Keeping Score

Hey all,
I've conceptionalized the way to create a training DVD with a "questions and answers" format and multiple choice answers directing the viewer to the "you answer is correct" or the "sorry, but the correct answer is...", but I can't think of any way to keep a running score. Any thoughts?

>I think I'll use something like Visio to flowchart the concept and see what it looks like
Somewhat OT, but what is Visio?
I have heard of it before, but have no idea what it is or who makes it, or what it is capable of.
I'm told it can be used not only for flowcharting, but also keeping full tabs on a project including asset signoff, job allocation, workflow - the lot.
Any links would be great.
GPRM are exactly as Ruud describes, and you don't see them in Encore as it deals with all this in the Abstraction Layer - this is the bit between you & the DVD specs, and it is what does the work here.
For full control, and complete access, I would like to see this accessible myself, and so would a lot of other users.
However the downside is that probably 75% of Encore users would not need it, want it and would complain loud & long about it being included. Fact is, you cannot please everyone.
This is where there could possibly be 2 versions of Encore.
A new, full spec version where the AL can be turned off, or at least where full scripting could be allowed. You will really need to understand exactly what you are doing, and have a good knowledge of the specs.
And before anyone tells me that Apple's DVDSP has this already - I know. It also has a lot more bugs.

Similar Messages

  • How to keep score in a simple game?

    Hi - I'm building a simple multiple choice game. There is 5
    questions, each with 2 different answers.
    Which ever answer the user chooses on each question - they
    will either gain or lose money - eg.
    Answer A: Lose £2
    Answer B: Gain £4
    I'm looking for the simplest way I can keep track of the
    users score throughout the game. I've looked at a few quiz
    tutorials but they seem too advanced for what I'm trying to do...
    Thanks.

    To keep track of the user's score you just need to declare a
    variable to hold that value, probably a global variable, and then
    change that variable's value based on a set of rules that you
    define.
    To display the result of the change in the score, you need to
    convert the value of the variable to something that the user can
    use. In your case it looks like you want to show a value in pounds.
    One way to achieve this is to declare a global variable at
    the start of your movie, and then give it an inital value in a
    function at the start of the movie. Something like this in a movie
    script window would work:
    global score
    on startMovie
    score = 0
    end
    Then you will need to set up a method to record the user's
    choice for each question. In that method, probably a behavior
    attached to the answer selectors, you can change the value of the
    global variable.
    Then you will need a text or field member instance on the
    stage to show the score. You can show the result something like
    this:
    member("show score").text = "£" & score
    Be sure to declare the global at every point where you want
    to use it.

  • Keeping Score in a Jeopardy-like way?

    So I want to setup a sort of jeopardy like game in Captivate. So far I think with advanced actions I can accomplish this. However, I'm not sure exactly how to use advanced actions to keep a running total of a score.
    So basically, I'll have a basic Main slide that will contain the game board and the numbers (i.e. Tools for 400), will be buttons basically that won't be obviously so. Selecting them will send you to a quiz/survey slide. I'd like to, with advanced actions, have a text box on the main slide that when a correct answer is given on a quiz slide, that number they won is added to that box on the main slide.  Hopefully that makes sense.
    Also, if anyone has any idea how to make a Quiz slide become just an element of a regular slide so that I can hide/show it instead of sending the user to a new slide, that'd be awesome too. If nothing works, I guess I'll make a flash thing, but I'd like to do it all in Captivate if possible.

    that sounds like the quiz scope problem. 
    Quiz scope is a concept where once you show the first quiz question, you're within the 'scope' of the quiz.  generally you can't move back 'before' the first quiz question, if you're looking at it on the filmstrip.  you can move around all you want within that scope, but not outside of it until you finish the quiz.
    If you have some kind of intro/instruction slide, add/change a 'continue' button.  In the properties panel, go to 'reporting' select 'include in quiz' then deselect 'add to total'.
    This will open up the quiz scope but not actually score the button.
    that should fix it.  should.  not making any promises
    PS - meant to say add the button to the intro/instruction/any slide prior to the game board slide.
    edit:  I was typing my response between your two replies.  Sorry, someone corrupted one of our original source cp files this morning so we're scrambling to try and recover it.  trying to type here and work with my peer might make for some confusing exchanges, but the quiz scope might still fix the scoring problem.
    In the project i have, sorry I can't attach a screen shot, I have
    Slide 1 - intro slide w/ quiz button
    Slide 2 - game board with 5 columns of 7 questions each.
    Slide 3-24 (not done yet) Random question slides pointing to their appropriate question pool.
    Slide 25 - default scoring slide.
    and it does all the things you mention in your original post.  You don't need the random question slides I have in 3-24, it should work with 'regular' quiz questions also.

