Newbie Needs Help - Moving to CD

I'm running winXP and have downloaded the latest CS 5.5 version of Dreamweaver - I've created a small series of interlinking web pages with the 'main site' being a folder on my Desktop called Testsite.  As far as I'm aware all the relevant pages/documets/images are contaned within my Desktop folder and everything runs from index.html which sits within my testsite folder.   Ultimately, I would like to be able put a CD in a drive and automatically launch a browser that would open my home page (i.e. index.html).  I need help on all this but I will googe for the auto launch bit - at the moment I would appreciate any advice on burnng my site to a CD.  Because I have created the site on my PC I'm assuming all my dreamweaver internals/links are in the form C:\Documents and Settings\username\Desktop\Testsite - so I'm guessing if I just copy my Desktop Testsite folder to a CD and run index.html on another PC my little web site is not going to work.  I have googled but keep getting pages about running the actual Dreamweaver applicaton from a CD and installing it on a PC - not the way I want to do it.  I'm not interested in moving Dreamweaver to a CD - just the site/pages I have created.  Any advice apprecited.

All long as all of your files are linked with relative links (eg: /path/to/file.jpg and not http://www.domain.com/path/to/file.jpg) you should be fine.  Auto-starting can be an issue because there are some operating systems that don't auto start discs.  So you should maybe include instructions with your disc in case the autorun does not work.

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  • Repost: Newbie needs help

