Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Events
Videos
Audiobooks
Packt Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds

How-To Tutorials

7019 Articles
article-image-modeling-complex-functions-artificial-neural-networks
Packt
21 Sep 2015
13 min read
Save for later

Modeling complex functions with artificial neural networks

Packt
21 Sep 2015
13 min read
 In this article by Sebastian Raschka, the author of Python Machine Learning, we will take a look at the concept of multilayer artificial neural networks, which was inspired by hypotheses and models of how the human brain works to solve complex problem tasks. (For more resources related to this topic, see here.) Although artificial neural networks gained a lot of popularity in the recent years, early studies of neural networks goes back to the 1940s, when Warren McCulloch and Walter Pitt first described the concept of how neurons may work. However, the decades that followed saw the first implementation of the McCulloch-Pitt neuron model, Rosenblatt's perceptron in the 1950s. Many researchers and machine learning practitioners slowly began to lose interest in neural networks, since no one had a good solution for the training of a neural network with multiple layers. Eventually, interest in neural networks was rekindled in 1986 when D.E. Rumelhart, G.E. Hinton, and R.J. Williams were involved in the discovery and popularization of the backpropagation algorithm to train neural networks more efficiently (Rumelhart, David E.; Hinton, Geoffrey E.; Williams, Ronald J. (1986). Learning representations by back-propagating errors. Nature 323 (6088): 533–536). During the last decade, many more major breakthroughs have been made, known as deep learning algorithms. These can be used to create so-called feature detectors from unlabeled data to pre-train deep neural networks—neural networks that are composed of many layers. Neural networks are a hot topic not only in academic research but also in big technology companies such as Facebook, Microsoft, and Google. They invest heavily in artificial neural networks and deep learning research. Today, complex neural networks powered by deep learning algorithms are considered state of the art when it comes to solving complex problems, such as image and voice recognition. Introducing the multilayer neural network architecture In this section, we will connect multiple single neurons to a multilayer feed-forward neural network; this type of network is also called multilayer perceptron (MLP). The following figure illustrates the concept of an MLP consisting of three layers: one input layer, one hidden layer, and one output layer. The units in the hidden layer are fully connected to the input layer, and the output layer is fully connected to the hidden layer, respectively. As shown in the preceding diagram, we denote the ith activation unit in the jth layer as , and the activation units  and  are the bias units, which we set equal to 1. The activation of the units in the input layer is just its input plus the bias unit: Each unit in layer j is connected to all units in layer j + 1 via a weight coefficient; for example, the connection between unit a in layer j and unit b in layer j + 1 would be written as  . Note that the superscript i in  stands for the ith sample, not the ith layer; in the following paragraphs, we will often omit the superscript i for clarity. Activating a neural network via forward propagation In this section, we will describe the process of forward propagation to calculate the output of an MLP model. To understand how it fits into the context of learning an MLP model, let's summarize the MLP learning procedure in three simple steps: Starting at the input layer, we forward propagate the patterns of the training data through the network to generate an output. Based on the network's output, we calculate the error we want to minimize using a cost function, which we will describe later. We then backpropagate the error, find its derivative with respect to each weight in the network, and update the model. Finally, after we have repeated steps 1-3 for many epochs and learned the weights of the MLP, we use forward propagation to calculate the network output, and apply a threshold function to obtain the predicted class labels in the one-hot representation, which we described in the previous section. Now, let's walk through the individual steps of forward propagation to generate an output from the patterns in the training data. Since each unit in the hidden unit is connected to all units in the input layers, we first calculate the activation  as follows: Here, is the net input and  is the activation function, which has to be differentiable so as to learn the weights that connect the neurons using a gradient-based approach. To be able to solve complex problems such as image classification, we need non-linear activation functions in our MLP model, for example, the sigmoid (logistic) activation function: The sigmoid function is an "S"-shaped curve that maps the net input z onto a logistic distribution in the range 0 to 1, which passes the origin at z = 0.5 as shown in the following graph: Intuitively, we can think of the neurons in the MLP as logistic regression units that return values in the continuous range between 0 and 1. For purposes of code efficiency and readability, we will now write the activation in a more compact form using the concepts of basic linear algebra, which will allow us to vectorize our code implantation via NumPy rather than writing multiple nested and expensive Python for-loops: Here,  is our [m +1] x 1 dimensional feature vector for a sample  plus bias unit, and  is [m + 1] x h dimensional weight matrix where h is the number of hidden units in our neural network. After matrix-vector multiplication, we obtain the [m + 1] x 1 dimensional net input vector  . Furthermore, we can generalize this computation to all n samples in the training set: is now an n x [m + 1] matrix, and the matrix-matrix multiplication will result in an h x n dimensional net input matrix  . Finally, we apply the activation function g to each value in the net input matrix to get the h x n activation matrix  for the next layer (here, the output layer): Similarly, we can rewrite the activation of the output layer in the vectorized form: Here, we multiply the t x n matrix  (t is the number of output class labels) by the h x n dimensional matrix  to obtain the t x n dimensional matrix  (the columns in this matrix represent the outputs for each sample). Lastly, we apply the sigmoid activation function to obtain the continuous-valued output of our network: Classifying handwritten digits In this section, we will train our first multilayer neural network to classify handwritten digits from the popular MNIST dataset (Mixed National Institute of Standards and Technology database), which has been constructed by Yann LeCun and others (Y. LeCun, L. Bottou, Y. Bengio, and P. Haffner. Gradient-based learning applied to document recognition. Proceedings of the IEEE, 86(11):2278-2324, November 1998) and serves as a popular benchmark dataset for machine learning algorithms. Obtaining the MNIST dataset The MNIST dataset is publicly available at http://yann.lecun.com/exdb/mnist/ and consists of these four parts: Training set images: train-images-idx3-ubyte.gz (9.9 MB, 47 MB unzipped, 60,000 samples) Training set labels: train-labels-idx1-ubyte.gz (29 KB, 60 KB unzipped, 60,000 labels) Test set images: t10k-images-idx3-ubyte.gz (1.6 MB, 7.8 MB, 10,000 samples) Test set labels: t10k-labels-idx1-ubyte.gz (5 KB, 10 KB unzipped, 10,000 labels) In this section, we will only be working with a subset of MNIST. Thus, we only need to download the training set images and training set labels. After downloading the files, I recommend that you unzip the files using the Unix/Linux GZip tool from the terminal for efficiency, for example, using the following command in your local MNIST download directory or, alternatively, your favorite unarchiver tool if you are working with a Microsoft Windows machine: gzip *ubyte.gz -d The images are stored in byte form, and using the following function, we will read them into NumPy arrays, which we will use to train our MLP: >>> import os >>> import struct >>> import numpy as np >>> def load_mnist(path): ... labels_path = os.path.join(path, 'train-labels-idx1-ubyte') ... images_path = os.path.join(path, 'train-images-idx3-ubyte') ... with open(labels_path, 'rb') as lbpath: ... magic, n = struct.unpack('>II', lbpath.read(8)) ... labels = np.fromfile(lbpath, dtype=np.uint8) ... with open(images_path, 'rb') as imgpath: ... magic, num, rows, cols = struct.unpack( ... ">IIII", imgpath.read(16)) ... images = np.fromfile(imgpath, ... dtype=np.uint8).reshape(len(labels), 784) ... return images, labels The load_mnist function returns an n x m dimensional NumPy array (images), where n is the number of samples (60,000), and m is the number of features. The images in the MNIST dataset consist of 28 x 28 pixels, and each pixel is represented by a grayscale intensity value. Here, we unroll the 28 x 28 pixels into 1D row vectors, which represent the rows in our images array (784 per row or image). The load_mnist function returns a second array, labels, which contains the 60,000 class labels (integers 0-9) of the handwritten digits. The way we read in the image might seem a little strange at first: magic, n = struct.unpack('>II', lbpath.read(8)) labels = np.fromfile(lbpath, dtype=np.int8) To understand how these two lines of code work, let's take a look at the dataset description from the MNIST website: [offset] [type] [value] [description] 0000 32 bit integer 0x00000801(2049) magic number (MSB first) 0004 32 bit integer 60000 number of items 0008 unsigned byte ?? label 0009 unsigned byte ?? label ........ xxxx unsigned byte ?? label Using the two lines of the preceding code, we first read in the "magic number," which is a description of the file protocol as well as the "number of items" (n) from the file buffer, before we read the following bytes into a NumPy array using the fromfile method. The fmt parameter value >II that we passed as an argument to struct.unpack can be composed of two parts: >: Big-endian (defines the order in which a sequence of bytes is stored) I: Unsigned integer After executing the following code, we should have a label vector of 60,000 instances, that is, a 60,000 × 784 dimensional image matrix: >>> X, y = load_mnist('mnist') >>> print('Rows: %d, columns: %d' % (X.shape[0], X.shape[1])) Rows: 60000, columns: 784 To get a idea of what those images in MNIST look like, let's define a function that reshapes a 784-pixel sample from our feature matrix into the original 28 × 28 image that we can plot via matplotlib's imshow function: >>> import matplotlib.pyplot as plt >>> def plot_digit(X, y, idx): ... img = X[idx].reshape(28,28) ... plt.imshow(img, cmap='Greys', interpolation='nearest') ... plt.title('true label: %d' % y[idx]) ... plt.show() Now let's use the plot_digit function to display an arbitrary digit (here, the fifth digit) from the dataset: >>> plot_digit(X, y, 4) Implementing a multilayer perceptron In this section, we will implement the code of an MLP with one input, one hidden, and one output layer to classify the images in the MNIST dataset. I tried to keep the code as simple as possible. However, it may seem a little complicated at first. If you are not running the code from the IPython notebook, I recommend that you copy it to a Python script file in your current working directory, for example, neuralnet.py, which you can then import into your current Python session via this: from neuralnet import NeuralNetMLP Now, let's initialize a new 784-50-10 MLP, a neural network with 784 input units (n_features), 50 hidden units (n_hidden), and 10 output units (n_output): >>> nn = NeuralNetMLP(n_output=10, ... n_features=X.shape[1], ... n_hidden=50, ... l2=0.1, ... l1=0.0, ... epochs=800, ... eta=0.001, ... alpha=0.001, ... decrease_const=0.00001, ... shuffle=True, ... minibatches=50, ... random_state=1) l2: The  parameter for L2 regularization. This is used to decrease the degree of overfitting; equivalently, l1 is the  for L1 regularization. epochs: The number of passes over the training set. eta: The learning rate . alpha: A parameter for momentum learning used to add a factor of the previous gradient to the weight update for faster learning: (where t is the current time step or epoch). decrease_const: The decrease constant d for an adaptive learning rate  that decreases over time for better convergence . shuffle: Shuffle the training set prior to every epoch to prevent the algorithm from getting stuck in circles. minibatches: Splitting of the training data into k mini-batches in each epoch. The gradient is computed for each mini-batch separately instead of the entire training data for faster learning. Next, we train the MLP using 10,000 samples from the already shuffled MNIST dataset. Note that we only use 10,000 samples to keep the time for training reasonable (up to 5 minutes on standard desktop computer hardware). However, you are encouraged to use more training data for model fitting to increase the predictive accuracy: >>> nn.fit(X[:10000], y[:10000], print_progress=True) Epoch: 800/800 Similar to our earlier Adaline implementation, we save the cost for each epoch in a cost_ list, which we can now visualize, making sure that the optimization algorithm has reached convergence. Here, we plot only every 50th step to account for the 50 mini-batches (50 minibatches × 800 epochs): >>> import matplotlib.pyplot as plt >>> plt.plot(range(len(nn.cost_)//50), nn.cost_[::50], color='red') >>> plt.ylim([0, 2000]) >>> plt.ylabel('Cost') >>> plt.xlabel('Epochs') >>> plt.show() As we can see, the optimization algorithm converged after approximately 700 epochs. Now let's evaluate the performance of the model by calculating the prediction accuracy: >>> y_pred = nn.predict(X[:10000]) >>> acc = np.sum(y[:10000] == y_pred, axis=0) / 10000 >>> print('Training accuracy: %.2f%%' % (acc * 100)) Training accuracy: 97.60% As you can see, the model gets most of the training data right. But how does it generalize to data that it hasn't seen before during training? Let's calculate the test accuracy on 5,000 images that were not included in the training set: >>> y_pred = nn.predict(X[10000:15000]) >>> acc = np.sum(y[10000:15000] == y_pred, axis=0) / 5000 >>> print('Test accuracy: %.2f%%' % (acc * 100)) Test accuracy: 92.40% Summary Based on the discrepancy between the training and test accuracy, we can conclude that the model slightly overfits the training data. To decrease the degree of overfitting, we can change the number of hidden units or the values of the regularization parameters, or fit the model on more training data. Resources for Article: Further resources on this subject: Asynchronous Programming with Python[article] The Essentials of Working with Python Collections[article] Python functions – Avoid repeating code [article]
Read more
  • 0
  • 0
  • 9813

article-image-building-games-html5-and-dart
Packt
21 Sep 2015
19 min read
Save for later

