How to setup coding enviornment over the network [closed] - development-environment

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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

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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

Gitflow feature vs bugfix branch naming [closed]

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While using Gitflow, what is the reason for separating branch naming to feature vs bugfix vs hotfix?
I.e. why not just, for example, instead of:
feature/
bugfix/
hotfix/
Just do:
change/
What does separating by feature/bugfix/hotfix buy?
Great questions and the answer really depends on how you sort your git. The branching model and gitflow in general is trying to give us some order in the chaos that commits are just after a couple of days.
The image below shows you what they though makes most sense.
(As far as I know it all came from this blog post by Vincent Driessen)
Separating your hotfixes which merge directly into master and your bugfixes which merge into dev makes it easier to go with your product cycle.
The idea is you build your app, create features, make a release candidate (beta test) and then release your app. Hotfixs can be necessary at any time after this. No point in going back all the way to the feature branch and issuing a bug fix there as the feature may already been developed further.
Does that make sense?

Should I include the source for a testing framework in my application's repository? [closed]

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Is it normal to include the source for a testing framework in the tested application's repository.
For example, a C++ application tested with googletest. Does googletest code go in my repo? If so how do I handle building. Do I have my makefile call googletest's makefile?
Alternatively, should I ask the end user to provide an environment variable pointing to googletest if they want to run the tests?
Typically all your tests will be in a separate repository, I know for us we have all of our integration tests in a different repository but keep unit tests local.
Do you really want your clients to see all your test cases? Do the tests really need to be run on client machines? These are questions you have to ask yourself. Then you will have your answer

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.