Tuesday, March 30, 2010

Lightroom Startup Problem

Hello,

I had a trial version of Lightroom 2 that expired so I bought the software %26amp; typed in the serial number but whenever I quit LR2, it again asks for the serial number, then it would start again this process kept repeating. I already deleted prefs, uninstalled %26amp; reinstalled software.

Help please.

Lightroom Startup Problem

Are you running v 2.4? If not please install. If still no luck with reg. not sticking, post O/S. I can tell you where it is on Mac, but not Windows.

Lightroom Startup Problem

When I installed 2.4, after typing in the serial number %26amp; clicking 'Finish', the whole thing just disappears. I am running Snow Leopard. Any suggestions?

I, too, am having this problem on my Mac Pro. I am using Snow Leopard but the problem has persisted from Leopard. I had the demo installed,bought Lightroom 2.0, installed the upgrades to 2.4, I could never get past the registration screen.I went to the Adobe website and registered Lightroom there.

I just downloaded 2.5, and lo and behold, I finally got Lightroom open! However, if I close the program, I am asked for my serial number again. As the program is already registered, I cannot do so again. I have uninstalled all prior versions of Lightroom, ran privileges and looked for any leftover bits of earlier installs (must be missing some).

If I install the serial, the program seems to work fine until I switch catalogs, and the program tries to restart. I am then promted to re-enter the serial number data, and the program works fine. I have had this startup problem with Lightroom for over a year. I got tired of trying to fix it and research it, so I got Apereture and had no problems.

I really would like to use Lightroom and keep things Adobe, if possible. I use Aperture because I have created all of my online stuff using MobilMe , and I like being able to make books with Apple.

So, I wold like to know, what do I have to do to get Lightroom 2.5 to work without asking me for my serial number at startup?

If there is anything else you need to know please ask.

Chaz

For the registration problem on Macs, I found that deleting the registration file and reentering the info is quicker and better than trying to edit it. The file is on this path: Library/Application Support/Adobe/Lightroom/Lightroom 2 Registration file.

Note it's not your User library, but the general one.

Hope that does it for you both.

Can I see the entire folder structure...

When I view folders, if there are no photos in an upper level of the folder, it is not shown.?Can I change the view to see the complete folder structure regardless if there are any images higher up or not?

Can I see the entire folder structure...

Yes, right click on the existing top folder and choose Add Parent Folder. You can repeat this process until the full hierarchy is shown.

Can I see the entire folder structure...

Yes, you sure can. In Library, top menu, Library heading, -%26gt; Show sub folders.

You can also select the entire contents of a folder and drag them into the parent folder and then delete the newly empty sub. I do that a fair amount.

thank you that works great.?My follow-up question is if/how can I select images that are in a specific folder without selecting any images in folders inside/below that folder?

Just unchoose to show sub folders.

  • red lipstick
  • Creating a 'timer' with a movie clip

    HI,

    I have created a movie clip consisting of about 27 dots named 'timer', I double clicked on 'timer' and animated it (making one dot disspaer every 15 seconds). My problem is that at the end of this animation I want it to go back and play a frame on the outside scene.

    i.e. from the 'timer' editing scene (the one you get to when you double click) I want it to gotoAndPlay (103, ''Game'') - The scene the movie cliip is in.

    I keep getting an error saying that it cannot locate Scene Game.

    I can see why this is happeining but I don't know how to fix it and still get it to work.

    I hope this makes sense.

    Thanks

    Creating a 'timer' with a movie clip

    I don't know for sure if I'm reading it right, but if you are trying to use gotoAndPlay(frame, scene) from within the timeline of some movieclip, then you need to target that line of code at the main timeline which is where scenes exist.?Something like Movieclip(this.root).gotoandPlay(frame,scene); might be more correctly targeting what you want.?I am also suspscious that what you are calling scenes may not be scenes, so you may not even be needing the scene argument... but that's a stretch of my uncertainty.

    [svn:fx-trunk] 10071: More styling bug...

    Revision: 10071

    Author: gruehle@adobe.com

    Date: 2009-09-08 15:30:13 -0700 (Tue, 08 Sep 2009)

    Log Message:

    ***********

    More styling bug fixes.

    QE notes: None

    Doc notes: None

    Bugs: SDK-23079, SDK-23080, SDK-23090

    Reviewer: Jason

    Tests run: checkintests

    Is noteworthy for integration: no

    Ticket Links:

    ************

    http://bugs.adobe.com/jira/browse/SDK-23079

    http://bugs.adobe.com/jira/browse/SDK-23080

    http://bugs.adobe.com/jira/browse/SDK-23090

    Modified Paths:

    **************

    flex/sdk/trunk/frameworks/projects/framework/defaults.css

    flex/sdk/trunk/frameworks/projects/framework/src/mx/graphics/RectangularDropSha dow.as

    flex/sdk/trunk/frameworks/projects/spark/defaults.css

    flex/sdk/trunk/frameworks/projects/sparkskins/src/mx/skins/spark/BorderSkin.mxm l

    Problems with hitTestPoint

    Hey Guys,

    I am pretty new AS3 and I am having two problems with hitTestPoint. I am making a game and I am having problems checking for hits. My first problem is when using if (sam.hitTestPoint(_bullets[i].x, _bullets[i].y, true))it only works on the first object spawned from the array. The second problem that I am having is when using if (player.hitTestPoint(robot2.x, robot2.y, true)); nothing happens it is supposed to take off a certain percent of my characters health bar. I am getting no errors with these they are just not working.

