Problem with access into the main stage

hi, how are you guys ,, i hope you fine
here is my problem
i have file fla called "game.fla" and there are alot of frames in the main stage  i wanna move it from
class called "admin" in the library but how??
i tried to this
parent.gotoAndStop(39);
but it doesn.t work i dont know why
and this is the error message
C:\Users\win7\Desktop\game1\admin1.as, Line 902 1061: Call to a possibly undefined method gotoAndStop through a reference with static type flash.display:DisplayObjectContainer.

ahh sorry "
I could be more help if I had some code to look at"
here this is all the admin code
package{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
public class admin1 extends MovieClip
var moves:Boolean;
var points:Number;
var SCREAMING:screaming
var SOUNDCHANNEL:SoundChannel
var vx:Number;
var EATING:eating;
var CHIDORI:chidori
var WIND:wind;
public function admin1(){
  addEventListener(Event.ADDED_TO_STAGE,onAddedToStage)
  public function onAddedToStage(event:Event):void
   stop()
   if (currentFrame ==20)
   gotoAndStop(1)
   WIND = new wind;
   SOUNDCHANNEL = WIND.play(0,1000)
   CHIDORI = new chidori
   EATING = new eating
   SCREAMING = new screaming
    SOUNDCHANNEL = new SoundChannel
   score.restrict = "0-9";
   burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .5;
   fireball1.alpha = .5;
   points=0;
   hero1.stop();
   quizz.stop();
   animal1.stop();
   evil1.stop();
   addEventListener(Event.ENTER_FRAME, onEnterFrame);
   fireball1..addEventListener(MouseEvent.CLICK, onfireball1);
   burger1.addEventListener(MouseEvent.CLICK, onburger1);
   b1.visible = false
   b2.visible = false
   b3.visible = false
   c1.visible = false
   c2.visible = false
   c3.visible = false
   d1.visible = false
   d2.visible = false
   d3.visible = false
   e1.visible = false
   e2.visible = false
   e3.visible = false
   f1.visible = false
   f2.visible = false
   f3.visible = false
   a1.addEventListener(MouseEvent.CLICK, onmouseclicka1);
   a2.addEventListener(MouseEvent.CLICK, onmouseclicka2);
   a3.addEventListener(MouseEvent.CLICK, onmouseclicka3);
   b1.addEventListener(MouseEvent.CLICK, onmouseclickb1);
   b2.addEventListener(MouseEvent.CLICK, onmouseclickb2);
   b3.addEventListener(MouseEvent.CLICK, onmouseclickb3);
   c1.addEventListener(MouseEvent.CLICK, onmouseclickc1);
       c2.addEventListener(MouseEvent.CLICK, onmouseclickc2);
       c3.addEventListener(MouseEvent.CLICK, onmouseclickc3);
       d1.addEventListener(MouseEvent.CLICK, onmouseclickd1);
       d2.addEventListener(MouseEvent.CLICK, onmouseclickd2);
       d3.addEventListener(MouseEvent.CLICK, onmouseclickd3);
       e1.addEventListener(MouseEvent.CLICK, onmouseclicke1);
       e2.addEventListener(MouseEvent.CLICK, onmouseclicke2);
       e3.addEventListener(MouseEvent.CLICK, onmouseclicke3);
       f1.addEventListener(MouseEvent.CLICK, onmouseclickf1);
   f2.addEventListener(MouseEvent.CLICK, onmouseclickf2);
   f3.addEventListener(MouseEvent.CLICK, onmouseclickf3);
   addEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
  public function onRemovedFromStage(event:Event):void
   //Remove the onEnterFrame event if
   //this object is removed from the stage
   removeEventListener(Event.ENTER_FRAME, onEnterFrame);
   removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
   removeEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
   trace("Dungeon removed");
  public function onEnterFrame(event:Event):void
   if (points == 0   ){
fireball1.alpha = .3;
fireball1.enabled = false;
burger1.alpha = .3;
burger1.enabled = false;
if (points == 1   ){
fireball1.alpha = .3;
fireball1.enabled = false;
burger1.alpha = 1;
burger1.enabled = true;
if (herobar.width == 80){
   hero1.gotoAndStop(1);}
if (herobar.width == 60){
   hero1.gotoAndStop(2);}
   else if (herobar.width == 40){
   hero1.gotoAndStop(3);}
   else if (herobar.width == 20){
   hero1.gotoAndStop(4);}
   else if (herobar.width == 0){
   hero1.gotoAndStop(5);}
   if(evilbar.width == 40)
   evil1.gotoAndStop (2)
   else if (evilbar.width == 0){
   evil1.gotoAndStop(3);}
public function onmouseclicka1 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
else if (points==1){
fireball1.alpha = .3;
fireball1.enabled = false;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
removeEventListener (MouseEvent.CLICK,onmouseclicka1)
quizz.gotoAndStop(2);
animal1.gotoAndStop(2);
removeChild(a1)
removeChild(a2)
removeChild(a3)
b1.visible = true
   b2.visible = true
   b3.visible = true
   herobar.width -= 20;
   play();
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclicka2 (event:MouseEvent):void
points++
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
removeEventListener (MouseEvent.CLICK,onmouseclicka2)
quizz.gotoAndStop(2);
animal1.gotoAndStop(2);
removeChild(a1)
removeChild(a2)
removeChild(a3)
b1.visible = true
   b2.visible = true
   b3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclicka3 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";
if (points< 0){
points = 0;
removeEventListener (MouseEvent.CLICK,onmouseclicka3)
quizz.gotoAndStop(2);
animal1.gotoAndStop(2);
removeChild(a1)
removeChild(a2)
removeChild(a3)
b1.visible = true
   b2.visible = true
   b3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickb1 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
else if (points==1){
fireball1.alpha = .3;
fireball1.enabled = false;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.frame.gotoAndStop(3);
animal1.gotoAndStop(3);
removeChild(b1)
removeChild(b2)
