How to fill bullet lists in comments - emacs

I’m often putting bullet lists in “//“-style comments, e.g.:
// * Here’s a very long line containing a bullet and I want
// it to fill like this. Note the leading space here
//
// * Here’s the next bullet in that same bullet list.
However, I am unable to get M-q to fill the list that way by any obvious customization of newcomment.el variables. It always comes out like this:
// * Here’s a very long line containing a bullet and I want
// it to fill like this.
It doesn’t seem to be possible to make this work easily using regexps (with comment-use-syntax set to nil). Do I need to use syntax tables?

Paragraphs inside comments still work, you just need to separate them by empty commented line:
// * Here’s a very long line containing a bullet and I want
// it to fill like this.
//
// * Here’s the next bullet in that same bullet list.
Note that the 2nd and following lines aren't indented.

Related

I need to create a Script in Unity 3D that change the text when I click a key button (1,2,3,4), then the text change

Example: A NPC greet you, and you have multiple choises that are questions for the NPC and if you want to know one answer of this questions, you click one button (1,2,3,4). Then the text change and give you the answer of the question.
I'm going to assume you have already set up your GUI and NPC Script.
Getting when a key is pressed is pretty simple in Unity: Use UnityEngine.Input
Example of use:
if(Input.GetKeyDown(KeyCode.Alpha1)) {
//do something
}
This is a basic example.
Input.GetKeyDown returns true only when the key is pressed at that specific moment of checking (the frame). KeyCode.Alpha1 is the key for '1' at the top of alphanumeric keyboards.
To get when the key is held down, for jumping or running, use Input.GetKey instead. This will be true if the key is held down at that instance, instead of only one at the beginning.
To get when the key is released, use 'Input.GetKeyUp'. This only runs once the key is let go.
For setting the color of a Textbox, use yourTextBox.color. I believe it works with both legacy Textboxes and TextMeshPro.
The way to do what you have is this:
In the Update call, check if an NPC is talking with the player.
If so, then check if the player has pressed 1 ,2, 3, or 4, using Input.GetKeyDown. (To make it nicer looking, have each option in a list and use the index of the result. KeyCode is an enum, so you can save it like any other variable.)
Call some function that returns the response to the answer. Return a string or something.
Override the text in the Textbox with the answer, and use yourTextBox.color to set the color as you wish.
This should cover it. I may have some typos or errors, but the basic principals should work. Also, make sure you implement it in a way that makes it easier to edit later. You don't want to write code that can't be added on later, trust me...

cannot find css element in protractor

How do I locate the element with the following html, I have 4 Start buttons each in different color. I tried using css by class and is not working. There are no unique ids as well. Pls help
Start
As Ben Mohorc points out, you really need to give us a bit more to go on. But if you are saying there are multiple start buttons, but only one of each color, it ought to look like this. For now I assume all they say is "Start". If that is only part of what they say, use partial buttontext.If it is background color that differs, you may need to adapt that, too.
var coloredButton = element.all(by.buttonText('Start')).filter(function(elem) {
return elem.getCssValue('color').then(function(color) {
return (color == '#00ff00')//fill in the desired color here, in this format
})
});
Then do your stuff on coloredButton.first(), which will be the only one, according to what you are saying.
For more on the format to expect from the color, see http://www.protractortest.org/#/api?view=webdriver.WebElement.prototype.getCssValue

Do I have to create a reference for each text I have in a panel, if I want to access them to modify?

