Do I get a Disney Cast Member discount on Apple products ?
I am a Disney Cast Member and I heard I can get discount on Apple Products ? Is this true ? Where do I go ?
or your human resources/benefits department.
Similar Messages
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How can i get a print of all my registered apple products?
How can I get a list of all my registered Apple products so I can print and keep on hand?
http://support.apple.com/kb/HT2526 - If you registered a device you can use My Support Profile to find a list of serial numbers that have been purchased or registered with your Apple ID.
My Support Profile - https://supportprofile.apple.com/MySupportProfile.do -
While working tonight I saw in the back room that Walgreens employees get some sort of discount or something on Apple products and I was not able to read more on it because I had to get back to work. Can anyone inform me of what this is about?
Thanks!Hi rk,
We wouldn't really know anything about that since we are Apple users, and not employees of Walgreens or Apple. Why don't you ask the next time you go into work?
Cheers,
GB -
Can't get the email on my husbands iPhone we bought 2 phones I am able to get mail on my I phone and IPad can't get it on it ouch desk top and husbands iPhone
If you migrated your MobileMe account to iCloud, on your phone you should be able go to Settings>Mail,Contacts,Calendars>Add Account>iCloud and enter the Apple ID associated with your iCloud account. On your desktop computer, you can configure your email client to get your @me.com email by following this guide: http://support.apple.com/kb/HT4864.
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Can you get your money back from returning an apple product?
Mind on my $Money$..
No, but If you bought your iPod with a credit card, check with your card company. Some cards provide Purchase Protection insurance which will replace or repair any item lost, stolen or damaged within 90 days of purchase.
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How to export a embedded sound cast member in Director
I have some sound effects and music files that have been embedded into the cast members of Director. I'm not familiar with director and
can get to the cast member but I need help on how I can export the sound out. I tried Audio Xtra and copy and paste function but couldn't get it to work
Regards,
JeffYou can't copy and paste with the AudioXtra, but rather write code that will export sound cast members. I know I've provided such code on one of these forums to do exactly that - try searching on 'Audio Xtra' or 'AudioXtra'
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Can anyone tell me why the %^$& I get a "script cast
member not found"
error?
I've been working in Director for 17 years and I get this
from time to time.
I generally just copy the code from the behavior, paste it
into a new
behavior, name the new one the same as the old on, then copy
the new cast
member over the old one and it solves it. But it happened
rarely enough
that I didn't bother questioning why. I know it's not a
syntax error
because the code runs fine after the above process. But it
does only
happens when I've made a change to the code in that behavior.
Now I'm working with a simple movie with one parent script
and a
prepareMovie handler that instantiates one child object and
I'm getting this
darn error all the time. My above solution isn't working
anymore. The
error points to the first line of a particular handler. That
first line was
a comment. So I got rid of the comment and the new first line
of the
handler is code and the error points to it. If you see where
I'm headding,
no matter how many lines of "errored" code I get rid of the
error alert will
always point to the first line of that handler.
I'm sure many have seen this because it's happened in almost
every version
of Director I've owned. And by the way, I'm in MX on a PC.
Craig Wollman
Lingo Specialist
Word of Mouth Productions
212-928-9581
www.wordofmouthpros.comDean, I might do that. No, this has been going on long enough
that I sure
it's not any definable user error.
But, I did, after all of these years, discover something last
night. In one
case, I did get a legitimate script error that I fixed. When
I ran the
project again, I received the same script error, even though
it was a simple
fix and I was sure I corrected it. I recompiled several times
and ran it
again and received the error again. Then it dawned on me that
since parent
scripts remain in memory until disposed of, Director must
have been, for
some reason, referring to the old parent script. I had
already set the
object's global variable to 0 in my stopMovie handler and
even though that
handler might not always run when errors occur, I ran it from
the message
window to insure that the object's global was 0. But that
still didn't
solve the problem. Then I used clearGlobals in the message
window and
voila, the issue went away. Dare I say that this is a
shortcoming of
Lingo's design to allow variables to persist/linger after an
error?
But what still baffles me is that most of the time when I get
that
particular error,, even though I seemed to have found a
workaround, it is
not an actual issue with any code.
When it happens again, I'll send you the code. Obviously, if
I'm correct
about the scripts lingering in memory, then you won't receive
the error when
you run the movie.
I just find it interesting that there haven't been a bunch of
"Yeah, I get
that darn thing too" here.
Craig
Craig Wollman
Lingo Specialist
Word of Mouth Productions
212-928-9581
www.wordofmouthpros.com
"Dean Utian" <[email protected]> wrote in message
news:[email protected]...
> Hi Craig,
>
> Could it be a simple mistake of the script type not
being properly defined
> (movie/parent/behavior)?
>
> If you have a very baic movie where this error occurs
repeatedly, you
> could
> email me ([email protected]) and I'll take a fresh
perspective look at
> it.
>
> regards
> Dean
>
> Director Lecturer / Consultant
>
http://www.fbe.unsw.edu.au/learning/director
>
http://www.multimediacreative.com.au
>
>
>
> -
How to intersect with any sprite of a certain cast member?
