HitTestObject() question

Hello

I am currently playing with Adobe Flash and found the function:

if(object1.hitTestObject(object2)){
    (...)
}

Coming from Java development, it is amazing to have! But now the question:

This function works / detects only when two square objects struck. Is also a function like that when two circles hit? In my test application, there are two balls bouncing and I want to detect when they hit.

Thank you!

Circles are the easiest. Simply download the RADIUS and x / y of each in the same coordinate system and check the distance between them. For example:

function hitTestCircles(object1:DisplayObject, radius1:Number, object2:DisplayObject, radius2:Number):Boolean
{
var xDiff:Number = object1.x - object2.x;
var yDiff:Number = object1.y - object2.y;
var distance:Number = Math.sqrt(xDiff * xDiff + yDiff * yDiff);
if (distance < radius1 + radius2) return true;
else return false;
}

If the objects that you know their RADIUS, you can easily define the function to perform the same as the other, IE object1.hitTestCircle (object2).

Tags: BlackBerry Developers

Similar Questions

  • question of hitTestObject in a base class of an object library in Flash Pro.

    Hello.

    I have a flash file with a number of clips in the library - various bubbles that can be skipped in a clilck.

    The fla has a class of documents - BubbleGame.as, and all various mcies of bubble in the library are exported for action script (using their own names, but) with a mutual Base class - BubbleBase.as, so that all the different video clips bubbles behave the same: load in a random position, play their own deadlines, pop when you click them and if not burst - reload in another post.

    Here, everything works fine, however, I want the video clips removed if they hit an object on the stage. The object has an instance name of sym_mc and I tried different bits of code causes the bubble to remove when it hits this object, but I'm not getting more errors or nada.

    I tried to do the code hitTestObject in document and the base class class. It seems more appropriate to have in the base class - BubbleBase.as (below), because who says the bubbles do.

    In any case, I am neglecting and would appreciate it if you people took a glance at my code of the base class and the help.

    Thank you: *)

    package

    {

    import flash.display. *;

    import flash.events. *;

    SerializableAttribute public class BubbleBase extends MovieClip

    {

    var thisBubble:MovieClip;

    var navdock:MovieClip;

    var thisParent: *;

    public void BubbleBase()

    {

    this.addEventListener (Event.ADDED, initialize);

    this.addEventListener (MouseEvent.CLICK, pop);

    }

    function initialize(event:Event):void

    {

    thisParent = event.currentTarget.parent;

    navdock = thisParent.sym_mc;

    thisBubble = MovieClip (this.parent.getChildByName (this.name));

    if(currentFrame == 1)

    {

    This.x = Math.Random () * stage.stageWidth;

    This.y = Math.Random () * stage.stageHeight;

    Turning = Math.Random () *-90;

    }

    this.addEventListener (Event.ENTER_FRAME, moveBubble);

    }

    function moveBubble(event:Event):void

    {

    this / * if (this.hitTestObject (navdock)) is commented out, because it generates an error – TypeError: Error #2007: hitTestObject parameter must be null.

    {

    trace ("hit!");

    this.removeEventListener (Event.ENTER_FRAME, moveBubble);

    thisBubble.removeEventListener (Event.ENTER_FRAME, onEnterFrame);

    this.removeEventListener (MouseEvent.CLICK, pop);

    this.parent.removeChild (thisBubble);

    }

    on the other

    {

    This.x = Math.Random () * stage.stageWidth;

    This.y = Math.Random () * stage.stageWidth;

    }*/

    }

    function pop(event:MouseEvent):void

    {

    this.removeEventListener (Event.ADDED, initialize);

    var host: MovieClip = MovieClip (this.parent.parent);

    main.increaseScore ();

    this.parent.removeChild (thisBubble);

    }

    }

    }

    Hi ned. _spoyboyle

    Guess what?, I have corrected the code - see below, noting the change added

    to ADDED_TO_STAGE in the constructor, with removeEventListeners as a result

    in the rest.

    And to fix the error null, I added to remove the pop function;  I could not

    figure that a person on until after I was able to get sym_mc to be identifiable

    -by the change in the type (ADDED_TO_STAGE).

    I managed the setting, BTW, thanks to you, Ned, in terms of making the simplified

    version coming out specific errors, which iwas able to isolate, to

    Look up in the search field Flash as such - "TypeError: Error #1009: cannot.

    access a property or method of an object reference null + at

    Flash.Display::Sprite/constructChildren().