removeChild(b3)
c1.visible = true
   c2.visible = true
   c3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickb2 (event:MouseEvent):void
points++
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(3);
animal1.gotoAndStop(3);
removeChild(b1)
removeChild(b2)
removeChild(b3)
c1.visible = true
   c2.visible = true
   c3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickb3 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";
if (points< 0){
points = 0;
quizz.gotoAndStop(3);
animal1.gotoAndStop(3);
removeChild(b1)
removeChild(b2)
removeChild(b3)
c1.visible = true
   c2.visible = true
   c3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
}public function onmouseclickc1 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
else if (points==1){
fireball1.alpha = .3;
fireball1.enabled = false;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(4);
animal1.gotoAndStop(4);
removeChild(c1)
removeChild(c2)
removeChild(c3)
d1.visible = true
   d2.visible = true
   d3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickc2 (event:MouseEvent):void
points++
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(4);
animal1.gotoAndStop(4);
removeChild(c1)
removeChild(c2)
removeChild(c3)
d1.visible = true
   d2.visible = true
   d3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickc3 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";
if (points< 0){
points = 0;
quizz.gotoAndStop(4);
animal1.gotoAndStop(4);
removeChild(c1)
removeChild(c2)
removeChild(c3)
d1.visible = true
   d2.visible = true
   d3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
}public function onmouseclickd1 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
else if (points==1){
fireball1.alpha = .3;
fireball1.enabled = false;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(5);
animal1.gotoAndStop(5);
removeChild(d1)
removeChild(d2)
removeChild(d3)
e1.visible = true
   e2.visible = true
   e3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickd2 (event:MouseEvent):void
points++
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(5);
animal1.gotoAndStop(5);
removeChild(d1)
removeChild(d2)
removeChild(d3)
e1.visible = true
   e2.visible = true
   e3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickd3 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";
if (points< 0){
points = 0;
quizz.gotoAndStop(5);
animal1.gotoAndStop(5);
removeChild(d1)
removeChild(d2)
removeChild(d3)
e1.visible = true
   e2.visible = true
   e3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
}public function onmouseclicke1 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
else if (points==1){
fireball1.alpha = .3;
fireball1.enabled = false;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(6);
animal1.gotoAndStop(6);
removeChild(e1)
removeChild(e2)
removeChild(e3)
f1.visible = true
   f2.visible = true
   f3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclicke2 (event:MouseEvent):void
points++
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(6);
animal1.gotoAndStop(6);
removeChild(e1)
removeChild(e2)
removeChild(e3)
f1.visible = true
   f2.visible = true
   f3.visible = true
   herobar.width -= 20;
   SOUNDCHANNEL = CHIDORI.play();
public function onmouseclicke3 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";
if (points< 0){
points = 0;
quizz.gotoAndStop(6);
animal1.gotoAndStop(6);
removeChild(e1)
removeChild(e2)
removeChild(e3)
herobar.width -= 20;
SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickf1 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
else if (points==1){
fireball1.alpha = .3;
fireball1.enabled = false;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(7);
animal1.gotoAndStop(7);
removeChild(f1)
removeChild(f2)
removeChild(f3)
herobar.width -= 20;
SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickf2 (event:MouseEvent):void
points++
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";}
if (points< 0){
points = 0;
trace(points)
quizz.gotoAndStop(7);
animal1.gotoAndStop(7);
removeChild(f1)
removeChild(f2)
removeChild(f3)
herobar.width -= 20;
SOUNDCHANNEL = CHIDORI.play();
public function onmouseclickf3 (event:MouseEvent):void
points--
if (points == 1 ){
  burger1.enabled = true;
burger1.alpha = 1;
if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
score.text = String(points);
if (score.text < "0" ){
score.text = "0";
if (points< 0){
points = 0;
quizz.gotoAndStop(7);
animal1.gotoAndStop(7);
removeChild(f1)
removeChild(f2)
removeChild(f3)
herobar.width -= 20;
SOUNDCHANNEL = CHIDORI.play();
public function onfireball1(event:MouseEvent):void{
if ( points >= 2 ){
points -= 2
evilbar.width -=40
SOUNDCHANNEL = SCREAMING.play();
parent.gotoAndPlay(39)
score.text = String(points);
if (score.text < "0" ){
score.text = "0";
if (points< 0){
points = 0;
public function onburger1(event:MouseEvent):void{
if (points == 1 ){
burger1.alpha = .3;
fireball1.alpha = .3;
burger1.enabled = false;
fireball1.enabled = false;
herobar.width +=20
SOUNDCHANNEL = EATING.play()
points--
if ( points >=  2 ){
burger1.enabled = true;
   fireball1.enabled = true;
   burger1.alpha = 1;
   fireball1.alpha = 1;
   herobar.width +=20
   points--
   SOUNDCHANNEL = EATING.play()
else if (points==0){
burger1.enabled = false;
   fireball1.enabled = false;
   burger1.alpha = .3;
   fireball1.alpha = .3;
if (herobar.width >= 80){
herobar.width = 80}
score.text = String(points);
if (score.text < "0" ){
score.text = "0";
if (points< 0){
points = 0;

Similar Messages

  • Problems with Current use of Main Stage on tour as live rig.....

