ImageX Media: Debugging Your Migrations in Drupal 8

Planet Drupal - 19 August 2016 - 12:04pm

One of the most useful features of Drupal 8 is the migration framework in core, and there are already plenty of plugins to work with different sources that are available in contributed modules. 

When writing your own code, it must always be debugged. As migrations can only be started with Drush, the debugging can be a bit challenging. And it gets even more interesting when you develop your website in a Vagrant box. 

In this tutorial, we will go through setting up xDebug and PhpStorm to debug your migrations.

Categories: Drupal

Knight Models Posts Suicide Squad Teaser Preview

Tabletop Gaming News - 19 August 2016 - 12:00pm
Well, I’m sure a lot of you out there have seen the new Suicide Squad movie. And love it or hate it, it’s certainly gotten people talking about the group. The folks over at Knight Models have certainly been thinking a lot about them. They’ve got their Batman Miniatures Game, after all. They’ve posted up […]
Categories: Game Theory & Design

Friday Snippets

Tabletop Gaming News - 19 August 2016 - 11:00am
We’ve made it, everyone. We’re into Friday. Just gonna finish up the day and we’ll be into the weekend. The end is in sight (and it’s not just a freight train at the end of the tunnel… … … I hope). But if we’re going to have a weekend full of gaming (as I hope […]
Categories: Game Theory & Design

King of Storms RPG Up On Kickstarter

Tabletop Gaming News - 19 August 2016 - 10:00am
A thousand years ago, the gods and the titans fought for domination. One by one, they fell to each-others attacks. Their blood spilled out all over the ground. In the end, none were left. However, where their blood soaked into the ground, new beings were spawned. Those created from the gods’ blood were creatures of […]
Categories: Game Theory & Design

Soviet T-70 Light Tank Available For Bolt Action From Warlord Games

Tabletop Gaming News - 19 August 2016 - 9:00am
Not every tank has to be bigger and stronger than the last. There’s plenty of tactical room for a smaller, lighter, faster, and more maneuverable tracked vehicle. So, while the Russians might be generally known for looking to build the biggest version of many battlefield weapons, the T-70 tank heads in the other direction. It’s […]
Categories: Game Theory & Design

Voyager Preview For Star Trek Attack Wing

Tabletop Gaming News - 19 August 2016 - 8:00am
There are many iconic ships in the Star Trek universe. While most of us know of the Enterprise (or, at least, one variant or so of the Enterprise, depending on how many different series/movies you’ve watched), there’s also the U.S.S. Voyager. There’s one version of the ship already available, but with all the changes that […]
Categories: Game Theory & Design

Geolocation Nominatim Geocoder Widget

New Drupal Modules - 19 August 2016 - 7:58am

Provides a Open Street Map - Nominatim geocoder with a Leaflet map widget for Geolocation fields.

  1. Download and install geolocation and leaflet modules.

Categories: Drupal

New Mascots and Veteran Graves Available For Pre-order For Guild Ball

Tabletop Gaming News - 19 August 2016 - 7:00am
At Gen Con, Steamforged had all the new mascots for Season II available in limited numbers. I was lucky enough to get my Wrecker and a Tentacles while at the show. If you weren’t able to go, or weren’t able to pick up your minis there, it’s ok. You can order them now over in […]
Categories: Game Theory & Design

Bootstrap Forms UI

New Drupal Modules - 19 August 2016 - 6:39am

UI to control the the form elements provided by the bootstrap_forms theme

Categories: Drupal

OSTraining: How to Use the Drupal Group Module

Planet Drupal - 19 August 2016 - 6:22am

In this tutorial, I'm going to explain how you can use the new Group module to organize your site's users. Group is extremely powerful Drupal 8 module.

At the basic level, Group allows you to add extra permissions to content. 

At the more advanced level, this module is potentially a Drupal 8 replacement for Organic Groups.

Categories: Drupal

Warlord Games Hiring Mail Order Dispatch Picker

Tabletop Gaming News - 19 August 2016 - 6:00am
You know, the cliche starting jobs that people talk about are, if you’re in a restaurant, you were a dish-washer. If you’re in an office, you start in the mail room. That’s usually said by a chef or an owner or some other high-ranking individual to show that they “paid their dues” down at the […]
Categories: Game Theory & Design

Mediacurrent: Friday 5: 5 Ways to Use Your Browser Developer Tools

Planet Drupal - 19 August 2016 - 5:12am

TGIF! We hope the work week has treated you well.

Categories: Drupal

Social media share

New Drupal Modules - 19 August 2016 - 4:35am

The social media share module allows the user to share current page to different social media platforms. It is rendered as block, you can place it anywhere of your site. It is flexible to share any page of the site whether it is node, term , panels, view pages so on.

Categories: Drupal

Nuvole: Optimal deployment workflow for Composer-based Drupal 8 projects

Planet Drupal - 19 August 2016 - 4:20am
Considerations following our Drupal Dev Day Milan and Drupalaton presentations; and a preview of our DrupalCon training.

