Game API's or software
Hello,
I am new to BB development and am trying to figure out how to make games? Say for instance the games BrickBreaker or Tetris for the blackberry's. What Java specification was used to make these animated games? Are they SVG, Flash, etc.? I know i may be way off but any clarity on the matter is greatly appreciated.
weblogicguy
Yeah, they suckered me on that one too. I did a double take and said "When did *that* happen!?".
Gaming in J2SE is usually handled via the fullscreen Java2D APIs. The terms you need to be most familiar with are BufferStrategy, Automatic Image, BufferedImage, and VolatileImage. Between these APIs, you have everything you need to do fast 2D graphics. Of course, there are some great libraries out there to help you out:
LWJGL - This is a thin Java -> OpenGL layer that's perfect for creating the next Quake in Java. If you're so inclined, you can also do 2D graphics by way of some 3D transformation voodoo.
Upsides: This sucka's fast; Well supported by the community
Downsides: Difficult to learn (OpenGL); Not ported to all systems (yet)
http://java-game-lib.sourceforge.net
Planetation - This is ZParticle's own library he created for his Java2D gaming needs. It's got some really nice features such as a map editor, scrolling maps, and automatic sprite pooling. (Jump in here if I'm missing something Z.)
Upsides: A very fast Java2D gaming API; complete end to end solution
Downsides: The entire system is designed around the Map Editor. This makes it tough to plug in your map enhancements.
http://www.scottshaver2000.com
GAGE - GAGE is a library I wrote after being inspired by Planetation. It handles features such as Parallax Maps, Collision Detection, Sound, Sprite handling, Hi-Resolution timer, and other fun features. The API was designed to be as open as possible so that you only have to use parts you want to use. It doesn't define any file formats.
Upsides: Cleanly written; Lots of great features
Downsides: Still new; No Map Editor (Don't be lazy! Build one yourself! ;-)); Some APIs may change before codebase stablizes
http://java.dnsalias.com
As the previous poster mentioned, all these are discussed on JavaGaming.org, with the later two also having boards on http://www.scottshaver2000.com/forum.
Similar Messages
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I just discovered this Forum and couldn't help but
mention I have been working on a game API since early
97. I am still working on it (doesn't pay the bills)
However, I think I have the absolutely most efficient
and robust API for games for many many reasons.
1- 100% double buffered graphics.
2- I handle Events from the Frame downwards in an internal list
100% rewrite and internal handling of
mouse and keyboard events.
3- I don't use components. Events are dispatched
from the parent Container which means 1 listener.
4 - The graphics output Thread is timed precisely
This means NO race conditions and SMOOTH graphics.
5 Layering is a product of the Graphics output Thread.
This means very little extra processing to swap
* "Component" layers.
6 100% retentiion of Alpha value on layered
components. This means you can have a
component of any shape on a Component of any shape.
7 A built in Spline() class for Gob() "Sprite"
movment.
8 SuperBitmaps()
"Scrollable Bitmaps that are larger than
the visible the display."
8 Full X/Y/Z space
9 Built in Java Object Server and class
permission registery.
10 Configurable from a simple text file.
11 Built in 100% Component swap on Event
dispatch means you can change EVERY component comprising the display in 1 display iteration. This makes changing the display on an event VERY fast and smooth. I would venture to say faster than windows
updates ALL its components (Which you can
actually see being drawn on windows)
12 AnimGob() class for animated graphics
objects.
Note:
** actually they are Gobs() of "GraphicsObjects"
I said Components so you would know what it essentially is.
*** The Graphics IO and Threading were designed
around some of the superior concepts of Amiga Copper
Lists for anyone who understands or cares :)
There are many things I don't have time to mention.
Currently I have the Object server "java.io"
yanked and I am preparing a new java.nio version.
For those who want to test the API.
(requires JDK1.4)
http://hyperbyte.ab.ca/JavaZone
Now there are some issues of course but this
displays the concept and java is fast enough
for games.
Oh yes and it runs as an signed Applet OR
a java Application verbatim.
AND I have an exact Win32.exe version.
Well one day I may actually do
real documentation.
