Loading something into a game.

Hey everybody. Ive been trying to load something into my game so that when i reach, lets say 1000 points another powerup comes into the game.
I tried doing the opposite of Unloading something into the game which's actionscript is
onClipEvent{
     if(_root.char.hitTest(this)){
     _root.char.speed=10;
     unloadMovie(this)
Saying that when the char hits this, its speed increases then the powerup goes away. so it worked fine but i wanted to do something that made the powerup come into the game. The actionscript i tried is.
onClipEvent{
     if(_root.score<=1000){
     loadMovie(this)
i didnt give it anything specific to do once it was loaded. but i tried that and it said that it didnt work. i guess load movies and unload movies are totally different. But if anybody could please help me, it would be much appreciated. Thanks =).

ok.  so, if you have:
onClipEvent(enterFrame){
     if(_root.score<=1000){
     loadMovie(this)
it doesn't make sense to use loadMovie(this).
you could use something like:
onClipEvent(enterFrame){
     if(_root.score<=1000&&!_parent.loadStarted){
_parent.loadStarted=true;
     this.loadMovie("somefileyouwantoload.xxx")
but that's really poor coding.  it would far better to use a loop that would and, you could, terminate:
yourMC.onEnterFrame=function(){
if(_root.score<=1000){
this.loadMovie("somefileyouwanttoload.xxx");

Similar Messages

  • Has anyone run into the I/O error 52 when trying to load something from a relative path in extend script?

    I'm having issues when loading something in a relative path through a script, on my computer I have no issues, but on 2 other devices at work, it's not working. Even at home on a PC and mac I haven't run into problems, anyone have insight on this?
    Here's where it fails:
    #include common.jsx
    It's loading this in the same path another script is called from. Thoughts?

    I remembered we have weird permission issues at work. Somewhere between my Home Windows 8 machine(horrible permissions issues with network), my home mac, email and my work computer, some permission got out of whack. The workaround for this was copying the file to my desktop, back to the exact same spot on the network. This resolved all issues.

  • On the zynga game, mafia wars, every time i click on something within the game a get a popup that says "Requested URL not found: 400" all pages load fine it just gives the message every time i click something, how can i stop this?

    on the zynga game, mafia wars, every time i click on something within the game a get a popup that says "Requested URL not found: 400" all pages load fine it just gives the message every time i click something, how can i stop this?

    Sorry, the above thread should have been a "new" post, not a reply post.

  • Load swf into RAM via an asset manager

    Hi.
    I have an AS3 virtual world and we are continually loading external resources such as swfs and sounds.
    A few of my menu screens that take a damn long time to load. Read a tut that said we should load them into RAM using an asset manager.
    I'm assuning the asset manager is simply a Class used specifically for loading and unloading graphics, swfs and sounds. So the important part to ask is:
    What do they mean by loading into RAM.
    I thought all swfs were automatically loaded into RAM ie: cached or in the flash player cache or the browser cache. Or do I have to do it specifically myself with some code. We are importing external files so we thought that was a great idea as they are shared by many games.
    btw: RSLs I have read about but I don't understand. I thought my externally loaded files were RSLs (runtime shared libraries) or would I have to do some physical coding do convert them into RSLs.
    This is so important because I am not very experienced but I am getting a lot better due to help receied in this forum and my current programmer is leaving me. I have been studying up on As3 and design patterns and I understand basic coding a lot better now.
    CHEERS
    EDIT: Just read that I am using a http call. - I use urlloader - well that's what you use isn't it or how would you load an external swf. Just read that you can hold the swf as a variable which loads it in RAM and therefore will be available immediately. Know I don't understand anything as I have never read that anywhere.

