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How-To Tutorials

7019 Articles
article-image-blueprint-class
Packt
08 Jul 2015
26 min read
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The Blueprint Class

Packt
08 Jul 2015
26 min read
In this article by Nitish Misra, author of the book, Learning Unreal Engine Android Game Development, mentions about the Blueprint class. You would need to do all the scripting and everything else only once. A Blueprint class is an entity that contains actors (static meshes, volumes, camera classes, trigger box, and so on) and functionalities scripted in it. Looking at our example once again of the lamp turning on/off, say you want to place 10 such lamps. With a Blueprint class, you would just have to create and script once, save it, and duplicate it. This is really an amazing feature offered by UE4. (For more resources related to this topic, see here.) Creating a Blueprint class To create a Blueprint class, click on the Blueprints button in the Viewport toolbar, and in the dropdown menu, select New Empty Blueprint Class. A window will then open, asking you to pick your parent class, indicating the kind of Blueprint class you wish to create. At the top, you will see the most common classes. These are as follows: Actor: An Actor, as already discussed, is an object that can be placed in the world (static meshes, triggers, cameras, volumes, and so on, all count as actors) Pawn: A Pawn is an actor that can be controlled by the player or the computer Character: This is similar to a Pawn, but has the ability to walk around Player Controller: This is responsible for giving the Pawn or Character inputs in the game, or controlling it Game Mode: This is responsible for all of the rules of gameplay Actor Component: You can create a component using this and add it to any actor Scene Component: You can create components that you can attach to other scene components Apart from these, there are other classes that you can choose from. To see them, click on All Classes, which will open a menu listing all the classes you can create a Blueprint with. For our key cube, we will need to create an Actor Blueprint Class. Select Actor, which will then open another window, asking you where you wish to save it and what to name it. Name it Key_Cube, and save it in the Blueprint folder. After you are satisfied, click on OK and the Actor Blueprint Class window will open. The Blueprint class user interface is similar to that of Level Blueprint, but with a few differences. It has some extra windows and panels, which have been described as follows: Components panel: The Components panel is where you can view, and add components to the Blueprint class. The default component in an empty Blueprint class is DefaultSceneRoot. It cannot be renamed, copied, or removed. However, as soon as you add a component, it will replace it. Similarly, if you were to delete all of the components, it will come back. To add a component, click on the Add Component button, which will open a menu, from where you can choose which component to add. Alternatively, you can drag an asset from the Content Browser and drop it in either the Graph Editor or the Components panel, and it will be added to the Blueprint class as a component. Components include actors such as static or skeletal meshes, light actors, camera, audio actors, trigger boxes, volumes, particle systems, to name a few. When you place a component, it can be seen in the Graph Editor, where you can set its properties, such as size, position, mobility, material (if it is a static mesh or a skeletal mesh), and so on, in the Details panel. Graph Editor: The Graph Editor is also slightly different from that of Level Blueprint, in that there are additional windows and editors in a Blueprint class. The first window is the Viewport, which is the same as that in the Editor. It is mainly used to place actors and set their positions, properties, and so on. Most of the tools you will find in the main Viewport (the editor's Viewport) toolbar are present here as well. Event Graph: The next window is the Event Graph window, which is the same as a Level Blueprint window. Here, you can script the components that you added in the Viewport and their functionalities (for example, scripting the toggling of the lamp on/off when the player is in proximity and moves away respectively). Keep in mind that you can script the functionalities of the components only present within the Blueprint class. You cannot use it directly to script the functionalities of any actor that is not a component of the Class. Construction Script: Lastly, there is the Construction Script window. This is also similar to the Event Graph, as in you can set up and connect nodes, just like in the Event Graph. The difference here is that these nodes are activated when you are constructing the Blueprint class. They do not work during runtime, since that is when the Event Graph scripts work. You can use the Construction Script to set properties, create and add your own property of any of the components you wish to alter during the construction, and so on. Let's begin creating the Blueprint class for our key cubes. Viewport The first thing we need are the components. We require three components: a cube, a trigger box, and a PostProcessVolume. In the Viewport, click on the Add Components button, and under Rendering, select Static Mesh. It will add a Static Mesh component to the class. You now need to specify which Static Mesh you want to add to the class. With the Static Mesh actor selected in the Components panel, in the actor's Details panel, under the Static Mesh section, click on the None button and select TemplateCube_Rounded. As soon as you set the mesh, it will appear in the Viewport. With the cube selected, decrease its scale (located in the Details panel) from 1 to 0.2 along all three axes. The next thing we need is a trigger box. Click on the Add Component button and select Box Collision in the Collision section. Once added, increase its scale from 1 to 9 along all three axes, and place it in such a way that its bottom is in line with the bottom of the cube. The Construction Script You could set its material in the Details panel itself by clicking on the Override Materials button in the Rendering section, and selecting the key cube material. However, we are going to assign its material using Construction Script. Switch to the Construction Script tab. You will see a node called Construction Script, which is present by default. You cannot delete this node; this is where the script starts. However, before we can script it in, we will need to create a variable of the type Material. In the My Blueprint section, click on Add New and select Variable in the dropdown menu. Name this variable Key Cube Material, and change its type from Bool (which is the default variable type) to Material in the Details panel. Also, be sure to check the Editable box so that we can edit it from outside the Blueprint class. Next, drag the Key Cube Material variable from the My Blueprint panel, drop it in the Graph Editor, and select Set when the window opens up. Connect this to the output pin of the Construction Script node. Repeat this process, only this time, select Get and connect it to the input pin of Key Cube Material. Right-click in the Graph Editor window and type in Set Material in the search bar. You should see Set Material (Static Mesh). Click on it and add it to the scene. This node already has a reference of the Static Mesh actor (TemplateCube_Rounded), so we will not have to create a reference node. Connect this to the Set node. Finally, drag Key Cube Material from My Blueprint, drop it in the Graph Editor, select Get, and connect it to the Material input pin. After you are done, hit Compile. We will now be able to set the cube's material outside of the Blueprint class. Let's test it out. Add the Blueprint class to the level. You will see a TemplateCube_Rounded actor added to the scene. In its Details panel, you will see a Key Cube Material option under the Default section. This is the variable we created inside our Construction Script. Any material we add here will be added to the cube. So, click on None and select KeyCube_Material. As soon as you select it, you will see the material on the cube. This is one of the many things you can do using Construction Script. For now, only this will do. The Event Graph We now need to script the key cube's functionalities. This is more or less the same as what we did in the Level Blueprint with our first key cube, with some small differences. In the Event Graph panel, the first thing we are going to script is enabling and disabling input when the player overlaps and stops overlapping the trigger box respectively. In the Components section, right-click on Box. This will open a menu. Mouse over Add Event and select Add OnComponentBeginOverlap. This will add a Begin Overlap node to the Graph Editor. Next, we are going to need a Cast node. A Cast node is used to specify which actor you want to use. Right-click in the Graph Editor and add a Cast to Character node. Connect this to the OnComponentBeginOverlap node and connect the other actor pin to the Object pin of the Cast to Character node. Finally, add an Enable Input node and a Get Player Controller node and connect them as we did in the Level Blueprint. Next, we are going to add an event for when the player stops overlapping the box. Again, right-click on Box and add an OnComponentEndOverlap node. Do the exact same thing you did with the OnComponentBeginOverlap node; only here, instead of adding an Enable Input node, add a Disable Input node. The setup should look something like this: You can move the key cube we had placed earlier on top of the pedestal, set it to hidden, and put the key cube Blueprint class in its place. Also, make sure that you set the collision response of the trigger actor to Ignore. The next step is scripting the destruction of the key cube when the player touches the screen. This, too, is similar to what we had done in Level Blueprint, with a few differences. Firstly, add a Touch node and a Sequence node, and connect them to each other. Next, we need a Destroy Component node, which you can find under Components | Destroy Component (Static Mesh). This node already has a reference to the key cube (Static Mesh) inside it, so you do not have to create an external reference and connect it to the node. Connect this to the Then 0 node. We also need to activate the trigger after the player has picked up the key cube. Now, since we cannot call functions on actors outside the Blueprint class directly (like we could in Level Blueprint), we need to create a variable. This variable will be of the type Trigger Box. The way this works is, when you have created a Trigger Box variable, you can assign it to any trigger in the level, and it will call that function to that particular trigger. With that in mind, in the My Blueprint panel, click on Add New and create a variable. Name this variable Activated Trigger Box, and set its type to Trigger Box. Finally, make sure you tick on the Editable box; otherwise, you will not be able to assign any trigger to it. After doing that, create a Set Collision Response to All Channels node (uncheck the Context Sensitive box), and set the New Response option to Overlap. For the target, drag the Activated Trigger Box variable, drop it in the Graph Editor, select Get, and connect it to the Target input. Finally, for the Post Process Volume, we will need to create another variable of the type PostProcessVolume. You can name this variable Visual Indicator, again, while ensuring that the Editable box is checked. Add this variable to the Graph Editor as well. Next, click on its pin, drag it out, and release it, which will open the actions menu. Here, type in Enabled, select Set Enabled, and check Enabled. Finally, add a Delay node and a Destroy Actor and connect them to the Set Enabled node, in that order. Your setup should look something like this: Back in the Viewport, you will find that under the Default section of the Blueprint class actor, two more options have appeared: Activated Trigger Box and Visual Indicator (the variables we had created). Using this, you can assign which particular trigger box's collision response you want to change, and which exact post process volume you want to activate and destroy. In front of both variables, you will see a small icon in the shape of an eye dropper. You can use this to choose which external actor you wish to assign the corresponding variable. Anything you scripted using those variables will take effect on the actor you assigned in the scene. This is one of the many amazing features offered by the Blueprint class. All we need to do now for the remaining key cubes is: Place them in the level Using the eye dropper icon that is located next to the name of the variables, pick the trigger to activate once the player has picked up the key cube, and which post process volume to activate and destroy. In the second room, we have two key cubes: one to activate the large door and the other to activate the door leading to the third room. The first key cube will be placed on the pedestal near the big door. So, with the first key cube selected, using the eye dropper, select the trigger box on the pedestal near the big door for the Activated Trigger Box variable. Then, pick the post process volume inside which the key cube is placed for the Visual Indicator variable. The next thing we need to do is to open Level Blueprint and script in what happens when the player places the key cube on the pedestal near the big door. Doing what we did in the previous room, we set up nodes that will unhide the hidden key cube on the pedestal, and change the collision response of the trigger box around the big door to Overlap, ensuring that it was set to Ignore initially. Test it out! You will find that everything is working as expected. Now, do the same with the remaining key cubes. Pick which trigger box and which post process volume to activate when you touch on the screen. Then, in the Level Blueprint, script in which key cube to unhide, and so on (place the key cubes we had placed earlier on the pedestals and set it to Hidden), and place the Blueprint class key cube in its place. This is one of the many ways you can use Blueprint class. You can see it takes a lot of work and hassle. Let us now move on to Artificial intelligence. Scripting basic AI Coming back to the third room, we are now going to implement AI in our game. We have an AI character in the third room which, when activated, moves. The main objective is to make a path for it with the help of switches and prevent it from falling. When the AI character reaches its destination, it will unlock the key cube, which the player can then pick up and place on the pedestal. We first need to create another Blueprint class of the type Character, and name it AI_Character. When created, double-click on it to open it. You will see a few components already set up in the Viewport. These are the CapsuleComponent (which is mainly used for collision), ArrowComponent (to specify which side is the front of the character, and which side is the back), Mesh (used for character animation), and CharacterMovement. All four are there by default, and cannot be removed. The only thing we need to do here is add a StaticMesh for our character, which will be TemplateCube_Rounded. Click on Add Components, add a StaticMesh, and assign it TemplateCube_Rounded (in its Details panel). Next, scale this cube to 0.2 along all three axes and move it towards the bottom of the CapsuleComponent, so that it does not float in midair. This is all we require for our AI character. The rest we will handle in Level Blueprints. Next, place AI_Character into the scene on the Player side of the pit, with all of the switches. Place it directly over the Target Point actor. Next, open up Level Blueprint, and let's begin scripting it. The left-most switch will be used to activate the AI character, and the remaining three will be used to draw the parts of a path on which it will walk to reach the other side. To move the AI character, we will need an AI Move To node. The first thing we need is an overlapping event for the trigger over the first switch, which will enable the input, otherwise the AI character will start moving whenever the player touches the screen, which we do not want. Set up an Overlap event, an Enable Input node, and a Gate event. Connect the Overlap event to the Enable Input event, and then to the Gate node's Open input. The next thing is to create a Touch node. To this, we will attach an AI Move To node. You can either type it in or find it under the AI section. Once created, attach it to the Gate node's Exit pin. We now need to specify to the node which character we want to move, and where it should move to. To specify which character we want to move, select the AI character in the Viewport, and in the Level Blueprint's Graph Editor, right-click and create a reference for it. Connect it to the Pawn input pin. Next, for the location, we want the AI character to move towards the second Target Point actor, located on the other side of the pit. But first, we need to get its location in the world. With it selected, right-click in the Graph Editor, and type in Get Actor Location. This node returns an actor's location (coordinates) in the world (the one connected to it). This will create a Get Actor Location, with the Target Point actor connect to its input pin. Finally, connect its Return Value to the Destination input of the AI Move To node. If you were to test it out, you would find that it works fine, except for one thing: the AI character stops when it reaches the edge of the pit. We want it to fall off the pit if there is no path. For that, we will need a Nav Proxy Link actor. A Nav Proxy Link actor is used when an AI character has to step outside the Nav Mesh temporarily (for example, jump between ledges). We will need this if we want our AI character to fall off the ledge. You can find it in the All Classes section in the Modes panel. Place it in the level. The actor is depicted by two cylinders with a curved arrow connecting them. We want the first cylinder to be on one side of the pit and the other cylinder on the other side. Using the Scale tool, increase the size of the Nav Proxy Link actor. When placing the Nav Proxy Link actor, keep two things in mind: Make sure that both cylinders intersect in the green area; otherwise, the actor will not work Ensure that both cylinders are in line with the AI character; otherwise, it will not move in a straight line but instead to where the cylinder is located Once placed, you will see that the AI character falls off when it reaches the edge of the pit. We are not done yet. We need to bring the AI character back to its starting position so that the player can start over (or else the player will not be able to progress). For that, we need to first place a trigger at the bottom of the pit, making sure that if the AI character does fall into it, it overlaps the trigger. This trigger will perform two actions: first, it will teleport the AI character to its initial location (with the help of the first Target Point); second, it will stop the AI Move To node, or it will keep moving even after it has been teleported. After placing the trigger, open Level Blueprint and create an Overlap event for the trigger box. To this, we will add a Sequence node, since we are calling two separate functions for when the player overlaps the trigger. The first node we are going to create is a Teleport node. Here, we can specify which actor to teleport, and where. The actor we want to teleport is the AI character, so create a reference for it and connect it to the Target input pin. As for the destination, first use the Get Actor Location function to get the location of the first Target Point actor (upon which the AI character is initially placed), and connect it to the Dest Location input. To stop the AI character's movement, right-click anywhere in the Graph Editor, and first uncheck the Context Sensitive box, since we cannot use this function directly on our AI character. What we need is a Stop Active Movement node. Type it into the search bar and create it. Connect this to the Then 1 output node, and attach a reference of the AI character to it. It will automatically convert from a Character Reference into Character Movement component reference. This is all that we need to script for our AI in the third room. There is one more thing left: how to unlock the key cube. In the fourth room, we are going to use the same principle. Here, we are going to make a chain of AI Move To nodes, each connected to the previous one's On Success output pin. This means that when the AI character has successfully reached the destination (Target Point actor), it should move to the next, and so on. Using this, and what we have just discussed about AI, script the path that the AI will follow. Packaging the project Another way of packaging the game and testing it on your device is to first package the game, import it to the device, install it, and then play it. But first, we should discuss some settings regarding packaging, and packaging for Android. The Maps & Modes settings These settings deal with the maps (scenes) and the game mode of the final game. In the Editor, click on Edit and select Project settings. In the Project settings, Project category, select Maps & Modes. Let's go over the various sections: Default Maps: Here, you can set which map the Editor should open when you open the Project. You can also set which map the game should open when it is run. The first thing you need to change is the main menu map we had created. To do this, click on the downward arrow next to Game Default Map and select Main_Menu. Local Multiplayer: If your game has local multiplayer, you can alter a few settings regarding whether the game should have a split screen. If so, you can set what the layout should be for two and three players. Default Modes: In this section, you can set the default game mode the game should run with. The game mode includes things such as the Default Pawn class, HUD class, Controller class, and the Game State Class. For our game, we will stick to MyGame. Game Instance: Here, you can set the default Game Instance Class. The Packaging settings There are settings you can tweak when packaging your game. To access those settings, first go to Edit and open the Project settings window. Once opened, under the Project section click on Packaging. Here, you can view and tweak the general settings related to packaging the project file. There are two sections: Project and Packaging. Under the Project section, you can set options such as the directory of the packaged project, the build configuration to either debug, development, or shipping, whether you want UE4 to build the whole project from scratch every time you build, or only build the modified files and assets, and so on. Under the Packaging settings, you can set things such as whether you want all files to be under one .pak file instead of many individual files, whether you want those .pak files in chunks, and so on. Clicking on the downward arrow will open the advanced settings. Here, since we are packaging our game for distribution check the For Distribution checkbox. The Android app settings In the preceding section, we talked about the general packaging settings. We will now talk about settings specific to Android apps. This can be found in Project Settings, under the Platforms section. In this section, click on Android to open the Android app settings. Here you will find all the settings and properties you need to package your game. At the top the first thing you should do is configure your project for Android. If your project is not configured, it will prompt you to do so (since version 4.7, UE4 automatically creates the androidmanifest.xml file for you). Do this before you do anything else. Here you have various sections. These are: APKPackaging: In this section, you can find options such as opening the folder where all of the build files are located, setting the package's name, setting the version number, what the default orientation of the game should be, and so on. Advanced APKPackaging: This section contains more advanced packaging options, such as one to add extra settings to the .apk files. Build: To tweak settings in the Build section, you first need the source code which is available from GitHub. Here, you can set things like whether you want the build to support x86, OpenGL ES2, and so on. Distribution Signing: This section deals with signing your app. It is a requirement on Android that all apps have a digital signature. This is so that Android can identify the developers of the app. You can learn more about digital signatures by clicking on the hyperlink at the top of the section. When you generate the key for your app, be sure to keep it in a safe and secure place since if you lose it you will not be able to modify or update your app on Google Play. Google Play Service: Android apps are downloaded via the Google Play store. This section deals with things such as enabling/disabling Google Play support, setting your app's ID, the Google Play license key, and so on. Icons: In this section, you can set your game's icons. You can set various sizes of icons depending upon the screen density of the device you are aiming to develop on. You can get more information about icons by click on the hyperlink at the top of the section. Data Cooker: Finally, in this section, you can set how you want the audio in the game to be encoded. For our game, the first thing you need to set is the Android Package Name which is found in the APKPackaging section. The format of the naming is com.YourCompany.[PROJECT]. Here, replace YourCompany with the name of the company and [PROJECT] with the name of your project. Building a package To package your project, in the Editor go to File | Package Project | Android. You will see different types of formats to package the project in. These are as follows: ATC: Use this format if you have a device that has a Qualcomm Snapdragon processor. DXT: Use this format if your device has a Tegra graphical processing unit (GPU). ETC1: You can use this for any device. However, this format does not accept textures with alpha channels. Those textures will be uncompressed, making your game requiring more space. ETC2: Use this format is you have a MALI-based device. PVRTC: Use this format if you have a device with a PowerVR GPU. Once you have decided upon which format to use, click on it to begin the packaging process. A window will open up asking you to specify which folder you want the package to be stored in. Once you have decided where to store the package file, click OK and the build process will commence. When started, just like with launching the project, a small window will pop up at the bottom-right corner of the screen notifying the user that the build process has begun. You can open the output log and cancel the build process. Once the build process is complete, go the folder you set. You will find a .bat file of the game. Providing you have checked the packaged game data inside .apk? option (which is located in the Project settings in the Android category under the APKPackaging section), you will also find an .apk file of the game. The .bat file directly installs the game from the system onto your device. To do so, first connect your device to the system. Then double-click on the .bat file. This will open a command prompt window.   Once it has opened, you do not need to do anything. Just wait until the installation process finishes. Once the installation is done, the game will be on your device ready to be executed. To use the .apk file, you will have to do things a bit differently. An .apk file installs the game when it is on the device. For that, you need to perform the following steps: Connect the device. Create a copy of the .apk file. Paste it in the device's storage. Execute the .apk file from the device. The installation process will begin. Once completed, you can play the game. Summary In this article, we covered with Blueprints and discussed how they work. We also discussed Level Blueprints and the Blueprint class, and covered how to script AI. We discussed how to package the final product and upload the game onto the Google Play Store for people to download. Resources for Article: Further resources on this subject: Flash Game Development: Creation of a Complete Tetris Game [article] Adding Finesse to Your Game [article] Saying Hello to Unity and Android [article]
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08 Jul 2015
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Creating an F# Project

Packt
08 Jul 2015
5 min read
In this article by Adnan Masood, author of the book, Learning F# Functional Data Structures and Algorithms, we see how to set up the IDE and create our first F# project. "Ah yes, Haskell. Where all the types are strong, all the men carry arrows, and all the children are above average." – marked trees (on the city of Haskell) The perceived adversity of functional programming is overly exaggerated; the essence of this paradigm is to explicitly recognize and enforce the referential transparency. We will see how to set up the tooling for Visual Studio 2013 and for F# 3.1, the currently available version of F# at the time of writing. We will review the F# 4.0 preview features by the end of this project. After we get the tooling sorted out, we will review some simple algorithms; starting with recursion with typical a Fibonacci sequence and Tower of Hanoi, we will perform lazy evaluation on a quick sort example. In this article, we will cover the following topics: Setting up Visual Studio and F# compiler to work together Setting up the environment and running your F# programs (For more resources related to this topic, see here.) Setting up the IDE As developers, we love our IDEs (Integrated Development Environments) and Visual Studio.NET is probably the best IDE for .NET development; no offense to Eclipse bloatware Luna. From the open source perspective, there has been a recent major development in making the .NET framework available as open source and on Mac and Linux platforms. Microsoft announced a pre-release of F# 4.0 in Visual Studio 2015 Preview and it will be available as part of the full release. To install and run F#, there are various options available for all platforms, sizes, and budgets. For those with a fear of commitments, there is the online interactive version of TryFsharp at http://www.tryfsharp.org/ where you can code in the browser. For Windows users, you have a few options. Until VS.NET 2015 comes out, you can try out the freely available Visual Studio Community 2013 or a Visual Studio 2013 trial edition, with trial being the keyword. The trial editions include Ultimate, Premium, and Professional versions. The free community edition IDE can be downloaded from https://www.visualstudio.com/en-us/news/vs2013-community-vs.aspx and the trial editions can be downloaded from http://www.visualstudio.com/downloads/download-visual-studio-vs. Alternatively, there are express editions available at no cost. Visual Studio Express 2013 for Windows Desktop Web editions can be downloaded from http://www.visualstudio.com/downloads/download-visual-studio-vs#d-express-windows-desktop. F# support is built into Visual Studio; the Visual F# tools package the latest updates to the F# compiler: interactive, runtime, and Visual Studio integration. F# support comes with Visual Studio. However, the F# team releases regular updates in the form of F# tools. The tools can be downloaded from www.microsoft.com/en-us/download/details.aspx?id=44011. The F# tools contain the F# command-line compiler (fsc.exe) and F# Interactive (fsi.exe), which are the easiest way to get started with F#. The fsi.exe compiler can be found in C:Program Files (x86)Microsoft SDKsF#<version>Framework<version>. The <version> placeholder in the preceding path is substituted by your .NET version installed. If you just want to use the F# compiler and tools from the command line, you can download the .NET framework 4.5 or above from https://www.microsoft.com/en-in/download/details.aspx?id=30653. You will also need the Windows SDK for associated dependencies, which can be downloaded from http://msdn.microsoft.com/windows/desktop/bg162891. Alternatively, Tsunami is the free IDE for F# that you can download from http://tsunami.io/download.html and use to build applications. CloudSharper by IntelliFactory is in beta but shows promise as a web-based IDE. For more information regarding CloudSharper, refer to http://cloudsharper.com/. In this article, we will be using Visual Studio 2013 Professional Edition and FSI (F# interactive) but you can either use the trial or Express edition, or the FSI command line to run the examples and exercises. Your first F# project Going through installation screens and showing how to click Next would be discourteous to our reader's intelligence. Therefore we will skip step-by-step installation for other more verbose texts. Let's start with our first F# project in Visual Studio. In the preceding screenshot, you can see the F# interactive window at the bottom. Here we have selected FILE | New | Project because we are attempting to open a new project of F# type. There are a few project types available, including console applications and F# library. For ease of explanation, let's begin with a Console Application as shown in the next screenshot: Alternatively, from within Visual Studio, we can use FSharp Interactive. FSharp Interactive (FSI) is an effective tool for testing out your code quickly. You can open the FSI window by selecting View | Other Windows | F# Interactive from the Visual Studio IDE as shown in the next screenshot: FSI lets you run code from a console which is similar to a shell. You can access the FSI executable directly from the location at c:Program Files (x86)Microsoft SDKsF#<version>Framework<version>. FSI maintains session context, which means that the constructs created earlier in the FSI are still available in the later parts of code. The FsiAnyCPU.exe executable file is the 64-bit counterpart of F# interactive; Visual Studio determines which executable to use based on the machine's architecture being either 32-bit or 64-bit. You can also change the F# interactive parameters and settings from the Options dialog as shown in the following screenshot: Summary In this article, you learned how to set up an IDE for F# in Visual Studio 2013 and created a new F# project. Resources for Article: Further resources on this subject: Test-driven API Development with Django REST Framework [article] edX E-Learning Course Marketing [article] Introduction to Microsoft Azure Cloud Services [article]
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08 Jul 2015
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Building BizTalk Server 2013 Applications