Building Games with HTML5 and Dart

Packt
21 Sep 2015
19 min read
In this article written by Ivo Balbaert, author of the book Learning Dart - Second Edition, you will learn to create a well-known memory game. Also, you will design a model first and work up your way from a modest beginning to a completely functional game, step by step. You will also learn how to enhance the attractiveness of web games with audio and video techniques. The following topics will be covered in this article: The model for the memory game Spiral 1—drawing the board Spiral 2—drawing cells Spiral 3—coloring the cells Spiral 4—implementing the rules Spiral 5—game logic (bringing in the time element) Spiral 6—some finishing touches Spiral 7—using images (For more resources related to this topic, see here.) The model for the memory game When started, the game presents a board with square cells. Every cell hides an image that can be seen by clicking on the cell, but this disappears quickly. You must remember where the images are, because they come in pairs. If you quickly click on two cells that hide the same picture, the cells will "flip over" and the pictures will stay visible. The objective of the game is to turn over all the pairs of matching images in a very short time. After some thinking we came up with the following model, which describes the data handled by the application. In our game, we have a number of pictures, which could belong to a Catalog. For example, a travel catalog with a collection of photos from our trips or something similar. Furthermore, we have a collection of cells and each cell is hiding a picture. Also, we have a structure that we will call memory, and this contains the cells in a grid of rows and columns. We could draw it up as shown in the following figure. You can import the model from the game_memory_json.txt file that contains its JSON representation: A conceptual model of the memory game The Catalog ID is its name, which is mandatory, but the description is optional. The Picture ID consists of the sequence number within the Catalog. The imageUri field stores the location of the image file. width and height are optional properties, since they may be derived from the image file. The size may be small, medium, or large to help select an image. The ID of a Memory is its name within the Catalog, the collection of cells is determined by the memory length, for example, 4 cells per side. Each cell is of the same length cellLength, which is a property of the memory. A memory is recalled when all the image pairs are discovered. Some statistics must be kept, such as recall count, the best recall time in seconds, and the number of cell clicks to recover the whole image (minTryCount). The Cell has the row and column coordinates and also the coordinates of its twin with the same image. Once the model is discussed and improved, model views may be created: a Board would be a view of the Memory concept and a Box would be a view of the Cell concept. The application would be based on the Catalog concept. If there is no need to browse photos of a catalog and display them within a page, there would not be a corresponding view. Now, we can start developing this game from scratch. Spiral 1 – drawing the board The app starts with main() in educ_memory_game.dart: library memory; import 'dart:html'; part 'board.dart'; void main() { // Get a reference to the canvas. CanvasElement canvas = querySelector('#canvas'); (1) new Board(canvas); (2) } We'll draw a board on a canvas element. So, we need a reference that is given in line (1). The Board view is represented in code as its own Board class in the board.dart file. Since everything happens on this board, we construct its object with canvas as an argument (line (2)). Our game board will be periodically drawn as a rectangle in line (4) by using the animationFrame method from the Window class in line (3): part of memory; class Board { CanvasElement canvas; CanvasRenderingContext2D context; num width, height; Board(this.canvas) { context = canvas.getContext('2d'); width = canvas.width; height = canvas.height; window.animationFrame.then(gameLoop); (3) } void gameLoop(num delta) { draw(); window.animationFrame.then(gameLoop); } void draw() { clear(); border(); } void clear() { context.clearRect(0, 0, width, height); } void border() { context..rect(0, 0, width, height)..stroke(); (4) } } This is our first result: The game board Spiral 2 – drawing cells In this spiral, we will give our app code some structure: Board is a view, so board.dart is moved to the view folder. We will also introduce here the Memory class from our model in its own code memory.dart file in the model folder. So, we will have to change the part statements to the following: part 'model/memory.dart'; part 'view/board.dart'; The Board view needs to know about Memory. So, we will include it in the Board class and make its object in the Board constructor: new Board(canvas, new Memory(4)); The Memory class is still very rudimentary with only its length property: class Memory { num length; Memory(this.length); } Our Board class now also needs a method to draw the lines, which we decided to make private because it is specific to Board, as well as the clear() and border()methods: void draw() { _clear(); _border(); _lines(); } The lines method is quite straightforward; first draw it on a piece of paper and translate it to code using moveTo and lineTo. Remember that x goes from top-left to right and y goes from top-left to bottom: void _lines() { var gap = height / memory.length; var x, y; for (var i = 1; i < memory.length; i++) { x = gap * i; y = x; context ..moveTo(x, 0) ..lineTo(x, height) ..moveTo(0, y) ..lineTo(width, y); } } The result is a nice grid: Board with cells Spiral 3 – coloring the cells To simplify, we will start using colors instead of pictures to be shown in the grid. Up until now, we didn't implement the cell from the model. Let's do that in modelcell.dart. We start simple by saying that the Cell class has the row, column, and color properties, and it belongs to a Memory object passed in its constructor: class Cell { int row, column; String color; Memory memory; Cell(this.memory, this.row, this.column); } Because we need a collection of cells, it is a good idea to make a Cells class, which contains List. We give it an add method and also an iterator so that we are able to use a for…in statement to loop over the collection: class Cells { List _list; Cells() { _list = new List(); } void add(Cell cell) { _list.add(cell); } Iterator get iterator => _list.iterator; } We will need colors that are randomly assigned to the cells. We will also need some utility variables and methods that do not specifically belong to the model and don't need a class. Hence, we will code them in a folder called util. To specify the colors for the cells, we will use two utility variables: a List variable of colors (colorList), which has the name colors, and a colorMap variable that maps the names to their RGB values. Refer to utilcolor.dart; later on, we can choose some fancier colors: var colorList = ['black', 'blue', //other colors ]; var colorMap = {'black': '#000000', 'blue': '#0000ff', //... }; To generate (pseudo) random values (ints, doubles, or Booleans), Dart has the Random class from dart:math. We will use the nextInt method, which takes an integer (the maximum value) and returns a positive random integer in the range from 0 (inclusive) to max (exclusive). We will build upon this in utilrandom.dart to make methods that give us a random color: int randomInt(int max) => new Random().nextInt(max); randomListElement(List list) => list[randomInt(list.length - 1)]; String randomColor() => randomListElement(colorList); String randomColorCode() => colorMap[randomColor()]; Our Memory class now contains an instance of the Cells class: Cells cells; We build this in the Memory constructor in a nested for loop, where each cell is successively instantiated with a row and column, given a random color, and added to cells: Memory(this.length) { cells = new Cells(); var cell; for (var x = 0; x < length; x++) { for (var y = 0; y < length; y++) { cell = new Cell(this, x, y); cell.color = randomColor(); cells.add(cell); } } } We can draw a rectangle and fill it with a color at the same time. So, we realize that we don't need to draw lines as we did in the previous spiral! The _boxes method is called from the draw animation: with a for…in statement, we loop over the collection of cells and call the _colorBox method that will draw and color the cell for each cell: void _boxes() { for (Cell cell in memory.cells) { _colorBox(cell); } } void _colorBox(Cell cell) { var gap = height / memory.length; var x = cell.row * gap; var y = cell.column * gap; context ..beginPath() ..fillStyle = colorMap[cell.color] ..rect(x, y, gap, gap) ..fill() ..stroke() ..closePath(); } Spiral 4 – implementing the rules However, wait! Our game can only work if the same color appears in only two cells: a cell and its twin cell. Moreover, a cell can be hidden or not: the color can be seen or not? To take care of this, the Cell class gets two new attributes: Cell twin; bool hidden = true; The _colorBox method in the Board class can now show the color of the cell when hidden is false (line (2)); when hidden = true (the default state), a neutral gray color will be used for the cell (line (1)): static const String COLOR_CODE = '#f0f0f0'; We also gave the gap variable a better name, boxSize: void _colorBox(Cell cell) { var x = cell.column * boxSize; var y = cell.row * boxSize; context.beginPath(); if (cell.hidden) { context.fillStyle = COLOR_CODE; (1) } else { context.fillStyle = colorMap[cell.color]; (2) } // same code as in Spiral 3 } The lines (1) and (2) can also be stated more succinctly with the ? ternary operator. Remember that the drawing changes because the _colorBox method is called via draw at 60 frames per second and the board can react to a mouse click. In this spiral, we will show a cell when it is clicked together with its twin cell and then they will stay visible. Attaching an event handler for this is easy. We add the following line to the Board constructor: querySelector('#canvas').onMouseDown.listen(onMouseDown); The onMouseDown event handler has to know on which cell the click occurred. The mouse event e contains the coordinates of the click in its e.offset.x and e.offset.y properties (lines (3) and (4)). We will obtain the cell's row and column by using a truncating division ~/ operator dividing the x (which gives the column) and y (which gives the row) values by boxSize: void onMouseDown(MouseEvent e) { int row = e.offset.y ~/ boxSize; (3) int column = e.offset.x ~/ boxSize; (4) Cell cell = memory.getCell(row, column); (5) cell.hidden = false; (6) cell.twin.hidden = false; (7) } Memory has a collection of cells. To get the cell with a specified row and column value, we will add a getCell method to memory and call it in line (5). When we have the cell, we will set its hidden property and that of its twin cell to false (lines (6) to (7)). The getCell method must return the cell at the given row and column. It loops through all the cells in line (8) and checks each cell, whether it is positioned at that row and column (line (9)). If yes, it will return that cell: Cell getCell(int row, int column) { for (Cell cell in cells) { (8) if (cell.intersects(row, column)) { (9) return cell; } } } For this purpose, we will add an intersects method to the Cell class. This checks whether its row and column match the given row and column for the current cell (see line (10)): bool intersects(int row, int column) { if (this.row == row && this.column == column) { (10) return true; } return false; } Now, we have already added a lot of functionality, but the drawing of the board will need some more thinking: How to give a cell (and its twin cell) a random color that is not yet used? How to attach a cell randomly to a twin cell that is not yet used? To end this, we will have to make the constructor of Memory a lot more intelligent: Memory(this.length) { if (length.isOdd) { (1) throw new Exception( 'Memory length must be an even integer: $length.'); } cells = new Cells(); var cell, twinCell; for (var x = 0; x < length; x++) { for (var y = 0; y < length; y++) { cell = getCell(y, x); (2) if (cell == null) { (3) cell = new Cell(this, y, x); cell.color = _getFreeRandomColor(); (4) cells.add(cell); twinCell = _getFreeRandomCell(); (5) cell.twin = twinCell; (6) twinCell.twin = cell; twinCell.color = cell.color; cells.add(twinCell); } } } } The number of pairs given by ((length * length) / 2) must be even. This is only true if the length parameter of Memory itself is even, so we checked it in line (1). Again, we coded a nested loop and got the cell at that row and column. However, as the cell at that position has not yet been made (line (3)), we continued to construct it and assign its color and twin. In line (4), we called _getFreeRandomColor to get a color that is not yet used: String _getFreeRandomColor() { var color; do { color = randomColor(); } while (usedColors.any((c) => c == color)); (7) usedColors.add(color); (8) return color; } The do…while loop continues as long as the color is already in a list of usedColors. On exiting from the loop, we found an unused color, which is added to usedColors in line (8) and also returned. We then had to set everything for the twin cell. We searched for a free one with the _getFreeRandomCell method in line (5). Here, the do…while loop continues until a (row, column) position is found where cell == null is, meaning that we haven't yet created a cell there (line (9)). We will promptly do this in line (10): Cell _getFreeRandomCell() { var row, column; Cell cell; do { row = randomInt(length); column = randomInt(length); cell = getCell(row, column); } while (cell != null); (9) return new Cell(this, row, column); (10) } From line (6) onwards, the properties of the twin cell are set and added to the list. This is all we need to produce the following result: Paired colored cells Spiral 5 – game logic (bringing in the time element) Our app isn't playable yet: When a cell is clicked, its color must only show for a short period of time (say one second) When a cell and its twin cell are clicked within a certain time interval, they must remain visible All of this is coded in the mouseDown event handler and we also need a lastCellClicked variable of the Cell type in the Board class. Of course, this is exactly the cell we get in the mouseDown event handler. So, we will set it in line (5) in the following code snippet: void onMouseDown(MouseEvent e) { // same code as in Spiral 4 - if (cell.twin == lastCellClicked && lastCellClicked.shown) { (1) lastCellClicked.hidden = false; (2) if (memory.recalled) memory.hide(); (3) } else { new Timer(const Duration(milliseconds: 1000), () => cell.hidden = true); (4) } lastCellClicked = cell; (5) } In line (1), we checked whether the last clicked cell was the twin cell and whether this is still shown. Then, we made sure in (2) that it stays visible. shown is a new getter in the Cell class to make the code more readable: bool get shown => !hidden;. If at that moment all the cells were shown (the memory is recalled), we again hid them in line (3). If the last clicked cell was not the twin cell, we hid the current cell after one second in line (4). recalled is a simple getter (read-only property) in the Memory class and it makes use of a Boolean variable in Memory that is initialized to false (_recalled = false;): bool get recalled { if (!_recalled) { if (cells.every((c) => c.shown)) { (6) _recalled = true; } } return _recalled; } In line (6), we tested that if every cell is shown, then this variable is set to true (the game is over). every is a new method in the Cells List and a nice functional way to write this is given as follows: bool every(Function f) => list.every(f); The hide method is straightforward: hide every cell and reset the _recalled variable to false: hide() { for (final cell in cells) cell.hidden = true; _recalled = false; } This is it, our game works! Spiral 6 – some finishing touches A working program always gives its developer a sense of joy, and rightfully so. However, this doesn't that mean you can leave the code as it is. On the contrary, carefully review your code for some time to see whether there is room for improvement or optimization. For example, are the names you used clear enough? The color of a hidden cell is now named simply COLOR_CODE in board.dart, renaming it to HIDDEN_CELL_COLOR_CODE makes its meaning explicit. The List object used in the Cells class can indicate that it is List<Cell>, by applying the fact that Dart lists are generic. The parameter of the every method in the Cell class is more precise—it is a function that accepts a cell and returns bool. Our onMouseDown event handler contains our game logic, so it is very important to tune it if possible. After some thought, we see that the code from the previous spiral can be improved; in the following line, the second condition after && is, in fact, unnecessary: if (cell.twin == lastCellClicked && lastCellClicked.shown) {...} When the player has guessed everything correctly, showing the completed screen for a few seconds will be more satisfactory (line (2)). So, this portion of our event handler code will change to: if (cell.twin == lastCellClicked) { (1) lastCellClicked.hidden = false; if (memory.recalled) { // game over new Timer(const Duration(milliseconds: 5000), () => memory.hide()); (2) } } else if (cell.twin.hidden) { new Timer(const Duration(milliseconds: 800), () => cell.hidden = true); } Why don’t we show a "YOU HAVE WON!" banner. We will do this by drawing the text on the canvas (line (3)), so we must do it in the draw() method (otherwise, it would disappear after INTERVAL milliseconds): void draw() { _clear(); _boxes(); if (memory.recalled) { // game over context.font = "bold 25px sans-serif"; context.fillStyle = "red"; context.fillText("YOU HAVE WON !", boxSize, boxSize * 2); (3) } } Then, the same game with the same configuration can be played again. We could make it more obvious that a cell is hidden by decorating it with a small circle in the _colorBox method (line (4)): if (cell.hidden) { context.fillStyle = HIDDEN_CELL_COLOR_CODE; var centerX = cell.column * boxSize + boxSize / 2; var centerY = cell.row * boxSize + boxSize / 2; var radius = 4; context.arc(centerX, centerY, radius, 0, 2 * PI, false); (4) } We do want to give our player a chance to start over by supplying a Play again button. The easiest way will be to simply refresh the screen (line (5)) by adding this code to the startup script: void main() { canvas = querySelector('#canvas'); ButtonElement play = querySelector('#play'); play.onClick.listen(playAgain); new Board(canvas, new Memory(4)); } playAgain(Event e) { window.location.reload(); (5) } Spiral 7 – using images One improvement that certainly comes to mind is the use of pictures instead of colors as shown in the Using images screenshot. How difficult would that be? It turns out that this is surprisingly easy, because we already have the game logic firmly in place! In the images folder, we supply a number of game pictures. Instead of the color property, we give the cell a String property (image), which will contain the name of the picture file. We then replace utilcolor.dart with utilimages.dart, which contains a imageList variable with the image filenames. In utilrandom.dart, we will replace the color methods with the following code: String randomImage() => randomListElement(imageList); The changes to memory.dart are also straightforward: replace the usedColor list with List usedImages = []; and the _getFreeRandomColor method with _getFreeRandomImage, which will use the new list and method: List usedImages = []; String _getFreeRandomImage() { var image; do { image = randomImage(); } while (usedImages.any((i) => i == image)); usedImages.add(image); return image; } In board.dart, we replace _colorBox(cell) with _imageBox(cell). The only new thing is how to draw the image on canvas. For this, we need ImageElement objects. Here, we have to be careful to create these objects only once and not over and over again in every draw cycle, because this produces a flickering screen. We will store the ImageElements object in a Map: var imageMap = new Map<String, ImageElement>(); Then, we populate this in the Board constructor with a for…in loop over memory.cells: for (var cell in memory.cells) { ImageElement image = new Element.tag('img'); (1) image.src = 'images/${cell.image}'; (2) imageMap[cell.image] = image; (3) } We create a new ImageElement object in line (1), giving it the complete file path to the image file as a src property in line (2) and store it in imageMap in line (3). The image file will then be loaded into memory only once. We don't do any unnecessary network access to effectively cache the images. In the draw cycle, we will load the image from imageMap and draw it in the current cell with the drawImage method in line (4): if (cell.hidden) { // see previous code } else { ImageElement image = imageMap[cell.image]; context.drawImage(image, x, y); // resize to cell size (4) } Perhaps, you can think of other improvements? Why not let the player specify the game difficulty by asking the number of boxes. It is 16 now. Check whether the input is a square of an even number. Do you have enough colors to choose from? Perhaps, dynamically building a list with enough random colors would be a better idea. Calculating and storing the statistics discussed in the model would also make the game more attractive. Another enhancement from the model is to support different catalogs of pictures. Go ahead and exercise your Dart skills! Summary By thoroughly investigating two games applying all of Dart we have already covered, your Dart star begins to shine. For other Dart games, visit http://www.builtwithdart.com/projects/games/. You can find more information at http://www.dartgamedevs.org/ on building games. Resources for Article: Further resources on this subject: Slideshow Presentations [article] Dart with JavaScript [article] Practical Dart [article]
Read more
  • 0
  • 0
  • 19049

article-image-scraping-data
Packt
21 Sep 2015
18 min read
Save for later

Scraping the Data

Packt
21 Sep 2015
18 min read
In this article by Richard Lawson, author of the book Web Scraping with Python, we will first cover a browser extension called Firebug Lite to examine a web page, which you may already be familiar with if you have a web development background. Then, we will walk through three approaches to extract data from a web page using regular expressions, Beautiful Soup and lxml. Finally, the article will conclude with a comparison of these three scraping alternatives. (For more resources related to this topic, see here.) Analyzing a web page To understand how a web page is structured, we can try examining the source code. In most web browsers, the source code of a web page can be viewed by right-clicking on the page and selecting the View page source option: The data we are interested in is found in this part of the HTML: <table> <tr id="places_national_flag__row"><td class="w2p_fl"><label for="places_national_flag" id="places_national_flag__label">National Flag: </label></td><td class="w2p_fw"><img src="/places/static/images/flags/gb.png" /></td><td class="w2p_fc"></td></tr> … <tr id="places_neighbours__row"><td class="w2p_fl"><label for="places_neighbours" id="places_neighbours__label">Neighbours: </label></td><td class="w2p_fw"><div><a href="/iso/IE">IE </a></div></td><td class="w2p_fc"></td></tr></table> This lack of whitespace and formatting is not an issue for a web browser to interpret, but it is difficult for us. To help us interpret this table, we will use the Firebug Lite extension, which is available for all web browsers at https://getfirebug.com/firebuglite. Firefox users can install the full Firebug extension if preferred, but the features we will use here are included in the Lite version. Now, with Firebug Lite installed, we can right-click on the part of the web page we are interested in scraping and select Inspect with Firebug Lite from the context menu, as shown here: This will open a panel showing the surrounding HTML hierarchy of the selected element: In the preceding screenshot, the country attribute was clicked on and the Firebug panel makes it clear that the country area figure is included within a <td> element of class w2p_fw, which is the child of a <tr> element of ID places_area__row. We now have all the information needed to scrape the area data. Three approaches to scrape a web page Now that we understand the structure of this web page we will investigate three different approaches to scraping its data, firstly with regular expressions, then with the popular BeautifulSoup module, and finally with the powerful lxml module. Regular expressions If you are unfamiliar with regular expressions or need a reminder, there is a thorough overview available at https://docs.python.org/2/howto/regex.html. To scrape the area using regular expressions, we will first try matching the contents of the <td> element, as follows: >>> import re >>> url = 'http://example.webscraping.com/view/United Kingdom-239' >>> html = download(url) >>> re.findall('<td class="w2p_fw">(.*?)</td>', html) ['<img src="/places/static/images/flags/gb.png" />', '244,820 square kilometres', '62,348,447', 'GB', 'United Kingdom', 'London', '<a href="/continent/EU">EU</a>', '.uk', 'GBP', 'Pound', '44', '@# #@@|@## #@@|@@# #@@|@@## #@@|@#@ #@@|@@#@ #@@|GIR0AA', '^(([A-Z]\d{2}[A-Z]{2})|([A-Z]\d{3}[A-Z]{2})|([A-Z]{2}\d{2} [A-Z]{2})|([A-Z]{2}\d{3}[A-Z]{2})|([A-Z]\d[A-Z]\d[A-Z]{2}) |([A-Z]{2}\d[A-Z]\d[A-Z]{2})|(GIR0AA))$', 'en-GB,cy-GB,gd', '<div><a href="/iso/IE">IE </a></div>'] This result shows that the <td class="w2p_fw"> tag is used for multiple country attributes. To isolate the area, we can select the second element, as follows: >>> re.findall('<td class="w2p_fw">(.*?)</td>', html)[1] '244,820 square kilometres' This solution works but could easily fail if the web page is updated. Consider if the website is updated and the population data is no longer available in the second table row. If we just need to scrape the data now, future changes can be ignored. However, if we want to rescrape this data in future, we want our solution to be as robust against layout changes as possible. To make this regular expression more robust, we can include the parent <tr> element, which has an ID, so it ought to be unique: >>> re.findall('<tr id="places_area__row"><td class="w2p_fl"><label for="places_area" id="places_area__label">Area: </label></td><td class="w2p_fw">(.*?)</td>', html) ['244,820 square kilometres'] This iteration is better; however, there are many other ways the web page could be updated in a way that still breaks the regular expression. For example, double quotation marks might be changed to single, extra space could be added between the <td> tags, or the area_label could be changed. Here is an improved version to try and support these various possiblilities: >>> re.findall('<tr id="places_area__row">.*?<tds*class=["']w2p_fw["']>(.*?) </td>', html)[0] '244,820 square kilometres' This regular expression is more future-proof but is difficult to construct, becoming unreadable. Also, there are still other minor layout changes that would break it, such as if a title attribute was added to the <td> tag. From this example, it is clear that regular expressions provide a simple way to scrape data but are too brittle and will easily break when a web page is updated. Fortunately, there are better solutions. Beautiful Soup Beautiful Soup is a popular library that parses a web page and provides a convenient interface to navigate content. If you do not already have it installed, the latest version can be installed using this command: pip install beautifulsoup4 The first step with Beautiful Soup is to parse the downloaded HTML into a soup document. Most web pages do not contain perfectly valid HTML and Beautiful Soup needs to decide what is intended. For example, consider this simple web page of a list with missing attribute quotes and closing tags:       <ul class=country> <li>Area <li>Population </ul> If the Population item is interpreted as a child of the Area item instead of the list, we could get unexpected results when scraping. Let us see how Beautiful Soup handles this: >>> from bs4 import BeautifulSoup >>> broken_html = '<ul class=country><li>Area<li>Population</ul>' >>> # parse the HTML >>> soup = BeautifulSoup(broken_html, 'html.parser') >>> fixed_html = soup.prettify() >>> print fixed_html <html> <body> <ul class="country"> <li>Area</li> <li>Population</li> </ul> </body> </html> Here, BeautifulSoup was able to correctly interpret the missing attribute quotes and closing tags, as well as add the <html> and <body> tags to form a complete HTML document. Now, we can navigate to the elements we want using the find() and find_all() methods: >>> ul = soup.find('ul', attrs={'class':'country'}) >>> ul.find('li') # returns just the first match <li>Area</li> >>> ul.find_all('li') # returns all matches [<li>Area</li>, <li>Population</li>] Beautiful Soup overview Here are the common methods and parameters you will use when scraping web pages with Beautiful Soup: BeautifulSoup(markup, builder): This method creates the soup object. The markup parameter can be a string or file object, and builder is the library that parses the markup parameter. find_all(name, attrs, text, **kwargs): This method returns a list of elements matching the given tag name, dictionary of attributes, and text. The contents of kwargs are used to match attributes. find(name, attrs, text, **kwargs): This method is the same as find_all(), except that it returns only the first match. If no element matches, it returns None. prettify(): This method returns the parsed HTML in an easy-to-read format with indentation and line breaks. For a full list of available methods and parameters, the official documentation is available at http://www.crummy.com/software/BeautifulSoup/bs4/doc/. Now, using these techniques, here is a full example to extract the area from our example country: >>> from bs4 import BeautifulSoup >>> url = 'http://example.webscraping.com/places/view/ United-Kingdom-239' >>> html = download(url) >>> soup = BeautifulSoup(html) >>> # locate the area row >>> tr = soup.find(attrs={'id':'places_area__row'}) >>> td = tr.find(attrs={'class':'w2p_fw'}) # locate the area tag >>> area = td.text # extract the text from this tag >>> print area 244,820 square kilometres This code is more verbose than regular expressions but easier to construct and understand. Also, we no longer need to worry about problems in minor layout changes, such as extra whitespace or tag attributes. Lxml Lxml is a Python wrapper on top of the libxml2 XML parsing library written in C, which makes it faster than Beautiful Soup but also harder to install on some computers. The latest installation instructions are available at http://lxml.de/installation.html. As with Beautiful Soup, the first step is parsing the potentially invalid HTML into a consistent format. Here is an example of parsing the same broken HTML: >>> import lxml.html >>> broken_html = '<ul class=country><li>Area<li>Population</ul>' >>> tree = lxml.html.fromstring(broken_html) # parse the HTML >>> fixed_html = lxml.html.tostring(tree, pretty_print=True) >>> print fixed_html <ul class="country"> <li>Area</li> <li>Population</li> </ul> As with BeautifulSoup, lxml was able to correctly parse the missing attribute quotes and closing tags, although it did not add the <html> and <body> tags. After parsing the input, lxml has a number of different options to select elements, such as XPath selectors and a find() method similar to Beautiful Soup. Instead, we will use CSS selectors here and in future examples, because they are more compact. Also, some readers will already be familiar with them from their experience with jQuery selectors. Here is an example using the lxml CSS selectors to extract the area data: >>> tree = lxml.html.fromstring(html) >>> td = tree.cssselect('tr#places_area__row > td.w2p_fw')[0] >>> area = td.text_content() >>> print area 244,820 square kilometres The key line with the CSS selector is highlighted. This line finds a table row element with the places_area__row ID, and then selects the child table data tag with the w2p_fw class. CSS selectors CSS selectors are patterns used for selecting elements. Here are some examples of common selectors you will need: Select any tag: * Select by tag <a>: a Select by class of "link": .link Select by tag <a> with class "link": a.link Select by tag <a> with ID "home": a#home Select by child <span> of tag <a>: a > span Select by descendant <span> of tag <a>: a span Select by tag <a> with attribute title of "Home": a[title=Home] The CSS3 specification was produced by the W3C and is available for viewing at http://www.w3.org/TR/2011/REC-css3-selectors-20110929/. Lxml implements most of CSS3, and details on unsupported features are available at https://pythonhosted.org/cssselect/#supported-selectors. Note that, internally, lxml converts the CSS selectors into an equivalent XPath. Comparing performance To help evaluate the trade-offs of the three scraping approaches described in this article, it would help to compare their relative efficiency. Typically, a scraper would extract multiple fields from a web page. So, for a more realistic comparison, we will implement extended versions of each scraper that extract all the available data from a country's web page. To get started, we need to return to Firebug to check the format of the other country features, as shown here: Firebug shows that each table row has an ID starting with places_ and ending with __row. Then, the country data is contained within these rows in the same format as the earlier area example. Here are implementations that use this information to extract all of the available country data: FIELDS = ('area', 'population', 'iso', 'country', 'capital', 'continent', 'tld', 'currency_code', 'currency_name', 'phone', 'postal_code_format', 'postal_code_regex', 'languages', 'neighbours') import re def re_scraper(html): results = {} for field in FIELDS: results[field] = re.search('<tr id="places_%s__row">.*?<td class="w2p_fw">(.*?)</td>' % field, html).groups()[0] return results from bs4 import BeautifulSoup def bs_scraper(html): soup = BeautifulSoup(html, 'html.parser') results = {} for field in FIELDS: results[field] = soup.find('table').find('tr', id='places_%s__row' % field).find('td', class_='w2p_fw').text return results import lxml.html def lxml_scraper(html): tree = lxml.html.fromstring(html) results = {} for field in FIELDS: results[field] = tree.cssselect('table > tr#places_%s__row > td.w2p_fw' % field)[0].text_content() return results Scraping results Now that we have complete implementations for each scraper, we will test their relative performance with this snippet: import time NUM_ITERATIONS = 1000 # number of times to test each scraper html = download('http://example.webscraping.com/places/view/ United-Kingdom-239') for name, scraper in [('Regular expressions', re_scraper), ('BeautifulSoup', bs_scraper), ('Lxml', lxml_scraper)]: # record start time of scrape start = time.time() for i in range(NUM_ITERATIONS): if scraper == re_scraper: re.purge() result = scraper(html) # check scraped result is as expected assert(result['area'] == '244,820 square kilometres') # record end time of scrape and output the total end = time.time() print '%s: %.2f seconds' % (name, end – start) This example will run each scraper 1000 times, check whether the scraped results are as expected, and then print the total time taken. Note the highlighted line calling re.purge(); by default, the regular expression module will cache searches and this cache needs to be cleared to make a fair comparison with the other scraping approaches. Here are the results from this script on my computer: $ python performance.py Regular expressions: 5.50 seconds BeautifulSoup: 42.84 seconds Lxml: 7.06 seconds The results on your computer will quite likely be different because of the different hardware used. However, the relative difference between each approach should be equivalent. The results show that Beautiful Soup is over six times slower than the other two approaches when used to scrape our example web page. This result could be anticipated because lxml and the regular expression module were written in C, while BeautifulSoup is pure Python. An interesting fact is that lxml performed comparatively well with regular expressions, since lxml has the additional overhead of having to parse the input into its internal format before searching for elements. When scraping many features from a web page, this initial parsing overhead is reduced and lxml becomes even more competitive. It really is an amazing module! Overview The following table summarizes the advantages and disadvantages of each approach to scraping: Scraping approach Performance Ease of use Ease to install Regular expressions Fast Hard Easy (built-in module) Beautiful Soup Slow Easy Easy (pure Python) Lxml Fast Easy Moderately difficult If the bottleneck to your scraper is downloading web pages rather than extracting data, it would not be a problem to use a slower approach, such as Beautiful Soup. Or, if you just need to scrape a small amount of data and want to avoid additional dependencies, regular expressions might be an appropriate choice. However, in general, lxml is the best choice for scraping, because it is fast and robust, while regular expressions and Beautiful Soup are only useful in certain niches. Adding a scrape callback to the link crawler Now that we know how to scrape the country data, we can integrate this into the link crawler. To allow reusing the same crawling code to scrape multiple websites, we will add a callback parameter to handle the scraping. A callback is a function that will be called after certain events (in this case, after a web page has been downloaded). This scrape callback will take a url and html as parameters and optionally return a list of further URLs to crawl. Here is the implementation, which is simple in Python: def link_crawler(..., scrape_callback=None): … links = [] if scrape_callback: links.extend(scrape_callback(url, html) or []) … The new code for the scraping callback function are highlighted in the preceding snippet. Now, this crawler can be used to scrape multiple websites by customizing the function passed to scrape_callback. Here is a modified version of the lxml example scraper that can be used for the callback function: def scrape_callback(url, html): if re.search('/view/', url): tree = lxml.html.fromstring(html) row = [tree.cssselect('table > tr#places_%s__row > td.w2p_fw' % field)[0].text_content() for field in FIELDS] print url, row This callback function would scrape the country data and print it out. Usually, when scraping a website, we want to reuse the data, so we will extend this example to save results to a CSV spreadsheet, as follows: import csv class ScrapeCallback: def __init__(self): self.writer = csv.writer(open('countries.csv', 'w')) self.fields = ('area', 'population', 'iso', 'country', 'capital', 'continent', 'tld', 'currency_code', 'currency_name', 'phone', 'postal_code_format', 'postal_code_regex', 'languages', 'neighbours') self.writer.writerow(self.fields) def __call__(self, url, html): if re.search('/view/', url): tree = lxml.html.fromstring(html) row = [] for field in self.fields: row.append(tree.cssselect('table > tr#places_{}__row > td.w2p_fw'.format(field)) [0].text_content()) self.writer.writerow(row) To build this callback, a class was used instead of a function so that the state of the csv writer could be maintained. This csv writer is instantiated in the constructor, and then written to multiple times in the __call__ method. Note that __call__ is a special method that is invoked when an object is "called" as a function, which is how the cache_callback is used in the link crawler. This means that scrape_callback(url, html) is equivalent to calling scrape_callback.__call__(url, html). For further details on Python's special class methods, refer to https://docs.python.org/2/reference/datamodel.html#special-method-names. This code shows how to pass this callback to the link crawler: link_crawler('http://example.webscraping.com/', '/(index|view)', max_depth=-1, scrape_callback=ScrapeCallback()) Now, when the crawler is run with this callback, it will save results to a CSV file that can be viewed in an application such as Excel or LibreOffice: Success! We have completed our first working scraper. Summary In this article, we walked through a variety of ways to scrape data from a web page. Regular expressions can be useful for a one-off scrape or to avoid the overhead of parsing the entire web page, and BeautifulSoup provides a high-level interface while avoiding any difficult dependencies. However, in general, lxml will be the best choice because of its speed and extensive functionality, and we will use it in future examples. Resources for Article: Further resources on this subject: Scientific Computing APIs for Python [article] Bizarre Python [article] Optimization in Python [article]
Read more
  • 0
  • 0
  • 6792

