How to import Google Code issues into JIRA (or redmine)? - migration

As Google Code doesn't support Git, I'm moving a Google Code hosted project to my own server. And change to use JIRA for issue tracking, because there is a Git plugin for JIRA. (I don't like the Git plugin for Trac, though) It's easy to convert SVN repository to Git, however, unfortunately, Google Code seems not able to export the issue database. So this question.

You can get issues out of the issue tracker in two ways:
There is a GData api: http://code.google.com/p/support/wiki/IssueTrackerAPI
There is a "csv" link at the bottom of the issue list page.
For your needs, you probably want the GData API.
But, as mentioned by #Sathya, Google Code supports git.

Related

Google Cloud Repositories does not show images in markdown file

It is almost 3 days that I am working on finding a solution to display the images in my Google cloud repository.
I did the same on bitbucket account and it works fine, but when I push everything into the google cloud repository the image does not show up in my README.md file.
I do not have any nested folder and all the files are placed into the root.
bellow you can find the syntax I used in my markdown file:
![google](google.png "Optional title")
![google](/google.png "Optional title")
![google](/master:google.png "Optional title")
None of them are working, I found another post on stack overflow that Google cloud repositories are a kind of bare repository. does it means there NO way to do that?
Could you please help me out with this?
I think this is not possible. Such a feature is not listed in the official documentation. Too bad are not a lot of people complaining about this. The only thing I could find was the following:
The only option is mirroring to Github or Bitbucket, but I think that is not what something you want. You could also just use Github instead of Cloud Repositories, which now integrates nicely with the google cloud platform, specifically Cloud Build.

I want virtocommerce in my own local repository.(include storefront, platform and modules). How to setup all of these in my solutions?

I want virtocommerce in my own local repository.
storefront is a solution that will configure it according to the following link:
Storefront Source Code Getting Started
And it works.
But I want to have a solution For platforms and modules,
Like the link below:
vc-integrations
But I need the platform and modules to be connected to the github for the latest changes.
I've studied the link below:
Source Code Getting Started
but I do not understand how should I configure for my goals (one solution for platfrom and modules and fork, clone ,upstream for all for get latest versions of them)
We've used to have a single repository and single solution for Virto Commerce Manager and modules (vc-integrations). It was difficult to maintain and release often. That's why the single repository was split into many "1 module per repository" pieces.
We consider that in most cases having only Virto Commerce Manager configured should be sufficient. What's your scenario? Check "Manual module installation from source code" section in Source Code Getting Started to get started.

How to develop Shopify themes locally?

