problems of text when the resize a button
I use one of the Flash built in buttons. Problem: when I lie down the wide button to resize it, the text gets stretched as well. When I enter the button to change the text in the text layer, all new type I is also tense. Is there a way to get around this?Thanks for your help!
Michael
Well Yes. Who did. Thank you very much!
Tags: Adobe Animate
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Problem sending pictures through texting when the WIFI
I recently move carrier to Cricket wiresless (Yes uses AT & T network) of the Sprint. Since I made the change, I had problems sending pictures through texting when the WIFI. I contacted the Cricket Wireless support and they had me reset the APN settings, he has to work because I also disabled WIFI at the time. Since then, I realized that I don't have the problem, when I cut the WIFI.
Someone at - it similar problems?
I found the resolution on Adroid Central:
Wow! Presented this to the customer service email of Cricket and they responded in 12 minutes confirming:
Billy M. (Cricket Wireless)
16 Dec 08:46Hi Evan,
Please contact the Support of Cricket. I'm sorry to hear about the problems you are having with your MMS then on the WiFi. Our team of network has been aware of this problem and is currently working on a resolution. In the meantime, you can use one of the IP addresses below in your MMS proxy under the APN settings that should solve the problem.
192.168.196.78
192.168.196.79
192.168.196.117
192.168.196.118Thank you
Billy
Looks like the guys from reddit were correct and the IP addresses are legitimate. -
How to stop a 3D of resizing text when I resize canvas?
When I resize my 3d text canvas resizes also.
How to stop the 3d of resizing text when the canvas is resized?
Thank you
Bring out the crop tool and then pull one or more sides and commit the harvest.
To stretch the canvas on all sides press the alt (option) key and pull on one of the corner handles.
The downside is that it is not as easy to extend a certain amount.
before:
right of the canvas expanded:
expanded on all sides:
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Star Wars: Republic Commando. Worked on Vista, the problem is that when the game tries to load the first mission (the only one available for a new player) outputs of the game and gives the following. I hope this info is useful to anyone who is willing to take the time to help me. Thank you-Zachert45
Details:
Problem event name: APPCRASH
Application name: SWRepublicCommando.exe
Application version: 0.0.0.0
Application timestamp: 41f707e4
Fault Module name: StackHash_1a02
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception code: c0000005
Exception Offset: 6 c 707544
OS version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Information additional 1: 1a 02
More information 2: 1a022ea3469ead417de7f3ac704042e3
3 more information: aa4f
Additional information 4: aa4f8516a5b4c2bae31f69214dbeb837
In addition, the game made a newspaper that it lasted, if an error occurred. NOTE: Windows verson shown here was one of the many tests bring made, all ended the same way.
Uninitialized: open the log file, 08/09/12 19:20:48
Uninitialized: name subsystem initialized
Init: Detected: Windows NT 6.0 (Build: 6000)
Init: Build: 139
Init: Version of the engine: 2226
Init: Update: January 25, 2005
Init: command line:
Init: Base Directory: C:\Program Files (x 86) \LucasArts\Star Wars Republic Commando\GameData\System\
Init: Character set: ANSI
Journal: Related to Window.dll
Journal: Related to Core.dll
Journal: Related to frengine.dll
Init: Subsystem of the initialized object
Init: Computer: ZACHERT45HP
Init: User: Zachert45