article-image-deploying-highly-available-openstack
Packt
21 Sep 2015
17 min read
Save for later

Deploying Highly Available OpenStack

Packt
21 Sep 2015
17 min read
In this article by Arthur Berezin, the author of the book OpenStack Configuration Cookbook, we will cover the following topics: Installing Pacemaker Installing HAProxy Configuring Galera cluster for MariaDB Installing RabbitMQ with mirrored queues Configuring highly available OpenStack services (For more resources related to this topic, see here.) Many organizations choose OpenStack for its distributed architecture and ability to deliver the Infrastructure as a Service (IaaS) platform for mission-critical applications. In such environments, it is crucial to configure all OpenStack services in a highly available configuration to provide as much possible uptime for the control plane services of the cloud. Deploying a highly available control plane for OpenStack can be achieved in various configurations. Each of these configurations would serve certain set of demands and introduce a growing set of prerequisites. Pacemaker is used to create active-active clusters to guarantee services' resilience to possible faults. Pacemaker is also used to create a virtual IP addresses for each of the services. HAProxy serves as a load balancer for incoming calls to service's APIs. This article discusses neither high availably of virtual machine instances nor Nova-Compute service of the hypervisor. Most of the OpenStack services are stateless, OpenStack services store persistent in a SQL database, which is potentially a single point of failure we should make highly available. In this article, we will deploy a highly available database using MariaDB and Galera, which implements multimaster replication. To ensure availability of the message bus, we will configure RabbitMQ with mirrored queues. This article discusses configuring each service separately on three controllers' layout that runs OpenStack controller services, including Neutron, database, and RabbitMQ message bus. All can be configured on several controller nodes, or each service could be implemented on its separate set of hosts. Installing Pacemaker All OpenStack services consist of system Linux services. The first step of ensuring services' availability is to configure Pacemaker clusters for each service, so Pacemaker monitors the services. In case of failure, Pacemaker restarts the failed service. In addition, we will use Pacemaker to create a virtual IP address for each of OpenStack's services to ensure services are accessible using the same IP address when failures occurs and the actual service has relocated to another host. In this section, we will install Pacemaker and prepare it to configure highly available OpenStack services. Getting ready To ensure maximum availability, we will install and configure three hosts to serve as controller nodes. Prepare three controller hosts with identical hardware and network layout. We will base our configuration for most of the OpenStack services on the configuration used in a single controller layout, and we will deploy Neutron network services on all three controller nodes. How to do it… Run the following steps on three highly available controller nodes: Install pacemaker packages: [root@controller1 ~]# yum install -y pcs pacemaker corosync fence-agents-all resource-agents Enable and start the pcsd service: [root@controller1 ~]# systemctl enable pcsd [root@controller1 ~]# systemctl start pcsd Set a password for hacluster user; the password should be identical on all the nodes: [root@controller1 ~]# echo 'password' | passwd --stdin hacluster We will use the hacluster password through the HAProxy configuration. Authenticate all controller nodes running using -p option to give the password on the command line, and provide the same password you have set in the previous step: [root@controller1 ~] # pcs cluster auth controller1 controller2 controller3 -u hacluster -p password --force At this point, you may run pcs commands from a single controller node instead of running commands on each node separately. [root@controller1 ~]# rabbitmqctl set_policy HA '^(?!amq.).*' '{"ha-mode": "all"}' There's more... You may find the complete Pacemaker documentation, which includes installation documentation, complete configuration reference, and examples in Cluster Labs website at http://clusterlabs.org/doc/. Installing HAProxy Addressing high availability for OpenStack includes avoiding high load of a single host and ensuring incoming TCP connections to all API endpoints are balanced across the controller hosts. We will use HAProxy, an open source load balancer, which is particularly suited for HTTP load balancing as it supports session persistence and layer 7 processing. Getting ready In this section, we will install HAProxy on all controller hosts, configure Pacemaker cluster for HAProxy services, and prepare for OpenStack services configuration. How to do it... Run the following steps on all controller nodes: Install HAProxy package: # yum install -y haproxy Enable nonlocal binding Kernel parameter: # echo net.ipv4.ip_nonlocal_bind=1 >> /etc/sysctl.d/haproxy.conf # echo 1 > /proc/sys/net/ipv4/ip_nonlocal_bind Configure HAProxy load balancer settings for the GaleraDB, RabbitMQ, and Keystone service as shown in the following diagram: Edit /etc/haproxy/haproxy.cfg with the following configuration: global    daemon defaults    mode tcp    maxconn 10000    timeout connect 2s    timeout client 10s    timeout server 10s   frontend vip-db    bind 192.168.16.200:3306    timeout client 90s    default_backend db-vms-galera   backend db-vms-galera    option httpchk    stick-table type ip size 2    stick on dst    timeout server 90s    server rhos5-db1 192.168.16.58:3306 check inter 1s port 9200    server rhos5-db2 192.168.16.59:3306 check inter 1s port 9200    server rhos5-db3 192.168.16.60:3306 check inter 1s port 9200   frontend vip-rabbitmq    bind 192.168.16.213:5672    timeout client 900m    default_backend rabbitmq-vms   backend rabbitmq-vms    balance roundrobin    timeout server 900m    server rhos5-rabbitmq1 192.168.16.61:5672 check inter 1s    server rhos5-rabbitmq2 192.168.16.62:5672 check inter 1s    server rhos5-rabbitmq3 192.168.16.63:5672 check inter 1s   frontend vip-keystone-admin    bind 192.168.16.202:35357    default_backend keystone-admin-vms backend keystone-admin-vms    balance roundrobin    server rhos5-keystone1 192.168.16.64:35357 check inter 1s    server rhos5-keystone2 192.168.16.65:35357 check inter 1s    server rhos5-keystone3 192.168.16.66:35357 check inter 1s   frontend vip-keystone-public    bind 192.168.16.202:5000    default_backend keystone-public-vms backend keystone-public-vms    balance roundrobin    server rhos5-keystone1 192.168.16.64:5000 check inter 1s    server rhos5-keystone2 192.168.16.65:5000 check inter 1s    server rhos5-keystone3 192.168.16.66:5000 check inter 1s This configuration file is an example for configuring HAProxy with load balancer for the MariaDB, RabbitMQ, and Keystone service. We need to authenticate on all nodes before we are allowed to change the configuration to configure all nodes from one point. Use the previously configured hacluster user and password to do this. # pcs cluster auth controller1 controller2 controller3 -u hacluster -p password --force Create a Pacemaker cluster for HAProxy service as follows: Note that you can run pcs commands now from a single controller node. # pcs cluster setup --name ha-controller controller1 controller2 controller3 # pcs cluster enable --all # pcs cluster start --all Finally, using pcs resource create command, create a cloned systemd resource that will run a highly available active-active HAProxy service on all controller hosts: pcs resource create lb-haproxy systemd:haproxy op monitor start-delay=10s --clone Create the virtual IP address for each of the services: # pcs resource create vip-db IPaddr2 ip=192.168.16.200 # pcs resource create vip-rabbitmq IPaddr2 ip=192.168.16.213 # pcs resource create vip-keystone IPaddr2 ip=192.168.16.202 You may use pcs status command to verify whether all resources are successfully running: # pcs status Configuring Galera cluster for MariaDB Galera is a multimaster cluster for MariaDB, which is based on synchronous replication between all cluster nodes. Effectively, Galera treats a cluster of MariaDB nodes as one single master node that reads and writes to all nodes. Galera replication happens at transaction commit time, by broadcasting transaction write set to the cluster for application. Client connects directly to the DBMS and experiences close to the native DBMS behavior. wsrep API (write set replication API) defines the interface between Galera replication and the DBMS: Getting ready In this section, we will install Galera cluster packages for MariaDB on our three controller nodes, then we will configure Pacemaker to monitor all Galera services. Pacemaker can be stopped on all cluster nodes, as shown, if it is running from previous steps: # pcs cluster stop --all How to do it.. Perform the following steps on all controller nodes: Install galera packages for MariaDB: # yum install -y mariadb-galera-server xinetd resource-agents Edit /etc/sysconfig/clustercheck and add the following lines: MYSQL_USERNAME="clustercheck" MYSQL_PASSWORD="password" MYSQL_HOST="localhost" Edit Galera configuration file /etc/my.cnf.d/galera.cnf with the following lines: Make sure to enter host's IP address at the bind-address parameter. [mysqld] skip-name-resolve=1 binlog_format=ROW default-storage-engine=innodb innodb_autoinc_lock_mode=2 innodb_locks_unsafe_for_binlog=1 query_cache_size=0 query_cache_type=0 bind-address=[host-IP-address] wsrep_provider=/usr/lib64/galera/libgalera_smm.so wsrep_cluster_name="galera_cluster" wsrep_slave_threads=1 wsrep_certify_nonPK=1 wsrep_max_ws_rows=131072 wsrep_max_ws_size=1073741824 wsrep_debug=0 wsrep_convert_LOCK_to_trx=0 wsrep_retry_autocommit=1 wsrep_auto_increment_control=1 wsrep_drupal_282555_workaround=0 wsrep_causal_reads=0 wsrep_notify_cmd= wsrep_sst_method=rsync You can learn more on each of the Galera's default options on the documentation page at http://galeracluster.com/documentation-webpages/configuration.html. Add the following lines to the xinetd configuration file /etc/xinetd.d/galera-monitor: service galera-monitor {        port           = 9200        disable         = no        socket_type     = stream        protocol       = tcp        wait           = no        user           = root        group           = root        groups         = yes        server         = /usr/bin/clustercheck        type           = UNLISTED        per_source     = UNLIMITED        log_on_success =        log_on_failure = HOST        flags           = REUSE } Start and enable the xinetd service: # systemctl enable xinetd # systemctl start xinetd # systemctl enable pcsd # systemctl start pcsd Authenticate on all nodes. Use the previously configured hacluster user and password to do this as follows: # pcs cluster auth controller1 controller2 controller3 -u hacluster -p password --force Now commands can be run from a single controller node. Create a Pacemaker cluster for Galera service: # pcs cluster setup --name controller-db controller1 controller2 controller3 # pcs cluster enable --all # pcs cluster start --all Add the Galera service resource to the Galera Pacemaker cluster: # pcs resource create galera galera enable_creation=true wsrep_cluster_address="gcomm://controller1,controller2,controll er3" meta master-max=3 ordered=true op promote timeout=300s on- fail=block --master Create a user for CLusterCheck xinetd service: mysql -e "CREATE USER 'clustercheck'@'localhost' IDENTIFIED BY 'password';" See also You can find the complete Galera documentation, which includes installation documentation and complete configuration reference and examples in Galera cluster website at http://galeracluster.com/documentation-webpages/. Installing RabbitMQ with mirrored queues RabbitMQ is used as a message bus for services to inner-communicate. The queues are located on a single node that makes the RabbitMQ service a single point of failure. To avoid RabbitMQ being a single point of failure, we will configure RabbitMQ to use mirrored queues across multiple nodes. Each mirrored queue consists of one master and one or more slaves, with the oldest slave being promoted to the new master if the old master disappears for any reason. Messages published to the queue are replicated to all slaves. Getting Ready In this section, we will install RabbitMQ packages on our three controller nodes and configure RabbitMQ to mirror its queues across all controller nodes, then we will configure Pacemaker to monitor all RabbitMQ services. How to do it.. Perform the following steps on all controller nodes: Install RabbitMQ packages on all controller nodes: # yum -y install rabbitmq-server Start and enable rabbitmq-server service: # systemctl start rabbitmq-server # systemctl stop rabbitmq-server RabbitMQ cluster nodes use a cookie to determine whether they are allowed to communicate with each other; for nodes to be able to communicate, they must have the same cookie. Copy erlang.cookie from controller1 to controller2 and controller3: [root@controller1 ~]# scp /var/lib/rabbitmq/.erlang.cookie root@controller2:/var/lib/rabbitmq/ [root@controller1 ~]## scp /var/lib/rabbitmq/.erlang.cookie root@controller3:/var/lib/rabbitmq/ Start and enable Pacemaker on all nodes: # systemctl enable pcsd # systemctl start pcsd Since we already authenticated all nodes of the cluster in the previous section, we can now run following commands on controller1. Create a new Pacemaker cluster for RabbitMQ service as follows: [root@controller1 ~]# pcs cluster setup --name rabbitmq controller1 controller2 controller3 [root@controller1 ~]# pcs cluster enable --all [root@controller1 ~]# pcs cluster start --all To the Pacemaker cluster, add a systemd resource for RabbitMQ service: [root@controller1 ~]# pcs resource create rabbitmq-server systemd:rabbitmq-server op monitor start-delay=20s --clone Since all RabbitMQ nodes must join the cluster one at a time, stop RabbitMQ on controller2 and controller3: [root@controller2 ~]# rabbitmqctl stop_app [root@controller3 ~]# rabbitmqctl stop_app Join controller2 to the cluster and start RabbitMQ on it: [root@controller2 ~]# rabbitmqctl join_cluster rabbit@controller1 [root@controller2 ~]# rabbitmqctl start_app Now join controller3 to the cluster as well and start RabbitMQ on it: [root@controller3 ~]# rabbitmqctl join_cluster rabbit@controller1 [root@controller3 ~]# rabbitmqctl start_app At this point, the cluster should be configured and we need to set RabbitMQ's HA policy to mirror the queues to all RabbitMQ cluster nodes as follows: There's more.. The RabbitMQ cluster should be configured with all the queues cloned to all controller nodes. To verify cluster's state, you can use the rabbitmqctl cluster_status and rabbitmqctl list_policies commands from each of controller nodes as follows: [root@controller1 ~]# rabbitmqctl cluster_status [root@controller1 ~]# rabbitmqctl list_policies To verify Pacemaker's cluster status, you may use pcs status command as follows: [root@controller1 ~]# pcs status See also For a complete documentation on how RabbitMQ implements the mirrored queues feature and additional configuration options, you can refer to project's documentation pages at https://www.rabbitmq.com/clustering.html and https://www.rabbitmq.com/ha.html. Configuring Highly OpenStack Services Most OpenStack services are stateless web services that keep persistent data on a SQL database and use a message bus for inner-service communication. We will use Pacemaker and HAProxy to run OpenStack services in an active-active highly available configuration, so traffic for each of the services is load balanced across all controller nodes and cloud can be easily scaled out to more controller nodes if needed. We will configure Pacemaker clusters for each of the services that will run on all controller nodes. We will also use Pacemaker to create a virtual IP addresses for each of OpenStack's services, so rather than addressing a specific node, services will be addressed by their corresponding virtual IP address. We will use HAProxy to load balance incoming requests to the services across all controller nodes. Get Ready In this section, we will use the virtual IP address we created for the services with Pacemaker and HAProxy in previous sections. We will also configure OpenStack services to use the highly available Galera-clustered database, and RabbitMQ with mirrored queues. This is an example for the Keystone service. Please refer to the Packt website URL here for complete configuration of all OpenStack services. How to do it.. Perform the following steps on all controller nodes: Install the Keystone service on all controller nodes: yum install -y openstack-keystone openstack-utils openstack-selinux Generate a Keystone service token on controller1 and copy it to controller2 and controller3 using scp: [root@controller1 ~]# export SERVICE_TOKEN=$(openssl rand -hex 10) [root@controller1 ~]# echo $SERVICE_TOKEN > ~/keystone_admin_token [root@controller1 ~]# scp ~/keystone_admin_token root@controller2:~/keystone_admin_token Export the Keystone service token on controller2 and controller3 as well: [root@controller2 ~]# export SERVICE_TOKEN=$(cat ~/keystone_admin_token) [root@controller3 ~]# export SERVICE_TOKEN=$(cat ~/keystone_admin_token) Note: Perform the following commands on all controller nodes. Configure the Keystone service on all controller nodes to use vip-rabbit: # openstack-config --set /etc/keystone/keystone.conf DEFAULT admin_token $SERVICE_TOKEN # openstack-config --set /etc/keystone/keystone.conf DEFAULT rabbit_host vip-rabbitmq Configure the Keystone service endpoints to point to Keystone virtual IP: # openstack-config --set /etc/keystone/keystone.conf DEFAULT admin_endpoint 'http://vip-keystone:%(admin_port)s/' # openstack-config --set /etc/keystone/keystone.conf DEFAULT public_endpoint 'http://vip-keystone:%(public_port)s/' Configure Keystone to connect to the SQL databases use Galera cluster virtual IP: # openstack-config --set /etc/keystone/keystone.conf database connection mysql://keystone:keystonetest@vip-mysql/keystone # openstack-config --set /etc/keystone/keystone.conf database max_retries -1 On controller1, create Keystone KPI and sync the database: [root@controller1 ~]# keystone-manage pki_setup --keystone-user keystone --keystone-group keystone [root@controller1 ~]# chown -R keystone:keystone /var/log/keystone   /etc/keystone/ssl/ [root@controller1 ~] su keystone -s /bin/sh -c "keystone-manage db_sync" Using scp, copy Keystone SSL certificates from controller1 to controller2 and controller3: [root@controller1 ~]# rsync -av /etc/keystone/ssl/ controller2:/etc/keystone/ssl/ [root@controller1 ~]# rsync -av /etc/keystone/ssl/ controller3:/etc/keystone/ssl/ Make sure that Keystone user is owner of newly copied files controller2 and controller3: [root@controller2 ~]# chown -R keystone:keystone /etc/keystone/ssl/ [root@controller3 ~]# chown -R keystone:keystone /etc/keystone/ssl/ Create a systemd resource for the Keystone service, use --clone to ensure it runs with active-active configuration: [root@controller1 ~]# pcs resource create keystone systemd:openstack-keystone op monitor start-delay=10s --clone Create endpoint and user account for Keystone with the Keystone VIP as given: [root@controller1 ~]# export SERVICE_ENDPOINT="http://vip-keystone:35357/v2.0" [root@controller1 ~]# keystone service-create --name=keystone --type=identity --description="Keystone Identity Service" [root@controller1 ~]# keystone endpoint-create --service keystone --publicurl 'http://vip-keystone:5000/v2.0' --adminurl 'http://vip-keystone:35357/v2.0' --internalurl 'http://vip-keystone:5000/v2.0'   [root@controller1 ~]# keystone user-create --name admin --pass keystonetest [root@controller1 ~]# keystone role-create --name admin [root@controller1 ~]# keystone tenant-create --name admin [root@controller1 ~]# keystone user-role-add --user admin --role admin --tenant admin Create all controller nodes on a keystonerc_admin file with OpenStack admin credentials using the Keystone VIP: cat > ~/keystonerc_admin << EOF export OS_USERNAME=admin export OS_TENANT_NAME=admin export OS_PASSWORD=password export OS_AUTH_URL=http://vip-keystone:35357/v2.0/ export PS1='[u@h W(keystone_admin)]$ ' EOF Source the keystonerc_admin credentials file to be able to run the authenticated OpenStack commands: [root@controller1 ~]# source ~/keystonerc_admin At this point, you should be able to execute the Keystone commands and create the Services tenant: [root@controller1 ~]# keystone tenant-create --name services --description "Services Tenant" Summary In this article, we have covered the installation of Pacemaker and HAProxy, configuration of Galera cluster for MariaDB, installation of RabbitMQ with mirrored queues, and configuration of highly available OpenStack services. Resources for Article: Further resources on this subject: Using the OpenStack Dash-board [article] Installing OpenStack Swift [article] Architecture and Component Overview [article]
Read more
  • 0
  • 0
  • 14902

