Most philosophical problems are really debates about language that arise because of three mistaken assumptions: (a) that language is consistent, (b) that because a word exists there must exist a ‘thing' that it represents and (c) that the things which are represented should in themselves be integral.
- // Init Fancybox
Modules Unraveled: 145 Project Workflow and Drupal Issue Queues with Joshua Mitchell - Modules Unraveled Podcast
- Prioritizing work on Drupal.org Drupal.org Roadmap
- Unblock Drupal 8
- DrupalCI - testing infrastruture for Drupal code
- Localize.drupal.org upgrade to D7
- Improve search
- Implement new documentation section and tools
- Unblock Drupal 8
- Two Factor Authentication
- Issue Credits
- Funding work
- Ongoing Funding
- Work that is coming later
- Changes to projects (modules, themes, distros and how we discover them)
- Continued implementation of the content strategy work Structure Drupal.org content around areas of user activity
- Issue workspaces Improve Git workflow on Drupal.org by implementing issue workspaces
I think a hierarchical menu system has it's place - Gives a continuity and mark progress if you want to read a topic. #MUP145
Can you attribute different patches in a single issue - some to the organization and some as a volunteer? #MUP145
Some issues get abandoned after some work. Is that never counted? #MUP145
- Paulius Pazdrazdys
How much Drupal.org forums are being used? Maby you are thinking to more question -> answer model as stackoverflow has? #MUP145 (Issue about the subject - Petition to move forums to Stack Exchange)
Colan Schwartz: Get search results for compound words not in content with Drupal, Search API and Solr
It is possible to expand compound search terms to multi-term synonyms. That is, if your Drupal site content contains text such as "dark room" or "key note", and you don't want your users to get No results pages on searches for "darkroom" or "keynote" (respectively), you'll need to do a bit of extra work to make this happen.
Let's assume we've got a Drupal 7 site working alongside Solr to provide the advanced back-end search functionality, and the Search API plus Search API Solr Search modules to integrate the two systems. At the time of this writing, this is a widely used best-practice approach. However, it doesn't natively support the above use case.
Some potential options for setting this up include spellchecking and fuzzy searching. But Solr itself already supports the use of synonyms even though the Search API does not. So let's tweak Search API's set-up to work with it.There are several steps required to make this happen.
- If you're got the tokenizer enabled on your search index, disable it by unchecking the box over at Administration » Configuration » Search and metadata » Search API » Your index name » Filters » Processors » Tokenizer, and then save the configuration. If the Tokenizer option is enabled, it will prevent the synonym functionality from kicking in.
- Modify the Solr configuration in your search collection over at /path/to/solr/collection-name/conf/schema.xml around line 162.
<!-- in this example, we will only use synonyms at query time
<filter class="solr.SynonymFilterFactory" synonyms="index_synonyms.txt" ignoreCase="true" expand="false"/>
- After: <filter class="solr.SynonymFilterFactory" synonyms="synonyms.txt" ignoreCase="true" expand="true"/>
- Before: <!-- in this example, we will only use synonyms at query time
- Define multi-term synonyms in the synonyms.txt file that's in the same folder as the above schema.xml file. Follow the form here.
- darkroom => dark room
- keynote => key note
- Restart the search engine. This is system dependent, but if you're using the GlassFish application server for example, you may be able to restart Solr with a command like sudo service GlassFish_solr restart.
- Clear the search index and rebuild it.
- Surf to Administration » Configuration » Search and metadata » Search API » Your index name.
- Hit the "Queue all items for reindexing" button.
- Hit the "Index now" button.
That should do it. You're all set!
Background reading For more information on how all of this really works, here are some useful articles on the subject.
- Why is Multi-term synonym mapping so hard in Solr?
- Solution for multi-term synonyms in Lucene/Solr using the Auto Phrasing TokenFilter
- Better synonym handling in Solr
This article, Get search results for compound words not in content with Drupal, Search API and Solr, appeared first on the Colan Schwartz Consulting Services blog.
