I am currently using Bruno Paz's extension File Templates to create some file templates...lol. The issue is I am having trouble locating where the templates are stored once they are created. I want to find where and how they are stored so I can hard code some templates in. That way users of my version of the extension will have premade templates they can immediately access instead of having to create them first. The readme indicates that the Templates should be stored as follows for windows:
C:\Users\User\AppData\Roaming\Code\User\FileTemplates
However, that path does not exist for me. The readme also states the following (I could use this a possible work around):
However, you can change the default location by adding the following to your user or workspace settings:
"fileTemplates.templates_dir": "path/to/my/templates"
However, Im unaware of what workspace settings are in VS Code.
Related
I am starting a new project and it will require the creation of many C++ classes. In order to keep the project organized I created coded standards that will keep methods and member variables organized using regions, nothing too complex. However, I do not want to have to modify every new class I make adding the separators(regions) by hand or have to copy paste from another file.
In unity it is possible to modify the template used in the creation of a new script, but i am having trouble finding the same information for the Unreal Engine. I am not using source and if it is required to do so I will probably just copy paste it for every class.
I tried searching online for information on the subject, but the results were less than useful.
You can modify, create, and delete templates in Unreal Engine. Since you are not using Unreal Engine source, the templates are all located in the C:\Program Files\Epic Games\UE_{version}\Templates directory. If you are using Unreal Engine source, then the location will instead be {engine-location}\Templates. In these directories, you can modify the configs, the content, and the source code of each template. And of course, you can create new templates and delete existing ones.
If you do create a new template, then make sure that you do the following steps:
Move the project that you want to make a template out of to one of the Templates folders mentioned above depending on the verison of Unreal Engine you have (source vs non-source).
Update the ProjectName variable in your template's Config\DefaultGame.ini file.
Copy any of the existing templates' Config\TemplateDefs.ini file to your template's Config folder.
Modify the copied TemplateDefs.ini file, specifically the LocalizedDisplayNames and LocalizedDescriptions variables. These are the name and description of your template that show when the template is selected while trying to make a new project in Unreal Engine. Note that you may have to modify the other parts of the TemplateDefs.ini file depending on your project/template.
Lastly, add pictures in your new template's Media folder. Add one picture named {new-template-name}.png, which will be the icon of the template and another picture named {new-template-name}_Preview.png, which will be be the preview of the template that appears alongside the name and description after one clicks on the template icon while trying to make a new project.
For more information, check out these resources:
https://docs.unrealengine.com/en-US/Engine/Basics/Projects/CreatingTemplates/index.html
https://www.youtube.com/watch?v=MYM7iSh-uac
When reading OSM files using GDAL, the fields that are read are defined in osmconf.ini, and if I want that certain tags don't appear within the other_tags then I need to add them to the attributes value in the corresponding sections.
This works fine, but is not really portable, so my questions is, is there a ways to define the settings saved in osmconf.ini in a portable way per project?
This is possible using the CPLSetConfigOption function, and store the config file in current working directory:
CPLSetConfigOption("OSM_CONFIG_FILE", "osmconf.ini");
This is my first post so please excuse the brevity. I'm learning crystal and trying to include a file which has a shared name with another file in another path. According to the documentation I can use require "path/to/modules/" and include all files within, but when I do this I and then use the imported class, it tells me the class does not exist...
Nothing in the documentation seems to work. Is there some addon module I need to get the paths to work properly or am I misunderstanding something or do I have some syntax error?
This is my code (Using the example on the home page)
require "http/server"
require "modules/HttpRequest"
server = HTTP::Server.new do |context|
context.response.print(request.result)
end
server.listen(80)
And the file HttpRequest.cr is in /modules/.
The error I get
Error in Server.cr:2: while requiring "modules/HttpRequest": can't find file 'modules/HttpRequest'
If you're trying to require a shard:
- Did you remember to run `shards install`?
- Did you make sure you're running the compiler in the same directory as your shard.yml?
require "modules/HttpRequest"
^
Using require "modules/HttpRequest" will look up modules/HttpRequest in CRYSTAL_PATH according to the require rules.