article-image-creating-controllers-blueprints
Packt
21 Sep 2015
8 min read
Save for later

Creating Controllers with Blueprints

Packt
21 Sep 2015
8 min read
In this article by Jack Stouffer, author of the book Mastering Flask, the more complex and powerful versions will be introduced, and we will turn our disparate view functions in cohesive wholes. We will also discuss the internals of how Flask handles the lifetime of an HTTP request and advanced ways to define Flask views. (For more resources related to this topic, see here.) Request setup, teardown, and application globals In some cases, a request-specific variable is needed across all view functions and needs to be accessed from the template as well. To achieve this, we can use Flask's decorator function @app.before_request and the object g. The function @app.before_request is executed every time before a new request is made. The Flask object g is a thread-safe store of any data that needs to be kept for each specific request. At the end of the request, the object is destroyed, and a new object is spawned at the start of a new request. For example, this code checks whether the Flask session variable contains an entry for a logged in user; if it exists, it adds the User object to g: from flask import g, session, abort, render_template @app.before_request def before_request(): if 'user_id' in session: g.user = User.query.get(session['user_id']) @app.route('/restricted') def admin(): if g.user is None: abort(403) return render_template('admin.html') Multiple functions can be decorated with @app.before_request, and they all will be executed before the requested view function is executed. There also exists a decorator @app.teardown_request, which is called after the end of every request. Keep in mind that this method of handling user logins is meant as an example and is not secure. Error pages Displaying browser's default error pages to the end user is jarring as the user loses all context of your app, and they must hit the back button to return to your site. To display your own templates when an error is returned with the Flask abort() function, use the errorhandler decorator function: @app.errorhandler(404) def page_not_found(error): return render_template('page_not_found.html'), 404 The errorhandler is also useful to translate internal server errors and HTTP 500 code into user friendly error pages. The app.errorhandler() function may take either one or many HTTP status code to define which code it will act on. The returning of a tuple instead of just an HTML string allows you to define the HTTP status code of the Response object. By default, this is set to 200. Class-based views In most Flask apps, views are handled by functions. However, when many views share common functionality or there are pieces of your code that could be broken out into separate functions, it would be useful to implement our views as classes to take advantage of inheritance. For example, if we have views that render a template, we could create a generic view class that keeps our code DRY: from flask.views import View class GenericView(View): def __init__(self, template): self.template = template super(GenericView, self).__init__() def dispatch_request(self): return render_template(self.template) app.add_url_rule( '/', view_func=GenericView.as_view( 'home', template='home.html' ) ) The first thing to note about this code is the dispatch_request() function in our view class. This is the function in our view that acts as the normal view function and returns an HTML string. The app.add_url_rule() function mimics the app.route() function as it ties a route to a function call. The first argument defines the route of the function, and the view_func parameter defines the function that handles the route. The View.as_view() method is passed to the view_func parameter because it transforms the View class into a view function. The first argument defines the name of the view function, so functions such as url_for() can route to it. The remaining parameters are passed to the __init__ function of the View class. Like the normal view functions, HTTP methods other than GET must be explicitly allowed for the View class. To allow other methods, a class variable containing the list of methods named methods must be added: class GenericView(View): methods = ['GET', 'POST'] … def dispatch_request(self): if request.method == 'GET': return render_template(self.template) elif request.method == 'POST': … Method class views Often, when functions handle multiple HTTP methods, the code can become difficult to read due to large sections of code nested within if statements: @app.route('/user', methods=['GET', 'POST', 'PUT', 'DELETE']) def users(): if request.method == 'GET': … elif request.method == 'POST': … elif request.method == 'PUT': … elif request.method == 'DELETE': … This can be solved with the MethodView class. MethodView allows each method to be handled by a different class method to separate concerns: from flask.views import MethodView class UserView(MethodView): def get(self): … def post(self): … def put(self): … def delete(self): … app.add_url_rule( '/user', view_func=UserView.as_view('user') ) Blueprints In Flask, a blueprint is a method of extending an existing Flask app. They provide a way of combining groups of views with common functionality and allow developers to break their app down into different components. In our architecture, the blueprints will act as our controllers. Views are registered to a blueprint; a separate template and static folder can be defined for it, and when it has all the desired content on it, it can be registered on the main Flask app to add blueprints' content. A blueprint acts much like a Flask app object, but is not actually a self-contained app. This is how Flask extensions provide views function. To get an idea of what blueprints are, here is a very simple example: from flask import Blueprint example = Blueprint( 'example', __name__, template_folder='templates/example', static_folder='static/example', url_prefix="/example" ) @example.route('/') def home(): return render_template('home.html') The blueprint takes two required parameters—the name of the blueprint and the name of the package—which are used internally in Flask, and passing __name__ to it will suffice. The other parameters are optional and define where the blueprint will look for files. Because templates_folder was specified, the blueprint will not look in the default template folder, and the route will render templates/example/home.html and not templates/home.html. The url_prefix option automatically adds the provided URI to the start of every route in the blueprint. So, the URL for the home view is actually /example/. The url_for() function will now have to be told which blueprint the requested route is in: {{ url_for('example.home') }} Also, the url_for() function will now have to be told whether the view is being rendered from within the same blueprint: {{ url_for('.home') }} The url_for() function will also look for static files in the specified static folder as well. To add the blueprint to our app: app.register_blueprint(example) Let's transform our current app to one that uses blueprints. We will first need to define our blueprint before all of our routes: blog_blueprint = Blueprint( 'blog', __name__, template_folder='templates/blog', url_prefix="/blog" ) Now, because the templates folder was defined, we need to move all of our templates into a subfolder of the templates folder named blog. Next, all of our routes need to have the @app.route function changed to @blog_blueprint.route, and any class view assignments now need to be registered to blog_blueprint. Remember that the url_for() function calls in the templates will also have to be changed to have a period prepended to then to indicate that the route is in the same blueprint. At the end of the file, right before the if __name__ == '__main__': statement, add the following: app.register_blueprint(blog_blueprint) Now all of our content is back on the app, which is registered under the blueprint. Because our base app no longer has any views, let's add a redirect on the base URL: @app.route('/') def index(): return redirect(url_for('blog.home')) Why blog and not blog_blueprint? Because blog is the name of the blueprint and the name is what Flask uses internally for routing. blog_blueprint is the name of the variable in the Python file. Summary We now have our app working inside a blueprint, but what does this give us? Let's say that we wanted to add a photo sharing function to our site, we would be able to group all the view functions into one blueprint with its own templates, static folder, and URL prefix without any fear of disrupting the functionality of the rest of the site. Resources for Article: Further resources on this subject: More about Julia [article] Optimization in Python [article] Symbolizers [article]
Read more
  • 0
  • 0
  • 7010

article-image-development-workflow-docker
Xavier Bruhiere
18 Sep 2015
8 min read
Save for later

A Development Workflow with Docker

Xavier Bruhiere
18 Sep 2015
8 min read
In this post, we're going to explore the sacred developer workflow, and how we can leverage modern technologies to craft a very opinionated and trendy setup. As such, a topic might involve a lot of personal tastes, so we will mostly focus on ideas that have the potential to increase developer happiness, productivity and software quality. The tools used in this article made my life easier, but feel free to pick what you like and swap what you don't with your own arsenal. While it is a good idea to stick with mature tools and seriously learn how to master them, you should keep an open mind and periodically monitor what's new. Software development evolves at an intense pace and smart people regularly come up with new projects that can help us to be better at what we do. To keep things concrete and challenge our hypothesizes, we're going to develop a development tool. Our small command line application will manage the creation, listing and destruction of project tickets. We will write it in node.js to enjoy a scripting language, a very large ecosystem and a nice integration with yeoman. This last reason foreshadows future features and probably a post about them. Code Setup The code has been tested under Ubuntu 14.10, io.js version 1.8.1 and npm version 2.8.3. As this post focuses on the workflow, rather than on the code, I'll keep everything as simple as possible and assume you have a basic knowledge of docker and developing with node. Now let's build the basic structure of a new node project. code/ ➜ tree . ├── package.json ├── bin │   └── iago.js ├── lib │   └── notebook.js └── test    ├── mocha.opts    └── notebook.js Some details: bin/iago.js is the command line entry point. lib/notebook.js exports the methods to interact with tickets. test/ uses mocha and chai for unit-testing. package.json provides information on the project: { "name":"iago", "version":"0.1.0", "description":"Ticker management", "bin":{ "iago":"./bin/iago.js" } } Build Automation As TDD advocates, let's start with a failing test. // test/notebook.js # Mocha - the fun, simple, flexible JavaScript test framework # Chai - Assertion Library var expect = require('chai').expect; var notebook = require('../lib/notebook'); describe('new note', function() { beforeEach(function(done) { // Reset the database, used to store tickets, after each test, to keep them independent notebook.backend.remove(); done(); }) it('should be empty', function() { expect(notebook.backend.size()).to.equal(0); }); }); In order to run it, we first need to install node, npm, mocha and chai. Ideally, we share same software versions as the rest of the team, on the same OS. Hopefully, it won't collapse with other projects we might develop on the same machine and the production environment is exactly the same. Or we could use docker and don't bother. $ docker run -it --rm # start a new container, automatically removed once done --volume $PWD:/app # make our code available from within the container --workdir /app # set default working dir in project's root iojs # use official io.js image npm install --save-dev mocha chai # install test libraries and save it in package.json This one-liner install mocha and chai locally in node_modules/. With nothing more than docker installed, we can now run tests. $ docker run -it --rm --volume $PWD:/app --workdir /app iojs node_modules/.bin/mocha Having dependencies bundled along with the project let us use the stack container as is. This approach extends to other languages remarkably : ruby has Bundle and Go has Godep. Let's make the test pass with the following implementation of our notebook. /*jslint node: true */ 'use strict'; var path = require('path'); # Flat JSON file database built on lodash API var low = require('lowdb'); # Pretty unicode tables for the CLI withNode.JS var table = require('cli-table'); /** * Storage with sane defaults * @param{string} dbPath - Flat (json) file Lowdb will use * @param{string} dbName - Lowdb database name */ functiondb(dbPath, dbName) { dbPath = dbPath || process.env.HOME + '/.iago.json'; dbName = dbName || 'notebook'; console.log('using', dbPath, 'storage'); returnlow(dbPath)(dbName); } module.exports = { backend: db(), write: function(title, content, owner, labels) { var note = { meta: { project: path.basename(process.cwd()), date: newDate(), status: 'created', owner: owner, labels: labels, }, title: title, ticket: content, }; console.log('writing new note:', title); this.backend.push(note); }, list: function() { var i = 0; var grid = newtable({head:['title', 'note', 'author', 'date']}); var dump = db().cloneDeep(); for (; i < dump.length; i++) { grid.push([ dump[i].title, dump[i].ticket, dump[i].meta.author, dump[i].meta.date ]); } console.log(grid.toString()); }, done: function(title) { var notes = db().remove({title: title}); console.log('note', notes[0].title, 'removed'); } }; Again we install dependencies and re-run tests. # Install lowdb and cli-table locally docker run -it --rm --volume $PWD:/app --workdir /app iojs npm install lowdb cli-table # Successful tests docker run -it --rm --volume $PWD:/app --workdir /app iojs node_modules/.bin/mocha To sum up, so far: The iojs container gives us a consistent node stack. When mapping the code as a volume and bundling the dependencies locally, we can run tests or execute anything. In the second part, we will try to automate the process and integrate those ideas smoothly in our workflow. Coding Environment Containers provide a consistent way to package environments and distribute them. This is ideal to setup a development machine and share it with the team / world. The following Dockerfile builds such an artifact: # Save it as provision/Dockerfile FROM ruby:latest RUN apt-get update && apt-get install -y tmux vim zsh RUN gem install tmuxinator ENV EDITOR "vim" # Inject development configuration ADD workspace.yml /root/.tmuxinator/workspace.yml ENTRYPOINT ["tmuxinator"] CMD ["start", "workspace"] Tmux is a popular terminal multiplexer and tmuxinator let us easily control how to organize and navigate terminal windows. The configuration thereafter setup a single window split in three : The main pane where we can move around and edit files The test pane where tests continuously run on file changes The repl pane with a running interpreter # Save as provision/workspace.yml name: workspace # We find the same code path as earlier root: /app windows: -workspace: layout: main-vertical panes: - zsh # Watch files and rerun tests - docker exec -it code_worker_1 node_modules/.bin/mocha --watch -repl: # In case worker container is still bootstraping - sleep 3 - docker exec -it code_worker_1 node Let's dig what's behind docker exec -it code_worker_1 node_modules/.bin/mocha --watch. Workflow Deployment This command supposes an iojs container, named code_worker_1, is running. So we have two containers to orchestrate and docker compose is a very elegant solution for that. The configuration file below describes how to run them. # This container have the necessary tech stack worker: image: iojs volumes: -.:/app working_dir: /app # Just hang around # The other container will be in charge to run interesting commands command:"while true; do echo hello world; sleep 10; done" # This one is our development environment workspace: # Build the dockerfile we described earlier build: ./provision # Make docker client available within the container volumes: -/var/run/docker.sock:/var/run/docker.sock -/usr/bin/docker:/usr/bin/docker # Make the code available within the container volumes_from: - worker stdin_open: true tty: true Yaml gives us a very declarative expression of our machines. Let's infuse some life in them. $ # Run in detach mode $ docker-compose up -d $ # ... $ docker-compose ps Name Command State ----------------------------------------------------- code_worker_1 while true; do echo hello w Up code_workspace_1 tmuxinator start workspace Up The code stack and the development environment are ready. We can reach them with docker attach code_workspace_1, and find a tmux session as configured above, with tests and repl in place. Once done, ctrl-p + ctrl-q to detach the session from the container, and docker-compose stop to stop both machines. Next time we'll develop on this project a simple docker-compose up -d will bring us back the entire stack and our favorite tools. What's Next We combined a lot of tools, but most of them uses configuration files we can tweak. Actually, this is the very basics of a really promising reflection. Indeed, we could easily consider more sophisticated development environments, with personal dotfiles and a better provisioning system. This is also true for the stack container, which could be dedicated to android code and run on a powerful 16GB RAM remote server. Containers unlock new potential for deployment, but also for development. The consistency those technologies bring on the table should encourage best practices, automation and help us write more reliable code, faster. Otherwise: Courtesy of xkcd About the author Xavier Bruhiere is the CEO of Hive Tech. He contributes to many community projects, including Occulus Rift, Myo, Docker and Leap Motion. In his spare time he enjoys playing tennis, the violin and the guitar. You can reach him at @XavierBruhiere.
Read more
  • 0
  • 0
  • 5013
Unlock access to the largest independent learning library in Tech for FREE!
Get unlimited access to 7500+ expert-authored eBooks and video courses covering every tech area you can think of.
Renews at $19.99/month. Cancel anytime
article-image-overview-unreal-engine-4
Packt
18 Sep 2015
2 min read
Save for later