    Set up...
    •MacBook 2.2 Ghz
    4 GB ram
    System 10.5.2
    (airport off when using MainStage)
    •MOTU Ultralite connected via Firewire (and powered by AC adapter)
    •M-Audio Axiom 61 Controller (connected via USB)
    •M-Audio Expression Pedal
    •M-Audio Sustain Pedal
    •Main Stage 1.0.2
    •Motion Sound Stereo Keyboard Amp
    I'm using this as my live keyboard rig with the band I play keys and lap steel in (Son Volt). We've been on tour for about a month, the set up worked flawlessly until about a week ago when it started developing problems I've been unable to figure out/fix. Here is a brief description of my "Concert"...
    •I have 1 Concert.
    •I don't think I am using a "set", if I even know what one is, a sub set in a concert I'm guessing...I think I just have a Concert.
    •There are 14 or so Patches in my Concert.
    •All are culled from sounds in logic/garageband, Organs, pianos, wurlitzer, vox, rhodes, a couple variations, and one sound that has piano with a pad sound along with it. None are that complicated, though the way they react to the controllers, especially the volume pedal as they are scrolled through seems a little unpredictable.
    •The problem started about a week ago....we would start our set, and I'd get into it, use a couple sounds, then I'd use the sound with the Piano and Pad stacked, this would play fine, but then, when I'd let the rig sit dormant after using that sound, when I'd come back to it after playing steel on a couple songs, the rig would produce no sound. It would also stop showing that it was receiving MIDI info, at least based on looking at the keyboard-display that shows the keys you've played as you play them. I'd switch to other sounds, move the controllers...no-go. I'd be forced to quit and re-start the program. A hassle during live performance, to say the least.
    •I haven't had a lot of time to troubleshoot this, and honestly my MIDI skills are kinda weak, but here is what I tried...
    •I started over, and basically made the concert over from scratch, it works fine at soundcheck or when I mess with it...but in performance it always goes down OR...even more disturbing, now it has taken to playing random notes, not even with the currently selected sound, and freezing with those notes in play, held down. They are unstoppable, even with changing the sound, and once again, a re-start is required (I have found the MUTE button on the MainStage window, but no "panic" button or the like.)
    •At tonights show I had to restart twice, and that stacked sound, which I'm coming more and more to feel like is somehow the culprit, didn't even sound completely when selected before using (the piano sound only was reproduced, the "pad" sound didn't sound.
    Any suggestion about what to try? Could this have something to do with running out of RAM (the MacBook is Maxed and I'm not including too many Patches in my Concert)? Conflicting controller settings? The keyboard controller itself (it seems unlikely). Some other simple set up, configuration or preference I might be unaware of? I set up my Concert with the sounds and patches available, without any consideration for any "differences" they might have, configuration or controller-wise. I just assumed I could drag em' all in there and use them no prob. Maybe I'm mistaken, but, if anyone has any good ideas or suggestions on how I might make this rig more reliable it'd be much appreciated. I LOVE the sounds, and don't want to have to (what I consider) step down to the sounds of my XP-30 or pony up for a Nord.
    Thanks in advance, Mark.

    Try using the application 'console' in the Utilities folder. Make sure you have both the system and console logs open from the File Menu. I resize both windows to @ 1-2 inches tall across the bottom of your screen.
    If there are any USB or firewire issues. There are ways to search the logs back in time, if you know the time and date the problem occurred, look for that weeks log file (use help) search that day, or search for resets.
    One other, try to keep lower speed USB devices together on one usb port. And put all the high speed devices on the other, faster with faster bus, and slow on a slower bus.
    System profiler shows which usb devices are on the 'USB High-Speed Bus (faster) and USB Bus (slower)'. Check with M- Audio and MOTU for USB port speed configuration they are.
    Hope it helps

  • Problem with Body of the main window

    Hi friends,
    While Printing the smart form the main window body is not reaching to the end of the main window dimensions.(There is no footer for the main window).
    Its Printing all the records and at the end its giving one line gap.
    My problem is the vertical lines will come, up to the line items it's having. and d last gap am not getting any lines.as the body is not reching to the end of main window.
    Plz help me why its taking one line Gap in d main window Body.

