Display Rate on PE51
Hi,
I am working on PE51 Remuneration Statement and Payroll Journal changes. I want to display Retirement Rate which is stored in Benefit plan onto the Payroll Journal. The calcualtion of the Retirement Rate is defined in Schema and wage type XXXX is generated for it. But the client wants to display rate.
I know we can derive it by using the field BETPE. Can you please guide on how display the rate on RT table so that I can use it to display on Payroll Journal.
Thanx in advance.
Mayuresh Kelkar
Please advise me on this issue.
Atleast guide me on how to display the rate on Rem Statement?
Thank you,
Mayuresh
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Hello PP members:
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1.Reference operation set -Used in Discrete manufacturing.
2.Reference rate routing - Used in REM.
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CA01,CA02,CA03-Create,Change,display (routing) respectively.
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CA21,CA22,CA23-Create,Change,Display rate routing respectively.
CA31,CA32,CA33-create,change,display reference rate routing resp.
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hi frnds,
whatz the differnce between rate routing and routing...
I knw that rate routing is used for REM.. what are the special fucntion that are avialable in rate routing over the normal routing...
Can we provide a rough production rate in rate routing say 50 qty per hr...
is that possible.....
any inputs... pls help.
regards
csnHi Mr.Sarvan,
<b><u>Routing:</u></b>
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3.It contains the material components required for an operation as well as the nessary tools,jigs & fixtures.
4.Each routing can have one or more alternative sequences & one or more parallel sequences.
5.The planned time for each operation (standard value) is stored in a routing.
CA01,CA02,CA03 - Rotuing creation,change & display T codes.
<u><b>Rate Routing:</b></u>
1.One of the Routing type that's used in REM - Repetetive manufacturing.
2.CA21,CA22,CA23-Create,Change,Display rate routing respectively.
Regards
Mangal -
Problem converting a (working) Java program into an applet
When I'm trying to access an Image through a call to :
mediaTracker = new MediaTracker(this);
backGroundImage = getImage(getDocumentBase(), "background.gif");
mediaTracker.addImage(backGroundImage, 0);
I'm getting a nullPointerException as a result of the call to getDocumentBase() :
C:\Chantier\Java\BallsApplet
AppletViewer testBallsApplet.htmljava.lang.NullPointerException
at java.applet.Applet.getDocumentBase(Applet.java:125)
at Balls.<init>(Balls.java:84)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstruct
orAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingC
onstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:274)
at java.lang.Class.newInstance0(Class.java:296)
at java.lang.Class.newInstance(Class.java:249)
at sun.applet.AppletPanel.createApplet(AppletPanel.java:548)
at sun.applet.AppletPanel.runLoader(AppletPanel.java:477)
at sun.applet.AppletPanel.run(AppletPanel.java:290)
at java.lang.Thread.run(Thread.java:536)
It seems very weird to me... :-/
(all the .gif files are in the same directory than the .class files)
The problem appears with AppletViewer trying to open an HTML file
containing :
<HTML>
<APPLET CODE="Balls.class" WIDTH=300 HEIGHT=211>
</APPLET>
</HTML>
(I tried unsuccessfully the CODEBASE and ARCHIVE attributes, with and without putting the .gif and .class into a .jar file)
I can't find the solution by myself, so, I'd be very glad if someone could help
me with this... Thank you very much in advance ! :-)
You'll find below the source of a small game that I wrote and debugged (without
problem) and that I'm now (unsuccessfully) trying to convert into an Applet :
import java.applet.Applet;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import java.net.URL;
public class Balls extends java.applet.Applet implements Runnable, KeyListener
private Image offScreenImage;
private Image backGroundImage;
private Image[] gifImages = new Image[6];
private Image PressStart ;
private Sprite pressStartSprite = null ;
private Image YouLose ;
private Sprite YouLoseSprite = null ;
private Image NextStage ;
private Sprite NextStageSprite = null ;
private Image GamePaused ;
private Sprite GamePausedSprite = null ;
//offscreen graphics context
private Graphics offScreenGraphicsCtx;
private Thread animationThread;
private MediaTracker mediaTracker;
private SpriteManager spriteManager;
//Animation display rate, 12fps
private int animationDelay = 83;