Overview of Unreal Engine 4

Packt
18 Sep 2015
2 min read
In this article by Katax Emperor and Devin Sherry, author of the book Unreal Engine Physics Essentials, we will discuss and evaluate the basic 3D physics and mathematics concepts in an effort to gain a basic understanding of Unreal Engine 4 physics and real-world physics. To start with, we will discuss the units of measurement, what they are, and how they are used in Unreal Engine 4. In addition, we will cover the following topics: The scientific notation 2D and 3D coordinate systems Scalars and vectors Newton's laws or Newtonian physics concepts Forces and energy For the purpose of this chapter, we will want to open Unreal Engine 4 and create a simple project using the First Person template by following these steps. (For more resources related to this topic, see here.) Launching Unreal Engine 4 When we first open Unreal Engine 4, we will see the Unreal Engine Launcher, which contains a News tab, a Learn tab, a Marketplace tab, and a Library tab. As the first title suggests, the News tab provides you with the latest news from Epic Games, ranging from Marketplace Content releases to Unreal Dev Grant winners, Twitch Stream Recaps, and so on. The Learn tab provides you with numerous resources to learn more about Unreal Engine 4, such as Written Documentation, Video Tutorials, Community Wikis, Sample Game Projects, and Community Contributions. The Marketplace tab allows you to purchase content, such as FX, Weapons Packs, Blueprint Scripts, Environmental Assets, and so on, from the community and Epic Games. Lastly, the Library tab is where you can download the newest versions of Unreal Engine 4, open previously created projects, and manage your project files. Let's start by first launching the Unreal Engine Launcher and choosing Launch from the Library tab, as seen in the following image: For the sake of consistency, we will use the latest version of the editor. At the time of writing this book, the version is 4.7.6. Next, we will select the New Project tab that appears at the top of the window, select the First Person project template with Starter Content, and name the project Unreal_PhyProject: Summary In this article we had an an overview of Unreal Engine 4 and how to launch Unreal Engine 4. Resources for Article: Further resources on this subject: Exploring and Interacting with Materials using Blueprints [article] Unreal Development Toolkit: Level Design HQ [article] Configuration and Handy Tweaks for UDK [article]
Read more
  • 0
  • 0
  • 34533

article-image-opencv-detecting-edges-lines-shapes
Oli Huggins
17 Sep 2015
19 min read
Save for later

OpenCV: Detecting Edges, Lines, and Shapes

Oli Huggins
17 Sep 2015
19 min read
Edges play a major role in both human and computer vision. We, as humans, can easily recognize many object types and their positons just by seeing a backlit silhouette or a rough sketch. Indeed, when art emphasizes edges and pose, it often seems to convey the idea of an archetype, such as Rodin's The Thinker or Joe Shuster's Superman. Software, too, can reason about edges, poses, and archetypes. This OpenCV tutorial has been taken from Learning OpenCV 3 Computer Vision with Python. If you want to learn more, click here. OpenCV provides many edge-finding filters, including Laplacian(), Sobel(), and Scharr(). These filters are supposed to turn non-edge regions to black, while turning edge regions to white or saturated colors. However, they are prone to misidentifying noise as edges. This flaw can be mitigated by blurring an image before trying to find its edges. OpenCV also provides many blurring filters, including blur() (simple average), medianBlur(), and GaussianBlur(). The arguments for the edge-finding and blurring filters vary, but always include ksize, an odd whole number that represents the width and height (in pixels) of the filter's kernel. For the purpose of blurring, let's use medianBlur(), which is effective in removing digital video noise, especially in color images. For the purpose of edge-finding, let's use Laplacian(), which produces bold edge lines, especially in grayscale images. After applying medianBlur(), but before applying Laplacian(), we should convert the BGR to grayscale. Once we have the result of Laplacian(), we can invert it to get black edges on a white background. Then, we can normalize (so that its values range from 0 to 1) and multiply it with the source image to darken the edges. Let's implement this approach in filters.py: def strokeEdges(src, dst, blurKsize = 7, edgeKsize = 5): if blurKsize >= 3: blurredSrc = cv2.medianBlur(src, blurKsize) graySrc = cv2.cvtColor(blurredSrc, cv2.COLOR_BGR2GRAY) else: graySrc = cv2.cvtColor(src, cv2.COLOR_BGR2GRAY) cv2.Laplacian(graySrc, cv2.CV_8U, graySrc, ksize = edgeKsize) normalizedInverseAlpha = (1.0 / 255) * (255 - graySrc) channels = cv2.split(src) for channel in channels: channel[:] = channel * normalizedInverseAlpha cv2.merge(channels, dst) Note that we allow kernel sizes to be specified as arguments to strokeEdges(). The blurKsizeargument is used as ksize for medianBlur(), while edgeKsize is used as ksize for Laplacian(). With my webcams, I find that a blurKsize value of 7 and an edgeKsize value of 5 look best. Unfortunately, medianBlur() is expensive with a large ksize, such as 7. [box type="info" align="" class="" width=""]If you encounter performance problems when running strokeEdges(), try decreasing the blurKsize value. To turn off the blur option, set it to a value less than 3.[/box] Custom kernels – getting convoluted As we have just seen, many of OpenCV's predefined filters use a kernel. Remember that a kernel is a set of weights that determine how each output pixel is calculated from a neighborhood of input pixels. Another term for a kernel is a convolution matrix. It mixes up or convolvesthe pixels in a region. Similarly, a kernel-based filter may be called a convolution filter. OpenCV provides a very versatile function, filter2D(), which applies any kernel or convolution matrix that we specify. To understand how to use this function, let's first learn the format of a convolution matrix. This is a 2D array with an odd number of rows and columns. The central element corresponds to a pixel of interest and the other elements correspond to this pixel's neighbors. Each element contains an integer or floating point value, which is a weight that gets applied to an input pixel's value. Consider this example: kernel = numpy.array([[-1, -1, -1], [-1, 9, -1], [-1, -1, -1]]) Here, the pixel of interest has a weight of 9 and its immediate neighbors each have a weight of -1. For the pixel of interest, the output color will be nine times its input color, minus the input colors of all eight adjacent pixels. If the pixel of interest was already a bit different from its neighbors, this difference becomes intensified. The effect is that the image looks sharperas the contrast between neighbors is increased. Continuing our example, we can apply this convolution matrix to a source and destination image, respectively, as follows: cv2.filter2D(src, -1, kernel, dst) The second argument specifies the per-channel depth of the destination image (such as cv2.CV_8U for 8 bits per channel). A negative value (as used here) means that the destination image has the same depth as the source image. [box type="info" align="" class="" width=""]For color images, note that filter2D() applies the kernel equally to each channel. To use different kernels on different channels, we would also have to use the split()and merge() functions.[/box] Based on this simple example, let's add two classes to filters.py. One class, VConvolutionFilter, will represent a convolution filter in general. A subclass, SharpenFilter, will specifically represent our sharpening filter. Let's edit filters.py to implement these two new classes as follows: class VConvolutionFilter(object): """A filter that applies a convolution to V (or all of BGR).""" def __init__(self, kernel): self._kernel = kernel def apply(self, src, dst): """Apply the filter with a BGR or gray source/destination.""" cv2.filter2D(src, -1, self._kernel, dst) class SharpenFilter(VConvolutionFilter): """A sharpen filter with a 1-pixel radius.""" def __init__(self): kernel = numpy.array([[-1, -1, -1], [-1, 9, -1], [-1, -1, -1]]) VConvolutionFilter.__init__(self, kernel) Note that the weights sum up to 1. This should be the case whenever we want to leave the image's overall brightness unchanged. If we modify a sharpening kernel slightly so that its weights sum up to 0 instead, then we have an edge detection kernel that turns edges white and non-edges black. For example, let's add the following edge detection filter to filters.py: class FindEdgesFilter(VConvolutionFilter): """An edge-finding filter with a 1-pixel radius.""" def __init__(self): kernel = numpy.array([[-1, -1, -1], [-1, 8, -1], [-1, -1, -1]]) VConvolutionFilter.__init__(self, kernel) Next, let's make a blur filter. Generally, for a blur effect, the weights should sum up to 1 and should be positive throughout the neighborhood. For example, we can take a simple average of the neighborhood as follows: class BlurFilter(VConvolutionFilter): """A blur filter with a 2-pixel radius.""" def __init__(self): kernel = numpy.array([[0.04, 0.04, 0.04, 0.04, 0.04], [0.04, 0.04, 0.04, 0.04, 0.04], [0.04, 0.04, 0.04, 0.04, 0.04], [0.04, 0.04, 0.04, 0.04, 0.04], [0.04, 0.04, 0.04, 0.04, 0.04]]) VConvolutionFilter.__init__(self, kernel) Our sharpening, edge detection, and blur filters use kernels that are highly symmetric. Sometimes, though, kernels with less symmetry produce an interesting effect. Let's consider a kernel that blurs on one side (with positive weights) and sharpens on the other (with negative weights). It will produce a ridged or embossed effect. Here is an implementation that we can add to filters.py: class EmbossFilter(VConvolutionFilter): """An emboss filter with a 1-pixel radius.""" def __init__(self): kernel = numpy.array([[-2, -1, 0], [-1, 1, 1], [ 0, 1, 2]]) VConvolutionFilter.__init__(self, kernel) This set of custom convolution filters is very basic. Indeed, it is more basic than OpenCV's ready-made set of filters. However, with a bit of experimentation, you will be able to write your own kernels that produce a unique look. Modifying an application Now that we have high-level functions and classes for several filters, it is trivial to apply any of them to the captured frames in Cameo. Let's edit cameo.py and add the lines that appear in bold face in the following excerpt: import cv2 import filters from managers import WindowManager, CaptureManager class Cameo(object): def __init__(self): self._windowManager = WindowManager('Cameo', self.onKeypress) self._captureManager = CaptureManager( cv2.VideoCapture(0), self._windowManager, True) self._curveFilter = filters.BGRPortraCurveFilter() def run(self): """Run the main loop.""" self._windowManager.createWindow() while self._windowManager.isWindowCreated: self._captureManager.enterFrame() frame = self._captureManager.frame filters.strokeEdges(frame, frame) self._curveFilter.apply(frame, frame) self._captureManager.exitFrame() self._windowManager.processEvents() Here, I have chosen to apply two effects: stroking the edges and emulating Portra film colors. Feel free to modify the code to apply any filters you like. Here is a screenshot from Cameo, with stroked edges and Portra-like colors: Edge detection with Canny OpenCV also offers a very handy function, called Canny, (after the algorithm's inventor, John F. Canny) which is very popular not only because of its effectiveness, but also the simplicity of its implementation in an OpenCV program as it is a one-liner: import cv2 import numpy as np img = cv2.imread("../images/statue_small.jpg", 0) cv2.imwrite("canny.jpg", cv2.Canny(img, 200, 300)) cv2.imshow("canny", cv2.imread("canny.jpg")) cv2.waitKey() cv2.destroyAllWindows() The result is a very clear identification of the edges: The Canny edge detection algorithm is quite complex but also interesting: it's a five-step process that denoises the image with a Gaussian filter, calculates gradients, applies nonmaximum suppression (NMS) on edges and a double threshold on all the detected edges to eliminate false positives, and, lastly, analyzes all the edges and their connection to each other to keep the real edges and discard weaker ones. Contours detection Another vital task in computer vision is contour detection, not only because of the obvious aspect of detecting contours of subjects contained in an image or video frame, but because of the derivative operations connected with identifying contours. These operations are, namely computing bounding polygons, approximating shapes, and, generally, calculating regions of interest, which considerably simplifies the interaction with image data. This is because a rectangular region with numpy is easily defined with an array slice. We will be using this technique a lot when exploring the concept of object detection (including faces) and object tracking. Let's go in order and familiarize ourselves with the API first with an example: import cv2 import numpy as np img = np.zeros((200, 200), dtype=np.uint8) img[50:150, 50:150] = 255 ret, thresh = cv2.threshold(img, 127, 255, 0) image, contours, hierarchy = cv2.findContours(thresh, cv2.RETR_TREE, cv2.CHAIN_APPROX_SIMPLE) color = cv2.cvtColor(img, cv2.COLOR_GRAY2BGR) img = cv2.drawContours(color, contours, -1, (0,255,0), 2) cv2.imshow("contours", color) cv2.waitKey() cv2.destroyAllWindows() Firstly, we create an empty black image that is 200x200 pixels size. Then, we place a white square in the center of it, utilizing ndarray's ability to assign values for a slice. We then threshold the image, and call the findContours() function. This function takes three parameters: the input image, hierarchy type, and the contour approximation method. There are a number of aspects of particular interest about this function: The function modifies the input image, so it would be advisable to use a copy of the original image (for example, by passing img.copy()). Secondly, the hierarchy tree returned by the function is quite important: cv2.RETR_TREE will retrieve the entire hierarchy of contours in the image, enabling you to establish "relationships" between contours. If you only want to retrieve the most external contours, use cv2.RETR_EXTERNAL. This is particularly useful when you want to eliminate contours that are entirely contained in other contours (for example, in a vast majority of cases, you won't need to detect an object within another object of the same type). The findContours function returns three elements: the modified image, contours, and their hierarchy. We use the contours to draw on the color version of the image (so we can draw contours in green) and eventually display it. The result is a white square, with its contour drawn in green. Spartan, but effective in demonstrating the concept! Let's move on to more meaningful examples. Contours – bounding box, minimum area rectangle and minimum enclosing circle Finding the contours of a square is a simple task; irregular, skewed, and rotated shapes bring the best out of the cv2.findContours utility function of OpenCV. Let's take a look at the following image: In a real-life application, we would be most interested in determining the bounding box of the subject, its minimum enclosing rectangle, and circle. The cv2.findContours function in conjunction with another few OpenCV utilities makes this very easy to accomplish: import cv2 import numpy as np img = cv2.pyrDown(cv2.imread("hammer.jpg", cv2.IMREAD_UNCHANGED)) ret, thresh = cv2.threshold(cv2.cvtColor(img.copy(), cv2.COLOR_BGR2GRAY) , 127, 255, cv2.THRESH_BINARY) image, contours, hier = cv2.findContours(thresh, cv2.RETR_EXTERNAL, cv2.CHAIN_APPROX_SIMPLE) for c in contours: # find bounding box coordinates x,y,w,h = cv2.boundingRect(c) cv2.rectangle(img, (x,y), (x+w, y+h), (0, 255, 0), 2) # find minimum area rect = cv2.minAreaRect(c) # calculate coordinates of the minimum area rectangle box = cv2.boxPoints(rect) # normalize coordinates to integers box = np.int0(box) # draw contours cv2.drawContours(img, [box], 0, (0,0, 255), 3) # calculate center and radius of minimum enclosing circle (x,y),radius = cv2.minEnclosingCircle(c) # cast to integers center = (int(x),int(y)) radius = int(radius) # draw the circle img = cv2.circle(img,center,radius,(0,255,0),2) cv2.drawContours(img, contours, -1, (255, 0, 0), 1) cv2.imshow("contours", img) After the initial imports, we load the image, and then apply a binary threshold on a grayscale version of the original image. By doing this, we operate all find-contours calculations on a grayscale copy, but we draw on the original so that we can utilize color information. Firstly, let's calculate a simple bounding box: x,y,w,h = cv2.boundingRect(c) This is a pretty straightforward conversion of contour information to x and y coordinates, plus the height and width of the rectangle. Drawing this rectangle is an easy task: cv2.rectangle(img, (x,y), (x+w, y+h), (0, 255, 0), 2) Secondly, let's calculate the minimum area enclosing the subject: rect = cv2.minAreaRect(c) box = cv2.boxPoints(rect) box = np.int0(box) The mechanism here is particularly interesting: OpenCV does not have a function to calculate the coordinates of the minimum rectangle vertexes directly from the contour information. Instead, we calculate the minimum rectangle area, and then calculate the vertexes of this rectangle. Note that the calculated vertexes are floats, but pixels are accessed with integers (you can't access a "portion" of a pixel), so we'll need to operate this conversion. Next, we draw the box, which gives us the perfect opportunity to introduce the cv2.drawContours function: cv2.drawContours(img, [box], 0, (0,0, 255), 3) Firstly, this function—like all drawing functions—modifies the original image. Secondly, it takes an array of contours in its second parameter so that you can draw a number of contours in a single operation. So, if you have a single set of points representing a contour polygon, you need to wrap this into an array, exactly like we did with our box in the preceding example. The third parameter of this function specifies the index of the contour array that we want to draw: a value of -1 will draw all contours; otherwise, a contour at the specified index in the contour array (the second parameter) will be drawn. Most drawing functions take the color of the drawing and its thickness as the last two parameters. The last bounding contour we're going to examine is the minimum enclosing circle: (x,y),radius = cv2.minEnclosingCircle(c) center = (int(x),int(y)) radius = int(radius) img = cv2.circle(img,center,radius,(0,255,0),2) The only peculiarity of the cv2.minEnclosingCircle function is that it returns a two-element tuple, of which, the first element is a tuple itself, representing the coordinates of a circle's center, and the second element is the radius of this circle. After converting all these values to integers, drawing the circle is quite a trivial operation. The final result on the original image looks like this: Contours – convex contours and the Douglas-Peucker algorithm Most of the time, when working with contours, subjects will have the most diverse shapes, including convex ones. A convex shape is defined as such when there exists two points within that shape whose connecting line goes outside the perimeter of the shape itself. The first facility OpenCV offers to calculate the approximate bounding polygon of a shape is cv2.approxPolyDP. This function takes three parameters: A contour. An "epsilon" value representing the maximum discrepancy between the original contour and the approximated polygon (the lower the value, the closer the approximated value will be to the original contour). A boolean flag signifying that the polygon is closed. The epsilon value is of vital importance to obtain a useful contour, so let's understand what it represents. Epsilon is the maximum difference between the approximated polygon's perimeter and the perimeter of the original contour. The lower this difference is, the more the approximated polygon will be similar to the original contour. You may ask yourself why we need an approximate polygon when we have a contour that is already a precise representation. The answer is that a polygon is a set of straight lines, and the importance of being able to define polygons in a region for further manipulation and processing is paramount in many computer vision tasks. Now that we know what an epsilon is, we need to obtain contour perimeter information as a reference value; this is obtained with the cv2.arcLength function of OpenCV: epsilon = 0.01 * cv2.arcLength(cnt, True) approx = cv2.approxPolyDP(cnt, epsilon, True) Effectively, we're instructing OpenCV to calculate an approximated polygon whose perimeter can only differ from the original contour in an epsilon ratio. OpenCV also offers a cv2.convexHull function to obtain processed contour information for convex shapes, and this is a straightforward one-line expression: hull = cv2.convexHull(cnt) Let's combine the original contour, approximated polygon contour, and the convex hull in one image to observe the difference. To simplify things, I've applied the contours to a black image so that the original subject is not visible, but its contours are: As you can see, the convex hull surrounds the entire subject, the approximated polygon is the innermost polygon shape, and in between the two is the original contour, mainly composed of arcs. Detecting lines and circles Detecting edges and contours are not only common and important tasks, they also constitute the basis for other—more complex—operations. Lines and shape detection walk hand in hand with edge and contour detection, so let's examine how OpenCV implements these. The theory behind line and shape detection has its foundations in a technique called Hough transform, invented by Richard Duda and Peter Hart, extending (generalizing) the work done by Paul Hough in the early 1960s. Let's take a look at OpenCV's API for Hough transforms. Line detection First of all, let's detect some lines, which is done with the HoughLines and HoughLinesP functions. The only difference between the two functions is that one uses the standard Hough transform, and the second uses the probabilistic Hough transform (hence the P in the name). The probabilistic version is called as such because it only analyzes lines as subset of points and estimates the probability of these points to all belong to the same line. This implementation is an optimized version of the standard Hough transform, in that, it's less computationally intensive and executes faster. Let's take a look at a very simple example: import cv2 import numpy as np img = cv2.imread('lines.jpg') gray = cv2.cvtColor(img,cv2.COLOR_BGR2GRAY) edges = cv2.Canny(gray,50,120) minLineLength = 20 maxLineGap = 5 lines = cv2.HoughLinesP(edges,1,np.pi/180,100,minLineLength,maxLineGap) for x1,y1,x2,y2 in lines[0]: cv2.line(img,(x1,y1),(x2,y2),(0,255,0),2) cv2.imshow("edges", edges) cv2.imshow("lines", img) cv2.waitKey() cv2.destroyAllWindows() The crucial point of this simple script—aside from the HoughLines function call—is the setting of the minimum line length (shorter lines will be discarded) and maximum line gap, which is the maximum size of a gap in a line before the two segments start being considered as separate lines. Also, note that the HoughLines function takes a single channel binary image, processed through the Canny edge detection filter. Canny is not a strict requirement, but an image that's been denoised and only represents edges is the ideal source for a Hough transform, so you will find this to be a common practice. The parameters of HoughLinesP are the image, MinLineLength and MaxLineGap, which we mentioned previously, rho and theta which refers to the geometrical representations of the lines, which are usually 1 and np.pi/180, threshold which represents the threshold below which a line is discarded. The Hough transform works with a system of bins and votes, with each bin representing a line, so any line with a minimum of <threshold> votes is retained, and the rest are discarded. Circle detection OpenCV also has a function used to detect circles, called HoughCircles. It works in a very similar fashion to HoughLines, but where minLineLength and maxLineGap were the parameters to discard or retain lines, HoughCircles has a minimum distance between the circles' centers and the minimum and maximum radius of the circles. Here's the obligatory example: import cv2 import numpy as np planets = cv2.imread('planet_glow.jpg') gray_img = cv2.cvtColor(planets, cv2.COLOR_BGR2GRAY) img = cv2.medianBlur(gray_img, 5) cimg = cv2.cvtColor(img,cv2.COLOR_GRAY2BGR) circles = cv2.HoughCircles(img,cv2.HOUGH_GRADIENT,1,120, param1=100,param2=30,minRadius=0,maxRadius=0) circles = np.uint16(np.around(circles)) for i in circles[0,:]: # draw the outer circle cv2.circle(planets,(i[0],i[1]),i[2],(0,255,0),2) # draw the center of the circle cv2.circle(planets,(i[0],i[1]),2,(0,0,255),3) cv2.imwrite("planets_circles.jpg", planets) cv2.imshow("HoughCirlces", planets) cv2.waitKey() cv2.destroyAllWindows() Here's a visual representation of the result: Detecting shapes The detection of shapes using the Hough transform is limited to circles; however, we've already implicitly explored the detection of shapes of any kind, specifically, when we talked about approxPolyDP. This function allows the approximation of polygons, so if your image contains polygons, they will be quite accurately detected combining the usage of cv2.findContours and cv2.approxPolyDP. Summary At this point, you should have gained a good understanding of color spaces, the Fourier transform, and several kinds of filters made available by OpenCV to process images. You should also be proficient in detecting edges, lines, circles and shapes in general, additionally you should be able to find contours and exploit the information they provide about the subjects contained in an image. These concepts will serve as the ideal background to explore the topics in the next chapter, Image Segmentation and Depth Estimation. Further resources on this subject: OpenCV: Basic Image Processing OpenCV: Camera Calibration OpenCV: Tracking Faces with Haar Cascades
Read more
  • 0
  • 0
  • 115909

article-image-working-user-interface
Packt
16 Sep 2015
17 min read
Save for later

