Previous button always highlighted

My iTunes player is getting on my nerves.  For some reason, the Previous Button is always highlighted.  So whenever I press the spacebar, it does not stop the player, but it rewinds the song to the beginning.  How do I get this **** button to un-highlight so that the spacebar can actually do its job of stoping the music?

nevermind, just figured it out.  Just need to press tab and it cycles through the buttons.
thanks to me!

Similar Messages

  • Creating next/previous buttons problem

    I am creating next & previous buttons on my main scene. I have created a scrolling photo gallery as well as a random button to randomly select images. I have a photos layer that has 15 images tagged in the AS "img1" "img2"....hopefully this all makes sense so far.
    What script can I use to easily create a next_btn. This is what I currently have
    next_btn.onRelease = function() {
        photos.gotoAndStop("img"+1);
        photos.fader.gotoAndPlay(2);
    "img"+1 goes to the "img1" however I would like it to go to the next img instead of always go to img1. I've tried _currentframe+10 (images are 10 frames apart) and some others but cannot seem to get it to work.
    I would like this to work along with the random button so that when a random image is clicked, the person can click the next button and get to the next image.
    Current script in...
    random_btn.onRelease = function(){
        var picNum:Number
        picNum = Math.ceil(Math.random()*15);
        photos.gotoAndStop("img"+picNum);
        photos.fader.gotoAndPlay(2);
    next_btn.onRelease = function() {
        photos.gotoAndStop("img"+1);
        photos.fader.gotoAndPlay(2);
    if you need any clarification let me know! thanks!

    i'll try to explain this simplier.
    scene 1 (layers)
    inside layers
    AS
    next back btn
    random btn
    photos
    displays images when clicked on from photo gallery
    scrolling photo gallery
    photo gallery + buttons for gallery
    i'm looking to create a simple < > prev and next image buttons.
    My current script from above (original post) hasn't worked out.
    random_btn.onRelease = function(){
        var picNum:Number
        picNum = Math.ceil(Math.random()*15);
        photos.gotoAndStop("img"+picNum);
        photos.fader.gotoAndPlay(2);
    next_btn.onRelease = function() {
        photos.gotoAndStop(picNum+1);
        photos.fader.gotoAndPlay(2);
    I'll take out the random_btn if need be to create just a regular next button and previous button. (i'll worry about tracking the scrolling image gallery later...one issue at a time)
    Thanks again.

  • 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
    "Luck is the residue of good design."

  • Xml gallery with thumbnails & next/previous buttons.

    hallo all the wise people,
    sorry to bother you, but i'm kind of desperate, and nobody around to ask, so....
    i've spend now three full days editing an xml gallery... to my needs, and always goes messy, so maybe it's time give up and make my own from the scratch, or looking from a one closer to my needs =/ (helpless).
    could anyone help - maybe any of you by some chance knows a link as close as possible to tutorial/source as3 fla to sthg as close as possible to this:
    a) xml gallery
    b) thumbnails
    c) when thumbnail clicked a big picture shows
    d) next/previous buttons possible
    otherwise, i can also post the code of my gallery where i absolutely can't add next/previous buttons without making a big mess =/
    i will be totally youbie doubie grateful for any help... any, if you only know any good link, 'll try to fugure out a tutorial or edit the source myself....
    thanks in advance

