Frame Label not found

I have an FLA with two scenes. The first scene is an
opening...at the end it goes to the next scene called Main.
On Main I have a series of buttons....that click to different
frame labels in Main.
When I play JUST the scene it works fine...but when it goes
from the opening into Main...I get this error on all the buttons:
ArgumentError: Error #2109: Frame label Board not found in
scene Main.
at flash.display::MovieClip/gotoAndPlay()
at ASIS4_fla::MainTimeline/onMouseClickBoard()
There is a label called Board...and it works with that scene
alone...any idea why it doesn't work when coming off the previous
scene.
Thank you in advance...

this is on the first frame of the scene...when I do test
Scene...it works great. But Test Movie I get that error
btn_boardcert.addEventListener(MouseEvent.CLICK,
onMouseClickBoard);
function onMouseClickBoard(event:MouseEvent):void
gotoAndPlay("Board");

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    Does anyone has experience upgrading 10g ASM for Non-RAC to 11gR2?
    Thanks in advance.
    Edited by: user618594 on 20-Sep-2010 4:17 PM

    strangely, i seem to have left out the word "bought" to the first sentence.
    "I have bought the album Fading West by Switchfoot..."

  • "Class Circle not found in TryBouncingBalls" error message. Help !

    Dear People,
    I have an error message :
    "TryBouncingBalls.java": Error : class Circle not found in class stan_bluej_ch5_p135.TryBouncingBalls at line 67, "
    Circle circle = new Circle(xPos + 130, 30);
    below are the classes TryBouncingBalls, BouncingBall, BallDemo, Canvas
    Thank you in advance
    Stan
    package stan_bluej_ch5_p135;
    import java.awt.*;
    import java.awt.geom.*;
    public class TryBouncingBalls
    public static void main(String[] args)
    Canvas myCanvas = new Canvas("Creativity at its best");
    myCanvas.setVisible(true);
    BouncingBall ball = new BouncingBall(50,50,16, Color.red, 500, myCanvas);
    BouncingBall ball2 = new BouncingBall(70,80,20, Color.green, 500, myCanvas);
    BouncingBall ball3 = new BouncingBall(90,100,16, Color.red, 500, myCanvas);
    BouncingBall ball4 = new BouncingBall(30,30,20, Color.green, 500, myCanvas);
    ball.draw();
    ball2.draw();
    ball.draw();
    ball2.draw();
    // make them bounce
    boolean finished = false;
    while(!finished) {
    myCanvas.wait(50); // small delay
    ball.move();
    ball2.move();
    ball3.move();
    ball4.move();
    // stop once ball has travelled a certain distance on x axis
    if(ball.getXPosition() >= 550 && ball2.getXPosition() >= 550)
    finished = true;
    myCanvas.setFont(new Font("helvetica", Font.BOLD, 14));
    myCanvas.setForegroundColor(Color.red);
    myCanvas.drawString("We are having fun, ...\n\n", 20, 30);
    myCanvas.wait(1000);
    myCanvas.setForegroundColor(Color.black);
    myCanvas.drawString("...drawing lines...", 60, 60);
    myCanvas.wait(500);
    myCanvas.setForegroundColor(Color.gray);
    myCanvas.drawLine(200, 20, 300, 50);
    myCanvas.wait(500);
    myCanvas.setForegroundColor(Color.blue);
    myCanvas.drawLine(220, 100, 370, 40);
    myCanvas.wait(500);
    myCanvas.setForegroundColor(Color.green);
    myCanvas.drawLine(290, 10, 320, 120);
    myCanvas.wait(1000);
    myCanvas.setForegroundColor(Color.gray);
    myCanvas.drawString("...and shapes!", 110, 90);
    myCanvas.setForegroundColor(Color.red);
    myCanvas.drawString("to bring to focus creative ideas !", 310, 290);
    // the shape to draw and move
    int xPos = 10;
    Rectangle rect = new Rectangle(xPos + 40, 150, 30, 20);
    Rectangle rect2 = new Rectangle(xPos + 80, 120, 50, 25);
    Rectangle rect3 = new Rectangle(xPos+ 1200, 180, 30, 30);
    Rectangle rect4 = new Rectangle(xPos + 150, 220, 40, 15);
    myCanvas.fill(rect);
    myCanvas.fill(rect2);
    myCanvas.fill(rect3);