Packt
08 Jul 2015
15 min read
Creativity is the power to connect the seemingly unconnected. – William Plomer Let's begin our journey by investigating what BizTalk Server actually is, why one would use it, and how to craft a running application. This article will be a refresher on BizTalk Server for those of you who have some familiarity with the product. In this article by Mark Brimble coauthor of the book SOA Patterns with BizTalk Server 2013 and Microsoft Azure - Second Edition, you will learn: How to articulate BizTalk Server, when to use it, and how it works How to outline the role of BizTalk schemas, maps, and orchestrations BizTalk messaging configurations What is BizTalk Server? So what exactly is BizTalk Server, and why should you care about it? In a nutshell, Microsoft BizTalk Server 2013 uses adapter technology to connect disparate entities and enable the integration of data, events, processes, and services. An entity may be an application, department, or a different organization altogether that you need to be able to share information with. A software adapter is typically used when we need to establish communication between two components that do not natively collaborate. BizTalk Server adapters are built with a common framework; which results in system integration implemented via configuration, not coding. Traditionally, BizTalk Server has solved problems in the following three areas: Enterprise Application Integration Business-to-Business Business Process Automation First, BizTalk Server acts as an Enterprise Application Integration (EAI) server that connects applications that are natively incapable of talking to each other. The applications may have incompatible platforms, data structure formats, or security models. For example, when a new employee is hired, the employee data from the human resources application needs to be sent to the payroll application so that the new employee receives his/her paycheck on time. Nothing prevents you from writing the code necessary to connect these disparate applications with a point-to-point solution. However, using such a strategy often leads to an application landscape that looks like this:   Many organizations choose to insert a communication broker between these applications, as shown in the following figure:   Some of the benefits that you would realize from such an architectural choice include: Loose coupling of applications where one does not have a physical dependency on the other Durable infrastructure that can guarantee delivery and queue messages during destination system downtime Centralized management of system integration endpoints Message flow control such as in-order delivery Encouragement for the reuse of core components Insight into cross-functional business processes through business activity monitoring BizTalk Server solves a second problem by filling the role of a Business-to-Business (B2B) broker that facilitates communication across different organizations. BizTalk supports B2B scenarios by offering Internet-friendly adapters, industry standard EDI message schemas, and robust support for both channel- and message-based security.   The third broad area that BizTalk Server excels in is Business Process Automation (BPA). BPA is all about taking historically manual workflow procedures and turning them into executable processes. For example, consider an organization that typically receives a new order via e-mail, and the sales agent manually checks inventory levels prior to inserting the order into the fulfillment system. If the inventory is too low, then the sales agent has to initiate an order with their supplier and watch out for the response so that the inventory system can be updated. The inevitable problems of this scenario are as follows: Poor scalability when the number of orders increases Lack of visibility into the status of orders and supplier requests Multiple instances of redundant data entry, ripe for mistakes in one system and not the other Unreliable resources when a sales agent is sick By deciding to automate this scenario, the company can reduce human error while streamlining communications between applications and organizations.   The beginning of the second decade of the 21st century saw the disruption of the traditional ways in which EAI and B2B problems were solved because of the rise of Software as Service (SaaS). SaaS is a software that is hosted external to your business, and is paid for on a subscription basis; its best known example is Salesforce.com. Many organizations have chosen to modify their EAI and B2B solutions with BizTalk Server to access SaaS applications using hybrid solutions, as shown in the following figure:   Four new adapters, the WCF-BasicHTTPRelay, WCF-WebHTTP, WCF-NetTCPRelay, and SB-Messaging adapter, have been added to BizTalk 2013 to support hybrid solutions, and are nicknamed the "cloud adapters". New chapters on RESTful services and the Azure Service Bus have been added to this edition of the book to describe how these cloud adapters enhance the BizTalk Server story. Microsoft Azure BizTalk Service (MABS) has been created as a SaaS offering that can abstract B2B problems to Azure. We have added a chapter that shows how to use BizTalk Server 2013 with this new SaaS model. Examples of how to use all these new components to add new SOA capabilities to BizTalk Server have been added to this book. Azure App Services is Microsoft's next generation SaaS offering that will supersede MABS. While the platform is still very fresh, we have outlined the underlying concepts for you in the final chapter of this book to help you get a head start on usage of this platform. What's the one thing that all of these BizTalk Server cases have in common? They all depend on the real-time interchange and processing of discrete messages in an event-driven fashion. This partially explains why BizTalk Server is such a strong tool within a service-oriented architecture. We'll investigate many of BizTalk's service-oriented capabilities in later chapters, but it's important to note that the functionality that exists to support the three top-level scenarios mentioned earlier (EAI, B2B, and BPM) fits well into a service-oriented mindset. Concepts such as contract-first design, loose coupling, and reusability are soaked into the fabric of BizTalk Server. BizTalk Server should be targeted for solutions that exchange real-time messages as opposed to Extract Transform Load (ETL) products that excel at bulky, batch-oriented exchanges between data stores. BizTalk Server 2013 is the eighth release of the product, the first release being BizTalk Server 2000. Back in those days, developers had access to four native adapters (filesystem, MSMQ, HTTP, and SMTP). Development was done using a series of different tools, and the underlying engine had some fairly tight coupling between components. Since then, the entire product has been rebuilt and reengineered for .NET and a myriad of new services and features have become part of the BizTalk Server suite. The application continues to evolve and take greater advantage of the features of the Microsoft product stack, while still being the most interoperable and platform-neutral offering that Microsoft has ever produced. BizTalk architecture So how does BizTalk Server actually work? At its core, BizTalk Server is an event-processing engine based on a conventional publish-subscribe pattern. Wikipedia defines the publish-subscribe pattern as: "An asynchronous messaging paradigm where senders (publishers) of messages are not programmed to send their messages to specific receivers (subscribers). Rather, published messages are characterized into classes, without knowledge of what (if any) subscribers there may be. Subscribers express interest in one or more classes, and only receive messages that are of interest, without knowledge of what (if any) publishers there are." This pattern enforces a natural loose coupling and provides more scalability than an engine that requires a tight connection between receivers and senders. In the first release of BizTalk Server, the product did have tightly coupled messaging components, but thankfully, the engine was completely redesigned for BizTalk Server 2004. Once a message is received by a BizTalk adapter, it runs through any necessary preprocessing (such as decoding and validations) in BizTalk pipelines before being subjected to data transformation via BizTalk maps, and finally being published to a central database called the MessageBox. Then, the parties that have a corresponding subscription for that message can consume it as they see fit. While introducing a bit of unavoidable latency, the MessageBox database makes up for that by providing us with durability, reliability, and scalability. For instance, if one of our subscriber systems is offline for maintenance, outbound messages are not lost, but rather the MessageBox ensures that the messages are queued until the subscriber is ready to receive them. Worried about a large flood of inbound messages that steal processing threads away from other BizTalk activities? No problem! The MessageBox ensures that each and every message finds its way to its targeted subscriber, even if it must wait until the flood of inbound messages subsides. There are really two ways to look at the way BizTalk is structured. The first is the traditional EAI view, which sees BizTalk receiving messages and routes them to the next system for consumption. The flow is very linear and BizTalk is seen as a broker between two applications, shown as follows:   However, the other way to consider BizTalk, and the focus of this book, is as a Service Bus, with numerous input/output channels that process messages in a very dynamic way. That is, instead of visualizing the data flow as a straight path through BizTalk to a destination system, consider BizTalk exposing services as on-ramps to a variety of destinations. Messages published to BizTalk Server may fan out to dozens of subscribers, who have no interest in what the publishing application actually was. Instead of thinking about BizTalk as a simple connector of systems, think of it as a message bus that coordinates a symphony of events between endpoints. This concept is an exciting way to exploit BizTalk's engine in this modern world of service orientation. In the following figure, I've shown how the central BizTalk bus has receiver services hanging from it, and has a multitude of distinct subscriber services that are activated by relevant messages reaching the bus:   If the on-ramp concept is a bit abstract to understand, consider a simple analogy. In designing the transportation for a city, it would be foolish to create distinct roads between each and every destination. The design and maintenance of such a project would be lunacy. It would be smart to design a shared highway with on and off ramps, which enable people to use a common route to get to the numerous locations around town. As new destinations in the city emerge, the entire highway (or road system) doesn't need to undergo changes, but rather, only a new entrance/exit point needs to be appended to the existing shared infrastructure. What exactly is a message anyway? A message is data processed through BizTalk Server's messaging engine, whether that data is transported as an XML document, a delimited flat file, or a Microsoft Word document. The message content may contain a command (for example, InsertCustomer), a document (for example, Invoice), or an event (for example, VendorAdded). A message has a set of properties associated with it. First and foremost, a message may have a type associated with it, which uniquely defines it within the messaging bus. The type is typically comprised of the XML namespace and the root node name (for example, http://CompanyA.Purchasing#PurchaseOrder). The message type is much like the class object in an object-oriented programming language; it uniquely identifies entities by their properties. The other critical attribute of a message in BizTalk Server is the property bag called the message context, as shown in the following screenshot:   The message context is a set of name/value properties that stay attached to the message as long as it remains within BizTalk Server. These context values include metadata about the transport used to publish the message and attributes of the message itself. Properties in the message context that are visible to the BizTalk engine, and therefore available for routing decisions, are called promoted properties. How does a message actually get into BizTalk Server? A receive location is configured for the actual endpoint that receives messages. The receive location uses a particular adapter that knows how to absorb the inbound message. For instance, a receive location may be configured to use the FILE adapter, which polls a particular directory for XML messages. The receive location stores the file path to monitor, while the adapter provides transport connectivity. Upon receipt of a message, the adapter stamps a set of values into the message context. For the FILE adapter, values such as ReceivedFileName are added to that message's context property bag. Note that BizTalk has both application adapters, such as SQL Server, Oracle, and SAP, as well as transport-level adapters, such as HTTP, MSMQ, and FILE. The key point is that the adapter configuration user experience is virtually identical regardless of the type of adapter chosen. Some of the adapters available are shown in the following figure:   Receive locations have a particular receive pipeline associated with them. A pipeline is a sequential set of optional operations that is performed on the message in preparation of being parsed and sent to the message box database by the BizTalk adapter. For instance, I would need a pipeline in order to decrypt, unzip, or validate the XML structure of my inbound message. One of the most critical roles of the pipeline is to identify the type of the inbound message and put the type into the message context as a promoted property. Custom pipelines can serve as preprocessing stages to make the message useful for processing. As discussed earlier, a message type is the unique characterization of a message. Think of a receive pipeline as performing all the preprocessing steps necessary for putting the message in to its most usable format. A receive port contains one or more receive locations. Receive ports have XSLT maps associated with them that are applied to messages prior to publishing them to the MessageBox database. What value does a receive port offer? It acts as a grouping of receive locations where capabilities such as mapping and data tracking can be applied to all of the associated receive locations. It may also act as a container that allows us to publish a single entity to BizTalk Server regardless of how it came in, or what it looked like upon receipt. Let's say that my receive port contains three receive locations, which all receive slightly different "invoice" messages from three different external vendors. At the receive port level, I have three maps that take each unrelated message and maps it to a single, common format, before publishing it to BizTalk. Now that we have a message cleaned up (by the pipeline) and in the final structure (via an XSLT map), it's published to the BizTalk Server MessageBox where message routing can begin. For our purposes, there are two types of subscribers that we care about. The first type of subscriber is a send port. A send port is conceptually the inverse of the receive location and is responsible for transporting messages out of the BizTalk "bus". It has not only the adapter reference, adapter configuration settings, and pipeline (much like the receive location), but also the ability to apply XSLT maps to outbound messages. If a send port subscribes to a message, it first applies any XSLT map to the message, then processes it through a send pipeline, and finally uses the adapter to transmit the message out of BizTalk. The other type of subscriber for a published message is a BizTalk orchestration. An orchestration is an executable business process that uses messages to complete operations in a workflow. We'll spend plenty of time working with orchestration subscribers throughout this book. Summary In this article, we looked at what BizTalk is, its core use cases, and how it works. In my experience, one of the biggest competitors to BizTalk Server is not another product, but custom-built solutions. Many organizations engage a "build versus buy" debate prior to committing to a commercial product. In this article, I highlighted just a few aspects of BizTalk that make it a compelling choice for usage. With BizTalk Server, you get a well-designed scalable messaging engine with a durable persistence tier, which guarantees that your mission-critical messages are not lost in transit. The engine also provides native support for message tracking, recoverability, and straightforward scalability. BizTalk provides you with more than 20 native application adapters that save weeks of custom development time and testing. We also got a glimpse of BizTalk's integrated workflow toolset, which enables us to quickly build executable business processes that run in a load-balanced environment. These features alone often tip the scales in BizTalk Server's favor, not to mention the multitude of features that we are yet to discuss, such as Enterprise Single Sign On, the Business Rules Engine, Business Activity Monitoring, and so on. I hope that this article also planted some seeds in your mind with regards to thinking about BizTalk solutions in a service-oriented fashion. There are best practices for designing reusable, maintainable solutions that we will investigate throughout the rest of this book. In the next chapter, we'll explore one of the most important technologies for building robust service interfaces in BizTalk Server, which is Windows Communication Foundation. Resources for Article: Further resources on this subject: Implementation Case Study [article] Oracle B2B Overview [article] SOA Application Design [article]
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Packt
08 Jul 2015
14 min read
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File Sharing

Packt
08 Jul 2015
14 min read
In this article by Dan Ristic, author of the book Learning WebRTC, we will cover the following topics: Getting a file with File API Setting up our page Getting a reference to a file The real power of a data channel comes when combining it with other powerful technologies from a browser. By opening up the power to send data peer-to-peer and combining it with a File API, we could open up all new possibilities in your browser. This means you could add file sharing functionalities that are available to any user with an Internet connection. The application that we will build will be a simple one with the ability to share files between two peers. The basics of our application will be real-time, meaning that the two users have to be on the page at the same time to share a file. There will be a finite number of steps that both users will go through to transfer an entire file between them: User A will open the page and type a unique ID. User B will open the same page and type the same unique ID. The two users can then connect to each other using RTCPeerConnection. Once the connection is established, one user can select a file to share. The other user will be notified of the file that is being shared, where it will be transferred to their computer over the connection and they will download the file. The main thing we will focus on throughout the article is how to work with the data channel in new and exciting ways. We will be able to take the file data from the browser, break it down into pieces, and send it to the other user using only the RTCPeerConnection API. The interactivity that the API promotes will stand out in this article and can be used in a simple project. Getting a file with the File API One of the first things that we will cover is how to use the File API to get a file from the user's computer. There is a good chance you have interacted with the File API on a web page and have not even realized it yet! The API is usually denoted by the Browse or Choose File text located on an input field in the HTML page and often looks something similar to this: Although the API has been around for quite a while, the one you are probably familiar with is the original specification, dating back as far as 1995. This was the Form-based File Upload in HTML specification that focused on allowing a user to upload a file to a server using an HTML form. Before the days of the file input, application developers had to rely on third-party tools to request files of data from the user. This specification was proposed in order to make a standard way to upload files for a server to download, save, and interact with. The original standard focused entirely on interacting with a file via an HTML form, however, and did not detail any way to interact with a file via JavaScript. This was the origin of the File API. Fast-forward to the groundbreaking days of HTML5 and we now have a fully-fledged File API. The goal of the new specification was to open the doors to file manipulation for web applications, allowing them to interact with files similar to how a native-installed application would. This means providing access to not only a way for the user to upload a file, but also ways to read the file in different formats, manipulate the data of the file, and then ultimately do something with this data. Although there are many great features of the API, we are going to only focus on one small aspect of this API. This is the ability to get binary file data from the user by asking them to upload a file. A typical application that works with files, such as Notepad on Windows, will work with file data in pretty much the same way. It asks the user to open a file in which it will read the binary data from the file and display the characters on the screen. The File API gives us access to the same binary data that any other application would use in the browser. This is the great thing about working with the File API: it works in most browsers from a HTML page; similar to the ones we have been building for our WebRTC demos. To start building our application, we will put together another simple web page. This will look similar to the last ones, and should be hosted with a static file server as done in the previous examples. By the end of the article, you will be a professional single page application builder! Now let's take a look at the following HTML code that demonstrates file sharing: <!DOCTYPE html> <html lang="en"> <head>    <meta charset="utf-8" />      <title>Learning WebRTC - Article: File Sharing</title>      <style>      body {        background-color: #404040;        margin-top: 15px;        font-family: sans-serif;        color: white;      }        .thumb {        height: 75px;        border: 1px solid #000;        margin: 10px 5px 0 0;      }        .page {        position: relative;        display: block;        margin: 0 auto;        width: 500px;        height: 500px;      }        #byte_content {        margin: 5px 0;        max-height: 100px;        overflow-y: auto;        overflow-x: hidden;      }        #byte_range {        margin-top: 5px;      }    </style> </head> <body>    <div id="login-page" class="page">      <h2>Login As</h2>      <input type="text" id="username" />      <button id="login">Login</button>    </div>      <div id="share-page" class="page">      <h2>File Sharing</h2>        <input type="text" id="their-username" />      <button id="connect">Connect</button>      <div id="ready">Ready!</div>        <br />      <br />           <input type="file" id="files" name="file" /> Read bytes:      <button id="send">Send</button>    </div>      <script src="client.js"></script> </body> </html> The page should be fairly recognizable at this point. We will use the same page showing and hiding via CSS as done earlier. One of the main differences is the appearance of the file input, which we will utilize to have the user upload a file to the page. I even picked a different background color this time to spice things up. Setting up our page Create a new folder for our file sharing application and add the HTML code shown in the preceding section. You will also need all the steps from our JavaScript file to log in two users, create a WebRTC peer connection, and create a data channel between them. Copy the following code into your JavaScript file to get the page set up: var name, connectedUser;   var connection = new WebSocket('ws://localhost:8888');   connection.onopen = function () { console.log("Connected"); };   // Handle all messages through this callback connection.onmessage = function (message) { console.log("Got message", message.data);   var data = JSON.parse(message.data);   switch(data.type) {    case "login":      onLogin(data.success);      break;    case "offer":      onOffer(data.offer, data.name);      break;    case "answer":      onAnswer(data.answer);      break;    case "candidate":      onCandidate(data.candidate);      break;    case "leave":      onLeave();      break;    default:      break; } };   connection.onerror = function (err) { console.log("Got error", err); };   // Alias for sending messages in JSON format function send(message) { if (connectedUser) {    message.name = connectedUser; }   connection.send(JSON.stringify(message)); };   var loginPage = document.querySelector('#login-page'), usernameInput = document.querySelector('#username'), loginButton = document.querySelector('#login'), theirUsernameInput = document.querySelector('#their- username'), connectButton = document.querySelector('#connect'), sharePage = document.querySelector('#share-page'), sendButton = document.querySelector('#send'), readyText = document.querySelector('#ready'), statusText = document.querySelector('#status');   sharePage.style.display = "none"; readyText.style.display = "none";   // Login when the user clicks the button loginButton.addEventListener("click", function (event) { name = usernameInput.value;   if (name.length > 0) {    send({      type: "login",      name: name    }); } });   function onLogin(success) { if (success === false) {    alert("Login unsuccessful, please try a different name."); } else {    loginPage.style.display = "none";    sharePage.style.display = "block";      // Get the plumbing ready for a call    startConnection(); } };   var yourConnection, connectedUser, dataChannel, currentFile, currentFileSize, currentFileMeta;   function startConnection() { if (hasRTCPeerConnection()) {    setupPeerConnection(); } else {    alert("Sorry, your browser does not support WebRTC."); } }   function setupPeerConnection() { var configuration = {    "iceServers": [{ "url": "stun:stun.1.google.com:19302 " }] }; yourConnection = new RTCPeerConnection(configuration, {optional: []});   // Setup ice handling yourConnection.onicecandidate = function (event) {    if (event.candidate) {      send({        type: "candidate",       candidate: event.candidate      });    } };   openDataChannel(); }   function openDataChannel() { var dataChannelOptions = {    ordered: true,    reliable: true,    negotiated: true,    id: "myChannel" }; dataChannel = yourConnection.createDataChannel("myLabel", dataChannelOptions);   dataChannel.onerror = function (error) {    console.log("Data Channel Error:", error); };   dataChannel.onmessage = function (event) {    // File receive code will go here };   dataChannel.onopen = function () {    readyText.style.display = "inline-block"; };   dataChannel.onclose = function () {    readyText.style.display = "none"; }; }   function hasUserMedia() { navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia; return !!navigator.getUserMedia; }   function hasRTCPeerConnection() { window.RTCPeerConnection = window.RTCPeerConnection || window.webkitRTCPeerConnection || window.mozRTCPeerConnection; window.RTCSessionDescription = window.RTCSessionDescription || window.webkitRTCSessionDescription || window.mozRTCSessionDescription; window.RTCIceCandidate = window.RTCIceCandidate || window.webkitRTCIceCandidate || window.mozRTCIceCandidate; return !!window.RTCPeerConnection; }   function hasFileApi() { return window.File && window.FileReader && window.FileList && window.Blob; }   connectButton.addEventListener("click", function () { var theirUsername = theirUsernameInput.value;   if (theirUsername.length > 0) {    startPeerConnection(theirUsername); } });   function startPeerConnection(user) { connectedUser = user;   // Begin the offer yourConnection.createOffer(function (offer) {    send({      type: "offer",      offer: offer    });    yourConnection.setLocalDescription(offer); }, function (error) {    alert("An error has occurred."); }); };   function onOffer(offer, name) { connectedUser = name; yourConnection.setRemoteDescription(new RTCSessionDescription(offer));   yourConnection.createAnswer(function (answer) {    yourConnection.setLocalDescription(answer);      send({      type: "answer",      answer: answer    }); }, function (error) {    alert("An error has occurred"); }); };   function onAnswer(answer) { yourConnection.setRemoteDescription(new RTCSessionDescription(answer)); };   function onCandidate(candidate) { yourConnection.addIceCandidate(new RTCIceCandidate(candidate)); };   function onLeave() { connectedUser = null; yourConnection.close(); yourConnection.onicecandidate = null; setupPeerConnection(); }; We set up references to our elements on the screen as well as get the peer connection ready to be processed. When the user decides to log in, we send a login message to the server. The server will return with a success message telling the user they are logged in. From here, we allow the user to connect to another WebRTC user who is given their username. This sends offer and response, connecting the two users together through the peer connection. Once the peer connection is created, we connect the users through a data channel so that we can send arbitrary data across. Hopefully, this is pretty straightforward and you are able to get this code up and running in no time. It should all be familiar to you by now. This is the last time we are going to refer to this code, so get comfortable with it before moving on! Getting a reference to a file Now that we have a simple page up and running, we can start working on the file sharing part of the application. The first thing the user needs to do is select a file from their computer's filesystem. This is easily taken care of already by the input element on the page. The browser will allow the user to select a file from their computer and then save a reference to that file in the browser for later use. When the user presses the Send button, we want to get a reference to the file that the user has selected. To do this, you need to add an event listener, as shown in the following code: sendButton.addEventListener("click", function (event) { var files = document.querySelector('#files').files;   if (files.length > 0) {    dataChannelSend({      type: "start",      data: files[0]    });      sendFile(files[0]); } }); You might be surprised at how simple the code is to get this far! This is the amazing thing about working within a browser. Much of the hard work has already been done for you. Here, we will get a reference to our input element and the files that it has selected. The input element supports both multiple and single selection of files, but in this example we will only work with one file at a time. We then make sure we have a file to work with, tell the other user that we want to start sending data, and then call our sendFile function, which we will implement later in this article. Now, you might think that the object we get back will be in the form of the entire data inside of our file. What we actually get back from the input element is an object representing metadata about the file itself. Let's take a look at this metadata: { lastModified: 1364868324000, lastModifiedDate: "2013-04-02T02:05:24.000Z", name: "example.gif", size: 1745559, type: "image/gif" } This will give us the information we need to tell the other user that we want to start sending a file with the example.gif name. It will also give a few other important details, such as the type of file we are sending and when it has been modified. The next step is to read the file's data and send it through the data channel. This is no easy task, however, and we will require some special logic to do so. Summary In this article we covered the basics of using the File API and retrieving a file from a user's computer. The article also discusses the page setup for the application using JavaScript and getting a reference to a file. Resources for Article: Further resources on this subject: WebRTC with SIP and IMS [article] Using the WebRTC Data API [article] Applications of WebRTC [article]
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Packt
08 Jul 2015
11 min read
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Materials, and why they are essential

Packt
08 Jul 2015
11 min read
In this article by Ciro Cardoso, author of the book Lumion3D Best Practices, we will see materials, and why they are essential. In the 3D world, materials and textures are nearly as important as the 3D geometry that composes the scene. A material defines the optical properties of an object when hit by a ray of light. In other words, a material defines how the light interacts with the surface, and textures can help not only to control the color (diffuse), but also the reflections and glossiness. (For more resources related to this topic, see here.) It's not difficult to understand that textures are another essential part of a good material, and if your goal is to achieve believable results, you need textures or images of real elements like stone, wood, brick, and other natural elements. Textures can bring detail to your surface that otherwise would require geometry to look good. In that case, how can Lumion help you and, most importantly, what are the best practices to work with materials? Let's have a look at the following section which will provide the answer. A quick overview of Lumion's materials Lumion always had a good library of materials to assign to your 3D model, The reality is that Physically-Based Rendering (PBR) is more of a concept than a set of rules, and each render engine will implement slightly differently. The good news for us as users is that these materials follow realistic shading and lighting systems to accurately represent real-world materials. You can find excellent information regarding PBR on the following sites: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice https://www.allegorithmic.com/pbr-guide More than 600 materials are already prepared to be assigned directly to your 3D model and, by default, they should provide a realistic and appropriate material. The Lumion team has also made an effort to create a better and simpler interface, as you can see in the following screenshot: The interface was simplified, showing only the most common and essential settings. If you need more control over the material, click on the More… button to have access to extra functionalities. One word of caution: the material preview, which in this case is the sphere, will not reflect the changes you perform using the settings available. For example, if you change the main texture, the sphere will continue to show the previous material. A good practice to tweak materials is to assign the material to the surface, use the viewport to check how the settings are affecting the material, and then do a quick render. The viewport will try to show the final result, but there's nothing like a quick render to see how the material really looks when Lumion does all the lighting and shading calculations. Working with materials in Lumion – three options There are three options to work with materials in Lumion: Using Lumion's materials Using the imported materials that you can create on your favorite modeling application Creating materials using Lumion's Standard material Let's have a look at each one of these options and see how they can help you and when they best suit your project. Using Lumion's materials The first option is obvious; you are using Lumion and it makes sense using Lumion's materials, but you may feel constrained by what is available at Lumion's material library. However, instead of thinking, "I only have 600 materials and I cannot find what I need!", you need to look at the materials library also as a template to create other materials. For example, if none of the brick materials is similar to what you need, nothing stops you from using a brick material, changing the Gloss and Reflection values, and loading a new texture, creating an entirely new material. This is made possible by using the Choose Color Map button, as shown in the following screenshot: When you click on the Choose Color Map button, a new window appears where you can navigate to the folder where the texture is saved. What about the second square? The one with a purple color? Let's see the answer in the following section. Normal maps and their functionality The purple square you just saw is where you can load the normal map. And what is a normal map? Firstly, a normal map is not a bump map. A bump map uses a color range from black to white and in some ways is more limited than a normal map. The following screenshots show the clear difference between these two maps: The map on the left is a bump map and you can see that the level of detail is not the same that we can get with a normal map. A normal map consists of red, green, and blue colors that represent the x, y, and z coordinates. This allows a 2D image to represent depth and Lumion uses this depth information to fake lighting details based on the color associated with the 3D coordinate. The perks of using a normal map Why should you use normal maps? Keep in mind that Lumion is a real-time rendering engine and, as you saw previously, there is the need to keep a balance between detail and geometry. If you add too much detail, the 3D model will look gorgeous but Lumion's performance will suffer drastically. On the other hand, you can have a low-poly 3D model and fake detail with a normal map. Using a normal map for each material has a massive impact on the final quality you can get with Lumion. Since these maps are so important, how can you create one? Tips to create normal maps As you will understand, we cannot cover all the different techniques to create normal maps. However, you may find something to suit your workflow in the following list: Photoshop using an action script called nDo: Teddy Bergsman is the author of this fantastic script. It is a free script that creates a very accurate normal map of any texture you load in Photoshop in seconds. To download and see how to install this script, visit the following link: http://www.philipk.net/ndo.html Here you can find a more detailed tutorial on how to use this nDo script: http://www.philipk.net/tutorials/ndo/ndo.html This script has three options to create normal maps. The default option is Smooth, which gives you a blurry normal map. Then you have the Chisel Hard option to generate a very sharp and subtle normal map but you don't have much control over the final result. The Chisel Soft option is similar to the Chisel Hard except that you have full control over the intensity and bevel radius. This script also allows you to sculpt and combine several normal maps. Using the Quixel NDO application: From the same creator, we have a more capable and optimized application called Quixel NDO. With this application, you can sculpt normal maps in real-time, build your own normal maps without using textures, and preview everything with the 3DO material preview. This is quite useful because you don't have to save the normal map and see how it looks in Lumion. 3DO (which comes free with NDO) has a physically based renderer and lets you load a 3D model to see how the texture looks. Find more information including a free trial here: http://quixel.se/dev/ndo GIMP with the normalmap plugin: If you want to use free software, a good alternative is GIMP. There is a great plugin called normalmap, which does good work not only by creating a normal map but also by providing a preview window to see the tweaks you are making. To download this plugin, visit the following link: https://code.google.com/p/gimp-normalmap/ Do it online with NormalMap-Online: In case you don't want to install another application, the best option is doing it online. In that case, you may want to have a look at NormalMap-Online, as shown in the following screenshot: The process is extremely simple as you can see from the preceding screenshot. You load the image and automatically get a normal map, and on the right-hand side there is a preview to show how the normal map and the texture work together. Christian Petry is the man behind this tool that will help to create sharp and accurate normal maps. He is a great guy and if you like this online application, please consider supporting an application that will save you time and money. Find this online tool here: http://cpetry.github.io/NormalMap-Online/ Don't forget to use a good combination of Strength and Blur/Sharp to create a well-balanced map. You need the correct amount of detail; otherwise your normal map will be too noisy in terms of detail. However, Lumion being a user-friendly application gives you a hand on this topic by providing a tool to create a normal map automatically from a texture you import. Creating a normal map with Lumion's relief feature By now, creating a normal map from a texture is not something too technical or even complex, but it can be time consuming if you need to create a normal map for each texture. This is a wise move because it will remove the need for extra detail for the model to look good. With this in mind, Lumion's team created a new feature that allows you to create a normal map for any texture you import. After loading the new texture, the next step is to click on the Create Normal Map button, as highlighted in the following screenshot: Lumion then creates a normal map based on the texture imported, and you have the ability to invert the map by clicking on the Flip Normal Map direction button, as highlighted in the preceding screenshot. Once Lumion creates the normal map, you need a way to control how the normal map affects the material and the light. For that, you need to use the Relief slider, as shown in the following screenshot: Using this slider is very intuitive; you only need to move the slider and see the adjustments on the viewport, since the material preview will not be updated. The previous screenshot is a good example of that, because even when we loaded a wood texture, the preview still shows a concrete material. Again, this means you can easily use the settings from one material and use that as a base to create something completely new. But how good is the normal map that Lumion creates for you? Have a look for yourself in the following screenshot: On the left hand side, we have a wood floor material with a normal map that Lumion created. The right-hand side image is the same material but the normal map was created using the free nDo script for Photoshop. There is a big difference between the image on the left and the image on the right, and that is related to the normal maps used in this case. You can see clearly that the normal map used for the image on the right achieves the goal of bringing more detail to the surface. The difference is that the normal map that Lumion creates in some situations is too blurry, and for that reason we end up losing detail. Before we explore a few more things regarding creating custom materials in Lumion, let's have a look at another useful feature in Lumion. Summary Physically based rendering materials aren't that scary, don't you agree? In reality, Lumion makes this feature almost unnoticeable by making it so simple. You learned what this feature involves and how you can take full advantage of materials that make your render more believable. You learned the importance of using normal maps and how to create them using a variety of tools for all flavors. You also saw how we can easily improve material reflections without compromising the speed and quality of the render. You also learned another key aspect of Lumion: flexibility to create your own materials using the Standard material. The Standard material, although slightly different from the other materials available in Lumion, lets you play with the reflections, glossiness, and other settings that are essential. On top of all of this, you learned how to create textures. Resources for Article: Further resources on this subject: Unleashing the powers of Lumion [article] Mastering Lumion 3D [article] What is Lumion? [article]
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Packt
08 Jul 2015
10 min read
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Developing a JavaFX Application for iOS

