How to decompile a access database without starting/opening it? [closed] - vba

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In our deployment chain we compress the access-database before sending it to the user.
As there where some troubles we want to decompile it too.
But unfortunately decompiling (as described here: How does one decompile and recompile a database application? ) seems to require to start/open the database.
As we deploy very frequently, I am searching for a way to decompile the database without opening/starting it.

Don't believe that you can de-compile without launching the application. (even from command line). The only possible approach would be to create a blank database and import everything. This I suppose could be automated, and the result would be a database that not been compiled. So, a import of all objects into a new blank database is a "possible" solution, but it would involve code to transfer objects into that new blank database. Not likely worth the effort, but is a possible. And one could also consider the save-as text to export all objects into a text file, and then re-build a new solution based on those text files (this is how source code control works with access, and thus even building from a GIT repository is possible).

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Unreal Engine 4 In-game Screenshot [closed]

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Is there a way to take a screenshot in UE4 while in-game and save it somewhere so that I can use it again as an image or something?
There is a HighResShot solution, but that saves it somewhere outside the range of the editor (you cannot reach it programmatically), is there another way of doing it, that allows me to access it in-game?
I would recommend using HighResShot for taking the screenshots. As you mention, it saves this outside the range of the engine, in the "saved" folder. (In packaged builds, the saved content is in the user's appdata.) You can actually get this with ProjectSavedDir(), which returns this saved directory. https://docs.unrealengine.com/en-US/API/Runtime/Core/Misc/FPaths/index.html
It's C++, but you can expose this to Blueprints fairly easily. You can get the ProjectSavedDir()/Screenshots directory and load the images in-game. For doing this, I recommend the Ramas plugin (https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required=)

Does Zerobrane provide an "include" mechanism? [closed]

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To Zerobrane users, since this is not a question on lua :
I use Zerobrane for editing lua programs that are to be used with LuaLatex. Very nice !
I make all tests there before using the developments in LuaLatex. So, at the beginning, the programs are run there. I need to tidy up this part, on ZeroBrane, by making files hierarchical, with a master file and slave files around.
Once again, it is a question about ZeroBrane, not about how I use the file within LuaLatex (I know enough about doFile, luaexec and co)
Does this exist ?
I saw PaulK passing by, if he could drop a line, it would be appreciated ...
An "include mechanism" as you call it is usually a language feature, not some feature of an IDE.
Lua provides various functions for running code from other files.
dofile, load, loadfile, require, ...
The most convenient and common is require which will find a file by its name in a given set of directories and execute its contents.
Read this:
https://www.lua.org/manual/5.3/manual.html#6.3
https://www.lua.org/pil/8.1.html
https://www.tutorialspoint.com/lua/lua_modules.htm

Interact with my running application [closed]

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Given:
A list-based application with an advanced user-system based on two applications:
Main-Tool
Displays all Entrys with possible filters
Create entrys
Delete entrys
Edit entrys
Filter entrys to only see specific ones
...you get the point
Creation-Tool
Reads specific informations out of a file and opens the same mask as the Main-Tools creation function as a separated application.
The Problem:
So I have my Creation-Tool and the Main-Tools function to create entrys as well. So each time i am changing a thing on the creation mask, i have to do it in two applications.
The Solution:
There has to be a way to call functions of my application from the outside.
The Question:
How can i get rid of the second application? The Main-Application has more informations (Logged in user for example) than the Creation-Tool, so i want to get rid of the Creation-Tool. Having a second application that calls my main application is okay.
What you want to do is to move all of your functionality into a separate library. Using inter-process communication would require both programs to be running. Whereas if you had two programs that shared the same dll, that would solve your duplicate code issue and each program can be run independently. Once you have all your functionality separated from the user interface and moved into it's own dll, then consolidating the UI of both applications into one will be much easier.

Linking VB to MS Access Database [closed]

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I have a project to create an MS Access Database driven, VB application.
I need to use SQL coding, so cant just use the standard add data source.
The database would need to be able to have information accessed from the database as well as being able to add more data through the application.
Any help would be great.
Thanks
It seems as though you need a place to start looking, instead of what your question is asking. I'll provide a list.
Connecting to an MS Access Database (OleDb) See here
Referring to your connection string from the config file rather than inside each sub/function. If you have to recompile with a different connection string you only need to change it in one location.
Using SQL in VB.NET. See here.
Using SQL in VB.NET is looked down upon because it's essentially an "error-less" string. People use Linq for a lot of their database needs. That might be a little advanced at this stage in the game.
Take the time to become familiar with these procedures, and look up the documentation regarding OleDb class, parameterizing queries, etc.

What is the difference between My.Computer.FileSystem.MoveFile and File.Move [closed]

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The question says it all really.
What are the differences between these two methods that appear to carry out exactly the same function?
Is there guidance to say which should be used or are there conditions when you may use either?
The FileSystem.MoveFile has some more options than File.Move, like for example optionally showing a progress dialog, and creating the destination folder if it doesn't exist.
If you just want to move or rename a file, the File.Move method will be called in the end whichever you use, so calling it directly means slightly less overhead.
I believe they have near-identical functionality. Most people I've seen would prefer to use the latter, because "MyComputer." is a VB.NET-only construct, whereas File.Move is used in both C# and VB.NET. This makes it easier to get help, and easier for C# coders to read the VB.NET code and vice-versa.
I haven't checked My.Computer.FileSystem.MoveFile, but you can state if they are differences moving html files with associated images directories., because File.Move just move the file, but doesn't move the associated directory