Need Help MKVZ enhancement.

Dear gurus
I have added two fields in standard table LFA1. for enhancement in XK01 xk02 and xk03 which is working totally fine like i wanted.
in program RMKKVZ00 t-code MKVZ i want to add my created field in the selection area how to do this.
i can't find the correct position of implicit enhancement area in the program
Regards
Saad Nisar.

no, its not possible ,make a z-program of  RMKKVZ00 add Field ERDAT using LFA1 table. i have tried this standard report S_ALR_87012086  where in u have multiple options for hving the fields in selection screen.

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            System.out.println("You are lost. You are alone. You wander");
            System.out.println("around at the university.");
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            System.out.println(parser.getCommands());
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            // You could replace the previous three lines with the following
            // which use the stack to get the previous room
            // but note that this makes "back" dependent on "stackBack".
            // (If you do it this way you no longer need "temp".
            // currentRoom = previousRoom;
            // previousRoom = previousRooms.peek();
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            System.out.println(currentRoom.getLongDescription());
         * "StackBack" was entered.
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        private void stackBack(Command command)
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                System.out.println("StackBack what?");
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            if (previousRooms.isEmpty()) {
                System.out.println("Can't go StackBack.");
                return;
            // set previous room (for "back")
            previousRoom = currentRoom;
            // set new current room (using stack)
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            System.out.println(currentRoom.getLongDescription());
         * allows a player to take something from the room
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         * "Quit" was entered. Check the rest of the command to see
         * whether we really quit the game.
         * @param command The command entered.
         * @return true, if this command quits the game, false otherwise.
        private boolean quit(Command command)
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                System.out.println("Quit what?");
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            else {
                return true;  // signal that we want to quit
    }class Room
    import java.util.*;
    * Class Room - a room in an adventure game.
    * This class is part of the "World of Zuul" application.
    * "World of Zuul" is a very simple, text based adventure game. 
    * A "Room" represents one location in the scenery of the game.  It is
    * connected to other rooms via exits.  For each existing exit, the room
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         * no exits. "description" is something like "a kitchen" or
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         * @param description The room's description.
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            this.description = description;
            exits = new HashMap<String, Room>();
            items = new ArrayList<Item>();
         * Define an exit from this room.
         * @param direction The direction of the exit.
         * @param neighbor  The room to which the exit leads.
        public void setExit(String direction, Room neighbor)
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         * Gives a short description of the room.
         * @return The short description of the room
         * (the one that was defined in the constructor).
        public String getShortDescription()
            return description;
         * Return a description of the items in the room
         * (Note that this could be combined with getLongDescription, but
         * this way shows better cohesion, and could avoid code duplication
         * for future enhancements.)
         * @return A description of the items in this room
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            String s = new String();
            if (items.size()==0)
                s += "There are no items in this room.\n";
            else {
                s += "The item(s) in the room are:\n";
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         * @return A long description of this room
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         * Return a string describing the room's exits, for example
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        private String getExitString()
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                returnString += " " + exit;
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         * @return The room in the given direction.
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            return exits.get(direction);
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        public boolean hasSecondWord()
            return (secondWord != null);
    }class Parser
    import java.util.Scanner;
    import java.util.StringTokenizer;
    //I read the documentation for String Tokenizer, and I have a few questions relating to a pet project of mine. The //project is to build a boolean algebra simplifer. I would give it a boolean expression and it will simplify it for me.
    //Which is very similar to what this class does. The documentation mentioned a delimiter for separating the tokens.
    //yet I see none here, is the delimiter at default, the space between the words? and if I were to set manually //delimiters, how do I do that?
    //Once I read in the string, should it be Parser's job to execute the boolean simplification part? According the RDD,
    //it shouldn't, but doing so would keep everything in fewer classes and therefore easier to manage, wouldn't it?
    * This class is part of the "World of Zuul" application.
    * "World of Zuul" is a very simple, text based adventure game. 
    * This parser reads user input and tries to interpret it as an "Adventure"
    * command. Every time it is called it reads a line from the terminal and
    * tries to interpret the line as a two word command. It returns the command
    * as an object of class Command.
    * The parser has a set of known command words. It checks user input against
    * the known commands, and if the input is not one of the known commands, it
    * returns a command object that is marked as an unknown command.
    * @author  Michael Kolling and David J. Barnes
    * @version 2006.03.30
    * @author L.S. Marshall
    * @version 1.01 October 9, 2007
    public class Parser
        private CommandWords commands;  // holds all valid command words
        private Scanner reader;         // source of command input
         * Create a parser to read from the terminal window.
        public Parser()
            commands = new CommandWords();
            reader = new Scanner(System.in);
         * Command returns the command typed by the user.
         * @return The next command from the user.
        public Command getCommand()
            String inputLine;   // will hold the full input line
            String word1 = null;
            String word2 = null;
            System.out.print("> ");     // print prompt
            inputLine = reader.nextLine();
            // Find up to two words on the line.
            Scanner tokenizer = new Scanner(inputLine);
            if(tokenizer.hasNext()) {
                word1 = tokenizer.next();      // get first word
                if(tokenizer.hasNext()) {
                    word2 = tokenizer.next();      // get second word
                    // note: we just ignore the rest of the input line.
            // Now check whether this word is known. If so, create a command
            // with it. If not, create a "null" command (for unknown command).
            if(commands.isCommand(word1)) {
                return new Command(word1, word2);
            else {
                return new Command(null, word2);
         * Returns a list of valid command words.
         * @string list of valid command words
        public String getCommands()
            return commands.getCommandList();
    }class CommandWords
    * This class is part of the "World of Zuul" application.
    * "World of Zuul" is a very simple, text based adventure game.
    * This class holds an enumeration of all command words known to the game.
    * It is used to recognise commands as they are typed in.
