Roblox Lua Scripting: OnActivate vs. OnCreate - roblox

I just started coding in Roblox and I found that there are OnCreate and OnActivate events in their Tool Object. What are the differences between them? It looks like OnCreate is an one-time event when a tool is created while OnActivate when the tool is clicked/used?

You're spot on! The Intro to Player Tools tutorial on the Developer Hub confirms your hunch.

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how would I find all the places in all blueprints where there is a call to ParallelFor()?

I'm trying to fix some incorrect calls to ParallelFor() that are appearing in performance profiles. I can't seem to find it in the Blueprint scripts in the Unreal Engine 4 project I'm working with. The Unreal documentation is sparse, and only tells me how to use it in C++.
Any ideas? I'm really concerned that I can't do a plain-text search for functions like this inside the Blueprint scripts. The Unreal Engine dev forums didn't help. The existing search mechanism via the search boxes appears to be for variables.
Using grep in the project folder fails.
There are many factors to muti-threading speedup, number of cores, utilization, memory, scheduler...
The problem may be external to the code.
On to the question:
Many of the built-in blueprint functions are implemented natively in C++.
I would suggest looking at the profiler call stack(tree view); Follow it up to something named similar to a node. This technique may fail for cross thread dispatches.
You will have to download the source code and look there to find the calls.
The other way is to build a debug build(with symbols) of the game and attach a debugger to the process.
The call was built-in to the framework in my case.
Thanks for pointing me in the right direction.
You can easily search trough all your BPs from withing the editor with
CTRL+SHIFT+F or window -> developer tools -> find in blueprints.
You get also there from within a blueprint, CTRL+F enter what you'r looking for, and on the right side there is kind of a book symbol in the same line where you can search all blueprints.

Does MAUI support loading and displaying child forms inside a parent

We have a winforms application that uses parent/child forms written in .net framework. With .net framework being retired we are evaluating which .net core technology we should be looking at to convert our application to.
One of these technologies we are looking at is MAUI, there is some appeal to making our application cross platform however there isn't a lot there yet on this besides the very simple tutorials put out by Microsoft.
Does MAUI support loading and displaying child forms inside of a parent?
Or is it like WPF and only support custom controls?
Any guidance is greatly appreciated.
Depends exactly what you mean by a "form".
In Maui, by definition, a Page fills the window.
Its easy enough to make a ContentView that contains a "form". BUT, similar to WPF, you won't have some "lifecycle events" on those views. E.g. there is no event when a ContentView appears. A work-around is to put needed logic in constructor, OR have constructor attach an event handler to the containing page's OnAppearing method.
Bottom line: Its similar to WPF. But there is a work-around for whatever functionality you are accustomed to at the "form" level. (BTW, similar work-around is possible in WPF.)
For a more detailed answer, you'll need to research Maui, attempt to write equivalent Maui code. If you get stuck, Create a new question with the original WinForms code and the Maui attempt (that does not work). Explain what you want to happen, and what actually happens (or does not happen).
Bonus Tip: If you only need to run on Windows, then WinUI 3 (aka Windows Desktop App) is an alternative that may give you more functionality that you are accustomed to.
Importantly, mouse/keyboard/tooltip support in Maui is currently limited to what makes sense on mobile devices. No event for mouse hover - which also means no tooltips. No "global" key hooks (an Entry has a TextChanged event, which sees each character added to that Entry, when it has focus. But that doesn't help if you want a key to do something when no text element has focus.)
[OPINION] Full mouse/keyboard/tooltip support is often requested; I expect some solution sometime in 2023.
Bonus Tip #2: WinForms has been migrated to .Net 6+. [OPINION] Microsoft seems committed to keeping it alive. I wouldn't develop a new app on it, but for legacy WinForms code that would be the "cheapest" development option. Long-term, I would favor Maui for cross-platform, WinUI 3 for Windows only.

How to install chaos physics

I am really interested in chaos physics and went to plugins to see if it was enabled and it is: I have looked up tutorials on it and everything and none say how to install it so I assume it is basic. They select on the modes panel but for some reason for there isn't one. Modes is a drop down panel on the same bar as the play button and stuff. The chaos physics engine isnt one of the options it only has the default. I am on Unreal 4.25.3 windows 10 and this project is blueprints but I prefer to work in c++ blueprints is just better and faster for tests. I have looked at multiple forums and videos and noone seems to have the issue I do which is it just doesn't show up. Could I please get some help on this as it looks amazing and fun. Also if there is an easy way to get the modes selector back where it used to be and not as a dropdown. Thank you.
From what I understand, the Chaos Physics Beta is out since Unreal 4.3 but until its out of beta a source build is required to play around with it. You have to get the demo from the epic games launcher. You will also have to request to join the epic games github and download the unreal engine files, move the ChaosDestructionDemo folder to the same folder that you have your GitHub build in. You then run the GenerateProjectFiles.bat, open the created UE4.sln and then build the ChasoDestructionDemo for Development editor.
This will rebuild the whole engine with the Chaos plugin installed and then you can launch the uproject from the epic games launcher.
There are a lot of details on this forum and a couple of videos that you can have a look at too.
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1641765-how-to-enable-chaos
If you have any more questions, let me know and ill try my best to help you out.
Hope you have a good time destroying stuff :)

Glass Development Kit Javadoc in Eclipse

I am unable to add the Javadoc for the Google Glass Development Kit (GDK) to either Eclipse or Android Studio; I'd love to be able to reference the GDK documentation right inside my IDE instead of just referencing the webpage.
Is there any way to do this? I'm aware of the typical way to add Javadoc to an Eclipse project, but I can't seem to find the actual documentation files for the GDK anywhere...
Thanks in advance!
Currently there is none for the small number of Google glass specific classes. The majority of classes are simple Android. (I understand from a talk with Jenny Murphy that the Google glass specific classes are implemented in native language and the java is just wrapper code.)
Perhaps this will change with the next GDK release (briefly saw indications of testing an XE15.2 version in the glass gdk issues, though that is hidden now).

Export current e-mail from Thunderbird into external process

I would like to create an extension which adds a toolbar button in Thunderbird. When pressing the button, an external application is launched and the text of the current mail message is exported to that application.
Do you know about an extension which already do that? How to write that kind of extension? What should I study to be able to do it?
(I am a newbie to creating Mozilla extensions)
Unfortunately, extension development isn't friendly for beginners.
You may start with this link: https://developer.mozilla.org/en/Extensions/Thunderbird .
I'd recommend you to use Netbeans and foxbeans plugin to create extension's boilerplate project.
Also there is extension which every developer must have: Developer Assistant.
Now about inter-process communications. It's most tricky part. I see the only possible solution here. It is to create XPCOM component and implement all IPC there. It is long and hard story. You should be comfortable with C++ and you should be ready to spent more than a week for all this stuff...