private Random rand = new Random(System.currentTimeMillis());
private int message = 0 ; // 0 = no message (normal playing phase)
// 1 = press space to start
// 2 = press space for next level
// 3 = game PAUSED, press space to unpause
// 4 = You LOSE
public static void main(String[] args)
try
new Balls() ;
catch (java.net.MalformedURLException e)
System.out.println(e);
}//end main
public void start()
//Create and start animation thread
animationThread = new Thread(this);
animationThread.start();
public void init()
try
new Balls() ;
catch (java.net.MalformedURLException e)
System.out.println(e);
public Balls() throws java.net.MalformedURLException
{//constructor
// Load and track the images
mediaTracker = new MediaTracker(this);
backGroundImage = getImage(getDocumentBase(), "background.gif");
mediaTracker.addImage(backGroundImage, 0);
PressStart = getImage(getDocumentBase(), "press_start.gif");
mediaTracker.addImage(PressStart, 0);
NextStage = getImage(getDocumentBase(), "stage_complete.gif");
mediaTracker.addImage(NextStage, 0);
GamePaused = getImage(getDocumentBase(), "game_paused.gif");
mediaTracker.addImage(GamePaused, 0);
YouLose = getImage(getDocumentBase(), "you_lose.gif");
mediaTracker.addImage(YouLose, 0);
//Get and track 6 images to use
// for sprites
gifImages[0] = getImage(getDocumentBase(), "blueball.gif");
mediaTracker.addImage(gifImages[0], 0);
gifImages[1] = getImage(getDocumentBase(), "redball.gif");
mediaTracker.addImage(gifImages[1], 0);
gifImages[2] = getImage(getDocumentBase(), "greenball.gif");
mediaTracker.addImage(gifImages[2], 0);
gifImages[3] = getImage(getDocumentBase(), "yellowball.gif");
mediaTracker.addImage(gifImages[3], 0);
gifImages[4] = getImage(getDocumentBase(), "purpleball.gif");
mediaTracker.addImage(gifImages[4], 0);
gifImages[5] = getImage(getDocumentBase(), "orangeball.gif");
mediaTracker.addImage(gifImages[5], 0);
//Block and wait for all images to
// be loaded
try {
mediaTracker.waitForID(0);
}catch (InterruptedException e) {
System.out.println(e);
}//end catch
//Base the Frame size on the size
// of the background image.
//These getter methods return -1 if
// the size is not yet known.
//Insets will be used later to
// limit the graphics area to the
// client area of the Frame.
int width = backGroundImage.getWidth(this);
int height = backGroundImage.getHeight(this);
//While not likely, it may be
// possible that the size isn't
// known yet. Do the following
// just in case.
//Wait until size is known
while(width == -1 || height == -1)
System.out.println("Waiting for image");
width = backGroundImage.getWidth(this);
height = backGroundImage.getHeight(this);
}//end while loop
//Display the frame
setSize(width,height);
setVisible(true);
//setTitle("Balls");
//Anonymous inner class window
// listener to terminate the
// program.
this.addWindowListener
(new WindowAdapter()
{public void windowClosing(WindowEvent e){System.exit(0);}});
// Add a key listener for keyboard management
this.addKeyListener(this);
}//end constructor
public void run()
Point center_place = new Point(
backGroundImage.getWidth(this)/2-PressStart.getWidth(this)/2,
backGroundImage.getHeight(this)/2-PressStart.getHeight(this)/2) ;
pressStartSprite = new Sprite(this, PressStart, center_place, new Point(0, 0),true);
center_place = new Point(
backGroundImage.getWidth(this)/2-NextStage.getWidth(this)/2,
backGroundImage.getHeight(this)/2-NextStage.getHeight(this)/2) ;
NextStageSprite = new Sprite(this, NextStage, center_place, new Point(0, 0),true);
center_place = new Point(
backGroundImage.getWidth(this)/2-GamePaused.getWidth(this)/2,
backGroundImage.getHeight(this)/2-GamePaused.getHeight(this)/2) ;
GamePausedSprite = new Sprite(this, GamePaused, center_place, new Point(0, 0),true);
center_place = new Point(
backGroundImage.getWidth(this)/2-YouLose.getWidth(this)/2,
backGroundImage.getHeight(this)/2-YouLose.getHeight(this)/2) ;
YouLoseSprite = new Sprite(this, YouLose, center_place, new Point(0, 0),true);
BackgroundImage bgimage = new BackgroundImage(this, backGroundImage) ;
for (;;) // infinite loop
long time = System.currentTimeMillis();
message = 1 ; // "press start to begin"
while (message != 0)
repaint() ;
try
time += animationDelay;
Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
catch (InterruptedException e)
System.out.println(e);
}//end catch
boolean you_lose = false ;
for (int max_speed = 7 ; !you_lose && max_speed < 15 ; max_speed++)
for (int difficulty = 2 ; !you_lose && difficulty < 14 ; difficulty++)
boolean unfinished_stage = true ;
spriteManager = new SpriteManager(bgimage);
spriteManager.setParameters(difficulty, max_speed) ;
//Create 15 sprites from 6 gif
// files.