    * @author  Michael Kolling and David J. Barnes
    * @version 2006.03.30
    * @author L.S. Marshall
    * @version 1.01 October 9, 2007
    public class CommandWords
        // a constant array that holds all valid command words
        private static final String[] validCommands = {
            "go", "quit", "help", "look", "eat", "back", "stackBack",
            "take", "drop",
         * Constructor - initialise the command words.
        public CommandWords()
            // nothing to do at the moment...
         * Check whether a given String is a valid command word.
         * @param aString the command word
         * @return true if it is, false if it isn't.
        public boolean isCommand(String aString)
            for(int i = 0; i < validCommands.length; i++) {
                if(validCommands.equals(aString))
    return true;
    // if we get here, the string was not found in the commands
    return false;
    * Return a string containing all valid commands.
    * @return string of all valid commands
    public String getCommandList()
    String s="";
    for(String command: validCommands) {
    s += command + " ";
    return s;
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            

    right, sorry, that was thoughtless of me.
    class Parser
    import java.util.Scanner;
    import java.util.StringTokenizer;
    //I read the documentation for String Tokenizer, and I have a few questions relating to a pet project of mine. The //project is to build a boolean algebra simplifer. I would give it a boolean expression and it will simplify it for me.
    //Which is very similar to what this class does. The documentation mentioned a delimiter for separating the tokens.
    //yet I see none here, is the delimiter at default, the space between the words? and if I were to set manually //delimiters, how do I do that?
    //Once I read in the string, should it be Parser's job to execute the boolean simplification part? According the RDD,
    //it shouldn't, but doing so would keep everything in fewer classes and therefore easier to manage, wouldn't it?
    * This class is part of the "World of Zuul" application.
    * "World of Zuul" is a very simple, text based adventure game. 
    * This parser reads user input and tries to interpret it as an "Adventure"
    * command. Every time it is called it reads a line from the terminal and
    * tries to interpret the line as a two word command. It returns the command
    * as an object of class Command.
    * The parser has a set of known command words. It checks user input against
    * the known commands, and if the input is not one of the known commands, it
    * returns a command object that is marked as an unknown command.
    * @author  Michael Kolling and David J. Barnes
    * @version 2006.03.30
    * @author L.S. Marshall
    * @version 1.01 October 9, 2007
    public class Parser
        private CommandWords commands;  // holds all valid command words
        private Scanner reader;         // source of command input
         * Create a parser to read from the terminal window.
        public Parser()
            commands = new CommandWords();
            reader = new Scanner(System.in);
         * Command returns the command typed by the user.
         * @return The next command from the user.
        public Command getCommand()
            String inputLine;   // will hold the full input line
            String word1 = null;
            String word2 = null;
            System.out.print("> ");     // print prompt
            inputLine = reader.nextLine();
            // Find up to two words on the line.
            Scanner tokenizer = new Scanner(inputLine);
            if(tokenizer.hasNext()) {
                word1 = tokenizer.next();      // get first word
                if(tokenizer.hasNext()) {
                    word2 = tokenizer.next();      // get second word
                    // note: we just ignore the rest of the input line.
            // Now check whether this word is known. If so, create a command
            // with it. If not, create a "null" command (for unknown command).
            if(commands.isCommand(word1)) {
                return new Command(word1, word2);
            else {
                return new Command(null, word2);
         * Returns a list of valid command words.
         * @string list of valid command words
        public String getCommands()
            return commands.getCommandList();
    }

  • Java using GUI's mixed with opengl... needs help...urgent....

    guys, i need help.... is anyone there have an idea about opengl...? ill attach 4 files that needs to be enhanced or debug for possible errors. to see the canvas... you should have atleast all the needed lib and jar of opengl in your pc.
    its urgent, its for our thesis actually....ill be dividing the codes with the use of (" **** ")sign...
    * Main.java
    * Created on 29 January 2007, 08:12
    * To change this template, choose Tools | Template Manager
    * and open the template in the editor.
    package longgong;
    * @author welcome
    public class Main {
        /** Creates a new instance of Main */
        public Main() {
         * @param args the command line arguments
        public static void main(String[] args) {
            // TODO code application logic here
            frmMain f = new frmMain();
    * frmMain.java
    * Created on November 10, 2006, 10:52 AM
    * To change this template, choose Tools | Template Manager
    * and open the template in the editor.