    Hi Andrei, nice to see you around here.
    Well, somebody helping me says that normally we make a http request with urlLoader to the server and that is what was happening each time. We weren't getting the cached swf. (that bit I don't understand and doesn't sound right - anyway...)
    So he says if we create a dictionary class to hold that swf then the next time we make a request we will get the movie from there and not from the server.
    I have highlighted the main parts of code below.
    What I don't understand about all this is that I have never seen anything like this in my life. I have read extensively and read all about loading external files and using this type of asset manager with the dictionary class does not ring a bell and goole comes up with nothing.
    I hunch is that as you say, we are doing something wrong somewhere because the only way to get an external file is via urlLoader to the server the first time and then the second time it should look for it cached on our computer is that right? Or when we make the urlLoader request how does it know to look on our computer first before going to the server or are these innner workings of the flash player I know nothing about. This is so important as when I get 10 kids on the computers they wait for as long as 5 minutes for movies that have already been downloaded many times before.
    Cheers in advance.
    package com.Gerry.managers.assetManager
        import flash.display.Loader;
        public class AssetLoader extends Loader
            private var _assetName:String;
            public function AssetLoader()
                super();
            public function get assetName():String
                return _assetName;
            public function set assetName(value:String):void
                _assetName = value;
    The asset manager loading class
    package com.Gerry.managers.assetManager
        import flash.display.Loader;
        import flash.display.LoaderInfo;
        import flash.display.MovieClip;
        import flash.display.Sprite;
        import flash.events.Event;
        import flash.net.URLRequest;
        import flash.utils.Dictionary;
        public class AssetManager extends Sprite
            public static const ASSET_LOADED:String = "assetLoaded";
            private static var _instance:AssetManager;
            private var _assetsLoaded:Dictionary = new Dictionary();
            private var _assetsBeingLoaded:Dictionary = new Dictionary();
            public function AssetManager(pvt:SingletonEnforcer)
             * loads and asset and keeps a reference to the loaded content
             * @param name
             * @return null if the asset is not loaded yet
           public function loadAsset(name:String):MovieClip
                var asset:MovieClip;
                if (_assetsLoaded[name])
                    asset = _assetsLoaded[name];
                else if (_assetsBeingLoaded[name] == null)
                    var skinloader:AssetLoader = new AssetLoader();
                    skinloader.assetName = name;
                    skinloader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadCompleteF);
                    skinloader.load(new URLRequest(name));
                    _assetsBeingLoaded[name] = true;
                return asset;
            protected function loadCompleteF(e:Event):void
                var skin:MovieClip = e.target.content as MovieClip;
                var name:String = ((e.target as LoaderInfo).loader as AssetLoader).assetName;
                _assetsLoaded[name] = skin;
                delete _assetsBeingLoaded[name];
                dispatchEvent(new Event(ASSET_LOADED));
             * gets an instance of the class
             * @return
            public static function get instance():AssetManager
                if (_instance == null)
                    _instance = new AssetManager(new SingletonEnforcer());
                return _instance;
    internal class SingletonEnforcer
    The function inside a class called Screen which is used by menus classes to load their swf menus.
    protected function loadSkin(path:String = null):void
                trace("skin to load: " + path);
                Home.instance.addPreloaderF();
                _path = path + Home.instance.cacheString;
                if (_usingAssetManager)
                    loadSkinFromAssetManager();
                else
                    if (_skinloader.content)
                        _skinloader.unloadAndStop(true);
                    _skinloader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadCompleteF);
                    _skinloader.load(new URLRequest(_path));
            protected function loadSkinFromAssetManager(e:Event = null):void
                _skin = AssetManager.instance.loadAsset(_path);
                //if no skin we have to wait to be loaded it
                if (_skin == null)
                    AssetManager.instance.addEventListener(AssetManager.ASSET_LOADED, loadSkinFromAssetManager);
                else
                    AssetManager.instance.removeEventListener(AssetManager.ASSET_LOADED, loadSkinFromAssetManager);
                    loadCompleteF(null);

  • Problem loading image into texture memory

    Hi there, I am currently porting our new casual PC game over to the iPad using the pfi, the game was written in Flash so the porting process isn't that hard thankfully, it's mainly just optimizing the graphics.
    So far things are going smoothly, I was initially worried about graphical performance, but since we put everything into the GPU that's no longer a concern- it runs super smooth at 60fps at 1024x768, we can have a hundred large bitmaps rotating and alphaing at once with no slowdown.
    However there is one weird problem which is really worrying me at this point- it seems that the speed at which images are loaded into video memory as textures is vastly different depending on what else is being run on the iPad, for example:
    * If I run my game with nothing else in memory, it will run fine at 60fps, and load up large images into texture memory very fast.
    * If I run another App, in this case a Virtual piano app for a while, then close that App via the Home button (so the piano app is still in memory but suspended due to the multitasking), then when I run my game, it will run ok initially, but when I try to load a large (1024x512) image into texture memory it pauses the whole game for several seconds.
    * To make matters worse, if I repeat the same test using the RAGE app from ID software (which is very graphically intense), my game actually slows down to 1 fps and runs extremely slowly as soon as I run it and the frame rate never returns to normal. If I then double-click the home button, shut down RAGE, then go back to my game, it will run fine.
    I have read that sometimes when you load images into texture memory it will have to reclaim that memory from other apps, but that doesnt exaplain why it slows down every time I want to load something, or why the game would slow right down to a crawl.
    So then it seems that having other Apps in memory is slowing down my game, or stopping it from working altogether. Obviously this is not ideal and would stop us from releasing, so is there any way I can stop this, has anyone come across the problem? Please help!
    PS. this problem also happens on an iPhone 4, as I have performed the same tests.