I have a panel with 8 text field, 4 are used as descriptive field (what a label would do, basically), while the other 4 are modified with values.
I am creating a GameObject variable for every element that I have in the panel, using find to find the specific text element. I can leverage on the fact that each text object has only one text object attached to it, so I can address to it directly with GetComponent
panel_info = GameObject.Find("infopanel");
textfield1 = GameObject.Find("text_name");
textfield2 = GameObject.Find("text_age");
textfield3 = GameObject.Find("text_role");
textfield4 = GameObject.Find("text_field");
textfield1.GetComponent<Text>().text = "joe";
textfield2.GetComponent<Text>().text = "22";
textfield3.GetComponent<Text>().text = "striker";
textfield4.GetComponent<Text>().text = "attack";
While this works, I can't foresee myself creating 20-30 objects if a panel has more info to display.
Since I have the reference to the object Panel, is there a way to address directly the text field which is a child of the panel, using the text field name for example?
So if a panel has 4 text field, I can modify each of it addressing directly by name, and then using GetComponent<Text>().textto change the value.
You MUST NOT call GetComponent<Text>() each time you want to access/modify text.
This is an extremely basic fact about Unity.
It is immediately mentioned in the relevant manual entries.
Since you have 8 textbox and I don't know how long you update each one. It would be good if you cache all of them in the beginning of the game then use them later on without GetComponent<Text>(). This will improve performance a lot and make your frame-rate happy.
Array looks good for something like this. And you need to comment each one too.
public Text[] textBoxArray;
On the editor, Expand the "Text Box Array" and change the array Size to 8.
Now drag each GameObject with the text to the arrays in order. If you do it in order, you can easily remember their names and be able to access them in order.
For example, if the first text gameobecjt you dragged to the array is called text_name, the access it, you use textBoxArray[0]. The second text which is text_age can be accessed with textBoxArray[1]. .....
To make it easier for you later on, you should have multiple line comment that describes which array points to what.You do this so that when you return to modify your code months after, you won't have to look around in the Editor to find what points to what. For example:
/*
textBoxArray[0] = text_name
textBoxArray[1] = text_age
textBoxArray[2] = text_role
textBoxArray[3] = text_field
*/
No performance lost and that decreases the amount of code in your game.
Initializing the arrays by code instead of the Editor
Assuming you want to initialize the arrays by code instead of the Editor. You can do it in the start function like below.
public Text[] textBoxArray;
void Start()
{
//Create arrays of 8
textBoxArray = new Text[8]; //8 texts
//Cache all the Text GameObjects
textBoxArray[0] = GameObject.Find("/infopanel/text_name").GetComponent<Text>();
textBoxArray[1] = GameObject.Find("/infopanel/text_age").GetComponent<Text>();
textBoxArray[2] = GameObject.Find("/infopanel/text_role").GetComponent<Text>();
textBoxArray[3] = GameObject.Find("/infopanel/text_field").GetComponent<Text>();
}
You should notice that GameObject.Find() starts with "/" and that increases performance too as it will only search for Texts under "infopanel" instead of searching in the whole scene.
Assuming that your hierarchy is setup that all your TextMeshes are children of the panel, you could use the Transform.Find method to get each child, then it's TextMesh, and assign a value.
So, for example, if you wanted to assign the value "Joe" to the TextMesh attached to "text_name", which in turn is a child of "infopanel", you could do the following
panel_info = GameObject.Find("infopanel");
panel_info.transform.Find("text_name").GetComponent<TextMesh>().text = "Joe";

How to highlight first node of GtkTreeView

I would like to highlight the first node of a GtkTreeView and give that node the focus. gtk_tree_view_row_activated () seems appropriate for what I am trying to do, but I couldn't figure out the arguments it takes.
Thanks in advance.
gtk_tree_view_row_activated() actually acts on just one cell. I wonder if you really want to Highlight the row or just select it. I.e. if you want to leave the highlight even if the cursor is on another line.
If that's the case, note that you can define extra fields in the underlying model, for example, if you have 3 fields for your data, you can add field 4 with a color. Then you can tell the renderer to use the color in field 4 (instead of giving the renderer the color immediately).
This example not only changes the background, but also the text color:
http://faq.pygtk.org/index.py?req=show&file=faq13.031.htp
For more sophisticated work, you can even modify the atributes on a cell-per-cell basis:
http://www.pygtk.org/docs/pygtk/class-gtktreeviewcolumn.html#method-gtktreeviewcolumn--set-cell-data-func
Use set_cursor method:
TextView.set_cursor(0,None,False)
0 = Index of the first row

Paragraph starting positioning itext

I am using IText library. I am using Paragraph in it cause the text is running and may be larger then one page. My problem is that I have to give paragraph starting positioning and I am unable to see any method regarding positioning it. Any help?
Something like that
page 2 is new page.... And this is whole one paragraph. I have starting coordinate of paragraph.
As explained in the comment section, you need ColumnText to achieve what you want. See for instance the MovieColumns1 example. You add text to a ColumnText instance with the addText() method. Then you set some parameters, such as the coordinates of the rectangle defining the absolute positions. This is done with the setSimpleColumn() method. To draw the text, you invoke the go() method. If the text didn't fit in the rectangle, ColumnText.hasMoreText(status) will return true, in which case, you trigger newPage(), define a new rectangle, change the Y position, and go() again as long as the column contains content.
All of this is explained in the documentation of which I'm the author. Reading the documentation saves time: your time as well as the time of the people on StackOverflow.
You could try searching for the first occurrence of a line break or carriage return, ie: Chr(13) and Chr(20).