Invisible classes :o?

Well if you haven't, he's a guy (or company, i dont know really), that makes some pretty amazing XML galleries and stuff.
The thing is, he uses classes he made for his work, but I have no idea where they are. They're not in the project....they're not on my computer....but in the library the symbol is linked to a class (flashotaku:slider:etc).
When I right-click and try to edit class, I get an error message "cannot open file", which usually shows up when trying to find something that isn't there....
If I could find the class, I might be able to edit some key features of the gallery, which is really important.
To get a better understanding of what I'm talking about, download an example gallery and open any fla.
http://www.flashotaku.com/components/prdctsdwnldfldr/slideshow_deluxe.zip
It's worth downloading, and it's completely free. (check his site if you don't believe me: http://flashotaku.com/
So, does anyone know where it's stored? If there's any way to access it?

The objects in the library are not linked to the classes, they are assigned those class identifiers - the code will be inside them.

Similar Messages

  • Invisible class files inside jar archives

    Hi!
    After developing an application with J2SE 1.4.1_05, under Windows 98, using some packages archived in jar files, I cannot launch the application with the J2RE 1.4.2_02 or J2SE 1.4.2_02 (in the same Windows 98) because the class files in the jars are not 'visible', even if the CLASSPATH is set up correctly. The only classes that work right are the unpacked ones. But it still does work in Windows 2000.
    What might be wrong?

    Thank you for your answer, and excuse me if my question was kind of confusing.
    The issue here is that the files ARE in the jar files (without './' on the front), but in the environment (Windows 98 + J2RE 1.4.2_02) the application does not work, unless I unpack the jars and use the packages in the same manner I did during the development stage (for example, all classes of package 'myutils' in the folder 'myutils').
    The weird thing is that this DOES NOT happen in the environment (Windows 2000 + J2RE 1.4.2_02)!!! Just after installing the J2RE 1.4.2_02 under Win2K, the app does work OK! That is why it seems that ONLY in the first case (Windows 98 + J2RE 1.4.2_02) the class files inside the jars seem to be 'invisible' to the environment.
    As I have mentioned in my question, the app was developed in the environment (Windows 98 + J2RE 1.4.1_05), and it did still work with the jar files, so I wonder if there might be some compatibility between Windows 98 and the J2RE 1.4.2_02.
    Except my own jars, the same thing does happen with the jai_core.jar file coming with JAI 1.1.2. But this does not happen when it comes about rt.jar, in ..\jre\bin!!!
    All in all, the question still is: what might be wrong?

  • Strategy for kerning groups

    Hello,<br /><br />Is there any strategy available to avoid that MakeOTF can`t access some<br />kernings?<br /><br />makeotflib [WARNING] <FONT_X> Start of new pair positioning subtable<br />; some pairs may never be accessed: [t] [r r.alt]<br /><br />If I write the (subtable;) command I can "fix" this message but the<br />generated code is invalid.<br /><br />An other option is to split every kernig group into single kernigs, but<br />this is an enormous task and a new source of failures.<br /><br /><br /> <br />Andreas

    This message shows up when MakeOTF is forced to split a lookup table in two subtables in order to separate conflicting glyph class definitions.
    You may remember that in class kerning, all the left side glyphs classes that are applied in a single lookup table must be mutually exclusive; that is, a glyph may not belong to more than one left side class in a single table. Same for right side classes. When you include the same glyph in different classes on the same side in your list of kern class pairs, then MakeOTF can solve the structural limitation only by breaking the lookup table in two, such that the the conflicting classes are used in different sub-tables. However, this solves only the structural problem - you still have a functional problem. In your example, the first kern pair which uses the glyph 't' on the left side will mask any subseqent kern pair that includes the glyph "t" on the same side, as all right-side glyphs NOT paired with the glyph "t" with the first subtable will be assigned kern value of zero, and applications will never proceed to see that there are additonal kern paris with "t" on the left side. This is because for any lookup-table, all the glyphs not included in any class on the left or right side are put in an invisible class, and assigned a value of zero.
    What this message should say is " you made an error in building either your left side or right side classes for use in the current lookup table- please fix the class definitions so that they are mutually exclusive."
    One way to imagine all this is to imagine the class pairs as a spreadsheet of all possible class pairs. Each left side class is the title of a row, and each right side class is the title of a column. A glyph can be put in only one row title, and in only one column titile. All glyphs not named in a row title get put together in a special row title. All glyphs not named in a column title get put together in a special column title. When you specify the value of a class pair, you are specifiying the value in one cell of the spreadsheet. All cells for which no values are specified are set to 0, by default. When programs look for a kern value between "t" and something else, they look through the list of left side class definitions to find the first occurrence of 't'. By definition, the spreadsheet row for "t" defines the kern pair value of "t" with all other glyphs, and the programs does not look further. As a result, any class kern pairs with "t" on the left side in subseuqent subtables will never get seen.
    Using the 'subtable' keyword fixes only the structural problem - MakeOTF can then build the feature as specified - but it is still broken from the point of view of intended function.
    I am curious about the secondary problem you mention. When you use the 'subtable' keyword, in what way is the generated code invalid?

  • The Components I create doesn't show up in my GUI

    Hello. I have problem with creating a GUI in Java. Problem is as follows.
    I have class CardComponent extending JComponent. In my main frame (the top-level container), I create a JPanel and add an instance of CardComponent to it. Then I add the JPanel to a Container.
    However, when I run my GUI, nothing appears. The GUI frame itself is there (I setVisible(true) ). But not my CardComponent.
    CardComponent, if it helps, is constructed like this (this is a rough code. Rest assured the class compiles well):
    private final Image DeckFace = "deck.jpg";
    private Image UniqueFace;
    public CardComponent(Image x){
    UniqueFace = x;
    I have a DeckFace and a UniqueFace because the card ought to be flipping.
    Thanks!