    Hi _mz84
    First thing I noticed, is that you did not close your
    <embed> tag
    <embed src="gallery1.swf" bgcolor="#421628" width="385"
    height="611" wmode="transparent" />
    If that doesn't solve your troubles, try the following
    container.
    <object type="application/x-shockwave-flash" height="611"
    width="385" align="middle" data="gallery1.swf">
    <param name="allowScriptAccess" value="never" />
    <param name="allowNetworking" value="internal" />
    <param name="movie" value="gallery1.swf" />
    <param name="quality" value="high" />
    <param name="scale" value="noscale" />
    <param name="wmode" value="transparent" />
    <param name="bgcolor" value="#421628" />
    </object>
    hope this helps out.

  • "Load files into Photoshop layers" fails to complete CS6

    Hi all,
    Hoping someone can help with the folling problem with Photoshop & Bridge CS6
    When in Bridge, after selecting 6 images (CR2) using the command TOOLS>LOAD FILES INTO PHOTOSHOP LAYERS the first file will load into Photoshop, Photoshop will then generate a second blank layer and then read the second file. At this point the "script" will stop. I am left with a document with 2 layers. The top layer has my first image, the bottom layer is empty.
    At this point when I quit Photoshop I am prompted to save this open document which appears to be the only open document. I choose not to save this as a file. I then get a dialogue box prompting to save another open document. Photoshop has loaded the second file to place as a layer but as the "script" has aborted I am left with an open, but invisible file.
    When I first loaded CS6 on Snow Leopard, it would demonstrate this behaviour every time I attempted to run this command from Bridge.
    I did a clean install on a blank HDD of OSX Lion. Installed CS6. The command worked without fail for about a month.
    Then I would get the command aborting occasionally. Restarting Photoshop would let me continue for a few hours before this aborted script problem would happen again.
    Over the last week it has become more frequent, to a point where this workflow is unusable.
    A restart of Photoshop may fix the problem for the next batch of images, only to fail again soon after, or fail on the first attempt after a relaunch of Photoshop.
    A reboot of my computer will allow my to load one or two sets of files before again failing to complete the command.
    I have tried the following:
    In Photoshop preferences:
    disabling the "Use graphics Processor"
    Increasing or decreasing the amount of RAM available to Photoshop
    Changing the cache levels or changing the cache tile size
    changing the scratch disk
    Trashing the Photoshop preferences file (Photoshop Settings.psp)
    In Bridge
    Purging the cache
    Increasing or decreasing the cache size
    Resetting Bridge preferences (holding Command on launch) and deleting all cache files.
    In general system
    Quitting extra programs (Safari, Thunderbird, iTunes)
    Sometimes this will seem to then allow Photoshop to load a full set of images, only to abort again after a few sets.
    Rebooting the computer - again will work for a few images sets before again failing.
    Now the fact that it worked fine for several weeks without presenting a problem would indicate that it is not a bug.
    The fact that is slowly started happening then became more frequent would indicate something changing slowly over time - a larger cache folder perhaps, although purging known Bridge cache folders has not filed the problem.
    Really at the end of my tether here. Even considering downgrading to CS5 - but don't want to have to use the older Adobe Camera Raw.
    System is as follows:
    Mac Pro 2 x 2.66 Quad Core
    24GB RAM
    ATI Radeon HD 4870 512
    OSX Lion 10.7.4
    I have seen a couple of others have posted having a the same problem, both with CS5 and CS6.
    Hoping someone has an answer.
    Thanks.