Packt
08 Jul 2015
10 min read
In this article by Mohamed Taman, authors of the book JavaFX Essentials, we will learn how to develop a JavaFX, Apple has a great market share in the mobile and PC/Laptop world, with many different devices, from mobile phones such as the iPhone to musical devices such as the iPod and tablets such as the iPad. (For more resources related to this topic, see here.) It has a rapidly growing application market, called the Apple Store, serving its community, where the number of available apps increases daily. Mobile application developers should be ready for such a market. Mobile application developers targeting both iOS and Android face many challenges. By just comparing the native development environments of these two platforms, you will find that they differ substantially. iOS development, according to Apple, is based on the Xcode IDE (https://developer.apple.com/xcode/) and its programming languages. Traditionally, it was Objetive-C and, in June 2014, Apple introduced Swift (https://developer.apple.com/swift/); on the other hand, Android development, as defined by Google, is based on the Intellij IDEA IDE and the Java programming language. Not many developers are proficient in both environments. In addition, these differences rule out any code reuse between the platforms. JavaFX 8 is filling the gap for reusable code between the platforms, as we will see in this article, by sharing the same application in both platforms. Here are some skills that you will have gained by the end of this article: Installing and configuring iOS environment tools and software Creating iOS JavaFX 8 applications Simulating and debugging JavaFX mobile applications Packaging and deploying applications on iOS mobile devices Using RoboVM to run JavaFX on iOS RoboVM is the bridge from Java to Objetive-C. Using this, it becomes easy to develop JavaFX 8 applications that are to be run on iOS-based devices, as the ultimate goal of the RoboVM project is to solve this problem without compromising on developer experience or app user experience. As we saw in the article about Android, using JavaFXPorts to generate APKs was a relatively easy task due to the fact that Android is based on Java and the Dalvik VM. On the contrary, iOS doesn't have a VM for Java, and it doesn't allow dynamic loading of native libraries. Another approach is required. The RoboVM open source project tries to close the gap for Java developers by creating a bridge between Java and Objective-C using an ahead-of-time compiler that translates Java bytecode into native ARM or x86 machine code. Features Let's go through the RoboVM features: Brings Java and other JVM languages, such as Scala, Clojure, and Groovy, to iOS-based devices Translates Java bytecode into machine code ahead of time for fast execution directly on the CPU without any overhead The main target is iOS and the ARM processor (32- and 64-bit), but there is also support for Mac OS X and Linux running on x86 CPUs (both 32- and 64-bit) Does not impose any restrictions on the Java platform features accessible to the developer, such as reflection or file I/O Supports standard JAR files that let the developer reuse the vast ecosystem of third-party Java libraries Provides access to the full native iOS APIs through a Java-to-Objective-C bridge, enabling the development of apps with truly native UIs and with full hardware access Integrates with the most popular tools such as NetBeans, Eclipse, Intellij IDEA, Maven, and Gradle App Store ready, with hundreds of apps already in the store Limitations Mainly due to the restrictions of the iOS platform, there are a few limitations when using RoboVM: Loading custom bytecode at runtime is not supported. All class files comprising the app have to be available at compile time on the developer machine. The Java Native Interface technology as used on the desktop or on servers usually loads native code from dynamic libraries, but Apple does not permit custom dynamic libraries to be shipped with an iOS app. RoboVM supports a variant of JNI based on static libraries. Another big limitation is that RoboVM is an alpha-state project under development and not yet recommended for production usage. RoboVM has full support for reflection. How it works Since February 2015 there has been an agreement between the companies behind RoboVM and JavaFXPorts, and now a single plugin called jfxmobile-plugin allows us to build applications for three platforms—desktop, Android, and iOS—from the same codebase. The JavaFXMobile plugin adds a number of tasks to your Java application that allow you to create .ipa packages that can be submitted to the Apple Store. Android mostly uses Java as the main development language, so it is easy to merge your JavaFX 8 code with it. On iOS, the situation is internally totally different—but with similar Gradle commands. The plugin will download and install the RoboVM compiler, and it will use RoboVM compiler commands to create an iOS application in build/javafxports/ios. Getting started In this section, you will learn how to install the RoboVM compiler using the JavaFXMobile plugin, and make sure the tool chain works correctly by reusing the same application, Phone Dial version 1.0. Prerequisites In order to use the RoboVM compiler to build iOS apps, the following tools are required: Gradle 2.4 or higher is required to build applications with the jfxmobile plugin. A Mac running Mac OS X 10.9 or later. Xcode 6.x from the Mac App Store (https://itunes.apple.com/us/app/xcode/id497799835?mt=12). The first time you install Xcode, and every time you update to a new version, you have to open it once to agree to the Xcode terms. Preparing a project for iOS We will reuse the project we developed before, for the Android platform, since there is no difference in code, project structure, or Gradle build script when targeting iOS. They share the same properties and features, but with different Gradle commands that serve iOS development, and a minor change in the Gradle build script for the RoboVM compiler. Therefore, we will see the power of WORA Write Once, Run Everywhere with the same application. Project structure Based on the same project structure from the Android, the project structure for our iOS app should be as shown in the following figure: The application We are going to reuse the same application from the Phone DialPad version 2.0 JavaFX 8 application: As you can see, reusing the same codebase is a very powerful and useful feature, especially when you are developing to target many mobile platforms such as iOS and Android at the same time. Interoperability with low-level iOS APIs To have the same functionality of natively calling the default iOS phone dialer from our application as we did with Android, we have to provide the native solution for iOS as the following IosPlatform implementation: import org.robovm.apple.foundation.NSURL; import org.robovm.apple.uikit.UIApplication; import packt.taman.jfx8.ch4.Platform;   public class IosPlatform implements Platform {   @Override public void callNumber(String number) {    if (!number.equals("")) {      NSURL nsURL = new NSURL("telprompt://" + number);      UIApplication.getSharedApplication().openURL(nsURL);    } } } Gradle build files We will use the Gradle build script file, but with a minor change by adding the following lines to the end of the script: jfxmobile { ios {    forceLinkClasses = [ 'packt.taman.jfx8.ch4.**.*' ] } android {    manifest = 'lib/android/AndroidManifest.xml' } } All the work involved in installing and using robovm compilers is done by the jfxmobile plugin. The purpose of those lines is to give the RoboVM compiler the location of the main application class that has to be loaded at runtime is, as it is not visible by default to the compiler. The forceLinkClasses property ensures that those classes are linked in during RoboVM compilation. Building the application After we have added the necessary configuration set to build the script for iOS, its time to build the application in order to deploy it to different iOS target devices. To do so, we have to run the following command: $ gradle build We should have the following output: BUILD SUCCESSFUL   Total time: 44.74 secs We have built our application successfully; next, we need to generate the .ipa and, in the case of production, you have to test it by deploying it to as many iOS versions as you can. Generating the iOS .ipa package file In order to generate the final .ipa iOS package for our JavaFX 8 application, which is necessary for the final distribution to any device or the AppStore, you have to run the following gradle command: gradle ios This will generate the .ipa file in the directory build/javafxports/ios. Deploying the application During development, we need to check our application GUI and final application prototype on iOS simulators and measure the application performance and functionality on different devices. These procedures are very useful, especially for testers. Let's see how it is a very easy task to run our application on either simulators or on real devices. Deploying to a simulator On a simulator, you can simply run the following command to check if your application is running: $ gradle launchIPhoneSimulator This command will package and launch the application in an iPhone simulator as shown in the following screenshot: DialPad2 JavaFX 8 application running on the iOS 8.3/iPhone 4s simulator This command will launch the application in an iPad simulator: $ gradle launchIPadSimulator Deploying to an Apple device In order to package a JavaFX 8 application and deploy it to an Apple device, simply run the following command: $ gradle launchIOSDevice This command will launch the JavaFX 8 application in the device that is connected to your desktop/laptop. Then, once the application is launched on your device, type in any number and then tap Call. The iPhone will ask for permission to dial using the default mobile dialer; tap on Ok. The default mobile dialer will be launched and will the number as shown in the following figure: To be able to test and deploy your apps on your devices, you will need an active subscription with the Apple Developer Program. Visit the Apple Developer Portal, https://developer.apple.com/register/index.action, to sign up. You will also need to provision your device for development. You can find information on device provisioning in the Apple Developer Portal, or follow this guide: http://www.bignerdranch.com/we-teach/how-to-prepare/ios-device-provisioning/. Summary This article gave us a very good understanding of how JavaFX-based applications can be developed and customized using RoboVM for iOS to make it possible to run your applications on Apple platforms. You learned about RoboVM features and limitations, and how it works; you also gained skills that you can use for developing. You then learned how to install the required software and tools for iOS development and how to enable Xcode along with the RoboVM compiler, to package and install the Phone Dial JavaFX-8-based application on OS simulators. Finally, we provided tips on how to run and deploy your application on real devices. Resources for Article: Further resources on this subject: Function passing [article] Creating Java EE Applications [article] Contexts and Dependency Injection in NetBeans [article]
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Packt
08 Jul 2015
21 min read
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To Be or Not to Be – Optionals

Packt
08 Jul 2015
21 min read
In this article by Andrew J Wagner, author of the book Learning Swift, we will cover: What is an optional? How to unwrap an optional Optional chaining Implicitly unwrapped optionals How to debug optionals The underlying implementation of an optional (For more resources related to this topic, see here.) Introducing optionals So, we know that the purpose of optionals in Swift is to allow the representation of the absent value, but what does that look like and how does it work? An optional is a special type that can wrap any other type. This means that you can make an optional String, optional Array, and so on. You can do this by adding a question mark (?) to the type name: var possibleString: String? var possibleArray: [Int]? Note that this code does not specify any initial values. This is because all optionals, by default, are set to no value at all. If we want to provide an initial value, we can do so like any other variable: var possibleInt: Int? = 10 Also note that, if we leave out the type specification (: Int?), possibleInt would be inferred to be of the Int type instead of an Int optional. It is pretty verbose to say that a variable lacks a value. Instead, if an optional lacks a variable, we say that it is nil. So, both possibleString and possibleArray are nil, while possibleInt is 10. However, possibleInt is not truly 10. It is still wrapped in an optional. You can see all the forms a variable can take by putting the following code in to a playground: var actualInt = 10 var possibleInt: Int? = 10 var nilInt: Int? println(actualInt) // "10" println(possibleInt) // "Optional(10)" println(nilInt) // "nil" As you can see, actualInt prints out as we expect it to, but possibleInt prints out as an optional that contains the value 10 instead of just 10. This is a very important distinction because an optional cannot be used as if it were the value it wraps. The nilInt optional just reports that it is nil. At any point, you can update the value within an optional, including the fact that you can give it a value for the first time using the assignment operator (=): nilInt = 2 println(nilInt) // "Optional(2)" You can even remove the value within an optional by assigning it to nil: nilInt = nil println(nilInt) // "nil" So, we have this wrapped form of a variable that may or may not contain a value. What do we do if we need to access the value within an optional? The answer is that we must unwrap it. Unwrapping an optional There are multiple ways to unwrap an optional. All of them essentially assert that there is truly a value within the optional. This is a wonderful safety feature of Swift. The compiler forces you to consider the possibility that an optional lacks any value at all. In other languages, this is a very commonly overlooked scenario that can cause obscure bugs. Optional binding The safest way to unwrap an optional is using something called optional binding. With this technique, you can assign a temporary constant or variable to the value contained within the optional. This process is contained within an if statement, so that you can use an else statement for when there is no value. An optional binding looks like this: if let string = possibleString {    println("possibleString has a value: \(string)") } else {    println("possibleString has no value") } An optional binding is distinguished from an if statement primarily by the if let syntax. Semantically, this code says "if you can let the constant string be equal to the value within possibleString, print out its value; otherwise, print that it has no value." The primary purpose of an optional binding is to create a temporary constant that is the normal (nonoptional) version of the optional. It is also possible to use a temporary variable in an optional binding: possibleInt = 10 if var int = possibleInt {    int *= 2 } println(possibleInt) // Optional(10) Note that an astrix (*) is used for multiplication in Swift. You should also note something important about this code, that is, if you put it into a playground, even though we multiplied int by 2, the value does not change. When we print out possibleInt later, the value still remains Optional(10). This is because even though we made the int variable (otherwise known as mutable), it is simply a temporary copy of the value within possibleInt. No matter what we do with int, nothing will be changed about the value within possibleInt. If we need to update the actual value stored within possibleInt, we need to simply assign possibleInt to int after we are done modifying it: possibleInt = 10 if var int = possibleInt {    int *= 2    possibleInt = int } println(possibleInt) // Optional(20) Now the value wrapped inside possibleInt has actually been updated. A common scenario that you will probably come across is the need to unwrap multiple optional values. One way of doing this is by simply nesting the optional bindings: if let actualString = possibleString {    if let actualArray = possibleArray {        if let actualInt = possibleInt {            println(actualString)            println(actualArray)            println(actualInt)        }    } } However, this can be a pain as it increases the indentation level each time to keep the code organized. Instead, you can actually list multiple optional bindings in a single statement separated by commas: if let actualString = possibleString,    let actualArray = possibleArray,    let actualInt = possibleInt {    println(actualString)    println(actualArray)    println(actualInt) } This generally produces more readable code. This way of unwrapping is great, but saying that optional binding is the safe way to access the value within an optional implies that there is an unsafe way to unwrap an optional. This way is called forced unwrapping. Forced unwrapping The shortest way to unwrap an optional is by forced unwrapping. This is done using an exclamation mark (!) after the variable name when it is used: possibleInt = 10 possibleInt! *= 2   println(possibleInt) // "Optional(20)" However, the reason it is considered unsafe is that your entire program crashes if you try to unwrap an optional that is currently nil: nilInt! *= 2 // fatal error The full error you get is "unexpectedly found as nil while unwrapping an optional value". This is because forced unwrapping is essentially your personal guarantee that the optional truly holds a value. This is why it is called forced. Therefore, forced unwrapping should be used in limited circumstances. It should never be used just to shorten up the code. Instead, it should only be used when you can guarantee, from the structure of the code, that it cannot be nil, even though it is defined as an optional. Even in this case, you should check whether it is possible to use a nonoptional variable instead. The only other place you may use it is when your program truly cannot recover if an optional is nil. In these circumstances, you should at least consider presenting an error to the user, which is always better than simply having your program crash. An example of a scenario where forced unwrapping may be used effectively is with lazily calculated values. A lazily calculated value is a value that is not created until the first time it is accessed. To illustrate this, let's consider a hypothetical class that represents a filesystem directory. It would have a property that lists its contents that are lazily calculated. The code would look something like this: class FileSystemItem {} class File: FileSystemItem {} class Directory: FileSystemItem {    private var realContents: [FileSystemItem]?    var contents: [FileSystemItem] {        if self.realContents == nil {           self.realContents = self.loadContents()        }        return self.realContents!    }      private func loadContents() -> [FileSystemItem] {        // Do some loading        return []    } } Here, we defined a superclass called FileSystemItem that both File and Directory inherit from. The contents of a directory is a list of any kind of FileSystemItem. We define content as a calculated variable and store the real value within the realContents property. The calculated property checks whether there is a value yet loaded for realContents; if there isn't, it loads the contents and puts it into the realContents property. Based on this logic, we know with 100 percent certainty that there will be a value within realContents by the time we get to the return statement, so it is perfectly safe to use forced unwrapping. Nil coalescing In addition to optional binding and forced unwrapping, Swift also provides an operator called the nil coalescing operator to unwrap an optional. This is represented by a double question mark (??). Basically, this operator lets us provide a default value for a variable or operation result in case it is nil. This is a safe way to turn an optional value into a nonoptional value and it would look something like this: var possibleString: String? = "An actual string" println(possibleString ?? "Default String")   // "An Actual String" Here, we ask the program to print out possibleString unless it is nil, in which case, it will just print Default String. Since we did give it a value, it printed out that value and it is important to note that it printed out as a regular variable, not as an optional. This is because one way or another, an actual value will be printed. This is a great tool for concisely and safely unwrapping an optional when a default value makes sense. Optional chaining A common scenario in Swift is to have an optional that you must calculate something from. If the optional has a value you want to store the result of the calculation on, but if it is nil, the result should just be set to nil: var invitee: String? = "Sarah" var uppercaseInvitee: String? if let actualInvitee = invitee {    uppercaseInvitee = actualInvitee.uppercaseString } This is pretty verbose. To shorten this up in an unsafe way, we could use forced unwrapping: uppercaseInvitee = invitee!.uppercaseString However, optional chaining will allow us to do this safely. Essentially, it allows optional operations on an optional. When the operation is called, if the optional is nil, it immediately returns nil; otherwise, it returns the result of performing the operation on the value within the optional: uppercaseInvitee = invitee?.uppercaseString So in this call, invitee is an optional. Instead of unwrapping it, we will use optional chaining by placing a question mark (?) after it, followed by the optional operation. In this case, we asked for the uppercaseInvitee property on it. If invitee is nil, uppercaseInvitee is immediately set to nil without it even trying to access uppercaseString. If it actually does contain a value, uppercaseInvitee gets set to the uppercaseString property of the contained value. Note that all optional chains return an optional result. You can chain as many calls, both optional and nonoptional, as you want in this way: var myNumber: String? = "27" myNumber?.toInt()?.advancedBy(10).description This code attempts to add 10 to myNumber, which is represented by String. First, the code uses an optional chain in case myNumber is nil. Then, the call to toInt uses an additional optional chain because that method returns an optional Int type. We then call advancedBy, which does not return an optional, allowing us to access the description of the result without using another optional chain. If at any point any of the optionals are nil, the result will be nil. This can happen for two different reasons: This can happen because myNumber is nil This can also happen because toInt returns nil as it cannot convert String to the Int type If the chain makes it all the way to advanceBy, there is no longer a failure path and it will definitely return an actual value. You will notice that there are exactly two question marks used in this chain and there are two possible failure reasons. At first, it can be hard to understand when you should and should not use a question mark to create a chain of calls. The rule is that you should always use a question mark if the previous element in the chain returns an optional. However, since you are prepared, let's look at what happens if you use an optional chain improperly: myNumber.toInt() // Value of optional type 'String?' not unwrapped In this case, we try to call a method directly on an optional without a chain so that we get an error. We also have the case where we try to inappropriately use an optional chain: var otherNumber = "10" otherNumber?.toInt() // Operand of postfix '?'   should have optional type Here, we get an error that says a question mark can only be used on an optional type. It is great to have a good sense of catching errors, which you will see when you make mistakes, so that you can quickly correct them because we all make silly mistakes from time to time. Another great feature of optional chaining is that it can be used for method calls on an optional that does not actually return a value: var invitees: [String]? = [] invitee?.removeAll(keepCapacity: false) In this case, we only want to call removeAll if there is truly a value within the optional array. So, with this code, if there is a value, all the elements are removed from it: otherwise, it remains nil. In the end, option chaining is a great choice for writing concise code that still remains expressive and understandable. Implicitly unwrapped optionals There is a second type of optional called an implicitly unwrapped optional. There are two ways to look at what an implicitly unwrapped optional is. One way is to say that it is a normal variable that can also be nil. The other way is to say that it is an optional that you don't have to unwrap to use. The important thing to understand about them is that like optionals, they can be nil, but like a normal variable, you do not have to unwrap them. You can define an implicitly unwrapped optional with an exclamation mark (!) instead of a question mark (?) after the type name: var name: String! Just like with regular optionals, implicitly unwrapped optionals do not need to be given an initial value because they are nil by default. At first, this may sound like it is the best of both worlds, but in reality, it is more like the worst of both worlds. Even though an implicitly unwrapped optional does not have to be unwrapped, it will crash your entire program if it is nil when used: name.uppercaseString // Crash A great way to think about them is that every time an implicitly unwrapped optional is used, it is implicitly performing a forced unwrapping. The exclamation mark is placed in its type declaration instead of using it every time. This is particularly bad because it appears the same as any other variable except for how it is declared. This means that it is very unsafe to use, unlike a normal optional. So, if implicitly unwrapped optionals are the worst of both worlds and are so unsafe, why do they even exist? The reality is that in rare circumstances, they are necessary. They are used in circumstances where a variable is not truly optional, but you also cannot give an initial value to it. This is almost always true in the case of custom types that have a member variable that is nonoptional, but cannot be set during initialization. A rare example of this is a view in iOS. UIKit, as we discussed earlier, is the framework that Apple provides for iOS development. In it, Apple has a class called UIView that is used for displaying content on the screen. Apple also provides a tool in Xcode called Interface Builder that lets you design these views in a visual editor instead of in code. Many views designed in this way need references to other views that can be accessed programmatically later. When one of these views is loaded, it is initialized without anything connected and then all the connections are made. Once all the connections are made, a function called awakeFromNib is called on the view. This means that these connections are not available for use during initialization, but are available once awakeFromNib is called. This order of operations also ensures that awakeFromNib is always called before anything actually uses the view. This is a circumstance where it is necessary to use an implicitly unwrapped optional. A member variable may not be defined until the view is initialized and when it is completely loaded: import UIKit class MyView: UIView {    @IBOutlet var button : UIButton!    var buttonOriginalWidth : CGFloat!      override func awakeFromNib() {        self.buttonOriginalWidth = self.button.frame.size.width    } } Note that we have actually declared two implicitly unwrapped optionals. The first is a connection to button. We know this is a connection because it is preceded by @IBOutlet. This is declared as an implicitly unwrapped optional because the connections are not set up until after initialization, but they are still guaranteed to be set up before any other methods are called on the view. This also then leads us to make our second variable, buttonOriginalWidth, implicitly unwrapped because we need to wait until the connection is made before we can determine the width of button. After awakeFromNib is called, it is safe to treat both button and buttonOriginalWidth as nonoptional. You may have noticed that we had to dive pretty deep in to app development in order to find a valid use case for implicitly unwrapped optionals, and this is arguably only because UIKit is implemented in Objective-C. Debugging optionals We already saw a couple of compiler errors that we commonly see because of optionals. If we try to call a method on an optional that we intended to call on the wrapped value, we will get an error. If we try to unwrap a value that is not actually optional, we will get an error that the variable or constant is not optional. We also need to be prepared for runtime errors that optionals can cause. As discussed, optionals cause runtime errors if you try to forcefully unwrap an optional that is nil. This can happen with both explicit and implicit forced unwrapping. If you followed my advice so far in this article, this should be a rare occurrence. However, we all end up working with third-party code, and maybe they were lazy or maybe they used forced unwrapping to enforce their expectations about how their code should be used. Also, we all suffer from laziness from time to time. It can be exhausting or discouraging to worry about all the edge cases when you are excited about programming the main functionality of your app. We may use forced unwrapping temporarily while we worry about that main functionality and plan to come back to handle it later. After all, during development, it is better to have a forced unwrapping crash the development version of your app than it is for it to fail silently if you have not yet handled that edge case. We may even decide that an edge case is not worth the development effort of handling because everything about developing an app is a trade-off. Either way, we need to recognize a crash from forced unwrapping quickly, so that we don't waste extra time trying to figure out what went wrong. When an app tries to unwrap a nil value, if you are currently debugging the app, Xcode shows you the line that tries to do the unwrapping. The line reports that there was EXC_BAD_INSTRUCTION and you will also get a message in the console saying fatal error: unexpectedly found nil while unwrapping an Optional value:   You will also sometimes have to look at which code currently calls the code that failed. To do that, you can use the call stack in Xcode. When your program crashes, Xcode automatically displays the call stack, but you can also manually show it by going to View | Navigators | Show Debug Navigator. This will look something as follows:   Here, you can click on different levels of code to see the state of things. This becomes even more important if the program crashes within one of Apple's framework, where you do not have access to the code. In that case, you should move up the call stack to the point where your code is called in the framework. You may also be able to look at the names of the functions to help you figure out what may have gone wrong. Anywhere on the call stack, you can look at the state of the variables in the debugger, as shown in the following screenshot:   If you do not see this variable's view, you can display it by clicking on the button at the bottom-left corner, which is second from the right that will be grayed out. Here, you can see that invitee is indeed nil, which is what caused the crash. As powerful as the debugger is, if you find that it isn't helping you find the problem, you can always put println statements in important parts of the code. It is always safe to print out an optional as long as you don't forcefully unwrap it like in the preceding example. As we saw earlier, when an optional is printed, it will print nil if it doesn't have a value or it will print Optional(<value>) if it does have a value. Debugging is an extremely important part of becoming a productive developer because we all make mistakes and create bugs. Being a great developer means that you can identify problems quickly and understand how to fix them soon after that. This will largely come from practice, but it will also come when you have a firm grasp of what really happens with your code instead of simply adapting some code you find online to fit your needs through trial and error. The underlying implementation At this point, you should have a pretty strong grasp of what an optional is and how to use and debug it, but it is valuable to look deeper at optionals and see how they actually work. In reality, the question mark syntax for optionals is just a special shorthand. Writing String? is equivalent to writing Optional<String>. Writing String! is equivalent to writing ImplicitlyUnwrappedOptional<String>. The Swift compiler has shorthand versions because they are so commonly used This allows the code to be more concise and readable. If you declare an optional using the long form, you can see Swift's implementation by holding command and clicking on the word Optional. Here, you can see that Optional is implemented as an enumeration. If we simplify the code a little, we have: enum Optional<T> {    case None    case Some(T) } So, we can see that Optional really has two cases: None and Some. None stands for the nil case, while the Some case has an associated value, which is the value wrapped inside Optional. Unwrapping is then the process of retrieving the associated value out of the Some case. One part of this that you have not seen yet is the angled bracket syntax (<T>). This is a generic and essentially allows the enumeration to have an associated value of any type. Realizing that optionals are simply enumerations will help you to understand how to use them. It also gives you some insight into how concepts are built on top of other concepts. Optionals seem really complex until you realize that they are just two-case enumerations. Once you understand enumerations, you can pretty easily understand optionals as well. Summary We only covered a single concept, optionals, in this article, but we saw that this is a pretty dense topic. We saw that at the surface level, optionals are pretty straightforward. They offer a way to represent a variable that has no value. However, there are multiple ways to get access to the value wrapped within an optional, which have very specific use cases. Optional binding is always preferred as it is the safest method, but we can also use forced unwrapping if we are confident that an optional is not nil. We also have a type called implicitly unwrapped optional to delay the assigning of a variable that is not intended to be optional, but we should use it sparingly because there is almost always a better alternative. Resources for Article: Further resources on this subject: Network Development with Swift [article] Flappy Swift [article] Playing with Swift [article]
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Roberto González
08 Jul 2015
14 min read
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How to build a Remote-controlled TV with Node-Webkit

