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How-To Tutorials

7019 Articles
article-image-create-quick-application-cakephp-part-2
Packt
18 Nov 2009
7 min read
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Create a Quick Application in CakePHP: Part 2

Packt
18 Nov 2009
7 min read
Editing a Task Now that we can add tasks to CakeTooDoo, the next thing that we will be doing is to have the ability to edit tasks. This is necessary because the users should be able to tick on a task when it has been completed. Also, if the users are not happy with the title of the task, they can change it. To have these features in CakeTooDoo, we will need to add another action to our Tasks Controller and also add a view for this action. Time for Action: Creating the Edit Task Form Open the file tasks_controller.php and add a new action named edit as shown in the following code: function edit($id = null) { if (!$id) { $this->Session->setFlash('Invalid Task'); $this->redirect(array('action'=>'index'), null, true); } if (empty($this->data)) { $this->data = $this->Task->find(array('id' => $id)); } else { if ($this->Task->save($this->data)) { $this->Session->setFlash('The Task has been saved'); $this->redirect(array('action'=>'index'), null, true); } else { $this->Session->setFlash('The Task could not be saved. Please, try again.'); } } } Inside the directory /CakeTooDoo/app/views/tasks, create a new file named edit.ctp and add the following code to it: <?php echo $form->create('Task');?> <fieldset> <legend>Edit Task</legend> <?php echo $form->hidden('id'); echo $form->input('title'); echo $form->input('done'); ?> </fieldset> <?php echo $form->end('Save');?> We will be accessing the Task Edit Form from the List All Task page. So, let's add a link from the List All Tasks page to the Edit Task page. Open the index.ctp file in /CakeTooDoo/app/views directory, and replace the HTML comment <!-- different actions on tasks will be added here later --> with the following code: <?php echo $html->link('Edit', array('action'=>'edit', $task['Task']['id'])); ?> Now open the List All Tasks page in the browser by pointing it to http://localhost/CakeTooDoo/tasks/index and we will see an edit link beside all the tasks. Click on the edit link of the task you want to edit, and this will take you to do the Edit Task form, as shown below: Now let us add links in the Edit Task Form page to the List All Tasks and Add New Task page. Add the following code to the end of edit.ctp in /CakeTooDoo/app/views: <?php echo $html->link('List All Tasks', array('action'=>'index')); ?><br /> <?php echo $html->link('Add Task', array('action'=>'add')); ?> What Just Happened? We added a new action named edit in the Tasks controller. Then we went on to add the view file edit.ctp for this action. Lastly, we linked the other pages to the Edit Task page using the HTML helper. When accessing this page, we need to tell the action which task we are interested to edit. This is done by passing the task id in the URL. So, if we want to edit the task with the id of 2, we need to point our browser to http://localhost/CakeTooDoo/tasks/edit/2. When such a request is made, Cake forwards this request to the Tasks controller's edit action, and passes the value of the id to the first parameter of the edit action. If we check the edit action, we will notice that it accepts a parameter named $id. The task id passed in the URL is stored in this parameter. When a request is made to the edit action, the first thing that it does is to check if any id has been supplied or not. To let users edit a task, it needs to know which task the user wants to edit. It cannot continue if there is no id supplied. So, if $id is undefined, it stores an error message to the session and redirects to the index action that will show the list of current tasks along with the error message. If $id is defined, the edit action then checks whether there is any data stored in $this->data. If no data is stored in $this->data, it means that the user has not yet edited. And so, the desired task is fetched from the Task model, and stored in $this->data in the line: $this->data = $this->Task->find(array('id' => $id)); Once that is done, the view of the edit action is then rendered, displaying the task information. The view fetches the task information to be displayed from $this->data. The view of the edit action is very similar to that of the add action with a single difference. It has an extra line with echo $form->hidden('id');. This creates an HTML hidden input with the value of the task id that is being edited. Once the user edits the task and clicks on the Save button, the edited data is resent to the edit action and saved in $this->data. Having data in $this->data confirms that the user has edited and submitted the changed data. Thus, if $this->data is not empty, the edit action then tries to save the data by calling the Task Model's save() function: $this->Task->save($this->data). This is the same function that we used to add a new task in the add action. You may ask how does the save() function of model knows when to add a new record and when to edit an existing one? If the form data has a hidden id field, the function knows that it needs to edit an existing record with that id. If no id field is found, the function adds a new record. Once the data has been successfully updated, a success message is stored in the session and it redirects to the index action. Of course the index page will show the success message. Adding Data Validation If you have come this far, by now you should have a working CakeTooDoo. It has the ability to add a task, list all the tasks with their statuses, and edit a task to change its status and title. But, we are still not happy with it. We want the CakeTooDoo to be a quality application, and making a quality application with CakePHP is as easy as eating a cake. A very important aspect of any web application (or software in general), is to make sure that the users do not enter inputs that are invalid. For example, suppose a user mistakenly adds a task with an empty title, this is not desirable because without a title we cannot identify a task. We would want our application to check whether the user enters title. If they do not enter a title, CakeTooDoo should not allow the user to add or edit a task, and should show the user a message stating the problem. Adding these checks is what we call Data Validation. No matter how big or small our applications are, it is very important that we have proper data validation in place. But adding data validation can be a painful and time consuming task. This is especially true, if we have a complex application with lots of forms. Thankfully, CakePHP comes with a built-in data validation feature that can really make our lives much easier. Time for Action: Adding Data Validation to Check for Empty Title In the Task model that we created in /CakeTooDoo/app/models, add the following code inside the Task Model class. The Task Model will look like this: <?php class Task extends AppModel { var $name = 'Task'; var $validate = array( 'title' => array( 'rule' => VALID_NOT_EMPTY, 'message' => 'Title of a task cannot be empty' ) ); } ?> Now open the Add Task form in the browser by pointing it to http://localhost/CakeTooDoo/tasks/add, and try to add a task with an empty title. It will show the following error message:
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18 Nov 2009
5 min read
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Ground to SQL Azure migration using MS SQL Server Integration Services

Packt
18 Nov 2009
5 min read
Enterprise data can be of very different kinds ranging from flat files to data stored in relational databases with the recent trend of storing data in XML data sources. The extraordinary number of database related products, and their historic evolution, makes this task exacting. The entry of cloud computing has turned this into one of the hottest areas as SSIS has been one of the methods indicated for bringing ground based data to cloud storage in SQL Azure, the next milestone in Microsoft Data Management. The reader may review my book on this site, "Beginners Guide to Microsoft SQL Server Integration Services" to get a jump start on learning this important product from Microsoft. SQL Azure SQL Azure is one of the three pillars of Microsoft's Azure cloud computing platform. It is a relational database built on SQL Server Technologies maintained on Microsoft's physical site where subscribers like you and me can rent out storage of data. Since the access is over the internet it is deemed to be in the cloud and Microsoft would provide all data maintenance. Some of the key benefits of this 'Database usage as a service' are: Manageability High Availability Scalability Which in other words means taking away a lot headache from you like worrying about hardware and software (SQL Azure Provisioning takes care of this), replication, DBAs with attitudes etc. Preparation for this tutorial You need some preparation to work with this tutorial. You must have a SQL Server 2008 installed to start with. You also need to register yourself with Microsoft to get an invitation to use SQL Azure by registering for the SQL Azure CTP. Getting permission is not immediate and may take days. After you register agreeing to the license terms, you get the permission (You become a subscriber to the service) to use the Azure Platform components (SQL Azure is one of them). After subscribing you can create a database on the SQL Azure instance. You will be the administrator of your instance (Your login will be known as the server level principal equivalent to the landbased sa login), and you can web access the server with a specific connection string provided to you and a strong password which you create. When you access the Azure URL, you provide the authentication to get connected to your instance of the server by signing in. Therein, you can create a database or delete an existing database. You have couple of tools available to work with this product. Read the blog post mentioned in the summary. Overview of this tutorial In this tutorial you will be using MS SQL Server Integration Services to create a package that can transfer a table from SQL Server 2008 to SQL Azure for which you have established your credentials. In my case the credentials are: Server: tcp:XXXXXX.ctp.database.windows.net User ID: YYYYY Password: ZZZZZ Database: PPPPPP Trusted_Connection=False; Here XXXXXX, YYYY,ZZZZZ, and PPPPPP are all the author's personal authentication values and you would get yours when you register as previously mentioned. Table to be migrated on SQL Server 2008 The table to be migrated on the SQL Server 2008 (Enterprise server, evaluation edition is shown in the next figure). PrincetonTemp is a simple table in the TestNorthwind database on the default instance of the local server on a Windows XP machine, with a few columns and no primary key. Create a SQL Server Integration Services Package Open BIDS (a Visual Studio add-in extending support to build database applications with SQL Server) and create a new SQL Server Integration Services project[Use File |New |Project...in the IDE]. Herein the Visual Studio 2008 with SP1 is used. You need to provide a name which for this project is GroundToCloud. The program creates the project for you which you can see in the Solution Explorer. By default it creates a package for you, Package.dtsx. You may rename the package (herein ToAzure.dtsx)and the project folders and file appear as shown. Add an ADO.NET Source component Drag and drop a Data Flow Task to the tabbed page Control Flow in the package designer. Into the Data flow tabbed page drag and drop an ADO.NET Source component from the Toolbox. Double click the component you just added, from the pop-up menu choose Edit... The ADO.NET Source editor gets displayed. If there are previously configured connections one of them may show up in this window. We will be creating a new connection and therefore click the New... button to display an empty Configure ADO.NET Connection Manager as shown (again, if there are existing connections they all will show up in this window). A connection is needed in connecting to a source outside the IDE. Double click the New... button to display the Connection Manager window which is all but empty. Fill in the details for your instance of ground based server as shown (the ones shown are for this article at the author's site). You may test the connection by hitting the Test Connection button. Clicking the OK buttons on the Connection Manager and the Configure ADO.NET Connection Manager will bring you back to the ADO.NET Source Editor displaying the connection you have just made as shown. A connection string also gets added to the bottom pane of the package designer as well as to the Configure ADO.NET Connection Manager. Click on the drop-down and pick the table (PrincetonTemp) that needs to be migrated to the cloud based server, SQL Azure. Click OK. The Columns navigation on the left would reveal all the columns in the table if it were to be clicked. The Preview button would return the data returned by a SELECT query on the columns as shown.
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Packt
18 Nov 2009
5 min read
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Ubuntu 9.10: How To Upgrade

Packt
18 Nov 2009
5 min read
So the new Ubuntu is here and you’re just dying to upgrade and have a look at all the new features! With just a few simple steps you'll be up and running the new system in no time! Before you dive right in, there are a few things you should know, and a few ways to (hopefully) make your upgrade process more pleasant. This article is broken up into sections outlining the preparation, requirements and upgrade steps needed for each platform. It is important to follow the steps in order to ensure a full and painless upgrade. Also, please follow only one of the upgrade paths. In other words, there are different methods for a Desktop as compared to a Server. You only need to follow those steps applicable to you. A Note Regarding Upgrades vs Fresh Installations You may be wondering whether it is better to upgrade your current installation or do a fresh install from CD. There are benefits to doing a fresh installation to be sure, but there are also benefits to upgrading your system in place. I know people that swear by one method, and others that swear by another. In the end, both methods are supported and will give you the same Ubuntu experience. Fresh installations will require a complete wipe of your hard disk. This means that you'll need to backup any important documents, pictures or other files that you'll want to keep. Have you ever done a fresh installation before and realized only too late that you forgot to back something up? I have. It's easy to miss something. Using the in-place upgrade methods found in this article you won't need to worry about backups. With an in-place upgrade you can generally keep working on your machine while applications are upgraded in the background. This means you can continue to browse the web or send and receive email while the system is upgraded. Bottom line is that upgrades are thoroughly tested and just as well supported as fresh installations. Preparation When upgrading your system from one release to the next, there are certain requirements that you must meet in order to be successful. First of all, and most importantly in this instance, this upgrade path is only possible from Ubuntu 9.04 "Jaunty Jackalope" to Ubuntu 9.10 "Karmic Koala". If you are using a release previous to 9.04 (8.10 or earlier), stop now. This upgrade process will not work, is not supported and will likely cause problems. If you are unsure which version you have installed, you can run this command in your terminal to find out. (Applications > Accessories > Terminal) lsb_release -a If you find that you are on a release previous to Ubuntu 9.04, you will need to decide whether it is best to do a fresh installation or do an incremental upgrade leading up to 9.10. Incremental upgrades, as well as fresh installations are beyond the scope of this article, but there is detailed documentation on the matter found here: https://help.ubuntu.com/community/UpgradeNotes Updates Once you have verified that you are using Ubuntu 9.04 "Jaunty Jackalope" you will be able to begin the upgrade proccess. In order for the latest version to become available to you, you'll need to apply any pending updates to your current version. There are two ways to apply available updates pending a system upgrade. The first method applies to the graphical Desktop or Laptop platform. The second method applies to a server, or non-graphical installation. Remember, please only follow the steps applicable to you. Graphical Updates (Pre-Upgrade) If you are using the graphical environment you can check for and apply updates by way of the Update Manager tool. This can be found by navigating to: (System > Administration > Update Manager). This tool will automatically scan for and list any pending updates. Be sure to apply all available updates before moving to the next step. You can ensure that there are no more pending updates by clicking Check and verifying that it displays the message "Your system is up to date". Command Line Updates (Pre-Upgrade) For those more comfortable with the command line interface, or those running a non-graphical Server installation, you can run the following command to check for and apply any available system updates. sudo aptitude update && sudo aptitude safe-upgrade && sudo aptitude full-upgrade Apply any updates that are pending from the command above before you move to the next step. You can repeat this command until no more updates are offered to ensure you are ready. Now that you have applied the remainder of the updates for your current system, you can move to the next step. In the next step, Selecting a Mirror, you will learn how to use an alternate, often faster, package repository for your updates. This means that instead of using the default and often overwhelmed main Ubuntu servers for updates you can configure your system to use one closer to you. This often results in faster downloads and upgrades.
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18 Nov 2009
6 min read
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Applying Special Effects in 3D Game Development with Microsoft Silverlight 3: Part 2

