HELP! DO NOT HAVE PRINTER UTILITY!

I just bought a HP Photosmart C5280 All-in-One for my mac book, but my mac book doesnt have a printer setup utility. is there a possible way where I can download it? Or how would this procedure go about? by the way, it doesn't print at all because it cant find the printer setup utility. please respond asap!

Can you tell me exactly where Printer Setup Utility Is? I used Pacifist and My Install CD's but I couldn't find Printer Setup Utility. PLEASE help and show or outline the pathway in the OSX installer CD.
This is very important because right now something is wrong with my Printer Setup Utility. I am now using Epson NetConfig to configure my Ethernet connection on a 7600 instead of Printer Setup Utility. This works but I need to reset the IP address on the printer more often than I wish to do. That is why I want to reload Printer Setup Utility so that I can run this printer like I was able to in the past.
Thanks in advance,
Lou Hosta
darsart.com

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    Disconnect all peripherals except your keyboard and mouse.
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    And for Intel Macs here:  http://support.apple.com/kb/DL172
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  • Actionscript help: can not have more than one externally visable def

    package  {
        // these are flash built in classes
         import flash.display.MovieClip;
         import flash.events.TimerEvent;
        import flash.utils.Timer;
         import flash.events.Event;
        //Our own custom class
        import MainTimer;
        import flash.events.KeyboardEvent;
        public class MainDocument extends MovieClip{
            //initial variable values
             private var currentNumberOfEnemiesOnstage:int;
             private var initialNumberOfEnemiesToCreate:int = 2;
             private var enemyKills:int;
             private var childToRemove:int;
             private var level:int = 1;
             private var makeNewEnemyTimer:Timer = new Timer(3000,1);
             private var finishOffEnemy:Timer = new Timer (500, 1);
             private var gameTimer:MainTimer
             private var thePlayer:Player;
             private var theEnemy:Enemy;
             private var maxEnemies:int = 3;
             private var e:int = 0;
             private var childrenOnStage:int;
             private var lastX:int;// variable to determine where the last x of the player was.
             private var theStageNeedsToScroll:Boolean=false;// flag for scrolling
             private var numChildrenInGameStage:int;
             private var jump:JumpSound = new JumpSound();
             private var slap:SlapSound = new SlapSound();
             private var token:TokenSound = new TokenSound();
            public function MainDocument() {
                // constructor code
                trace("the main document is alive");
                makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE,makeNewEnemyHandler);
                makeNewEnemyTimer.start();
                //new instance of the MainTimer class
                gameTimer = new MainTimer();
                //must add it to the stage
                addChild(gameTimer);
                //adjust its position on the stage
                gameTimer.x = 20;
                gameTimer.y = 20;
                //add the player
                thePlayer = new Player();
                addChild(thePlayer);
                // adjust its position on the stage
                thePlayer.x = stage.stageWidth * 0.5;
                // assign the name property
                thePlayer.name = "player";
                while (e< initialNumberOfEnemiesToCreate){
                    createEnemy();
                    e++;
                } //end while
                // init variable for tracking "kills"
                enemyKills = 0;
                killScoreBox.text = String (enemyKills) + " KILLS ";
                // Update this variable every time a child is added to the stage
                childrenOnStage = this.numChildren;
                //Add event listener to control timing of main game loop
                addEventListener (Event.ENTER_FRAME,mainGameLoop);
                 // Prepare for the keystroke listeners
                 stage.focus = stage;
                stage.addEventListener  (KeyboardEvent.KEY_DOWN, keyDownHandler);
                stage.addEventListener  (KeyboardEvent.KEY_UP, keyUpHandler);
            }  //end public function MainDocument
            private function keyDownHandler(e:KeyboardEvent):void {
                switch ( e.keyCode) {
                    case 37:   // left
                        thePlayer.moveLeft();
                        break;
                    case 38://up
                        jump.play();
                        thePlayer.startJumping();
                        break;
                    case 39:    //right
                        thePlayer.moveRight();
                        break;
                    case 40: //down to attack
                        slap.play();
                        thePlayer.attack();
                        break;                   
                }// end switch
            }// end function keyDownHandler
            private function keyUpHandler(e:KeyboardEvent):void {
                switch (e.keyCode) {
                    case 37:    // left
                    case 39:    // right
                        thePlayer.standStill();
                        break;
                    case 38: //jump
                        break;
                    case 40: // down to attack
                    break;
                    default:
                        //anything
                } //end switch
            } // end function keyUpHandler
            private function createEnemy():void{
                trace("create enemy");
                theEnemy = new Enemy((Math.random() * 5) + 1 );
                addChild(theEnemy);
                // Place in a random spot on stage
                theEnemy.x = (Math.random() * stage.stageWidth);
                theEnemy.y = 0;
                // assign the "name" property
                theEnemy.name = "enemy";
                //Update this variable everytime a child is added to the stage
                childrenOnStage = this.numChildren;
            } //end function createEnemy
            //the main loop for the game!!!!!
            private function mainGameLoop (event:Event):void{
                checkForGameReset();
                removeOrCreateNewEnemies();
                processCollisions();
                scrollStage();
            } //end function mainGameLoop