    corlettk wrote:
    I guess I'd extend JPanel and implement MouseListener... and just override paintComponent to draw the image. You'd also need to set the panels size to that of the image, otherwise it would be 0,0 (ergo invisible).
    Cheers. Keith.Yep. That works.
    The directory C:\Java\home\classes\forums\images contains this unzipped (from http://www.jfitz.com/cards/).
    package forums;
    import java.io.File;
    import java.util.Collections;
    import java.util.List;
    import java.util.ArrayList;
    import java.util.Iterator;
    import java.awt.*;
    import java.awt.event.*;
    import java.awt.image.*;
    import javax.swing.*;
    // KRC hacked from code by Peter_Lawrey http://forums.sun.com/thread.jspa?threadID=5375157&messageID=10650927#10650927
    class Deck implements Iterable<Deck.Card>
      static final Image BACK_IMAGE = new ImageIcon("C:/Java/home/classes/forums/images/b1fv.png").getImage();
      static final Dimension SIZE = new Dimension(BACK_IMAGE.getWidth(null), BACK_IMAGE.getHeight(null));
      enum Suit { s, c, d, h }
      enum Num { _1, _2, _3, _4, _5, _6, _7, _8, _9, _10, j, q, k }
      class Card
        final Num num;
        final Suit suit;
        Image image;
        Card(Num num, Suit suit) {
          this.num = num;
          this.suit = suit;
          File f = new File("C:/Java/home/classes/forums/images/"+suit+num.toString().replaceAll("^_","")+".png");
          if (!f.exists()) {
            System.err.println("WARNING: file not found: "+f.getPath());
          } else {
            this.image = new ImageIcon(f.getPath()).getImage();
        public String toString() {
          return suit + num.toString().replaceAll("^_","")+".png";
          //return num+" of "+suit;
        public void turnOver() {
          this.image = Deck.BACK_IMAGE;
      private final List<Card> deck = new ArrayList<Card>();
      public Deck() {
        for ( Suit suit : Suit.values() ) {
          for ( Num num : Num.values() ) {
            deck.add(new Card(num, suit));
        Collections.shuffle(deck);
      public Card removeCard() {
        return deck.remove(deck.size()-1);
      public int size() {
        return deck.size();
      public Iterator<Card> iterator() {
        return deck.iterator();
    // I guess I'd extend JPanel and implement MouseListener...
    // and override paintComponent to draw the image.
    // You'd also need to set the panels size to that of the image, otherwise it would be 0,0 (ergo invisible).
    class CardPanel extends JPanel
      private static final long serialVersionUID = 1L;
      final Deck.Card card;
      public CardPanel(Deck.Card card) {
        this.card = card;
        this.addMouseListener(new MouseAdapter() {
            public void mouseClicked(MouseEvent e) {
              ((CardPanel)e.getSource()).turnOver();
      public Dimension getPreferredSize() {
        return Deck.SIZE;
      @Override
      public void paintComponent(Graphics g) {
        g.drawImage(card.image,0,0,null);
      public void turnOver() {
        this.card.turnOver();
        repaint();
    public class CardTable extends JPanel
      private static final long serialVersionUID = 1L;
      private static final Dimension size = new Dimension(13*(int)Deck.SIZE.getWidth(), 4*(int)Deck.SIZE.getHeight()); //w,h
      public CardTable() {
        super(new GridLayout(4, 13)); //rows,cols
        for ( Deck.Card card : (new Deck()) ) {
          add(new CardPanel(card));
      public Dimension getPreferredSize() {
        return this.size;
      private static void createAndShowGUI() {
        JFrame frame = new JFrame("Card Table");
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.add(new CardTable());
        frame.pack();
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
      public static void main(String[] args) {
        try {
          SwingUtilities.invokeLater(new Runnable() {
            public void run() {
              createAndShowGUI();
        } catch (Exception e) {
          e.printStackTrace();
    }Cheers. Keith.
    Edited by: corlettk on 29/03/2009 23:20 ~~ Fixed size mistake.

  • Class static/dynamic Vi icon invisible after clicking "Visible Items/Terminals"? Why?

    I created a class in LabVIEW 2014, then added a VI for Data Member Access; Static  Dispatch, & Dynamic Dispatch Template.
    I'm just using the default ICON.  All of these VI's have terminals connected by default to the class instance and error (In & out).
    I can connect up to these VI's, but when I right click and select "Visible Items/Terminals", the VI disappears.  It's still there on the screen, but I can't see it.  If I turn the label on, I can then locate it. 
    Seems like a good way to cause some real nasty debugging problems (an invisible code segment).
    What's special about the Static/Dynamic dispatch template VI's that they can be made invisible?  ...and why would you want to allow this?
    Note: I'm currently using a trial version of LabVIEW 2014.
     

    Since it's the trial version of LabVIEW, you can only try to look at the VIs, but they won't let you. Nah, just kidding!
    Can you share the VI you're having trouble with? Maybe the VI has no pattern set for the terminals, so it's not actually invisible it's just one big terminal.
    Re-read that you have error clusters and stuff wired. I use dynamic dispatch VIs and VIs from the data member access template all the time and haven't seen this before.

  • Custom BitmapButton class remains invisible!!!

    I 've created a class BitmapButton:
    package com.myscripts{
        import flash.display.Sprite;
        import flash.events.Event;
        import flash.events.MouseEvent;
        import flash.display.Graphics;
        import flash.display.Bitmap;
        import flash.display.Loader;
        import flash.net.URLRequest;
        public class BitmapButton extends Sprite {
            private var myImage:Bitmap;              
            private var _width:int = 200;
            private var _height:int = 200;
            public function BitmapButton(image:String):void {          
                this.addEventListener(MouseEvent.MOUSE_OVER, hover);
                // entry point
                var imageLoader:Loader = new Loader();
                imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoadComplete);          
                imageLoader.load(new URLRequest(image));          
                //Add useHandCursor, buttonMode, and mouseChildren if required          
                this.useHandCursor = true;
                this.buttonMode = true;
                this.mouseChildren = false;              
            private function imageLoadComplete(event:Event):void {                      
                myImage = new Bitmap(event.target.content.bitmapData.clone());
                myImage.width = _width;//button.width;
                myImage.height = _height;//button.height;
                myImage.x = 0;
                myImage.y = 0;          
                this.addChild(myImage);
                this.width = _width;
                this.height = _height;                          
            private function hover(e:MouseEvent):void {
                this.removeEventListener(MouseEvent.MOUSE_OVER, hover);
                this.addEventListener(MouseEvent.MOUSE_OUT, out);          
                this.alpha=0.7;
            private function out(e:MouseEvent):void {
                this.removeEventListener(MouseEvent.MOUSE_OUT, out);
                this.addEventListener(MouseEvent.MOUSE_OVER, hover);          
                this.alpha=1;
    In the main timeline, I use it like this:
    stop();
    import com.myscripts.BitmapButton;
    var bbtnHeight:int =200;
    var bbtnwidth:int =200;
    // bath button
    var bathButton:BitmapButton = new BitmapButton("../customimages/bath.jpg");
    addChild(bathButton);
    bathButton.width=bbtnHeight;
    bathButton.height=bbtnHeight;
    bathButton.x=350;
    bathButton.y=100;
    When I run it in flash IDE, it works fine.
    When I run the swf through the Browser, it works fine.
    When I run the html (that flash IDE automatically produces) it works fine.
    When I run it in my localsite, in an iFrame:
    <iframe id="iframebath" width="100%" height="700" src=<?php echo JUri::root()."images/swfs/bath.swf"; ?>  ></iframe>
    ...it also runs fine...
    BUT, when I use it with SWFobject in my (jjomla) local site it doesn't show anything.
    It doesn't work!!
    The same happens when I use embed code:
    <OBJECT classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,0,0" WIDTH="100%" HEIGHT="700" id="Yourfilename" ALIGN="">
    <PARAM NAME=movie VALUE="<?php echo JUri::root().'images/swfs/bath.swf'; ?>">
    <PARAM NAME=quality VALUE=high>
    <EMBED src="<?php echo JUri::root().'images/swfs/bath.swf'; ?>" quality=high bgcolor=#333399 WIDTH="100%" HEIGHT="700" NAME="<?php echo JUri::root().'images/swfs/bath.swf'; ?>" ALIGN="" TYPE="application/x-shockwave-flash" PLUGINSPAGE="http://www.macromedia.com/go/getflashplayer">
    </EMBED>
    </OBJECT>
    I think something 's wrong with my class.

    Well...finally the problem was in...paths:
    The swf is located at : http://localhost/joomla336/swfs
    I had put (for image url) the relative path "../images/bath.jpg".
    With the absolute path "http://localhost/joomla336/images/bath.jpg"; it works fine!!!
    Can't I use relative paths in swf?