GSoC is coming to a close, so these few weeks have been mostly about wrapping things up. This is good for me as well because college has taken a toll so I have less and less time to spend, but I believe I have enough to have the module at a good position before GSoC closes.
WWW-Authenticate is a HTTP header which is used to identify which protocols the server supports. If a server supports multiple WWW-Authenticate headers, it can send it multiple times to identify different protocols. For example: Drupal can send WWW-Authenticate: Hawk and WWW-Authenticate: Basic for identifying that it supports Hawk and Basic Auth. However, Drupal at the moment doesn’t have support for gathering and sending multiple header values from different modules due to the way it handles 401 Authentication Required exception. I will be working on allowing multiple protocols to send WWW-Authenticate so that multiple auth protocols can be identified at the same time.
Testing Hawk and Basic Auth together
I also spent a considerable amount testing these two protocols together, here is a summary of my findings but in summary: Both protocols work well individually but if a client sends requests containing both protocol’s headers at the same time it would cause either to fail due to the way HTTP protocol dictates concatenation of header values. HTTP recommends allowing only a single protocol in one request in order to have fewer points of failure so for the moment I believe this behaviour is fine, however if it is deemed beneficial to allow multiple protocols within same request it is always a possibility.
For now that is all, I’ll be dealing with WWW-Authenticate issue and documentation during my last week of GSoC.
Thank you for reading!
So recently we discovered http://data.virginia.gov/hhr and since we're looking to help people in Charlottesville I've added the data (thanks to feeds) and we added a couple of data mining points https://www.cvillecouncil.us/va-physicians (using open layers)for the maps and h
You know those lists on a web site that you see from time to time listing the currently Most Popular articles on the site? I have to admit that I click on them from time to time to understand what is popular and why. It's a clear case of herd reading. Well, Drupal has a new module to create a Most Popular list on your site based on the Chartbeat Analytics API and it's written by myself and Darryl Norris. It's available on Drupal.org.
"One of the puzzling attitudes I've seen in the games industry is companies talking about focusing on long term success, yet not taking a firm position against crunch." ...
The more we label things when building a website, the easier it is for a person who is blind and uses a screen reader to use our sites. These labels are known as the “accessible name properties” and they are baked into HTML.
Japanese developer Mixi has revealed that its co-op action RPG, Monster Strike, brought in $378 million between April 1 and June 30 - that's $4.2 million a day. ...
These are not great commit messages; in fact, they are nearly worthless. A great commit message should tell the reader all they need to know about the what of the commit. They should only have to look at the actual diff of the commit to see how it was accomplished.Anatomy of a Great Commit Message
Think of a commit message like an email:
- It contains your contact information. You don't even have to do anything; you get this for free!
- It should have a subject: the shorter, one-line summary.
- A body: the detailed description.
All commit messages should abide by the following criteria:
- Begin with a one line summary. It should be capitalized and succinct (50 chars or less).
- This should be followed by a longer description, if necessary.
- The first two items should be separated by an empty line.
- All lines should be wrapped at approximately 72 characters.
- Reference an issue in your commits whenever possible. If using Github issues, you can reference them by using 'gh-80' for issue '#80'. If your commit completes the issue, you can use a number of terms to close the issue, such as: .Closes gh-80'.
- If you forget to reference the issue in your commit, and the commit has already been pushed, reference the commit's hash in a comment on the ticket.
Here is a model Git commit message:Capitalized, short (50 chars or less) summary. More detailed explanatory text, if necessary. Wrap it to about 72 characters or so. In some contexts, the first line is treated as the subject of an email and the rest of the text as the body. The blank line separating the summary from the body is critical (unless you omit the body entirely); tools like rebase can get confused if you run the two together. Further paragraphs come after blank lines. * Bullet points are okay, too. * Typically a hyphen or asterisk is used for the bullet, preceded by a single space, with blank lines in between, but conventions vary here. * Use a hanging indent. Closes gh-80.
