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

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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

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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=)

How to setup coding enviornment over the network [closed]

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I need to setup the Team Coding Environment i.e. Two or more people, over the local network can code together on a project (PHP coding). How should I get started...
You really don't want to people to work on the same files.
Let both of them work on their own files (locally or on separate folders on a server) and have them use a VCS such as Git. This ensures conflicting modifications do not simply overwrite someone else's code but have to be properly resolved.
You should consider using any kind of SCM (Git, SVN ...) and an IDE which support this SCM (netbeans, eclipse).
Git and Github seems to be the trend of the moment. You should give it a look

How to organize information about program solution? [closed]

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Неllо. I develop system that works with stock exchange(system, below). And there is a lot of information my program need to interact with this system. This system has formal declared interface, but different details beside this declaration and requirements to my system is often changed. So how can I organize available information about this system and requirements to my program that it could be both easy to understand and easy to change.
Your first and foremost goal is to create documentation for the relevant APIs your program exposes and then add documentation for the configuration files, maybe even set up a validator for configuration that.
Automatically generated content from code annotations (depending on your solution, it might be .NET's XML docs or PHPdoc, etc.) is the first step – this will help you document classes and interfaces as you work on the code. The next step is documenting non-code assets. If you have XML configuration, you can write schemas to validate against, for example.
After that comes integration documentation – steps that need to be taken on the production server and/or workstations to install, upgrade and maintain the application, including support scripts.

How to make effective use of the Linux Kernel Documentation directory? [closed]

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This may seem like a kind of amorphous question, but how can you get the most of the Linux Kernel Documentation directory?
I noticed on the Linux Cross Reference that there is a DocBook directory. How do I build it, use it and is it at all useful? What other ways are there to make efficient use of this directory?
All the various make targets are documented if you try "make help" at the top of the src tree. In the case of the DocBook stuff there are multiple targets, for example try:
make htmldocs
Oh and yes it is useful stuff and will probably be the most upto date reference around. A lot of the DocBook stuff extracts documentation on the various functions straight from the kernel source tree annotations.

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