I have a question and after couple hours searching for the answer I could not find. I am using visual studio to do AVR development. When I use only one file with all my functions and include everything works : Keyword define in my include files like, PINB, or PORTB4 are highlighted in pink, enum in turquoise blue and so long and so forth. But when I write my own .h and .c nothing seems to work properly. In my .h all the colors are correctly displayed, but this file contain hardly any code beside some define and function prototype.
In my .c file that goes along with the .h only words like, int, char, unsigned and long are colored blue like they should. is there a way to get my color highlighted in my library .c file?
Thanks you all
M.
I found the problem. I needed to add every .c files associated with my .h in the Source Files folder of my project!
Took me some time, but figured it out!
Related
A student in another class coloured their code in their word document, I asked my teacher if he knew how and he suggested he coloured it all by hand... I'm very sure he didn't colour hundreds of lines of code by hand.
I've also seen many websites that colour the code snippets to help with readability - including StackOverflow!
Here's a print screen of the code contained in the word document.
as you can see they're not print-screens as not only can I highlight the text, word has underlined what it thinks are errors in spelling / grammar.
When you copy-paste into a Word document, it (by default) retains the formatting of the text copied into it. IDEs (e.g., Visual Studio, Eclipse, IntelliJ, etc.) usually perform syntax highlighting (i.e., color different elements of the code differently in order to highlight their purpose) for you. If you copy and paste from the IDE you've used to create the code, it will probably retain this formatting.
I am creating a vb6 application now and most of my command buttons were graphical style. Do the background images still show up even if I remove them from the app folder?
This is part of what goes into .FRX, .CTX, etc. files. Those are resource files created in a private "property bag" type format and are used to hold things like binary data, images, long strings, and so on.
But don't discard your source files, because you may need them down the road. Treat such things as valuable parts of the program source. They are not needed at run time though.
As far a I know it doesn't remove the picture from the command button when you delete it from the app folder, i suggest making a copy of your image and then delete the original and see if it works in case it doesn't you have the backup image, good luck.
I have a .swift file with notes about what to do in the project:
/*
v1.1: do this
v1.1.1: update this
v1.3: optimize this
*/
Its over 100 lines long and I think that there might be a better way to hold these types of notes. Does this in anyway reduce my compiling time or affect my project?
Create a todo.swift file for these kinds of notes. .swift file allows links to be clickable also enables colorings. Other formats like txt doesn't allow these.
Is there any way to include the color highlighting rules in the tmLanguage file itself?
For those who aren't familiar with it, Pro*C is sort of this mutant hybrid love-child of SQL and C, and both syntaxes are present in the file. However, there are a few Pro*C specific keyword which start or stop a big long block of SQL inside of one.
What I would like to do, is have the Pro*C keywords be different colors than the C/SQL keywords, and for the SQL blocks to have a different background color, so that they stand out. In none of the common themes are there appropriate scopes to use for this, not that I can tell. So I can't just call the Pro*C keywords "keyword.source.some-differently-colored language" (they should really be keyword.source.pro-c anyway) or the blocks "text.whatever.another-color" (using meta.block.pro-c right now).
It would be useful if I could just include the colors for these elements in the same plist that defines the syntax. Is this possible in Sublime? What's the correct way to do this?
As far as I understand it, you would have to modify the color scheme file to support what you want. Bundling the colors as part of the tmLanguage file doesn't make sense anyways. By doing that, you would basically be saying every user has to use your predefined colors, which I could imagine people wouldn't like. For example, let's say I have a white background, and you decide to make the text color white. It would look like there is nothing there.
I think the best route is to include sample "extension" of the color scheme file. Then allow the users to modify it themselves as they see fit. This would also let you use the standard naming conventions, so if they don't apply any new scopes, everything still looks okay. Of course, they can specify a more detailed scope in the scheme file to apply the proper text color/background.
What I think would be nice was if there was some way to simply extend a color scheme from a separate file, rather than needing to modify the original. Though that doesn't exist.
I made a bitmap font using Hiero, called default.fnt and default.png. I can use these as a BitmapFont in LibGDX, and draw text with the font without problems, using font.draw(). But I can't use this font as the default font in a Skin. I've used the uiskin.json file from here(along with the rest of the skin, but I deleted the Droid Sans files before making my own font), because I have no idea how to make one of my own. From what I've read on the Internet, the .json file is correctly set up: it has the line com.badlogic.gdx.graphics.g2d.BitmapFont: { default-font: { file: default.fnt } }, which should make the default.fnt the default font for widgets that use the skin. Still, when I run the program, I see this:
There should be a label above the buttons, and the buttons should have text.
If I do this: startGameButton.getStyle().font = font;, where startGameButton is one of the buttons, and font is the BitmapFont created like this: font = new BitmapFont(Gdx.files.internal("uiskin/default.fnt"), Gdx.files.internal("uiskin/default.png"), false);, the buttons shows the text properly. I don't want to do this since it feels too much like a hack.
I'm following this tutorial, but I've had to look some things up in later revisions of his code, because LibGDX has changed since it was written.
MenuScreen.java(the screen where there are problems)
AbstractScreen.java
Also please tell me if there's a better way to make the menu UI, or if you need other files. The uiskin.json is linked above.
Thank you.
I fixed it. The Droid Sans bitmap image existed in two places, it was part of uiskin.png too. I don't know how, but it probably read the font's letters from that file instead of default.png. So in the end I just renamed the font's .fnt and .png(and the file parameter in the .fnt) and did a search-replace inside the skin's .json, and it all works fine now. I don't know exactly what caused it, but maybe default-font is a reserved word or something.
Anyway, it works now. Thanks to Jyro117 for making me think maybe I shouldn't replace the default but add my own font.