I am confused within the new Omniture Interface for a small thing. I am trying to Generate SiteCatalyst JavaScript Code for my site.
Here is what I did.
Created Report Suites from Report Suite Manager.
and got confused how to generate code for my site.
See the old interface made it very clear to create code for my site by selecting a Report Suite as explained here.
But how to generate code by selecting a Report Suite in the new interface?
Thanks.
I don't know where the code generation is or if it even exists any longer. Have you considered using the tag manager?
It's in the Admin home under "Tag Management". You can download the site snippet from there. You will see all the code in your container at that point. You have to set variables a little differently when you use the tag manager at that point but there is plenty of documentation around it.
Code Manager
Code manager lets you download data collection code for web and mobile platforms.
Admin tools > Code Manager.
After you download the library, you must configure the code to send data to the correct tracking server and report suite.
Tag Manager
TagManager is the standard method for deployment of Adobe Marketing Cloud tags.Tag Manager 2.0 is the latest one available.
TagManager lets you:
Deploy Marketing Cloud products and Genesis integrations though a single hosted JavaScript file.
Manage tags and configuration in a secure administrative interface.
Test changes and quickly roll back to previous versions.
Use existing SiteCatalyst tags to implement TagManager without a complex deployment process.
Deploy third-party tags.
Dynamic Tag Manager
Adobe acquire Satellite and it is now DTM.It is the future of implementation.
Visit the link DTM
The old Code Manager is still there, just a bit hidden. If you go into the interface for Code Manager, just under that table is this text. It brings you to the old Code Manager:
To view the legacy code manager or download AppMeasurement libraries for BlackBerry, Windows Phone 7, or Symbian click here.
In future the world is expected to go with Tag Management and when you have time it is recommended that you implement that.
Thanks C.
Related
i am new to Unity and i am try to understand plugins. I have got the difference between a managed plugin and a native plugin, but what is not very clear to me is:
what is the difference between a plugin and a dll? what should i expect to find in an sdk to make it usable in my unity project?
Thanks a lot
To expand on #Everts comment instead of just copying it into an answer, I'll go a little into details here
What is a plugin?
It's a somewhat vague word for a third-party library that is somehow integrated with the rest of your game. It means that it neither is officialy supported by Unity, nor is it a part of your core code. It can be "plugged" in or out without altering its internals, so it must provide some kind of API that can be used by the game code.
For example, you'll find many plugins that handle external services like ads, notifications, analytics etc. You'll also find a couple of developer-tools that can also be called plugins, like tile-based map editors and such.
Plugins come in many forms - DLL files are one example but some plugins actually provide full source code for easier use. And of course, other plugins will provide native code for different platforms, like Objective-C for iOS or .jars for Android.
So to answer your first question:
DLL is simply a pre-compiled source file that can be a part of a plugin
A plugin is a whole library that can consist of multiple files with different formats (.cs, .dll, .jar, .m etc)
What do you need to use an sdk?
First of all - documentation. Like I said before, and like you noticed yourself, not all plugins give you access to the source code. And unfortunately, not many sdks have extensive and developer-friendly documentations so it can be a tough task to actually understand how to use a given sdk.
Secondly - the code. Many sdks give you some kind of "drag & drop" library, a single folder with all the neccessary files inside that you simply add to your Unity projects. I've also seen sdks that use Unity packages that you have to import via Assets > Import Package > Custom Package.
Once you have the code and documentation it's time to integrate it with your game. I strongly recommend using an abstract lyer in your game as, in my experience, you often have to change sdks for various reasons and you don't want to rewrite your game logic every time. So I suggest encapsulating sdk-related code in a single class so that you have to change only one class in your code when switching from, say, one ad provider to another (and keep the old class in case you need to switch back).
So you basically need three things:
Documentation (either a readme file or an online documentation)
The code (precompiled or source)
A versatile integration
I'm planning to use list & label as a reporting tool for my MVC Web Application, I downloaded the trial version and the sample code was really helpful.
I'm almost settled on using this as my app's reporting tool but I'm thinking twice on their web app report designer tool, because I needed to install the chrome extension before I can use it.
I'm using version LL v.20
So my questions are:
Is the chrome extension really needed for the designer to work? I'm thinking that if my app goes live, will I require my clients to install this plugin first?
Will the designer have issues on other browser? So far I haven't seen extensions/plugins for IE (only Fireforx, Safari, Opera, Chrome).
PS. If all else fail, can you suggest an alternative for this? The reporting tool that I need is web-based and allows end-users to edit the reports. Thanks!
1) Yes, you need to install the plugin on the client side.
2) For IE, there's a Designer ActiveX. Simply open your existing app in IE, you should be offered to install the OCX right away.
