I would like to know if it is possible to edit the JSON file of Scratch 3.0 project. I downloaded a project, changed the name into a .zip, unzipping it, and opening the JSON file that it left. I did not change any line of the JSON code. I compressed the project and changed its name into sb3; but when I upload it the Scratch 3.0 GUI I got this:
Oops! Something went wrong.
We are so sorry, but it looks like Scratch has crashed. This bug has been automatically reported to the Scratch Team. Please refresh your page to try again.
Make sure the folder structure of the new sb3 matches the original. If you zip the outer folder after extracting instead of the files inside, the folder structure won't be what Scratch expects and it will throw an error.
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I want to save an image in angular's Assert folder or in a folder created by me. I occupy the input file and a button, nothing more when I save the selected image, I want it to be uploaded or copied to said folders or folder. Can this be done without the backend?
I have been looking for information and watching videos but most of them either use firebase or some other service, I just want it locally. Please, your help would help me a lot.
If I understand your question correctly, you are asking if, at runtime, you can create a file in your Angular applications' 'assets' folder.
This is not possible, because the 'assets' folder is a compile-time artifact. It only exists in your source code tree. In the compiled application, the assets folder does not exist.
Furthermore, when the folder exists, it only does so on the computer on which you wrote the application. The user is running it in their web browser, which is generally running on their computer, not yours.
Now, if you are just asking if you can save a file on the user's computer, take a look at File Save functionality in Angular
Using Liquid, I am trying to build a JSON object (skills.json) containing data from all of my Jekyll posts.
When I place this file in my _data folder in my project root directory per https://jekyllrb.com/docs/datafiles/, trying to access the data via site.data.skills with the inspect filter or console log resolves to nothing.
final output section of my Liquid json
When I instead place my skills.json file in the /assets/js/ folder in my root, I do see that the properly populated JSON file is added to my _site folder as expected. Copying this NEW file into the root _data folder successfully populates to my page as intended, and I am able to access all the data with site.data.skills.KEY.
json generated from assets folder at build time
Is there any way that I could specify that the generated skills.json in my /assets/js/ folder be the source for my data call?
Alternatively, is there a way to generate the final data and automatically move it to the _data folder ahead of building the site? I am open to any suggestions for how to automate this. As a warning, I am pretty new to web development in general, so any references or links would be a tremendous help. Thanks!
Following up on this, I believe that the issue lies in how the site is built. The skills.json file gets generated on the first build, and then when it is added to the _data folder, the site gets built AGAIN to update everything that hits that data. With this iterative process, I don't know if it would be possible to both generate the new file and use it as a source to update everything dependent on the data in the same pass.
As far as automating goes, my thinking is that a Ruby plugin to compare the newly generated files against the _data folder and overwrite if the source is different/newer would be the way to go, but I'm still open to any suggestions!
I write a function to read data from excel file, then generate whole datas to JSON. When i test running as application, it works well. But when i call that function into Servlet class and using browser to run it, the file not found exception come. I put the excel file to root folder of my project and URI is the same. Is there any one have ever had same issue with me? and know how to fix it? Thank.
I have a directory tree in which each folder contains (at this point) a single html file, all with the same name.
I would like to rename each file so that it has the name of its parent directory.
For example, change
A\B\file1.html
A\C\file1.html
A\C\D\file1.html
E\file1.html
to
A\B\B.html
A\C\C.html
A\C\D\D.html
E\E.html
I did see another similar post on a similar problem for mp3 files, but was unable to adapt it.
I am pretty much a novice at this - been trying to find a way using Notepad++ and the Windows Command Prompt window, but no real idea so far.
Any suggestions greatly appreciated.
Do you need to do this via code or do you just need an utility?
For bulk renaming of files I've been having a lot of luck using Bulk Rename Utility.
http://www.bulkrenameutility.co.uk/
I have an A.chm file for my windows application which runs as expected.
When I decompile it using HTML workshop I get set of html files, .hhc file, .hhk file. When I compile another file B.chm from these extracted files without changing any of the files.((I want to add more html contents to this file but looks like I am losing some information after decompiling)) The output file I get is 72K where as the original file was 75K. B.chm's contents look all file when viewed in the chm viewer but the behavior is lost when when used with the application.
After reading around I found that if .hhp can be extracted from a .chm file then it can be re-constructed as it is without losing any mapping or aliases. Is that true?
How can I extract .hhp file from a .chm file?
Thanks,
Sam
No, Yes , and no.
The original hhp can't be guaranteed extracted
however since chm is an archive type, the project could have added all project files to the archive. I assume you already would have found them if that were the case.
If the decompile process does its administration, it can regenerate the .hhp to a certain degree.
Comments and #define names will probably be lost though, maybe more, but that should not result in problems when recompiling.
But of course it could be that the decompiler is limited. You could try some other (search for something from "keytools").
If not, then take "chmlib" and start drilling down into the format.