Working on the User Interface

Packt
16 Sep 2015
17 min read
In this article by Fabrizio Caldarelli, author of the book Yii By Example, will cover the following topics related to the user interface in this article: Customizing JavaScript and CSS Using AJAX Using the Bootstrap widget Viewing multiple models in the same view Saving linked models in the same view It is now time for you to learn what Yii2 supports in order to customize the JavaScript and CSS parts of web pages. A recurrent use of JavaScript is to handle AJAX calls, that is, to manage widgets and compound controls (such as a dependent drop-down list) from jQuery and Bootstrap. Finally, we will employ jQuery to dynamically create more models from the same class in the form, which will be passed to the controller in order to be validated and saved. (For more resources related to this topic, see here.) Customize JavaScript and CSS Using JavaScript and CSS is fundamental to customize frontend output. Differently from Yii1, where calling JavaScript and CSS scripts and files was done using the Yii::app() singleton, in the new framework version, Yii2, this task is part of the yiiwebView class. There are two ways to call JavaScript or CSS: either directly passing the code to be executed or passing the path file. The registerJs() function allows us to execute the JavaScript code with three parameters: The first parameter is the JavaScript code block to be registered The second parameter is the position where the JavaScript tag should be inserted (the header, the beginning of the body section, the end of the body section, enclosed within the jQuery load() method, or enclosed within the jQuery document.ready() method, which is the default) The third and last parameter is a key that identifies the JavaScript code block (if it is not provided, the content of the first parameter will be used as the key) On the other hand, the registerJsFile() function allows us to execute a JavaScript file with three parameters: The first parameter is the path file of the JavaScript file The second parameter is the HTML attribute for the script tag, with particular attention given to the depends and position values, which are not treated as tag attributes The third parameter is a key that identifies the JavaScript code block (if it's not provided, the content of the first parameter will be used as the key) CSS, similar to JavaScript, can be executed using the code or by passing the path file. Generally, JavaScript or CSS files are published in the basic/web folder, which is accessible without restrictions. So, when we have to use custom JavaScript or CSS files, it is recommended to put them in a subfolder of the basic/web folder, which can be named as css or js. In some circumstances, we might be required to add a new CSS or JavaScript file for all web application pages. The most appropriate place to put these entries is AppAsset.php, a file located in basic/assets/AppAsset.php. In it, we can add CSS and JavaScript entries required in web applications, even using dependencies if we need to. Using AJAX Yii2 provides appropriate attributes for some widgets to make AJAX calls; sometimes, however, writing a JavaScript code in these attributes will make code hard to read, especially if we are dealing with complex codes. Consequently, to make an AJAX call, we will use external JavaScript code executed by registerJs(). This is a template of the AJAX class using the GET or POST method: <?php $this->registerJs( <<< EOT_JS // using GET method $.get({ url: url, data: data, success: success, dataType: dataType }); // using POST method $.post({ url: url, data: data, success: success, dataType: dataType }); EOT_JS ); ?> An AJAX call is usually the effect of a user interface event (such as a click on a button, a link, and so on). So, it is directly connected to jQuery .on() event on element. For this reason, it is important to remember how Yii2 renders the name and id attributes of input fields. When we call Html::activeTextInput($model, $attribute) or in the same way use <?= $form->field($model, $attribute)->textInput() ?>. The name and id attributes of the input text field will be rendered as follows: id : The model class name separated with a dash by the attribute name in lowercase; for example, if the model class name is Room and the attribute is floor, the id attribute will be room-floor name: The model class name that encloses the attribute name, for example, if the model class name is Reservation and the attribute is price_per_day, the name attribute will be Reservation[price_per_day]; so every field owned by the Reservation model will be enclosed all in a single array In this example, there are two drop-down lists and a detail box. The two drop-down lists refer to customers and reservations; when user clicks on a customer list item, the second drop-down list of reservations will be filled out according to their choice. Finally, when a user clicks on a reservation list item, a details box will be filled out with data about the selected reservation. In an action named actionDetailDependentDropdown():   public function actionDetailDependentDropdown() { $showDetail = false; $model = new Reservation(); if(isset($_POST['Reservation'])) { $model->load( Yii::$app->request->post() ); if(isset($_POST['Reservation']['id'])&& ($_POST['Reservation']['id']!=null)) { $model = Reservation::findOne($_POST['Reservation']['id']); $showDetail = true; } } return $this->render('detailDependentDropdown', [ 'model' => $model, 'showDetail' => $showDetail ]); } In this action, we will get the customer_id and id parameters from a form based on the Reservation model data and if it are filled out, the data will be used to search for the correct reservation model to be passed to the view. There is a flag called $showDetail that displays the reservation details content if the id attribute of the model is received. In Controller, there is also an action that will be called using AJAX when the user changes the customer selection in the drop-down list:   public function actionAjaxDropDownListByCustomerId($customer_id) { $output = ''; $items = Reservation::findAll(['customer_id' => $customer_id]); foreach($items as $item) { $content = sprintf('reservation #%s at %s', $item->id, date('Y-m-d H:i:s', strtotime($item- >reservation_date))); $output .= yiihelpersHtml::tag('option', $content, ['value' => $item->id]); } return $output; } This action will return the <option> HTML tags filled out with reservations data filtered by the customer ID passed as a parameter. If the customer drop-down list is changed, the detail div will be hidden, an AJAX call will get all the reservations filtered by customer_id, and the result will be passed as content to the reservations drop-down list. If the reservations drop-down list is changed, a form will be submitted. Next in the form declaration, we can find the first of all the customer drop-down list and then the reservations list, which use a closure to get the value from the ArrayHelper::map() methods. We could add a new property in the Reservation model by creating a function starting with the prefix get, such as getDescription(), and put in it the content of the closure, or rather: public function getDescription() { $content = sprintf('reservation #%s at %s', $this>id, date('Y-m-d H:i:s', strtotime($this>reservation_date))); return $content; } Or we could use a short syntax to get data from ArrayHelper::map() in this way: <?= $form->field($model, 'id')->dropDownList(ArrayHelper::map( $reservations, 'id', 'description'), [ 'prompt' => '--- choose' ]); ?> Finally, if $showDetail is flagged, a simple details box with only the price per day of the reservation will be displayed. Using the Bootstrap widget Yii2 supports Bootstrap as a core feature. Bootstrap framework CSS and JavaScript files are injected by default in all pages, and we could use this feature even to only apply CSS classes or call our own JavaScript function provided by Bootstrap. However, Yii2 embeds Bootstrap as a widget, and we can access this framework's capabilities like any other widget. The most used are: Class name Description yiibootstrapAlert This class renders an alert Bootstrap component yiibootstrapButton This class renders a Bootstrap button yiibootstrapDropdown This class renders a Bootstrap drop-down menu component yiibootstrapNav This class renders a nav HTML component yiibootstrapNavBar This class renders a navbar HTML component For example, yiibootstrapNav and yiibootstrapNavBar are used in the default main template.   <?php NavBar::begin([ 'brandLabel' => 'My Company', 'brandUrl' => Yii::$app->homeUrl, 'options' => [ 'class' => 'navbar-inverse navbar-fixed-top', ], ]); echo Nav::widget([ 'options' => ['class' => 'navbar-nav navbar- right'], 'items' => [ ['label' => 'Home', 'url' => ['/site/index']], ['label' => 'About', 'url' => ['/site/about']], ['label' => 'Contact', 'url' => ['/site/contact']], Yii::$app->user->isGuest ? ['label' => 'Login', 'url' => ['/site/login']] : ['label' => 'Logout (' . Yii::$app->user- >identity->username . ')', 'url' => ['/site/logout'], 'linkOptions' => ['data-method' => 'post']], ], ]); NavBar::end(); ?> Yii2 also supports, by itself, many jQuery UI widgets through the JUI extension for Yii 2, yii2-jui. If we do not have the yii2-jui extension in the vendor folder, we can get it from Composer using this command: php composer.phar require --prefer-dist yiisoft/yii2-jui In this example, we will discuss the two most used widgets: datepicker and autocomplete. Let's have a look at the datepicker widget. This widget can be initialized using a model attribute or by filling out a value property. The following is an example made using a model instance and one of its attributes: echo DatePicker::widget([ 'model' => $model, 'attribute' => 'from_date', //'language' => 'it', //'dateFormat' => 'yyyy-MM-dd', ]); And, here is a sample of the value property's use: echo DatePicker::widget([ 'name' => 'from_date', 'value' => $value, //'language' => 'it', //'dateFormat' => 'yyyy-MM-dd', ]); When data is sent via POST, the date_from and date_to fields will be converted from the d/m/y to the y-m-d format to make it possible for the database to save data. Then, the model object is updated through the save() method. Using the Bootstrap widget, an alert box will be displayed in the view after updating the model. Create the datePicker view: <?php use yiihelpersHtml; use yiiwidgetsActiveForm; use yiijuiDatePicker; ?> <div class="row"> <div class="col-lg-6"> <h3>Date Picker from Value<br />(using MM/dd/yyyy format and English language)</h3> <?php $value = date('Y-m-d'); echo DatePicker::widget([ 'name' => 'from_date', 'value' => $value, 'language' => 'en', 'dateFormat' => 'MM/dd/yyyy', ]); ?> </div> <div class="col-lg-6"> <?php if($reservationUpdated) { ?> <?php echo yiibootstrapAlert::widget([ 'options' => [ 'class' => 'alert-success', ], 'body' => 'Reservation successfully updated', ]); ?> <?php } ?> <?php $form = ActiveForm::begin(); ?> <h3>Date Picker from Model<br />(using dd/MM/yyyy format and italian language)</h3> <br /> <label>Date from</label> <?php // First implementation of DatePicker Widget echo DatePicker::widget([ 'model' => $reservation, 'attribute' => 'date_from', 'language' => 'it', 'dateFormat' => 'dd/MM/yyyy', ]); ?> <br /> <br /> <?php // Second implementation of DatePicker Widget echo $form->field($reservation, 'date_to')- >widget(yiijuiDatePicker::classname(), [ 'language' => 'it', 'dateFormat' => 'dd/MM/yyyy', ]) ?> <?php echo Html::submitButton('Send', ['class' => 'btn btn- primary']) ?> <?php $form = ActiveForm::end(); ?> </div> </div> The view is split into two columns, left and right. The left column simply displays a DataPicker example from the value (fixed to the current date). The right column displays an alert box if the $reservation model has been updated, and the next two kinds of widget declaration too; the first one without using $form and the second one using $form, both outputting the same HTML code. In either case, the DatePicker date output format is set to dd/MM/yyyy through the dateFormat property and the language is set to Italian through the language property. Multiple models in the same view Often, we can find many models of same or different class in a single view. First of all, remember that Yii2 encapsulates all the views' form attributes in the same container, named the same as the model class name. Therefore, when the controller receives the data, these will all be organized in a key of the $_POST array named the same as the model class name. If the model class name is Customer, every form input name attribute will be Customer[attributeA_of_model] This is built with: $form->field($model, 'attributeA_of_model')->textInput(). In the case of multiple models of the same class, the container will again be named as the model class name, but every attribute of each model will be inserted in an array, such as: Customer[0][attributeA_of_model_0] Customer[0][attributeB_of_model_0] … … … Customer[n][attributeA_of_model_n] Customer[n][attributeB_of_model_n] These are built with: $form->field($model, '[0]attributeA_of_model')->textInput(); $form->field($model, '[0]attributeB_of_model')->textInput(); … … … $form->field($model, '[n]attributeA_of_model')->textInput(); $form->field($model, '[n]attributeB_of_model')->textInput(); Notice that the array key information is inserted in the attribute name! So when data is passed to the controller, $_POST['Customer'] will be an array composed by the Customer models and every key of this array, for example, $_POST['Customer'][0] is a model of the Customer class. Let's see now how to save three customers at once. We will create three containers, one for each model class that will contain some fields of the Customer model. Create a view containing a block of input fields repeated for every model passed from the controller: <?php use yiihelpersHtml; use yiiwidgetsActiveForm; /* @var $this yiiwebView */ /* @var $model appmodelsRoom */ /* @var $form yiiwidgetsActiveForm */ ?> <div class="room-form"> <?php $form = ActiveForm::begin(); ?> <div class="model"> <?php for($k=0;$k<sizeof($models);$k++) { ?> <?php $model = $models[$k]; ?> <hr /> <label>Model #<?php echo $k+1 ?></label> <?= $form->field($model, "[$k]name")->textInput() ?> <?= $form->field($model, "[$k]surname")->textInput() ?> <?= $form->field($model, "[$k]phone_number")- >textInput() ?> <?php } ?> </div> <hr /> <div class="form-group"> <?= Html::submitButton('Save', ['class' => 'btn btn- primary']) ?> </div> <?php ActiveForm::end(); ?> </div> For each model, all the fields will have the same validator rules of the Customer class, and every single model object will be validated separately. Saving linked models in the same view It could be convenient to save different kind of models in the same view. This approach allows us to save time and to navigate from every single detail until a final item that merges all data is created. Handling different kind of models linked to each other it is not so different from what we have seen so far. The only point to take care of is the link (foreign keys) between models, which we must ensure is valid. Therefore, the controller action will receive the $_POST data encapsulated in the model's class name container; if we are thinking, for example, of the customer and reservation models, we will have two arrays in the $_POST variable, $_POST['Customer'] and $_POST['Reservation'], containing all the fields about the customer and reservation models. Then, all data must be saved together. It is advisable to use a database transaction while saving data because the action can be considered as ended only when all the data has been saved. Using database transactions in Yii2 is incredibly simple! A database transaction starts with calling beginTransaction() on the database connection object and finishes with calling the commit() or rollback() method on the database transaction object created by beginTransaction(). To start a transaction: $dbTransaction = Yii::$app->db->beginTransaction(); Commit transaction, to save all the database activities: $dbTransaction->commit(); Rollback transaction, to clear all the database activities: $dbTransaction->rollback(); So, if a customer was saved and the reservation was not (for any possible reason), our data would be partial and incomplete. Using a database transaction, we will avoid this danger. We now want to create both the customer and reservation models in the same view in a single step. In this way, we will have a box containing the customer model fields and a box with the reservation model fields in the view. Create a view the fields from the customer and reservation models: <?php use yiihelpersHtml; use yiiwidgetsActiveForm; use yiihelpersArrayHelper; use appmodelsRoom; ?> <div class="room-form"> <?php $form = ActiveForm::begin(); ?> <div class="model"> <?php echo $form->errorSummary([$customer, $reservation]); ?> <h2>Customer</h2> <?= $form->field($customer, "name")->textInput() ?> <?= $form->field($customer, "surname")->textInput() ?> <?= $form->field($customer, "phone_number")->textInput() ?> <h2>Reservation</h2> <?= $form->field($reservation, "room_id")- >dropDownList(ArrayHelper::map(Room::find()->all(), 'id', function($room, $defaultValue) { return sprintf('Room n.%d at floor %d', $room- >room_number, $room->floor); })); ?> <?= $form->field($reservation, "price_per_day")->textInput() ?> <?= $form->field($reservation, "date_from")->textInput() ?> <?= $form->field($reservation, "date_to")->textInput() ?> </div> <div class="form-group"> <?= Html::submitButton('Save customer and room', ['class' => 'btn btn-primary']) ?> </div> <?php ActiveForm::end(); ?> </div> We have created two blocks in the form to fill out the fields for the customer and the reservation. Now, create a new action named actionCreateCustomerAndReservation in ReservationsController in basic/controllers/ReservationsController.php:   public function actionCreateCustomerAndReservation() { $customer = new appmodelsCustomer(); $reservation = new appmodelsReservation(); // It is useful to set fake customer_id to reservation model to avoid validation error (because customer_id is mandatory) $reservation->customer_id = 0; if( $customer->load(Yii::$app->request->post()) && $reservation->load(Yii::$app->request->post()) && $customer->validate() && $reservation->validate() ) { $dbTrans = Yii::$app->db->beginTransaction(); $customerSaved = $customer->save(); if($customerSaved) { $reservation->customer_id = $customer->id; $reservationSaved = $reservation->save(); if($reservationSaved) { $dbTrans->commit(); } else { $dbTrans->rollback(); } } else { $dbTrans->rollback(); } } return $this->render('createCustomerAndReservation', [ 'customer' => $customer, 'reservation' => $reservation ]); } Summary In this article, we saw how to embed JavaScript and CSS in a layout and views, with file content or an inline block. This was applied to an example that showed you how to change the number of columns displayed based on the browser's available width; this is a typically task for websites or web apps that display advertising columns. Again on the subject of JavaScript, you learned how implement direct AJAX calls, taking an example where the reservation detail was dynamically loaded from the customers dropdown list. Next we looked at Yii's core user interface library, which is built on Bootstrap and we illustrated how to use the main Bootstrap widgets natively, together with DatePicker, probably the most commonly used jQuery UI widget. Finally, the last topics covered were multiple models of the same and different classes. We looked at two examples on these topics: the first one to save multiple customers at the same time and the second to create a customer and reservation in the same view. Resources for Article: Further resources on this subject: Yii: Adding Users and User Management to Your Site [article] Meet Yii [article] Creating an Extension in Yii 2 [article]
Read more
  • 0
  • 0
  • 2869

article-image-deploying-orchestrator-appliance
Packt
16 Sep 2015
5 min read
Save for later

Deploying the Orchestrator Appliance

Packt
16 Sep 2015
5 min read
This article by Daniel Langenhan, the author of VMware vRealize Orchestrator Essentials, discusses the deployment of Orchestrator Appliance, and then goes on to explaining how to access it using the Orchestrator home page. In the following sections, we will discuss how to deploy Orchestrator in vCenter and with VMware Workstation. (For more resources related to this topic, see here.) Deploying the Appliance with vCenter To make the best use of Orchestrator, its best to deploy it into your vSphere infrastructure. For this, we deploy it with vCenter. Open your vSphere Web Client and log in. Select a host or cluster that should host the Orchestrator Appliance. Right-click the Host or Cluster and select Deploy OVF Template. The deploy wizard will start and ask you the typical OVF questions: Accept the EULA Choose the VM name and the VM folder where it will be stored Select the storage and network it should connect to. Make sure that you select a static IP The Customize template step will now ask you about some more Orchestrator-specific details. You will be asked to provide a new password for the root user. The root user is used to connect to the vRO appliance operating system or the web console. The other password that is needed is for the vRO Configurator interface. The last piece of information needed is the network information for the new VM. The following screenshot shows an example of the Customize template step:   The last step summarizes all the settings and lets you power on the VM after creation. Click on Finish and wait until the VM is deployed and powered on. Deploying the appliance into VMware Workstation For learning how to use Orchestrator, or for testing purposes, you can deploy Orchestrator using VMware Workstation (Fusion for MAC users). The process is pretty simple: Download the Orchestrator Appliance on to your desktop. Double-click on the OVA file. The import wizard now asks you for a name and location of your local file structure for this VM. Chose a location and click on Import. Accept the EULA. Wait until the import has finished. Click on Edit virtual machine settings. Select Network Adapter. Chose the correct network (Bridged, NAT, or Host only) for this VM. I typically use Host Only.   Click on OK to exit the settings. Power on the VM. Watch the boot screen. At some stage, the boot will stop and you will be prompted for the root password. Enter a new password and confirm it. After a moment, you will be asked for the password for the Orchestrator Configurator. Enter a new password and confirm it. After this, the boot process should finish, and you should see the Orchestrator Appliance DHCP IP. If you would like to configure the VM with a fixed IP, access the appliance configuration, as shown on the console screen (see the next section). After the deployment If the deployment is successful, the console of the VM should show a screen that looks like the following screenshot:   You can now access the Orchestrator Appliance, as shown in the next section. Accessing Orchestrator Orchestrator has its own little webserver that can be accessed by any web browser. Accessing the Orchestrator home page We will now access the Orchestrator home page: Open a web browser such as Mozilla Firefox, IE, or Google Chrome. Enter the IP or FQDN of the Orchestrator Appliance. The Orchestrator home page will open. It looks like the following screenshot:   The home page contains some very useful links, as shown in the preceding screenshot. Here is an explanation of each number: Number Description 1 Click here to start the Orchestrator Java Client. You can also access the Client directly by visiting https://[IP or FQDN]:8281/vco/client/client.jnlp. 2 Click here to download and install the Orchestrator Java Client locally. 3 Click here to access the Orchestrator Configurator, which is scheduled to disappear soon, whereupon we won't use it any more. The way forward will be Orchestrator Control Center. 4 This is a selection of links that can be used to find helpful information and download plugins. 5 These are some additional links to VMware sites. Starting the Orchestrator Client Let's open the Orchestrator Client. We will use an internal user to log in until we have hooked up Orchestrator to SSO. For the Orchestrator Client, you need at least Java 7. From the Orchestrator home page, click on Start Orchestrator Client. Your Java environment will start. You may be required to acknowledge that you really want to start this application. You will now be greeted with the login screen to Orchestrator:   Enter vcoadmin as the username and vcoadmin as the password. This is a preconfigured user that allows you to log in and use Orchestrator directly. Click on Login. Now, the Orchestrator Client will load. After a moment, you will see something that looks like the following screenshot: You are now logged in to the Orchestrator Client. Summary This article guided you through the process of deploying and accessing an Orchestrator Appliance with vCenter and VMware workstation. Resources for Article: Further resources on this subject: Working with VMware Infrastructure [article] Upgrading VMware Virtual Infrastructure Setups [article] VMware vRealize Operations Performance and Capacity Management [article]
Read more
  • 0
  • 0
  • 7781
article-image-straight-blender
Packt
16 Sep 2015
18 min read
Save for later

Straight into Blender!