for (int cnt = 0; cnt < 15; cnt++)
if (cnt == 0)
Point position = new Point(
backGroundImage.getWidth(this)/2-gifImages[0].getWidth(this)/2,
backGroundImage.getHeight(this)/2-gifImages[0].getHeight(this)/2) ;
spriteManager.addSprite(makeSprite(position, 0, false));
else
Point position = spriteManager.
getEmptyPosition(new Dimension(gifImages[0].getWidth(this),
gifImages[0].getHeight(this)));
if (cnt < difficulty)
spriteManager.addSprite(makeSprite(position, 1, true));
else
spriteManager.addSprite(makeSprite(position, 2, true));
}//end for loop
time = System.currentTimeMillis();
while (!spriteManager.getFinishedStage() && !spriteManager.getGameOver())
// Loop, sleep, and update sprite
// positions once each 83
// milliseconds
spriteManager.update();
repaint();
try
time += animationDelay;
Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
catch (InterruptedException e)
System.out.println(e);
}//end catch
}//end while loop
if (spriteManager.getGameOver())
message = 4 ;
while (message != 0)
spriteManager.update();
repaint();
try
time += animationDelay;
Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
catch (InterruptedException e)
System.out.println(e);
}//end catch
you_lose = true ;
if (spriteManager.getFinishedStage())
message = 2 ;
while (message != 0)
spriteManager.update();
repaint();
try
time += animationDelay;
Thread.sleep(Math.max(0,time - System.currentTimeMillis()));
catch (InterruptedException e)
System.out.println(e);
}//end catch
} // end for difficulty loop
} // end for max_speed
} // end infinite loop
}//end run method
private Sprite makeSprite(Point position, int imageIndex, boolean wind)
return new Sprite(
this,
gifImages[imageIndex],
position,
new Point(rand.nextInt() % 5,
rand.nextInt() % 5),
wind);
}//end makeSprite()
//Overridden graphics update method
// on the Frame
public void update(Graphics g)
//Create the offscreen graphics
// context
if (offScreenGraphicsCtx == null)
offScreenImage = createImage(getSize().width,
getSize().height);
offScreenGraphicsCtx = offScreenImage.getGraphics();
}//end if
if (message == 0)
// Draw the sprites offscreen
spriteManager.drawScene(offScreenGraphicsCtx);
else if (message == 1)
pressStartSprite.drawSpriteImage(offScreenGraphicsCtx);
else if (message == 2)
NextStageSprite.drawSpriteImage(offScreenGraphicsCtx);
else if (message == 3)
GamePausedSprite.drawSpriteImage(offScreenGraphicsCtx);
else if (message == 4)
YouLoseSprite.drawSpriteImage(offScreenGraphicsCtx);
// Draw the scene onto the screen
if(offScreenImage != null)
g.drawImage(offScreenImage, 0, 0, this);
}//end if
}//end overridden update method
//Overridden paint method on the
// Frame
public void paint(Graphics g)
//Nothing required here. All
// drawing is done in the update
// method above.
}//end overridden paint method
// Methods to handle Keyboard event
public void keyPressed(KeyEvent evt)
int key = evt.getKeyCode(); // Keyboard code for the pressed key.
if (key == KeyEvent.VK_SPACE)
if (message != 0)
message = 0 ;
else
message = 3 ;
if (key == KeyEvent.VK_LEFT)
if (spriteManager != null)
spriteManager.goLeft() ;
else if (key == KeyEvent.VK_RIGHT)
if (spriteManager != null)
spriteManager.goRight() ;
else if (key == KeyEvent.VK_UP)
if (spriteManager != null)
spriteManager.goUp() ;
else if (key == KeyEvent.VK_DOWN)
if (spriteManager != null)
spriteManager.goDown() ;
if (spriteManager != null)
spriteManager.setMessage(message) ;
public void keyReleased(KeyEvent evt)
public void keyTyped(KeyEvent e)
char key = e.getKeyChar() ;
//~ if (key == 's')
//~ stop = true ;
//~ else if (key == 'c')
//~ stop = false ;
//~ spriteManager.setStop(stop) ;
}//end class Balls
//===================================//
class BackgroundImage
private Image image;
private Component component;
private Dimension size;
public BackgroundImage(
Component component,
Image image)
this.component = component;
size = component.getSize();
this.image = image;
}//end construtor
public Dimension getSize(){
return size;
}//end getSize()
public Image getImage(){
return image;
}//end getImage()
public void setImage(Image image){
this.image = image;
}//end setImage()
public void drawBackgroundImage(Graphics g)
g.drawImage(image, 0, 0, component);
}//end drawBackgroundImage()
}//end class BackgroundImage
//===========================
class SpriteManager extends Vector
private BackgroundImage backgroundImage;
private boolean finished_stage = false ;
private boolean game_over = false ;
private int difficulty ;
private int max_speed ;
public boolean getFinishedStage()
finished_stage = true ;
for (int cnt = difficulty ; cnt < size(); cnt++)
Sprite sprite = (Sprite)elementAt(cnt);
if (!sprite.getEaten())
finished_stage = false ;
return finished_stage ;
public boolean getGameOver() {return game_over ;}
public void setParameters(int diff, int speed)
difficulty = diff ;
max_speed = speed ;
finished_stage = false ;
game_over = false ;
Sprite sprite;
for (int cnt = 0;cnt < size(); cnt++)
sprite = (Sprite)elementAt(cnt);
sprite.setSpeed(max_speed) ;
public SpriteManager(BackgroundImage backgroundImage)
this.backgroundImage = backgroundImage ;
}//end constructor
public Point getEmptyPosition(Dimension spriteSize)
Rectangle trialSpaceOccupied = new Rectangle(0, 0,
spriteSize.width,
spriteSize.height);
Random rand = new Random(System.currentTimeMillis());
boolean empty = false;
int numTries = 0;
// Search for an empty position
while (!empty && numTries++ < 100)
// Get a trial position
trialSpaceOccupied.x =
Math.abs(rand.nextInt() %
backgroundImage.
