Newsfeeds

Drupal interview on Dutch business news network

Dries Buytaert - 11 June 2019 - 5:54am

Recently I was interviewed on RTL Z, the Dutch business news television network. In the interview, I talk about the growth and success of Drupal, and what is to come for the future of the web. Beware, the interview is in Dutch. If you speak Dutch and are subscribed to my blog (hi mom!), feel free to check it out!

Categories: Drupal

ComputerMinds.co.uk: Boost your speed with lazy images

Planet Drupal - 11 June 2019 - 5:05am

Websites need to look pretty and be blazing fast. That often means lots of beautiful high-quality images, but they can be pretty enormous to download, making the page slow to load. Images are often one of the 'heaviest' parts of a website, dragging a visitor's experience down instead of brightening it up as intended. If a website feels even a tiny bit unresponsive, that tarnishes your message or brand. Most of us have sat waiting frustratedly for a website to work (especially on mobile), and given up to go elsewhere. Drupal can be configured to deliver appropriately-resized versions, but what's even better than that?

Lazy image loading

Don't send images to be downloaded at all until they're actually going to be seen! Browsers usually download everything for a page, even if it's out of sight 'below the fold'. We know we can do better than that on a modern website, with this technique called lazy image loading.

Lazily loading an image means only sending it for a user to download once they are scrolling it into view. Modern web browsers make this surprisingly simple to achieve for most images, although there are often a few that need special attention. When combined with optimisation from Kraken.io, and other responsive design tricks, performance can sky-rocket again. Check out our case study of NiquesaTravel.com for a great example using this.

Niquesa is a luxury brand for busy people, so the website experience needs to be smooth, even when used on the go over a mobile network. Perhaps more than that, SEO (search engine optimisation) is critical. Their bespoke packages need to show up well in Google searches. Google promotes websites that perform well on mobile devices - so if your site is slow, it needs to be sped up. It's not just that you'll lose out on competitive advantage and tarnish your brand: people simply won't find you.

You can see what Google thinks of your website performance by using their PageSpeed Insights tool. That gives you an overall score and lists specific improvements you can make. Niquesa asked us to boost their score, especially for mobile devices. So we looked to speed up anything slow, and to reduce the amount of things there are to download in the first place. Any website can use that approach too. Lazy image loading speeds up the initial page load, and reduces the amount to download.

This stuff should be standard on most websites nowadays. But many web projects began well before browsers supported this kind of functionality so still need it adding in. As an ever-improving platform, the internet allows you to continually improve your site. There's no need to feel locked in to a slow site! Get in touch with us if you're interested in improving your website with lazy loaded imagery. Who wouldn't want beautiful high-quality media and great performance on any device?

 

Can you teach me to be lazy?

Sure! Rather than using the normal src attribute to hold the image file location, use a data-src attribute. Browsers ignore that, so nothing gets downloaded. We then use the browser's Intersection Observer API to observe when the image is being scrolled up into view. Our javascript can jump in at this point to turn that data-src attribute into a real src attribute, which means the browser will download the real image.

On its own, that wouldn't take very long to set up on most websites. But on top of this, we often go the extra mile to add some extra optimisations. These can take up the majority of the time when applying lazy loading to a website, as they are a great improvement for the user experience, but usually need crafting specifically for each individual project:

  • Images defined via style or srcset attributes (rather than a src attribute) and background images in CSS files, need similar handling. For example, use a data-style or data-srcset attribute.
  • Images that we expect to be immediately in view are excluded from any lazy loading, as it is right to show them immediately.
  • It may be important to keep a placeholder in place of the real image, perhaps either to keep a layout in place or in case javascript is not running. Styling may even need to be tweaked for those cases. Sadly it's not unusual for third-party javascript out of your control to break functionality on a page!
  • Dimensions may need some special handling, as Drupal will often output fixed widths & heights, but responsive design usually dictates that images may need to scale with browser widths. If the real image is not being shown, its aspect ratio may still need to be applied to avoid breaking some layouts.
  • Some design elements, like carousels, hide some images even when they are within the viewport. These can get their own lazy magic. One of our favourite carousel libraries, Slick, supports this with almost no extra work, but many designs or systems will need more careful bespoke attention.