Init: Of CPU Page size = 4096, processors = 4
Init: CPU detected: type processor PentiumPro (GenuineIntel)
Init: CPU features: FPU CMov EAP RDTSC MMX, SSE
Init: CPU @ 2694 MHz
Init: Total memory: Phys = 1048575 K Pagef = 2097151 K Virt = 2097024K
Init: Working together: 32000 / 159000
Init: Physical memory: 1023 MB
Init: D3D Device: video memory onboard: 1008
Caution: Charge Dynamics Engine.GameEngine
Journal: Bound to CTGame.dll
Journal: Bound to Gameplay.dll
Journal: Related to IpDrv.dll
Journal: Related to XInterface.dll
Journal: Related to XGame.dll
Init: Unreal engine initialized
Journal: Related to WinDrv.dll
Init: Client initialized
Journal: Related to D3DDrv.dll
Init: Direct3D detected adapters:
Journal: aticfx32.dll/Radeon HD 6470 M
Init: D3D Driver: MaxTextureBlendStages = 8
Init: D3D Driver: MaxSimultaneousTextures = 8
Init: D3D Driver: MaxActiveLights = 8
Init: D3D Driver: MaxPrimitiveCount = 5592405
Init: D3D Driver: MaxVertexIndex = 16777215
Init: D3D Driver: MaxStreams = 16
Init: D3D Driver: MaxStreamStride = 508
Init: D3D Driver: MaxVertexShaderConst = 256
Init: D3D Driver: VertexShaderVersion = 1.1
Init: D3D Driver: PixelShaderVersion = 1.4
Init: D3D Driver: support AGP detected
Init: D3D Driver: using w-pixel fog
Init: D3D Driver: trilineaires media
Init: D3D Driver: supports BLENDDIFFUSEALPHA
Init: D3D Driver: Supports LOD bias
Init: D3D Driver: Supports Z polarization
Init: D3D Driver: supports D3DTOP_ADDSIGNED2X
Init: D3D Driver: supports D3DTOP_BUMPENVMAP
Init: D3D Driver: supports D3DTOP_BUMPENVMAPLUMINANCE
Init: D3D Driver: supports D3DTOP_DOTPRODUCT3
Init: D3D Driver: supports D3DTOP_MODULATEALPHA_ADDCOLOR
Init: D3D Driver: supports D3DTOP_MODULATECOLOR_ADDALPHA
Init: Unreal Engine Direct3D support - internal version: SB3
Init: D3D Device: szDriver = aticfx32.dll
Init: D3D Device: szDescription = Radeon HD 6470 M
Init: D3D Device: wProduct = 8
Init: D3D Device: wVersion = 17
Init: D3D Device: wSubVersion = 10
Init: D3D Device: wBuild = 1065
Init: D3D Device: dwVendorId = 4098
Init: D3D Device: dwDeviceId = 26464
Init: D3D Device: dwSubSysId = 370806844
Init: D3D Device: dwRevision = 0
Init: D3D detected: ATI video card
Init: D3D Device: using cubemap [with mipmaps]
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticDiffuse
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticSpecularMatte
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticSpecularDull
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticSpecularPolished
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticSpecularShiny
Journal: (Karma): Karma from beginning of game.
Journal: (Karma): creation of MeAssetDB.
Journal: (Karma): loading: ambient.ka
Journal: (Karma): loading: clone.ka
Journal: (Karma): loading: droid.ka
Journal: (Karma): loading: geonosian.ka
Journal: (Karma): loading: rasanimprops.ka
Journal: (Karma): loading: trandoshan.ka
Journal: (Karma): loading: turrets.ka
Journal: (Karma): loading: vehicles.ka
Journal: (Karma): loading: wookiee.ka
Journal: (Karma): finished creating MeAssetDB (27 properties).
Log: Watermark memory pre load: 0
Journal: Preload for entry Stats: 58 opened, looking for 269, dumpsters 954, bed 46950 KB / 4329, serialize 44419 KB / 1615039
Journal: LoadMap: entry 08/09/12 19:20:49
Log: Watermark memory pre load: 1
Caution: Charge Dynamics Entry.myLevel
Journal: Loading times for the entry: 0.000 sec total, 0.000 app
Connection: Time entry init actor coll: 0.000 sec total, 0.000 app
Journal: Play class is "GameInfo."
Newspaper: The level is level Entry.myLevel
Newspaper: * WARNING - paths is maybe NOT INVALID *.
Journal: What is the Entry.myLevel level to play (0) 08/09/12 19:20:49...