  • Local class invisible after transport to test system

    Hello,
    i face the following strange problem:
    I have a local class within another class, and in the development system, i can access this local class via its entry in the object tree in object navigator. My class has a subnode "Local Classes" there, which also has a subnode for my specific local class.
    I transported the coding to the test system and it works well there too, but for some reason i cannot see my local class in the se80. The class is apparently transported, the programm works, and if i execute my programm in debugging mode, i can even go through the code lines of the local class, but i can't find it in the se80.
    Does anyone know why this happens?

    Tobias Falke wrote:
    > But why do i have to do this manually?
    Good question. Next question?

  • Invisible page or something like this?

    Hi,
    do we have something like invisible page? For example, i have
    a class with many many children, and the drawing of this class take
    a time. I thought that i can draw my class (and all the children)
    somewhere on invisible page, and that if it ready transform this
    "ready" page to the visible page, so the user can see this control
    and work this it.
    Is it possible?

    You could use the viewstack container to accomplish what you
    need. you can layout a viewstack with two children, the first one a
    canvas and a label maybe that gives your users some feedback, and
    another children containig your whole class, so if you have a
    function or your class dispatches an event when it creation its
    completed you can the change the viewstack selectedchildren to
    reveal your class.

  • The dreaded "could not find the Main Class, Program will exit", how?

