Drag and drop attempts

In the Drag and Drop panel, Attempts is set to 1 and it is grayed out so that I can't change it.
Is it possible to select the number of attemps for a drag and drop interaction?

No, the action need not be a conditional action because each action is executed only on receiving a specific source.
Here is a screenshot:
For correct source, S1.
For incorrect source, S3:
Here C1 is the caption that appears when correct source, S1, is placed on the target. Failure1 is the caption that appears on placing the incorrect source S3. I tried with only one target and three sources.
Sreekanth

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    stop();
    /* Custom Mouse Cursor
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    stage.addChild(customcursor);
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    customcursor.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
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      customcursor.y = stage.mouseY;
    Mouse.hide();
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    customcursor.removeEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
    stage.removeChild(customcursor);
    Mouse.show();
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    var offset:int = 10;
    var appleStartX:int = 243;
    var appleStartY:int = 156;
    var appleEndX:int = 522;
    var appleEndY:int = 22;
    apple.buttonMode = true;
    apple.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    apple.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var cupStartX:int = 39;
    var cupStartY:int = 266;
    var cupEndX:int = 520;
    var cupEndY:int = 175;
    cup.buttonMode = true;
    cup.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    cup.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var barStartX:int = 178;
    var barStartY:int = 234;
    var barEndX:int = 522;
    var barEndY:int = 22;
    bar.buttonMode = true;
    bar.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    bar.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var orangeStartX:int = 284;
    var orangeStartY:int = 102;
    var orangeEndX:int = 522;
    var orangeEndY:int = 22;
    orange.buttonMode = true;
    orange.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    orange.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var bottleStartX:int = 172;
    var bottleStartY:int = 303;
    var bottleEndX:int = 520;
    var bottleEndY:int = 175;
    bottle.buttonMode = true;
    bottle.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    bottle.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var bananaStartX:int = 113;
    var bananaStartY:int = 123;
    var bananaEndX:int = 522;
    var bananaEndY:int = 22;
    banana.buttonMode = true;
    banana.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    banana.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var napkinStartX:int = 248;
    var napkinStartY:int = 271;
    var napkinEndX:int = 520;
    var napkinEndY:int = 175;
    napkin.buttonMode = true;
    napkin.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    napkin.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var yogurtStartX:int = 27;
    var yogurtStartY:int = 136;
    var yogurtEndX:int = 518;
    var yogurtEndY:int = 329;
    yogurt.buttonMode = true;
    yogurt.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    yogurt.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var strawberryStartX:int = 120;
    var strawberryStartY:int = 285;
    var strawberryEndX:int = 522;
    var strawberryEndY:int = 22;
    strawberry.buttonMode = true;
    strawberry.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    strawberry.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var sandwichStartX:int = 7;
    var sandwichStartY:int = 364;
    var sandwichEndX:int = 522;
    var sandwichEndY:int = 22;
    sandwich.buttonMode = true;
    sandwich.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    sandwich.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var juiceStartX:int = 88;
    var juiceStartY:int = 347;
    var juiceEndX:int = 518;
    var juiceEndY:int = 329;
    juice.buttonMode = true;
    juice.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    juice.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var foilStartX:int = 39;
    var foilStartY:int = 416;
    var foilEndX:int = 520;
    var foilEndY:int = 175;
    foil.buttonMode = true;
    foil.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    foil.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    var waxbagStartX:int = 235;
    var waxbagStartY:int = 342;
    var waxbagEndX:int = 522;
    var waxbagEndY:int = 22;
    waxbag.buttonMode = true;
    waxbag.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
    waxbag.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
    function startDragging (e:MouseEvent) {
      e.currentTarget.startDrag();
    function stopDragging (e:MouseEvent) {
      e.currentTarget.stopDrag();
      switch (e.currentTarget) {
      case apple:
      if (apple.x < appleEndX - offset || apple.x > appleEndX + offset || apple.y < appleEndY - offset || apple.y > appleEndY + offset) {
      apple.x = appleStartX;
      apple.y = appleStartY;
      else {
      apple.x = appleEndX;
      apple.y = appleEndY;
      //checkGame();
      break;
      case sandwich:
    if (sandwich.x < sandwichEndX - offset || sandwich.x > sandwichEndX + offset || sandwich.y < sandwichEndY - offset || sandwich.y > sandwichEndY + offset) {
      sandwich.x = sandwichStartX;
      sandwich.y = sandwichStartY;
      else {
      sandwich.x = sandwichEndX;
      sandwich.y = sandwichEndY;
      //checkGame();
      break;
      case orange:
    if (orange.x < orangeEndX - offset || orange.x > orangeEndX + offset || orange.y < orangeEndY - offset || orange.y > orangeEndY + offset) {
      orange.x = orangeStartX;
      orange.y = orangeStartY;
      else {
      orange.x = orangeEndX;
      orange.y = orangeEndY;
      //checkGame();
      break;
      case strawberry:
    if (strawberry.x < strawberryEndX - offset || strawberry.x > strawberryEndX + offset || strawberry.y < strawberryEndY - offset || strawberry.y > strawberryEndY + offset) {
      strawberry.x = strawberryStartX;
      strawberry.y = strawberryStartY;
      else {
      strawberry.x = strawberryEndX;
      strawberry.y = strawberryEndY;
      //checkGame();
      break;
      case napkin:
    if (napkin.x < napkinEndX - offset || napkin.x > napkinEndX + offset || napkin.y < napkinEndY - offset || napkin.y > napkinEndY + offset) {
      napkin.x = napkinStartX;
      napkin.y = napkinStartY;
      else {
      napkin.x = napkinEndX;
      napkin.y = napkinEndY;
      //checkGame();
      break;
      case bar:
    if (bar.x < barEndX - offset || bar.x > barEndX + offset || bar.y < barEndY - offset || bar.y > barEndY + offset) {
      bar.x = barStartX;
      bar.y = barStartY;
      else {
      bar.x = barEndX;
      bar.y = barEndY;
      //checkGame();
      break;
      case juice:
    if (juice.x < juiceEndX - offset || juice.x > juiceEndX + offset || juice.y < juiceEndY - offset || juice.y > juiceEndY + offset) {
      juice.x = juiceStartX;
      juice.y = juiceStartY;
      else {
      juice.x = juiceEndX;
      juice.y = juiceEndY;
      //checkGame();
      break;
      case foil:
    if (foil.x < foilEndX - offset || foil.x > foilEndX + offset || foil.y < foilEndY - offset || foil.y > foilEndY + offset) {
      foil.x = foilStartX;
      foil.y = foilStartY;
      else {
      foil.x = foilEndX;
      foil.y = foilEndY;
      //checkGame();
      break;
      case banana:
    if (banana.x < bananaEndX - offset || banana.x > bananaEndX + offset || banana.y < bananaEndY - offset || banana.y > bananaEndY + offset) {
      banana.x = bananaStartX;
      banana.y = bananaStartY;
      else {
      banana.x = bananaEndX;
      banana.y = bananaEndY;
      //checkGame();
      break;
      case bottle:
    if (bottle.x < bottleEndX - offset || bottle.x > bottleEndX + offset || bottle.y < bottleEndY - offset || bottle.y > bottleEndY + offset) {
      bottle.x = bottleStartX;
      bottle.y = bottleStartY;
      else {
      bottle.x = bottleEndX;
      bottle.y = bottleEndY;
      //checkGame();
      break;
      case waxbag:
    if (waxbag.x < waxbagEndX - offset || waxbag.x > waxbagEndX + offset || waxbag.y < waxbagEndY - offset || waxbag.y > waxbagEndY + offset) {
      waxbag.x = waxbagStartX;
      waxbag.y = waxbagStartY;
      else {
      waxbag.x = waxbagEndX;
      waxbag.y = waxbagEndY;
      //checkGame();
      break;
      case cup:
    if (cup.x < cupEndX - offset || cup.x > cupEndX + offset || cup.y < cupEndY - offset || cup.y > cupEndY + offset) {
      cup.x = cupStartX;
      cup.y = cupStartY;
      else {
      cup.x = cupEndX;
      cup.y = cupEndY;
      //checkGame();
      break;
      case yogurt:
    if (yogurt.x < yogurtEndX - offset || yogurt.x > yogurtEndX + offset || yogurt.y < yogurtEndY - offset || yogurt.y > yogurtEndY + offset) {
      yogurt.x = yogurtStartX;
      yogurt.y = yogurtStartY;
      else {
      waxbag.x = waxbagEndX;
      waxbag.y = waxbagEndY;
      //checkGame();

