Im working with a French version of Visual Studio (2008), in a French Windows (XP). French accents put in strings sent to the output window get corrupted. Ditto input from the output window. Typical character encoding issue, I enter ANSI, get UTF-8 in return, or something to that effect. What setting can ensure that the characters remain in ANSI when showing a "hardcoded" string to the output window?
Before I go any further, I should mention that what you are doing is not c/c++ compliant. The specification states in 2.2 what character sets are valid in source code. It ain't much in there, and all the characters used are in ascii. So... Everything below is about a specific implementation (as it happens, VC2008 on a US locale machine).
1 and 2 are fairly easy ones. It looks like the compiler guesses what format the source file is in, and decodes it to its internal representation. It generates the string literal corresponding data chunk in the current codepage no matter what the source encoding was. I have failed to find explicit details/control on this.
4 is controlled by SetConsoleOutputCP. It should default to your default system codepage. You can also figure out which one you have with GetConsoleOutputCP (the input is controlled differently, through SetConsoleCP)
5 is a funny one. I banged my head to figure out why I could not get the to show up properly, using CP1252 (western european, windows). It turns out that my system font does not have the glyph for that character, and helpfully uses the glyph of my standard codepage (capital Theta, the same I would get if I did not call SetConsoleOutputCP). To fix it, I had to change the font I use on consoles to Lucida Console (a true type font).
In 2012, the compiler added a /utf-8 switch to CL.EXE. Today, it also supports the /source-charset and /execution-charset switches, as well as /validate-charset to detect if your file is not actually UTF-8. This page on MSDN has a link to the documentation on Unicode support for every version of Visual C++.
Current versions of the C++ standard say the compiler must have both an execution character set, which determines the numeric value of character constants like 'a', and a execution wide-character set that determines the value of wide-character constants like L''.
The way Visual C and C++ violate the language standard is by making their wchar_t UTF-16, which can only represent some characters as surrogate pairs, when the standard says wchar_t must be a fixed-width encoding. This is because Microsoft defined wchar_t as 16 bits wide back in the 1990s, before the Unicode committee figured out that 16 bits were not going to be enough for the entire world, and Microsoft was not going to break the Windows API. It does support the standard char32_t type as well.
If it would be too inconvenient to type a character in, or if you want to distinguish between superficially-identical characters such as space and non-breaking space or precomposed and combining characters, you also have universal character escapes:
Using _setmode() works and is arguably better than changing the codepage or setting a locale, since it'll actually make your program output in Unicode and thus will be consistent - no matter which codepage or locale are currently set.
Unicode mode is for wide print functions (for example, wprintf) and isnot supported for narrow print functions. Use of a narrow printfunction on a Unicode mode stream triggers an assert.
I had the same problem with Chinese input. My source code is utf8 and I added /utf-8 in the compiler option. It works fine under c++ wide-string and wide-char but not work under narrow-string/char which it shows Garbled character/code in Visual Studio 2019 debugger and my SQL database. I have to use the narrow characters because of converting to SQLAPI++'s SAString. Eventually, I find checking the following option (contorl panel->Region->Administrative->Change system locale) can resolve the issue. I know it is not an ideal solution but it does help me.
I have been having this problem sometimes on Visual Studio 2010 (and Notepad++), where my text cursor, if I move it, turns into a "console" cursor, where that if you add characters it replaces the character you were on instead of adding the character in front of it.
Unfortunately, I cant assign the processed number to an INT32-Field, because the process says that its in the wrong format. After copying the error message in a word, I saw that there is a special character in between:
I am thinking of buying Trados Studio Freelance 2021 SR2 and I want to know if there is a possibility to see the number of characters per segment (source compared to target) in the status bar at the bottom of the screen, as you type. This feature is very important to me and it will help me decide if I want to buy Trados or not.
I have seen that there have been several questions in the forums about this feature where people complained about problems (that the number of characters did not take spaces into account, for example) but they are older than two years...so maybe things have changed since then. I have participated in a conference about one and a half years ago, and one of the presenters said that this kind of contrastive view of the character count in the source and target segments was possible in MemoQ but not in Trados.
