Edit a build system in Sublime Text 3 - build

How can I edit a build system in Sublime Text 3, whether its a native one or one I installed through Package Control? For instance, for the Sass Build package, it outputs .map files recently, so I'd like to configure it so that it stops doing that.
It seems to be different from Sublime Text 2 because those instructions don't seem to apply to what I have in my Sublime Text 3 folder.
And can I change them on a per-project basis?

Unlike Sublime Text 2, version 3 uses zipped .sublime-package files to contain both the default packages and plugins installed via Package Control. As a result, they don't all have folders within the Packages folder accessed via Preferences -> Browse Packages....
To access the files in these packages, use the PackageResourceViewer plugin. By default it adds PackageResourceViewer: Extract Package and PackageResourceViewer: Open Resource menu options to the Command Palette. Use Extract Package to completely unzip a package or plugin to the Packages directory, where its contents will override the original files in the .sublime-package archive. Use Open Resource to open a file within a package for viewing. This file can be edited, and if saved will be put in Packages/PluginName/file.name and will override the original.
While this feature is great, keep in mind that subsequent upgrades to an extracted plugin will not be applied, as the extracted files in Packages/PluginName override those in the PluginName.sublime-package archive. Monitor the Package Control messages that appear periodically in Sublime as well as your various plugins' pages on the Package Control website to see if you need to update your extracted files. The most conservative mode of action is to just extract individual files that you know you need to modify, allowing the rest of the plugin/package to be upgraded if needed.

Related

Writing an Installer that contains .exe files, which it then runs/extracts, using C++

I'm trying to write a custom installer for a project, which acts like a one in all .exe.
The project persists of a mariadb installer, a xampp installer and some other php files.
I want the result to be a single executable file which contains both of the installer files and all of the other files, which it then extracts and does futher stuff to, which isn't important for the issue.
The .exe files are just for temporary use while they are installing their content via a silent install.
I read about the concept of embedded files but didn't find working examples of that for visual studio 2022.
What would be a good approach to archieve that?

Portable install of WebStorm?

Is there a simple way to get a portable (USB stick) installation of WebStorm?
I've found a few posts around the 'Net about how to do it for PHPStorm (rename the .exe file to .zip, unpack and edit a particular setup file), but that doesn't seem to be working for me with WebStorm - when I go to unpack the .zip file, I get a pop-up asking me to insert the last disk of a multi-volume set...
You may use this portable version of WebStorm. This is an unofficial portable app and it is pakaged in the portableapps.com format.
This version supports migrating your existing WebStrom install's appdata to the new portable version. But you need to copy the .WebIde data folder to the Root/Data folder in the portable app directory.

Keeping source folder structure in windows runtime application assets

I am trying to create a Windows runtime application (in c++) and I want to store some "external" files in the application's Assets. I figured out there is a 'Content' flag which makes the file included in the package. However, if files are not located in the solution folder, all the files from all subfolders go directly into the Assets folder, which creates a huge mess. I want to keep my source folder structure. This works if the assets are located in the solution folder, but this is inconvenient for me.
On Android, you simply specify any assets folder location, and this folder is packaged as is. Can I do something like this on windows?
This post sort of gives answer to this question: Assets folder for Windows 8 Phone app.
However it feels like almost nobody including me have that drop-down option on the Add button (I am using VS2013 Ultimate Update 4).
So is there another solution? Can I for instance edit the visual studio project by hands?
Add as Link is only available for C# and VB Projects.

Visual Studio c++ how to add version info read from .rc or .h to targetname?

Is it possible to automatically read version data (major/minor/revision) from a resource script file (.rc) or an include file (.h) and add it to $(TargetName) / OUTPUT FILE property so that the resulting built executable contains the version info in its name?
The version data is incrementally generated at each build, so the build script will have to resolve the version contents and use it to name the output file.
You can use Property Macros. So if you were to bring up Property Manager (View > Property Manager) and right-click a configuration and choose Add New Property Sheet... then edit that property sheet by right-clicking on it and choosing properties. Then under Common Properties and then User Macros make a new macro with the Add Macro button.
Say you called it Version with value 1.0.0 then you can OK out of the dialogs and go to the project properties and for the Target Name have it be $(ProjectName)_$(Version) and build your project and that will work.
The property sheet is plain text so your automated script could edit this file on each build. You might need to delete a hidden file, the .suo file, if VS isn't picking up the changes from one build to the next.
Though if I may suggest a few other approaches.
Perhaps your build script could rename the output file?
Within VS you could have a post-build step that can read the version information from the executable and rename the file. Here is a function call that can be used to read the version information: http://msdn.microsoft.com/en-us/library/windows/desktop/ms647003%28v=vs.85%29.aspx It could be done all from a script instead.
Try CMake. CMake allows you to generate your VS solution and project files and can do some extraordinary things.
Hope that was helpful!

How to update c++ tags automatically in Atom

I am trying to use atom editor for my opengl project.
I used ctags to generate indexes for my local project, but I was looking for something that can automatically update indexes while I am coding.
In case, if there isn't any plug-in for atom to automatically updates indexes, Is there a way to load all the ctags for all my libraries globally? so that I can have autocompletion when I type std:: without having a local copy of my all tags in my project
You can use symbol-gen package to generate ctags symbols file for your project (based on the .ctags option file).
You can install it from Atom Package Manager by: apm install symbol-gen.
Also make sure that symbols-view package is enabled by: apm enable symbols-view.
Then hit CMD-Alt-G (on macOS) to generate tags file for your project.