Packt
18 Nov 2009
6 min read
Time for action – simulating fluids with movement Your project manager is amazed with the shower of dozens of meteors in the background. However, he wants to add a more realistic background. He shows you a water simulation sample using Farseer Physics Engine. He wants you to use the wave simulation capabilities offered by this powerful physics simulator to create an asteroids belt. First, we are going to create a new class to define a fluid model capable of setting the initial parameters and updating a wave controller provided by the physics simulator. We will use Farseer Physics Engine's wave controller to add real-time fluids with movement for our games. The following code is based on the Silverlight water sample offered with the physics simulator. However, in this case, we are not interested in collision detection capabilities because we are going to create an asteroid belt in the background. Stay in the 3DInvadersSilverlight project. Create a new class—FluidModel. Replace the default using declarations with the following lines of code (we are going to use many classes and interfaces from Farseer Physics Engine): using System;using FarseerGames.FarseerPhysics;using FarseerGames.FarseerPhysics.Controllers;using FarseerGames.FarseerPhysics.Mathematics; Add the following public property to hold the WaveController instance: public WaveController WaveController { get; private set; } Add the following public properties to define the wave generator parameters: public float WaveGeneratorMax { get; set; }public float WaveGeneratorMin { get; set; }public float WaveGeneratorStep { get; set; } Add the following constructor without parameters: public FluidModel(){ // Assign the initial values for the wave generator parameters WaveGeneratorMax = 0.20f; WaveGeneratorMin = -0.15f; WaveGeneratorStep = 0.025f;} Add the Initialize method to create and configure the WaveController instance using the PhysicsSimulator instance received as a parameter: public void Initialize(PhysicsSimulator physicsSimulator){ // The wave controller controls how the waves move // It defines how big and how fast is the wave // It is represented as set of points equally spaced horizontally along the width of the wave. WaveController = new WaveController(); WaveController.Position = ConvertUnits.ToSimUnits(-20, 5); WaveController.Width = ConvertUnits.ToSimUnits(30); WaveController.Height = ConvertUnits.ToSimUnits(3); // The number of vertices that make up the surface of the wave WaveController.NodeCount = 40; // Determines how quickly the wave will dissipate WaveController.DampingCoefficient = .95f; // Establishes how fast the wave algorithm runs (in seconds) WaveController.Frequency = .16f; //The wave generator parameters simply move an end-point of the WaveController.WaveGeneratorMax = WaveGeneratorMax; WaveController.WaveGeneratorMin = WaveGeneratorMin; WaveController.WaveGeneratorStep = WaveGeneratorStep; WaveController.Initialize();} Add the Update method to update the wave controller and update the points that draw the waves shapes: public void Update(TimeSpan elapsedTime){ WaveController.Update((float) elapsedTime.TotalSeconds);} What just happened? We now have a FluidModel class that creates, configures, and updates a WaveController instance according to an associated physics simulator. As we are going to work with different gravitational forces, we are going to use another independent physics simulator to work with the FluidModel instance in our game. Simulating waves The wave controller offers many parameters to represent a set of points equally spaced horizontally along the width of one or many waves. The waves can be: Big or small Fast or slow Tall or short The wave controller's parameters allow us to determine the number of vertices that make up the surface of the wave assigning a value to its NodeCount property. In this case, we are going to create waves with 40 nodes and each point is going to be represented by an asteroid: WaveController.NodeCount = 40; The Initialize method defines the position, width, height and other parameters for the wave controller. We have to convert our position values to the simulator values. Thus, we use the ConvertUnits.ToSimUnits method. For example, this line defines the 2D Vector for the wave's upper left corner (X = -20 and Y = 5): WaveController.Position = ConvertUnits.ToSimUnits(-20, 5); The best way to understand each parameter is changing its values and running the example using these new values. Using a wave controller we can create amazing fluids with movement.   Time for action – creating a subclass for a complex asteroid belt Now, we are going to create a specialized subclass of Actor (Balder.Core.Runtime. Actor) to load, create an update a fluid with waves. This class will enable us to encapsulate an independent asteroid belt and add it to the game. In this case, it is a 3D character composed of many models (many instances of Mesh). Stay in the 3DInvadersSilverlight project. Create a new class, FluidWithWaves (a subclass of Actor) using the following declaration: public class FluidWithWaves : Actor Replace the default using declarations with the following lines of code (we are going to use many classes and interfaces from Balder, Farseer Physics Engine and lists): using System.Windows;using System.Windows.Controls;using System.Windows.Media;using System.Windows.Shapes;// BALDERusing Balder.Core;using Balder.Core.Geometries;using Balder.Core.Math;using Balder.Core.Runtime;// FARSEER PHYSICSusing FarseerGames.FarseerPhysics;using FarseerGames.FarseerPhysics.Collisions;using FarseerGames.FarseerPhysics.Dynamics;using FarseerGames.FarseerPhysics.Factories;using FarseerGames.FarseerPhysics.Mathematics;// LISTSusing System.Collections.Generic; Add the following protected variables to hold references for the RealTimeGame and the Scene instances: protected RealTimeGame _game;protected Scene _scene; Add the following private variables to hold the associated FluidModel instance, the collection of points that define the wave and the list of meshes (asteroids): private FluidModel _fluidModel;private PointCollection _points;private List<Mesh> _meshList; Add the following constructor with three parameters—the RealTimeGame, the Scene, and the PhysicsSimulator instances: public FluidWithWaves(RealTimeGame game, Scene scene, PhysicsSimulator physicsSimulator){ _game = game; _scene = scene; _fluidModel = new FluidModel(); _fluidModel.Initialize(physicsSimulator); int count = _fluidModel.WaveController.NodeCount; _points = new PointCollection(); for (int i = 0; i < count; i++) { _points.Add(new Point(ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.XPosition[i]), ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.CurrentWave[i]))); }} Override the LoadContent method to load the meteors' meshes and set their initial positions according to the points that define the wave: public override void LoadContent(){ base.LoadContent(); _meshList = new List<Mesh>(_points.Count); for (int i = 0; i < _points.Count; i++) { Mesh mesh = _game.ContentManager.Load<Mesh>("meteor.ase"); _meshList.Add(mesh); _scene.AddNode(mesh); mesh.Position.X = (float) _points[i].X; mesh.Position.Y = (float) _points[i].Y; mesh.Position.Z = 0; }} Override the Update method to update the fluid model and then change the meteors' positions taking into account the points that define the wave according to the elapsed time: public override void Update(){ base.Update(); // Update the fluid model with the real-time game elapsed time _fluidModel.Update(_game.ElapsedTime); _points.Clear(); for (int i = 0; i < _fluidModel.WaveController.NodeCount; i++) { Point p = new Point(ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.XPosition[i]), ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.CurrentWave[i]) +ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.Position.Y)); _points.Add(p); }// Update the positions for the meshes that define the wave's points for (int i = 0; i < _points.Count; i++) { _meshList[i].Position.X = (float)_points[i].X; _meshList[i].Position.Y = (float)_points[i].Y; }}
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Packt
18 Nov 2009
10 min read
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Integrating Websphere eXtreme Scale Data Grid with Relational Database: Part 1

Packt
18 Nov 2009
10 min read
As stated above there are three compelling reasons to integrate with a database backend. First, reporting tools do not have good data grid integration. Using CrystalReports and other reporting tools, don't work with data grids right now. Loading data from a data grid into a data warehouse with existing tools isn't possible either. The second reason we want to use a database with a data grid is when we have an extremely large data set. A data grid stores data in memory. Though much cheaper than in the past, system memory is still much more expensive than a typical magnetic hard disk. When dealing with extremely large data sets, we want to structure our data so that the most frequently used data is in the cache and less frequently used data is on the disk. The third compelling reason to use a database with a data grid is that our application may need to work with legacy applications that have been using relational databases for years. Our application may need to provide more data to them, or operate on data already in the legacy database in order to stay ahead of a processing load.In this article, we will explore some of the good and not-so-good uses of an in-memory data grid. We'll also look at integrating Websphere eXtreme Scale with relational databases. You're going where? Somewhere along the way, we all learned that software consists of algorithms and data. CPUs load instructions from our compiled algorithms, and those instructions operate on bits representing our data. The closer our data lives to the CPU, the faster our algorithm can use it. On the x86 CPU, the registers are the closest we can store data to the instructions executed by the CPU. CPU registers are also the smallest and most expensive data storage location. The amount of data storable in registers is fixed because the number and size of CPU registers is fixed. Typically, we don't directly interact with registers because their correct usage is important to our application performance. We let the compiler writers handle translating our algorithms into machine code. The machine code knows better than we do, and will use register storage far more effectively than we will most of the time. Less expensive, and about an order of magnitude slower, we have the Level 1 cache on a CPU (see below). The Level 1 cache holds significantly more data than the combined storage capacity of the CPU registers. Reading data from the Level 1 cache, and copying it to a register, is still very fast. The Level 1 cache on my laptop has two 32K instruction caches, and two 32K data caches. Still less expensive, and another order of magnitude slower, is the Level 2 cache. The Level 2 cache is typically much larger than Level 1 cache. I have 4MB of the Level 2 cache on my laptop. It still won't fit the contents of the Library of Congress into that 4MB, but that 4MB isn't a bad amount of data to keep near the CPU. Up another level, we come to the main system memory. Consumer level PCs come with 4GB RAM. A low-end server won't have any less than 8GB. At this point, we can safely store a large chunk of data, if not all of the data, used by an application. Once the application exits, its data is unloaded from the main memory, and all of the data is lost. In fact, once our data is evicted from any storage at or below this level, it is lost. Our data is ephemeral unless it is put onto some secondary storage. The unit of measurement for accessing data in a register, either Level 1 or 2 cache and main memory, is a nanosecond. Getting to secondary storage, we jump up an SI-prefix to a microsecond. Accessing data in the secondary storage cache is on the order of microseconds. If the data is not in cache, the access time is on the order of milliseconds. Accessing data on a hard drive platter is one million times slower than accessing that same data in main memory, and one billion times slower than accessing that data in a register. However, secondary storage is very cheap and holds millions of times more than primary storage. Data stored in secondary storage is durable. It doesn't disappear when the computer is reset after a crash. Our operation teams comfortably build secondary storage silos to store petabytes of data. We typically build our applications so the application server interacts with some relational database management system that sits in front of that storage silo. The network hop to communicate with the RDBMS is in the order of microseconds on a fast network, and milliseconds otherwise. Sharing data between applications has been done with the disk + network + database approach for a long time. It's become the traditional way to build applications. Load balancer in front, application servers or batch processes constantly communicating with a database to store data for the next process that needs it. As we see with computer architecture, we insert data where it fits. We squeeze it as close to the CPU as possible for better performance. If a data segment doesn't fit in one level, keep squeezing what fits into each higher storage level. That leaves us with a lot of unused memory and disk space in an application deployment. Storing data in the memory is preferable to storing it on a hard drive. Memory segmentation in a deployment has made it difficult to store useful amounts of data at a few milliseconds distance. We just use a massive, but slow, database instead. Where does an IMDG fit? We've used ObjectGrid to store all of our data so far. This diagram should look pretty familiar by now: Because we're only using the ObjectGrid APIs, our data is stored in-memory. It is not persisted to disk. If our ObjectGrid servers crash, then our data is in jeopardy (we haven't covered replication yet). One way to get our data into a persistent store is to mark up our classes with some ORM framework like JPA. We can use the JPA API to persist, update, and remove our objects from a database after we perform the same operations on them using the ObjectMap or Entity APIs. The onus is on the application developer to keep both cache and database in sync: If you take this approach, then all of the effort would be for naught. Websphere eXtreme Scale provides functionality to integrate with an ORM framework, or any data store, through Loaders. A Loader is a BackingMap plugin that tells ObjectGrid how to transform an object into the desired output form. Typically, we'll use a Loader with an ORM specification like JPA. Websphere eXtreme Scale comes with a few different Loaders out of the box, but we can always write our own. A Loader works in the background, transforming operations on objects into some output, whether it's file output or SQL queries. A Loader plugs into a BackingMap in an ObjectGrid server instance, or in a local ObjectGrid instance. A Loader does not plug into a client-side BackingMap, though we can override Loader settings on a client-side BackingMap. While the Loader runs in the background, we interact with an ObjectGrid instance. We use the ObjectMap API for objects with zero or simple relationships, and the Entity API for objects with more complex relationships. The Loader handles all of the details in transforming an object into something that can integrate with external data stores: Why is storing our data in a database so important? Haven't we seen how much faster Websphere eXtreme Scale is than an RDBMS? Shouldn't all of our data be stored in in-memory? An in-memory data grid is good for certain things. There are plenty of things that a traditional RDBMS is good at that any IMDG just doesn't support. An obvious issue is that memory is significantly more expensive than hard drives. 8GB of server grade memory costs thousands of dollars. 8GB of server grade disk space costs pennies. Even though the disk is slower than memory, we can store a lot more data on it. An IMDG shines where a sizeable portion of frequently-changing data can be cached so that all clients see the same data. The IMDG provides orders of magnitude with better latency, read, and write speeds than any RDBMS. But we need to be aware that, for large data sets, an entire data set may not fit in a typical IMDG. If we focus on the frequently-changing data that must be available to all clients, then using the IMDG makes sense. Imagine a deployment with 10 servers, each with 64GB of memory. Let's say that of the 64GB, we can use 50GB for ObjectGrid. For a 1TB data set, we can store 50% of it in cache. That's great! As the data set grows to 5TB, we can fit 10% in cache. That's not as good as 50%, but if it is the 10% of the data that is accessed most frequently, then we come out ahead. If that 10% of data has a lot of writes to it, then we come out ahead. Websphere eXtreme Scale gives us predictable, dynamic, and linear scalability. When our data set grows to 100TB, and the IMDG holds only 0.5% of the total data set, we can add more nodes to the IMDG and increase the total percentage of cacheable data (see below). It's important to note that this predictable scalability is immensely valuable. Predictable scalability makes capacity planning easier. It makes hardware procurement easier because you know what you need. Linear scalability provides a graceful way to grow a deployment as usage and data grow. You can rest easy knowing the limits of your application when it's using an IMDG. The IMDG also acts as a shock absorber in front of a database. We're going to explore some of the reasons why an IMDG makes a good shock absorber with the Loader functionality. There are plenty of other situations, some that we have already covered, where an IMDG is the correct tool for the job. There are also plenty of situations where an IMDG just doesn't fit. A traditional RDBMS has thousands of man-years of research, implementation tuning, and bug fixing already put into it. An RDBMS is well-understood and is easy to use in application development. There are standard APIs for interacting with them in almost any language: In-memory data grids don't have the supporting tools built around them that RDBMSs have. We can't plug CrystalReports into an ObjectGrid instance to get daily reports out of the data in the grid. Querying the grid is useful when we run simple queries, but fails when we need to run the query over the entire data set, or run a complex query. The query engine in Websphere eXtreme Scale is not as sophisticated as the query engine in an RDBMS. This also means the data we get from ad hoc queries is limited. Running ad hoc queries in the first place is more difficult. Even building an ad hoc query runner that interacts with an IMDG is of limited usefulness. An RDBMS is a wonderful cross-platform data store. Websphere eXtreme Scale is written in Java and only deals with Java objects. A simple way for an organization to share data between applications is in a plaintext database. We have standard APIs for database access in nearly every programming language. As long as we use the supported database driver and API, we will get the results as we expect, including ORM frameworks from other platforms like .NET and Rails. We could go on and on about why an RDBMS needs to be in place, but I think the point is clear. It's something we still need to make our software as useful as possible.
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Packt
18 Nov 2009
14 min read
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Unity Game Development: Interactions (Part 2)

