When a file changes, I'd like to modify one or more different files - ember.js

I've been scouring the web for hours looking for an approach to solving this problem, and I just can't find one. Hopefully someone can fast-track me. I'd like to cause the following behaviour:
When running ember s and a file of a certain extension is changed, I'd like to analyze the contents of that file and write to several other files in the same directory.
To give a specific example, let's assume I have a file called app/dashboard/dashboard.ember. dashboard.ember consists of 3 concatenated files: app/dashboard/controller.js, .../route.js, and .../template.hbs with a reasonable delimiter between the files. When dashboard.ember is saved, I'd like to call a function (inside an addon, I assume) that reads the file, splits it at the delimiter and writes the corresponding splitted files. ember-cli should then pick up the changed source (.js, .hbs, etc.) files that it knows how to handle, ignoring the .ember file.
I could write this as a standalone application, of course, but I feel like it should be integrated with the ember-cli build environment, but I can't figure out what concoction of hooks and tools I should use to achieve this.

Related

Is there a way to apply SAS EG processes to new files?

I'm taking over a project from a coworker that involves several extensive SAS process flows. I have all the files with all the same names and a copy of the process flows they used. Since the file paths in their processes are direct references to their computer, normally I would just re-import the files with the same output names and run the process from there. In a few cases I would have to recreate a query builder as I'm using a few .sas7bdat files from another project.
However, there are quite a few files involved and I may end up having to pass this to another coworker in a few months, and since I can't get a good look at exactly what the import task is doing I'm concerned I may have some of the variables imported incorrectly. Is there an easy way to just change the file path the import or other task refers to?
Given the updates in comments, there's two possibilities I see.
If the paths you're changing are, or can be, relative to the location of the EGP, then you can right click on the Project->Properties->File References and check "Use paths relative to the project...", which means instead of storing a file in c:\my EGP folder\my code folder\code.sas it would store it as my code folder\code.sas. So then if the whole project moves to another computer (or just any other folder) then it automatically has the right path. This is mostly useful for code or similar things.
Otherwise, you're going to have to convert things to SAS code modules. There you can use macro variables to define the locations of things.

Is it a good idea to include a large text variable in compiled code?

I am writing a program that produces a formatted file for the user, but it's not only producing the formatted file, it does more.
I want to distribute a single binary to the end user and when the user runs the program, it will generate the xml file for the user with appropriate data.
In order to achieve this, I want to give the file contents to a char array variable that is compiled in code. When the user runs the program, I will write out the char file to generate an xml file for the user.
char* buffers = "a xml format file contents, \
this represent many block text \
from a file,...";
I have two questions.
Q1. Do you have any other ideas for how to compile my file contents into binary, i.e, distribute as one binary file.
Q2. Is this even a good idea as I described above?
What you describe is by far the norm for C/C++. For large amounts of text data, or for arbitrary binary data (or indeed any data you can store in a file - e.g. zip file) you can write the data to a file, link it into your program directly.
An example may be found on sites like this one
I'll recommend using another file to contain data other than putting data into the binary, unless you have your own reasons. I don't know other portable ways to put strings into binary file, but your solution seems OK.
However, note that using \ at the end of line to form strings of multiple lines, the indentation should be taken care of, because they are concatenated from the begging of the next lineļ¼š
char* buffers = "a xml format file contents, \
this represent many block text \
from a file,...";
Or you can use another form:
char *buffers =
"a xml format file contents,"
"this represent many block text"
"from a file,...";
Probably, my answer provides much redundant information for topic-starter, but here are what I'm aware of:
Embedding in source code: plain C/C++ solution it is a bad idea because each time you will want to change your content, you will need:
recompile
relink
It can be acceptable only your content changes very rarely or never of if build time is not an issue (if you app is small).
Embedding in binary: Few little more flexible solutions of embedding content in executables exists, but none of them cross-platform (you've not stated your target platform):
Windows: resource files. With most IDEs it is very simple
Linux: objcopy.
MacOS: Application Bundles. Even more simple than on Windows.
You will not need recompile C++ file(s), only re-link.
Application virtualization: there are special utilities that wraps all your application resources into single executable, that runs it similar to as on virtual machine.
I'm only aware of such utilities for Windows (ThinApp, BoxedApp), but there are probably such things for other OSes too, or even cross-platform ones.
Consider distributing your application in some form of installer: when starting installer it creates all resources and unpack executable. It is similar to generating whole stuff by main executable. This can be large and complex package or even simple self-extracting archive.
Of course choice, depends on what kind of application you are creating, who are your target auditory, how you will ship package to end-users etc. If it is a game and you targeting children its not the same as Unix console utility for C++ coders =)
It depends. If you are doing some small unix style utility with no perspective on internatialization, then it's probably fine. You don't want to bloat a distributive with a file no one would ever touch anyways.
But in general it is a bad practice, because eventually someone might want to modify this data and he or she would have to rebuild the whole thing just to fix a typo or anything.
The decision is really up to you.
If you just want to keep your distributive in one piece, you might also find this thread interesting: Store data in executable
Why don't you distribute your application with an additional configuration file? e.g. package your application executable and config file together.
If you do want to make it into a single file, try embed your config file into the executable one as resources.
I see it more of an OS than C/C++ issue. You can add the text to the resource part of your binary/program. In Windows programs HTML, graphics and even movie files are often compiled into resources that make part of the final binary.
That is handy for possible future translation into another language, plus you can modify resource part of the binary without recompiling the code.