    myCanvas.fill(rect4);
    Circle circle = new Circle(xPos + 130, 30);
    // Circle circle2 = new Circle(xPos + 150, 50);
    // Circle circle3 = new Circle(xPos + 170, 30);
    // Circle circle4 = new Circle(xPos + 200, 40);
    // myCanvas.fill(circle);
    // myCanvas.fill(circle2);
    // myCanvas.fill(circle3);
    // myCanvas.fill(circle4);
    // move the rectangle and circles across the screen
    for(int i = 0; i < 200; i ++) {
    myCanvas.fill(rect);
    myCanvas.fill(rect2);
    myCanvas.fill(rect3);
    myCanvas.fill(rect4);
    myCanvas.wait(10);
    myCanvas.erase(rect);
    myCanvas.erase(rect2);
    myCanvas.erase(rect3);
    myCanvas.erase(rect4);
    xPos++;
    rect.setLocation(xPos, 150);
    rect2.setLocation(xPos, 120);
    rect3.setLocation(xPos, 180);
    rect4.setLocation(xPos, 220);
    // at the end of the move, draw once more so that it remains visible
    myCanvas.fill(rect);
    myCanvas.fill(rect2);
    myCanvas.fill(rect3);
    myCanvas.fill(rect4);
    package stan_bluej_ch5_p135;
    import java.awt.*;
    import java.awt.geom.*;
    * Class BouncingBall - a graphical ball that observes the effect of gravity. The ball
    * has the ability to move. Details of movement are determined by the ball itself. It
    * will fall downwards, accelerating with time due to the effect of gravity, and bounce
    * upward again when hitting the ground.
    * This movement can be initiated by repeated calls to the "move" method.
    * @author Bruce Quig
    * @author Michael Kolling (mik)
    * @author David J. Barnes
    * @version 1.1 (23-Jan-2002)
    public class BouncingBall
    private static final int gravity = 3; // effect of gravity
    private int ballDegradation = 2;
    private Ellipse2D.Double circle;
    private Color color;
    private int diameter;
    private int xPosition;
    private int yPosition;
    private final int groundPosition; // y position of ground
    private Canvas canvas;
    private int ySpeed = 1; // initial downward speed
    * Constructor for objects of class BouncingBall
    * @param xPos the horizontal coordinate of the ball
    * @param yPos the vertical coordinate of the ball
    * @param ballDiameter the diameter (in pixels) of the ball
    * @param ballColor the color of the ball
    * @param groundPos the position of the ground (where the wall will bounce)
    * @param drawingCanvas the canvas to draw this ball on
    public BouncingBall(int xPos, int yPos, int ballDiameter, Color ballColor,
    int groundPos, Canvas drawingCanvas)
    xPosition = xPos;
    yPosition = yPos;
    color = ballColor;
    diameter = ballDiameter;
    groundPosition = groundPos;
    canvas = drawingCanvas;
    * Draw this ball at its current position onto the canvas.
    public void draw()
    canvas.setForegroundColor(color);
    canvas.fillCircle(xPosition, yPosition, diameter);
    * Erase this ball at its current position.
    public void erase()
    canvas.eraseCircle(xPosition, yPosition, diameter);
    * Move this ball according to its position and speed and redraw.
    public void move()
    // remove from canvas at the current position
    erase();
    // compute new position
    ySpeed += gravity;
    yPosition += ySpeed;
    xPosition +=2;
    // check if it has hit the ground
    if(yPosition >= (groundPosition - diameter) && ySpeed > 0) {
    yPosition = (int)(groundPosition - diameter);
    ySpeed = -ySpeed + ballDegradation;
    // draw again at new position
    draw();
    * return the horizontal position of this ball
    public int getXPosition()
    return xPosition;
    * return the vertical position of this ball
    public int getYPosition()
    return yPosition;
    package stan_bluej_ch5_p135;
    import java.awt.*;
    import java.awt.geom.*;
    * Class BallDemo - provides two short demonstrations showing how to use the
    * Canvas class.
