Making Movies play with Roll Over
Does anyone know how to make a movie roll over button, that
will start and stop were you left off. here are some examples:
http://www.fabchannel.com
http://www.diddy.com/diddy.php
The buttons are at the bottom.
Thanks so much,
GL
it will basically pause the movie on rollOut and resume on
rollOver.
so YES, it will start and play from where it has
stopped
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I'm trying to make a textbox appear in a PDF made in InDesign when the user rolls the cursor over another textbox, and I want it to disappear when the cursor moves off the first textbox. I've tried the following with various setting, and it's just not working for me.
Display a different button on rollover
You can create a hot spot in which clicking or mousing over an object displays another object. To do this, create two buttons, hide one of the buttons, and use the Show/Hide Button action to show and hide the target button.
Create an object to be used as the source button. In the Buttons panel, click the Convert Object To A Button icon.
Place the image you want to be used as the target button, and convert it to a button.
Select the target image and select Hidden Until Triggered at the bottom of the Buttons panel.
The image needs to be hidden in the exported document so that it can be displayed when the source button is moused over or clicked.
Select the source button and create two different actions, one to show the target image and a second to hide the target image.
If you want the image to appear when the mouse hovers over the source button, use the On Roll Over and On Roll Off events. If you want the image to appear when you click the source button and disappear when you release it, use the On Click and On Release events. In either case, use the Show/Hide Buttons action to display and hide the target button. See Make buttons interactive.
Use the Preview panel to test the buttons.Here's more information about what I'm doing.
1. create text box with a little text
2. turn it into a button (Button 1)
3. create another text box with some text
4. turn this into a button (Button 2)
5. check "Hidden Until Triggered" for Button 2
6. For Button 1, select "On Roll Over" for Event
7. For Button 1, click + to add Action and choose "Show/Hide Buttons and Forms"
8. For Button 1, change icon next to Button 2 into eyeball (which I assume makes Button 2 visible on roll over).
9. For Button 1,, select "On Roll Off" for Event
7. For Button 1, click + to add Action and choose "Show/Hide Buttons and Forms"
8. For Button 1, change icon next to Button 2 into crossed-out eyeball (which I assume makes Button 2 invisible on roll off).
8. Export to PDF with modified smallest file size and include bookmarks and hyperlinks and include appearance for interactive elements.
Both buttons are visible in the PDF, and nothing happens with roll over and off.
What am I doing wrong? -
Basically I have a picture of myself... with my head looking at 4 different angles from up to down..
I attached a screenshot...
I want the whole flash mapped so that when you mouse is in the upper portion the head is looking up then when you scroll down a little it switches to a lower picture etc...(i know it won't be smooth transitions)
I don't want this to act as buttons; as in sending you anywhere... just large rollovers... the buttons (Graphics, Vector art etc...) will be there own buttons with roll overs when you get right over them...
Unless its better to combine... But I want the heads to look no matter where you are in that portion of the flash.... and the directing buttons (graphics, vector art, etc...) Just to have a roll over when you right on top of them
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Hope thats not confusing lol
Thanks
Stephen
http://sjcjr.com/Untitled-1.jpgFigured it out
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Flex and roll-over pop-ups.
My application is similar to a map with roll-over/roll-out popup boxes. Instead of a map, it is a process "chart" with about 50 "buttons" (in AS3 they are dynamic MovieClips) in about 50 different charts. In the end there will be about 2500 color-coded roll-over/roll-out popups in 50 different "pages.", each with text and two "buttons" to launch a SWF or a PDF.
Been learning Flex on and off for a year or so and I'm hypothesizing that Flex would make this app more maintainable and possibly more achievable. Can anyone respond in general to the popup and maintenance issues?
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Much thanks!