Here is a basic example javascript implementation for Drupal:

(function($) { // Set up an intersection observer. Drupal.lazy_load_observer = new window.IntersectionObserver(function(entries) { for (var i in entries) { if (entries.hasOwnProperty(i) && entries[i].isIntersecting) { var $element = $(entries[i].target); // Take the src value from data-src. $element.attr('src', $element.attr('data-src')); // Stop observing this image now that it is sorted. Drupal.lazy_load_observer.unobserve(entries[i].target); } } }, { // Specify a decent margin around the visible viewport. rootMargin: "50% 200%" }); // Get that intersection observer acting on images. Drupal.behaviors.lazy_load = { attach: function (context, settings) { $('img[data-src]', context).once('lazy-load').each(function() { Drupal.lazy_load_observer.observe(this); }); } }; })(jQuery);

(This does not include a fallback for older browsers. The rootMargin property, which defines how close an element should be to the edge of the viewport before being acted on, might want tweaking for your design.)

Drupal constructs most image HTML tags via its image template, so a hook_preprocess_image can be added to a theme to hook in and change the src attribute to be a data-src attribute. If required, a placeholder image can be used in the src attribute there too. We tend to use a single highly-cacheable transparent 1x1 pixel lightweight image, but sometimes a scaled down version of the 'real' image is more useful.

The lazy loading idea can be applied to any page element, not just images. Videos are a good candidate - and I've even seen ordinary text loaded in on some webpages as you scroll further through long articles. Enjoy being lazier AND faster!

     

    Image: Private beach by Thomas

    Categories: Drupal

    The Expanse Roleplaying Game Review

    Gnome Stew - 11 June 2019 - 4:00am

    A few years ago, I saw a lot of chatter about a science fiction book series. I had never heard of it before, but I decided that it had been a while since I picked up a good sci-fi book, so I gave it a try. Leviathan Wakes, the first book of The Expanse series, is now one of my favorite novels.

    To call The Expanse hard science fiction misses out on a lot of nuance, but it’s hard to put a finger on exactly what The Expanse is. There is action, political maneuvering, mercenary adventures, and noir detective action going on, and that’s before you get to the really weird stuff. If you were to make an RPG of the setting, you would have to cover a lot of ground to capture the feel.

    On that note, let’s look at Green Ronin’s The Expanse Roleplaying Game. Based on their AGE System, the same underlying rules that are used for the Dragon Age Roleplaying Game, this one is tackling a completely different genre.

    Schematics

     This review is based on the PDF of the RPG, which is 260 pages in length. The book is full color and features a copious amount of artwork. All of the artwork is impressive, but of special note is that the artwork is based on the novel series. My personal preference when it comes to adaptations is to see a wide range of interpretations, so I’m all for this.

    There are plenty of half-page images introducing chapters, with many headers and sidebars to break up text into more readable pieces of data. There are also full-page images introducing some of the larger sections, as well as a two-page spread of the solar system. There is a two-page index, two pages for a character sheet, and the Churn Tracker, in addition to the regular material. This is a very attractive book.

    Foreword, The Last Flight of the Cassandra, Introduction

     The book is introduced by the authors of the novel series, giving a brief summary of the history of the setting, including the fact that it was once the framework of a tabletop RPG campaign. In addition to the foreword, the authors also wrote a short story that is included at the beginning of the book, detailing a day in the life of a freighter crew. Finally, we get a quick primer on the rules used in the system, mainly the 3d6 resolution method used.

    Anyone familiar with other AGE System games may pick up on the fact that the third die used to roll checks in the game is called the Drama Die in this iteration, although there is more on that later. While this section has the standard quick pitch explanation of roleplaying that many games have, I was surprised at how much time the introduction spent on explaining group dynamics and making sure that everyone at the table respects one another and gels as a group.