    package longgong; // create a floder named longgong and add the class inside
    import java.awt.event.*;
    import javax.swing.*;
    import javax.swing.event.*;
    import java.awt.*;
    * @author all user
    public class frmMain extends JFrame implements ActionListener, ChangeListener, ItemListener{
        JPanel pnlWest, pnlEast, pnlCenter, pnlSouth, pnlTitle, pnlSlider, pnlPlayers;
        JSlider slrSpeed;
        JList lstResults;
        String varResults [] = new String[31];
        JLabel lblPlayers, lblTitle;
        JCheckBox lblPlayer1, lblPlayer2, lblPlayer3, lblPlayer4, lblPlayer5, lblPlayer6;
        ImageIcon imgDice1;
        MyCanvas canvas;
        JButton btnStart, btnStop;
        JMenuBar menuBar;
        JMenu menuFile, menuView, menuHelp;
        JMenuItem menuNew, menuExit, menuIn, menuOut, menuHigh, menuPlay, menuAbout;
        boolean isNew = false;
        /** Creates a new instance of frmMain */
        public frmMain() {
            setLayout(new BorderLayout());
            setTitle("Longgong");
            setSize(780,600);
            canvas = new MyCanvas(getSize().width, getSize().height);
            imgDice1 = new ImageIcon("c:\\java\\images\\one.png");
            menuBar = new JMenuBar();
            menuFile = new JMenu("File");
            menuView = new JMenu("View");
            menuHelp = new JMenu("Help");
            menuNew = new JMenuItem ("New Game");
            menuNew.addActionListener(this);
            menuExit = new JMenuItem ("Exit");
            menuExit.addActionListener(this);
            menuIn = new JMenuItem ("Zoom In");
            menuIn.addActionListener(this);
            menuOut = new JMenuItem ("Zoom Out");
            menuOut.addActionListener(this);
            menuHigh = new JMenuItem ("High Score");
            menuPlay = new JMenuItem ("How To Play");
            menuPlay.addActionListener(this);
            menuAbout = new JMenuItem ("About");
            menuAbout.addActionListener(this);
            menuFile.add(menuNew);
            menuFile.add(menuExit);
            menuView.add(menuIn);
            menuView.add(menuOut);
            menuView.add(menuHigh);
            menuHelp.add(menuPlay);
            menuHelp.add(menuAbout);
            menuBar.add(menuFile);
            menuBar.add(menuView);
            menuBar.add(menuHelp);
            setJMenuBar(menuBar);
            varResults[0] = "Dice Results";
            varResults[1] = "1. 3-4-2";
            varResults[2] = "2. 3-1-4";
            varResults[3] = "3. 3-6-5";
            slrSpeed = new JSlider(0, 100, 0);
            slrSpeed.setPaintTicks(true);
            slrSpeed.setMinorTickSpacing(1);
            slrSpeed.setPaintLabels(true);
            slrSpeed.setSnapToTicks(true);
            slrSpeed.addChangeListener(this);
            slrSpeed.setEnabled(false);
            btnStart =  new JButton("Start");
            btnStart.addActionListener(this);
            btnStop =  new JButton("Stop");
            btnStop.addActionListener(this);
            pnlWest = new JPanel();
            pnlEast = new JPanel();
            pnlCenter = new JPanel();
            pnlSouth = new JPanel();
            pnlTitle = new JPanel();
            pnlSlider = new JPanel();       
            pnlPlayers = new JPanel();
            pnlWest.setLayout(new BorderLayout());
            pnlEast.setLayout(new BorderLayout());
            pnlEast.setPreferredSize(new Dimension(100,400));
            pnlCenter.setLayout(new BorderLayout());
            pnlSouth.setLayout(new FlowLayout());
            pnlTitle.setLayout(new FlowLayout());
            pnlSlider.setLayout(new FlowLayout());       
            pnlPlayers.setLayout(new BoxLayout(pnlPlayers,BoxLayout.Y_AXIS));
            pnlPlayers.setPreferredSize(new Dimension(150,400));
            lblPlayers = new JLabel("  Players: Choice (s)");
            lblPlayer1 = new JCheckBox("None");
            lblPlayer1.addItemListener(this);
            lblPlayer2 = new JCheckBox("None");
            lblPlayer2.addItemListener(this);
            lblPlayer3 = new JCheckBox("None");
            lblPlayer3.addItemListener(this);
            lblPlayer4 = new JCheckBox("None");
            lblPlayer4.addItemListener(this);
            lblPlayer5 = new JCheckBox("None");
            lblPlayer5.addItemListener(this);
            lblPlayer6 = new JCheckBox("None");
            lblPlayer6.addItemListener(this);
            lstResults = new JList(varResults);
            pnlPlayers.add(lblPlayers);
            pnlPlayers.add(lblPlayer1);
            pnlPlayers.add(lblPlayer2);
            pnlPlayers.add(lblPlayer3);
            pnlPlayers.add(lblPlayer4);
            pnlPlayers.add(lblPlayer5);
            pnlPlayers.add(lblPlayer6);
            pnlSlider.add(slrSpeed);
            pnlSlider.add(btnStart);
            pnlSlider.add(btnStop);
            pnlEast.add(BorderLayout.CENTER, lstResults);
            pnlCenter.add(BorderLayout.SOUTH, pnlSlider);    
            pnlCenter.add(BorderLayout.CENTER, canvas);    
            lblTitle = new JLabel("LONGGONG DICE GAME SIMULATION");
            pnlTitle.add(lblTitle);
            getContentPane().add(BorderLayout.NORTH,pnlTitle);   
            getContentPane().add(BorderLayout.WEST,pnlPlayers);
            getContentPane().add(BorderLayout.EAST,pnlEast);
            getContentPane().add(BorderLayout.CENTER, pnlCenter);
            getContentPane().add(BorderLayout.SOUTH,pnlSouth);
            setResizable(false);
            canvas.start();
            show();       
        //name change when player is selected
        public void itemStateChanged(ItemEvent e) {
        Object source = e.getItemSelectable();
        int choice;
        if (source == lblPlayer1) {
            if (lblPlayer1.isSelected()) {
                frmChoices fchoices = new frmChoices(lblPlayer1);
        if (source == lblPlayer2) {
            if (lblPlayer2.isSelected()) {
                frmChoices fchoices = new frmChoices(lblPlayer2);
        if (source == lblPlayer3) {
            if (lblPlayer3.isSelected()) {
                frmChoices fchoices = new frmChoices(lblPlayer3);
        if (source == lblPlayer4) {
            if (lblPlayer4.isSelected()) {
                frmChoices fchoices = new frmChoices(lblPlayer4);
        if (source == lblPlayer5) {
            if (lblPlayer5.isSelected()) {
                frmChoices fchoices = new frmChoices(lblPlayer5);
        if (source == lblPlayer6) {
            if (lblPlayer6.isSelected()) {
                frmChoices fchoices = new frmChoices(lblPlayer6);
           // if (e.getStateChange() == ItemEvent.DESELECTED)
            //...make a note of it...
