Docs with diagrams in github projects? [closed] - documentation

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I'd like to write an architecture document for a little ruby project I'm working on, and being an architecture document it'll benefit from a few box and stick diagrams.
What's the done thing on open source projects for this situation? Should I be practicing my ASCII art, or should I include PDFs or something in my doc folder?
Note that this is a stand-alone document, not API documentation generated from the code.

Check out umlet-github, a Google Chrome extension that allows you to create diagrams in UMLet, store them as UXF files in your repository and view them in your browser within the GitHub interface.

I would say use Gliffy, where you can export diagrams to .JPG or .PDF and attach them to your README.md file.
You can also get a sharable link and include it in there. Very handy.

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How to really protect VBA code in dotm file? [closed]

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We can set password to our project:
In VBA Editor: Tools > Properties > Protection (Set pass and check "lock for viewing protection").
But there is easy way to get access to code.
I don't want to describe, but its easy (with hexeditor).
Is the way to really secure my code in .dotm file (without loosing .dotm functionality as Word template)?
There is not really a way to make VBA code secure beyond using password protection. There is an article I found in doing a Web Search on Obstrafication for VBA, but if it was me, I wouldn't do it.
I recommend that you investigate building your solution .Net and VSTO. With compiled code, you can then Obstrficate it with products like .Net Reactor.

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=)

JIRA: Create API documents [closed]

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Is it possible to create API documents on JIRA? If yes then how? The currently employed approach involves creating / updating a Microsoft Word document and replacing it on Confluence. This approach though fulfills the requirement but do not seems a better way for API documentation management.
Thanks
Uploading Microsoft Word documents is probably the worst way.
Although I find Confluence (and JIRA) to be terrible, I write API docs using a table and it works well:
Once you have a template, copy and paste to grow the docs.

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.

Best use of Google code wiki for project documentation [closed]

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I've recently moved my project from sourceforge to Google code. I'm intrigued by the Google code wiki that is integrated with svn, but I'm not sure of the best way to use it to provide project documentation.
For my project, documentation could appear in three places: (1) on the wiki, (2) in the desktop application I'm developing (using wxPython), and (3) on the project website (which is http://www.openstv.org and is Drupal based).
I like the idea of using the Google code wiki as the primary source of the documentation, and then automatically incorporating this documentation in both the desktop application and on the project website .
Does anyone have any suggestions for doing this?
The Wiki files live in Subversion -- just svn checkout http://yourproject.googlecode.com/svn/wiki yourwiki and you get a yourwiki SVN repository that's easy to keep updated (just svn up in it once in a while, e.g. in a crontab).
The format of the Wiki files is a Google variant of ReSTructured Text so you could write scripts to convert it to plain ReST and from there to whatever other formats you prefer for your other uses -- or, write ReST on your system, convert it to whatever you like (including perhaps Google's wiki format;-), and upload that...