    Player’s Section

     The next section of the book is dubbed the Player’s Section, and this is subdivided into the following chapters:

    • Game Basics
    • Character Creation
    • Character Traits
    • Technology and Equipment
    • Game Play
    • Spaceships
    • Future History
    • Earth
    • Mars
    • The Belt
    • The Outers
    Game Basics

    In this section, we get more information on why the Stunt Die from previous AGE games gets a new name this time around. The Drama Die is used to determine several ancillary story elements whenever a check is made. It can break ties, determine the degree of success, and also determine if other random elements happen when making a check.

    Characters in the setting have a resource called Fortune. You can spend Fortune to reduce damage done to your characters (not entirely unlike hit points), but Fortune is also a resource you can spend to change your dice results, although you can only change one die of the three you roll, and changing the Drama Die costs extra.

    Ability Tests function in a manner similar to many RPGs. Roll 3d6, add a modifier, see if you match the difficulty number. The Expanse also includes Advanced Tests and Challenge Tests. Advanced Tests have a Success Threshold. Just rolling the target number doesn’t finish the task, but instead, you check the Drama Die against the Threshold. Once the total of the Drama Dice from each successful check match the Threshold, the task is accomplished. This can be used for tasks that might take a while, where the GM only allows a check once in a while, or in a situation where there is a time crunch, to see how long the check takes.

    Challenge Tests are similar to Advanced Tests, except each time a character fails an Ability Test, a complication happens in the narrative. This might be a separate situation that has to be mitigated with an unrelated Ability Test, an opponent appearing, or the difficulty of the core task increasing.

    There are a number of conditions that can be applied to a character, and a character that takes damage that they can’t mitigate with Fortune can take some of these conditions to further mitigate damage.

    In addition to what players may be familiar with regarding terms like narrative time and action time (being out or in initiative order), there are also Interludes. Interludes are essentially downtime, where the GM can let the PCs know how much they can accomplish before they get back to the main action of the campaign.

    I really like how the Advanced and Challenge Tests work, because they feel like a more mechanically structured Skill Challenge mechanic that is explained in a logical manner and doesn’t feel too far removed from the narrative. I also like the idea that Fortune does serve a similar function to hit points, but allowing it to be spent for something else reinforces that it’s not equivalent to health or stamina.

    Character Creation

    Next up is actual character creation. Characters can roll randomly for their stats on a chart, which yields results from -2 to 4, or they can use a standard array or a point buy system, but in this case, the range allowed is only 0 to 3. As you may surmise, these abilities are similar to abilities in other games, but rather than having a score that provides a bonus, the score and the bonus are the same. The abilities in the game are:

    • Accuracy
    • Communication
    • Constitution
    • Dexterity
    • Fighting
    • Intelligence
    • Perception
    • Strength
    • Willpower

    Anyone familiar with d20 games may note that the wider array of abilities means that there aren’t as many definitive “must have” combat stats. Accuracy is used to shoot, but perception adds to ranged damage. Fighting makes it easier to hit in melee, but strength adds to damage.

    The three origins in the game are Belter, Earther, and Martian. These origins have different charts to use when deriving social class, but the main difference between them depends on whether the characters are operating at higher gravity (which is normal for Earthers) or very low gravity (where Belters excel).

    Once a character determines their social class, there are charts that determine their Backgrounds. Backgrounds are what provides ability bonuses, focuses, and talents. After determining your Background, you can generate your Profession, which provides more focuses or talents. While each of these items can be randomly generated, you can also pick from the lists if you have a specific character in mind.

    The next step is to determine a Drive. There are twelve predetermined drives given in the book, and they provide a Quality and a Downfall, which are mainly roleplaying guides, and also a choice of talents to add to the others you have gained.

    The following steps will also generate an income score. Rather than tracking individual currencies, characters have a wealth score. Succeed on a test, and you buy something, but then your score goes down. Get a temporary bonus on a job, and you get a bonus that you can apply to a single roll. Over time, Income can go up, if that is one of the rewards the GM provides for the adventures the PCs are on.

    In this section, we don’t get much of a preview of talents or specializations, but an Ability Focus is essentially a skill, and some of the Focuses indicate that you can’t make an Ability Test to do work related to that Focus without the Focus. There is also a chart that shows what advancements the PCs get when they gain a level. Levels are gained whenever the GM deems that it makes sense to do so.