    Hi Farook,
    Select the line types and assign the patterns to display the lines properly.
    Regards,
    Sravanthi

  • Problem with Access Policies (create multiple resources)

    I'm having a problem with Access Policies:
    The first policy must create a resource.
    And the following policies should create childs on the resource.
    The problem here is that when policies will add the childs, the resource is not provisioned yet.
    And then each one will create a resource but i just want one resource with the childs.
    When the resource is already provisioned, the policies update this resource properly.
    How can I fix this?
    tks

    Ricardo,
    I had a similar problem. In a post-process handler I was managing the user membership in specific roles through the removeMemberUser and the addMemberUser of the tcGroupOperationsIntf class.
    The last parameter of this method was a boolean which, when true, would automatically trigger the access policies programmatically in the post-process.
    The problem is that there also is an OOTB event handler for triggering access policies, so I was basically triggering the access policies twice and duplicated resources were appearing.
    Hope this helps.
    Cheers

  • Access a nested symbol timeline from the main stage

    Hi all,
    Would love some help on accessing a nested symbol from the main stage please.
    To set the scene.....
    "Its an autumn day..
    no sorry...just joking...
    So i have a symbol called "NormalAnatomy" - its not on the main stage, but when a button is clicked it appears in the 'content' box which is just a rectangle on the main stage.
    Inside "NormalAnatomy" symbol is another symbol called "Scrub_all" which is an animation
    For users to view the animation they use a scrub bar like this lovely lady has invented:
    Create Click and Touch Draggable Scrubbers with Edge Animate CC | sarahjustine.com
    So for Sarah Justines scrubber to work - the main stage has a lot of actions added to it. Also the "timelinePlay" symbol is on the main stage
    Its starts:
    var symDur = sym.getSymbol("timelinePlay").getDuration();
    var mySymbol = sym.getSymbol("timelinePlay");
    var scrubber = sym.$("scrubber");
    var bar = sym.$("bar");
    sym.$("mobileHit").hide();
    var dragme = false;
    So I put my "NormalAnatomy" symbol on my main stage to see if the code would work and changed all the relevant details.. and indeed it worked!
    var symDur = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all").getDuration();
    var mySymbol = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all");
    var scrubber = sym.getSymbol("NormalAnatomy").$("scrubber");
    var bar = sym.getSymbol("NormalAnatomy").$("bar");
    sym.getSymbol("NormalAnatomy").$("mobileHit").hide();
    var dragme = false;
    But i don't want the "NormalAnatomy" symbol to be on the main stage as I want it to appear in the 'content' box only when i hit a btn
    So as soon as I took this symbol off the main stage, the scrubber doesn't work. So I click a btn, and the symbol appears in the content box but the scrubber doesn't work.
    so I tried in front of the "NormalAnatomy"
    getStage().
    getStage("content").
    getComposition().getStage().
    getSymbol("content").
    but nothing works
    The main problem must be the fact that the NormalAnatomy symbol appears inside a content box so the MainStage actions doesn't know how to find it??
    So my question is... what should I put in the main stage actions to make it access the "NormalAnatomy" symbol?
    Thanks for your help in advance!

    On click handler for the symbol use
    sym.getComposition().getStage().getSymbol("nameofsymbol").play();
    or
    sym.getSymbol("nameofsymbol").play();
    replace the italics with the literal name of the symbol as it appears in the Elements panel.
    Some API details found here (http://www.adobe.com/devnet-docs/edgeanimate/api/current/index.html) in the Work With Symbols section.
    Darrell

  • IDVD 7.1.2: I am making music instrument instructional DVDs, and I want to include several audio loops in that the viewer access from the main menu to play along with

    iDVD 7.1.2: I am making music instrument instructional DVDs, and I want to include several audio loops that the viewer access from the main menu to play along with

    Export the slideshow out of iMovie via the File  ➙  Share ➙ File menu option as a 480p Quicktime movie.
    Open iDVD, select a theme and drag the exported QT movie file into the open iDVD window being careful to avoid any drop zones.
    Follow this workflow to help assure the best quality video DVD:
    Once you have the project as you want it save it as a disk image via the File ➙ Save as Disk Image  menu option. This will separate the encoding process from the burn process. 
    To check the encoding mount the disk image, launch DVD Player and play it.  If it plays OK with DVD Player the encoding is good.
    Then burn to disk with Disk Utility or Toast at the slowest speed available (2x-4x) to assure the best burn quality.  Always use top quality media:  Verbatim, Maxell or Taiyo Yuden DVD-R are the most recommended in these forums.
    OT

  • I need to align the margins of my forms with those of my website, I have looked at all the options and unfortunately I am unable to do it with access to the Adobe.form.min.CSS file which I can't access as a consumer, how else can I fix my problem

    I need to align the margins of my forms with those of my website, I have looked at all the options and unfortunately I am unable to do it with access to the Adobe.form.min.CSS file which I can't access as a consumer, how else can I fix my problem

    I need to align the margins of my forms with those of my website, I have looked at all the options and unfortunately I am unable to do it with access to the Adobe.form.min.CSS file which I can't access as a consumer, how else can I fix my problem

  • Just wondering if anyone has a problem with accessing iTunes store. have iTunes installed but can't bring up the store home page?

    Just wondering if anyone has a problem with accessing iTunes store. have iTunes installed but can't bring up the store home page?

    i have the same problem! Safari won't work either. Can anyone help please? I have completely restored my computer trying to fix this and it still won't work! I have a 2 month old alienware laptop running windows 7

  • Switching touch events from symbols/classes to the main stage?