            private function checkForGameReset():void{
                //define conditions
                if(gameTimer.timerHasStopped == true){
                    resetBoard();
                }else if(thePlayer.y > stage.stageHeight){
                    resetBoard();
                }else if (theGameStage.theFish.hitTestPoint(thePlayer.x,thePlayer.y,true)
                                                        && theStageNeedsToScroll == false){
                    resetBoard();
                }else if (health.width <= 2){
                    resetBoard();
            } //end function CheckForGameReset
            private function resetBoard():void{
                health.width = 300;
                thePlayer.x = stage.stageWidth * 0.5;
                theGameStage.x = stage.stageWidth * 0.5;
                thePlayer.y = 0;
                theGameStage.y = 0;
                enemyKills = 0;
                gameTimer.resetTimer();
            } //end function
            private function processCollisions():void{
                //  set up main loop to look through all collidable objects on stage
                for(var c:int;c < childrenOnStage;c++){
                    //trace ("Children on stage c= " + c +
                    // test for a player or enemy child on stage
                    if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy"){
                        // see if ovject is touching the game stage
                        if( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)){
                            // while it is still touching inch it up just until it stops
                               while ( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==true){
                                   // called from CollisionObject Class, so force the connectioin
                                   CollisionObject (getChildAt(c)).incrementUpward();
                                   if (theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==false){
                                       CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                                   } // end if
                               } //end while
                        } //end if touching
                    }//end if player or enemy
                    ///////////////////////Collision with Enemies///////////////
                    if (getChildAt(c).name == "enemy"){
                        if(getChildAt(c).hitTestPoint (thePlayer.x, thePlayer.y , true) ){
                            if( thePlayer.isAttacking == false) {
                                // we are being attacked (and not defending)
                                health.width = health.width -2;                           
                                Enemy(getChildAt(c)).makeEnemyAttack();
                            }else{
                                // we are attacking that enemy
                                childToRemove = c;
                                Enemy(getChildAt(c)).makeEnemyDie();
                                finishOffEnemy.start();
                                finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                            } //end else
                        }else if (Enemy(getChildAt(c)).enemyIsAttacking ==true) {
                            // if there isn't a collision between player and enemy,BUT the enemy is attacking
                            Enemy(getChildAt(c)).makeEnemyStopAttacking();
                        } //end else
    import flash.events.TimerEvent;
    // end if
                } //end for loop
                /////////////// token collision detection ///////////////
        numChildrenInGameStage = theGameStage.numChildren;
        for (var d:int = 0; d < numChildrenInGameStage; d++){
            if (theGameStage.getChildAt(d).hasOwnProperty("isToken") &&
                            theGameStage.getChildAt(d).visable == true) {
                if (thePlayer.hitTestObject(theGameStage.getChildAt(d))){
                    trace("hit token");
                    //play sound
                    token.play();
                    theGameStage.removeChildAt ( d );
                    numChildrenInGameStage = theGameStage.numChildren;
                }// end if
            }// end if
        } //end for
        }// end function processCollisions
        private function scrollStage():void{
                if (thePlayer.x != lastX){
                    theStageNeedsToScroll = true;
                }else{
                    theStageNeedsToScroll = false;
                }// end if
                if (theStageNeedsToScroll == true){
                    for (var b:int = 0; b < childrenOnStage; b ++){
                        if (getChildAt (b).name =="enemy"){
                            getChildAt (b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                        }// end if
                    } //end for
                    theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
                } //end if
                thePlayer.x = stage.stageWidth * 0.5;
                lastX = thePlayer.x;
            }//  end function scrollStage
            // figure out logic
         //  end function scrollStage
        private function removeOrCreateNewEnemies():void{
            for (var c:int = 0; c < childrenOnStage; c++){
                if (getChildAt(c).name == "enemy" && getChildAt(c).y > stage.stageHeight){
                    removeChildAt(c);
                    createEnemy();
                } //end if
                if (getChildAt(c).name == "enemy" && getChildAt(c).x < thePlayer.x - stage.stageWidth){
                    removeChildAt(c);
                    createEnemy();
                } //end if
            } // end for loop
        }// end function removeOrCreateNewEnemies
        private function makeNewEnemyHandler(event:TimerEvent):void{
            currentNumberOfEnemiesOnstage = 0;
            for (var c:int = 0; c < childrenOnStage; c++){
                if (getChildAt(c).name == "enemy");
                    currentNumberOfEnemiesOnstage++;
                }// end if
            }// end for
            if(currentNumberOfEnemiesOnstage < maxEnemies){
                trace("not enough enemies onstage, make more");
                createEnemy();
            } //end if
            makeNewEnemyTimer.start();                       
        } //end function
        public function finishOffEnemyComplete(event:TimerEvent):void {
            enemyKills ++;
            killScoreBox.text = String ( enemyKills) + " KILLS ";
            removeChildAt (childToRemove);
            childrenOnStage = this.numChildren;
        }// end functioin
        }// end public class