You can however use the QA function to make sure, the number of characters in target does not exceed the number of characters in source. It is also possible to allow a certain percentage of characters more (or less) in target.
I understand. Thank you very much for your answer! It's nevertheless a pity, that the Trados team did not introduce this functionality by now. From what I can see, there has been enough demand for it. Despite this, I decided to buy Trados after all. I hope it will be a good investment.
I created a test, of a 3d emitter with a small attenuation sphere and the desired effect would be that if I stand next to it and pan the camera, the volume would stay the same (but the panning would change based on the camera). However the attenuation seems to stay attached to the camera and you can hear the volume go from 0 to 100 as the camera pans around.
So I tried adding that code and then feeding the character location to the attenuation override and then I would use the camera rotation for the listener override. But it was not behaving as intended.
So I am going back into the sketch to add some ruffles against the dress and bell of the young witch is wearing, did you know that jellyfish can only live for a year and a half in the wild, whereas in captivity it would be 6 months. So the life span of my witch is destine to be short but with her magic it keeps her living for generations.
Once I am done I will lower the opacity of the sketches, in order to sketch over the drawing to create the general idea of the side profile of the character. The move tool really helps in a subtle way when it comes to moving parts of the Witch. Once were done we move it over to the other side of the canva to create room.
Now for the effects I will create another layer which I will change the effect from Normal to Multiply, and lower the opacity to make it clear enough to see through the editing process, this layer will be the shadows/shading of the Witch.
The next additional layer with the Multiply effect and Soft Air brush tool, this will provide a hazy shade over the composition of the design, areas that have a darker tone due to the layering of clothes or the bell over parts of the form that is not receiving any direct light.
Time for the lighting, just like what I was doing for the shade/shadow. I will create a new layer, and change the effect for that layer to be color dodge before using the eyedrop tool to collect samples from the palette that was used for her skin. To apply direct hazy placements of light along the surface of the character, I made sure to use that lovely soft airbrush tool over the areas that are the most exposed to the sunsrays?
Finally combining all of the layers within the folder, creating a duplicate incase I need to revisit elements from my drawing that I was to pull from. Now I have two folders, one labeled current while the other is labeled back up. In the current layer I went ahead and started blending the many textures together with the thick oil paint tool making sure to keep the color mixing selected to give it that wet rich blend versus the starch bold mark.
Then I will collect some of the dark purple from the palette with the eyedrop tool, to use to blend the creases on the Witch from her hat resting on her head and then using the lighter pink to bring life back to the highlights. Now I am going to be switching between these two colors through this section of the video using the thick oil paint brush to really enhance the colors being shown in the design.
For this part I went ahead and opened the backup folder to pull out the layer for the tentacles/stingers to the current folder. Now I have the kneaded eraser with a lower opacity to feathery bring out the hidden texture to the surface that the backup brought when I moved it to the folder. I really wanted the rich saturation of the effects from the backup folder to make a return on the current folder.
Switching over to the pointillism brush, I felt that it illustrated the texture of the ocean messing with the thickness and particle size helped to gauge the distances of the particles between each other as well as the size of them against the canva to give that ripple water effect.
With each of my layers I have a different purpose for them, in order to make sure that the effects do not overlap/overtake one another keeping them all in their own little folder before moving the characters turnaround sheets to the side and adding in some directional text.
We have reached the end comrades. How does it feel to know the baseline of Character Design in the scope of a Hybrid theme. Simply go with the flow when it comes to your workspace, art is built with fundamentals not rules, so while using Clip Studio paint find what makes you enjoy the process of art for your future masterpieces. Trust that using Clip Studio paint will allow for flexibility in the realms of tools that you can explore in the drawing process in order to bring your imagination to life on a canva. Remember that tools that you are uncertain about, anything you don't encounter as much doesn't mean that you shouldn't try to draw with them. I feel it's best to take it day by day as cheese and annoying as that may sound.
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