Theres a firefox add on i would like to edit. I never made a plugin before and have looked at one before. Is there a tutorial or something on how to -edit- one? I do not know how to test the add on and ext
There's not much difference between "editing" and what the add-on developers do.
You can simply locate the add-on in the /extensions/{add-on's ID} folder and make your changes to it (if parts of its code are in a JAR, you'll need a program that can edit files in zip archives, like Total Commander on Windows; in this case you also need to edit the code while Firefox is closed). Restart Firefox to see the changes.
This way is OK for few simple changes, but pretty inconvenient otherwise, so you'll want to set up the development environment if you're doing non-trivial changes. It's nothing scary if you have some technical background.
Related
I have a game in MonoGame, and I'd like to make it downloadable from my website. I'd like it if people could just download the game and then play it, though I wouldn't mind if they installed it as well. (it's a very small game, however, so I don't think they'll want to go through that process, though perhaps I'd like to offer both options!)
For now, I'd just like to deploy to Windows and make sure that works, but any advice on how to compile/deploy to Mac/Linux would be great, too.
Thanks!
This actually something I have always wanted to know but found little info on. From my experience which is not by any means the final answer and just something to you help down the right path...
You can follow this:How to: Publish a ClickOnce Application using the Publish Wizard
Now in my example project I was able to download it and had to install it. I know this is only one of the ways you asked but for the other way I believe you would want to make your project an executable. Which you can find a question on it here. Hope this helps. :)
If you compile your game, you end up with a bin folder that contains a .exe file, and if you do this on mac you also get a .app file.
These are actual apps that you can play by clicking on them. This also works on other machines that don't have your development environment. You might need to include the .dll files that are in the bin folder. (I haven't tested this).
Of course, downloading an .exe is strongly discouraged since there is no way for your users to know if they are installing malware, but in theory this is possible!
Is there are means whereby if files are altered outside of Xcode, that a warning in can be shown to ask if you want to refresh the file? This feature is available in Visual Studio, for example.
As a temporary solution, were working on source files in a Dropbox folder.
Although growl notifies us that some files has changed, Xcode doesn't know about these changes.
No, Xcode won't do that, and since there's no support for plugins you're pretty much stuck with that behavior. Some suggestions:
Create a local git repository (Xcode can do this for you when you create the project, I don't know if you can do it once it is created.
Use another IDE, like AppCode (this isn't even a solution, just came to me and I decided to add it).
With a version control system you can see the little 'M' on edited files, browse changes, etc. But since you wrote that this is a temporary solution I bet you already know this.
I've been using Vim (MacVim) exclusively for months now, and I love it. Before using Vim though, I used Coda (I'm on OSX), and the one thing I miss about Coda is the way it marks my files for publishing via FTP whenever I edit them. I can then choose to upload the modified files single files individually, or to publish all of them in one go.
Is there anything that will do this or similar in Vim?
I'm aware netrw can edit directly over FTP, but I have all my sites running locally as mirrors of the online sites, so I need to edit locally and publish files remotely as and when I need. I've Googled for solutions but can't find anything.
I'm far more productive in Vim while in the editor, but having to open up an FTP program and hunt and peck to copy across files as I edit them seperately is a real pain, and makes me less productive overall when working on websites when compared to working in Coda.
Any suggestions welcome :)
Transmit, Cyberduck and YummyFTP (the ones I know) all have their own version of "automated folder syncing" where you work locally and any modified files are uploaded on change: you setup an "observer" and never have to hit a special button or shortcut again.
If you want to only use MacVim you could write a little command that uploads the current file on save: a script that would use the current file's path to construct an scp command. But this doesn't seem very portable/practical to me. It appears some people have already written something like that: here and there.
The right way is (not only in my opinion) to:
have everything under some kind of VCS like Git, Subversion or Mercurial or whatever floats your boat
write your code in a local clone/checkout and test the hell out of it on a local server
commit only working code
push milestones to a staging server used by you and your clients to test everything, this part can be automated via a post-commit hook or something like that
deploy only validated changes on your production server.
All the aforementioned Version Control Systems can be used directly from Vim's command line with :!git commit or :!svn update… If you need more abstraction, Fugitive (Git-only) or VCSCommand (multi-VCS, my choice) are here to help.
On your loss of productivity due to uploading files: I think it's very normal because you essentially perform very different tasks with very different neurological needs. This speed bump can also be experienced when previewing a layout change in your browser, looking up a color in Photoshop or any other similar task. I don't know of a way to pilot Photoshop, Chrome's dev tools or Outlook from within Vim and I don't think such a gizmo could reallistically exist so you will probably have to bear with it.
You can try git-ftp - a git based command line ftp client. Then you can manage your project as a Git repository, and git-ftp will only upload the files marked with Git - and only if they have changed.
The downside is that you are going to have to learn Git - and that's a bit overkill for what you need.
The upside is that you are going to learn and use Git.
I have since stumbled upon a Vim plugin which works with Transmit (which I happen to use as my main FTP client) and allows me to upload the current file to the server with a simple keymap (Ctrl+U) as I edit.