    You have several problems with syntax. Here is the class that has syntactical integrity:
    package
              // these are flash built in classes
              import flash.display.MovieClip;
              import flash.events.TimerEvent;
              import flash.utils.Timer;
              import flash.events.Event;
              //Our own custom class
              import MainTimer;
              import flash.events.KeyboardEvent;
              public class MainDocument extends MovieClip
                        //initial variable values
                        private var currentNumberOfEnemiesOnstage:int;
                        private var initialNumberOfEnemiesToCreate:int = 2;
                        private var enemyKills:int;
                        private var childToRemove:int;
                        private var level:int = 1;
                        private var makeNewEnemyTimer:Timer = new Timer(3000, 1);
                        private var finishOffEnemy:Timer = new Timer(500, 1);
                        private var gameTimer:MainTimer
                        private var thePlayer:Player;
                        private var theEnemy:Enemy;
                        private var maxEnemies:int = 3;
                        private var e:int = 0;
                        private var childrenOnStage:int;
                        private var lastX:int; // variable to determine where the last x of the player was.
                        private var theStageNeedsToScroll:Boolean = false; // flag for scrolling
                        private var numChildrenInGameStage:int;
                        private var jump:JumpSound = new JumpSound();
                        private var slap:SlapSound = new SlapSound();
                        private var token:TokenSound = new TokenSound();
                        public function MainDocument()
                                  // constructor code
                                  trace("the main document is alive");
                                  makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE, makeNewEnemyHandler);
                                  makeNewEnemyTimer.start();
                                  //new instance of the MainTimer class
                                  gameTimer = new MainTimer();
                                  //must add it to the stage
                                  addChild(gameTimer);
                                  //adjust its position on the stage
                                  gameTimer.x = 20;
                                  gameTimer.y = 20;
                                  //add the player
                                  thePlayer = new Player();
                                  addChild(thePlayer);
                                  // adjust its position on the stage
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  // assign the name property
                                  thePlayer.name = "player";
                                  while (e < initialNumberOfEnemiesToCreate)
                                            createEnemy();
                                            e++;
                                  } //end while
                                  // init variable for tracking "kills"
                                  enemyKills = 0;
                                  killScoreBox.text = String(enemyKills) + " KILLS ";
                                  // Update this variable every time a child is added to the stage
                                  childrenOnStage = this.numChildren;
                                  //Add event listener to control timing of main game loop
                                  addEventListener(Event.ENTER_FRAME, mainGameLoop);
                                  // Prepare for the keystroke listeners
                                  stage.focus = stage;
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
                                  stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
                        } //end public function MainDocument
                        private function keyDownHandler(e:KeyboardEvent):void
                                  switch (e.keyCode)
                                            case 37: // left
                                                      thePlayer.moveLeft();
                                                      break;
                                            case 38: //up
                                                      jump.play();
                                                      thePlayer.startJumping();
                                                      break;
                                            case 39: //right
                                                      thePlayer.moveRight();
                                                      break;
                                            case 40: //down to attack
                                                      slap.play();
                                                      thePlayer.attack();
                                                      break;
                                  } // end switch
                        } // end function keyDownHandler
                        private function keyUpHandler(e:KeyboardEvent):void
                                  switch (e.keyCode)
                                            case 37: // left
                                            case 39: // right
                                                      thePlayer.standStill();
                                                      break;
                                            case 38: //jump
                                                      break;
                                            case 40: // down to attack
                                                      break;
                                            default:
                                            //anything
                                  } //end switch
                        } // end function keyUpHandler
                        private function createEnemy():void
                                  trace("create enemy");
                                  theEnemy = new Enemy((Math.random() * 5) + 1);
                                  addChild(theEnemy);
                                  // Place in a random spot on stage
                                  theEnemy.x = (Math.random() * stage.stageWidth);
                                  theEnemy.y = 0;
                                  // assign the "name" property
                                  theEnemy.name = "enemy";
                                  //Update this variable everytime a child is added to the stage
                                  childrenOnStage = this.numChildren;
                        } //end function createEnemy
                        //the main loop for the game!!!!!
                        private function mainGameLoop(event:Event):void
                                  checkForGameReset();
                                  removeOrCreateNewEnemies();
                                  processCollisions();
                                  scrollStage();
                        } //end function mainGameLoop
                        private function checkForGameReset():void
                                  //define conditions
                                  if (gameTimer.timerHasStopped == true)
                                            resetBoard();
                                  else if (thePlayer.y > stage.stageHeight)
                                            resetBoard();
                                  else if (theGameStage.theFish.hitTestPoint(thePlayer.x, thePlayer.y, true) && theStageNeedsToScroll == false)
                                            resetBoard();
                                  else if (health.width <= 2)
                                            resetBoard();
                        } //end function CheckForGameReset