    It feels a little odd that there isn’t a big level by level table summarizing what characters get at each level, just a description of what your choices are when you level up. I’m a big fan of bonuses and focuses coming from Backgrounds and Professions, and I like that the Drive has a little bit of mechanical reinforcement in addition to the roleplaying guides.

    Character Traits

    The character traits section goes into what Focuses fall under what Ability. It also explains what the various Talents do, and how Specializations work. Talents have a Novice, Expert, and Master tier. They may or may not also have a prerequisite, such as a specific Ability Score. These usually provide special situational bonuses, re-rolls, or exemptions from other existing rules.

    Specializations are very similar to Talents, and also have a Novice, Expert, and Master tier, but usually have a broader application.

    Technology and Equipment

    Technology and Equipment come next. I was a bit surprised to notice that most weapons are very broadly defined (i.e. a pistol style weapon does X damage, etc.). What denotes a big flashy pistol versus a smaller, more concealable one is Item Qualities and Item Flaws. These might provide a bonus to hit, bonuses to intimidation, or it may require the user to spend an action to ready the item, or it may quit working if an Ability Test is failed and a certain number is rolled on the Drama Die.

    Given its special and very restricted role in the setting, Power Armor gets a little more detail than regular armors, but it is still basically comprised of various qualities. That said, never, ever make Bobbie Draper mad.

    Game Play

    The next section is Game Play, which fleshes out some of the rules touched upon earlier. If you roll doubles on your tests, you can spend the Drama Die on stunts, and there are charts for the following special groups of stunts:

    • Chase
    • General Combat
    • Gun
    • Grappling
    • Melee
    • Vehicle
    • Exploration
    • Infiltration
    • Investigation
    • Attitude
    • Membership & Reputation
    • Social

    This seems like a lot, but for the most part, it’s just a matter of reading something that seems applicable to the situation and spending the stunt points on that effect. The worst aspect of this is reading through the entries to see what all of them do. Until you start to remember some of your options, the tables might lead to a bit of option paralysis.

    In combat, if you take any damage that you can’t mitigate, your character is taken out of the scene, and given a condition dictated by the character that took them out. If someone is trying to kill you, if you are taken out, you can end up with the dying condition. If you decide you are taken out of the fight early, you can “roll over,” and assign yourself a condition that would be appropriate, and you are no longer part of the encounter. I have to admit, I was a little surprised to see a mechanic that reminded me of Fate in this book, and I like the idea that the real damage isn’t represented by numbers, but by conditions.

    This chapter also has a good deal of information on running investigations in the system. In essence, the point is to create a number of clues that lead to a final location. Clues should be found, but Ability Tests can be used to gain additional information, or to skip clues in the chain that leads to the final location of the investigation.

    The specific Interlude Activities are also defined in this section. These include requirements and resolutions. For example, in some cases, you just need to spend time in an interlude doing something to do it, and that’s what you “spent” your Interlude on. But in some cases, like building something new, you make a check for each instance you can take the time in your Interlude to work on that item.

    I appreciate that the book spends the amount of time that it does on investigations. Not only has that been important to several of the novels, but investigations, in general, are adventure elements that come up a lot in RPGs, and having a guide to what checks should accomplish is welcome. I also like that the chase rules give you a reason to know why one character is slightly faster than another, but I’m a little sad that the game uses standard movement instead of range bands (especially since the next chapter expressly does use range bands for starships).

    Spaceships

    There are actually several pages in this section dedicated to actual science and the scientific speculations that make the space travel in The Expanse possible. It’s written in an interesting and engaging manner, but strictly speaking, the chapter doesn’t really start in with any game rules until about five pages in.

    Since this is more of a hard science fiction setting, there are charts showing the average travel time between planets and the time it takes to send transmissions from various points in the solar system. Ships have qualities just like the equipment in other sections. The hull size of a ship allows it to roll dice to reduce incoming damage, and if any damage gets through, there are conditions that the ship can suffer. Ships can also “roll over” like characters, leaving a fight but voluntarily taking on a condition.

    One interesting aspect of combat is that the game simulates how weapons work in the setting. That means that the person targeting the weapons is pointing the computer guidance at someone, but doesn’t roll. There is a difficulty to dodge or shoot down the incoming attack that is rolled by the defender. It makes sense, but it feels odd, and I would like to see this system in action.

