Updating from FIX 4.4 to FIX 5.0 sp2 - fix-protocol

I have a test framework and i'm using "quckfixj-all" jar to test FIX 4.4 messages, but now I need FIX 5.0 SP2, can anyone please help me understand what all changes are required? Is it sufficient if I just change the jar version to latest one or do I need to take care of other things as well like dictionary?

Is it sufficient if I just change the jar version to latest one
Things might work out, might not but you will be in unknown territory and surely see some weird issues
or do I need to take care of other things as well like dictionary
Yes you need to absolutely do this. First if you don't use it, Quickfix will understand only FIX4.4 structures. So it might not be able to understand FIX5.0 and might reject some or all correct messages. The jar and the data dictionary work in tandem, one without the other is incomplete. And if you have some user defined fields you would need to copy them across to your new data dictionary.

Related

Trait 'SamuelNitsche\AuthLog\AuthLogable' not found on Laravel [duplicate]

When I run composer updates I'll occasionally get messages that packages are abandoned and I should use a different one instead, like Package webflo/drupal-core-require-dev is abandoned, you should avoid using it. Use drupal/core-dev instead. I don't have experience with Composer so I'm curious as to what is seen as the best practice for replacing outdated packages.
Where do these messages come from? I'm unsure if the source is always reliable.
I think the best practice is quite clear from the message "you should avoid using it". How/When to do this is not as clear. Abandoned packages will not receive updates, but composer will not be able to tell you how difficult it will be to transition to the recommended alternative. It might be that all you have to do is replace the package, because it was only a name change or having to modify your code as well.
In your case webflo/drupal-core-require-dev only contains a composer.json and the required packages match with what the alternative drupal/core-dev provides. That means replacing the package should be as easy as changing the name in your composer.json and then do a composer update drupal/core-dev.
For packages where the answer is not as straightforward, you have to rely on automated/manual tests to see if everything still works. Static code analysis tools might help as well. You will have to set them up before you do the change, so that you can see how their output differs and fix the new issues that come up.
You should do the switch to the new dependency as early as possible. Leaving it in will likely cause more work in the future when replacing it and might pose a security risk (if it is outdated and insecure). I understand that this is not always possible and using something like roave/security-advisories to tell you when there are known security issues in a package might help postponing it and giving some sense of security.

Cannot find unitypackage mentioned in Getting Started with MRTK

I am trying to download MRTK by following https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/GettingStartedWithTheMRTK.html. But on the Assests folder on GitHub for MRTK, I cannot find the two packages below mentioned:
Microsoft.MixedRealityToolkit.Unity.Examples.unitypackage
Microsoft.MixedRealityToolkit.Unity.Foundation.unitypackage
Did I miss anything simple?
The exact naming of the packages is going to be different from release to release because the version number increases each time a new version is published.
The docs will say something like
"Microsoft.MixedRealityToolkit.Unity.Examples.unitypackage"
But the latest right now actually is named:
"Microsoft.MixedReality.Toolkit.Unity.Examples-v2.0.0-RC2.1.unitypackage"
It's kinda done this way to reduce the number of things that have to get changed with each release (i.e. making sure that every single instance of the naming of a version stays up to date can be somewhat risk prone in terms of missing things, so when possible if we can just say "grab the latest package" or "grab the thing that is the examples package" it also helps to reduce the number of version mismatches out there).
So to be super clear here, basically go to the releases page:
https://github.com/microsoft/MixedRealityToolkit-Unity/releases
Scroll to the bottom of the the latest release and expand the Assets expando and get the two unitypackages:
https://github.com/microsoft/MixedRealityToolkit-Unity/releases/download/v2.0.0-RC2.1/Microsoft.MixedReality.Toolkit.Unity.Examples-v2.0.0-RC2.1.unitypackage
https://github.com/microsoft/MixedRealityToolkit-Unity/releases/download/v2.0.0-RC2.1/Microsoft.MixedReality.Toolkit.Unity.Foundation-v2.0.0-RC2.1.unitypackage
Would it be helpful to document the packages as
Microsoft.MixedRealityToolkit.Unity.Foundation[Version].unitypackage

Do Unity functions that are obsolete still work.

So I am converting a project from Unity 4.x to 5.x and there are a number of functions that the Unity compiler is warning me that are no longer supported or are obsolete.
My question is do these functions still work? (even though they are marked as obsolete)
I know at some point they need to be updated to the newer API but for the moment I just need to fix the bugs so that the game works. Are these functions still usable? or are they potentially the source of runtime bugs?
Thanks
All obsolete functions has been replaced with new functions. So should take a backup and update your project. Go to Assets->Run API Updater, if your project in not getting updated automatically. Dont worry unity will take care of most of the things.
Yes, it's still work ! They just only warning it.
But i suggest you should change for better result, Unity 5 will update you code from old project, then you should change it following warning, just replace
using "xxxx" instead.
to the current context.

Errors with Alamafire SDK with XCode 6.3 and iOS 8.3

Anyone please let me know what is this all about? I am stuck since a week on this and no help from searching. I posted my query to the developer of Alamofire but still no response. Please help! I am totally confused what is wrong in the integration of Alamofire. I have followed every step and this issue is coming with XCode 6.3 as before it was running properly.
When I am adding the Framework under "Copy Frameworks", it is adding the Framework twice showing different paths but when I am Going to there location, it is taking me to the same location. Here is the screen shot.
I have also created the video for that issue. May be that can help in a better way. Please see HERE
Moreover, latest SDK contains framework for MAC OS as well but I didn't add that. I hope all the above information will help you in helping me. Thanks!
This is going to be incredibly difficult to debug without a sample project that is set up in the same manner as your actual one. If you had imported Alamofire project into your project, you wouldn't see two versions of Alamofire appear when you add it to the Copy Frameworks build phase. If you truly want to resolve this quickly, you have two options.
Option 1
Push up a sample project to Github and link it here. We can then take a look at the project and pretty quickly access what the issue is. The main reason it's so difficult here is that there are roughly 10 different things that could be the cause of the issue. Therefore, it's much faster for you to create a sample project than for us to go round-and-round (which we've already started with #Masterfego).
Option 2
Take the leap and try out CocoaPods. It is a fantastic dependency management system that will forever alleviate these annoying types of project management issues. CocoaPods itself has fantastic documentation. Also, the Alamofire README breaks down in detail how to add Alamofire to your project using CocoaPods.
Recommendation
I would highly encourage you to choose Option 2. That is definitely the fastest way forward and you won't regret moving to a more robust dependency management system. It makes managing library updates and new installations extremely simple.
If you do end up going with Option 1, then I'll take a look at your sample project and revise my answer.

TinyMCE upgrade an modified editor to the latest version mayhem

It is this sad moment to a developer's life that he has to maintain and fix legacy code... In my case I have to deal with a modified (core scripts) tinyMCE 3.2.2 which I have to update to the latest version in order to play in IE9+...
So my question is if there is a way to check which files have been changed since version 3.2.2 and try to update only those cause it is an overkill to check all the code for the modifications...
Thanks in advance
I fear there are so many changes in so many files that most of them have changed since then and in order to work with IE9.
If possible you should never ever modify the core code. Instead use custom plugins if possible.