                        private function resetBoard():void
                                  health.width = 300;
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  theGameStage.x = stage.stageWidth * 0.5;
                                  thePlayer.y = 0;
                                  theGameStage.y = 0;
                                  enemyKills = 0;
                                  gameTimer.resetTimer();
                        } //end function
                        private function processCollisions():void
                                  //  set up main loop to look through all collidable objects on stage
                                  for (var c:int; c < childrenOnStage; c++)
                                            //trace ("Children on stage c= " + c +
                                            // test for a player or enemy child on stage
                                            if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy")
                                                      // see if ovject is touching the game stage
                                                      if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true))
                                                                // while it is still touching inch it up just until it stops
                                                                // while it is still touching inch it up just until it stops
                                                                while (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == true)
                                                                          // called from CollisionObject Class, so force the connectioin
                                                                          CollisionObject(getChildAt(c)).incrementUpward();
                                                                          if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == false)
                                                                                    CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
                                                                          } // end if
                                                                } //end while
                                                      } //end if touching
                                            } //end if player or enemy
                                            ///////////////////////Collision with Enemies///////////////
                                            if (getChildAt(c).name == "enemy")
                                                      if (getChildAt(c).hitTestPoint(thePlayer.x, thePlayer.y, true))
                                                                if (thePlayer.isAttacking == false)
                                                                          // we are being attacked (and not defending)
                                                                          health.width = health.width - 2;
                                                                          Enemy(getChildAt(c)).makeEnemyAttack();
                                                                else
                                                                          // we are attacking that enemy
                                                                          childToRemove = c;
                                                                          Enemy(getChildAt(c)).makeEnemyDie();
                                                                          finishOffEnemy.start();
                                                                          finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
                                                                } //end else
                                                      else if (Enemy(getChildAt(c)).enemyIsAttacking == true)
                                                                // if there isn't a collision between player and enemy,BUT the enemy is attacking
                                                                Enemy(getChildAt(c)).makeEnemyStopAttacking();
                                                      } //end else
                                  } //end for loop
                                  /////////////// token collision detection ///////////////
                                  numChildrenInGameStage = theGameStage.numChildren;
                                  for (var d:int = 0; d < numChildrenInGameStage; d++)
                                            if (theGameStage.getChildAt(d).hasOwnProperty("isToken") && theGameStage.getChildAt(d).visable == true)
                                                      if (thePlayer.hitTestObject(theGameStage.getChildAt(d)))
                                                                trace("hit token");
                                                                //play sound
                                                                token.play();
                                                                theGameStage.removeChildAt(d);
                                                                numChildrenInGameStage = theGameStage.numChildren;
                                                      } // end if
                                            } // end if
                                  } //end for
                        } // end function processCollisions
                        private function scrollStage():void
                                  if (thePlayer.x != lastX)
                                            theStageNeedsToScroll = true;
                                  else
                                            theStageNeedsToScroll = false;
                                  } // end if
                                  if (theStageNeedsToScroll == true)
                                            for (var b:int = 0; b < childrenOnStage; b++)
                                                      if (getChildAt(b).name == "enemy")
                                                                getChildAt(b).x += (stage.stageWidth * 0.5) - thePlayer.x;
                                                      } // end if
                                            } //end for
                                            theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
                                  } //end if
                                  thePlayer.x = stage.stageWidth * 0.5;
                                  lastX = thePlayer.x;
                        } //  end function scrollStage
                        // figure out logic
                        //  end function scrollStage
                        private function removeOrCreateNewEnemies():void
                                  currentNumberOfEnemiesOnstage = 0;
                                  for (var c:int = 0; c < childrenOnStage; c++)
                                            if (getChildAt(c).name == "enemy")
                                                      currentNumberOfEnemiesOnstage++;
                                            } // end if
                                  } // end for
                                  if (currentNumberOfEnemiesOnstage < maxEnemies)
                                            trace("not enough enemies onstage, make more");
                                            createEnemy();
                                  } //end if
                                  makeNewEnemyTimer.start();
                        } //end function
                        public function finishOffEnemyComplete(event:TimerEvent):void
                                  enemyKills++;
                                  killScoreBox.text = String(enemyKills) + " KILLS ";
                                  removeChildAt(childToRemove);
                                  childrenOnStage = this.numChildren;
                        } // end functioin