ScriptLog: InitGame:
ScriptLog: Mutator database is Entry.InGameTempName
ScriptLog: GameInfo::InitGame: bEnableStatLogging False
ScriptLog: MusicStat is InGameTempName
Connection: Time entry init BeginPlay: 0.000 sec total, 0.000 app 08/09/12 19:20:49
Log: Watermark memory Post charge: 2
Connection: Time entry init: 0.000 sec total, 0.000 app
Journal: Entry file load stats: opens 2, looking for 4, 9 trucks, 31KO bed / 16, serialize 7KO / 2092
Connection: Exit LoadMap 08/09/12 19:20:49
Caution: Charge Dynamics UDebugMenu.UDebugRootWindow
Caution: Charge Dynamics UDebugMenu.UDebugBlueLookAndFeel
Journal: Related to ALAudio.dll
Init: AL_VENDOR: Creative Labs Inc.
Init: AL_RENDERER: software
Init: AL_VERSION: OpenAL 1.0
Init: AL_EXTENSIONS: EAX 2.0, EAX, EAX, EAX 4.0 3.0 unified and EAX - AC3
Journal: 16 Sources AL Audio created!
Init: ALAudio: initialized subsystem.
ScriptLog: 255 team
Journal: (Karma): KInitSkeletonKarma: framework, but not of the world.
Init: System initialized to input InGameTempName
Journal: Open window
Journal: Couldn't put the window in the foreground.
Journal: Enter SetRes: 1024 x 768 full screen 0
Journal: Using back buffer 22 (32-bit) format
Journal: Using format 77 (32-bit) depth buffer
Journal: Creation of device
Init: D3D Driver: CreateDevice: will use the hardware transformation and lighting.
Init: D3D Driver: CreateDevice: will use hardware vertex processing
Journal: Create context of the EMI.
Init: Init game engine time: seconds 1,366000 total 1.014007 app
Journal: Game init load stats: opens 2, looking for 11, 61 Skips, bed 445 KB / 141, serialize 268 KB / 190555
ScriptLog: MenuOpen: XInterfaceCTMenus.CTStartPCMenu (RESET)
Caution: Charge Dynamics GUIContent.Menu.RC_title_bg
Journal: StartMovie with m_PlaybackRect (0, 0), (1024, 768)
Connection: Start time: 1,177000 seconds
Newspapers: Lots static mesh: 0 bytes of vertex, 0 bytes index
Journal: StartMovie with m_PlaybackRect (0, 0), (1024, 768)
Journal: Precaching: Entry.LevelInfo0
Journal: Allocation of the dynamic index buffer 16384 bytes.
Log: Precache time geometry: 0.006 sec total, 0.000 app
Journal: Texture precache time: 0.009 s total, 0.000 app
Journal: Statistics of load precache entry: opens 5 to 0, seeks 10 jumps, bed 1512 KB / 28, serialize 1496 KB / 142
Journal: 131072 bytes dynamic vertex buffer Allocation.
Caution: Charge Dynamics XInterfaceCTMenus.CTMenuMain
Journal: GotoMenu (InGameTempName)
Journal: StartMovie
Journal: CallMenu (InGameTempName)
Journal: GotoMenu (InGameTempName)
Journal: CloseMenu()
Journal: Browse: PRO? Name = zach? Class = CTCharacters.PlayerCommando? Team = 255 08/09/12 19:21
Log: Watermark memory pre load: 2
LOG: Preload PRO Stats: 2 opens, looking for the 14, 15 jumps, bed 1315 KB / 56, serialize 1289 KB / 23365
Journal: LoadMap: new level of loading. Pause/stop implementing caching of files.
Journal: Unloading: PRO package
Journal: LoadMap: PRO? Name = zach? Class = CTCharacters.PlayerCommando? Team = 255 08/09/12 19:21
ScriptLog: stop menu movie
Journal: Garbage collection
Journal: Serving garbage
Journal: Garbage: objects: 23768-> 23528; REF.: 232574
Journal: FName High Watermark: 33191
Journal: Number current FName: 30109
Journal: FName slots available: 3082
Journal: UObject High Watermark: 23774
Log: Watermark memory pre load: 3
Caution: Charge Dynamics PRO.myLevel
Journal: 131072 bytes dynamic vertex buffer Allocation.
