Do I need to change boot disk partition types - if so how?

I set my boot disk up with several partitions, one of which is the Apple_UFS partition type. I now want to be able to use if for Mac data files - pdfs, word docs, etc. (I'm running 10.4.11 on a powerpc - when I can afford an Intel macbook, I'll upgrade to Leopard).
I have some questions:
1) Will puttting Mac files on a Apple_UFS volume cause problems (rsource & data forks in files)? (If its OK, then skip to Q6 &Q7 which I'd like to know for future reference).
2) Should I change the partition type (to Apple_HFSX)? There's no data on it now, so that's not a problem.
3) Disk Utility won't let me change partition type, only change the name. Diskutil has the command " eraseVolume format name device", but I suspect that format is the current format, not a new format - please correct me if I'm wrong.
4) pdisk interactive mode has the "t" command which looks like what I want.
5) after the partition type is changed, I presume I then need to use newfs_hfs -
6) I am confused about the device/partition name - "diskutil -l" shows "/dev/disk0" with the partition I want to change as "disk0s11". "pdisk - l" shows "/dev/rdisk0" and the partition number as 11. The "newfs_hfs -h" gives an example of "newfs_hfs -v Untitled /dev/rdisk0s7". So in my case, is my device "/dev/rdisk0s11"??
7) I have an external firewire drive that also is partitioned. "pdisk -l" and "diskutil list" give different outputs - partitions 1-9 are the same on both (Apple stuff), but pdisk show several "Apple_Free" partitions that diskutil ignores - pdisk has 23 total partitions, hdutil has 18. So which number do you use for the disk-identifier?
Thanks for any help on this confusing matter.

The regular versions of PSE 10 have the same kind of automatic updating (just go to Help>Updates and let the updater do its thing) that full Photoshop has. You can update the raw converter in the app store version, but since apple requires that everything in app store programs has to live within the app package itself, the file paths are different, so unless adobe updates the whole program so you can update through the app store, the adobe updater doesn't know what to do. You can do it manually, but it's kind of complicated to dig everything out of the adobe update, not as simple as it was in older versions of PSE.
This thread over at the adobe forum gives you the general process for updating the app store version:
http://forums.adobe.com/message/4106312#4106312

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    Thanks a lot!
    Say if you want to see how it works just compile this source :
    /* Autopacman spelletje
    Menno Hagens, I108
    2001
    Autopacman.
    Maak via overerving van de klasse Packman uit week 4 een nieuwe klasse 'AutoPackman'.
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    import java.applet.*;
    import java.awt.*;
    import java.awt.event.*;
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    boolean Packleur1;
    boolean Packleur2;
    boolean Packleur3;
    boolean Packleur4;
    boolean Packleur5;
    boolean Packleur6;
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    int stapVerander = 10; //stapgrootte wijziging
    int angleA = 5; //beginhoeken pacman
    int angleB = 345;
    public void init(){
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    Button omhoog = new Button("omhoog");
    Button omlaag = new Button("omlaag");
    Button harder = new Button("harder");
    Button zachter = new Button("zachter");
    Button random = new Button("Random actie");
    Button kleur = new Button("Kleur veranderen");
    links.addActionListener(this); //action events worden aan knoppen gekoppeld
    rechts.addActionListener(this);
    omhoog.addActionListener(this);
    omlaag.addActionListener(this);
    harder.addActionListener(this);
    zachter.addActionListener(this);
    random.addActionListener(this);
    kleur.addActionListener(this);
    add( links ); //knoppen worden op canvas gezet
    add( rechts );
    add( omhoog );
    add( omlaag );
    add( harder );
    add( zachter );
    add( random );
    add( kleur );
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    g.setColor( Color.black);
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    {g.setColor(Color.red);}
    if( klikken == 3 )
    {g.setColor(Color.blue);}
    if( klikken == 4 )
    {g.setColor(Color.black);}
    if( klikken == 5 )
    {g.setColor(Color.green);}
    if( klikken == 6 )
    {g.setColor(Color.white);}
    g.fillArc(x, y, width, height, angleA, angleB); //teken de pacman voor het eerst
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    String str = e.getActionCommand();
    if( str.equals("Kleur veranderen")){klikken++;}
    if(klikken == 7)
    {klikken = 1;}
    if( str.equals("Random actie") ){       //Die stomme random functie
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    switch(i){
    case 1: case 7 : case 11: case 15 : str = "omlaag"; break;
    case 2: case 8 : case 12: case 16 : str = "omhoog"; break;
    case 3: case 9 : case 13: case 17 : str = "links"; break;
    case 4: case 10 : case 14: case 0 :str = "rechts"; break;
    case 5: str = "harder"; break;
    case 6: str = "zachter"; break;}
    if( str.equals("harder") ){ stap = stap + stapVerander;} //stap wordt 10 groter
    if( str.equals("zachter") ){ stap = stap - stapVerander;} //stap wordt 10 kleiner
    if( stap < 0){stap = 1;} //Stapgrootte wordt nooit negatief of nul
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    angleA = 185;
    angleB = 345;}
    if( str.equals("rechts") ){ x += stap;    //rechtsknop laat pacman rechts kijken en bewegen
    angleA = 5;
    angleB = 345;}
    if( str.equals("omhoog") ){ y -= stap;    //omhoogknop laat pacman omhoog kijken en bewegen
    angleA = 95;
    angleB = 345;}
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    angleA = 275;
    angleB = 345;}
    if( x <= 0){ x = 0;} // houdt de pacman tegen als hij links/rechts wil verdwijnen
    if( x > 550){ x = 550;}
    if( y <= 35){ y = 35;} // houdt de pacman tegen als hij boven/onder wil verdwijnen
    if( y > 550){ y = 550;}
    repaint(); // zet de pacman opnieuw op het canvas

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