Help with layered objects

I am new to Pages and struggling to layer objects. I am working with opacity, but unable to move one object on top of another.
thanks for any help,
Kim

Welcome to Apple Discussions Kim
When you insert any object in a Pages document & have it "fixed on page," by default wrap is turned on with a 12 point gutter. This results in objects "pushing" other objects out of the way. With your object(s) selected, go to the wrap inspector & uncheck "object causes wrap." Unfortunately, there is no way to change this default setting, it will have to be done manually for any object inserted. You may wish to leave feedback for the Pages team asking that the ability to have wrap apply to all objects or not be added as a preference in future versions of Pages.

Similar Messages

  • Help with Layers

    Hi,
    I need some help with Layers? Here is a link to a simple page
    layout with 1 blue table, and 1 small green box. Both have a
    capital "I" on the left. The table was aligned to "center" in DW.
    http://sfrcreations.com/tbe.html
    When I built this page at home, on my tiny 12" monitor, the
    letters lined up over each other. When I look at it on larger
    monitors, they no longer line up. I did have a suspicion that this
    would happen due to my lack of knowledge of layers. So, my question
    is. How does one, with a centered table, get a layer to always
    appear where the designer wants it to no matter what the browser
    size is. For instance if you move the browser to different sizes,
    the blue box follows, but the layer stays where it is?
    Are the menus on this forum site and the Adobe site in
    general done by using layers? I ask, because if so, this site is
    centered, and the layers seem to adjust to any browser size.
    By the way, I am using Dreamweaver 8.
    Thanks for any help!

    8). I'm a shameless thief.
    Murray --- ICQ 71997575
    Adobe Community Expert
    (If you *MUST* email me, don't LAUGH when you do so!)
    ==================
    http://www.dreamweavermx-templates.com
    - Template Triage!
    http://www.projectseven.com/go
    - DW FAQs, Tutorials & Resources
    http://www.dwfaq.com - DW FAQs,
    Tutorials & Resources
    http://www.macromedia.com/support/search/
    - Macromedia (MM) Technotes
    ==================
    "Nadia : **AdobeCommunityExpert**"
    <[email protected]> wrote
    in message news:[email protected]...
    > Took the words right out of my mouth - thanks Murray ;-)
    >
    > Nadia
    >
    >
    > "Murray *ACE*" <[email protected]>
    wrote in message
    > news:[email protected]...
    >> The wrapper div is relatively positioned and auto
    centering with a fixed
    >> width. This has two consequences. Being auto
    centering is obvious. The
    >> relative positioning is not.
    >>
    >> When an element is relatively positioned, it takes
    its position from its
    >> location in the flow of the code. Since the wrapper
    is the first thing
    >> on the page (wrapping everything else) its position
    will be at the top of
    >> the page (unless you would apply top page margins,
    or top margins on the
    >> wrapper), and centered (since relatively positioned
    elements *can* move,
    >> unlike absolutely positioned elements). Now - since
    it is relatively
    >> positioned *IT* will serve as the point of reference
    for all internal
    >> absolutely positioned elements. That's because the
    definition of
    >> absolute positioning is that its position is
    calculated from the location
    >> of its closest positioned ancestore.
    >>
    >> Thus, as the relatively positioned wrapper 'floats'
    to the center of each
    >> different browser viewport, all internal absolutely
    positioned elements
    >> are forced to 'float' along with it (I use 'float'
    in quotes to indicate
    >> that I am NOT talking about CSS floats, which are
    very different
    >> creatures than what I am describing).
    >>
    >> That's why it works.
    >>
    >> --
    >> Murray --- ICQ 71997575
    >> Adobe Community Expert
    >> (If you *MUST* email me, don't LAUGH when you do
    so!)
    >> ==================
    >>
    http://www.dreamweavermx-templates.com
    - Template Triage!
    >>
    http://www.projectseven.com/go
    - DW FAQs, Tutorials & Resources
    >>
    http://www.dwfaq.com - DW FAQs,
    Tutorials & Resources
    >>
    http://www.macromedia.com/support/search/
    - Macromedia (MM) Technotes
    >> ==================
    >>
    >>
    >> "engmix" <[email protected]> wrote
    in message
    >> news:[email protected]...
    >>> Hi Nadia,
    >>> Could you please explain how you designed this
    layout with some degree
    >>> of
    >>> detail. I could easily cut and paste your
    layout, but I really want to
    >>> understand how you went about it. What did you
    start with and so on.
    >>> Hope this
    >>> isn't to much to ask?
    >>>
    >>> Thanks again!
    >>>
    >>
    >>
    >
    >