    * @author Michael Kolling and David J. Barnes
    * @version 1.0 (23-Jan-2002)
    public class BallDemo
    private Canvas myCanvas;
    * Create a BallDemo object. Creates a fresh canvas and makes it visible.
    public BallDemo()
    myCanvas = new Canvas("Ball Demo", 600, 500);
    myCanvas.setVisible(true);
    * This method demonstrates some of the drawing operations that are
    * available on a Canvas object.
    public void drawDemo()
    myCanvas.setFont(new Font("helvetica", Font.BOLD, 14));
    myCanvas.setForegroundColor(Color.red);
    myCanvas.drawString("We can draw text, ...", 20, 30);
    myCanvas.wait(1000);
    myCanvas.setForegroundColor(Color.black);
    myCanvas.drawString("...draw lines...", 60, 60);
    myCanvas.wait(500);
    myCanvas.setForegroundColor(Color.gray);
    myCanvas.drawLine(200, 20, 300, 50);
    myCanvas.wait(500);
    myCanvas.setForegroundColor(Color.blue);
    myCanvas.drawLine(220, 100, 370, 40);
    myCanvas.wait(500);
    myCanvas.setForegroundColor(Color.green);
    myCanvas.drawLine(290, 10, 320, 120);
    myCanvas.wait(1000);
    myCanvas.setForegroundColor(Color.gray);
    myCanvas.drawString("...and shapes!", 110, 90);
    myCanvas.setForegroundColor(Color.red);
    // the shape to draw and move
    int xPos = 10;
    Rectangle rect = new Rectangle(xPos, 150, 30, 20);
    // move the rectangle across the screen
    for(int i = 0; i < 200; i ++) {
    myCanvas.fill(rect);
    myCanvas.wait(10);
    myCanvas.erase(rect);
    xPos++;
    rect.setLocation(xPos, 150);
    // at the end of the move, draw once more so that it remains visible
    myCanvas.fill(rect);
    * Simulates two bouncing balls
    public void bounce()
    int ground = 400; // position of the ground line
    myCanvas.setVisible(true);
    // draw the ground
    myCanvas.drawLine(50, ground, 550, ground);
    // crate and show the balls
    BouncingBall ball = new BouncingBall(50, 50, 16, Color.blue, ground, myCanvas);
    ball.draw();
    BouncingBall ball2 = new BouncingBall(70, 80, 20, Color.red, ground, myCanvas);
    ball2.draw();
    // make them bounce
    boolean finished = false;
    while(!finished) {
    myCanvas.wait(50); // small delay
    ball.move();
    ball2.move();
    // stop once ball has travelled a certain distance on x axis
    if(ball.getXPosition() >= 550 && ball2.getXPosition() >= 550)
    finished = true;
    ball.erase();
    ball2.erase();
    package stan_bluej_ch5_p135;
    import javax.swing.*;
    import java.awt.*;
    import java.awt.geom.*;
    * Class Canvas - a class to allow for simple graphical
    * drawing on a canvas.
    * @author Michael Kolling (mik)
    * @author Bruce Quig
    * @version 1.8 (23.01.2002)
    public class Canvas
    private JFrame frame;
    private CanvasPane canvas;
    private Graphics2D graphic;
    private Color backgroundColor;
    private Image canvasImage;
    * Create a Canvas with default height, width and background color
    * (300, 300, white).