getSize().width);
trialSpaceOccupied.y =
Math.abs(rand.nextInt() %
backgroundImage.
getSize().height);
// Iterate through existing
// sprites, checking if position
// is empty
boolean collision = false;
for(int cnt = 0;cnt < size(); cnt++)
Rectangle testSpaceOccupied = ((Sprite)elementAt(cnt)).getSpaceOccupied();
if (trialSpaceOccupied.intersects(testSpaceOccupied))
collision = true;
}//end if
}//end for loop
empty = !collision;
}//end while loop
return new Point(trialSpaceOccupied.x, trialSpaceOccupied.y);
}//end getEmptyPosition()
public void update()
Sprite sprite;
// treat special case of sprite #0 (the player)
sprite = (Sprite)elementAt(0);
sprite.updatePosition() ;
int hitIndex = testForCollision(sprite);
if (hitIndex != -1)
if (hitIndex < difficulty)
{ // if player collides with an hunter (red ball), he loose
sprite.setEaten() ;
game_over = true ;
else
// if player collides with an hunted (green ball), he eats the green
((Sprite)elementAt(hitIndex)).setEaten() ;
//Iterate through sprite list
for (int cnt = 1;cnt < size(); cnt++)
sprite = (Sprite)elementAt(cnt);
//Update a sprite's position
sprite.updatePosition();
//Test for collision. Positive
// result indicates a collision
hitIndex = testForCollision(sprite);
if (hitIndex >= 0)
//a collision has occurred
bounceOffSprite(cnt,hitIndex);
}//end if
}//end for loop
}//end update
public void setMessage(int message)
Sprite sprite;
//Iterate through sprite list
for (int cnt = 0;cnt < size(); cnt++)
sprite = (Sprite)elementAt(cnt);
//Update a sprite's stop status
sprite.setMessage(message);
}//end for loop
}//end update
public void goLeft()
Sprite sprite = (Sprite)elementAt(0);
sprite.goLeft() ;
public void goRight()
Sprite sprite = (Sprite)elementAt(0);
sprite.goRight() ;
public void goUp()
Sprite sprite = (Sprite)elementAt(0);
sprite.goUp() ;
public void goDown()
Sprite sprite = (Sprite)elementAt(0);
sprite.goDown() ;
private int testForCollision(Sprite testSprite)
//Check for collision with other
// sprites
Sprite sprite;
for (int cnt = 0;cnt < size(); cnt++)
sprite = (Sprite)elementAt(cnt);
if (sprite == testSprite)
//don't check self
continue;
//Invoke testCollision method
// of Sprite class to perform
// the actual test.
if (testSprite.testCollision(sprite))
//Return index of colliding
// sprite
return cnt;
}//end for loop
return -1;//No collision detected
}//end testForCollision()
private void bounceOffSprite(int oneHitIndex, int otherHitIndex)
//Swap motion vectors for
// bounce algorithm
Sprite oneSprite = (Sprite)elementAt(oneHitIndex);
Sprite otherSprite = (Sprite)elementAt(otherHitIndex);
Point swap = oneSprite.getMotionVector();
oneSprite.setMotionVector(otherSprite.getMotionVector());
otherSprite.setMotionVector(swap);
}//end bounceOffSprite()
public void drawScene(Graphics g)
//Draw the background and erase
// sprites from graphics area
//Disable the following statement
// for an interesting effect.