  • Help with Combining Objects

    I've been thinking of submiting some of my Illustrator designs to iStock and I want clean up the files and perhaps combine some of the objects so there isn't this bigg mess of layers. The problem I'm having is that some objects need to be on top of other objects - for example a shadow on a foot needs to be above the layer with the foot's primary color. So if I wanted to combine objects that are in this kind of order would anyone have any tips or suggestions? I also want to combine layers that have just lines I've drawn on them, like movement lines which are just open paths with strokes. If I could get these types of objects all merged into one object then I could cut down not only on the size of the file but also the number of layers involved. This way when someone buys it from iStock they're not faced with this huge file with hundreds of layers.
    Any help would be appreciated.
    Thank you.

    Fully familiarize yourself with these topics:
    Combining paths. These are functions common in vector programs which union, punch, and intersect multiple paths. In Illustrator, they are called Pathfinders.
    Outlining Srokes. Creates unstroked filled paths around the edges of stroked paths. Understanding this is integral to using path combination functions in Illustrator especially, because Illustrator is so poor at cutting and dealing with open unfilled paths.
    Transparency and other Raster Effects. You need to understand which effects and transparency settings result in rasterization, and what that portends regarding the scaleability of your artwork.
    Color Model. Are you going to deliver CMYK or RGB files? Do you know why?
    What format do you intend to provide to the clipart reseller? Native AI files? If so, what version?
    Merely having Layers in your AI file does not significantly affect file size. An AI file is a stack of objects. That's true whether the whole stack of objects resides on a single Layer or a hundred Layers. Layers are nothing but another way of "grouping" subsets of the object stack for organization purposes. You seem to be thinking of Layers in AI as similar to Layers in Photoshop. That is a very common and very basic misunderstanding of the nature of vector artwork.
    It's the object constructs that you need to concern yourself with when creating clean, efficient, reliable, versatile, and easy-to-work-with vector artwork. "Normalize" things to their simplest constructs. Avoid unnecessary anchorpoints, clipping paths, masking, so-called "transparency" and "live effects."
    I very much applaud your desire to build clean files. (There is far too much sloppy, convoluted crap floating around out there nowadays.) Not meaning to discourage, but the fact of your concern about Layers frankly suggests that you may not really be ready to be delivering ready-made and problem-free artwork for widespread use as clipart. You need to fully understand the items mentioned above, and alot more. Asking questions in a user forum will be a very slow method of learning that stuff--there are too many variables and specific situations.
    JET

  • Photoshop elements 4  HELP with layers with layers

    hello all I got photoshop elements 4 not to long ago and ive been playing with it but i just cant seem to grasp how to use layers.I would really appreciate any help anyone can suggest.Is there anywhere i can watch someone use layers? That would really help if i could see it being done. I bought the missing manual book and it seems really good, but i still dont understand layers. Thanks for any help.

    Charles
    As a start you can try the imbedded help that comes with the program. Use the "help" box in the top right hand corner and type in layer. Then follow the links in each section. I'm using pse3, one version prior to yours. I have been using the program on and off for a year and I find that only just now I'm starting to use layers more often. I also on occasion "Google" photoshop elements "layers" which will take you to many sites where you can read more. It's an exhaustive topic and one that I find comes more easily as I use it.
    Also use the adobe search engine at this site and type in "layers". You can read up on what other people have learned in the various threads.
    I also have the Missing Manual and two other books. I find they are good but seem even better after you work away at various photos. Nothing like hands on. Just remember to keep an original of your file.
    cheers
    Neil

  • Help with shared objects...again...

