Need help with adding images option

I was using the add images option a few weeks ago just fine.. using my tablet and uploading the images via usb. then all of the sudden it stopped working.
please help with this issue.
Danny

A few questions. What result are you experiencing? Did PS Touch crash? Have you tried to force quit-and restart PS Touch? -Guido

Similar Messages

  • Help with adding image onclick

    Hey everyone,
    I am making a simple game in AS3 and need help with adding an image once they have click on something.
    On the left of the screen are sentences and on the right an image of a form. When they click each sentence on the left, writing appears on the form. Its very simple. With this said, what I would like to do is once the user click one of the sentences on the left, I would like a checkmark image to appear over the sentence so they know they have already clicked on it.
    How would I go about adding this to my code?
    var fields:Array = new Array();
    one_btn.addEventListener(MouseEvent.CLICK, onClick1a);
    one_btn.buttonMode = true;
    function onClick1a(event:MouseEvent):void
        fields.push(new one_form());
        fields[fields.length-1].x = 141;
        fields[fields.length-1].y = -85;
        this.addChild(fields[fields.length-1]);   
        one_btn.removeEventListener(MouseEvent.CLICK, onClick1a);
        one_btn.buttonMode = false;
        //gotoAndStop("one")
    two_btn.addEventListener(MouseEvent.CLICK, onClick2a);
    two_btn.buttonMode = true;
    function onClick2a(event:MouseEvent):void
        fields.push(new two_form());
        fields[fields.length-1].x = 343.25;
        fields[fields.length-1].y = -85;
        this.addChild(fields[fields.length-1]);
        two_btn.removeEventListener(MouseEvent.CLICK, onClick2a);
        two_btn.buttonMode = false;
        //gotoAndStop("two")

    I don't know where you're positioning the button that should enable/disable the checkbox but for "one_btn" let's just say it's at position: x=100, y=200. Say you'd want the checkbox to be to the left of it, so the checkbox would be displayed at: x=50, y=200. Also say you have a checkbox graphic in your library, exported for actionscript with the name "CheckBoxGraphic".
    Using your code with some sprinkles:
    // I'd turn this into a sprite but we'll use the default, MovieClip
    var _checkBox:MovieClip = new CheckBoxGraphic();
    // add to display list but hide
    _checkBox.visible = false;
    // just for optimization
    _checkBox.mouseEnabled = false;
    _checkBox.cacheAsBitmap = true;
    // adding it early so make sure the forms loaded don't overlap the
    // checkbox or it will cover it, otherwise swapping of depths is needed
    addChild(_checkBox);
    // I'll use a flag (a reference for this) to know what button is currently pushed
    var _currentButton:Object;
    one_btn.addEventListener(MouseEvent.CLICK, onClick1a);
    one_btn.buttonMode = true;
    function onClick1a(event:MouseEvent):void
         // Check if this button is currently the pressed button
         if (_currentButton == one_btn)
              // disable checkbox, remove form
              _checkBox.visible = false;
              // form should be last added to fields array, remove
              removeChild(fields[fields.length - 1]);
              fields.pop();
              // clear any reference to this button
              _currentButton = null;
         else
              // enable checkbox
              _checkBox.visible = true;
              _checkBox.x = 50;
              _checkBox.y = 200;
              // add form
              fields.push(new one_form());
              fields[fields.length-1].x = 141;
              fields[fields.length-1].y = -85;
              this.addChild(fields[fields.length-1]);
              // save this button as last clicked
              _currentButton = one_btn;
         // not sure what this is
        //gotoAndStop("one")
    I'd also centralize all the click handlers into a single handler and use the buttons name to branch on what to do, but that's a different discussion. Just see if this makes sense to you.
    The jist is a graphic of a checkbox that is a MovieClip symbol in your library exported to actionscript with the class name CheckBoxGraphic() is created and added to the display list.
    I made a variable that points itself to the last clicked button, when the "on" state is desired. If I detect the last clicked button was this button, I remove the form I added and the checkbox. If the last clicked button is not this button, I enable and position the checkbox as well as add the form.
    What is left to do is handle the sitation where multiple buttons are on the screen. When a new button is pushed it should remove anything the previous button added. This code simply demonstrates clicking the same button multiple times to toggle it "on and off".

