How to eliminate the upcoming welcome screen every time pc turned on?

Hello once again;  It is not the screen projection I "M trying to eliminate, but logon screen it's self.   HP pavition HP - 1148p;    Windows 7 Home Edition premium you think for your time

Hello

Please keep your question on the same post otherwise very hard to follow. Please use the folliwng steps:

http://pcsupport.about.com/od/Windows7/HT/auto-logon-Windows-7.htm

Kind regards.

Tags: HP Desktops

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    {

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    fishMov1.width = 999/10;

    fishMov1.height = 700/10

    addChild (fishMov2);

    fishMov2.x = stage.stageWidth/2-100 + 150;

    fishMov2.y = stage.stageHeight/2-120 + 300;

    fishMov2.width = 999/10;

    fishMov2.height = 700/10

    addChild (ceiling);

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    addChild (player);

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    player.y = stage.stageHeight/2 + 300;

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    player.width = 80;

    player.rotation = 0;

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    {

    missle1vx = 0;

    missle1vy = 0;

    missle2vx = 0;

    missle2vy = 0;

    missle3vx = 0;

    missle3vy = 0;

    missle4vx = 0;

    missle4vy = 0;

    }

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    function missleLaunch (): void

    {

    if (missleCounter == 5)

    {missleCounter = 1 ;}

    var missleCosFactor = Math.cos((player.rotation/180)*Math.PI);

    var missleSinFactor = Math.sin((player.rotation/180)*Math.PI);

    if (missleCounter == 1)

    {

    missle1.x = player.x;

    missle1.y = player.y;

    missle1.alpha = 100;

    missle1vx = 20 * missleCosFactor;

    missle1vy = 20 * missleSinFactor;

    }

    if (missleCounter == 2)

    {

    missle2.x = player.x;

    missle2.y = player.y;

    missle2.alpha = 100;

    missle2vx = 20 * missleCosFactor;

    missle2vy = 20 * missleSinFactor;

    }

    if (missleCounter == 3)

    {

    missle3.x = player.x;

    missle3.y = player.y;

    missle3.alpha = 100;

    missle3vx = 20 * missleCosFactor;

    missle3vy = 20 * missleSinFactor;

    }

    if (missleCounter == 4)

    {

    missle4.x = player.x;

    missle4.y = player.y;

    missle4.alpha = 100;

    missle4vx = 20 * missleCosFactor;

    missle4vy = 20 * missleSinFactor;

    }

    }

    addEventListener (Event.ENTER_FRAME, onEnterFrame)

    int onEnterFrame(event:Event):void

    {

    missle1.x += missle1vx;

    missle1.y += missle1vy;

    missle2.x += missle2vx;

    missle2.y += missle2vy;

    missle3.x += missle3vx;

    missle3.y += missle3vy;

    missle4.x += missle4vx;

    missle4.y += missle4vy;

    / / x speed control

    player.x += playervx;

    if (playervx > 2)

    {playervx = 2 ;}

    if (playervx <-2)

    {playervx = - 2 ;}

    / / y: speed control

    player.y += playervy;

    if (playervy > 2)

    {playervy = 2 ;}

    if (playervy <-2)

    {playervy = - 2 ;}

    / / friction in x and y:

    & playervx =-0.02 * playervx;

    & playervy =-0.02 * playervy;

    fishMov.fish.y += vy;

    fishMov1.fish.y += vy1;

    fishMov2.fish.y += vy2;

    vx += ax;

    vy += ay;

    vx1 += ax1;

    vy1 += ay1;

    vx2 += ax2.

    vy2 += ay2;

    playervy += playeray;

    if (fishMov.fish.hitTestObject (ceiling))

    {

    fishMov.fish.y += ceiling.height;

    }

    if (missle1.hitTestObject (ceiling))

    {

    missle1vy = - missle1vy;

    }

    if (missle2.hitTestObject (ceiling))

    {

    missle2vy = - missle2vy;

    }

    if (missle3.hitTestObject (ceiling))

    {

    missle3vy = - missle3vy;

    }

    if (missle4.hitTestObject (ceiling))

    {

    missle4vy = - missle4vy;

    }

    if (missle1.missleCircle.hitTestObject (fishMov.fish))

    {

    fishMov.fish.fish_gr.gotoAndStop (2);

    = missle1.x missle1.y = - 100;

    missle1.alpha = 0;

    ay += 5;

    vx = vy = 10;

    }

    if (missle2.missleCircle.hitTestObject (fishMov.fish))

    {

    fishMov.fish.fish_gr.gotoAndStop (2);