    Hello all,
    I am trying to run my .jar file and I get this error message.
    I want to mention I googled and searched for it, without success: There is so many different explanations!
    I tried this:
    Adding some lines in a manifest.fm file...
    Manifest-Version: 1.0
    Ant-Version: Apache Ant 1.7.0
    Created-By: 10.0-b19 (Sun Microsystems Inc.)
    X-COMMENT: Main-Class will be added automatically by build
    I have Netbeans 5.5.
    Also I noticed my "build.xml" file is empty" and my "manifest.fm" nearly empty. I have also added "project, main class" in the options...
    Here is my "build":
    {code}<?xml version="1.0" encoding="UTF-8"?>
    <!-- You may freely edit this file. See commented blocks below for -->
    <!-- some examples of how to customize the build. -->
    <!-- (If you delete it and reopen the project it will be recreated.) -->
    <project name="BetaCourseworkJava3d_Final" default="default" basedir=".">
    <description>Builds, tests, and runs the project BetaCourseworkJava3d_Final.</description>
    <import file="nbproject/build-impl.xml"/>
    <!--
    There exist several targets which are by default empty and which can be
    used for execution of your tasks. These targets are usually executed
    before and after some main targets. They are:
    -pre-init: called before initialization of project properties
    -post-init: called after initialization of project properties
    -pre-compile: called before javac compilation
    -post-compile: called after javac compilation
    -pre-compile-single: called before javac compilation of single file
    -post-compile-single: called after javac compilation of single file
    -pre-compile-test: called before javac compilation of JUnit tests
    -post-compile-test: called after javac compilation of JUnit tests
    -pre-compile-test-single: called before javac compilation of single JUnit test
    -post-compile-test-single: called after javac compilation of single JUunit test
    -pre-jar: called before JAR building
    -post-jar: called after JAR building
    -post-clean: called after cleaning build products
    (Targets beginning with '-' are not intended to be called on their own.)
    Example of inserting an obfuscator after compilation could look like this:
    <target name="-post-compile">
    <obfuscate>
    <fileset dir="${build.classes.dir}"/>
    </obfuscate>
    </target>
    For list of available properties check the imported
    nbproject/build-impl.xml file.
    Another way to customize the build is by overriding existing main targets.
    The targets of interest are:
    -init-macrodef-javac: defines macro for javac compilation
    -init-macrodef-junit: defines macro for junit execution
    -init-macrodef-debug: defines macro for class debugging
    -init-macrodef-java: defines macro for class execution
    -do-jar-with-manifest: JAR building (if you are using a manifest)
    -do-jar-without-manifest: JAR building (if you are not using a manifest)
    run: execution of project
    -javadoc-build: Javadoc generation
    test-report: JUnit report generation
    An example of overriding the target for project execution could look like this:
    <target name="run" depends="BetaCourseworkJava3d_TestsBACKUPSUNDAY05April-impl.jar">
    <exec dir="bin" executable="launcher.exe">
    <arg file="${dist.jar}"/>
    </exec>
    </target>
    Notice that the overridden target depends on the jar target and not only on
    the compile target as the regular run target does. Again, for a list of available
    properties which you can use, check the target you are overriding in the
    nbproject/build-impl.xml file.
    -->
    </project>
    {code}
    my Manifest:
    {code}Manifest-Version: 1.0
    Ant-Version: Apache Ant 1.7.0
    Created-By: 10.0-b19 (Sun Microsystems Inc.)
    X-COMMENT: Main-Class will be added automatically by build
    {code}
    And my whole code (although I have like 4 .JAVA files in my project):
    {code}
    package courseworkjava3d;
    import java.awt.*;
    import java.awt.event.*;
    import com.sun.j3d.utils.geometry.*;
    import com.sun.j3d.utils.universe.*;
    import javax.swing.*;
    import javax.media.j3d.*;
    import javax.vecmath.*;
    import javax.media.j3d.PositionPathInterpolator;
    import javax.media.j3d.Alpha;
    import javax.media.j3d.BoundingSphere;
    import com.sun.j3d.utils.applet.MainFrame;
    import java.applet.Applet;
    import java.awt.event.WindowAdapter;
    import javax.swing.Timer;
    import com.sun.j3d.utils.image.*;
    public class Simple3D extends JFrame implements ActionListener, KeyListener
    private TransformGroup objTransxx;
    private Button go = new Button("Press to start the Bouncing Ball. Press A and S to move the ball Left and Right once it started!");
    private Transform3D transxx = new Transform3D();
    private float height=0.0f;
    private float sign = 1.0f; // aller vers le haut ou vers le bas
    private Timer timer;
    private float xloc=-2.25f;
    public Simple3D()
    setSize(800, 800);
    GraphicsConfiguration graphicsConfig = SimpleUniverse.getPreferredConfiguration();
    Canvas3D canvas = new Canvas3D(graphicsConfig);
    getContentPane().add("Center", canvas);
    BasicUniverse universe = new BasicUniverse(canvas, 8.0f);
    // Rotate the view platform by PI/4 radians about X in the BasicUniverse
    TransformGroup viewTransform = universe.getViewPlatformTransform();
    Transform3D transform = new Transform3D();
    transform.rotX(-Math.PI / 4.0);
    Transform3D currentTransform = new Transform3D();
    viewTransform.getTransform(currentTransform);
    transform.mul(currentTransform);
    viewTransform.setTransform(transform);
    // Add something to display
    BranchGroup scene = createCubeGraph();
    universe.addBranchGraph(scene);
    /* //ultra important! comment theses lines otherwise it bugs!
    //Merde
    setLayout(new BorderLayout());
    GraphicsConfiguration config =
    SimpleUniverse.getPreferredConfiguration();
    Canvas3D c = new Canvas3D(config); */
    add("Center", canvas);
    //i messed up te code, i replaced canvas c by "canvas" as i already had one!
    canvas.addKeyListener(this);
    timer = new Timer(75,this);
    //timer.start();
    Panel p =new Panel();
    p.add(go);
    add("North",p);
    go.addActionListener(this);
    go.addKeyListener(this);
    // Cr�er une sc�ne simple et l�ajouetr � l�univers
    //BranchGroup scene2 = createCubeGraph();
    //SimpleUniverse u = new SimpleUniverse(c);
    //u.getViewingPlatform().setNominalViewingTransform();
    //u.addBranchGraph(scene2);
    //End Merde
    public BranchGroup createCubeGraph() {
    BranchGroup Humanoid = new BranchGroup();
    //Debut Ball REBOUND
    // Create the root of the branch graph
    //BranchGroup objRoot = new BranchGroup();
    objTransxx = new TransformGroup();
    objTransxx.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    Humanoid.addChild(objTransxx);
    // Cr�er une forme simple et l�ajouter au graph de sc�ne
    Sphere spherex = new Sphere(0.85f);
    objTransxx = new TransformGroup();
    objTransxx.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    Transform3D pos1 = new Transform3D();
    pos1.setTranslation(new Vector3f(-2.0f,0.0f,-2.0f));
    objTransxx.setTransform(pos1);
    objTransxx.addChild(spherex);
    Humanoid.addChild(objTransxx);
    BoundingSphere boundsx =
    new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
    // I messed up the colors: I have applied 2 times some colorslights to the same BranchGroup
    Color3f light1Colorx = new Color3f(1.0f, 1.0f, 1.0f);
    Vector3f light1Directionx = new Vector3f(4.0f, -7.0f, -12.0f);
    DirectionalLight light1x
    = new DirectionalLight(light1Colorx, light1Directionx);
    light1x.setInfluencingBounds(boundsx);
    Humanoid.addChild(light1x);
    // R�gler la lumi�re ambiante
    Color3f ambientColorx = new Color3f(1.0f, 1.0f, 1.0f);
    AmbientLight ambientLightNodex = new AmbientLight(ambientColorx);
    ambientLightNodex.setInfluencingBounds(boundsx);
    Humanoid.addChild(ambientLightNodex);
    // END BallRebound
    // Apparence BODY
    // Configurer les couleurs
    Color3f blackbody = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f whitebody = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f redbody = new Color3f(0.8f, .85f, .85f);
    // Configurer la texture
    //if I want it in Black and white i need to replace RGB by LUMINANCE
    TextureLoader loaderbody = new TextureLoader("C:\\java3d\\body.jpg", "RGB", new Container());
    Texture texturebody = loaderbody.getTexture();
    texturebody.setBoundaryModeS(Texture.WRAP);
    texturebody.setBoundaryModeT(Texture.WRAP);
    texturebody.setBoundaryColor( new Color4f( 1.0f, 1.0f, 0.0f, 0.0f ) );
    // Configurer les attributs de la texture
    // Param�tres possibles : REPLACE, BLEND ou DECAL (ici, MODULATE)
    TextureAttributes texAttrbody = new TextureAttributes();
    texAttrbody.setTextureMode(TextureAttributes.MODULATE);
    Appearance apbody = new Appearance();
    apbody.setTexture(texturebody);
    apbody.setTextureAttributes(texAttrbody);
    //Configurer le mat�riau
    apbody.setMaterial(new Material(redbody, blackbody, redbody, blackbody, 1.0f));
    // Cr�er une sph�re pour y appliquer les textures
    int primflagsbody = Primitive.GENERATE_NORMALS + Primitive.GENERATE_TEXTURE_COORDS;
    // End Apparence BODY
    // Apparence BODYHEAD
    // Configurer les couleurs
    Color3f blackbodyH = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f whitebodyH = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f redbodyH = new Color3f(0.8f, .85f, .85f);
    // Configurer la texture
    //if I want it in Black and white i need to replace RGB by LUMINANCE
    TextureLoader loaderbodyH = new TextureLoader("C:\\java3d\\head.jpg", "RGB", new Container());
    Texture texturebodyH = loaderbodyH.getTexture();
    texturebodyH.setBoundaryModeS(Texture.WRAP);
    texturebodyH.setBoundaryModeT(Texture.WRAP);
    texturebodyH.setBoundaryColor( new Color4f( 1.0f, 1.0f, 0.0f, 0.0f ) );
    // Configurer les attributs de la texture
    // Param�tres possibles : REPLACE, BLEND ou DECAL (ici, MODULATE)
    TextureAttributes texAttrbodyH = new TextureAttributes();
    texAttrbodyH.setTextureMode(TextureAttributes.MODULATE);
    Appearance apbodyH = new Appearance();
    apbodyH.setTexture(texturebodyH);
    apbodyH.setTextureAttributes(texAttrbodyH);
    //Configurer le mat�riau
    apbodyH.setMaterial(new Material(redbodyH, blackbodyH, redbodyH, blackbodyH, 1.0f));
    // Cr�er une sph�re pour y appliquer les textures
    int primflagsbodyH = Primitive.GENERATE_NORMALS + Primitive.GENERATE_TEXTURE_COORDS;
    // End Apparence BODY HEAD
    //for the trunk c le corps
    TransformGroup fortheTrunk = new TransformGroup();
    //will allow to modify object wgile executing
    fortheTrunk.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    //alpha rotation time related
    Alpha rotationAlpha2=new Alpha(-1,9000);
    //behviour for our rotation
    RotationInterpolator rotator2= new RotationInterpolator(rotationAlpha2,fortheTrunk);
    // area where rotation will be
    BoundingSphere bounds2=new BoundingSphere();
    rotator2.setSchedulingBounds(bounds2);
    fortheTrunk.addChild(rotator2);
    //end of rtotation
    Alpha transAlphahuman=new Alpha(-1,600);
    //transform 3d trans for the interpolatipon HUMANOID
    Transform3D transhumanoid=new Transform3D();
    //matrix for 2positions
    Point3f[] cheminhuman=new Point3f[3];
    cheminhuman[0]=new Point3f(0.8f,0.0f,0.0f);
    cheminhuman[1]=new Point3f(-0.8f,0.0f,0.0f);
    cheminhuman[2]=new Point3f(0.8f,0.0f,0.0f);
    //matrix of floats to make the dots match with timeline
    float[] timePositionhuman={0.0f,0.50f,1.0f};
    PositionPathInterpolator interpolhuman=new PositionPathInterpolator(transAlphahuman,fortheTrunk,transhumanoid,timePositionhuman,cheminhuman);
    BoundingSphere bounds4=new BoundingSphere();
    interpolhuman.setSchedulingBounds(bounds4);
    fortheTrunk.addChild(interpolhuman);
    //add the trunk to the branchgroup
    Humanoid.addChild(fortheTrunk);
    TransformGroup zeTrunk = new TransformGroup();
    zeTrunk.addChild(new com.sun.j3d.utils.geometry.Box(.55f,.80f,.50f,
    primflagsbody,apbody));
    //t3D for the head= bouge up
    Transform3D T3DHead = new Transform3D();
    T3DHead.set(new Vector3f(0f,1.1f,0f));
    //create a tranform group for this t3Dhead
    TransformGroup fortheHead = new TransformGroup();
    fortheHead.setTransform(T3DHead);
    //add the box head
    //fortheHead.addChild(new com.sun.j3d.utils.geometry.Box(.20f,.20f,.10f, primflagsbody,apbody));
    fortheHead.addChild(new com.sun.j3d.utils.geometry.Sphere(0.35f,primflagsbodyH,apbodyH));
    /* I dont need that anymore it was for putting a flat texture on a face. I chose a sphere instead!
    //transform 3D for the face
    Transform3D T3DFace = new Transform3D();
    T3DFace.set(new Vector3f(0f,0f,.14f));
    //create a TransformGroup for this Face
    TransformGroup Face = new TransformGroup();
    Face.setTransform(T3DFace);
    //add the child box to the face;
    Face.addChild(new com.sun.j3d.utils.geometry.Box(.20f,.20f,.2f,
    primflagsbodyH,apbodyH));
    //add this face to the head as a child
    fortheHead.addChild(Face);
    //tranform3d left arm
    Transform3D T3DArmL = new Transform3D();
    T3DArmL.set(new Vector3f(-0.79f,0.73f,0f));
    //create Tranform Group for the leftarm
    TransformGroup fortheArmL = new TransformGroup();
    fortheArmL.setTransform(T3DArmL);
    //add the group for upperarm
    TransformGroup ArmL = new TransformGroup();
    ArmL.addChild(new com.sun.j3d.utils.geometry.Box(.25f,.14f,.10f,
    primflagsbody,apbody));
    fortheArmL.addChild(ArmL);
    //create a transform3D for the forearmleft
    Transform3D T3DForearmL = new Transform3D();
    T3DForearmL.set(new Vector3f(-.51f,0f,0f));
    //create the tranformgroup for the forearmleft
    TransformGroup ForearmL = new TransformGroup();