  • Need help with adding emoji to my hubby's phone don't see it when I click on the keyboard tab

    I need help with adding emoji to my hubby's iPhone when I go to settings then the keyboard tab it's not there

    I did that bad it's not there and doesn't give me to option to click on it

  • I need help with adding fire to an existing picture in elements 8

    I'm a painting contractor and I'm trying to create a new picture for my buisness cards and tee shirts. What I want to do is put flames coming from a brush and work pot that I'm holding in my hands. I've looked everywhere on line, but I can't find exactly what I want. I'm hoping that someone in this forum will be able to help me. Thanks.

    Okay, I have been playing with for a few days. Warning, this is going to be loooong. I do this differently in Photoshop but couldn't get it to work with the elements workset as it doesn't have the curves tool that Photoshop has so I had to find an alternate method to pump up the flames. Luckily, I ran into a video that used a method other than curves to get me on track. I assumed you want realistic flames...so I was pushing for how real could I make flames using paint and blend mode operations.
    Edit: I should let you know that you can try to extract flames from other photos and composite them into your photo. First, need a good fire image. It works best if you can find a fire with a black background. Screen blend mode will drop out black. Try working with two copies of the image. Turn off the topmost copy of the flames. Leave the bottom flames in Normal blend mode. Mask or erase the outer edges of the flames with a soft brush so that only the interior of the flames are visible. Now, turn on the topmost version of the flames. Leave the topmost version of the intact...don't mask or erase anything. Change this topmost flame layer's blend mode to screen blend mode. If you see any problems with your flames, you can erase or mask any defects. You can duplicate the screen layer to brighten the effect. Use opacity to control the volume. This would be the easiest solution but you'll have to find some flames that trip your fancy. I haven't tried this out yet so can't say how much better or worse it would be than using a good set of flame brushes along with some blend mode tricks.
    Below shows how close I can get using paint. I only used options available in PSE. I used layer masks that if you had PSE 9 would be native. Since you have PSE 8, you'll need to either download an install an add on that adds the basic layer mask function or use clipping masking.
    Below is a link to a freeware set that includes layer masks. Install instructions are on that site.
    http://www.cavesofice.org/~grant/Challenge/Tools/Files.html
    If you want to go the clipping mask route, have a look at this tutorial:
    http://www.photokaboom.com/photography/learn/Photoshop_Elements/layers/layer_groups_clippi ng_masks/1_layer_groups_clipping_masks.htm
    Before and After the effect.
    I would have posted sooner but had to find a workable solution to making the flames look realistic in Elements as I can’t use the curves tool as it isn’t native to Elements.
    With the help of this YouTube video I came up with something…
    http://www.youtube.com/watch?v=cOIBkWvHOqk&feature=related
    I based this tutorial on the hue/sat numbers, blend modes, and blurs.
    First, I downloaded a flame brush set. This set in specific:
    http://luexo.deviantart.com/art/Scorching-Flames-Brushpack-92945924
    The above set is really nicely done and  has large high resolution brushes.
    One thing I do not agree with in the video is the color used. White is hard to change in the Hue/Saturation dialog. Instead I use 50% gray as my paint color. This is easy to set…either use the 50% color swatch or open the Color Picker and set H to 0, S to 0, and B to 50...hex number is 808080.
    Things to keep in mind include fire is gaseous, bright and the way it burns…it one direction, fire reflects and there is probably going to be some smoke.
    In my example, I am going to set a  lunch cake. Nice 4th of July theme. J
    Let’s start my scorching the item that will be burned. In this case the lunch cake will be scorched.
    Scorch the item…preparing to light it up.
