Microsoft Project Export Map, copying the map itself - export

I have created a project export map in Microsoft Project->File->Save As->Type .xlsx->Selected Data->Use Map-> and have created a map for export.
Is there a way to copy the map itself to another install of Microsoft Project on a different computer.

Yes. You need to put the map into an .mpp file. If it's not in an .mpp file already, use the Organizer to copy it from the Global to an .mpp file and take that file to the other computer and use the Organizer to copy it into that computer's Global.
The Organizer can be found here:
In Project 2007, from the menu choose: Tools -> Organizer...
In Project 2010, choose: File -> Info -> Organizer
p.s. This is technically a superuser.com question as it is related to the application and not programming .

Related

Visual Studio Code (VSC) local workspace with cloud based locations/drive (folders\files). Possible?

Is is possible to have a workspace (in VSC or any IDE) whereby said local project/folder contains 1 more or more sub folders that are cloud based (such as iCloud)?
I have a standard create react app "project" stored locally on my iMac (home) and when I need to use the same files on my work computer (macbook) I have either committed said changes (SourceTree -> remote) or taken copy via USB). Is there a way to sync just "some" folders to iCloud so that they are available from any location? (and also not break git/sourcetree)
Probable easiest to do the whole folder? and ignore \node_modules (like gitignore, nosync) perhaps?
my-app\
my-app\node_modules <- not this folder
my-app\public
my-app\src
The more I investigate this issue, the more it appears not to be possible in the context above, even using symbolic links and the .nosync file extn. :-(

Can't play godot game as a software in pc

I made a game in Godot and exported it in release mode in Desktop as exe file.
But, it also created a .pck file and a highscore.data file.
I want to create it as an installable application and I don't want the highscore file in front.
What can I do? I also want to publish it.
I am new in Godot and this is my first game.
Installers are usually wrappers, aside applications that extract the main app to specific directory. Godot doesn't provide functions to create one. If you really need installer, you can write one or just generate with tools like NSIS, Inno Setup and others...
Separate .pck file can be embeded by enabling "Embed Pck" option in export settings.
Screenshot
I'm not sure what highscore.data file is, but it looks like something creating from code. Use user:// prefix (like user://highscore.data) for file paths to create them in app_userdata directory (more in docs).
So if you use this two options, you will get a single .exe file with game.

How to export a .bullet file from blender

I am trying to export a Rigid Body from blender to a .bullet file using the python script using the following video as a guide:
https://www.youtube.com/watch?v=fv-Oq5oe8Nw
The weird thing is that sometimes the .bullet files are created but sometimes does not. Also in some other projects the .bullet file, never appears. Does anyone knows why?:/
I've written an add-on for Blender which automates exactly this task, and so far seems to work flawlessly. It's available on GitHub: https://github.com/V0idExp/blender-bullet-export
After having installed it via File -> User Preferences -> Add-ons window, select an object and invoke the exporter via File -> Export -> Bullet physics data (.bullet)

Visual Studio 2010: What is a .pfk file?

I recently found out about Visual Studio's ability to create a Setup.exe file for your project when you publish the project (Build -> Publish [Project Name]). When I've done this I noticed a new file being added to my project with the name "[Project Name]_TemporaryKey.pfk" (so if the project was HelloWorld the .pfk would be "HelloWorld_TemporaryKey.pfk").
What is this file and why do I need it?
Do I need a "PermanentKey" at some point?
Thanks for your help.
A .pfk file is Personal Information Exchange file that is used to "sign" your Visual Studio assemblies.
Assembly signing (also called strong-name signing) gives an application or component a unique identity that other software can use to identify and refer explicitly to it. A strong name consists of its simple text name, version number, culture information (if provided), plus a public/private key pair. This information is stored in a key file; this can be a Personal Information Exchange (PFX) file or a certificate from the current user's Windows certificate store. More information can be obtained here.
I haven't worked with them much but I believe the link(s) below may shed some light on their use:
The Use of .PFK and .SNK files
Signing an Assembly - MSDN Documentation
Hope these helped.

Microsoft Visual Studios 2010 - creating a new project in regular C

I'm relatively new to VS (only used it once before for a simple project) and all I want to do is create a new C file for my project. When I go to add file to the project I created, the only available language option I'm remotely familiar with is C++. I chose that and tried saving the file as a regular C file, which VS let me do, but it saved it as a separate file outside of my project. Is there a way I can add this C file to my project? I've tried playing around with some of the options and I can't seem to find a way.
On Solution Explorer, Click on the Source Files folder. Press Shift + Alt + A to add an existing item to the sources folder. Then just choose your .c file.
Works for me.
Right click on the Source Files folder from Solution Explorer -> Add -> Existing Item ... and choose your file.
I don't have a copy of VS handy at the moment and cannot check, but I believe it should be possible to create a new .c source file. What you can do for sure is to create your .c file outside of VS and then drag it into the solution explorer. Always works.

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