        //slider speed change
        public void stateChanged(ChangeEvent e){      
               canvas.speed(slrSpeed.getValue());
        public void actionPerformed (ActionEvent e){
            if (e.getActionCommand().equals ("Exit")){
                System.exit (0);     
            //connects to frmNew
            if (e.getActionCommand().equals ("New Game")){
                frmNew n = new frmNew(this);   
                lblPlayer1.setText("None");
                lblPlayer2.setText("None");
                lblPlayer3.setText("None");
                lblPlayer4.setText("None");
                lblPlayer5.setText("None");
                lblPlayer6.setText("None");
                isNew = true;
                lblPlayer1.setSelected(false);
                lblPlayer2.setSelected(false);
                lblPlayer3.setSelected(false);
                lblPlayer4.setSelected(false);
                lblPlayer5.setSelected(false);
                lblPlayer6.setSelected(false);
            if (e.getActionCommand().equals ("Start")){
               slrSpeed.setEnabled(true);
               canvas.setRandomDicePosition();
            if (e.getActionCommand().equals ("Stop")){
                slrSpeed.setValue(0);
                slrSpeed.setEnabled(false);
            //ADDED
             if (e.getActionCommand().equals ("New Game")){
               frmNew n = new frmNew(this);           
            if (e.getActionCommand().equals ("Zoom In")){
                canvas.zoomIn();          
            if (e.getActionCommand().equals ("Zoom Out")){
                canvas.zoomOut();          
            if (e.getActionCommand().equals ("How To Play")){
                frmPlay p = new frmPlay();           
            if (e.getActionCommand().equals ("About")){
                frmAbout a = new frmAbout();           
    package longgong;
    // Java  classes
       import java.awt.*;
       import java.awt.event.*;
       import java.net.URL;
    // GL4Java classes
       import gl4java.GLContext;
       import gl4java.awt.GLAnimCanvas;
       import gl4java.utils.textures.*;
       class MyCanvas extends GLAnimCanvas implements KeyListener, MouseListener
         // holds information on which keys are held down.
          boolean[] keys=new boolean[256];
          float     xrot;                    // X Rotation ( NEW )
          float     yrot;                    // Y Rotation ( NEW )
          float     zrot;                    // Z Rotation ( NEW )
          float[] diceRotX = new float[3];
          float[] diceRotY = new float[3];
          float[] diceRotZ = new float[3];
          float[] diceTranX = new float[3];
          float[] diceTranY = new float[3];
          float[] diceTranZ = new float[3];     
          float speedValue;
          Dice[] D;
          float zoom = -15.0f;
          public MyCanvas(int w, int h)
             super(w, h);
             //Registers this canvas to process keyboard events, and Mouse events
             addKeyListener(this);
             addMouseListener(this);  
             setAnimateFps(60); // seemed to be essential in getting any performance
             speedValue=0.0f;
             diceTranX[0] = -2.0f;
             diceTranY[0] = 2.0f;
             diceTranZ[0] = zoom;
             diceTranX[1] = 2.0f;
             diceTranY[1] = 1.0f;
             diceTranZ[1] = zoom;
             diceTranX[2] = 0.0f;
             diceTranY[2] = -2.0f;
             diceTranZ[2] = zoom;
          public void zoomIn(){
              zoom=zoom+1.0f;
           public void zoomOut(){
              zoom=zoom-1.0f;
          public void speed(float s){
            speedValue=s/100;
        /** void reshape(int width, int height) Called after the first paint command.  */  
          public void reshape(int width, int height)
             if(height==0)height=1;
             gl.glViewport(0, 0, width, height);                       // Reset The Current Viewport And Perspective Transformation
             gl.glMatrixMode(GL_PROJECTION);                           // Select The Projection Matrix
             gl.glLoadIdentity();                                      // Reset The Projection Matrix
             glu.gluPerspective(45.0f, width / height, 0.1f, 100.0f);  // Calculate The Aspect Ratio Of The Window
             gl.glMatrixMode(GL_MODELVIEW);                            // Select The Modelview Matrix
             gl.glLoadIdentity();                                      // Reset The ModalView Matrix     
       /** void preInit() Called just BEFORE the GL-Context is created. */  
          public void preInit()
          { doubleBuffer = true; stereoView = false; // buffering but not stereoview
          public void setRandomDicePosition(){
             for (int i=0; i<3; i++){
               D.setCoordinates(diceRotX[i],diceRotY[i],diceRotZ[i],diceTranX[i],diceTranY[i],diceTranZ[i]);
    D[i].getRandomDice();
    /** void init() Called just AFTER the GL-Context is created. */
    public void init()
    //float width = (float)getSize().width;
    //float height = (float)getSize().height;
    D = new Dice[5];
    D[0] = new Dice(this);
    D[1] = new Dice(this);
    D[2] = new Dice(this);
    //initialize dice location
    for (int i=0; i<3; i++){
    D[i].setCoordinates(diceRotX[i],diceRotY[i],diceRotZ[i],diceTranX[i],diceTranY[i],diceTranZ[i]);