Packt
18 Nov 2009
14 min read
Opening the outpost In this section, we will look at the two differing approaches for triggering the animation giving you an overview of the two techniques that will both become useful in many other game development situations. In the first approach, we'll use collision detection—a crucial concept to get to grips with as you begin to work on games in Unity. In the second approach, we'll implement a simple ray cast forward from the player. Approach 1—Collision detection To begin writing the script that will trigger the door-opening animation and thereby grant access to the outpost, we need to consider which object to write a script for. In game development, it is often more efficient to write a single script for an object that will interact with many other objects, rather than writing many individual scripts that check for a single object. With this in mind, when writing scripts for a game such as this, we will write a script to be applied to the player character in order to check for collisions with many objects in our environment, rather than a script made for each object the player may interact with, which checks for the player. Creating new assets Before we introduce any new kind of asset into our project, it is good practice to create a folder in which we will keep assets of that type. In the Project panel, click on the Create button, and choose Folder from the drop-down menu that appears. Rename this folder Scripts by selecting it and pressing Return (Mac) or by pressing F2 (PC). Next, create a new JavaScript file within this folder simply by leaving the Scripts folder selected and clicking on the Project panel's Create button again, this time choosing JavaScript. By selecting the folder, you want a newly created asset to be in before you create them, you will not have to create and then relocate your asset, as the new asset will be made within the selected folder. Rename the newly created script from the default—NewBehaviourScript—to PlayerCollisions. JavaScript files have the file extension of .js but the Unity Project panel hides file extensions, so there is no need to attempt to add it when renaming your assets. You can also spot the file type of a script by looking at its icon in the Project panel. JavaScript files have a 'JS' written on them, C# files simply have 'C#' and Boo files have an image of a Pacman ghost, a nice little informative pun from the guys at Unity Technologies! Scripting for character collision detection To start editing the script, double-click on its icon in the Project panel to launch it in the script editor for your platform—Unitron on Mac, or Uniscite on PC. Working with OnControllerColliderHit By default, all new JavaScripts include the Update() function, and this is why you'll find it present when you open the script for the first time. Let's kick off by declaring variables we can utilise throughout the script. Our script begins with the definition of four variables, public member variables and two private variables. Their purposes are as follows: doorIsOpen: a private true/false (boolean) type variable acting as a switch for the script to check if the door is currently open. doorTimer: a private floating-point (decimal-placed) number variable, which is used as a timer so that once our door is open, the script can count a defined amount of time before self-closing the door. currentDoor: a private GameObject storing variable used to store the specific currently opened door. Should you wish to add more than one outpost to the game at a later date, then this will ensure that opening one of the doors does not open them all, which it does by remembering the most recent door hit. doorOpenTime: a floating-point (potentially decimal) numeric public member variable, which will be used to allow us to set the amount of time we wish the door to stay open in the Inspector. doorOpenSound/doorShutSound: Two public member variables of data type AudioClip, for allowing sound clip drag-and-drop assignment in the Inspector panel. Define the variables above by writing the following at the top of the PlayerCollisions script you are editing: private var doorIsOpen : boolean = false;private var doorTimer : float = 0.0;private var currentDoor : GameObject;var doorOpenTime : float = 3.0;var doorOpenSound : AudioClip;var doorShutSound : AudioClip; Next, we'll leave the Update() function briefly while we establish the collision detection function itself. Move down two lines from: function Update(){} And write in the following function: function OnControllerColliderHit(hit : ControllerColliderHit){} This establishes a new function called OnControllerColliderHit. This collision detection function is specifically for use with player characters such as ours, which use the CharacterController component. Its only parameter hit is a variable that stores information on any collision that occurs. By addressing the hit variable, we can query information on the collision, including—for starters—the specific game object our player has collided with. We will do this by adding an if statement to our function. So within the function's braces, add the following if statement: function OnControllerColliderHit(hit: ControllerColliderHit){ if(hit.gameObject.tag == "outpostDoor" && doorIsOpen == false){ }} In this if statement, we are checking two conditions, firstly that the object we hit is tagged with the tag outpostDoor and secondly that the variable doorOpen is currently set to false. Remember here that two equals symbols (==) are used as a comparative, and the two ampersand symbols (&&) simply say 'and also'. The end result means that if we hit the door's collider that we have tagged and if we have not already opened the door, then it may carry out a set of instructions. We have utilized the dot syntax to address the object we are checking for collisions with by narrowing down from hit (our variable storing information on collisions) to gameObject (the object hit) to the tag on that object. If this if statement is valid, then we need to carry out a set of instructions to open the door. This will involve playing a sound, playing one of the animation clips on the model, and setting our boolean variable doorOpen to true. As we are to call multiple instructions—and may need to call these instructions as a result of a different condition later when we implement the ray casting approach—we will place them into our own custom function called OpenDoor. We will write this function shortly, but first, we'll call the function in the if statement we have, by adding: OpenDoor(); So your full collision function should now look like this: function OnControllerColliderHit(hit: ControllerColliderHit){ if(hit.gameObject.tag == "outpostDoor" && doorIsOpen == false){ OpenDoor(); }} Writing custom functions Storing sets of instructions you may wish to call at any time should be done by writing your own functions. Instead of having to write out a set of instructions or "commands" many times within a script, writing your own functions containing the instructions means that you can simply call that function at any time to run that set of instructions again. This also makes tracking mistakes in code—known as Debugging—a lot simpler, as there are fewer places to check for errors. In our collision detection function, we have written a call to a function named OpenDoor. The brackets after OpenDoor are used to store parameters we may wish to send to the function—using a function's brackets, you may set additional behavior to pass to the instructions inside the function. We'll take a look at this in more depth later in this article under the heading Function Efficiency. Our brackets are empty here, as we do not wish to pass any behavior to the function yet. Declaring the function To write the function we need to call, we simply begin by writing: function OpenDoor(){} In between the braces of the function, much in the same way as the instructions of an if statement, we place any instructions to be carried out when this function is called. Playing audio Our first instruction is to play the audio clip assigned to the variable called doorOpenSound. To do this, add the following line to your function by placing it within the curly braces after { "and before" }: audio.PlayOneShot(doorOpenSound); To be certain, it should look like this: function OpenDoor(){ audio.PlayOneShot(doorOpenSound);} Here we are addressing the Audio Source component attached to the game object this script is applied to (our player character object, First Person Controller), and as such, we'll need to ensure later that we have this component attached; otherwise, this command will cause an error. Addressing the audio source using the term audio gives us access to four functions, Play(), Stop(), Pause(), and PlayOneShot(). We are using PlayOneShot because it is the best way to play a single instance of a sound, as opposed to playing a sound and then switching clips, which would be more appropriate for continuous music than sound effects. In the brackets of the PlayOneShot command, we pass the variable doorOpenSound, which will cause whatever sound file is assigned to that variable in the Inspector to play. We will download and assign this and the clip for closing the door after writing the script. Checking door status One condition of our if statement within our collision detection function was that our boolean variable doorIsOpen must be set to false. As a result, the second command inside our OpenDoor() function is to set this variable to true. This is because the player character may collide with the door several times when bumping into it, and without this boolean, they could potentially trigger the OpenDoor() function many times, causing sound and animation to recur and restart with each collision. By adding in a variable that when false allows the OpenDoor() function to run and then disallows it by setting the doorIsOpen variable to true immediately, any further collisions will not re-trigger the OpenDoor() function. Add the line: doorOpen = true; to your OpenDoor() function now by placing it between the curly braces after the previous command you just added. Playing animation We have already imported the outpost asset package and looked at various settings on the asset before introducing it to the game in this article. One of the tasks performed in the import process was the setting up of animation clips using the Inspector. By selecting the asset in the Project panel, we specified in the Inspector that it would feature three clips: idle (a 'do nothing' state) dooropen doorshut In our openDoor() function, we'll call upon a named clip using a String of text to refer to it. However, first we'll need to state which object in our scene contains the animation we wish to play. Because the script we are writing is to be attached to the player, we must refer to another object before referring to the animation component. We do this by stating the line: var myOutpost : GameObject = GameObject.Find("outpost"); Here we are declaring a new variable called myOutpost by setting its type to be a GameObject and then selecting a game object with the name outpost by using GameObject.Find. The Find command selects an object in the current scene by its name in the Hierarchy and can be used as an alternative to using tags. Now that we have a variable representing our outpost game object, we can use this variable with dot syntax to call animation attached to it by stating: myOutpost.animation.Play("dooropen"); This simply finds the animation component attached to the outpost object and plays the animation called dooropen. The play() command can be passed any string of text characters, but this will only work if the animation clips have been set up on the object in question. Your finished OpenDoor() custom function should now look like this: function OpenDoor(){ audio.PlayOneShot(doorOpenSound); doorIsOpen = true; var myOutpost : GameObject = GameObject.Find("outpost"); myOutpost.animation.Play("dooropen");} Reversing the procedure Now that we have created a set of instructions that will open the door, how will we close it once it is open? To aid playability, we will not force the player to actively close the door but instead establish some code that will cause it to shut after a defined time period. This is where our doorTimer variable comes into play. We will begin counting as soon as the door becomes open by adding a value of time to this variable, and then check when this variable has reached a particular value by using an if statement. Because we will be dealing with time, we need to utilize a function that will constantly update such as the Update() function we had awaiting us when we created the script earlier. Create some empty lines inside the Update() function by moving its closing curly brace } a few lines down. Firstly, we should check if the door has been opened, as there is no point in incrementing our timer variable if the door is not currently open. Write in the following if statement to increment the timer variable with time if the doorIsOpen variable is set to true: if(doorIsOpen){ doorTimer += Time.deltaTime;} Here we check if the door is open — this is a variable that by default is set to false, and will only become true as a result of a collision between the player object and the door. If the doorIsOpen variable is true, then we add the value of Time.deltaTime to the doorTimer variable. Bear in mind that simply writing the variable name as we have done in our if statement's condition is the same as writing doorIsOpen == true. Time.deltaTime is a Time class that will run independent of the game's frame rate. This is important because your game may be run on varying hardware when deployed, and it would be odd if time slowed down on slower computers and was faster when better computers ran it. As a result, when adding time, we can use Time.deltaTime to calculate the time taken to complete the last frame and with this information, we can automatically correct real-time counting. Next, we need to check whether our timer variable, doorTimer, has reached a certain value, which means that a certain amount of time has passed. We will do this by nesting an if statement inside the one we just added—this will mean that the if statement we are about to add will only be checked if the doorIsOpen if condition is valid. Add the following code below the time incrementing line inside the existing if statement: if(doorTimer > doorOpenTime){shutDoor();doorTimer = 0.0;} This addition to our code will be constantly checked as soon as the doorIsOpen variable becomes true and waits until the value of doorTimer exceeds the value of the doorOpenTime variable, which, because we are using Time.deltaTime as an incremental value, will mean three real-time seconds have passed. This is of course unless you change the value of this variable from its default of 3 in the Inspector. Once the doorTimer has exceeded a value of 3, a function called shutDoor() is called, and the doorTimer variable is reset to zero so that it can be used again the next time the door is triggered. If this is not included, then the doorTimer will get stuck above a value of 3, and as soon as the door was opened it would close as a result. Your completed Update() function should now look like this: function Update(){ if(doorIsOpen){ doorTimer += Time.deltaTime; if(doorTimer > 3){ shutDoor(); doorTimer = 0.0; } }} Now, add the following function called shutDoor() to the bottom of your script. Because it performs largely the same function as openDoor(), we will not discuss it in depth. Simply observe that a different animation is called on the outpost and that our doorIsOpen variable gets reset to false so that the entire procedure may start over: function shutDoor(){audio.PlayOneShot(doorShutSound);doorIsOpen = false;var myOutpost : GameObject = GameObject.Find("outpost");myOutpost.animation.Play("doorshut");}
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article-image-datagrid-api-ibm-websphere-extreme-scale-6-part-2
Packt
18 Nov 2009
21 min read
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The DataGrid API with IBM WebSphere eXtreme Scale 6: Part 2

