Description
I'm trying to create a key binding that behaves differently based on the file type.
Ideally what id like to do is the following:
If the file type is .md then run the command markdown-preview-plus:toggle
else run the command script:run
I know it's something along the lines of:
file init.coffee :
editor.command('custom:command', e => {
if ( of file type .md) {
markdown-preview-plus:toggle
} else {
script:run
}
})
Then in the keymap.cson i have to add something like:
'atom-text-editor':
'cmd-i': 'custom:command'
But obviously this is pseudocode. I've tried reading the documentation specifically this
but there isn't enough information.
I was able to do this by adding the following to the keymap.cson file:
"atom-text-editor[data-grammar='source gfm']":
'cmd-i': 'markdown-preview-plus:toggle'
"atom-text-editor:not([data-grammar='source gfm'])":
'cmd-i': 'script:run'
For anyone trying to do something similar to this, I used this as reference:
Atom grammer syntax
Related
I have a qmake varaible defined in a .pro file like below.
DEFINES += SOME_VAR_STATE
I know that using contains I can check if SOME_VAR_STATE is defined or not by doing something like below.
contains(DEFINES, SOME_VAR_STATE) {
# Do something
}
!contains(DEFINES, SOME_VAR_STATE) {
# Do something else
}
How do I write an else case for the contains block? I don't want to write 2 blocks like done above. Instead of writing contains and !contains separately, I want to write an else block for contains. How do I do that?
I have three different folders name as "5k", "10k" and "15k", I can save the R out from the following code using this for loop.
iter_no=c(5000,10000,15000)
iter_name=c("5k","10k","15k")
for ( i in 1:length(iter_no)){
y=rnorm(iter_no[i])
setwd(paste0("C:/Users/Owner/Desktop/prac_fol/",iter_name[i]))
save(y, file =paste0("ydat",iter_name[i],".RData"))
}
Is there any shortcut or better way to do this.
Any help is appreciated.
Try the following code. It looks like you are omitting / in the second call to paste0.
iter_no=c(5000,10000,15000)
iter_name=c("5k","10k","15k")
for ( i in 1:length(iter_no)){
y=rnorm(iter_no[i])
file = paste0("C:/Users/Owner/Desktop/prac_fol/",iter_name[i], '/' , "ydat",iter_name[i],".RData")
save(y, file = file)
}
I need to isolate the file extension from a path in SQLite. I've read the post here (SQLite: How to select part of string?), which gets 99% there.
However, the solution:
select distinct replace(column_name, rtrim(column_name, replace(column_name, '.', '' ) ), '') from table_name;
fails if a file has no extension (i.e. no '.' in the filename), for which it should return an empty string. Is there any way to trap this please?
Note the filename in this context is the bit after the final '\'- it shouldn't be searching for'.'s in the full path, as it does at moment too.
I think it should be possible to do it using further nested rtrims and replaces.
Thanks. Yes, you can do it like this:
1) create a scalar function called "extension" in QtScript in SQLiteStudio
2) The code is as follows:
if ( arguments[0].substring(arguments[0].lastIndexOf('\u005C')).lastIndexOf('.') == -1 )
{
return ("");
}
else
{
return arguments[0].substring(arguments[0].lastIndexOf('.'));
}
3) Then, in the SQL query editor you can use
select distinct extension(PATH) from DATA
... to itemise the distinct file extensions from the column called PATH in the table called DATA.
Note that the PATH field must contain a backslash ('\') in this implementation - i.e. it must be a full path.
I try to save some values in ini file, it's ok while i save only one value, like:
AAA=BBB
but i found a problem, when i try to save several values like this:
AAA=BBB;CCC
it's ok, if i want to save, but if i want to read this value, i will get only BBB. I found solution of this problem, if value was saved in quotes it will be read normally:
AAA="BBB;CCC"
but, i don't know how to save value in quotes. I use following code, to save values:
configs.setValue("Settings/name", value);
I tried to save with ASCII symbol and with "\"", but it's not work. Save code:
if (!Ui->commonIncludesLineEdit->text().isEmpty()) {
value = Ui->commonIncludesLineEdit->text();
configs.setValue("Settings/CommonIncludes", value);
} else {
if (configs.contains("Settings/CommonIncludes"))
configs.remove("Settings/CommonIncludes");
}
read code:
if (configs.contains("Settings/CommonIncludes"))
Ui->commonIncludesLineEdit->setText(configs.value(
"Settings/CommonIncludes",
"Open problems").toString());
ini file:
[Settings]
CommonIncludes="C:/dev/ObfOr/Workset_latest;C:/dev/ObfOr/Workset_latest/Demo"
Upon compiling, I am getting the following error:
C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(41) : Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient'
Line 41 is the following:
GetSceneClient().OpenMenu("ZInterface.ZNLGWindow");
But when I search for OpenMenu, I find that it is indeed defined in GameUISceneClient.uc of the UDK:
Line 1507: exec function OpenMenu( string MenuPath, optional int PlayerIndex=INDEX_NONE )
It looks like I have everything correct. So what's wrong? Why can't it find the OpenMenu function?
From the wiki page on Legacy:Exec Function:
Exec Functions are functions that a player or user can execute by typing its name in the console. Basically, they provide a way to define new console commands in UnrealScript code.
Okay, so OpenMenu has been converted to a console command. Great. But still, how do I execute it in code? The page doesn't say!
More searching revealed this odd documentation page, which contains the answer:
Now then, there is also a function
within class Console called 'bool
ConsoleCommand(coerce string s)'. to
call your exec'd function,
'myFunction' from code, you type:
* bool isFunctionThere; //optional
isFunctionThere = ConsoleCommand("myFunction myArgument");
So, I replaced my line with the following:
GetSceneClient().ConsoleCommand("OpenMenu ZInterface.ZNLGWindow");
Now this causes another error which I covered in my other question+answer a few minutes ago. But that's it!
Not sure if this is your intent, but if you are trying to create a UIScene based on an Archetype that has been created in the UI Editor, you want to do something like this:
UIScene openedScene;
UIScene mySceneArchetype;
mySceneArchetype = UIScene'Package.Scene';
GameSceneClient = class'UIRoot'.static.GetSceneClient();
//Open the Scene
if( GameSceneClient != none && MySceneArchetype != none )
{
GameSceneClient.OpenScene(mySceneArchetype,LocalPlayer(PlayerOwner.Player), openedScene);
}