Doug Edwards -
Hello,
i'm trying to get a sound clip to play when rolling over the
buttons. I was trying to integrate the following function to my
actionscript file, but it ain't working. i have tried many
variations but no luck, any ideas?
thanks
Function:
this.addEventListener(MouseEvent.MOUSE_OVER, playSound);
function playSound(event:MouseEvent):void {
mySoundChannel = mySound.play();
var mySoundReq:URLRequest = new URLRequest("songsample.mp3");
var mySound:Sound = new Sound();
var mySoundChannel:SoundChannel = new SoundChannel();
mySound.load(mySoundReq);
Actionscript file code:
package {
import flash.display.*;
import flash.events.*;
import flash.net.*;
public class sieges extends flash.display.MovieClip{
var debug:Boolean=true;
public const SIEGE_LIBRE:int = 0;
public const SIEGE_SYSTEME:int = 1;
public const SIEGE_USER:int = 2;
var status:int = SIEGE_LIBRE;
// constructeur
public function sieges () {
if (debug) trace("siege:"+this.name);
this.addEventListener(MouseEvent.CLICK, siege_click);
this.addEventListener(MouseEvent.MOUSE_OVER, siege_over);
this.addEventListener(MouseEvent.MOUSE_OUT, siege_out);
siege_init();
// click sur un siege
function siege_click(event:MouseEvent):void {
if (debug) trace("siege_click");
if (this.status == SIEGE_LIBRE) {
user_reservation();
} else if (this.status == SIEGE_USER) {
siege_init();
this.parent.parent["durocher"].enleve_siege(this.name);
// over un siege
function siege_over(event:MouseEvent):void {
if (debug) trace("siege_over");
var request:URLRequest = new
URLRequest("/reservations/images/"+this.name+".jpg");
this.parent["photo"].scaleContent = true;
this.parent["photo"].addEventListener(IOErrorEvent.IO_ERROR,
ioErrorHandler);
this.parent["photo"].load(request);
event.target.alpha = .5;
function siege_out(event:MouseEvent):void {
if (debug) trace("siege_over");
event.target.alpha = 1;
function ioErrorHandler(e:Event):void {
public function siege_init() {
if (debug) trace("siege_init");
this.status = SIEGE_LIBRE;
gotoAndStop(1);
// reservation pour un usager
public function user_reservation () {
if (debug) trace("user_reservation");
this.status = SIEGE_USER;
this.parent.parent["durocher"].reserve_siege(this.name);
gotoAndPlay(10);
// reservation pour le systeme
public function system_reservation () {
if (debug) trace("syste,_reservation");
this.status = SIEGE_SYSTEME;
gotoAndPlay(5);
Actionscript file codedoes playSound() called?
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Multiple audio files play in chapters at the same time, movie plays fine
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This is very strange, difficult to guess the cause... never had such an issue. Normally when the object to which the audio is attached disappears the audio stops. So in your case going to a next slide should stop the audio of the previous slide. Same with object audio.
Do you have the different audio clips (one per slide) in the Library? Could you try to delete the audio on the slide and drag it again from the Library to see if you have the same result? And what happens when you attach the audio clip to an object on the slide (you can create a totally transparent rectangle with no stroke that will not be visible to attach the audio).
Lilybiri -
Making movie clips play in reverse in AS 3.0
Hey all. I'm changing all my files to AS 3.0 because of some
new elements I'd like to use in flash CS4.
Here:
http://www.iaw-atlanta.com/IvyLeague1-13-09.html
I have the menu navigation at the bottom with 4 buttons. When the
buttons are moused over they ascend and when they are moused out
the movie plays in reverse so that they descend. Basically in the
movie clip, I have it stopped as well as gotoAndPlay the next frame
when the button is moused over and then have a script telling it to
reverse when moused out. I know how to do this in AS 2.0 but how
can I translate the script to 3.0?DjPhantasy5,
> Ok thanks, I'll see what he also has to say as well.
Actually, NedWebs pretty much nailed it. :) The approach
you've taken
is an interesting one, because it scales all the way back to
Flash Player 5,
which didn't yet support the MovieClip.onEnterFrame event.