Packt
18 Nov 2009
21 min read
Aggregate results One thing to be aware of with the MapGridAgent interface is its potential for a partition to send huge result maps to a client. This is the nature of the map function. Its output size can be proportional to its input size if we don't use a query to select    specific objects to work with or specify a key set. In this case, we need a specific result for every key, with the key set as narrow as we can make it. We then just need to deal with large maps once in a while. What if we need an aggregate result for a key set? Instead of an operation and result for each element, we need an operation over all elements with just one result. Simple examples include the highest or lowest number in a set, and the earliest or total payroll expenses in a management hierarchy. In these examples, we need data from a set of elements in a partition, but we don't need a result for each. We only want one result for the entire set of objects. Going back to our functional programming reference, this is where the reduce function shines. Like the map function, reduce has a corresponding grid agent interface. The reduce function takes a collection of input keys and only produces one result for the entire collection. The result is typically an aggregate result: a sum, product, max, min, average, or any other aggregate function. Classes that implement ReduceGridAgent are used as parameters to the AgentManager#callReduceAgent(ReduceGridAgent agent, Collection keys) and AgentManager#callReduceAgent(agent) methods. The implementation itself is similar to the MapGridAgent pattern. The reduce grid agent we write operates on a collection of known keys or an unknown key set. If we have a known key set, then we will run the agent with AgentManager#callReduceAgent(agent, keys). If the key set is not known, and if we need a query to find the interesting objects, then we will call the AgentManager#callReduceAgent(agent). Let's write a ReduceGridAgent that finds the largest integer in a set. We'll start with a naïve implementation for finding the largest integer in an array: public int findLargestInteger(Integer[] ints) {int largestInt = ints[0];for (int i = 0; i < ints.length; i++) {if (ints[i] > largestInt) {largestInt = ints[i];}}return largestInt;} Implementing ReduceGridAgent requires three methods. Two of those methods look like the process methods in MapGridAgent. We have ReduceGridAgent#reduce(session, map, keys) and ReduceGridAgent#reduce(session, map). Like its MapGridAgent counterparts, the reduce method that accepts keys in the signature works with keys or Entity objects. The reduce method without keys in the signature should use a Query to find the objects most interesting to our business logic. public class LargestIntReduceAgent implements ReduceGridAgent,EntityAgentMixin {public Object reduce(Session session, ObjectMap map,Collection keys) {MyInteger largestInt = null;Iterator iter = keys.iterator();while (iter.hasNext()) {(MyInteger)myInt = (MyInteger)iter.next();if (myInt.greaterThan(largestInt)) {largestInt = myInt;}}return largestInt;}public Object reduce(Session session,ObjectMap map) {// Nothing to do for now!}public Object reduceResults(Collection results) {// Nothing to do for now!}public Class getClassForEntity() {return MyInteger.class;}} The first reduce method is similar in signature to the MapGridAgent#process(session, map, key) method. The difference here is that the third argument in ReduceGridAgent#reduce(session, map, keys) is a collection of keys rather than one key. This immediately illustrates the difference between the two. A Map operation takes place on only one element. Reduce operates on the entire collection. With a known key set, the ReduceGridAgent#reduce(session, map, keys) method is called. Without a key set passed to the AgentManager#callReduceAgent(agent) method, the GridReduceAgent#reduce(session, map) method is called. This method should use a Query to ?  nd the objects we want to use in our business logic. The keys or entity objects can then be passed to the ReduceGridAgent#reduce(session, map, keys) method for the actual business logic. We submit this agent to the grid in almost the same way as we submit a MapGridAgent to the grid. AgentManager has two callReduceAgent methods. The first takes a collection of keys as an argument, while the second does not. Submitting this agent to the grid looks like this: Collection numbers = new ArrayList();for(int i = 0; i < 10000; i++) {numbers.add(i);}ReduceGridAgent agent = new LargestIntReduceAgent();AgentManager am = session.getMap("MyInteger").getAgentManager();am.callReduceAgent(agent, numbers); This looks so similar to submitting a MapGridAgent to the grid and you may miss the method change to am.callReduceAgent(agent, keys). The programming models are so similar you may ask why there isn't just one generic callAgent method. Take a look at the ReduceGridAgent, particularly the ReduceGridAgent#reduceResults(results)  method. This method is called on the client side after all instances of the agent return their results. At this point, we have a collection of results for each partition. It is acceptable for the AgentManager#callMapAgent(agent, keys) to return the merged results here. AgentManager#callReduceAgent(agent, keys) must return one result for the entire operation. The ReduceGridAgent#reduceResults(results) method aggregates each partition's aggregate results: public class LargestIntReduceAgent implements ReduceGridAgent,EntityAgentMixin {public Object reduce(Session session, ObjectMap map,Collection keys) {return findLargestInt(keys);}public Object reduce(Session session,ObjectMap map) {// Nothing to do for now!}public Object reduceResults(Collection results) {findLargestInt(results);}public Class getClassForEntity() {return MyInteger.class;}private MyInteger findLargestInt(Collection keys) {MyInteger largestInt = null;Iterator iter = keys.iterator();while (iter.hasNext()) {(MyInteger)myInt = (MyInteger)iter.next();if (myInt.greaterThan(largestInt)) {largestInt = myInt;}}return largestInt;}} ReduceGridAgent#reduceResults(keys) is responsible for producing the final result passed back to the AgentManager#callReduceAgent(agent, keys) caller. Sometimes, the reduce operation performed in this final aggregation is the same as the operation performed in the ReduceGridAgent#reduce(session, map, keys) method. Sometimes, the operation is different. In our case, it is the same, and we refactor the reduce operation into a private method. Finishing off the ReduceGridAgent, we come to ReduceGridAgent#reduce(session, map). The method signature is similar to MapGridAgent#processAllEntries(session, map) and should be a hint that they have a similar purpose. The ReduceGridAgent#reduce(session, map) is called when a key list is not provided to AgentManager#callReduceAgent(agent). ReduceGridAgent#reduce(session, map) should limit the number of objects used in the reduce operation. Like MapGridAgent#processAllEntries(session, map), we typically use a Query. While the reduce agent does not send large results back to the client, we still care about finding objects that meet our criteria to use in the reduce operation: public Object reduce(Session session,ObjectMap map) {EntityManager em = session.getEntityManager();Query q = em.createQuery("select m from MyInteger m " +"where m.integer > 0 " +"and m.integer < 10000");Iterator iter = q.getResultIterator();Collection<MyInteger> keys = new ArrayList<MyInteger)();while (iter.hasNext()) {MyInteger mi = (MyInteger)iter.next();keys.add(mi);}return reduce(session, map, keys);} Though these are not strict rules, this method usually follows a pattern like MapGridAgent#processAllEntries(session, map). Run a query to limit the number of objects used in the reduce operation. Create a collection of keys used by the reduce operation. We're using entities here. Rather than duplicating the reduce operation in this method, we use put entities from the Query in the key collection. ReduceGridAgent#reduce(session, map, keys), when using Entities, expects a collection of MyInteger objects. Call ReduceGridAgent#reduce(session, map, keys) using the key collection we just created. There is no rule against re-implementing the reduce operation in each method but we'll be good software engineers and keep it DRY. If we can massage the query results into arguments, the reduce method accepts, and then we have enough reason to reuse it. At this point, we can submit this agent to the grid with or without a set of known keys and get the largest MyInteger back. In both, the MapGridAgent and ReduceGridAgent, we used a Query to limit the number of objects used in each operation: Query q = em.createQuery("select m from MyInteger m " +"where m.integer > 0 " +"and m.integer < 10000");Iterator iter = q.getResultIterator(); Obviously, this query is limited in what it can do. The criteria is hardcoded into the query. This query can only find MyIntegers with values between 0 and 10,000. Initially, we hardcoded these values because the agent runs on a partition in a container. Fortunately, we can pass additional data along with our agent.   Using ephemeral objects in agents In the previous examples, we hard coded the query criteria in the process and reduce methods. We should let the client-side program set those parameters instead of dictating what range of numbers the queries operate on. Right now, our queries are limited to exactly what is coded. A grid agent is just a POJO. It can have fields, getter and setter methods, and any other methods outside of the implemented grid agent interface. It's probably best to limit functionality to grid agent functionality but that doesn't mean that we can't have fields or other objects on the implementing class. Classes that implement the agent interfaces are POJOs. We'll send additional data to the grid by adding fields to the implementing class: public class LargestIntReduceAgent implements ReduceGridAgent,EntityAgentMixin {private Integer minValue;private Integer maxValue;// Reduce methods omitted for brevitypublic void setMinValue(Integer min) {this.minValue = min;}public void setMaxValue(Integer max) {this.maxValue = max;}} The only requirement for sending these additional fields to the grid is that they must each be serializable. Sending these objects to the grid is probably a one-way trip. Unless they're passed back as part of a map result, we cannot use them to communicate the state between client and grid. The grid agent instance used on the client side does not get a copy of the state of grid agent variables when the agents finish execution in the grid. Including grid state objects in the result set is bad practice and unnecessary. Before we pass the agent to AgentManager#callReduceAgent(agent), we set the fields used in the partition-side query: ReduceGridAgent agent = new LargestIntReduceAgent();agent.setMinValue(500);agent.setMaxValue(5000);AgentManager am = session.getMap("MyInteger").getAgentManager();am.callReduceAgent(agent); The ReduceGridAgent#reduce(session, map) method requires a small change to use our new query parameters: public Object reduce(Session session,ObjectMap map) {EntityManager em = session.getEntityManager();Query q = em.createQuery("select m from MyInteger m " +"where m.integer > ?1 " +"and m.integer < ?2");query.setParameter(1, minValue);query.setParameter(2, maxValue);Iterator iter = q.getResultIterator();Collection<MyInteger> keys = new ArrayList<MyInteger)();while (iter.hasNext()) {MyInteger mi = (MyInteger)iter.next();keys.add(mi);}return reduce(session, map, keys);} It's almost the same as before. We've just parameterized the query. It now uses the two values we sent into the grid with the agent. We can send more than query parameters along with an agent. We can send additional, complex business logic. If we obey the principles of object-oriented design, then we favor composition over inheritance. This allows the composition of agents with complex map or reduce operations, without cluttering the agent implementation class with business logic. To demonstrate, we'll refactor the findLargestInt(collection) method out of the LargestIntReduceAgent class: public interface MyHelper {public MyInteger call(Collection keys);}public class AgentHelper implements MyHelper, Serializeable {public MyInteger call(Collection keys) {MyInteger largestInt = null;Iterator iter = keys.iterator();while (iter.hasNext()) {(MyInteger)myInt = (MyInteger)iter.next();if (myInt.greaterThan(largestInt)) {largestInt = myInt;}}return largestInt;}} This is just a class that encapsulates the method formerly known as findLargestInt(collection). The name changed to conform to an imaginary calling convention is used by our agents. The ReduceGridAgent changes a bit to accommodate this calling convention: public class LargestIntReduceAgent implements ReduceGridAgent,EntityAgentMixin {private Integer minValue;private Integer maxValue;private MyHelper helper;public Object reduce(Session session, ObjectMap map,Collection keys) {return helper.call(keys);}public Object reduce(Session session,ObjectMap map) {EntityManager em = session.getEntityManager();Query q = em.createQuery("select m from MyInteger m " +"where m.integer > ?1 " +"and m.integer < ?2");query.setParameter(1, minValue);query.setParameter(2, maxValue);Iterator iter = q.getResultIterator();Collection<MyInteger> keys = new ArrayList<MyInteger)();while (iter.hasNext()) {MyInteger mi = (MyInteger)iter.next();keys.add(mi);}return reduce(session, map, keys);}public Object reduceResults(Collection results) {helper.call(results);}public getClassForEntity() {return MyInteger.class;}public void setMinValue(Integer min) {this.minValue = min;}public void setMaxValue(Integer max) {this.maxValue = max;}public void setHelper(MyHelper helper) {this.helper = helper;}} LargestIntReduceAgent's concern is interacting with the grid. Refactoring the findLargestInt method into different classes keeps our code clean and more easily testable. It also allows algorithm replacement. If we come up with a better map or a reduce method, then the GridAgent implementation doesn't change. LargestIntReduceAgent calls the helper.call(collection) method. The AgentHelper class is serialized with the agent and sent to each partition the agent is sent to. Once on the grid, the AgentHelper#call(collection) method is available to the agent. The normal Java serialization process handles agent serialization. Anything serializable in that processes is sent to the grid. Serializing these objects, and sending them to the grid requires that the appropriate class files be on the classpath of each ObjectGrid container process before the agent is sent to the grid. Updates with agents The agents we've seen so far are idempotent. They do not change any objects in the grid. They create new objects as a result of their operation but the objects queried by the agents remained unchanged. There is no rule against updating objects in an agent. Any operation valid inside an ObjectGrid transaction can also be performed in an agent, including inserts, updates, and deletes. In this way, an agent doesn't necessarily need to perform a map or reduce operation. It acts as a code transport between the client and server. We should be cautious with this relaxed approach to agents because there is a lot of potential for abuse. Used with caution, running agents on the grid for inserts, updates, and deletes creates a powerful application controlled by submitting agents to the grid. Building an application around agents reduces the need for running large numbers of client processes. Let's go back to our payment processor example to look at updates using a GridAgent. Specifically, we'll update a batch of deposit payments with a status of BatchStatus.SENT_TO_NETWORK after we receive the payments from the merchant and check for duplicates. We need to make a choice between using a MapGridAgent and a ReduceGridAgent. The choice depends on the behavior our application needs with the result of the operation. If we want to do more work with each payment after it is sent to the network, then we choose a MapGridAgent. Because we only care that the payments are updated, we'll choose the ReduceGridAgent. ReduceGridAgent gives one result for the entire operation, which in this case is the status of the operation, either success or failure. We don't have a particular known key set for all of the payments in a batch. A large batch has payments spread across nearly all partitions. We call our PaymentStatusReduceAgent with the AgentManager#callReduceAgent(agent) method: PaymentStatusReduceAgent agent = new PaymentStatusReduceAgent();agent.setBatch(batch);agent.setFromStatus(PaymentStatus.WAITING);agent.setToStatus(PaymentStatus.SENT_TO_NETWORK);AgentManager am = session.getMap("Payment").getAgentManager();am.callReduceAgent(agent); We use the AgentManager#callReduceAgent(agent) method because we want all partitions in the grid to participate in the reduce operation. The reduce operation begins by finding all payments that match a certain criteria. We want all payments for a batch that have a status of WAITING. We set these properties on the agent so that the AgentManager serializes them and sends them to the grid along with the agent. They are used as query parameters in the ReduceGridAgent#reduce(session, map) method: public Object reduce(Session session,ObjectMap map) {EntityManager em = session.getEntityManager();Query q = em.createQuery("select p from Payment p " +"where p.batch = ?1 " +"and p.status = ?2");query.setParameter(1, batch);query.setParameter(2, fromStatus);Iterator iter = q.getResultIterator();Collection<MyInteger> keys = new ArrayList<MyInteger)();while (iter.hasNext()) {Payment payment = (Payment)iter.next();keys.add(payment);}return reduce(session, map, keys);} We create a collection of payments to pass to the ReduceGridAgent#reduce(session, map, keys) method. In there, we perform the update payment status operations. Instead of an aggregate result based on calculations of objects in the grid, it is based on the success or failure of the update operations to each object. The ReduceGridAgent#reduce(session, map, keys) method returns a  Boolean value if the update succeeds, and throws an exception if it does not: public Object reduce(Session session, ObjectMap map,Collection keys) {try{Session s = session.getObjectGrid().getSession();EntityManager em = s.getEntityManager();Iterator iter = keys.iterator();while (iter.hasNext()) {Payment payment = (Payment)iter.next();payment.setStatus(toStatus);em.merge(payment);}return Boolean.TRUE;} catch(ObjectGridException e) {throw new ObjectGridRuntimeException(e);}} Throwing an exception doesn't exactly follow the spirit of the reduce operation. If the update operation fails, then the exception is thrown up the call stack and across the network to AgentManager#callReduceAgent(agent). If the update operation fails, then we have bigger problems to worry about than the exception uncovered by the update operation. We throw the exception here because the situation is unrecoverable by the reduce operation. A call to ReduceGridAgent#reduceResults(results) is meaningless when there is an exception. Absent from this code are explicit transaction demarcations. When the MapGridAgent and ReduceGridAgent methods are called, they are under an already-active transaction on the session passed in to them. Should the grid agent methods throw an exception, the transaction is rolled back. This transaction is independent of the client transaction and any other active agent transactions. If one of the agent transactions rolls back, then the client transaction rolls back too. We see a few interesting things from the payment update implemented as a reduce operation. In the happy-path case, each agent will return Boolean.TRUE. We only return Boolean.TRUE to conform to the method signature. A collection of values of Boolean.TRUE is passed to the ReduceGridAgent#reduceResults(Collection results) method. There is nothing more to do in the reduce operation. The values in the results collection do not play any part in the update operation. The update was successful. We know this because an exception wasn't thrown in any of the reduce methods. These two things let us implement a very simple ReduceGridAgent#reduceResults(Collection results) method: public Object reduceResults(Collection results) {return null;} Either the update succeeds and we don't need to do any more, or we know the update failed by getting an exception thrown out of the AgentManager#callReduceAgent(agent) method. It may seem strange that we don't  confirm the update is successful. Do we always explicitly check that JDBC updates were successful? No. We assume that because there was no thrown exception, the update happened. The same goes for our update in the ReduceGridAgent. For clarity, let's look at the PaymentStatusReduceAgent in its entirety: public class PaymentStatusReduceAgent implements ReduceGridAgent,EntityAgentMixin {private Batch batch;private PaymentStatus fromStatus;private PaymentStatus toStatus;public Object reduce(Session session, ObjectMap map,Collection keys) {try{Session s = session.getObjectGrid().getSession();EntityManager em = s.getEntityManager();Iterator iter = keys.iterator();em.getTransaction().begin();while (iter.hasNext()) {Payment payment = (Payment)iter.next();payment.setStatus(toStatus);em.merge(payment);}em.getTransaction().commit();return Boolean.TRUE;} catch(ObjectGridException e) {throw new ObjectGridRuntimeException(e);}}public Object reduce(Session session,ObjectMap map) {EntityManager em = session.getEntityManager();Query q = em.createQuery("select p from Payment p " +"where p.batch = ?1 " +"and p.status = ?2");query.setParameter(1, batch);query.setParameter(2, fromStatus);Iterator iter = q.getResultIterator();Collection<MyInteger> keys = new ArrayList<MyInteger)();while (iter.hasNext()) {Payment payment = (Payment)iter.next();keys.add(payment);}return reduce(session, map, keys);}public Object reduceResults(Collection results) {return null;}public getClassForEntity() {return Payment.class;}public void setBatch(Batch b) {this.batch = b;}public void setFromStatus(PaymentStatus status) {this.fromStatus = status;}public void setToStatus(PaymentStatus status) {this.toStatus = status;}} Scheduling agents The AgentManager methods are blocking methods. A method call on any method in AgentManager remains at that point in execution, while the data grid runs the agent instances against its primary partitions. The thread that calls the AgentManager method must wait for a return from the call before it proceeds. In case blocking is unacceptable, we should schedule the call to the AgentManager methods using the java.util.concurrent API. There are two cases to consider when thinking about scheduling agents. The first is with the AgentManager#callReduceAgent(agent) and AgentManager#callMapAgent(agent) methods. These methods do not pass any keys to the agents. In this case, the agent is executed on all primary partitions. It may be okay for a client application to block here while it waits for the result from the grid. Obviously, scheduling insert, update, and delete operations provides some performance improvement, if we work at the client-side in the future, that does not depend on those objects being in the grid (or not, as the case may be). A read operation where the client depends on the result before proceeding probably shouldn't schedule the agent. One case where scheduling read operations is important is when we have multiple sets of keys passed to agents of the same type. Given a large object set, where the objects partition many different primaries, we don't want to pass the entire key set to an agent. For a sufficiently large key set, an agent will spend most of its time processing (ignoring) keys that do not belong to its partition. Instead, we can pre-sort the keys into collections of objects where all belong to the same partition. We then send the smaller, pre-sorted collections to the grid. We determine an object's partition with a PartitionManager. Each BackingMap has a PartitionManager associated with it, which is obtained with the BackingMap#getPartitionManager() method. PartitionManager#getPartition(Object key) returns the 0-based partition number, which is the partition the PartitionManager puts the object in. This is easy when working with the ObjectMap API. Let's assume: MyInteger mi = (MyInteger)myIntMap.get(35);BackingMap map = session.getObjectGrid().getMap("MyInteger");int partitionId = map.getPartitionManager().getPartition(35); We don't need the first line. It only shows that we have a MyInteger with a key of 35. We obtain the ObjectGrid reference, and then the BackingMap for the MyInteger map from the session.  We then call the getPartition(key) method for that same key. The result of this call is the ID of the partition that holds the MyInteger object with the key 35. Now, we can use object and entity keys to sort objects based on partitions. After sorting the objects into smaller collections, we pass them to AgentManager#callMapAgent(agent, keys) and AgentManager#callReduceAgent(agent, keys). These calls should now be scheduled in different threads, rather than making each call in a loop. If we then make these method calls in a loop, we then effectively turn the data grid into an expensive client program. The client program blocks during each call to the AgentManager methods. If we have 20 key collections that map to 20 different partitions, we will send only one request at a time to the grid if we send the agents in a loop. Instead, we want them to execute in parallel. We can do this by sending each instance of grid agent to the grid using a java.util.concurrent.ExecutorService. Summary We covered a lot of ground again in this article. Working with objects where they live produces much higher throughput than dragging objects to a client and pushing them back to the grid when we're done. Co-locating logic and data is easy to do with the DataGrid API. DataGrid gives us a few patterns to follow when writing agents. It also makes us think in terms of map operations and reduce operations. Though these two methods seem limiting at first, they are useful when operating on very large data sets. The    map operation gives us a way to perform an algorithm on each object in a set. The reduce operation lets us create aggregate results from a set. We aren't limited to only sending logic to the grid with an agent. Thanks to Java serialization, we send any serializable object referenced by our agent to the grid along with it. This gives us flexibility in running queries in an agent, and in passing helper logic. We also looked at pre-sorting objects into maps based on their partition ID. This reduces the size of the bytes sent from the client to a partition, and lets the agent run only for keys known to be in the partition the agent runs on. With a little imagination, we can put more work on the grid. This gives us much higher throughput and scales horizontally with the resources given to our grid. Appropriately partitioned, a grid can scale out and return results at a predictable rate, no matter how many objects it stores.
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Packt
18 Nov 2009
7 min read
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Applying Special Effects in 3D Game Development with Microsoft Silverlight 3: Part 1