Journal: (Karma): initialization Karma for the level.
Journal: (Karma): Autodetecting CPU SSE
Journal: (Karma): using SSE optimizations
Newspapers: Loading PRO time: 0,356 total sec, 0,328 app
Connection: Hour PRO init actor coll: 0.000 sec total, 0.000 app
Journal: Play class is 'CTGameInfoSP '.
Newspaper: The level is level PRO.myLevel
Journal: What is the PRO.myLevel level to play (0) 08/09/12 19:21...
ScriptLog: InitGame?: Name = zach? Class = CTCharacters.PlayerCommando? Team = 255
ScriptLog: Mutator is PRO. InGameTempName
ScriptLog: GameInfo::InitGame: bEnableStatLogging False
ScriptLog: MusicStat is InGameTempName
WARNING: PlayAnim: not found "ActionBreathe" sequence for the mesh "CloneBoy."
ScriptWarning: PawnFactory PRO. PawnFactory2 (function CTGame.Factory.PostBeginPlay:0058) Factory PRO. PawnFactory2 has no prototype!
WARNING: PlayAnim: not found "ActionBreathe" sequence for the mesh "GunshipBall."
ScriptWarning: PawnFactory PRO. PawnFactory0 (function CTGame.I read the fix below on three different forums.
Seems to work for some. Especially those with Pentium cpu."In the main Menu, select Options-> graphics. Variation in the quality of the low relief map. When I have it on medium or high, it crashes. »
The game was released in ' 05, a bad year for compatibility issues with different
DRM and Win7. If the problem is with the Launcher, then a noCD fix would be a good solution.
http://MegaGames.com/games/Star-Wars-Republic-Commando.
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I'm new to programming of the Structure of the event. I am trying a program which causes the content of a control to the string to be processed when the user presses the button back in after typing in the control of the chain. I think (I hope!) that it is simple, I just can't understand how do.
Basically, I would take the attached VI and change so that the user can send the value of control 'String In' to the indicator "String Out" either by pressing the 'Return' key or press the button 'send string. '
Any help would be greatly appreciated.
This example has nothing to do with the RETURN key specifically. It fires all simply whenever the value of the control is changed. If you click outside the text box or on another still controls the value changes and still the event is raised. This is often the desired so if it works in your application, you good to go.
You CAN ONLY answer a particular key if you wish. Set your event to meet 'This VI' > key down. Then, read the proposal Vcle on the left side of the structure of the event and compare it to the RETURN (for example). The Boolean result of the comparison gets connected to a structure to deal with your code to run inside. You can also wire Vcle directly to a case structure and execute different code based on which key was pressed last.
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CLEAR the VALUE of INPUT TEXT when the button is clicked
Hi all
I have a box of 2 inputText in my page in which the user enters a value, click on a button on this box. Now, what I want is to erase the other inputbox, during the click on the button against the inputBox in which the user entered value.
I did partialTriggers of two boxes to the buttons and buttons are partial shipment.
Now at the bean (session scope), I write something like firstInputBox.setValue(null);/firstInputBox.setValue("");/firstInputBox.setValue(false). When you click on buttons.
But still my boxes are not erasing.
Why can't he be?action listener to the button write-
firstInputBox.resetValue(); firstInputBox.setValue("");//if it takes a string input AdfFacesContext.getCurrentInstance().addPartialTarget(firstInputText);//always better to do programmatic PPR when there is some logic already on click of button .. do for declaritive ppr when ur whole soln. is declaritive
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How do I add text when the button is in short
Hi friends,
I am the third party application.
This header contains the BitmapFields when the focus moves to this imageat the bottom of the image, I want to mention the name of the image.
Please tell me how to do this.
Thank you in advance.
Hello
The descriptor, you're trying to find is known as ToolTip.
Try this link.
http://supportforums.BlackBerry.com/rim/attachments/rim/java_dev/163809/1/ToolTip_1.txt
Thank you
Krishnan
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With us, it is not a problem. I don't know why it's different here at work - even editing, same settings (as far as I know).
