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).
When you perform any operation, any new objects will appear listed at
the bottom or end of the list (the lists are usually
not automatically refreshed in these cases).
See also; FAQ
Opening an object means to run an associated or selected application and instruct it to open the object in question.
There are two ways to open an object:
ENTER
or double-click.
The first option requires that you have a
MIME Type defined for the selected object
in question (see
MIME Types: Defining a MIME
Type). Pressing ENTER
or double-click
will match the object by its extension to a defined MIME
Type who's class is set to File Format
, then running
the application associated with that MIME Type.
If the selected object itself is a script or program (an object who's permissions are set eXecutable) the object itself will be executed without the need of any MIME Type.
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
. Click on an application
listed in the "Open With" list to open the selected object using that
application.
If the object 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 (the "Open With" method), then the
application that you click on will be instructed to open the selected
directory.
To open an object using Drag & Drop, run the application that you want to open the object with first (the application must support Drag & Drop) then drag the selected object(s) to the appropriate place on the application.
The application must support 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 object 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 object permissions see Disk Objects: Permissions.
This operation can only be performed when you run Endeavour
with an effective id of root (see section
Disk Objects: Ownership
for more information about changing ownership rules).
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 make sure that you are at the Archiver window (go to Window->New Archiver). Now begin creating 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 make sure that you are at the 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.
Note that in most cases the object that you want to add should exist in
a child directory of the directory that the archive is in or
the same directory that the archive is in (this is to maintain
proper path prefixes of each object that will be added to the archive).
Once you have selected the object(s) that you want to add to the archive, you will be prompted for additional options for adding the object to the archive. Read the tool tips carefully for each option if this is your first time adding objects and then click on Add to begin the adding process.
Note that you can also use drag & drop to drag
object(s) to the archiver window to add those object(s) to
the archive.
To extract an object from the archive, first make sure that you are at the Archiver window (go to Window->New Archiver).
Next, you need to 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. You must select a directory that you want the extracted objects to be extracted to, if the directory you specify does not exist then it will be automatically created.
Next you will be prompted for the extract options. Read the tool tips carefully for each option if this is your first time extracting objects and then click on Extract to begin the extracting process.
Note that you can also use drag & drop to extract objects, first
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 © 1997-2004 WolfPack Entertainment