Roberto González
08 Jul 2015
14 min read
Node-webkit is one of the most promising technologies to come out in the last few years. It lets you ship a native desktop app for Windows, Mac, and Linux just using HTML, CSS, and some JavaScript. These are the exact same languages you use to build any web app. You basically get your very own Frameless Webkit to build your app, which is then supercharged with NodeJS, giving you access to some powerful libraries that are not available in a typical browser. As a demo, we are going to build a remote-controlled Youtube app. This involves creating a native app that displays YouTube videos on your computer, as well as a mobile client that will let you search for and select the videos you want to watch straight from your couch. You can download the finished project from https://github.com/Aerolab/youtube-tv. You need to follow the first part of this guide (Getting started) to set up the environment and then run run.sh (on Mac) or run.bat (on Windows) to start the app. Getting started First of all, you need to install Node.JS (a JavaScript platform), which you can download from http://nodejs.org/download/. The installer comes bundled with NPM (Node.JS Package Manager), which lets you install everything you need for this project. Since we are going to be building two apps (a desktop app and a mobile app), it’s better if we get the boring HTML+CSS part out of the way, so we can concentrate on the JavaScript part of the equation. Download the project files from https://github.com/Aerolab/youtube-tv/blob/master/assets/basics.zip and put them in a new folder. You can name the project’s folder youtube-tv  or whatever you want. The folder should look like this: - index.html // This is the starting point for our desktop app - css // Our desktop app styles - js // This is where the magic happens - remote // This is where the magic happens (Part 2) - libraries // FFMPEG libraries, which give you H.264 video support in Node-Webkit - player // Our youtube player - Gruntfile.js // Build scripts - run.bat // run.bat runs the app on Windows - run.sh // sh run.sh runs the app on Mac Now open the Terminal (on Mac or Linux) or a new command prompt (on Windows) right in that folder. Now we’ll install a couple of dependencies we need for this project, so type these commands to install node-gyp and grunt-cli. Each one will take a few seconds to download and install: On Mac or Linux: sudo npm install node-gyp -g sudo npm install grunt-cli -g  On Windows: npm install node-gyp -g npm install grunt-cli -g Leave the Terminal open. We’ll be using it again in a bit. All Node.JS apps start with a package.json file (our manifest), which holds most of the settings for your project, including which dependencies you are using. Go ahead and create your own package.json file (right inside the project folder) with the following contents. Feel free to change anything you like, such as the project name, the icon, or anything else. Check out the documentation at https://github.com/rogerwang/node-webkit/wiki/Manifest-format: { "//": "The // keys in package.json are comments.", "//": "Your project’s name. Go ahead and change it!", "name": "Remote", "//": "A simple description of what the app does.", "description": "An example of node-webkit", "//": "This is the first html the app will load. Just leave this this way", "main": "app://host/index.html", "//": "The version number. 0.0.1 is a good start :D", "version": "0.0.1", "//": "This is used by Node-Webkit to set up your app.", "window": { "//": "The Window Title for the app", "title": "Remote", "//": "The Icon for the app", "icon": "css/images/icon.png", "//": "Do you want the File/Edit/Whatever toolbar?", "toolbar": false, "//": "Do you want a standard window around your app (a title bar and some borders)?", "frame": true, "//": "Can you resize the window?", "resizable": true}, "webkit": { "plugin": false, "user-agent": "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_9_5) AppleWebKit/537.36 (KHTML, like Gecko) Safari/537.36" }, "//": "These are the libraries we’ll be using:", "//": "Express is a web server, which will handle the files for the remote", "//": "Socket.io lets you handle events in real time, which we'll use with the remote as well.", "dependencies": { "express": "^4.9.5", "socket.io": "^1.1.0" }, "//": "And these are just task handlers to make things easier", "devDependencies": { "grunt": "^0.4.5", "grunt-contrib-copy": "^0.6.0", "grunt-node-webkit-builder": "^0.1.21" } } You’ll also find Gruntfile.js, which takes care of downloading all of the node-webkit assets and building the app once we are ready to ship. Feel free to take a look into it, but it’s mostly boilerplate code. Once you’ve set everything up, go back to the Terminal and install everything you need by typing: npm install grunt nodewebkitbuild You may run into some issues when doing this on Mac or Linux. In that case, try using sudo npm install and sudo grunt nodewebkitbuild. npm install installs all of the dependencies you mentioned in package.json, both the regular dependencies and the development ones, like grunt and grunt-nodewebkitbuild, which downloads the Windows and Mac version of node-webkit, setting them up so they can play videos, and building the app. Wait a bit for everything to install properly and we’re ready to get started. Note that if you are using Windows, you might get a scary error related to Visual C++ when running npm install. Just ignore it. Building the desktop app All web apps (or websites for that matter) start with an index.html file. We are going to be creating just that to get our app to run: <!DOCTYPE html><html> <head> <metacharset="utf-8"/> <title>Youtube TV</title> <linkhref='http://fonts.googleapis.com/css?family=Roboto:500,400'rel='stylesheet'type='text/css'/> <linkhref="css/normalize.css"rel="stylesheet"type="text/css"/> <linkhref="css/styles.css"rel="stylesheet"type="text/css"/> </head> <body> <divid="serverInfo"> <h1>Youtube TV</h1> </div> <divid="videoPlayer"> </div> <script src="js/jquery-1.11.1.min.js"></script> <script src="js/youtube.js"></script> <script src="js/app.js"></script> </body> </html> As you may have noticed, we are using three scripts for our app: jQuery (pretty well known at this point), a Youtube video player, and finally app.js, which contains our app's logic. Let’s dive into that! First of all, we need to create the basic elements for our remote control. The easiest way of doing this is to create a basic web server and serve a small web app that can search Youtube, select a video, and have some play/pause controls so we don’t have any good reasons to get up from the couch. Open js/app.js and type the following: // Show the Developer Tools. And yes, Node-Webkit has developer tools built in! Uncomment it to open it automatically//require('nw.gui').Window.get().showDevTools(); // Express is a web server, will will allow us to create a small web app with which to control the playervar express = require('express'); var app = express(); var server = require('http').Server(app); var io = require('socket.io')(server); // We'll be opening up our web server on Port 8080 (which doesn't require root privileges)// You can access this server at http://127.0.0.1:8080var serverPort =8080; server.listen(serverPort); // All the static files (css, js, html) for the remote will be served using Express.// These assets are in the /remote folderapp.use('/', express.static('remote')); With those 7 lines of code (not counting comments) we just got a neat web server working on port 8080. If you were paying attention to the code, you may have noticed that we required something called socket.io. This lets us use websockets with minimal effort, which means we can communicate with, from, and to our remote instantly. You can learn more about socket.io at http://socket.io/. Let’s set that up next in app.js: // Socket.io handles the communication between the remote and our app in real time, // so we can instantly send commands from a computer to our remote and backio.on('connection', function (socket) { // When a remote connects to the app, let it know immediately the current status of the video (play/pause)socket.emit('statusChange', Youtube.status); // This is what happens when we receive the watchVideo command (picking a video from the list)socket.on('watchVideo', function (video) { // video contains a bit of info about our video (id, title, thumbnail)// Order our Youtube Player to watch that video Youtube.watchVideo(video); }); // These are playback controls. They receive the “play” and “pause” events from the remotesocket.on('play', function () { Youtube.playVideo(); }); socket.on('pause', function () { Youtube.pauseVideo(); }); }); // Notify all the remotes when the playback status changes (play/pause)// This is done with io.emit, which sends the same message to all the remotesYoutube.onStatusChange =function(status) { io.emit('statusChange', status); }; That’s the desktop part done! In a few dozen lines of code we got a web server running at http://127.0.0.1:8080 that can receive commands from a remote to watch a specific video, as well as handling some basic playback controls (play and pause). We are also notifying the remotes of the status of the player as soon as they connect so they can update their UI with the correct buttons (if it’s playing, show the pause button and vice versa). Now we just need to build the remote. Building the remote control The server is just half of the equation. We also need to add the corresponding logic on the remote control, so it’s able to communicate with our app. In remote/index.html, add the following HTML: <!DOCTYPE html><html> <head> <metacharset=“utf-8”/> <title>TV Remote</title> <metaname="viewport"content="width=device-width, initial-scale=1, maximum-scale=1"/> <linkrel="stylesheet"href="/css/normalize.css"/> <linkrel="stylesheet"href="/css/styles.css"/> </head> <body> <divclass="controls"> <divclass="search"> <inputid="searchQuery"type="search"value=""placeholder="Search on Youtube..."/> </div> <divclass="playback"> <buttonclass="play">&gt;</button> <buttonclass="pause">||</button> </div> </div> <divid="results"class="video-list"> </div> <divclass="__templates"style="display:none;"> <articleclass="video"> <figure><imgsrc=""alt=""/></figure> <divclass="info"> <h2></h2> </div> </article> </div> <script src="/socket.io/socket.io.js"></script> <script src="/js/jquery-1.11.1.min.js"></script> <script src="/js/search.js"></script> <script src="/js/remote.js"></script> </body> </html> Again, we have a few libraries: Socket.io is served automatically by our desktop app at /socket.io/socket.io.js, and it manages the communication with the server. jQuery is somehow always there, search.js manages the integration with the Youtube API (you can take a look if you want), and remote.js handles the logic for the remote. The remote itself is pretty simple. It can look for videos on Youtube, and when we click on a video it connects with the app, telling it to play the video with socket.emit. Let’s dive into remote/js/remote.js to make this thing work: // First of all, connect to the server (our desktop app)var socket = io.connect(); // Search youtube when the user stops typing. This gives us an automatic search.var searchTimeout =null; $('#searchQuery').on('keyup', function(event){ clearTimeout(searchTimeout); searchTimeout = setTimeout(function(){ searchYoutube($('#searchQuery').val()); }, 500); }); // When we click on a video, watch it on the App$('#results').on('click', '.video', function(event){ // Send an event to notify the server we want to watch this videosocket.emit('watchVideo', $(this).data()); }); // When the server tells us that the player changed status (play/pause), alter the playback controlssocket.on('statusChange', function(status){ if( status ==='play' ) { $('.playback .pause').show(); $('.playback .play').hide(); } elseif( status ==='pause'|| status ==='stop' ) { $('.playback .pause').hide(); $('.playback .play').show(); } }); // Notify the app when we hit the play button$('.playback .play').on('click', function(event){ socket.emit('play'); }); // Notify the app when we hit the pause button$('.playback .pause').on('click', function(event){ socket.emit('pause'); }); This is very similar to our server, except we are using socket.emit a lot more often to send commands back to our desktop app, telling it which videos to play and handle our basic play/pause controls. The only thing left to do is make the app run. Ready? Go to the terminal again and type: If you are on a Mac: sh run.sh If you are on Windows: run.bat If everything worked properly, you should be both seeing the app and if you open a web browser to http://127.0.0.1:8080 the remote client will open up. Search for a video, pick anything you like, and it’ll play in the app. This also works if you point any other device on the same network to your computer’s IP, which brings me to the next (and last) point. Finishing touches There is one small improvement we can make: print out the computer’s IP to make it easier to connect to the app from any other device on the same Wi-Fi network (like a smartphone). On js/app.js add the following code to find out the IP and update our UI so it’s the first thing we see when we open the app: // Find the local IPfunction getLocalIP(callback) { require('dns').lookup( require('os').hostname(), function (err, add, fam) { typeof callback =='function'? callback(add) :null; }); } // To make things easier, find out the machine's ip and communicate itgetLocalIP(function(ip){ $('#serverInfo h1').html('Go to<br/><strong>http://'+ip+':'+serverPort+'</strong><br/>to open the remote'); }); The next time you run the app, the first thing you’ll see is the IP for your computer, so you just need to type that URL in your smartphone to open the remote and control the player from any computer, tablet, or smartphone (as long as they are in the same Wi-Fi network). That's it! You can start expanding on this to improve the app: Why not open the app on a fullscreen by default? Why not get rid of the horrible default frame and create your own? You can actually designate any div as a window handle with CSS (using -webkit-app-region: drag), so you can drag the window by that div and create your own custom title bar. Summary While the app has a lot of interlocking parts, it's a good first project to find out what you can achieve with node-webkit in just a few minutes. I hope you enjoyed this post! About the author Roberto González is the co-founder of Aerolab, “an awesome place where we really push the barriers to create amazing, well-coded designs for the best digital products”. He can be reached at @robertcode.
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Packt
07 Jul 2015
15 min read
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Installation and Setup

Packt
07 Jul 2015
15 min read
The Banana Pi is a single-board computer, which enables you to build your own individual and versatile system. In fact, it is a complete computer, including all the required elements such as a processor, memory, network, and other interfaces, which we are going to explore. It provides enough power to run even relatively complex applications suitably. In this article by, Ryad El-Dajani, author of the book, Banana Pi Cookbook, we are going to get to know the Banana Pi device. The available distributions are mentioned, as well as how to download and install these distributions. We will also examine Android in contrast to our upcoming Linux adventure. (For more resources related to this topic, see here.) Thus, you are going to transform your little piece of hardware into a functional, running computer with a working operating system. You will master the whole process of doing the required task from connecting the cables, choosing an operating system, writing the image to an SD card, and successfully booting up and shutting down your device for the first time. Banana Pi Overview In the following picture, you see a Banana Pi on the left-hand side and a Banana Pro on the right-hand side: As you can see, there are some small differences that we need to notice. The Banana Pi provides a dedicated composite video output besides the HDMI output. However, with the Banana Pro, you can connect your display via composite video output using a four-pole composite audio/video cable on the jack. In contrast to the Banana Pi, which has 26 pin headers, the Banana Pro provides 40 pins. Also the pins for the UART port interface are located below the GPIO headers on the Pi, while they are located besides the network interface on the Pro. The other two important differences are not clearly visible on the previous picture. The operating system for your device comes in the form of image files that need to be written (burned) to an SD card. The Banana Pi uses normal SD cards while the Banana Pro will only accept Micro SD cards. Moreover, the Banana Pro provides a Wi-Fi interface already on board. Therefore, you are also able to connect the Banana Pro to your wireless network, while the Pi would require an external wireless USB device. Besides the mentioned differences, the devices are very similar. You will find the following hardware components and interfaces on your device. On the back side, you will find: A20 ARM Cortex-A7 dual core central processing unit (CPU) ARM Mali400 MP2 graphics processing unit (GPU) 1 gigabyte of DDR3 memory (that is shared with the GPU) On the front side, you will find: Ethernet network interface adapter Two USB 2.0 ports A 5V micro USB power with DC in and a micro USB OTG port A SATA 2.0 port and SATA power output Various display outputs [HDMI, LVDS, and composite (integrated into jack on the Pro)] A CSI camera input connector An infrared (IR) receiver A microphone Various hardware buttons on board (power key, reset key, and UBoot key) Various LEDs (red for power status, blue for Ethernet status, and green for user defined) As you can see, you have a lot of opportunities for letting your device interact with various external components. Operating systems for the Banana Pi The Banana Pi is capable of running any operating system that supports the ARM Cortex-A7 architecture. There are several operating systems precompiled, so you are able to write the operating system to an SD card and boot your system flawlessly. Currently, there are the following operating systems provided officially by LeMaker, the manufacturer of the Banana Pi. Android Android is a well-known operating system for mobile phones, but it is also runnable on various other devices such as smart watches, cars, and, of course, single-board computers such as the Banana Pi. The main advantage of running Android on a single-board computer is its convenience. Anybody who uses an Android-based smartphone will recognize the graphical user interface (GUI) and may have less initial hurdles. Also, setting up a media center might be easier to do on Android than on a Linux-based system. However, there are also a few disadvantages, as you are limited to software that is provided by an Android store such as Google Play. As most apps are optimized for mobile use at the moment, you will not find a lot of usable software for your Banana Pi running Android, except some Games and Multimedia applications. Moreover, you are required to use special Windows software called PhoenixCard to be able to prepare an Android SD card. In this article, we are going to ignore the installing of Android. For further information, please see Installing the Android OS image (LeMaker Wiki) at http://wiki.lemaker.org/BananaPro/Pi:SD_card_installation. Linux Most of the Linux users never realize that they are actually using Linux when operating their phones, appliances, routers, and many more products, as most of its magic happens in the background. We are going to dig into this adventure to discover its possibilities when running on our Banana Pi device. The following Linux-based operating systems—so-called distributions—are used by the majority of the Banana Pi user base and are supported officially by the manufacturer: Lubuntu: This is a lightweight distribution based on the well-known Ubuntu using the LXDE desktop, which is principally a good choice, if you are a Windows user. Raspbian: This is a distribution based on Debian, which was initially produced for the Raspberry Pi (hence the name). As a lot of Raspberry Pi owners are running Raspbian on their devices while also experimenting with the Banana Pi, LeMaker ported the original Raspbian distribution to the Banana Pi. Raspbian also comes with an LXDE desktop by default. Bananian: This too is a Debian-based Linux distribution optimized exclusively for the Banana Pi and its siblings. All of the aforementioned distributions are based on the well-known distribution, Debian. Besides the huge user base, all Debian-based distributions use the same package manager Apt (Advanced Packaging Tool) to search for and install new software, and all are similar to use. There are still more distributions that are officially supported by LeMaker, such as Berryboot, LeMedia, OpenSUSE, Fedora, Gentoo, Scratch, ArchLinux, Open MediaVault, and OpenWrt. All of them have their pros and cons or their specific use cases. If you are an experienced Linux user, you may choose your preferred distribution from the mentioned list, as most of the recipes are similar to, or even equally usable on, most of the Linux-based operating systems. Moreover, the Banana Pi community publishes various customized Linux distributions for the Banana Pi regularly. The possible advantages of a customized distribution may include enabled and optimized hardware acceleration capabilities, supportive helper scripts, fully equipped desktop environments, and much more. However, when deciding to use a customized distribution, there is no official support by LeMaker and you have to contact the publisher in case you encounter bugs, or need help. You can also check the customized Arch Linux image that author have built (http://blog.eldajani.net/banana-pi-arch-linux-customized-distribution/) for the Banana Pi and Banana Pro, including several useful applications. Downloading an operating system for the Banana Pi The following two recipes will explain how to set up the SD card with the desired operating system and how to get the Banana Pi up and running for the first time. This recipe is a predecessor. Besides the device itself, you will need at least a source for energy, which is usually a USB power supply and an SD card to boot your Banana Pi. Also, a network cable and connection is highly recommended to be able to interact with your Banana Pi from another computer via a remote shell using the application. You might also want to actually see something on a display. Then, you will need to connect your Banana Pi via HDMI, composite, or LVDS to an external screen. It is recommended that you use an HDMI Version 1.4 cable since lower versions can possibly cause issues. Besides inputting data using a remote shell, you can directly connect an USB keyboard and mouse to your Banana Pi via the USB ports. After completing the required tasks in the upcoming recipes, you will be able to boot your Banana Pi. Getting ready The following components are required for this recipe: Banana Pi SD card (minimum class 4; class 10 is recommended) USB power supply (5V 2A recommended) A computer with an SD card reader/writer (to write the image to the SD card) Furthermore, you are going to need an Internet connection to download a Linux distribution or Android. A few optional but highly recommended components are: Connection to a display (via HDMI or composite) Network connection via Ethernet USB keyboard and mouse You can acquire these items from various retailers. All items shown in the previous two pictures were bought from an online retailer that is known for originally selling books. However, the Banana Pi and the other products can be acquired from a large number of retailers. It is recommended to get a USB power supply with 2000mA (2A) output. How to do it… To download an operating system for Banana Pi, follow these steps: Download an image of your desired operating system. We are going to download Android and Raspbian from the official LeMaker image files website: http://www.lemaker.org/resources/9-38/image_files.html. The following screenshot shows the LeMaker website where you can download the official images: If you are clicking on one of the mirrors (such as Google Drive, Dropbox, and so on), you will be redirected to the equivalent file-hosting service. From there, you are actually able to download the archive file. Once your archive containing the image is downloaded, you are ready to unpack the downloaded archive, which we will do in the upcoming recipes. Setting up the SD card on Windows This recipe will explain how to set up the SD card using a Windows operating system. How to do it… In the upcoming steps, we will unpack the archive containing the operating system image for the Banana Pi and write the image to the SD card: Open the downloaded archive with 7-Zip. The following screenshot shows the 7-Zip application opening a compressed .tgz archive: Unpack the archive to a directory until you get a file with the file extension .img. If it is .tgz or .tar.gz file, you will need to unpack the archive twice Create a backup of the contents of the SD card as everything on the SD card is going to be erased unrecoverablely. Open SD Formatter (https://www.sdcard.org/downloads/formatter_4/) and check the disk letter (E: in the following screenshot). Choose Option to open the Option Setting window and choose: FORMAT TYPE: FULL (Erase) FORMAT SIZE ADJUSTMENT: ON When everything is configured correctly, check again to see whether you are using the correct disk and click Format to start the formatting process. Writing a Linux distribution image to the SD card on Windows The following steps explain how to write a Linux-based distribution to the SD card on Windows: Format the SD card using SD Formatter, which we covered in the previous section. Open the Win32 Disk Imager (http://sourceforge.net/projects/win32diskimager/). Choose the image file by clicking on the directory button. Check, whether you are going to write to the correct disk and then click on Write. Once the burning process is done, you are ready to insert the freshly prepared SD card containing your Linux operating system into the Banana Pi and boot it up for the first time. Booting up and shutting down the Banana Pi This recipe will explain how to boot up and shut down the Banana Pi. As the Banana Pi is a real computer, these tasks are as equally important as tasks on your desktop computer. The booting process starts the Linux kernel and several important services. The shutting down stops them accordingly and does not power off the Banana Pi until all data is synchronized with the SD card or external components correctly. How to do it… We are going to boot up and shut down the Banana Pi. Booting up Do the following steps to boot up your Banana Pi: Attach the Ethernet cable to your local network. Connect your Banana Pi to a display. Plug in an USB keyboard and mouse. Insert the SD card to your device. Power your Banana Pi by plugging in the USB power cable. The next screenshot shows the desktop of Raspbian after a successful boot: Shutting down Linux To shut down your Linux-based distribution, you either use the shutdown command or do it via the desktop environment (in case of Raspbian, it is called LXDE). For the latter method, these are the steps: Click on the LXDE icon in the lower-left corner. Click on Logout. Click on Shutdown in the upcoming window. To shut down your operating system via the shell, type in the following command: $ sudo shutdown -h now Connecting via SSH on Windows using PuTTY The following recipe shows you how to connect to your Banana Pi remotely using an open source application called PuTTY. Getting ready For this recipe, you will need the following ingredients: A booted up Linux operating system on your Banana Pi connected to your local network The PuTTY application on your Windows PC that is also connected to your local area network How to do it… To connect to your Banana Pi via SSH on Windows, perform the following: Run putty.exe. You will see the PuTTY Configuration dialog. Enter the IP address of the Banana Pi and leave the Port as number 22 as. Click on the Open button. A new terminal will appear, attempting a connection to the Banana Pi. When connecting to the Banana Pi for the first time, you will see a PuTTY security alert. The following screenshot shows the PuTTY Security Alert window: Trust the connection by clicking on Yes. You will be requested to enter the login credentials. Use the default username bananapi and password bananapi. When you are done, you should be welcomed by the shell of your Banana Pi. The following screenshot shows the shell of your Banana Pi accessed via SSH using PuTTY on Windows: To quit your SSH session, execute the command exit or press Ctrl + D. Searching, installing, and removing the software Once you have your decent operating system on the Banana Pi, sooner or later you are going to require a new software. As most software for Linux systems is published as open source, you can obtain the source code and compile it for yourself. One alternative is to use a package manager. A lot of software is precompiled and provided as installable packages by the so-called repositories. In case of Debian-based distributions (for example, Raspbian, Bananian, and Lubuntu), the package manager that uses these repositories is called Advanced Packaging Tool (Apt). The two most important tools for our requirements will be apt-get and apt-cache. In this recipe, we will cover the searching, the installing, and removing of software using the Apt utilities. Getting ready The following ingredients are required for this recipe. A booted Debian-based operating system on your Banana Pi An Internet connection How to do it… We will separate this recipe into searching for, installing and removing of packages. Searching for packages In the upcoming example, we will search for a solitaire game: Connect to your Banana Pi remotely or open a terminal on the desktop. Type the following command into the shell: $ apt-cache search solitaire You will get a list of packages that contain the string solitaire in their package name or description. Each line represents a package and shows the package name and description separated by a dash (-). Now we have obtained a list of solitaire games: The preceding screenshot shows the output after searching for packages containing the string solitaire using the apt-cache command. Installing a package We are going to install a package by using its package name. From the previous received list, we select the package ace-of-penguins. Type the following command into the shell: $ sudo apt-get install ace-of-penguins If asked to type the password for sudo, enter the user's password. If a package requires additional packages (dependencies), you will be asked to confirm the additional packages. In this case, enter Y. After downloading and installing, the desired package is installed: Removing a package When you want to uninstall (remove) a package, you also use the apt-get command: Type the following command into a shell: $ sudo apt-get remove ace-of-penguins If asked to type the password for sudo, enter the user's password. You will be asked to confirm the removal. Enter Y. After this process, the package is removed from your system. You will have uninstalled the package ace-of-penguins. Summary In this article, we discovered the installation of a Linux operating system on the Banana Pi. Furthermore, we connected to the Banana Pi via the SSH protocol using PuTTY. Moreover, we discussed how to install new software using the Advanced Packaging Tool. This article is a combination of parts from the first two chapters of the Banana Pi Cookbook. In the Banana Pi Cookbook, we are diving more into detail and explain the specifics of the Banana Pro, for example, how to connect to the local network via WLAN. If you are using a Linux-based desktop computer, you will also learn how to set up the SD card and connect via SSH to your Banana Pi on your Linux computer. Resources for Article: Further resources on this subject: Color and motion finding [article] Controlling the Movement of a Robot with Legs [article] Develop a Digital Clock [article]
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Packt
07 Jul 2015
22 min read
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Man, Do I Like Templates!

