Strange permission behavior into nested folders - security

Plone 4.3.1 + Dexterity (p.a.dexterity 2.0.8, p.dexterity 2.1.3)
Folder structure: /Plone/A/B
I want A to be visible to loggedin users, and B to be manageable by userx (meaning he/she can modify/add/etc).
Usual approach:
A -> sharing tab -> logged in -> can view
B -> sharing tab -> userx -> can add
Then you go to B and you can do everything BUT add content.
But, if you give userx 'Contributor' role on the portal, it works. So, the role that he/she needs on the context is 'Contributor'. Ok, let's check it!
Go to debug shell, traverse to folder, check local roles: everything's ok! The user has the local role.
After a lot of attempts and combinations of settings I found that this works:
A -> add new menu -> restrictions -> change "use parent settings" to "use site default"
B -> add new menu -> restrictions -> "use parent settings"
Aaaaand... it works!
If I remember well, it never worked like that? Is this a regression that has been fixed later?

I think this is the bug we fixed on plone.app.dexterity 2.1.2.
https://github.com/plone/plone.app.dexterity/pull/127
You can upgrade to this version also on Plone 4.3.

Related

Using variables from other scenes (Godot)

I have two scenes (Profile and Login) and I want to use the variable new_profile from Profile and use it in Login but when I autoload Profile and mark it as a singleton it doesn't let me run the program and gives me an index error and says that the nodes referenced in my variables do not exist even though before I autoloaded it, it worked perfectly fine
You would use a singleton to achieve this task. Godot calls it, autoload. Goto Project -> Project Settings -> Autoload. Click on the folder icon. Add your gdscript file with the variables needed. That will auto populate the field directly to the right. You can edit this name as you wish. Then click on add. When you play your program, those variables will be accessible by any script by way of this code. Godot official explanation and code available here.
PlayerVariables (added to Autoload)
var player_vars = get_node("/root/PlayerVariables")
player_vars.health -= 10
Or
PlayerVariables.health -= 10

how to run multiple instances/tabs in a single chromedriver instance?

Goal:
open chrome driver
given list of known length urls array, open each url in its own tab and click a counter.
In the urls array list the last url has functionality to go to the page and check the final count.
This is to test websockets, that's why I want to test it in a single instance.
Current solution:
Have subprocess open with a new instance each time, but this is resource intense.
Trying to lower this resource eating by not opening another instance but rather working in the same instance.
Current solution:
Takes a medium time and most resource usage.
-> open driver -> go to page -> click counter
-> open driver -> go to page -> click counter
get urls[5] -> -> open driver -> go to page -> click counter
-> open driver -> go to page -> click counter
-> open driver -> go to page -> click counter
Wrong solution: takes longest time but least resource usage
open driver -> go to page -> click counter -> open tab -> go to page -> click counter ->
....
Wanted Solution: (theoretically) should be a little faster if not the same as the current solution, but medium resource usage. (the usage and time cut downs happen because of one less chromedriver instance opening and all tabs processing at the same time.
-> open tab -> go to page -> click counter
-> open tab -> go to page -> click counter
open driver -> get urls[5] -> -> open tab -> go to page -> click counter
-> open tab -> go to page -> click counter
-> open tab -> go to page -> click counter
So far I have tried implementing this in golang using chromedp, which has hard to read documentation and the library is very unstable.
The other method I have tried is python with chromedriver which is working very well but the issue is of saving as many resources as possible.
thanks a ton for any help toward the right direction!

Create my #display

I have N modules that use same dropdown list (data I take from the server),
I want do something generic when I write #display.X()
that display the dropdown that I created,
what's the best practice to do that?
that's ok write the code into Themes -> TheAdmin -> Views -> X.cshtml?

How to add links to other portlets in Liferay dockbar -> user dropdown?

I've just got stuck with the portal when it comes to editing the dockbar. What I need to do is to have the possibility to customize (in principle add new portlets to) the dockbar's user dropdown (the one most right hand side).
What I mean is that when you open the dropdown list you have these fancy buttons such as my account, my dashboard, my profile. And I'd like to add there links to my own portlets like 'SamplePortlet' 'Hello' etc.
Specifically I want to give user the possibility to manage that, and let him put the portlets he wants there to appear, but at first I'd like to know how to modify it in general.
I think I've tried some stuff from the internet, hooks or properties but none seemed to do anything at all. Have you got any ideas?

Cannot find SpriteFont template using MonoGame in Visual Studio 2012 Express (with XNA 4.0)

When I right click Content folder of my project then Add -> new Element, in the dialog box, selecting XNA Game Studio 4.0 I see only 3 templates, which are:
content type writer
content processor
content importer
Since every tutorials that help in creating screen menus say that I should start by loading SpriteFont template, I think that I've missed something.
Any suggestions? Should I give you more informations?
You have to right click your Content project -> add -> new element. If you don't have a Content project you can create one, just right click on your solution -> add -> new project -> XNA Game Studio 4.0 -> Empty Content Project (4.0)
You have to click the solutionname Content node and not the solutionname node. The new items result is based on that.
In my example, right-clicking the PickingContent node>add new items gave me the correct list.
And yes, we're probably doing the same tutorial :)

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