Packt
16 Sep 2015
18 min read
 In this article by Romain Caudron and Pierre-Armand Nicq, the authors of Blender 3D By Example, you will start getting familiar with Blender. (For more resources related to this topic, see here.) Here, navigation within the interface will be presented. Its approach is atypical in comparison to other 3D software, such as Autodesk Maya® or Autodesk 3DS Max®, but once you get used to this, it will be extremely effective. If you have had the opportunity to use Blender before, it is important to note that the interface went through changes during the evolution of the software (especially since version 2.5). We will give you an idea of the possibilities that this wonderful free and open source software gives by presenting different workflows. You will learn some vocabulary and key concepts of 3D creation so that you will not to get lost during your learning. Finally, you will have a brief introduction to the projects that we will carry out throughout this book. Let's dive into the third dimension! The following topics will be covered in this article: Learning some theory and vocabulary Navigating the 3D viewport How to set up preferences Using keyboard shortcuts to save time An overview of the 3D workflow Before learning how to navigate the Blender interface, we will give you a short introduction to the 3D workflow. An anatomy of a 3D scene To start learning about Blender, you need to understand some basic concepts. Don't worry, there is no need to have special knowledge in mathematics or programming to create beautiful 3D objects; it only requires curiosity. Some artistic notions are a plus. All 3D elements, which you will handle, will evolve in to a scene. There is a three-dimensional space with a coordinate system composed of three axes. In Blender, the x axis shows the width, y axis shows the depth, and the z axis shows the height. Some softwares use a different approach and reverses the y and z axes. These axes are color-coded, we advise you to remember them: the x axis in red, the y axis in green and the z axis in blue. A scene may have the scale you want and you can adjust it according to your needs. This looks like a film set for a movie. A scene can be populated by one or more cameras, lights, models, rigs, and many other elements. You will have the control of their placement and their setup. A 3D scene looks like a film set. A mesh is made of vertices, edges, and faces. The vertices are some points in the scene space that are placed at the end of the edges. They could be thought of as 3D points in space and the edges connect them. Connected together, the edges and the vertices form a face, also called a polygon. It is a geometric plane, which has several sides as its name suggests. In 3D software, a polygon is constituted of at least three sides. It is often essential to favor four-sided polygons during modeling for a better result. You will have an opportunity to see this in more detail later. Your actors and environments will be made of polygonal objects, or more commonly called as meshes. If you have played old 3D games, you've probably noticed the very angular outline of the characters; it was, in fact, due to a low count of polygons. We must clarify that the orientation of the faces is important for your polygon object to be illuminated. Each face has a normal. This is a perpendicular vector that indicates the direction of the polygon. In order for the surface to be seen, it is necessary that the normals point to the outside of the model. Except in special cases where the interior of a polygonal object is empty and invisible. You will be able to create your actors and environment as if you were handling virtual clay to give them the desired shape. Anatomy of a 3D Mesh To make your characters presentable, you will have to create their textures, which are 2D images that will be mapped to the 3D object. UV coordinates will be necessary in order to project the texture onto the mesh. Imagine an origami paper cube that you are going to unfold. This is roughly the same. These details are contained in a square space with the representation of the mesh laid flat. You can paint the texture of your model in your favorite software, even in Blender. This is the representation of the UV mapping process. The texture on the left is projected to the 3D model on the right. After this, you can give the illusion of life to your virtual actors by animating them. For this, you will need to place animation keys spaced on the timeline. If you change the state of the object between two keyframes, you will get the illusion of movement—animation. To move the characters, there is a very interesting process that uses a bone system, mimicking the mechanism of a real skeleton. Your polygon object will be then attached to the skeleton with a weight assigned to the vertices on each bone, so if you animate the bones, the mesh components will follow them. Once your characters, props, or environment are ready, you will be able to choose a focal length and an adequate framework for your camera. In order to light your scene, the choice of the render engine will be important for the kind of lamps to use, but usually there are three types of lamps as used in cinema productions. You will have to place them carefully. There are directional lights, which behave like the sun and produce hard shadows. There are omnidirectional lights, which will allow you to simulate diffuse light, illuminating everything around it and casting soft shadows. There are also spots that will simulate a conical shape. As in the film industry or other imaging creation fields, good lighting is a must-have in order to sell the final picture. Lighting is an expressive and narrative element that can magnify your models, or make them irrelevant. Once everything is in place, you are going to make a render. You will have a choice between a still image and an animated sequence. All the given parameters with the lights and materials will be calculated by the render engine. Some render engines offer an approach based on physics with rays that are launched from the camera. Cycles is a good example of this kind of engine and succeeds in producing very realistic renders. Others will have a much simpler approach, but none less technically based on visible elements from the camera. All of this is an overview of what you will be able to achieve while reading this book and following along with Blender. What can you do with Blender? In addition to being completely free and open source, Blender is a powerful tool that is stable and with an integral workflow that will allow you to understand your learning of 3D creation with ease. Software updates are very frequent; they fix bugs and, more importantly, add new features. You will not feel alone as Blender has an active and passionate community around it. There are many sites providing tutorials, and an official documentation detailing the features of Blender. You will be able to carry out everything you need in Blender, including things that are unusual for a 3D package such as concept art creation, sculpting, or digital postproduction, which we have not yet discussed, including compositing and video editing. This is particularly interesting in order to push the aesthetics of your future images and movies to another level. It is also possible to make video games. Also, note that the Blender game engine is still largely unknown and underestimated. Although this aspect of the software is not as developed as other specialized game engines, it is possible to make good quality games without switching to another software. You will realize that the possibilities are enormous, and you will be able to adjust your workflow to suit your needs and desires. Software of this type could scare you by its unusual handling and its complexity, but you'll realize that once you have learned its basics, it is really intuitive in many ways. Getting used to the navigation in Blender Now that you have been introduced to the 3D workflow, you will learn how to navigate the Blender interface, starting with the 3D viewport. An introduction to the navigation of the 3D Viewport It is time to learn how to navigate in the Blender viewport. The viewport represents the 3D space, in which you will spend most of your time. As we previously said, it is defined by three axes (x, y, and z). Its main goal is to display the 3D scene from a certain point of view while you're working on it. The Blender 3D Viewport When you are navigating through this, it will be as if you were a movie director but with special powers that allow you to film from any point of view. The navigation is defined by three main actions: pan, orbit, and zoom. The pan action means that you will move horizontally or vertically according to your current point of view. If we connect that to our cameraman metaphor, it's like if you were moving laterally to the left, or to the right, or moving up or down with a camera crane. By default, in Blender the shortcut to pan around is to press the Shift button and the Middle Mouse Button (MMB), and drag the mouse. The orbit action means that you will rotate around the point that you are focusing on. For instance, imagine that you are filming a romantic scene of two actors and that you rotate around them in a circular manner. In this case, the couple will be the main focus. In a 3D scene, your main focus would be a 3D character, a light, or any other 3D object. To orbit around in the Blender viewport, the default shortcut is to press the MMB and then drag the mouse. The last action that we mentioned is zoom. The zoom action is straightforward. It is the action of moving our point of view closer to an element or further away from an element. In Blender, you can zoom in by scrolling your mouse wheel up and zoom out by scrolling your mouse wheel down. To gain time and precision, Blender proposes some predefined points of view. For instance, you can quickly go in a top view by pressing the numpad 7, you can also go in a front view by pressing the numpad 1, you can go in a side view by pressing the numpad 3, and last but not least, the numpad 0 allows you to go in Camera view, which represents the final render point of the view of your scene. You can also press the numpad 5 in order to activate or deactivate the orthographic mode. The orthographic mode removes perspective. It is very useful if you want to be precise. It feels as if you were manipulating a blueprint of the 3D scene. The difference between Perspective (left) and Orthographic (right) If you are lost, you can always look at the top left corner of the viewport in order to see in which view you are, and whether the orthographic mode is on or off. Try to learn by heart all these shortcuts; you will use them a lot. With repetition, this will become a habit. What are editors? In Blender, the interface is divided into subpanels that we call editors; even the menu bar where you save your file is an editor. Each editor gives you access to tools categorized by their functionality. You have already used an editor, the 3D view. Now it's time to learn more about the editor's anatomy. In this picture, you can see how Blender is divided into editors The anatomy of an editor There are 17 different editors in Blender and they all have the same base. An editor is composed of a Header, which is a menu that groups different options related to the editor. The first button of the header is to switch between other editors. For instance, you can replace the 3D view by the UV Image Editor by clicking on it. You can easily change its place by right-clicking on it in an empty space and by choosing the Flip to Top/Bottom option. The header can be hidden by selecting its top edge and by pulling it down. If you want to bring it back, press the little plus sign at the far right. The header of the 3D viewport. The first button is for switching between editors, and also, we can choose between different options in the menu In some editors, you can get access to hidden panels that give you other options. For instance, in the 3D view you can press the T key or the N key to toggle them on or off. As in the header, if a sub panel of an editor is hidden, you can click on the little plus sign to display it again. Split, Join, and Detach Blender offers you the possibility of creating editors where you want. To do this, you need to right-click on the border of an editor and select Split Area in order to choose where to separate them. Right-click on the border of an editor to split it into two editors The current editor will then be split in two editors. Now you can switch to any other editor that you desire by clicking on the first button of the header bar. If you want to merge two editors into one, you can right-click on the border that separates them and select the Join Area button. You will then have to click on the editor that you want to erase by pointing the arrow on it. Use the Join Area option to join two editors together You then have to choose which editor you want to remove by pointing and clicking on it. We are going to see another method of splitting editors that is nice. You can drag the top right corner of an editor and another editor will magically appear! If you want to join back two editors together, you will have to drag the top right corner in the direction of the editor that you want to remove. The last manipulation can be tricky at first, but with a little bit of practice, you will also be able to do it with closed eyes! The top right corner of an editor If you have multiple monitors, it could be a great idea to detach some editors in a separated window. With this, you could gain space and won't be overwhelmed by a condensed interface. In order to do this, you will need to press the Shift key and drag the top right corner of the editor with the Left Mouse Button (LMB). Some useful layout presets Blender offers you many predefined layouts that depend on the context of your creation. For instance, you can select the Animation preset in order to have all the major animation tools, or you can use the UV Editing preset in order to prepare your texturing. To switch between the presets, go to the top of the interface (in the Info editor, near the Help menu) and click on the drop-down menu. If you want, you can add new presets by clicking on the plus sign or delete presets by clicking on the X button. If you want to rename a preset, simply enter a new name in the corresponding text field. The following screenshot shows the Layout presets drop-down menu: The layout presets drop-down menu Setting up your preferences When we start learning new software, it's good to know how to set up your preferences. Blender has a large number of options, but we will show you just the basic ones in order to change the default navigation style or to add new tools that we call add-ons in Blender. An introduction to the Preferences window The preferences window can be opened by navigating to the File menu and selecting the User Preferences option. If you want, you can use the Ctrl + Alt + U shortcut or the Cmd key and comma key on a Mac system. There are seven tabs in this window as shown here: The different tabs that compose the Preferences window A nice thing that Blender offers is the ability to change its default theme. For this, you can go to the Themes tab and choose between different presets or even change the aspect of each interface elements. Another useful setting to change is the number of undo that is 32 steps, by default. To change this number, go to the Editing tab and under the Undo label, slide the Steps to the desired value. Customizing the default navigation style We will now show you how to use a different style of navigation in the viewport. In many other 3D programs, such as Autodesk Maya®, you can use the Alt key in order to navigate in the 3D view. In order to activate this in Blender, navigate to the Input tab, and under the Mouse section, check the Emulate 3 Button Mouse option. Now if you want to use this navigation style in the viewport, you can press Alt and LMB to orbit around, Ctrl + Alt and the LMB to zoom, and Alt + Shift and the LMB to pan. Remember these shortcuts as they will be very useful when we enter the sculpting mode while using a pen tablet. The Emulate 3 Button Mouse checkbox is shown as follows: The Emulate 3 Button Mouse will be very useful when sculpting using a pen tablet Another useful setting is the Emulate Numpad. It allows you to use the numeric keys that are above the QWERTY keys in addition to the numpad keys. This is very useful for changing the views if you have a laptop without a numpad, or if you want to improve your workflow speed. The Emulate Numpad allows you to use the numeric keys above the QWERTY keys in order to switch views or toggle the perspective on or off Improving Blender with add-ons If you want even more tools, you can install what is called as add-ons on your copy of Blender. Add-ons, also called Plugins or Scripts, are Python files with the .py extension. By default, Blender comes with many disabled add-ons ordered by category. We will now activate two very useful add-ons that will improve our speed while modeling. First, go to the Add-ons tab, and click on the Mesh button in the category list at the left. Here, you will see all the default mesh add-ons available. Click on the check-boxes at the left of the Mesh: F2 and Mesh: LoopTools subpanels in order to activate these add-ons. If you know the name of the add-on you want to activate, you can try to find it by typing its name in the search bar. There are many websites where you can download free add-ons, starting from the official Blender website. If you want to install a script, you can click on the Install from File button and you will be asked to select the corresponding Python file. The official Blender Add-ons Catalog You can find it at http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts. The following screenshot shows the steps for activating the add-ons: Steps for Add-ons activation Where are the add-ons on the hard-disk? All the scripts are placed in the add-ons folder that is located wherever you have installed Blender on your hard disk. This folder will usually be at Your Installation PathBlender FoundationBlender2.VersionNumberscriptsaddons. If you find it easier, you can drop the Python files here instead of at the standard installation. Don't forget to click on the Save User Settings button in order to save all your changes! Summary In this article, you have learned the steps behind 3D creations. You know what a mesh is and what it is composed of. Then you have been introduced to navigation in Blender by manipulating the 3D viewport and going through the user preference menu. In the later sections, you configured some preferences and extended Blender by activating some add-ons. Resources for Article: Further resources on this subject: Editing the UV islands[article] Working with Blender[article] Designing Objects for 3D Printing [article]
Read more
  • 0
  • 0
  • 3159

article-image-building-solutions-using-patterns
Packt
16 Sep 2015
6 min read
Save for later

Building Solutions Using Patterns

Packt
16 Sep 2015
6 min read
In this article by Mark Brummel, the author of Learning Dynamics NAV Patterns, we will learn how to create an application using Dynamics Nav. While creating an application, we can apply patterns and coding concepts into a new module that is recognizable for the users to be as a Microsoft Dynamics NAV application, and is easy to understand and maintain by other developers. The solution that we will make is for a small bed and breakfast (B&B), allowing them to manage their rooms and reservations. This can be integrated into the financial part of Dynamics NAV. It is not the intention of this article to make a full-featured finished product. We will discuss the basic design principles, and the decision making processes. Therefore, we simplify the functional process. One of the restrictions in our application is that we rent rooms per night. This article will be covering the following topics: Building blocks Creating the Table objects (For more resources related to this topic, see here.) Building blocks We borrowed the term classes from the object-oriented programming as a collection of things that belong together. Classes can be tables or code units in Microsoft Dynamics NAV. The first step in our process is to define the classes. These will be created as tables or code units, following the patterns that we have learned: Setup This is the generic set of parameters for the application. Guest This is the person who stays at our B&B. This can be one or two persons, or a group (family). Room Our B&B has a number of rooms with different attributes that determine the price, together with the season. Season This is the time of the year. Price This is the price for one night in a room. Reservation Rooms can be reserved on a daily basis with a starting and ending date. Stay This is the set of one or more consecutive nights at our B&B. Check-In This is the start of a stay, checking in for reservation. Check-Out At the end of a stay, we would like to send a bill. Clean Whenever a room is cleaned, we would like to register this. Evaluation Each stay can be evaluated by a customer. Invoice This generate a Sales Invoice for a Stay. Apply Architectural Patterns The second step is to decide per class which Architectural Patterns we can use. In some special cases, we might need to write down new patterns, based on the data structures that are not used in the standard application. Setup For the application setup, we will use the Singleton pattern. This allows us to define a single set of values for the entire application that is kept in memory during the lifetime of the system. Guest To register our guests, we will use the standard Customer table in Dynamics NAV. This has pros and cons. The good thing about doing this is the ability to use all the standard analysis options in the application for our customers without reinventing the wheel. Some B&B users might decide to also sell souvenirs or local products so that they can use items and the standard trade part of Dynamics NAV. We can also use the campaigns in the Relationship Management module. The bad part, or challenge, is upgradability. If we were to add fields to the customer table, or modify the standard page elements, we will have to merge these into the application each time we get a new version of the product, which is once per month. We will use the new delta file, as well as the testability framework to challenge this. Room The architectural pattern for a room is a tough decision. Most users of our system run a small B&B, so we can consider rooms to be the setup data. Number Series is not a required pattern. We will therefore decide to implement a Supplemental Table. Season Each B&B can setup their own seasons. They are used to determine price, but when not used, the system will have to work too. We implement a Supplemental Table too. Price Rooms can have a default price, or a price per season and a guest. Based on this requirement, we will implement the Rules Pattern that allows us a complex array of setup values. Reservation We want to carefully trace reservations and cancellations per room and per guest. We would like to analyze the data based on the season. For this feature, we will implement the Journal-Batch-Line pattern and introduce an Entry table that is managed by the Journal. Stay We would like to register each unique stay in our system rather than individual nights. This allows us to easily combine parameters, and generate a total price. We will implement this as a Master Data, based on the requirement to be able to use number series. The Stay does not have requirements for a lines table, nor does it represent a document in our organization. Check-In When a guest checks in to the bed and breakfast, we can check a reservation and apply the reservation to the Stay. Check-Out When a guest leaves, we would like to setup the final bill, and ask to evaluate the stay. This process will be a method on the Stay class with encapsulated functions, creating the sales invoice, and generating an evaluation document. Clean Rooms have to be cleaned each day when a guest stays, but at least once a week when the room is empty. We will use the entry pattern without a journal. Clean will be a method on the Room class. Each day we will generate entries using the Job Queue Entry pattern. The Room will also have a method that indicates if a room has been cleaned. Evaluation A Stay in our B&B can be evaluated by our guests. The evaluation has a different criteria. We will use the Document Pattern. Invoice We can create the method as an encapsulated method of the Stay class. In order to link the Sales Invoice to the Stay, we will add the Stay No. field to the Sales Header, the Sales Invoice Header, and the Sales Cr.Memo Header tables. Creating the Table Objects Based on the Architectural Patterns, we can define a set of objects that we can start working with, which is as follows: Object names are limited to 30 characters, which is challenging for naming them. The Bed and Breakfast name illustrates this challenge. Only use abbreviation when the limitation of length is a problem. Summary In this article, you learned how to define classes for building an application. You have also learned about the kinds of architectural patterns that will be involved in creating the classes in your application. Resources for Article: Further resources on this subject: Performance by Design [article] Advanced Data Access Patterns [article] Formatting Report Items and Placeholders [article]
Read more
  • 0
  • 0
  • 991

