Necessary drop targets

I think they are called target Drop.  They are folders where you can drag stuff on them and they go.  I want to take down the targets for my drives D: and L:.  D & L are partitions on my hard drive.  I don't want to right-click and drag to move files from the office in players D and L.

I found a way to pass a single file (and not a folder) to the D: drive:

1 create a text file with this line:

move %1 D:\

2. rename the file by replacing the .txt by .bat

3. create a shortcut on the desktop for the batch file.

4. right click on the shortcut, click Properties , select reduced in the menu run and click OK .

Then, you can drag a file to the shortcut.

There is probably a way to make this work with several files and folders, using more complex commands.

Boulder computer Maven
Most Microsoft Valuable Professional

Tags: Windows

Similar Questions

  • Drag and drop, 1 share of different sur-succes drag Source, 4 Drop target, for each. Is this possible?

    Hello.

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    If I understand you correctly, I think that I thought about it.

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    I did a quick test and it seemed to work according to the settings you said earlier.

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    I have a D & D built scenario where I have 13 objects potential drag, enter a single drop zone. I have the set drop target to accept all the potential that they may all be considered "correct" its a learning experience, not a question of quiz, as well as several items can be deleted. I want to count to 5 and then offer the opportunity to continue to the next section.

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    go to the timeline of the movieclip containing the sign more.  lock the layer.  Create another layer and make it below your sign.  create a form with an alpha of zero on this layer further down.  test.

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    Hello

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    Code as1, as2 is not.  and who has all sorts of problems when you load in a container movieclip.

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    event.currentTarget.y = event.currentTarget._origY;
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    If event.currentTarget._targetPiece points to the instance of wastepaper basket, then I think you should be able to target just by using that...

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    Nice day!

    I have here my code for a simple drag and drop exercise and it looks like a little redundant. I want to improve and reduce efficiency, but I don't really know how I was supposed to do. Also, I have a problem when you select a drag object; When I click on it, it is lost. I don't really know why this is happening, I just follow a tutorial I've seen on the internet. Help would be really appreciated!

    Sincerely,

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    MY CODE ARE THE FOLLOWING:

    AT1.addEventListener (MouseEvent.MOUSE_DOWN, pickAT);
    In1.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    In2.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    in3.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    IN4.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    IN5.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    in6.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    IN7.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    IN8.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    on1.addEventListener (MouseEvent.MOUSE_DOWN, pickON);
    On2.addEventListener (MouseEvent.MOUSE_DOWN, pickON);

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    In2.addEventListener (MouseEvent.MOUSE_UP, dropIN);
    in3.addEventListener (MouseEvent.MOUSE_UP, dropIN);
    IN4.addEventListener (MouseEvent.MOUSE_UP, dropIN);
    IN5.addEventListener (MouseEvent.MOUSE_UP, dropIN);
    in6.addEventListener (MouseEvent.MOUSE_UP, dropIN);
    IN7.addEventListener (MouseEvent.MOUSE_UP, dropIN);
    IN8.addEventListener (MouseEvent.MOUSE_UP, dropIN);
    on1.addEventListener (MouseEvent.MOUSE_UP, dropON);
    On2.addEventListener (MouseEvent.MOUSE_UP, dropON);

    AT1.buttonMode = true;
    In1.buttonMode = true;
    In2.buttonMode = true;
    in3.buttonMode = true;
    IN4.buttonMode = true;
    IN5.buttonMode = true;
    in6.buttonMode = true;
    IN7.buttonMode = true;
    IN8.buttonMode = true;
    on1.buttonMode = true;
    On2.buttonMode = true;

    var startX: number;
    var startY: number;
    var right: number = 0;
    var attempt: number = 0;

    I think I have a problem here

    function pickAT(event:MouseEvent): void {}
    var obj = event.target;
    obj.startDrag ();
    obj.x = startX;
    obj.y = startY;
    }

    function pickIN(event:MouseEvent): void {}
    var obj = event.target;
    obj.startDrag ();
    obj.x = startX;
    obj.y = startY;
    }

    function pickON(event:MouseEvent): void {}
    var obj = event.target;
    obj.startDrag ();
    obj.x = startX;
    obj.y = startY;
    }

    function dropAT(event:MouseEvent): void {}
    var object = event.target;
    object.stopDrag)
    If (object.dropTarget! = null & & object.hitTestObject (targetAT1)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickAT);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropAT);
    object.buttonMode = false;
    Object.x = targetAT1.x;
    Object.y = targetAT1.y;
    }
    else {}
    attempt of ++;
    attemptCounter.text = String (attempt);
    Object.x = startX;
    Object.y = startY;
    }
    }

    function dropIN(event:MouseEvent): void {}
    var object = event.target;
    object.stopDrag)
    If (object.dropTarget! = null & & object.hitTestObject (targetIN1)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
    object.buttonMode = false;
    Object.x = targetIN1.x;
    Object.y = targetIN1.y;
    }

    ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN2)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
    object.buttonMode = false;
    Object.x = targetIN2.x;
    Object.y = targetIN2.y;
    }

    ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN3)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
    object.buttonMode = false;
    Object.x = targetIN3.x;
    Object.y = targetIN3.y;
    }

    ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN4)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
    object.buttonMode = false;
    Object.x = targetIN4.x;
    Object.y = targetIN4.y;
    }

    ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN5)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
    object.buttonMode = false;
    Object.x = targetIN5.x;
    Object.y = targetIN5.y;
    }

    ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN6)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
    object.buttonMode = false;
    Object.x = targetIN6.x;
    Object.y = targetIN6.y;
    }

    ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN7)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
    object.buttonMode = false;
    Object.x = targetIN7.x;
    Object.y = targetIN7.y;
    }

    ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN8)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
    object.buttonMode = false;
    Object.x = targetIN8.x;
    Object.y = targetIN8.y;
    }

    else {}
    attempt of ++;
    attemptCounter.text = String (attempt);
    Object.x = startX;
    Object.y = startY;
    }
    }

    function dropON(event:MouseEvent): void {}
    var object = event.target;
    object.stopDrag)
    If (object.dropTarget! = null & & object.hitTestObject (targetON1)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickON);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropON);
    object.buttonMode = false;
    Object.x = targetON1.x;
    Object.y = targetON1.y;
    }

    ElseIf (object.dropTarget! = null & & object.hitTestObject (targetON2)) {}
    attempt of ++;
    good ++;
    attemptCounter.text = String (attempt);
    correctCounter.text = String (correct);
    object.removeEventListener (MouseEvent.MOUSE_DOWN, pickON);
    object.removeEventListener (MouseEvent.MOUSE_UP, dropON);
    object.buttonMode = false;
    Object.x = targetON2.x;
    Object.y = targetON2.y;
    }


    else {}
    attempt of ++;
    attemptCounter.text = String (attempt);
    Object.x = startX;
    Object.y = startY;
    }
    }

    Ned,

    Please look in the code and in pointing to errors.

    Milo,

    I was grabbing on top of head and, of course, forgetting some things. I hope this works:

    var startX: Number;
    var startY: Number;
    var correct: Number = 0;
    var attempt: Number = 0;
    
    var currentlyDragged:MovieClip;
    // collection of objects stored in array
    // so that you can reference them programmatically
    var objects:Array = [at1, in1, in2, in3, in4, in5, in6, in7, in8, on1, on2];
    
    activateObjects();
    // assigns listeners and other functionality to the objects in objects array
    function activateObjects():void {
         for each(var mc:MovieClip in objects) {
              mc.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
              mc.buttonMode = true;
              // assign drop targets based on names
              switch(String(mc.name).substring(0, 2)) {
                   case "at":
                        mc.dropTargets = [targetAT1];
                   break;
    
                   case "in":
                        mc.dropTargets = [targetIN1, targetIN2, targetIN3, targetIN4, targetIN5, targetIN6, targetIN7, targetIN8];
                   break;
    
                   case "on":
                        mc.dropTargets = [targetON1, targetON2];
                   break;
              }
         }
    }
    
    function pickObject(e:MouseEvent):void {
         currentlyDragged = MovieClip(e.currentTarget);
         currentlyDragged.startDrag();
         startX = currentlyDragged.x;
         startY = currentlyDragged.y;
         stage.addEventListener(MouseEvent.MOUSE_UP, dropObject);
    }
    
    function dropObject(e:MouseEvent):void {
         stage.removeEventListener(MouseEvent.MOUSE_UP, dropObject);
         stopDrag();
         var droppedOn:MovieClip;
         if (currentlyDragged.dropTarget) {
              // loop through targets belonging to the currently dragged clip
              for each(var mc:MovieClip in currentlyDragged.dropTargets) {
                   if (currentlyDragged.hitTestObject(mc)) {
                        // get the target
                        droppedOn = mc;
                        currentlyDragged.removeEventListener(MouseEvent.MOUSE_DOWN, pickObject);
                        currentlyDragged.buttonMode = false;
                        currentlyDragged.x = droppedOn.x;
                        currentlyDragged.y = droppedOn.y;
                        correct++;
                        correctCounter.text = String(correct);
                        // stop loop - it is not necessary to continue
                        break;
                   }
              }
         }
         attempt++;
         attemptCounter.text = String(attempt);
         // return to the initial position if there is no hit
         if (!droppedOn) {
            currentlyDragged.x = startX;
            currentlyDragged.y = startY;
         }
    }
    

    Post edited by: Andrei1

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