    1. Duplicate image and put image into Linear burn blend mode; opacity 100%. Add layer mask or erase everything but the item to be scorched…the lunch cake.
    2. Duplicate layer you just made in step #1. Change the blend mode to Multiply 100%. Desaturate this layer.  Image Adjustments<Hue/Saturation…move Master Saturation slider to  -100. Take burn tool set to Range: Midtones; Exposure 35%; air brush on…and scorch the item. Make it kind of smudgy. You don’t want an even coat. Make it darker as you get closer to the flames.
    Note: Here I’ve jumped ahead. I already know where my flames are going to be. Either visualize where you want your flames or jump ahead and laid down the basic paint and transform into the correct position. Turn off flame layer (s) when done. So step #3 if you do any repair work isn’t affected.
    3. If you feel you need to do any clone repairs, create a composite image ctrl + shift + alt + e if on PC…cmd + shift + opt + e if on a Mac. Do the clone work on a blank layer over this. With clone tool selected, check the box in the options bar that says something like “All Layers”, “Use All Layers”, “Sample All Layers”…the box says one of those things beside it. I can’t recall which and not sure if it’s consistent between all versions of Elements.  Anyway, Leave layer in Normal blend mode 100% and likewise leave tool in Normal blend mode…opacity to taste. Fix any defects on this layer. You can do the same thing with the healing brush if you need to do any healing. I find it best to heal to a separate layer and not mix and match the healing tool and  clone stamp on the same layer.
    4. Turn off or trash the Clone Stamp comp layer when finished with step #3.
    Let’s Build a Fire…
    5. Create a blank layer in the layers palette….Normal blend mode; 100% opacity.  Make white your foreground color chip.  Grab the paint brush tool…normal blend mode; 100% opacity. Paint one flame on your layer. I have used the 1220 sized flame near the bottom of the brush set I linked earlier. Use the transform command …Ctrl + t (PC) or Cmd + t (Mac)…to size and position the flame. I used  also slightly warped the flame using transform warp. Since you don’t have that in Elements…slightly warp the flame in the liquefy dialog.
    Note: The above flame is pretty much backlighting…you are done with it.
    6. Change the color foreground color chip in your layers palette to 50% gray. Use the same brush tip you used in step #5. Size and position it so it closely matches the white flame in Step #5. Go to liquefy dialog and slightly warp it.
    Note: The goal is for the flames in step #5 and step #6 to be very similar but not exact.
    7.. Duplicate the 50% gray flame you made in step #6 twice. Turn off the top 50% gray flame for now.
    Fire is Bright...
    8. Now that video comes in that I linked.
    (1) Blur the 50% gray flame with Gaussian blur. I used 6 pixels. Go to menu and click Enhance or is it Adjustments<Hue/Saturation…check the box that says “colorize”; change master sliders to Hue 42; Saturation 100; Lightness 0.
    (2)Duplicate the flame you made above…step  (1). Go to the menu bar and click Enhance or is it Adjustment<Hue/Saturation…change master sliders to Hue -43; saturation 0; Lightness 0. Change this layers blend mode to Color Dodge blend mode and merge down…Ctrl + e on PC; cmd + e on Mac.
    Note: This layer will now say Normal blend mode; 100%.
    (3)I duplicated the merged layer I now have from step (2). I changed the blend mode of this layer to Screen and set the opacity to 100%.
    (4) I made a duplicate of the layer I have made in step (2)…the one that now says it’s in Normal blend mode; 100%… then blurred it with Gaussian blur. I used 46 pixels. I moved this layer down in my layers palette so that it rests beneath my other two colored flame layers. The white flame layer is directly below it. Leave this layer in Normal blend mode; 100% opacity.
    9. Go back to 50% gray flame you made in step #6...visibility eye should be off. You should have two of these gray layers if not duplicate one so that you do have tow 50% gray flame layers. (These were not blurred.)  These two layers need to be on the top of the stack. If they are not, move them up so that they are the top two layers. Turn on the visibility of the bottom 50% gray layer. Change the layer’s blend mode to Screen blend mode; opacity 100%. Grab the burn tool. Burn some of the flame base and randomly in the flame of the 50% gray.  Press and hold in the alt key (PC) or the opt key (Mac) and dodge the tops of the flames and do some random dodge work.