    Which lead me to various options, among which was that -

    http://kb2.adobe.com/cps/838/cpsid_83815.html - that was the solution.

    But also through _spoboyle, providing the correct 'if' statemnt with

    no = null.

    Thank you so much, people

    And now, I feel silly to tell you all that after getting this work.

    my bubble game is less good looking than before that the hitTestObject was

    added, because after a few runs (bubbles in jumps, removed, and)

    regenerated) some of the bubbles are removed without for as much hit

    the item on stage - but little to chance, plus button that generates

    more bubbles (bubbleMaker.start ()); is not as responsive as it is without

    the ifHitTestObj and finally, my processor - healthy and strong although it

    is, is tested with all these bubbles and their maturities, but

    all this is another question for later review.

    For now, thanks again :)

    package

    {

    import flash.display. *;

    import flash.events. *;

    SerializableAttribute public class BubbleBaseNew extends MovieClip

    {

    var thisBubble:MovieClip;

    var navdock:MovieClip;

    var thisParent: *;

    public void BubbleBaseNew()

    {

    this.addEventListener (Event.ADDED_TO_STAGE, initialize); off

    http://kb2.Adobe.com/CPS/838/cpsid_83815.html do ADDED_TO_STAGE instead

    added

    this.addEventListener (MouseEvent.CLICK, pop);

    }

    function initialize(event:Event):void

    {

    this.removeEventListener (Event.ADDED_TO_STAGE,

    Initialize); This causes sym_mc be defined as an object

    thisParent = event.currentTarget.parent;

    navdock = thisParent.nav_mc;

    thisBubble = MovieClip (this.parent.getChildByName (this.name));

    this.addEventListener (Event.ENTER_FRAME, moveBubble);

    }

    function moveBubble(event:Event):void

    {

    If (navdock! = null & this.hitTestObject (navdock))

    {

    trace ("hit!");

    this.removeEventListener (Event.ENTER_FRAME, moveBubble);

    thisBubble.removeEventListener (Event.ENTER_FRAME,

    onEnterFrame);

    this.removeEventListener (MouseEvent.CLICK, pop);

    this.parent.removeChild (thisBubble);

    }

    on the other

    {//this times normal (the chronology of the bubble), but the trace says

    sym_mc: undefined

    var mc:MovieClip = event.target as MovieClip;

    if(currentFrame == 1)

    {

    MC.x = Math.Random () * stage.stageWidth;

    MC.y = Math.Random () * stage.stageHeight;

    Turning = Math.Random () *-90;

    }

    }

    }

    function pop(event:MouseEvent):void

    {

    this.removeEventListener (Event.ADDED_TO_STAGE, initialize);

    this.removeEventListener (MouseEvent.CLICK, pop);

    this.removeEventListener (Event.ENTER_FRAME, moveBubble);

    var host: MovieClip = MovieClip (this.parent.parent);

    main.increaseScore ();

    this.parent.removeChild (thisBubble);

    }

    }

  • The other Question of Code... Variable in the hitTestObject

    I want to run through a loop to determine which object has been hit.  However, when I try to use the loop variable, I get an error.  I have 3 places which are symbols with names of instance of hitSquare1, hitSquare2, hitSquare3.  If I try to replace the number with the loop variable, it doesn't.

    for (var i: Number = 1; i < 4; i ++) {}
    If (move125.hitTestObject (hitSquare + [i])) {}
    then...

    Any help would be greatly appreciated.

    Dave

    use:

    for (var i: Number = 1; i< 4;="">
    If (move125.hitTestObject (this ["hitSquare" + i])) {}
    //

  • Question about bloodybleeding hitTestObject

    I try to use a loop to take care of a lot of code in a game. Here is the loop:

    public void moveEnemies(timeDiff:int) {}

    for (var i: int = 0; i < enemies.length; i ++) {}

    var startX:Array = new Array;

    move

    moveCharacter (enemies [i], timeDiff); / / This just goes to another function for enemy movements then returns

    If ((gamelevel ["enemy" +(i+1)] .x-["startX" + (i + 1)]) > alienWalkDistance) {}

    enemyTurnLeft (i);

    } else if ((["startX"+(i+1)]-(gamelevel ["enemy" +(i+1)] .x)) > alienWalkDistance) {}

    enemyTurnRight (i);

    }



    There are 3 enemies, enemy1, 2, and 3. and 3 points startX, startX1, 2 and 3. When I use the code above, I get this error:

    1067: constraint implied a value of type array to a type unrelated to number.

