How to open an uml2 .tex? - uml

I apologize if this this is an extremely amateur question. But before yesterday I had never even heard to tex, latex, mactex, all this stuff.
Basically I have cloned a git repo in which the UML documents appear to be in a .tex file. Following google, this has led me to install MacTex, try to open these files. Click 'typeset' which I presume is how it produces the document, but it gives an error about 'uml2' being invalid syntax.
What program, or what anything, am I supposed to use to open a .tex file which has stuff like this in it:
\tikzstyle{uml2} = [
fill=rupBody,
draw=rupBorder,
font={\ttfamily},
]
Is this even something your supposed to open in a program and view visually? I suppose this file named uml.tex will show a UML diagram once opened. Or do I have completely the wrong idea? Sorry if this is extremely amateur, like I said I've never heard of this since before yesterday, and google isn't turning up lots of information on this. Any direction would be much appreciated.

You need to install pgf from http://ctan.org/pkg/pgf The easiest is to use TexLive. Once you got all packages installed you can typeset the TeX file. I'm using TexShop which is a nice app for the Mac.
Since you indicate you never heard of TeX before: TeX is a program written by Donald Knuth many, many years ago when computers were engined with steam. But it's the best you can find for typesetting. It's mature, crude and more than 99,99% error free. Donald Knuth has a bounty for each error you find in the code and he did not have to pay since many years. What you do is to create those TeX files (there are different macro packages were LaTeX is the most famous) and send them to the TeX processor. That will create the output (now its PDF and formerly it was some DIV (device independent viewer IIRC)).
Edit I downloaded tikz-uml from here: http://perso.ensta-paristech.fr/~kielbasi/tikzuml/index.php and moved the tikz-uml.sty to folder where the main .tex source is placed. After including
\usepackage{tikz-uml}
in the header I was able to compile the source.
Note: there is a global location for .sty files but that depends in the app you use. Use Google to find this place. But putting .sty near your .tex is fine anyway. A \usepackage directive first looks in the source folder before looking into the global ones.

Related

Error on using Vim-latex ("can't find file ~")

I'm not sure if this question is appropriate here but I have nowhere else to ask. I recently started to typeset some 'mathsy' stuff using Latex and it became a hobby for me. I've been using TeXnicCenter for this, but feeling that I've got familiar with Latex language, I decieded to improve 'efficiency' of typesetting by changing the editor.
So I decided to use Vim (latest version, 7.4) with Suite-Latex. I've just installed Vim and Suite-Latex, following exactly what was instructed here. I made every necessary changes mentioned here, and it seemed to me that installation was successful (I got what was expected on Step 4)
Then I started to work through this tutorial and everything went fine until this section.
When I press F9 for autoreference, I see that Vim is working on something for split seconds and red error message refering to "can't find [some file name]" in my user/appdata/local/temp directory. The "file name" changes every time I do this (so its kind of temporary file as its directory suggests?). And then it produces a new window with title __ OUTLINE __ where 2 empty lines are showing up.
If I press n (in the new window described above) error message saying "E486: Pattern not found: rf" pops up and pressing j results in going down one row. If I press enter key, message ":call Tex_FinishOutlineCompletion()" pops up.
More frustratingly, if I try to compile a file by entering command \ll, a new window pops up where there are two lines saying:
1.ll I can't find file `newfile.tex'. newfile.tex
2.ll Emergency stop
and below these is a message saying
[Quickfix list]: latex -interaction=nonstopmode -file-line-error-style newfile.tex
So I thought it maybe is something to do with VIM not being able to find files in my computer (so something wrong with grep?), and I tried to resolve it by downloading a software called "cygwin" on which developers said their tests were successful, but it changed nothing.
But I think the two problems are related.
As it is, I am completely newbie in this type of editing environment (or any kind of programming) but I really would like to learn some Vim seeing how efficient it is in typesetting etc. Sorry for not being a pro at typing codes here. Thanks for reading!
I believe you need a latex compiler---I've had this issue and well, one thing that's left out of the conversation a lot is the compiler (pdflatex, latexmk, etc). As of now, you should download a compiler since vim-latex (latex-suite) doesn't actually come with a compiler (that I know of) and it's just a plug in with some cool stuff in it, but not what you need to make a file.pdf out of your file.tex.
It happened to me before. I found out that this problem may happen when you have special characters (such as white space and other symbols) in your file name or folder path. Try again with file name and path only in English letters.

