Does PhpStorm support blueprints for projects? - phpstorm

I spend most of my time developing custom WP themes. But at the end of the day I have a "pattern" of files and layouts I use constantly and that need small amounts of editing. Is there a way to setup a blueprint with phpStorm? So every time I start a new project, I already have those files in place (folder structure).
I am not talking cloning wordpress or anything related to wordpress really. I know there are software that will let you create blueprints so that you don't have do it manually every time. Just wondering if phpStorm has that functionality. I haven't been able to find anything about it.

Unfortunately not.
Watch these tickets to get notified on progress (star/vote/comment):
https://youtrack.jetbrains.com/issue/WI-11209
https://youtrack.jetbrains.com/issue/WI-15677
https://youtrack.jetbrains.com/issue/WEB-11807

Related

How to work with gulp via FTP?

First of all, I'm sorry if this is pretty stupid question for you, I was searching the web for the answer, but unfortunately couldn't find complex one.
Recently I discovered not so new, but still cool stuff like SCSS, Pug, LiveReload, Gulp and all that automation stuff. I was really blown away, cause I've been like in a cave for past 2-3 years. So, the development for me is pretty easy and fast now, but I've got problem with production of this.
So, for example, I have to develop WordPress site. One year ago, I'd just run local server, install WordPress there, then I create a new template and customize it for customer needs. After that, I'd upload all of that on web-server (for FTP stuff I use Filezilla, if there's better tools - point me, please) and than, if needed, I'd open desired files from "Edit" menu in Filezilla, customize them, save - and that it's done, I can see the result in browser. I don't need local copy of the web-site on my computer (since some web-sites nowadays are pretty 'heavy').
Now, I don't know what to do with that automation stuff, cause it's all running with console and has to be compiled. So, in order to develop complex CMS-driven web-sites using automation tools, I need to always have latest copy on my local machine, and that send it again on web-server? What if customer, for example, decides to change the article or something on the web-site, when I sync my local copy with web-server, it'll be lost.
So, my main question, is there a way for me to create WordPress website using Gulp & Co and then easily update it later, via FTP client?

Updating my website/ web hosting?

I'm new to web design and website deployment. I had some general questions that I tried to research but failed. I know how to use Html/CSS/Javascript and I managed to design my own website and upload it and host it using Amazon s3 / Route 53. It's a website built from scratch with HTML, CSS.
The thing that I have failed to understand is managing the website after deployment. Do I simply add HTML pages to my amazon bucket whenever I want to update? is this the way to do it? I came across jekyll in my research and from what I understood, it's a static website generator. But does it help with organizing the website and facilitating adding more content after deployment?
in other words, how do developers go about managing their websites generally after deployment?
I don't know about the Amazon s3 or jekyll etc. How I manage my sites is I use a hosting provider that provides Plesk. With Plesk I manage all my files for my sites in the file manager and I can even edit the code in the online code editor provided. It also has built in apps like Joomla and Wordpress.
I can set up email addresses for each site and also subdomains. Security etc.
When I want to update or edit my site I will either do it in the online code editor if it is something small like changing a color or just a few lines of code. Otherwise for bigger edits I will do it all on my desktop using notepad and then upload all the new files and replace the existing ones.
Each domain has it's own folder in the directory so it is easy to maintain and things don't get messy.
I hope this helps. You said you want to know how developers manage their sites. Although I am not a professional developer, I do have a few sites and that is how I manage them.
It only costs £40 per year too so is quite cheap.
Do I simply add HTML pages to my amazon bucket whenever I want to update? is this the way to do it?
Yes. The simplest way is to make changes to your files in your local workspace and then upload/overwrite the changed files to the S3 storage.
But does [jekyll] help with organizing the website and facilitating adding more content after deployment?
Yes! Jekyll is a great way to organise and generate your static site and I highly recommend it if you are planning to continue creating and deploying content to your site.
Start here, but note that it's a little more difficult if you're on Windows OS.
https://jekyllrb.com/docs/installation/#requirements

HTML/CSS development without loading project resources

I have this dilemma where I spend most of my development time making minor css/html changes in a large project, but spend 30+ seconds waiting for my build tool (grunt) to implement the changes, load all of the front-end project resources (bootstrap, etc), and then reload then reload the page.
My question is about the development environments others set up to ONLY make html/css changes. Do you use codepen and copy the project files over after you create your finished project? Do you just run the front-end from your machine and load it in a web-browser? Am I missing something entirely in my development process?
I usually do small changes on element inspect from chrome then implement it. After a lot of changes I reload.
Also, there are some IDE that supports live changes like JetBrains
Just build and test the frontend using placeholders for your server generated data. When you are ready, incorporate the back end.