    Hi JJMack - I just re-read your post. For some reason I thought you were suggesting to make sure "Open documents in Tabs" was selected, it was. Now I realize you were suggesting to turn it off! As another attemp to solve this problem I did de-select it today. Seemed to work for a good while. I was getting very excited, then, on the last set of images I had to do it displayed the same problem. But, it did go for quite a while without failing, and when it did I was thrashing about trying to make another app active. When loading documents like this - with "Open documents in Tabs" de-selected, Photoshop wants to put the loading images as the front-most window, no matter what other apps (Bridge, email, web etc) I click on in the dock. I think it is related to the bug you described effecting the "load files to stack" command.
    Hopefully Adobe is looking at this - mind you, I have read reports of people having this problem in CS5! Looks like that was never resolved sadly.
    I'll keep testing and post back.
    I am looking to upgrade my video card to see if it's a video memory thing.
    What is very weird though is the fact that this problem didn't present itself until after several weeks of working with this command with no problem. No additional apps installed, nothing changed. Why would it start happening only after a while?
    Thanks again for your suggestion.

  • Adobe Bridge CC 'Tools Load Files Into Photoshop Layers' missing from menu.

    Hi,
    After updated to bridge CC the 'Tools > Load Files Into Photoshop Layers' has simply disappeared from the menu! Is there a plug in that I'm missing or is this something similar to how the Output module works, where you have to install the files manually?
    Thank You

    I uninstalled all Adobe products -> reboot -> reinstall; which didn't work.
    So I had to uninstall all Adobe products again, then use the Adobe Creative Cloud Cleaner, reboot & reinstall everything again; then it finally worked.
    This seems to be a regular thing since the introduction of Adobe CC, almost every new update or new versions breaks functionality & requires a complete uninstall -> reinstall process.

  • Load files into Stack Problems

    So what happen was this. I make GIFs as a hobby. But what happen was that 3 days ago, I opened my Photoshop CS5.1 Extended version 12.1 (x64) and did the usual thing.
    I went to Scripts and to Load Files into Stacks. I loaded my files and pressed OK. So here's the funny part, usually, the pictures will load by itself and eveyrthing will be in order. But what happen was that the layers load to around 6 to 7 layers and everything just disappear. Literally disappear. Like I didn't even load anything. No canvas, no images, nothing. I thought it was a bug or something so I reinstalled my CS5 but the problem remains.
    So I try with my CS6 Extended version 13.0 x64. (That I barely use because I'm still more comfortable with CS5.) And the same thing happens.
    I decided to Google it and nothing comes up. I do not know whether is it my laptop or something went wrong somewhere. This has never happen before for the amount of time I have CS5.
    I even change my scratch disc space. Last time it was on (C) with around 20GB space and nothing happens. So I changed it to my D drive and it has atleast 150GB space. I even tried closing every applications I have to test whether is it something related to my ram. But nothing happens. The problem remains.
    So I require some help because I asked around and it appears that none of my friends knows whats wrong.
    Here's my system information:
    Window 7 Ultimate Service Pack 1
    Intel (R) Pentium (R) CPU B970 @ 2.30GHZ
    6.00 GB Ram
    Running on 64-bit OS
    Graphics:
    Intel(R) HD Graphics Family

    When you start having problems with Photoshop.  Most of the time its because of something external to Photoshop or your user id Photoshop preferences.   Reinstalling Photoshop seldom fixes these problem. For User preferences survive across the reinstall. Third party plug-in may as well. Since you have the problem with both CS5 and CS6 it may have to do with the files your loading into the stack. For that something both version are trying to process.  CS5 and CS6 haves separate Preferences and third party add on must be installed into each though they may share plug-in if you use Photoshop Preferences to and a additional plug-in path and you use the same path for CS5 and CS6.

  • Missing/empty symbols, "Could not load scene into memory. Your document may be damaged." CS6

    Hey folks,
    we've been getting this problem a lot. We had it in Flash CS5.5 and still have it CS6.
    We're animating a series in Flash and this problem keeps cropping up way to often, but seems totally random.
    Basically I'll be working on a .fla saving regular versions through out the day, no problems. I'll close the file down. Then I (or someone else on a different computer) will open it up and I'll get the error msg "Could not load scene into memory. Your document may be damaged." Everything will be fine except for a few missing graphic symbols. Sometimes just the one, sometimes a whole bunch. So where the symbol should be on the stage, instead you get a small white square, but it still contains the animation information. So it will still move about the stage. If I bring in the same symbol from an old scene I can swap them out and the problem is fixed, (until it does it again on a totally different graphic symbol).
    If i select the symbol in the library the preview is white/blank and i can't go into it to edit. When I select the symbol on the stage, the "instance of:" gives me a blank "_ _ _" in the properties tab. How ever if i right click show in library it does show me the correct (although broken as in blank) symbol in the library.
    I havent been able to reproduce this problem on purpose but I'd say it happens in roughly one scene out of 10. Its seems to happen at random, I know there must be something in common but i havent figured out what. Its going on in heavy scenes (large library multipule characters), lite scenes (just the one character). Its not like it happens to the same symbol, different ones each time. Everything is local to the scene, all elements are created in flash. We are working across a network but as everything is local to the scene i don't see how that would be a problem. Also we don't have duplicate named symbols. It also won't necessarily affect something that has been changed since the last version. could be a background element thats been there, untouched since the first version of the scene.
    One point on how we set up our scenes which may be relevant. Start with empty scene, copy and paste symbols from other scenes to populate. Save.
    The problem could appear on say version 4 or version 36. Older versions are usually fine.
    So to sum up. Flash file is fine when we save it, open it up again later and a symbol will have disappeared. It's happening far too often.
    I know how to fix the problem, thats not what I'm asking. I need to know WHY its doing it so we can stop this from happening in the first place.
    Phew! Thanks for reading this far. Any help would be highly appreciated.
    Sander/