    10. Turn on the visibility for the top 50% gray layer. Leave this one alone…no dodge + burn. Set this layer to Screen blend mode; opacity 96%.
    11. Add layer masks to white and color flame layers…not the gray ones. Paint away any unattractive color spill. Bright orange edges…bright white distractions where flame edges don’t align.
    12. Make a composite layer of all layers up to date. Set this layer’s blend mode to multiply; opacity 47%. Add a layer mask and mask out everything but the flames. Tip: You can select the flames by ctrl + shift clicking on each flame layer thumbnail…the shift lets you add to a selection. On the Mac, cmd + shift click the layer thumbnails.
    Flames Reflect…
    13. Make a copy of one of your blurred color flames. Transform it so it rest over item that it should reflect on. In this case I have added a blurred flame onto my son’s eye. The flame is in Overlay blend mode; 33% opacity.
    14 Several steps Eye enhancements to my son’s eye…omitted because it’s off topic
    15. I used a gradient map with a fire like black/red/yellow/white gradient map set to Softlight blend mode; 17% to give my image a hint of a color cast. I masked it so only some skin, hair, and car areas have this slight color cast.
    Where there’s fire there is going to be some smoke...
    16. To make my smoke, I made a separate large document my photo size. I set my color chips to the default b/w. (Shortcut is D.) I went to menu bar and clicked Filter<Render<Clouds. Next I went back to my menu bar and clicked Filter<Render<Difference Clouds. I used Ctrl + f to repeat the Difference Cloud filter until I was happy with the effect…looking for swirled black lines…kind of like lightning. (If on a Mac, use Cmd + f to repeat a filter. I then used the transform command to enlarge the pattern I made. Be sure to scale it so that height and width both are enlarged equally. Next, go to the men bar and select<All ; Edit<Crop. You want to do to get rid of the excess. I think I transformed my patter to something like 200% which makes the file really big. You can do it on your image file but because of file size the transform will take a really long time. When happy copy/paste or drag/drop this pattern into your photo file.
    17. Now blur pattern really good using Gaussian blur. Now, add a layer mask to your pattern layer. Click the layer mask in the layers palette to target it and run the the clouds and difference clouds on the mask just as you do on the pattern layer. Just those filters…no blur.
    Basic smoke pattern final
    18. Duplicate this layer w mask twice. You should have three smoke copies. Turn off all but the bottom pattern copy. Use the paint brush and paint black in mask to hide the smoke everywhere but where you want to keep it. Set this layer’s blend mode to Multiply blend mode; opacity 15%.
    View of the inside one of the smoke layer masks
    19. Turn on the visibility of the next smoke pattern. Again use a black paint to paint where you don’t want paint. (Make this variable as you want the smoke to be varying opacity.)  Layer blend mode Multiply; opacity 15%.
    20. Turn on the visibility of the next smoke pattern…top one in stack. Again use black to paint where you don’t want the smoke. Set this layer’s blend mode to Multiply blend mode; opacity 1%.
    Fire is Gaseous...
    21. Make a composite of all layers by pressing ctrl + shift + alt + e if on PC. Use Cmd + shift + opt + e if on a Mac. Blur your composite image. I used 3 pixels. Set the blend mode to Normal; opacity 64%. Add a layer mask and fill it with black paint to hide the blur effect. Use the paint brush with white paint in the layer mask to blur any sharp edges and base of flames. Remember flame is gaseous.
    Above shows my layers for completed image. Notice the comp for clone layer is off. I did not need it after I did the clone to a blank layer to add some scorched cake around my son's fingers.

