I can't find the "stamp" block in Scratch 3 - mit-scratch

I can't find the "stamp" block in Scratch 3. Can't also find most of the blocks with the pen symbol

Pen blocks ('stamp' is one of those) are a separate extension in Scratch 3.0.
Please follow these steps to access these blocks.
Open your project ('look inside').
Click on the 'Add Extension' button at the far bottom left of the window.
Select 'pen'.
You should now see 'Pen' as a separate category in the toolbar along the left-hand side of your window.
Within that category, 'Stamp' is the second block from the top.
You only need to do this once per project.
During the migration from Scratch 2.0 to Scratch 3.0 (January 2, 2019), the pen extension was automatically added to every existing project on the Scratch website that contained pen blocks. So no need to add the extension yourself there.
See also:
https://en.scratch-wiki.info/wiki/Pen_Extension

The Scratch Team made the pen category an extension. To get the stamp block and the rest of the pen blocks, you need to click the bottom left of the screen where it has 2 Scratch blocks and a plus symbol. Then click "Pen".

It is now an extension. So, now you have to go to "Add Extensions" and click "Pen". Then, the "Pen" menu is out.

Related

Accessing SDK Wizard/installing additional drivers in MCUXpresso after initial project creation

Is there a way to re-access the SDK Wizard after the initial time you configure a project? Basically, at that point it lets you select which drivers you want and includes them in a drivers folder. However, as time went on I found that I need to add more drivers than I originally planned for. How do I select additional drivers to incorporate from the SDK after initial project creation?
I found it the information at the following link, in "add/remove components":
https://mcuoneclipse.com/2017/11/25/eclipse-mcuxpresso-ide-10-1-with-integrated-mcuxpresso-configuration-tools/
If the link breaks -
In the Project window view, there is a small icon that looks like a yellow square with perpendicular lines through it.
Click on the project so it is highlighted, then you will be able to click the square icon which says "Manage SDK Components" if you hover over it.
Once you click that, you can select/deselect components you wish to add/remove, respectively.

Visual Studio Code - Tabs (editors) of the same project in multiple screens

Using multiple screens I normally place multiple classes (files) in different screens, this helps me a lot while refactoring, checking tests and comparing changes.
Visual Studio Code does not allow me to drag a tab outside the window and view it in (for example) another monitor.
I checked the documentation and plugins, but the only way I found, is to open two windows, pointing to the same project (folder) and put those in different screens.
I don't like this solution, that causes also some problem when I watch code changes using TypeScript.
Any suggestion?
I use Windows 10, latest version of VSCode.
A solution is to press CTRL+K and after releasing CTRL, press O.
This will open the current file in a new window.
There are few things I don't like about this solution:
- Drag and Drop does not work
- Create a new instance of VS Code resulting in (for me) 180MB of ram used
- To open the file it takes to me few seconds (quite slow)
- The file remains open in the original window as well
Update 20/03/2019:
There is a feature request you can track here:
https://github.com/Microsoft/vscode/issues/10121
And an explanation about why this is difficult to implement here:
https://github.com/Microsoft/vscode/issues/10121#issuecomment-345770248
Update 20/03/2019:
Another important side effect highlighted by #Mär is that:
the IntelliSense fails to establish references it had when the file
was opened in the window, where the entire project is opened
The easy way but with the same drawbacks. More ram and resources will be used. Is to wrap your project in a folder.
It's the best possible thing. As by now!
=> Duplicate the workspace.
Open the command pannel ctrl+shift+p or F1.
Then write dupl
You'll get that
That's it.
More
If you want to add more folder to the working space.
=> go to File then Add Folder To Workspace
You can add as many as you like.
 Also better more
You can open a new window (ex: ctrl+n)
And then go File > Add Folder To Workspace.
And start adding folders to your new Workspace. You can add any folder, that is already open or not. That's too way great. You can have all the needed folders for example in the second screen.
A little hack I used is to just stretch the editor window to fill both screens and split the view pane between the monitors such that both screens show just one open file.
This is a cheap hack that works without opening multiple instances of VSC.
It may not be the proper solution, but it works without eating up all my system memory.
I found the following way to work on multiple monitors (important: they must be the same size and resolution):
open a visual studio in windowed mode on the 1st monitor (in my case it is a left monitor)
move the window to the (left) top corner
stretch window to the 2nd monitor (right) bottom corner
split screen by clicking “split editor” several times
move the code sections separator to the edge between the monitors
This is old qestion, but such way can be useful for someone. It is not very convenient, but it works. The solution may have already appeared in the VS itself, but I didn't find it.
Visual Studio Code does not allow me to drag a tab outside the window and view it in (for example) another monitor
Actually, VSCode 1.57 (May 2021, 4 years later) will propose something close:
Improved editor drag and drop across windows
Support for dragging editors to other windows was improved in this release. You can now drag diff editors, custom editors and the entire editor group to another window to open the editors there.
My solution was to use Remote-ssh to connect to self and open in another window. This does take extra resources. But I find this comfortable as I don't need to create additional workspace.
For me on Ubuntu the solution was to create a project folder symlink and ope it in a new window (as it won't open the same folder in another window)

xcode 5: What's the best way to go back and forth between top of editor and where you were before?