Without that
event, you need something like your "controller" symbol -- a
separate
looping timeline -- to perform code that depends on frame
loops.
Available as of Flash Player 6, that event would allow you
to
consolidate your code a bit by putting it all in a single
frame and avoiding
the extra movie clip symbol. That doesn't mean your approach
is wrong, by
any stretch. In fact, it's good to know your options, because
if you ever
need to publish to Flash Player 5, you'll probably do best to
use the setup
you've taken.
I'll demonstrate onEnterFrame in just a bit, in case you
want to take a
look at that.
>> there's no _root reference in AS3, but you can use a
>> MovieClip(this.parent) (which replaces what _parent
>> used to do) to locate something outside of the
immediate
>> movieclip.
The term "parent," in this context, is technically a
property of the
MovieClip class, which means all movie clips in AS3 have
access to the
"parent" feature, which points to the timeline that contains
the movie clip
in question. Buttons also feature a "parent" property. In
AS2, this
property acted exactly the same, only it was preceeded by an
underscore.
In fact, NedWebs' suggested code works the same in your
existin file.
Instead of this:
// Your existing code ...
if (_root.animation._currentframe>1) {
_root.animation.prevFrame();
this.gotoAndPlay(2)
if (_root.animation._currentframe<=1) {
this.gotoAndStop(1);
... you could be using this:
// Alternative code ...
if (_parent.animation._currentframe>1) {
_parent.animation.prevFrame();
gotoAndPlay(2)
if (_parent.animation._currentframe<=1) {
gotoAndStop(1);
... because from this scope -- that is, from this point of
view -- the
MovieClip._parent property points to the same timeline that
_root does.
That changes, of course, based on how deeply nested the
current scope is.
The term "this" in the above code is optional, because Flash
understands
what scope you're in. From the point of view of this code,
_parent is
understood to refer to the current scope's parent timeline,
just like
gotoAndPlay() is understood to refer to the current scope's
own timeline.
You could precede either of those by "this" or not.
Many people will argue that _root is probably best avoided,
only because
it's a slippery slope. It doesn't always refer to the main
timeline you
think it does, depending on whether or not your SWF is loaded
into another
SWF at runtime. Meanwhile, _parent *always* refers to the
immediately
parent timeline.
So when you look at it that way, this perfectly valid AS2:
if (_parent.animation._currentframe>1) {
... isn't much different at all from its AS3 counterpart:
if (MovieClip(parent).animation.currentFrame>1) {
It would be nicer if you didn't need to cast the parent
reference as a
movie clip here, but if you don't, AS3 doesn't realize that
the scope in
question is a movie clip.
>> You can string them along as...
>> MovieClip(this.parent.parent)
Exactly.
>> Your _currentframe in the the controller becomes
>> currentFrame. That's about it. The rest of what I
>> saw will fly as is.
Not quite. AS3 doesn't support the on() or onClipEvent()
functions, so
you won't be able to attach your code direction to the
button. Instead,
you'll have to put it in a keyframe -- which you can also do
with AS2. It's
a good idea, in any case, because it allows you to put all
your code in one
place, making it easier to find.
Here's a quick note on direct attachment:
http://www.quip.net/blog/2006/flash/museum-pieces-on-and-onclipevent
To convert your existing FLA structure to AS3, you might,
for example,
do this:
animation.buttonMode = true;
animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener(MouseEvent.ROLL_OVER,
overHandler);
function outHandler(evt:MouseEvent):void {
controller.gotoAndPlay(2);
function overHandler(evt:MouseEvent):void {
controller.gotoAndPlay(4);
That takes care of the on(rollout) and on(rollover) code in
your current
version. The first line (buttonMode) is only necessary
because I got rid of
the button symbol and, instead, associated the event handlers
directly with
your animation clip. (Movie clips handle button-style events,
too, so you
don't need the button.) In AS3, event handling is very
straightforward:
you reference the object (here, animation), invoke its
inherited
addEventListener() method, then pass in two parameters: a)
the event to
listen for, and b) the function to perform when that event
occurs.