    For previous threads:
    http://forums.adobe.com/thread/864057
    http://forums.adobe.com/thread/863566
    http://forums.adobe.com/thread/864262
    http://forums.adobe.com/thread/863597
    Bug ID #2940816
    I have an app that wasn't compiling correctly. I sent the bug to Adobe who responded with a workaround. However, I can't figure out how to make their stated workaround work in my code.
    I have puzzle pieces on the stage. Each is assigned to a separate class. Inside the class I have touch events defining multiple touch events for each piece.
    I have another spot on the stage where, when it is touched, a puzzle piece appears. These are also each linked to a separate class. Inside this class I also have touch events defining multiple touch events for each piece.
    Though it works fine on my computer, it wasn't working on an iPad. Adobe said that I needed to switch the touch events so that they were assigned to the main stage instead of to each individual object.
    However, the code they gave me didn't really make sense in context and I'm confused how to implement it.
    This is the code in the class for each piece that is created when you touch the stage:
            public function GeoPiece(): void {
                if (PuzzleGlobals.currentLevel == "Name") {
                    this.gotoAndStop("wholeName");
                else if (PuzzleGlobals.currentLevel == "Abbrev") {
                    this.gotoAndStop("abbrev");
                else if (PuzzleGlobals.currentLevel == "Shape") {
                    this.gotoAndStop("shape");
                this.addEventListener(TouchEvent.TOUCH_MOVE, geoPieceBegin);
            public function geoPieceBegin (e:TouchEvent): void {
                PuzzleGlobals.pieceActive = true;
                e.target.startTouchDrag(e.touchPointID, false);
                e.target.addEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
                e.target.interactionBegin();
                MovieClip(this.parent.parent).nameDisplay.gotoAndStop(e.target.abbrev);
                PuzzleGlobals.currentPiece = e.target.abbrev;
            public function geoPieceEnd (e:TouchEvent): void {
                PuzzleGlobals.pieceActive = false;
                if (currentObjOver.isLocked == true) {
                    currentObjOver.gotoAndStop ("Lock");
                else {
                    currentObjOver.gotoAndStop ("Out");
                MovieClip(this.parent.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPuzzle);
                e.target.stopTouchDrag(e.touchPointID);
                if (this.dropTarget.parent is GeoPuzzle) {
                    if (GeoPuzzle(this.dropTarget.parent).abbrev == e.target.abbrev) {
                        PuzzleGlobals.statesCompletedUSA++;
                        GeoPuzzle(this.dropTarget.parent).isLocked = true;
                        GeoPuzzle(this.dropTarget.parent).gotoAndStop("Lock");
                        e.target.parent.removeChild(DisplayObject(e.target));
                    else {
                        //play BOOP sound indicated wrong drop;
                if (PuzzleGlobals.statesCompletedUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
                    //play fireworks game
                else {
                    //do nothing
                e.target.removeEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
            public function interactionBegin () {
                if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
                    currentObjOver = GeoPuzzle(this.dropTarget.parent);
                    currentObjOver.gotoAndStop("Over");
                if (lastObjOver != currentObjOver) {
                    if (lastObjOver.isLocked == true) {
                        lastObjOver.gotoAndStop("Lock");
                    else {
                        lastObjOver.gotoAndStop("Out");
                    lastObjOver = currentObjOver;
    This is the code in the class for each piece that's already on the stage:
            public function GeoPuzzle(): void {
                if (this.isLocked == true) {
                    this.gotoAndStop ("Lock");
                if (PuzzleGlobals.pieceActive == true) {
                    this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPuzzleBegin);
            public function geoPuzzleBegin (e:TouchEvent): void {
                e.target.addEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
                e.target.gotoAndStop("Over");
                MovieClip(this.parent).nameDisplay.gotoAndStop(e.target.abbrev);
            public function geoPuzzleEnd (e:TouchEvent): void {
                if (e.target.isLocked == false) {
                    e.target.gotoAndStop("Off");
                else if (e.target.isLocked == true) {
                    e.target.gotoAndStop("Lock");
                MovieClip(this.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPuzzle);
                e.target.removeEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
    You can see that each piece (whether it's already locked on the stage or movable) reacts differently to different touch events. However, this is the code that Adobe gave me as a workaround:
    this.stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEvent);
    this.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchEvent);
    this.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEvent);
    var beginCount:uint=0;
    var moveCount:uint=0;
    var endCount:uint=0;
    function onTouchEvent(event:TouchEvent):void{
         switch (event.type){
              case TouchEvent.TOUCH_BEGIN:
                             trace("BEGIN")
                             beginCount++;
                             square.x = event.stageX;
                             square.y = event.stageY;
                             square.startTouchDrag(event.touchPointID, false);
                             break;
              case TouchEvent.TOUCH_MOVE:
                             trace("MOVE")
                             moveCount++;
                             break;
              case TouchEvent.TOUCH_END:
                             trace("END")
                             endCount++;
                             square.stopTouchDrag(event.touchPointID);
                             break;
         trace("begin: "+beginCount+" move: "+moveCount+" end: "+endCount);
    //     countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
    This doesn't make any sense to me because it seems that it would only work if touching the stage had to react in just a single way. I have multiple pieces that need to each react differently.
    1. The pieces that are locked to the stage need to highlight when touched and display their name.
    2. These pieces also need to keep themselves highlighted and their names displayed when the touch is dragged off of them instead of just removed.
    3. Each piece needs to be created when touching the Puzzle Piece button the stage. As these pieces are dragged, they need to highlight the pieces underneath them and unhighlight them when they are dragged off. They also need to display their own names, and lock into place when they are dragged over the correct piece.
    My questions are:
    1. Why don't touch events work in the compiler?
    2. How can I translate my current working code's touch events to all be directly linked to the stage instead of their objects?
    Thanks so much!
    Amber