Hava fun :)
Tony Swain
Senior V.P. of Software Development Hyperbyte inc. http://www.hyperbyte.ab.ca
Netscape DevEdge Champion Devs-Java Newsgroup
snews://secnews.netscape.com/netscape.devs-javaHmm I replied to this quit a while back but it
seems to have gotten lost.
Do you use native timing or System.getMillis or do you
use timer like that at all?There are 2 timer paradigms. Native timeing is
used for Thread preemption and notification and
getMillis is used for a real time clock.
I have a new class which servers as a central
time registry and uses native timing for
what I call a "Heartbeat" timer with one second
resolution. Thus there are ATM 3 methods of timing.
The tightest is the Graphics output Thread
which has a 20ms resolution. I call this the
"Exec Constant" because it is the minimum preemption
I have found after much testing that one "SHOULD"
give so that the underlying OS has enough time for housekeeping.
Otherise you get issues such as under MS Windows where a socket
connects and you loose control of you gui because it is locked
out. This NEVER happens under HyperView. It takes care
of its own preemperion and can NEVER race. Even if you
called its paint() method from 20 Threads it should keep
running smoothly. It forces proper serialization.
The output is designed/inspired by Amiga Copper lists.
Do you use eventDispatched for catching the events?
This is good if there is only few listeners, such as
keyboard and mouse alone, but it gets very slow when
window listeners are involved.I started this after the initial release of JDK1.02.
It became obvious very quickly that there was grave
deficiencies in the origianl event model.
As such I designed my own handlers for Events
which run in their own Threads. This is WAY more
efficient because there is almost no processing done
in the mousePressed() method for example.
The Mouse listener simply accures the events and then notifies
the handler. This mean the mouse event Thread never gets
bogged down my too much processing becuase it is simply free
to keep accruing the events without worrying about what
the events do. Same for the keyboard.
Also, there is only ever ONE event listener.
It hands the events to respective handler, and
The handler processes the event.
There are 2 methods of event handling.
One which requires an Object called "Dispatch()"
And the other a more lightweight method of
overwriting the "Component's" inline event methods.
Note: I say component for clarity BUT the HyperView Does NOT
use Components at all. It has its own version which are
called "Gobs" for "Graphics Objects" This is
similar in concept to the old Amiga Bob or Blitter Object.
Do you have any documentation? I believe you don't
want to release source for such project otherwise it
would have been in the jar, correct? I want to eventually BUT I think it is too early yet.
There are too many issues I must fix. For example
Splines sometimes loose their direction in the Z plane.
Hmmm :( Thus they end up going backwards.. Shrug.
I have 5+ years of optimitation into this, but I have
not worked on it much for the past 2 years because
it doesn't pay $$$ and I have to concentrate other
paying code. However, it is my intention to
have others work on it eventually. It comes down to
I am very picky in the "A real programmer will
work 90 hours to increase the speed of a critical loop
by 90 nano seconds" sense.
The only problem
is that without the docs it is quite limited.I understand. I will post many more examples
in the next month.
I'm not
trying to snatch your code or anything, I'm using
OpenGL for my graphics, but I tried playing around
with it and failed.What failed the Applet or Open GL?
Sounds like a cool idea you have been developing.Thanks! It is my baby. The premise behind it is
simple "Efficiency" Java is efficient enough if one
takes care to avoid various pitfalls. Probelm is
there are maybe 1% good programmers and 99% bad ones.
I mean of the I should put a subrouine every 5 lines variety
the more objects I instantiate on the fly the better variety.
There are many things you do not see happening.
For example there is a complete Java Object Server
built into the Applet. THus once you run the Applet
you are at once p2p ready. However, I am replacing
this server with a new one based on java.nio.
Several of the clases I wrote under JDK1.3
Sun incorporated likewise into JDK1.4. For
example ByteBuffer and Preferences. I
am going to switch from my version to theirs.
The new nio bases server is many times better
and is non blocking. Under 1.3 I NEVER blocked but
looped around the available() method.
anyway I could go on and on about this...
You can write me for more info
(Spam avoider)
tswain(at)hyperbyte.ab.ca
Sincerely:
Tony Swain -
GAME - API`s available?