Packt
18 Nov 2009
7 min read
  A 3D game must be attractive. It has to offer amazing effects for the main characters and in the background. A spaceship has to fly through a meteor shower. An asteroid belt has to draw waves while a UFO pursues a spaceship. A missile should make a plane explode. The real world shows us things moving everywhere. Most of these scenes, however, aren't repetitive sequences. Hence, we have to combine great designs, artificial intelligence (AI), and advanced physics to create special effects. Working with 3D characters in the background So far, we have added physics, collision detection capabilities, life, and action to our 3D scenes. We were able to simulate real-life effects for the collision of two 3D characters by adding some artificial intelligence. However, we need to combine this action with additional effects to create a realistic 3D world. Players want to move the camera while playing so that they can watch amazing effects. They want to be part of each 3D scene as if it were a real life situation. How can we create complex and realistic backgrounds capable of adding realistic behavior to the game? We can do this combining everything we have learned so far with a good object-oriented design. We have to create random situations combined with more advanced physics. We have to add more 3D characters with movement to the scenes. We must add complexity to the backgrounds. We can work with many independent physics engines to work with parallel worlds. In real-life, there are concurrent and parallel words. We have to reproduce this behavior in our 3D scenes. Time for action – adding a transition to start the game Your project manager does not want the game to start immediately. He wants you to add a butt on in order to allow the player to start the game by clicking on it. As you are using Balder, adding a butt on is not as simple as expected. We are going to add a butt on to the main page, and we are going to change Balder's default game initialization: Stay in the 3DInvadersSilverlight project. Expand App.xaml in the Solution Explorer and open App.xaml.cs––the C# code for App.xaml. Comment the following line of code (we are not going to use Balder's services in this class):  //using Balder.Silverlight.Services; Comment the following line of code in the event handler for the Application_Startup event, after the line this.RootVisual = new MainPage();: //TargetDevice.Initialize<InvadersGame>(); Open the XAML code for MainPage.xaml and add the following lines of code after the line (You will see a butt on with the ti tle Start the game.): <!-- A button to start the game --><Button x_Name="btnStartGame" Content="Start the game!" Canvas.Left="200" Canvas.Top="20" Width="200" Height="30" Click="btnStartGame_Click"></Button> Now, expand MainPage.xaml in the Solution Explorer and open MainPage.xaml.cs––the C# code for MainPage.xaml. Add the following line of code at the beginning (As we are going to use many of Balder's classes and interfaces.): using Balder.Silverlight.Services; Add the following lines of code to program the event handler for the button's Click event (this code will initialize the game using Balder's services): private void btnStartGame_Click(object sender, RoutedEventArgs e){ btnStartGame.Visibility = Visibility.Collapsed; TargetDevice.Initialize<InvadersGame>();} Build and run the solution. Click on the Start the game! butt on and the UFOs will begin their chase game. The butt on will make a transition to start the game, as shown in the following screenshots:   What just happened? You could use a Start the game! butt on to start a game using Balder's services. Now, you will be able to offer the player more control over some parameters before starting the game. We commented the code that started the game during the application start-up. Then, we added a button on the main page (MainPage). The code programmed in its Click event handler initializes the desired Balder.Core.Game subclass (InvadersGame) using just one line: TargetDevice.Initialize<InvadersGame>(); This initialization adds a new specific Canvas as another layout root's child, controlled by Balder to render the 3D scenes. Thus, we had to make some changes to add a simple butt on to control this initialization. Time for action – creating a low polygon count meteor model The 3D digital artists are creating models for many aliens. They do not have the time to create simple models. Hence, they teach you to use Blender and 3D Studio Max to create simple models with low polygon count. Your project manager wants you to add dozens of meteors, to the existing chase game. A gravitational force must attract these meteors and they have to appear in random initial positions in the 3D world. First, we are going to create a low polygon count meteor using 3D Studio Max. Then, we are going to add a texture based on a PNG image and export the 3D model to the ASE format, compatible with Balder. As previously explained, we have to do this in order to export the ASE format with a bitmap texture definition enveloping the meshes. We can also use Blender or any other 3D DCC tool to create this model. We have already learned how to export an ASE format from Blender. Thus, this time, we are going to learn the necessary steps to do it using 3D Studio Max. Start 3D Studio Max and create a new scene. Add a sphere with six segments. Locate the sphere in the scene's center. Use the Uniform Scale tool to resize the low polygon count sphere to 11.329 in the three axis, as shown in the following screenshot: Click on the Material Editor button. Click on the first material sphere, on the Material Editor window's upper-left corner. Click on the small square at the right side of the Diffuse color rectangle, as shown in the following screenshot: Select Bitmap from the list shown in the Material/Map Browser window that pops up and click on OK. Select the PNG file to be used as a texture to envelope the sphere. You can use Bricks.PNG, previously downloaded from http://www.freefoto.com/. You just need to add a reference to a bitmap file. Then, click on Open. The Material Editor preview panel will show a small sphere thumbnail enveloped by the selected bitmap, as shown in the following screenshot: Drag the new material and drop it on the sphere. If you are facing problems, remember that the 3D digital artist created a similar sphere a few days ago and he left the meteor.max file in the following folder (C:Silverlight3DInvaders3D3DModelsMETEOR). Save the file using the name meteor.max in the previously mentioned folder. Now, you have to export the model to the ASE format with the reference to the texture. Therefore, select File | Export and choose ASCII Scene Export (*.ASE) on the Type combo box. Select the aforementioned folder, enter the file name meteor.ase and click on Save. Check the following options in the ASCII Export dialog box. (They are unchecked by default): Mesh Normals Mapping Coordinates Vertex Colors The dialog box should be similar to the one shown in the following screenshot: Click on OK. Now, the model is available as an ASE 3D model with reference to the texture. You will have to change the absolute path for the bitmap that defines the texture in order to allow Balder to load the model in a Silverlight application.
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Packt
18 Nov 2009
14 min read
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User Interaction and Email Automation in Symfony 1.3: Part1

