Disable "all pubs" selected as scope when creating/editing users in SDL Tridion 2013 - tridion

Is there any configuration one can to do prevent the auto-population of group scope when creating users in SDL Tridion 2013?
When selecting a group for a user in the CMS GUI, default will be all publications set as scope. And it is irritating to manually undo all. It takes time when you have a large volume of publications. We got some tools that creates users for us but sometime, you need to work in the CMS GUI and you just waste so much time.
But can there be a way to "work" around that crappy option they did develop into the CMS?

I don't believe there is a configuration setting, you would probably need to write a GUI Extension (which is not that simple), but see below for a helpfull tip.
Press CTRL + A
this will select all the boxes
Then press SPACEBAR
this will toggle them on or off.
That is the quickest way I know. You might consider asking this over at http://tridion.stackexchange.com

Related

is There any way to control programs by finding from task manager and managing contents?

Hello guess my title is bad enough to explain question but I am trying to understand is there any way to control and automate things just finding tasks from task manager? I have seen in Visual Studio "Spy++". Firstly, i didn't understand what it's aim and how far we can go with it. I just got it, it can provide us logs in a cool range.
I would like to give an example,
I want to log in Facebook/Twitter and do casual things with developed software by myself(I don't want to use selenium or any kind of that thing) or I want to get informations from a game which is about characters actual health, attack power, ability power... or giving command that game from my software like, press a,b or 1.
Can someone tell me, exact subject name of what i am talking about?
Terminology: Selenium / AutoIt: "UI automation". Reading and modifying in-game values: "memory editor" or "trainer".
There is no universal way to control programs if you want your tool to be transparent. A browser may listen to OS input events (Windows messages telling it which keys were pressed or where the mouse was clicked), games may use DirectInput and yet other apps may subscribe to low-level system events or hooks.
For example browser automation:
Using plugins/extensions gives you a JavaScript API that allows you to inspect pages, forms on those pages, modify browser behavior and whatnot.
Browsers can also have their own external API. This can be done by linking to their DLLs, or passing command line arguments, or passing messages in other ways. For Firefox, this API is named "Marionette".
Then there's Selenium, that provides a common API for various browsers. It controls them using "drivers".
Selenium "knows" how to drive a browser, as it's coded against the browser's APIs. Spy++ "knows" that it's inspecting a Win32 window and looks for known controls, their classes and their names so you could write another program to send specific messages to those specific controls of those specific applications.
As for "log in to Facebook", no, you cannot do that in a reasonable amount of time for the currently popular browsers if you want to code it from the ground on up.
You'll have to, in one way or the other, interface with the browser and ask for a handle to the username/password textboxes, enter data into them and then submit the form. Then you'll practically be rebuilding Selenium, so why not use that tool in the first place?
Or you'll have to scrape the pixels on the screen, recognize those textboxes, click the mouse there and send some keys. And then Facebook redesigns their login form and you'll have to start over.
tl;dr: use the right tool for the job. If you want to automate a site's UI, then use Selenium.

How to disable CodeRush for Roslyn

In the Roslyn version of CodeRush we seem to have lost the option to disable CodeRush via the DevExpress menu. Any idea how it can be done now? I don't want to uninstall it, just want to troubleshoot a very delayed right-click menu.
Currently your only option to completely disable CRR is what Josh describes in his comment.
Tools -> Extensions and updates
Locate and select 'CodeRush for Roslyn'
Press the disable button
VS will remind you that this operation will require VS to restart in order to take effect.
Whilst this might seem awkward, it is in keeping with the standard and is the proper way to do these things. Anything else would be more like by-passing than disabling.
This technique will ensure that Studio does not load CRR in the first place and will categorically exonerate CRR of responsibility for any residual delay on your right click menu.
If you need any further help with CRR, please feel free to visit our support center. http://devexpress.com/sc

