Mess up in code

in the process of working on my code, I made an error somewhere.
    public static void main(String[] args)
          String f;
          float s;
          int q;
          int d;
          int n;
          int p;
          f = "dummy";
         BufferedReader stdin = new BufferedReader(new InputStreamReader(System.in));
          System.out.println("what would you like to convert?");
          System.out.println("d:Dollars or c:Cents");
          System.out.println("ONLY d OR c. ANYTHING ELSE WILL SUMMON KILLER CODING NINJA MONKEYS");
          System.out.println("You have been warned. To continue voids your warranty on life.");
          try
               f = stdin.readLine();
          catch (IOException ioex)
               System.out.println("how did you get here? O.o");
          if (f == "d")
               System.out.println("don't forget the decimal");
               try
                    f = stdin.readLine();
                    s = Float.parseFloat("f");
               catch (IOException ioex)
                    System.out.println("i think its time to start over...");
                    System.exit(1);
          else if (f == "c")
               System.out.println("remember, you don't need decimals");
          else
               System.out.println("what do you think you are doing?");
}for some reason when I enter "d" into the prompt, it says the else section. I can't seem to figure out why it fails, so got any suggestions?
And also, is there anything better than a buffer reader to grab strings and integers?
Thanks,
Agito

agito wrote:
now it gives me
52: incompatible types
found   : java.lang.String
required: boolean
else if ( f = "c")
^
no use the "equals()" method:
else if (f.equals("c"))
  // ...  your code here
}

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    when using mouse to nav" through menus and loading blank page of size 300px x 300 px or size 4320 px x 6480 px.
    rendering slow and 70% of the time when using wacom cintiq 13HD pen display drawing with brush some times lags and not show the lines I am drawing right off.
    I do have some custom shapes installed a lot really.
    and styles and some brushes and Gradients of many different colors and shades.
    the brushes I don't normal keep installed unless working on the same subject type design I was working on the day before.
    but mostly uninstall them when starting a new project.
    I also noticed for some time now since the new releases of the new product of photoshop there is no more PSD preview when opening up files window to view your saved files.
    and I for one want that back in the the program.
    if I am correct I read most of the forums on here in the past and 100% of the users of photoshop wants that back.
    cause using their other means to search for files and open them with is a issue and can't view them as good.
    and the icons for them are too small.
    I know as a photoshop user I can't see that well to see tiny icons like that in their bridge program.
    and I had that on the largest settings to view.
    at least the old PSD previewer method we could see it a lot better by our own windows size of a icons.
    their bridge preview does not go that large and the widow there is not that great either for viewing !
    New issue update:
    just tried to convert 2 files on photoshop and it took a long time to do.
    and then I couldn't convert to raster image at all.
    there was no warning or error messages at all !!
    Personal Note:
    I think adobe is messing up badly and their not doing their job right for programming their messing up more and more every time they add something new to the photoshop program and its updates.
    and when they take something away that was wanted and needed mostly that all users want to keep they ended up messing up the code of their software with loads more errors and issues.
    and you can't tell me photoshop any version of their software is not a memory hog !
    when it does stress alot memory on your video card and needs to use it all up, or it becomes slow and some times freezes.
    you can have a 4gb video card to a 1T + video card and it will still do the same thing.
    theres a alot of issue there with that.
    and I seen and read about loads of users on this forums board and others complain about.
    and even most of them sent in emails to their support to complain about it and they still do nothing to fix that issue.!
    and if photoshop is not a memory hog on the video cards ? how come Gimp and Sketchbook pro and manga studio all work flawlessly and smooth as hell without using as much video card memory as photoshop does ?
    and their designed to use less and still work smoothly.
    and manga studio 5 they have stability program for your brushes to help out with more straight lines and curves and circles and stuff  and photoshop does not ?
    and that can be adjust in the brushes software to have full 100% to 0%...
    and my pc I custom built my self has more power then most brand name desktop pcs on the market for a cheaper price too, cause in most cases with brand name pcs your paying more for the brand name then whats in the product !!!
    so my pc has AMD CPU 8 cores 5.19ghz open all 8 cores.
    32 GB ram and 2gb Radeon R9 XFX 270X video card for now.
    maine hard drive 512Gb SSD samsung and 2nd SSD 128GB samsung 3rd Western digital 2TB HDD.
    Main monitor is ACER 10 point touch screen.
    Art: using wacom cintiq 13HD pen display.
    all drivers for OS and photoshop and wacom devices up to date.
    so any advice would be good please ?