    heyyyo wise one,
    at least this is really  nice of you to ask -  this gallery really makes me by now feel twice as blond as i am 8-0. but this is kinda really nested.
    the xml structure goes like this (this is easy and more or, less standard)(Caption is neglectable, probabaly i will not even display it, unless i have some extra time):
    <MenuItem>
             <picnum>01</picnum>
             <thumb>thumbs/Image00001.jpg</thumb>  
             <picture>Image00001.jpg</picture>
       <Caption>Fist Title</Caption> 
    </MenuItem>
    uaaha, then the as goes. there is the URLloader, but also two different loaders inside (one for the thumbnails, one for the big picture). and this is all inside a for each loop -eh... i was always trying to change the pictLdr behavior - the loader, that loads the big picture.
    anyway the URL loader, and the main function, which is attached to it go like this:
    var myXML:XML = new XML();
    var XML_URL:String = "gallery_config.xml";
    var myXMLURL:URLRequest = new URLRequest(XML_URL);
    var myLoader:URLLoader = new URLLoader(myXMLURL);
    myLoader.addEventListener("complete", xmlLoaded);
    // Create the xmlLoaded function
    function xmlLoaded(event:Event):void
    // Place the xml data into the myXML object
        myXML = XML(myLoader.data);
        // Initialize and give var name to the new external XMLDocument
    var xmlDoc:XMLDocument = new XMLDocument();
    // Ignore spacing around nodes
        xmlDoc.ignoreWhite = true;
    // Define a new name for the loaded XML that is the data in myLoader
        var menuXML:XML = XML(myLoader.data);
    // Parse the XML data into a readable format
        xmlDoc.parseXML(menuXML.toXMLString());
        // Access the value of the "galleryFolder" node in our external XML file
    for each (var galleryFolder:XML in myXML..galleryFolder)
       // Access the value of the "pagenum" node in our external XML file
               var galleryDir:String = galleryFolder.toString();
    //trace (galleryDir);
    //trace (galleryFolder);//output taki sam jak powyżej
    // inicjuję variable flag, która bedzie trzsymac nazwę klikniętego thumbnail
    var flag2:String = null;
    // Set the index number of our loop, increments automatically
    var i:Number = 0;
    // Run the "for each" loop to iterate through all of the menu items listed in the external XML file
    for each (var MenuItem:XML in myXML..MenuItem)
    // Access the value of the "picnum" node in our external XML file
        var picnum:String = MenuItem.picnum.toString();
    // Access the value of the "pagetext" node in our external XML file
        var Caption:String = MenuItem.Caption.toString();
    // Access the value of the "thumb" node in our external XML file
        var thumb:String = MenuItem.thumb.toString();
    // Access the value of the "pagepicture" node in our external XML file
        var picture:String = MenuItem.picture.toString();
    // Just some trace I used for testing, tracing helps debug and fix errors
    //trace(picnum);
    var thumbLdr:Loader = new Loader();
        var thumbURLReq:URLRequest = new URLRequest(galleryDir + thumb);
        thumbLdr.load(thumbURLReq);
    // Create MovieClip holder for each thumb
    var thumb_mc = new MovieClip();
    thumb_mc.addChild(thumbLdr);
    addChildAt(thumb_mc, 1);
      // Create the rectangle used for the clickable button we will place over each thumb
      var rect:Shape = new Shape;
      rect.graphics.beginFill(0xFFFFFF);
      rect.graphics.lineStyle(1, 0x999999);
      rect.graphics.drawRect(0, 0, 80, 80);      
      // Create MovieClip holder for each button, and put that rectangle in it,
      // make button mode true and set it to invisible
      var clip_mc = new MovieClip();
      clip_mc.addChild(rect);
      addChild(clip_mc);
      clip_mc.buttonMode = true;
      clip_mc.alpha = .0;
         // The following four conditionals create the images where the images will live on stage
      // by adjusting math through each row we make sure they are laid out good and not stacked
      // all on top of one another, or spread out in one long row, we need 4 rows, so the math follows
      if (picnum < "05")
           line1xpos = line1xpos + distance; // These lines place row 1 on stage
        clip_mc.x = line1xpos;
        clip_mc.y = yPlacement;
        thumb_mc.x = line1xpos;
        thumb_mc.y = yPlacement;
       else  if (picnum > "04" && picnum < "11")
        line2xpos = line2xpos + distance; // These lines place row 2 on stage  
        clip_mc.x = line2xpos;
        clip_mc.y = 86;
        thumb_mc.x = line2xpos;
        thumb_mc.y = 86;
       else  if (picnum > "10" && picnum < "14")
        line3xpos = line3xpos + distance; // These lines place row 3 on stage
        clip_mc.x = line3xpos;
        clip_mc.y = 172;
        thumb_mc.x = line3xpos;
        thumb_mc.y = 172;
       else  if (picnum > "13" && picnum < "21")
       line4xpos = line4xpos + distance; // These lines place row 4 on stage
       clip_mc.x = line4xpos;
       clip_mc.y = 258;
       thumb_mc.x = line4xpos;
       thumb_mc.y = 258;
       // And now we create the pic loader for the larger images, and load it into "pictLdr"
       var pictLdr:Loader = new Loader();
       var pictURL:String = picture;
          var pictURLReq:URLRequest = new URLRequest(galleryDir + picture);
       //var pictURLReq:URLRequest = new URLRequest("gallery/Image00004.jpg");sprawia,ze zawsze wyswitla sie jeden obrazek
          pictLdr.load(pictURLReq);
       // Access the pic value and ready it for setting up the Click listener, and function
          clip_mc.clickToPic = pictLdr;
       // Access the text value and ready it for setting up the Click listener, and function
       clip_mc.clickToText = Caption;
       //var instName:String = flag();
       // Add the mouse event listener to the moviClip button for clicking
          clip_mc.addEventListener (MouseEvent.CLICK, clipClick);
          // Set the function for what happens when that button gets clicked
       function clipClick(e:Event):void
         // Populate the parent clip named frameSlide with all of the necessary data
         MovieClip(parent).frameSlide.gotoAndPlay("show"); // Makes it appear(slide down)
         MovieClip(parent).frameSlide.caption_txt.text = e.target.clickToText; // Adds the caption
         MovieClip(parent).frameSlide.frame_mc.addChild(e.target.clickToPic); // Adds the big pic
       } // This closes the "for each" loop
    } // And this closes the xmlLoaded function
    and the effect looks like this (it's a sketch, so big pictures are loaded randomly, don;t put too much attention to it): http://bangbangdesign.pl/xmlGallery/gallery29.swf
    but i guess it's a terrible stuff to go through all this. i would be totallly satisfied with a likng to a good tutorial to do it from scratch, or just a hint where to start rebuilding this.
    + in any case i send greetinngs to whereever you are =]

