Front Stage Annoyances

I have an iMac, and I really like to use Fronstage for listening to music and watching videos. But, a few things really irritate me about it:
-- I have my computer scheduled to power down at midnight. But if I'm in FrontStage, it won't shut down. Is there a way to change this?
-- Also, whenever I play anything in FrontStage, it creates a new Playlist in my iTunes called "FrontStage Playlist" of whatever I played that day. Is there a way to make it stop doing that? And is there a way to make it stop making a "Purchased" Playlist too? I'm just dandy with the playlists I have, and iTunes always annoys me when it decides to make new ones.

That frame isn't very helpful when they all look exactly alike (the green movie trailer screen, for example).
It's up to the creator of the video file to mark the frame to be used as the preview/key frame. Of course, if the video came from Apple it should be marked correctly. If you have QuickTime Pro, you can set your own "poster frame". Open the movie in the QuickTime Player, move the playhead to the frame you want and choose "Set Poster Frame" from the View menu.
EDIT: Oops! I should have kept reading. I now see cmendill has posted the same suggestion.
-Doug

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    The AppleScript dictionary for Preview does not provide a page dictionary entry, that would make a repeat loop and page range possible for saving individual page ranges.
    set pdfDoubles to POSIX path of ((path to desktop) & "PDF Export" & Doubles)
    set pdfSingles to POSIX path of ((path to desktop) & "PDF Export" & Singles)
    tell application "Preview"
      -- gets quoted POSIX path and filename
              set pdfFile to (get path of front document)
              set pdfName to (get name of front document)
      log pdfName
              set cmdArg to "/usr/bin/mdls -name kMDItemNumberOfPages " & pdfFile ¬
                        & " | egrep -o \"(\\d+)\""
              set pageCnt to do shell script cmdArg
      display dialog pageCnt
              if pageCnt mod 2 is 0 then
      -- even
      -- save pdfName in pdfDoubles
              else
      -- save pdfName in pdfDoubles
      -- save individual pages in pdfSingles
              end if
    end tell

  • Multiple stages on multiple screens of different size

    I'm working on a project that requires me to have two stages on two screens of different size. How do I do this in Flex, or is it even possible?
    More specifically, I am building a kiosk appliction, that will have the menu on a small touch-screen that sits in front of a larger, wall-mounted screen. When the user selects content to be played (videos, web sites, whatever) from the touch-screen, then the effect of that selection needs to be sent to the other stage. I need to be able to run a screen-saver on the main screen, also. Basically, the controls are the main application, and the other screen is simply a container for viewing things.
    I am currently packaging my Flex project in AIR, not through the web, so I actually have a windowed application. Basically, I just need to create a new window with a custom chrome that simply holds a movie.
    Is such a thing possible in Flex? I couldn't figure out how to spawn another stage, much less one that was referencable from the first stage.