Packt
07 Jul 2015
22 min read
In this article by Italo Maia, author of the book Building Web Applications with Flask, we will discuss what Jinja2 is, and how Flask uses Jinja2 to implement the View layer and awe you. Be prepared! (For more resources related to this topic, see here.) What is Jinja2 and how is it coupled with Flask? Jinja2 is a library found at http://jinja.pocoo.org/; you can use it to produce formatted text with bundled logic. Unlike the Python format function, which only allows you to replace markup with variable content, you can have a control structure, such as a for loop, inside a template string and use Jinja2 to parse it. Let's consider this example: from jinja2 import Template x = """ <p>Uncle Scrooge nephews</p> <ul> {% for i in my_list %} <li>{{ i }}</li> {% endfor %} </ul> """ template = Template(x) # output is an unicode string print template.render(my_list=['Huey', 'Dewey', 'Louie']) In the preceding code, we have a very simple example where we create a template string with a for loop control structure ("for tag", for short) that iterates over a list variable called my_list and prints the element inside a "li HTML tag" using curly braces {{ }} notation. Notice that you could call render in the template instance as many times as needed with different key-value arguments, also called the template context. A context variable may have any valid Python variable name—that is, anything in the format given by the regular expression [a-zA-Z_][a-zA-Z0-9_]*. For a full overview on regular expressions (Regex for short) with Python, visit https://docs.python.org/2/library/re.html. Also, take a look at this nice online tool for Regex testing http://pythex.org/. A more elaborate example would make use of an environment class instance, which is a central, configurable, extensible class that may be used to load templates in a more organized way. Do you follow where we are going here? This is the basic principle behind Jinja2 and Flask: it prepares an environment for you, with a few responsive defaults, and gets your wheels in motion. What can you do with Jinja2? Jinja2 is pretty slick. You can use it with template files or strings; you can use it to create formatted text, such as HTML, XML, Markdown, and e-mail content; you can put together templates, reuse templates, and extend templates; you can even use extensions with it. The possibilities are countless, and combined with nice debugging features, auto-escaping, and full unicode support. Auto-escaping is a Jinja2 configuration where everything you print in a template is interpreted as plain text, if not explicitly requested otherwise. Imagine a variable x has its value set to <b>b</b>. If auto-escaping is enabled, {{ x }} in a template would print the string as given. If auto-escaping is off, which is the Jinja2 default (Flask's default is on), the resulting text would be b. Let's understand a few concepts before covering how Jinja2 allows us to do our coding. First, we have the previously mentioned curly braces. Double curly braces are a delimiter that allows you to evaluate a variable or function from the provided context and print it into the template: from jinja2 import Template # create the template t = Template("{{ variable }}") # – Built-in Types – t.render(variable='hello you') >> u"hello you" t.render(variable=100) >> u"100" # you can evaluate custom classes instances class A(object): def __str__(self):    return "__str__" def __unicode__(self):    return u"__unicode__" def __repr__(self):    return u"__repr__" # – Custom Objects Evaluation – # __unicode__ has the highest precedence in evaluation # followed by __str__ and __repr__ t.render(variable=A()) >> u"__unicode__" In the preceding example, we see how to use curly braces to evaluate variables in your template. First, we evaluate a string and then an integer. Both result in a unicode string. If we evaluate a class of our own, we must make sure there is a __unicode__ method defined, as it is called during the evaluation. If a __unicode__ method is not defined, the evaluation falls back to __str__ and __repr__, sequentially. This is easy. Furthermore, what if we want to evaluate a function? Well, just call it: from jinja2 import Template # create the template t = Template("{{ fnc() }}") t.render(fnc=lambda: 10) >> u"10" # evaluating a function with argument t = Template("{{ fnc(x) }}") t.render(fnc=lambda v: v, x='20') >> u"20" t = Template("{{ fnc(v=30) }}") t.render(fnc=lambda v: v) >> u"30" To output the result of a function in a template, just call the function as any regular Python function. The function return value will be evaluated normally. If you're familiar with Django, you might notice a slight difference here. In Django, you do not need the parentheses to call a function, or even pass arguments to it. In Flask, the parentheses are always needed if you want the function return evaluated. The following two examples show the difference between Jinja2 and Django function call in a template: {# flask syntax #} {{ some_function() }}   {# django syntax #} {{ some_function }} You can also evaluate Python math operations. Take a look: from jinja2 import Template # no context provided / needed Template("{{ 3 + 3 }}").render() >> u"6" Template("{{ 3 - 3 }}").render() >> u"0" Template("{{ 3 * 3 }}").render() >> u"9" Template("{{ 3 / 3 }}").render() >> u"1" Other math operators will also work. You may use the curly braces delimiter to access and evaluate lists and dictionaries: from jinja2 import Template Template("{{ my_list[0] }}").render(my_list=[1, 2, 3]) >> u'1' Template("{{ my_list['foo'] }}").render(my_list={'foo': 'bar'}) >> u'bar' # and here's some magic Template("{{ my_list.foo }}").render(my_list={'foo': 'bar'}) >> u'bar' To access a list or dictionary value, just use normal plain Python notation. With dictionaries, you can also access a key value using variable access notation, which is pretty neat. Besides the curly braces delimiter, Jinja2 also has the curly braces/percentage delimiter, which uses the notation {% stmt %} and is used to execute statements, which may be a control statement or not. Its usage depends on the statement, where control statements have the following notation: {% stmt %} {% endstmt %} The first tag has the statement name, while the second is the closing tag, which has the name of the statement appended with end in the beginning. You must be aware that a non-control statement may not have a closing tag. Let's look at some examples: {% block content %} {% for i in items %} {{ i }} - {{ i.price }} {% endfor %} {% endblock %} The preceding example is a little more complex than what we have been seeing. It uses a control statement for loop inside a block statement (you can have a statement inside another), which is not a control statement, as it does not control execution flow in the template. Inside the for loop you see that the i variable is being printed together with the associated price (defined elsewhere). A last delimiter you should know is {# comments go here #}. It is a multi-line delimiter used to declare comments. Let's see two examples that have the same result: {# first example #} {# second example #} Both comment delimiters hide the content between {# and #}. As can been seen, this delimiter works for one-line comments and multi-line comments, what makes it very convenient. Control structures We have a nice set of built-in control structures defined by default in Jinja2. Let's begin our studies on it with the if statement. {% if true %}Too easy{% endif %} {% if true == true == True %}True and true are the same{% endif %} {% if false == false == False %}False and false also are the same{% endif %} {% if none == none == None %}There's also a lowercase None{% endif %} {% if 1 >= 1 %}Compare objects like in plain python{% endif %} {% if 1 == 2 %}This won't be printed{% else %}This will{% endif %} {% if "apples" != "oranges" %}All comparison operators work = ]{% endif %} {% if something %}elif is also supported{% elif something_else %}^_^{% endif %} The if control statement is beautiful! It behaves just like a python if statement. As seen in the preceding code, you can use it to compare objects in a very easy fashion. "else" and "elif" are also fully supported. You may also have noticed that true and false, non-capitalized, were used together with plain Python Booleans, True and False. As a design decision to avoid confusion, all Jinja2 templates have a lowercase alias for True, False, and None. By the way, lowercase syntax is the preferred way to go. If needed, and you should avoid this scenario, you may group comparisons together in order to change precedence evaluation. See the following example: {% if 5 < 10 < 15 %}true{%else%}false{% endif %} {% if (5 < 10) < 15 %}true{%else%}false{% endif %} {% if 5 < (10 < 15) %}true{%else%}false{% endif %} The expected output for the preceding example is true, true, and false. The first two lines are pretty straightforward. In the third line, first, (10<15) is evaluated to True, which is a subclass of int, where True == 1. Then 5 < True is evaluated, which is certainly false. The for statement is pretty important. One can hardly think of a serious Web application that does not have to show a list of some kind at some point. The for statement can iterate over any iterable instance and has a very simple, Python-like syntax: {% for item in my_list %} {{ item }}{# print evaluate item #} {% endfor %} {# or #} {% for key, value in my_dictionary.items() %} {{ key }}: {{ value }} {% endfor %} In the first statement, we have the opening tag indicating that we will iterate over my_list items and each item will be referenced by the name item. The name item will be available inside the for loop context only. In the second statement, we have an iteration over the key value tuples that form my_dictionary, which should be a dictionary (if the variable name wasn't suggestive enough). Pretty simple, right? The for loop also has a few tricks in store for you. When building HTML lists, it's a common requirement to mark each list item in alternating colors in order to improve readability or mark the first or/and last item with some special markup. Those behaviors can be achieved in a Jinja2 for-loop through access to a loop variable available inside the block context. Let's see some examples: {% for i in ['a', 'b', 'c', 'd'] %} {% if loop.first %}This is the first iteration{% endif %} {% if loop.last %}This is the last iteration{% endif %} {{ loop.cycle('red', 'blue') }}{# print red or blue alternating #} {{ loop.index }} - {{ loop.index0 }} {# 1 indexed index – 0 indexed index #} {# reverse 1 indexed index – reverse 0 indexed index #} {{ loop.revindex }} - {{ loop.revindex0 }} {% endfor %} The for loop statement, as in Python, also allow the use of else, but with a slightly different meaning. In Python, when you use else with for, the else block is only executed if it was not reached through a break command like this: for i in [1, 2, 3]: pass else: print "this will be printed" for i in [1, 2, 3]: if i == 3:    break else: print "this will never not be printed" As seen in the preceding code snippet, the else block will only be executed in a for loop if the execution was never broken by a break command. With Jinja2, the else block is executed when the for iterable is empty. For example: {% for i in [] %} {{ i }} {% else %}I'll be printed{% endfor %} {% for i in ['a'] %} {{ i }} {% else %}I won't{% endfor %} As we are talking about loops and breaks, there are two important things to know: the Jinja2 for loop does not support break or continue. Instead, to achieve the expected behavior, you should use loop filtering as follows: {% for i in [1, 2, 3, 4, 5] if i > 2 %} value: {{ i }}; loop.index: {{ loop.index }} {%- endfor %} In the first tag you see a normal for loop together with an if condition. You should consider that condition as a real list filter, as the index itself is only counted per iteration. Run the preceding example and the output will be the following: value:3; index: 1 value:4; index: 2 value:5; index: 3 Look at the last observation in the preceding example—in the second tag, do you see the dash in {%-? It tells the renderer that there should be no empty new lines before the tag at each iteration. Try our previous example without the dash and compare the results to see what changes. We'll now look at three very important statements used to build templates from different files: block, extends, and include. block and extends always work together. The first is used to define "overwritable" blocks in a template, while the second defines a parent template that has blocks, for the current template. Let's see an example: # coding:utf-8 with open('parent.txt', 'w') as file:    file.write(""" {% block template %}parent.txt{% endblock %} =========== I am a powerful psychic and will tell you your past   {#- "past" is the block identifier #} {% block past %} You had pimples by the age of 12. {%- endblock %}   Tremble before my power!!!""".strip())   with open('child.txt', 'w') as file:    file.write(""" {% extends "parent.txt" %}   {# overwriting the block called template from parent.txt #} {% block template %}child.txt{% endblock %}   {#- overwriting the block called past from parent.txt #} {% block past %} You've bought an ebook recently. {%- endblock %}""".strip()) with open('other.txt', 'w') as file:    file.write(""" {% extends "child.txt" %} {% block template %}other.txt{% endblock %}""".strip())   from jinja2 import Environment, FileSystemLoader   env = Environment() # tell the environment how to load templates env.loader = FileSystemLoader('.') # look up our template tmpl = env.get_template('parent.txt') # render it to default output print tmpl.render() print "" # loads child.html and its parent tmpl = env.get_template('child.txt') print tmpl.render() # loads other.html and its parent env.get_template('other.txt').render() Do you see the inheritance happening, between child.txt and parent.txt? parent.txt is a simple template with two block statements, called template and past. When you render parent.txt directly, its blocks are printed "as is", because they were not overwritten. In child.txt, we extend the parent.txt template and overwrite all its blocks. By doing that, we can have different information in specific parts of a template without having to rewrite the whole thing. With other.txt, for example, we extend the child.txt template and overwrite only the block-named template. You can overwrite blocks from a direct parent template or from any of its parents. If you were defining an index.txt page, you could have default blocks in it that would be overwritten when needed, saving lots of typing. Explaining the last example, Python-wise, is pretty simple. First, we create a Jinja2 environment (we talked about this earlier) and tell it how to load our templates, then we load the desired template directly. We do not have to bother telling the environment how to find parent templates, nor do we need to preload them. The include statement is probably the easiest statement so far. It allows you to render a template inside another in a very easy fashion. Let's look at an example: with open('base.txt', 'w') as file: file.write(""" {{ myvar }} You wanna hear a dirty joke? {% include 'joke.txt' %} """.strip()) with open('joke.txt', 'w') as file: file.write(""" A boy fell in a mud puddle. {{ myvar }} """.strip())   from jinja2 import Environment, FileSystemLoader   env = Environment() # tell the environment how to load templates env.loader = FileSystemLoader('.') print env.get_template('base.txt').render(myvar='Ha ha!') In the preceding example, we render the joke.txt template inside base.txt. As joke.txt is rendered inside base.txt, it also has full access to the base.txt context, so myvar is printed normally. Finally, we have the set statement. It allows you to define variables for inside the template context. Its use is pretty simple: {% set x = 10 %} {{ x }} {% set x, y, z = 10, 5+5, "home" %} {{ x }} - {{ y }} - {{ z }} In the preceding example, if x was given by a complex calculation or a database query, it would make much more sense to have it cached in a variable, if it is to be reused across the template. As seen in the example, you can also assign a value to multiple variables at once. Macros Macros are the closest to coding you'll get inside Jinja2 templates. The macro definition and usage are similar to plain Python functions, so it is pretty easy. Let's try an example: with open('formfield.html', 'w') as file: file.write(''' {% macro input(name, value='', label='') %} {% if label %} <label for='{{ name }}'>{{ label }}</label> {% endif %} <input id='{{ name }}' name='{{ name }}' value='{{ value }}'></input> {% endmacro %}'''.strip()) with open('index.html', 'w') as file: file.write(''' {% from 'formfield.html' import input %} <form method='get' action='.'> {{ input('name', label='Name:') }} <input type='submit' value='Send'></input> </form> '''.strip())   from jinja2 import Environment, FileSystemLoader   env = Environment() env.loader = FileSystemLoader('.') print env.get_template('index.html').render() In the preceding example, we create a macro that accepts a name argument and two optional arguments: value and label. Inside the macro block, we define what should be output. Notice we can use other statements inside a macro, just like a template. In index.html we import the input macro from inside formfield.html, as if formfield was a module and input was a Python function using the import statement. If needed, we could even rename our input macro like this: {% from 'formfield.html' import input as field_input %} You can also import formfield as a module and use it as follows: {% import 'formfield.html' as formfield %} When using macros, there is a special case where you want to allow any named argument to be passed into the macro, as you would in a Python function (for example, **kwargs). With Jinja2 macros, these values are, by default, available in a kwargs dictionary that does not need to be explicitly defined in the macro signature. For example: # coding:utf-8 with open('formfield.html', 'w') as file:    file.write(''' {% macro input(name) -%} <input id='{{ name }}' name='{{ name }}' {% for k,v in kwargs.items() -%}{{ k }}='{{ v }}' {% endfor %}></input> {%- endmacro %} '''.strip())with open('index.html', 'w') as file:    file.write(''' {% from 'formfield.html' import input %} {# use method='post' whenever sending sensitive data over HTTP #} <form method='post' action='.'> {{ input('name', type='text') }} {{ input('passwd', type='password') }} <input type='submit' value='Send'></input> </form> '''.strip())   from jinja2 import Environment, FileSystemLoader   env = Environment() env.loader = FileSystemLoader('.') print env.get_template('index.html').render() As you can see, kwargs is available even though you did not define a kwargs argument in the macro signature. Macros have a few clear advantages over plain templates, that you notice with the include statement: You do not have to worry about variable names in the template using macros You can define the exact required context for a macro block through the macro signature You can define a macro library inside a template and import only what is needed Commonly used macros in a Web application include a macro to render pagination, another to render fields, and another to render forms. You could have others, but these are pretty common use cases. Regarding our previous example, it is good practice to use HTTPS (also known as, Secure HTTP) to send sensitive information, such as passwords, over the Internet. Be careful about that! Extensions Extensions are the way Jinja2 allows you to extend its vocabulary. Extensions are not enabled by default, so you can enable an extension only when and if you need, and start using it without much trouble: env = Environment(extensions=['jinja2.ext.do',   'jinja2.ext.with_']) In the preceding code, we have an example where you create an environment with two extensions enabled: do and with. Those are the extensions we will study in this article. As the name suggests, the do extension allows you to "do stuff". Inside a do tag, you're allowed to execute Python expressions with full access to the template context. Flask-Empty, a popular flask boilerplate available at https://github.com/italomaia/flask-empty uses the do extension to update a dictionary in one of its macros, for example. Let's see how we could do the same: {% set x = {1:'home', '2':'boat'} %} {% do x.update({3: 'bar'}) %} {%- for key,value in x.items() %} {{ key }} - {{ value }} {%- endfor %} In the preceding example, we create the x variable with a dictionary, then we update it with {3: 'bar'}. You don't usually need to use the do extension but, when you do, a lot of coding is saved. The with extension is also very simple. You use it whenever you need to create block scoped variables. Imagine you have a value you need cached in a variable for a brief moment; this would be a good use case. Let's see an example: {% with age = user.get_age() %} My age: {{ age }} {% endwith %} My age: {{ age }}{# no value here #} As seen in the example, age exists only inside the with block. Also, variables set inside a with block will only exist inside it. For example: {% with %} {% set count = query.count() %} Current Stock: {{ count }} Diff: {{ prev_count - count }} {% endwith %} {{ count }} {# empty value #} Filters Filters are a marvelous thing about Jinja2! This tool allows you to process a constant or variable before printing it to the template. The goal is to implement the formatting you want, strictly in the template. To use a filter, just call it using the pipe operator like this: {% set name = 'junior' %} {{ name|capitalize }} {# output is Junior #} Its name is passed to the capitalize filter that processes it and returns the capitalized value. To inform arguments to the filter, just call it like a function, like this: {{ ['Adam', 'West']|join(' ') }} {# output is Adam West #} The join filter will join all values from the passed iterable, putting the provided argument between them. Jinja2 has an enormous quantity of available filters by default. That means we can't cover them all here, but we can certainly cover a few. capitalize and lower were seen already. Let's look at some further examples: {# prints default value if input is undefined #} {{ x|default('no opinion') }} {# prints default value if input evaluates to false #} {{ none|default('no opinion', true) }} {# prints input as it was provided #} {{ 'some opinion'|default('no opinion') }}   {# you can use a filter inside a control statement #} {# sort by key case-insensitive #} {% for key in {'A':3, 'b':2, 'C':1}|dictsort %}{{ key }}{% endfor %} {# sort by key case-sensitive #} {% for key in {'A':3, 'b':2, 'C':1}|dictsort(true) %}{{ key }}{% endfor %} {# sort by value #} {% for key in {'A':3, 'b':2, 'C':1}|dictsort(false, 'value') %}{{ key }}{% endfor %} {{ [3, 2, 1]|first }} - {{ [3, 2, 1]|last }} {{ [3, 2, 1]|length }} {# prints input length #} {# same as in python #} {{ '%s, =D'|format("I'm John") }} {{ "He has two daughters"|replace('two', 'three') }} {# safe prints the input without escaping it first#} {{ '<input name="stuff" />'|safe }} {{ "there are five words here"|wordcount }} Try the preceding example to see exactly what each filter does. After reading this much about Jinja2, you're probably thinking: "Jinja2 is cool but this is a book about Flask. Show me the Flask stuff!". Ok, ok, I can do that! Of what we have seen so far, almost everything can be used with Flask with no modifications. As Flask manages the Jinja2 environment for you, you don't have to worry about creating file loaders and stuff like that. One thing you should be aware of, though, is that, because you don't instantiate the Jinja2 environment yourself, you can't really pass to the class constructor, the extensions you want to activate. To activate an extension, add it to Flask during the application setup as follows: from flask import Flask app = Flask(__name__) app.jinja_env.add_extension('jinja2.ext.do') # or jinja2.ext.with_ if __name__ == '__main__': app.run() Messing with the template context You can use the render_template method to load a template from the templates folder and then render it as a response. from flask import Flask, render_template app = Flask(__name__)   @app.route("/") def hello():    return render_template("index.html") If you want to add values to the template context, as seen in some of the examples in this article, you would have to add non-positional arguments to render_template: from flask import Flask, render_template app = Flask(__name__)   @app.route("/") def hello():    return render_template("index.html", my_age=28) In the preceding example, my_age would be available in the index.html context, where {{ my_age }} would be translated to 28. my_age could have virtually any value you want to exhibit, actually. Now, what if you want all your views to have a specific value in their context, like a version value—some special code or function; how would you do it? Flask offers you the context_processor decorator to accomplish that. You just have to annotate a function that returns a dictionary and you're ready to go. For example: from flask import Flask, render_response app = Flask(__name__)   @app.context_processor def luck_processor(): from random import randint def lucky_number():    return randint(1, 10) return dict(lucky_number=lucky_number)   @app.route("/") def hello(): # lucky_number will be available in the index.html context by default return render_template("index.html") Summary In this article, we saw how to render templates using only Jinja2, how control statements look and how to use them, how to write a comment, how to print variables in a template, how to write and use macros, how to load and use extensions, and how to register context processors. I don't know about you, but this article felt like a lot of information! I strongly advise you to run the experiment with the examples. Knowing your way around Jinja2 will save you a lot of headaches. Resources for Article: Further resources on this subject: Recommender systems dissected Deployment and Post Deployment [article] Handling sessions and users [article] Introduction to Custom Template Filters and Tags [article]
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Packt
07 Jul 2015
37 min read
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Learning Embedded Linux Using Yocto: Virtualization

