"next" and "previous" no longer work in iTunes 8
After upgradting to iTunes 8, it seems I can no longer skip to the next song - without first selecting a song in my library.
Let me explain step by step:
--> I open iTunes
--> It is in "shuffle" mode and therefore I press the "Play" button.
--> A random song from my library begins playing.
--> I decide I don't like it and want to skip to the next one, so I press the "next" button.
--> The first song stops, the buttons are turned off, and nothing else plays.
If, however, I select a song myself by clicking on it in the library, then after that I have no problem clicking on the next/prev buttons.
I think it's a bug, but maybe I'm doing something wrong?
I should point out that this happens with or without Genius turned on. I tried it in both states.
Thank you
Bira
Hi Stuart,
I'm afraid the problem persists even after using command-L.
I pressed "play", it began playing a song at random - the song is somewhere in the middle of the list, with plenty before and after.
When I press command-L, this simply highlights the song that is currently playing, but it doesn't resolve the issue with the "next" button.
As I said, only if I select a song to begin with does it work...
I should clarify that I have approximately 1,500 songs in my library and have been using iTunes for god knows how many years now, so I would term myself a fairly advanced user. Although that does not go to say I may not be doing something wrong, which is why I posted here
Cheers,
bira
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When I said that the total number of records is 15, I
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previous buttons. UIX tables used to take care of
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Getting back to your original issue...
1. It does not work with Data Controls built
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Next and Previous Buttons, n00b edition
OK, I am trying to construct a "timeline" flash file, where
basically you click either a next or previous button to move
through different frames, and I think I know how to do everything
other than the next and previous buttons. Two questions:
Would this be easier as AS2.0 or AS3.0?
If I use AS3, would this code work, and is "my_mc" simply the
name of the layer with the navigable frames?
next_btn.addEventListener(MouseEvent.MOUSE_UP,buttonPressed);
prev_btn.addEventListener(MouseEvent.MOUSE_UP,buttonPressedprev);
function buttonPressed(event:MouseEvent){
my_mc.nextFrame()
function buttonPressedprev(event:MouseEvent){
my_mc.prevFrame()
Sorry if this is confusing, I am such a n00b I don't even
know how to ask questions properly.sholditch,
> This is a huge help and one of the better explanations
of AS
> coding I've ever seen. Thanks a ton.
Thanks!
> However, I think I may be jumping ahead too much.
Sure, no worries. It's definitely dizzying at the beginning.
> Follow up questions, n00b style:
>
> 1. What would be the equivalent of the nextFrame()
method
> for previous? Tried searching help and googling, but
getting
> too much other stuff to wade through.
Google absolutely rocks, but I hear ya ... you have to be
willing to
wade through numerous search results. Fortunately, the Help
docs usually
get you directly to your answer -- and quickly, at that -- if
you just know
how to navigate them. If you're using Flash CS3, the Help
docs are local,
though optionally available online. If you're using Flash
CS4, the docs are
online and open in a browser, in either case, what you're
looking for
specifically is the ActionScript 2.0 Language Reference (if
you're using
AS2) or the ActionScript 3.0 Language and Components
reference (if you're
using AS3).
AS2:
http://help.adobe.com/en_US/AS2LCR/Flash_10.0/help.html?content=Part2_AS2_LangRef_1.html
AS3:
http://help.adobe.com/en_US/AS3LCR/Flash_10.0/index.html
In the case of AS2, you'll click on the lefthand side. Open
up
"ActionScript 2.0 Language Reference," then "ActionScript
classes," and
you're in. In the case of AS3, you'll see the classes already
listed on the
lefthand side.
Now ... you've coded up your button, which means you
consulted the
Button (AS2) or SimpleButton (AS3) class to see what was
available to you.
(I'm speaking hypothetically, of course. When you've become
more
comfortable with the docs, this will often describe your
initial steps.)
You want to code up a button symbol, so that means you've
looked up the
Events heading for the appropriate class to see what this
object can react
to, such as a button click. You've found your event --
onRelease or
MouseEvent.CLICK -- and have associated that event with a
custom function.
Now, you're on to the next step. In this case, the object
you're
looking for is no longer a button. It's a movie clip, because
you want this
function to send the main timeline forward or backward.
Again, your first
question is always: a) what object am I dealing with? Here,
it's the
MovieClip class, so that's where you flip to. Your second
question is: b)
what category am I looking for? If characteristics, look up
Properties; if
something the object can do, look up Methods; if something
the object can
react to, look up Events. In this case, you want to send the
timeline
somewhere. That's something the timeline (that is, this
particular movie
clip) can do. The things-an-object-can-do category is
Methods, so that's
where you flip to.