  • Need help with Applet: Images

    DUKESTARS HERE, YOU KNOW YOU WANNA
    Hi,
    I'm designing an applet for some extra credit and I need help.
    This game that i have designed is called "Digit Place Game", but there is no need for me to explain the rules.
    The problem is with images.
    When I start the game using 'appletviewer', it goes to the main menu:
    http://img243.imageshack.us/img243/946/menuhy0.png
    Which is all good.
    But I decided that when you hover your cursor over one of the options such as: Two-Digits or Three-Digits, that the words that are hovered on turn green.
    http://img131.imageshack.us/img131/6231/select1ch3.png
    So i use the mouseMoved(MouseEvent e) from awt.event;
    The problem is that when i move the mouse around the applet has thick line blotches of gray/silver demonstrated below (note: these are not exact because my print screen doesn't take a picture of the blotches)
    http://img395.imageshack.us/img395/4974/annoyingmt1.png
    It also lags a little bit.
    I have 4 images in my image folder that's in the folder of the source code
    The first one has all text blue. The second one has the first option, Two-Digits green but rest blue. The third one has the second option, Three-Digits green but rest blue, etc.
    this is my code
    import java.applet.Applet;
    import java.awt.Graphics;
    import java.awt.event.*;
    import java.awt.*;
    public class DigitPlaceGame extends Applet implements MouseListener, MouseMotionListener {
         public boolean load = false;
         public boolean showStartUp = false;
         public boolean[] hoverButton = new boolean[3];
         Image load1;
         Image showStartUp1;
         Image showStartUp2;
         Image showStartUp3;
         Image showStartUp4;
         public void init() {
              load = true;
              this.resize(501, 501);
                   try {
                        load1 = getImage(getCodeBase(), "images/load1.gif");
                        repaint();
                   } catch (Exception e) {}
              load();
         public void start() {
         public void stop() {
         public void destroy() {
         public void paint(Graphics g) {
              if(load == true) {
                   g.drawImage(load1, 0, 0, null, this);
              } else if(showStartUp == true) {
                   if(hoverButton[0] == true) {
                        g.drawImage(showStartUp2, 0, 0, null, this);
                   } else if(hoverButton[1] == true) {
                        g.drawImage(showStartUp3, 0, 0, null, this);
                   } else if(hoverButton[2] == true) {
                        g.drawImage(showStartUp4, 0, 0, null, this);
                   } else {
                        g.drawImage(showStartUp1, 0, 0, null, this);
                        for(int i = 0; i < 3; i++) {
                             hoverButton[i] = false;
         public void load() {
              addMouseListener(this);
              addMouseMotionListener(this);
              showStartUp1 = getImage(getCodeBase(), "images/showStartUp1.gif");
              showStartUp2 = getImage(getCodeBase(), "images/showStartUp2.gif");
              showStartUp3 = getImage(getCodeBase(), "images/showStartUp3.gif");
              showStartUp4 = getImage(getCodeBase(), "images/showStartUp4.gif");
              showStartUp();
         public void showStartUp() {
              load = false;
              showStartUp = true;
         public void mouseClicked(MouseEvent e) {
              System.out.println("test");
         public void mouseMoved(MouseEvent e) {
              int x = e.getX();
              int y = e.getY();
              if(x >= 175 && x <= 330 && y >= 200 && y <= 235) {
                   hoverButton[0] = true;
                   repaint();
              } else if(x >= 175 && x <= 330 && y >= 250 && y <= 280) {
                   hoverButton[1] = true;
                   repaint();
              } else if(x >= 175 && x <= 330 && y >= 305 && y <= 335) {
                   hoverButton[2] = true;
                   repaint();
              } else {
                        for(int i = 0; i < 3; i++) {
                             hoverButton[i] = false;
                        repaint();
         public void mouseEntered(MouseEvent e) {
         public void mouseExited(MouseEvent e) {
         public void mousePressed(MouseEvent e) {
         public void mouseReleased(MouseEvent e) {
         public void mouseDragged(MouseEvent e) {
    }plox help me ploz, i need the extra credit for an A
    can you help me demolish the lag and stop the screen from flickering? thanks!!!!!
    BTW THIS IS EXTRA CREDIT NOT HOMework
    DUKESTARS HERE, YOU KNOW YOU WANNA
    Edited by: snoy on Nov 7, 2008 10:51 PM
    Edited by: snoy on Nov 7, 2008 10:53 PM

    Oh yes, I knew there could be some problem.......
    Now try this:
    boolean a,b,c;
    if((a=(x >= 175 && x <= 330 && y >= 200 && y <= 235)) && !hoverButton[0]) {
                   hoverButton[0] = true;
                   repaint();
              } else if((b=(x >= 175 && x <= 330 && y >= 250 && y <= 280)) && !hoverButton[1]) {
                   hoverButton[1] = true;
                   repaint();
              } else if((c=(x >= 175 && x <= 330 && y >= 305 && y <= 335)) && !hoverButton[2]) {
                   hoverButton[2] = true;
                   repaint();
              } else if ((!a && !b && !c)&&(hoverButton[0] || hoverButton[1] || hoverButton[2]){
                        for(int i = 0; i < 3; i++) {
                             hoverButton[i] = false;
                        repaint();
              }hope it works........
    Edited by: T.B.M on Nov 8, 2008 10:41 PM

  • Beginner needs help with inserting images in applet.