    D[i].getRandomDice();
    gl.glEnable(GL_TEXTURE_2D);                              //Enable Texture Mapping ( NEW )
    gl.glShadeModel(GL_SMOOTH); //Enables Smooth Color Shading
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //This Will Clear The Background Color To Black
    gl.glClearDepth(1.0); //Enables Clearing Of The Depth Buffer
    gl.glEnable(GL_DEPTH_TEST); //Enables Depth Testing
    gl.glDepthFunc(GL_LEQUAL); //The Type Of Depth Test To Do
    gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //Really Nice Perspective Calculations
    public void DrawBoundaries(){
    double x,y;
    double radius = 5.0f;
    gl.glLoadIdentity();                                             // Reset The View
    gl.glTranslatef(0.0f,0.0f,zoom-1.0f);
    gl.glRotatef(90.0f,0.0f,0.0f,1.0f);
    gl.glColor3f(0.6f,0.3f,0.3f);
    gl.glBegin(gl.GL_POLYGON);
    // angle is
    // x = radius * (cosine of angle)
    // y = radius * (sine of angle)
    for (double a=0; a<360; a++) {
    x = radius * (Math.cos(a));
    y = radius * (Math.sin(a));
    gl.glVertex3d(x, y, 0.0f);
    gl.glEnd();
    gl.glColor3f(1.0f,1.0f,1.0f);
    public void DrawGLScene()
    gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear The Screen And The Depth Buffer
    DrawBoundaries();
    for (int i=0; i<3; i++){
    D[i].startDiceMovement();
    D[i].setTz(zoom);
    D[i].setSpeed(speedValue);
    D[i].drawDice();
    for (int i=0; i<3; i++){
    //start of loop
    if(i!=0){    
    if (D[0].getMoveLeft()==true){        
    if ( (D[0].getTx()>=D[i].getTx()-1.0f) && (D[0].getTx()<=D[i].getTx()) ){
    if (D[0].getMoveLeft()== true) D[0].setMoveLeft(false);
    else D[0].setMoveLeft(true);
    }else{
    if ( (D[0].getTx()-1<=D[i].getTx()) && (D[0].getTx()-1>=D[i].getTx()-1) ){
    if (D[0].getMoveLeft()== true) D[0].setMoveLeft(false);
    else D[0].setMoveLeft(true);
    if (D[0].getMoveUp()==true){        
    if ( (D[0].getTy()>=D[i].getTy()-1.0f) && (D[0].getTy()<=D[i].getTy()) ){
    if (D[0].getMoveUp()== true) D[0].setMoveUp(false);
    else D[0].setMoveUp(true);
    }else{
    if ( (D[0].getTy()-1<=D[i].getTy()) && (D[0].getTy()-1>=D[i].getTy()-1) ){
    if (D[0].getMoveUp()== true) D[0].setMoveUp(false);
    else D[0].setMoveUp(true);
    }//end of if i!=0
    if(i!=1){    
    if (D[1].getMoveLeft()==true){        
    if ( (D[1].getTx()>=D[i].getTx()-1.0f) && (D[1].getTx()<=D[i].getTx()) ){
    if (D[1].getMoveLeft()== true) D[1].setMoveLeft(false);
    else D[1].setMoveLeft(true);
    }else{
    if ( (D[1].getTx()-1<=D[i].getTx()) && (D[1].getTx()-1>=D[i].getTx()-1) ){
    if (D[1].getMoveLeft()== true) D[1].setMoveLeft(false);
    else D[1].setMoveLeft(true);
    if (D[1].getMoveUp()==true){        
    if ( (D[1].getTy()>=D[i].getTy()-1.0f) && (D[1].getTy()<=D[i].getTy()) ){
    if (D[1].getMoveUp()== true) D[1].setMoveUp(false);
    else D[1].setMoveUp(true);
    }else{
    if ( (D[1].getTy()-1<=D[i].getTy()) && (D[1].getTy()-1>=D[i].getTy()-1) ){
    if (D[1].getMoveUp()== true) D[1].setMoveUp(false);
    else D[1].setMoveUp(true);
    }//end of if i!=1
    if(i!=2){    
    if (D[2].getMoveLeft()==true){        
    if ( (D[2].getTx()>=D[i].getTx()-1.0f) && (D[2].getTx()<=D[i].getTx()) ){
    if (D[2].getMoveLeft()== true) D[2].setMoveLeft(false);
    else D[2].setMoveLeft(true);
    }else{
    if ( (D[2].getTx()-1<=D[i].getTx()) && (D[2].getTx()-1>=D[i].getTx()-1) ){
    if (D[2].getMoveLeft()== true) D[2].setMoveLeft(false);
    else D[2].setMoveLeft(true);
    if (D[2].getMoveUp()==true){        
    if ( (D[2].getTy()>=D[i].getTy()-1.0f) && (D[2].getTy()<=D[i].getTy()) ){
    if (D[2].getMoveUp()== true) D[2].setMoveUp(false);
    else D[2].setMoveUp(true);
    }else{
    if ( (D[2].getTy()-1<=D[i].getTy()) && (D[2].getTy()-1>=D[i].getTy()-1) ){
    if (D[2].getMoveUp()== true) D[2].setMoveUp(false);
    else D[2].setMoveUp(true);
    }//end of if i!=2
    //end of loop for i
    /** void display() Draw to the canvas. */
    // Purely a Java thing. Simple calls DrawGLScene once GL is Initialized
    public void display()
    for(int i=0;i<3;i++){
    glj.gljMakeCurrent(); //Ensure GL is initialised correctly
    DrawGLScene();
    glj.gljSwap(); //Swap buffers
    glj.gljFree(); // release GL
    // Key Listener events
    public void keyTyped(KeyEvent e){
    public void keyPressed(KeyEvent e){
    switch(e.getKeyCode())
    //Kill app
    case KeyEvent.VK_ESCAPE:
    System.exit(0);
    break;
    default :
    if(e.getKeyCode()<250) // only interested in first 250 key codes, are there more?
    keys[e.getKeyCode()]=true;     
    break;
    public void keyReleased(KeyEvent e){
    if(e.getKeyCode()<250) // only interested in first 250 key codes, are there more?
    keys[e.getKeyCode()]=false;
    // mouse listener events
    public void mouseEntered( MouseEvent evt )
    Component comp = evt.getComponent();
    if( comp.equals(this ) )
    //requestFocus();
    public void mouseExited( MouseEvent evt ){
    public void mousePressed( MouseEvent evt ){
    public void mouseReleased( MouseEvent evt ){
    public void mouseClicked( MouseEvent evt )
    Component comp = evt.getComponent();
    if( comp.equals(this ) )
    requestFocus();
    * Dice.java
    * Created on 08 February 2007, 22:26
    * To change this template, choose Tools | Template Manager
    * and open the template in the editor.