You'll see a decent selection in either language, including
the common
gotoAndPlay(), gotoAndStop(), and so on. You'll also see
nextFrame() and
prevFrame(). Bingo! (Note, both versions of the language rely
on something
called inheritance, which behaves just like it sounds. Just
as we humans
inherit traits from our predecessors, most classes inherit
traits from other
classes up the family tree. In the AS3 docs, you'll see a
"Show Inherited
Public Methdods [or Properties, or Events]" hyperlink. If you
need more
detail, be sure to click that link. In the AS2 docs, the
inherited items
are listed in a box beneath each heading. Any given class may
or may not
have inherited items.)
So you really don't have to wade too far. Think of what
object you're
dealing with, then jump to the relevant category.
> 2. How do I make the next and previous buttons the only
> controls that will move to the next or previous frames?
I
> plugged in the code into a separate as_layer and when I
> test the scene it just goes through the frames
automatically.
Movie clips (including the main timeline) just animate
naturally -- they
*want* to move -- so if you want a timeline to stop, you have
to instruct it
to. Here again, you'll look up the MovieClip class and,
because you want to
find out how to *do* something (how to stop this movie clip),
you'll jump to
the Methods section. Sure enough, there's a MovieClip.stop()
method.
In frame 1 of your main timeline, simply type stop(), and
that'll do it.
The reason it works is because you're invoking a MovieClip
method on a
MovieClip instance -- the main timeline. If you wanted to
stop a movie clip
symbol, you'd have to give it an instance name, then invoke
the method on
that particular instance, like this:
myMovieClip.stop();
... in which case, myMovieClip is the instance name, and this
clip happens
to site in the same timeline as this code appears.
Alternatively, you could enter the timeline of that movie
clip and
simply put stop() in its own first frame. That would do it
too. In either
case, you've invoked a MovieClip method on a particular movie
clip. All you
ever need is an object reference (implicit, because you're in
that object's
scope) or an instance name (or a variable that, by some other
mechanism,
refers to a particular object) and then you're set. With that
reference in
hand, you simply name the reference, put a dot, then invoke
the desired
property, method, or event.
In the case where you simply invoke stop() on the main
timeline, you
*could* reference the main timeline directly, like this:
this.stop();
The "this" keyword is a special reference that refers to
whatever scope
its in. Because your code appears inside a keyframe, its
scope is the movie
clip in which that keyframe appears, therefore "this" -- in
that context --
refers to that movie clip. But as I showed earlier, you can
also simply
leave off the prefix object reference because Flash will know
what you mean
(that is, which movie clip you mean).
Eventually, when you're more comfortable, you'll reference
instances of
other kinds of objects, such as sounds, text formatting
objects, and more.
In those cases, your object reference -- an instance name, or
a variable --
will act the same way, but you'll only be able to invoke
functionality from
the relevant class.
If you have Sound instance, for example, you couldn't do
this:
mySound.gotoAndPlay(15);
... because sounds don't have timelines, and the Sound
class's Methods
section doesn't feature a gotoAndPlay() method. And that
totally makes
sense, right?
> If you have a beginner's guide to actionscripting,
focused
> on AS3, I will buy it today.
I'm happy to keep answering your questions here, but yes, I
do have a
few books you might be interested in. If you're using Flash
CS3, you might
consider Tom Green's and my Foundation Flash CS3 for
Designers (friends of
ED) (
http://tinyurl.com/2k29mj),
and if you're using Flash CS4, you'll want
the current version of that book (
http://tinyurl.com/5j55cv).
Bear in mind,
these are "foundation" books, so they cover all of Flash, not
just
ActionScript. Still, there's tons of ActionScript in either
one
(exclusively AS3, by happenstance), and we've received
positive feedback on
the ActionScript Basics chapter, in particular.
I also recently finished an AS2-to-AS3 migration book for
O'Reilly
http://tinyurl.com/2s28a5),
but that one may not be especially useful for
you, because it focuses more on developers who have a basic
understanding of
AS2 but feel bewildered when it comes to AS3.
There's also my blog, (quip.net/blog), which has tons of AS2
stuff, and
is slowly growing new AS3 content. One of my co-authors for
the O'Reilly
book, Rich Shupe, co-authored an ActionScript 3.0 book
specifically for
beginners, so take a look, read the reviews, and see if the
publisher offers
sample chapters. They often do, and that's usually a good
indicator -- to
me, anyway -- of how a particular author's style gels (or
doesn't gel) with
your particular learning style.