  • HP Officejet Pro 8610 All-in-One Printing Preference does not have Print Last Page First option

    HP Officejet Pro 8610 All-in-One printer:  Printing Preference missing Print Last Page First option.  Print lots of multipage documents.  Spending enormous amount of time resorting pages. 
    Prior to this printer?  .... grab printed stack -  staple  -  DONE! 
    Now?   Have to resort every document!
    Anyone out there have a solution?

    Reply to mkjohnson42. It doesn't matter what application I'm in. The option is NOT there. Just to confirm, I started from Word 2010, Excel 2010, a web page using Internet Explorer, Foxfire and Chrome. Plus, I did the old stand-by of going to Printers and Devices>Preferences. Under Preferences I have the choice to print on both sides of paper but NO Print Last Page First. I REALLY did check ALL of this before resorting to the Community. So, I really don't understand your question. Sorry.

  • Need help to not have reader as option

    First I am not well spoken when it comes to pcs in general. I am trying to download amazons kindle android app for pc. At one point I attched reader to it and now I dont want it as aoption as I get ammessage that it wont do what I need I have been having trouble trying to figure how allow it to get pst firewall but now when i try to download reader program is only option and considering it wont work how to I get adobe dis-associated from the process. I hope this makes sence to someone out there. please help thanks

    It's difficult to follow your explanation as it isn't exact. A good thing would be to post screen shots of your error messages, if not please quote the messages exactly, word for word, completely.

  • Completely stumped on a slowness issue. Please help me not have to reload 80PCs.

    I am not getting the gist of the issue here. How does the computer run "slow" with the application removed or is the whole thread dedicated to the slowness of this EMR app launching? Does other windows network functionality run just as slow? Has it added some funky DNS entries in the hosts file? I would have to agree with watching process explorer to see which process is taking so long to initialize.

    Hey Guys,So I'm stumped here - I need some input... I know this is a super specific issue to this program (Medical Application - An EMR), but I feel like there is something being left... Anyways... Let me walk you through what's going on and what I've done...I'm havinganissue at a clients site where acertainpart of their primary Application takes a little over 2 minutes to run. Yes - you heard me right. You go to this part of their app, click Run, and it takes about 2 Minutes and 10 Seconds. This should take about 5 Seconds. The CPU does not max out (Stays at about 40%), the Memory is about 80% Full, and the speed is the sameregardlessof if the machine has a SSD or not. This effects LAN and WLAN Machines. Hell, it even effects a few of their servers- So I know it's not a resource issue. I have even ran SQL Traces an verified nothing is...
    This topic first appeared in the Spiceworks Community

  • Online Help does not have "Customizing the Login Portlet" as claimed by Conf Guide

    Hello
    Portal 309 configuration guide claims that you can include a self-registration link in your customized login portlet. However, this does not exist in online help.
    Does anybody know what is the link which I can use in m customized login portlet?
    Thanks
    Tam.
    null