This strikes a nice balance between being a very simple solution, and one that does enough of what I need to improve my productivity significantly.
Any more suggestions are still welcome!
Can I create a symlink to the local extension from aonther project folder? I have a common local-server and i need to implement same extension on all local project-installations. I tried to put the symlink, but some times i do not get expected output. I get it only after clearing the cache of that perticular project.
Your scenario is a common one I guess. But as Omar said, linking to the same code base of the extension through several typo3 instances is not a good practice.
But we have the same structure as yours, we realize this through SVN. All of our projects got a SVN repository and common extensions have their own repository. Through svn:externals the extensions are linked into the concrete project. This has the advantage that you can change the extension in the concrete project and after committing all other projects (that do have to update from svn though) contribute from it. I Think this would fit your needs, too.
If I understand your question correctly you have several Typo3 sites on the same server and want to share an extension between them using a symlink. I don't think that is a very great idea because many extensions use tables and every site normally has it's own database so you would have to do a lot of tinkering to get that to work.
Instead you could make all the modifications to the extension files in the typo3conf/ext/extension_name folder and then export the extension to a t3x file (Ext Manager in the Backend). This t3x file can be installed as a extension (Import extension) on all your other sites.
If you extension does not use a database and you are planning to make frequent changes then I guess you should be able to make that work (the symlink). Otherwise I recommend you use the first approach I described.
I have not tried this, but you should be able to install extensions globally in Typo3. What this means is that the given extension is placed inside '(typo3_src/)typo3/ext/' instead of 'typo3conf/ext/', presuming both sites use the same Typo3 Core/Source (and thus typo3_src is a symlink to the location of the core).
You can enable installing global extensions via the Install Tool. Once inside the tool, click on 'All Configuration', then search for allowGlobalInstall. Or put the following line into your localconf.php:
$TYPO3_CONF_VARS['EXT']['allowGlobalInstall'] = '1';
At last, but not least, you need to make sure the 'typo3/ext/' directory is writeable.
Hope this will be to some help. If you have any further questions, let me know :)
As Björn mentioned, I'd sugegst to install them globally. Mind you, updating the source will require to move the extensions accordingly..
As for "expected output": be aware that the code in these folders is cached in various ways (mainly page content and config settings), and hence not always run. This is the reason a change done from "outside" the current installation is likely not to propagate to your output without clearing these caches (as you have observed).
When you actually install an extension via the extension manager, the cache should (if correctly configured) be cleared (interested parties may search for clearCacheOnLoad in class.em_index.php to reveal a clear_cacheCmd('all')). There is a small checkbox, which is normally checked, during the installation process to accomplish this.
Omar's first approach is therefore, as I see it, the more easy way to get "expected output" and less jumbling around with global extensions.
I just wonder what the best approach is to have multiple users work on a Project in Visual Studio 2005 Professional.
We got a Solution with multiple Class Libraries, but when everyone opens the solution, we keep getting the "X was modified, Reload/Discard?" prompt all the time. Just opening one project is an obvious alternative, but I find it harder to use as you can't just see some of the other classes in other projects that way.
Are there any Guidelines for Team Development with VS2005 Pro?
Edit: Thanks. The current environment is a bit limited in the sense there is only 1 PC with RDP Connection, but that will change in the future. Marking the first answer as Accepted, but they are all good :)
What you need is source control.
You should definitely not open the same files over the network on multiple machines. For one thing, Visual Studio has safeguards in place to prevent you from modifying certain files during a build, but it has none of that that will prevent others from modifying the same files over the network.
By setting up source control, each developer will have a separate copy of the files locally on his or her developer machine, and periodically communicate with the source control system to check in/commit changes. After that, other developers can ask for the latest updates when they're ready to retrieve them.
Use source control to keep a central repository of all your code. Then each user checks out their own copy of the source code and works locally. Then submits only the code that changed.
https://en.wikipedia.org/wiki/Version_control
A number of people have recommended using source control and I totally agree. However you also need do the following.
Exclude your personal options files from the repository (eg your .suo files)
Exclude your App.config files from the repository. - Not entirely but you need to have a Template.App.config. You commit that instead, and only copy your App.config into the Template.App.config when you make structural changes. That was each user has their own individual config for testing.
There are probably some other files worth excluding (obj directories and so forth) but thats all I can think of right now.
Peter
This might sound snide, but if you're opening up the solution from a shared location then you're doing something wrong. If that's the case then you should start using source control (something like Subversion) and have everyone check out a copy of the project to work on.
However if you're already using source control, then it might be a symptom of having the wrong things checked in. I find that you only need the sln, and the vcproj under source control.
Otherwise I don't know...
You should definitely, definitely be working with source control!
This will help stop the collisions that are occurring. Also, if you are making changes to the shared projects this often that it is a problem, then also ensure that all code is tested before getting checked in (otherwise they may bust someone else's build), but make sure they check in often (or time gained from not dealing with prompts will be lost in merging conflicts) :)