    I am going to copy and paste this answer into all of the forums I've asked this question in case some noob like me comes along and needs the answer.
    I found the problem! After 3 months I finally figured out what was wrong and why my app was working in Device Central when exported as Flash 10.1 and not on my iPad when exported as AIR for iOS.
    The problem is that in the Flash runtime, if a line of code returns a bug, the flash runtime says "Error, shmerror, try again next time." So I had one if, else statement that was executing when it wasn't supposed to be - only once, at the very beginning of the program. It was throwing an error. When I exported as Flash, flash didn't care, and still executed the code later when it was supposed to. But Apple won't let their programs crash. So instead of just trying that code again, Apple decided, after the first error was thrown, that it would then COMPLETELY IGNORE that line of code. So the error was in the line where the states would unhighlight themselves. Apple just shut down that line of code, that's why it wouldn't execute properly.
    I ended up changing this line of code
    if (lastObjOver != null && lastObjOver.isLocked == true)
    which threw an error when the piece was FIRST dragged over the puzzle, to to this
    if (lastObjOver.parent != null && lastObjOver.isLocked == true)
    which wouldn't throw the error.
    Problem solved!
    If anyone else is having this problem, I suggest you do what I did. Change all your touch events to mouse events so you can run the program in the adc debugger. That's when I discovered the error being thrown.

  • Bug fix requires switching touch events from symbols/classes to the main stage?

    Also posted in Mobile Development, I'm still not sure which forum I should be in.
    For previous threads:
    http://forums.adobe.com/thread/864057
    http://forums.adobe.com/thread/863566
    http://forums.adobe.com/thread/864262
    http://forums.adobe.com/thread/863597
    Bug ID #2940816
    I  have an app that wasn't compiling correctly. I sent the bug to Adobe  who responded with a workaround. However, I can't figure out how to make  their stated workaround work in my code.
    I have puzzle  pieces on the stage. Each is assigned to a separate class. Inside the  class I have touch events defining multiple touch events for each piece.
    I  have another spot on the stage where, when it is touched, a puzzle  piece appears. These are also each linked to a separate class. Inside  this class I also have touch events defining multiple touch events for  each piece.
    Though it works fine on my computer, it wasn't  working on an iPad. Adobe said that I needed to switch the touch events  so that they were assigned to the main stage instead of to each  individual object.
    However, the code they gave me didn't really make sense in context and I'm confused how to implement it.
    This is the code in the class for each piece that is created when you touch the stage:
            public function GeoPiece(): void {
                if (PuzzleGlobals.currentLevel == "Name") {
                    this.gotoAndStop("wholeName");
                else if (PuzzleGlobals.currentLevel == "Abbrev") {
                    this.gotoAndStop("abbrev");
                else if (PuzzleGlobals.currentLevel == "Shape") {
                    this.gotoAndStop("shape");
                this.addEventListener(TouchEvent.TOUCH_MOVE, geoPieceBegin);
            public function geoPieceBegin (e:TouchEvent): void {
                PuzzleGlobals.pieceActive = true;
                e.target.startTouchDrag(e.touchPointID, false);
                e.target.addEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
                e.target.interactionBegin();
                MovieClip(this.parent.parent).nameDisplay.gotoAndStop(e.target.abbrev );
                PuzzleGlobals.currentPiece = e.target.abbrev;
            public function geoPieceEnd (e:TouchEvent): void {
                PuzzleGlobals.pieceActive = false;
                if (currentObjOver.isLocked == true) {
                    currentObjOver.gotoAndStop ("Lock");
                else {
                    currentObjOver.gotoAndStop ("Out");
                MovieClip(this.parent.parent).nameDisplay.gotoAndStop(PuzzleGlobals.c hosenPuzzle);
                e.target.stopTouchDrag(e.touchPointID);
                if (this.dropTarget.parent is GeoPuzzle) {
                    if (GeoPuzzle(this.dropTarget.parent).abbrev == e.target.abbrev) {
                        PuzzleGlobals.statesCompletedUSA++;
                        GeoPuzzle(this.dropTarget.parent).isLocked = true;
                        GeoPuzzle(this.dropTarget.parent).gotoAndStop("Lock");
                        e.target.parent.removeChild(DisplayObject(e.target));
                    else {
                        //play BOOP sound indicated wrong drop;
                if (PuzzleGlobals.statesCompletedUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
                    //play fireworks game
                else {
                    //do nothing
                e.target.removeEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
            public function interactionBegin () {
                 if (this.dropTarget != null && this.dropTarget.parent is  GeoPuzzle) { //check to make sure it's over a puzzle piece
                    currentObjOver = GeoPuzzle(this.dropTarget.parent);
                    currentObjOver.gotoAndStop("Over");
                if (lastObjOver != currentObjOver) {
                    if (lastObjOver.isLocked == true) {
                        lastObjOver.gotoAndStop("Lock");
                    else {
                        lastObjOver.gotoAndStop("Out");
                    lastObjOver = currentObjOver;
    This is the code in the class for each piece that's already on the stage:
            public function GeoPuzzle(): void {
                if (this.isLocked == true) {
                    this.gotoAndStop ("Lock");
                if (PuzzleGlobals.pieceActive == true) {
                    this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPuzzleBegin);
            public function geoPuzzleBegin (e:TouchEvent): void {
                e.target.addEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
                e.target.gotoAndStop("Over");
                MovieClip(this.parent).nameDisplay.gotoAndStop(e.target.abbrev);
            public function geoPuzzleEnd (e:TouchEvent): void {
                if (e.target.isLocked == false) {
                    e.target.gotoAndStop("Off");
                else if (e.target.isLocked == true) {
                    e.target.gotoAndStop("Lock");
                MovieClip(this.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPu zzle);
                e.target.removeEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
    You  can see that each piece (whether it's already locked on the stage or  movable) reacts differently to different touch events. However, this is  the code that Adobe gave me as a workaround:
    this.stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEvent);
    this.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchEvent);
    this.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEvent);
    var beginCount:uint=0;
    var moveCount:uint=0;
    var endCount:uint=0;
    function onTouchEvent(event:TouchEvent):void{
         switch (event.type){
              case TouchEvent.TOUCH_BEGIN:
               &nbs p;           &n bsp; trace("BEGIN")
               &nbs p;           &n bsp; beginCount++;
               &nbs p;           &n bsp; square.x = event.stageX;
               &nbs p;           &n bsp; square.y = event.stageY;
               &nbs p;           &n bsp; square.startTouchDrag(event.touchPointID, false);
               &nbs p;           &n bsp; break;
              case TouchEvent.TOUCH_MOVE:
               &nbs p;           &n bsp; trace("MOVE")
               &nbs p;           &n bsp; moveCount++;
               &nbs p;           &n bsp; break;
              case TouchEvent.TOUCH_END:
               &nbs p;           &n bsp; trace("END")
               &nbs p;           &n bsp; endCount++;
               &nbs p;           &n bsp; square.stopTouchDrag(event.touchPointID);
               &nbs p;           &n bsp; break;
         trace("begin: "+beginCount+" move: "+moveCount+" end: "+endCount);
    //     countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
    This  doesn't make any sense to me because it seems that it would only work  if touching the stage had to react in just a single way. I have multiple  pieces that need to each react differently.
    1. The pieces that are locked to the stage need to highlight when touched and display their name.
    2.  These pieces also need to keep themselves highlighted and their names  displayed when the touch is dragged off of them instead of just removed.
    3.  Each piece needs to be created when touching the Puzzle Piece button  the stage. As these pieces are dragged, they need to highlight the  pieces underneath them and unhighlight them when they are dragged off.  They also need to display their own names, and lock into place when they  are dragged over the correct piece.
    My questions are:
    1. Why don't touch events work in the compiler?
    2. How can I translate my current working code's touch events to all be directly linked to the stage instead of their objects?
    Thanks so much!
    Amber