Tabcompletion and docview while editing rc.lua

I saw that there is a lua plugin for eclipse and there is a docpage on the awesome main page api_doc and all the .lua files in /usr/share/awesome/lib.
So I thought it must be possible to create a Library or Execution Environment so that one has tabcompletion and docview.
So I tried making my own Execution Environment:
wrote the standard .rockspec file
downloaded the documentation made an ofline version of it and put it in docs/ folder
ziped the files and folders in /usr/share/awesome/lib
ziped all up
tried it out ... and it failed.
When I try to view a documentaion for a .lua file I get "Note: This element has no attached documentation."
Questions: Am I totaly wrong in my doing (because I have the feeling I am)? Is there any way to edit the rc.lua with tabcompletion and docview?
Koneki will probably take a while to setup, but it's definitly worth it. Going for the".doclua"(by using version 1.2) would certainly make it, but I doubt that using a script to generate the information you need, would work out on the long run.
Most likely, you'll probably pass a bit of time to define what kind of object you're dealing with every time you come across one. The right to do, would be to actually take the time to see if the object/module/inner type inherit from an another object, so can actually have more completion feature as you keep using autocomplete to go from one object to another by pressing "dot"+ctrl_space.
In an ideal world, one person could probably make it right and share to other, so they can enjoy a full featured autocomplete editor.
Found solution for eclipse.
First off the idea of setting up an Execution environment was the wrong one.
So the whole thing about downloading the doc although.
For more information on that visit eclipse Wiki for LUA Development Tool.
The right thing to do is to add a source folder which contains the /usr/share/awesome/lib directory.
The bad news is that my comment from above was totally right, which means one has to configure each .lib file in /usr/share/awesome/lib to meet the requirements of the Documentation Language described here.
Than editing the rc.lua (which one can add to the project in eclipse) works with tabcompletion and doc view.
Since the Documentation Language used in the lib files is similar to the one used by "LUA Development Tool" one has not to change many things. Maybe there are even scripts for that.

Compile Actionscript From Vim

I switched to Vim from Textmate a while back but I miss the Actionscript bundle for Textmate—particulate the ability to compile Actionscript directly from Textmate.
Has anyone found a way to compile Actionscript directly from Vim?
Yes, compiling AS3 from Vim is very easy.
One basic way, assuming you have main.as file open and you are in --NORMAL-- mode, type this:
:!/path/to/flex45/bin/mxmlc %
to obtain main.swf file next to main.as or:
:!/path/to/flex45/bin/mxmlc -output=../deploy/%<.swf %
to obtain ../deploy/main.swf (relative to main.as).
! means "the following is a shell command".
% means "this file, here, in the current buffer".
%< means "this file's name without the point and the extension".
Obviously it's not really smart but you can make mxmlc read a configuration XML, for more control. See the Flex doc for the list of possible arguments. Using this way it's going to suck a lot to debug your builds.
Another way is to set mxmlc as the build program for actionscript files with:
set makeprg=/path/to/flex45/bin/mxmlc
Then, type :make % to build your project. Errors will be displayed in the quickfix window.
That said, the actual "programming" part of doing AS3 with Vim sucks hard because the only omni-completion script available (to my knowledge) has been very very limited and unfinished for years (it's not an attack against the author which must be praised for his efforts).
I've started to augment that script a couple of months ago but it's far from being finished (and a low level priority) and not that good anyway compared to what you may get in Flash Builder or FDT.
Actually, the AS3 bundle is the only thing I miss from my TextMate days, it was surprisingly polished.
In the official vim documentation, there is an topic called: "fcsh tools : you can compile .as and .mxml files from vim via fcsh : Flex Comipler SHell". That topic describe all process of compilation .as and .mxml, but as noticed there, it tested only on unix systems.
If you want to use FCSH on vim, take a look on https://github.com/lucasdupin/vim-utils/blob/master/bin/fcshd - it works exactly like the FCSH daemon you have on TextMate.