Hi everyone!
As i surfed to http://java.sun.com today i saw the "GAME API" in the Highlights section. After a closer look i realized that this GAME API is designed for MIDP - useless for me because it has its focus on wireless devices.
Now my questions: Are there official (sun) or 3rd party game api's for J2SE, where can i find them and which one do you recommend?
greets
mikeYeah, they suckered me on that one too. I did a double take and said "When did *that* happen!?".
Gaming in J2SE is usually handled via the fullscreen Java2D APIs. The terms you need to be most familiar with are BufferStrategy, Automatic Image, BufferedImage, and VolatileImage. Between these APIs, you have everything you need to do fast 2D graphics. Of course, there are some great libraries out there to help you out:
LWJGL - This is a thin Java -> OpenGL layer that's perfect for creating the next Quake in Java. If you're so inclined, you can also do 2D graphics by way of some 3D transformation voodoo.
Upsides: This sucka's fast; Well supported by the community
Downsides: Difficult to learn (OpenGL); Not ported to all systems (yet)
http://java-game-lib.sourceforge.net
Planetation - This is ZParticle's own library he created for his Java2D gaming needs. It's got some really nice features such as a map editor, scrolling maps, and automatic sprite pooling. (Jump in here if I'm missing something Z.)
Upsides: A very fast Java2D gaming API; complete end to end solution
Downsides: The entire system is designed around the Map Editor. This makes it tough to plug in your map enhancements.
http://www.scottshaver2000.com
GAGE - GAGE is a library I wrote after being inspired by Planetation. It handles features such as Parallax Maps, Collision Detection, Sound, Sprite handling, Hi-Resolution timer, and other fun features. The API was designed to be as open as possible so that you only have to use parts you want to use. It doesn't define any file formats.
Upsides: Cleanly written; Lots of great features
Downsides: Still new; No Map Editor (Don't be lazy! Build one yourself! ;-)); Some APIs may change before codebase stablizes
http://java.dnsalias.com
As the previous poster mentioned, all these are discussed on JavaGaming.org, with the later two also having boards on http://www.scottshaver2000.com/forum. -
Can't download video games because of new Software.
Well I have not played my game World of Warcraft for a while, and I bought a new Macbook Pro on Apr 13 2012. It won't let me download these older games that ive owned since atleast 2 years ago including these specific games, Diablo II, Warcraft III, Starcraft II and World of Warcraft plus all expansions. Because of the new software how do I download these games without buying new ones. Am I able to buy the old software that these games could run on? If so how, and what software?
Apple updated the operating system to 10.7 and as a result, Rosetta/PPC based programs that 10.6 ran in Rosetta won't work anymore.
Not only that some are not bothering to update or come out with new versions because Apple changes the OS too often and they can't make a profit on our small market share.
So if you want to play 3D games, a Win 7 64 bit gaming tower with 4GB or RAM expandable, this way you can play all you want for 10 years on Windows 7 and replace the video card with newer ones to play the latest games.
http://www.cbscores.com/index.php?sort=ogl&order=desc
Sorry, that's the way it is. -
i am creating a software in C# that i want to sell with my cd and in this software i am want to give password programmatically so if user want to open pdf without using my software then it will ask password and if they open that pdf using my software then it will open without using password.
I need this api urgently please anybody send me linkSearch Engines are your friend:
I typed this (“adobe reader redistribution license”) into my favorite and the top result was the one I wanted at < https://www.adobe.com/cfusion/mmform/index.cfm?name=distribution_form&pv=fp -
[req] photon (2d game API) and its deps
i was hoping someone could help with me work out how to get photon installed http://photon.sourceforge.net/
"Photon is an API which is designed primarily to ease creation of hardware accelerated 2D games with OpenGL and other open source & cross platform libraries. Photon aims to simplify portable game development, enabling developers to focus on the gameplay"
its deps
GLFW - In AUR
PhysFS - Community
Corona - None
Freetype2
Boost
it uses scons instead of makeSo you suggest that I should store a BufferedImage of the underlying Panels before painting the top level component, then when I repaint, paint the BufferedImage first?