backgroundImage.drawBackgroundImage(g);
//Iterate through sprites, drawing
// each sprite
for (int cnt = 0;cnt < size(); cnt++)
((Sprite)elementAt(cnt)).drawSpriteImage(g);
}//end drawScene()
public void addSprite(Sprite sprite)
addElement(sprite);
}//end addSprite()
}//end class SpriteManager
//===================================//
class Sprite
private Component component;
private Image image;
private Rectangle spaceOccupied;
private Point motionVector;
private Rectangle bounds;
private Random rand;
private int message = 0 ; // number of message currently displayed (0 means "no message" = normal game)
private int max_speed = 7 ;
private boolean eaten = false ; // when a green sprite is eaten, it is no longer displayed on screen
private boolean wind = true ;
private boolean go_left = false ;
private boolean go_right = false ;
private boolean go_up = false ;
private boolean go_down = false ;
public Sprite(Component component,
Image image,
Point position,
Point motionVector,
boolean Wind
//Seed a random number generator
// for this sprite with the sprite
// position.
rand = new Random(position.x);
this.component = component;
this.image = image;
setSpaceOccupied(new Rectangle(
position.x,
position.y,
image.getWidth(component),
image.getHeight(component)));
this.motionVector = motionVector;
this.wind = Wind ;
//Compute edges of usable graphics
// area in the Frame.
int topBanner = ((Container)component).getInsets().top;
int bottomBorder = ((Container)component).getInsets().bottom;
int leftBorder = ((Container)component).getInsets().left;
int rightBorder = ((Container)component).getInsets().right;
bounds = new Rectangle( 0 + leftBorder, 0 + topBanner
, component.getSize().width - (leftBorder + rightBorder)
, component.getSize().height - (topBanner + bottomBorder));
}//end constructor
public void setMessage(int message_number)
message = message_number ;
public void setSpeed(int speed)
max_speed = speed ;
public void goLeft()
go_left = true ;
public void goRight()
go_right = true ;
public void goUp()
go_up = true ;
public void goDown()
go_down = true ;
public void setEaten()
eaten = true ;
setSpaceOccupied(new Rectangle(4000,4000,0,0)) ;
public boolean getEaten()
return eaten ;
public Rectangle getSpaceOccupied()
return spaceOccupied;
}//end getSpaceOccupied()
void setSpaceOccupied(Rectangle spaceOccupied)
this.spaceOccupied = spaceOccupied;
}//setSpaceOccupied()
public void setSpaceOccupied(
Point position){
spaceOccupied.setLocation(
position.x, position.y);
}//setSpaceOccupied()
public Point getMotionVector(){
return motionVector;
}//end getMotionVector()
public void setMotionVector(
Point motionVector){
this.motionVector = motionVector;
}//end setMotionVector()
public void setBounds(Rectangle bounds)
this.bounds = bounds;
}//end setBounds()
public void updatePosition()
Point position = new Point(spaceOccupied.x, spaceOccupied.y);
if (message != 0)
return ;
//Insert random behavior. During
// each update, a sprite has about
// one chance in 10 of making a
// random change to its
// motionVector. When a change
// occurs, the motionVector
// coordinate values are forced to
// fall between -7 and 7. This
// puts a cap on the maximum speed
// for a sprite.
if (!wind)
if (go_left)
motionVector.x -= 2 ;
if (motionVector.x < -15)
motionVector.x = -14 ;
go_left = false ;
if (go_right)
motionVector.x += 2 ;
if (motionVector.x > 15)
motionVector.x = 14 ;
go_right = false ;
if (go_up)
motionVector.y -= 2 ;
if (motionVector.y < -15)
motionVector.y = -14 ;
go_up = false ;
if (go_down)
motionVector.y += 2 ;
if (motionVector.y > 15)
motionVector.y = 14 ;
go_down = false ;
else if(rand.nextInt() % 7 == 0)
Point randomOffset =
new Point(rand.nextInt() % 3,
rand.nextInt() % 3);
motionVector.x += randomOffset.x;
if(motionVector.x >= max_speed)
motionVector.x -= max_speed;
if(motionVector.x <= -max_speed)
motionVector.x += max_speed ;
motionVector.y += randomOffset.y;
if(motionVector.y >= max_speed)
motionVector.y -= max_speed;
if(motionVector.y <= -max_speed)
motionVector.y += max_speed;
}//end if
//Move the sprite on the screen
position.translate(motionVector.x, motionVector.y);
//Bounce off the walls
boolean bounceRequired = false;
Point tempMotionVector = new Point(
motionVector.x,
motionVector.y);
//Handle walls in x-dimension
if (position.x < bounds.x)
bounceRequired = true;
position.x = bounds.x;
//reverse direction in x
tempMotionVector.x = -tempMotionVector.x;
else if ((position.x + spaceOccupied.width) > (bounds.x + bounds.width))
bounceRequired = true;
position.x = bounds.x +
bounds.width -
spaceOccupied.width;
//reverse direction in x
tempMotionVector.x =
-tempMotionVector.x;
}//end else if
//Handle walls in y-dimension
if (position.y < bounds.y)