    //  Name: Sachit Harish
    //  Name of Program: HorseRacing
    //  Date Started: May 15, 2003
    //  Date Finished: 2003
    //  Program Description:
    import java.awt.*;
    import java.applet.*;
    public class HorseRacing extends Applet
    //     Button startGameButton;
         InputField betAmountBox;
         Image redHorse; //<---------//
    //     Button[] drawings = new Button[4];      
    //    String[] labels =  {"Face", "Cheese", "Stick", "Mashed Potatoes"};
        //  Method Name: init()
        //  Parameters Passed: None
        //  Data Returned: None
        //  Method Purpose: Where we initialise the InputBoxes and colors.
        public void init()         
          //     startGameButton=new Button("Click to Start Game");
          //     add(startGameButton);
          /*  for(int i=0; i<drawings.length; i++)
                 drawings=new Button (labels[i]);     
         add(drawings[i]);
    inputBoxes();     
    setBackground(Color.gray); //background color
    setForeground(Color.black); //input field text color
    redHorse = getImage(getCodeBase(), "horse_red.GIF"); //<---------//
    // Method Name: paint()
    // Parameters Passed: Graphics variable screen
    // Data Returned: None
    // Method Purpose: Where the programs calls and collects all the methods.
    //                         If high and low are not integers, an error message
    //                         appears.
    public void paint(Graphics screen)
         //screen.drawString("HORSE RACES!!!!!", 40,60);
         //startGameButton.move(50,300);
         betAmountBox.setPosition(115,200);
         startGame();
         if(betAmountBox.isInt())
              int betAmount=getBetAmount();
         else
    screen.drawString("ERROR: You have not entered an Integer!", 10,110);
    screen.drawString(" Please correct your mistake.", 40,125);
         /*int xPos=10;
         int yPos=10;
         for(int i=0; i<drawings.length; i++)
              drawings[i].move(xPos,yPos);
              xPos+=60;
         screen.drawString("Click each button and get a surprise!", 10,50);*/
    // Method Name: inputBoxes()
    // Parameters Passed: None
    // Data Returned: None
    // Method Purpose: Where we initialise the inputboxes, set the size of
    // the InputField and adds it to the screen. Also
    // initialises the InputField to start with 1's
    void inputBoxes()
    betAmountBox = new InputField(5);
    add(betAmountBox);
    betAmountBox.initialise(50);
    // Method Name: getBetAmount()
    // Parameters Passed: Variable number
    // Data Returned: None
    // Method Purpose: Returns the variable number back to the paint()
    int getBetAmount()
    int betAmount=betAmountBox.toInt();
    return betAmount;
    // Method Name: action()
    // Parameters Passed: Event variable evt, Object varible obj
    // Data Returned: Variable true
    // Method Purpose: This block responds when the user takes an action
    // (such as hitting the return key). It causes the paint
    // block to be done again
    public boolean action(Event evt, Object arg)
    Graphics screen=getGraphics();
    if(evt.target instanceof Button)
         if(arg=="Click to Start Game")
              screen.clearRect(0,0,600,600);
              startGame();
    /*if(evt.target instanceOf Button)
                   if(arg=="Face")
                        screen.clearRect(5,55,400,400);
                        faceDrawing();
                   else if (arg=="Cheese")
                        screen.clearRect(5,55,400,400);
                        cheeseDrawing();
                   else if (arg=="Stick")
                        screen.clearRect(5,55,400,400);
                        stickDrawing();
                   else if (arg=="Mashed Potatoes")
                        screen.clearRect(5,55,400,400);
                        potatoeDrawing();
    return true;
    void startGame()
    Graphics screen=getGraphics();
              //Horse Racing Box
              screen.drawRect(10,10,505,120);
              screen.drawLine(60,10,60,130);
              screen.drawLine(10,40,515,40);
              screen.drawLine(10,70,515,70);
              screen.drawLine(10,100,515,100);               
              screen.setColor(Color.red);
              screen.fillRect(11,11,49,29);
              screen.setColor(Color.yellow);
              screen.fillRect(11,41,49,29);
              screen.setColor(Color.blue);
              screen.fillRect(11,71,49,29);
              screen.setColor(Color.orange);
              screen.fillRect(11,101,49,29);
              screen.setColor(Color.black);
              //Betting Box          
              screen.drawRect(10,150,280,100);     
              screen.drawLine(10,185,290,185);
              screen.drawLine(80,150,80,185);
              screen.drawLine(150,150,150,185);
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    import java.awt.geom.*;
    import javax.imageio.*;
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          protected String dvdGenre; // DVD genre
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          protected int numberofproducts; // the number of products in stock
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            this.productnumber = productnumber;
            this.numberofproducts = numberofproducts;