Packt
07 Jul 2015
37 min read
In this article by Alexandru Vaduva, author of the book Learning Embedded Linux Using the Yocto Project, you will be presented with information about various concepts that appeared in the Linux virtualization article. As some of you might know, this subject is quite vast and selecting only a few components to be explained is also a challenge. I hope my decision would please most of you interested in this area. The information available in this article might not fit everyone's need. For this purpose, I have attached multiple links for more detailed descriptions and documentation. As always, I encourage you to start reading and finding out more, if necessary. I am aware that I cannot put all the necessary information in only a few words. In any Linux environment today, Linux virtualization is not a new thing. It has been available for more than ten years and has advanced in a really quick and interesting manner. The question now does not revolve around virtualization as a solution for me, but more about what virtualization solutions to deploy and what to virtualize. (For more resources related to this topic, see here.) Linux virtualization The first benefit everyone sees when looking at virtualization is the increase in server utilization and the decrease in energy costs. Using virtualization, the workloads available on a server are maximized, which is very different from scenarios where hardware uses only a fraction of the computing power. It can reduce the complexity of interaction with various environments and it also offers an easier-to-use management system. Today, working with a large number of virtual machines is not as complicated as interaction with a few of them because of the scalability most tools offer. Also, the time of deployment has really decreased. In a matter of minutes, you can deconfigure and deploy an operating system template or create a virtual environment for a virtual appliance deploy. One other benefit virtualization brings is flexibility. When a workload is just too big for allocated resources, it can be easily duplicated or moved on another environment that suit its needs better on the same hardware or on a more potent server. For a cloud-based solution regarding this problem, the sky is the limit here. The limit may be imposed by the cloud type on the basis of whether there are tools available for a host operating system. Over time, Linux was able to provide a number of great choices for every need and organization. Whether your task involves server consolidation in an enterprise data centre, or improving a small nonprofit infrastructure, Linux should have a virtualization platform for your needs. You simply need to figure out where and which project you should chose. Virtualization is extensive, mainly because it contains a broad range of technologies, and also since large portions of the terms are not well defined. In this article, you will be presented with only components related to the Yocto Project and also to a new initiative that I personally am interested in. This initiative tries to make Network Function Virtualization (NFV) and Software Defined Networks (SDN) a reality and is called Open Platform for NFV (OPNFV). It will be explained here briefly. SDN and NFV I have decided to start with this topic because I believe it is really important that all the research done in this area is starting to get traction with a number of open source initiatives from all sorts of areas and industries. Those two concepts are not new. They have been around for 20 years since they were first described, but the last few years have made possible it for them to resurface as real and very possible implementations. The focus of this article will be on the NFV article since it has received the most amount of attention, and also contains various implementation proposals. NFV NFV is a network architecture concept used to virtualize entire categories of network node functions into blocks that can be interconnected to create communication services. It is different from known virtualization techniques. It uses Virtual Network Functions (VNF) that can be contained in one or more virtual machines, which execute different processes and software components available on servers, switches, or even a cloud infrastructure. A couple of examples include virtualized load balancers, intrusion detected devices, firewalls, and so on. The development product cycles in the telecommunication industry were very rigorous and long due to the fact that the various standards and protocols took a long time until adherence and quality meetings. This made it possible for fast moving organizations to become competitors and made them change their approach. In 2013, an industry specification group published a white paper on software-defined networks and OpenFlow. The group was part of European Telecommunications Standards Institute (ETSI) and was called Network Functions Virtualisation. After this white paper was published, more in-depth research papers were published, explaining things ranging from terminology definitions to various use cases with references to vendors that could consider using NFV implementations. ETSI NFV The ETSI NFV workgroup has appeared useful for the telecommunication industry to create more agile cycles of development and also make it able to respond in time to any demands from dynamic and fast changing environments. SDN and NFV are two complementary concepts that are key enabling technologies in this regard and also contain the main ingredients of the technology that are developed by both telecom and IT industries. The NFV framework consist of six components: NFV Infrastructure (NFVI): It is required to offer support to a variety of use cases and applications. It comprises of the totality of software and hardware components that create the environment for which VNF is deployed. It is a multitenant infrastructure that is responsible for the leveraging of multiple standard virtualization technologies use cases at the same time. It is described in the following NFV Industry Specification Groups (NFV ISG) documents: NFV Infrastructure Overview NFV Compute NFV Hypervisor Domain NFV Infrastructure Network Domain The following image presents a visual graph of various use cases and fields of application for the NFV Infrastructure NFV Management and Orchestration (MANO): It is the component responsible for the decoupling of the compute, networking, and storing components from the software implementation with the help of a virtualization layer. It requires the management of new elements and the orchestration of new dependencies between them, which require certain standards of interoperability and a certain mapping. NFV Software Architecture: It is related to the virtualization of the already implemented network functions, such as proprietary hardware appliances. It implies the understanding and transition from a hardware implementation into a software one. The transition is based on various defined patterns that can be used in a process. NFV Reliability and Availability: These are real challenges and the work involved in these components started from the definition of various problems, use cases, requirements, and principles, and it has proposed itself to offer the same level of availability as legacy systems. It relates to the reliability component and the documentation only sets the stage for future work. It only identifies various problems and indicates the best practices used in designing resilient NFV systems. NFV Performance and Portability: The purpose of NFV, in general, is to transform the way it works with networks of future. For this purpose, it needs to prove itself as wordy solution for industry standards. This article explains how to apply the best practices related to performance and portability in a general VNF deployment. NFV Security: Since it is a large component of the industry, it is concerned about and also dependent on the security of networking and cloud computing, which makes it critical for NFV to assure security. The Security Expert Group focuses on those concerns. An architectural of these components is presented here: After all the documentation is in place, a number of proof of concepts need to be executed in order to test the limitation of these components and accordingly adjust the theoretical components. They have also appeared to encourage the development of the NFV ecosystem. SDN Software-Defined Networking (SDN) is an approach to networking that offers the possibility to manage various services using the abstraction of available functionalities to administrators. This is realized by decoupling the system into a control plane and data plane and making decisions based on the network traffic that is sent; this represents the control plane realm, and where the traffic is forwarded is represented by the data plane. Of course, some method of communication between the control and data plane is required, so the OpenFlow mechanism entered into the equation at first; however other components could as well take its place. The intention of SDN was to offer an architecture that was manageable, cost-effective, adaptable, and dynamic, as well as suitable for the dynamic and high-bandwidth scenarios that are available today. The OpenFlow component was the foundation of the SDN solution. The SDN architecture permitted the following: Direct programming: The control plane is directly programmable because it is completely decoupled by the data plane. Programmatically configuration: SDN permitted management, configuration, and optimization of resources though programs. These programs could also be written by anyone because they were not dependent on any proprietary components. Agility: The abstraction between two components permitted the adjustment of network flows according to the needs of a developer. Central management: Logical components could be centered on the control plane, which offered a viewpoint of a network to other applications, engines, and so on. Opens standards and vendor neutrality: It is implemented using open standards that have simplified the SDN design and operations because of the number of instructions provided to controllers. This is smaller compared to other scenarios in which multiple vendor-specific protocols and devices should be handled. Also, meeting market requirements with traditional solutions would have been impossible, taking into account newly emerging markets of mobile device communication, Internet of Things (IoT), Machine to Machine (M2M), Industry 4.0, and others, all require networking support. Taking into consideration the available budgets for further development in various IT departments, were all faced to make a decision. It seems that the mobile device communication market all decided to move toward open source in the hope that this investment would prove its real capabilities, and would also lead to a brighter future. OPNFV The Open Platform for the NFV Project tries to offer an open source reference platform that is carrier-graded and tightly integrated in order to facilitate industry peers to help improve and move the NFV concept forward. Its purpose is to offer consistency, interoperability, and performance among numerous blocks and projects that already exist. This platform will also try to work closely with a variety of open source projects and continuously help with integration, and at the same time, fill development gaps left by any of them. This project is expected to lead to an increase in performance, reliability, serviceability, availability, and power efficiency, but at the same time, also deliver an extensive platform for instrumentation. It will start with the development of an NFV infrastructure and a virtualized infrastructure management system where it will combine a number of already available projects. Its reference system architecture is represented by the x86 architecture. The project's initial focus point and proposed implementation can be consulted in the following image. From this image, it can be easily seen that the project, although very young since it was started in November 2014, has had an accelerated start and already has a few implementation propositions. There are already a number of large companies and organizations that have started working on their specific demos. OPNFV has not waited for them to finish and is already discussing a number of proposed project and initiatives. These are intended both to meet the needs of their members as well as assure them of the reliability various components, such as continuous integration, fault management, test-bed infrastructure, and others. The following figure describes the structure of OPNFV: The project has been leveraging as many open source projects as possible. All the adaptations made to these project can be done in two places. Firstly, they can be made inside the project, if it does not require substantial functionality changes that could cause divergence from its purpose and roadmap. The second option complements the first and is necessary for changes that do not fall in the first category; they should be included somewhere in the OPNFV project's codebase. None of the changes that have been made should be up streamed without proper testing within the development cycle of OPNFV. Another important element that needs to be mentioned is that OPNFV does not use any specific or additional hardware. It only uses available hardware resources as long the VI-Ha reference point is supported. In the preceding image, it can be seen that this is already done by having providers, such as Intel for the computing hardware, NetApp for storage hardware, and Mellanox for network hardware components. The OPNFV board and technical steering committee have a quite large palette of open source projects. They vary from Infrastructure as a Service (IaaS) and hypervisor to the SDN controller and the list continues. This only offers the possibility for a large number of contributors to try some of the skills that maybe did not have the time to work on, or wanted to learn but did not have the opportunity to. Also, a more diversified community offers a broader view of the same subject. There are a large variety of appliances for the OPNFV project. The virtual network functions are diverse for mobile deployments where mobile gateways (such as Serving Gateway (SGW), Packet Data Network Gateway (PGW), and so on) and related functions (Mobility Management Entity (MME) and gateways), firewalls or application-level gateways and filters (web and e-mail traffic filters) are used to test diagnostic equipment (Service-Level Agreement (SLA) monitoring). These VNF deployments need to be easy to operate, scale, and evolve independently from the type of VNF that is deployed. OPNFV sets out to create a platform that has to support a set of qualities and use-cases as follows: A common mechanism is needed for the life-cycle management of VNFs, which include deployment, instantiation, configuration, start and stop, upgrade/downgrade, and final decommissioning A consistent mechanism is used to specify and interconnect VNFs, VNFCs, and PNFs; these are indepedant of the physical network infrastructure, network overlays, and so on, that is, a virtual link A common mechanism is used to dynamically instantiate new VNF instances or decommission sufficient ones to meet the current performance, scale, and network bandwidth needs A mechanism is used to detect faults and failure in the NFVI, VIM, and other components of an infrastructure as well as recover from these failures A mechanism is used to source/sink traffic from/to a physical network function to/from a virtual network function NFVI as a Service is used to host different VNF instances from different vendors on the same infrastructure There are some notable and easy-to-grasp use case examples that should be mentioned here. They are organized into four categories. Let's start with the first category: the Residential/Access category. It can be used to virtualize the home environment but it also provides fixed access to NFV. The next one is data center: it has the virtualization of CDN and provides use cases that deal with it. The mobile category consists of the virtualization of mobile core networks and IMS as well as the virtualization of mobile base stations. Lastly, there are cloud categories that include NFVIaaS, VNFaaS, the VNF forwarding graph (Service Chains), and the use cases of VNPaaS. More information about this project and various implementation components is available at https://www.opnfv.org/. For the definitions of missing terminologies, please consult http://www.etsi.org/deliver/etsi_gs/NFV/001_099/003/01.02.01_60/gs_NFV003v010201p.pdf. Virtualization support for the Yocto Project The meta-virtualization layer tries to create a long and medium term production-ready layer specifically for an embedded virtualization. This roles that this has are: Simplifying the way collaborative benchmarking and researching is done with tools, such as KVM/LxC virtualization, combined with advance core isolation and other techniques Integrating and contributing with projects, such as OpenFlow, OpenvSwitch, LxC, dmtcp, CRIU and others, which can be used with other components, such as OpenStack or Carrier Graded Linux. To summarize this in one sentence, this layer tries to provide support while constructing OpenEmbedded and Yocto Project-based virtualized solutions. The packages that are available in this layer, which I will briefly talk about are as follows: CRIU Docker LXC Irqbalance Libvirt Xen Open vSwitch This layer can be used in conjunction with the meta-cloud-services layer that offer cloud agents and API support for various cloud-based solutions. In this article, I am referring to both these layers because I think it is fit to present these two components together. Inside the meta-cloud-services layer, there are also a couple of packages that will be discussed and briefly presented, as follows: openLDAP SPICE Qpid RabbitMQ Tempest Cyrus-SASL Puppet oVirt OpenStack Having mentioned these components, I will now move on with the explanation of each of these tools. Let's start with the content of the meta-virtualization layer, more exactly with CRIU package, a project that implements Checkpoint/Restore In Userspace for Linux. It can be used to freeze an already running application and checkpoint it to a hard drive as a collection of files. These checkpoints can be used to restore and execute the application from that point. It can be used as part of a number of use cases, as follows: Live migration of containers: It is the primary use case for a project. The container is check pointed and the resulting image is moved into another box and restored there, making the whole experience almost unnoticeable by the user. Upgrading seamless kernels: The kernel replacement activity can be done without stopping activities. It can be check pointed, replaced by calling kexec, and all the services can be restored afterwards. Speeding up slow boot services: It is a service that has a slow boot procedure, can be check pointed after the first start up is finished, and for consecutive starts, can be restored from that point. Load balancing of networks: It is a part of the TCP_REPAIR socket option and switches the socket in a special state. The socket is actually put into the state expected from it at the end of the operation. For example, if connect() is called, the socket will be put in an ESTABLISHED state as requested without checking for acknowledgment of communication from the other end, so offloading could be at the application level. Desktop environment suspend/resume: It is based on the fact that the suspend/restore action for a screen session or an X application is by far faster than the close/open operation. High performance and computing issues: It can be used for both load balancing of tasks over a cluster and the saving of cluster node states in case a crash occurs. Having a number of snapshots for application doesn't hurt anybody. Duplication of processes: It is similar to the remote fork() operation. Snapshots for applications: A series of application states can be saved and reversed back if necessary. It can be used both as a redo for the desired state of an application as well as for debugging purposes. Save ability in applications that do not have this option: An example of such an application could be games in which after reaching a certain level, the establishment of a checkpoint is the thing you need. Migrate a forgotten application onto the screen: If you have forgotten to include an application onto the screen and you are already there, CRIU can help with the migration process. Debugging of applications that have hung: For services that are stuck because of git and need a quick restart, a copy of the services can be used to restore. A dump process can also be used and through debugging, the cause of the problem can be found. Application behavior analysis on a different machine: For those applications that could behave differently from one machine to another, a snapshot of the application in question can be used and transferred into the other. Here, the debugging process can also be an option. Dry running updates: Before a system or kernel update on a system is done, its services and critical applications could be duplicated onto a virtual machine and after the system update and all the test cases pass, the real update can be done. Fault-tolerant systems: It can be used successfully for process duplication on other machines. The next element is irqbalance, a distributed hardware interrupt system that is available across multiple processors and multiprocessor systems. It is, in fact, a daemon used to balance interrupts across multiple CPUs, and its purpose is to offer better performances as well as better IO operation balance on SMP systems. It has alternatives, such as smp_affinity, which could achieve maximum performance in theory, but lacks the same flexibility that irqbalance provides. The libvirt toolkit can be used to connect with the virtualization capabilities available in the recent Linux kernel versions that have been licensed under the GNU Lesser General Public License. It offers support for a large number of packages, as follows: KVM/QEMU Linux supervisor Xen supervisor LXC Linux container system OpenVZ Linux container system Open Mode Linux a paravirtualized kernel Hypervisors that include VirtualBox, VMware ESX, GSX, Workstation and player, IBM PowerVM, Microsoft Hyper-V, Parallels, and Bhyve Besides these packages, it also offers support for storage on a large variety of filesystems, such as IDE, SCSI or USB disks, FiberChannel, LVM, and iSCSI or NFS, as well as support for virtual networks. It is the building block for other higher-level applications and tools that focus on the virtualization of a node and it does this in a secure way. It also offers the possibility of a remote connection. For more information about libvirt, take a look at its project goals and terminologies at http://libvirt.org/goals.html. The next is Open vSwitch, a production-quality implementation of a multilayer virtual switch. This software component is licensed under Apache 2.0 and is designed to enable massive network automations through various programmatic extensions. The Open vSwitch package, also abbreviated as OVS, provides a two stack layer for hardware virtualizations and also supports a large number of the standards and protocols available in a computer network, such as sFlow, NetFlow, SPAN, CLI, RSPAN, 802.1ag, LACP, and so on. Xen is a hypervisor with a microkernel design that provides services offering multiple computer operating systems to be executed on the same architecture. It was first developed at the Cambridge University in 2003, and was developed under GNU General Public License version 2. This piece of software runs on a more privileged state and is available for ARM, IA-32, and x86-64 instruction sets. A hypervisor is a piece of software that is concerned with the CPU scheduling and memory management of various domains. It does this from the domain 0 (dom0), which controls all the other unprivileged domains called domU; Xen boots from a bootloader and usually loads into the dom0 host domain, a paravirtualized operating system. A brief look at the Xen project architecture is available here: Linux Containers (LXC) is the next element available in the meta-virtualization layer. It is a well-known set of tools and libraries that offer virtualization at the operating system level by offering isolated containers on a Linux control host machine. It combines the functionalities of kernel control groups (cgroups) with the support for isolated namespaces to provide an isolated environment. It has received a fair amount of attention mostly due to Docker, which will be briefly mentioned a bit later. Also, it is considered a lightweight alternative to full machine virtualization. Both of these options, containers and machine virtualization, have a fair amount of advantages and disadvantages. If the first option, containers offer low overheads by sharing certain components, and it may turn out that it does not have a good isolation. Machine virtualization is exactly the opposite of this and offers a great solution to isolation at the cost of a bigger overhead. These two solutions could also be seen as complementary, but this is only my personal view of the two. In reality, each of them has its particular set of advantages and disadvantages that could sometimes be uncomplementary as well. More information about Linux containers is available at https://linuxcontainers.org/. The last component of the meta-virtualization layer that will be discussed is Docker, an open source piece of software that tries to automate the method of deploying applications inside Linux containers. It does this by offering an abstraction layer over LXC. Its architecture is better described in this image: As you can see in the preceding diagram, this software package is able to use the resources of the operating system. Here, I am referring to the functionalities of the Linux kernel and have isolated other applications from the operating system. It can do this either through LXC or other alternatives, such as libvirt and systemd-nspawn, which are seen as indirect implementations. It can also do this directly through the libcontainer library, which has been around since the 0.9 version of Docker. Docker is a great component if you want to obtain automation for distributed systems, such as large-scale web deployments, service-oriented architectures, continuous deployment systems, database clusters, private PaaS, and so on. More information about its use cases is available at https://www.docker.com/resources/usecases/. Make sure you take a look at this website; interesting information is often here. After finishing with the meta-virtualization layer, I will move next to the meta-cloud-services layer that contains various elements. I will start with Simple Protocol for Independent Computing Environments (Spice). This can be translated into a remote-display system for virtualized desktop devices. It initially started as a closed source software, and in two years it was decided to make it open source. It then became an open standard to interaction with devices, regardless of whether they are virtualized one not. It is built on a client-server architecture, making it able to deal with both physical and virtualized devices. The interaction between backend and frontend is realized through VD-Interfaces (VDI), and as shown in the following diagram, its current focus is the remote access to QEMU/KVM virtual machines: Next on the list is oVirt, a virtualization platform that offers a web interface. It is easy to use and helps in the management of virtual machines, virtualized networks, and storages. Its architecture consists of an oVirt Engine and multiple nodes. The engine is the component that comes equipped with a user-friendly interface to manage logical and physical resources. It also runs the virtual machines that could be either oVirt nodes, Fedora, or CentOS hosts. The only downfall of using oVirt is that it only offers support for a limited number of hosts, as follows: Fedora 20 CentOS 6.6, 7.0 Red Hat Enterprise Linux 6.6, 7.0 Scientific Linux 6.6, 7.0 As a tool, it is really powerful. It offers integration with libvirt for Virtual Desktops and Servers Manager (VDSM) communications with virtual machines and also support for SPICE communication protocols that enable remote desktop sharing. It is a solution that was started and is mainly maintained by Red Hat. It is the base element of their Red Hat Enterprise Virtualization (RHEV), but one thing is interesting and should be watched out for is that Red Hat now is not only a supporter of projects, such as oVirt and Aeolus, but has also been a platinum member of the OpenStack foundation since 2012. For more information on projects, such as oVirt, Aeolus, and RHEV, the following links can be useful to you: http://www.redhat.com/promo/rhev3/?sc_cid=70160000000Ty5wAAC&offer_id=70160000000Ty5NAAS, http://www.aeolusproject.org/ and http://www.ovirt.org/Home. I will move on to a different component now. Here, I am referring to the open source implementation of the Lightweight Directory Access Protocol, simply called openLDAP. Although it has a somewhat controverted license called OpenLDAP Public License, which is similar in essence to the BSD license, it is not recorded at opensource.org, making it uncertified by Open Source Initiative (OSI). This software component comes as a suite of elements, as follows: A standalone LDAP daemon that plays the role of a server called slapd A number of libraries that implement the LDAP protocol Last but not the least, a series of tools and utilities that also have a couple of clients samples between them There are also a number of additions that should be mentioned, such as ldapc++ and libraries written in C++, JLDAP and the libraries written in Java; LMDB, a memory mapped database library; Fortress, a role-based identity management; SDK, also written in Java; and a JDBC-LDAP Bridge driver that is written in Java and called JDBC-LDAP. Cyrus-SASL is a generic client-server library implementation for Simple Authentication and Security Layer (SASL) authentication. It is a method used for adding authentication support for connection-based protocols. A connection-based protocol adds a command that identifies and authenticates a user to the requested server and if negotiation is required, an additional security layer is added between the protocol and the connection for security purposes. More information about SASL is available in the RFC 2222, available at http://www.ietf.org/rfc/rfc2222.txt. For a more detailed description of Cyrus SASL, refer to http://www.sendmail.org/~ca/email/cyrus/sysadmin.html. Qpid is a messaging tool developed by Apache, which understands Advanced Message Queueing Protocol (AMQP) and has support for various languages and platforms. AMQP is an open source protocol designed for high-performance messaging over a network in a reliable fashion. More information about AMQP is available at http://www.amqp.org/specification/1.0/amqp-org-download. Here, you can find more information about the protocol specifications as well as about the project in general. Qpid projects push the development of AMQP ecosystems and this is done by offering message brokers and APIs that can be used in any developer application that intends to use AMQP messaging part of their product. To do this, the following can be done: Letting the source code open source. Making AMQP available for a large variety of computing environments and programming languages. Offering the necessary tools to simplify the development process of an application. Creating a messaging infrastructure to make sure that other services can integrate well with the AMQP network. Creating a messaging product that makes integration with AMQP trivial for any programming language or computing environment. Make sure that you take a look at Qpid Proton at http://qpid.apache.org/proton/overview.html for this. More information about the the preceding functionalities can be found at http://qpid.apache.org/components/index.html#messaging-apis. RabbitMQ is another message broker software component that implements AMQP, which is also available as open source. It has a number of components, as follows: The RabbitMQ exchange server Gateways for HTTP, Streaming Text Oriented Message Protocol (STOMP) and Message Queue Telemetry Transport (MQTT) AMQP client libraries for a variety of programming languages, most notably Java, Erlang, and .Net Framework A plugin platform for a number of custom components that also offer a collection of predefined one: Shovel: It is a plugin that executes the copy/move operation for messages between brokers Management: It enables the control and monitoring of brokers and clusters of brokers Federation: It enables sharing at the exchange level of messages between brokers You can find out more information regarding RabbitMQ by referring to the RabbitMQ documentation article at http://www.rabbitmq.com/documentation.html. Comparing the two, Qpid and RabbitMQ, it can be concluded that RabbitMQ is better and also that it has a fantastic documentation. This makes it the first choice for the OpenStack Foundation as well as for readers interested in benchmarking information for more than these frameworks. It is also available at http://blog.x-aeon.com/2013/04/10/a-quick-message-queue-benchmark-activemq-rabbitmq-hornetq-qpid-apollo/. One such result is also available in this image for comparison purposes: The next element is puppet, an open source configuration management system that allows IT infrastructure to have certain states defined and also enforce these states. By doing this, it offers a great automation system for system administrators. This project is developed by the Puppet Labs and was released under GNU General Public License until version 2.7.0. After this, it moved to the Apache License 2.0 and is now available in two flavors: The open source puppet version: It is mostly similar to the preceding tool and is capable of configuration management solutions that permit for definition and automation of states. It is available for both Linux and UNIX as well as Max OS X and Windows. The puppet enterprise edition: It is a commercial version that goes beyond the capabilities of the open source puppet and permits the automation of the configuration and management process. It is a tool that defines a declarative language for later use for system configuration. It can be applied directly on the system or even compiled as a catalogue and deployed on a target using a client-server paradigm, which is usually the REST API. Another component is an agent that enforces the resources available in the manifest. The resource abstraction is, of course, done through an abstraction layer that defines the configuration through higher lever terms that are very different from the operating system-specific commands. If you visit http://docs.puppetlabs.com/, you will find more documentation related to Puppet and other Puppet Lab tools. With all this in place, I believe it is time to present the main component of the meta-cloud-services layer, called OpenStack. It is a cloud operating system that is based on controlling a large number of components and together it offers pools of compute, storage, and networking resources. All of them are managed through a dashboard that is, of course, offered by another component and offers administrators control. It offers users the possibility of providing resources from the same web interface. Here is an image depicting the Open Source Cloud operating System, which is actually OpenStack: It is primarily used as an IaaS solution, its components are maintained by the OpenStack Foundation, and is available under Apache License version 2. In the Foundation, today, there are more than 200 companies that contribute to the source code and general development and maintenance of the software. At the heart of it, all are staying its components Also, each component has a Python module used for simple interaction and automation possibilities: Compute (Nova): It is used for the hosting and management of cloud computing systems. It manages the life cycles of the compute instances of an environment. It is responsible for the spawning, decommissioning, and scheduling of various virtual machines on demand. With regard to hypervisors, KVM is the preferred option but other options such as Xen and VMware are also viable. Object Storage (Swift): It is used for storage and data structure retrieval via RESTful and the HTTP API. It is a scalable and fault-tolerant system that permits data replication with objects and files available on multiple disk drives. It is developed mainly by an object storage software company called SwiftStack. Block Storage (Cinder): It provides persistent block storage for OpenStack instances. It manages the creation and attach and detach actions for block devices. In a cloud, a user manages its own devices, so a vast majority of storage platforms and scenarios should be supported. For this purpose, it offers a pluggable architecture that facilitates the process. Networking (Neutron): It is the component responsible for network-related services, also known as Network Connectivity as a Service. It provides an API for network management and also makes sure that certain limitations are prevented. It also has an architecture based on pluggable modules to ensure that as many networking vendors and technologies as possible are supported. Dashboard (Horizon): It provides web-based administrators and user graphical interfaces for interaction with the other resources made available by all the other components. It is also designed keeping extensibility in mind because it is able to interact with other components responsible for monitoring and billing as well as with additional management tools. It also offers the possibility of rebranding according to the needs of commercial vendors. Identity Service (Keystone): It is an authentication and authorization service It offers support for multiple forms of authentication and also existing backend directory services such as LDAP. It provides a catalogue for users and the resources they can access. Image Service (Glance): It is used for the discovery, storage, registration, and retrieval of images of virtual machines. A number of already stored images can be used as templates. OpenStack also provides an operating system image for testing purposes. Glance is the only module capable of adding, deleting, duplicating, and sharing OpenStack images between various servers and virtual machines. All the other modules interact with the images using the available APIs of Glance. Telemetry (Ceilometer): It is a module that provides billing, benchmarking, and statistical results across all current and future components of OpenStack with the help of numerous counters that permit extensibility. This makes it a very scalable module. Orchestrator (Heat): It is a service that manages multiple composite cloud applications with the help of various template formats, such as Heat Orchestration Templates (HOT) or AWS CloudFormation. The communication is done both on a CloudFormation compatible Query API and an Open Stack REST API. Database (Trove): It provides Cloud Database as service functionalities that are both reliable and scalable. It uses relational and nonrelational database engines. Bare Metal Provisioning (Ironic): It is a components that provides virtual machine support instead of bare metal machines support. It started as a fork of the Nova Baremetal driver and grew to become the best solution for a bare-metal hypervisor. It also offers a set of plugins for interaction with various bare-metal hypervisors. It is used by default with PXE and IPMI, but of course, with the help of the available plugins it can offer extended support for various vendor-specific functionalities. Multiple Tenant Cloud Messaging (Zaqar): It is, as the name suggests, a multitenant cloud messaging service for the web developers who are interested in Software as a Service (SaaS). It can be used by them to send messages between various components by using a number of communication patterns. However, it can also be used with other components for surfacing events to end users as well as communication in the over-cloud layer. Its former name was Marconi and it also provides the possibility of scalable and secure messaging. Elastic Map Reduce (Sahara): It is a module that tries to automate the method of providing the functionalities of Hadoop clusters. It only requires the defines for various fields, such as Hadoop versions, various topology nodes, hardware details, and so on. After this, in a few minutes, a Hadoop cluster is deployed and ready for interaction. It also offers the possibility of various configurations after deployment. Having mentioned all this, maybe you would not mind if a conceptual architecture is presented in the following image to present to you with ways in which the above preceding components are interacted with. To automate the deployment of such an environment in a production environment, automation tools, such as the previously mentioned Puppet tool, can be used. Take a look at this diagram: Now, let's move on and see how such a system can be deployed using the functionalities of the Yocto Project. For this activity to start, all the required metadata layers should be put together. Besides the already available Poky repository, other ones are also required and they are defined in the layer index on OpenEmbedded's website because this time, the README file is incomplete: git clone –b dizzy git://git.openembedded.org/meta-openembedded git clone –b dizzy git://git.yoctoproject.org/meta-virtualization git clone –b icehouse git://git.yoctoproject.org/meta-cloud-services source oe-init-build-env ../build-controller After the appropriate controller build is created, it needs to be configured. Inside the conf/layer.conf file, add the corresponding machine configuration, such as qemux86-64, and inside the conf/bblayers.conf file, the BBLAYERS variable should be defined accordingly. There are extra metadata layers, besides the ones that are already available. The ones that should be defined in this variable are: meta-cloud-services meta-cloud-services/meta-openstack-controller-deploy meta-cloud-services/meta-openstack meta-cloud-services/meta-openstack-qemu meta-openembedded/meta-oe meta-openembedded/meta-networking meta-openembedded/meta-python meta-openembedded/meta-filesystem meta-openembedded/meta-webserver meta-openembedded/meta-ruby After the configuration is done using the bitbake openstack-image-controller command, the controller image is built. The controller can be started using the runqemu qemux86-64 openstack-image-controller kvm nographic qemuparams="-m 4096" command. After finishing this activity, the deployment of the compute can be started in this way: source oe-init-build-env ../build-compute With the new build directory created and also since most of the work of the build process has already been done with the controller, build directories such as downloads and sstate-cache, can be shared between them. This information should be indicated through DL_DIR and SSTATE_DIR. The difference between the two conf/bblayers.conf files is that the second one for the build-compute build directory replaces meta-cloud-services/meta-openstack-controller-deploy with meta-cloud-services/meta-openstack-compute-deploy. This time the build is done with bitbake openstack-image-compute and should be finished faster. Having completed the build, the compute node can also be booted using the runqemu qemux86-64 openstack-image-compute kvm nographic qemuparams="-m 4096 –smp 4" command. This step implies the image loading for OpenStack Cirros as follows: wget download.cirros-cloud.net/0.3.2/cirros-0.3.2-x86_64-disk.img scp cirros-0.3.2-x86_64-disk.img root@<compute_ip_address>:~ ssh root@<compute_ip_address> ./etc/nova/openrc glance image-create –name "TestImage" –is=public true –container-format bare –disk-format qcow2 –file /home/root/cirros-0.3.2-x86_64-disk.img Having done all of this, the user is free to access the Horizon web browser using http://<compute_ip_address>:8080/ The login information is admin and the password is password. Here, you can play and create new instances, interact with them, and, in general, do whatever crosses your mind. Do not worry if you've done something wrong to an instance; you can delete it and start again. The last element from the meta-cloud-services layer is the Tempest integration test suite for OpenStack. It is represented through a set of tests that are executed on the OpenStack trunk to make sure everything is working as it should. It is very useful for any OpenStack deployments. More information about Tempest is available at https://github.com/openstack/tempest. Summary In this article, you were not only presented with information about a number of virtualization concepts, such as NFV, SDN, VNF, and so on, but also a number of open source components that contribute to everyday virtualization solutions. I offered you examples and even a small exercise to make sure that the information remains with you even after reading this book. I hope I made some of you curious about certain things. I also hope that some of you documented on projects that were not presented here, such as the OpenDaylight (ODL) initiative, that has only been mentioned in an image as an implementation suggestion. If this is the case, I can say I fulfilled my goal. Resources for Article: Further resources on this subject: Veil-Evasion [article] Baking Bits with Yocto Project [article] An Introduction to the Terminal [article]
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07 Jul 2015
9 min read
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Transactions in Redis