bounceRequired = true;
position.y = bounds.y;
tempMotionVector.y = -tempMotionVector.y;
else if ((position.y + spaceOccupied.height)
> (bounds.y + bounds.height))
bounceRequired = true;
position.y = bounds.y +
bounds.height -
spaceOccupied.height;
tempMotionVector.y =
-tempMotionVector.y;
}//end else if
if(bounceRequired)
//save new motionVector
setMotionVector(
tempMotionVector);
//update spaceOccupied
setSpaceOccupied(position);
}//end updatePosition()
public void drawSpriteImage(Graphics g)
if (!eaten)
g.drawImage(image,
spaceOccupied.x,
spaceOccupied.y,
component);
}//end drawSpriteImage()
public boolean testCollision(Sprite testSprite)
//Check for collision with
// another sprite
if (testSprite != this)
return spaceOccupied.intersects(
testSprite.getSpaceOccupied());
}//end if
return false;
}//end testCollision
}//end Sprite class
//===================================//
Thanks for your help...Sorry,
Can you tell me how do you solve it because I have got the same problem.
Can you indicate me the topic where did you find solution.
Thank in advance. -
Hello all-
When exporting an animated gif, the speed of the gif is
slower than what I'm seeing in the export wizard or the original
screen. The gif has 18 frames and is only 17 kb when exported, so
not a big file. I've read everything I can find and even tried
stripping the gif down to just the moving pieces (about 8kb) and it
still runs slow. Please help.
Thanks!hawaiianlion wrote:
> Thanks for your reply, Jim. I'm not familiar with that
so I'm guessing I haven't altered that. I'm using FW8. I couldn't
find that topic in the Help index.
Open up the Frames panel and to the right of the frame names
you will
see a number - probably 7. This is the frame duration, in
100's of a
second. Increase the number to slow down the animation,
decrease the
number to speed it up. Make sure you view it in a web
browser, as FW's
animation display may not be accurate. Or perhaps,
considering bandwidth
and web traffic, FW's display rate may be too "ideal". ;-)
Jim Babbage - .:Community MX:. & .:Adobe Community
Expert:.
http://www.communityMX.com/
.:Adobe Community Expert for Fireworks:.
http://www.adobe.com/communities/experts/members/206.html -
How do you keep a 23.98 file from switching to 29.97
I have exported an mpeg-2 file from compressor using the 23.98 setting, and am trying to maintain the 23.98 frame rate in dvd studio pro- when exporting out of compressor as m-peg 2. You are supposed to be able to send it as 23.98 to dvd studio, and dvd players are able to decode it from 23.98 to 29.97- so you (the dvd author) get faster encode times, and more data storage and higher data rates-- I am having trouble somewhere between compressor and DVD studio pro: getting it into dvd studio as 23.98- it just keeps auto converting it and registers in the video asset window at 29.97 in dvd studio, after I have set it to export from compressor at 23.98. I am not sure if this is a compressor problem or dvd studio...
from the compressor Manual
"About 24p from p. 133
Film-based movies have a native frame rate of 24fps, and because the mpeg-2 format is able to represent 24fps video internally, many commercial movie DVDs are encoded in this way.
Compressor can also do this for 24p source video files. For such material, the 23.98 frame rate option (in the Video Format tab) compresses each source frame one-for-one, without compressing repeated frames or fields in order to achieve a 29.97 fps display rate. This results in higher quality at a lower compressed bit rate than would be possible if the 24p material were converted to 29.97fps prior to transcoding. Compressor also sets internal MPEG-2 frame flags correctly, so DVD players will properly apply the 3:2 pull-down process for display on 29.97fps interlaced NTSC TV sets
G5 Mac OS X (10.3)I have always appreciated hometheaterhifi.com and the way they explain things. Based on their good articles, I was able to put together a killer home theater for a reasonable price. So thanks for the link. I have an understanding on what they are explaining, however, my question has to do with comparing my results with professional outputs.
When I choose what format I want my DVD to be made in, I choose progressive scan and remove any trace of interlace options. So there should be no need for 29.97 anywhere. Even the DVDSP manual says I have a choice between 23.98 and 29.97 display in NTSC. (ie DVD Studio Pro User Manual > Preparing Assets > Preparing Video Sources)
I would look at a professional movie on my progressive scan DVD player (or my iMac DVD player), wait for a good slow pan, then pause. Clicking one frame at a time, I see the following frame progression...