    * @param title title to appear in Canvas Frame
    public Canvas(String title)
    this(title, 600, 600, Color.white);
    * Create a Canvas with default background color (white).
    * @param title title to appear in Canvas Frame
    * @param width the desired width for the canvas
    * @param height the desired height for the canvas
    public Canvas(String title, int width, int height)
    this(title, width, height, Color.white);
    * Create a Canvas.
    * @param title title to appear in Canvas Frame
    * @param width the desired width for the canvas
    * @param height the desired height for the canvas
    * @param bgClour the desired background color of the canvas
    public Canvas(String title, int width, int height, Color bgColor)
    frame = new JFrame();
    canvas = new CanvasPane();
    frame.setContentPane(canvas);
    frame.setTitle(title);
    canvas.setPreferredSize(new Dimension(width, height));
    backgroundColor = bgColor;
    frame.pack();
    * Set the canvas visibility and brings canvas to the front of screen
    * when made visible. This method can also be used to bring an already
    * visible canvas to the front of other windows.
    * @param visible boolean value representing the desired visibility of
    * the canvas (true or false)
    public void setVisible(boolean visible)
    if(graphic == null) {
    // first time: instantiate the offscreen image and fill it with
    // the background color
    Dimension size = canvas.getSize();
    canvasImage = canvas.createImage(size.width, size.height);
    graphic = (Graphics2D)canvasImage.getGraphics();
    graphic.setColor(backgroundColor);
    graphic.fillRect(0, 0, size.width, size.height);
    graphic.setColor(Color.black);
    frame.show();
    * Provide information on visibility of the Canvas.
    * @return true if canvas is visible, false otherwise
    public boolean isVisible()
    return frame.isVisible();
    * Draw the outline of a given shape onto the canvas.
    * @param shape the shape object to be drawn on the canvas
    public void draw(Shape shape)
    graphic.draw(shape);
    canvas.repaint();
    * Fill the internal dimensions of a given shape with the current
    * foreground color of the canvas.
    * @param shape the shape object to be filled
    public void fill(Shape shape)
    graphic.fill(shape);
    canvas.repaint();
    * Fill the internal dimensions of the given circle with the current
    * foreground color of the canvas.
    public void fillCircle(int xPos, int yPos, int diameter)
    Ellipse2D.Double circle = new Ellipse2D.Double(xPos, yPos, diameter, diameter);
    fill(circle);
    * Fill the internal dimensions of the given rectangle with the current
    * foreground color of the canvas. This is a convenience method. A similar
    * effect can be achieved with the "fill" method.
    public void fillRectangle(int xPos, int yPos, int width, int height)
    fill(new Rectangle(xPos, yPos, width, height));
    * Erase the whole canvas.
    public void erase()
    Color original = graphic.getColor();
    graphic.setColor(backgroundColor);
    Dimension size = canvas.getSize();
    graphic.fill(new Rectangle(0, 0, size.width, size.height));
    graphic.setColor(original);
    canvas.repaint();
    * Erase the internal dimensions of the given circle. This is a
    * convenience method. A similar effect can be achieved with
    * the "erase" method.
    public void eraseCircle(int xPos, int yPos, int diameter)
    Ellipse2D.Double circle = new Ellipse2D.Double(xPos, yPos, diameter, diameter);
    erase(circle);
    * Erase the internal dimensions of the given rectangle. This is a
    * convenience method. A similar effect can be achieved with
    * the "erase" method.
    public void eraseRectangle(int xPos, int yPos, int width, int height)
    erase(new Rectangle(xPos, yPos, width, height));
    * Erase a given shape's interior on the screen.
    * @param shape the shape object to be erased
    public void erase(Shape shape)
    Color original = graphic.getColor();
    graphic.setColor(backgroundColor);
    graphic.fill(shape); // erase by filling background color
    graphic.setColor(original);
    canvas.repaint();
    * Erases a given shape's outline on the screen.