    Hey all. I have reached the answer. I left everything up that I posted before, in case anybody is having similar issues. To create the custom component, click your project, create a package, and then right-click that package and create a new MXML component. Then, create the MXML just like you would before. Your root tag will be whatever you are working to modify (so, s:Window for my case, but you can do an s:Label or whatever you want). So, first, I'll give you the code for my simple Window component:
    [CODE]
    <?xml version="1.0" encoding="utf-8"?>
    <!-- This is a window component which creates a transparent window with no system chrome (no bars, close, min, max buttons, resize stuff) that contains... This screen is spawned from the main MXML WindowedApplication using AS 3. -->
    <s:Window xmlns:fx="http://ns.adobe.com/mxml/2009"
                        xmlns:s="library://ns.adobe.com/flex/spark"
                        xmlns:mx="library://ns.adobe.com/flex/mx"
                        systemChrome="none" visible="true" transparent="true" showStatusBar="false" width="400" height="300"
        <s:layout>
            <s:BasicLayout />
        </s:layout>
        <s:Label id="controlScreenTitle" text="new Window from VideoScreen component" fontSize="72" fontWeight="normal" color="#222222">
        <s:filters>
            <s:DropShadowFilter color="#CCCCCC" />
        </s:filters>
        </s:Label>
    </s:Window>
    [/CODE]
    All I did was a very simple white box there. You can disable the system chrome and such from the main Window tag, as I have shown. The window this creates has no [ _ ] [ [] ] [ x ] buttons, bar along the bottom, or any background. In my actual project, this component will hold a container to play my video objects.
    Then, I create my main document:
    [CODE]
    <?xml version="1.0" encoding="utf-8"?>
    <!-- This is the main MXML file for the application. MXML is based on pure XML, and is actually a short-cut to generating AS code. You use MXML to set up the layout of the stage. -->
    <s:WindowedApplication xmlns:fx="http://ns.adobe.com/mxml/2009"
                            xmlns:s="library://ns.adobe.com/flex/spark"
                            xmlns:mx="library://ns.adobe.com/flex/mx"
                            showStatusBar="false" alwaysInFront="false"
                            creationComplete="init()">
        <!-- Imports -->
        <fx:Style source="KioskScreensStyles.css" />
        <fx:Script source="controlScreenMain.as" />
        <fx:Script>
            <![CDATA[
                /* Insert other ActionScript stuff here. Try to put as much of it as you can in the .AS file, though */
            ]]>
        </fx:Script>
        <fx:Declarations>
            <!-- Place non-visual elements (e.g., variables, services, value objects) here -->
            <!-- Any variables placed in here will be global, and live for the entirety of the entire program's run. However, for simplicity's sake, I have placed all of those for this application in the imported .as file. But, for reference, they are described using MXML. ie: -->
            <!--<fx:Type id="ASReferencableName">Value of the variable</fx:Type>-->
        </fx:Declarations>
        <s:BorderContainer id="controlInterface" right="0" left="0" top="0" bottom="0" borderStyle="inset" borderColor="#CCCCCC">
            <s:layout>
                <!-- There are several layouts available to you:
                        * s:BasicLayout will allow you to completely control all placement. Objects are absolutely placed, and don't move from their position on the stage, even if the screen scrolls.
                        * s:TileLayout can be used to create grids of button objects.
                        * s:HorizontalLayout and s:VerticalLayout will lay out elements horizontally or vertically on the stage. You can specify padding around each object (example below). Placement will begin from top-left corner of the visible stage. If you go with either of these, then no x, y properties on elements will be used, as the system will automatically place all elements in the order that they are created.
                -->
                <s:BasicLayout />
                <!--<s:TileLayout columnAlign="justifyUsingWidth" rowAlign="justifyUsingHeight" />-->
                <!--<s:HorizontalLayout verticalAlign="middle" paddingLeft="10" paddingRight="10" />-->
            </s:layout>
            <!-- We default the text of this ID as an error, showing that the .as did not link up. -->
            <s:Label id="controlScreenTitle" text="Error loading program..." fontSize="48" fontWeight="normal" color="#222222">
                <s:filters>
                    <s:DropShadowFilter color="#CCCCCC" />
                </s:filters>
            </s:Label>
            <!-- Creating the menu buttons for playing the movies -->
            <s:ToggleButton id="btn1" label="Play video 1" click="btn1_clickHandler(event)" />
            <s:ToggleButton id="btn2" label="Play video 2" click="btn2_clickHandler(event)" />
            <s:ToggleButton id="btn3" label="Play video 3" click="btn3_clickHandler(event)" />
            <s:ToggleButton id="btn4" label="Play video 4" click="btn4_clickHandler(event)" />
            <s:ToggleButton id="btn5" label="Play video 5" click="btn5_clickHandler(event)" />
            <s:ToggleButton id="btn6" label="Play video 6" click="btn6_clickHandler(event)" />
        </s:BorderContainer>
    </s:WindowedApplication>
    [/CODE]
    Now, the important part will be the .as file. Here's parts of that:
    [CODE]
    /* Imports */
    /* import custom components. This is what allows us to open a new window in AIR. NOTE: THIS IS HOW YOU GET THAT CUSTOM MXML FILE IN HERE TO USE */
    import customComponents.VideoScreen;
    // import older mx stuff only when needed. Try to avoid using these.
    import mx.controls.Image;
    // import the newer Spark components. Use these for everything possible.
    import spark.components.VideoDisplay;