    Here is the topic:
    Installing and configuring the self-registration feature
    You can enable users to create their own portal user accounts. However, first you must install the self-registration feature.
    To install and configure the self-registration feature:
    1.Start SQL*Plus and login to the database in which the Login Server is installed.
    2.Create a schema. This schema will be used for accessing user administration objects on the Login Server. From now
    on in this task we will refer to this as the user administration access schema.
    3.In the user administration access schema, create a synonym for the Login Server SSO schema package
    wwsso_api_user_admin. This synonym must be called wwsso_api_user_admin.
    4.Grant Execute privileges on the wwsso_api_user_admin package in the Login Server SSO schema to the user
    administration access schema.
    5.If Oracle Portal and the Login Server are installed in different databases:
    a.In the user administration access schema, create a synonym for the Login Server SSO schema package
    wwctx_api_vpd package. This synonym must be called wwctx_api_vpd.
    b.Grant Execute privileges on the wwctx_api_vpd package in the Login Server SSO schema to the user
    administration access schema.
    c.In the schema in which Oracle Portal is installed, create a database link to connect to the user administration
    access schema.
    6.Start a command line prompt.
    7.Change to the portal30/admin/plsql directory of the directory in which Oracle Portal is installed.
    8.Enter the following command:
    UNIX:
    selfreg.csh -s <portal_schema> -p <portal_password> -ua <sso_uadmin_schema> -c
    <portal_connect_string> -dblink <sso_uadmin_dblink>
    NT:
    selfreg.cmd -s <portal_schema> -p <portal_password> -ua <sso_uadmin_schema> -c
    <portal_connect_string> -dblink <sso_uadmin_dblink>
    where:
    portal_schema
    is the database schema in which Oracle Portal is installed.
    Default: PORTAL30
    portal_password
    is the password for the above schema.
    Default: <portal_schema>
    sso_uadmin_schema
    is the user administration access database schema you created in step 1.
    Default: <portal_schema>SSOUA
    Note: You do not need to provide a value for this parameter if you specify a database
    link for the dblink parameter.
    portal_connect_string
    is the connect string for the database in which Oracle Portal is installed.
    Note: You need to provide the connect string only if you are running the script on a
    different database.
    sso_uadmin_dblink
    is the name of the database link created in step 4c.
    Note: You need to provide the database link only if the Login Server is installed in a
    different database instance from the Oracle Portal installation. If you do not provide a
    value for this parameter, it is assumed that the user administration access schema is
    in the same database instance as Oracle Portal.
    For example:
    selfreg.csh -s myportal -p myportal -ua myportal_sso_ua -c orcl -dblink uadmin_link
    9.Press the Enter or Return key.
    10.Start Oracle Portal
    11.In the Services portlet, click Global Settings. By default, the Services portlet is located on the Oracle Portal home
    page's Administer tab.
    12.In the Self-Registration Options section, select Enable Users To Log On Immediately if you want users to be able to
    log on to Oracle Portal immediately after they create their own user account using the self-registration feature.
    Note: If you do not select this check box, you will need to assign the user as an authorized user before he or she is able
    to log on.
    13.To expose the self-registration feature to users, you can customize the Login portlet to include a self-registration link.
    null

  • I am trying to print redplum coupons and I can't, help.  I have updated java, adobe flash, and made sure my printer was set on default.  I am not sure what I am doing wrong.  I have contacted redplum and no one will help.

    I am trying to print redplum coupons and I can't, help.  I have updated java, adobe flash, and made sure my printer was set on default.  I am not sure what I am doing wrong.  I have contacted redplum and no one will help.

    No Apple response???  Redplum/Valassis will not help either.  I searched, using the cups error message and though it is Unbuntu, same error so maybe useful...only problem: details would not display unless I join Unbuntu forum.  What a pain to do anything with my Mac or find any help.  I honestly regret buying this buggy OS.
    Anyway, here is what I found, FYI:
    http://ubuntuforums.org/showthread.php?t=483415
    As the old saying goes: when in doubt, consult the manual. The problem appears to be that I added the printer using the KDE Add Printer Wizard. It was automatically given a "socket" URI instead of an "lpd" one. When I:
    - altered the printer settings at http://localhost:631 (the CUPS admin page) as instructed in the manual for the printer, and
    - copied the PPD file into a second place on the hard drive (as instructed on ubunutuforums, see the link above)
    ..everything started working.
    It's still slower than windows, but I can live with that
    Probably a simple fix. Change the socket I.P. to match the printer I.P. like this:
    socket://192.168.1.86:9100. The thing I'm concerned with using socket:// is that AFAIK the printer I.P. must not change. In my case I'm able to assign a static I.P. address to the printer but it's something to consider.
    I found that the only thing I needed to do was change socket to lpd (and remove :9100 off the end as well). See Solving Ubuntu printer “broken pipe” problem (DocuPrint C525A) . BTW thanks for steering me in the right direction - very grateful.      
    Solving Ubuntu printer “broken pipe” problem (DocuPrint C525A)
    Posted on November 25, 2008
    Are you having a problem with your printer under the latest versions of Ubuntu (perhaps it worked under an older version)? Are you able to print short documents, but not longer, or more graphics-intensive, documents? (e.g. the unfortunate people at http://ubuntuforums.org/showthread.php?t=625493). Do they sit there as Processing for ages and then switch to Held? If you have the same problem I had the solution I tried may work for you too. Firstly, check your cups error log:
    sudo gedit /var/log/cups/error_log
    If you see anything like the following, the solution may be simple:
    [Job 201] Unable to write print data: Broken pipe
    PID 13359 (/usr/lib/cups/backend/socket) stopped with status 1!
    System > Administration > Printing and right click on your printer, selecting Properties. Settings > Device URI
    If you see something like socket://your_printer_ip_address:9100 just change socket to lpd and remove the :9100 off the end. Then click on apply.
    Apparently lpd is a more modern protocol which works with most printers whereas socket is more raw (and potentially faster but riskier in a network situation). Somewhere along the line, the default Ubuntu/Gnome setup for networked printers shifted from lpd to socket. Some primitive printers will have benefited whereas a larger number of more modern printers will have suffered.
    Please correct me if I am wrong (which is highly possible) but the underlying problem could be that socket may make the printer wait a long time for a large file to be processed ready for printing. Some printers, such as the Fuji Xerox DocuPrint C525A, may drop the socket if things take too long to start coming through.
    Changing timeout settings might work but lpd is better than socket so it is the preferred solution in any case.
    If this works for you, please leave a comment to let others know (ideally with a description of the printer and Ubuntu version). Printer may be relevant if it doesn’t support the direct stream protocol properly. NB I may take a while to let your comment through because of the volume of spam. Sorry about that.
    Finally, thanks to sphilli8 for the steer in the right direction at http://ubuntuforums.org/showthread.php?p=6245626.
          http://ubuntuforums.org/showthread.php?t=483415