    Some questions:
    1. Can I specify more than one End x,y location for a draggable sprite?
    yes, use an if-else statement
    I'm creating a lesson to teach kindergartners how to sort lunchroom waste. If they have a napkin, for example, it could either go into the compost OR into the recycling. In cases like this where an item could really be placed into more than one bin, I want them to get it right if they do either of those things, rather than forcing them to choose which one.
    2. To make my project more "fun" for kids, I wanted to customize the cursor with a graphic of  hand. When I tried this in the flash file it works perfectly until I add the drag and drop functionality for the wasted items. Then the cursor will more around  but not pick up any items. Once I revert back to the standard pointer, the correct drag and drop functionality is restored.
    assign your cursor's mouseEnabled property to false:
    yourcursor.mouseEnabled=false;
    3. I have it set to snap back to the original location if learner attempts to drop the item on the wrong target. I want to be able to play a sound file when that happens, as well as play a sound file when it lands on the correct target, as well as shrink the item and change its opacity so that it appears invisible. I want to give the illusion of it being placed into the bin. I have no idea as to the proper way to code these events so that they happen.
    use the sound class to create a sound:
    // initialize your correct sound once with
    var correctSound:Sound=new CorrectSound();  // add an mp3 sound to your library and assign it class = CorrectSound
    // apply the play() method everytime you want your sound to play:
    correctSound.play();
    // change an object's opacity:
    someobject.alpha = .3;  // partially visible
    someobject.alpha = 1;  // fully visible
    someobject.visible=false;  // not visible, at all.
    // change an object's scale
    someobject.scaleX=someobject.scaleY=.5;  // shink width and height by 2
    someobject.scaleX=someobject.scaleY=1;  // resize to original
    4. I've watched dozens of hours of youtube tutorials before coming here. I'm a quick study, but am very new to action script. In one of the videos the developer showed referencing an external action script file which I don't think is an option in CC. The coding method he used seemed much more streamlined and "clean" than the chunks I'm working with now. Is there an easy way for me to code information about these objects  than the way I've got it here now? I hate starting new things with bad habits. The perils of self-teaching.
    you could google: 
    actionscript 3 class coding
    actionscript 3 object oriented programming
    p.s.  you can simplify and streamline your coding by learning about arrays and using hitTestObject.