    Okay, I've been looking at a really good tutorial for shared objects in AS2, and I think I've gotten the basic concept down of how they work... now the problem lies in just integrating it into what I already have, which is making my brain hurt.  Basically its for a quiz game, which will have a dynamic scoreboard.  I want the scores in the shared object to update when the submit button is pressed, and then have the new values loaded into text boxes.  Displaying the values is going to be the easy part, its just updating them is what my brain doesnt want to wrap itself around.  Here is the array I have at the moment (yes, horribly inefficient, but the last time I actually did any coding before this was over 2 years ago when I was still a computer science major... with all of 4 actual Comp Sci courses under my belt -_-)
    scores= new Array();
    names= new Array();
    insert=function() {
         var newscore;
         var newname;
         newscore=0
         newscore=_global.correct;
         if (newscore > scores[0]) {
             scores[14]=scores[13];
             scores[13]=scores[12];
             scores[12]=scores[11];
             scores[11]=scores[10];
             scores[10]=scores[9];
             scores[9]=scores[8];
             scores[8]=scores[7];
             scores[7]=scores[6];
             scores[6]=scores[5];
             scores[5]=scores[4];
             scores[4]=scores[3];
             scores[3]=scores[2];
             scores[2]=scores[1];
             scores[1]=scores[0];
             scores[0]=newscore;
             names[14]=names[13];
             names[13]=names[12];
             names[12]=names[11];
             names[11]=names[10];
             names[10]=names[9];
             names[9]=names[8];
             names[8]=names[7];
             names[7]=names[6];
             names[6]=names[5];
             names[5]=names[4];
             names[4]=names[3];
             names[3]=names[2];
             names[2]=names[1];
             names[1]=names[0];
             names[0]=newname;
             else if (newscore > scores[1]) {
             scores[14]=scores[13];
             scores[13]=scores[12];
             scores[12]=scores[11];
             scores[11]=scores[10];
             scores[10]=scores[9];
             scores[9]=scores[8];
             scores[8]=scores[7];
             scores[7]=scores[6];
             scores[6]=scores[5];
             scores[5]=scores[4];
             scores[4]=scores[3];
             scores[3]=scores[2];
             scores[2]=scores[1];
             scores[1]=newscore
             names[14]=names[13];
             names[13]=names[12];
             names[12]=names[11];
             names[11]=names[10];
             names[10]=names[9];
             names[9]=names[8];
             names[8]=names[7];
             names[7]=names[6];
             names[6]=names[5];
             names[5]=names[4];
             names[4]=names[3];
             names[3]=names[2];
             names[2]=names[1];
             names[1]=newname;
    Continues all the way down to scores[14]
    Now, if I wanted this to pull data from the shared object, would I just put user_so.score[3]=user_so.score[2] for instance?  Or would I run the array and just update the new valued individually once the array insertion function completes?  THe problem with the latter is that it's not directly accessing the shared object so I'd need to find a way to pull them out into other variables first, and this is about the point where my brain just decides to short out on me and stop working alltogether...yay...
    So yea, any help on this would be much appreciated.
    also, would the array have to be declared within the shared object as well?  If so, how would I do that exactly?  Probably something so simple but the fact that it's shared objects is throwing me off...