  • I was able to print from adobe digital editions up to two days ago and now I do not have the option to print.  The "Print" option is greyed out.  Please help.

    I was able to print from adobe digital editions up to two days ago and now I do not have the option to print.  The "Print" option is greyed out.  Please help.

    Printing Expiry option might be set by the Publisher at server level. Right click on the book and select Item Info to know about the book permission.

  • Why do I not have access to all the features of my Canon MG5320 printer in all applications which use a printer? The printer has two paper paths. The rear path is used for photo paper and other specialty papers. this is only one "unavailable".

    I have an iMac late 2012 with OSX 10.8.
    The MG5320 has two paper feed paths; one at the rear for photo paper, brochure paper, and other specialty papers and a tray for regular 8½x11 paper. It also can print on CDs and DVDs and has an automatic duplexer. Canon provides a utility for printing on the CDs and DVDs and also for printing photos and other specialty items. This is available in Mac format also. I installed the most recent drivers and utilities.
    I also have a HP IBM Compatible computer on which the above printer as well as an Epson are installed. Every option of each printer is available in every software application that has need for a printer.
    The Mac printer dialog varies from one application to another. The only applications that list the option for selecting paper quality which includes photo paper are Office for Mac, Pages, and Numbers. Not likely that I would be using any of these for photo printing. Auto duplexing, however, is not available here or in any other applications.
    The print dialog in Aperture, Photoshop Elements for Mac, ACDSee for Mac, or iPhoto provide the choice of numerous sizes of paper but no option for paper quality. Therefore, I attempted to use the print utility supplied by Canon and updated by Apple for printing some photos. The photos are selected in this utility. When the print command was given I was shown a message that the printer was being reset. It then began printing a spreadsheet, which was not even open, from the front tray on regular paper in fast draft quality.
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    I have also searched numerous locations online without finding a solution. I did, however, find that printing and printing problems seem to be common with several versions of the Mac OS and Mac computers in general.
    I would appreciate it if someone could provide me with a solution. I have no desire to upgrade my Windows OS to Windows 8 which is perhaps suitable for "smart" phones but not desktop computers. However, because of the printing issue I have temporarily put my iMac aside and reverted to using my PC with Windows Vista.
    Help!!

    This is a user forum I feel you need to deal with Adobe customer services or support chat did not work in you case.

  • Help! iPhoto and notes have become unresponsive, what can I do? Etre check results here