    Future History, Earth, Mars, The Belt, The Outers 

    The next chapters detail the history of the setting, laying out how Earth unified under the UN, colonized Mars, stagnated, and how the Belt and the outer planets were reached. It explains the tension between all of these locations, recent events, and the corporate shenanigans that led to a dangerous alien contagion spreading across various locations.

    In addition to historical and geographical information on the locations and the various power groups like the OPA, these chapters also have stats for a few of the more famous characters from the novels, detailed in the relevant sections (Avisarila in the general history section, Holden in the section on Earth, Bobbie in the section on Mars, etc.).

    Game Master’s Section

    This section is comprised of the following chapters:

    • Game Mastering
    • Threats
    • Rewards
    • The Expanse Series
    • To Sleep, Perchance to Dream
    Game Mastering

    The Game Mastering section has solid advice on how to run the game, as well as some specific tips on how to use this particular system. There are guides to structuring adventures and combat, and how to determine proper opposition.

    This section also has what is called The Churn, a mechanic for tracking ongoing unforeseen complications. The Churn Pool has a list of triggers that cause it to grow, and at various points the GM is advised to add new effects to the ongoing narrative. There are suggestions for different types of encounters, such as challenges, hazards, investigation, or social encounters.

    There is also a pretty exhaustive list of GMing styles and player styles detailed in the GM section of the book. The most important aspect of the chapter is probably the Unspoken Rules, a section that details important things like being inclusive, checking in with players to make sure they are comfortable at the game, and making sure that players are feeling accepted.

    This is a very extensive chapter, and its good material, but I really wish the Churn was less a set of “mile markers” for introducing things, and more of an active pool that a GM could spend at various times for defined effects. It also feels like the very detailed discussion of GM and Player types is more of a “200 level” game mastery discussion, and might make someone newer to running games feel like they aren’t doing it right if they can’t identify and act on all of those defined types. I think the final section does a good job stressing the importance of everyone’s comfort at the table, but I wish there had been some discussion of active safety tools during the game session.

    Threats, Rewards

    Threats include not just adversaries like thugs or corporate experiments gone wrong, but also hazards like radiation, and how they might play out in an encounter. Rewards include when to increase Income bonuses and when to give temporary boosts, but also honorifics, memberships, and relationship bonds.

    Honorifics might provide different bonuses depending on what the character is known for—they might help boost an ally, or give them an edge if their opponent knows who they are and what they are good at. Memberships are ranked, and provide bonuses when dealing with other members of that organization. Relationship bonds are also ranked, and provide bonus stunt points any time the object of the Relationship Bond is affected by a check.

    I would have to see how often it comes up in a regular game, but I do like the idea of the relationship bond making it easier to do something extra when your good friend/significant other is part of the situation.

    The Expanse Series

    The final section before the sample adventure details different styles of campaigns that you might play. The steps presented include finding a theme for the game, determining where and when the series is set, then finding what the actual series will be. Examples include Freelancers, Military, Political, and Rebellion, and also discusses how much you may want to include canon information in the game.

    I like the sample campaign series that are presented. Sometimes in a licensed game, it can be easy to be stuck in a rut, trying to determine how to do the same thing the main protagonists are doing, but in a different way. In this case, there is a wide range of ideas inspired by, but not identical to, the paths taken by the main characters of the novels. It probably helps that the novels have a main crew as well as ancillary characters to weave criminal investigations, politics, diplomacy, and military action in around the main plot.

    To Sleep, Perchance to Dream

    Starting adventures in games are a great way to see how the developers intended the game to work. Obviously these should feel appropriate for the setting, but in this case, I am really impressed with how much this feels like something I would expect from The Expanse, without touching too much on the main storyline from the books.

    You have the chance to interact with an important character from the books, but only in a more peripheral manner. Beyond that, the characters get hired to investigate something that leads them to corporate impropriety and a dangerously overindulgent personal goal, and its probably one of the better starting adventures I can remember in a core rulebook.