Windows Vista
Firefox 7.0.1
Status 4 Evar installed to activate the add-on bar in a status barI have a NoScript module icon in the corner, which works very well. If I add a GreaseMonkey icon in the menu customize, "Icon and the text" is displayed for this icon as the icon and text browser controls (home, stop, etc.). Other icons the module show icon and the text (S4E, for example). NoScript is the only one I've found so far that collapses down to just an icon.
I like this leads to the bar having a higher status (add-on). Basically what I want is for only the icon is displayed in the State (toolbar Add on), while keeping icons and text in the browser controls. My current solution is simply to remove the other icons of the add-on - it from the status bar (add-on), but which removes the ease of turning on/off and setting options.
Please tell me if I can provide you with another thing and thanks for your help.
Edit: I have some screenshots to show what I mean.
desired behavior
problem when the icon is addedI tried, and while it does not remove the text, buttons retain their width, collapses don't not down icons. I was able to get exactly the effect I want to by changing the setting in the DOM, as stated in my post above, but which only lasted as long as the session and returned to the way it was before, when I restarted Firefox.
After a few tries, I finally joined the userChrome following tweaks. This tweak sets the buttons didn't use any text, be limited to 20 pixels of width, and, if a drop-down list arrow is present, to hide that. Greasemonkey uses a drop-down list item separated so it must be hidden specifically.
#addon-bar .toolbarbutton-text { display:none !important; } /*The following work for most of my icons except Greasemonkey*/ #addon-bar .toolbarbutton-menu-dropmarker { display: none !important; } #addon-bar .toolbarbutton-1 { min-width:20px !important; } /*The following are specific to greasemonkey*/ #addon-bar .toolbarbutton-menubutton-button { min-width:20px !important; } #greasemonkey-tbb > dropmarker { display: none !important; }
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ActionScript to load captions in the table to the dynamic text when the user clicks the thumb
I have this code under that I made using a tutorial... it loads txt file vars it splits then place in a table... once in a table he brings the photos from the table to create thumbnails and a larger image. My problem is that I have captions to go with it, and when I try to load captions nothing happens or can be seen to happen.
I don't know where I'm wrong because I have no output or compiled errorsvar locVar = new Array(); locVar = imgLoc.split(","); trace ( locVar ); var tmbVar = new Array(); tmbVar = tmbLoc.split(","); trace ( tmbVar ); var capVar = new Array(); capVar = imgCap.split(","); trace ( capVar ); var NPICS:Number = locVar.length; // number of pictures to load var PICX:Number = 32.8; // x loc of big picture var PICY:Number = 24.9; // y loc var THUMBHOLDERX:Number = 50; // x location of thumbnail holder movieclip var THUMBHOLDERY:Number = 457; // y location var THUMBW:Number = 100; // width of each thumbnail var THUMBH:Number = 75; // height var MARGIN:Number = 10; // margin between thumbnails var TOTALBYTES:Number = 212000; // approx sum of bytes in all jpgs (x 2) var MAXPIXELS:Number = 12; // max number of pixels to move slider per frame // mask definition; mask is assumed to cover some part of the thumbnail slider (here the numbers // were chosen so that there are margins between the mask and the right and left edges of the movie // (which is 420 x 290), and enough space above and below the thumbs to show them when they 'grow' // on mouseover var MASKX:Number = 0; // start x location of mask var MASKW:Number = 600; // mask width var MASKY:Number = 447.9; // start y location of mask var MASKH:Number = 92; // mask height var totalloaded:Number = 0; // running tally of bytes loaded from all pics // index into pictures array, used for loading var ipic:Number; // set up loader, an instance of MovieClipLoader