  • Lightroom mobile performance and "previous" button issues

    I am considering subscribing to Lightroom mobile for iPad so I decided to give it a trial run with 2000+ photos sync-ed (iPad 3, Nikon D7000 raw files). The performance is awful!
    Browsing through the images is fairly decent. Flagging also does a good job and seems that export works fine, but that is as far as I would go in praising the app.
    Downloading from the cloud for offline use takes time (for sure my internet connection's bandwidth is not the problem) and the app does not sync files for offline use when the iPad locks. I had to change the iPad lock settings to "never" in order to be able to download the full set of images. The iPad went from 50% battery to 10% just to download the files. That long it took, with the brightness dimmed to the minimum.
    With all other apps closed on the iPad (and offline from CC), it takes 2 to 5 seconds for loading the adjustment values (not to render the image) when moving to a new image (all image info off: exposure settings and histogram).
    When using basic adjustments and crop I have found it very difficult to apply the same settings to the next image. Simply the Previous button is inactive. Browsing back and forth seems to activate this button at random times. But clicking on it and selecting "Everything from previous" does not bring any settings. Neither the basic adjustments, nor the crop settings. Although the image seems to be re-rendering.
    In this case above, once the "Previous" button is reactivated, clicking on it highlights the selection (e.g. "Everything from previous") but no settings are applied. The menu does not close. I can click on "everything from" or "basic tones from" and they get highlighted but nothing happens. The menu does not close. Extremely annoying.
    Same thing for the Reset menu. Sometimes it works sometimes not. I have managed (again at random times) to reset the image to the import settings, browse back and forward to other images, return to the image and then apply the settings from previous photo successfully. But only if I wait 2-3 seconds after the "Previous" menu pops-up.
    When I hit the Reset -> All menu and then Previous -> "Everything", the image seems to only receive distortion correction (applied on the desktop to all photos upon import). No other settings are applied (basic adjustments or crop).
    When connected to CC, performance degrades even more as it seems that the app is checking for updated settings to the file. It adds an additional 2-3 seconds per image...
    Is there a fix in the works for these annoyances? At the current stage of the app, I do not consider subscribing to Creative Cloud as the app is basically unusable for batch processing.
    It would be best if the app would be optimised for batch processing as at the moment it seems as poor as the Photos app on the iPad (with some versatility in terms of the settings that can be tweaked). Any target date for a future update? My trial expires in 20 days or so and I am not impressed for now.
    I am not bothered by the slow rendering of the images on my device (for sure the iPad Air would do a better job) but the user interface is extremely slow and unusable. I have managed to edit 135 photos in 2 weekend days (roughly 4 hours of use). Very disappointed.