    Flash needs help to fix ropes to objects.  It is not smart enough to do this on its own.

    using the table operator - [] - convert flash to convert strings into objects.  but he needs to know the extent of coercion.  That's why "cela" must be preceded by the scoreboard operator.

    p.s. Please mark this thread as answered.

  • hitTestObject does not work with the real

    try to make bombs detonate on impact, when it struck the balls at the bottom of the scene, with If (bomb1.hitTestObject (ball)) {.} But when the bomb struck one of the balls nothing happened. It works with other objects that are placed on the stage, but not with the balls. ball is a variable for 8 balls distributed randomly on the back of the stage.

    import flash.events.Event;

    bomb1.gotoAndStop (1);

    var minLimit: int = 31;

    var maxLimit: int = 42;

    var range: int maxLimit = - minLimit;

    var balls: Array = [];

    ball: bomb30a;

    for (var i: int = 0; i < 8; i ++) {}

    Prom = new bomb30a();

    ball.x = 150 + i * (Math.ceil (Math.random () * range) + minLimit);

    ball.y = 350;

    Balls.push (ball);

    addChild (ball);

    }

    thisButton.addEventListener (MouseEvent.CLICK, fl_MouseClickHandler);

    function fl_MouseClickHandler(event: MouseEvent): void {}

    bomb1.gotoAndPlay (1);

    this.addEventListener (Event.ENTER_FRAME, handleCollision);

    }

    function handleCollision(evt: Event): void {}

    If (bomb1.hitTestObject (ball)) {}

    this.removeEventListener (Event.ENTER_FRAME, handleCollision);

    bomb1. Stop();

    bomb1.bomb2.gotoAndPlay (31);

    }

    }

    Stop();

    You do not use the table of bullets that you should be.  You fill it with instances of the ball, but you don't try to target them in the service.  If anything you would be the target of this latest bullet that has been added, although I have to question because I do not see a var reported for a ball, just a line that looks like it should throw an error... ball: bomb30a;

    In the function that performs the hit test, you must be a loop through the range of balls and targeting each ball inside to check suddenly.

    function handleCollision(evt: Event): void {}

    for (var i: int = 0; i

    If (bomb1.hitTestObject (balls [i])) {}

    this.removeEventListener (Event.ENTER_FRAME, handleCollision);

    bomb1. Stop();

    bomb1.bomb2.gotoAndPlay (31);

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  • Flash Questions Help

    Hi all


    In a game in progress that I am, I met the problem stacked questions ontop of each other. By that, I mean I have a range of issues that are going on the issue of the buttons 1 at a time. The problem is that for each question, I answer, it also answers questions before her at the same time (thus ruining my score)... Anyone has any advice on how to fix the code below so that it won't happen?

    I have the whole game at this link: https://www.dropbox.com/s/sfopgwoyxgpq4xs/kid%20game%20may22%20cs4.fla but here is the code which originated the questions.

    I really need help as soon as POSSIBLE and thanks


    function Hitwat5(event:Event)
    {
    If (Person.hitTestObject (Watcoin5))
    {

    yScroll = 0;
    qBack5.visible = true;
    (qBack5);
    Watcoin5.y-= 1200;
    var buttons: Array = [qBack5.button15, qBack5.button25];

    questions of the var: Array = [];
    questions.push (["what is 40 divided by 5?", 1, "10", "8"]);
    Support;
    questions.push (["sides how many are there in a Pentagon?", 0, "5", "6"]);
    questions.push (["which has the same value as 3 x 4?", 1, "5 x 2", "6 x 2"]);
    questions.push (["what is missing? 17 _ plus 28? », 0, « 11 », « 9 »]) ;
    questions.push (["how many ribs is on a cube?", 0, "6", "4"]);
    questions.push (["What's 9 x 4?", 1, "32", "36"]);
    questions.push (["how much is 2 + 3 nickles worth dimes?", 0, "35cents", "25cents"]);
    questions.push (["what is 350-60?", 1, "260", "290"]);
    questions.push (["what is missing? 2 _ 4", 1, "=", "<"]);
    questions.push(["What is 23.4+20.3?", 0, "43.7", "41.5"]);

    function init(questionNum:int)
    {
    currentQuestion5 = questionNum;
    question of the var: Array = issues [questionNum].
    question [0] = qBack5.questionText5.text;
    var j: int = 2;
    correctAnswer5 = question [1];
    trace (correctAnswer5);
    for (var i: int = 0; i < buttons.length; i ++)
    {
    buttons [i] .addEventListener ("click", onClick);
    keys [i].answerText.text = [i + 2] on the issue;
    }
    }