var loader:MovieClipLoader = new MovieClipLoader(); // use the main timeline to listen to and respond to loader's broadcast events loader.addListener(this); // function to move thumbnail slider ("this" = thumbs_mc) function sliderControl() { var w:Number = this._width/2; var hw:Number = mask_mc._width/2; var npixels:Number; // only do when mouse over slider mask if (_ymouse > mask_mc._y && _ymouse < mask_mc._y + mask_mc._height) { // mouse over left half of slider: if (_xmouse > mask_mc._x && _xmouse < mask_mc._x + hw) { npixels = (hw - _xmouse) / hw * MAXPIXELS; this._x += npixels; if (this._x >= 0) this._x = this._x - w; // mouse over right half of slider: } else if (_xmouse > mask_mc._x + hw && _xmouse < mask_mc._x + mask_mc._width) { npixels = (_xmouse - hw) / hw * MAXPIXELS; this._x -= npixels; if (this._x <= -w) this._x = this._x + w; } } } // thumbnail click (onrelease) handler function openPic() { pic_mc.loadMovie(locVar[this.i]); } function brightON(){ this._alpha = 300; } function brightOFF(){ this._alpha = 30; } function captionTXT(){ _root.cap_txt = capVar; } // assign event handlers (called when all jpgs are loaded) function setupHandlers() { pct_txt.removeTextField(); // don't need loading indicator any more thumbs_mc.onEnterFrame = sliderControl; for (var i:Number = 0; i < NPICS*2; i++) { thumbs_mc["mc"+i].onRollOver = brightON; thumbs_mc["mc"+i].onRollOut = brightOFF; thumbs_mc["mc"+i].onMouseDown = captionTXT; thumbs_mc["mc"+i].onRelease = openPic; } } // listener function for broadcast 'done' message (for each pic) // onLoadInit gets executed when the movieclip has been loaded into _mc AND // its width and height data are available. // (_mc = the movieclip being loaded into) // this routine sets the size and position of each thumbnail clip as its jpg // is loaded and starts the next one loading. When all have been loaded, // a random picture is loaded into pic_mc and setupHandlers is called to // assign handlers to each thumbnail movieclip function onLoadInit(_mc:MovieClip) { // this gets done when the jpg is completely loaded: _mc._width = THUMBW; _mc._height = THUMBH; _mc._alpha = 30; // for image clarity // give the movieclip a property to remind it who it is // (used by openPic to know which big picture to open) _mc.i = (ipic >= NPICS ? ipic-NPICS : ipic); // add picture size to totalloaded variable totalloaded += loader.getProgress(_mc).bytesTotal; // now load the next one (if there are more) or set up handlers if done ipic++; if (ipic == NPICS * 2) { // start with a random photo displayed when all thumbs loaded pic_mc.loadMovie(locVar[Math.floor(Math.random()*NPICS)]); setupHandlers(); } else if (ipic >= NPICS) { // load jpg into duplicate thumbnail (will already be cached) loader.loadClip(tmbVar[ipic-NPICS], thumbs_mc["mc"+ipic]); } else { // load jpg into thumbnail loader.loadClip(tmbVar[ipic], thumbs_mc["mc"+ipic]); } } // listener function to handle broadcast progress messages // make pct_txt show cumulative loading progress function onLoadProgress(_mc:MovieClip, loaded:Number) { var loadedsofar:Number = totalloaded + loaded; pct_txt.text = Math.floor(loadedsofar / TOTALBYTES * 100) + "%"; } function init() { // create holder for pictures createEmptyMovieClip("pic_mc", 1); pic_mc._x = PICX; pic_mc._y = PICY; // create (and draw) holder for thumbnails createEmptyMovieClip("thumbs_mc", 2); thumbs_mc.beginFill(0, 100); // black thumbs_mc.moveTo(0, 0); thumbs_mc.lineTo(2 * (MARGIN + THUMBW) * NPICS, 0); thumbs_mc.lineTo(2 * (MARGIN + THUMBW) * NPICS, THUMBH); thumbs_mc.lineTo(0, THUMBH); thumbs_mc.endFill(); // drawing the thumb holder at 0, 0 and then moving it makes its reg point = upper left thumbs_mc._x = THUMBHOLDERX; thumbs_mc._y = THUMBHOLDERY; // create, draw and enable mask over thumbs (could use different variables to define mask // if desired) createEmptyMovieClip("mask_mc", 3); mask_mc.beginFill(0x0000cc, 100); mask_mc.moveTo(0, 0); mask_mc.lineTo(MASKW, 0); mask_mc.lineTo(MASKW, MASKH); mask_mc.lineTo(0, MASKH); mask_mc.endFill(); mask_mc._x = MASKX; mask_mc._y = MASKY; thumbs_mc.setMask(mask_mc); // create loading textfield indicator createTextField("pct_txt", 4, 200, 100, 40, 100); var tf:TextFormat = new TextFormat(); tf.align = "center"; tf.size = 12; tf.font = "Verdana"; tf.color = 0xFFFF00; pct_txt.setNewTextFormat(tf); // create loading textfield indicator createTextField("cap_txt", 0, 400, 200, 40, 100); var cf:TextFormat = new TextFormat(); cf.align = "center"; cf.size = 12; cf.font = "Verdana"; cf.color = 0xFFFF00; cap_txt.setNewTextFormat(cf); // make empty movieclips in thumbs_mc for each pic to go into // make double the number so the slider can move continuously and show content for (var i:Number = 0; i < NPICS * 2; i++) { var mc:MovieClip = thumbs_mc.createEmptyMovieClip("mc"+i, i+1); mc._x = i*(MARGIN + THUMBW); mc._y = 0; } // set the pointer to the first jpg in the array picnames ipic = 0; // start loading jpgs (ipic is initialized to 0) loader.loadClip(locVar[ipic], thumbs_mc["mc"+ipic]); } init(); stop();
If you search the MovieClip.createTextField method in the Flash help documents, it will show you how to assign a textfield to a movieclip.
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can not read the text of the element (radio button)
I am developing a Flash quiz. Several questions have several items of choice with text under each option (button). The text is visible that I see the movie, but when I publish it, the text disappears. all I see are radio buttons with nothihng under them. I use the standard radio button component. I develop the quiz in Flash CS3. I adapt it one that I developed in Flash 8. Option buttons worked perfectly in the old quiz.
Ideas anyone?The answer is this: I had a few scripts of style on the first image that I had forgotten about, the following:
_Global.style.SetStyle ("fontSize", 8);
_Global.style.SetStyle ("fontFamily", "Arial");
_Global.style.SetStyle ("IncorporerPolices", true);When I commented on these stars, the text began to show once again. Donkey, your answer may lie in these global statements of style too - maybe add a bit to define and incorporate the police?
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Having a problem in DateFormat when the time zone is changed...
Hi, the following code converts a Date string to a Date which I am able to successfully... The problem I am facing is when I put the Moble zone as the format of Casablance (GMT) and my Format for a Date string is "2009-09-27 03:02:00:00 of" "" then I am to get the hour of the date as "kills Sep 27 03:02:00 GMT 2009", but when the time zone is changed to Canberra, Sydney (+ 10), the Date is "Mon Sep 28 19:37:13 Australia/Sydney 2009"... which is not the correct date in strgin Format ' "» nicely in this matter helps no matter what time zone after the conversion, I should get the date given to a string date... help kindly with respect to thei...
public static Date getDateTmeFrmStrgFormat(String strDate) { Date date; String month,day,year,hour,min,sec; month = strDate.substring(0,strDate.indexOf("/")); if(month.length() < 2) month = "0" + month; strDate = strDate.substring(strDate.indexOf("/") + 1); day = strDate.substring(0,strDate.indexOf("/")); if(day.length() < 2) day = "0" + day; strDate = strDate.substring(strDate.indexOf("/") + 1); year = strDate.substring(0,strDate.indexOf(" ")); strDate = strDate.substring(strDate.indexOf(" ") + 1); hour = strDate.substring(0,strDate.indexOf(":")); if(hour.length() < 2) hour = "0" + hour; strDate = strDate.substring(strDate.indexOf(":") + 1); min = strDate.substring(0,strDate.indexOf(":")); if(min.length() < 2) min = "0" + min; strDate = strDate.substring(strDate.indexOf(":") + 1); sec = strDate; if(sec.length() < 2) sec = "0" + sec; //sec = "00"; date = new Date (HttpDateParser.parse(year + "-" + month + "-" + day + " " + hour + ":" + min + ":" + sec)); //date = new Date (HttpDateParser.parse(year + "-" + month + "-" + day + " " + hour + ":" + 00 + ":" + 00)); return date; }
Like this. This code is NOT tested, it is presented only to explain the use of the calendar in this situation.