    Can you elaborate on how you use the network? Are you working from FLA/XFLs stored on a machine across a network (and saving them across the network)? I had plenty of those issues and Adobe has always warned not to work across a network. I just fell into the habit of copying over what I need to work on locally, then updating the file servers at the end of the day. Nothing was corrupt after that.
    Also lately in CS5.5 (not CS6 yet) I had noticed that I could change some graphics assets, close the document in OS X and open in Windows only to find freshly updated graphics reverted back. What's even more odd is if the OS X machine that made the changes opens it the changes are still made. This happens vice versa as well. My only solution on that was not to work cross-platform with other machines on a network unless absolutely necessary.

  • I have Java set up as a plug in but cann't get into yahoo games. Where is the firefox button when I have the browser open? Only button I see gives me close, resize,

    I have java installed and properly working as a plug in. Why can I not get into Yahoo games and play Card Games? Where is the firefox button when I have the browser open? Only button that looks like anything for firefox allows me to restore, move, size, minimize, maximize, and close. That button is top left hand corner location.

    I recently purchased a second hand new macbook air, although it was second hand to me the previous owner had never actually turned it on.
    Something doesn't make sense here, though I'm not saying the previous owner is lying....
    Time to send your serial # to iTS and let them see what's happening here.
    iTunes Store Support
    http://www.apple.com/emea/support/itunes/contact.html

  • How can I add advertisement code into flash game?

    hi mates,
    just want to ask about loading advertisement code!
    How do you add the advertisement code (adsense) into flash games??
    my site Funny Games have over 5k games but they are getting from others sites thus I have no original files. How can I add more code into the current files?

    Unless the games were pre-made to allow you to specify some variables in the page code or some external file, you won't be having any luck... you cannot add code to the games unless you have the source files, which you apparently don't have.

  • Loading images into memory

    I have an applet that I need to load images into memory. For instance, lets say I am in the first section of the applet. While that section is being showed, I want to load the background image of the second section into memory.
    To load the initial image into momory, I am just using a Mediatracker. No problem there. But I don't want to load all 20 backgrounds into memory at the same time as they take a lot of time. My understanding is that if I create a new MediaTracker while the first chapter is running, it will potentially cause some chaos, as that will stop my thread from running while I have an image loading.
    Somebody told me perhaps I could create a new thread and have that thread load the backgroudn into momory? Perhaps something like this?
    public class TestClass extends JApplet {
         private TestClass thisClass;
         public void init() {
              thisClass = this;
              Runnable r = new Runnable() {
                   public void run() {
                        MediaTracker tracker = new MediaTracker(thisClass);
                        Image nextImage = getImage( getDocumentBase(), getImagePath() +"img1.jpg");
                        tracker.addImage(nextImage,0);
                        try {
                             tracker.waitForID(0);
                        } catch (InterruptedException ie) {
                             System.out.println(ie.toString());
              Thread t = new Thread(r);
              t.setDaemon(false);
              t.start();
              while(t.isAlive()) {
                   int i = 1;     
              t.stop();
              t.destroy();
    }No idea if I am on the right track or not? Another friend told me something about swing helpers but couldn't tell me much more?
    Thanks in advance!

    I use media tracker when I need information about how percent the image is loaded. you can use JLabel to load the images since it has own image observer in it.
    hope you just want to deal with it. easiest way I can offer :)

  • Damaged Flash CC files ("Could not load scene into memory.")