The majority of your commit messages may be much simpler than the example above, but pick and choose the appropriate elements. Here is an example more common to the real world:Fix for editor dashboard showing incorrect date. * Fixed date calculation logic. * Added function docblock to comply with coding standards. * Refactored foreach loop, improving clarity. Closes gh-80.
With just a few small improvements to your commit messages, your fellow developers, and your future self will surely thank you!
ALDÍANews.com is a national news outlet offering fully bilingual content, equally accessible in both English and Spanish at the click of a toggle. The new site - which publishes news related to politics, business, culture, opinion, media, and technology - allows readers to quickly and easily choose the language in which they want to view a comprehensive array of content and features optimized for various devices through responsive design.
After evaluating AL DÍA’s content and traffic, we uncovered the untapped potential for a larger audience and advertising stream by repositioning this local news site as a national news platform. The new site implements a number of innovative elements that benefit viewers and advertisers alike, including lightning-fast browsing using AngularJS, a fully bilingual interface, and advertising that can be served to specific sections, topics, or geographies.Key modules/theme/distribution used: ServicesSimpleAdsTaxonomy menuViewsRadioactivityOrganizations involved: Eastern Standard
The folks at Evil Hat Productions asked me if I’d like to review their newest Dresden Files RPG book, The Paranet Papers (TPP), and being a big Dresden fan I jumped at the chance. Evil Hat sent me a print copy of the book to review, and 2,000 words later, here we are! Let’s get started.Pre-review notes
I like folks to have an idea of where I’m coming from before reading my reviews. In this case:
- Like I said up top, I’m a Dresden Fan, though I’m pretty new to the series. I’m currently on the sixth book, Blood Rites — which, as it happens, means I haven’t encountered the Paranet in the books.
- I’m also a fan of the Dresden Files RPG. My face-to-face group just wrapped up a Dresden campaign set in Boston, and I loved it. The RPG is a great implementation of the books.
- This is a “reading review,” not a playtest review. Our campaign ended before I could circulate TPP, so we never got a chance to use it.
- Apart from the very lightest of spoilers — “There’s a Paranet,” plus the stuff you might be able to read in the pictures below if you squint — this review won’t spoil the novels for readers or the secrets of TPP for players.
Note: Pasty white fingers pictured below not included with copies of The Paranet Papers.What’s this book about?
In the Dresdenverse, the Paranet is a global organization of good-aligned folks that fights against all sorts of supernatural badness.
With respect to the RPG, TPP isn’t a straight-up sourcebook about the Paranet. Rather, it’s a grab-bag of resources for the game — think Unearthed Arcana for 1st edition AD&D, or 13 True Ways for 13th Age, although TPP is very much its own animal. It retails for $49.99 and runs 364 pages.
Roughly half of the book covers “flashpoints,” locations outside Chicago that have been impacted by Harry’s cases, while the other half covers the Nevernever and provides more stuff about spellcasting, more monsters, and updated as well as new characters based on the Dresden novels published since the two core books for the game came out. Here’s a quick overview of the different sections of TPP:
- Las Vegas, Russia, the Neverglades, and Las Tierras Rojas: The first four chapters each cover a specific location: the city of Las Vegas, Nevada; the city of Novgorod, Russia; the city of Okeeokalee Bay, Florida; and South America, Central America, and Mexico.
- The Ways Between: All sorts of stuff about the Nevernever.
- Spellcasting: This chapter elaborates on the magic rules, delving into stuff the previous books didn’t cover as well as providing new goodies for spellcasters.
- Goes Bump: Monsters! This chapter is full of critters from all the novels between Your Story/Our World and TPP.
- Who’s Who: Updates to existing characters, plus loads of new ones.
Finally, it’s a supplement. It might be interesting to Dresden fans as a standalone book full of stuff about the Dresdenverse, but gamers will need Your Story and Our World to use TPP.So, how is The Paranet Papers?
