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How do I create a menu entry with Drupal?

Menu settings as it appears when creating a new page on your Drupal 6.x website.Pages and menus are separate modules in Drupal.

How do I add my Facebook badge to my Blogger page?

When I created my blog on Blogger, I felt like it was a bit dry at first. So I looked into what to add in the column on the side... Since I like to make friends on Facebook, I thought that adding my badge would be a good idea.

It is quick to do and everyone can do it, really! So... first log in both Blogger and Facebook. In Facebook, go to your wall and click on Edit My Profile. The link is under your picture (and I hope you uploaded a photo! People want to see your face!!! Not your dog or your car.)

Facebook Profile sample (Apr 2010)

Once in your profile, click on the Contact Information bar. Then click on the ...

Discuss This! module Known Issues

The module works and is secure, however, there are problems difficult to circumvent. The following lists them. If you can help fixing some them, you'll be more than welcome!

Reordering the Comments on your Node

It is possible to reorder the node fields using the CCK module. If the Discuss This! comments do not appear exactly where you'd expect them to be, try using the the CCK module:

  1. Download the CCK module
  2. Install the CCK module
  3. Go to Administer » Content management » Content types
  4. Click on Manage content fields next to the node type you are ...

Insert Nodes used as a macro (6.x-1.2)

This module can be used to create macros (as pointed out by one of our user in a Drupal issue.)

The following steps show you how you can create a macro with the Insert Node module.

Create the Macro

First, create a node that is to become the macro. We will call this node macro. It is used without the Insert Node filter so the Insert Node tags do not get changed. This is important since we reference the main node (with the asterisk) and that reference would look like a recursive reference.

One idea is to use the macro as a PayPal button which gets set with parameters from another node. ...

Coming back at the right place when adding/editing/deleting Comments

It is now possible (See #418004: Comments included --> Back after reply) to have Drupal send you back to the page that inserts the node instead of the inserted node. Say you create node A and B. You include node A inside node B. You are looking at node B now. You decide to add a comment on node A (that you see from within node B.) Click on the Add new comment link, write the comment and click Save. At that point, you probably want to come back to node B instead of node A.

This feature is only necessary if you have the links at the bottom of the node and allow comments to show up.

The ...

Upgrading from version 1.0/1.1 to 1.2 or newer (or -dev) for Drupal 6.x users

I changed the name of the module back to InsertNode (although I did not want to, I did not want to jeopardize the Drupal 5 version... which would probably have been fine, but well...)

So, the newer version of the D6 module is again called InsertNode.

To upgrade you will want to keep the other version running until you get the new version as the replacement (although you can manage your site the way you'd like this procedure let you switch from the previous version to the new version without having to turn off your site for a little while.)

  1. Extract the new version, it adds InsertNode ...

Declare Dictionary

SWF Action
Action Category: 
Objects
Action Details: 
0
Action Identifier: 
136
Action Structure: 
unsigned short    f_count;
string   f_dictionary[f_count];
Action Length: 
-1 byte(s)
Action Stack: 
n.a.
Action Operation: 
<n.a.>
Action Flash Version: 
5
See Also: 

Declare an array of strings that will later be retrieved using the Push Data action with a dictionary lookup. There can be a maximum of 65534 strings. The visibility of a dictionary is within its DoAction or other similar block of actions. Note that you should have only one Declare Dictionary. The dictionary is visible from everywhere in the DoAction.

DefineBinaryData

Tag Info
Tag Number: 
87
Tag Type: 
Define
Tag Flash Version: 
9
Brief Description: 

Defines a buffer of any size with any binary user data.

Tag Structure: 
struct swf_definebinarydata {
	swf_tag			f_tag;		/* 87 */
	unsigned short		f_data_id;
	unsigned long		f_reserved;	/* must be zero */
	unsigned char		f_data[<variable size>];
};

The DefineBinaryData tag is used to save any arbitrary user defined binary data in an SWF movie. The Flash player itself ignores that data. The size of the data is not specifically limited.

The f_data_id is this object identifier. The identifier is the same type as any identifier (like a sprite identifier.) It is used in ActionScripts to reference the data.

The f_reversed area is 32 bits and it must be set to zero in version 9.

DefineFont2

Tag Info
Tag Number: 
48
Tag Type: 
Define
Tag Flash Version: 
3
Brief Description: 

Define a list of glyphs using shapes and other font metric information.

Tag Structure: 
struct swf_definefont2 {
	swf_tag			f_tag;		/* 48 or 75 */
	unsigned short		f_font2_id;
	unsigned		f_font2_has_layout : 1;
	if(version >= 6) {
		unsigned	f_font2_reserved : 1;
		if(version >= 7) {
			unsigned	f_font2_small_text : 1;
		}
		unsigned	f_font2_reserved : 1;
	}
	else {
		unsigned	f_font2_shiftjis : 1;
		unsigned	f_font2_unicode : 1;
		unsigned	f_font2_ansii : 1;
	}
	unsigned		f_font2_wide_offsets : 1;
	unsigned		f_font2_wide : 1;	/* always 1 in v6.x+ */
	unsigned		f_font2_italic : 1;
	unsigned		f_font2_bold : 1;
	if(version >= 6) {
		unsigned char	f_font2_language;
	}
	else {
		unsigned char	f_font2_reserved;
	}
	unsigned char		f_font2_name_length;
	unsigned char		f_font2_name[f_font2_name_length];
	unsigned short		f_font2_glyphs_count;
	if(f_font2_wide_offsets) {
		unsigned long		f_font2_offsets[f_font2_glyphs_count];
		unsigned long		f_font2_map_offset;
	}
	else {
		unsigned short		f_font2_offsets[f_font2_glyphs_count];
		unsigned short		f_font2_map_offset;
	}
	swf_shape		f_font2_shapes[f_font2_glyphs_count];
	if(f_font_info_wide) {
		unsigned short		f_font2_map[f_font2_glyphs_count];
	}
	else {
		unsigned char		f_font2_map[f_font2_glyphs_count];
	}
	if(f_font2_has_layout) {
		signed short		f_font2_ascent;
		signed short		f_font2_descent;
		signed short		f_font2_leading_height;
		signed short		f_font2_advance[f_font2_glyphs_count];
		swf_rect		f_font2_bounds[f_font2_glyphs_count];
		signed short		f_font2_kerning_count;
		swf_kerning		f_font2_kerning[f_font2_kerning_count];
	}
};
/* DefineFont3 is the same as DefineFont2 */
typedef struct swf_definefont2 swf_definefont3;

It is common to use the DefineFont2 tag in order to create an array of shapes later re-used to draw strings of text on the screen. This tag must be used whenever a DefineEditText references a font; and in that case it is suggested you include a full description of the font with layouts.

Appendix B — History of the SSWF reference

Dec 2, 2009

Moved the monolithic documentation to a multi-page hierarchical document that includes everything we had before plus many links, many terms attached to all pages (tags, English words.) And revision of most of the text for better English and clarification in some places.

Strengthen the formatting with CCK fields so all declarations look alike.

Broken up the actions from one large table to a set of pages.

Dec 14, 2008

Started work on the Load() feature of the SSWF library. This helped fixing several small mistakes in the documentation.

May 18, 2008

Fixed the ...