretty sure access is only available to those registered for an Acrobat.com account. You use the email address they used when registering, in some cases it may be the same as their Adobe ID.  The reciever of the content has to have the Ipad, the Adobe Content Viewer app and the email address they registered with on Acrobat.com. Once they open the app and sign in the Folio will load with the word "FREE" in blue and a "Download" button.
    As far as I know there isn't a limit on the number of people you can add to a share.
    Tony

  • Could someone please identify this effect?

    http://www.youtube.com/watch?v=puHUkj5mijQ
    In this video at 1:15 there is a horizontal wave effect, how could I achieve this same effect? I am pretty new to AE so a decent explanation would be appreciated.
    Thanks in advance.

    As Andrew said, just look up "bad TV reception" or "interference" in a web search. Plenty of tutorials, presets, projects floating around the Internet...
    Mylenium

  • Will someone look into this code and help me? Urgent

    I am trying to print an HTML using JEditorPane. I used all the GURU's views in this forum and copied the code. It works fine, but the images or not getting printed correctly
    Here is my HTML:
    <html>
    <head>
    <title>test</title>
    </head>
    <body>
    <h1>HELLO</h1>
    <h2>Hello</h2>
    <h6><big><big><big>This is a Test Program for the print</big></big></big></h6>
    <br>
    <p>
    You can also use an image as a link:
    <img border="0" src="D:\Tips\Projects\edib\logo.gif" width="65" height="38">
    </p>
    <br>
    <IMG SRC="D:\Tips\Projects\edib\logo.gif" width="65" height="38">
    </body>
    </html>
    These two images are not getting printed. My java class, html and logo.gif are all in the same directory.
    Here's the java code which I got it from this forum
    import java.io.*;
    import java.awt.print.*;
    import javax.swing.*;
    public class PrintHTMLSwing extends JFrame
    public static void main(String args[]) throws Exception
    //Read the HTML file to a String.
    FileInputStream fio = new FileInputStream(args[0]);
    int size = fio.available();
    byte[] fl = new byte[size];
    fio.read(fl,0,size);
    System.out.println(new String(fl));
    PrintableEditorPane ep = new PrintableEditorPane();
    ep.setContentType("text/html");
    //System.out.println(ep.getContentType());
    ep.setText(new String(fl));
    PrintHTMLSwing p = new PrintHTMLSwing();
    p.getContentPane().add(ep);
    //p.setSize(100,100);
    p.pack();
    p.show();
    // Get a PrinterJob
    PrinterJob job = PrinterJob.getPrinterJob();
    // Create a landscape page format
    PageFormat landscape = job.defaultPage();
    landscape.setOrientation(PageFormat.LANDSCAPE);
    // Set up a book
    Book bk = new Book();
    bk.append(ep, job.defaultPage());
    // Pass the book to the PrinterJob
    job.setPageable(bk);
    // Put up the dialog box
    if (job.printDialog())
    // Print the job if the user didn't cancel printing
    try
    job.print();
    catch (Exception e)
    System.out.println("Error 1:"+ e.toString());
    System.exit(1);
    class PrintableEditorPane extends javax.swing.JEditorPane implements java.awt.print.Printable
    public int print(java.awt.Graphics g, java.awt.print.PageFormat pageFormat, int pageIndex)
    int x = (int)pageFormat.getImageableX();
    int y = (int)pageFormat.getImageableY();
    g.translate(x, y);
    paint(g);
    return PAGE_EXISTS;
    WILL ANYONE PLS HELP ME WHATS WRONG WITH THE CODE OR WHAT ELSE SHOULD I DO TO GET THE IMAGES TO PRINT CORRECTLY
    Thanks
    Tips

    You'll need to specify the protocol in your html file:
    <html>
    <head>
    <title>test</title>
    </head>
    <body>
    <h1>HELLO</h1>
    <h2>Hello</h2>
    <h6><big><big><big>This is a Test Program for the print</big></big></big></h6>
    <br>
    <p>
    You can also use an image as a link:
    <img border="0" src="file://D:\Tips\Projects\edib\logo.gif" width="65" height="38">
    </p>
    <br>
    <IMG SRC="file://D:\Tips\Projects\edib\logo.gif" width="65" height="38">
    </body>
    </html>

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