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    Apple Support Communities updatesI’ve tried the control-I route and then tried to locate the file without success. What I get as a file location starts with //localhost/C:/Users. It may also be useful to know that most/all the missing files seem to have been copied from CDs. I can’t be sure if it’s all because the whole music file has nearly 9000 entries! The ones that still seem to work were copied from an external hard drive.
    From: Apple Support Communities Updates
    Sent: Wednesday, April 01, 2015 7:30 PM
    To: couffin
    Subject: - why cant I drag and drop into playlists
                                                                                    You received a reply 
                                    turingtest2 has replied to your question. You can view the full discussion in Apple Support Communities.                                                                                
    why cant I drag and drop into playlists 
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                                    tt2
                                                                                    Correct Answer Helpful Answer 
                                  Use the buttons above to tell turingtest2 and the rest of the community if this reply solved your question or helped you get closer to finding a solution. 
                                  To reply to turingtest2, go to the discussion in Apple Support Communities. 
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  • If an iPod is in "use as hard disk" mode, could I drag and drop songs to it

    After countless attempts to sync my iTunes into this iPod I just obtained, with iTunes, Finder, sometimes both programs hanging and freezing up, since I pick "use iPod as hard disk" as an option, couldn't I just drag and drop my iTunes tracks into the iPod via just a pair of Finder windows? I mean if it can work like a USB drive, I think it wouldn't be impossible to do the same with my songs, since they are just files as well, since I am having such a horrible ordeal syncing this iPod. I am on the verge of my 6th Restore in almost as many days and at best I could load songs into it one by one, but sometimes it would even balk for the most curious reasons such as:
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    I have little idea why this iMac is giving me so much guff, as my sister has the same model that works without complaint for her.

    Curses, foiled again! Maybe you additionally have an idea why my 4th gen 20 GB iPod seems to make Finder, iTunes, and occasionally Disk Utility hang and stop responding when all I am trying to do is attempt to make the iPod work as designed ie: accept my iTunes songs, keep them and have them available for playback. It is fully charged, yet most of the time it chokes when I am trying to Restore it, so every time I do manage to restore it, it takes about 4 or 5 incremental attempts of completing Restore until I get it going again. Then I am only able to get it running by manually loading the songs one track at a time until I get up to about 30 or so and it unravels upon my attempts to put all of them on, even adding them manually one song at a time.

  • Drag and drop imported photos in iPhoto '09 causes duplication of old existing photos and loss if new photos

    Good Afternoon All,
    I'd be grateful for any help with the following problem.
         After importing about 30 photos from my camera into iPhoto '09 (version 8.1.2), I selected the first group of 10 and dragged and dropped them into an existing album in my iPhoto library.        I repeated this process with another  group of photos , dropping them into a different existing album. Again, I repeated this process with the last remaining photos from the original imported group of 30.
          This is exactly the same process I have used successfully on many previous occasions when adding to my iPhoto library of 6000+ photos.
           However when I later opened each of the 3 existing albums to check on the 30 new photos none of these new photos were visible.     Instead each of the three albums now contained between 5 and 15 duplicates of old photos from different and unrelated albums in addition to their normal content.       These duplicates were not present before I imported the 30 new photos.    I then opened every Album in my entire library of 6000+ photos  without finding any sign of the 30 new photos.   These 30 photos have also disappeared from "Last Import" which now shows a blank page with 0 imports.
         I still have the 30 new photos saved on my camera and could import them again. My concern is that with my very limited diagnostic skills re. my iMac OS X (10.6.8) I may aggravate the problem
    Thank you

    Morning Terence
                             Thank you for your suggestion. When I held the Option Key and opened iPhoto the resulting menu showed 2 libraries , "iPhoto Library" and "iPhoto Library (default )". 
         I then recalled that 12 months ago I had created this duplicate library when attempting to recover some lost photos.    On opening each of these two libraries in turn, I notice that they are not identical.  Rather than create another new library, I imported some new photos into "iPhoto Library "  and was then able to drag and drop successfully into this library.    When I tried to do the same with "iPhoto Library (default )"  all the problems originally described re-occured.
         Having found the problem is in the Default library I would now like to move some photos from it into "iPhoto Library" and then remove the Default Library.
         Could you recommend how best to do this or is it not a good idea?
    Regards.....Gilvin

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