You can see that spelled out above. In AS2, there are quite
a few ways
to handle events, including on()/onClipEvent(), so it's
harder to know when
to use what approach. For buttons and movie clips, the
princple works the
same as I just showed, but the syntax is different.
Let's take a quick look at reducing all this code by using
the
onEnterFrame event. First, check out this AS2 version:
animation.onRollOut = outHandler;
animation.onRollOver = overHandler;
function outHandler():Void {
this.onEnterFrame = reversePlay;
function overHandler():Void {
this.onEnterFrame = null;
this.play();
function reversePlay():Void {
this.prevFrame();
All of that code would appear in frame 1. You don't need the
controller
movie clip. The animation clip no longer contains an orb
button, because
we're using animation itself as the "button". (You can always
see what
functionality any object has by looking up its class. If
you're dealing
with a movie clip, look up the MovieClip class. See the
Properties heading
to find out what characteristics the object has, see Methods
to find out
what the object can do, and see Events to find out what the
object can react
to.)
In the above code, it's all laid out pretty easily. This is
AS2,
remember. We have two events we're listening for:
MovieClip.onRollOut and
MovieClip.onRollOver. Those events are established for the
animation movie
clip by way of its instance name, and associated with
corresponding custom
functions. The outHandler() function associates yet another
function to the
MovieClip.onEnterFrame event of the animation clip. Very
simply, it
instructs animation to perform the custom reversePlay()
function every time
it encounters an onEnterFrame event. The overHandler()
function kills that
association by nulling it out, and telling animation to play,
via the
MovieClip.play() method. Finally, the reversePlay() function
simply invokes
MovieClip.prevFrame() on the animation clip.
Here's the AS3 version:
animation.buttonMode = true;
animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener(MouseEvent.ROLL_OVER,
overHandler);
function outHandler(evt:MouseEvent):void {
animation.addEventListener(Event.ENTER_FRAME, reversePlay);
function overHandler(evt:MouseEvent):void {
animation.removeEventListener(Event.ENTER_FRAME,
reversePlay);
animation.play();
function reversePlay(evt:Event):void {
evt.target.prevFrame();
It looks wordier, but if you look carefully, you'll see that
it's
essentially the same thing. The main difference is the way
scope works in
AS3. In AS2, there are numerous references to "this", because
the event
handler functions operate in the same scope as the object to
which the
association is made. In AS3, the references aren't to "this",
but rather to
the same animation clip by its *intance name*, because in
AS3, the scope
operates in the same timeline in which the code appears
(namely, in this
case, the main timeline).
In the reversePlay() function, in order to emulate a "this"
sort of
setup, I'm referring to the parameter that gets passed to all
event handler
functions in AS3. I happened to name it "evt" (for event),
but you can call
it what you like. In the case of reversePlay(), the evt
parameter refers to
an instance of the Event class, which has a target property.
The target
property refers to the object that dispatched the event --
happens to be
animation, in this case. So evt.target, in this context,
refers to
animation, which is what I invoke the MovieClip.prevFrame()
method on.
I've uploaded a handful of FLA files to my server. I won't
keep them
there forever ... maybe a couple weeks, as of this post:
http://www.quip.net/RewindTestAS3.fla
http://www.quip.net/RewindTestAS3_new.fla
http://www.quip.net/RewindTestAS2_new.fla
David Stiller
Co-author, ActionScript 3.0 Quick Reference Guide
http://tinyurl.com/2s28a5
"Luck is the residue of good design." -
Yahoo music videos do not play with v4 - rolled back to v3.6 and had no problem
yahoo music videos do not play with v4 - rolled back to v3.6 and had no problems.