  • Trying to get AS3 game to keep score of user points and not loop when added to Flash CS4 website

    Here is my scripting (seperated into two pages) the font in red is causing the drama so far:
    package
        import flash.display.Sprite;
        public class Easymind extends Sprite //Class Definition
            private var timer:Timer;
            private var count:uint;
            private var prevCount:uint;
            private var scoreText:TextField;
            private var score:uint;
            public function Easymind () //Constructor function
                init();
            private function init():void
                var gift:Gift = new Gift();
                gift.x = Math.random() * stage.stageWidth; // is the same as (0 to 0.99) * 550
                gift.y = Math.random() * stage.stageHeight;  // is the same as (0 to 0.99) * 576
                addChild(gift);
                scoreText = new TextField();
                scoreText.x = 500;
                scoreText.y = 10;
                scoreText.width = 20;
                addChild(scoreText);
                stage.addEventListener(MouseEvent.MOUSE_DOWN, kill);
                timer = new Timer(5000);
                timer.addEventListener(TimerEvent.TIMER, addGifts);
                timer.start();
            private function addGifts(eTimerEvent)
                prevCount = count;
                count ++;
                for (var i:uint = prevCount; i < count; i++)
                var gift:Gift = new Gift();
                gift.name = "gift" + i;
                gift.x = Math.random() * stage.stageWidth; // is the same as (0 to 0.99) * 550
                gift.y = Math.random() * stage.stageHeight;  // is the same as (0 to 0.99) * 576
                addChild(gift);
            private function giftShower()
                if (this.numChildren > 250)
                    timer.stop();
                    var i:int = this.numChildren;
                    while(i--)
                        removeChildAt(i);
                    addChild(scoreText);
    SECOND ActionSript PAGE
    package
        import flash.display.MovieClip;
        import flash.events.*;
        import flash.utils.Timer;
        import flash.text.*;
        public dynamic class Gift extends MovieClip
            private var dx:Number = Math.random() * 10; // make gift scurry
            private var dy:Number = Math.random() * 10;
            public function Gift ()
                this.gotoAndStop(Math.ceil(Math.random() * 4));
                this.addEventListener(Event.ENTER_FRAME, scurry);   
                stage.addEventListener(MouseEvent.MOUSE_DOWN, kill);
            public function scurry (e:Event)
                if (this.x < 0 || this.x > 550)
                    this.dx *= -1;
                if (this.y < 0 || this.y > 576)
                    this.dy *= -1;
                this.x += this.dx; // make gift scurry
                this.y += this.dy;
            public function die()
                this.removeEventListener(Event.ENTER_FRAME, scurry);
                parent.removeChild(this);
            private function kill (e:MouseEvent):void
                if(e.target is Gift)
                    e.target.die();
                    score += 10;
                    scoreText.text = score.toString();

    and as i mentioned, what's the problem related to that code.  the reason i ask is because that code shouldn't compile.  specifically,
    stage.addEventListener(MouseEvent.MOUSE_DOWN, kill);
                timer = new Timer(5000);
                timer.addEventListener(TimerEvent.TIMER, addGifts);
                timer.start();
    is incorrect.  and
        private function addGifts(eTimerEvent)
                prevCount = count;
                count ++;
                for (var i:uint = prevCount; i < count; i++)
                var gift:Gift = new Gift();
                gift.name = "gift" + i;
                gift.x = Math.random() * stage.stageWidth; // is the same as (0 to 0.99) * 550
                gift.y = Math.random() * stage.stageHeight;  // is the same as (0 to 0.99) * 576
                addChild(gift);
            private function giftShower()
    is incorrect.
    if you don't have a problem with your code compiling, then copy your code and paste it into this forum.