I'm going to work on a Shopify theme, and I want to figure out how to run/edit it locally. I'd like to be able to the following, if possible:
Pull all the Shopify theme code from the site to my local computer (ideally a single command line tool)
Make edits locally, and run them locally or in a staging environment
Push all the edits to the main Shopify site, again using a command line tool
Is this at all possible?
There are quite a few workflows you can use here.
1. Task runners
If you're using either Gulp or Grunt locally for development, there are libraries out there that will upload your files to the store through API credentials of a Private App that you have to create. Most work by uploading the files you change, using a watcher.
grunt-shopify
grunt-shopify-upload
gulp-shopify-upload (it's my favourite since I use Gulp but has a known issue that sometimes it stops uploading files and you have to restart it).
2. Official Shopify Theme Kit
Theme Kit is a cross-platform CLI tool that was built by Shopify Employees. It can run on windows/linux/OS X. You can read more about it on Shopify Blog or download it directly. The alternative previously mentioned of Desktop Theme Editor is deprecated and has been replaced by Theme Kit.
3. Third-party SaaS Applications
Instead of watching for changes, these will work with a continuos integration workflow, where your latest push on a certain branch gets uploaded to the theme you've selected.
Beanstalk. More specific information can be found on their landing page for Shopify, here.
DeployBot. Their help article on Shopify has some information on how to get started.
Both options are from the same company. Here's a comparison of both they've did on their blog.
4. Third-party libraries
There's also an alternative not officially supported by Shopify which is a TextMate Bundle in case you use that OSX editor.
There's an unofficial extended cli similar to theme kit but with further functionality called Quickshot, which I've just found out based on Matt's response and seems pretty awesome. Some of the features they highlight are:
Supports uploading to multiple Shopify stores and themes
Easy to use configuration wizard
Uploads/downloads in parallel greatly reducing transfer times
Supports autocompiling scss locally before uploading to Shopify
Supports autocompiling Babel/ES6 into modules which are easily used by - Requirejs and others
Can use with .gitignore files or a custom .quickshotignore file.
Can download/upload Shopify Blogs, Pages and Products! Easily transfer them between stores! Even the metafields! And edit them locally in your favorite editor.
Shopify recently released Slate, a new tool for theme development.
https://github.com/Shopify/slate
As of 2020, Shopify has stopped support Slate so you can now use Themekit - https://shopify.github.io/themekit/
2022 update
Currently it is not possible to run Shopify locally. There are only solutions, mentioned in other answers to edit files locally and upload it to Shopify. It makes the development hard.
I am working on a solution to emulate Shopify locally making development similar to WordPress, React or Angular. So you will see changes immediately, even without reloading the page and without the need to upload files to Shopify each time.
You can read more here: https://link.medium.com/6SGd1kcVdnb
Juan's answer is spot on.
There's one more I know of which I believe is a little more advanced than Themekit (which I use) called Quickshot: https://quickshot.readme.io/v2.1/docs
Shopify have built a tool for Mac that allows you to develop your theme locally, and sync with your store https://apps.shopify.com/desktop-theme-editor
I don't know of anything for windows/Linux etc.
If you're looking for completely offline development, it's unfortunately not possible at this time. While the Slate/ThemeKit CLIs lets you code in your favorite text editor, an internet connection is still required because it likes to keep everything in sync at all times.
Install the state package by running the following commands:
npm install -g #shopify/slate
slate theme theme-name

Integrating Google Login in Unity3d iOS

I want to integrate google login in unity so that it can be ported to almost all Operating Systems. I tried stack and unity3d forum but could not find a suitable post. Downloaded a lot of code examples but of no use.
-> I read that there's a paid plugin 'Prime31' but i don't want to pay money for it.
-> I found some code from google in .NET that can be used to authenticate users but i was unable to add that zip file into unity. It could only be opened by MonoDevelop but then also could be added. https://code.google.com/p/google-gdata/downloads/list
Also Found another plugin from gitHub but was again unable to use that.Unity GPGPlugin
I just want to give options to the users that they can either login with facebook or google account and then play the game.
I am quite new to unity so any code/hint/logic would be appreciated.
Thanks.
https://github.com/playgameservices/play-games-plugin-for-unity
As far as I can tell, this is an official Google made plugin. I use it, and it's pretty easy. Its documentation is plenty thorough. It has been updated to the new all in one GMS jar. It works for both iOS and android. If you use it with their supplied admob plugin (which in Unity works a lot like the android sdk), you'll have to delete one file (both plugins define the same class, it doesn't seem to matter which version you keep).
edit: Unity will tell you which class has been duplicated.

TracStatsPlugin there is no code stats

Sorry for my language. I have problem with TracStatsPlugin. I added in trac.ini following lines:
[components]
tracstats.* = enabled
[stats]
root = /home/tracDirectory
Now I have stats for wiki and tickets but no for code. What can be wrong ? I add that I have configured svn repository and I can browse source using trac.
A salvation can be other stats plugin to trac, but I can't find nothing good in google.
What browser are you using? If you are using Internet Explorer, try using Firefox or Chrome and see if the problem persists. I am using the TracStats plugin and I see similar problems. The problems are only seen in Internet Explorer, though. After poking around with the debugger, it looks like there's an IE-specific bug in one of the Javascript libraries that the plugin uses.
Question was aced long time ago, but google show it in first places so I put what I found here.
Once there was ticket on TracStatsPlugin Github about issue: https://github.com/mrjbq7/tracstats/issues/25 so some workarounds can be found in it comments.