Building menus dynamically in ASP.Net

I have created a site which has some roles. and each user can have some roles. every role has permission to some pages.
I want to build menus dynamically depending on user roles so every user can see his available pages in his menu.
I want to know that what is the best way to do this? using an XML to describe this menus hierarchy and specify each role available menus or there is better way to do this?
Rather than reinventing the wheel, I'd strongly suggest using Telerik's Extensions for ASP.NET MVC.
It includes a powerful Menu extension and has good programmability. I've used the .Visible() method along with IPrincipal.IsInRole() to determine which menus are available and when.
What's better is that it's free and open source! There's a paid-for version with support, but community and forum support seems to be quite good enough.
we have a mysql database that has the roles and objects and a decision is made at run time based on the logon user as to who gets to see what. There is also a decision made on individual pieces or controls on the page. There can also be tests on the pages themselves to make sure it's not just a menu that's hiding a page.
I used the MVC sitemap project in combination with a "Security Trimming" link helper ( "Security aware" action link? ) for this sort of thing before. Pretty easy.

Should I use Xcode 4? How to get started? Aproach it?

I have been struggling with Xcode 3, and decided to jump directly to Xcode 4.
However, a big problem is that there is very little support like articles, videos, and projects I can use as templates.
Does there exist support like this at all?
Can I use Xcode 3 projects as templates?
Would it be easy to work from Xcode 3 tutorials?
I have now been using it for one day. Some things in the interface designer are quite different. For example, I can't get to subviews in the tab bar control (but mostly I manage, and can follow examples).
Thanks.
I'm doing the same thing. Xcode 4 is in pre-release, so there's not much in the way of tutorials while the tools are in a semi-NDA limbo and could be changed significantly before final release.
I highly recommend reading tutorials (I'm working my way through Aaron Hillegass' books on iPhone and OSX development) that use Xcode 3, and allowing extra time for learning where to map across to the new version.
Xcode 4 is much better organised, so it can be annoying but not impossible to find what you are looking for fairly quickly.
Resources you should go to first:
WWDC10 sessions 307, 308 and 315:
Introducing Xcode 4,
Developing your app with Xcode 4, and
Using Interface Builder in Xcode 4.
Access these through the developer portal. They are the definitive Apple guide to the new design and workflow.
In the Xcode 4 Help menu, the Xcode 4 Transition guide is the second choice. I skimmed it, then kept coming back to dive into topics when they came up.
Xcode 4, despite being "released", is an absolute disaster. I would wait for at least a couple of updates (beyond 4.01) before moving to it.
Basic functionality is severely broken. Breakpoints, syntax highlighting, basic functionality in the Interface Builder IU... I don't even know where to begin.
The document management, which was the towering defect of Xcode's design up to this point, has been changed but sadly not fixed. It might even be worse.
At first I had some good impressions. Early notes:
More-sensible defaults for debugging hotkeys.
There's now "Close project" in the File menu!
You can finally set up sounds for lots of build & search events, with a GUI. Nice.
There's a drop-down that shows files that are associated with the one you're editing. This might be useful, but any convenience this might add is ruined by the fact that there's no quick "counterpart" button like there used to be. You have to dig through a menu to go from header to source or vice versa.
Tabs are upside down, extending off the toolbar (WTF). Also, the "X" to close indicator is missing from each tab unless you roll over the tab. This kind of Easter-egg UI hides information from the user and should be abolished.
The tabs don't work well for a couple of reasons. First, there can be two editing panes under one tab with different documents; the tab only shows the name of one of them. You also can't move documents between panes, which you often want to do when referring to different objects and interfaces. Visual Studio solves both of those problems easily by having separate tab groups above each editing pane and letting you drag documents between the two groups.
A second editing pane is always referred to (and indicated in the toolbar) as an "Assistant" editor even if you didn't invoke the assistant (which is bafflingly denoted by a Batman icon button).
View options are under View, where they belong, instead of being incorrectly placed under the Window menu.
If you're typing a call to a function and you're using another function call as a parameter, Xcode's auto-completion appears to automatically prefer functions whose return type matches the parameter you're filling out. EXCELLENT.
But there are bugs aplenty. So many that it's very hard to get work done at times.
One particularly infuriating bug is Xcode's failure to indicate when and where it has stopped at a breakpoint. In many instances, it will stop and pull up the source file, but there's no execution point highlighted. The editor just shows the top of the file, and nothing happens as you step through. The current line is not highlighted, and nowhere does Xcode say, "Stopped at breakpoint." It just says "running."
There's no way to sort files your files in the treeview. NONE. Xcode 3 was bad enough in not sorting them automatically, making you go and sort them over and over and over through the life of a project. Now that's not even an option. WTF?
Xcode leaves your editor window littered with error highlights and messages even after you've fixed the code and recompiled. It turns out that these errors apply to a different target, even though you never built that target and the code they're complaining about doesn't exist anymore.
Xcode will overwrite your syntax-highlighting choices for specific symbol types. You can change them again and again, and Xcode will overwrite your settings inexplicably. You can watch it happen.
THERE'S NO "BUILD" BUTTON IN THE TOOLBAR, AND YOU CAN'T ADD ONE. In fact, the toolbar is not customizable at all, and there's only a "Run" button. What if you don't want to run? Yep, you have to look up the hotkey.
What did they do with all the extra space in the toolbar? Made the project-config dropdown NARROWER. It's so small that it can't show you WTF you're working on. Meanwhile, there's a vast strip of empty space right next to it. Unbelievable.
The Xcode team tried to clean up the mess that was project settings, adding the concept of "schemes." It's mostly an improvement, but buggy. But I'm out of time for this update...
I am not sure what kind of documentation they give you with Xcode 4, however there should be something in the help menu I imagine. WWDC also had a video on Xcode 4, it was their "State of Union" address. Here is a link to the iTunes videos.
Just to add to Luke's point, it all depends on how much code you know. I am going to stick with V3 as compile errors etc are not automatically fixed and I want to learn how the code works, this is going to help in the future.
Current tutorials (mostly about V3) will help you grasp the basics of Xcode, as V4 is easier overall but understanding the basics is the most important aspect.
Localization seems to be pretty significantly broken in 4.0, with constant crashes for me.
I would wait for 4.0.2, or something..
I just switched back to 3.2.6 after I tried out XCode 4. It has so many bugs and crashes, it was too frustrating. Also its updates are not included in the normal apple updates, you have to re install the whole software via the installer. Its ridiculous! Although the git integration and drop down syntax completion is cool, I think I will wait till 4.0.3 before updating again!