To require a file relative to the current file you need to use require "./modules/HttpRequest".
I have a suite which has 50 test cases. When I execute my suite, I get all the failed screenshots listed in the project's folder. I want to point and store those screenshots to a different directory with the name of the test case. I wanted it to be a one time setup than doing it explicitly for every test cases.
There's quite a few ways to change the screenshots default directory.
One way is to set the screenshot_root_directory argument when importing Selenium2Library. See the importing section of Selenium2Library's documentation, and importing libraries in the user guide.
Another way is to use the Set Screenshot Directory keyword, which will do pretty much the same thing as specifying a path when importing the library. Though, using this keyword you can set the path to a new one whenever you like. For example, you could make it so that each test case could have it's own screenshot directory using this keyword. According to your question, this may be the best solution.
And finally, you may also post-process screenshots using an external tool, or even a listener, that would move all screenshots to another directory. Previously mentioned solutions are in most cases much better, but you still may want to do this in some cases, where say, the directory where you want screenshots to be saved would be created only after the tests have finished executing.
I suggest you to do the follow:
For new directory, you should put the following immediately after where you open a browser such:
Open Browser ${URL} chrome
Set screenshot directory ${OUTPUT FILE}${/}..${/}${TEST_NAME}${/}
For replace the screenshot name from the default to your own name, create the following keyword:
sc
Capture page screenshot filename=${SUITE_NAME}-{index}.png
Then, create another keyword and run it on Setup's test case:
Register Keyword To Run On Failure sc
In the above example, I created a new folder with the test case name, which create a screenshot (in case of failure) with the name of suite project name (instead of 'selenium-screenshot-1.png').
I am familiar with theming and using template hints in the Magento back office to locate .phtml files.
What I am not really familiar with are the core files such as app/code/core/Mage/Catalog/Model
What I need to do is override a core file like I would a core phtml file by copying it to 'my theme'.
I basically want to amend some labels which appear on the order summary page of the Magento checkout process - domain.com/checkout/cart/
I followed the trail to the phtml files using template hints. Within the app/design/frontend/default/mytheme/template/checkout/cart I found the code
renderTotals(); ?>
Now I managed, by accident, to stumble upon two of the files I wanted to change:
/httpdocs/app/code/local/Mage/Sales/Model/Quote/Address/Total/Grand.php
/httpdocs/app/code/local/Mage/Sales/Model/Quote/Address/Total/Shipping.php
I made local copies of these files (http://www.magentocommerce.com/wiki/how_to/how_to_create_a_local_copy_of_app_code_core_mage) to override the default labels, like I would if I was overriding a template file.
My question is, how can you locate core files which pertain to the 'stuff' you want to change, located in function calls such as renderTotals(); ?> in the phtml files?
Not being able to pinpoint stuff like I can with template hints is slowing me down, and I am struggling to find a solution as I am not up on all the vocab surrounding Magento yet.
Hope this makes sense and thanks in advance!
From the same settings page where you turn on Template Path Hints, also turn on the "Add Block Names to Hints" setting. This will show you PHP class names such as: Mage_Sales_Model_Quote_Address_Total_Grand to which you can deduce the folder path (underscores represent a subfolder, and the last piece represents the file name).
If you're getting a block such as Mage_Sales_Model_Quote_Address_Total_Default then sometimes it just takes a little common sense to see that it's pulling in other files from the same folder (such as Grand.php and Shipping.php). But there are generally only a couple files in the same folder, so this is pretty easy to see.
As Sid Vel said, a good Search Project functionality is helpful. But if you find yourself looking at Abstract.php of some class, often you need to look in a subfolder in that directory with the proper name to find the concrete implementations. But still, it gets you very close to where you need to be.
I always use Dreamweaver's site / directory search function. It will scan through all the files in the Core folder and tell you where the function is from. In your case, I would search for "renderTotals". You need to enable PHTML editing in Dreamweaver.
Most IDE's will allow this kind of search option. In Aptana you can Ctrl + Click on the function to open the file it is coming from. Magento takes ages to index itself on Aptana, due to its sheer size.