kdevelop - two windows - linux

Is It possible to have got two windows in the Kdevelop? I have got two LCDs.
I wish i could have a debug information on the first and the code on the second one.
It will be really helpful for me.
Thank you for the answer.

Have you tried starting two instances of kdevelop? Debug in one, program in the other?
There is also a small button to disconnect some panels from the main one, they will become their own window.

Related

Logisim Task Bar Issue

When I open Logisim on my Windows 10 device, the task bar options are all clumped together and difficult to read(Screenshot tagged in the post). But looks fine on mac.
Screenshot of Left side Task Bar
Any help would be great.
Try pressing Windows Key + Up key.
Another possible solution is to hit the Windows button. This tends to bring up the task bar in most programs, for me, at least.
This may seem off topic, but I'd create a manifest file for this particular program if it occurs only there. That may solve the problem if done correctly.

itcl tabnotebook missing tabs on Windows

I have a itcl/tk application that runs fine on Linux (and for the most part on Windows too). Have a frame where I packed an iwidgets::scrolledframe and within that an iwidgets::tabnotebook where two tabs were added.
Never have a problem on Linux, but on Windows (using Win7) often the 2nd tab is missing. Sometimes exiting and reinvoking the application on Windows and it will appear, but often it just never does. I have tried reorganizing code, inserted "update idletasks", to no avail.
Not sure if there are other tricks, or need to dig into itcl/tk installed code, or if could be a potentially a PC machine hardware issue.
Any ideas or suggestions of things to try will be graciously appreciated.
Turns out I appeared to resolve this via a strategically place update idletasks afterall. ;)

Dreamweaver Coding Hint won't go away

I've had this issue several times and usually I can just shut down the program and restart it. But this time I have a bunch of windows open and I don't want to restart Dreamweaver.
My problem is that Dreamweaver brought up a code hint, but the code hint box now won't go away. It just sits there floating in the middle of the page. It doesn't matter if I click to Preview or any other tab in Dreamweaver, it still just sits on top of everything.
I'm working on a Mac, Dreamweaver CC (cloud, fully updated). Anyone else have this problem???
This has been a HUGE PAIN for me as well! You can make the code hint disappear though by finishing out an element that is in the code hint box. For instance if the code hint box appears and you can see class in the drop down... create a <div class="xyz"> real quick and the code hit box will dissipate after you close the quotes on the class because you used an element in that box. As to why this continually happens on the Mac version I have no idea, but I hope they fix it soon!
It's a known bug since years as you can read here: https://forums.adobe.com/message/7745689
Someone suggests as a workaround to set the Coding Hint delay to 0 (as said here: https://forums.adobe.com/message/7745689#7745689) but for me, in Dreamweaver CC 2015 Windows fully updated via cloud app, this bug still occurs while I code JS files.
Awaiting for a final fix, I hope this suggestion can be useful for you on Mac. :)

No keyboard input in Unity3D game builds

I'm using Unity3D and I'm having issues with the keyboard when I 'build' the project.
When I run the game within the Unity Editor, the input works fine. However, when I build the project and test it, I have no directional input whatsoever. The mouse works fine, the game registers keystrokes (the Esc key works), but the player won't move.
I'm using Input.GetAxisRaw("Vertical") and Input.GetAxisRaw("Horizontal")
I researched the issue on the web, but I'm still stucked. The only solution I found (in various links) mentions a problem with DirectInput and states that you should remove the key "Input" from [HKEY_CURRENT_USER\Software\Unity\Player], in the Windows registry, but that doesn't seem to work for me.
Has anybody else fought this problem? Any working solutions? Am I doing the registry trick wrong?
You should check out Input Manager in Edit->Project Settings-> Input. Have you tried using GetAxis instead of GetAxisRaw? I also suggest using, eg: Input.GetKey(KeyCode.A) and etc.
I've figured out what was troubling me.
Input.GetAxisRaw("Vertical") and Input.GetAxisRaw("Horizontal") were fine the whole time. Somehow, there was some code in the script that in the Editor worked just fine, but when running as standalone gave me a calculation equal to 0 (it depends on the Delta Time, so I assume that the Delta Time when running compiled is much smaller than when running in the Unity Editor) and thus the character didn't move at all.