I haven't really looked much at the images classes, but now would be as good a time as any I suppose. -
I'm searching for any utilities / APIs available for SCCM 2012 Application catalog, to initiate a Application installation from a Script(From client machine). Got to know there Client programming is possible, but not able to get good examples. Please help
Regards, EswarHi,
Hope the following sample could help you.
Sample SCCM Application
Best Regards,
Joyce Li
We
are trying to better understand customer views on social support experience, so your participation in this
interview project would be greatly appreciated if you have time.
Thanks for helping make community forums a great place. -
What are you doing with software (games) designed to run on Snow Leopard when the Os is Lion?
It is up to the publishers of games to accommodate their software to Lion.
Blizzard, publisher of StarCraft, WarCraft, and Diablo, has posted a statement about that -
Blizzard Support
Although they were able to create patches to allow the use of their (OS 9) games in OS X up through Snow Leopard, apparently from their perspective it is not possible to patch those games for Lion. -
Mapping/invoking key codes in a GameCanvas's main game loop.
I'm trying to bind some diagonal sprite movement methods to the keypad. I already know that I have to map out the diagonals to key codes since key states only look out for key presses in the upper half of the phone (d-pad, soft buttons, etc...). Problem is, how do I invoke them in the main game loop since a key state can be encapsulated in a method and piped through the loop? What makes this even worst is a bug that my phone maker's game API (Siemens Game API for MIDP 1.0, which is their own implementation of the MIDP 2.0 Game API) has, in which if I override the keyPressed, keyReleased, or keyRepeated methods, it will always set my key states to zero, thus I can't move the sprite at all. Also, it seems that my phone's emulator automatically maps key states to 2, 4, 6, and 8, so my only concern is how do I map the diagonal methods into 1, 3, 7, and 9, as well as invoking them in the main game loop? Enclosed is the example code that I've been working on as well as the link to a thread in the Siemens (now Benq Mobile) developer's forum about the bug's discovery:
http://agathonisi.erlm.siemens.de:8080/jive3/thread.jspa?forumID=6&threadID=15784&messageID=57992#57992
the code:
import com.siemens.mp.color_game.*;
import javax.microedition.lcdui.*;
public class ExampleGameCanvas extends GameCanvas implements Runnable {
private boolean isPlay; // Game Loop runs when isPlay is true
private long delay; // To give thread consistency
private int currentX, currentY; // To hold current position of the 'X'
private int width; // To hold screen width
private int height; // To hold screen height
// Sprites to be used
private GreenThing playerSprite;
private Sprite backgroundSprite;
// Layer Manager
private LayerManager layerManager;
// Constructor and initialization
public ExampleGameCanvas() throws Exception {
super(true);
width = getWidth();
height = getHeight();
currentX = width / 2;
currentY = height / 2;
delay = 20;
// Load Images to Sprites
Image playerImage = Image.createImage("/transparent.PNG");
playerSprite = new GreenThing (playerImage,32,32,width,height);
playerSprite.startPosition();
Image backgroundImage = Image.createImage("/background2.PNG");
backgroundSprite = new Sprite(backgroundImage);
layerManager = new LayerManager();
layerManager.append(playerSprite);
layerManager.append(backgroundSprite);
// Automatically start thread for game loop
public void start() {
isPlay = true;
Thread t = new Thread(this);
t.start();
public void stop() { isPlay = false; }
// Main Game Loop
public void run() {
Graphics g = getGraphics();
while (isPlay == true) {
input();
drawScreen(g);
try { Thread.sleep(delay); }
catch (InterruptedException ie) {}
//diagonalInput(diagonalGameAction);
// Method to Handle User Inputs
private void input() {
int keyStates = getKeyStates();
//playerSprite.setFrame(0);
// Left