1,2,3,4,5,6,7,8,9,10, etc
My original video footage will do the same thing. A smooth pan with all frames lining up properly. However, post DVDSP, I get the following results on my progressive scan DVD creation...
1,2,3,4,4,5,6,7,8,8,9,10, etc This is what the articles calls "judder".
Now, if DVDSP is indeed a PRO application, I should be able to get the same results as the professionals do with their DVDs, correct? Why can't I get a 24fps output like they can with their movies? Why am I forced to accept a duplication of every 4th or 5th frame that jutters up my smooth pans?
The manual says that if your asset is 23.98, it will be rendered as such on output, but this is not the case. My M2V files will not import at all into DVDSP, and my original footage gets converted to 29.97. So therein lies my angst.
Mind you, I am not trying to be provocative. My way of getting to know all sides of an issue is to come at it in a debate-style way. I truly want to know and hope to create as professional a product out of DVDSP as I possibly can. -
What are the standard SAP reports in PP ?
Hi PP Guru's,
Please explain me the standard Reports available in PP with Tcode and give me
how to configure for the customer requirements incase if demanded by them a
change is reqd? pl give few of them
Thanx & regards,
VimalbalajiMATERIAL
CREATE-GENERAL MM01 IMMEDIETELY
MM11 SCHEDULE
CHANGE MM02 IMMEDIETELY
MM12 SCHEDULE
MM13 ACTIVATE
FLAG FOR DELETION MM06 IMMEDIETELY
MM16 SCHEDULE
DISPLAY MM03 DISPLAY CURRENT
MM19 DISPLAY AT KEY DATE
DISPLAY CHANGES MM04 ACTIVE CHANGES
MM14 SCHEDULE CHANGES
MM17 MASS MAINTENANCE
MMAM CHANGE MATERIAL TYPE
OTHER MMBE STOCK OVERVIEW
MMPV CLOSE PERIOD
MMRV ALLOW POSTING TO
PREVIOUS PERIOD
MM50 INSTANT MATERIAL VIEW
MMSC ENTER STORAGE LOCATIONS
MM60 MATERIAL LIST
ARCHIVING(MATERIAL) MM71 ARCHIVE/DELETE
MM72 DISPLAY ARCHIVE
BILL OF MATERIAL (MATERIAL BOM)
CS01 CREATE
CS02 CHANGE
CS03 DISPLAY
EXTRAS CS28 ARCHIVING
CS20 MASS CHANGES
EVALUATION/BOM CS11 BOM MULTILEVEL
EXPLOSION/MATERIAL CS12 STRUCTURE MULTILEVEL
BOM CS13 SUMMURISED BOM
WORK CENTRES
CR01 CREATE
CR02 CHANGE
CR03 DISPLAY
CA85 REPLACE
CAPACITY CR11 CREATE
CR12 CHANGE
CR13 DISPLAY
HIERARCHY CR21 CREATE
CR22 CHANGE
CR23 DISPLAY
LINE HIERARCHY LDB1 CREATE
LDB2 CHANGE
LDB3 DISPLAY
REPORTING CR60 W/C INFORMATION SYSTEM
CR05 W/C LIST
CR06 COST CENTRE ASSIGNMENT
CR07 W/C CAPACITIES
CR08 W/C HIERARCHY
WHERE USED CA80 WORK CENTRE
CR15 CAPACITY
CR10 CHANGE DOCUMENTS
EXTRAS CR09 STD. TEXTS TASK LIST
CR41 ARCHIVING
ROUTING
STAD. ROUTING CA01 CREATE
CA02 CHANGE
CA03 DISPLAY
REF. OPERATION SETS CA11 CREATE
CA12 CHANGE
CA13 DISPLAY
RATE ROUTING CA21 CREATE
CA22 CHANGE
CA23 DISPLAY
REF. RATE ROUTING CA31 CREATE
CA32 CHANGE
CA33 DISPLAY
EXTRAS CA85 REPLACE W/C
MASS CHANGES CA95 REPLACE REF. OP. SET
CA75 REPLACE PRT
DELETE TASK LIST CA99 WITH ARCHIVING
CA98 W/O ARCHIVING
REPORTING CA80 WORK CENTRE
WHERE USED LIST CA90 REF. OP. SETS
CA70 PRODUCTION RESORCE TOOLS
COST CENTRE
OKKP MAINTAIN CONTROLLING AREA
KS01 CREATE COST CENTRE
KZS2 CREATE COSTING SHEET
KA01 CREATE PRI. COST ELEMENT
KA06 CREATE SEC. COST ELEMENT
KL01 CREATE ACTIVITY TYPE
KP26 ACTIVITY TYPE/PRICE PLANNING
SALES AND OPERATIONS PLANNING
PRODUCT GROUP MC84 CREATE
MC86 CHANGE