    package longgong;
    import java.net.URL;
    import gl4java.GLContext;
    import gl4java.awt.GLAnimCanvas;
    import gl4java.utils.textures.*;
    * @author welcome
    public class Dice {
          GLAnimCanvas glCanvas ;
          URL codeBase;
          int[]texture1 = new int[1]; //Storage for one texture ( NEW )    
          int[]texture2 = new int[1]; //Storage for one texture ( NEW )    
          int[]texture3 = new int[1]; //Storage for one texture ( NEW )    
          int[]texture4 = new int[1]; //Storage for one texture ( NEW )    
          int[]texture5 = new int[1]; //Storage for one texture ( NEW )    
          int[]texture6 = new int[1]; //Storage for one texture ( NEW )    
          float rx;
          float ry;
          float rz;
          float tx;
          float ty;
          float tz;
          float speed;
          boolean txMoveLeft;
          boolean tyMoveUp;
          boolean tzMoveFront;
        /** Creates a new instance of Dice */
        public Dice(GLAnimCanvas g) {
            glCanvas = g;       
            if(!LoadGLTexture("c:\\java\\images\\one.png",texture1)){
                System.out.println("Failed to load Textures,Bailing!");
                System.exit(0);
            if(!LoadGLTexture("c:\\java\\images\\two.png",texture2)){
                System.out.println("Failed to load Textures,Bailing!");
                System.exit(0);
            if(!LoadGLTexture("c:\\java\\images\\three.png",texture3)){
                System.out.println("Failed to load Textures,Bailing!");
                System.exit(0);
            if(!LoadGLTexture("c:\\java\\images\\four.png",texture4)){
                System.out.println("Failed to load Textures,Bailing!");
                System.exit(0);
            if(!LoadGLTexture("c:\\java\\images\\five.png",texture5)){
                System.out.println("Failed to load Textures,Bailing!");
                System.exit(0);
            if(!LoadGLTexture("c:\\java\\images\\six.png",texture6)){
                System.out.println("Failed to load Textures,Bailing!");
                System.exit(0);
            txMoveLeft = true;
            tyMoveUp = true;
         public boolean inCircleBoundaries(float x, float y, float radius)
            float r;       
            r = (float)Math.sqrt((x*x) + (y*y));
            if (r <= radius)
                return  true;
            else
                return false;
        public void setCoordinates(float corRx,float corRy,float corRz,float corTx,float corTy,float corTz){
            rx = corRx;
            ry = corRy;
            rz = corRz;
            tx = corTx;
            ty = corTy;
            tz = corTz;
        public void getRandomDice(){
            int num = (int)(Math.random() * 6);
            if (num==1){
                rx=0.0f;
                ry=0.0f;
                rz=0.0f;
            else if (num==2){
                rx=90.0f;
                ry=0.0f;
                rz=0.0f;
            else if (num==3){
                rx=0.0f;
                ry=-90.0f;
                rz=0.0f;
            else if (num==4){
                rx=0.0f;
                ry=90.0f;
                rz=0.0f;
            else if (num==5){
                rx=-90.0f;
                ry=0.0f;
                rz=0.0f;
            else{
                rx=180.0f;
                ry=0.0f;
                rz=0.0f;
        public float getTx(){
            return tx+0.5f;
        public float getTy(){
            return ty+0.5f;
        public float getTz(){
            return tz+0.5f;
        public void setTz(float z){
            tz=z;
        public boolean getMoveLeft(){
            return txMoveLeft;
        public boolean getMoveUp(){
            return tyMoveUp;
        public void setMoveLeft(boolean m){
            txMoveLeft = m;
        public void setMoveUp(boolean m){
            tyMoveUp = m;
        public void startDiceMovement(){    
            if (txMoveLeft==true) {
                tx+=speed;           
            else {
                tx-=speed;
            if (tyMoveUp==true) {
                ty+=speed;
            else {
                ty-=speed;
            ry+=(speed*4);
            rx+=(speed*4);
            //rz+=(speed*2);
            //tx+=speed;
            //ty+=speed;
            //tz+=speed;             
         if (inCircleBoundaries(tx,ty,3.5f)==false) {  
            if (tx>=3.0f) txMoveLeft = false;
            if (tx<=-3.0f) txMoveLeft = true;
            if (ty>=3.0f) tyMoveUp = false;
            if (ty<=-3.0f) tyMoveUp = true;
        public void setSpeed(float s){
            speed = s;
         public void drawDice(){        
             glCanvas.gl.glLoadIdentity();                                             // Reset The View
             glCanvas.gl.glTranslatef(tx,ty,tz);
             glCanvas.gl.glRotatef(rx,1.0f,0.0f,0.0f);
             glCanvas.gl.glRotatef(ry,0.0f,1.0f,0.0f);
             glCanvas.gl.glRotatef(rz,0.0f,0.0f,1.0f);
             glCanvas.gl.glBindTexture(glCanvas.gl.GL_TEXTURE_2D, texture1[0]);        
             glCanvas.gl.glBegin(glCanvas.gl.GL_QUADS);        
                // Front Face
             glCanvas.gl.glTexCoord2f(0.0f, 0.0f); glCanvas.gl.glVertex3f(-1.0f, -1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 0.0f); glCanvas.gl.glVertex3f( 1.0f, -1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 1.0f); glCanvas.gl.glVertex3f( 1.0f,  1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 1.0f); glCanvas.gl.glVertex3f(-1.0f,  1.0f,  1.0f);
             glCanvas.gl.glEnd();
             glCanvas.gl.glBindTexture(glCanvas.gl.GL_TEXTURE_2D, texture6[0]);
             glCanvas.gl.glBegin(glCanvas.gl.GL_QUADS);        
               // Back Face          
             glCanvas.gl.glTexCoord2f(1.0f, 0.0f); glCanvas.gl.glVertex3f(-1.0f, -1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 1.0f); glCanvas.gl.glVertex3f(-1.0f,  1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 1.0f); glCanvas.gl.glVertex3f( 1.0f,  1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 0.0f); glCanvas.gl.glVertex3f( 1.0f, -1.0f, -1.0f);