    import spark.components.Window;
    import spark.primitives.Rect;
    // Global variable declairation
    protected var screens:Array = Screen.screens;
    protected var controlScreenSizes:Rectangle = screens[0].bounds;
    protected var videoScreenSizes:Rectangle = screens[1].bounds;
    // All variables below Defined in init(), to be sure that they have been fully loaded
    // While the :Window declairation technically works for the controlScreen, Flash views this as an error, and will not process everything properly if I type it like that.
    //protected var controlScreen:Window = this.Window;
    protected var controlScreen;// = this;
    /* NOTE: THIS IS THE USE OF MY NEW, IMPORTED CUSTOM WINDOW. This is all you need to do to make it. */
    protected var videoScreen:VideoScreen = new VideoScreen();
    protected var btns:Array;
    /* Initialize all my variables, and call the needed functions to set everything up */
    protected function init():void
        controlScreen = this;
        // This is a Window method that opens the Window. I did not have to code this.
        videoScreen.open(false);
        btns = [btn1, btn2, btn3, btn4, btn5, btn6];
        placeScreens();
        createControlScreen();
        loadScreenSaver();
    /* Moves all my screens so that they sit in the top-left of each of the two screens, and then expands to be full screen on those two screens, whatever size that may be. */
    private function placeScreens():void
        // We move it to -1,-1 because there is 1 px padding and dead white space that I can't figure out how to remove.
        controlScreen.move(-1,-1);
        controlScreen.width = (controlScreenSizes.width+1);
        controlScreen.height = (controlScreenSizes.height+1);
        controlInterface.width = (controlScreenSizes.width+1);
        controlInterface.height = (controlScreenSizes.height+1);
        videoScreen.systemChrome = "Standard";
        videoScreen.move(controlScreenSizes.width,0);
        videoScreen.width = (videoScreenSizes.width);
        videoScreen.height = (videoScreenSizes.height);
    /* Puts all the buttons where they belong, and attached the background image that we need and so forth */
    private function createControlScreen():void
       /* Most of this code is not needed for the demonstration, so I only include what I feel would be helpful, with psudocode for the rest */
        var backgroundImg:Image = new Image();
        backgroundImg.source = "assets/backgroundImg.jpg";
        var backgroundVid:VideoDisplay = new VideoDisplay();
        backgroundVid.source = "assets/backgroundVid.mp4";
        backgroundVid.width = (controlScreenSizes.width+1);
        backgroundVid.height = (controlScreenSizes.height+1);
        backgroundVid.autoPlay = true;
        backgroundVid.muted = true;
        backgroundVid.loop = true;
        /* Format the buttons. You can change height, width, x and y position on the form, label (the text on it), and some other things (including the ability to spawn video or picture or sound when clicked and such for animations. */
        /* buncha code that moved the buttons around and made them all fit in the screen dynamically based on the screen size. */
        /* Finally, play with controlScreenTitle, which is a label control that you can styple and use for text on the screen in addition to the buttons. In here is just a bunch of code to do that*/
        /* Attach the elements to the controlInterface. The first put on has the lowest z, therefore is under the rest. Stack them in the order you want then displayed. The first one should be either backgroundImg (image), or backgroundVid (video), depending on what you provided and want. Note that the video causes the buttons to lag a lot */
        controlInterface.contentGroup.addElement(backgroundImg);
        //controlInterface.contentGroup.addElement(backgroundVid);
        controlInterface.contentGroup.addElement(controlScreenTitle);
        controlInterface.contentGroup.addElement(btn1);
        controlInterface.contentGroup.addElement(btn2);
        controlInterface.contentGroup.addElement(btn3);
        controlInterface.contentGroup.addElement(btn4);
        controlInterface.contentGroup.addElement(btn5);
        controlInterface.contentGroup.addElement(btn6);
        /* Buncha code for the functionality */
    } // End function createControlScreen()
    /* Puts the screensaver up on the video display so that we don't burn out the display */
    private function loadScreenSaver():void
        //pull in screensave into that window
    /* Makes sure that the user doesn't see two buttons active at the same time--that would look like two movies were playing at the same time. */
    private function deselectOtherButtons(clicked:int):void
        for(var i:int=0; i<6; i++)
            if(i != (clicked-1))
                btns[i].selected = false;
    /* All of the below do the same thing: unselect all the other buttons when one of the buttons is clicked. I could just create one click event handler, but I wanted to leave the possiblity of customizing the result of each button's click, so I left it this way. */
    protected function btn1_clickHandler(event:MouseEvent):void
        deselectOtherButtons(1);
    protected function btn2_clickHandler(event:MouseEvent):void
        deselectOtherButtons(2);
    protected function btn3_clickHandler(event:MouseEvent):void
        deselectOtherButtons(3);
        deselectOtherButtons(4);
    protected function btn5_clickHandler(event:MouseEvent):void
        deselectOtherButtons(5);
    protected function btn6_clickHandler(event:MouseEvent):void
        deselectOtherButtons(6);
    [/CODE]
    If anybody looking at this has any questions about it, feel free to ask me. I am not usually able to comb the forums, so you'll have to PM me or something. I actually put this up right after I found my solution, so there is work still to be done on it (obviously). But if you ever need to do anything like this, here's some code for you.