    function onClick(event:Event)
    {
    var int index = buttons.indexOf (event.target.parent);
    trace ("buttonIndex =" + index + "right answer =" + correctAnswer5);
    If (index is correctAnswer5)
    {
    onCorrect();
    }
    on the other
    {
    onIncorrect();
    }
    }

    function onCorrect()
    {

    score += 5;
    trace ("scoreCorrect" + score);
    nextQuestion();
    }

    function onIncorrect()
    {
    score = 5;
    trace ("scoreINCorrect" + score);
    nextQuestion();
    }

    function nextQuestion()
    {
    Update();
    for (var i: int = 0; i < buttons.length; i ++)
    {
    buttons [i] .removeEventListener ("click", onClick);
    qBack5.visible = false;
    yScroll = Defaulty;
    }

    If (currentQuestion5 > = questions.length - 1).
    {
    gotoAndStop ("Menu", "Menu");
    }
    on the other
    {
    currentQuestion5 ++;
    init (currentQuestion5);
    }
    }

    function update()
    {
    scoreText.text = String (score);
    }

    Stop();
    init (0);
    }
    }


    Thank you very much

    Flash noob.


    Try:

    import flash.events.Event;

    Stop();

    var xScroll:int = 15;

    var yScroll:int = 7;

    var BeachDefaulty:int = 1;

    var ForestDefaulty:int = 300;

    var Defaultx:int = 15;

    var Defaulty: int = 7;

    var leftBumping:Boolean = false;

    var rightBumping:Boolean = false;

    var upBumping:Boolean = false;

    var Rightgo:Boolean = false;

    var Leftgo:Boolean = false;

    var leftBumpPoint:Point = new Point (460,260);

    var rightBumpPoint:Point = new Point (500,260);

    var upBumpPoint:Point = new Point (Person.x, Person.y);

    var currentQuestion5:int = 0;

    var correctAnswer5:int = 0;

    var currentQuestion10:int = 0;

    var correctAnswer10:int = 0;

    var score: int = 0;

    var scoreHigh:int = 0;

    var button: int = 0;

    Person.x = stage.stageWidth / 2;

    Beachback.x = Person.x;

    Beachback.y = BeachDefaulty;

    Forestback.y = ForestDefaulty;

    Forestback.x = Person.x;

    Watcoin5.x = (Math.random () * 833 + 9

    Watcoin10.x = (Math.random () * 833 + 9

    qBack10.visible = false;

    qBack5.visible = false;

    SUMMARY. Visible = false;

    MainMenu.Visible = false;

    stage.addEventListener (Event.ENTER_FRAME, loop);

    function loop(e:Event):void

    {

    trace (Person.y)

    Beachback.y += yScroll;

    Forestback.y += yScroll;

    Watcoin10.y += yScroll;

    Watcoin5.y += yScroll;

    Finishgame.y += yScroll;

    If (Rightgo)

    {

    Person.x += xScroll;

    }

    on the other

    {

    Person.x += 0;

    }

    If (Leftgo)

    {

    Person.x-= xScroll;

    }

    on the other

    {

    Person.x-= 0;

    }

    If (Watcoin10.y > 370)

    {

    Watcoin10.y-= 1200;

    Watcoin10.x = (Math.random () * 833 + 9

    }

    If (Watcoin5.y > 370)

    {

    Watcoin5.y-= 1200;

    Watcoin5.x = (Math.random () * 833 + 9

    }

    Hitwat10 (e);

    }

    function Goright(event:Event):void

    {

    Rightgo = true;

    }

    function Goleft(event:Event):void

    {

    Leftgo = true;

    }

    function stopGoright(event:Event):void

    {

    Rightgo = false;

    }

    function stopGoleft(event:Event):void

    {

    Leftgo = false;

    }

    function pausegame(event:Event):void

    {

    yScroll = 0;

    xScroll = 0;

    SUMMARY. Visible = true;

    MainMenu.Visible = true;

    }

    function resumegame(event:Event):void

    {

    yScroll = Defaulty;

    xScroll = Defaultx;

    SUMMARY. Visible = false;

    MainMenu.Visible = false;

    }

    function mainmenu(event:Event):void

    {

    gotoAndPlay(1,"Start");

    }

    Shiftleft.addEventListener (MouseEvent.MOUSE_DOWN, Goleft);