    Sure!
    I haven't changed much. I've been playing around and I think I know where the problem is coming from now. I just can't figure out how to fix it.
    This it the only code I've modified:
            public function interactionBegin () {
                trace ("Current: " + currentObjOver);
                trace ("Last: " + lastObjOver);
                if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
                    currentObjOver = GeoPuzzle(this.dropTarget.parent); //make "currentObjOver" assigned to the puzzle piece the finger is currently touching
                    currentObjOver.gotoAndStop("Over"); //highlight the current piece
                    if (currentObjOver != lastObjOver) { //if your finger moves and you're now touching a different state
                        if (lastObjOver != null && lastObjOver.isLocked == true) { //if the previous state you were touching has been solved
                            lastObjOver.gotoAndStop("Lock"); //lock this state into place
                        else if (lastObjOver != null && lastObjOver.isLocked == false) { //if the previous state you were touching wasn't solved
                            lastObjOver.gotoAndStop("Off"); //unhighlight that state
                        lastObjOver = currentObjOver; //assign the current state to be the last state you were touching
    lastObjOver and currentObjOver are always assigned the same object. I can't figure out why, I've run it line by line but I can't figure out where I'm going wrong.

  • How to load different html files in one page in order to load them without leaving the main stage?

    Hello,
    I'm new with edge animate, but i fell in love with it.
    I'd like to know, is it possible to load different html pages dynamically in the main stage in order to avoid the preloader to be load?
    I can figure out how to save all the pages of the site, but i can't merge them in a continuous animated browsing experience.
    As sample.
    I've got a index.html and home.html, how to switch form index to home without having a clear division between the two pages?
    I can place all the animations within a file and this will allow me to have a continuous surfing experience but it won't generate specific and google indexable pages within the site.
    Example, index.html will generate www.mysite.com, home will generate www.mysite.com/home. How ho switch dinamically between them and integrate them in a unique fading experience?
    Thanks in advance for any help. I'm a newby, but i would like to learn.
    Fea.

    Look into using the Loader class to load the swf files.  If you want to have it happen in different frames then you can put the code into the different frames.

  • Ipod touch does not charge and sync/appear in Itunes or on my computer - But will charge when plugged into the mains?!