  • Accessing display object on the stage from another class

    I've googled this to no avail, I've only found how to manipulate the stage itself and not a display object on it, and I'm noob enough to not be able to figure it out from there. :/
    I have a movie clip on the main timeline with instance name displayName. I created a button that should change what frame displayName goes to (in order to...did you guess it?! diplay the Name of the button. Awesome. )
    So I am trying to write the code in a reusable fashion and have the buttons all linked to a class called GeoPuzzle. Inside GeoPuzzle I instantiate a touch event and run the code. However, the function has to be able to change displayName in the main part of the timeline and, of course, the compiler says displayName doesn't exist because I'm in a class and I'm talking about the stage.
    Here is the simplified code in the class:
    package  com.freerangeeggheads.puzzleography {
        import flash.display.MovieClip;
        import flash.events.TouchEvent;
        public class GeoPuzzle extends MovieClip {
            //declare variables
            public function setInitial (abbrev:String, fullName:String, isLocked:Boolean):void {
                //set parameters
                this.addEventListener(TouchEvent.TOUCH_BEGIN, geoTouchBeginHandler);
            public function GeoPuzzle (): void {
            public function geoTouchBeginHandler (e:TouchEvent): void {
                   e.target.addEventListener(TouchEvent.TOUCH_END, geoTouchEndHandler);
                   //some other methods
                   nameDisplay.gotoAndStop(e.target.abbrev);
            public function geoTouchEndHandler (e:TouchEvent): void {
                //some other methods
               nameDisplay.gotoAndStop("USA");
    The lines in bold are my problem. Now this code doesn't actually execute as is so if you see an error in it, yeah, I have no idea what the problem is, but it DID execute before and these lines still gave me trouble so I'm trying to troubleshoot on multiple fronts.
    How can I tell displayName to change it's current frame from within display object class?
    Thanks!

    if displayName is a GeoPuzzle instance, use:
    package  com.freerangeeggheads.puzzleography {
        import flash.display.MovieClip;
        import flash.events.TouchEvent;
        public class GeoPuzzle extends MovieClip {
            //declare variables
            public function setInitial (abbrev:String, fullName:String, isLocked:Boolean):void {
                //set parameters
                this.addEventListener(TouchEvent.TOUCH_BEGIN, geoTouchBeginHandler);
            public function GeoPuzzle (): void {
            public function geoTouchBeginHandler (e:TouchEvent): void {
                   e.target.addEventListener(TouchEvent.TOUCH_END, geoTouchEndHandler);
                   //some other methods
                   this.gotoAndStop(this.abbrev);
            public function geoTouchEndHandler (e:TouchEvent): void {
                //some other methods
               this.gotoAndStop("USA");