    Shiftright.addEventListener (MouseEvent.MOUSE_DOWN, Goright);

    Shiftleft.addEventListener (MouseEvent.MOUSE_UP, stopGoleft);

    Shiftright.addEventListener (MouseEvent.MOUSE_UP, stopGoright);

    Pause.addEventListener (MouseEvent.MOUSE_DOWN, pausegame);

    Resume.addEventListener (MouseEvent.MOUSE_DOWN, resumegame);

    Mainmenu.addEventListener (MouseEvent.MOUSE_DOWN, mainmenu);

    Watcoin10.addEventListener (Event.ENTER_FRAME, Hitwat10);

    Watcoin5.addEventListener (Event.ENTER_FRAME, Hitwat5);

    Finishgame.addEventListener (Event.ENTER_FRAME, gameEnder);

    function gameEnder(event:Event)

    {

    If (Person.hitTestObject (Finishgame))

    {

    if(score > scoreHigh)

    {

    scoreHigh = result

    }

    gotoAndPlay(1,"Start")

    }

    }

    var questions10:Array = [];

    questions10.push (["Bedmas using, what is 4 x 2 + 3?", 0, "11", "20"]);

    Hard;

    questions10.push (["what is 8 x 9?", 1, "63", "72"]);

    questions10.push (["what is missing? 28 _ 23", 1,"<", "="">"]);

    questions10.push (["which is 124 + 130?", 0, "254", "234"]);

    questions10.push (["what number is greater than 865 but less 941?", 1, "964", "893"]);

    questions10.push (["what is 76.23 + 11.3?", 0, "87.53", "84.74"]);

    questions10.push (["what is missing? 9 x _ = 81 ", 0, '9', '8']);

    questions10.push (["what number is missing? ([941, 952, _, 974 ", 0, '963', '957']);

    questions10.push (["Bedmas using, what is 3 + 4 x 4?", 1, "28", "19"]);

    questions10.push (["apples of 25 cents-how much can you buy with $4.25?", 1, "15", "17"]);

    var questionNum:int = 0;

    function Hitwat10(event:Event) {}

    If (Person.hitTestObject (Watcoin10)) {}

    yScroll = 0;

    qBack10.visible = true;

    (qBack10);

    Watcoin10.y-= 1200;

    Watcoin10.x = (Math.random () * 833 + 9;

    var buttons: Array = [qBack10.button110, qBack10.button210];

    Stop();

    init();

    }

    }

    function update() {}

    scoreText.text = String (score);

    }

    function init() {}

    question of the var: Array = questions10 [questionNum];

    question [0] = qBack10.questionText10.text;

    correctAnswer10 = question [1];

    trace ("CorrectAnswer10" + correctAnswer10);

    for (var i: int = 0; i< buttons.length;="" i++)="">

    buttons [i] .addEventListener ("click", onClick);

    keys [i].answerText.text = [i + 2] on the issue;

    }

    }

    function onClick(event:Event) {}

    var int index = buttons.indexOf (event.currentTarget.parent);

    trace ("buttonIndex =" + index + "right answer =" + correctAnswer10);

    If (index == correctAnswer10) {}

    onCorrect();

    } else {}

    onIncorrect();

    }

    }

    function onCorrect() {}

    score += 10;

    trace ("scoreCorrect + 10 =" + score);

    nextQuestion();

    It is probably wrong: removeEventListener ("click", onClick);

    }

    function onIncorrect() {}

    score = 10;

    trace ("scoreInCorrect + 10 =" + score);

    nextQuestion();

    It is probably wrong: removeEventListener ("click", onClick);

    }

    function nextQuestion() {}

    qBack10.visible = false;

    yScroll = Defaulty;

    Update();

    for (var i: int = 0; i< buttons.length;="" i++)="">

    buttons [i] .removeEventListener ("click", onClick);

    }

    questionNum ++;

    {if(questionNum==questions10.) Length)}

    gotoAndStop ("Menu", "Menu");

    } else {}

    init();

    }

    }

  • hitTestObject with several bays

    Hello!

    I made a game and have a few problems

    I want to do a hitTestObject between several bays, I tried something like this:

    for (var i: Number = 0; i < array1.length; i ++)

    {

    array array1 [i] there-= 10; Moves an object to the top

    for (var a: number = 0; i < array2.length; a ++)

    {

    If (array1 [i] .hitTestObject (array2 [i]))

    {

    trace ("hit!");

    }

    }

    }

    When I run it, something which will detect the collision and will display 'hit', but some who will ignore. I also noticed that some opposes in array1 stop running the code for moving (array1 [i] there-= 10) after I added another picture.