public static Date getDateTmeFrmStrgFormat(String strDate) { String month,day,year,hour,min,sec; month = strDate.substring(0,strDate.indexOf("/")); strDate = strDate.substring(strDate.indexOf("/") + 1); day = strDate.substring(0,strDate.indexOf("/")); strDate = strDate.substring(strDate.indexOf("/") + 1); year = strDate.substring(0,strDate.indexOf(" ")); strDate = strDate.substring(strDate.indexOf(" ") + 1); hour = strDate.substring(0,strDate.indexOf(":")); strDate = strDate.substring(strDate.indexOf(":") + 1); min = strDate.substring(0,strDate.indexOf(":")); strDate = strDate.substring(strDate.indexOf(":") + 1); sec = strDate; Calendar cl = Calendar.getInstance(); cl.set(Calendar.YEAR,|Integer.parseInt(year)); cl.set(Calendar.MONTH,|Integer.parseInt(month)-1); cl.set(Calendar.DATE,|Integer.parseInt(day)); cl.set(Calendar.HOUR_OF_DAY,|Integer.parseInt(hour)); cl.set(Calendar.MINUTE,|Integer.parseInt(min)); cl.set(Calendar.SECOND,|Integer.parseInt(sec)); return cl.getTime(); }
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How to highlight text when the mouse is over the text
I would like to underline the text when I move the mouse over it? Is this possible with the JavaFX event listener?
It is possible:
final Text text = new Text("Say 'Hello World'"); text.setOnMouseEntered(new EventHandler
() { @Override public void handle(MouseEvent event) { text.setUnderline(true); } }); text.setOnMouseExited(new EventHandler () { @Override public void handle(MouseEvent event) { text.setUnderline(false); } }); -
Need to change the text in the "Basic Transaction button bar" button
Hi all
I have an obligation to change the text of the "Preview settings" custom text button in ' * Basic Transaction button Bar * "model. Is there a way we can achieve this? If so, please let me know how I can open it this model.
Thank you
VijayVijay-
You cannot change a seeded content model. You must instead make a copy of it, modify it and use the copy in your user interface.
In the Configurator developer repository, access the User Templates interface-> content-> button bar models models and make a copy of the Basic Transaction button bar model. (You can leave your copy in the folder models bar button if you like, or create in any other folder of your choice.) Open the new template for editing and change the button Configuration Overview, change its Source of the legend (and perhaps his flipping text Source as well), the new text that you want to appear on the button.
Once you have changed your new template to your liking, change the node root of the user interface you want to use and utility models of the user interface definition section, choose your new template for the Basic Transaction model.
I hope this helps!
Mathgamain
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Hi, I wanted to see if anyone can diagnose the problem and how to fix it.
I'm updating Adobe CC but this strange text window happens.
Any help would be greatly appreciated.
Thank you
Hello
Please, try the following steps:
- Uninstall Adobe CC (Creative Cloud help |) Uninstall the creative Office Cloud app)
- Reboot the computer.
- Install the latest Adobe Creative cloud version from the link: CC help | Creative cloud desktop
Kind regards
Sheena
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Scroll the text when the rollover button
Hello
I would like to be able to scroll the text with just roll over a button, rather delivery. Changing delivery to onRollover does not seem to work. Any suggestions?
Thank youstart a loop (like setInterval or onEnterFrame) onRollOver and put an end to this onRollOut loop. in the loop to update your textfield scrolling property.
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