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  • HTML text-area editor for code that traps TAB key

    - by Cristi Cotovan
    Hello, I have looked for months now, for JavaScript-based HTML editor I can embed onto my web pages to replace a TEXTAREA, but to enable me to edit CODE in a friendly, closer to a real editor, way. All editors I've tried (RadEditor from Telerik, FCKEditor, TinyMCE, etc etc), do not trap the TAB key, very useful when editing HTML code onto a page, to help format the code properly. I'm not talking about syntax highlighting, as that would be an awesome plus. But I am mainly wondering if there is such an editor. I'd appreciate being pointed in the right direction.

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  • Netbeans Editor Library?

    - by Jeremybub
    Netbeans seems to say in several places that it supports a library to just host the "Netbeans editor" widget in some other program. It has some weird documentation that seems to say a lot, but doesn't really say much about how to use it: http://bits.netbeans.org/dev/javadoc/org-netbeans-modules-editor-lib2/architecture-summary.html I can't seem to find any download for the "Netbeans editor library" (1 or 2), and the documentation they provide says to download the entire mercurial repository, which doesn't really help me, since it doesn't tell me what is part of this "library" and what is not. If someone could point me to a download for this library, or some minimal documentation about how to use it, that would be great. I've already seen the blog post here, but it doesn't really help with getting the library, and it seems to be talking about classes which I can't find in the Netbeans sources I downloaded (Maybe a different version?)

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  • What unix text editor should I learn? [closed]

    - by sixtyfootersdude
    Maybe this should be a community wiki page... What unix text editor should I learn? My co-workers mostly use vi. I am thinking about vim because the syntax highlighting seems appealing. Is there any advantage to vi over vim? I know that there are a lot of emacs fans out there too? Is there any reason to learn a specific editor? Can you point me to some good learning references (for your suggested editor)? Thanks!

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  • mediawiki markup equivalent of WMD editor?

    - by Justin Grant
    Anyone have a recommendation for an editor like the WMD editor, but using MediaWiki markup instead of Markdown? Our site is already using MediaWiki markup but we want a slicker editor without changing markup completely. Requirements include: live preview of formatted text underneath the markup you're typing a toolbar for common formatting (bold, italic, links, bullets, numbered-list, code, etc) keyboard shortcuts for each toolbar button (e.g. CTRL+B for bold) Undo/redo via keyboard shortcuts (CTRL+Z/CTRL+Y) or toolbar buttons works well in the usual set of popular browsers (including IE6!) open-source would be preferred

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  • jQuery tag editor function

    - by Mad Hatter
    I'm using jQuery Tag Editor (http://blog.crazybeavers.se/wp-content/demos/jquery.tag.editor/) for a school project. Everything works perfect, but i'm not able to retrieve the array of tags that I added. This is my code: $("#allTags").click(function () { var tags = $("#tagEditor").tagEditor().getTags(); alert(tags); }); The array doesn't return anything. This is the code from the jQuery Tag Editor: (function ($) { $.fn.extend({ tagEditor: function (options) { var defaults = { separator: ',', items: [], className: 'tagEditor', confirmRemoval: false, confirmRemovalText: 'Do you really want to remove the tag?', completeOnSeparator: false, completeOnBlur: false, initialParse: true, } var options = $.extend(defaults, options); var listBase, textBase = this, hiddenText; var itemBase = []; this.getTags = function () { return itemBase.join(options.separator); }; ...

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  • XHTML editor wanted!

    - by stolsvik
    I need an editor that outputs clean HTML, and preferably strict XHTML with CSS, as I am going to display the resulting pages as help pages in a java application using xhmtlrenderer ("Flying Saucer") which apparently very much prefers XHTML with CSS 2.1. Having searched stackoverflow for HTML editor and XHTML editor, I've found several mentioned. Aptana is one, Eclipse's Web Tools is another, and KompoZer is a third. I am going to try these out. With this question, I ask whether there are other good options that would satisfy my requirements, and if there are any one of these mentioned or new ones that you'd recommend in particular, that I should focus a bit extra on?

