If you have the global write-protect enabled then most of these
operations will be "locked out". The global write-protect is a
feature that acts as a "master write-protect" at the software
level (not at the hardware level). To enable or
disable the global write-protect go to
Settings->Write Protect (or click on the
write-protect icon on any of the Status Bars).
After you perform some operations, the new objects will appear at the
bottom/end of the lists.
Opening an object means to run a particular program that has been associated with the object's format and instruct that program to open the object.
Programs are associated with objects by MIME Types. Before opening, it is important that you have your MIME Types set up properly for the object formats you are interested in opening (see MIME Types: Defining a MIME Type).
There are two ways to open an object:
ENTER
or double-click (you can only open one object
at a time with double-clicks).
If the selected object itself is a script or program (an object who's permissions are set eXecutable) then the object itself will be executed without the need to run any other program.
The second option will display the "Open With" List (see
MIME Types: "Open With"
List) this list contains a list of MIME Types who's class is
set to Application
(application is another word
for program). Click on a program listed in the
"Open With" List to open the selected object(s) using that
program.
If the object that you selected is a directory, then Endeavour
will go to that directory instead of opening it. If you select
a directory and use the second method (Open With), then the
program that you choose will be instructed to open that selected
directory.
If you are using the first method (Open) and have selected multiple objects, then multiple instances of the associated program(s) will be runned and instructed to open each selected object individually.
If you are using the second method (Open With) and have selected multiple objects, then only one instance of the program that you choose will be runned and instructed to open all the selected objects at once.
To open an object using Drag & Drop:
Standard Drag & Drop target types:
Target Type | Info |
---|---|
text/plain |
0 |
text/uri-list |
1 |
STRING |
2 |
Most GTK, GNOME, and KDE applications support all of the above. Examples of such programs include Netscape and XMMS.
There are two ways to move objects:
F7
).
When moving directories using the first method, the destination must be an existing directory.
When moving a single object using the first method, the destination can be either an existing directory or a non-existant object.
Moving object(s) across devices will automatically copy the object(s) to their destination and then (only if the copy was successful) remove the original object(s), thus simulating a move.
There are two ways to copy object(s):
F8
).
CTRL
key
to the destination.
When copying directories using the first method, the destination must be an existing directory.
When copying a single object using the first method, the destination can be either an existing directory or a non-existant object.
Endeavour preserves the object's
type when copying objects, this is called the archived
method of copy. If you need certain objects dereferenced
(the copy destination being an object of type file) then you need
to use the
cp
program or an equivilent
program that will
dereference objects to type file as needed.
There are two ways to link object(s):
F6
).
CTRL
& SHIFT
keys to the destination.
When linking using the first method, only one object may be selected. If multiple objects are selected then only the first object will be linked. You can only link multiple objects using the second method.
The name of the new link object will be automatically generated, usually by postfixing a numeric character to the end of the name identical to the selected object.
For example, linking an object named myfile
will
create a link named myfile1
if the destination happens to
be in the same directory. Otherwise if the link is to be
created in a different directory (and no other objects exist
with the same name) then the new link will take on the same name
as the selected object.
There are two ways to rename an object:
F2
) and a prompt will appear over the
selected object. Enter the new name for that
object, then press ENTER
(or
ESCAPE
to cancel).
ENTER
(or ESCAPE
to
cancel).
Renamming an object is different from
moving an object, you may
not specify directory compoents in an object's name
in order to move an object by renaming it.
Certain characters such as
/
or "
are not
allowed in an object's name.
There are two ways to change an object's permissions:
F9
).
Both methods are similar, that the second method only allows you to modify one object at a time but you can modify other properties of the object.
For additional information on permissions see Objects: Permissions.
This operation can only be performed when you run Endeavour
with an effective id of root (see
Objects: Ownership
for more information about the rules of changing ownership).
To do this, type:
su
/usr/bin/endeavour2 &
Be careful when running Endeavour as root, since you have the ability
to modify or remove any object on the system. If you make a
mistake then your system may be rendered inoperable!