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            this.numberofproducts = numberofproducts;
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          public int getproductnumber()// method to get productnumber
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         double restock = 0;
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        public String toString()
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            class PanelFrame extends JFrame
            private JButton first;
            private JButton next;
            private JButton previous;
            private JButton last;
            private JButton add;
            private JButton delete;
            private JButton modify;
            private JButton search;
            private JButton save;
            JTextField dvdName;
            JTextField productnumber;
            JTextField numberofproducts;
            JTextField price;
            private DVD[] products;
            private int numOfProducts;
            private int currentIndex = 0;
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            this.numOfProducts = numOfProducts;
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            showLabels();
            showInputFields();
            showButtons();
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       try
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          x.printStackTrace();
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            this.add(myLogo);
      public void showLabels()
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            panel.add(new JLabel("DVD Title"));
            panel.add(new JLabel("Product number"));
            panel.add(new JLabel("Number of products"));
            panel.add(new JLabel("Price"));
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      public void showInputFields()
            JPanel panel = new JPanel();
            dvdName = new JTextField(10);
            productnumber = new JTextField(10);
            numberofproducts = new JTextField(10);
            price = new JTextField(10);
            dvdName.setEditable(false);
            productnumber .setEditable(false);
            numberofproducts.setEditable(false);
            price.setEditable(false);
            panel.add(dvdName);
            panel.add(productnumber );
            panel.add(numberofproducts);
            panel.add(price);
        this.add(panel);
      public void showButtons()
            JPanel panel = new JPanel();
            first = new JButton("First");
            next = new JButton("Next");
            previous = new JButton("Previous");
            last = new JButton("Last");
            add = new JButton("Add");
            delete = new JButton("Delete");
            modify = new JButton("Modify");
            search = new JButton("Search");
            save = new JButton("Save");
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            panel.add(next);
            panel.add(previous);
            panel.add(last);
            panel.add(add);
            panel.add(delete);
            panel.add(modify);
            panel.add(search);
            panel.add(save);
            ButtonActionHandler handler = new ButtonActionHandler();
              first.addActionListener(handler);
              next.addActionListener(handler);
              previous.addActionListener(handler);
              last.addActionListener(handler);
              add.addActionListener(handler);
              delete.addActionListener(handler);
              modify.addActionListener(handler);
              search.addActionListener(handler);
              save.addActionListener(handler);
              this.add(panel);
              setFields(0);
      protected void paintComponent(Graphics g)
      public void setFields(int i)
         setdvdName(i);
         setproductnumber(i);
         setnumberofproducts(i);
         setPrice(i);
      public void setdvdName(int i)
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    public void setproductnumber(int i)
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    public void setnumberofproducts(int i)
    numberofproducts.setText(String.valueOf(products[i].getnumberofproducts()));
    public void setPrice(int i)
    price.setText(String.valueOf(products[i].getprice()));
    private class ButtonActionHandler implements ActionListener
    public void actionPerformed(ActionEvent event)
    if (event.getSource() == first)
    addClicked = false;
    currentIndex = 0;
    setFields(currentIndex);
    makeFieldsEditable(false);
    else if (event.getSource() == next)
    addClicked = false;
    currentIndex++;
    if (currentIndex == numOfProducts)
    currentIndex --;
    setFields(currentIndex);
    makeFieldsEditable(false);
    else if (event.getSource() == previous)
    addClicked = false;
    currentIndex--;
    if (currentIndex < 0)
    currentIndex = 0;
    setFields(currentIndex);
    makeFieldsEditable(false);
    else if (event.getSource() == last)
    addClicked = false;
    currentIndex = numOfProducts - 1;
    if (currentIndex < 0)
    currentIndex = 0;
    setFields(currentIndex);
    makeFieldsEditable(false);
    else if(event.getSource() ==add)
    //add actions for add here
    if (!addClicked)
    resetFields();