if ((keyStates & LEFT_PRESSED) != 0) {
playerSprite.moveLeft();
// Right
if ((keyStates & RIGHT_PRESSED) !=0 ) {
playerSprite.moveRight();
// Up
if ((keyStates & UP_PRESSED) != 0) {
playerSprite.moveUp();
// Down
if ((keyStates & DOWN_PRESSED) !=0) {
playerSprite.moveDown();
/*private void diagonalInput(int gameAction){
//Up-left
if (gameAction==KEY_NUM1){
playerSprite.moveUpLeft();
//Up-Right
if (gameAction==KEY_NUM3){
playerSprite.moveUpRight();
//Down-Left
if (gameAction==KEY_NUM7){
playerSprite.moveDownLeft();
//Down-Right
if (gameAction==KEY_NUM9){
playerSprite.moveDownRight();
/*protected void keyPressed(int keyCode){
int diagonalGameAction = getGameAction(keyCode);
switch (diagonalGameAction)
case GameCanvas.KEY_NUM1:
if ((diagonalGameAction & KEY_NUM1) !=0)
playerSprite.moveUpLeft();
break;
case GameCanvas.KEY_NUM3:
if ((diagonalGameAction & KEY_NUM3) !=0)
playerSprite.moveUpRight();
break;
case GameCanvas.KEY_NUM7:
if ((diagonalGameAction & KEY_NUM7) !=0)
playerSprite.moveDownLeft();
break;
case GameCanvas.KEY_NUM9:
if ((diagonalGameAction & KEY_NUM9) !=0)
playerSprite.moveDownRight();
break;
repaint();
// Method to Display Graphics
private void drawScreen(Graphics g) {
//g.setColor(0x00C000);
g.setColor(0xffffff);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(0x0000ff);
// updating player sprite position
//playerSprite.setPosition(currentX,currentY);
// display all layers
//layerManager.paint(g,0,0);
layerManager.setViewWindow(0,0,101,80);
layerManager.paint(g,0,0);
flushGraphics();
}EDIT: Also enclosed is a thread over in J2ME.org in which another user reports of the same flaw.
http://www.j2me.org/yabbse/index.php?board=12;action=display;threadid=5068Okay...you lost me...I thought that's what I was doing?
If you mean try hitTestPoint ala this:
wally2.addEventListener(Event.ENTER_FRAME, letsSee);
function letsSee(event:Event)
// create a for loop to test each array item hitting wally...
for (var i:Number=0; i<iceiceArray.length; i++)
// if you don't hit platform...
if (wally2.hitTestPoint(iceiceArray[i].x, iceiceArray[i].y, false)) {
wally2.y -= 5;}
return;
That's not working either. -
Satellite P300-1FN: CD/DVD drive issue - cannot read game DVD
Hi,
My brand new Satellite P300-1FN loaded some software ok using DVD drive but now when I put any disc in it doesn't auto run but the disc seems to run up and then a pop up window informs me after going Computer -> DVD drive to get access - Burn a Disc and wants to format.
The discs I am putting in are game DVD and other software to load but they all give the same pop up window.
DVD drive isTSST CDDVDW-TS-L633A
Can you help?Enter Control panel > "Auto play" and define what should happen if you insert Software and games media.
-
I am having trouble updating software. keep getting error -1 and -5000 codes and stops update. can't get new games without update on software. any help greatly appreciated.
Error 1 or -1
This may indicate a hardware issue with your device. Follow Troubleshooting security software issues, and restore your device on a different known-good computer. If the errors persist on another computer, the device may need service.
Maybe
Backup error (-5000): Apple Support Communities -
Problems with the installation of game
I want to know what devices supports the Game Api!
thanh youyour gunna have to be abit more specific than that :|
-
Help!! I need information about Siemens' PIM API
Hi everybody,
I am looking for any information about Siemens API to allow PIM access from a midlet. I did not manage to find specifications about that API on the web...
Are specifications free ? Is there an environment to develop J2ME applications using Siemens PIM API ? Has anybody developed this type of application on this forum ?
Thank you very much,
Dan OuakiI have heard many times about Siemens' PIM API, J2ME compatible, I have read a couple of articles about it (french article www.01net.com/article/181502.html for instance)
But I have never seen anything about it on Siemens developer portal (Java Wireless, Game API, JSR120, JSR135 are the only non-JTWI supported technologies).