Packt
18 Nov 2009
14 min read
The signup module We want to provide the users with the functionality to enter their name, email address, and how they found our web site. We want all this stored in a database and to have an email automatically sent out to the users thanking them for signing up. To start things off, we must first add some new tables to our existing database schema. The structure of our newsletter table will be straightforward. We will need one table to capture the users' information and a related table that will hold the names of all the places where we advertised our site. I have constructed the following entity relationship diagram to show you a visual relationship of the tables: All the code used in this article can be accessed here. Let's translate this diagram into XML and place it in the config/schema.xml file: <table name="newsletter_adverts" idMethod="native" phpName="NewsletterAds"> <column name="newsletter_adverts_id" type="INTEGER" required="true" autoIncrement="true" primaryKey="true" /> <column name="advertised" type="VARCHAR" size="30" required="true" /> </table> <table name="newsletter_signups" idMethod="native" phpName="NewsletterSignup"> <column name="id" type="INTEGER" required="true" autoIncrement="true" primaryKey="true" /> <column name="first_name" type="VARCHAR" size="20" required="true" /> <column name="surname" type="VARCHAR" size="20" required="true" /> <column name="email" type="VARCHAR" size="100" required="true" /> <column name="activation_key" type="VARCHAR" size="100" required="true" /> <column name="activated" type="BOOLEAN" default="0" required="true" /> <column name="newsletter_adverts_id" type="INTEGER" required="true"/> <foreign-key foreignTable="newsletter_adverts" onDelete="CASCADE"> <reference local="newsletter_adverts_id" foreign="newsletter_adverts_id" /> </foreign-key> <column name="created_at" type="TIMESTAMP" required="true" /> <column name="updated_at" type="TIMESTAMP" required="true" /> </table> We will need to populate the newsletter_adverts table with some test data as well. Therefore, I have also appended the following data to the fixtures.yml file located in the data/fixtures/ directory: NewsletterAds: nsa1: advertised: Internet Search nsa2: advertised: High Street nsa3: advertised: Poster With the database schema and the test data ready to be inserted into the database, we can once again use the Symfony tasks. As we have added two new tables to the schema, we will have to rebuild everything to generate the models using the following command: $/home/timmy/workspace/milkshake>symfony propel:build-all-load --no-confirmation Now we have populated the tables in the database, and the models and forms have been generated for use too. Binding a form to a database table Symfony contains a whole framework just for the development of forms. The forms framework makes building forms easier by applying object-oriented methods to their development. Each form class is based on its related table in the database. This includes the fields, the validators, and the way in which the forms and fields are rendered. A look at the generated base class Rather than starting off with a simple form, we are going to look at the base form class that has already been generated for us as a part of the build task we executed earlier. Because the code is generated, it will be easier for you to see the initial flow of a form. So let's open the base class for the NewsletterSignupForm form. The file is located at lib/form/base/BaseNewsletterSignupForm.class.php: class BaseNewsletterSignupForm extends BaseFormPropel { public function setup() { $this->setWidgets(array( 'id' => new sfWidgetFormInputHidden(), 'first_name' => new sfWidgetFormInput(), 'surname' => new sfWidgetFormInput(), 'email' => new sfWidgetFormInput(), 'activation_key' => new sfWidgetFormInput(), 'activated' => new sfWidgetFormInputCheckbox(), 'newsletter_adverts_id' => new sfWidgetFormPropelChoice (array('model' => 'NewsletterAds', 'add_empty' => false)), 'created_at' => new sfWidgetFormDateTime(), 'updated_at' => new sfWidgetFormDateTime(), )); $this->setValidators(array( 'id' => new sfValidatorPropelChoice(array ('model' => 'NewsletterSignup', 'column' => 'id', 'required' => false)), 'first_name' => new sfValidatorString(array('max_length' => 20)), 'surname' => new sfValidatorString(array('max_length' => 20)), 'email' => new sfValidatorString(array('max_length' => 100)), 'activation_key' => new sfValidatorString(array('max_length' => 100)), 'activated' => new sfValidatorBoolean(), 'newsletter_adverts_id'=> new sfValidatorPropelChoice(array ('model' => 'NewsletterAds', 'column' => 'newsletter_adverts_id')), 'created_at' => new sfValidatorDateTime(), 'updated_at' => new sfValidatorDateTime(), )); $this->widgetSchema->setNameFormat('newsletter_signup[%s]'); $this->errorSchema = new sfValidatorErrorSchema ($this->validatorSchema); parent::setup(); } There are five areas in this base class that are worth noting: This base class extends the BaseFormPropel class, which is an empty class. All base classes extend this class, which allows us to add global settings to all our forms. All of the columns in our table are treated as fields in the form, and are referred to as widgets. All of these widgets are then attached to the form by adding them to the setWidgets() method. Looking over the widgets in the array, you will see that they are pretty standard, such as sfWidgetFormInputHidden(), sfWidgetFormInput(). However, there is one widget added that follows the relationship between the newsletter_sigups table and the newsletter_adverts table. It is the sfWidgetFormPropelChoice widget. Because there is a 1:M relation between the tables, the default behavior is to use this widget, which creates an HTML drop-down box and is populated with the values from the newsletter_adverts table. As a part of the attribute set, you will see that it has set the model needed to retrieve the values to NewsletterAds and the newsletter_adverts_id column for the actual values of the drop-down box. All the widgets on the form must be validated by default. To do this, we have to call the setValidators() method and add the validation requirements to each widget. At the moment, the generated validators reflect the attributes of our database as set in the schema. For example, the first_name field in the statement 'first_name' => new sfValidatorString(array('max_length' => 20)) demonstrates that the validator checks if the maximum length is 20. If you remember, in our schema too, the first_name column is set to 20 characters. The final part calls the parent's setup() function. The base class BaseNewsletterSignupForm contains all the components needed to generate the form for us. So let's get the form on a page and take a look at the method to customize it. There are many widgets that Symfony provides for us. You can find the classes for them inside the widget/ directory of your Symfony installation. The Symfony propel task always generates a form class and its corresponding base class. Of course, not all of our tables will need to have a form bound to them. Therefore, delete all the form classes that are not needed. Rendering the form Rendering this basic form requires us to instantiate the form object in the action. Assigning the form object to the global $this variable means that we can pass the form object to the template just like any other variable. So let's start by implementing the newsletter signup module. In your terminal window, execute the generate:module task like this: $/home/timmy/workspace/milkshake>symfony generate:module frontend signup Now we can start with the application logic. Open the action class from apps/frontend/modules/signup/actions/actions.class.php for the signup module and add the following logic inside the index action: public function executeIndex(sfWebRequest $request) { $this->form = new NewsletterSignupForm(); return sfView::SUCCESS; } As I had mentioned earlier, the form class deals with the form validation and rendering. For the time being, we are going to stick to the default layout by allowing the form object to render itself. Using this method initially will allow us to create rapid prototypes. Let's open the apps/frontend/signup/templates/indexSuccess.php template and add the following view logic: <form action="<?php echo url_for('signup/submit') ?>" method="POST"> <table><?php echo $form ?></table> <input type="submit" /> </form> The form class is responsible for rendering of the form elements only. Therefore, we have to include the <form> and submit HTML tags that wrap around the form. Also, the default format of the form is set to 'table'. Again, we must also add the start and end tags of the <table>. At this stage, we would normally be able to view the form in the browser. But doing so will raise a Symfony exception error. The cause of this is that the results retrieved from the newsletter_adverts table are in the form of an array of objects. These results need to populate the select box widget. But in the current format, this is not possible. Therefore, we have to convert each object into its string equivalent. To do this, we need to create a PHP magic function of __toString() in the DAO class NewsletterAds. The DAO class for NewlsetterAds is located at lib/model/NewsletterAds.php just as all of the other models. Here we need to represent each object as its name, which is the value in the advertised column. Remember that we need to add this method to the DAO class as this represents a row within the results, unlike the peer class that represents the entire result set. Let's add the function to the NewsletterAds class as I have done here: class NewsletterAds extends BaseNewsletterAds { public function __toString() { return $this->getAdvertised(); } } We are now ready to view the completed form. In your web browser, enter the URL http://milkshake/frontend_dev.php/signup and you will see the result shown in the following screenshot: As you can see, although the form has been rendered according to our table structure, the fields which we do not want the user to fill in are also included. Of course, we can change this quiet easily. But before we take a look at the layout of the form, let's customize the widgets and widget validators. Now we can begin working on the application logic for submitting the form. Customizing form widgets and validators All of the generated form classes are located in the lib/form and the lib/form/base directories. The latter is where the default generated classes are located, and the former is where the customizable classes are located. This follows the same structure as the models. Each custom form class inherits from its parent. Therefore, we have to override some of the functions to customize the form. Let's customize the widgets and validators for the NewsletterSignupForm. Open the lib/forms/NewsletterSignupForm.class.php file and paste the following code inside the configure() method: //Removed unneeded widgets unset( $this['created_at'], $this['updated_at'], $this['activation_key'], $this['activated'], $this['id'] ); //Set widgets //Modify widgets $this->widgetSchema['first_name'] = new sfWidgetFormInput(); $this->widgetSchema['newsletter_adverts_id'] = new sfWidgetFormPropelChoice(array('model' => 'NewsletterAds', 'add_empty' => true, 'label'=>'Where did you find us?')); $this->widgetSchema['email'] = new sfWidgetFormInput (array('label' => 'Email Address')); //Add validation $this->setValidators(array ('first_name'=> new sfValidatorString(array ('required' => true), array('required' => 'Enter your firstname')), 'surname'=> new sfValidatorString(array('required' => true), array('required' => 'Enter your surname')), 'email'=> new sfValidatorString(array('required' => true), array('invalid' => 'Provide a valid email', 'required' => 'Enter your email')), 'newsletter_adverts_id' => new sfValidatorPropelChoice(array('model' => 'NewsletterAds', 'column' => 'newsletter_adverts_id'), array('required' => 'Select where you found us')), )); //Set post validators $this->validatorSchema->setPostValidator( new sfValidatorPropelUnique(array('model' => 'NewsletterSignup', 'column' => array('email')), array('invalid' => 'Email address is already registered')) ); //Set form name $this->widgetSchema->setNameFormat('newsletter_signup[%s]'); //Set the form format $this->widgetSchema->setFormFormatterName('list'); Let's take a closer look at the code. Removing unneeded fields To remove the fields that we do not want to be rendered, we must call the PHP unset() method and pass in the fields to unset. As mentioned earlier, all of the fields that are rendered need a corresponding validator, unless we unset them. Here we do not want the created_at and activation_key fields to be entered by the user. To do so, the unset() method should contain the following code: unset( $this['created_at'], $this['updated_at'], $this['activation_key'], $this['activated'], $this['id'] ); Modifying the form widgets Although it'll be fine to use the remaining widgets as they are, let's have a look at how we can modify them: //Modify widgets $this->widgetSchema['first_name'] = new sfWidgetFormInput(); $this->widgetSchema['newsletter_adverts_id'] = new sfWidgetFormPropelChoice(array('model' => 'AlSignupNewsletterAds', 'add_empty' => true, 'label'=>'Where did you find us?')); $this->widgetSchema['email'] = new sfWidgetFormInput(array('label' => 'Email Address')); There are several types of widgets available, but our form requires only two of them. Here we have used the sfWidgetFormInput() and sfWidgetFormPropelChoice() widgets. Each of these can be initialized with several values. We have initialized the email and newsletter_adverts_id widgets with a label. This basically renders the label field associated to the widget on the form. We do not have to include a label because Symfony adds the label according to the column name. Adding form validators Let's add the validators in a similar way as we have added the widgets: //Add validation $this->setValidators(array( 'first_name'=> new sfValidatorString(array('required' => true), array('required' => 'Enter your firstname')), 'surname'=> new sfValidatorString(array('required' => true), array('required' => 'Enter your surname')), 'email'=> new sfValidatorEmail(array('required' => true), array('invalid' => 'Provide a valid email', 'required' => 'Enter your email')), 'newsletter_adverts_id' => new sfValidatorPropelChoice(array ('model' => 'NewsletterAds', 'column' => 'newsletter_adverts_id'), array('required' => 'Select where you found us')), )); //Set post validators $this->validatorSchema->setPostValidator(new sfValidatorPropelUnique(array('model' => 'NewsletterSignup', 'column' => array('email')), array('invalid' => 'Email address is already registered')) ); Our form will need four different types of validators: sfValidatorString: This checks the validity of a string against a criteria. It takes four arguments—required, trim, min_length, and max_length. SfValidatorEmail: This validates the input against the pattern of an email address. SfValidatorPropelChoice: It validates the value with the values in the newsletter_adverts table. It needs the model and column that are to be used.   SfValidatorPropelUnique: Again, this validator checks the value against the values in a given table column for uniqueness. In our case, we want to use the NewsletterSignup model to test if the email column is unique. As mentioned earlier, all the fields must have a validator. Although it's not recommended, you can allow extra parameters to be passed in. To achieve this, there are two steps: You must disable the default option of having all fields validated by $this->validatorSchema->setOption('allow_extra_fields', true). Although the above step allows the values to bypass validation, they will be filtered out of the results. To prevent this, you will have to set $this->validatorSchema->setOption('filter_extra_fields', false). Form naming convention and setting its style The final part we added is the naming convention for the HTML attributes and the style in which we want the form rendered. The HTML output will use our naming convention. For example, in the following code, we have set the convention to newsletter_signup[fieldname] for each input field's name. //Set form name $this->widgetSchema->setNameFormat('newsletter_signup[%s]'); //Set the form format $this->widgetSchema->setFormFormatterName('list'); Two formats are shipped with Symfony that we can use to render our form. We can either render it in an HTML table or an unordered list. As we have seen, the default is an HTML table. But by setting this as list, the form is now rendered as an unordered HTML list, just like the following screenshot. (Of course, I had to replace the <table> tags with the <ul> tags.)
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18 Nov 2009
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Customizing the Document with Joomla! 1.5: Part 2

Packt
18 Nov 2009
3 min read
Creating a PDF in a component This recipe explains how to create a PDF view in a Joomla! MVC component. Adding PDF views is a relatively quick process, and it significantly improves the functionality of a component. Getting ready Like any other view format, we must create a new JView subclass to create a PDF view. This should be located in the corresponding view's folder and the file should be named view.pdf.php. For example, for the myview view in the mycomponent component, we create the components/com_mycomponent/views/myview/view.pdf.php file, in which we place the MycomponentViewMyview class, which extends JView. How to do it... The first thing we do is override the display() method in order to change the PDF document. We modify the document using the mutator methods. The first method changes the document title, this is the title normally shown in the title bar of the PDF viewer. $document->setTitle($title); The next method changes the filename. This is especially useful if the user is likely to save the file, as this will be the default name the user is prompted to save the file as. $document->setName($filename); The next method sets the document description, sometimes referred to as the subject. This should only be a very brief description of the document. $document->setDescription($description); The next method sets the document metadata. Currently, only keywords are supported. It is possible to set other metadata, but it will not be used in the document. $document->setMetaData('keywords', $keywords); So far, all of the methods do not print anything to the body of the PDF itself. The next method adds a common header to every page. Note that the header text itself is not formatted. $document->setHeader("My PDF Document TitlenMy Subtitle"); Lastly, we can add content to the main body of the PDF document. We achieve this in the normal way by simply outputting the content. echo 'This is my PDF! '; The outputted data can be formatted using some basic HTML tags. The following tags are supported: Type Tags Format <b>, <u>, <i>, <strong>, <em>, <sup>, <sub>, <small>, <font> Heading <h1>, <h2>, <h3>, <h4>, <h5>, <h6> Indentation <blockquote> Linked <a>, <img> List <ol>, <ul>, <li> Spacing <p>, <br>, <hr> Table <table>, <tr>, <td>, <th>
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18 Nov 2009
8 min read
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User Interaction and Email Automation in Symfony 1.3: Part2

Packt
18 Nov 2009
8 min read
Automated email responses Symfony comes with a default mailer library that is based on Swift Mailer 4, the detailed documentation is available from their web site at http://swiftmailer.org. After a user has signed up to our mailing list, we would like an email verification to be sent to the user's email address. This will inform the user that he/she has signed up, and will also ask him or her to activate their subscription. To use the library, we have to complete the following three steps: Store the mailing settings in the application settings file. Add the application logic to the action. Create the email template. Adding the mailer settings to the application Just like all the previous settings, we should add all the settings for sending emails to the module.yml file for the signup module. This will make it easier to implement any modifications required later. Initially, we should set variables like the email subject, the from name, the from address, and whether we want to send out emails within the dev environment. I have added the following items to our signup module's setting file, apps/frontend/config/module.yml: dev: mailer_deliver: true all: mailer_deliver: true mailer_subject: Milkshake Newsletter mailer_from_name: Tim mailer_from_email: no-reply@milkshake All of the settings can be contained under the all label. However, you can see that I have introduced a new label called dev. These labels represent the environments, and we have just added a specific variable to the dev environment. This setting will allow us to eventually turn off the sending of emails while in the dev environment. Creating the application logic Triggering the email should occur after the user's details have been saved to the database. To demonstrate this, I have added the highlighted amends to the submit action in the apps/frontend/modules/signup/actions/actions.class.php file, as shown in the following code: public function executeSubmit(sfWebRequest $request) { $this->form = new NewsletterSignupForm(); if ($request->isMethod('post') && $this->form-> bindAndSave($request->getParameter($this->form-> getName()))) { //Include the swift lib require_once('lib/vendor/swift-mailer/lib/swift_init.php'); try{ //Sendmail $transport = Swift_SendmailTransport::newInstance(); $mailBody = $this->getPartial('activationEmail', array('name' => $this->form->getValue('first_name'))); $mailer = Swift_Mailer::newInstance($transport); $message = Swift_Message::newInstance(); $message->setSubject(sfConfig::get('app_mailer_subject')); $message->setFrom(array(sfConfig:: get('app_mailer_from_email') => sfConfig::get('app_mailer_from_name'))); $message->setTo(array($this->form->getValue('email')=> $this-> form->getValue('first_name'))); $message->setBody($mailBody, 'text/html'); if(sfConfig::get('app_mailer_deliver')) { $result = $mailer->send($message); } } catch(Exception $e) { var_dump($e); exit; } $this->redirect('@signup'); } //Use the index template as it contains the form $this->setTemplate('index'); } Symfony comes with a sfMailer class that extends Swift_Mailer. To send mails you could simply implement the following Symfony method: $this->getMailer()->composeAndSend('from@example.com', 'to@example.com', 'Subject', 'Body'); Let's walk through the process: Instantiate the Swift Mailer. Retrieve the email template (which we will create next) using the $this->getPartial('activationEmail', array('name' => $this->form->getValue('first_name'))) method. Breaking this down, the function itself retrieves a partial template. The first argument is the name of the template to retrieve (that is activationEmail in our example) which, if you remember, means that the template will be called _activationEmail.php. The next argument is an array that contains variables related to the partial template. Here, I have set a name variable. The value for the name is important. Notice how I have used the value within the form object to retrieve the first_name value. This is because we know that these values have been cleaned and are safe to use. Set the subject, from, to, and the body items. These functions are Swift Mailer specific: setSubject(): It takes a string as an argument for the subject setFrom(): It takes the name and the mailing address setTo(): It takes the name and the mailing address setBody(): It takes the email body and mime type. Here we passed in our template and set the email to text/html Finally we send the email. There are more methods in Swift Mailer. Check out the documentation on the Swift Mailer web site (http://swiftmailer.org/). The partial email template Lastly, we need to create a partial template that will be used in the email body. In the templates folder of the signup module, create a file called _activationEmail.php and add the following code to it: Hi <?php echo $name; ?>, <br /><br /> Thank you for signing up to our newsletter. <br /><br /> Thank you, <br /> <strong>The Team</strong> The partial is no different from a regular template. We could have opted to pass on the body as a string, but using the template keeps our code uniform. Our signup process now incorporates the functionality to send an email. The purpose of this example is to show you how to send an automated email using a third-party library. For a real application, you should most certainly implement a two-phase option wherein the user must verify his or her action. Flashing temporary values Sometimes it is necessary to set a temporary variable for one request, or make a variable available to another action after forwarding but before having to delete the variable. Symfony provides this level of functionality within the sfUser object known as a flash variable. Once a flash variable has been set, it lasts until the end of the overall request before it is automatically destroyed. Setting and getting a flash attribute is managed through two of the sfUser methods. Also, you can test for a flash variable's existence using the third method of the methods listed here: $this->getUser()->setFlash($name, $value, $persist = true) $this->getUser()->getFlash($name) $this->getUser()->hasFlash($name) Although a flash variable will be available by default when a request is forwarded to another action, setting the argument to false will delete the flash variable before it is forwarded. To demonstrate how useful flash variables can be, let's readdress the signup form. After a user submits the signup form, the form is redisplayed. I further mentioned that you could create another action to handle a 'thank you' template. However, by using a flash variable we will not have to do so. As a part of the application logic for the form submission, we can set a flash variable. Then after the action redirects the request, the template can test whether there is a flash variable set. If there is one, the template should show a message rather than the form. Let's add the $this->getUser()->setFlash() function to the submit action in the apps/frontend/modules/signup/actions/actions.class.php file: //Include the swift lib require_once('lib/vendor/swift-mailer/lib/swift_init.php'); //set Flash $this->getUser()->setFlash('Form', 'completed'); try{ I have added the flash variable just under the require_once() statement. After the user has submitted a valid form, this flash variable will be set with the name of the Form and have a value completed. Next, we need to address the template logic. The template needs to check whether a flash variable called Form is set. If it is not set, the template shows the form. Otherwise it shows a thank you message. This is implemented using the following code: <?php if(!$sf_user->hasFlash('Form')): ?> <form action="<?php echo url_for('@signup_submit') ?>" method="post" name="Newsletter"> <div style="height: 30px;"> <div style="width: 150px; float: left"> <?php echo $form['first_name']->renderLabel() ?></div> <?php echo $form['first_name']->render(($form['first_name']-> hasError())? array('class'=>'boxError'): array ('class'=>'box')) ?> <?php echo ($form['first_name']->hasError())? ' <span class="errorMessage">* '.$form['first_name']->getError(). '</span>': '' ?> <div style="clear: both"></div> </div> .... </form> <?php else: ?><h1>Thank you</h1>You are now signed up.<?php endif ?> The form is now wrapped inside an if/else block. Accessing the flash variables from a template is done through $sf_user. To test if the variable has been set, I have used the hasFlash() method, $sf_user->hasFlash('Form'). The else part of the statement contains the text rather than the form. Now if you submit your form, you will see the result as shown in the following screenshot: We have now implemented an entire module for a user to sign up for our newsletter. Wouldn't it be really good if we could add this module to another application without all the copying, pasting, and fixing?
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18 Nov 2009
12 min read
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Joomla! with Flash: Showing maps using YOS amMap