So I've had this question for a really long time. Say:
You're working on line 1000 in the primary editor of xcode,
Then you realize you need to use class ABC but it's not imported. You go to the top of editor and write a line such as import "abc.h"
Then you want to go back to line 1000 and continue your work.
For now I've always need to use my scroll bar to scroll back and forth between line 1 and line 1000, which can easily get me lost. I know that in Eclipse+FDT you can do auto import (ctrl+1 to auto import a class), is there similar feature for xcode? If not, what's the best solution? Thanks in advance.
You can jump between line numbers by typing command + l.
You can navigate to the top of the editor by pressing command-upArrow.
Then to "go back" to line 1000 (where you were), you can press control-command-leftArrow.
Edit: Looks like Xcode does have a "Jump to Line" feature I was unaware of, as per Jonah's answer. You can definitely use that to do what you're looking for.
Xcode has no auto-import feature, nor does it have a feature to jump to a specific line, unfortunately. That may get added in a future release, but I wouldn't bank on it.
Your best bet is getting creative with Xcode's snippet features and its "Jump to Next Placeholder" command — you can create "marks" in your code with snippets and placeholders, jump to the top of the files to add imports, and jump back to your "marks" to keep coding. Create a new snippet that just contains a completion placeholder:
Type <#Mark#> into any text editing application (or even a file in Xcode) and drag the text into the Snippets pane in the right sidebar. This will create a new snippet with just a placeholder called "Mark".
Double-click the snippet to edit its information, changing its Completion Scope to "All".
Give it a completion binding (like "mark") that you'll remember to use.
Then you can create a marker whenever you want (typing "mark", then hitting tab), jump to the top of the file to add an import, and use "Jump to Next Placeholder" (^/ by default) to go back to the placeholder. You can then delete it and keep coding.
Alternatively, if you know vim keybindings and that seems too complicated, you may have some luck with the XVim plugin for Xcode that brings some vim features to its editor. Keep in mind that Xcode plugins are not officially supported, so unofficial support can be taken away at any time.

How to make an exe for my united iphone application

I created a game using unity iphone.there are six characters in my game,first you click one character,the character was selected, and then you click a target position,the selected character will move to your target position. this function work well in the unity3d iphone engine. however when i build an exe file for it, although the exe file can be opened in window xp, I can only selected the character,the rest operation can't work.I don't know what cause this problem, can you give me some advise.
My build step is below:
In Unity…
Select “File” from the top menu.
Select “Build Settings”
Select “PC & Mac Standalone” under the platforms column (lower left)
On the combo box labelled “Target Platform” select “Windows”
Click “Switch Platform” button (lower left, 1st button).
When all the assets have been reconverted to suit the new platform, you’ll be ready to click the build button (lower right).
Thanks in advance.
You'd need to be more clear on your problem.
First of, did you added Input controls for Mouse control? If not, go to Input settings and add it. There you can basically define which input events (mouse, keyboard, joystick, touchscreen) are mapped to what actions.
For example, if you want mouse and keyboard movement, you have to add Horizontal and Vertical axis twice. Once for mouse input, one for keyboard input. I guess it's same for iPhone, since it's touchscreen you probably have to add some kind of axis or code which will handle it correctly. Can't tell much more, as I don't have iPhone neither the unity license for it.
Second off, your question would be more appropiate to be asked at http://answers.unity3d.com/, which is unity's official Stockexchange version for asking/answering questions and there are only unity developers there.

Removing text in the banner in a Windows Installer project

I'm using the standard Visual Studio deployment project and want to remove the text in the banner (the text that says "Welcome to the Your Project Setup Wizard".
I want to remove it because I want a custom banner and don't want the text written over the banner.
I can't see any properties in VS to allow this. Can it be done without prodding around in the .MSI?
Cheers,
Steve
You can "remove" the text by removing the Welcome dialog and replacing it with a custom dialog. In VS 2005 -
Right click on the Setup project in the solution explorer
Select View - User Interface
Under the Start group for Install and Administrative Install delete "Welcome"
Then you can add a "Textboxes (A)" dialog (right click the "Start" group and select Add Dialog) to the project, set the visible property for the text boxes to false. Move the Textboxes (A) up to the top of the "Start" sequence.
The properties for this dialog include:
BannerBitmap
BannerText
BodyText
This should allow you to control the look / feel (to a certain extent) of this new "Welcome" page.
I'd just like to add to this that sometimes creating a custom dialog is a pain in the rear and that you can follow the advice at http://social.msdn.microsoft.com/Forums/en-US/winformssetup/thread/5af7ff28-3dbb-4a8a-8d62-a09af9e32b29 to use a tool called InstEdit (http://www.instedit.com -- there is a free version) to edit the outputted installer and remove the BannerText
I don't believe there is an easy way (e.g. changing a property). I had the same problem recently. I couldn't find anything. Ended up using Orca to "prod around in the .msi". It seems the only thing you can alter easily is the language it's displayed in.