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  • Data structures for a 2D multi-layered and multi-region map?

    - by DevilWithin
    I am working on a 2D world editor and a world format subsequently. If I were to handle the game "world" being created just as a layered set of structures, either in top or side views, it would be considerably simple to do most things. But, since this editor is meant for 3rd parties, I have no clue how big worlds one will want to make and I need to keep in mind that eventually it will become simply too much to check, handling and comparing stuff that are happening completely away from the player position. I know the solution for this is to subdivide my world into sub regions and stream them on the fly, loading and unloading resources and other data. This way I know a virtually infinite game area is achievable. But, while I know theoretically what to do, I really have a few questions I'd hoped to get answered for some hints about the topic. The logic way to handle the regions is some kind of grid, would you pick evenly distributed blocks with equal sizes or would you let the user subdivide areas by taste with irregular sized rectangles? In case of even grids, would you use some kind of block/chunk neighbouring system to check when the player transposes the limit or just put all those in a simple array? Being a region a different data structure than its owner "game world", when streaming a region, would you deliver the objects to the parent structures and track them for unloading later, or retain the objects in each region for a more "hard-limit" approach? Introducing the subdivision approach to the project, and already having a multi layered scene graph structure on place, how would i make it support the new concept? Would you have the parent node have the layers as children, and replicate in each layer node, a node per region? Or the opposite, parent node owns all the regions possible, and each region has multiple layers as children? Or would you just put the region logic outside the graph completely(compatible with the first suggestion in Q.3) When I say virtually infinite worlds, I mean it of course under the contraints of the variable sizes and so on. Using float positions, a HUGE world can already be made. Do you think its sane to think beyond that? Because I think its ok to stick to this limit since it will never be reached so easily.. As for when to stream a region, I'm implementing it as a collection of watcher cameras, which the streaming system works with to know what to load/unload. The problem here is, i will be needing some kind of warps/teleports built in for my game, and there is a chance i will be teleporting a player to a unloaded region far away. How would you approach something like this? Is it sane to load any region to memory which can be teleported to by a warp within a radius from the player? Sorry for the huge question, any answers are helpful!

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  • What options are out there for an embeddable WYSIWIG text editor?

    - by Evan Plaice
    I'm thinking something along the lines of TinyMCE Please include a list of features. Examples include: supports text formatting supports links supports images syntax types (markdown/wiki/etc) licensing and/or pricing customizibility plugin support browser compatibility Note: Please limit the answers to one editor per answer to preserve cleanliness Update: Forgot to add browser compatibility to the list

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • Using array as map value: Cant see the error

    - by Tom
    Hi all, Im trying to create a map, where the key is an int, and the value is an array int red[3] = {1,0,0}; int green[3] = {0,1,0}; int blue[3] = {0,0,1}; std::map<int, int[3]> colours; colours.insert(std::pair<int,int[3]>(GLUT_LEFT_BUTTON,red)); //THIS IS LINE 24 ! colours.insert(std::pair<int,int[3]>(GLUT_MIDDLE_BUTTON,blue)); colours.insert(std::pair<int,int[3]>(GLUT_RIGHT_BUTTON,green)); However, when I try to compile this code, I get the following error. g++ (Ubuntu 4.4.1-4ubuntu8) 4.4.1 In file included from /usr/include/c++/4.4/bits/stl_algobase.h:66, from /usr/include/c++/4.4/bits/stl_tree.h:62, from /usr/include/c++/4.4/map:60, from ../src/utils.cpp:9: /usr/include/c++/4.4/bits/stl_pair.h: In constructor ‘std::pair<_T1, _T2>::pair(const _T1&, const _T2&) [with _T1 = int, _T2 = int [3]]’: ../src/utils.cpp:24: instantiated from here /usr/include/c++/4.4/bits/stl_pair.h:84: error: array used as initializer /usr/include/c++/4.4/bits/stl_pair.h: In constructor ‘std::pair<_T1, _T2>::pair(const std::pair<_U1, _U2>&) [with _U1 = int, _U2 = int [3], _T1 = const int, _T2 = int [3]]’: ../src/utils.cpp:24: instantiated from here /usr/include/c++/4.4/bits/stl_pair.h:101: error: array used as initializer In file included from /usr/include/c++/4.4/map:61, from ../src/utils.cpp:9: /usr/include/c++/4.4/bits/stl_map.h: In member function ‘_Tp& std::map<_Key, _Tp, _Compare, _Alloc>::operator[](const _Key&) [with _Key = int, _Tp = int [3], _Compare = std::less<int>, _Alloc = std::allocator<std::pair<const int, int [3]> >]’: ../src/utils.cpp:30: instantiated from here /usr/include/c++/4.4/bits/stl_map.h:450: error: conversion from ‘int’ to non-scalar type ‘int [3]’ requested make: *** [src/utils.o] Error 1 I really cant see where the error is. Or even if there's an error. Any help (please include an explanation to help me avoid this mistake) will be appreciated. Thanks in advance.