    I just installed Creative Cloud the other day, and had the following problem immediately.
    I create a brand new .FLA and import a few assets from another person's Illustrator CC file, then write some ActionScript for basic interactivity. I can work for hours with that file. But when I save, quit and reopen the file (either 2 seconds later or the next day), I get a warning that says "Could not load scene into memory. Your file may be damaged." The library is empty, no instances of symbols on the stage, nothing. I can't open the file with Flash CS6 or anything: it's shot. I repeated the process several times with brand new Flash files, but always get the same results. I even deleted everything and reinstalled and still got the same results.
    I switched to using Flash CS6, but when I imported artwork from Illustrator CC, I was getting corrupted artwork and periodically I'd get an error that said something to the effect of "You can't import artwork from a newer version of Illustrator into Flash CS 5.5. (WTF? I'm in Flash CS6.)
    Any ideas? I'm on a Mac, OS X 10.8.4. Thanks very much.

    Hi Gregir ,
    Is it possible for you to share the file or the illustrator assets with us? We can take a look and get back on it.
    Can you check the size of the PublishSettings.xml file which would be present after unzipping the zip created from the fla renaming it as .zip.
    Thanks and Regards,
    Sudeshna Sarkar
    Adobe Flash Professional Team

  • Why can't I get into pogo games???

    I have tried to get into pogo games or other game sites and java doesn't seem to want to load. All there is is a white screen with my arrow and a hourglass. Please help - thanks!

    Are you having problems installing Java? If so, you can try an alternate way to get it.
    Go to this page http://java.sun.com/j2se/1.4.2/download.html
    and click on Download J2SE JRE
    (don't click on the ones above that say "J2EE SDK" or "J2SE SDK"
    and follow instructions. This will download a file, save it in your computer (remember where), and then click on it in Windows Explorer to start the installation. after a successful install, the downloaded file can be deleted.

  • Loading xml into relational tables.

    I was wondering if anyone knows of a product/libraries which does the following:
    -Read data from a relational Database (multiple tables) and generate XML files based upon an XML Schema or DTD file?
    -Read XML files and load data into a relational Database.
    -Graphical Interface for performing the maps (perhaps based upon .xslt). ie.... Mapping of the XML Schema to Multiple Database Tables, Performing Joins etc...
    -Ability to connect to any type of Relational database (not just Oracle). Which rules out XML DB.

    This product does look to be ok, however it is missing a couple features that I would like the product to have.
    I would like this product to be able to insert/update data across multiple tables. Being able to do such things as generate foreign key relationships.
    It doesn't seem as though the XML being generated can be customized very easily. Some XML formats I deal with are very complex (such as X12/EDI).
    I would really like a graphical mapper.
    Here is a note from the doc:
    Storing XML Data Across Tables
    Currently the XML SQL Utility (XSU) can only store data in a single table. It maps a canonical representation of an XML document into any table or view. But there is a way to store XML with XSU across tables. You can do this using XSLT to transform any document into multiple documents and insert them separately. Another way is to define views over multiple tables (using object views if needed) and then do the insertions into the view. If the view is inherently non-updatable (because of complex joins), then you can use INSTEAD OF triggers over the views to do the inserts.
    This product looks really good, I was hoping that Oracle had something comparable:
    http://www.hitsw.com/products_services/xml_platform/allora.html

Maybe you are looking for

  • Newly installed Premiere Element 13 won't run.

    I just installed Premiere Element13. The program launches but when I select either "New" or "Existing" project, a pop-up will show with the message"Adobe Premiere Element.exe - No Disk" "Please insert disk in drive D". The pop-up cannot be dismissed

  • Dunning Letters and Customer Statements

    Hi All Our client does not want to send dunning letters and statements on backdated invoices for a particular site or sites. Please any clue on how to go about it? Thanks in advance. Ify

  • Menu Bar Issues

    Alright so, this problem has been going on for some time with my Mac and I just decided to see if i can figure out why it's doing this. For whatever reason nothing appears on my Menu Bar. When I say nothing I mean the Time, Date, Wireless Connection,

  • T430 brightness - Fn and F8/F9 not working

    Stopped working a few days ago, so downloaded and reinstalled the Hotkey driver, installed the new BIOS and updated the Ultranav driver, but to no avail.  Fn and F9 displays the brightness bar at 15, but Fn F8 does nothing at all.  Any idea how to ge

  • Define custom JNDI entry

    Hi, I would like to define an ear/war that is independant of the deployement plateform. That's possible when I use only DataBase or JMS external connectors. In these cases I do it by defining JMS Queue or Data source in my config.xml file and referen