DustinMedlam, I have the same exact problem. I started using my Iphone 4S for shooting video about 2 months ago and tranferred them to my Windows machine with Windows 7. I use the clips in Sony Vegas pro 11 and make short movies. I upgraded to ios 6 last week and every video that I shoot with my iphone 4S now is not usable in Quictime or Sony Vegas???? My old videos from before ios 6 play just fine and I can use them in Sony Vegas with no problems. The only way to play the files is with Windows media player. this does me no good as I just began making short films and now I can not use any of the video I have shot since ios 6. I also have a Samsung Galaxy S2 and I shoot video with it and use the clips in Sony Vegas with no issues!?? I can not believe this is not BLOWING up on the internet like the WIFI issue is..... What do we do? All my video gear is for my Iphone not my galaxy S2. This is very annoying. I also notice that no one from Apple response to these support forums. So why are they available?? What a JOKE!
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I want a sound to play when a movie clip rolls over an other movie clip instance. How do I tackle it?
var tl:MovieClip = this;
stop ();
var buzz_snd:Sound=new Sound(sun_mc);
buzz_snd.attachSound ("buzz_id");
var distance:Number = 10;
var keyListener:Object = new Object ();
keyListener.onKeyDown = function ()
if (Key.isDown (Key.LEFT))
sun_mc._x = Math.max (sun_mc._x - distance, 0);
//trace ("move left");
else if (Key.isDown (Key.RIGHT))
sun_mc._x = Math.min (sun_mc._x + distance, 575);
//trace ("move right");
else if (Key.isDown (Key.UP))
sun_mc._y = Math.max (sun_mc._y - distance, 0);
//trace ("move up");
else if (Key.isDown (Key.DOWN))
sun_mc._y = Math.min (sun_mc._y + distance, 570);
//trace ("move down");
//delete the sun with the cloud
for (var i = 1; i <= 6; i++)
if (sun_mc.hitTest (tl["cloud_mc" + i]))
trace ("the sun hit the cloud");
//sun_mc's depth is less than 0, swap into
//an unoccupied removeable depth
sun_mc.swapDepths (1000000);
sun_mc.removeMovieClip ();
//delete an instance of the star with the sun
for (var i = 1; i <= 6; i++)
if (sun_mc.hitTest (tl["star_mc" + i]))
buzz_snd.start ();
trace ("the sun has hit the star_mc movieClip");
star_mc.swapDepths (1000000);
tl["star_mc" + i].removeMovieClip ();
Key.addListener (keyListener);
// This code duplicates and randomly positions new instances
//of the movieClip star_mc
for (var i = 1; i <= 6; i++)
duplicateMovieClip ("cloud_mc", "cloud_mc" + i, i + 6);
_root["cloud_mc" + i]._x = 600 * Math.random ();
_root["cloud_mc" + i]._y = 200 * Math.random ();
for (var i = 1; i <= 6; i++)
duplicateMovieClip ("star_mc", "star_mc" + i, i);
_root["star_mc" + i]._x = 600 * Math.random ();
_root["star_mc" + i]._y = 200 * Math.random ();
var buzz_snd:Sound = new Sound (this);
keyListener.onKeyDown = function ()
trace ("button working");
buzz_snd.attachSound ("buzz_id");
buzz_snd.start (); -
Exporting with alpha for html roll over
I am doing some animations for use on a website. so that when someone rolls over a particular element it would play a 3secong video of a Jack popping out of his box.
The video will be uploaded to the server space specified for the website.
That is the best way/format to export this animation?
Are there thisng other than resolution to consider?Use flash. Render an h.264 and use flash to embed the movie. Any media player is going to give you a player window.