There are two ways to change the owner & group of an object:
F10
).
Both methods are similar, execept that the second method only allows you to change the ownership of one object at a time but you can modify other properties of the object.
There are two ways to delete objects:
DELETE
).
You can recover deleted objects by going to the Recycle Bin. Select the object(s) that you want to recover and go to Edit->Recover.
If you have purge on delete set in the Options
(go to Settings->Options... to check) then
the object will be
permanently purged
when you delete it (meaning you may not be able to
recover that object)!
To recover deleted objects, first go to the Recycle Bin (go to Windows->Recycle Bin) where you will see a list of all the recycled objects.
Select the deleted objects that you want to
recover and go to Edit->Recover (or
press ENTER
).
If the original location of the deleted object no longer
exists or another object exists with the same name at that location
then you can recover the deleted object to an alternate
location by selecting the deleted object(s) that you want
to recover and drag them to an alternate location.
To purge deleted objects, first go to the Recycle Bin (go to Windows->Recycle Bin) where you will see a list of all the recycled objects.
Select the deleted objects that you want to
purge and go to Edit->Purge (or
press DELETE
).
If you want to purge all of the deleted objects at once
then go to Edit->Purge All (or
press SHIFT + DELETE
).
This is more efficient than selecting all of the deleted objects
and going to Edit->Purge.
You may not be able to
recover the deleted objects once they have been
purged!
There are two ways to find objects:
CTRL+F
).
ENTER
.
There are two find criterias:
Find by Name will attempt to match any object who's
name matches the given search string. Note that the search string
should by typed in file name match notation (allowing use of
wild card characters such as *
and ?
).
Find by Content will open each file and search its contents for the given search string (wild cards will always be interprited literaly).
Find by Content does not work on objects in an archive
since they are usually compressed or encrypted.
To create an archive, first create a new Archiver window (go to Window->New Archiver). Now create your new archive by going to File->New...
You will be prompted for the location of the new archive. You must specify a file name with an extension of a supported archive format. Then click on OK to create the new archive.
Note that in most cases the new archive will contain 0 bytes,
this is okay (even though some archive programs might
print warning messages about that).
To add an object to the archive, first create a new Archiver window (go to Window->New Archiver).
Next, you need to either create a new archive or open an existing archive by going to File->Open...
Now you can add objects to your archive, first go to Edit->Add... You will be prompted for the object(s) that you want to add to the archive.
Some archive formats require that you add all the objects at once
right after you create a new
archive (subsequent adds are not allowed).
Traditionally, the parent directory of the new archive should
be the same as the parent directory of the objects you are adding
to it. For example, if you are adding the directory
/home/me/mystuff/
and all its contents to a new archive
then the new archive should be located in /home/me/
because /home/me/
is the parent directory of the
directory (mystuff/
) you are adding in to the archive.
Once you have selected the object(s) that you want to add to the archive, an Add Options Dialog will appear with the following options.
0% None
for no compression. Some archive
formats only support boolean values for compression, in
which case specifying 0% None
means no compression
while specifying any other value means to use a standard/fixed
amount of compression.
Depending on the format of the new archive, some, all, or none of the above options may apply.
You can also drag & drop the object(s) to the
Archiver to add them.
To extract an object from the archive, first create a new Archiver window (go to Window->New Archiver).
Next, open the archive that you want to extract objects from, go to File->Open....
Now you can extract objects from the archive, there are two ways to extract objects:
In either case, you will be prompted for the extract location (a directory that the extracted objects will be placed in). If you specify an extract location that does not exist then it will be automatically created.
Once you have specified the extract location, an Extract Options Dialog will appear with the following options.
You can also use drag & drop to extract objects, select the
object(s) in the archive that you want to extract and then drag
them to a directory on another window.
Endeavour Mark II is Copyright © 1997-2006 WolfPack Entertainment |