Screen capture doesn't work on MFC application in Vista

We've got some in-house applications built in MFC, with OpenGL drawing routines. They all use the same code to draw on the screen and either print the screen or save it to a JPEG file. Everything's been working fine in Windows XP, and I need to find a way to make them work on Vista.
In three of our applications, everything works. In the remaining one, I can get the window border, title bar, menus, and task bar, but the interior never shows up. As I said, these applications use the exact same code to write to the screen and capture the window image, and the only difference I see that looks like it might be relevant is that the problem application uses the MFC multiple document interface, while the ones that work use the single document interface.
Either the answer isn't on the net, or I'm worse at Googling than I thought. I asked on the MSDN forums, and the only practical suggestion I got was to use GDI+ rather than GDI, and that did nothing different. I have tried different things with every part of the code that captures and prints or save, given a pointer to the window, so apparently it's a matter of the window itself. I haven't rebuilt the offending application using SDI yet, and I really don't have any other ideas.
Has anybody seen anything like this?
What I've got is four applications. They use a lot of common code, and share the actual .h and .cpp files, so I know the drawing and screen capture code is identical.
There is a WindowtoDIB() routine that takes a *pWnd, and a source rectangle and destination size. It looks like very slightly adapted Microsoft code, and I've found other functions in this file on the Microsoft website. Of my four applications, three handle this just fine, but one doesn't. The most obvious difference is that the problem one is MDI.
It looks to me like the *pWnd is the problem. I'm not a MFC guru by a long shot, and it seems to me that the problem may be that we've got one window setup in the SDIs, and more than one in the MDI. I may be passing the wrong *pWnd to the function.
In the meantime, it has started working properly on the 64-bit Vista test machine, although it still doesn't work on the 32-bit Vista machine. I have no idea why. I haven't changed anything since the last tests, and I didn't think anybody else had. (On the 32-bit version, the Print Screen key works as expected, but it does not save the screen as a JPEG.)
Your question title mentions screen capture but your actual question doesn't. Please elaborate more clearly. Is the problem that you can do screen capture of three of your applications, but not the fourth one? You can use different screen capture software that can capture OpenGL/DirectX windows. Those surfaces are handled directly by the Window Manager and won't show up with a simple 'PrtScn'.
Switching to GDI+ won't solve it, nor will switching to SDI.
If it's the content of the CView that you want, then yes, that should be right one. If it's the content of the whole screen (at least the content, without the toolbar(s) and status bar), then you should pass it the CMainFrame (that's the default name which may have been changed, the one that is derived from CMDIFrameWnd).
Can you post the code of WindowToDIB()? I've just tried it and It Works For Me (TM), but without OpenGL code in the view. Try passing the following windows to your WindowToDIB() function:
CMainFrame* mainfrm = static_cast<CMainFrame*>(::AfxGetMainWnd());
- mainfrm
- mainfrm->MDIGetActive()
- mainfrm->MDIGetActive()->GetActiveView()
and see what you get.
The contents of each window are directX surfaces and are only assembled by the window manager in the graphics card. You'd not be able to capture this unless you switch off the new interface (DWM) or code specifically for screen capture from the DWM.
Wikipedia has a good description of the Desktop Window Manager (DWM)
Sorry, I still don't understand. You're trying to get the Print Screen key to work on all four applications? Or you're trying to get the WindowtoDIB() function to work, which takes a 'screenshot' (from within your own application) of the application itself, so that it can be saved as an image file?
Also, what do you mean with 'he Print Screen key works as expected, but it does not save the screen as a JPEG.'? Print Screen only copies to the clipboard, what happens when you paste in Paint?
If your WindowtoDIB() function only 'captures' the window you pass to it, then yes, your MDI child windows are not going to show up.
We eventually solved this by creating a different OpenGL context, and drawing everything to that. We gave up on the screen capture.

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