  • Access a nested symbol timeline from the main stage

    Hi all,
    Would love some help on accessing a nested symbol from the main stage please.
    To set the scene.....
    "Its an autumn day..
    no sorry...just joking...
    So i have a symbol called "NormalAnatomy" - its not on the main stage, but when a button is clicked it appears in the 'content' box which is just a rectangle on the main stage.
    Inside "NormalAnatomy" symbol is another symbol called "Scrub_all" which is an animation
    For users to view the animation they use a scrub bar like this lovely lady has invented:
    Create Click and Touch Draggable Scrubbers with Edge Animate CC | sarahjustine.com
    So for Sarah Justines scrubber to work - the main stage has a lot of actions added to it. Also the "timelinePlay" symbol is on the main stage
    Its starts:
    var symDur = sym.getSymbol("timelinePlay").getDuration();
    var mySymbol = sym.getSymbol("timelinePlay");
    var scrubber = sym.$("scrubber");
    var bar = sym.$("bar");
    sym.$("mobileHit").hide();
    var dragme = false;
    So I put my "NormalAnatomy" symbol on my main stage to see if the code would work and changed all the relevant details.. and indeed it worked!
    var symDur = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all").getDuration();
    var mySymbol = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all");
    var scrubber = sym.getSymbol("NormalAnatomy").$("scrubber");
    var bar = sym.getSymbol("NormalAnatomy").$("bar");
    sym.getSymbol("NormalAnatomy").$("mobileHit").hide();
    var dragme = false;
    But i don't want the "NormalAnatomy" symbol to be on the main stage as I want it to appear in the 'content' box only when i hit a btn
    So as soon as I took this symbol off the main stage, the scrubber doesn't work. So I click a btn, and the symbol appears in the content box but the scrubber doesn't work.
    so I tried in front of the "NormalAnatomy"
    getStage().
    getStage("content").
    getComposition().getStage().
    getSymbol("content").
    but nothing works
    The main problem must be the fact that the NormalAnatomy symbol appears inside a content box so the MainStage actions doesn't know how to find it??
    So my question is... what should I put in the main stage actions to make it access the "NormalAnatomy" symbol?
    Thanks for your help in advance!

    On click handler for the symbol use
    sym.getComposition().getStage().getSymbol("nameofsymbol").play();
    or
    sym.getSymbol("nameofsymbol").play();
    replace the italics with the literal name of the symbol as it appears in the Elements panel.
    Some API details found here (http://www.adobe.com/devnet-docs/edgeanimate/api/current/index.html) in the Work With Symbols section.
    Darrell

  • Adding objects to the stage & acceessing stage properties - I'm a bit confused..

    Hi,
    I'm a little confused on two fronts regarding display
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    A. What the best way to add objects to the stage?
    B. How to access stage properties.
    I can do both of these when the project is an 'Action Script
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    an MXML file). See the two attached files with questions included
    in the comment to see exactly what I mean.
    A. What the best way to add objects to the stage?
    =====================================
    In an action script project that extends Sprite I can just
    call addChild()
    In an MXML project I can add objects to the stage by first
    adding them to a UIComponent, then adding that to the stage.
    1. Is that the best way to do it?
    In this doc:
    http://livedocs.adobe.com/flex/3/html/help.html?content=05_Display_Programming_02.html
    it says that
    quote:
    Each SWF file has an associated ActionScript class, known as
    the main class of the SWF file. When Flash Player opens a SWF file
    in an HTML page, Flash Player calls the constructor function for
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    2. why cant I just add a sprite object direct to the stage
    without the UIComponent?
    3. What is the 'main class', and how can i get access to it?
    B. How to access stage properties.
    =========================
    In an action script project that extends Sprite I can just
    call trace(stage.framerate)
    But in an MXML file I cannot figure out how to access the
    stage properties.
    See the attached code for the things that I tried, but which
    didnt work.
    In the page:
    http://www.actionscript.org/forums/showthread.php3?t=140655
    It says
    quote:
    For stage access you have a couple of rules:
    * natively, only display objects have inherent access to
    stage
    * display objects only have a valid reference to stage if
    they're within the stage's display list (on the screen, after added
    to it with addChild)
    * The only display objects which immediately have access to
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    the library placed on the timeline (not created with AS).
    * Non-display object classes have to be passed or assigned a
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    to it - they cannot access it otherwise.
    4. How do I access the stage properties in the MXML project?
    5. I suspect this is related to the "main class", which I
    dont yet understand - is it?
    Sorry for the long post.
    cheers
    tom