For starters, it’s gorgeous. The first two Dresden Files RPG books set a high bar in this department, and TPP lives up to that standard. Like its predecessors, it’s written as an in-world artifact, which by all rights should be incredibly annoying but isn’t — it’s brilliantly done, just like the first two books.
It’s full-color, and uses that color well. Most pages have artwork on them, and the book is full of notes, highlighting, conversations between characters on sticky notes, and the like. It looks like part of the Dresdenverse, which is great, but it’s also highly functional as a gaming book. The page background behind the text is minimal or nonexistent, and doesn’t impede reading in any way, and it’s well-organized throughout. There’s a useful table of contents, as well as an index.
It’s well-written and well-edited. TPP is a smooth, easy read — almost conversational — and the writing is excellent. Ditto the editing and proofreading. A lot of work clearly went into making TPP live up to its license, and it shows.
It’s a big book. At 364 pages, TPP is an appropriately meaty companion to the first two DFRPG books. I’m generally not a fan of big gaming books these days, but for a toolkit like TPP a high page count is a plus. You don’t need to read it cover to cover to make good use of it; you can skim it, slow down for the bits you need, and come back to it at any time.
The first half. Roughly the first half of the book covers real-world locations. These chapters are broadly similar in approach (though not identical, which I’ll get into further along), so let’s delve into the Vegas chapter as an example of what they’re like.
I’m a big fan of gameable content over fiction in gaming books — I want stuff I can use, right away, without wading through other stuff to get to it — and TPP delivers in this regard. These chapters are brilliant in their utility.
The Vegas chapter opens with a two-page intro to the city. This is followed by a two-page bird’s-eye view, a two-page street-level view of mortals and supernaturals in Vegas, two pages summarizing its recent history (from the novels), and finally a four-page section on the major players. In 12 pages, I’ve got a great picture of Vegas in the Dresdenverse, enough context to get me past not having read this far in the series, an idea of what makes the place interesting, and a good sense for whether it’ll have an entertaining place in my game.
The balance of the chapter addresses Vegas themes, major conflicts in the city, detailed faction write-ups (including statted-out characters, both mortal and supernatural), and closes with a look at some key locations. In other words, pretty much what you’d get if you used the fabulous city creation rules in DFRPG to create the Las Vegas of the novels, which means that it fits perfectly into how DFRPG handles places; that in turn makes this chapter insanely easy to use.
Want to run a game set in Vegas? Your work is done. Want to visit, whether for one session or five? There’s more useful, entertaining meat here than you could burn through in a single campaign — and it fits into less than 50 pages! This is a master class in gameable setting design.
Broadly similar, but not identical. The chapter on Novgorod is about that city in 1918, during the Russian Revolution. The intro explains that the situation then is pretty similar to the situation now, in the present-day Dresdenverse. The chapter is full of excerpts from journals and letters from 1918, and it presents information a bit differently than the Vegas chapter — though, in the end, it conveys pretty much the same kinds of things.
Connecting 1918 Russia to contemporary Russia is one way to make use of this “outdated” information. If your group has an investigative bent, digging into the history of Novgorod in-game would be a great device for learning about present-day Novgorod, or other factions within Russia. That’s a bit of a long walk for my preferred play style, but there’s nothing wrong with this approach; it’s just different.
The Neverglades. This chapter follows the “Vegas model” to a T, with the same results. Okeeokalee Bay comes to life, with all of its factions and major players and themes and troubles, and it would make a great place to visit — or, like Vegas, to set your whole campaign.
South America. The chapter covering Mexico, Central America, and South America also follows the excellent Vegas template, just writ large in order to encompass a much larger area. Which is neat in and of itself, because it’s a good example of how the DFRPG city creation system can be “blown out” to frame up an entire region. Like the preceding three chapters, there’s a ton of useful content here as well.
But I don’t care about Place X! This is why TPP’s grab-bag approach is so great: You don’t have to care about these places. If you do, awesome; use them to the fullest extent. But even if you don’t, the first four chapters are jam-packed with factions, NPCs, and places you can lift as-is and drop into your corner of the Dresdenverse, or re-skin to apply some local flavor.