    ForearmL.setTransform(T3DForearmL);
    //add the child box to forearm
    ForearmL.addChild(new com.sun.j3d.utils.geometry.Box(.20f,.14f,.10f,
    primflagsbody,apbody));
    ArmL.addChild(ForearmL);
    //create transform 3d for the lefthand
    Transform3D T3DHandL = new Transform3D();
    T3DHandL.set(new Vector3f(-.42f,0f,0f));
    //create the child tranform group for the box of the hand
    TransformGroup HandL= new TransformGroup();
    HandL.setTransform(T3DHandL);
    //add the child hand to the forearm
    ForearmL.addChild(HandL);
    //create the box for the handLeft
    HandL.addChild(new com.sun.j3d.utils.geometry.Box(.10f,.140f,.10f,
    primflagsbody,apbody));
    //Right Arm
    //tranform3d right arm
    Transform3D T3DArmR = new Transform3D();
    T3DArmR.set(new Vector3f(0.79f,0.73f,0f));
    //create Tranform Group for the right arm
    TransformGroup fortheArmR = new TransformGroup();
    fortheArmR.setTransform(T3DArmR);
    //add the group for upperarm right
    TransformGroup ArmR = new TransformGroup();
    ArmR.addChild(new com.sun.j3d.utils.geometry.Box(.25f,.14f,.10f, primflagsbody,apbody));
    //com.sun.j3d.utils.geometry.Box.GENERATE_NORMALS,new Appearance()));
    fortheArmR.addChild(ArmR);
    //create a transform3D for the forearmright
    Transform3D T3DForearmR = new Transform3D();
    T3DForearmR.set(new Vector3f(.51f,0f,0f));
    //create the tranformgroup for the forearmright
    TransformGroup ForearmR = new TransformGroup();
    ForearmR.setTransform(T3DForearmR);
    //add the child box to forearmright
    ForearmR.addChild(new com.sun.j3d.utils.geometry.Box(.20f,.14f,.10f, primflagsbody,apbody));
    ArmR.addChild(ForearmR);
    //create transform 3d for the righthand
    Transform3D T3DHandR = new Transform3D();
    T3DHandR.set(new Vector3f(.42f,0f,0f));
    //create the child tranform group for the box of the hand
    TransformGroup HandR= new TransformGroup();
    HandR.setTransform(T3DHandR);
    //add the child hand to the forearmright
    ForearmR.addChild(HandR);
    //create the box for the handright
    HandR.addChild(new com.sun.j3d.utils.geometry.Box(.10f,.14f,.10f, primflagsbody,apbody));
    //Left Leg
    //tranform3d left leg
    Transform3D T3DLegL = new Transform3D();
    T3DLegL.set(new Vector3f(0.43f,-1.23f,0f));
    //create Tranform Group for the leftleg
    TransformGroup fortheLegL = new TransformGroup();
    fortheLegL.setTransform(T3DLegL);
    //add the group for uppeleg
    TransformGroup LegL = new TransformGroup();
    LegL.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.35f,.10f, primflagsbody,apbody));
    fortheLegL.addChild(LegL);
    //create a transform3D for the downlegleft
    Transform3D T3DDownLegL = new Transform3D();
    T3DDownLegL.set(new Vector3f(0f,-.70f,0f));
    //create the tranformgroup for the downegleft
    TransformGroup DownLegL = new TransformGroup();
    DownLegL.setTransform(T3DDownLegL);
    //add the child box to downlegm
    DownLegL.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.25f,.10f, primflagsbody,apbody));
    LegL.addChild(DownLegL);
    //create transform 3d for the leftfeet
    Transform3D T3DFeetL = new Transform3D();
    T3DFeetL.set(new Vector3f(.0f,-.45f,0f));
    //create the child tranform group for the box of thefeet
    TransformGroup FeetL= new TransformGroup();
    FeetL.setTransform(T3DFeetL);
    //add the child hand to the downleg
    DownLegL.addChild(FeetL);
    //create the box for the feetLeft
    FeetL.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.10f,.15f, primflagsbody,apbody));
    //Right Leg
    //tranform3dright leg
    Transform3D T3DLegR = new Transform3D();
    T3DLegR.set(new Vector3f(-0.43f,-1.23f,0f));
    //create Tranform Group for the righttleg
    TransformGroup fortheLegR = new TransformGroup();
    fortheLegR.setTransform(T3DLegR);
    //add the group for uppelegR
    TransformGroup LegR = new TransformGroup();
    LegR.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.35f,.10f, primflagsbody,apbody));
    fortheLegR.addChild(LegR);
    //create a transform3D for the downlegright
    Transform3D T3DDownLegR = new Transform3D();
    T3DDownLegR.set(new Vector3f(0f,-.70f,0f));
    //create the tranformgroup for the downegright
    TransformGroup DownLegR = new TransformGroup();
    DownLegR.setTransform(T3DDownLegR);
    //add the child box to downlegRight
    DownLegR.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.25f,.10f, primflagsbody,apbody));
    LegR.addChild(DownLegR);
    //create transform 3d for the rightfeet
    Transform3D T3DFeetR = new Transform3D();
    T3DFeetR.set(new Vector3f(.0f,-.45f,0f));
    //create the child tranform group for the box of thefeetright
    TransformGroup FeetR= new TransformGroup();
    FeetR.setTransform(T3DFeetR);
    //add the child feet right to the downleg
    DownLegR.addChild(FeetR);
    //create the box for the feetright
    FeetR.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.10f,.15f, primflagsbody,apbody));
    //rajoute la box zetrunk et des fils
    fortheTrunk.addChild(zeTrunk);
    fortheTrunk.addChild(fortheHead);
    fortheTrunk.addChild(fortheArmL);
    fortheTrunk.addChild(fortheArmR);
    fortheTrunk.addChild(fortheLegL);
    fortheTrunk.addChild(fortheLegR);
    //DEBUT CUBE
    //beginning of rotation
    TransformGroup objSpin=new TransformGroup();
    //create transform 3d for box which spin
    Transform3D T3DobjSpin = new Transform3D();
    T3DobjSpin.set(new Vector3f(-2.50f,.45f,0f));
    //create the child tranform group for the box which spin
    objSpin.setTransform(T3DobjSpin);
    //will allow to modify object while executing
    objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    //alpha rotation time related
    Alpha rotationAlpha=new Alpha(-1,900);
    Alpha transAlpha=new Alpha(-1,900);
    //transform 3d trans for the interpolatipon
    Transform3D trans=new Transform3D();
    //matrix for 2positions
    Point3f[] chemin=new Point3f[3];
    chemin[0]=new Point3f(-2.8f,0.40f,1.0f);
    chemin[1]=new Point3f(-0.8f,0.40f,1.0f);
    chemin[2]=new Point3f(-2.8f,0.40f,1.0f);
    //matrix of floats to make the dots match with timeline
    float[] timePosition={0.0f,0.50f,1.0f};
    PositionPathInterpolator interpol=new PositionPathInterpolator(transAlpha,objSpin,trans,timePosition,chemin);
    BoundingSphere bounds3=new BoundingSphere();
    interpol.setSchedulingBounds(bounds3);
    objSpin.addChild(interpol);
    //behviour for our rotation
    RotationInterpolator rotator= new RotationInterpolator(rotationAlpha,objSpin);
    // area where rotation will be
    BoundingSphere bounds=new BoundingSphere();
    rotator.setSchedulingBounds(bounds);
    objSpin.addChild(rotator);
    //end of rtotation
    //add transform group objspin to branchgroup humanoid
    Humanoid.addChild(objSpin);
    //test a cube which heritate of this rotation?
    objSpin.addChild(new ColorCube(0.25));
    //test
    //module cube + transparency
    // create an ALPHA transparency apparence (invisible)
    Appearance app0x=new Appearance();
    app0x.setColoringAttributes(new ColoringAttributes(new Color3f(0.3f,0.2f,1.0f),ColoringAttributes.SHADE_GOURAUD));
    app0x.setTransparencyAttributes(new TransparencyAttributes(TransparencyAttributes.NICEST,0.5f));//0.5f represente 50% de transparence
    // create the blue sphere which rotate
    Transform3D transsphere=new Transform3D();
    transsphere.set(new Vector3f(0.0f, -0.1f, 0.3f));
    TransformGroup TGsphere=new TransformGroup(transsphere);
    TGsphere.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objSpin.addChild(TGsphere);
    //objRotatecube.addChild(TGsphere);
    TGsphere.addChild( new Sphere(0.3f,app0x) );
    //End Module Cube + Transparency
    //END CUBE
    //DEBUT WHOLE BIRD
    //beginning of Rotation for Bird
    TransformGroup Bird=new TransformGroup();
    //will allow to modify object while executing
    Bird.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    //alpha rotation time related
    Alpha rotationAlphaBird=new Alpha(-1,400);
    Alpha transAlphaBird=new Alpha(-1,5990);
    //transform 3d trans for the interpolatipon
    Transform3D transBird=new Transform3D();
    //create transform 3d for the Bird
    transBird.set(new Vector3f(1.90f,-.45f,0.9f));
    //create the child tranform group for the Bird Box
    Bird.setTransform(transBird);
    //matrix for 2positions
    Point3f[] cheminBird=new Point3f[3];
    cheminBird[0]=new Point3f(1.95f,0.0f,-6.8f);
    cheminBird[1]=new Point3f(1.95f,0.90f,-0.8f);
    cheminBird[2]=new Point3f(1.95f,0.0f,5.8f);
    //matrix of floats to make the dots match with timeline
    float[] timePositionBird={0.00f,0.50f,1.0f};
    PositionPathInterpolator interpolBird=new PositionPathInterpolator(transAlphaBird,Bird,transBird,timePosition,cheminBird);
    BoundingSphere bounds3Bird=new BoundingSphere();
    //BoundingSphere bounds3Bird= new BoundingSphere(new Point3d(0.0, 0.0, -50.0), 0.5);
    interpolBird.setSchedulingBounds(bounds3Bird);
    Bird.addChild(interpolBird);
    //behviour for our rotation
    RotationInterpolator rotatorBird= new RotationInterpolator(rotationAlphaBird,Bird);
    // area where rotation will be
    BoundingSphere boundsBird=new BoundingSphere();
    rotatorBird.setSchedulingBounds(boundsBird);
    Bird.addChild(rotatorBird);
    //end of rotation For Bird
    //add transform group objspin to branchgroup humanoid
    Humanoid.addChild(Bird);
    //debut test APPARENCE Wing Left
    //test textures
    // Configurer les couleurs
    Color3f blackx = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f whitex = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f redx = new Color3f(0.7f, .75f, .75f);
    // Configurer la texture
    TextureLoader loaderx = new TextureLoader("C:\\java3d\\pois.jpg", "RGB", new Container());
    Texture texturex = loaderx.getTexture();
    texturex.setBoundaryModeS(Texture.WRAP);
    texturex.setBoundaryModeT(Texture.WRAP);
    texturex.setBoundaryColor( new Color4f( 0.0f, 1.0f, 0.0f, 0.0f ) );
    // Configurer les attributs de la texture
    // Param�tres possibles : REPLACE, BLEND ou DECAL (ici, MODULATE)
    TextureAttributes texAttrx = new TextureAttributes();
    texAttrx.setTextureMode(TextureAttributes.REPLACE);
    Appearance apx = new Appearance();
    apx.setTexture(texturex);
    apx.setTextureAttributes(texAttrx);
    //Configurer le mat�riau
    apx.setMaterial(new Material(redx, blackx, redx, blackx, 1.0f));
    int primflagsx = Primitive.GENERATE_NORMALS + Primitive.GENERATE_TEXTURE_COORDS;
    //End test APPARENCE Wing Left
    //test a cube which heritate of this rotation?
    // Bird.addChild(new ColorCube(0.8));
    //test bird body
    // Bird.addChild(new com.sun.j3d.utils.geometry.Box(.25f,.22f,.45f,
    // com.sun.j3d.utils.geometry.Box.GENERATE_NORMALS,new Appearance()));
    Bird.addChild(new com.sun.j3d.utils.geometry.Box(.25f,.22f,.45f, primflagsx,apx));
    //test WingRightBird
    //create a transform3D for the BirdWIngR
    Transform3D T3DBirdWingR = new Transform3D();
    T3DBirdWingR.set(new Vector3f(0.45f,.0f,-0.35f));
    //create the tranformgroup for the BirdWIngR
    TransformGroup BirdWingR = new TransformGroup();
    BirdWingR.setTransform(T3DBirdWingR);
    //add the child box to BirdWIngR
    // BirdWingR.addChild(new com.sun.j3d.utils.geometry.Box(.43f,.07f,.22f,
    // com.sun.j3d.utils.geometry.Box.GENERATE_NORMALS,new Appearance()));
    //End test WingRightBird
    ////////comments/////////
    //beginning of Rotating WINR
    //----------------------d�but de la cr�ation de la rotation--------------------------------
    TransformGroup WinRSpin=new TransformGroup();
    // permet de modifier l'objet pendant l'execution
    WinRSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    // on cr�e un fonction de rotation au cours du temps
    Alpha rotationAlphaWinRSpin=new Alpha(-1,1000);
    Transform3D rot = new Transform3D();
    rot.rotX((float)Math.PI/- 2.0f);
    //rot.rotX(-45);
    //rot.rotX((-Math.PI / 4.0)+30);
    //rot.rotZ((-Math.PI / 4.0));
    //rot.rotX(-Math.PI / 4.0);
    //rot.rotY(-Math.PI / 4.0);
    // rot.rotZ(-Math.PI / 4.0);
    // rot.rotY(00);
    //rot.rotZ(45);
    // on cr�e un comportement qui va appliquer la rotation � l'objet voulu
    // on d�finit la zone sur laquelle va s'appliquer la rotation
    //RotationInterpolator rotatorWinRSpin=new RotationInterpolator(rotationAlphaWinRSpin,WinRSpin, rot, 0.50f,(float)(2.0*Math.PI));
    RotationInterpolator rotatorWinRSpin=new RotationInterpolator(rotationAlphaWinRSpin,WinRSpin, rot, 25,26);
    BoundingSphere boundsWinRSpin=new BoundingSphere(new Point3d((Math.PI / 4.0), 0.0, 0.0), 0.5);
    // boundsWinRSpin.setCenter(new Point3d((Math.PI / 4.0),0,0));
    boundsWinRSpin.setCenter(new Point3d(-10,0,0));
    //boundsWinRSpin.setCenter();
    //test put a t3d to a boundingsphere??
    //Transform3D T3Dbounding = new Transform3D();
    // T3Dbounding.set(new Vector3f(5.00f,0.0f,0.00f));
    //WinRSpin.setTransform(T3Dbounding);
    //end test put a t3d to a boundingsphere, not working
    rotatorWinRSpin.setSchedulingBounds(boundsWinRSpin);
    // test BoundingSphere of BODY BIRD rotatorWinRSpin.setSchedulingBounds(boundsBird);
    WinRSpin.addChild(rotatorWinRSpin);
    //----------------------End de la cr�ation de la rotation--------------------------------
    BirdWingR.addChild(WinRSpin);
    // on cree un cube qui h�rite de la rotation
    //WinRSpin.addChild(new ColorCube(0.5));// de rayon 50 cm
    WinRSpin.addChild(new com.sun.j3d.utils.geometry.Box(.43f,.07f,.22f, primflagsx,apx));
    //End of Rotating WINR
    //////// END comments/////////
    //I commented the following, that was the TEST sinusoidal, rotation which help me understood how to rotate wingR
    // -----------d�but de cr�ation de la rotation--------------------------------------------------
    TransformGroup objSpinxx=new TransformGroup();
    // permet de modifier l'objet pendant l'execution
    objSpinxx.setCapability(TransformGroup.ALL