    makeFieldsEditable(true);
    int itemNum = incrementItemNumber();
    System.out.println(itemNum);
    itemNumber.setText(String.valueOf(itemNum));
    currentIndex = numOfProducts;
    addClicked = true;
    else if(event.getSource() ==save)
    //add actions for save here
    //we need to call SaveToFile.java
    // SaveToFile.save;
    addClicked = false;
    System.out.println(currentIndex);
    if (!updateProduct(currentIndex))
    JOptionPane.showMessageDialog(null, "You have reached maximum number of products!");
    currentIndex --;
    setFields(currentIndex);
    else
    saveProduct();
    makeFieldsEditable(false);
    else if(event.getSource() == edit)
    //add actions for edit here
    // Inventory.edit;
    addClicked = false;
    makeFieldsEditable(true);
    else if(event.getSource() == search)
    //add actions for search here
    // Inventory.findIndex;
    addClicked = false;
    String name = JOptionPane.showInputDialog("Enter Product Name: ");
    int index = searchName(name);
    System.out.println(index);
    if (index == -1)
    JOptionPane.showMessageDialog(null, "No matching product found! ");
    else
    currentIndex = index;
    setFields(index);
    Here are my errors:
    C:\java>javac DVDInventory6.java
    DVDInventory6.java:460: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    addClicked = false;
    ^
    DVDInventory6.java:463: cannot find symbol
    symbol : method makeFieldsEditable(boolean)
    location: class PanelFrame.ButtonActionHandler
    makeFieldsEditable(false);
    ^
    DVDInventory6.java:467: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    addClicked = false;
    ^
    DVDInventory6.java:474: cannot find symbol
    symbol : method makeFieldsEditable(boolean)
    location: class PanelFrame.ButtonActionHandler
    makeFieldsEditable(false);
    ^
    DVDInventory6.java:478: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    addClicked = false;
    ^
    DVDInventory6.java:485: cannot find symbol
    symbol : method makeFieldsEditable(boolean)
    location: class PanelFrame.ButtonActionHandler
    makeFieldsEditable(false);
    ^
    DVDInventory6.java:489: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    addClicked = false;
    ^
    DVDInventory6.java:496: cannot find symbol
    symbol : method makeFieldsEditable(boolean)
    location: class PanelFrame.ButtonActionHandler
    makeFieldsEditable(false);
    ^
    DVDInventory6.java:501: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    if (!addClicked)
    ^
    DVDInventory6.java:503: cannot find symbol
    symbol : method resetFields()
    location: class PanelFrame.ButtonActionHandler
    resetFields();
    ^
    DVDInventory6.java:504: cannot find symbol
    symbol : method makeFieldsEditable(boolean)
    location: class PanelFrame.ButtonActionHandler
    makeFieldsEditable(true);
    ^
    DVDInventory6.java:505: cannot find symbol
    symbol : method incrementItemNumber()
    location: class PanelFrame.ButtonActionHandler
    int itemNum = incrementItemNumber();
    ^
    DVDInventory6.java:507: cannot find symbol
    symbol : variable itemNumber
    location: class PanelFrame.ButtonActionHandler
    itemNumber.setText(String.valueOf(itemNum));
    ^
    DVDInventory6.java:510: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    addClicked = true;
    ^
    DVDInventory6.java:517: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    addClicked = false;
    ^
    DVDInventory6.java:519: cannot find symbol
    symbol : method updateProduct(int)
    location: class PanelFrame.ButtonActionHandler
    if (!updateProduct(currentIndex))
    ^
    DVDInventory6.java:527: cannot find symbol
    symbol : method saveProduct()
    location: class PanelFrame.ButtonActionHandler
    saveProduct();
    ^
    DVDInventory6.java:529: cannot find symbol
    symbol : method makeFieldsEditable(boolean)
    location: class PanelFrame.ButtonActionHandler
    makeFieldsEditable(false);
    ^
    DVDInventory6.java:531: cannot find symbol
    symbol : variable edit
    location: class PanelFrame.ButtonActionHandler
    else if(event.getSource() == edit)
    ^
    DVDInventory6.java:535: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    addClicked = false;
    ^
    DVDInventory6.java:536: cannot find symbol
    symbol : method makeFieldsEditable(boolean)
    location: class PanelFrame.ButtonActionHandler
    makeFieldsEditable(true);
    ^
    DVDInventory6.java:542: cannot find symbol
    symbol : variable addClicked
    location: class PanelFrame.ButtonActionHandler
    addClicked = false;
    ^
    DVDInventory6.java:544: cannot find symbol
    symbol : method searchName(java.lang.String)
    location: class PanelFrame.ButtonActionHandler
    int index = searchName(name);
    ^
    23 errors

    and many more errors
    such as;
    * you need to declare a method called makeFieldsEditable that takes a boolean value
    eg private void makeFieldsEditable(boolean editable){
       // add your implememntation
    }* you need to declare a method called resetFields
    eg private void resetFields(){
       // add your implememntation
    }* you need to declare a method called updateProduct
    eg private void updateProduct(int index){
       // add your implememntation
    }etc

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