As a GM, I rarely bother to build characters or creatures mechanically from the ground up. I’d rather spend my time developing them as characters and only address stats when they’re needed — and then, generally, I use a template or other character as my baseline. TPP is a fantastic toolkit to support that style of GMing. It vastly expands your pool of pre-generated characters, and that’s before even getting to the chapter on characters.
The Ways Between. The chapter on the Nevernever is a bit different. While the Nevernever could be treated as one location, it’d be tough to do it justice like that. So TPP doesn’t. Instead, this chapter looks at how the Nevernever works, how to traverse it, and how to convey what it’s like in the game, and then provides a ton of what it calls episodes.
Each episode centers around a place that intersects with the Nevernever, its inhabitants, their struggles, and what’s going on there — always interesting, and always gameable. It’s not just fluff you can’t use: You could pick up any one of these short write-ups and spin a session or two out of it, sandbox-style, with zero issues.
Spell-slingin’. In my group’s Dresden game, I deliberately didn’t play a spellcaster because of the mechanical complexity level. Folks who’ve played DFRPG might be thinking, “Really? It’s not complex at all!” But it looked complex to me, so I avoided it. I read the bare minimum necessary to not embarrass myself when it was my turn to GM (this was a round-robin campaign), and that’s it. So to be perfectly honest, I don’t know much about what this chapter expands. I mean, I can read the section titles and have a rough idea, but this is a big DFRPG blind spot for me.
What I do know is that if my group were still playing this campaign, the player who was playing a spellcaster would have read this chapter in one night, gleefully, and immediately put it into practice. And the player who wasn’t intimidated by DFRPG magic would likely have worked a couple of elements from this chapter — sponsors and cheer-saving thaumaturgy, maybe — into the game when it was his turn to GM.
Sweet, sweet monsters. I love monster books, creature chapters within larger books, weird blog posts about monsters — all things monster. I like how DFRPG presents supernatural critters and characters, and TPP is no exception. The stat block is intuitive, the write-ups are useful, the artwork is evocative, and little notes from Dresdenverse icons help bring them to life. It’s a solid chapter.
…and characters. My group deliberately avoided Chicago and the denizens of the Dresdenverse who had featured in the novels, but not all groups will take that approach. For me, this chapter would be a toolbox full of re-skinnable NPCs, packed with flavor and saving me the time of making NPCs myself. But for you, who perhaps loves to intertwine your group’s stories with the novels, the as-is utility of this chapter will really shine.
If a character has changed over the course of the books separating TPP from the original DFRPG release, they’ve been updated here. If someone important was introduced, they’re in here as well.Should you buy The Paranet Papers?
The Paranet Papers is a fantastic supplement. Its toolkit approach makes it useful no matter where your DFRPG campaign is set, as well as supporting a variety of play styles and preferences — from re-skinning elements and moving them into your game, to “side quests” to colorful, far-off locales, to setting a campaign in one of TPP’s iconic locations.
Some grab-bag or toolkit supplements feel like cash-ins intended to profit from stuff that should have been left on the cutting room floor (and which was rightly cut from the core book or books). Not this one. While you may not find a use for 100% of its contents, there isn’t an ounce of fat on TPP’s bones. It’s a big, colorful book that takes full advantage of being big and colorful without ever straying into “bloated” territory.
TPP reads like it was written by huge Dresden Files fans who not only know the series, but know how to turn it into a brilliant game — and in this case, into a brilliant supplement. It’s hard to produce a book like this one without a few sour notes, or without presenting things that feel like they’re just there to fill pages, but there’s none of that in TPP. It’s a lean, evocative, useful, and above all gameable supplement — best-in-class in every way.Questions?
If you’ve got questions about the book or this review, I’ll be happy to answer them in the comments.
Books are in stock and ready to ship, and if you pick up Focal Point in one of our two bundles — either the complete trilogy (with Never Unprepared and Odyssey) or the “all our titles” option — you’ll save 20% or more on your order.