To make it mobile compatible, set your comp's frame rate to something like 6 or 10, make the comp 2X the size of your roll over to accommodate high rez displays, export an animation codec QuickTime with an alpha channel, bring the movie into Photoshop and save an animated gif from the movie. Much easier implementation too. Just use the gif as a roll over image. -
Pb with handCursor when rolling over text embedded in a MC
Hi,
I have a little pb when creating movieClip buttons containing
a textField.
Indeed when rolling over the button, and precisely rolling
over the text contained in my button, the handCursor is replaced by
the normal arrow. How can I prevent that? I mean having the
handCursor displayed over the whole button, not only outside the
textField areas?
If you don't see what I mean, please consider the following
simple code , you will see that when rolling over "HELLO" the
handCursor disaoppears :
import flash.display.MovieClip;
import flash.text.*;
var buttonClip=new MovieClip();
buttonClip.buttonMode=true;
buttonClip.useHandCursor=true;
buttonClip.graphics.lineStyle(1,0x000000,100);
buttonClip.graphics.beginFill(0xaaaaaa,100);
buttonClip.graphics.drawRect(0,0,200,20);
buttonClip.graphics.endFill();
buttonClip.x=50;
buttonClip.y=50;
this.addChild(buttonClip);
var texte=new TextField();
texte.text="HELLO";
texte.selectable=false;
buttonClip.addChild(texte);
Thanks for your help,
PascalI am having a similar problem. I was using MX 2004 and the
hand cursor displayed over the whole movie, even on loaded movies.
On movies that will be loaded over the base_level are loaded the
arrow is never displayed, and is always a hand. When the movies are
viewed separately the arrow changes to hand cursor as it should.
With the exception of the base movie which is always the hand
cursor. I did find code for mx2004 to correct this, but it would
mean that i would need to add code to every instance on the stage
across 6 loadedMovies, and the base level.
Does the CS3 document class correct this action? If so, how
do i find out what code to use. -
Play multiple movie clips - with sound
Hello Forum members,
I am a total new comer in terms of flash and action script,
self-educated and Adobe forum and internet educated. I can now
click a button and stop and start a movie clip, use attachMovie,
and even mute sound in a movie clip (not video). I am currently
using Flash 8, and waiting for CS3 (downloaded a trial, and like it
better than Flash 8).
Enough history - now to my question - I have an application
that had 3 scenes. I read in some Adobe article
"Flash Best Practices" that it was not a good idea to use
scenes in an application. I converted my Scene 2 and Scene 3 into
movie clips.
I figured I could either put each movie clip on a separate
layer in my timeline (mc_scene2, mc_scene3)
and play them, one after the other (did not quite work, more
later). Or...
copy the timelines from the scenes, and add those frames to
my Scene 1, making a application with both scenes staggered one
after the other in the main timeline. Or...
Keep Scene 1 and at the end of scene 1,
attacheMovie("mc_scene2", etc) and when scene 2 was done play and
or attach the final movie clip (mc_scene3).
I could not figure out how to tell when mc_scene2 was done
using the attacheMovie method, so I could then attach mc_scene3,
etc.
How would I be able to tell when one attached or loaded movie
clip is finished, and then start the next one?
Or what is the suggested way to use actionscript to load a
movie, play it, and when the clip is done, load and play the next,
etc.
Thanks for a good forum,
eholz1Hello Again - I guess there is much that I do not understand.
I followed the tip above - or so I thought.
I have "buttons" on my movie clips that play the clip when
clicked.
I have placed stop actions in frame 1 of each movie clip.
I tried placing mc_scene2 and mc_scene3 on their own layer
in the timeline,
and put the code above in my actions layer (Scene 1).
it seems that nothing really works - the _visible property
seems not to work,
etc - I must be doing something wrong. What layer should the
two mc's be
placed?
Thanks for the info
Eholz1
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Please support CameraRoll properly on Android
With some dismay I just tested AIR 16 beta to find that the CamerRoll problems have not been addressed in any way. It still can't load Picassa images on older versions of Android and is comprehensively broken on Android 5. As it is I'm about to relea