  • Apogee Ensemble - for those keeping score

    I had a very pleasant conversation with Dave at Apogee this morning. His estimate is that shipping is still two to three weeks away. As he said, and as is well-known, the hardware has been ready to go for some time. They are, however, in the process of tweaking and fine-tuning the drivers to make sure that everything is as good as it can be.
    Shipping in two to three weeks. My goodness, I hope so.
    Paul

    the focusrite Saffire PRO 26 i/o, has a lot more of what I need, you can get three for the price of one apogee,thats 78 i/o

  • Help with code for score-keeping with dynamic text box

    Hi All,
    I'm having an actionscript 2.0 problem with keeping score.
    I have a dynamic text box with a variable called score.
    I have the following action code for that variable:
    _root.score = 0;
    For the correct answer button I have this action:
    _root.score = Number (score) +10;
    This works fine to increase the score by 10 for each correct answer.
    The problem is that I can't get an if statement to work for when the score reaches 150 to gotoAndPlay a certain frame. I've tried various syntax, I've tried it on the action for a button and an action for the timeline with: 
    onRelease = function () {
    (My learning game is set up to allow for users to answer up to four extra questions to reach the score of 150).
    Nothing works. Any suggestions please?
    Pam

    Below is a link to a small sample file.  See if you can find anything different between your file and the one linked that might cause yours to not work as desired.
    http://www.nedwebs.com/Flash/AS2_score_sample.fla

  • System variable Quiz Score deducts points when lesson is re-opened (Capt 5.5 with Kallidus LMS)

    I'm trying to get to grips with quizing and reporting, particularly complete/incomplete to check content has been covered. I've set up a small test file that awards 1 point to each 'Next' button. The project works well in the LMS when completed in one go and if the user exits halfway through (LMS does report correctly as Incomplete 50%). The problem occurs when reopening the lesson it shows the score correctly for a moment then deducts points.
    I've also included a user variable in the project to keep score too. I've tried various options e.g. default data tracking, user can skip quiz, etc but the issue remains.
    Pictures below illustrate the problem
    First opened - Top score is user set variable, bottom is system variable cpQuizInfoPointsscored
    Halfaw and re-open - Completed course to halfway and both scores on lesson both at 5. Shut down lesson and re-opened. The system variable showed 5 for about one second then went to 4 whereas the user variable shows the 'correct' score of 5.
    I've looked at the debug file for the LMS and can see that it seems to be behaving as it should i.e calling for postion scores etc and they are correct. Any help appreciated!

    HI Loveesh,
    There’s no recorded content, I just started a new blank project (so no leftovers from other projects either). The problem occurs in the Kallidus LMS imported as scorm 1.2 package.
    Also, finally got it to work in 'Reload Scorm Player' and the lesson acts the same way.
    Happy to share file with you, if you want to have a look it’s only 10 Slides @ 500KB.
    Cheers

  • Change movieClip color or size based on player score

    Hello Everyone,
    My students and I worked throught a nice tutorial on a basic pong game that keeps score (http://as3gametuts.com/2011/03/19/pong-1/). But now we are trying to figure out how to modify a movieclip's color and/or size based on the score. This idea was suggested by one of my students, the tutorial does not provide instructions for the color and/or size change so I figured I'd ask for help here.
    The symbol we want to change is named "paddle" with the instance name of "playerPaddle" and we want to change it based on the value of a var named "playerScore".
    Thanks for your help and have a great day,
    Todd