Packt
07 Jul 2015
9 min read
In this article by Vinoo Das author of the book Learning Redis, we will see how Redis as a NOSQL data store, provides a loose sense of transaction. As in a traditional RDBMS, the transaction starts with a BEGIN and ends with either COMMIT or ROLLBACK. All these RDBMS servers are multithreaded, so when a thread locks a resource, it cannot be manipulated by another thread unless and until the lock is released. Redis by default has MULTI to start and EXEC to execute the commands. In case of a transaction, the first command is always MULTI, and after that all the commands are stored, and when EXEC command is received, all the stored commands are executed in sequence. So inside the hood, once Redis receives the EXEC command, all the commands are executed as a single isolated operation. Following are the commands that can be used in Redis for transaction: MULTI: This marks the start of a transaction block EXEC: This executes all the commands in the pipeline after MULTI WATCH: This watches the keys for conditional execution of a transaction UNWATCH: This removes the WATCH keys of a transaction DISCARD: This flushes all the previously queued commands in the pipeline (For more resources related to this topic, see here.) The following figure represents how transaction in Redis works: Transaction in Redis Pipeline versus transaction As we have seen for many generic terms in pipeline the commands are grouped and executed, and the responses are queued in a block and sent. But in transaction, until the EXEC command is received, all the commands received after MULTI are queued and then executed. To understand that, it is important to take a case where we have a multithreaded environment and see the outcome. In the first case, we take two threads firing pipelined commands at Redis. In this sample, the first thread fires a pipelined command, which is going to change the value of a key multiple number of times, and the second thread will try to read the value of that key. Following is the class which is going to fire the two threads at Redis: MultiThreadedPipelineCommandTest.java: package org.learningRedis.chapter.four.pipelineandtx; public class MultiThreadedPipelineCommandTest { public static void main(String[] args) throws InterruptedException {    Thread pipelineClient = new Thread(new PipelineCommand());    Thread singleCommandClient = new Thread(new SingleCommand());    pipelineClient.start();    Thread.currentThread().sleep(50);    singleCommandClient.start(); } } The code for the client which is going to fire the pipeline commands is as follows: package org.learningRedis.chapter.four.pipelineandtx; import java.util.Set; import Redis.clients.jedis.Jedis; import Redis.clients.jedis.Pipeline; public class PipelineCommand implements Runnable{ Jedis jedis = ConnectionManager.get(); @Override public void run() {      long start = System.currentTimeMillis();      Pipeline commandpipe = jedis.pipelined();      for(int nv=0;nv<300000;nv++){        commandpipe.sadd("keys-1", "name"+nv);      }      commandpipe.sync();      Set<String> data= jedis.smembers("keys-1");      System.out.println("The return value of nv1 after pipeline [ " + data.size() + " ]");    System.out.println("The time taken for executing client(Thread-1) "+ (System.currentTimeMillis()-start));    ConnectionManager.set(jedis); } } The code for the client which is going to read the value of the key when pipeline is executed is as follows: package org.learningRedis.chapter.four.pipelineandtx; import java.util.Set; import Redis.clients.jedis.Jedis; public class SingleCommand implements Runnable { Jedis jedis = ConnectionManager.get(); @Override public void run() {    Set<String> data= jedis.smembers("keys-1");    System.out.println("The return value of nv1 is [ " + data.size() + " ]");    ConnectionManager.set(jedis); } } The result will vary as per machine configuration but by changing the thread sleep time and running the program couple of times, the result will be similar to the one shown as follows: The return value of nv1 is [ 3508 ] The return value of nv1 after pipeline [ 300000 ] The time taken for executing client(Thread-1) 3718 Please fire FLUSHDB command every time you run the test, otherwise you end up seeing the value of the previous test run, that is 300,000 Now we will run the sample in a transaction mode, where the command pipeline will be preceded by MULTI keyword and succeeded by EXEC command. This client is similar to the previous sample where two clients in separate threads will fire commands to a single key on Redis. The following program is a test client that gives two threads one with commands in transaction mode and the second thread will try to read and modify the same resource: package org.learningRedis.chapter.four.pipelineandtx; public class MultiThreadedTransactionCommandTest { public static void main(String[] args) throws InterruptedException {    Thread transactionClient = new Thread(new TransactionCommand());    Thread singleCommandClient = new Thread(new SingleCommand());    transactionClient.start();    Thread.currentThread().sleep(30);    singleCommandClient.start(); } } This program will try to modify the resource and read the resource while the transaction is going on: package org.learningRedis.chapter.four.pipelineandtx; import java.util.Set; import Redis.clients.jedis.Jedis; public class SingleCommand implements Runnable { Jedis jedis = ConnectionManager.get(); @Override public void run() {    Set<String> data= jedis.smembers("keys-1");    System.out.println("The return value of nv1 is [ " + data.size() + " ]");    ConnectionManager.set(jedis); } } This program will start with MULTI command, try to modify the resource, end it with EXEC command, and later read the value of the resource: package org.learningRedis.chapter.four.pipelineandtx; import java.util.Set; import Redis.clients.jedis.Jedis; import Redis.clients.jedis.Transaction; import chapter.four.pubsub.ConnectionManager; public class TransactionCommand implements Runnable { Jedis jedis = ConnectionManager.get(); @Override public void run() {      long start = System.currentTimeMillis();      Transaction transactionableCommands = jedis.multi();      for(int nv=0;nv<300000;nv++){        transactionableCommands.sadd("keys-1", "name"+nv);      }      transactionableCommands.exec();      Set<String> data= jedis.smembers("keys-1");      System.out.println("The return value nv1 after tx [ " + data.size() + " ]");    System.out.println("The time taken for executing client(Thread-1) "+ (System.currentTimeMillis()-start));    ConnectionManager.set(jedis); } } The result of the preceding program will vary as per machine configuration but by changing the thread sleep time and running the program couple of times, the result will be similar to the one shown as follows: The return code is [ 1 ] The return value of nv1 is [ null ] The return value nv1 after tx [ 300000 ] The time taken for executing client(Thread-1) 7078 Fire the FLUSHDB command every time you run the test. The idea is that the program should not pick up a value obtained because of a previous run of the program. The proof that the single command program is able to write to the key is if we see the following line: The return code is [1]. Let's analyze the result. In case of pipeline, a single command reads the value and the pipeline command sets a new value to that key as evident in the following result: The return value of nv1 is [ 3508 ] Now compare this with what happened in case of transaction when a single command tried to read the value but it was blocked because of the transaction. Hence the value will be NULL or 300,000. The return value of nv1 after tx [0] or The return value of nv1 after tx [300000] So the difference in output can be attributed to the fact that in a transaction, if we have started a MULTI command, and are still in the process of queueing commands (that is, we haven't given the server the EXEC request yet), then any other client can still come in and make a request, and the response would be sent to the other client. Once the client gives the EXEC command, then all other clients are blocked while all of the queued transaction commands are executed. Pipeline and transaction To have a better understanding, let's analyze what happened in case of pipeline. When two different connections made requests to the Redis for the same resource, we saw a result where client-2 picked up the value while client-1 was still executing: Pipeline in Redis in a multi connection environment What it tells us is that requests from the first connection which is pipeline command is stacked as one command in its execution stack, and the command from the other connection is kept in its own stack specific to that connection. The Redis execution thread time slices between these two executions stacks, and that is why client-2 was able to print a value when the client-1 was still executing. Let's analyze what happened in case of transaction here. Again the two commands (transaction commands and GET commands) were kept in their own execution stacks, but when the Redis execution thread gave time to the GET command, and it went to read the value, seeing the lock it was not allowed to read the value and was blocked. The Redis execution thread again went back to executing the transaction commands, and again it came back to GET command where it was again blocked. This process kept happening until the transaction command released the lock on the resource and then the GET command was able to get the value. If by any chance, the GET command was able to reach the resource before the transaction lock, it got a null value. Please bear in mind that Redis does not block execution to other clients while queuing transaction commands but blocks only during executing them. Transaction in Redis multi connection environment This exercise gave us an insight into what happens in the case of pipeline and transaction. Summary In this article, we saw in brief how to use Redis, not simply as a datastore, but also as pipeline the commands which is so much more like bulk processing. Apart from that, we covered areas such as transaction, messaging, and scripting. We also saw how to combine messaging and scripting, and create reliable messaging in Redis. This capability of Redis makes it different from some of the other datastore solutions. Resources for Article: Further resources on this subject: Implementing persistence in Redis (Intermediate) [article] Using Socket.IO and Express together [article] Exploring streams [article]
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07 Jul 2015
25 min read
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Processing Next-generation Sequencing Datasets Using Python

Packt
07 Jul 2015
25 min read
In this article by Tiago Antao, author of Bioinformatics with Python Cookbook, you will process next-generation sequencing datasets using Python. If you work in life sciences, you are probably aware of the increasing importance of computational methods to analyze increasingly larger datasets. There is a massive need for bioinformaticians to process this data, and one the main tools is, of course, Python. Python is probably the fastest growing language in the field of data sciences. It includes a rich ecology of software libraries to perform complex data analysis. Another major point in Python is its great community, which is always ready to help and produce great documentation and high-quality reliable software. In this article, we will use Python to process next-generation sequencing datasets. This is one of the many examples of Python usability in bioinformatics; chances are that if you have a biological dataset to analyze, Python can help you. This is surely the case with population genetics, genomics, phylogenetics, proteomics, and many other fields. Next-generation Sequencing (NGS) is one of the fundamental technological developments of the decade in the field of life sciences. Whole Genome Sequencing (WGS), RAD-Seq, RNA-Seq, Chip-Seq, and several other technologies are routinely used to investigate important biological problems. These are also called high-throughput sequencing technologies with good reason; they generate vast amounts of data that need to be processed. NGS is the main reason why computational biology is becoming a "big data" discipline. More than anything else, this is a field that requires strong bioinformatics techniques. There is very strong demand for professionals with these skillsets. Here, we will not discuss each individual NGS technique per se (this will be a massive undertaking). We will use two existing WGS datasets: the Human 1000 genomes project (http://www.1000genomes.org/) and the Anopheles 1000 genomes dataset (http://www.malariagen.net/projects/vector/ag1000g). The code presented will be easily applicable for other genomic sequencing approaches; some of them can also be used for transcriptomic analysis (for example, RNA-Seq). Most of the code is also species-independent, that is, you will be able to apply them to any species in which you have sequenced data. As this is not an introductory text, you are expected to at least know what FASTA, FASTQ, BAM, and VCF files are. We will also make use of basic genomic terminology without introducing it (things such as exomes, nonsynonym mutations, and so on). You are required to be familiar with basic Python, and we will leverage that knowledge to introduce the fundamental libraries in Python to perform NGS analysis. Here, we will concentrate on analyzing VCF files. Preparing the environment You will need Python 2.7 or 3.4. You can use many of the available distributions, including the standard one at http://www.python.org, but we recommend Anaconda Python from http://continuum.io/downloads. We also recommend the IPython Notebook (Project Jupyter) from http://ipython.org/. If you use Anaconda, this and many other packages are available with a simple conda install. There are some amazing libraries to perform data analysis in Python; here, we will use NumPy (http://www.numpy.org/) and matplotlib (http://matplotlib.org/), which you may already be using in your projects. We will also make use of the less widely used seaborn library (http://stanford.edu/~mwaskom/software/seaborn/). For bioinformatics, we will use Biopython (http://biopython.org) and PyVCF (https://pyvcf.readthedocs.org). The code used here is available on GitHub at https://github.com/tiagoantao/bioinf-python. In your realistic pipeline, you will probably be using other tools, such as bwa, samtools, or GATK to perform your alignment and SNP calling. In our case, tabix and bgzip (http://www.htslib.org/) is needed. Analyzing variant calls After running a genotype caller (for example, GATK or samtools mpileup), you will have a Variant Call Format (VCF) file reporting on genomic variations, such as SNPs (Single-Nucleotide Polymorphisms), InDels (Insertions/Deletions), CNVs (Copy Number Variation) among others. In this recipe, we will discuss VCF processing with the PyVCF module over the human 1000 genomes project to analyze SNP data. Getting ready I am to believe that 2 to 20 GB of data for a tutorial is asking too much. Although, the 1000 genomes' VCF files with realistic annotations are in that order of magnitude, we will want to work with much less data here. Fortunately, the bioinformatics community has developed tools that allow partial download of data. As part of the samtools/htslib package (http://www.htslib.org/), you can download tabix and bgzip, which will take care of data management. For example: tabix -fh ftp://ftp- trace.ncbi.nih.gov/1000genomes/ftp/release/20130502/supporting/vcf_ with_sample_level_annotation/ALL.chr22.phase3_shapeit2_mvncall_ integrated_v5_extra_anno.20130502.genotypes.vcf.gz 22:1-17000000 |bgzip -c > genotypes.vcf.gz tabix -p vcf genotypes.vcf.gz The first line will perform a partial download of the VCF file for chromosome 22 (up to 17 Mbp) of the 1000 genomes project. Then, bgzip will compress it. The second line will create an index, which we will need for direct access to a section of the genome. The preceding code is available at https://github.com/tiagoantao/bioinf-python/blob/master/notebooks/01_NGS/Working_with_VCF.ipynb. How to do it… Take a look at the following steps: Let's start inspecting the information that we can get per record, as shown in the following code: import vcf v = vcf.Reader(filename='genotypes.vcf.gz')   print('Variant Level information') infos = v.infos for info in infos:    print(info)   print('Sample Level information') fmts = v.formats for fmt in fmts:    print(fmt)     We start by inspecting the annotations that are available for each record (remember that each record encodes variants, such as SNP, CNV, and InDel, and the state of that variant per sample). At the variant (record) level, we will find AC: the total number of ALT alleles in called genotypes, AF: the estimated allele frequency, NS: the number of samples with data, AN: the total number of alleles in called genotypes, and DP: the total read depth. There are others, but they are mostly specific to the 1000 genomes project (here, we are trying to be as general as possible). Your own dataset might have much more annotations or none of these.     At the sample level, there are only two annotations in this file: GT: genotype and DP: the per sample read depth. Yes, you have the per variant (total) read depth and the per sample read depth; be sure not to confuse both. Now that we know which information is available, let's inspect a single VCF record with the following code: v = vcf.Reader(filename='genotypes.vcf.gz') rec = next(v) print(rec.CHROM, rec.POS, rec.ID, rec.REF, rec.ALT, rec.QUAL, rec.FILTER) print(rec.INFO) print(rec.FORMAT) samples = rec.samples print(len(samples)) sample = samples[0] print(sample.called, sample.gt_alleles, sample.is_het, sample.phased) print(int(sample['DP']))     We start by retrieving standard information: the chromosome, position, identifier, reference base (typically, just one), alternative bases (can have more than one, but it is not uncommon as the first filtering approach to only accept a single ALT, for example, only accept bi-allelic SNPs), quality (PHRED scaled—as you may expect), and the FILTER status. Regarding the filter, remember that whatever the VCF file says, you may still want to apply extra filters (as in the next recipe).     Then, we will print the additional variant-level information (AC, AS, AF, AN, DP, and so on), followed by the sample format (in this case, DP and GT). Finally, we will count the number of samples and inspect a single sample checking if it was called for this variant. If available, the reported alleles, heterozygosity, and phasing status (this dataset happens to be phased, which is not that common). Let's check the type of variant and the number of nonbiallelic SNPs in a single pass with the following code: from collections import defaultdict f = vcf.Reader(filename='genotypes.vcf.gz')   my_type = defaultdict(int) num_alts = defaultdict(int)   for rec in f:    my_type[rec.var_type, rec.var_subtype] += 1    if rec.is_snp:        num_alts[len(rec.ALT)] += 1 print(num_alts) print(my_type)     We use the Python defaultdict collection type. We find that this dataset has InDels (both insertions and deletions), CNVs, and, of course, SNPs (roughly two-third being transitions with one-third transversions). There is a residual number (79) of triallelic SNPs. There's more… The purpose of this recipe is to get you up to speed on the PyVCF module. At this stage, you should be comfortable with the API. We do not delve much here on usage details because that will be the main purpose of the next recipe: using the VCF module to study the quality of your variant calls. It will probably not be a shocking revelation that PyVCF is not the fastest module on earth. This file format (highly text-based) makes processing a time-consuming task. There are two main strategies of dealing with this problem: parallel processing or converting to a more efficient format. Note that VCF developers will perform a binary (BCF) version to deal with part of these problems at http://www.1000genomes.org/wiki/analysis/variant-call-format/bcf-binary-vcf-version-2. See also The specification for VCF is available at http://samtools.github.io/hts-specs/VCFv4.2.pdf GATK is one of the most widely used variant callers; check https://www.broadinstitute.org/gatk/ samtools and htslib are both used for variant calling and SAM/BAM management; check http://htslib.org Studying genome accessibility and filtering SNP data If you are using NGS data, the quality of your VCF calls may need to be assessed and filtered. Here, we will put in place a framework to filter SNP data. More than giving filtering rules (an impossible task to be performed in a general way), we give you procedures to assess the quality of your data. With this, you can then devise your own filters. Getting ready In the best-case scenario, you have a VCF file with proper filters applied; if this is the case, you can just go ahead and use your file. Note that all VCF files will have a FILTER column, but this does not mean that all the proper filters were applied. You have to be sure that your data is properly filtered. In the second case, which is one of the most common, your file will have unfiltered data, but you have enough annotations. Also, you can apply hard filters (that is, no need for programmatic filtering). If you have a GATK annotated file, refer, for instance, to http://gatkforums.broadinstitute.org/discussion/2806/howto-apply-hard-filters-to-a-call-set. In the third case, you have a VCF file that has all the annotations that you need, but you may want to apply more flexible filters (for example, "if read depth > 20, then accept; if mapping quality > 30, accept if mapping quality > 40"). In the fourth case, your VCF file does not have all the necessary annotations, and you have to revisit your BAM files (or even other sources of information). In this case, the best solution is to find whatever extra information you have and create a new VCF file with the needed annotations. Some genotype callers like GATK allow you to specify with annotations you want; you may also want to use extra programs to provide more annotations, for example, SnpEff (http://snpeff.sourceforge.net/) will annotate your SNPs with predictions of their effect (for example, if they are in exons, are they coding on noncoding?). It is impossible to provide a clear-cut recipe; it will vary with the type of your sequencing data, your species of study, and your tolerance to errors, among other variables. What we can do is provide a set of typical analysis that is done for high-quality filtering. In this recipe, we will not use data from the Human 1000 genomes project; we want "dirty" unfiltered data that has a lot of common annotations that can be used to filter it. We will use data from the Anopheles 1000 genomes project (Anopheles is the mosquito vector involved in the transmission of the parasite causing malaria), which makes available filtered and unfiltered data. You can find more information about this project at http://www.malariagen.net/projects/vector/ag1000g. We will get a part of the centromere of chromosome 3L for around 100 mosquitoes, followed by a part somewhere in the middle of that chromosome (and index both), as shown in the following code: tabix -fh ftp://ngs.sanger.ac.uk/production/ag1000g/phase1/preview/ag1000g.AC. phase1.AR1.vcf.gz 3L:1-200000 |bgzip -c > centro.vcf.gz tabix -fh ftp://ngs.sanger.ac.uk/production/ag1000g/phase1/preview/ag1000g.AC. phase1.AR1.vcf.gz 3L:21000001-21200000 |bgzip -c > standard.vcf.gz tabix -p vcf centro.vcf.gz tabix -p vcf standard.vcf.gz As usual, the code to download this data is available at the https://github.com/tiagoantao/bioinf-python/blob/master/notebooks/01_NGS/Filtering_SNPs.ipynb notebook. Finally, a word of warning about this recipe: the level of Python here will be slightly more complicated than before. The more general code that we will write may be easier to reuse in your specific case. We will perform extensive use of functional programming techniques (lambda functions) and the partial function application. How to do it… Take a look at the following steps: Let's start by plotting the distribution of variants across the genome in both files as follows: %matplotlib inline from collections import defaultdict   import seaborn as sns import matplotlib.pyplot as plt   import vcf   def do_window(recs, size, fun):    start = None    win_res = []    for rec in recs:        if not rec.is_snp or len(rec.ALT) > 1:            continue        if start is None:            start = rec.POS        my_win = 1 + (rec.POS - start) // size        while len(win_res) < my_win:            win_res.append([])        win_res[my_win - 1].extend(fun(rec))    return win_res   wins = {} size = 2000 vcf_names = ['centro.vcf.gz', 'standard.vcf.gz'] for vcf_name in vcf_names:    recs = vcf.Reader(filename=vcf_name)    wins[name] = do_window(recs, size, lambda x: [1])     We start by performing the required imports (as usual, remember to remove the first line if you are not on the IPython Notebook). Before I explain the function, note what we will do.     For both files, we will compute windowed statistics: we will divide our file that includes 200,000 bp of data in windows of size 2,000 (100 windows). Every time we find a bi-allelic SNP, we will add one to the list related to that window in the window function. The window function will take a VCF record (an SNP—rec.is_snp—that is not bi-allelic—len(rec.ALT) == 1), determine the window where that record belongs (by performing an integer division of rec.POS by size), and extend the list of results of that window by the function that is passed to it as the fun parameter (which in our case is just one).     So, now we have a list of 100 elements (each representing 2,000 base pairs). Each element will be another list, which will have 1 for each bi-allelic SNP found. So, if you have 200 SNPs in the first 2,000 base pairs, the first element of the list will have 200 ones. Let's continue: def apply_win_funs(wins, funs):    fun_results = []    for win in wins:        my_funs = {}        for name, fun in funs.items():            try:                my_funs[name] = fun(win)            except:                my_funs[name] = None        fun_results.append(my_funs)    return fun_results   stats = {} fig, ax = plt.subplots(figsize=(16, 9)) for name, nwins in wins.items():    stats[name] = apply_win_funs(nwins, {'sum': sum})    x_lim = [i * size for i in range(len(stats[name]))]    ax.plot(x_lim, [x['sum'] for x in stats[name]], label=name) ax.legend() ax.set_xlabel('Genomic location in the downloaded segment') ax.set_ylabel('Number of variant sites (bi-allelic SNPs)') fig.suptitle('Distribution of MQ0 along the genome', fontsize='xx-large')     Here, we will perform a plot that contains statistical information for each of our 100 windows. The apply_win_funs will calculate a set of statistics for every window. In this case, it will sum all the numbers in the window. Remember that every time we find an SNP, we will add one to the window list. This means that if we have 200 SNPs, we will have 200 1s; hence; summing them will return 200.     So, we are able to compute the number of SNPs per window in an apparently convoluted way. Why we are doing things with this strategy will become apparent soon, but for now, let's check the result of this computation for both files (refer to the following figure): Figure 1: The number of bi-allelic SNPs distributed of windows of 2, 000 bp of size for an area of 200 Kbp near the centromere (blue) and in the middle of chromosome (green). Both areas come from chromosome 3L for circa 100 Ugandan mosquitoes from the Anopheles 1000 genomes project     Note that the amount of SNPs in the centromere is smaller than the one in the middle of the chromosome. This is expected because calling variants in chromosomes is more difficult than calling variants in the middle and also because probably there is less genomic diversity in centromeres. If you are used to humans or other mammals, you may find the density of variants obnoxiously high, that is, mosquitoes for you! Let's take a look at the sample-level annotation. We will inspect Mapping Quality Zero (refer to https://www.broadinstitute.org/gatk/guide/tooldocs/org_broadinstitute_gatk_tools_walkers_annotator_MappingQualityZeroBySample.php for details), which is a measure of how well all the sequences involved in calling this variant map clearly to this position. Note that there is also an MQ0 annotation at the variant-level: import functools   import numpy as np mq0_wins = {} vcf_names = ['centro.vcf.gz', 'standard.vcf.gz'] size = 5000 def get_sample(rec, annot, my_type):    res = []    samples = rec.samples    for sample in samples:        if sample[annot] is None: # ignoring nones            continue        res.append(my_type(sample[annot]))    return res   for vcf_name in vcf_names:    recs = vcf.Reader(filename=vcf_name)    mq0_wins[vcf_name] = do_window(recs, size, functools.partial(get_sample, annot='MQ0', my_type=int))     Start by inspecting this by looking at the last for; we will perform a windowed analysis by getting the MQ0 annotation from each record. We perform this by calling the get_sample function in which we return our preferred annotation (in this case, MQ0) cast with a certain type (my_type=int). We will use the partial application function here. Python allows you to specify some parameters of a function and wait for other parameters to be specified later. Note that the most complicated thing here is the functional programming style. Also, note that it makes it very easy to compute other sample-level annotations; just replace MQ0 with AB, AD, GQ, and so on. You will immediately have a computation for that annotation. If the annotation is not of type integer, no problem; just adapt my_type. This is a difficult programming style if you are not used to it, but you will reap the benefits very soon. Let's now print the median and top 75 percent percentile for each window (in this case, with a size of 5,000) as follows: stats = {} colors = ['b', 'g'] i = 0 fig, ax = plt.subplots(figsize=(16, 9)) for name, nwins in mq0_wins.items():    stats[name] = apply_win_funs(nwins, {'median': np.median, '75': functools.partial(np.percentile, q=75)})    x_lim = [j * size for j in range(len(stats[name]))]    ax.plot(x_lim, [x['median'] for x in stats[name]], label=name, color=colors[i])    ax.plot(x_lim, [x['75'] for x in stats[name]], '--', color=colors[i])    i += 1 ax.legend() ax.set_xlabel('Genomic location in the downloaded segment') ax.set_ylabel('MQ0') fig.suptitle('Distribution of MQ0 along the genome', fontsize='xx-large')     Note that we now have two different statistics on apply_win_funs: percentile and median. Again, we will pass function names as parameters (np.median) and perform the partial function application (np.percentile). The result can be seen in the following figure: Figure 2: Median (continuous line) and 75th percentile (dashed) of MQ0 of sample SNPs distributed on windows of 5,000 bp of size for an area of 200 Kbp near the centromere (blue) and in the middle of chromosome (green); both areas come from chromosome 3L for circa 100 Ugandan mosquitoes from the Anopheles 1000 genomes project     For the "standard" file, the median MQ0 is 0 (it is plotted at the very bottom, which is almost unseen); this is good as it suggests that most sequences involved in the calling of variants map clearly to this area of the genome. For the centromere, MQ0 is of poor quality. Furthermore, there are areas where the genotype caller could not find any variants at all; hence, the incomplete chart. Let's compare heterozygosity with the DP sample-level annotation:     Here, we will plot the fraction of heterozygosity calls as a function of the sample read depth (DP) for every SNP. We will first explain the result and only then the code that generates it.     The following screenshot shows the fraction of calls that are heterozygous at a certain depth: Figure 3: The continuous line represents the fraction of heterozygosite calls computed at a certain depth; in blue is the centromeric area, in green is the "standard" area; the dashed lines represent the number of sample calls per depth; both areas come from chromosome 3L for circa 100 Ugandan mosquitoes from the Anopheles 1000 genomes project In the preceding screenshot, there are two considerations to be taken into account:     At a very low depth, the fraction of heterozygote calls is biased low; this makes sense because the number of reads per position does not allow you to make a correct estimate of the presence of both alleles in a sample. So, you should not trust calls at a very low depth.     As expected, the number of calls in the centromere is way lower than calls outside it. The distribution of SNPs outside the centromere follows a common pattern that you can expect in many datasets. Here is the code: def get_sample_relation(recs, f1, f2):    rel = defaultdict(int)    for rec in recs:        if not rec.is_snp:              continue        for sample in rec.samples:            try:                 v1 = f1(sample)                v2 = f2(sample)                if v1 is None or v2 is None:                    continue # We ignore Nones                rel[(v1, v2)] += 1            except:                pass # This is outside the domain (typically None)    return rel   rels = {} for vcf_name in vcf_names:    recs = vcf.Reader(filename=vcf_name)    rels[vcf_name] = get_sample_relation(recs, lambda s: 1 if s.is_het else 0, lambda s: int(s['DP'])) Let's start by looking at the for loop. Again, we will use functional programming: the get_sample_relation function will traverse all the SNP records and apply the two functional parameters; the first determines heterozygosity, whereas the second gets the sample DP (remember that there is also a variant DP).     Now, as the code is complex as it is, I opted for a naive data structure to be returned by get_sample_relation: a dictionary where the key is the pair of results (in this case, heterozygosity and DP) and the sum of SNPs, which share both values. There are more elegant data structures with different trade-offs for this: scipy spare matrices, pandas' DataFrames, or maybe, you want to consider PyTables. The fundamental point here is to have a framework that is general enough to compute relationships among a couple of sample annotations.     Also, be careful with the dimension space of several annotations, for example, if your annotation is of float type, you might have to round it (if not, the size of your data structure might become too big). Now, let's take a look at all the plotting codes. Let's perform it in two parts; here is part 1: def plot_hz_rel(dps, ax, ax2, name, rel):    frac_hz = []    cnt_dp = []    for dp in dps:        hz = 0.0        cnt = 0          for khz, kdp in rel.keys():             if kdp != dp:                continue            cnt += rel[(khz, dp)]            if khz == 1:                hz += rel[(khz, dp)]        frac_hz.append(hz / cnt)        cnt_dp.append(cnt)    ax.plot(dps, frac_hz, label=name)    ax2.plot(dps, cnt_dp, '--', label=name)     This function will take a data structure (as generated by get_sample_relation) expecting that the first parameter of the key tuple is the heterozygosity state (0 = homozygote, 1 = heterozygote) and the second is the DP. With this, it will generate two lines: one with the fraction of samples (which are heterozygotes at a certain depth) and the other with the SNP count. Let's now call this function, as shown in the following code: fig, ax = plt.subplots(figsize=(16, 9)) ax2 = ax.twinx() for name, rel in rels.items():    dps = list(set([x[1] for x in rel.keys()]))    dps.sort()    plot_hz_rel(dps, ax, ax2, name, rel) ax.set_xlim(0, 75) ax.set_ylim(0, 0.2) ax2.set_ylabel('Quantity of calls') ax.set_ylabel('Fraction of Heterozygote calls') ax.set_xlabel('Sample Read Depth (DP)') ax.legend() fig.suptitle('Number of calls per depth and fraction of calls which are Hz',,              fontsize='xx-large')     Here, we will use two axes. On the left-hand side, we will have the fraction of heterozygozite SNPs, whereas on the right-hand side, we will have the number of SNPs. Then, we will call our plot_hz_rel for both data files. The rest is standard matplotlib code. Finally, let's compare variant DP with the categorical variant-level annotation: EFF. EFF is provided by SnpEFF and tells us (among many other things) the type of SNP (for example, intergenic, intronic, coding synonymous, and coding nonsynonymous). The Anopheles dataset provides this useful annotation. Let's start by extracting variant-level annotations and the functional programming style, as shown in the following code: def get_variant_relation(recs, f1, f2):    rel = defaultdict(int)    for rec in recs:        if not rec.is_snp:              continue        try:            v1 = f1(rec)            v2 = f2(rec)            if v1 is None or v2 is None:                continue # We ignore Nones            rel[(v1, v2)] += 1        except:            pass    return rel     The programming style here is similar to get_sample_relation, but we do not delve into the samples. Now, we will define the types of effects that we will work with and convert the effect to an integer as it would allow you to use it as in index, for example, matrices. Think about coding a categorical variable: accepted_eff = ['INTERGENIC', 'INTRON', 'NON_SYNONYMOUS_CODING', 'SYNONYMOUS_CODING']   def eff_to_int(rec):    try:        for annot in rec.INFO['EFF']:            #We use the first annotation            master_type = annot.split('(')[0]            return accepted_eff.index(master_type)    except ValueError:        return len(accepted_eff) We will now traverse the file; the style should be clear to you now: eff_mq0s = {} for vcf_name in vcf_names:    recs = vcf.Reader(filename=vcf_name)    eff_mq0s[vcf_name] = get_variant_relation(recs, lambda r: eff_to_int(r), lambda r: int(r.INFO['DP'])) Finally, we will plot the distribution of DP using the SNP effect, as shown in the following code: fig, ax = plt.subplots(figsize=(16,9)) vcf_name = 'standard.vcf.gz' bp_vals = [[] for x in range(len(accepted_eff) + 1)] for k, cnt in eff_mq0s[vcf_name].items():    my_eff, mq0 = k    bp_vals[my_eff].extend([mq0] * cnt) sns.boxplot(bp_vals, sym='', ax=ax) ax.set_xticklabels(accepted_eff + ['OTHER']) ax.set_ylabel('DP (variant)') fig.suptitle('Distribution of variant DP per SNP type',              fontsize='xx-large') Here, we will just print a box plot for the noncentromeric file (refer to the following screenshot). The results are as expected: SNPs in code areas will probably have more depth if they are in more complex regions (that is easier to call) than intergenic SNPs: Figure 4: Boxplot for the distribution of variant read depth across different SNP effects There's more… The approach would depend on the type of sequencing data that you have, the number of samples, and potential extra information (for example, pedigree among samples). This recipe is very complex as it is, but parts of it are profoundly naive (there is a limit of complexity that I could force on you on a simple recipe). For example, the window code does not support overlapping windows; also, data structures are simplistic. However, I hope that they give you an idea of the general strategy to process genomic high-throughput sequencing data. See also There are many filtering rules, but I would like to draw your attention to the need of reasonably good coverage (clearly more than 10 x), for example, refer to. Meynet et al "Variant detection sensitivity and biases in whole genome and exome sequencing" at http://www.biomedcentral.com/1471-2105/15/247/ Brad Chapman is one of the best known specialist in sequencing analysis and data quality with Python and the main author of Blue Collar Bioinformatics, a blog that you may want to check at https://bcbio.wordpress.com/ Brad is also the main author of bcbio-nextgen, a Python-based pipeline for high-throughput sequencing analysis. Refer to https://bcbio-nextgen.readthedocs.org Peter Cock is the main author of Biopython and is heavily involved in NGS analysis; be sure to check his blog, "Blasted Bionformatics!?" at http://blastedbio.blogspot.co.uk/ Summary In this article, we prepared the environment, analyzed variant calls and learned about genome accessibility and filtering SNP data.
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Packt
07 Jul 2015
34 min read
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Extending Chef