Hi. I am trying to script a simple 2d platformer engine for a larger University project. I have movement sorted with W and A and gravity. I can get collision detection with the floor by doing
if sprite 1 intersects sprite 2 then
gvGrav = 0
end if
Sprite 1 is the player and sprite 2 is an instance of the cast member called ground. How would I get this to work with any sprite that is ground? Ill paste the full code below.
global gvRight
global gvLeft
global gvGrav
global gvDown
on enterFrame
-----------MOVE LEFT---------------------
if keyPressed("a") then
sprite(4).locH=sprite(4).locH+gvLeft
_movie.updateStage()
gvLeft = gvLeft - .5
if gvLeft < - 15 then
gvLeft = -15
end if
end if
if not keypressed("a") then
gvLeft = 0
end if
-----------MOVE RIGHT--------------------
if keyPressed("d") then
sprite(4).locH=sprite(4).locH+gvRight
_movie.updateStage()
gvRight = gvRight + .5
if gvRight > 15 then
gvRight = 15
end if
end if
if not keypressed("d") then
gvRight = 0
end if
-----------GRAVITY-------------------------
gvGrav = gvGrav
sprite(4).locV=sprite(4).locV+gvGrav
_movie.updateStage()
gvGrav = gvGrav +.5
if gvGrav > 30 then
gvGrav = 30
end if
-------------GravityCollision----------------------
if sprite 4 intersects sprite 1 then
gvGrav = 0
end if
if sprite 4 intersects sprite 2 then
gvGrav = 0
end if
end ifI dare say there's a better way to do this, but an easy way is to set a global variable, do a sendallsprites message, and check the global variable again.
So, if you had an extra global in your man control script:
global hitman
then in your collision checking part you would say this:
hitman = false
sendallsprites #checkcollision 4
if hitman = true then
gvGrav = 0
end if
The #checkcollision message would get sent to all sprites, and if you had a behavior placed on the floor sprites, that was like this:
global hitman
property mysprite
on beginsprite me
mysprite = the spritenum of me
end
on checkcollision me,s
if sprite s intersects sprite mysprite then
hitman = true
end if
end
any one of those sprites that intersected with the sprite you ask about would then change the global 'hit man' variable to be true. To make a sprite behave like floor, you would just attach that behavior script.
Notice how the floor sprite makes a note of its sprite number when it first shows up on the stage, you could do the same with your other script, if it's attached to the man character. Then you wouldn't have to have it hard coded to '4', which would save some headaches later if you have to change the sprite layers. -
How can I save a cast member to the hard drive?
Hi,
I am using 'canvas' from the Paintbox library.
I found a line of code on the forum to create a 'new' cast member.
Now, I'd like to save that new cast member to the hard drive.
BuddyApi doesn't have an option to do that, and I haven't had any luck with the Xtras lists I've found.
How can I accomplish this?
Thanks in advance for your assistance,
BigDaddyTo elaborate, this is how you would call the Xtra in your code:
-- create the instance of the xtra
objImg = xtra("ImgXtra").new()
-- get the member's image we want to save
imgToSave = member("foobar").image
-- set the path and filename for the bitmap
strFileName = the moviePath & "foobar.jpg"
-- call the ix_saveImage method, with required parameters
success = objImg.ix_saveImage(["image": imgToSave, "filename": strFileName])
-- returns 1 if successful, 0 if not
if success then
-- something here
else
-- something else here
end
-- clear the xtra object instance
objImg = VOID
The other optional parameters such as format and flags can be set, if you like, and the info can be found in the imgXtra.txt document. -
Creating a new instance of a cast member
I want to create an instance of a cast member on stage, that
will not exist as a new member in the cast.
I read some stuff about child objects, but I wasn't
successful in getting it to work.
I also want to be able to create more than one instance, and
to be able to manipulate them separately.
Can someone help?
Thanks a lot,
IsaacThere is a variety of ways to accomplish this ("is" agreeing
with "a
variety" not "of ways"). You can puppet as many sprite
channels as you need
and assign the one cast member to each. Each will function
independently
although any modification to the cast member itself will be
reflected in
each sprite instance.
The following code takes the first cast member in the first
castLib and
places it on the stage 10 times using channels 1-10. It
places the sprites
side by side horizontally. The position is not important but
I showed that
each sprite can be treated independently, in this case by
setting the loc
property. Of course you can do this with any sprite property.
The
significant lines are 2 and 3.
repeat with x = 1 to 10
sprite (x).puppet = TRUE
sprite (x).member = member (1)
xPos = member (1).width * (x - 1) + (member (1).width / 2)
sprite (x).loc = point (xPos, member (1).height / 2)
end repeat
Craig
"ytlevine" <[email protected]> wrote in
message
news:ggk8be$fr7$[email protected]..
>I want to create an instance of a cast member on stage,
that will not exist
>as
> a new member in the cast.
> I read some stuff about child objects, but I wasn't
successful in getting
> it
> to work.
> I also want to be able to create more than one instance,
and to be able to
> manipulate them separately.