    Ned,
    Thanks for the reply.
    I want to reduce the playerPaddle by 20% when the playerScore reaches 5.
    also
    I want to change the playerPaddle color to red when the playerScore reaches 2.
    Thanks again for your help,
    Todd
    var ballSpeedX:int = -3;
    var ballSpeedY:int = -2;
    var cpuPaddleSpeed:int = 3;
    var playerScore:int = 0;
    var cpuScore:int = 0;
    init();
    function init():void
              stage.addEventListener(Event.ENTER_FRAME, loop);
    function calculateBallAngle(paddleY:Number, ballY:Number):Number
              var ySpeed:Number = 5 * ( (ballY-paddleY) / 25 );
              trace(ySpeed);
              return ySpeed;
    function updateTextFields():void
              playerScoreText.text = ("Player Score: " + playerScore);
              cpuScoreText.text = ("CPU Score: " + cpuScore);
    function loop(e:Event):void
              if( playerPaddle.hitTestObject(ball) == true ){
                        if(ballSpeedX < 0){
                                  ballSpeedX *= -1;
                                  ballSpeedY = calculateBallAngle(playerPaddle.y, ball.y);
              } else if(cpuPaddle.hitTestObject(ball) == true ){
                        if(ballSpeedX > 0){
                                  ballSpeedX *= -1;
                                  ballSpeedY = calculateBallAngle(cpuPaddle.y, ball.y);
              if(cpuPaddle.y < ball.y - 10){
                        cpuPaddle.y += cpuPaddleSpeed;
              } else if(cpuPaddle.y > ball.y + 10){
                        cpuPaddle.y -= cpuPaddleSpeed;
              playerPaddle.y = mouseY;
              //check if top of paddle is above top of screen
              if(playerPaddle.y - playerPaddle.height/2 < 0){
                        playerPaddle.y = playerPaddle.height/2;
              //check if bottom of paddle is below bottom of screen
              } else if(playerPaddle.y + playerPaddle.height/2 > stage.stageHeight){
                        playerPaddle.y = stage.stageHeight - playerPaddle.height/2;
              ball.x += ballSpeedX;
              ball.y += ballSpeedY;
              //because the ball's position is measured by where its CENTER is...
              //...we need add or subtract half of its width or height to see if that SIDE is hitting a wall
              //first check the left and right boundaries
              if(ball.x <= ball.width/2){ //check if the x position of the left side of the ball is less than or equal to the left side of the screen, which would be 0
                        ball.x = ball.width/2; //then set the ball's x position to that point, in case it already moved off the screen
                        ballSpeedX *= -1; //and multiply the ball's x speed by -1, which will make it move right instead of left
                        cpuScore++; //increase cpuScore by 1
                        updateTextFields();
              } else if(ball.x >= stage.stageWidth-ball.width/2){ //check to see if the x position of it's right side is greater than or equal to the right side of the screen, which would be 550
                        ball.x = stage.stageWidth-ball.width/2; //and set the x position to that, in case it already moved too far of the right side of the screen
                        ballSpeedX *= -1; //multiply the x speed by -1 so that the ball is now moving left
                        playerScore++; //increase playerScore by 1
                        updateTextFields();
              //now we do the same with the top and bottom of the screen
              if(ball.y <= ball.height/2){ //if the y position of the top of the ball is less than or equal to the top of the screen
                        ball.y = ball.height/2; //like we did before, set it to that y position...
                        ballSpeedY *= -1; //...and reverse its y speed so that it is now going down instead of up
              } else if(ball.y >= stage.stageHeight-ball.height/2){ //if the bottom of the ball is lower than the bottom of the screen
                        ball.y = stage.stageHeight-ball.height/2; //reposition it
                        ballSpeedY *= -1; //and reverse its y speec so that it is moving up now

  • Score board for a game show

    Hi all, Ok here goes.
    I need to create a score board for a game show at work for staff.  The score board must keep score on the left and right parts of the screen. score must start as default on 0.  Then every time I press for example the left arrow key the left score must increase by the value of 1 and when I press the right arrow key the left score must decrease by 1.
    Same goes for the right score only with differant keys example up and down keys.  This sounds very simple and I managed to get it to work when I tested with only 1 score, but failed when adding the second score to the picture.
    Please help me out on this as I don't know how to program in flash and I'm not getting any replies from other forums.