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  • Good HTML CSS JS editor for iPad ?

    - by xiamx
    I want to be able to edit HTML CSS and JS on my iPad. I noticed that there are a few applications in AppStore that does that. But I'm not sure which to use. I need grammar highlight, tag autocompletation and preview. Please suggest one.

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  • [Linux] Bind/map Character to alt+[some key]?

    - by Paul
    OS: Ubuntu In programming and various terminal programs (Screen, Vim) the [, ], { and } tends to be used a lot. I'm using a Norwegian keyboard where these are placed such that I have to stretch my fingers a bit too long for whats comfortable. To make it easier I though I'd try to make alt+[some key] be one of these characters. Is there a way that I can bind, say alt+æ (Norwegian letter) to '{' system wide? Btw, is such thing called binding, mapping or something else? I'm getting a bit confused by the terms... :)

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  • Introducing Code Map for Visual Studio 2012 September CTP

    - by krislankford
    As part of the Visual Studio 2012 CTP for September, Visual Studio got a little sexier at helping you discover and visualize your code. The introduction of the Code Map feature helps compliment the variety of other tools that are included with Visual Studio to help you analyze and visualize your projects and solutions. Code Map leverages the dgml format within Visual Studio that is currently used b the Architecture and Modeling tools. This is a nice addition that gets us from point A to point B a little faster. The great thing about Code Map is that you can gain access to the functionality from directly within your code from the context menu. This Code Map functionality is also context specific based on your cursor. You can evaluate and add items such as methods and variables directly to the Code Map window. As you add items the Code Map surface is updated to show your new item plus any relationships and dependencies that have been introduced in your code. Something that is also very nice is that the Code Map surface is interactive and allows you to use the F12 button (Go To Definition) which can help you navigate your code especially is you are adding items that span multiple files or projects. To get started all you have to do is go out and download the September CTP for Visual Studio 2012 located here. Happy Coding!   Code Map Window

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  • Best approach for saving highlighted areas on geographical map.

    - by Mohsen
    I am designing an application that allow users to highlight areas of a geographical map using a tool that is like brush or a pen. The tool basically draw a circle with a single click and continue drawing those circles with move move. Here is an example of drawing made by moving the tool. It is pretty much same as Microsoft Paint. Regardless of programming language what is best approach (most inexpensive approach) for saving this kind of data?

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  • C++ STL Map vs Vector speed

    - by sub
    In the interpreter for my experimental programming language I have a symbol table. Each symbol consists of a name and a value (the value can be e.g.: of type string, int, function, etc.). At first I represented the table with a vector and iterated through the symbols checking if the given symbol name fitted. Then I though using a map, in my case map<string,symbol>, would be better than iterating through the vector all the time but: It's a bit hard to explain this part but I'll try. If a variable is retrieved the first time in a program in my language, of course its position in the symbol table has to be found (using vector now). If I would iterate through the vector every time the line gets executed (think of a loop), it would be terribly slow (as it currently is, nearly as slow as microsoft's batch). So I could use a map to retrieve the variable: SymbolTable[ myVar.Name ] But think of the following: If the variable, still using vector, is found the first time, I can store its exact integer position in the vector with it. That means: The next time it is needed, my interpreter knows that it has been "cached" and doesn't search the symbol table for it but does something like SymbolTable.at( myVar.CachedPosition ). Now my (rather hard?) question: Should I use a vector for the symbol table together with caching the position of the variable in the vector? Should I rather use a map? Why? How fast is the [] operator? Should I use something completely different?

