how do i include another project in github - github

I have created a plugin for a javascript library and want to upload this to github as a new project. Within my plugin directory, i include the current code for the javascript plugin.
So it's easy for users to get my plugin plus the javascript library, i thought i would include the javascript project inside my directory. My intention was not to make changes to the js library but to allow the user to download my project and get the latest version of the js library at the same time.
I could do this manually by forking the js library project into my directory and then syncing it each time a new version comes out but is there a way to do this automatically ?

Check out git submodule, it does exactly what you describe!

Related

outside lib in GitHub

I just recently used Github, and when I was trying to upload my java project I realized that I was using some external libraries like apahce poi in this project, and these files have to be stored in libs for my application to function, do I need to upload these files because I realize that might violate some issues(maybe ?).
If yes, then what is the correct way to upload or maybe just post a link to those dependency
Use a tool that provides a dependency management system such as Maven or Gradle (these are both common choices in the Java ecosystem). Your project will then include a configuration file that Maven or Gradle will use to download dependencies so you don't need to distribute them with your project.

nopcommerce 4.2 payment methods missing

I have NopCommerce source code and I cannot see any payment methods which used to come default with nopcommerce. It says download from Marketplace but I cant find PayPal Standard plugin on the marketplace
In the root plugin folder I can see the plugin Nop.Plugin.Payments.PayPalStandard which has some files. I believe this is a source code of the plugin. Then I can also see an empty folder of Payments.PayPalStandard
I can see the plugin in action on the demo nopcommerce site so I believe it is still relevant and available.
Am I missing something? Where can I find the plugin and how can I install it on my application
Please download no source code from github.
Refer this link for download deployed code.
It's not possible that any payment plugin not there into plugin folder.
So please dowload from given link and check there are many payment plugins inbuilt.
Currently I have downoad nopCommerce_4.20_NoSource_SelfContained.rar and checked Payments.PayPalStandard is there.
Docs:
\Plugins is a Visual Studio solution folder that contains plugin projects. Physically it's located in the root of your solution. But plugins DLLs are automatically copied in \Presentation\Nop.Web\Plugins\ directory which is used for already deployed plugins because the build output paths of all plugins are set to ..\..\Presentation\Nop.Web\Plugins\{Group}.{Name}\. This allows plugins to contain some external files, such as static content (CSS or JS files) without having to copy files between projects to be able to run the project.
You need to build the project Nop.Plugin.Payments.PayPalStandard, to publish the binary files in the output directory of \Presentation\Nop.Web project. Then run the project and complete the installation process of the plug-in in the administrative panel.

Access Cordova CLI in local Intel-XDK

Intel-XDK uses third party Cordova plugins only at build time. Is there a way to implement a third party plugin using Cordova CLI in my local Intel-XDK environment? In other words, can I access the internal Intel-XDK Cordova server in some way?
EDIT (7 Aug 2015): With our EA release local plugins no longer need to be placed inside your source directory (typically www inside your project directory). The Intel XDK EA release manages plugins in a way that is consistent with Cordova CLI. This CLI-compatible plugin management scheme will become part of the mainstream release in the very near future.
Original Post:
You cannot directly access the XDK build server's CLI. However, you can reference a plugin locally (that is, you can submit a plugin that is located on your local disk drive). Unfortunately, you have to locate the plugin inside your www "source" directory, I hope to see that changed in a future revision of the product; this is not where a local CLI would place the plugin...
Placing the plugin into your www directory, and then referencing it using the "import local plugin" on the Projects tab (find the "Plugins and Permission" and then the "Third-Party Plugins" section) allows you to customize that plugin before it gets submitted to the build service. For example, assume you need to change the contennts of the plugin.xml file or change a plist or manifest file that is part of the plugin, you could do that in the local copy and those changes would be part of this "local third-party plugin" that is submitted to the build server with your app when the build server runs.
In essence, the build server does a plugin add on a copy of the plugin that got submitted along with your project when you use the "import local plugin" feature. A copy of your local plugin gets sent with your app source to the build server and, before the build happens, the build server's CLI performs a plugin add with that plugin, so the changes you implemented locally will be included in the plugin when it is built by the build server. Make sense? :)
There are also some useful things you can do with the intelxdk.config.additions.xml file regarding plugins. See these doc pages for some details:
https://software.intel.com/en-us/html5/xdkdocs#517453
https://software.intel.com/en-us/html5/articles/using-the-cordova-for-android-ios-etc-build-option
The checkmarked plugins on the Project tab refer only to what are called "core" plugins and "featured" plugins. They are really just a convenience for selecting plugins. The "core" plugins also include some simulation inside the Emulate, Test and Debug tabs (as well as in App Preview). Other than that, they are standard Cordova plugins that are also "plugin added" by the build server if they have been checked. Take a look at the various intelxdk.config.*.xml files that are automatically generated when you perform a build to see how the checkmarks (and third-party plugins) are communicated to the build server.

are you unable to use plugins in build.phonegap.com since version 3.0?

I was using build.phonegap.com in it's simplest way. That is: no sdk and no phonegap framework installed on my computer; no git or svn repository used. I just upload a zip with my html, css and js files.
But now I need to use the File plugin.
I found several posts (here and elsewhere) taking about using the CLI to add plugins and to build remotely since phonegap 3.0 (which doesn't use the config.xml to add plugins anymore, but instead it uses the CLI).
If you just used to upload a zip file to build.phonegap.com, are you now unable to use plugins since phonegap 3.0??
If that virtue is gone, what is now the simplest way for doing it? I currently use Aptana 3.0. Do I have to install Eclipse and install the phonegap framework? Do I have to create git of svn repository? Is that now the simplest way for using plugins in the cloud-based build service?
Is there a way to use the build.phonegap.com service with phonegap 2.x?? I have not found it yet.
This is taking me out of schedule for the imminent delivery of an ongoing project.
Please advise.
Put the config.xml in the www directory. And then upload only www.zip on build.phone.com.
In phonegap 2.x plugins like File were part of the core, so there was no need to include them through the config.xml file.
In phonegap 3.x every plugin has to be included through the config.xml file. BUT for plugins to work, the root index.html header must have a
<script src="phonegap.js"></script>
phonegap.js is provided (kind of injected) by the build.phonegap.com service, so I don't have to have it on my source code.
The script tag was the only thing I was missing.

Reconfiguring a dynamic library

I'm working with an open source library that's made available as a git repository (XML-RPC) and I'd like to use it in an iPad application. As I understand it, iOS applications should use static libraries for their linking.
Since this comes as a dynamic library, how can I convert it to something I can link with my app and use?
Maybe naive answer but why not just add all the relevent files in the repository to your app and just build it?
Put the files in a seperate folder obviously so you can update them to a newer version if you need to etc. Lots of projects I've done have an 'external' folder that just contains codethat I use from 3rd party sources. I've usually got the source so just compile it into my app and don't bother with making it a library.
Or are there tricky conditions that need to be met to compile this code?
I ended up doing this in several steps:
First, I opened the library project in Xcode and created a new target for the static library. I then made a directory in the project folder called "XMLRPC" and moved all the header files to it. I deleted the now-red invalid references to the header files, and re-added them (but kept the box for copying them to the current folder unchecked).
I added this Xcode project to my main project with a relative reference. I opened my main app's target and added the library project as a direct dependency, and checked the "Always search user paths" option on my main app's target settings.
Lastly, I modified the general Xcode preferences to use a shared build directory. I haven't tried it without that since it was something I wanted anyways; it might not be necessary.
My revision control has two folders in it: one's my project, and the other's the library. The library is still under git control within mercurial; I'm hoping this doesn't cause any issues.