    Yam Seng Not only is it a solid game for presenting The Expanse, but it is a good ruleset for hard sci-fi games in general. Share1Tweet1Reddit1Email

    This rulebook adds some amazingly versatile tools to the overall AGE System framework. The versatility of Ability Tests gives the game the mechanical impact to make action scenes other than combat meaningful, and the investigation rules do a great job of giving purpose to Ability Tests without letting the PCs hit a dead end. The way Fortune works, and the interaction with the combat system conditions, feels like a great trade-off between the grittier feel of the setting and the needs of the game’s ongoing shared narrative.

    Vedi Fong

    I wish The Churn had been a little bit more of a dynamic tool for the GM. I’m not sure that the time spent on the various GM and Player types was the most practical for newer GMs. I wish the book had spent a little more time on active table safety as well as discussing safety in the broader context of the campaign.

    Recommended — If the product fits in your broad area of gaming interests, you are likely to be happy with this purchase.

    I think this is my favorite iteration of the AGE System rules. There are so many useful tools, and enough bits to make a game interesting without adding in bells and whistles like powers or magic. If you like the setting, and you don’t mind your narrative elements having some mechanical impact, you should enjoy this game. Not only is it a solid game for presenting The Expanse, but it is a good ruleset for hard sci-fi games in general.

    What are your favorite sci-fi RPGs? If you like hard science fiction, what can a game do to express that successfully at the table? We want to hear from you, so please comment below!

    Categories: Game Theory & Design

    heykarthikwithu: AES Encrypt & Decrypt

    Planet Drupal - 11 June 2019 - 4:00am
    AES Encrypt & Decrypt

    Advanced Encryption Standard, where we use “AES-256” to encrypt the data with Cipher. Encrypt & Decrypt approach taken is “Cipher Block Chaining” method “AES-256-CBC”.

    heykarthikwithu Tuesday, 11 June 2019 - 16:30:04 IST
    Categories: Drupal

    AdBlock Detection [anti-AdBlock]

    New Drupal Modules - 11 June 2019 - 3:17am

    AdBlock Detection system for Drupal 8.x.

    The purpose of this module is to detect visitors that use AdBlock and to prompt the user to disable their AdBlocker.

    Features include:

    Categories: Drupal

    Commerce checkout link

    New Drupal Modules - 11 June 2019 - 2:47am

    Makes it possible to send a link to finish an order that for example an admin has created either with adding things to cart, or by creating it in the UI.

    Categories: Drupal

    AddWeb Solution: Move on to Drupal 8, Be Ready for Drupal 9!

    Planet Drupal - 11 June 2019 - 1:02am

    Change is the only constant and yet what one fears the most is change. But it is rightly said about change - “Don’t be afraid of change. You may lose something good, but you may gain something better.” We’ll like to say the same about the fear you hold for changing the current version of your Drupal 6/7 site to Drupal 8. Well, we also know that its more of a confusion than the fear of change, since you’re stuck between the two thoughts - whether to upgrade now to Drupal 8 or wait for Drupal 9. What if we say, we offer you a solution that will hit both the birds with one stone?

     

    An Easy, Inexpensive & Drupal 9 Compatible Migration!

    , ,

    We have been an active Drupal community member since the past 6+ years, 7+ Drupal projects supported, 5000+ successfully delivered international projects and 500+ international Drupal projects - out of which 100+ projects are of Drupal Migration. And hence, we can help you in migrating your current Drupal 6/7 site to Drupal 8 and that too in a way that you will not have to spend a single penny for migrating to Drupal 9 in future. There’s a bunch of rational reasons to back this statement and offer of ours, which we’ll like to share with you:
     

    • Change in Drupal Philosophy
      Previously, every Drupal upgrade was considered to be tedious and more of a technical task as compared to its counterpart CMS platforms. This is because Drupal 8 was created with a philosophy of bridging the gap between the technical developer and a layman-like admin. And taking this philosophy of positive change, Drupal 9 is going to bridge the gap of upgrade issue by introducing compatibility between its older and newer version - making the entire process effortless and inexpensive.
       

