WordPress editor: "choose from existing tags" disappeared?

In the old days of WordPress, I could compose a new message and choose from existing tags using the "Tags" section in the right sidebar. With the current editor, this "Tags" section still allows me to enter new tags – but "choose from existing ones" has disappeared.

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Unless you open the list of existing tags in a new window (/wp-admin/edit-tags.php?taxonomy=post_tag), how to recover this useful functionality?

rpg – Need to create a track editor for the rhythm game

I'm doing Garfield-rpg. In short, it's similar to Undertale, the main difference being that it's with Garfield and his friends. And instead of a hellish segment between turns (as in the subtitle), there is a rhythm game, similar to guitar-hero / DDR

To see what I mean in action. You can watch this short video here

The tracks are really just a little table like this:

var track = (
"0/0 p d 4d",
"2/0 p r 4d#",

"0/1 p l 4e",

"0/2 p d 4d",
"1/2 p r 4d#",
"3/2 p l 43",

"3/3 p d 4d",

"1/4 p d 4d",
"2/4 p r 4d#",

"0/5 p l 4e",
"2/5 p x 3b",

"0/6 p d 4e",
"1/6 p r 4e#",
"3/6 p l 4d",
);

"2/4 for 4d #"

  • 2/4 being the time when it is generated
  • p being the type of granule. (so far it may be pellets or fish)
  • r being the button to press (arrow keys or x button)
  • 4d # being the note sound to play.

I need to create a small editor. Similar to mario-paint where I can efficiently grade notes and export a small table file as above. So far, I have tried to create a webApp, using Tone.js and javascript. But I'm having trouble making a pianoroll / stepsequencer. I would really appreciate suggestions for this.

python – How can I use fontComboBox in the text editor?

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Office mode in WordPress also in a mobile phone having a role of editor in the site

I have an editor role in a wordpress site, can I force the desktop mode on a mobile phone?

block editor – Gutenberg translation doesn't work

I followed the WordPress documentation on the translation of the Gutenberg block, I used WP CLI to create the .pot, .po and .json file and downloaded in my langauges folder in the folder of this plugin, but it still doesn't work. Can someone tell me what's wrong with my code?

PHP:

function custom_blocks_load_plugin_textdomain() {
    load_plugin_textdomain( 'custom-blocks', FALSE, '');
}
add_action( 'plugins_loaded', 'custom_blocks_load_plugin_textdomain' );

//register block template
function block_registration_template($block_path, $block_handle, $script_handle, $render_callback = false){
    wp_register_script(
        $script_handle,
        plugins_url( $block_path , __FILE__ ),
        ( 'wp-i18n', 'wp-element', 'wp-blocks', 'wp-components', 'wp-editor' ),
        filemtime( plugin_dir_path( $block_path , __FILE__ ) )
    );

    $parameters = array(
        'editor_script' => $script_handle,
    );

    if($render_callback){
        $parameters('render_callback') = $render_callback;
    }

    register_block_type( $block_handle, $parameters );

}

function block_registration(){
block_registration_template('/ref_block.js', 'custom-blocks/ref', 'CUSTOM-block-ref');

block_registration_template('/ref_holder_block.js', 'custom-blocks/ref-holder', 'CUSTOM-block-ref-holder');
}

add_action('init', 'block_registration');

function custom_blocks_set_script_translations() {
    wp_set_script_translations( 'CUSTOM-block-ref-holder', 'custom-blocks');
}
add_action( 'init', 'custom_blocks_set_script_translations' );

JS

(() => {
    const __ = wp.i18n.__; // The __() for internationalization.
    const el = wp.element.createElement; // The wp.element.createElement() function to create elements.
    const registerBlockType = wp.blocks.registerBlockType; // The registerBlockType() to register blocks.

    const ServerSideRender = wp.components.ServerSideRender;
    const TextControl = wp.components.TextControl;
    const TextareaControl = wp.components.TextareaControl;
    const InspectorControls = wp.editor.InspectorControls;
    const { RichText } = wp.blockEditor;
    const { InnerBlocks } = wp.blockEditor;

    //Custom variable
    const allowedBlocks = ( 'custom-blocks/ref' ) ;
    const blockTemplate = ( ( 'custom-blocks/ref', {} ) );

    registerBlockType( 'custom-blocks/ref-holder', { // Block name. Block names must be string that contains a namespace prefix. Example: my-plugin/my-custom-block.
        title: __( 'Reference Holder', 'custom-blocks' ), // Block title.

        category: 'custom_block',
        keywords: ( __('ref'), 'custom-blocks'),
        attributes: {

        },
        supports: {
            customClassName: false,
            className: false,
        },

        edit(props) {

            return el(
                'div', { className: 'ref-block-holder'},
                el('h2', {}, __('Reference', 'custom-blocks') ), 
                el ( InnerBlocks,
                {
                    allowedBlocks: allowedBlocks,
                    template: blockTemplate
                } )
            );
        },

        save(props) {

            return el(
                'div', { className: 'ref-block-holder'},
                el('h2', {}, __('Reference', 'custom-blocks') ),
                el ( InnerBlocks.Content,
                {
                    allowedBlocks: allowedBlocks,
                    template: blockTemplate
                } )
            );
        },
    });
})();