    That is AS2 code so you should repost your problem in the AS1/2 forum if you continue to have a problem.  You should try making the other score work again and show the code you are using that is not working.
    Since you have little familiarity with coding, you will do best to not approach coding the way you are.  Putting code "on()" objects is not a good practice.  You should place all the code in the timeline and assign instance names to objects to enable the timeline code to target the objects.
    If you have a button in place merely to support having the code for keyboard interaction processing, then you should do away with that and just have code assigned to deal with the keyboard specifically.  Here's some code that might get you started... if you cannot get it working for you, then please repost your problem in the correct forum.  The code goes in the timeline. Instead of the traces, you would be changing the score values...
    var keyListener:Object = new Object();
    Key.addListener(keyListener);
    keyListener.onKeyDown = function(){
       if(Key.getCode() == 38) trace("up");
       if(Key.getCode() == 40) trace("down");
       if(Key.getCode() == 37) trace("left");
       if(Key.getCode() == 39) trace("right");

  • My mid-2011 MacBook Air bricks itself after 10.7.2 update

    I have a new MacBook Air (11") that was working just great, until today.  Today, I used Software Update to install the updates, which included 10.7.2 as well as the recue partition update.
    I did everything you're supposed to do, and when it rebooted, the gray screen comes up, and it shows the spinny doohickey on the bottom showing that it's working.  Then, suddenly, up pops a big "no" icon (the circle with the slash through it) after about 60 seconds.
    It simply doesn't do anything after that.
    Hard-power-off, wait, power-on, repeat, same thing.
    So I reboot with cmd-R to get the rescue partition. It works fine; I ask it to re-install Mac OS X, which then takes about 45 minutes (argh).  Finally, Mac OS X is back, the machine is nicely booted up, all my files are there, everything is good.. But of course, the reinstall took me back to 10.7.1.
    All I want to do is upgrade my fricking iPhone to IOS 5.0, but I can't do that without knowing I can sync which requires iCloud which of course requires 10.7.2.  So I *have* to re-do the upgrade.
    Back to Software Update, back to installing 10.7.2. And .. 20 minutes later .. back to bricked MacBook Air.
    What a waste of my time. What a failure, Apple. I'm very very very very very unhappy that I've wasted so much time just to update my damned iPhone to IOS 5. I'm still without an update. Now I'm trying to figure out how to move my iTunes to another machine -- not nearly as obvious as it should be.  ARGH. I'm going to throw this MacBook Air off the balcony in about 10 minutes. :-(
    Thanks for listening.
      Steve

    Wow, you're right -- I can't believe it. I just really can't believe they would screw up so badly, yet when I search for "10.7.2 filevault" I don't find more than a couple of articles about it on the web (including this thread). Why on earth wouldn't Apple have put up some kind of warning about this? I can't believe it, really. It's insane.
    On my newly-functional 10.7.2 MBA, I wanted to test your theory and so I turned on filevault 2 and encrypted the main disk again.  It of course wanted me to reboot. So I rebooted. And *blammy* -- same error / boot failure.  Wow.  Also, interestingly, even on a working 10.7.2 system, you can't mount a USB drive that was encrypted using Filevault 2 encryption (in Disk Utility, e.g., as a "Mac OS X, journalled, encrypted" volume that was encrypted with DiskUtility on Lion 10.7.1).  I still have a 10.7.1 machine that I will not upgrade until I can at least decrypt the disk -- but right now, Disk Utility tells me it fails decrypting the external USB disk so I'm hosed!!! ARGH.
    Now, going back to the booting problem after upgrade -- for anyone's reference who's still keeping score -- you can easily recover from the booting problem with upgrading a Filevault 2 root drive: Power-cycle the machine and then hold down cmd-r to bring up the Lion Recovery application.  Within Lion Recovery, choose "Disk Utility", and then click on the (as yet unmounted, still encrypted) root hard drive to select it. Then go to the File menu, and choose "Turn off encryption" for this disk.  It then prompts you for the password, and if you enter it, *blammy* you're back up and running again.
    In my case, the disk had only just begun encrypting so the action was instant, and then once it confirmed the disk was now decrypted, I simply chose "Restart" from the Apple menu, and I was back in business (no hairy re-installs to deal with).  If this is an already-encrypted volume, presumably it'll take you a bit longer (the normal 45-minutes to 2 hours) to decrypt it.  But at least no more installing software -- it'll "just work".
    Maybe I'll go post a simpler version of these instructinos on the other threads, but this is the simplest fix -- just turn off filevault 2 from within Lion Recovery, basically, and that fixes the boot problems.
    Apple, if you're listening, you really really really need to say something to your users so they know. Many many many MBA users are likely to have still not upgraded. You can prevent them from hating you and your products by making sure they don't screw the pooch here.  Short version: Mid-2011 MacBook Airs running Filevault 2 WILL NOT BOOT after 10.7.2 update; so users should turn off Filevault2 before upgrading.
      Steve

  • Any way to disable quiz click boxes from a parent SWF?

