This custom post type (which shall henceforth be called Articles — what we named the post type) was supposed to serve a purpose similar to the default WordPress Post — it was meant to go into a blog section for the website, and the client wanted to be able to assign categories to individual articles. All of this is pretty standard fare when it comes to WordPress customisation, as you can easily figure out how to do it reading official guides and documentation from WordPress:
If you are creating applications that work with Keap CRM — formerly known as Infusionsoft — you might be unsure where to start. After all, many of the guides available online for working with Infusionsoft’s API are outdated. Additionally, although the official documentation is an option, it’s a little too vague, especially if you are new to the whole web API business.
I recently worked on a project where I had to integrate a set of fields in a web form with Keap’s CRM system — that is, users will fill up a web form, and the information will automatically be sent to Keap’s CRM database for storage. After a lot of trial and error, as well as source code reading, I’ve managed to get my form working.
I’ve put together this guide in the hopes that you can have a smoother journey of integrating Keap’s / Infusionsoft’s CRM into your web services.
In Keap’s / Infusionsoft’s defense, their documentation is much better in their GitHub repository, as they have more concrete instructions and examples. Once the API is set up on your web application, the information in the repository is actually very helpful.
Have you recently spun up a new Ubuntu Droplet on DigitalOcean? The other day, when I checked my authentication logs in /var/log/auth.log, I came across several login attempts with random usernames.
We often take security for granted, but it becomes something of great concern once you start to manage servers of your own. If you were to leave your Droplet as it is, it is only a matter of time before hackers guess your login credentials and gain access to your system. Hence, here are some basic security measures you should set up to prevent others from breaking in:
19 April 2020: We’ve updated this article with a contributed solution from one of our readers in the comments section.
One of the biggest perks of using Microsoft’s Visual Studio to write your Unity scripts is IntelliSense — a code completion aid in Visual Studio that offers suggestions as you write your code, and contextually presents you with information about classes, properties and methods that you are working with.
Given Unity’s enormous scripting API, IntelliSense is a tremendously helpful feature, especially for coders who are beginning their foray into developing games and software with Unity; and while we’d love to say that IntelliSense is automatically set up and linked to Unity’s API when you install it with the Unity Editor, sometimes that’s just not the case. So, if you’ve got both Unity and Visual Studio set up, but find that IntelliSense is still not offering Unity API suggestions, then this guide is for you.
Over the past 4 months, my team and I have been working on a rogue-like hack-and-slash game for our school’s final year project called Dust to Dust. We have very high ambitions for the game, and we had never worked on projects as large of a scale as this. Of course, by doing that, the challenges we encountered got bigger as well. We had to keep track of many parameters in developing a role-playing video game, and quickly realised that the time taken to find Inspector properties in the project was getting longer and longer. Furthermore, the project was on a 15-week timeline, so every minute was valuable.
Hence, we needed an effective solution that would ease navigation in the project, and — like before — it became clear that we had to once again extend the Unity Editor to suit our needs.
Over the last 5 months or so, me and my team have been involved in the development of a hybrid tower defense and RTS game called Ex-Terminator (click on the link to try it out, it’s free!) as part of a school project. During the course of developing the game, we quickly realised that, in order to allow us to have the flexibility to experiment with our level design, we had to experiment with a class in Unity called the ReorderableList.
If you’ve read some of the other articles here, you’d have noticed that we normally link Unity classes to its page on the Unity Scripting Reference. We didn’t do so here because there is no official documentation for it at the time this article was written. The ReorderableList class is filed under the namespace of UnityEditorInternal, which also doesn’t have official documentation. We’ve decided to write an article about it, however, because of how useful it is, and because of how little information there is currently about it online.