Batch replace copyright comment in XCode - ios

I've been working on an iOS project for some time now, creating hundreds of source files, and now that's it's good and done, I realize something sad : I edit the copyright file template before getting to work, and all of my files have this lame format :
//
// MyClass.h
//
// Created by Redwarp on 3/25/13.
// Copyright (c) 2013 Redwarp. All rights reserved.
//
And that's not cool ! I would like to replace it with something more like that :
/* This software is licensed under the Apache 2 license, quoted below.
Copyright 2013 Redwarp <redwarp#gmail.com>
Licensed under the Apache License, Version 2.0 (the "License"); you may not
use this file except in compliance with the License. You may obtain a copy of
the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
License for the specific language governing permissions and limitations under
the License.
*/
Anyway. I could probably write a script, that searches all my files and replace the first "//" lines with a better comment, but I'm sure there is a tool out there that does that perfectly.
Except : I can't find that tool anywhere.
Would anyone know of such a tool ? (Or might it be that I'm a fool ?)

I ended up using the script I found here : http://gergap.wordpress.com/2009/06/03/howto-recursively-replace-file-headers-of-source-files/
Does exactly the job I wanted to do, and spared me the burden of doing it myself.

Related

Change FlexLM license from floating to node-locked

My development environment previously used a FlexLM floating license on a Windows XP machine. Now I want to change the license to a node-locked license. Therefor I defined environment variable LM_LICENSE_FILE. But when I use the development environment I get the error that the license server is down or not responding. As license files it mentions the license server and the new license file. So, the new license file is added but still the connection to the server is used as first and only option. How can I tell the development environment that the license server is obsolete and should not be used anymore?
Each editor define if you could alone change the model license : floating to node locked. Some editors must send you a new licenses file to authorize this usage.
If you could alone change the model license, you must modify your option file associated with the license file.
The variable 'LM_LICENSE_FILE' give only the reference of the license server to use. There is no notion of model license.

Are Z3's previous releases also on MIT license?

I found the previous releases (tags) on github say "Z3 is licensed under MSR-LA (Microsoft Research License Agreement)".
My question is whether they are also on MIT license now. Could you kindly please clarify? Thanks!
I don't understand the legal world of licenses, but to be on the safe side I would assume that previous releases carry the old license since that's what's included in distribution packages.

Xcode 5 - change ___COPYRIGHT___

I've read how to change the entire templates used in Xcode, or how to change the Organization Name that is used in the ___COPYRIGHT___ variable of the templates, but how do I change the value of the ___COPYRIGHT___? Is there one template I can change? I do not want to change every template that uses ___COPYRIGHT___.
We need to change from
// Copyright (c) 2013 me. All rights reserved.
to
// Copyright (c) 2013 me and my affiliates.
I do not want to change all the templates as suggested by Change copyright / top-comment / "header" on ALL new files in Xcode 5.
Assuming it os only one specific line: // Copyright (c) 2013 me. All rights reserved. and you want to change only this you can do it simply by cmd+alt+F (Find & Replace) in XCode.
Correspondingly you can do this in AppCode by using cmd+shift+R (Find & Replace). Might be a bit different depending on your key mapping.
In both solution you can decide about each case all do it for all occurrences.
If it is not working properly you can write a script (once I did script doing more complex thing with headers in python and it worked nicely).
I'm suggesting this solution as you said you do not want to change any template.
Hope it will work for you :)

Licensing using openWRT opkg

We are planning to use openWRT "Attitude Adjustment" for out development. We have some software which we need to commercially license ; Is it possible to use opkg to license them commercially ? Is there any document which tells me licensing policies of opkg with respect to commercial code ? Thanks.
yes you can use the Attitude Adjustment buildroot and combine it with OpenWRT packages that have a different licence than the GPL.
The important part is that you have to release a GPL tarball to all the GPL stuff that you are using and evertually you have modified. The proprietary part can be released in binary form, if it is a package that is totally independent from previous sources.
I will make an example. Ubiquiti releases a firmware for its devices that is OpenWRT based. Ubiquiti releases a GPL tarball that contains the source code of everything that was GPL and inherited from OpenWRT. The binary blobs of software developed from scratch by ubiquiti are not released as source code.
it's GPL
so i guess it's a bad news for you.
You can always contact the author/s to see if they want to change their license.

Can I compile LÖVE games into EXE files and sell them?

I've got two questions about LÖVE.
Can I sell what I make in LÖVE? Can I compile anything I make into an EXE file?
Yes, you can sell what you make in LÖVE. Their site clearly says: "LÖVE is licensed under the liberal zlib/libpng license. That means you can use it freely for any purpose — including commercial ones."
And yes, you can make an executable out of your LÖVE project. Just see here.
Here's the answer to your EXE file question from their wiki:
Windows
copy /b love.exe+game.love game.exe
Linux
cat love game.love > game
From their TOS:
Permission is hereby granted, free of
charge, to any person... to deal in
the Software without restriction,
including without limitation the
rights to use, copy, modify, merge,
publish, distribute, sublicense,
and/or sell copies of the Software,...
subject to the following conditions:
The above copyright notice and this
permission notice shall be included in
all copies or substantial portions of
the Software.
It says you can do anything you want with it as long as you leave their permissions notices in-tact on any files they put it on.
From the same page -
Two things should be noted:
The end result will not be a single executable, you must also include some DLL files in your zip-file.
The resulting executable from the merge will still be readable by archiving software, such as WinZip.
yes, you can sell the games for any price
yes, you can compile them into .exe files through
copy /b (love.exe file location here)+(.love file location here) game.exe for windows and
cat (love.exe file location here) (.love file location here) > game.exe for linux,
in the folder where you put .exe file be sure to copy/paste the .dll files into said folder

Resources