    Ok, the shared object WAS working just fine until I had the banner start referencing it.  Then the quiz began giving me syntax errors like crazy, and even when the banner isnt runnit it gives me issues.
    user_so.data.soArray[0]=scores[0];
    user_so.data.soArray[1]=scores[1];
    user_so.data.soArray[2]=scores[2];
    user_so.data.soArray[3]=scores[3];
    user_so.data.soArray[4]=scores[4];
    user_so.data.soArray[5]=scores[5];
    user_so.data.soArray[6]=scores[6];
    user_so.data.soArray[7]=scores[7];
    user_so.data.soArray[8]=scores[8];
    user_so.data.soArray[9]=scores[9];
    user_so.data.soArray[10]=scores[10];
    user_so.data.soArray[11]=scores[11];
    user_so.data.soArray[12]=scores12];
    user_so.data.soArray[13]=scores[13];
    user_so.data.soArray[14]=scores[14];
        _global.player= "Input Name";
        player.text=_global.player;
        _global.correct= 0;
        phrase=" ";
    gotoAndStop (1);
    these are the lines it's telling me I need an on handler for, which I do have, at the very start of the entire code.
    Ive counted the brackets and those seem to line up, but I'll double check again.  The code is on the submit button itself (yes I know it's poor coding form, but this is how I learned it and what I'm used to, and since I'm on a bit of a time schedule now isn't the time to completely re-learn the proper conventions and etiquite of coding in flash).
    on (release) {
        if (user_so.data.tname!=undefined){
            user_so.data.tname = _global.player;
            user_so.data.newscore = _global.correct;
            insert=function() {
        var newscore;
        var newname;
        newscore=0
        newscore=_global.correct;
        if (newscore > scores[0]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=scores[7];
            scores[7]=scores[6];
            scores[6]=scores[5];
            scores[5]=scores[4];
            scores[4]=scores[3];
            scores[3]=scores[2];
            scores[2]=scores[1];
            scores[1]=scores[0];
            scores[0]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=names[7];
            names[7]=names[6];
            names[6]=names[5];
            names[5]=names[4];
            names[4]=names[3];
            names[3]=names[2];
            names[2]=names[1];
            names[1]=names[0];
            names[0]=newname;
            else if (newscore > scores[1]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=scores[7];
            scores[7]=scores[6];
            scores[6]=scores[5];
            scores[5]=scores[4];
            scores[4]=scores[3];
            scores[3]=scores[2];
            scores[2]=scores[1];
            scores[1]=newscore
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=names[7];
            names[7]=names[6];
            names[6]=names[5];
            names[5]=names[4];
            names[4]=names[3];
            names[3]=names[2];
            names[2]=names[1];
            names[1]=newname;
        else if (newscore > scores[2]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=scores[7];
            scores[7]=scores[6];
            scores[6]=scores[5];
            scores[5]=scores[4];
            scores[4]=scores[3];
            scores[3]=scores[2];
            scores[2]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=names[7];
            names[7]=names[6];
            names[6]=names[5];
            names[5]=names[4];
            names[4]=names[3];
            names[3]=names[2];
            names[2]=newname;
            else if (newscore > scores[3]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=scores[7];
            scores[7]=scores[6];
            scores[6]=scores[5];
            scores[5]=scores[4];
            scores[4]=scores[3];
            scores[3]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=names[7];
            names[7]=names[6];
            names[6]=names[5];
            names[5]=names[4];
            names[4]=names[3];
            names[3]=newname;
            else if (newscore > scores[4]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=scores[7];
            scores[7]=scores[6];
            scores[6]=scores[5];
            scores[5]=scores[4];
            scores[4]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=names[7];
            names[7]=names[6];
            names[6]=names[5];
            names[5]=names[4];
            names[4]=newname;
            else if (newscore > scores[5]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=scores[7];
            scores[7]=scores[6];
            scores[6]=scores[5];
            scores[5]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=names[7];
            names[7]=names[6];
            names[6]=names[5];
            names[5]=newname;
            else if (newscore > scores[6]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=scores[7];
            scores[7]=scores[6];
            scores[6]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=names[7];
            names[7]=names[6];
            names[6]=newname;
                else if (newscore > scores[7]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=scores[7];
            scores[7]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=names[7];
            names[7]=newname;
                    else if (newscore > scores[8]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=scores[8];
            scores[8]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=names[8];
            names[8]=newname;
                        else if (newscore > scores[9]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=scores[9];
            scores[9]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=names[9];
            names[9]=newname;
                            else if (newscore > scores[10]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=scores[10];
            scores[10]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=names[10];
            names[10]=newname;
                                else if (newscore > scores[11]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=scores[11];
            scores[11]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=names[11];
            names[11]=newname;
                                    else if (newscore > scores[12]) {
            scores[14]=scores[13];
            scores[13]=scores[12];
            scores[12]=newscore;
            names[14]=names[13];
            names[13]=names[12];
            names[12]=newname;
                                    else if (newscore > scores[13]) {
            scores[14]=scores[13];
            scores[13]=newscore;
            names[14]=names[13];
            names[13]=newname;
                                        else if (newscore > scores[14]) {
            scores[14]=newscore;
            names[14]=newname;
        else {
            user_so.data.tname = _global.player;
            user_so.data.newscore = _global.correct;
            scores[0]=user_so.data.newscore;
            names[0]=user_so.data.tname;
    user_so.data.soArray[0]=scores[0];
    user_so.data.soArray[1]=scores[1];
    user_so.data.soArray[2]=scores[2];
    user_so.data.soArray[3]=scores[3];
    user_so.data.soArray[4]=scores[4];
    user_so.data.soArray[5]=scores[5];
    user_so.data.soArray[6]=scores[6];
    user_so.data.soArray[7]=scores[7];
    user_so.data.soArray[8]=scores[8];
    user_so.data.soArray[9]=scores[9];
    user_so.data.soArray[10]=scores[10];
    user_so.data.soArray[11]=scores[11];
    user_so.data.soArray[12]=scores12];
    user_so.data.soArray[13]=scores[13];
    user_so.data.soArray[14]=scores[14];
        _global.player= "Input Name";
        player.text=_global.player;
        _global.correct= 0;
        phrase=" ";
    gotoAndStop (1);

  • Help with Dynamic Objects

    Hi All,
    New to Flex and wanted to get some help from the public.
    Basically, here's what I want to do.
    I have a tab navigator with multiple tabs. Each tab has a
    datagrid on it. When you click the tab, the grid should update to
    new data based on the tab clicked. That's no problem. The problem
    I'm running into is that because the data is taking a while to
    retreive from the server, users are getting the previous's tabs
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