MC85 DISPLAY
GRAPHIC MC91 PRODUCT GROUP
MC92 OVERVIEW
PLANNING MC81 CREATE
FOR PRODUCT GROUP MC82 CHANGE
MC83 DISPLAY
MC75 TRANSFER PG TO PLANNING
FOR MATERIAL MC87 CREATE
MC88 CHANGE
MC89 DISPLAY
MC74 TRANSFER MATERIALS TO DM
MC9K MATERIAL AVAILABILITY
VERSION MANAGEMENT MC78 COPY
MC80 DELETE
FLEXIBLE PLANNING MC93 CREATE
PLANNING MC94 CHANGE
MC95 DISPLAY
MC9K MATERIAL AVAILABILITY
TOOLS/PLANNING TYPE MC8A CREATE
MACRO MC8B CHANGE
MC8C DISPLAY
EVENT MC64 CREATE
MC65 CHANGE
MC66 DISPLAY
ROUGH CUT PLANNING MC35 CREATE
PROFILE MC36 CHANGE
MC37 DISPLAY
ENVIRONMENT MC90 TRANSFER MATERIALS TO DM
ACTIVITY REQT. KSPP TRANSFER TO COST CENTRE
KSBL COST CENTRE OLANNING REPORT
KSOP TRANSFER TO ACTIVITY BASED COSTING
CPBL PLANNING REPORT PROCESSES
MC9C REPORTING
SETTINGS MC96 FORECAST PROFILE
DISSAGGRIGATION MC76 BREAKDOWN PG PLAN
MC77 DISPLAY PG PLAN
MC75 TRANSFER PG TO PLANNING
MC74 TRANSFER MATERIALS TO DM
FORECASTING
INDIVIDUAL FORECAST MP30 EXECUTE
MP31 CHANGE
MP32 DISPLAY
TOTAL FORECAST MP38 EXECUTE
MP33 REPROCESS
MP39 PRINT
MPBT EXECUTE BACKGROUND
MPDR PRINT BACKGROUND
DEMAND MANAGEMENT
PIR MD61 CREATE
MD62 CHANGE
MD63 DISPLAY
MD65 REQTS. FOR SCINARIO
MD66 COPY SIMULATED DEPENDENT REQT.
MD70 COPY TOTAL FORE CAST
EVALUATION MD73 DISPLAY TOTAL REQT.
MD79 EXCELL INTERFACE
MD4C ORDER REPORT
MD72 CHARECTERISTICS PLANNING
CUSTOMER REQT. MD81 CREATE
MD82 CHANGE
MD83 DISPLAY
REPETITIVE MANUFACTURING
MASTER DATA C223 PRODUCTION VERTION
PRODUCT COST PLANNING
COSTING RUN CKMATSEL CREATE
SELECTION LIST CKMATCON Edit
CK40N EDIT COSTING RUN
Check with below Link :
https://www.sdn.sap.com/irj/sdn/wiki?path=/display/snippets/process%2border%2bstatus%2bmanagement
Thanks
Seshu -
DVI to RGB cable does not seem to work
When I connect my MBP to my HDTV via a DVI to HMDMI converter cable I get excellent, razor sharp images. However when I connect using a DVI to RGB cable all I get is garbled signals. Any ideas on what I should be doing different? Thanks in advance!
Have you selected a resolution and display rate that your RGB monitor is capable of displaying?
-
Screen flicker on external monitor
Has anyone had any experience with screen flicker on an external monitor? I connected my laptop to an external monitor and I get consistent flicker on the whole screen. If anyone can help, or could help pointing me to website etc. I'd appreciate it.
Good suggestions guys I'll put out some more information. The cable is ok (good thought to check for it). I plugged my vga cable to my tv and do not get the screen flicker. Also I'm using the ati driver which possibly has the same problem as the intel, one. I configured my xorg.conf as describe in the wiki xrandr page:
http://wiki.archlinux.org/index.php/Xra … _xorg.conf
One thing that I noticed that is a bit odd is the xrandr reports the display rate as 60.1. I've never seen this before so right now I'm thinking that it has to do with that.
xrandr
Screen 0: minimum 320 x 200, current 1440 x 900, maximum 1440 x 1440
VGA-0 connected 1440x900+0+0 (normal left inverted right x axis y axis) 410mm x 257mm
1440x900 60.1 + 75.0*
1400x1050 74.9 60.0
Still up the river so any more suggestions would be definitely appreciated.
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