> Can someone help?
> Thanks a lot,
> Isaac
> -
Getting list of nominee(Member) in Collaboration Room
Hi Experts
I want to find out the Expert member of the Collaboration room
for that based on document rating we selected some member list and nominate some members by other member ( we get some list of member )
Where the list of members stored. the list of member should reach the room owner. how can i achieve this?
Regards
Thillai JNeed to do Custom developed and workaround..
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Excel or table style grid in text cast member
I copied an Excel style table out of MS Word and pasted it
into a text cast member and to my surprise, the grid lines came
with the text, nicely formatted and everything. Having a
spreadsheet like grid (or something like an HTML table) that would
auto fit the contents of each cell sure would help.
Anyone know how to apply grid lines to text cast members I
create from scratch? and are there any formatting options I can
access from lingo to modify the grid?Check out the data grid in Inplicity, a fantastic set of
add-ins for Director. All Lingo based. They kick butt.
http://www.inplicitytoolkit.com/
best,
FBC -
Hi,
I need to create a dynamic menu for an application. Right
now I am creating every item as a new cast member:
newMember = new(#text)
member(newMember).name = "Item1"
member(newMember).text = "Blabla"
What I would like to do, is have an existing cast member with
the good font, font size, color, etc... and in my lingo script,
create all my new cast members based on the existing one, so I
would only need to change the text it contains and not the color,
size....
It could also be usefull to do this since I could attach a
behavior to the existing cast member and then all my new ones would
have the same behavior attached to them.
I hope this can be done, sorry if it is obvious, I'm in the
process of learning Director and Lingo.
Thanks,
PatHi Pat, and welcome to the list.
As for your question, I'd suggest you work with a single cast
in general,
unless it really helps organizing your project.
Creating members on the fly -as it seems you are doing- is a
much cleaner
approach.
Why don't you create a handler that would accept as arguments
the formatting
options and the member they should be applied to?
Or e.g. two handlers that each would apply some fixed
formatting to a member
that is passed to it.
The less the members, the smaller the project, btw.
> It could also be useful to do this since I could attach
a behavior to the
> existing cast member
I suppose you are talking about cast member scripts, not
behaviors. Another
thing you'd better avoid, since behaviors (scripts attached
to sprites) are
more flexible, receive notifications that script members
don't (like e.g. on
beginSprite), and are designed for oop (a reference to the
script
object -me- is passed as the first argument by the system
when calling
behaviors' handlers).
"PDiLalla" <[email protected]> wrote in
message
news:f97p50$rh1$[email protected]..
> Hi,
>
> I need to create a dynamic menu for an application.
Right now I am
> creating
> every item as a new cast member:
>
> newMember = new(#text)
> member(newMember).name = "Item1"
> member(newMember).text = "Blabla"
>
> What I would like to do, is have an existing cast member
with the good
> font,
> font size, color, etc... and in my lingo script, create
all my new cast
> members
> based on the existing one, so I would only need to
change the text it
> contains
> and not the color, size....
>
> It could also be usefull to do this since I could attach
a behavior to the
> existing cast member and then all my new ones would have
the same behavior
> attached to them.
>
> I hope this can be done, sorry if it is obvious, I'm in
the process of
> learning Director and Lingo.
>
> Thanks,
> Pat
> -
Change cast member of another sprite on rollover?
There is probably a really easy answer for this question but I just have NO IDEA how to approach it and am about ready to blow my brains out ... (new at this, yes) so ANY HELP would be greatly appreciated.
When rolling over or "on mouseEnter me" of a certain sprite, I would like to change the cast member of ANOTHER sprite as well as the current one (having no problems with the current one as it's all set up in the behaviours lol) is this possible? and how would the lingo go for this?
thanksDon't do what Multiduck suggests. Sprites should never change the properties of other sprites. That is a bad practice prone to creating nasty bugs.
Create a behavior for the second sprite that has a handler for changing its member. You might call it "showRollOver". Then your first sprite simply calls that handler.
sprite(x).showRollOver()
If you want the second sprite to react to mouse overs, then just use the mouseEnter method and call that handler from the first sprite.
sprite(x).mouseEnter()
Note: You can directly call any handler that is added to a sprite, ie,
sprite(x).mouseDown()
sprite(x).beginSprite()
sprite(x).setText()
sprite(x).fadeOut() -
Hello:
I need to change images in the stage from the cast member.
The problem is that when I change the image, the previous
image on the stage
appears and quickly the new appears.
How can I desappear the previous image before to show the
new?
Thank you very muchThank you:
The problem is that I am stopped in frame 10 for example, in
this frame I
change the cast member image by Lingo and send the head to
frame 1 and the
image that I had before I see it and then change to the new.
"JB" <[email protected]> escribi� en el
mensaje
news:[email protected]..
> Not understanding exactly what your are doing, one can
temporarily had
> the sprite by setting the blend prop to 0 or by setting
the vidoble of
> >
> A sprite triggered by an on EnerFrame handler could
switch te member
> before the score assigned mbmer makes it's initial
appearance.
Maybe you are looking for
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