Packt
18 Nov 2009
12 min read
Showing maps using YOS amMap Adding a map to your site may be a necessity in some cases. For example, you want to show the population of countries, or you want to show a world map to your students for teaching geography. Flash maps are always interesting as you can interact with them and can view them as you like. amMap provides tools for showing Flash maps. The amMap tool is ported as a Joomla! component by yOpensource, and the component is released with the name YOS amMap. This component has two versions—free and commercial. The commercial or pro version has some advanced features that are not available in the free version. The YOS amMap component, together with its module, allows you to display a map of the world, a region, or a country. You can choose the map to be displayed, which areas or countries are to be highlighted, and the way in which the viewers can control the map. Generally, maps displayed through the YOS amMap component can be zoomed, centered, or scrolled to left, right, top, or bottom. You can also specify a color in which a region or a country should be displayed. Installing and configuring YOS amMap To use YOS amMap with your Joomla! website, you must first download it from http://yopensource.com/en/component/remository/?func=fileinfo&id=3. After downloading and extracting the compressed package, you get the component and module packages. Install the component and module from the Extensions | Install/Uninstall screen. Once installed, you can administer the YOS amMap component from Components | YOS amMap. This shows the YOS amMap Control Panel, as shown in the following screenshot: YOS amMap Control Panel displays several icons through which you can configure and publish maps. The first thing you should do is to configure the global settings for amMap. In order to do this, click on the Parameters icon in the toolbar. Doing so brings up the dialog box, as shown in the following screenshot: In the Global Configuration section, you can enter a license key if you have purchased the commercial or the pro version of this component. For the free version, this is not needed. In this section, you can also configure the legal extensions of files that can be uploaded through this component, the maximum file size for uploads, the legal image extensions, and the allowed MIME types of all uploads. You can also specify whether the Flash uploader will be used or not. Once you have configured these fields, click on the Save button and return to YOS amMap Control Panel. Adding map files You can see the list of available maps by clicking on the Maps icon on the YOS amMap Control Panel screen or by clicking on Components | amMap | Maps. This shows the Maps Manager screen, as shown in the next screenshot. As you can see, the Maps Manager screen displays the list of available maps. By default, you find the world.swf, continents.swf, and world_with_antartica.swf map files. You will find some extra maps with the amMap bundle. You can also download the original amMap package from http://www.ammap.com/download. After downloading the ZIP package, extract it, and you will find many maps in the maps subfolder. Any map from this folder can be uploaded to the Joomla! site from the Maps Manager screen. Creating a map There are several steps for creating a map using YOS amMap. First we need to upload the package for the map. For example, if we want to display the map of the United States of America, then we need to upload the map template, the map data file, and the map settings file for the United States of America. To do this first upload the map template from the Maps Manager screen. You will find the map template for USA in the ammap/maps folder. Then we need to upload the data and the settings files. For doing so, click on the Upload link on the YOS amMap Control Panel screen. Then, in the Upload amMap screen, which is shown in the next screenshot, type the map's title (United States) in the Title field. Before clicking on the Browse button besides the Package File field, you first add the ammap_data.xml and the ammap_settings.xml files to a single ZIP file, unitedstates.zip. Now, click on the Browse button, and select this unitedstates.zip file. Then click on the Upload File & Install button. Once uploaded successfully, you see this map listed in the YOS amMap Manager screen, as shown in the next screenshot. You get this screen by clicking on the amMaps link on the toolbar. As you can see, the map that we have added is now listed in the YOS amMap Manager screen. However, the map is yet in an unpublished state, and we need to configure the map before publishing it. We need to configure its data and settings files, which are discussed in the following sections. Map data file The different regions of a map are identified by the map data file. This is an XML file and it defines the areas to be displayed on the map. The typical structure of a map data file can be understood by examining ammap_data.xml. The file has many comments that explain its structure. This file looks like as follows: <?xml version="1.0" encoding="UTF-8"?><map map_file="maps/world.swf" tl_long="-168.49" tl_lat="83.63" br_long="190.3" br_lat="-55.58" zoom_x="0%" zoom_y="0%" zoom="100%"><areas> <area title="AFGHANISTAN" mc_name="AF"></area> <area title="ALAND ISLANDS" mc_name="AX"></area> <area title="BANGLADESH" mc_name="BD"></area> <area title="BHUTAN" mc_name="BT"></area> <area title="CANADA" mc_name="CA"></area> <area title="UNITED ARAB EMIRATES" mc_name="AE"></area> <area title="UNITED KINGDOM" mc_name="GB"></area> <area title="UNITED STATES" mc_name="US"></area> <area title="borders" mc_name="borders" color="#FFFFFF" balloon="false"></area></areas><movies> <movie lat="51.3025" long="-0.0739" file="target" width="10" height="10" color="#CC0000" fixed_size="true" title="build-in movie usage example"></movie> <movie x="59.6667%" y="77.5%" file="icons/pin.swf" title="loaded movie usage example" text_box_width="250" text_box_height="140"> <description> <![CDATA[You can add description text here. This text will appear the user clicks on the movie. this description text can be html-formatted (for a list which html tags are supported, visit <u><a href="http://livedocs.adobe.com/flash/8/main/00001459.html">this page</a></u>. You can add descriptions to areas and labels too.]]> </description> </movie></movies><labels> <label x="0" y="50" width="100%" align="center" text_size="16" color="#FFFFFF"> <text><![CDATA[<b>World Map]]></text> <description><![CDATA[]]></description></label></labels><lines> <line long="-0.0739, -74" lat="51.3025, 40.43" arrow="end" width="1" alpha="40"></line> </lines></map> This code is a stripped-down version of the default ammap_data.xml file. Let us examine its structure and try to understand the meaning of each markup: <map> </map>: You define the map's structure using this markup. First, by using the map_file attribute, we declare the map file that should be used to display this map. This markup has some other attributes through which we declare the top and the left offset in longitude and latitude. We can also specify the zooming level using the zoom_x, zoom_y, and zoom attributes. <areas> </areas>: Areas are the regions or countries on a map. These are defined in the map. We only need to define the areas that we want to display. For example, in the sample, we have defined eight countries to be displayed and one straight line. Each area element has several attributes, among which you need to mention mc_name and title. You specify the area's name in mc_name, which is predefined in the map template. The title element will be displayed as the title of that map area. For example, <area mc_name="BD" title="Bangladesh"></area> means the areas marked as BD in the map template will be displayed with the title Bangladesh. In order to specify the mc_name element, you need to follow the map template designer's instructions. <movies> </movies>: Movies are some extra clips that can be displayed as a separate layer on the map. For example, to display the capital of each country, a movie clip could be displayed in the specified latitude and longitude. You can also display some other animations or text using a movie definition. <labels> </labels>: The <labels> markup contains the text to be displayed on the map. You can add any text on a map by defining a label element. To view and edit the map data file, ammap_data.xml, click on the map name on the YOS amMap Manager screen. This opens-up the amMap: [Edit] screen, as shown in the following screenshot: The amMap: [Edit] screen displays several configurations for the map. From the Details section you can change the map name, publish the map, and enable security. From the Design section you can view and edit the data and the settings files. Clicking on Data will show the data file. You can edit the data file from the online editor. As we want to display the map of USA, we will make the following changes on this screen: Select usa.swf in the Maps list. Change the data file as follows: <?xml version="1.0" encoding="UTF-8"?><map map_file="maps/usa.swf" zoom="100%" zoom_x="7.8%"zoom_y="0.18%"><areas> <area mc_name="AL" title="Alabama"/> <area mc_name="AK" title="Alaska"/> <area mc_name="AZ" title="Arizona"/> <area mc_name="AR" title="Arkansas"/> <area mc_name="CA" title="California"/> <area mc_name="CO" title="Colorado"/> <area mc_name="CT" title="Connecticut"/> <area mc_name="DE" title="Delaware"/> <area mc_name="DC" title="District of Columbia"/> <area mc_name="FL" title="Florida"/> <area mc_name="GA" title="Georgia"/> <area mc_name="HI" title="Hawaii"/> <area mc_name="ID" title="Idaho"/> <area mc_name="IL" title="Illinois"/> <area mc_name="IN" title="Indiana"/> <area mc_name="IA" title="Iowa"/> <area mc_name="KS" title="Kansas"/> <area mc_name="KY" title="Kentucky"/> <area mc_name="LA" title="Louisiana"/> <area mc_name="ME" title="Maine"/> <area mc_name="MD" title="Maryland"/> <area mc_name="MA" title="Massachusetts"/> <area mc_name="MI" title="Michigan"/> <area mc_name="MN" title="Minnesota"/> <area mc_name="MS" title="Mississippi"/> <area mc_name="MO" title="Missouri"/> <area mc_name="MT" title="Montana"/> <area mc_name="NE" title="Nebraska"/> <area mc_name="NV" title="Nevada"/> <area mc_name="NH" title="New Hampshire"/> <area mc_name="NJ" title="New Jersey"/> <area mc_name="NM" title="New Mexico"/> <area mc_name="NY" title="New York"/> <area mc_name="NC" title="North Carolina"/> <area mc_name="ND" title="North Dakota"/> <area mc_name="OH" title="Ohio"/> <area mc_name="OK" title="Oklahoma"/> <area mc_name="OR" title="Oregon"/> <area mc_name="PA" title="Pennsylvania"/> <area mc_name="RI" title="Rhode Island"/> <area mc_name="SC" title="South Carolina"/> <area mc_name="SD" title="South Dakota"/> <area mc_name="TN" title="Tennessee"/> <area mc_name="TX" title="Texas"/> <area mc_name="UT" title="Utah"/> <area mc_name="VT" title="Vermont"/> <area mc_name="VA" title="Virginia"/> <area mc_name="WA" title="Washington"/> <area mc_name="WV" title="West Virginia"/> <area mc_name="WI" title="Wisconsin"/><area mc_name="WY" title="Wyoming"/></areas><labels> <label x="0" y="60" width="100%" color="#FFFFFF" text_size="18"> <text>Map of the United States of America</text> </label></labels></map> As you can see, we have defined regions (states) on the map of USA, and towards the end of the file, we have added a label for the map. Select Yes for the Published field in the Details section. When you are done making these changes click on the Save button to save these changes. Now we will look into the map settings file. Map data files for countries are available with the amMap package. Thus, if you download amMap 2.5.1, you will get the map settings files for different countries. For example, the map data file for USA will be in the amMap_2.5.1/examples/_countries/usa folder.  
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18 Nov 2009
2 min read
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RESTful Web Service Implementation with RESTEasy

Packt
18 Nov 2009
2 min read
Getting the tools If you have already downloaded and installed Java's JDK and the Tomcat web server, you only need to download the JBoss's RESTEasy framework. Nevertheless, the complete list of the software needed for this article is as follows: Software Web Location Java JDK http://java.sun.com/ Apache Tomcat http://tomcat.apache.org/download-60.cgi Db4o http://developer.db4o.com/files/default.aspx RESTEasy Framework http://www.jboss.org/resteasy/ Install the latest Java JDK along with the latest version of Tomcat, if you haven't done so. Download and install Db4o and RESTEasy. Remember the location of the installs, as we'll need the libraries to deploy with the web application. RESTEasy — a JAX-RS implementation   RESTEasy is a full open source implementation of the JAX-RS specification. This framework works within any Java Servlet container, but because it's developed by JBoss, it offers extra features that are not part of the JAX-RS requirements. For example, RESTEasy offers out-of-the-box Atom support and also offers seamless integration with the EJB container portion of JBoss (none of these features are explored here). Web service architecture By now, you should be familiar with the coding pattern. Because we want to reuse a large portion of code already written, we have separate layers of abstraction. In this article, therefore, we only talk about the web layer and study in detail how to implement a full RESTful web service using RESTEasy. The full architecture of our web service looks as follows: In this diagram, we depict clients making HTTP requests to our web service. Each request comes to the web container, which then delegates the request to our RESTful layer that is composed of RESTEasy resource classes. The actual serialization of user and message records is delegated to our business layer, which in turns talks directly to our database layer (a Db4o database). Again, RESTEasy is a platform independent framework and works within any Servlet container. For this article we deploy our web service in Tomcat, as we've been working with it so far and are now familiar with deploying web applications to it, though we could as easily use the JBoss web container.
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article-image-build-advanced-contact-manager-using-jboss-richfaces-33-part-2
Packt
18 Nov 2009
10 min read
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Build an Advanced Contact Manager using JBoss RichFaces 3.3: Part 2