JSON:

{ 
   "translation-revision-date":"2020-02-10 15:33+0800",
   "generator":"WP-CLI/2.4.0",
   "source":"ref_holder_block.js",
   "domain":"custom-blocks",
   "locale_data":{ 
      "messages":{ 
         "":{ 
            "domain":"custom-blocks",
            "lang":"zh_HK",
            "plural-forms":"nplurals=1; plural=0;"
         },
         "Reference":( 
            "u53c3u8003u8cc7u6599"
         ),
         "Reference Holder":( 
            ""
         )
      }
   }
}

Any help would be appreciated. Thank you!

Material Design for Sketch – What do you use? Sticker sheet, theme editor, etc.

I'm pretty new in sketching and wanted to start with the hardware design to start. Still, I don't know if I should assemble my own version of material design or use the sticker sheet or theme editor.
The last two are really huge, so I think rather inflexible and confusing (too much stuff for the start).

Do you have experience and care to give your opinion? Would be really appreciated 🙂

block editor – returns several elements in save () and richtext does not work

So i made two blocks, one called reference and a called reference holder. Reference is a child block of Reference holder. Reference holder is responsible for generation

    and Reference is responsible for generation

  • with a RichText field.

    I want to add another one above the

      in Reference holder, so I transform the returned elements into an array, but the RichText field does not work. I'm sure this is related to the array, but I don't know how to fix it.

      Reference support block (return of a table)

      (() => {
          const __ = wp.i18n.__; // The __() for internationalization.
          const el = wp.element.createElement; // The wp.element.createElement() function to create elements.
          const registerBlockType = wp.blocks.registerBlockType; // The registerBlockType() to register blocks.
      
          const ServerSideRender = wp.components.ServerSideRender;
          const TextControl = wp.components.TextControl;
          const TextareaControl = wp.components.TextareaControl;
          const InspectorControls = wp.editor.InspectorControls;
          const { RichText } = wp.blockEditor;
          const { InnerBlocks } = wp.blockEditor;
      
          //Custom variable
          const allowedBlocks = ( 'custom-blocks/ref' ) ;
          const blockTemplate = ( ( 'custom-blocks/ref', {} ) );
      
          registerBlockType( 'custom-blocks/ref-holder', { // Block name. Block names must be string that contains a namespace prefix. Example: my-plugin/my-custom-block.
              title: __( 'Reference Holder', 'custom-blocks' ), // Block title.
      
              category: 'custom_block',
              keywords: ( __('ref'), 'custom-blocks'),
              attributes: {
      
              },
              supports: {
                  customClassName: false,
                  className: false,
              },
      
              edit(props) {
      
                  return (el('h2', {}, __('Reference', 'custom-blocks') ), el(
                      'ul', { className: 'ref-block-holder'},
                      el ( InnerBlocks,
                      {
                          allowedBlocks: allowedBlocks,
                          template: blockTemplate
                      } )
                  ));
              },
      
              save(props) {
      
                  return (el('h2', {}, __('Reference', 'custom-blocks') ), el(
                      'ul', { className: 'ref-block-holder'},
                      el ( InnerBlocks.Content,
                      {
                          allowedBlocks: allowedBlocks,
                          template: blockTemplate
                      } )
                  ));
              },
          });
      })();
      

      Reference block

      (() => {
          const __ = wp.i18n.__; // The __() for internationalization.
          const el = wp.element.createElement; // The wp.element.createElement() function to create elements.
          const registerBlockType = wp.blocks.registerBlockType; // The registerBlockType() to register blocks.
      
          const ServerSideRender = wp.components.ServerSideRender;
          const TextControl = wp.components.TextControl;
          const TextareaControl = wp.components.TextareaControl;
          const InspectorControls = wp.editor.InspectorControls;
          const { RichText } = wp.blockEditor;
          const { InnerBlocks } = wp.blockEditor;
      
          /**
           * Register Basic Block.
           *
           * Registers a new block provided a unique name and an object defining its
           * behavior. Once registered, the block is made available as an option to any
           * editor interface where blocks are implemented.
           *
           * @param  {string}   name     Block name.
           * @param  {Object}   settings Block settings.
           * @return {?WPBlock}          The block, if it has been successfully
           *                             registered; otherwise `undefined`.
           */
          registerBlockType( 'custom-blocks/ref', { // Block name. Block names must be string that contains a namespace prefix. Example: my-plugin/my-custom-block.
              title: __( 'Reference', 'custom-blocks' ), // Block title.
      
              category: 'custom_block',
              parent: ( 'custom-blocks/ref-holder' ),
              attributes: {
                  reference: {
                      source: 'children',
                      selector: 'li',
                  },
              },
              supports: {
                  customClassName: false,
                  className: false,
              },
      
              edit(props) {
                  const reference = props.attributes.reference;
      
                  function onChangeReference( newContent ) {
                      props.setAttributes( { reference: newContent } );
                  }
      
                  const editReference = el(
                      RichText,
                      {
                          tagName: 'li',
                          onChange: onChangeReference,
                          value: reference,
                          formattingControls: ( 'bold' ),
                          placeholder: __( 'Reference...', 'custom-blocks' ),
                      }
                  );
      
                  return editReference;
      
              },
      
              // The "save" property must be specified and must be a valid function.
              save(props) {
                  const reference = props.attributes.reference;
      
                  const referenceOutput = el ( RichText.Content,
                      { 
                      tagName: 'li',
                      value: reference,
                      }
                      );
      
                  return referenceOutput;
              },
          } );
      })();
      

      Any help would be appreciated. Thank you!