    * @param shape the shape object to be erased
    public void eraseOutline(Shape shape)
    Color original = graphic.getColor();
    graphic.setColor(backgroundColor);
    graphic.draw(shape); // erase by drawing background color
    graphic.setColor(original);
    canvas.repaint();
    * Draws an image onto the canvas.
    * @param image the Image object to be displayed
    * @param x x co-ordinate for Image placement
    * @param y y co-ordinate for Image placement
    * @return returns boolean value representing whether the image was
    * completely loaded
    public boolean drawImage(Image image, int x, int y)
    boolean result = graphic.drawImage(image, x, y, null);
    canvas.repaint();
    return result;
    * Draws a String on the Canvas.
    * @param text the String to be displayed
    * @param x x co-ordinate for text placement
    * @param y y co-ordinate for text placement
    public void drawString(String text, int x, int y)
    graphic.drawString(text, x, y);
    canvas.repaint();
    * Erases a String on the Canvas.
    * @param text the String to be displayed
    * @param x x co-ordinate for text placement
    * @param y y co-ordinate for text placement
    public void eraseString(String text, int x, int y)
    Color original = graphic.getColor();
    graphic.setColor(backgroundColor);
    graphic.drawString(text, x, y);
    graphic.setColor(original);
    canvas.repaint();
    * Draws a line on the Canvas.
    * @param x1 x co-ordinate of start of line
    * @param y1 y co-ordinate of start of line
    * @param x2 x co-ordinate of end of line
    * @param y2 y co-ordinate of end of line
    public void drawLine(int x1, int y1, int x2, int y2)
    graphic.drawLine(x1, y1, x2, y2);
    canvas.repaint();
    * Sets the foreground color of the Canvas.
    * @param newColor the new color for the foreground of the Canvas
    public void setForegroundColor(Color blue)
    graphic.setColor(Color.blue);
    * Returns the current color of the foreground.
    * @return the color of the foreground of the Canvas
    public Color getForegroundColor()
    return graphic.getColor();
    * Sets the background color of the Canvas.
    * @param newColor the new color for the background of the Canvas
    public void setBackgroundColor(Color newColor)
    backgroundColor = newColor;
    graphic.setBackground(newColor);
    * Returns the current color of the background
    * @return the color of the background of the Canvas
    public Color getBackgroundColor()
    return backgroundColor;
    * changes the current Font used on the Canvas
    * @param newFont new font to be used for String output
    public void setFont(Font newFont)
    graphic.setFont(newFont);
    * Returns the current font of the canvas.
    * @return the font currently in use
    public Font getFont()
    return graphic.getFont();
    * Sets the size of the canvas.
    * @param width new width
    * @param height new height
    public void setSize(int width, int height)
    canvas.setPreferredSize(new Dimension(width, height));
    Image oldImage = canvasImage;
    canvasImage = canvas.createImage(width, height);
    graphic = (Graphics2D)canvasImage.getGraphics();
    graphic.drawImage(oldImage, 0, 0, null);
    frame.pack();
    * Returns the size of the canvas.
    * @return The current dimension of the canvas
    public Dimension getSize()
    return canvas.getSize();
    * Waits for a specified number of milliseconds before finishing.
    * This provides an easy way to specify a small delay which can be
    * used when producing animations.
    * @param milliseconds the number
    public void wait(int milliseconds)
    try
    Thread.sleep(milliseconds);
    catch (InterruptedException e)
    // ignoring exception at the moment
    * Nested class CanvasPane - the actual canvas component contained in the
    * Canvas frame. This is essentially a JPanel with added capability to
    * refresh the image drawn on it.
    private class CanvasPane extends JPanel
    public void paint(Graphics g)
    g.drawImage(canvasImage, 0, 0, null);

    Dear Miciuli,
    I found the definition for the circle in the canvas class and used it to creates circles ! Thank you for jaring my brain into thinking !
    Stan
    Ellipse2D.Double circle = new Ellipse2D.Double(xPos, 70, 30 , 30);

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