    We've got a parent SWF that serves as a navigational shell, allowing users to move between different Captivate slides which are essentially embedded SWFs. Some of these SWFs are Captivate hot spot quizzes. We've run into a fairly significant issue - when a Captivate slide has a click box, it sets up an event listener for that box. Unfortunately, when a user moves off of that SWF, the event listener is still in place (note: we're not actually unloading the SWF, we're simply hiding it and showing the next SWF). Once a user clicks into the new SWF, the following exception gets thrown:
    TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at captivate.veela_as3::rdClickHandler/CheckSpriteClick()
    at captivate.veela_as3::rdClickHandler/CheckAllClicksDown()
    at captivate.veela_as3::rdClickHandler/onMousePress()
    We've narrowed this down to the click boxes and the event listeners associated with them. I need to know if there's some way that our parent SWF can call into the Captivate quiz SWF in order to disable those click boxes once the user moves off of the SWF. I know that we can disable them from within the quiz itself using an advanced action, but I'm just not sure if the same can be done from an external SWF (ideally, we would just call an advanced action from the parent SWF - I have no idea if this is possible).
    Any help would be much appreciated.
    - Terence

    First question, why are you simply hiding and not unloading them?
    If you can hide, I am assuming through a visible false or alpha = 0; then it seems like you would have the ability to relocate them as well, and since the loaded swf is housing its own buttons and hit areas they would move with their parent...
    So a cheap fix if you can access the objects would be to move them out of view, like to
    .x = -5000
    .y = -5000
    That might work...and might be the easiest way to "Re-add them to the stage without losing info, I am assuming the hide and not unload is for keeping score or something?
    You could then move them back to 0,0 if you needed them again...
    might help you

  • I need to make a task with less as3 code and more timeline structure and event dispatcher !

    I went to an interview in a big company. I had to make a  task in which there is a wall with 3 lines and 5 columns filled with bombs.When you click on a bomb the bomb changes its scale, a robot enters, goes under the bomb and takes it, then goes to a smaller wall, makes the bomb smaller and place it at the same place it had been in the previous wall.I made the task with tween througout as3 code.The interviewer told me it was good but i need to make it with the less code possible and with more complex timeline structure and to use event dispatcher.What is the best way to do this ?

    The immediate thing that comes to mind is they might want to see that you can balance work between design teams and development teams.
    To do that, the robots movements (pick up bomb, bomb grows/shrinks, arms/treads/legs moving, sequences of 'doing things') can be timeline based so animators can work on those separate from code.
    Developers would be working on the logic of keeping score, moving the robot around to the correct spot with path detection, collision detection, etc.
    It's very similar to thinking in simple factories (which Flash is good at being automatically with timelines), and a bit of MVC (or just VC in some cases).
    Big companies have lots of different types of employees so you'll probably be very specific in your role so you're efficient.

  • Restoring--Argghh! Why does everything have to be so difficult?

    I have been thrilled with my new iPhone for almost a month now, however it has crashed completely twice over the last couple of days, (Just the Apple Logo even after a Home/Power reset) It crashed once when I connected to computer and instructed it to update all applications (via app store in iphone.) and another time when it was installing a new application from phone(Movies free version), it just sort of tried to auto reboot and got stuck in the process. It took ages to restore and backup.
    The very next day the same thing happened I was out on the road and I had my laptop with me. so a bit of a pain but not too much of a problem I thought, WRONG Why Oh Why can I not restore it without an Internet connection and insisting it needs to connect for the latest software, OK I appreciate Apple might want to update your phone with the latest versions, but surely there should be an option to bypass this. I was left with no phone for the rest of the day. Surely this is an important issue, supposing you landline happens to go down at the same time your iphone, you are then completely stuffed, Why can you not keep the last downloaded update on the computer, or allow a direct backup. Aargghh!!again
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