    "tom saffell" <[email protected]> wrote in
    message
    news:gd7cm9$d1v$[email protected]..
    > Thanks Luigi - that helps a lot.
    > I hadnt seen the Flex 3 Developer Guide before - it's
    very useful.
    >
    > I now see that I can access properties of the
    application object directly
    > with
    > this.<property>.
    > However, the framerate property cannot be set by
    actionscript, only in
    > MXML (I
    > can set it in the <mx:application> tag). But I
    need to be able to set it
    > programatically, dependent on user input.
    >
    > 5. Is there a way around this?
    > 6. Can I set the stage's framerate to achieve the same
    outcome?
    >
    > I still dont understand why I cannot access the stage
    object. When I call
    > either
    this.stage or
    uic.stage * then I get
    quote:
    Cannot access
    > a
    > property or method of a null object reference.
    My understanding is
    > that I
    > can access the stage object via any display object on
    the display list.
    > I'm
    > confused about this bit..
    >
    > * - uic is a UIComponent that has been added to the
    display list (i think)
    > by
    > calling addChild(uic) from the AS3 within the
    application
    >
    > 7. How do I access stage properties in AS3 in an MXML
    project?
    http://www.adobe.com/livedocs/flex/3/html/help.html?content=05_Display_Programming_10.html
    It seems like possibly your real problem is that you're
    having trouble
    searching the Help effectively:
    http://flexdiary.blogspot.com/2008/07/getting-help-in-flex-builder.html