    Thank you very much!
    I cant believe this little comment has been so helpful!
    But yes it is:
    I explain, despite my efforts to find, googled it, forums, faqs, etc...
    no where it mentionned the manifest.fm file is... INSIDE the .jar!
    Your comment "a zip" made me attempt to open it with winrar, and I found a manifest.fm file inside!
    So far I was editing the one at the "source" of my project and rebuilding it with netbeans.
    I am going to try that now.
    Actually.... :( no its mentionning my main class!
    Manifest-Version: 1.0
    Ant-Version: Apache Ant 1.7.0
    Created-By: 10.0-b19 (Sun Microsystems Inc.)
    Main-class: courseworkjava3d.Simple3D
    Class-Path:
    X-COMMENT: Main-Class will be added automatically by buildWell I have no problems uploading you the .jar, it is for a coursework it is not a private project or whatever:
    http://www.uploading.com/files/CM2LKWYU/BetaCourseworkJava3d_Final.jar.html
    Oh and I felt on your comment "dont ask us" as if I was suppose to know... i'm a beginner, I did not know that! And I tried to give you so many infos so you dont lose your time if you want to help, especially as after my own research I found many, many results for this "main class" and I tried a few solutions!
    Edited by: CupofTea on Apr 13, 2008 3:28 AM