David Stiller
Contributor, How to Cheat in Adobe Flash CS3
http://tinyurl.com/2cp6na
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First my code :)
import java.util.*;
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.GridLayout;
import java.lang.Object;
import java.awt.Image;
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int i;
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for (i=0; i<4; i++)
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final JButton prevBtn = new JButton("Previous");
final JButton nextBtn = new JButton("Next");
final JButton lastBtn = new JButton("Last");
final JLabel label;
final JTextArea textArea;
final JPanel buttonJPanel;
//Add Logo
ImageIcon icon = new ImageIcon("javashield.JPG");
label = new JLabel("Some Company Inc.", icon, JLabel.RIGHT);
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label.setVerticalTextPosition(JLabel.BOTTOM);
label.setHorizontalTextPosition(JLabel.CENTER);
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buttonJPanel.add(prevBtn);
buttonJPanel.add(nextBtn);
buttonJPanel.add(lastBtn);
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textArea.setEditable(false);
JFrame invFrame = new JFrame();
invFrame.setLayout(new BorderLayout());
invFrame.getContentPane().add(new JScrollPane(textArea), BorderLayout.CENTER);
invFrame.getContentPane().add(buttonJPanel, BorderLayout.SOUTH);
invFrame.getContentPane().add(label, BorderLayout.NORTH);
invFrame.setTitle("INVENTORY:");
invFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
invFrame.setSize(350, 350);
invFrame.setLocationRelativeTo(null);
invFrame.setVisible(true);
// assign actionListener and actionEvent for each button
firstBtn.addActionListener(new ActionListener()
public void actionPerformed(ActionEvent ae)
textArea.setText(myPart[0]+"\n");
}); // end firstBtn
prevBtn.addActionListener(new ActionListener()
public void actionPerformed(ActionEvent ae)
textArea.setText(myPart[1]+"\n");
}); // end prevBtn
nextBtn.addActionListener(new ActionListener()
public void actionPerformed(ActionEvent ae)
textArea.setText(myPart[2]+"\n");
}); // end nextBtn
lastBtn.addActionListener(new ActionListener()
public void actionPerformed(ActionEvent ae)
textArea.setText(myPart[3]+"\n");
}); // end lastBtn
} // end main
} // end class Inventory6
class part
public String partName;
public int itemNum;
public double units;
public double price;
//default constructor
public part()
partName = "";
itemNum = 0;
units = 0.0;
price = 0.00;
}//end default constructor
//Parameterized Constructor
public part( String partName, int itemNum, double units, double price)
this.partName = partName;
this.itemNum = itemNum;
this.units = units;
this.price = price;
}//end constructor
public void setpartName(String partName) {
this.partName = partName;
public String getpartName()
return partName;
public void setitemNum ( int itemNum )
this.itemNum = itemNum;
public int getitemNum()
return itemNum;
public void setunits ( double units )
this.units = units;
public double getunits()
return units;
public void setprice ( double price )
this.price = price;
public double getprice()
return price;
//calculates product total
public double invTotal()
return (units * price);
public String toString()
return "Part: "+partName+
"\nPart Number: "+itemNum+
"\nUnits on hand: "+(int)units+
"\nPrice per unit: $"+price+
"\nPart Total: $"+invTotal();
//end Class Part
// Class Part holds Part information
class Wireless extends part
private String wlPart; // variable for added feature
public Wireless(String partName, int itemNum, double units, double price, String addWL)
// call to superclass constructor
super(partName, itemNum, units, price);
wlPart = addWL;
}// end constructor
public void setwlPart(String addWL) // method to set added feature
wlPart = addWL;
public String getwlPart() // method to get added feature
return wlPart;
public double totalRestock() // method to set value and add restock fee
return units * price * 0.05;
public String toString()
return "Part: "+partName+
"\nPart Number: "+itemNum+
"\nUnits on hand: "+(int)units+
"\nPrice per unit: $"+price+
"\nRestock Fee: $"+totalRestock()+
"\nPart Total: $"+invTotal();
} I need to make my next and previous button keep going through the array. They go next or previous one time and stop. I know it is because of the way I wrote the statement
textArea.setText(myPart[2]+"\n");What I can't figure out is how to make that statement be the current myPart and add 1 to it. I tried textArea.setText(myPart[i]+1+"\n");and it did not work either, I got these errors:
C:\Inventory\Inventory.java:92: local variable i is accessed from within inner class; needs to be declared final
textArea.setText(myPart[i]+1+"\n");
^
C:\Inventory\Inventory.java:92: operator + cannot be applied to part,int
textArea.setText(myPart[i]+1+"\n");
^
2 errors
So I tried to write {nextItem()}
and writing a method for next item,
nextBtn.addActionListener(new ActionListener()
public void actionPerformed(ActionEvent ae)
nextItem();
}); // end nextBtn
lastBtn.addActionListener(new ActionListener()
public void actionPerformed(ActionEvent ae)
textArea.setText(myPart[3]+"n");
} // end lastBtn actionEvent
}); // end lastBtn actionListener
} // end main
private static void nextItem();
if (myPart < myPart[]-1)
myPart++;
textArea.setText(myPart[0]);
}and I get this error
C:\Inventory\Inventory.java:109: '.class' expected
if (myPart < myPart[]-1){
^
1 error
I thought '.class' expected meant I was missing a bracket, but I can't see where I am missing a bracket.