This post is an excerpt from the topics covered by our DrupalCon Dublin training: Drupal 8 Development - Workflows and Tools.

During the recent Nuvole presentations at Drupal Dev Days Milan 2016 and Drupalaton Hungary 2016 we received a number of questions on how to properly setup a Drupal 8 project with Composer. An interesting case where we discovered that existing practices are completely different from each other is: "What is the best way to deploy a Composer-based Drupal 8 project?".

We'll quickly discuss some options and describe what works best for us.

What to commit

You should commit:

  • The composer.json file: this is obvious when using Composer.
  • The composer.lock file: this is important since it will allow you to rebuild the entire codebase at the same status it was at a given point in the past.

The fully built site is commonly left out of the repository. But this also means that you need to find a way for rebuilding and deploying the codebase safely.

Don't run Composer on the production server

You would clearly never run composer update on the production server, as you want to be sure that you will be deploying the same code you have been developing upon. For a while, we considered it to be enough to have Composer installed on the server and run composer install to get predictable results from the (committed) composer.lock file.

Then we discovered that this approach has a few shortcomings:

  • The process is not robust. A transient network error or timeout might result in a failed build, thus introducing uncertainty factors in the deploy scripts. Easy to handle, but still not desirable as part of a delicate step such as deployment.

  • The process will inevitably take long. If you run composer install in the webroot directly, your codebase will be unstable for a few minutes. This is orders of magnitude longer than a standard update process (i.e., running drush updb and drush cim) and it may affect your site availability. This can be circumvented by building in a separate directory and then symlinking or moving directories.

  • Even composer install can be unpredictable, especially on servers with restrictions or running different versions of Composer or PHP; in rare circumstances, a build may succeed but yield a different codebase. This can be mitigated by enforcing (e.g., through Docker or virtualization) a dev/staging environment that matches the production environment, but you are still losing control on a relatively lengthy process.

  • You have no way of properly testing the newly built codebase after building it and before making it live.

  • Composer simply does not belong in a production server. It is a tool with a different scope, unrelated to the main tasks of a production server.

Where to build the codebase? CI to the rescue

After ruling out the production server, where should the codebase be built then?

Building it locally (i.e., using a developer's environment) can't work: besides the differences between the development and the production (--no-dev) setup, there is the risk of missing possible small patches applied to the local codebase. And a totally clean build is always necessary anyway.

We ended up using Continuous Integration for this task. Besides the standard CI job, which operates after any push operation to the branches under active development, performs a clean installation and runs automated tests, another CI job builds the full codebase based on the master branch and the composer.lock file. This allows sharing it between developers, a fast deployment to production through a tarball or rsync, and opportunities for actually testing the upgrade (with a process like: automatically import the production database, run database updates, import the new configuration, run a subset of automated tests to ensure that basic site functionality has no regressions) for maximum safety.

Slides from our recent presentations, mostly focused on Configuration Management but covering part of this discussion too, are below.

Tags: Drupal PlanetDrupal 8DrupalConTrainingAttachments:  Slides: Configuration Management in Drupal 8
Categories: Drupal

Blog: Playing with the conventions of genre in game dev

Social/Online Games - Gamasutra - 19 August 2016 - 3:59am

Continuing on his thread exploring the rules of games, game dev Stieg Hedlund I compares and contrasts similar issues in other media and shares lessons learned. ...

Categories: Game Theory & Design

No Man's Sky: A Tale of Flawed Perspectives - by Fabian Fischer Blogs - 19 August 2016 - 2:27am
The hype around No Man's Sky was not only fueled by shady marketing methods, but also by fundamentally flawed perspectives for evaluating games within the audience.
Categories: Game Theory & Design

The Failing of Game Reviewers - by Josh Bycer Blogs - 19 August 2016 - 2:27am
Today's post takes a hard look at the state of modern video game reviewing and how it's hurting the industry.
Categories: Game Theory & Design

A Look Back: Splinter Cell Blacklist's Benghazi Level - by Jobye Karmaker Blogs - 19 August 2016 - 2:26am
3 years ago, I shipped my first game, Splinter Cell Blacklist, with the team at Ubisoft Toronto and now I'm taking a look back. We'll be running through 10 anecdotes & takeaways from the production of the map I worked on.
Categories: Game Theory & Design

#RainbowJam16 - Creating a inclusive game jam in 5 weeks! - by Steven Taarland Blogs - 19 August 2016 - 2:24am
Event planning can be difficult, especially for someone with little experiance. In this post i'll be discussing key points in the planning and organisation of #RainbowJam16, a game jam to celebrate diversity in the industry!
Categories: Game Theory & Design

How Big is the Pokemon Go Phenomenon in Southeast Asia - by Samutra Gunasakaran Blogs - 19 August 2016 - 2:24am
On the 6th July 2016, Pokémon GO was released with many eager fans waiting to have a go at it (no pun intended). Since then, the app has garnered millions of users worldwide, surpassing the daily active Twitter users.
Categories: Game Theory & Design


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