  • Inserting a Line in front(top ) of a imageview Problems. (x,y) issues

    Hi Guys, so, im making a concept of a Round-robin , i think. Its called Fila Circular in Portuguese. Anyway, the thing is, every time the user press Push, a ball(aka circle) must enter the [index] of the hexagon. But, im having issues making the path.
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    First the link :
    http://img17.imageshack.us/img17/5696/duvidajavafx.jpg
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    package filacircular;
    import java.net.MalformedURLException;
    import java.util.logging.Level;
    import java.util.logging.Logger;
    import javafx.application.Application;
    import javafx.geometry.Pos;
    import javafx.scene.Scene;
    import javafx.scene.control.Button;
    import javafx.scene.control.Label;
    import javafx.scene.control.TextField;
    import javafx.scene.effect.BlendMode;
    import javafx.scene.layout.StackPane;
    import javafx.stage.Stage;
    import javafx.scene.image.Image;
    import javafx.scene.image.ImageView;
    import javafx.scene.layout.GridPane;
    import javafx.scene.paint.Color;
    import javafx.scene.shape.CubicCurve;
    import javafx.scene.shape.Line;
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        private int vet[] = new int[5];
        private int begin;
        private int last;
        private boolean queueFull;
        public static void main(String[] args) {
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            StackPane root = new StackPane();
            Scene scene = new Scene(root, 750, 750, Color.GHOSTWHITE);
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            pushBeginBt.setPrefSize(150, 25);
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            pushEndBt.setPrefSize(150,25);
            Button pullBeginBt = new Button("Pull From Begin");
            pullBeginBt.setPrefSize(150, 25);
            Button pullEndBt = new Button("Pull From End");
            pullEndBt.setPrefSize(150,25);
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            TextField textSize = new TextField("5");
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            TextField textBegin = new TextField("");
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            TextField textLast = new TextField("");
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            textqueueFull.setEditable(false);
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                imv.toBack();
                imv.setOpacity(0.5);
            } catch (MalformedURLException ex) {
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                System.out.println(ex.getMessage() + " Finished Transmitting Error;");
            Line l4 = c.getPathTo4();
            gp.setGridLinesVisible(true);
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            l4.toFront();
            l4.setVisible(true);
            System.out.println("X: " + imv.getX());
            System.out.println("Y: " + imv.getY());
            gp.add(textSize,1, 13);
            gp.add(sizeLabel, 3, 13);
            gp.add(textBegin,1, 15);
            gp.add(beginLabel, 3, 15);
            gp.add(textLast,1, 17);
            gp.add(lastLabel, 3, 17);
            gp.add(textqueueFull,1, 19);
            gp.add(queueLabel, 3, 19);
            gp.add(pushBeginBt,1, 5);
            gp.add(pushEndBt,4,5);
            gp.add(pullBeginBt,1, 10);
            gp.add(pullEndBt,4,10);
            root.getChildren().add(gp);
            primaryStage.setTitle("Minha Pilha Circular");
            primaryStage.setScene(scene);
            primaryStage.show();
         public boolean enQueue(int elem)
            if(isFull()) return false;
            else{
                vet[last++] = elem;
                if(last == vet.length) last = 0;
                if(last == begin) queueFull = true;
            return true;
        public boolean isFull()
        {return queueFull;}
        private int size()
         if (last >= begin && !queueFull)return vet.length + last - begin;
         return vet.length + last - begin;
         public boolean isEmpty()
        {return (size()==0);}
        public int front()
            return vet[begin];
        public int deQueue()
        int aux = vet [begin++];
        if(begin==vet.length) begin = 0;
        queueFull = false;
        return aux;
        public int[] getVet() {
            return vet;
        public void setVet(int[] vet) {
            this.vet = vet;
        public int getBegin() {
            return begin;
        public void setBegin(int begin) {
            this.begin = begin;
        public int getLast() {
            return last;
        public void setLast(int last) {
            this.last = last;
        public boolean isQueueFull() {
            return queueFull;
        public void setQueueFull(boolean queueFull) {
            this.queueFull = queueFull;
    * To change this template, choose Tools | Templates
    * and open the template in the editor.
    package filacircular;
    import java.io.File;
    import java.net.MalformedURLException;
    import javafx.animation.PathTransition;
    import javafx.scene.Node;
    import javafx.scene.image.Image;
    import javafx.scene.image.ImageView;
    import javafx.scene.shape.CubicCurve;
    import javafx.scene.shape.CubicCurveBuilder;
    import javafx.scene.shape.Line;
    import javafx.scene.shape.LineBuilder;
    import javafx.scene.shape.Path;
    import javafx.util.Duration;
    * @author André Vinícius Lopes
    public class Controle {
        public ImageView getImage() throws MalformedURLException
            String path = "D://FilaCircular.jpg";
            String f = new File(path).toURI().toURL().toExternalForm();
            ImageView imv = new ImageView(f);
            return imv;
        public PathTransition getPathToStack(Node n, Path p)
            PathTransition pt = new PathTransition();
            pt.setNode(n);
            pt.setPath(p);
            pt.setDuration(Duration.millis(2000));
            return pt;
       public Line getPathTo4()
         Line l = LineBuilder.create()
                 .startX(100)
                 .startY(-50)
                 .endX(300)
                 .endY(50)
                 .build();
           return l;
    }Edited by: Andre Lopes on 08/09/2012 21:43

    Thanks for the answer guys. I will try to upload the image to make it runnable.
    Also, About the pref/width etc..
    I dont know where i will put the balls. Anywhere its possible.
    For instance, the ball could come from the 5,5 gripPane and enter the slot 0. When i try to insert another, it will go slot 1, and then when i push ( insert) another, it will go slot 2. , and then 3, and then 4. WHen i pull them, it will leave the last slot inserted.
    I did not make the path yet. Im trying to make a line from outside the hexagon to inside slot[0] , so i can make the ball follow the line.
    Not sure how do this : "" I find that using prefWidth and prefHeigh"" I know how to use pref wifth and pref height, but not sure what you meant.
    Also, im uploading the image to run the thing :
    http://imageshack.us/photo/my-images/253/filacircular.jpg/
    or
    http://img253.imageshack.us/img253/5770/filacircular.jpg

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