    my cintiq 13HD is not companion Tablet pc.
    my cintiq 13HD is just the pen display !
    see the difference there tablet pc vs pen display.
    all it is, is a 13" HD monitor display with wacoms tech, to draw on it.
    its not a stand alone tablet pc / wacom pen device.
    so the wacom cintiq 13HD pen display monitor will not slow down or effect the programs process speeds at all.
    its the same as a regular HD lcd monitor just smaller.
    this my wacom cintiq 13HD pen/display http://www.wacom.com/en-us/products/pen-displays/cintiq-13-hd
    this wacom cintiq 13HD companion tablet/ped display pc Cintiq Companion 2 | Wacom
    they didn't have the first wacom cintiq 13HD companion tablet on the website anymore so this the only link I have for it.
    but any way if I had the money to spend out on the wacom cintiq 13HD companion tablet pc I would gotten it.
    and used it without attaching it to another pc.
    but the reason I didnt get one right off, is cause it does not have the all the feature for a tablet I would like to have.
    1. WiFi + 3G or 4G LTE.
    2. need more USB ports at least 1 more.
    3. large SSD drive
    4. more physical ram then 4GB.
    5. more processor power then dual core if its dual core. not sure what type they got.
    but most tablets is dual core.
    6. higher memory for video card processor.
    specially for the money your paying for it..rofl
    cause I know your paying out more bucks for the brand name then you are for the parts in stalled in it.
    I custom built desktop pcs for a long while now since 1995. ect.
    and puting a desktop pc together cost less then having to buy a brand name one with less physical ram and video card ram and less SSD and HDD drive space.
    and you get more out of it and cheaper then from retail brand name pc.
    you be able to get and put in more physical ram and install a large SSD drive or HDD drive for cheaper money and even a better video card with more vram and also faster cpu processor speed then brand would have, for even lesser money.
    to be honest I use photoshop for my business I do t-shirt and mousepad designs ect... for as a hobby on cafepress.com and zazzle.com and spreadhsirt.com and designsbyhumans.com ect.
    and I also do themed and art designs for WB,inc.
    and lot of the effects I do for my business and for WB are from and on photoshop for brushes and lighting effects and stuff.
    and with photoshop cc 2014 working so crappy lately like it has been it's starting to piss me off.
    and I am about to file a complaint with the attorney generals office cause of it.
    cause I am paying for the product I need for work and stuff and their not doing anything to fix it.!!!
    I complain to them about in live chat and they did nothing !
    so next step was here the forums board and if nothing here for answers other then the basics.,
    then I file my complaint and take court action.!
    and I will be post about getting other customers to follow and sign up to join the court case.
    and this forums board wow is it slow.
    and I have a 50+ mbps speed my speed is good from maine to ca and lond area networks.

  • Making changes to PHP web pages

    Hi. I am wondering if I can just open a .php file in DW and
    just make text and image changes just as I would an html file. Or
    do I need to know and be able to mess with PHP code to do this.
    Thanks in advance.
    -Bonzojr

    You can edit it as you would any other HTML page. But, if
    it's dynamically
    produced markup, you may not see what you expect to see....
    Murray --- ICQ 71997575
    Adobe Community Expert
    (If you *MUST* email me, don't LAUGH when you do so!)
    ==================
    http://www.dreamweavermx-templates.com
    - Template Triage!
    http://www.projectseven.com/go
    - DW FAQs, Tutorials & Resources
    http://www.dwfaq.com - DW FAQs,
    Tutorials & Resources
    http://www.macromedia.com/support/search/
    - Macromedia (MM) Technotes
    ==================
    "bonzojr" <[email protected]> wrote in
    message
    news:e2t7c8$jdi$[email protected]..
    > Hi. I am wondering if I can just open a .php file in DW
    and just make text
    > and
    > image changes just as I would an html file. Or do I need
    to know and be
    > able to
    > mess with PHP code to do this. Thanks in advance.
    >
    > -Bonzojr
    >