  • Giving a class name and href to shape

    Hello there, is my first time im working whit edge i hope have some help. I created a animation, and in the end of animation there is a computer wich is suppose to be clicked and appear a pop up contact form. So i created a shape whit 0% opacity to be invisible than crea this code to link:
    "window.open("http://www.google.com", "_self");"
    But i have a problem, for my pop up contact form to be trigget this should have a class in my link like this:
    <a class="modalbox" href="#inline">click to open</a>
    so i just need to put my code linke this:
    "window.open("#inline", "_self");"
    But the problem is for my popupbox to be trigger i need to pass the class (modalbox) to the link, does someone have any ideia how coul i achieve it?
    REgards

    Here's a quote from the Java language spec:
    "The hierarchical naming structure for packages is intended to be convenient for organizing related packages in a conventional manner, but has no significance in itself other than the prohibition against a package having a subpackage with the same simple name as a top level type (�7.6) declared in that package."
    So your book was not quite correct, or maybe you just misremembered it (clearly you are typing from memory there). It isn't illegal for a package to have the same name as a class, as in your example. But it is illegal for a package to contain a subpackage and a class with the same name.

  • How to put multiple classes in a single file?

    Hello,
    I'd like to put mutliple classes in a single file. (This
    would be useful for grouping children that are minor extensions of
    parent classes or helper classes that are used by one class only).
    When I tried to put two classes in one file, I got this error
    message:
    5006: An ActionScript file can not have more than one
    externally visible definition: Notation.editField,
    Notation.labelField1
    This is the structure I used. Thanks in advance for your
    help.

    You can declare multiple classes in a single file, but only
    one can be
    within the package declaration. All class declarations
    outside the package
    are invisible to code outside the file.
    package sample
    public class SampleClass
    class SampleClassHelper
    class SampleClassHelper2

