I run a program using the Terminal in IntelliJ (and sometimes Konsole on KDE).
Wondering if there's a shortcut or method to get to the top of a recently run command. I have a lot of output and the debug text at the top of that output. There's no way to reverse this.
Is there a hotkey to do the same thing but with folder structures? i.e. go to top of the 'current folder view' on the left panel.
Thanks.
Related
I will often use Ctrl+G to go to a definition of some variable and then use the "previous cursor position" shortcut to go back to where I was after viewing. This is easy to achieve in Eclipse. But in Spyder, the previous cursor position shortcut (I left as the default Ctrl+alt+Left) takes me to seemingly completely random places. It even takes me to files I haven't touched in months! I checked that the shortcut is not being overridden by another command so I'm not sure what the issue is. I am using Spyder 4.0.1.
How can I exit fullscreen mode in Code::Blocks editor.
I was unable to find keyboard shortcut (using Google and searching in documentation).
I'm running Codeblocks on Ubuntu inside Virtual Box.
Aha! Shift+F11 does not work on some versions of Ubuntu. Use Alt+V to bring up the view menu, use the down arrow to move down to the Full Screen option and press the space bar.
Try shift+F11. It works for me.
Go to search-bar on start menu or run menu(press win key+ r) in Windows 7
Then type "regedit" without quotes, it will open registry editor.
Then click on Console folder, then look for where Program Files_CodeBlocks_cb_console_runner.exe is written.
Then on the right side box you'll see various icon names. > select the one that reads Full Screen > delete it.
Now you console output window will be changed to normal mode.
Run you program etc again to confirm.
Alt+M will do it. I have tested it.
i am currently learning unreal scripting. i am creating them on visual studio then compile them in it. I have created a level with the actor i have created.
The problem i have is every time i make changes to the script I am closing the UDK and reopen the level to see the changes.
Is there a way of saying to UDK to reload?
If you make changes to the script, you need to close any instances of UDK.exe, whether game or editor.
Here is a workflow to speed up the whole process by using .bat files to run the game or editor.
Create a text file and rename it to run_game.bat. Inside the file put the following text, adjusting the path to match your project settings:
C:\UDK\Kel\Binaries\Win32\udk.exe Level01
Note that Level01 is the name of your level / map file. This .bat file will run your game within that level.
Next, create another .bat file called run_editor.bat and put this text inside:
C:\UDK\Kel\Binaries\Win32\udk.exe editor Level01
By adding the editor parameter, you're asking to run the editor directly with the desired level.
Copy the two .bat files in C:\Users[Your username] for fast access.
Open the command line by pressing Windows + R, then typing cmd and hitting Enter. Type either run_game or run_editor and hit Enter.
If you have uncompiled code, you'll be asked whether to compile it, so say yes. You will also see any errors or warnings that showed up during compile, which is useful. If everything went well after the compile, press the Up key or type in the name of the .bat you are trying to run, and hit Enter.
Using the above method is also faster because it doesn't require you to compile the scripts in Visual Studio.
Unfortunately, no. Changes to UnrealScript require recompiling the .u file, and the game/editor has to be closed so the file can be deleted and recreated.
I'm not sure from your question if you're saying you're reopening the UDK editor every time you want to see the change, or if you're just reopening the game. If you just want to modify the script, compile, and see the result (without modifying the level), you don't have to reopen the editor. You can just run UDK.exe, press the '~' key to bring up the console, and type open yourlevelname. Or you can create a shortcut that runs UDK.exe yourlevelname to start the game on that level. Of course if you want to spawn in and run around, you'll need to put a PlayerStart in your level.
In GNAT Programming Studio, how do you run the program? I see it compiled successfully, but I do not see where my program has started running. I would like to test it.
First, you have to select your Main procedure in the project properties (see the "main files" tab). You can actually choose multiple files for multiple executables.
Next, you have to build it - either by pressing F4 for the first Main File in the list, or by choosing it in the Build->Project submenu, or by choosing "build all" in the Build->Project submenu (or use the toolbar for the menu entries).
Last, you can choose, which of your Main Files to run by choosing it in the Build->Run menu, or by pressing shift+F2 for the first file in the list. Enter the parameters in the dialog and press OK.
There should be a new Tab next to the Messages panel, where all output is placed, and you can use it for input, too. You could choose to use an external terminal in the run dialog.
If you want to debug it, have a look at the Debug menu. Read the documentation for more information.
Last, you can choose, which of your Main Files to run by choosing it in the Build->Run menu, or by pressing shift+F2 for the first file in the list. Enter the parameters in the dialog and press OK.
Whatever I enter here, e.g. either the name of the project, Primes_Count or the name of what I see to be the 'executable', Primes_Count.o, it just does not run.
And I get this message output on the Messages window :
Could not locate executable on path: Primes_Count.o
I don't see why Ada is making such a big deal out of the Run step.
If there is another stage between making the .o file and a finished Ada executable, then surely it is something that the GPS system can take care of itself . . .
December.
OK now, sorted. The GPS panel governing this [ Project menu > Edit Proj Props > Main Files tab ] setting was blacked out until clicked.
Running available now and working well.
it is Project->Properties-> Main Files add your file to run. This will sort out the issue.
My first day using this IDE...
is there a way to configure the IDE to open files in the project by double click? It is rather painful having to drag files from the project overview into the editor window.
You can change the KeyMap.
Go to File->Settings and find the keymap section.
You will have to create a new KeyMap by clicking copy, and then look in the View section for "Jump to Source" and change/add the keymap you want.
However, as Bozhidar Batsov noted, double clicking may not always work so well. Whether it works may vary by OS and/or windowing system. I have no trouble with it in Mac OS X, but it doesn't seem to work well in openSUSE.
There are also other predefined keymaps that you can select from this settings screen. They're set up to resemble other IDEs, so you might find them helpful if you're transitioning from something else.
It is easy way to do in windows.
I found a great solution to this problem by Jelmer Kuperus over at Orange11.
Create an .Xresources file in your home directory. Add the following line:
*multiClickTime: 400
Jelmer explains that this setting changes the default double-click speed from 200ms to 400ms, effectively slowing it down. Save the file and then run:
xrdb ~/.Xresources
The effect is immediate, no need to logout or reboot. Double-click in Intellij works as expected. I did try changing the mouse double-click speed in System Settings first before trying this out to see if that made a difference but it did not.
I am using Ubuntu 11.04, Intellij 10.5.2, and Sun JDK 1.6.0_26. YMMV
Use F4 to open quickly the selected files. Btw double clicking on files should work as well(at least in theory). Swing's buggy handling of such events, however, causes the double click to not always work in IDEA, so I eventually stopped double clicking and switched to using F4. You can also use "Autoscroll to source" from the projects menu - this will open the source files as soon as you select them in the project browser.