  • Local Testing server and htdocs

    So I have set up apache/php with virtual servers and I'm
    using DW8.
    I may have terminology errors below. Correct me where I'm
    wrong please.
    Example site directory C:/apache/htdocs/site.com/
    The web directory is: C:/apache/htdocs/site.com/htdocs
    however there are other important files hiden below this
    rebroot in "site.com/application" for example
    My work diretory is C:/somewhere else/site.com. While
    developing, I just set the testing server as my webserver and
    posted everything to preview, but know I want to include the
    production server, and try to use my local testing setup correctly.
    I use DW to ftp and edit the site files, including those
    below the webroot, so is set my directories to allow access to
    those files. My annoyance is that when I preview my site it tries
    to pull up the homepage as www.site.dev/htdocs/index.php
    (I use dev to distinguish the local testing server)
    Can I resolve this problem, or can someone explain how to
    effecttively manage your workdirectory, testingserver and
    production server from one DW site? At the moment I'm using two DW
    sites to manage for now.

    Thank you for your answers.
    SnakEyez02 wrote:
    First, this is very possible depending on your theme.  Some of the dyanmic effects in themes use javascript files from the JQuery library as well as other javascript libraries.  Because of this it may not be possible to edit all files.
    How do you think I could check this is true ? I think I need all the files if I wish to edit the theme. Would copying all the remote files locally help clearing this in any way ?
    SnakEyez02 wrote:
    This sounds like a path issue in the code.  I would check there to make sure the path is correct.  Otherwise we would need to see the code.
    I don't know how to check this. When inspecting the page with Live Code, I don't know which html file Dw is showing me on the left. No filename has that grey background like it's pushed... Plus, I don't understand why the path would have changed, since I didn't mess with the code (yet) ?
    SnakEyez02 wrote:
    I have found this to appear when you have friendly/pretty-URLs or mod-rewrite turned on.  In the WordPress web admin, go to Settings->Permalinks and choose the default with the ?p=123 setting.  DW is currently unable to process the rewriting of URLs and it will only recognize the un-SEO-friendly way of reading URLs.
    Ok now I don't understand. When I go to http://localhost/mysite/wp-admin, it shows me the WP logo,
    No Upgrade Required
    Your WordPress database is already up-to-date!
    And a big "continue" button, all of which on the original site (the url is http://www.mysite.com/wp-admin/upgrade.php?_wp_http_referer=%2Fwp-admin%2F). Pressing the button gets me to http://www.mysite.com/.
    Is that because I imported the database from the live site ? I don't know what I did to get that, I used to get to the local WP installation. Could that be a bad database setup ?
    Any idea ?
    Again, thank you a lot for helping me out here !

  • How to create a form for email?

    Hi all,
    I use 1 and 1 for hosting however they do not have a form script available with
    the package I have.
    What is the best way to put a simple form on my site? One that would be for
    entering an email for a free report/newsletter is what I am shooting for?
    I was told there are a couple free wysiwyg ones, however I tried them and when
    you copy the code and use it in DW it does not come out looking very well, or
    at least I couldn't get it to work. So I would like to do it the right way and of
    course the lowest cost way of doing it.
    Any help is greatly appreciated...regards, ..dano

    Hello,
    Yes I have no doubt the code is messed up
    I guess I should start from the beginning. Here is the original code below for the form code that I recieved from
    my hosting Company to use.
    However all I need is the email field and a submit button and not the other fields. That is probably how
    I managed to mess up the code, I was trying to take out the other fields, line it up etc and most likely did a pretty
    good hack job.
    I tried this original code and yes your right it really did mess up the side bar terribly.
    Here is the original code my hosting Co gave me before I made a mess out of it.
    <html xmlns="http://www.w3.org/1999/xhtml">
    <head>
    <title>Contact Us</title>
    <link rel="stylesheet" type="text/css" href="../../css/nms.css" />
    </head>
    <body>
    <form method="post" action="mail.php">
      <table>
       <tr>
        <td>What is your name ?</td>
        <td><input type="text" name="name" /></td>
       </tr>
       <tr>
        <td>What is your e-mail address ?</td>
        <td><input type="text" name="email" /></td>
       </tr>
        <tr>
        <td> Comments:</td>
        <td><textarea name="data" cols=40 rows=6></textarea></td>
        </tr>
       <tr>
        <td colspan="2"><input type="submit" /></td>
       </tr>
      </table>
    </form>
    </body>
    </html>
    Here is my site and where I wanted to put this was on the very top
    of the right side-bar, just above the words Customer Testimonial.  here
    is my site wwwdotselfdefenseproshopdotcom
    Thanks for any help...
    Regards,

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

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

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

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