Is there an "easy" way to add customizable keyboard shortcuts to my Qt4 app?

I've got a sizable Qt app that has been in development since the Qt 3 days, and it now contains dozens of windows with thousands of menu items, controls, and other user-initiatable actions. It currently compiles under Qt 4.6, for Linux, MacOS/X, and Windows.
The new feature request from on high is that the user should be able to customize any and all keyboard shortcuts in this app... i.e. there should be a "Customize Key Bindings..." menu item, that when chosen, opens up a dialog that lists all of the actions in the application and their current key binding (if any) and allows the user to assign or change key bindings for any and all actions he cares to, and then save his settings and use the applications with his own customized key bindings.
This seems like a rather ambitious thing to implement, considering the number of keyboard-able actions in the app, and I'm wondering if there is any existing classes or code libraries available to assist in this sort of thing, or if it's something I'm going to have to implement from scratch myself. The Qt internationalization system, in particular, seems like it might be adapted to help with something like this -- the difference being that instead of (actually in addition to) the developer choosing key combinations before shipping the app, the users could choose/alter key combinations while using the app (if they aren't happy with the shipped defaults, of course).
Does anyone have any hints or pointers on code or approaches towards implementing this feature?
I agree with JimDaniel, it sounds like the most generic approach would be to create a QAction for everything that you would to be executed through a Keyboard shortcut. The user then configures the appropriate shortcut for each action.
This is definitely a cleaner way to implement this than overriding the events, it also then lets you put your actions into menus and toolbars, I don't know how much work this would be for your application.
You could store the bindings in an application config file and read it in upon app startup. Then whenever the user changes bindings update this file. Keys are just enums in the Qt framework. You can override the appropriate keyPressEvent() or keyReleaseEvent(), check the key(s) pressed and match against the current bindings.
Here is what I found before this thread :
http://doc.qt.nokia.com/qq/qq14-actioneditor.html
It's in Qt3 but I guess it's possible to write it in Qt4

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