  • Can't make «class ctnr» of alias - error message in script

    I'm trying to take Apple's own "Add To File Names" script from a few years back and get it to work in 10.6.x but keep getting this error:
    Can’t make «class ctnr» of alias "Macintosh HD:Library:Scripts:add to names.scpt" into type text.
    I'm not an AppleScript expert by any stretch of the imagination. I'll paste the entire script unedited from Apple:
    Add Prefix-Suffix to File Names
    This script is designed to add a prefix or suffix to files in the front window of the desktop.
    If no folder windows are open, the script will effect items on the desktop.
    Copyright © 2001 Apple Computer, Inc.
    You may incorporate this Apple sample code into your program(s) without
    restriction. This Apple sample code has been provided "AS IS" and the
    responsibility for its operation is yours. You are not permitted to
    redistribute this Apple sample code as "Apple sample code" after having
    made changes. If you're going to redistribute the code, we require
    that you make it clear that the code was descended from Apple sample
    code, but that you've made changes.
    -- The following line is disabled due to a Menu Manager bug
    --set the source_folder to (choose folder with prompt "Pick the folder containing the files to rename:")
    try
    tell application "Finder" to set the source_folder to (folder of the front window) as alias
    on error -- no open folder windows
    set the source_folder to path to desktop folder as alias
    end try
    set the prefixorsuffix to ""
    repeat
    display dialog "Enter the prefix or suffix to use:" default answer the prefixorsuffix buttons {"Cancel", "Prefix", "Suffix"}
    copy the result as list to {the prefixorsuffix, the button_pressed}
    if the prefixorsuffix is not "" then exit repeat
    end repeat
    set the item_list to list folder source_folder without invisibles
    set source_folder to source_folder as string
    repeat with i from 1 to number of items in the item_list
    set this_item to item i of the item_list
    set this_item to (source_folder & this_item) as alias
    set this_info to info for this_item
    set the current_name to the name of this_info
    if folder of this_info is false and ¬
    alias of this_info is false then
    if the button_pressed is "Prefix" then
    set the newfilename to the (the prefixorsuffix & the current_name) as string
    else
    set the newfilename to the (the current_name & the prefixorsuffix) as string
    end if
    my setitem_name(thisitem, the newfilename)
    end if
    end repeat
    beep 2
    on setitem_name(thisitem, newitemname)
    tell application "Finder"
    --activate
    set the parentcontainerpath to (the container of this_item) as text
    if not (exists item (the parentcontainerpath & newitemname)) then
    try
    set the name of this_item to newitemname
    on error the error_message number the error_number
    if the error_number is -59 then
    set the error_message to "This name contains improper characters, such as a colon (:)."
    else --the suggested name is too long
    set the error_message to error_message -- "The name is more than 31 characters long."
    end if
    --beep
    tell me to display dialog the error_message default answer newitemname buttons {"Cancel", "Skip", "OK"} default button 3
    copy the result as list to {newitemname, button_pressed}
    if the button_pressed is "Skip" then return 0
    my setitem_name(thisitem, newitemname)
    end try
    else --the name already exists
    --beep
    tell me to display dialog "This name is already taken, please rename." default answer newitemname buttons {"Cancel", "Skip", "OK"} default button 3
    copy the result as list to {newitemname, button_pressed}
    if the button_pressed is "Skip" then return 0
    my setitem_name(thisitem, newitemname)
    end if
    end tell
    end setitemname

    Any idea how to fix that?
    Try replacing the following three lines:
    else
    *set the newfilename to the (the current_name & the prefixorsuffix) as string*
    *end if*
    with these ones:
    else
    *set name_extension to the name extension of this_info*
    *set P to offset of name_extension in current_name*
    *if P > 0 then*
    *set current_name to text 1 through (P - 2) of current_name*
    *set name_extension to "." & name_extension*
    else
    *set name_extension to ""*
    *end if*
    *set the newfilename to the (the current_name & the prefixorsuffix & name_extension) as string*
    *end if*

  • How to make a loop that changes two different movieclips from visible to invisible every second

    I am writing some code that puzzles me. It may be, because I have a cold or because I've never needed to do anything like this. I want to have two movieclips one is visible and one is not. then one second passes the one that was visible is invisible and the invisible one is visible. What would be the best approach to this, besides handcoding if statements. I know there has to be a faster way and less expensive way than handcoding if statements.
    I'd like to thank anyone who replies in advance .

    this is how i would do it
    package
              import flash.display.MovieClip;
              import flash.display.Sprite;
              import flash.events.TimerEvent;
              import flash.utils.Timer;
              public class Main extends Sprite
                        private var mc1:MovieClip;
                        private var mc2:MovieClip;
                        public function Main()
                                  // create your mc's here
                                  mc1 = new MovieClip();
                                  mc2 = new MovieClip();
                                  mc2.visible = false;
                                  var timer:Timer = new Timer(1000);
                                  timer.addEventListener(TimerEvent.TIMER, loop);
                                  timer.start();
                        private function loop(e:TimerEvent):void
                                  mc1.visible = !mc1.visible;
                                  mc2.visible = !mc2.visible;

  • How to make a UI Element visible or invisible

    Hi,
    I have a dropdown and three input fields in my screen.
    Depending on the value in the drop down only one or two or three input fields can be made visibile or invisible.
    Kindly help me how to make a field invisible?
    Thanks in advance.
    Regards
    Shanthi

    Hi Shanthi,
    1. You will have to create custom Object type or subobject type depending on your requirement. Custom Object type can be created in SPRO-> Cross component -> UI Framework -> Framework definition -> define object type.
    2. Go to configuration tab and create 3 different configurations of your view using different object type/subobject type. First Config will display all the three fields, second would display 2 of 3 and third config to display only one input field.
    3. Go to Get_P_xxx method of your dropdown field and trigger server round trip (An event) to ensure that entire view is loaded every time you select value in dropdown.
    4. Redefine DO_CONFIG_DETERMINATION method from your _IMPL class and here read values in your dropdown field. On the basis of value selected, you can trigger different configurations by using code:
      me->set_config_keys( iv_object_type          = <lv_object_type>
                           iv_object_sub_type      = <lv_subtype>
                           iv_propagate_2_children = abap_true ).
    Hope this helps.
    Regards,
    Bhushan

  • Is it possible to access elements of a view in implementation class?

    Hi,
            In the BSP component workbench, is it possible to manipulate elements of a view (listbox, inputfields etc., hardcoded using htmlb tags) in the methods of view implementation class. For example, I have a inputfield which is initially invisible. I want to make it visible when a particular event is triggered. I wish to code this directly in the event handler method. Can anybody provide some pointers?

    Arun,
    As the UI elements (tags) do only exist during rendering phase a direct access from the view controller is not possible - especially not in the forward-oriented way from within an event handler as  indicated from you in the posting.
    However, it is of course possible to hard-code view layouts; for this approach you can use the BSP view corresponding to the view and code there whatever you like. BSP views can also contain code snippets to achieve dynamic effects. In your example it doesn't look like that you need code at all - you need to preserve the status (visible/ invisible) in a value attribute of a context node and use this value to bind visibility of the input field on the layout.
    In CRM 2007, there are two main tag libraries (aka BSP extensions) being used:
    - THTMLB (single tags, like input field, button, table, ...)
    - CHTMLB (configuration tags; these are available for forms, tables and trees)
    You should always use these tag libraries in the first place to assure common look and feel and avoid rendering issues.
    Best regards
    Peter

Maybe you are looking for

  • A/V synchronization Mac book pro

    Are there adjustments for audio / video synchronization using HDMI video and analog audio?  The a/v is out of synch in my theater.....& the receiver delay adjustment doesn't fix it!!??  Help??

  • Percentage in alv report

    Hi Expert,             In alv report percentage calculation.Here we have a problem, In total column it will adding  the fields        in percentage column, but i want to calculate the percentage in run time.             Example:                      

  • How do I move Photoshop Elements from one computer to another?

    I would just like to clarify first of all that I don't have a disc, and I didn't download it - it came with my computer when I bought it. I've got the serial code and everything, but I can't find a way to download the Photoshop Elements trial so I ca

  • Unable to display a variable value in xml through xsl using coldfusion

    Hi ColdFusion Heroes , Is their any one to help me in this issue . I am new to cold fusion , XML and XSL . Detail Explaination : develoment_files.cfm is a .cfm page , which includes an xml page . development_files_dropdown.xsl is a xsl page . develom

  • Is there an add on to attach a hyperlink to a word or phrase

    Say you are making a comment on a web page or blog and want to attach a hyperlink to a word or phrase - is there an add on for Firefox to do this