             glCanvas.gl.glEnd();
             glCanvas.gl.glBindTexture(glCanvas.gl.GL_TEXTURE_2D, texture2[0]);
             glCanvas.gl.glBegin(glCanvas.gl.GL_QUADS);        
                // Top Face
             glCanvas.gl.glTexCoord2f(0.0f, 1.0f); glCanvas.gl.glVertex3f(-1.0f,  1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 0.0f); glCanvas.gl.glVertex3f(-1.0f,  1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 0.0f); glCanvas.gl.glVertex3f( 1.0f,  1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 1.0f); glCanvas.gl.glVertex3f( 1.0f,  1.0f, -1.0f);
             glCanvas.gl.glEnd();
             glCanvas.gl.glBindTexture(glCanvas.gl.GL_TEXTURE_2D, texture5[0]);
             glCanvas.gl.glBegin(glCanvas.gl.GL_QUADS);        
                // Bottom Face
             glCanvas.gl.glTexCoord2f(1.0f, 1.0f); glCanvas.gl.glVertex3f(-1.0f, -1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 1.0f); glCanvas.gl.glVertex3f( 1.0f, -1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 0.0f); glCanvas.gl.glVertex3f( 1.0f, -1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 0.0f); glCanvas.gl.glVertex3f(-1.0f, -1.0f,  1.0f);
             glCanvas.gl.glEnd();
             glCanvas.gl.glBindTexture(glCanvas.gl.GL_TEXTURE_2D, texture3[0]);
             glCanvas.gl.glBegin(glCanvas.gl.GL_QUADS);        
                // Right face
             glCanvas.gl.glTexCoord2f(1.0f, 0.0f); glCanvas.gl.glVertex3f( 1.0f, -1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 1.0f); glCanvas.gl.glVertex3f( 1.0f,  1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 1.0f); glCanvas.gl.glVertex3f( 1.0f,  1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 0.0f); glCanvas.gl.glVertex3f( 1.0f, -1.0f,  1.0f);
             glCanvas.gl.glEnd();
             glCanvas.gl.glBindTexture(glCanvas.gl.GL_TEXTURE_2D, texture4[0]);
             glCanvas.gl.glBegin(glCanvas.gl.GL_QUADS);        
                // Left Face
             glCanvas.gl.glTexCoord2f(0.0f, 0.0f); glCanvas.gl.glVertex3f(-1.0f, -1.0f, -1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 0.0f); glCanvas.gl.glVertex3f(-1.0f, -1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(1.0f, 1.0f); glCanvas.gl.glVertex3f(-1.0f,  1.0f,  1.0f);
             glCanvas.gl.glTexCoord2f(0.0f, 1.0f); glCanvas.gl.glVertex3f(-1.0f,  1.0f, -1.0f);
             glCanvas.gl.glEnd();
          public boolean LoadGLTexture(String fileName, int textureNumber[])
             PngTextureLoader texLoader = new PngTextureLoader(glCanvas.gl, glCanvas.glu);
             if(codeBase!=null)  
                texLoader.readTexture(codeBase, fileName);
             else
                texLoader.readTexture(fileName);
             if(texLoader.isOk())
                //Create Texture
                glCanvas.gl.glGenTextures(1, textureNumber);
                glCanvas.gl.glBindTexture(glCanvas.gl.GL_TEXTURE_2D, textureNumber[0]);
                glCanvas.gl.glTexParameteri(glCanvas.gl.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        

    ill attach 4 files that needs to be
    enhanced or debug for possible errors. i hate to break it to you, but even if you post this for the seventh time, finding and fixing errors in your code remains your task.

  • Need help choosing optimal hardware for a laptop that will run AE CS5

    BACKGROUND INFO (Questions listed below)
    I need some help figuring out the best hardware configuration for a new laptop. I’m a student at a design school and I will be using the laptop to mainly run After Effects and to a lesser extent Photoshop and Illustrator. I don’t need to worry about 3D rendering software or Premier Pro. I am primarily interested in getting the best performance during editing. I am not looking for the best performance for final output. I would prefer to sacrifice final output times for better editing/interface performance.
    I will be working with standard definition content and perhaps HD up to 720p on occasion. I do not need to operate in resolutions higher than 720p. My projects are generally animation and use many sources and many layers.
    I’ve been reading up on optimal hardware configurations for CS5 but my understanding is still a little foggy and I would like to use this thread to figure out how to build the best machine for my budget. The budget is about $1400 to $1600 CANADIAN after tax.
    I DON’T need help finding the laptop. I will search for it on my own. I just need to understand the best hardware to purchase within my budget.
    I realize that it is probably impossible to buy the laptop I want with the hardware configuration I need “off the shelf”. Instead I will be looking for a good base model (~$900-$1100) and I will purchase the necessary hardware upgrades separately. I will not be purchasing a Mac.
    Right now I’m thinking of a machine built something like this:
    - 15”-16” screen (17” models are too big/heavy)
    - Mid to high end i5 processor OR entry level i7 quad core
    - 8GB RAM (I would go to 12GB, but it’s hard to find a 15”-16” laptop with 3 memory slots)
    - SSD to replace HDD (However, if possible, I would like a laptop with dual HDD support or swap the optical drive for another HDD. If I had access to 2 drives, I would have and HDD/SSD combo).
    - Medium/high end NVIDIA GPU to take advantage of OpenGL while editing.
    QUESTIONS
    1) Does the “Render Multiple Frames Simultaneously” option enhance general editing performance (applying filters, scrubbing through the timeline, reverting history states)? Or does it ONLY help speed up RAM previews and final output? Does it reduce the length of RAM previews?
    1b) Is this option even necessary to enable on 64bit systems? (As far as I understand it was used to solve a problem where 32bit systems/software would only recognize 4GB of RAM per instance of AE).
    1c) If I turn this option on to help with RAM previews, would I be hindering general editing performance in any way? Or does this option have basically zero drawbacks?