Hiding application resources

I'm making a simple game with SFML 1.6 in C++. Of course, I have a lot of picture, level, and data files. Problem is, I don't want these files visible. Right now they're just plain picture files in a res/ subdirectory, and I want to either conceal them or encrypt them. Is it possible to put the raw data from the files into a resource file or something? Any solution is okay to me, I just don't want the files exposed to the user.
EDIT
Cross platform solutions best, but if they don't exist, that's okay, I'm working on windows. But I don't really want to use a library if it's not needed.
Most environments come with a resource compiler that converts images/icons/etc into string data and includes them in the source.
Another common technique is to copy them into the end of the final .exe as the last part of the build process. Then at run time, open the .exe as a file and read the data from some determined offset, see Embedding a filesystem in an executable?
The ideal way for this is to make your own archive format, which would contain all of your files' data along with some extra info needed to split files distinctly within it.

How do I create skeleton files, or templates, for MacVim

I have seen instructions about creating a "skeleton" file in vim. This involves creating the file, naming it "tmpl" plus the extension of the file type you are targeting (ex: tmpl.html), saving it to the "skeleton" directory, and then editing the vimrc file.
But, in MacVim, I don't see a "skeleton" directory anywhere. Googling, etc., has returned no helpful information.
Can someone point me to a helpful tutorial/white paper/whatever to walk me through this process for MacVim?
I am determined to develop some skills with Vim/MacVim!
Thanks
I feel dirty giving this as an answer (because I've never done it), but googlin' gave me this: Vim Recipes: Using Templates.
Seems like you make your own skeleton directory and point the line for your .vimrc file to it.
There are a multitude of vim plugins that can handle this task. I use snipMate to perform tasks like this. You can define snippets for each file type or globally. The best part about the snippets is that you can keep hitting tab while it takes you to each "variable" within the snippet so that you can fill in the missing information quickly.

Differing paths for lua script and app

My problem is that I'm having trouble specifying paths for Lua to look in.
For example, in my script I have a require("someScript") line that works perfectly (it is able to use functions from someScript when the script is run standalone.
However, when I run my app, the script fails. I believe this is because Lua is looking in a location relative to the application rather than relative to the script.
Hardcoding the entire path down to the drive isn't an option since people can download the game wherever they like so the highest I can go is the root folder for the game.
We have XML files to load in information on objects. In them, when we specify the script the object uses, we only have to do something like Content/Core/Scripts/someScript.lua where Content is in the same directory as Debug and the app is located inside Debug. If I try putting that (the Content/Core...) in Lua's package.path I get errors when I try to run the script standalone.
I'm really stuck, and am not sure how to solve this. Any help is appreciated. Thanks.
P.S. When I print out the default package.path in the app I see syntax like ;.\?.lua
in a sequence like...
;.\?.lua;c:...(long file path)\Debug\?.lua; I assume the ; means the end of the path, but I have no idea what the .\?.lua means. Any Lua file in the directory?
You can customize the way require loads modules by putting your own loader into the package.loaders table. See here:
http://www.lua.org/manual/5.1/manual.html#pdf-package.loaders
If you want to be sure that things are nicely sandboxed, you'll probably want to remove all the default loaders and replace them with one that does exactly what you want and nothing more. (It will probably be somewhat similar to one of the existing ones, so you can use those as a guide.)