Jump Forward

I have one of the original ipods -- lately I've been wanting to "jump forward" (or backward) while listening to a language lesson on my ipod. i see buttons for "go to the beginning" and "go to the end". I've tried the tap on the wheel approach but it does nothing. circling the wheel around adjusts the volume.
perhaps this isn't a function that was implemented??
thanks!
G4   Mac OS X (10.4.8)  

I'm not sure about the original iPod model but with newer ones you just click the centre select button once and the bar at the bottom will show a diamond shape. Then use the wheel to scroll quickly back or forward.
Can you do this on the first gen iPod?

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    Hello.
    I need your help.
    I put jump forward button from library in Adobe Director my sprite "Right arrow" and It's not working. How can make to work so that to go next windows?
    -- DESCRIPTION --
    on getBehaviorDescription me
      return \
        "JUMP FORWARD BUTTON" & RETURN & RETURN & \
        "Allows users to retrace their steps after having used the Back button." & RETURN & RETURN & \
        "This behavior works in association with the Jump Back Button, which in turn relies on the Jump to Marker Button and/or Jump to Movie Button behaviors." & RETURN & RETURN & \
        "These behaviors store visited markers in a global variable: gNavigationButtonList. " & \
        "While authoring, the Jump Back Button may take you to other (unconnected) movies where you used the same behavior. " & \
        "If you find this disconcerting, type 'clearGlobals' into the Message Window before you run your current movie." & RETURN & RETURN & \
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        "(Use the Find command, followed by the Replace All button, limiting the search to the current script). " & \
        "Use one set of behaviors for the MIAW and the other for the Stage." & RETURN & RETURN & \
        "PERMITTED MEMBER TYPES:" & RETURN & \
        "Graphic members" & RETURN & RETURN & \
        "PARAMETERS:" & RETURN & \
        "None" & RETURN & RETURN & \
        "ASSOCIATED BEHAVIORS:" & RETURN & \
        "* Jump to Marker Button" & RETURN & \
        "* Jump to Movie Button" & RETURN & \
        "* Jump Back Button" & RETURN & \
        "* Push Button (to alter rollover / mouseDown states)"
    end getBehaviorDescription
    on getBehaviorTooltip me
      return \
        "Use with graphic members." & RETURN & RETURN & \
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        "When the user clicks on a sprite with this behavior the playback head will retrace the steps previously taken in the reverse direction by the Jump Back Button."
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    -- NOTES FOR DEVELOPERS --
    -- The main handler is GoForward, which is triggered by mouseUp.  The Initialize
    -- handlers checks if the global gNavigationButtonList variable has the right
    -- structure, or creates it if it does not already exist.
    -- USE OF 'JUMP BACK/FORWARD BUTTON' BEHAVIORS
    -- Information about what markers have already been visited is stored in a
    -- global variable: gNavigationButtonList.  As a global, this variable is
    -- available to all navigation behaviors, on any sprite in any movie.
    -- gNavigationButtonList has the following structure:
    --   [#stack [...], #index: [...], #forward: [...]]
    -- Each of the subLists has the structure:
    --   [[#frame: <integer>, #movie: <movieName>], [...]]
    -- #index is not currently exploited.  It provides a list of all markers
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    -- a pop-up menu, or to check if a player had visited a particular scene.
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    -- head is appended to the #forward list.  When the 'Forward button'is
    -- activated, this last item is copied to a local variable,then removed from
    -- the #forward list.  Information concerning the current marker is appended to
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    -- USE OF "PUSH BUTTON" BEHAVIOR
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    -- enabled state to indicate whether the #forward list currently contains
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    -- TROUBLE-SHOOTING
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    -- 10 September 1998: written for the D7 Behaviors Palette by James Newton
    --  2 November  1998: all member-swapping removed (use Push Button behavior)
    --  9 November  1998: enabled/disabled state added to Push Button interaction
    --  5 January   2000: updated to D8 <km>
    -- GLOBAL VARIABLE --
    global gNavigationButtonList
    -- PROPERTY --
    property myStateBehavior
    property myState
    -- EVENT HANDLERS --
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      Initialize me
    end beginSprite
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      if myStateBehavior.count() then CheckIfActive me
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      GoForward me
    end mouseUp
    -- CUSTOM HANDLERS --
    on Initialize me --sent by beginSprite 
      -- Error checking: Global variable
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        --    -- Initialize gNavigationButtonList
        gNavigationButtonList = [#stack: [], #forward: [], #index: []]
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        if gNavigationButtonList.ilk <> #propList then
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        else if not gNavigationButtonList.findPos(#stack) then
          ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
        else if not gNavigationButtonList.findPos(#index) then
          ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
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          ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
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      end if
      -- End of error checking
      -- Check for "Push Button" behavior on same sprite
      theSprite       = sprite (me.spriteNum)
      theBehaviors    = theSprite.scriptInstanceList
      myState         = -1
      myStateBehavior = []
      call (#PushButton_GetReference, theBehaviors, myStateBehavior)
    end Initialize
    on CheckIfActive me
      -- Enables/disables the "Push Button" behavior
      forwardCount = count(gNavigationButtonList.forward)
      forwardState = forwardCount <> 0
      if myState   = forwardState then exit
      myState = forwardState
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      forwardCount = count(gNavigationButtonList.forward)
      if not forwardCount then
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      else
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          go theFrame of movie theMovie
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      --   associated with those properties.
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      i = childStringList.count()
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        replacement  = childStringList[i]
        lengthAdjust = dummyString.char.count - 1
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        i = i - 1
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      return parentString
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    -- ERROR CHECKING --
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      behaviorName = string (me)
      delete word 1 of behaviorName
      delete the last word of behaviorName
      delete the last word of behaviorName
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      case data.ilk of
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        #symbol: data = "#"&data
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          tError3 = "[#stack [...], #index: [...], #forward: [...]]"     
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    on isOKToAttach (me, aSpriteType, aSpriteNum)
      tIsOK = 0 
      if aSpriteType = #graphic then
        tIsOK = 1
      end if 
      return(tIsOK) 
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    http://support.apple.com/en-us/HT203351
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