Packt
18 Nov 2009
10 min read
The contact detail For the third column, we would like to show three different statuses: The "No contact selected" message when no contact is selected (so the property is null) A view-only box when we are not in the edit mode (the property selectedContactEditing is set to false) An edit box when we are in the edit mode (the property selectedContactEditing is set to true) So, let's open the home.xhtml page and insert the third column inside the panel grid with the three statuses: <a:outputPanel id="contactDetail"> <a:outputPanel rendered="#{homeSelectedContactHelper. selectedContact==null}"> <rich:panel> <h:outputText value="#{messages['noContactSelected']}"/> </rich:panel></a:outputPanel> <a:outputPanel rendered="#{homeSelectedContactHelper. selectedContact!=null and homeSelectedContactHelper. selectedContactEditing==false}"> <ui:include src="main/contactView.xhtml"/> </a:outputPanel> <a:outputPanel rendered="#{homeSelectedContactHelper. selectedContact!=null and homeSelectedContactHelper. selectedContactEditing==true}"> <ui:include src="main/contactEdit.xhtml"/> </a:outputPanel></a:outputPanel> Here, we have put the main a:outputPanel as the main placeholder, and inside it we put three more instances of a:outputPanel (one for every state) with the rendered attribute in order to decide which one to show. The first one just shows a message when homeSelectedContactHelper.selectedContact is set to null: The second instance of a:outputPanel will include the main/contactView.xhtml file only if homeSelectedContactHelper.selectedContact is not null, and we are not in editing mode (so homeSelectedContactHelper.selectedContactEditing is set to false); the third one will be shown only if homeSelectedContactHelper.selectedContact is not null, and we are in the edit mode (that is homeSelectedContactHelper.selectedContactEditing is equal to true). Before starting to write the include sections, let's see how the main bean for the selected contact would look, and connect it with the data table for selecting the contact from it. The support bean Let's create a new class called HomeSelectedContactHelper inside the book.richfaces.advcm.modules.main package; the class might look like this: @Name("homeSelectedContactHelper")@Scope(ScopeType.CONVERSATION)public class HomeSelectedContactHelper { @In(create = true) EntityManager entityManager; @In(required = true) Contact loggedUser; @In FacesMessages facesMessages; // My code here} This is a standard JBoss Seam component and  now let's add the properties. The bean that we are going to use for view and edit features is very simple to understand—it just contains two properties (namely selectedContact and selectedContactEditing) and some action methods to manage them. Let's add the properties to our class: private Contact selectedContact;private Boolean selectedContactEditing;public Contact getSelectedContact() { return selectedContact;}public void setSelectedContact(Contact selectedContact) { this.selectedContact = selectedContact;}public Boolean getSelectedContactEditing() { return selectedContactEditing;}public void setSelectedContactEditing(Boolean selectedContactEditing) { this.selectedContactEditing = selectedContactEditing;} As you can see, we just added two properties with standard the getter and setter. Let's now see the action methods: public void createNewEmptyContactInstance() { setSelectedContact(new Contact());}public void insertNewContact() { // Attaching the owner of the contact getSelectedContact().setContact(loggedUser); entityManager.persist(getSelectedContact()); facesMessages.addFromResourceBundle(StatusMessage.Severity.INFO,  "contactAdded");}public void saveContactData() { entityManager.merge(getSelectedContact()); facesMessages.addFromResourceBundle(StatusMessage.Severity.INFO, "contactSaved");}public void deleteSelectedContact() { entityManager.remove(getSelectedContact()); // De-selecting the current contact setSelectedContact(null); setSelectedContactEditing(null); facesMessages.addFromResourceBundle(StatusMessage.Severity.INFO, "contactDeleted");}public boolean isSelectedContactManaged() { return getSelectedContact() != null && entityManager.contains (getSelectedContact());} It's not difficult to understand what they do, however, in order to be clear, we are going to describe what each method does. The method createNewEmptyContactInstance() simply sets the selectedContact property with a new instance of the Contact class—it will be called by the "add contact" button. After the user has clicked on the "add contact" button and inserted the contact data, he/she has to persist this new instance of data into the database. It is done by the insertNewContact() method, called when he/she clicks on the Insert button. If the user edits a contact and clicks on the "Save" button, the saveContactData() method will be called, in order to store the modifications into the database. As for saving, the deleteSelectedContact() method will be called by the "Delete" button, in order to remove the instance from the database. A special mention for the isSelectedContactManaged() method—it is used to determine if the selectedContact property contains a bean that exists in the database (so, I'm editing it), or a new instance not yet persisted to the database. We use it especially in rendered properties, in order to determine which component to show (you will see this in the next section). Selecting the contact from the contacts list We will use the contacts list in order to decide which contact must be shown in the detail view. The simple way is to add a new column into the dataTable, and put a command button (or link) to select the bean in order to visualize the detail view. Let's open the contactsList.xhtml file and add another column as follows: <rich:column width="10%" style="text-align: center"> <a:commandButton image="/img/view.png" reRender="contactDetail"> <f:setPropertyActionListener value="#{contact}" target="#{homeSelectedContactHelper.selectedContact}"/> <f:setPropertyActionListener value="#{false}" target="#{homeSelectedContactHelper.selectedContactEditing}"/> </a:commandButton></rich:column> Inside the column, we added the a:commandButton component (that shows an image instead of the standard text) that doesn't call any action—it uses the f:setPropertyAction method to set the homeSelectedContactHelper.selectedContact value to contact (the row value of the dataTable), and to tell to show the view box and not the edit one (setting homeSelectedContactHelper.selectedContactEditing to false). After the Ajax call, it will re-render the contactDetail box in order to reflect the change. Also, the header must be changed to reflect the column add: <rich:dataTable ... > <f:facet name="header"> <rich:columnGroup> <rich:column colspan="3"> <h:outputText value="Contacts"/> </rich:column> <rich:column breakBefore="true"> <h:outputText value="Name"/> </rich:column> <rich:column> <h:outputText value="Surname"/> </rich:column> <rich:column> <rich:spacer/> </rich:column> </rich:columnGroup> </f:facet> ... We incremented the colspan attribute value and added a new (empty) column header. The new contacts list will look like the following screenshot: Adding a new contact Another feature we would like to add to the contacts list is the "Add contact" button. In order to do that, we are going to use the empty toolbar. Let's add a new action button into the rich:toolbar component: <a:commandButton image="/img/addcontact.png" reRender="contactDetail"action="#{homeSelectedContactHelper.createNewEmptyContactInstance}"> <f:setPropertyActionListener value="#{true}"target="#{homeSelectedContactHelper.selectedContactEditing}"/></a:commandButton> This button will call the homeSelectedContactHelper.createNewEmptyContactInstance() action method in order to create and select an empty instance and will set homeSelectedContactHelper.selectedContactEditing to true in order to start the editing; after those Ajax calls, it will re-render the contactDetail box to reflect the changes. Viewing contact detail We are ready to implement the view contact detail box; just open the /view/main/contactView.xhtml file and add the following code: <h:form> <rich:panel> <f:facet name="header"> <h:outputText value="#{homeSelectedContactHelper.selectedContact.name} #{homeSelectedContactHelper.selectedContact.surname}"/> </f:facet> <h:panelGrid columns="2" rowClasses="prop" columnClasses="name,value"> <h:outputText value="#{messages['name']}:"/> <h:outputText value="#{homeSelectedContactHelper.selectedContact.name}"/> <h:outputText value="#{messages['surname']}:"/> <h:outputText value="#{homeSelectedContactHelper.selectedContact.surname}"/> <h:outputText value="#{messages['company']}:"/> <h:outputText value="#{homeSelectedContactHelper.selectedContact.company}"/> <h:outputText value="#{messages['email']}:"/> <h:outputText value="#{homeSelectedContactHelper.selectedContact.email}"/> </h:panelGrid> </rich:panel> <rich:toolBar> <rich:toolBarGroup> <a:commandLink ajaxSingle="true" reRender="contactDetail" styleClass="image-command-link"> <f:setPropertyActionListener value="#{true}" target="#{homeSelectedContactHelper.selectedContactEditing}"/> <h:graphicImage value="/img/edit.png" /> <h:outputText value="#{messages['edit']}" /> </a:commandLink> </rich:toolBarGroup> </rich:toolBar></h:form> The first part is just rich:panel containing h:panelGrid with the fields' detail. In the second part of the code, we put rich:toolBar containing a command link (with an image and a text) that activates the edit mode—it, in fact, just sets the homeSelectedContactHelper.selectedContactEditing property to true and re-renders contactDetail in order to make it appear in the edit box. We also added a new CSS class into the /view/stylesheet/theme.css file to manage the layout of command links with images: .image-command-link { text-decoration: none;}.image-command-link img { vertical-align: middle; padding-right: 3px;} The view box looks like: We are now ready to develop the edit box. Editing contact detail When in the edit mode, the content of the /view/main/contactEdit.xhtml file will be shown in the contact detail box—let's open it for editing. Let's add the code for creating the main panel: <h:form> <rich:panel> <f:facet name="header"> <h:panelGroup> <h:outputText value="#{homeSelectedContactHelper.selectedContact.name} #{homeSelectedContactHelper.selectedContact.surname}"rendered="#{homeSelectedContactHelper.selectedContactManaged}"/> <h:outputText value="#{messages['newContact']}"rendered="#{!homeSelectedContactHelper.selectedContactManaged}"/> </h:panelGroup> </f:facet> <!-- my code here --> </rich:panel><!-- my code here --></h:form> This is a standard rich:panel with a customized header—it has two h:outputText components that will be shown depending on the rendered attribute (whether it's a new contact or not). More than one component inside f:facetRemember that f:facet must have only one child, so, to put more than one component, you have to use a surrounding one like h:panelGroup or something similar. Inside the panel, we are going to put h:panelGrid containing the components for data editing: <rich:graphValidator> <h:panelGrid columns="3" rowClasses="prop" columnClasses="name,value,validatormsg"> <h:outputLabel for="scName" value="#{messages['name']}:"/> <h:inputText id="scName" value="#{homeSelectedContactHelper.selectedContact.name}"/> <rich:message for="scName" styleClass="messagesingle" errorClass="errormsg" infoClass="infomsg" warnClass="warnmsg"/> <h:outputLabel for="scSurname" value="#{messages['surname']}:"/> <h:inputText id="scSurname" value="#{homeSelectedContactHelper.selectedContact.surname}"/> <rich:message for="scSurname" styleClass="messagesingle" errorClass="errormsg" infoClass="infomsg" warnClass="warnmsg"/> <h:outputLabel for="scCompany" value="#{messages['company']}:"/> <h:inputText id="scCompany" value="#{homeSelectedContactHelper.selectedContact.company}"/> <rich:message for="scCompany" styleClass="messagesingle" errorClass="errormsg" infoClass="infomsg" warnClass="warnmsg"/> <h:outputLabel for="scEmail" value="#{messages['email']}:"/> <h:inputText id="scEmail" value="#{homeSelectedContactHelper.selectedContact.email}"/> <rich:message for="scEmail" styleClass="messagesingle" errorClass="errormsg" infoClass="infomsg" warnClass="warnmsg"/> </h:panelGrid><rich:graphValidator> Nothing complicated here, we've just used h:outputLabel, h:inputText, and rich:message for every Contact property to be edited; it appears as follows:
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Packt
18 Nov 2009
6 min read
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Authentication with Zend_Auth in Zend Framework 1.8

Packt
18 Nov 2009
6 min read
Let's get started. Authentication versus Authorization Before we go any further, we need to first look at what exactly authentication and authorization is, as they are often misunderstood. Authorization is the process of allowing someone or something to actually do something. For example, if I go into a data centre, then the security guards control my authorization to the data centre and would, for instance, not allow me access to the server room if I was just a visitor but would if I worked there as a system admin. Authentication is the process of confirming someone or something's identity. For example, when I go to into the data centre the security guards will ask me for my identity, which most probably would be a card with my name and photo on. They use this to authenticate my identity. These concepts are very important so make sure you understand the difference. This is how I remember them: Authorization: Can they do this?Authentication: Are they who they say they are? Authentication with Zend_Auth To provide our authentication layer, we are going to use Zend_Auth. It provides an easy way to authenticate a request, obtain a result, and then store the identity of that authentication request. Zend_Auth Zend_Auth has three main areas—authentication adapters, authentication results, and identity persistence. Authentication adapters Authentication adapters work in a similar way to database adapters. We configure the adapter and then pass it to the Zend_Auth instance, which then uses it to authenticate the request. The following concrete adapters are provided by default: HTTP Digest authentication HTTP Basic authentication Database Table authentication LDAP authentication OpenID authentication InfoCard authentication All of these adapters implement the Zend_Auth_Adapter_Interface, meaning we can create our own adapters by implementing this interface. Authentication results All authentication adapters return a Zend_Auth_Result instance, which stores the result of the authentication request. The stored data includes whether the authentication request was successful, an identity if the request was successful, and any failure messages, if unsuccessful. Identity persistence The default persistence used is the PHP session. It uses Zend_Session_Namespace to store the identity information in the Zend_Auth namespace. There is one other type of storage available named NonPersistent, which is used for HTTP authentication. We can also create our own storage by implementing the Zend_Auth_Storage_Interface. Authentication Service We are going to create an Authentication Service that will handle authentication requests. We are using a service to keep the authentication logic away from our User Model. Let's create this class now: application/modules/storefront/services/Authentication.phpclass Storefront_Service_Authentication{ protected $_authAdapter; protected $_userModel; protected $_auth; public function __construct(Storefront_Model_User $userModel = null) { $this->_userModel = null === $userModel ? new Storefront_Model_User() : $userModel; } public function authenticate($credentials) { $adapter = $this->getAuthAdapter($credentials); $auth = $this->getAuth(); $result = $auth->authenticate($adapter); if (!$result->isValid()) { return false; } $user = $this->_userModel ->getUserByEmail($credentials['email']); $auth->getStorage()->write($user); return true;}public function getAuth(){ if (null === $this->_auth) { $this->_auth = Zend_Auth::getInstance(); } return $this->_auth;}public function getIdentity(){ $auth = $this->getAuth(); if ($auth->hasIdentity()) { return $auth->getIdentity(); } return false;}public function clear(){ $this->getAuth()->clearIdentity();}public function setAuthAdapter(Zend_Auth_Adapter_Interface $adapter){ $this->_authAdapter = $adapter;}public function getAuthAdapter($values){ if (null === $this->_authAdapter) { $authAdapter = new Zend_Auth_Adapter_DbTable( Zend_Db_Table_Abstract::getDefaultAdapter(), 'user', 'email', 'passwd' ); $this->setAuthAdapter($authAdapter); $this->_authAdapter ->setIdentity($values['email']); $this->_authAdapter ->setCredential($values['passwd']); $this->_authAdapter ->setCredentialTreatment( 'SHA1(CONCAT(?,salt))' ); } return $this->_authAdapter; }} The Authentication Service contains the following methods: __constuct: Creates or sets the User Model instance authenticate: Processes the authentication request getAuth: Returns the Zend_Auth instance getIdentity: Returns the stored identity clear: Clears the identity (log out) setAuthAdapter: Sets the authentication adapter to use getAuthAdapter: Returns the authentication adapter The Service is really separated into three areas. They are getting the Zend_Auth instance, configuring the adapter, and authenticating the request using Zend_Auth and the Adapter. To get the Zend_Auth instance, we have the getAuth() method. This method retrieves the singleton Zend_Auth instance and sets it on the $_auth property. It is important to remember that Zend_Auth is a singleton class, meaning that there can only ever be one instance of it. To configure the adapter, we have the getAuthAdapter() method. By default, we are going to use the Zend_Auth_Adapter_DbTable adapter to authenticate the request. However, we can also override this by setting another adapter using the setAuthAdapter() method. This is useful for adding authenticate strategies and testing. The configuration of the DbTable adapter is important here, so let's have a look at that code: $authAdapter = new Zend_Auth_Adapter_DbTable( Zend_Db_Table_Abstract::getDefaultAdapter(), 'user', 'email', 'passwd', 'SHA1(CONCAT(?,salt))');$this->setAuthAdapter($authAdapter);$this->_authAdapter->setIdentity($values['email']);$this->_authAdapter->setCredential($values['passwd']); The Zend_Auth_Adapter_DbTable constructor accepts five parameters. They are database adapter, database table, table name, identity column, and credential treatment. For our adapter, we supply the default database adapter for our table classes using the getDefaultAdapter() method, the user table, the email column, the passwd column, and the encryption and salting SQL for the password. Once we have our configured adapter, we set the identity and credential properties. These will then be used during authentication. To authenticate the request, we use the authenticate method. $adapter = $this->getAuthAdapter($credentials);$auth = $this->getAuth();$result = $auth->authenticate($adapter);if (!$result->isValid()) { return false;}$user = $this->_userModel ->getUserByEmail($credentials['email']);$auth->getStorage()->write($user);return true; Here we first get the configured adapter, get the Zend_Auth instance, and then fetch the result using Zend_Auth's authenticate method, while passing in the configured adapter. We then check that the authentication request was successful using the isValid() method. At this point, we can also choose to handle different kinds of failures using the getCode() method. This will return one of the following constants: Zend_Auth_Result::SUCCESSZend_Auth_Result::FAILUREZend_Auth_Result::FAILURE_IDENTITY_NOT_FOUNDZend_Auth_Result::FAILURE_IDENTITY_AMBIGUOUSZend_Auth_Result::FAILURE_CREDENTIAL_INVALIDZend_Auth_Result::FAILURE_UNCATEGORIZED By using these, we could switch and handle each error in a different way. However, for our purposes, this is not necessary. If the authentication request was successful, we then retrieve a Storefront_Resource_User_Item instance from the User Model and then write this object to Zend_Auth's persistence layer by getting the storage instance using  getStorage() and writing to it using write(). This will then store the user in the session so that we can retrieve the user information throughout the session. Our Authentication Service is now complete, and we can start using it to create a login system for the Storefront.
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