    Hi,
    thank you for your feedback.
    Previous... will only be active if the two images (previous one) and the present have different adjustments.
    Some more answers inline:
    In this case above, once the "Previous" button is reactivated, clicking on it highlights the selection (e.g. "Everything from previous") but no settings are applied. The menu does not close. I can click on "everything from" or "basic tones from" and they get highlighted but nothing happens. The menu does not close. Extremely annoying.
    The Previous... menu will not close automatically once one of its options has been chosen. Btw. do the small thumbnails visually differ from another (Basic tones and Everything)?
    Same thing for the Reset menu. Sometimes it works sometimes not. I have managed (again at random times) to reset the image to the import settings, browse back and forward to other images, return to the image and then apply the settings from previous photo successfully. But only if I wait 2-3 seconds after the "Previous" menu pops-up.
    Reset to Import is only visible if you have done any changes to the image. When you mention that it sometimes doesn't work - is the problem that it's not enabled at all?
    When using basic adjustments and crop I have found it very difficult to apply the same settings to the next image. Simply the Previous button is inactive. Browsing back and forth seems to activate this button at random times. But clicking on it and selecting "Everything from previous" does not bring any settings. Neither the basic adjustments, nor the crop settings. Although the image seems to be re-rendering.
    It would be nice if you could give us some more info on this case. Since I have a problem reproducing this issue, could you please let us know if you have many applications in the background? How much free space do you have on your device?
    Does a restart of the device help (in some cases it can)?
    When I hit the Reset -> All menu and then Previous -> "Everything", the image seems to only receive distortion correction (applied on the desktop to all photos upon import). No other settings are applied (basic adjustments or crop).
    Are you doing Previous->Everything this on the same image that you reset?
    thanks,
    Ignacio

  • QA32 spreadsheet needs to unmark the button "always use selected format"

    Hello Experts.
    I am currently doing some testings in QA32, i want to transfer my list in printable documents, when i am in the menu LIST- EXPORT - SPREADSHEET , then the list for choices appears if(excel, all available formats)then there is this button box "always use selected format" which i have marked it and saves..then when after i proceed to QA32 again, i can't choose the format that i want in the selection.I believe it is the result of marking the button "always selected use format"
    how can i unmarked the  button "always selected use format" so i can have the chance to choose again?
    Thanks

    Exporting to Spreadsheets  
    Use
    You can export the list as various spreadsheet formats. The following list summarizes the most important of these formats and the corresponding file name extension for the files:
    Format
    File Name Extension
    Excel (in MHTML format)
    MHTML
    Excel (in MHTML format for 2000/97)
    MHTML
    Star Office (in ODS format 1.0)
    ODS
    Excel (in Office 2003 XML format)
    MHTML
    SAP-internal XML format
    XML
    SAP standard (internal table)
    XML
    Excel (in previous XXL format)
    XLS
    A format is only included in the selection options if it is available on your PC. The system administrator can also restrict the list of possible formats or even reduce the export to a certain format.
    When you export the list in one of these formats, the system automatically generates a file with the name export and with the corresponding file name extension. Exactly which parts of the list are exported to the file depends on the format.
    Exactly which data is exported to the file depends on the format:
    ●      In MHTML and XML formats, for example, you export the data that is displayed in the list on the screen. The number, selection, and sequence of columns as well as the sorting, filter, and calculation settings are all included in the export.
    ●      In Excel XXL format, any functions that you executed on the list are not included in the export. The file contains all the columns that you have displayed, but your sorting, filter, and calculation settings are ignored.
    Prerequisites
    To be able to display and, where necessary, further edit the file that you have generated with the export, the relevant program must be installed.
    Procedure
    Exporting the List
           1.      Choose  with the quick info text Export and select Spreadsheet in the selection list. In full-screen mode, choose List ® Export ® Spreadsheet.
    If you have a choice of more than one format, the Select Spreadsheet dialog box opens.
           2.      In the Select Spreadsheet dialog box, select the format in which you want to save the exported data.
           3.      Confirm the settings.
           4.      In the dialog box that appears, specify the path and name of the file and save the file.
    For some formats, you also need to specify other settings for the file that is saved.
           5.      Make the required settings, where applicable.
    If an installed program is linked to the selected file name extension, this program is started automatically and the generated file is opened.
    Keeping Settings
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