name = Lucas description = Drupal-thema gemaakt voor de kinderafdeling
AZ St-Lucas Gent. package = Core version = VERSION core = 7.x
stylesheets[all][] = style.css
scripts[] = scripts/lib/modernizr.js
settings[garland_width] = fluid
; Information added by drupal.org packaging script on 2013-02-20
version = "7.x" project = "drupal" datestamp = "1361393684"
It's possible that your JS file isn't at that location, meaning that Drupal will automatically avoid generating a 404 by omitting the call to the non-existent file.
You could also rely on the Modernizr Drupal module and it takes care of placement for you. It can also keep Modernizr up to date more easily by supplying you with a drush command to refresh the file, along with a nice API that allows for custom builds to be generated more conveniently. Check it out!
see the installation instructions to use modernizr http://drupal.org/project/modernizr
Related
I am trying to create vcf file using vCardJS package in ReactJS but when I try to add my social media links, it appears broken in my IOS mobile device
vCard.socialUrls['facebook'] = 'https://twitter.com/kahvedenotlar';
vCard.socialUrls['linkedIn'] = 'https://...';
vCard.socialUrls['twitter'] = 'https://...';
vCard.socialUrls['flickr'] = 'https://...';
vCard.socialUrls['custom'] = 'https://www.usejanus.com';
It's a vCardJS bug, which apparently has been fixed in the latest code but not packed for distribution version yet (v.2.10 at the time of writing).
As a temporary measure, you can fix it yourself in your code:
let vCardString = v.getFormattedString();
vCardString = vCardString.replace(/SOCIALPROFILE;CHARSET=UTF-8;/gm, "SOCIALPROFILE;");
I want to compress/encode gltf file using draco programatically in threejs with reactjs. I dont want to use any commandline tool, I want it to be done programatically. Please suggest me a solution.
I tried using gltf-pipeline but its not working in client side. Cesium library was showing error when I used it in reactjs.
Yes, this is can be implemented with glTF-Transform. There's also an open feature request on three.js, not yet implemented.
First you'll need to download the Draco encoder/decoder libraries (the versions currently published to NPM do not work client side), host them in a folder, and then load them as global script tags. There should be six files, and two script tags (which will load the remaining files).
Files:
draco_decoder.js
draco_decoder.wasm
draco_wasm_wrapper.js
draco_encoder.js
draco_encoder.wasm
draco_encoder_wrapper.js
<script src="assets/draco_encoder.js"></script>
<script src="assets/draco_decoder.js"></script>
Then you'll need to write code to load a GLB file, apply compression, and do something with the compressed result. This will require first installing the two packages shown below, and then bundling the web application with your tool of choice (I used https://www.snowpack.dev/ here).
import { WebIO } from '#gltf-transform/core';
import { DracoMeshCompression } from '#gltf-transform/extensions';
const io = new WebIO()
.registerExtensions([DracoMeshCompression])
.registerDependencies({
'draco3d.encoder': await new DracoEncoderModule(),
'draco3d.decoder': await new DracoDecoderModule(),
});
// Load an uncompressed GLB file.
const document = await io.read('./assets/Duck.glb');
// Configure compression settings.
document.createExtension(DracoMeshCompression)
.setRequired(true)
.setEncoderOptions({
method: DracoMeshCompression.EncoderMethod.EDGEBREAKER,
encodeSpeed: 5,
decodeSpeed: 5,
});
// Create compressed GLB, in an ArrayBuffer.
const arrayBuffer = io.writeBinary(document); // ArrayBuffer
In the latest version of 1.5.0, what are these two files? draco_decoder_gltf.js and draco_encoder_gltf.js. Does this means we no longer need the draco_encoder and draco_decoder files? and how do we invoke the transcoder interface without using MeshBuilder. A simpler API would be musth better.
My goal is to build a multilingual site using hugo. For this I would like to:
not touch the theme file
have a config file which defines the overall structure for all languages (config.toml)
have a "string" file for all languages
So for example, I would have a config.toml file like this:
[params.navigation]
brand = "out-website"
[params.navigation.links]
about = $ABOUT_NAME
services = $SERVICES_NAME
team = $TEAM_NAME
impressum = $IMPRESSUM_NAME
a english language file:
ABOUT_NAME=About
SERVICES_NAME=Services
TEAM_NAME=Team
IMPRESSUM_NAME=Impressum
and a german language file like this:
ABOUT_NAME=Über uns
SERVICES_NAME=Dienste
TEAM_NAME=Mitarbeiter
IMPRESSUM_NAME=Impressum
And then I want to compile the project for english, I do something along the line of:
hugo --theme=... --config=config.toml --config=english.toml
and german:
hugo --theme=... --config=config.toml --config=german.toml
Or in same similar way.
For this I need to use variables in the config.toml that are defined in english.toml or german.toml
My google search so far say, that I cannot use variables in toml.
So is there a different approach with which I could achieve this?
Your approach with variables is not optimal, use the tutorial below.
Multilingual sites are coming as a feature on Hugo 0.16, but I managed to build a multilingual site on current Hugo using this tutorial and some hacks.
The tutorial above requires to "have a separate domain name for each language". I managed to bypass that and to have to sites, one at root (EN), and one in the folder (/LT/).
Here are the steps I used.
