I need to change countries but the system won't allow because of an outstanding 7 cents credit balance.  What do I need to do?

I need to change countries but the system won't allow because of an outstanding 7 cents credit balance.  What do I need to do?

You can try contacting iTunes Support and ask them if they can remove the balance from your account so that you can change countries : http://www.apple.com/support/itunes/contact/ - click on Contact iTunes Store Support on the right-hand side of the page, then Purchases, Billing & Redemption

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    import java.awt.*;
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    boolean Packleur2;
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    {Packleur4 = true;}
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    {Packleur5 = true;}
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    case 4: case 10 : str = "rechts"; break;
    case 5: case 0: str = "harder"; break;
    case 6: str = "zachter"; break;}
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    if( str.equals("zachter") ){ stap = stap - stapVerander;} //stap wordt 10 kleiner
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    angleB = 345;}
    if( str.equals("rechts") ){ x += stap;    //rechtsknop laat pacman rechts kijken en bewegen
    angleA = 5;
    angleB = 345;}
    if( str.equals("omhoog") ){ y -= stap;    //omhoogknop laat pacman omhoog kijken en bewegen
    angleA = 95;
    angleB = 345;}
    if( str.equals("omlaag") ){ y += stap;    //omlaagknop laat pacman omlaag kijken en bewegen
    angleA = 275;
    angleB = 345;}
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    if( y <= 35){ y = 35;} // houdt de pacman tegen als hij boven/onder wil verdwijnen
    if( y > 550){ y = 550;}
    repaint(); // zet de pacman opnieuw op het canvas
    Can anyone help me with this?
    Thanks a bundle!
    Menno.

    Thanks a lot!
    Say if you want to see how it works just compile this source :
    /* Autopacman spelletje
    Menno Hagens, I108
    2001
    Autopacman.
    Maak via overerving van de klasse Packman uit week 4 een nieuwe klasse 'AutoPackman'.
    Deze klasse moet de volgende extra functionaliteit bevatten.
    De kleur van de Packman moet kunnen worden ingesteld.
    Er moet een methode komen die een willekeurige opdracht aan de Packman geeft.
    (naarLinks, naarRechts, gaSneller, gaTrager, etc.)
    Maak vervolgens een applet met vier Packmannetjes en ��n knop 'Beweeg'.
    Als je op deze knop drukt, moeten alle Packmannetjes ��n stap in een willekeurige
    richting doen.
    Programmeer dit efficient met arrays en loops.
    Als je na afloop nog moed hebt kun je de klasse en de applet zo aanpassen dat een
    spel ontstaat, waarbij een Packman die op de positie van een andere komt, de andere
    Packman opeet. Degene die overblijft heeft gewonnen.
    package pacman;
    import java.applet.*;
    import java.awt.*;
    import java.awt.event.*;
    public class Autopacman extends Applet implements ActionListener
    boolean Packleur1;
    boolean Packleur2;
    boolean Packleur3;
    boolean Packleur4;
    boolean Packleur5;
    boolean Packleur6;
    int klikken = 1;
    int x = 200, y = 200; //beginpositie pacman
    int width = 50, height = 50; //formaat pacman
    int stap = 20; //standaard stapgrootte
    int stapVerander = 10; //stapgrootte wijziging
    int angleA = 5; //beginhoeken pacman
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    Button rechts = new Button("rechts");
    Button omhoog = new Button("omhoog");
    Button omlaag = new Button("omlaag");
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    Button zachter = new Button("zachter");
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    Button kleur = new Button("Kleur veranderen");
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    omlaag.addActionListener(this);
    harder.addActionListener(this);
    zachter.addActionListener(this);
    random.addActionListener(this);
    kleur.addActionListener(this);
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    add( rechts );
    add( omhoog );
    add( omlaag );
    add( harder );
    add( zachter );
    add( random );
    add( kleur );
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    g.setColor( Color.black);
    g.drawLine( 0, 34, 600, 34 );
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    {g.setColor(Color.yellow);}
    if( klikken == 2 )
    {g.setColor(Color.red);}
    if( klikken == 3 )
    {g.setColor(Color.blue);}
    if( klikken == 4 )
    {g.setColor(Color.black);}
    if( klikken == 5 )
    {g.setColor(Color.green);}
    if( klikken == 6 )
    {g.setColor(Color.white);}
    g.fillArc(x, y, width, height, angleA, angleB); //teken de pacman voor het eerst
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    String str = e.getActionCommand();
    if( str.equals("Kleur veranderen")){klikken++;}
    if(klikken == 7)
    {klikken = 1;}
    if( str.equals("Random actie") ){       //Die stomme random functie
    int i = (int)(Math.random() * 17);
    switch(i){
    case 1: case 7 : case 11: case 15 : str = "omlaag"; break;
    case 2: case 8 : case 12: case 16 : str = "omhoog"; break;
    case 3: case 9 : case 13: case 17 : str = "links"; break;
    case 4: case 10 : case 14: case 0 :str = "rechts"; break;
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    case 6: str = "zachter"; break;}
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    if( str.equals("zachter") ){ stap = stap - stapVerander;} //stap wordt 10 kleiner
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    angleB = 345;}
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    angleB = 345;}
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    angleA = 95;
    angleB = 345;}
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    if( y <= 35){ y = 35;} // houdt de pacman tegen als hij boven/onder wil verdwijnen
    if( y > 550){ y = 550;}
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