Question about desicion symbol in flowchart [closed] - documentation

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I am trying to make a flowchart of my program (yes I know it is the wrong order to do it:) )
and I made a desicion symbol to represent the actionsheet I display in the iPhone application. It prompts the user "Yes, No, Cancel", so it is three options. However on all the templates/tutorials I have seen they only use "Yes" and "No" over the arrows which lead out from the desicion symbol. So could I use "Cancel" as well? If not how could I have done it otherwise?

You can do whatever you want with it, as long as it simplifies the meaning for your program. Decision making isn't restricted to 'yes' and 'no'.
Most of the time, flow charts are used to explain program logic to non-programmers. Your goal is to get them to understand what you program. We often use visual tools for this. You want to put all relevant information on there. If the cancel button is important to your program, put it on there. In my opinion there is no strict rule about what a flowchart should look like. Over time some basic form of flowchart has grown but you can add or remove whatever you want if it allows you to make more comprehensible charts.

Wikipedia suggests that decisions can have more than 2 choices, but should maybe be broken down. I see two options using a Google Docs drawing:
https://docs.google.com/drawings/d/11AhEIUOr9SdhXB1REculUy0NF9c628qaxfYVacUGfzU/edit?hl=en_US
I agree with the previous answer that the simpler it looks the better... whatever makes it most understandable. I think it's simpler to have 3 choices out of the 1 decision.

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If it is possible to make games without coding, why code one? [closed]

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I'm pretty new to coding and while searching on random stuff on the internet i found out that it is possible to make games without a single line of code with the help of game-engines like Unity. So what merit is there in coding a game? I have my guesses but i would like to have an answer to be sure, thank you in advance.
Unity requires coding for anything truly custom
You can get quite far with Unity just using already built stuff, but that's just the problem. You are limited to using the parts someone has already made and combining them. Now, that does allow for a heck of a lot of combinations but that is as far as you can go.
You are also limited in your ability to correct unwanted behavior in precisely the way you want it to be corrected.
You need to learn coding in order to make games and that includes using gaming engines such as Unreal or Unity engines. The main reason on why you would need to learn coding is to add logic to your game such as moving your character.
If you are using Unity I would suggest referring to the following link and learn more about scripting(aka coding) and how can you implement it in your game and that way you would have a better idea on why/when coding is essential to the game you're creating.
https://learn.unity.com/project/beginner-gameplay-scripting?courseId=5c61706dedbc2a324a9b022d

Is there a way to use VBA to modify other VBA code? [closed]

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I don't know where to start with this. If there is a way, all I need is an object name or collection name, so I can look up the feature on Microsoft's site, and go from there. But, searching there directly didn't turn anything up.
You're probably looking for the VBE Extensibility Library.
However note that depending on what you're actually trying to do ("modify other VBA code"), it may be very hard, if not impossible to implement.
The library will let you iterate modules, locate their members, pull the actual code into strings (from entire modules or just a given procedure)... but that's as granular as it gets.
If you're trying to do anything that requires understanding of the code's semantics, the VBIDE API won't be enough: you need a lexer and a parser for that... and I've yet to see a successful lexer/parser for VBA, written in VBA.
Good luck!

How to make people understand my programming idea [closed]

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So, I working on a problem at my workplace, that is a big company with a serious CNC shopfloor. Here I thought I could make the life much easier with a little software. I have the conception, I put a lot of work in it together with my helpful friends and here is the point, when I suppose to explain it to my leaders.
The problem is, I've never made anything like this before. So I don't know the way. I should use UML-diagrams and use cases, class diagrams etc? Or which is a preferred way?
Out of the management perspective you could explain why your programm is efficient and required to optimise the workflow. Creating a presentation could help you make the idea of the application clear and bring it in a form which is understandable.
If I were you I will go in priorities for activities diagram. You create an activity diagram of the old flow and another with the new flow. You show both to your manager and you compare them. Normally your program will minimise steps inside the new flow. Then you can say that with less steps to manage there will be more money to earn for your manager and you at the end :)

Which documentation package more actively maintained: NaturalDocs or RoboDoc? [closed]

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I am documenting a small itcl project. Due to shortcomings in itcl support in doxygen, and the fact that Ruff! does not support itcl, I am left with NaturalDocs and RoboDoc as the leading candidates. However, I don't want to pick an unsupported system, and was wondering which is going to be there in the long term?
What will be there in the long term? Who knows! It depends on how much people use it, really, as with all open source code systems. It should be noted that both the tools you refer to are really slow developing at this point: they do what they do and need little significant change to keep on doing it.
As far as I can see, ROBODoc requires that you do pretty much all the annotation work yourself, whereas NaturalDocs will derive a bit more for you. Not very much though; in particular, you will have to write plenty of annotations on things whichever route you use. (I've no particular experience with either though; I tend to prefer to maintain documentation in a separate file with something like doctools but that's a very different approach. I've also done nasty custom things in the past; you really don't want to use them.)

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