as you can see the title explains a little.
I know several questions have alreay been asked about custom extensions, but i want also the file i'm using to be readable only from the program i'm writing, and if opened from the explorer,it would not be making any sense(maybe crypted).
The program i'm coding is a substitution cipher
in C++, and it works with two maps, so that every letter in the message would be found in one map, and substituted with the corresponding letter in the other.
I'm trying to store these 2 maps in a file, so how would you suggest i could acheive this ?
P.S: I couldn't find any similar question, If you do, please give me a link
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How I can generate random word from real language?
Anybody know any API from internet with this functional?
For example I send http-request to 'ht_tp://www.any...api.com/getword?lang=en' and I get responce 'Town'. Or 'Fast'. Or 'Received'... For example I send http-request to 'ht_tp://www.any...api.com/getword?lang=ru' and I get responce 'Ходить'. Or 'Шапка'. Or 'Отправлено'... Any form (noun, adjective, verb etc...) of the words of the any language.
I find resource 'http://www.randomlists.com/random-words'. But this is not JSON format, only English, and don't any warranty work in long time.
Please any ideas.
See this answer : https://stackoverflow.com/questions/824422/can-i-get-an-english-dictionary-word-list-somewhere Download a word dictionary, stick in the databse and fetch a random record or read a random line from the file each time. This way you don't depend on 3rd party API and you can extend it in all the languages you can find words for.
You can download the OpenOffice dictionaries. They come as extension (oxt), which is nothing different than a ZIP file. You may open them with 7zip or alike. Within you will find lots of files, interesting for you are the *.dic files. They will also contain resolutions or number words.
When you encounter something like abandon/LdS get rid of the /LdS this is used for hunspell.
Take these *.dic files use their name as key, put them into a database and pick a random word from there for a given language code.
Update
Older, but easier to access, the archived hunspell dictionaries from OpenOffice.
This question can be viewed in two ways and therefore I give two answers:
To collect words, I would run a spider on websites with known language (Wikipedia is a good starting point) and strip HTML tags.
To generate words from a real language is trickier. Using statistics from the collected words, it is possible to use Markow chains that produces statistically real words. I have tried letter by letter generation, and that works poorly. It is probably a better approach to use syllable construction instead.
I'm reading about ELF file format and trying to create one without any library, to really understand how the things works. In fact, I was able to create one by setting all needed headers and put some op code to it print a string on std out. But how to create the string table and then the sections, to be honest, I have no code to show because I didn't understand even how to create the string table myself and set it to sh_name. I'd love any code example how to do this. I've search a lot on internet without luck. Even libelf doesn't show how to do it directly the explanation actually I get it's same as from standard elf document. I've tagged C and C++ but if you know how to do this in any other language please feel free to answer.
I'm working with word through my c++ application. And I want to read some documentation about available opportunities. I see some piece of code of some paticular situations (to add a picture, to add text, to save file, to fill table) in forums, but I want to observe all functions.
Tell me where can I get such documentation or how to find it.
The full documentation can be found on MSDN: http://msdn.microsoft.com/en-us/library/ff841702
In a nutshell, I want to have different faces for some types of file in dired mode. I don't think it matters, but I am using Aquamacs.
The example I will use here is .tex files. If I can do it for .tex, then I can just apply the same structure to do create other faces for other types of files.
From what I understand, I have to create a variable, write a regular expression, then apply a hook. I read a bit about regex and so far I have
^(.+)\.tex$
I think my structure and regular expression are not really correct. I am not a programmer (though I have an interest on it), I have only been using Emacs for 2 weeks or so, so any help would be greatly appreciated.
What I need is at least the basic structure of what I have to do. I understand there may be modes already created that do something similar (such as maybe Wdired and Dired-X), and I would not complain if someone told me about them, but what I really want is to have an elisp code (either already written or that I can work on), as I plan on learning a bit of elisp to be able to write my own customisations and this would be a way to learn.
Thank you!
Since you want to learn how to do it, try checking out the extension dired+.el. This mode does a lot more than what you want, but it does add new faces. Specifically, look for the variable diredp-font-lock-keywords-1 and how it is used. That should get you going.
Other SO questions that seem relevant are:
Match regular expression as keyword in define-generic-mode
Highlighting correctly in an emacs major mode
A hello world example for a major mode in emacs?
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I am creating a text based game using C++ for a school project, the game works by allowing the user to pick a choice from a list of options in each scene; similar to how the games hosted by Choice of Games work. As a result of this I have a large amount of text that must be displayed in my game, however I am unsure as to the proper conventions when working with large amounts text in a program. Should I simply make use of std::cout and write the text directly into the code, or should I write into text files an used std::ifstream in order to read the text.
My only major concern regarding the use of files to hold the text is that each choice the user makes results in a different paragraph being displayed and as a result I believe that I would need to create a text file for each paragraph, which seems like it will lead to more issues (such as using the wrong file name or mistyping my code leading to the game reading from the wrong file) than writing the text straight into the code could. If there is a way to read particular sections of a text file then this would be useful to know, however I am currently unaware of any such method. However I am new to C++ and I am certain that there is plenty that I have yet to learn so I would not be surprised if such a method did exist.
Any help is greatly appreciated, be it anything from simply telling me if I should enter text into my code or into files, to telling me if there is a way to read text from specific sections of a text file. And once again, I am very grateful for any help you can provide.
Please don't put displayed text into code. That's an antipattern. You have to recompile your game for every minor text change like fixing typos, and for major changes like translating into other languages.
Convention for most programming languages is to put all the displayed text into (a few) resource files or properties files as key-value pairs, where the code only references the key of the paragraph to be displayed and the value will be loaded from that external file. (Usually once during startup.) No need to use one file per paragraph, but the kv pairs have to be parsed. There'll be utilities for you to reuse.
I recommend using external files. It makes changing the content much easier and doesn't require recompiling the entire program for a simple typo.
You can use one file and just separate each paragraph with a blank line. Grabbing "all text between blank lines" at that point is trivial.
If the choices cause the paragraph choices to jump around the file you can give them IDs and load them on-the-fly by searching linearly through the file for a given ID.
--EDIT--
As per the request here is an algorithm or two:
Algorithm 1:
Give each paragraph an ID, usually a simple number on the line immediately above the paragraph.
Separate each number-paragraph pair by blank lines.
Parse the file line-by-line looking for a "line" that contains only a number.
From that point you found the paragraph you are looking for, all lines until the next blank is the content of that paragraph.
Display to user.
Algorithm 2 (recommended):
Use XML to store your paragraphs and their IDs.
Use TinyXML2 to parse the file: http://www.grinninglizard.com/tinyxml2/index.html
If you do not plan to translate you game to other languages, you are on your own, both approaches have their pros and cons:
text in source: easy to write, text is near the place where it is used.
text in resource files: easier to remove duplicate strings, forces a better structure of text data.
If you simply imagine that your application could be translated, then you should put all text in ressource files. You can even find framework that will assist your for translations as Gnu gettext, but you can find others, for example qt has its own translation tools.
Storing text in the program files is not a good coding practice. This would result in unnecessary code bloat (it's not even code) and the need to recompile if you need to change the text.
A simple solution would be to create a text file with careful formatting like line numbers or whitespace that would allow you to pull out the desired text.
A more elegant solution would be to put the necessary text in xml or json files, and read them into your program when necessary. This would be a great choice.