Is Siemens PIM API a hoax ? -
Problems Installing Software on a Mac that is both Win and Mac compatible
I am new to Mac. My kids have a bunch of games and some educational software on CD ROM. The software case's say the CDROM is compatible with both Windows and Mac. I have not had a problem installing them on my old PC but cant get either my iMac or Macbook to install the software.
Check the exact version requirements on the box. Make sure it says OS X. If it only supports OS 9, then it won't work on Intel Macs (e.g. your MacBook and 2006 iMacs).
Also, there are a few bizarrely-designed games that are OS X compatible, but the installer runs in OS 9. If that's the case, you'd need to install it on a PowerPC Mac, then copy the game folder onto your Intel Mac (using flash drive, CD, file sharing, etc) -
How can i make a list like Razer Game Booster in wpf C#
Hello every one
I asked this question in stackoverflow, and they just gave me negative points! I don't know why,
but at least
I expected to get answer in here.
I trying to make a software with WPF in C# that the theme is
similar to Razer Game Booster.
I made many effect similar to
Razer Game Booster in my software but I don't Know how can i make a list like that software!
You can download Razer Game Booster in this link: http://www.razerzone.com/cortex/download
Now, What exactly i want?! I'll show you with following pics:
After adding a few items, a scroll bar will appear and if you do nothing, it will be hidden after a few seconds:
Image link: http://imgur.com/XIl3Bk9
After placing the mouse on the items (on hover status):
Image link: http://imgur.com/8NbUrIx
Which one of objects in visual C# and WPF Application can do this?!
if you interested to see what I've done, unfortunately I tried it and
failed! Now I asking you to help me and show me how can i do that?
any advice can help me. I'm waiting for your answer.
thank you guys so much.
I'm sorry
if I bothering you.There are probably 1000's of tutorial about layout in WPF but I have found that the people on this forum have the best handle on how to use WPF. I am now near a workstation and have the following code example which should get you started. (the example
is in VB but it is the XAML which is important).
<Window x:Class="MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525" Loaded="Window_Loaded">
<Window.Resources>
<Style TargetType="ListBox" x:Key="myListbox" >
<Setter Property="ScrollViewer.HorizontalScrollBarVisibility" Value="Hidden"></Setter>
<Style.Triggers>
<Trigger Property="IsMouseOver" Value="True">
<Setter Property="ScrollViewer.HorizontalScrollBarVisibility" Value="Visible" ></Setter>
</Trigger>
</Style.Triggers>
</Style>
</Window.Resources>
<Grid Background="#FF040404">
<ListBox Style="{StaticResource myListbox }"
HorizontalAlignment="Left" Height="237" Margin="23,46,0,0"
VerticalAlignment="Top" Width="470"
ItemsSource="{Binding theList}" Background="Transparent" >
<ListBox.ItemsPanel>
<ItemsPanelTemplate>
<UniformGrid Rows="2"></UniformGrid>
</ItemsPanelTemplate>
</ListBox.ItemsPanel>
<ListBox.ItemTemplate>
<DataTemplate>
<Grid Background="#FF574A4A" Width="150" Height="75" Margin="0,0,10,0" >
<TextBlock Text="{Binding theCaption}" VerticalAlignment="Bottom" Foreground="#FFF5EFEF"></TextBlock>
</Grid>
</DataTemplate>
</ListBox.ItemTemplate>
</ListBox>
</Grid>
</Window>
Class MainWindow
Public Property theList As New List(Of theItem)
Private Sub Window_Loaded(sender As Object, e As RoutedEventArgs)
For i As Integer = 0 To 5
Dim ti As New theItem With {.theCaption = "Caption " + i.ToString}
theList.Add(ti)
Next
DataContext = Me
End Sub
End Class
Public Class theItem
Public Property theCaption As String
End Class
The above XAML define a listbox with the properties I mentioned in my previous post. There is a listbox with an ItemTemplate (define how each item should be displayed) and a definition of how the layout
should be done (ItemsPanel). The is also a style which uses datatriggers to show/hide your scrollbar. If you have questions about what I presented please ask but I would ask that you try it first so that you can see how it looks .
And I'm sorry for the small font above but this forum editor constantly give me problems.
Lloyd Sheen
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