Addressable Unity: the built-in game throws InvalidKeyException on the Android platform while the game works perfectly in the editor

I integrated the addressable Unity package into my project, but the problem I have is that the addressables are not loaded when I test on Android. Here is the log of Adb's logcat:

    E/Unity   (16787): Exception encountered in operation UnityEngine.ResourceManagement.ResourceManager+CompletedOperation`1(UnityEngine.GameObject), result='', status='Failed': Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown., Key=035a9d5a8d41d8b42a738cf8b98c7781
E/Unity   (16787): UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
E/Unity   (16787): UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object())
E/Unity   (16787): UnityEngine.Logger:LogFormat(LogType, String, Object())
E/Unity   (16787): UnityEngine.Debug:LogErrorFormat(String, Object())
E/Unity   (16787): UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception) (at E:mahmoud baghaniPayizLibraryPackageCachecom.unity.addressables@1.5.0RuntimeAddressablesImpl.cs:225)
E/Unity   (16787): UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:set_OperationException(Exception) (at E:mahmoud baghaniPayizLibraryPackageCachecom.unity.addressables@1.5.0RuntimeResourceManagerAsyncOperationsAsyncOperationBase.cs:286)
E/Unity   (16787): UnityEngine.ResourceManagement.AsyncO
E/Unity   (16787): Exception encountered in operation UnityEngine.AddressableAssets.Initialization.InitializationOperation, result='', status='Succeeded' - Chain: ChainOperation of Type: UnityEngine.GameObject failed because dependent operation failed
E/Unity   (16787): Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown., Key=035a9d5a8d41d8b42a738cf8b98c7781
E/Unity   (16787): UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
E/Unity   (16787): UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object())
E/Unity   (16787): UnityEngine.Logger:LogFormat(LogType, String, Object())
E/Unity   (16787): UnityEngine.Debug:LogErrorFormat(String, Object())
E/Unity   (16787): UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception) (at E:mahmoud baghaniPayizLibraryPackageCachecom.unity.addressables@1.5.0RuntimeAddressablesImpl.cs:225)
E/Unity   (16787): UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:set_OperationException(Exception) (at E:mahmoud baghaniPayizLibraryPackageCachecom.unity.addressables@1.5.0RuntimeResourc
E/Unity   (16787): Exception encountered in operation UnityEngine.ResourceManagement.ResourceManager+CompletedOperation`1(UnityEngine.GameObject), result='', status='Failed': Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown., Key=adc44a52236cf704fab2efdb10c1c9e3
E/Unity   (16787): UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
E/Unity   (16787): UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object())
E/Unity   (16787): UnityEngine.Logger:LogFormat(LogType, String, Object())
E/Unity   (16787): UnityEngine.Debug:LogErrorFormat(String, Object())
E/Unity   (16787): UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception) (at E:mahmoud baghaniPayizLibraryPackageCachecom.unity.addressables@1.5.0RuntimeAddressablesImpl.cs:225)
E/Unity   (16787): UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:set_OperationException(Exception) (at E:mahmoud baghaniPayizLibraryPackageCachecom.unity.addressables@1.5.0RuntimeResourceManagerAsyncOperationsAsyncOperationBase.cs:286)
E/Unity   (16787): UnityEngine.ResourceManagement.AsyncO
E/Unity   (16787): NullReferenceException: Object reference not set to an instance of an object
E/Unity   (16787):   at MapManager+d__53.MoveNext () (0x00101) in E:mahmoud baghaniPayizAssetsCodeMapManager.cs:125
E/Unity   (16787):   at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (0x00020) in /Users/builduser/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17
E/Unity   (16787):

As you can see, this exception results in null references (like the one I included in the journal I published) and makes the game unplayable because I rely on the addressables to load / unload some of my basic stuff like map textures or large rendering textures.
The problem does not show up in the editor. I tried to clean up and rebuild the addressables without success. How do I go about solving this problem?

magento2 – Magento 2: How to add a spell checker in the tinyMc editor in a custom module?

I am using a small editor in a custom field in frontend form. I want to use the spell checker in this editor.

My code: –

Please guide me to do this.

Thank you

apache2 – how to edit the index.html file using the emacs text editor?

when editing the index.html file with the emacs text editor, it does not display the changes on the apache2 website, someone who can help


Distributor ID: Ubuntu
Description: Ubuntu 16.04.6 LTS
Released: 16.04
Code name: xenial