    = missle2.x missle2.y = - 100;

    missle2.alpha = 0;

    ay += 5;

    vx = vy = 10;

    }

    if (missle3.missleCircle.hitTestObject (fishMov.fish))

    {

    fishMov.fish.fish_gr.gotoAndStop (2);

    = missle3.x missle3.y = - 100;

    missle3.alpha = 0;

    ay += 5;

    vx = vy = 10;

    }

    if (missle4.missleCircle.hitTestObject (fishMov.fish))

    {

    fishMov.fish.fish_gr.gotoAndStop (2);

    = missle4.x missle4.y = - 100;

    missle4.alpha = 0;

    ay += 5;

    vx = vy = 10;

    }

    if (missle1.missleCircle.hitTestObject (fishMov1.fish))

    {

    fishMov1.fish.fish_gr.gotoAndStop (2);

    = missle1.x missle1.y = - 100;

    missle1.alpha = 0;

    ay1 += 5;

    vx1 = vy1 = 10;

    }

    if (missle2.missleCircle.hitTestObject (fishMov1.fish))

    {

    fishMov1.fish.fish_gr.gotoAndStop (2);

    = missle2.x missle2.y = - 100;

    missle2.alpha = 0;

    ay1 += 5;

    vx1 = vy1 = 10;

    }

    if (missle3.missleCircle.hitTestObject (fishMov1.fish))

    {

    fishMov1.fish.fish_gr.gotoAndStop (2);

    = missle3.x missle3.y = - 100;

    missle3.alpha = 0;

    ay1 += 5 ;

    vx1 = vy1 = 10;

    }

    if (missle4.missleCircle.hitTestObject (fishMov1.fish))

    {

    fishMov1.fish.fish_gr.gotoAndStop (2);

    = missle4.x missle4.y = - 100;

    missle4.alpha = 0;

    ay1 += 5;

    vx1 = vy1 = 10;

    }

    if (missle1.missleCircle.hitTestObject (fishMov2.fish))

    {

    fishMov2.fish.fish_gr.gotoAndStop (2);

    = missle1.x missle1.y = - 100;

    missle1.alpha = 0;

    ay2 += 5;

    vx2 = vy2 = 10;

    }

    if (missle2.missleCircle.hitTestObject (fishMov2.fish))

    {

    fishMov2.fish.fish_gr.gotoAndStop (2);

    = missle2.x missle2.y = - 100;

    missle2.alpha = 0;

    ay2 += 5;

    vx2 = vy2 = 10;

    }

    if (missle3.missleCircle.hitTestObject (fishMov2.fish))

    {

    fishMov2.fish.fish_gr.gotoAndStop (2);

    = missle3.x missle3.y = - 100;

    missle3.alpha = 0;

    ay2 += 5;

    vx2 = vy2 = 10;

    }

    if (missle4.missleCircle.hitTestObject (fishMov2.fish))

    {

    fishMov2.fish.fish_gr.gotoAndStop (2);

    = missle4.x missle4.y = - 100;

    missle4.alpha = 0;

    ay2 += 5;

    vx2 = vy2 = 10;

    }

    if (fishMov.fish.hitTestObject (player))

    {

    playeray += 2.2;

    player.gotoAndStop (2);

    }

    if (fishMov1.fish.hitTestObject (player))

    {

    playeray += 2.2;

    player.gotoAndStop (2);

    }

    if (fishMov2.fish.hitTestObject (player))

    {

    playeray += 2.2;

    player.gotoAndStop (2);

    }

    }

    stage.addEventListener (KeyboardEvent.KEY_DOWN, onKeyPressed);

    int onKeyPressed(evt:KeyboardEvent):void

    {

    switch (evt.keyCode)

    {

    Case Keyboard.LEFT:

    playervx-= 1;

    break;

    Case Keyboard.RIGHT:

    playervx += 1;

    break;

    Case Keyboard.UP:

    playervy-= 0.7;

    break;

    Case Keyboard.DOWN:

    playervy += 0.7;

    break;

    Case Keyboard.A:

    player.rotation-= 26;

    Case Keyboard.D:

    += player.rotation 13

    Case Keyboard.SPACE:

    missleLaunch();

    missleCounter += 1;

    trace (missleCounter);

    break;

    by default:

    trace ("code:", evt.keyCode);

    }

    }

    }

    }

    }

    You exaggerated once again, simply to show the relevant code at the launch of a missile, which is what calls the missleLaunch() function.  You'll get the hang of limiting what to show later.

    The launch is initiated in the switch code in the onKeyPressed() function.  If you look at the switch case code for your controls for rotation, you will find something missing in these two cases which is not absent in other cases.

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