    • Upgrade-based Modules
      The compatibility between the older and newer version of Drupal majorly depended upon the modules and themes used while building the older version. Until and unless these modules and themes aren’t upgraded, the migration was a time-taking task and tedious task that required technical assistance. This has been changed with the change in the upgrade path of the content, which makes the migration easier if prepared.
       

    • Drupal Core Deprecating Policy
      Drupal 8 capable of introducing new APIs and features against the old ones. And once these new ones are launched, the old ones automatically get deprecated. Though these old APIs cannot be removed in the minor release of  Drupal 8, it will be removed in the next major version of Drupal 9. Hence, if you migrate to Drupal 8 now, the migration to Drupal 9 can easily be done with just a handful of changes to make it compatible.
       

    Looking at the above three major reasons, it must be clear to you that migrating to Drupal 9 from Drupal 8 is far easier as compared to the migration from Drupal 6/7 to Drupal 9. Dries Buytaert, the founder of Drupal, has also shared similar information about planning to be done for Drupal 9. According to him, Drupal 9 is basically built in Drupal 8 instead of a different codebase, altogether. This implies that the new features are added as backward-compatible code and experimental features, which means once the code is stable the old functionality will be deprecated.
     

    Dries, in his blog on ‘Plan for Drupal 9’, has quoted contributed module authors as one of the core reasons behind the easy migration from Drupal 8 to Drupal 9. On this, he says that these are the module authors are already well-equipped with the upcoming technologies of Drupal 9 and hence they can priorly work in a manner that is Drupal 9 compatible. AddWeb, being one of these contributing members of the community, can assure you of the easy and inexpensive migration to Drupal 9 as and when it arrives.
     

    Why Vouch for Drupal 9?
    Now, after grasping all the above information regarding the upcoming major release of Drupal 9, you must be wondering what’s in Drupal 9 to vouch for. Let us throw some light on the same, to be able to bring some clarity for you. Drupal 9 is all about eliminating the use of deprecated modules and APIs. Drupal 8, which runs on the dependency of Symfony 3, will run out from the market by November 2021. And hence, it is highly advisable to upgrade and avail the benefits of all that’s latest!
     

    Concluding Words:
    As an expert #Drupal-er and active community member, AddWeb is all set to offer you with this amazing opportunity to migrate from your current Drupal 6/7 site to Drupal 8, in a way that the future migration to Drupal 9 will be super easy and inexpensive. Share your details with us in here and let our Drupal Migration Experts get back to you. In case, of any queries or suggestions feel free to get in touch with us!

    Categories: Drupal

    Fuzzy Thinking: Top Ten Signs That Your Cleric is a Fraud

    RPGNet - 11 June 2019 - 12:00am
    More Top Tens.
    Categories: Game Theory & Design

    CKEditor Media (oEmbed) Plugin

    New Drupal Modules - 10 June 2019 - 8:19pm

    This Module allows to insert embedded content (such as photos, videos, audio, and other rich media) via the OEmbed API using CKEditor. You only have to provide the url to the site (It works also when the url is shortened) you want to embed and the plugin does the rest.

    Drupal integration for Media (Oembed) plugin - an open source library that provides insert embedded content with ckeditor.

    Install:

    Categories: Drupal

    Drupal blog: Commercial sponsorship and Open Source sustainability

    Planet Drupal - 10 June 2019 - 5:15pm

    This blog has been re-posted and edited with permission from Dries Buytaert's blog.

    Recently, GitHub announced an initiative called GitHub Sponsors where open source software users can pay contributors for their work directly within GitHub.

    There has been quite a bit of debate about whether initiatives like this are good or bad for Open Source.

    On the one hand, there is the concern that the commercialization of Open Source could corrupt Open Source communities or harm contributors' intrinsic motivation and quest for purpose.

    On the other hand, there is the recognition that commercial sponsorship is often a necessary condition for Open Source sustainability. Many communities have found that to support their growth, as a part of their natural evolution, they need to pay developers or embrace corporate sponsors.

    Personally, I believe initiatives like GitHub Sponsors, and others like Open Collective, are a good thing.