A few vim questions

So I was hoping that some old school Vim'ers could help me out. These are all separate questions and normally I would put them up each on their own but I'm not sure if that qualifies as question whoring here.
Plus I think if you know enough to be asking any of these questions they will all be coming up in the near future:
I have a library I'm writing and a series of applications that use that library. There doesn't seem to be an easy way(from what I can tell) to build a ctags file for the library and build one for each of my applications and make sure one references the other when I'm in vim.
Using gf to open files from command mode is awesome, but a lot of my include files
don't contain the full path. They refer to an include directory I set in the IDE. How can I set this directory as another point for Vim to start looking for files?
Is there a way to compile a file inside Vim and send the output to a buffer? I'm currently using MSVS 2k3 but I'll be porting over to Linux in a few weeks so if this is possible on either system I'd appreciate it.
Re 3)
If you put a makefile in your root dir, you can simply write
:make
This will run make and (iirc) put any errors into a seperate buffer, and make vim goto the first compile error. From there you can navigate all erroring lines using :next-error
Also, see this page
http://wiki.beyondunreal.com/Legacy:Vim
and
http://linux.byexamples.com/archives/287/perform-grep-and-make-in-vim/
for details on how to show the result in a seperate console.
1- tags files are independent, and can be used together. See :h 'tags'
I can't tell what is the easy way to build tags files. I have one that consists in using two plugins of mine:
one (draft) plugin that knows how to update C++ tags files (it should be easy to adapt it to other filetypes),
and another (local_vimrc) that helps me define directories-local .vimrc. Thus for any files within a given directory hierarchy, I can adapt the &tags options to use the relevant tag files, and the current tag file that will be rebuilt automatically (or when a keybinding is triggered). (Plugins like project should do the trick as well)
2- :h 'path'
3- :h :make
HTH.
2)
:cd {path}
For help:
:he cd
A few others like :lcd might be better suited. Just scroll down that help page.
This is rather off topic, but might still be useful: if you're using Visual Studio a lot and like Vim, you might want to look at ViEmu. It's the best Vim-emulation for any IDE I've yet seen, and the cost is really low. :) And no, I'm not getting a commission. :P
It's not obvious, but if you open a directory instead of a file, it's nicely browseable.
e.g.
:e . (colon-e-dot)
:e .. (colon-e-dot-dot)
will let you browse from your current directory or its parent.
(understanding that you were probably hoping for a capability to have vim accept e.g.
:e abc.txt
and have it look in several directories, which I don't know how to do.)

How do I rename an entire project in VC++ 2005

I've got a really large project I made for myself and rece3ntly a client asked for their own version of it with some modifications. The project name was rather silly and my client wants the source so I figured it'd be best if I renamed all my files from
sillyname.h
sillyname.cpp
sillyname.dsp
etc..
Unfortunatly after I added everything back together I can't see any way to change the project name itself. Plus now I'm getting this error on compilation.
main.obj : error LNK2001: unresolved external symbol __imp__InitCommonControls#0
Debug/New_Name_Thats_not_so_silly.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
There has to be an easier way to change all this, right?
Here is a Step by Step on Steve Andrews' blog (he works on Visual Studio at Microsoft)
I haven't verified this, but I've done this a number of times and if my memory serves me right, you can actually use the search-and-replace functionality in VS2005 to rename all instances of the string "X" to "Y" in any type of file.
Then you need to close the solution and change the project (and any other file with the same name regardless of extension) file name(s).
You will obviously need to do a full rebuild afterwards.
I find it always annoying too, to do this manually.
So I tried some tools available by googling- two didn't work (VS C++ here), dunno, if they are more useful for C#.
The following tool worked good for me: I have used the trial version, but I will pay 39,- bucks for it. For me it is worth it. It has also a VS add-in. VS 2013 was not supported directly, at least not mentioned, yet, when I looked:
http://www.kinook.com/CopyWiz
In-place rename didn't work (access error), but "rename-while-copying" worked fine.
But I really wonder, if it is so difficult as some programmers claim. For most parts file renaming and a search&replace of all occurences in all text files in the project dir should be a quite easy and working approach. Maybe someone can contibute what shall be so difficult.
The rational part of my brain forbids the dreaming part to program an own tool- I am lucky ! :-)
You can simply rename the .vcproj or .dsp file and then either create a new workspace (sln dsw) and include the renamed project or simply chnage the name inside the sln file (it's just xml) I can't remember the format of the old workspace but it's still text.
You can either manually rename and reinclude all the .cpp of edit the project file and rename them in there.
sorry don't know of refactoring tool that will do all this but there probably is one.
I assume that in addition to the renamed set of files, you also still maintain a complete "parallel" set of the original files in some other directory, am I right?
Assuming you have both versions, what I would do is:
Get a file comparison tool like Beyond Compare or DiffMerge and compare the old SLN file and the new SLN file side-by-side. Also do this for each "proj" file and any other "config" type files.
It is possible to edit these files by hand. Usually looking at what is different between two copies will help illuminate what you should do to get the second one working.
You might as well start tinkering with the renamed project by hand, anyway, given that it already isn't working. You can't make it much worse. And: you might learn some handy tricks about the XML structure of these files.
Even if you do make small mistakes when hand-tweaking this files, I have repeatedly been very impressed by how Visual Studio handles things. Visual Studio will usually tell you exactly where you got it wrong.

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