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  • std::map keys in C++

    - by Soumava
    I have a requirement to create two different maps in C++. The Key is of type CHAR * and the Value is a pointer to a struct. I am filling 2 maps with these pairs, in separate iterations. After creating both maps I need find all such instances in which the value of the string referenced by the CHAR * are same. For this i am using the following code : typedef struct _STRUCTTYPE { .. } STRUCTTYPE, *PSTRUCTTYPE; typedef pair {CHAR *,PSTRUCTTYPE} kvpair; .. CHAR *xyz; PSTRUCTTYPE abc; after filling the information; Map.insert (kvpair(xyz,abc)); the above is repeated x times for the first map, and y times for the second map. after both are filled out; std::map {CHAR *, PSTRUCTTYPE} :: iterator Iter,findIter; for (Iter=iteratedMap-begin();Iter!=iteratedMap-end();mapIterator++) { char *key = Iter-first; printf("%s\n",key); findIter=otherMap-find(key); //printf("%u",findIter-second); if (findIter!=otherMap-end()) { printf("Match!\n"); } } The above code does not show any match, although the list of keys in both maps show obvious matches. My understanding is that the equals operator for CHAR * just equates the memory address of the pointers. My question is, what should i do to alter the equals operator for this type of key or could I use a different datatype for the string? *note : {} has been used instead of angle brackets as the content inside angle brackets was not showing up in the post.

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  • Finding minimum value in a Map

    - by Sunny
    I have a map and I want to find the minimum value (right hand side) in the map. Right now here is how I did it bool compare(std::pair<std::string ,int> i, pair<std::string, int> j) { return i.second < j.second; } //////////////////////////////////////////////////// std::map<std::string, int> mymap; mymap["key1"] = 50; mymap["key2"] = 20; mymap["key3"] = 100; std::pair<char, int> min = *min_element(mymap.begin(), mymap.end(), compare); std::cout << "min " << min.second<< " " << std::endl; This works fine and I'm able to get the minimum value the problem is when I put this code inside my class it doesn't seem to work int MyClass::getMin(std::map<std::string, int> mymap) { std::pair<std::string, int> min = *min_element(mymap.begin(), mymap.end(), (*this).compare); //error probably due to this return min.second; } bool MyClass::compare( std::pair<std::string, int> i, std::pair<std::string, int> j) { return i.second < j.second; } Also is there a better solution not involving to writing the additional compare function

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  • Open Source C# Syntax Editor with Intellisense

    - by Anindya Chatterjee
    Can anyone please suggest me a good open source C# code editor control with syntax highlighting and intellisense to use in my application. I am not asking for any IDE like VS or #develop, I need only a winform code editor control so that I can use it in my application for scripting. Can you please suggest me a good one ... I found ScintillaNET, but I want some other alternative..

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  • Dynamically populating an ExtJS HTML editor

    - by sean.mcgary
    So Im using ExtJS for a job Im working and Im trying to dynamically populate the textarea associated with the HTML editor with data based on what a user selects from a combo box. From what Ive found, I can load the HTML editor with text using the defaultValue property. So if Im going to populate it after the page loads, can I give it something like a datastore or is there a method I can call to set the text?

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  • SQL code editor with syntax highlighing, auto-formatting and code folding

    - by Victor Stanciu
    Hello, Is there any SQL editor that supports syntax highlighting, automatic code formatting and code folding? I found this, but it's an Eclipse plugin (I'm a NetBeans user), and cannot automatically format code, which is the most important feature I'm after. Autocompletion is not important, nor is the possibility of running the code (like the SQL editor in NetBeans). Edit: I'm sorry for not specifying, I'm looking for Linux or even web-based software.

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