As to your general concerns:
We plan to replace the plugins with a client-side application that can be one-time installed with a couple of clicks in LL21. The reasoning is the step-by-step deprecation of plugins by most browser vendors. Changing between the plugins and the new designer app will be quite easy. The new designer will also support previewing at design time. Depending on when you plan to ship your application it may well be worth the wait till October.
I have tried List and Label Web Designer and found that installing additional application for all users is not a good idea. Will look for another solutions, may be FastReport.Net. That online designer is realy online and can work not only on Windows.
How to create a class dynamically in a Blackberry project that uses Eclipse plugin?
My requirement: Suppose on click of a button a new class with a given name should be created. Methods and fields should be added and
then I should make use of that class
object. Is this possible in Blackberry?
Below are the steps I have done.
Get third party jars like ASM, javassist
Try to use them in project
but, I am getting verification errors when deploy to the device. So, is there a native api in RIM or any other alternative?
BlackBerry Java does not support the full set of reflection capabilities that you would expect in Standard Java (J2SE).
So, you won't be able to dynamically create a class, add methods, and then call them.
For the most part, BlackBerry is Java 1.3. If you tweak your development environment, you can get access to some newer features at compile time. But, in terms of the runtime code, you're limited to 1.3.
Javassist is based on Java APIs that don't exist in the 1.3 runtime that BlackBerry has, so it won't be of much help :(
Hopefully, someone else will chime in, but I don't know that this is something that's possible on BlackBerry Java.
Every application seems to start with me taking a similar app, thowing out the "meat" of it and using the skeleton for my new project.
I don't always get all that I want from a previous project, nor do I need everything from it, but certain things keep cropping up again and again:
about box (with contact email being generated from the app name & version number direct from the project options)
splash screen (source & duration)
only allow single copy to run
prevent task switching
acccept dropped files?
minimaize to tray
hide from task manager
recent files list
that sort of thing.
I used too have such a skeleton for C++ Builder, years ago. It just read an .INI file and customized the app's behaviour accordingly.
Before I take the trouble to port it to Delphi, does anyone know of anything similar which is freely available?
You can simply create your skeleton project and add it to the repository (IDE menu Project\Add to Repository).
If you want to be able to dynamically create different projects based on some parameters (user input) you can also write a wizard using the OpenTools API.
It has been a long while since I have really worked with J2EE so please excuse my ignorance. My recent engagement in a Grails project has peaked my interest in Java once more and especially in Grails as it makes building web applications on the Java platform fun again. That being said, I would like an expert to comment on the following requirement that I have for an application built using Grails:
The Design Team (web designers) require access to the GSP pages and edit the view files (layouts, templates, etc.) without bothering the development team (software developers). This scenario can take place both during construction and after deployment into production.
The communication level between the Designers, Developers, and Business Users are not an issue here. However, about 40% of the time, the Business Units involved request changes to the front-end that have no impact on the Developers time but require the time of a Design Team member. Currently, the deployment workflow follows the Grails application through the deployment of a War file to a Tomcat server. I imagine there is a simpler way to allow the Design team to make UI changes without going through the build and deploy lifecycle.
Several of the Design Team members have had exposure to PHP in the past and at times miss the ability to just overwrite a template file to make a UI piece more functional or improve a layout template. I hope there is a similar way to accommodate such simplicity within Grails. I have been told that exploding the War file might be an option but that still requires the reload of the Tomcat hosted application.
If you believe that I looking at the desired solution the wrong way, please do chime in as I am more interested in a workable compromise for all the team members involved. Thank you.
You need to specify the following settings in Config.groovy:
grails.gsp.enable.reload=true
grails.gsp.view.dir="/path/to/gsp/views"
The 'grails.gsp.view.dir' is typically the path to your checked out SVN repo. You can then just 'svn up' everytime you want to update the views.
There is one caveat: When a GSP view is compiled it uses up permgen. Eventually you will run out and need to restart the server.
You could run a server with a version of the application via run-app in development mode. The designers can then make changes to the views and they will reload. They would need to be able to acccess the source code on the server via a share of some kind. As a plus, if you checked out the source the designers could then commit their changes from the server.
The downside is that if the reloading fails or you run out of memory (has been known to happen with lots of reloading) either a developer would need to stop and start the app or you could provide the designers with a script to run to bounce it.
You'd obviously take a performance hit by running in development mode and via run-app but it might a ok trade off in your case.
cheers
Lee
This may not be the direct answer for this question but since you seem to pay attention to designers' role in a project, you may also check my designer friendly GSP implementation which enables designers to view GSP pages even with custom tags thanks to the "tag declaration via attributes" feature.