    2) How come “Actual CPUs that will be used” will read 0 even if the sum total of RAM assigned to the CPUs plus the RAM reserved for other applications is less than the total available system RAM (on a 64bit system)? For example, I currently have 4GB RAM and 2 installed CPUs. I have 1.5GB reserved for other programs and when I set 0.75GB per CPU both CPUs are used. However when I set 1GB per CPU then 0 CPUs are used, even though the total RAM adds up to only 3.5GB.
    CPU
    3.) Considering the fact that I am more concerned with smooth performance while editing rather than final output speeds, would it be better to get a dual core i5 clocked around 2.5 or a quad core i7 clocked around 1.8?
    4.) What is the difference between an i3 and an i5 processor even if they are clocked at the same speed? How does an i5 460M compare on the grand scheme of things?
    RAM
    6.) Should the quantity of RAM that I get (8GB vs 12GB) be based on the number of cores in my CPU? If so, how should I be calculating optimal RAM based on # of cores. Should I also be counting threads, or just actual physical cores?
    STORAGE/SWAP
    7.) Should I replace the HDD with an SSD? I'm looking for snappy interface performance while editing. I would think that if the RAM fills up it would be best to have the SSD for scratch/cache.
    8.) What performance benchmarks are most important when considering an SSD for After Effects? (4k writes? IOs per second? Max read/write?)
    9.) I can afford the OCZ Vertex2 120GB SSD. Would this be a good choice if an SSD is recommended?
    10.) Would it be better to have 8GB of RAM and an SSD, or 12GB of RAM and an HDD? Explain why.
    GPU
    10.) After Effects utilizes OpenGL to enhance editing performance. I will not really be using Premier Pro, so catering to the CUDA Mercury Engine is not a concern. Do high end gaming cards provide significant gains in OpenGL performance? Or do OpenGL performance gains taper off around the mid-range GPUs? (i.e. can you justify buying a high end GTX 260M graphics card for enhanced editing performance versus an "entry level" dedicated card like the 310M?)
    11.) What hardware specs are most important when considering a GPU for editing performance in AE? (Memory size? # of Pixel shaders? Core speed? Shader speed?)
    Thanks so much for any answers you can offer to these questions.

    Please make sure that you've read through this page and what it points to.
    > 1) Does the “Render Multiple Frames Simultaneously” option
    enhance general editing performance (applying filters, scrubbing through
    the timeline, reverting history states)? Or does it ONLY help speed up
    RAM previews and final output? Does it reduce the length of RAM
    previews?
    It only increases rendering speed for RAM previews and rendering for final output. In After Effects CS5, it doesn't decrease the length of RAM previews. (In CS4, it does.)
    1b) Is this option even necessary to enable on 64bit
    systems? (As far as I understand it was used to solve a problem where
    32bit systems/software would only recognize 4GB of RAM per instance of
    AE).
    You misunderstood. Yes, it's still relevant on 64-bit computers. Moreso, in a way. (I'd rather not spend my entire Sunday writing out detailed answers to satisfy idle curiosity, so I'm not going to give all the technical detail to that answer.)
    > 1c) If I turn this option on to help with RAM previews,
    would I be hindering general editing performance in any way? Or does
    this option have basically zero drawbacks?
    It takes a small but nonzero time for the background processes to start up when they need to be used and shut down when they're done. And as they sit waiting, they take up a little bit of memory. So, it's not exactly correct to say that there are no downsides to leaving it on. But it's close. I leave it on.
    > 2) How come “Actual CPUs that will be used” will read 0 even
    if the sum total of RAM assigned to the CPUs plus the RAM reserved for
    other applications is less than the total available system RAM (on a
    64bit system)? For example, I currently have 4GB RAM and 2 installed
    CPUs. I have 1.5GB reserved for other programs and when I set 0.75GB per
    CPU both CPUs are used. However when I set 1GB per CPU then 0 CPUs are
    used, even though the total RAM adds up to only 3.5GB.
    4GB - 1.5GB for other software leaves 2.5 GB for After Effects.
    If you have 1GB assigned per background CPU, then the foreground takes 1.2x that = 1.2GB. That leaves 1.3GB for background processes, which is enough for one background process. There's no point in starting only one background process to do rendering, so it doesn't bother. (Note: When background processes are rendering, the foreground process isn't rendering.)
    > 3.) Considering the fact that I am more concerned with
    smooth performance while editing rather than final output speeds, would
    it be better to get a dual core i5 clocked around 2.5 or a quad core i7
    clocked around 1.8?
    Get the quad-core. That gives you a greater total number of cycles. And After Effects works very well with mutliple processors, even beyond Render Multiple Frames Simultaneously multiprocessing. An entirely unrelated sort of multiprocessing (multithreading) spreads work out to multiple processors.
    > 6.) Should the quantity of RAM that I get (8GB vs 12GB) be based on the number of cores in my CPU? If
    so, how should I be calculating optimal RAM based on # of cores. Should
    I also be counting threads, or just actual physical cores?
    The optimum amount is the amount that you can cram into the computer. I'm not kidding. Spend your budget on RAM until you have 4GB installed per processor (and I'm counting the virtual processors due to hyperthreading). If you have a quad-core, that's 8 CPUs with hyperthreading, so the optimum amount of RAM installed is 32GB. You can work with less, but you did ask about optimum. For HD work (i.e., 1920 pixels across), you're OK with more like 3GB installed per CPU. That's what I have at home: 24GB in a quad-core. You're going to assign 2/3 or so of the RAM to After Effects, so 3GB installed per CPU is 2GB per core for HD work in After Effects.
    > 10.) Would it be better to have 8GB of RAM and an SSD, or 12GB of RAM and an HDD? Explain why.
    12GB of RAM. Because After Effects likes RAM. (If you're thinking of deliberatly using virtual memory to swap memory to the hard disk, don't. That's a performance killer.)
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