    My question is: is at - it a more efficient way to do this? Or at least a way so that everything works fine

    Thanks in advance!

    There is a more correct way to do it... No I have

    If (array1 [i] .hitTestObject ([a] array2))

  • Abduction of children through hitTestObject

    Before asking what I'm sure will be a very stupid question, let me say that I am a total newbie to the Action Script. I try my best to make a simple game of University, and I tried, but he cannot know.

    Anyway, the game is essentially Breakout, where you control a paddle and try to hit a ball to the blocks.

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    If (ball.hitTestObject (b3)) {}
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    It works for the first time the ball hits the block. the block disappears and the ball bounces. However, when the ball moves on this domain yet, it crashes and I get an error.

    That is right.  but the hittest code you'll probably want to put in a function, then you can call it when you want to:

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    var tl:MovieClip =;

    for (var i: int = 0; i<>

    TL ["b" +(i+1)] = new brick();

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    addChild (tl ["b" +(i+1)])

    TL ["b" +(i+1)] .x = 5 + i * (TL ["b" +(i+1)]. Width + 10);

    TL ["b" +(i+1)] there = 100;

    }

    function hitTestF (): void {}

    for (var i: int = brickA.length - 1; i > = 0; i--) {}

    {if (ball.hitTestObject (brickA [i])}

    brickA [i].parent.removeChild (brickA [i]);

    var temp = brickA [i];

    brickA.splice (i, 1);

    Temp = null;

    }

    }

    }

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    Hello

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    Hi JohnP007,

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    If you forgot the answers to your questions of security of Apple ID - Apple Support

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    Hello world

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    We have insufficient information to reset your security questions. "

    Please help me as soon as possible! Thank you very much.

    Hello

    You will need to contact the Apple Support.

    The information is available here:

    Contact Apple for assistance with the security of the Apple ID - Apple Support accounts

    (I'm afraid that no one here can solve the problem for you - this is a user-based community).

  • Question of cloning for SSD upgrade on 12 Macbook Pro

    Previously, I did an upgrade to SSD on my Macbook Air to 2012 according to the instructions of JetDrive transcend. Basically connection via USB 3 and using Mac OS X to clear (and format) disc utilities new SSD, then restore again SSD and then remove the original 128 GB SSD and insert the new 480 GB SSD.  For about a month and so far without problem.

    Now I'm trying to 2012 Macbook upgrade my Pro partner (on 10.11.6).  I got a Crucial SSD MX300 to replace his HARD drive.  Crucial comes with (or recommend) Acronis software.  And a lot of the messages of the forum recommend Carbon Copy Clone.

    My question is if I can use the same method for the cloning of the HD as my Macbook Air (just restore disk of Mac OS X utilities)?  This time, I'm upgrading HARD drive and I don't know if something is different.  At the same time, if I got lucky the first time, I don't not ruin Macbook Pro my spouse this time.

    Thank you.

    Yes, you can use disk utility to clone your MBP wives, but unlike CCC, it will not clone the recovery and Partition.

  • Question about resolution movie downloads

    If I buy a movie at a certain resolution (780p for example), but I want more later re - download at a higher or lower resolution (SD or 1080 p), can I do so and how?

    Same question perhaps for music. Some of my songs have been bought before the latest Apple codecs.

    Any help is appreciated!

    THX!

    Once you have made a purchase on the iTunes store, you will see your purchased items in the menu under accounts bar > bought. You can simply select the item purchased and re-upload.

    With regard to the resolution of the film for films that are offered, and you select the resolution, you can download it again and select a different resolution. For movies that are available as separate download to SD, 780, or 1080 points, you would be limited to the original resolution you selected.

  • Why I can't ask questions.

    I just have a question.  I said that I can't ask questions.

    Do exactly what you did to make this post, but your question in there instead.

  • Cannot reset the Security Questions

    Hello my dear

    -J' forgot my account security questions, but I remember password

    And I'm changing my Security Questions, but show me this sentence

    "Cannot reset Security Questions."

    We have insufficient information to reset your security questions. "

    -I want to solve this problem as soon as possible if permitted

    You should contact the account of Apple security team. To join, click here and choose a method; If this page does not list one for your country or if you are unable to call, complete and submit this form.

    (145081)

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