    Here is my code:

    package
    {
    import flash.display.MovieClip;
    import flash.events.Event;
    import Robot_Follow;


    public class Main_SpaceShooter extends MovieClip
    {
    ?//Arrays to store the player's and enemy's bullets
    ?private var _bullets:Array;
    ?private var _playerScore:uint;
    ?private var _robotScore:uint;
    ?public var bill:Robot_Follow;
    ?public var sam:Robot_Follow;
    ?//public var robot3:Robot_Follow;

    ?public function Main_SpaceShooter()
    ?{
    //Initialize _bullets arrays
    _bullets = new Array();
    _bullets = [];

    //Initialize player and enemy scores
    _playerScore = 0;
    _robotScore = 0;

    //Add an onEnterFrame event listener
    addEventListener(Event.ENTER_FRAME,onEnterFrame);

    //Add listeners to listen for the bullets' evbents
    stage.addEventListener(''bulletCreated'', onBulletCreated);

    for (var i:Number = 0; i %26lt; 2; i++)
    {
    sam=new Robot_Follow()
    sam.x =(Math.random()*400);
    sam.y =(Math.random()*800);
    addChild(sam)

    ?}
    }


    ?private function playerHit(event:Event)
    ?{
    if (player.hitTestPoint(robot2.x, robot2.y, true));
    {
    ?meter.width -= 10;
    }
    ?}

    ?private function onBulletCreated(event:Event)
    ?{
    //Add new bullet to the _bullets array
    _bullets.push(MovieClip(event.target));
    trace(event.target.name);
    ?}
    ?private function onEnterFrame(event:Event):void
    ?{
    bulletDisplay.text = ''Bullets on the stage: '' + String(_bullets.length);
    //Bullet collisions with objects
    for (var i:int = 0; i %26lt; _bullets.length; i++)
    {
    ?switch (_bullets[i].bulletType)
    ?{
    case ''circle'' :

    ?//Check for a collision with the player
    ?if (player.hitTestPoint(_bullets[i].x,_bullets[i].y,true))
    ?{
    //Remove the bullet from the stage
    removeChild(_bullets[i]);

    //Remove bullet from array
    _bullets.splice(i,1);

    //meter.width -=10;

    //Subtract 1 from the counter to compensate
    //for the removed element
    i--;

    //Update the robot's score
    _robotScore++;

    //Update the robot's score display on the stage
    robotScoreDisplay.text = String(_robotScore);
    ?}
    ?break;
    ?

    case ''star'' :

    //Check for a collision with the robot
    if (sam.hitTestPoint(_bullets[i].x, _bullets[i].y, true))
    ?{
    //Remove the bullet from the stage
    removeChild(_bullets[i]);

    //////?//Remove bullet from array
    _bullets.splice(i, 1);
    //////
    //////?//Subtract 1 from the counter to compensate
    //////?//for the removed element
    i--;
    //////
    //////?//Update the enemy's score
    _playerScore++;
    //////
    trace(sam.x);
    //////
    sam.removeEventListener(Event.ENTER_FRAME, sam.onEnterFrame);
    //////
    removeChild(sam);
    //////
    //////
    ////// //Update the player's score display on the stage
    playerScoreDisplay.text = String(_playerScore);
    }
    break;
    }
    ?}
    ?
    ?//Bullet stage Boundaries:
    ?for (var j:int = 0; j %26lt; _bullets.length; j++)
    ?{
    //Top
    if (_bullets[j].y + _bullets[j].height / 2 %26lt; 0)
    {
    ?removeChild(_bullets[j]);
    ?_bullets.splice(j, 1);
    ?j--;
    }
    //Bottom
    else if (_bullets[j].y - _bullets[j].height / 2 %26gt; stage.stageHeight)
    ?{
    ?removeChild(_bullets[j]);
    ?_bullets.splice(j, 1);
    ?j--;
    }
    //Left
    else if (_bullets[j].x + _bullets[j].width / 2 %26lt; 0)
    {
    ?removeChild(_bullets[j]);
    ?_bullets.splice(j, 1);
    ?j--;
    }
    //Right
    else if (_bullets[j].x - _bullets[j].width / 2 %26gt; stage.stageWidth)
    {
    ?removeChild(_bullets[j]);
    ?_bullets.splice(j, 1);
    ?j--;
    }
    ?}
    ?}
    }
    }


    Thanks Guys!

    Problems with hitTestPoint

    I did not think it through but, at a first glance, I think one of the issues could be that you splice array inside the loop (_bullets.splice(i,1);) so the length of the array becomes different and increments i are confused. I think you need to splice the array at the end of the loop.