Set up reliable build runner, you can use Grunt/Gulp, but I used npm scripts. I hacked npm-build-boilerplate and outsourced rendering from Hugo. Hugo is used only to generate files. This is important, because 1) we will be generating two sites; 2) hacks will require operations on folders, what is easy on npm (I'm not proficient on building custom Grunt/Gulp scripts).
Set up config_en.toml and config_de.toml in root folder as per tutorial.
Here's excerpt from my config_en.toml:
contentdir = "content/en"
publishdir = "public"
Here's excerpt from my config_lt.toml (change it to DE in your case):
contentdir = "content/lt"
publishdir = "public/lt"
Basically, I want my website.com to show EN version, and website.com/lt/ to show LT version. This deviates from tutorial and will require hacks.
Set up translations in /data folder as per tutorial.
Bonus: set up snippet on Dash:
{{ ( index $.Site.Data.translations $.Site.Params.locale ).#cursor }}
Whenever I type "trn", I get the above, what's left is to paste the key from translations file and I get the value in correct language.
Hack part. The blog posts will work fine on /lt/, but not static pages (landing pages). I use this instruction.
Basically, every static page, for example content/lt/duk.md will have slug set:
slug: "lt/duk"
But this slug will result in double URL path, for example lt/lt/duk.
I restore this using my npm scripts task using rsync and manual command to delete redundant folder:
"restorefolders": "rsync -a public/lt/lt/ public/lt/ && rm -rf public/lt/lt/",
I'm using VS 2015, ASP.NET 5 (MVC 6) and Gulp to write a SPA with angularjs and supplementary modules. My target framework is dnx451. I've read several best practices which state that the response from Index should have a strict no cache policy set, and all other resources (e.g. js, css, img) should all be heavily cached. In doing so, the browser always downloads the lightweight page and caches the scripts. When publishing, I am trying to have a gulp task which concats/uglifys all my JS files and outputs a single app.min.{version}.js (also for the less -> css file). This gives the benefit of always downloading the latest file version, but keeping them in cache while it is the latest and greatest.
Is there a way to get the Version (from project.json) and the build (from the * portion of project.json) from my gulp task? I am looking for a way to have the file {version} portion of the name match the version/build of the website.
I have seen examples of using process.env in gulp for VS environment variables, but am having trouble putting the pieces together to achieve the desired Version.Build format.
I have tried:
var project = require('./project.json');
gulp.task('js-publish', function(){
project.version; //this give 1.0.0-* (makes sense since its a string)
});
and
gulp.task('js-publish', function(){
process.env.BUILD_VERSION; //which is undefined
});
You want to use the gulp-rename NPM package to rename the file. Add gulp-rename to your package.json file. Here is an example of how it can then be used in your gulpfile.js:
var rename = require("gulp-rename");
// rename via string
gulp.src("./src/main/text/hello.txt")
.pipe(rename("main/text/ciao/goodbye.md"))
.pipe(gulp.dest("./dist")); // ./dist/main/text/ciao/goodbye.md
// rename via function
gulp.src("./src/**/hello.txt")
.pipe(rename(function (path) {
path.dirname += "/ciao";
path.basename += "-goodbye";
path.extname = ".md"
}))
.pipe(gulp.dest("./dist")); // ./dist/main/text/ciao/hello-goodbye.md
// rename via hash
gulp.src("./src/main/text/hello.txt", { base: process.cwd() })
.pipe(rename({
dirname: "main/text/ciao",
basename: "aloha",
prefix: "bonjour-",
suffix: "-hola",
extname: ".md"
}))
.pipe(gulp.dest("./dist")); // ./dist/main/text/ciao/bonjour-aloha-hola.md
I'm using the CakePHP Plugin AssetCompress (v 0.7) which works fine, except that it doesn't cache any files in the directory. This is my asset_compress.ini setup:
[General]
writeCache = true
cacheConfig = false
alwaysEnableController = true
debug = false
[js]
timestamp = true
paths[] = WEBROOT/js/
cachePath = WEBROOT/cache_js/
[speedtest.min.js]
files[] = speedtest/speedtest.js
Additional notes:
I set debug to "0" in core.php
the cache_js folder is writeable (777)
also I'm using MemCache as a caching engine (not sure if this might cause the issue)
Has anybody experienced the same issue with the Asset Compress plugin?
Update: This is what I use for the CSS/Less part, works pretty well: https://github.com/Hyra/less
If I understand well this Github's wiki page you should change cacheConfig = false to cacheConfig = true to take advantage of MemCache.
You have to generate the files using the shell script. The files are not automatically generated.
https://github.com/markstory/asset_compress/wiki/Shell
To generate and store static assets defined in the asset_compress.ini config or through the AssetCompress helper on the fly. This is to save you having to manually run the console script everytime you change you css or js files.
This is what some will define as a "nasty" hack, I call it a working solution. It simply runs the console script via the php exec() method every time the AppController beforeFilter() runs and the debug level is greater than 0. So in production where your debug level should be 0, the exec() won't be run.
Add the following to your /app/Controller/AppController.php beforeFilter() function.
if(Configure::read('debug') > 0){
exec(APP.'Console'.DS.'cake -app '.APP.' AssetCompress.asset_compress build -f');
}
This is assuming that you can run the normal AssetCompress from the console (linux) or cmd prompt (windows)