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    * Title: a different (newbie) way to make a tetris game
    * Description:
    * Copyright:
    * Company: rcc
    * @author troy
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       Rectangle2D.Double sq2;//part of a block
       Rectangle2D.Double sq3;//an array of 4 squares
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       int sq1Y;//by the name of the square
       int sq2X;//and X or Y, Note sq is short for square and the number
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          sq1.x += 20;
          sq2.x += 20;
          sq3.x += 20;
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             break;
          case 3:
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             sq1.y = sq0.y +21;
             sq2.x = sq1.x -21;
             sq2.y = sq1.y;
             sq3.x = sq2.x;
             sq3.y = sq2.y + 21;
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             sq1.x = sq0.x + 21;
             sq1.y = sq0.y;
             sq2.x = sq1.x ;
             sq2.y = sq1.y +21;
             sq3.x = sq2.x + 21;
             sq3.y = sq2.y;
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             sq1.y = sq0.y + 21;
             sq2.x = sq1.x + 21;
             sq2.y = sq1.y ;
             sq3.x = sq1.x + 21;
             sq3.y = sq2.y + 21;
          if(rotated == true)
             sq1.x = sq0.x - 21;
             sq1.y = sq0.y;
             sq2.x = sq1.x;
             sq2.y = sq1.y + 21;
             sq3.x = sq2.x - 21;
             sq3.y = sq2.y;
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             sq1.y = sq0.y + 21;
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             sq1.y = sq0.y;
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             sq2.y = sq0.y;
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            public Shape[] getLeftBlock()
               sq0X = 150;
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               sq1Y = 10;
               sq2X = sq1X;
               sq2Y = sq1Y + 21;
               sq3X = sq2X + 21;
               sq3Y = sq2Y;
               sq0 = new Rectangle2D.Double(sq0X, sq0Y, SQUARE_SIDES, SQUARE_SIDES);
               sq1 = new Rectangle2D.Double(sq1X, sq1Y, SQUARE_SIDES, SQUARE_SIDES);
               sq2 = new Rectangle2D.Double(sq2X, sq2Y, SQUARE_SIDES, SQUARE_SIDES);
               sq3 = new Rectangle2D.Double(sq3X, sq3Y, SQUARE_SIDES, SQUARE_SIDES);
               currentBlock = new Rectangle2D.Double[] {sq0, sq1, sq2, sq3};
               return currentBlock;
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               sq0X = 150;
               sq0Y = 10;
               sq1X = sq0X + 21;
               sq1Y = 10;
               sq2X = sq1X + 21;
               sq2Y = 10;
               sq3X = sq2X + 21;
               sq3Y = 10;
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               sq1 = new Rectangle2D.Double(sq1X, sq1Y, SQUARE_SIDES, SQUARE_SIDES);
               sq2 = new Rectangle2D.Double(sq2X, sq2Y, SQUARE_SIDES, SQUARE_SIDES);
               sq3 = new Rectangle2D.Double(sq3X, sq3Y, SQUARE_SIDES, SQUARE_SIDES);
               currentBlock = new Rectangle2D.Double[] {sq0, sq1, sq2, sq3};
               return currentBlock;
            public Shape[] getRightBlock()
               sq0X = 150;
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               sq1X = sq0X - 21;
               sq1Y = 10;
               sq2X = sq1X;
               sq2Y = sq1Y + 21;
               sq3X = sq2X - 21;
               sq3Y = sq2Y;
               sq0 = new Rectangle2D.Double(sq0X, sq0Y, SQUARE_SIDES, SQUARE_SIDES);
               sq1 = new Rectangle2D.Double(sq1X, sq1Y, SQUARE_SIDES, SQUARE_SIDES);
               sq2 = new Rectangle2D.Double(sq2X, sq2Y, SQUARE_SIDES, SQUARE_SIDES);
               sq3 = new Rectangle2D.Double(sq3X, sq3Y, SQUARE_SIDES, SQUARE_SIDES);
               currentBlock = new Rectangle2D.Double[] {sq0, sq1, sq2, sq3};
               return currentBlock;
            public Shape[] getRandomBlock(){//generates a random number
       //to decide witch block to instantiate
       int randomBlockType = (int) Math.floor( 1 + Math.random() * (int)Math.ceil(3));
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          case 1:
             currentBlock = this.getLeftBlock();
             blockNumber = 1;
             break;
          case 2:
             currentBlock = this.getRightBlock();
             blockNumber = 2;
             break;
          case 3:
             currentBlock = this.getLongBlock();
             blockNumber = 3;
             break;
       System.out.println(randomBlockType);
       return currentBlock;
            public void rotate()
               boolean rotated = false;
               switch(rotateCount){
                  case 0:
                     rotateBlock(blockNumber , rotated);
                rotateCount ++;
                break;
             case 1:
                rotated = true;
                rotateBlock(blockNumber , rotated);
                rotateCount --;
                break;
    Here is my GamePanel class, most of my game logic is here
    note there are some things in here that are not being used they are experimental I tried to flag them or remove them before posting this but I am not sure I got everything, plus I thought it best to leave in some of my mistakes so whoever can help will see what my brain is doing(scary thought)*/
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    import javax.swing.*;
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    import java.awt.event.*;
    import java.awt.Shape.*;
    import java.awt.geom.*;
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    import java.util.ArrayList;
    import javax.sound.*;
    import java.lang.Object.*;
    import java.lang.*;
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    * Description:This is the eventhandler and painter of the game
    * Copyright:
    * Company: rcc
    * @author troy
    * @version 1.0
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       Color lineColor;
       Color fillColor;
       Block block;
    /**********EXPERIMENTAL VARIABLES******************/
    Shape[] stackedBlocks ;//to hold the previous blocks
    ArrayList blockList ;//this is along the same thinking as stackedBlocks[]
    Shape[] stackedShapes;//was going to try this to hold the
                                                  //individual squares of each block but
                                                  // I still can't get paintComponent to paint it
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    Shape sq1;
    Shape sq2;
    Shape sq3;
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       int blockIndex = 0;//to index through the array or arrayList
                                       //(which ever gets used)
       int squareIndex = 0;//same as blockIndex only it would apply to
                                          //the squares instead of the whole block
    /********END EXPERIMENTAL VARIABLES*********************/
    Timer timer = new Timer(1000,this);//calls moveBlockDown()
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       public GamePanel()
         bottomLine = new Line2D.Double(0,400,400,400);
         setVisible(true);
         lineColor = Color.BLACK;
         fillColor = Color.YELLOW ;
         setBackground(Color.white);
         addKeyListener(this);
         addFocusListener(this);
         setFocusable(true);
        ArrayList blockList = new ArrayList();//
       }/**********END CONSTRUCTOR****************/
    //these next 2 methods are where I am having the most trouble
    //I am trying to make a method
    //to hold the blocks once they have
    //stopped moving and then repaint
    //them.
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          blockCount ++;
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          int sq0y = (int)block.sq0.y;
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          int sq2y = (int)block.sq2.y;
          int sq3x = (int)block.sq3.x;
          int sq3y = (int)block.sq3.y;
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