    Hi
    I have a IPod touch 32GB, but im having a few problems with it.
    When i plug it into the computer its doesn't charge or appear in ITunes and 'my computer'.  However when i plug it into the mains it charges!
    Any idea what's happening the my iPod?!   Any help to save my precious iPod would be very helpful!

    If the cable works from a wall charger, then I'd try a different USB port, verify your USB ports support USB 2.0 (may be a setting in BIOS), or try a different computer...
    For the last test, if the computer has iTunes installed, DO NOT SYNCH your iPod!!!

  • How do I get my tabs back into the main window?

    I've had a problem with an add-on displaying a small extra window every time I open a session for some months now: I know you're supposed to try disabling and re-enabling every add-on you've got to find out which one is responsible, but this is a work computer and with all the add-ons I have, it would take too long, so I've just closed the extra window every time and got on with my work. However, for some reason today my forty-odd tabs have all opened in the small extra window, which has no tab bar, navigation bar or menu button. How do I get my tabs back into the main window of Firefox, or alternatively get that window to behave like a normal Firefox window so I can use it?

    It is possible that there is a problem with the files sessionstore.js and sessionstore.bak in the Firefox Profile Folder.
    Delete the sessionstore.js file and possible sessionstore-##.js files with a number and sessionstore.bak in the Firefox Profile Folder.
    *Help > Troubleshooting Information > Profile Directory: Open Containing Folder
    *http://kb.mozillazine.org/Profile_folder_-_Firefox
    Deleting sessionstore.js will cause App Tabs and Tab Groups and open and closed (undo) tabs to get lost, so you will have to create them again (make a note or bookmark them).
    *http://kb.mozillazine.org/Multiple_profile_files_created
    You can use this button to go to the Firefox profile folder:
    *Help > Troubleshooting Information > Profile Directory: Open Containing Folder

  • Problem with access to SipFactory from jsp-pages in JBoss environment

    Hello!
    I have an installation of the OCMS 10.1.3.3. deployed into a JBoss (jboss-4.0.5.GA) environment. Unfortunately I have a problem with accessing the SipFactory from a jps-page. Encouraged by the "messagesender" example I tried to get an instance of SipFactory from my jsp-page simply by calling:
    SipFactory sipFactory = (SipFactory) application.getAttribute(SipServlet.SIP_FACTORY);
    But unfortunately there seems to be no attribute "SipServlet.SIP_FACTORY" and I only get a null pointer. I have also tried running that code in the orignal messagesender example but it didn't work either. So I wonder if this should definetely work in a JBoss environment or if this might be a known problem. Is there anything that I could check/do regarding this problem? I suppose there must be an oracle module which should take care of making the SipFactory availabe after it is deployed. Perhaps something went wrong during the deployment?!
    Best regards,
    Tim

    Hi
    On JBoss, OCMS does not support converge applications.
    I.e the SipFactory can be retrieved from the servlet context when running on OC4J.
    Instead the SipFactory can be found in JNDI as described in the Developer's Guide:
    "External Access to SIP Servlets
    To enable convergent applications between SIP and HTTP, the OCMS Container allows you to get access to the javax.servlet.sip.SipFactory by looking it up through JNDI. The SIP Factory will be registered under the same name as the display name of your SIP servlet as illustrated in Example 2–12. The <display-name> in the sip.xml in this case must be "My sip app".
    Example 2–12 Accessing the Data for a SIP Session through JNDI
    InitialContext ic = new InitialContext();
    SipFactory sipFactory = (SipFactory)ic.lookup("sip/My sip app");"
    Cheers
    Lucas Persson

  • Why do i have a problem with accessing images in adobe muse

    why do i have a problem with accessing images in adobe muse ??????!!!!!
    i need heeeeeelp ASAP
    pleeeeease

    I am on the begining stages with constructing the web so i do not have yet URL. The problem is i can not insert any image any way. Whether by fill a browser or by place image, i have the same issue. All the images with all image's format unable to be selected and it is turned off
    I really need help plz
    Is there any info i can supply that would help you figiring out the problem ??

Maybe you are looking for

  • SIGSEGV (0xb)

    Following error is received while running a java application on linux, crashing the jvm # A fatal error has been detected by the Java Runtime Environment: # SIGSEGV (0xb) at pc=0x000000000000003a, pid=7629, tid=140107993413376 # JRE version: 6.0_24-b

  • 2 Create bindings in 1 page, second Create event does not fire (ADF)

    I have an ADF, Struts, JSP master detail page and within that page there is a Create binding on the master view and this works fine. I added the detail list to the page and added a Create binding for this view underneath the list. The second create e

  • Cant download

    I can't download from Nokia music, while clicking buy its show as an error message " there was a problem registering your phone with your Nokia music unlimited subscription. Try again in a moment- if the problem continues, contact Nokia support

  • 3.5mm Jack broke inside my Ipod

    My brother dropped my ipod and the 3.5mm jack broke inside of it. is there a way to get the rest of the jack out of the ipod?

  • Elements can't find photos from older version

    I installed Photoshop Elements 11 today on to my new Windows 7 computer, but have been unable to access the photos, categories and slideshows which I had created in Elements 5 on my old Windows XP computer.  The Elements 5 ones were copied  from my o