article-image-groovy-closures
Packt
16 Sep 2015
9 min read
Save for later

Groovy Closures

Packt
16 Sep 2015
9 min read
In this article by Fergal Dearle, the author of the book Groovy for Domain-Specific Languages - Second Edition, we will focus exclusively on closures. We will take a close look at them from every angle. Closures are the single most important feature of the Groovy language. Closures are the special seasoning that helps Groovy stand out from Java. They are also the single most powerful feature that we will use when implementing DSLs. In the article, we will discuss the following topics: We will start by explaining just what a closure is and how we can define some simple closures in our Groovy code We will look at how many of the built-in collection methods make use of closures for applying iteration logic, and see how this is implemented by passing a closure as a method parameter We will look at the various mechanisms for calling closures A handy reference that you might want to consider having at hand while you read this article is GDK Javadocs, which will give you full class descriptions of all of the Groovy built-in classes, but of particular interest here is groovy.lang.Closure. (For more resources related to this topic, see here.) What is a closure Closures are such an unfamiliar concept to begin with that it can be hard to grasp initially. Closures have characteristics that make them look like a method in so far as we can pass parameters to them and they can return a value. However, unlike methods, closures are anonymous. A closure is just a snippet of code that can be assigned to a variable and executed later: def flintstones = ["Fred","Barney"] def greeter = { println "Hello, ${it}" } flintstones.each( greeter ) greeter "Wilma" greeter = { } flintstones.each( greeter ) greeter "Wilma" Because closures are anonymous, they can easily be lost or overwritten. In the preceding example, we defined a variable greeter to contain a closure that prints a greeting. After greeter is overwritten with an empty closure, any reference to the original closure is lost. It's important to remember that greeter is not the closure. It is a variable that contains a closure, so it can be supplanted at any time. Because greeter has a dynamic type, we could have assigned any other object to it. All closures are a subclass of the type groovy.lang.Closure. Because groovy.lang is automatically imported, we can refer to Closure as a type within our code. By declaring our closures explicitly as Closure, we cannot accidentally assign a non-closure to them: Closure greeter = { println it } For each closure that is declared in our code, Groovy generates a Closure class for us, which is a subclass of groovy.lang.Closure. Our closure object is an instance of this class. Although we cannot predict what exact type of closure is generated, we can rely on it being a subtype of groovy.lang.Closure. Closures and collection methods We will encounter Groovy lists and see some of the iteration functions, such as the each method: def flintstones = ["Fred","Barney"] flintstones.each { println "Hello, ${it}" } This looks like it could be a specialized control loop similar to a while loop. In fact, it is a call to the each method of Object. The each method takes a closure as one of its parameters, and everything between the curly braces {} defines another anonymous closure. Closures defined in this way can look quite similar to code blocks, but they are not the same. Code defined in a regular Java or Groovy style code block is executed as soon as it is encountered. With closures, the block of code defined in the curly braces is not executed until the call() method of the closure is made: println "one" def two = { println "two" } println "three" two.call() println "four" Will print the following: one three two four Let's dig a bit deeper into the structure of the each of the calls shown in the preceding code. I refer to each as a call because that's what it is—a method call. Groovy augments the standard JDK with numerous helper methods. This new and improved JDK is referred to as the Groovy JDK, or GDK for short. In the GDK, Groovy adds the each method to the java.lang.Object class. The signature of the each method is as follows: Object each(Closure closure) The java.lang.Object class has a number of similar methods such as each, find, every, any, and so on. Because these methods are defined as part of Object, you can call them on any Groovy or Java object. They make little sense on most objects, but they do something sensible if not very useful: given: "an Integer" def number = 1 when: "we call the each method on it" number.each { println it } then: "just the object itself gets passed into the Closure" "1" == output() These methods all have specific implementations for all of the collection types, including arrays, lists, ranges, and maps. So, what is actually happening when we see the call to flintstones.each is that we are calling the list's implementation of the each method. Because each takes a Closure as its last and only parameter, the following code block is interpreted by Groovy as an anonymous Closure object to be passed to the method. The actual call to the closure passed to each is deferred until the body of the each method itself is called. The closure may be called multiple times—once for every element in the collection. Closures as method parameters We already know that parentheses around method parameters are optional, so the previous call to each can also be considered equivalent to: flintstones.each ({ println "Hello, ${it}") Groovy has a special handling for methods whose last parameter is a closure. When invoking these methods, the closure can be defined anonymously after the method call parenthesis. So, yet another legitimate way to call the preceding line is: flintstones.each() { println "hello, ${it}" } The general convention is not to use parentheses unless there are parameters in addition to the closure: given: def flintstones = ["Fred", "Barney", "Wilma"] when: "we call findIndexOf passing int and a Closure" def result = flintstones.findIndexOf(0) { it == 'Wilma'} then: result == 2 The signature of the GDK findIndexOf method is: int findIndexOf(int, Closure) We can define our own methods that accept closures as parameters. The simplest case is a method that accepts only a single closure as a parameter: def closureMethod(Closure c) { c.call() } when: "we invoke a method that accepts a closure" closureMethod { println "Closure called" } then: "the Closure passed in was executed" "Closure called" == output() Method parameters as DSL This is an extremely useful construct when we want to wrap a closure in some other code. Suppose we have some locking and unlocking that needs to occur around the execution of a closure. Rather than the writer of the code to locking via a locking API call, we can implement the locking within a locker method that accepts the closure: def locked(Closure c) { callToLockingMethod() c.call() callToUnLockingMethod() } The effect of this is that whenever we need to execute a locked segment of code, we simply wrap the segment in a locked closure block, as follows: locked { println "Closure called" } In a small way, we are already writing a mini DSL when we use these types on constructs. This call to the locked method looks, to all intents and purposes, like a new language construct, that is, a block of code defining the scope of a locking operation. When writing methods that take other parameters in addition to a closure, we generally leave the Closure argument to last. As already mentioned in the previous section, Groovy has a special syntax handling for these methods, and allows the closure to be defined as a block after the parameter list when calling the method: def closureMethodInteger(Integer i, Closure c) { println "Line $i" c.call() } when: "we invoke a method that accepts an Integer and a Closure" closureMethodInteger(1) { println "Line 2" } then: "the Closure passed in was executed with the parameter" """Line 1 Line 2""" == output() Forwarding parameters Parameters passed to the method may have no impact on the closure itself, or they may be passed to the closure as a parameter. Methods can accept multiple parameters in addition to the closure. Some may be passed to the closure, while others may not: def closureMethodString(String s, Closure c) { println "Greet someone" c.call(s) } when: "we invoke a method that accepts a String and a Closure" closureMethodString("Dolly") { name -> println "Hello, $name" } then: "the Closure passed in was executed with the parameter" """Greet someone Hello, Dolly""" == output() This construct can be used in circumstances where we have a look-up code that needs to be executed before we have access to an object. Say we have customer records that need to be retrieved from a database before we can use them: def withCustomer (id, Closure c) { def cust = getCustomerRecord(id) c.call(cust) } withCustomer(12345) { customer -> println "Found customer ${customer.name}" } We can write an updateCustomer method that saves the customer record after the closure is invoked, and amend our locked method to implement transaction isolation on the database, as follows: class Customer { String name } def locked (Closure c) { println "Transaction lock" c.call() println "Transaction release" } def update (customer, Closure c) { println "Customer name was ${customer.name}" c.call(customer) println "Customer name is now ${customer.name}" } def customer = new Customer(name: "Fred") At this point, we can write code that nests the two method calls by calling update as follows: locked { update(customer) { cust -> cust.name = "Barney" } } This outputs the following result, showing how the update code is wrapped by updateCustomer, which retrieves the customer object and subsequently saves it. The whole operation is wrapped by locked, which includes everything within a transaction: Transaction lock Customer name was Fred Customer name is now Barney Transaction release Summary In this article, we covered closures in some depth. We explored the various ways to call a closure and the means of passing parameters. We saw how we can pass closures as parameters to methods, and how this construct can allow us to appear to add mini DSL syntax to our code. Closures are the real "power" feature of Groovy, and they form the basis of most of the DSLs. Resources for Article: Further resources on this subject: Using Groovy Closures Instead of Template Method [article] Metaprogramming and the Groovy MOP [article] Clojure for Domain-specific Languages - Design Concepts with Clojure [article]
Read more
  • 0
  • 0
  • 3406
article-image-implementing-microsoft-dynamics-ax
Packt
16 Sep 2015
6 min read
Save for later

Implementing Microsoft Dynamics AX

Packt
16 Sep 2015
6 min read
 In this article by Yogesh Kasat and JJ Yadav, authors of the book Microsoft Dynamics AX Implementation Guide, you will learn one of the important topic in Microsoft Dynamics AX implementation process—configuration data management. (For more resources related to this topic, see here.) The configuration of an ERP system is one of the most important parts of the process. Configuration means setting up the base data and parameters to enable your product features such as financial, shipping, sales tax, and so on. Microsoft Dynamics AX has been developed based on the generic requirements of various organizations and contains the business processes belonging to diverse business segments. It is a very configurable product that allows the implementation team to configure features based on specific business needs. During the project, the implementation team identifies the relevant components of the system and sets up and aligns these components to meet the specific business requirements. This process starts in the analysis phase of the project carrying on through the design, development, and deployment phases. Configuration management is different from data migration. Data migration broadly covers the transactional data of the legacy system and core data such as Opening balances, Open AR, Open AP, customers, vendors, and so on. When we talk about configuration management, we are referring to items like fiscal years and periods, chart of accounts, segments, and defining applicable rules, journal types, customer groups, terms of payments, module-based parameters, workflows, number sequences, and the like. In a broader sense, configuration covers the basic parameters, setup data, and reference data which you configure for the different modules in Dynamics AX. The following diagram shows the different phases of configuration management: In any ERP implementation project, you deal with multiple environments. For example, you start with CRP, after the development you move to the test environment, and then training, UAT, and production, as shown in the following diagram: One of the biggest challenges that an implementation team faces is moving the configuration from one environment to another. If configurations keep changing in every environment, it becomes more difficult to manage them. Similar to code promotion and release management across environments, configuration changes need to be tracked through a change-control process across environments to ensure that you are testing with a consistent set of configurations. The objective is to keep track of all the configuration changes and make sure that they make it to the final cut in the production environment. The following sections outline some approaches used for configuration data management in the Dynamics AX project. The golden environment An environment that is pristine without any transactions—the golden environment—is sometimes referred to as a stage or pre-prod environment. Create the configurations from scratch and/or use various tools to create and update the configuration data. Develop a process to update the configuration in the golden environment once it has been changed and approved in the test environments. The golden environment can be turned into a production environment or the data can be copied over to the production environment using database restore. The golden environment database can be used as a starting point for every run of data migration. For example, if you are preparing for UAT, use the golden environment database as a starting point. Copy to UAT and perform data migration in your UAT environment. This would ensure time you are testing with the golden configurations (If the configuration is missing in the golden environment, you would be able to catch it during testing and fix your UAT and the golden environment too). The pros of the golden environment are given as follows: The golden environment is a single environment for controlling the configuration data It uses all the tools available for the initial configuration There are less number of chances for corruption of the configuration data The cons of the golden environment are given as follows: There is a risk of missing configuration updates due to not following the processes (as the configuration updates are made directly in the testing and UAT environments). There are chances of migrating the revision data into the production environment like workflow history, address revisions, and policies versions. There is a risk of migrating environment-specific data from the golden environment to the production environment. This is not useful for a project going live in multiple phases, as you will not be able to transfer the incremental configuration data using database restore. You must keep the environment in sync with the latest code. Copying the template company In this approach, the implementation team typically defines a template legal entity and configures the template company from scratch. Once completed, the template company's configuration data is copied over to the actual legal entity using the data export/import process. This approach is useful for projects going live in multiple phases, where a global template is created and used across different legal entities. Whereas, in AX 2012, a lot configuration data is shared and it makes it almost impossible to copy the company data. Building configuration templates In this approach, the implementation team typically builds a repository of all the configurations done in a file, imports them in each subsequent environment, and finally, in the production environment. The pros of building configuration templates are as follows: It is a clean approach. You can version-control the configuration file. This approach is very useful for projects going live in multiple phases, as you can import the incremental configuration data in the subsequent releases. This approach may need significant development efforts to create the X+ scripts or DIXF custom entities to import all the required configurations. Summary Clearly there are several options to choose from for configuration data management but they have their own pros and cons. While building configuration template is ideal solution for configuration data management it could be costly as it may need significant development effort to build custom entity to export and import data across environments. The golden environment process is widely used on the implementation projects as it’s easy to manage and require minimal development team involvement. Resources for Article: Further resources on this subject: Web Services and Forms[article] Setting Up and Managing E-mails and Batch Processing[article] Integrating Microsoft Dynamics GP Business Application fundamentals[article]
Read more
  • 0
  • 0
  • 4251

article-image-building-wpf-net-client
Packt
16 Sep 2015
8 min read
Save for later

Building a WPF .NET Client

Packt
16 Sep 2015
8 min read
In this article by Einar Ingebrigtsen, author of the book SignalR: Real-time Application Development - Second Edition we will bring the full feature set of what we've built so far for the web onto the desktop through a WPF .NET client. There are quite a few ways of developing Windows client solutions, and WPF was introduced back in 2005 and has become one of the most popular ways of developing software for Windows. In WPF, we have something called XAML, which is what Windows Phone development supports and is also the latest programming model in Windows 10. In this chapter, the following topics will be covered: MVVM Brief introduction to the SOLID principles XAML WPF (For more resources related to this topic, see here.) Decoupling it all So you might be asking yourself, what is MVVM? It stands for Model View ViewModel: a pattern for client development that became very popular in the XAML stack, enabled by Microsoft based on Martin Fowlers presentation model (http://martinfowler.com/eaaDev/PresentationModel.html). Its principle is that you have a ViewModel that holds the state and exposes behavior that can be utilized from a view. The view observes any changes of the state the ViewModel exposes, making the ViewModel totally unaware that there is a View. The ViewModel is decoupled and can be put in isolation and is perfect for automated testing. As part of the state that the ViewModel typically holds is the model part, which is something it usually gets from the server, and a SignalR hub is the perfect transport to get this. It boils down to recognizing the different concerns that make up the frontend and separating it all. This gives us the following diagram: Decoupling – the next level In this chapter, one of the things we will brush up is the usage of the Dependency Inversion Principle, the D of SOLID. Let's start with the first principle: the S in SOLID of Single Responsibility Principle, which states that a method or a class should only have one reason to change and only have one responsibility. With this, we can't have our units take on more than one responsibility and need help from collaborators to do the entire job. These collaborators are things we now depend on and we should represent these dependencies clearly to our units so that anyone or anything instantiating it knows what we are depending on. We have now flipped around the way in which we get dependencies. Instead of the unit trying to instantiate everything itself, we now clearly state what we need as collaborators, opening up for the calling code to decide what implementations of these dependencies you want to pass on. Also, this is an important aspect; typically, you'd want the dependencies expressed in the form of interfaces, yielding flexibility for the calling code. Basically, what this all means is that instead of a unit or system instantiating and managing its dependencies, we decouple and let something called as the Inversion of Control container deal with this. In the sample, we will use an IoC (Inversion of Control) container called Ninject that will deal with this for us. What it basically does is manage what implementations to give to the dependency specified on the constructor. Often, you'll find that the dependencies are interfaces in C#. This means one is not coupled to a specific implementation and has the flexibility of changing things at runtime based on configuration. Another role of the IOC container is to govern the life cycle of the dependencies. It is responsible for knowing when to create new instances and when to reuse an instance. For instance, in a web application, there are some systems that you want to have a life cycle of per request, meaning that we will get the same instance for the lifetime of a web request. The life cycle is configurable in what is known as a binding. When you explicitly set up the relationship between a contract (interface) and its implementation, you can choose to set up the life cycle behavior as well. Building for the desktop The first thing we will need is a separate project in our solution: Let's add it by right-clicking on the solution in Solution Explorer and navigating to Add | New Project: In the Add New Project dialog box, we want to make sure the .NET Framework 4.5.1 is selected. We could have gone with 4.5, but some of the dependencies that we're going to use have switched to 4.5.1. This is the latest version of the .NET Framework at the time of writing, so if you can, use it. Make sure to select Windows Desktop and then select WPF Application. Give the project the name SignalRChat.WPF and then click on the OK button: Setting up the packages We will need some packages to get started properly. This process is described in detail in Chapter 1, The Primer. Let's start off by adding SignalR, which is our primary framework that we will be working with to move on. We will be pulling this using NuGet, as described in Chapter 1, The Primer: Right-click on the References in Solution Explorer and select Manage NuGet Packages, and type Microsoft.AspNet.SignalR.Client in the Search dialog box. Select it and click on Install. Next, we're going to pull down something called as Bifrost. Bifrost is a library that helps us build MVVM-based solutions on WPF; there are a few other solutions out there, but we'll focus on Bifrost. Add a package called Bifrost.Client. Then, we need the package that gives us the IOC container called Ninject, working together with Bifrost. Add a package called Bifrost.Ninject. Observables One of the things that is part of WPF and all other XAML-based platforms is the notion of observables; be it in properties or collections that will notify when they change. The notification is done through well-known interfaces for this, such as INotifyPropertyChanged or INotifyCollectionChanged. Implementing these interfaces quickly becomes tedious all over the place where you want to notify everything when there are changes. Luckily, there are ways to make this pretty much go away. We can generate the code for this instead, either at runtime or at build time. For our project, we will go for a build-time solution. To accomplish this, we will use something called as Fody and a plugin for it called PropertyChanged. Add another NuGet package called PropertyChanged.Fody. If you happen to get problems during compiling, it could be the result of the dependency to a package called Fody not being installed. This happens for some versions of the package in combination with the latest Roslyn compiler. To fix this, install the NuGet package called Fody explicitly. Now that we have all the packages, we will need some configuration in code: Open the App.xam.cs file and add the following statement: using Bifrost.Configuration; The next thing we will need is a constructor for the App class: public App() { Configure.DiscoverAndConfigure(); } This will tell Bifrost to discover the implementations of the well-known interfaces to do the configuration. Bifrost uses the IoC container internally all the time, so the next thing we will need to do is give it an implementation. Add a class called ContainerCreator at the root of the project. Make it look as follows: using Bifrost.Configuration; using Bifrost.Execution; using Bifrost.Ninject; using Ninject; namespace SignalRChat.WPF { public class ContainerCreator : ICanCreateContainer { public IContainer CreateContainer() { var kernel = new StandardKernel(); var container = new Container(kernel); return container; } } } We've chosen Ninject among others that Bifrost supports, mainly because of familiarity and habit. If you happen to have another favorite, Bifrost supports a few. It's also fairly easy to implement your own support; just go to the source at http://github.com/dolittle/bifrost to find reference implementations. In order for Bifrost to be targeting the desktop, we need to tell it through configuration. Add a class called Configurator at the root of the project. Make it look as follows: using Bifrost.Configuration; namespace SignalRChat.WPF { public class Configurator : ICanConfigure { public void Configure(IConfigure configure) { configure.Frontend.Desktop(); } } } Summary Although there are differences between creating a web solution and a desktop client, the differences have faded over time. We can apply the same principles across the different environments; it's just different programming languages. The SignalR API adds the same type of consistency in thinking, although not as matured as the JavaScript API with proxy generation and so on; still the same ideas and concepts are found in the underlying API. Resources for Article: Further resources on this subject: The Importance of Securing Web Services [article] Working with WebStart and the Browser Plugin [article] Microsoft Azure – Developing Web API for Mobile Apps [article]
Read more
  • 0
  • 0
  • 7972
Modal Close icon
Modal Close icon