    Problems with hitTestPoint

    Hey Andre1,

    Thanks for offering some help. But I made the changes you suggested but I am still having the same problem. Is there any other help you can provide it would be much appreciated.

    Thanks again!

    Premiere CS4 on a Mac

    I have been using Premiere pro CS4 on a PC for about 12 months. I always shoot on HDV and capture through firewire in to premiere. This is easy because i have a HDV 1440x1080i sequence preset. This is in a HDV folder in sequence presets. I recently purchased a Macbook Pro with firewire 800. When i installed a trial version of Premiere CS4 on the Mac i found that in do not have a HDV sequence preset. I only have presets for SD, DVCPRO, AVCH and other presets for mobile devices,?But no HDV presets. Can anyone tel me how i capture HDV (1440x1080i, PAL) on a MacBook Pro?

    I would really like to move my editing to My MacBook as it is much more stable than PC based editor.

    Premiere CS4 on a Mac

    Get the full version. As is spelled out on the Adobe site, the trial does not support anything MPEG.

    Premiere CS4 on a Mac

    Arh yes i see that now. Thanks.

    I would really like to move my editing to My MacBook as it is much more stable than PC based editor.

    Things run pretty well for me under Windows 7.

    I bought Premiere as part of the production premium thinking I was getting something decent for the mac. Wow, was I wrong. NO HD QT export. I mean ZERO. I dont know what the point of capturing HD is, if I cant transfer it. NO preview during capture, something even iMovie does. A pathetic number of transitions, like about 33% of the number of the PC version. Mind-boggling file management system that doesnt isolate individual projects, but throws everythig into a pile you have to sort through (and then redirect in the software) As far as I'm concerned the program is totally unusable in HD, though it doesnt crash, and I have used it to cut some SD footage. It does that. For HD - forget it. Its a disaster.

    There does seem to be a dearth of both Transitions and Effects on the Mac-side of things. To date, I have not seen any reason offered for this. It puzzles me greatly, and I'm on PC.

    As for other Mac-specific issues, as I mentioned in another thread, it seems that Snow Leopard has not been a good OS. Apples is supposed to be working on an update. Maybe it will fix issues. Also, Adobe is working to release CS4.2, so there might be some good news there too.

    For our Mac-brothers, here's hoping!

    Hunt

    Antinet,

    Let me try to help you out here.

    Antinet wrote:

    I bought Premiere as part of the production premium thinking I was getting something decent for the mac. Wow, was I wrong. NO HD QT export. I mean ZERO.

    Dennis,

    Thanks. We PC-guys try to help, but are at a real disadvantage. We have PrPro 1 - 2, that was PC-only, but that does not help the Mac-folk much, as of CS3, and now CS4.

    Appreciated,

    Hunt

    Flex and Webservices

    Good morning!

    I have written a WSDL that soapClient.com reads ok. My problem is, Flex doesn't, and complains that there is no operation. What am I doing wrong?

    Is there a peculiarity in Flex's interpretation of WSDL?

    Thanks in advance for any idea !

    Flex and Webservices

    Hi,

    pls look at the links below,hope they will help you.

    http://shardulbartwal.wordpress.com/2008/06/12/using-multiple-methods-of-a-webse rvice/

    http://shardulbartwal.wordpress.com/2008/03/20/import-web-servicewsdl-wizard-in- flex-30/

    Let me know if you have any issue.

    with Regards,

    Shardul Singh Bartwal

    Flex and Webservices

    You have to mention Web Method name to be called of the web service.

    Suppose,

    I have created WebService Obj ''ws'' at flex end

    I have web method ''CallDummyData'' at server side

    then syntax would be:

    var ws:WebService = new WebService();

    ws.CallDummyData.send();

    -----------------

    If you want to pass parameters to web method then you can pass it using:

    -- String --

    ws.CallDummyData.send(''Param1'');

    -- Object --

    var objVal:Object = new Object();

    objVal.name = ''MyName'';

    ws.CallDummyData.send(objVal);

    ----------------

    If you are getting web method name dynamically then syntax should be:

    var _wsGeneralMethod:String = ''CallDummyData'' // Could be retrieved from server at run time

    ws.getOperation(_wsGeneralMethod).send();

    ---------------

    I guess this would help to resolve you problem. let me know if you need more details.

    If this helps you then please mark it as answered.

    Best Regards,

    Yogesh

    Thanks for your answers, but they aren't solving my problem.

    The programmatic method using webservice class is according to forums not to be used anymore, and I wish to use the built-in?facility. My problem being that this fails, as you could check by trying http://datacollection.atim.com/ATIM_DATACOLLECTION/ATIM_DATACOLLECTION_SERVICE.w sdl (if it IS up... which is not always the case, that's why I included that file as TXT in my first message).

    I can't figure out why soap.com would work, as well as soapUI... but not flex.

    If anybody has some more pointers, I'd be delighted to try again