I feel dumber by the minute.
Am I not seeing something?Another suggestion. First create a non-GUI Inventory class, something like this:
public class Inventory
private part[] myPart;
private int index = 0;
public Inventory()
myPart = new part[4];
myPart[0] = new part("Glass Break", 730, 12, 32.19);
myPart[1] = new part("Motion", 995, 14, 37.69);
myPart[2] = new part("Keypad", 220, 12, 50.69);
myPart[3] = new part("Contact", 944, 44, 1.19);
public part getPart(int i)
//TODO fill this in
public part getFirst()
//TODO fill this in
public part getLast()
//TODO fill this in
public part getNext()
//TODO fill this in
public part getPrev()
//TODO fill this in
public double getTotalInventory()
//TODO fill this in
// this main is here only to test out the class
public static void main(String[] args)
Inventory inv = new Inventory();
for (int i = 0; i < 4; i++)
System.out.println(inv.getPart(i));
System.out.println();
System.out.println("getFirst: " + inv.getFirst());
System.out.println();
for (int j = 0; j < 6; j++) // deliberately set to be > 4
System.out.println("getNext: " + inv.getNext());
System.out.println();
for (int j = 0; j < 6; j++)
System.out.println("getPrev: " + inv.getPrev());
System.out.println();
System.out.println("getLast: " + inv.getLast());
}Then use this class as a variable within another class, say InventoryGUI. In this second class, the "next" button would call the Inventory object's getNext() method. -
'Next' and 'Previous' buttons in master/detail region
Hi,
I've managed to successfully create a master/detail region
which is basically a very simple photo gallery.
The left column shows the thumbnails, and when I click on
them it shows the full-size version in the right column.
I've been trawling userguides and forums for hours now, and I
just can't work out how I can put a 'next' and 'previous' button
beneath the large image enabling the viewer to move to the next
image.
I'm guessing it might be something to do with setRowNumber,
but I'm just not sure.
I'm pulling my (receding) hair out on this one, so any help
or useful links would be much appreciated!
My (basic) code below
<div spry:region="dsGT" id="thumbholder">
<div id="thumb" spry:repeat="dsGT"><img
src="onlinegallery/thumbs/{@path}" width="50" height="50"
spry:setrow="dsGT"></div>
</div>
</div>
<!--End Navigation Div-->
<div id="copy">
<div id="fullimage">
<div spry:detailregion="dsGT">
<img src="onlinegallery/main/{@path}" />
</div>
Many thanks!They make a call to JavaScript, I'm guessing you knew that?
I'm 96.7% JS illiterate, so I'm incapable of explaining it.
You have to download the Spry Framework, unpackage it, look
in the Demos folder, then look in the Gallery folder. Gallery.js, i
think, is where that JS call goes to in order to switch out the
next/prev image.
the download is here:
http://labs.adobe.com/technologies/spry/ -
How to connect "Next" and "Previous" ?
Hi everyone,
I am new in this with videoediting etc but I just managed to finish my first real videoproject and burned a DVD last night.
My first Encore project crashed after 3 days but I could start a new project and finish that one within 4 hours. Great program.
The DVD works fine except for1 thing:
I could not figure out how to connect "Next" and "Previous" in my Submenu for choosing clips.
So I just deleted these functions (!)
Looking forward to next project but I would like to use these 2 functions!
Thanks in advance!
Great forums in Adobe with Great People!Thank you !
I thought it was to go to Next clip and previous clip. Not very good thinking.....
Now I understand!
Thanks again!
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