Is there a way to export PSDs using AS3

Plead/Preparing for standard SO backlash
This is a generic question I apologize as I'm not an SO "noob" and I realize this doesn't fit the format exactly, if you can suggest a better place for this query I'm all ears. If you choose to down vote or close please suggest an alternative.
Question
Is anyone aware of projects that already generate a PSD file from within AS3?
Background (everything below here you may not care about if you just want to answer a question, but if interested I could use a hand)
I've found an AS3 PSD parser here.
For some basic tests this has worked fine (after some tweaking to avoid errors). However, now the task is to reverse this process to write a PSD file.
Current plan (and overall goal)
I also found a file format specification document.
My plan at this point is to just start from the top and work my way through the document building each of the parts of the file (and helper value objects) as I go along. Since this will be a very time consuming process, I'm wondering if there's any other previous work I could build off of.
Ultimately my goal is to integrate this code into a mobile drawing project I've been working on for some time. Since it's a mobile project I have to deal with the possibility that the OS kills my app to reclaim memory, in that case I need to be able to save/load the existing state of the app (currently has layers of BitmapData similar to photoshop, plus would be cool to be able to open PSD files and open my files from the device in photoshop with layers preserved).
Links to live version and code
The app can be downloaded here (is free will remain free, no ads, app is funded by love and the desire to create something cool everyone can have/use):
Google Play
Amazon App Store
Still working on an iOS release (process is more involved than the other two stores)
The code can be found here on github (Flash Builder project files in the FlashBuilderProject/FingerPainting folder).
Legal
Essentially the code contained in that repository is all MIT or Apache Licensed (will be going back to double each of the authors sites to get the original licenses to copy in now, just in case). I'm not a lawyer, but I believe I legitimately obtained everything in the project currently and am simply obligated to include the licenses and make my extensions of the source code available in some cases. (fonts came from google web fonts and downloaded Roboto from Google directly http://developer.android.com/design/style/typography.html). Any code in the com.shaunhusain package I wrote and you can assume is GPL for now. If anyone more legally savvy wants to tell me I'm breaking the law, and how, I would appreciate it.
The portions included and used from other sites include
Actuate MIT License
PNGEncoder2 License included in source from Adobe permits usage.
ShareANE I don't have a license for this one (he didn't include one) the author is chinese, as such I'm having some difficulty figuring out how to contact him, but am assuming I'm safe to use his code.
A couple of pieces of code are in the repository but currently not used including a GIF parser/encoder from bytearray.org and a ColorMatrix class from Grant Skinner.
Update
After trying this for a while I ended up deciding to just use the ORA format since it is open and far far simpler and works fine with GIMP and Krita (open source editors).
I'm not sure about the intended use, but if you are compiling the file in Flash, you might be able to use JSFL to export the fla to a PSD. Then tie the JSFL functionality to a button in a SWF that you load as a panel in the IDE. JSFL is pretty powerful, however it only works within the IDE/locally.

How to open source set of plugins

(my apologies for the non-specific wording of the question title, and for liberal use of öpen source" when I actually mean "project setup at SourceForge")
We have recently open sourced a 3D modeler we'd been selling for a couple of years, with the main goal of keeping the application alive. We setup shop at SourceForge.net, and are now working towards a process resulting in a steady flow of binary releases. So far, everything is swell.
However, besides the main application, we had also developed a couple of plugins (mainly for different import/export formats). Currently, these are still closed source, but we would like to open those up as well (3rd party plugin developers can take care of their own or donate and open the source). The question really is, should our plugins be hosted as a project on their own or not?
The options I see are:
Add the plugin sources into a subfolder of the SVN sources
Create a separate project for the set of plugins
Create a seperate project for each individual plugin
Which setup is the most practical and/or common, and how should I deal with the binaries?
When the application was still closed and commercial, it was kinda important that the plugin binaries could be updated seperately fom the main application, but now that everything is open and updated frequently, that's not so much of a big deal anymore. Also I'm not sure I want to bother contributing developers with a whole bunch of plugin sources they care nothing about as part of the main project.
Add the plugin sources into a subfolder of the SVN sources
I think that is a good idea if you don't have too many plugins. You could create a folder structure as shown at the end of my answer in order to manage plugins independently. But in this case you won't have fine control over SVN access.
The advantage is that you only have to maintain one project website (if you create one at all).
Create a separate project for the set of plugins
That's what Notepad++ does, for example. Their plugins are hosted on a separate SourceForge project. Having one download page full of plugins and another download page full of binary releases of your software improves readability. But don't forget to mention on the project web page that there's a separate plugin project.
It also has the advantage that you can manage the project web sites independently. For instance, you could put other users in charge of caring about the plugin site (if you find somebody who wants to maintain them).
Create a seperate project for each individual plugin
Not a good idea, maintenance will be harder this way, as you'll have multiple projects, repositories and project websites.
But it has an advantage though: You can be more fine-grained in granting people access to developing the plugins. For example, users A and B are allowed to work on plugin X, but not on plugin Y. With separate SF projects, this is easy to achieve. Same applies to the project web sites, of course.
So, as a conclusion, I would say that the more you care about SVN access rights and the more plugins you have, the more it makes sense to create one or more separate projects for your plugins.
Example SVN structure from #1:
/modeler
/trunk
/branches
/tags
/modeler-plugins
/plugin-x
/trunk
/branches
/tags
/plugin-y
/trunk
/branches
/tags