    It helps not only with the long-term sustainability of Open Source communities, but also improves diversity in Open Source. Underrepresented groups, in particular, don't always have the privilege of free time to contribute to Open Source outside of work hours. Most software developers have to focus on making a living before they can focus on self-actualization. Without funding, Open Source communities risk losing or excluding valuable talent.

    Categories: Drupal

    Cheeky Monkey Media: There is no reason to wait until Drupal 9

    Planet Drupal - 10 June 2019 - 2:48pm
    There is no reason to wait until Drupal 9 cody Mon, 06/10/2019 - 21:48

    Why?

    Because instead of building a radically new version of Drupal in a separate codebase, Drupal 9 is being built in Drupal 8.

    You might be thinking… “Huh?!”

    Well, what this means is that the upgrade experience will be as smooth as a babies bottom.

    Drupal 9 will essentially be just like another minor core update in Drupal 8. 

    What is a minor core update? Quite simply, it’s the middle number in the version of Drupal you are running.

    Core updates come out roughly every 6 months and keeping your site up-to-date with these is critical in making sure it’s well maintained.

    Categories: Drupal

    New Ubisoft tool lets Assassin's Creed Odyssey players create custom quests

    Social/Online Games - Gamasutra - 10 June 2019 - 2:16pm

    Ubisoft's freshly announced Story Creator Mode lets Assassin†™s Creed Odyssey players create and share their own quests for the game. ...

    Categories: Game Theory & Design

    Ubisoft's new Uplay+ subscription launches for PC this year, Stadia in 2020

    Social/Online Games - Gamasutra - 10 June 2019 - 2:11pm

    Ubisoft is getting into the pay-for-access game library business with Uplay+ later this year, and bringing that service to Google†™s cloud-based game streaming platform in 2020. ...

    Categories: Game Theory & Design

    Hook 42: Field Notes: Drupal + Kubernetes with Lagoon

    Planet Drupal - 10 June 2019 - 1:44pm
    Field Notes: Drupal + Kubernetes with Lagoon Lindsey Gemmill Mon, 06/10/2019 - 20:44
    Categories: Drupal

    Shenmue 3 is an Epic Games Store exclusive on PC

    Social/Online Games - Gamasutra - 10 June 2019 - 12:44pm

    Ys Net and publisher Deep Silver decided †œthat the Epic Games Store would be the best distribution platform option.† ...

    Categories: Game Theory & Design

    ImageAPI Optimize GD

    New Drupal Modules - 10 June 2019 - 11:52am
    Categories: Drupal

    Webform Replicado USP

    New Drupal Modules - 10 June 2019 - 11:22am

    Adicionar um novo grupo de elementos para acesso aos dados replicados USP.

    Categories: Drupal

    Commercial sponsorship and Open Source sustainability

    Dries Buytaert - 10 June 2019 - 8:43am

    Recently, GitHub announced an initiative called GitHub Sponsors where open source software users can pay contributors for their work directly within GitHub.

    There has been quite a bit of debate about whether initiatives like this are good or bad for Open Source.

    On the one hand, there is the concern that the commercialization of Open Source could corrupt Open Source communities, harm contributors' intrinsic motivation and quest for purpose (blog post), or could lead to unhealthy corporate control (blog post).

    On the other hand, there is the recognition that commercial sponsorship is often a necessary condition for Open Source sustainability. Many communities have found that to support their growth, as a part of their natural evolution, they need to pay developers or embrace corporate sponsors.

    Personally, I believe initiatives like GitHub Sponsors, and others like Open Collective, are a good thing.

    It helps not only with the long-term sustainability of Open Source communities, but also improves diversity in Open Source. Underrepresented groups, in particular, don't always have the privilege of free time to contribute to Open Source outside of work hours. Most software developers have to focus on making a living before they can focus on self-actualization. Without funding, Open Source communities risk losing or excluding valuable talent.

    Categories: Drupal

    Recooty

    New Drupal Modules - 10 June 2019 - 8:11am
    Categories: Drupal

    Creating Game Character from Scratch - by Tom Safarov

    Gamasutra.com Blogs - 10 June 2019 - 7:32am
    In this post originally published on RocketBrush Studio's Blog, you will find a simple tutorial on creating your game character from the idea to the completed work.
    Categories: Game Theory & Design

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