    this morning Notes was unresponsive when I click to share as a message, now iPhoto becomes unresponsive when I click to share. I ran etre check, and here are the results:
    Hardware Information:
              MacBook Air (11-inch, Mid 2013)
              MacBook Air - model: MacBookAir6,1
              1 1.3 GHz Intel Core i5 CPU: 2 cores
              8 GB RAM
    Video Information:
              Intel HD Graphics 5000 - VRAM: 1024 MB
    System Software:
              OS X 10.9.2 (13C64) - Uptime: 0 days 3:59:26
    Disk Information:
              APPLE SSD SM0512F disk0 : (500.28 GB)
                        EFI (disk0s1) <not mounted>: 209.7 MB
                        Macintosh HD (disk0s2) / [Startup]: 499.42 GB (374.93 GB free)
                        Recovery HD (disk0s3) <not mounted>: 650 MB
    USB Information:
              Apple Inc. BRCM20702 Hub
                        Apple Inc. Bluetooth USB Host Controller
    FireWire Information:
    Thunderbolt Information:
              Apple Inc. thunderbolt_bus
    Kernel Extensions:
              com.rim.driver.BlackBerryUSBDriverInt          (0.0.67)
              com.intego.netbarrier.kext.monitor          (653)
              com.intego.iokit.BehavioralKext          (1)
              com.intego.netbarrier.kext.network          (653)
              com.intego.netbarrier.kext.process          (653)
              com.intego.virusbarrier.kext.realtime          (775)
    Launch Daemons:
              [System] com.adobe.fpsaud.plist 3rd-Party support link
              [System] com.google.keystone.daemon.plist 3rd-Party support link
              [System] com.intego.commonservices.daemon.integod.plist 3rd-Party support link
              [System] com.intego.commonservices.daemon.taskmanager.plist 3rd-Party support link
              [System] com.intego.commonservices.icalserver.plist 3rd-Party support link
              [System] com.intego.commonservices.metrics.kschecker.plist 3rd-Party support link
              [System] com.intego.netbarrier.daemon.logger.plist 3rd-Party support link
              [System] com.intego.netbarrier.daemon.monitor.plist 3rd-Party support link
              [System] com.intego.netbarrier.daemon.plist 3rd-Party support link
              [System] com.intego.netupdate.daemon.plist 3rd-Party support link
              [System] com.intego.virusbarrier.daemon.emlparser.plist 3rd-Party support link
              [System] com.intego.virusbarrier.daemon.logger.plist 3rd-Party support link
              [System] com.intego.virusbarrier.daemon.plist 3rd-Party support link
              [System] com.intego.virusbarrier.daemon.scanner.plist 3rd-Party support link
              [System] com.microsoft.office.licensing.helper.plist 3rd-Party support link
              [invalid] com.oracle.java.Helper-Tool.plist
              [System] com.rim.BBDaemon.plist 3rd-Party support link
    Launch Agents:
              [System] com.epson.esua.launcher.plist 3rd-Party support link
              [System] com.google.keystone.agent.plist 3rd-Party support link
              [System] com.intego.commonservices.integomenu.plist 3rd-Party support link
              [System] com.intego.commonservices.taskmanager.plist 3rd-Party support link
              [System] com.intego.commonservices.uninstaller.plist 3rd-Party support link
              [System] com.intego.netbarrier.alert.plist 3rd-Party support link
              [System] com.intego.netupdate.agent.plist 3rd-Party support link
              [System] com.intego.virusbarrier.alert.plist 3rd-Party support link
              [invalid] com.oracle.java.Java-Updater.plist
              [System] com.rim.BBLaunchAgent.plist 3rd-Party support link
    User Launch Agents:
              [not loaded] com.adobe.ARM.[...].plist 3rd-Party support link
              [not loaded] com.google.Chrome.framework.plist 3rd-Party support link
              [not loaded] com.Hyperlync.HubManager.plist 3rd-Party support link
    User Login Items:
              BoxSyncHelper
              GrowlHelperApp
              iTunesHelper
              AirPort Base Station Agent
              VirusBarrier X4
              Missing Sync for BlackBerry Background
              Salling Media Sync
              Dropbox
              Google Drive
              Dropbox
              AdobeResourceSynchronizer
              Dashlane
              Box Edit
              BlackBerry Device Manager
    Internet Plug-ins:
              Google Earth Web Plug-in: Version: 6.1 3rd-Party support link
              Default Browser: Version: 537 - SDK 10.9
              Flip4Mac WMV Plugin: Version: 3.0.0.126   - SDK 10.8 3rd-Party support link
              AdobePDFViewerNPAPI: Version: 10.1.9 3rd-Party support link
              FlashPlayer-10.6: Version: 12.0.0.70 - SDK 10.6 3rd-Party support link
              DivXBrowserPlugin: Version: 1.3 3rd-Party support link
              Silverlight: Version: 5.1.20913.0 - SDK 10.6 3rd-Party support link
              Flash Player: Version: 12.0.0.70 - SDK 10.6 3rd-Party support link
              QuickTime Plugin: Version: 7.7.3
              iPhotoPhotocast: Version: 7.0 - SDK 10.7
              SharePointBrowserPlugin: Version: 14.3.9 - SDK 10.6 3rd-Party support link
              AdobePDFViewer: Version: 10.1.9 3rd-Party support link
              ContentUploaderPlugin: Version: 1.2 3rd-Party support link
              JavaAppletPlugin: Version: 14.8.0 - SDK 10.9 Outdated! Update
    Safari Extensions:
              Pinterest: Version: 1.0
              Dashlane: Version: 2.4.0.55923
    Audio Plug-ins:
              BluetoothAudioPlugIn: Version: 1.0 - SDK 10.9
              AirPlay: Version: 2.0 - SDK 10.9
              AppleAVBAudio: Version: 203.2 - SDK 10.9
              iSightAudio: Version: 7.7.3 - SDK 10.9
    iTunes Plug-ins:
              Quartz Composer Visualizer: Version: 1.4 - SDK 10.9
    User Internet Plug-ins:
              Dashlane: Version: Dashlane 1.0.0 - SDK 10.7 3rd-Party support link
              Picasa: Version: 1.0 3rd-Party support link
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