Packt
07 Jul 2015
34 min read
In this article by Mayank Joshi, the author of Mastering Chef, we'll learn how to go about building custom Knife plugins and we'll also see how we can write custom handlers that can help us extend the functionality provided by a chef-client run to report any issues with a chef-client run. (For more resources related to this topic, see here.) Custom Knife plugins Knife is one of the most widely used tools in the Chef ecosystem. Be it managing your clients, nodes, cookbooks, environments, roles, users, or handling stuff such as provisioning machines in Cloud environments such as Amazon AWS, Microsoft Azure, and so on, there is a way to go about doing all of these things through Knife. However, Knife, as provided during installation of Chef, isn't capable of performing all these tasks on its own. It comes with a basic set of functionalities, which helps provide an interface between the local Chef repository, workstation and the Chef server. The following are the functionalities, which is provided, by default, by the Knife executable: Management of nodes Management of clients and users Management of cookbooks, roles, and environments Installation of chef-client on the nodes through bootstrapping Searching for data that is indexed on the Chef server. However, apart from these functions, there are plenty more functions that can be performed using Knife; all this is possible through the use of plugins. Knife plugins are a set of one (or more) subcommands that can be added to Knife to support an additional functionality that is not built into the base set of Knife subcommands. Most of the Knife plugins are initially built by users such as you, and over a period of time, they are incorporated into the official Chef code base. A Knife plugin is usually installed into the ~/.chef/plugins/knife directory, from where it can be executed just like any other Knife subcommand. It can also be loaded from the .chef/plugins/knife directory in the Chef repository or if it's installed through RubyGems, it can be loaded from the path where the executable is installed. Ideally, a plugin should be kept in the ~/.chef/plugins/knife directory so that it's reusable across projects, and also in the .chef/plugins/knife directory of the Chef repository so that its code can be shared with other team members. For distribution purpose, it should ideally be distributed as a Ruby gem. The skeleton of a Knife plugin A Knife plugin is structured somewhat like this: require 'chef/knife'   module ModuleName class ClassName < Chef::Knife      deps do      require 'chef/dependencies'    end      banner "knife subcommand argument VALUE (options)"      option :name_of_option      :short => "-l value",      :long => "--long-option-name value",      :description => "The description of the option",      :proc => Proc.new { code_to_be_executed },      :boolean => true | false,      :default => default_value      def run      #Code    end end end Let's look at this skeleton, one line at a time: require: This is used to require other Knife plugins required by a new plugin. module ModuleName: This defines the namespace in which the plugin will live. Every Knife plugin lives in its own namespace. class ClassName < Chef::Knife: This declares that a plugin is a subclass of Knife. deps do: This defines a list of dependencies. banner: This is used to display a message when a user enters Knife subcommand –help. option :name_of_option: This defines all the different command line options available for this new subcommand. def run: This is the place in which we specify the Ruby code that needs to be executed. Here are the command-line options: :short defines the short option name :long defines the long option name :description defines a description that is displayed when a user enters knife subclassName –help :boolean defines whether an option is true or false; if the :short and :long names define value, then this attribute should not be used :proc defines the code that determines the value for this option :default defines a default value The following example shows a part of a Knife plugin named knife-windows: require 'chef/knife' require 'chef/knife/winrm_base'base'   class Chef class Knife    class Winrm < Knife        include Chef::Knife::WinrmBase        deps do        require 'readline'        require 'chef/search/query'        require 'em-winrm'      end        attr_writer :password        banner "knife winrm QUERY COMMAND (options)"        option :attribute,        :short => "-a ATTR",        :long => "--attribute ATTR",        :description => "The attribute to use for opening the connection - default is fqdn",        :default => "fqdn"        ... # more options        def session        session_opts = {}        session_opts[:logger] = Chef::Log.logger if Chef::Log.level == :debug        @session ||= begin          s = EventMachine::WinRM::Session.new(session_opts)          s.on_output do |host, data|            print_data(host, data)          end          s.on_error do |host, err|            print_data(host, err, :red)          end          s.on_command_complete do |host|             host = host == :all ? 'All Servers' : host            Chef::Log.debug("command complete on #{host}")          end          s        end        end        ... # more def blocks      end end end Namespace As we saw with skeleton, the Knife plugin should have its own namespace and the namespace is declared using the module method as follows: require 'chef/knife' #Any other require, if needed   module NameSpace class SubclassName < Chef::Knife Here, the plugin is available under the namespace called NameSpace. One should keep in mind that Knife loads the subcommand irrespective of the namespace to which it belongs. Class name The class name declares a plugin as a subclass of both Knife and Chef. For example: class SubclassName < Chef::Knife The capitalization of the name is very important. The capitalization pattern can be used to define the word grouping that makes the best sense for the use of a plugin. For example, if we want our plugin subcommand to work as follows: knife bootstrap hdfs We should have our class name as: BootstrapHdfs. If, say, we used a class name such as BootStrapHdfs, then our subcommand would be as follows: knife boot strap hdfs It's important to remember that a plugin can override an existing Knife subcommand. For example, we already know about commands such as knife cookbook upload. If you want to override the current functionality of this command, all you need to do is create a new plugin with the following name: class CookbookUpload < Chef::Knife Banner Whenever a user enters the knife –help command, he/she is presented with a list of available subcommands. For example: knife --help Usage: knife sub-command (options)    -s, --server-url URL             Chef Server URL Available subcommands: (for details, knife SUB-COMMAND --help)   ** BACKUP COMMANDS ** knife backup export [COMPONENT [COMPONENT ...]] [-D DIR] (options) knife backup restore [COMPONENT [COMPONENT ...]] [-D DIR] (options)   ** BOOTSTRAP COMMANDS ** knife bootstrap FQDN (options) .... Let us say we are creating a new plugin and we would want Knife to be able to list it when a user enters the knife –help command. To accomplish this, we would need to make use of banner. For example, let's say we've a plugin called BootstrapHdfs with the following code: module NameSpace class BootstrapHdfs < Chef::Knife    ...    banner "knife bootstrap hdfs (options)"    ... end end Now, when a user enters the knife –help command, he'll see the following output: ** BOOTSTRAPHDFS COMMANDS ** knife bootstrap hdfs (options) Dependencies Reusability is one of the key paradigms in development and the same is true for Knife plugins. If you want a functionality of one Knife plugin to be available in another, you can use the deps method to ensure that all the necessary files are available. The deps method acts like a lazy loader, and it ensures that dependencies are loaded only when a plugin that requires them is executed. This is one of the reasons for using deps over require, as the overhead of the loading classes is reduced, thereby resulting in code with a lower memory footprint; hence, faster execution. One can use the following syntax to specify dependencies: deps do require 'chef/knife/name_of_command' require 'chef/search/query' #Other requires to fullfill dependencies end Requirements One can acquire the functionality available in other Knife plugins using the require method. This method can also be used to require the functionality available in other external libraries. This method can be used right at the beginning of the plugin script, however, it's always wise to use it inside deps, or else the libraries will be loaded even when they are not being put to use. The syntax to use require is fairly simple, as follows: require 'path_from_where_to_load_library' Let's say we want to use some functionalities provided by the bootstrap plugin. In order to accomplish this, we will first need to require the plugin: require 'chef/knife/bootstrap' Next, we'll need to create an object of that plugin: obj = Chef::Knife::Bootstrap.new Once we've the object with us, we can use it to pass arguments or options to that object. This is accomplished by changing the object's config and the name_arg variables. For example: obj.config[:use_sudo] = true Finally, we can run the plugin using the run method as follows: obj.run Options Almost every other Knife plugin accepts some command line option or other. These options can be added to a Knife subcommand using the option method. An option can have a Boolean value, string value, or we can even write a piece of code to determine the value of an option. Let's see each of them in action once: An option with a Boolean value (true/false): option :true_or_false, :short => "-t", :long => "—true-or-false", :description => "True/False?", :boolean => true | false, :default => true Here is an option with a string value: option :some_string_value, :short => "-s VALUE", :long => "—some-string-value VALUE", :description => "String value", :default => "xyz" An option where a code is used to determine the option's value: option :tag, :short => "-T T=V[,T=V,...]", :long => "—tags Tag=Value[,Tag=Value,...]", :description => "A list of tags", :proc => Proc.new { |tags| tag.split(',') } Here the proc attribute will convert a list of comma-separated values into an array. All the options that are sent to the Knife subcommand through a command line are available in form of a hash, which can be accessed using the config method. For example, say we had an option: option :option1 :short => "-s VALUE", :long => "—some-string-value VALUE", :description => "Some string value for option1", :default => "option1" Now, while issuing the Knife subcommand, say a user entered something like this: $ knife subcommand –option1 "option1_value" We can access this value for option1 in our Knife plugin run method using config[:option1] When a user enters the knife –help command, the description attributes are displayed as part of help. For example: **EXAMPLE COMMANDS** knife example -s, --some-type-of-string-value    This is not a random string value. -t, --true-or-false                 Is this value true? Or is this value false? -T, --tags                         A list of tags associated with the virtual machine. Arguments A Knife plugin can also accept the command-line arguments that aren't specified using the option flag, for example, knife node show NODE. These arguments are added using the name_args method: require 'chef/knife' module MyPlugin class ShowMsg << Chef::Knife    banner 'knife show msg MESSAGE'    def run      unless name_args.size == 1      puts "You need to supply a string as an argument."        show_usage        exit 1      end      msg = name_args.join(" ")      puts msg    end end end Let's see this in action: knife show msg You need to supply a string as an argument. USAGE: knife show msg MESSAGE    -s, --server-url URL             Chef Server URL        --chef-zero-host HOST       Host to start chef-zero on ... Here, we didn't pass any argument to the subcommand and, rightfully, Knife sent back a message saying You need to supply a string as an argument. Now, let's pass a string as an argument to the subcommand and see how it behaves: knife show msg "duh duh" duh duh Under the hood what's happening is that name_args is an array, which is getting populated by the arguments that we have passed in the command line. In the last example, the name_args array would've contained two entries ("duh","duh"). We use the join method of the Array class to create a string out of these two entities and, finally, print the string. The run method Every Knife plugin will have a run method, which will contain the code that will be executed when the user executes the subcommand. This code contains the Ruby statements that are executed upon invocation of the subcommand. This code can access the options values using the config[:option_hash_symbol_name] method. Search inside a custom Knife plugin Search is perhaps one of the most powerful and most used functionalities provided by Chef. By incorporating a search functionality in our custom Knife plugin, we can accomplish a lot of tasks, which would otherwise take a lot of efforts to accomplish. For example, say we have classified our infrastructure into multiple environments and we want a plugin that can allow us to upload a particular file or folder to all the instances in a particular environment on an ad hoc basis, without invoking a full chef-client run. This kind of stuff is very much doable by incorporating a search functionality into the plugin and using it to find the right set of nodes in which you want to perform a certain operation. We'll look at one such plugin in the next section. To be able to use Chef's search functionality, all you need to do is to require the Chef's query class and use an object of the Chef::Search::Query class to execute a query against the Chef server. For example: require 'chef/search/query' query_object = Chef::Search::Query.new query = 'chef_environment:production' query_object.search('node',query) do |node| puts "Node name = #{node.name}" end Since the name of a node is generally FQDN, you can use the values returned in node.name to connect to remote machines and use any library such as net-scp to allow users to upload their files/folders to a remote machine. We'll try to accomplish this task when we write our custom plugin at the end of this article. We can also use this information to edit nodes. For example, say we had a set of machines acting as web servers. Initially, all these machines were running Apache as a web server. However, as the requirements changed, we wanted to switch over to Nginx. We can run the following piece of code to accomplish this task: require 'chef/search/query'   query_object = Chef::Search::Query.new query = 'run_list:*recipe\[apache2\]*' query_object.search('node',query) do |node| ui.msg "Changing run_list to recipe[nginx] for #{node.name}" node.run_list("recipe[nginx]") node.save ui.msg "New run_list: #{node.run_list}" end knife.rb settings Some of the settings defined by a Knife plugin can be configured so that they can be set inside the knife.rb script. There are two ways to go about doing this: By using the :proc attribute of the option method and code that references Chef::Config[:knife][:setting_name] By specifying the configuration setting directly within the def Ruby blocks using either Chef::Config[:knife][:setting_name] or config[:setting_name] An option that is defined in this way can be configured in knife.rb by using the following syntax: knife [:setting_name] This approach is especially useful when a particular setting is used a lot. The precedence order for the Knife option is: The value passed via a command line. The value saved in knife.rb The default value. The following example shows how the Knife bootstrap command uses a value in knife.rb using the :proc attribute: option :ssh_port :short => '-p PORT', :long => '—ssh-port PORT', :description => 'The ssh port', :proc => Proc.new { |key| Chef::Config[:knife][:ssh_port] = key } Here Chef::Config[:knife][:ssh_port] tells Knife to check the knife.rb file for a knife[:ssh_port] setting. The following example shows how the Knife bootstrap command calls the knife ssh subcommand for the actual SSH part of running a bootstrap operation: def knife_ssh ssh = Chef::Knife::Ssh.new ssh.ui = ui ssh.name_args = [ server_name, ssh_command ] ssh.config[:ssh_user] = Chef::Config[:knife][:ssh_user] || config[:ssh_user] ssh.config[:ssh_password] = config[:ssh_password] ssh.config[:ssh_port] = Chef::Config[:knife][:ssh_port] || config[:ssh_port] ssh.config[:ssh_gateway] = Chef::Config[:knife][:ssh_gateway] || config[:ssh_gateway] ssh.config[:identity_file] = Chef::Config[:knife][:identity_file] || config[:identity_file] ssh.config[:manual] = true ssh.config[:host_key_verify] = Chef::Config[:knife][:host_key_verify] || config[:host_key_verify] ssh.config[:on_error] = :raise ssh end Let's take a look at the preceding code: ssh = Chef::Knife::Ssh.new creates a new instance of the Ssh subclass named ssh A series of settings in Knife ssh are associated with a Knife bootstrap using the ssh.config[:setting_name] syntax Chef::Config[:knife][:setting_name] tells Knife to check the knife.rb file for various settings It also raises an exception if any aspect of the SSH operation fails User interactions The ui object provides a set of methods that can be used to define user interactions and to help ensure a consistent user experience across all different Knife plugins. One should make use of these methods, rather than handling user interactions manually. Method Description ui.ask(*args, &block) The ask method calls the corresponding ask method of the HighLine library. More details about the HighLine library can be found at http://www.rubydoc.info/gems/highline/1.7.2. ui.ask_question(question, opts={}) This is used to ask a user a question. If :default => default_value is passed as a second argument, default_value will be used if the user does not provide any answer. ui.color (string, *colors) This method is used to specify a color. For example: server = connections.server.create(server_def)   puts "#{ui.color("Instance ID", :cyan)}: #{server.id}"   puts "#{ui.color("Flavor", :cyan)}: #{server.flavor_id}"   puts "#{ui.color("Image", :cyan)}: #{server.image_id}"   ...   puts "#{ui.color("SSH Key", :cyan)}: #{server.key_name}" print "n#{ui.color("Waiting for server", :magenta)}" ui.color?() This indicates that the colored output should be used. This is only possible if an output is sent across to a terminal. ui.confirm(question,append_instructions=true) This is used to ask (Y/N) questions. If a user responds back with N, the command immediately exits with the status code 3. ui.edit_data(data,parse_output=true) This is used to edit data. This will result in firing up of an editor. ui.edit_object(class,name) This method provides a convenient way to download an object, edit it, and save it back to the Chef server. It takes two arguments, namely, the class of object to edit and the name of object to edit. ui.error This is used to present an error to a user. ui.fatal This is used to present a fatal error to a user. ui.highline This is used to provide direct access to a highline object provided by many ui methods. ui.info This is used to present information to a user. ui.interchange This is used to determine whether the output is in a data interchange format such as JSON or YAML. ui.list(*args) This method is a way to quickly and easily lay out lists. This method is actually a wrapper to the list method provided by the HighLine library. More details about the HighLine library can be found at http://www.rubydoc.info/gems/highline/1.7.2. ui.msg(message) This is used to present a message to a user. ui.output(data) This is used to present a data structure to a user. This makes use of a generic default presenter. ui.pretty_print(data) This is used to enable the pretty_print output for JSON data. ui.use_presenter(presenter_class) This is used to specify a custom output presenter. ui.warn(message) This is used to present a warning to a user. For example, to show a fatal error in a plugin in the same way that it would be shown in Knife, do something similar to the following: unless name_args.size == 1    ui.fatal "Fatal error !!!"    show_usage    exit 1 end Exception handling In most cases, the exception handling available within Knife is enough to ensure that the exception handling for a plugin is consistent across all the different plugins. However, if the required one can handle exceptions in the same way as any other Ruby program, one can make use of the begin-end block, along with rescue clauses, to tell Ruby which exceptions we want to handle. For example: def raise_and_rescue begin    puts 'Before raise'    raise 'An error has happened.'    puts 'After raise' rescue    puts 'Rescued' end puts 'After begin block' end   raise_and_rescue If we were to execute this code, we'd get the following output: ruby test.rb Before raise Rescued After begin block A simple Knife plugin With the knowledge about how Knife's plugin system works, let's go about writing our very own custom Knife plugin, which can be quite useful for some users. Before we jump into the code, let's understand the purpose that this plugin is supposed to serve. Let's say we've a setup where our infrastructure is distributed across different environments and we've also set up a bunch of roles, which are used while we try to bootstrap the machines using Chef. So, there are two ways in which a user can identify machines: By environments By roles Actually, any valid Chef search query that returns a node list can be the criteria to identify machines. However, we are limiting ourselves to these two criteria for now. Often, there are situations where a user might want to upload a file or folder to all the machines in a particular environment, or to all the machines belonging to a particular role. This plugin will help users accomplish this task with lots of ease. The plugin will accept three arguments. The first one will be a key-value pair with the key being chef_environment or a role, the second argument will be a path to the file or folder that is required to be uploaded, and the third argument will be the path on a remote machine where the files/folders will be uploaded to. The plugin will use Chef's search functionality to find the FQDN of machines, and eventually make use of the net-scp library to transfer the file/folder to the machines. Our plugin will be called knife-scp and we would like to use it as follows: knife scp chef_environment:production /path_of_file_or_folder_locally /path_on_remote_machine Here is the code that can help us accomplish this feat: require 'chef/knife'   module CustomPlugins class Scp < Chef::Knife    banner "knife scp SEARCH_QUERY PATH_OF_LOCAL_FILE_OR_FOLDER PATH_ON_REMOTE_MACHINE"      option :knife_config_path,      :short => "-c PATH_OF_knife.rb",      :long => "--config PATH_OF_knife.rb",      :description => "Specify path of knife.rb",      :default => "~/.chef/knife.rb"      deps do      require 'chef/search/query'      require 'net/scp'      require 'parallel'    end      def run      if name_args.length != 3        ui.msg "Missing arguments! Unable to execute the command successfully."        show_usage        exit 1      end                  Chef::Config.from_file(File.expand_path("#{config[:knife_config_path]}"))      query = name_args[0]      local_path = name_args[1]      remote_path = name_args[2]      query_object = Chef::Search::Query.new      fqdn_list = Array.new      query_object.search('node',query) do |node|        fqdn_list << node.name      end      if fqdn_list.length < 1        ui.msg "No valid servers found to copy the files to"      end      unless File.exist?(local_path)        ui.msg "#{local_path} doesn't exist on local machine"        exit 1      end        Parallel.each((1..fqdn_list.length).to_a, :in_processes => fqdn_list.length) do |i|        puts "Copying #{local_path} to #{Chef::Config[:knife][:ssh_user]}@#{fqdn_list[i-1]}:#{remote_path} "        Net::SCP.upload!(fqdn_list[i-1],"#{Chef::Config[:knife][:ssh_user]}","#{local_path}","#{remote_path}",:ssh => { :keys => ["#{Chef::Config[:knife][:identity_file]}"] }, :recursive => true)      end    end end end This plugin uses the following additional gems: The parallel gem to execute statements in parallel. More information about this gem can be found at https://github.com/grosser/parallel. The net-scp gem to do the actual transfer. This gem is a pure Ruby implementation of the SCP protocol. More information about the gem can be found at https://github.com/net-ssh/net-scp. Both these gems and the Chef search library are required in the deps block to define the dependencies. This plugin accepts three command line arguments and uses knife.rb to get information about which user to connect over SSH and also uses knife.rb to fetch information about the SSH key file to use. All these command line arguments are stored in the name_args array. A Chef search is then used to find a list of servers that match the query, and eventually a parallel gem is used to parallely SCP the file from a local machine to a list of servers returned by a Chef query. As you can see, we've tried to handle a few error situations, however, there is still a possibility of this plugin throwing away errors as the Net::SCP.upload function can error out at times. Let's see our plugin in action: Case1: The file that is supposed to be uploaded doesn't exist locally. We expect the script to error out with an appropriate message: knife scp 'chef_environment:ft' /Users/mayank/test.py /tmp /Users/mayank/test.py doesn't exist on local machine Case2: The /Users/mayank/test folder is: knife scp 'chef_environment:ft' /Users/mayank/test /tmp Copying /Users/mayank/test to ec2-user@host02.ft.sychonet.com:/tmp Copying /Users/mayank/test to ec2-user@host01.ft.sychonet.com:/tmp Case3: A config other than /etc/chef/knife.rb is specified: knife scp -c /Users/mayank/.chef/knife.rb 'chef_environment:ft' /Users/mayank/test /tmp Copying /Users/mayank/test to ec2-user@host02.ft.sychonet.com:/tmp Copying /Users/mayank/test to ec2-user@host01.ft.sychonet.com:/tmp Distributing plugins using gems As you must have noticed, until now we've been creating our plugins under ~/.chef/plugins/knife. Though this is sufficient for plugins that are meant to be used locally, it's just not good enough to be distributed to a community. The most ideal way of distributing a Knife plugin is by packaging your plugin as a gem and distributing it via a gem repository such as rubygems.org. Even if publishing your gem to a remote gem repository sounds like a far-fetched idea, at least allowing people to install your plugin by building a gem locally and installing it via gem install. This is a far better way than people downloading your code from an SCM repository and copying it over to either ~/.chef/plugins/knife or any other folder they've configured for the purpose of searching for custom Knife plugins. With distributing your plugin using gems, you ensure that the plugin is installed in a consistent way and you can also ensure that all the required libraries are preinstalled before a plugin is ready to be consumed by users. All the details required to create a gem are contained in a file known as Gemspec, which resides at the root of your project's directory and is typically named the <project_name>.gemspec. Gemspec file that consists of the structure, dependencies, and metadata required to build your gem. The following is an example of a .gemspec file: Gem::Specification.new do |s| s.name = 'knife-scp' s.version = '1.0.0' s.date = '2014-10-23' s.summary = 'The knife-scp knife plugin' s.authors = ["maxcoder"] s.email = 'maxcoder@sychonet.com" s.files = ["lib/chef/knife/knife-scp.rb"] s.homepage = "https://github.com/maxc0d3r/knife-plugins" s.add_runtime_dependency "parallel","~> 1.2", ">= 1.2.0" s.add_runtime_dependency "net-scp","~> 1.2", ">= 1.2.0" end The s.files variable contains the list of files that will be deployed by a gem install command. Knife can load the files from gem_path/lib/chef/knife/<file_name>.rb, and hence we've kept the knife-scp.rb script in that location. The s.add_runtime_dependency dependency is used to ensure that the required gems are installed whenever a user tries to install our gem. Once the file is there, we can just run a gem build to build our gem file as follows: knife-scp git:(master) x gem build knife-scp.gemspec WARNING: licenses is empty, but is recommended. Use a license abbreviation from: http://opensource.org/licenses/alphabetical WARNING: See http://guides.rubygems.org/specification-reference/ for help Successfully built RubyGem Name: knife-scp Version: 1.0.0 File: knife-scp-1.0.0.gem The gem file is created and now, we can just use gem install knife-scp-1.0.0.gem to install our gem. This will also take care of the installation of any dependencies such as parallel, net-scp gems, and so on. You can find a source code for this plugin at the following location: https://github.com/maxc0d3r/knife-plugins. Once the gem has been installed, the user can run it as mentioned earlier. For the purpose of distribution of this gem, it can either be pushed using a local gem repository, or it can be published to https://rubygems.org/. To publish it to https://rubygems.org/, create an account there. Run the following command to log in using a gem: gem push This will ask for your email address and password. Next, push your gem using the following command: gem push your_gem_name.gem That's it! Now you should be able to access your gem at the following location: http://www.rubygems.org/gems/your_gem_name. As you might have noticed, we've not written any tests so far to check the plugin. It's always a good idea to write test cases before submitting your plugin to the community. It's useful both to the developer and consumers of the code, as both know that the plugin is going to work as expected. Gems support adding test files into the package itself so that tests can be executed when a gem is downloaded. RSpec is a popular choice to test a framework, however, it really doesn't matter which tool you use to test your code. The point is that you need to test and ship. Some popular Knife plugins, built by a community, and their uses, are as follows: knife-elb: This plugin allows the automation of the process of addition and deletion of nodes from Elastic Load Balancers on AWS. knife-inspect: This plugin allows you to see the difference between what's on a Chef server versus what's on a local Chef repository. knife-community: This plugin helps to deploy Chef cookbooks to Chef Supermarket. knife-block: This plugin allows you to configure and manage multiple Knife configuration files against multiple Chef servers. knife-tagbulk: This plugin allows bulk tag operations (creation or deletion) using standard Chef search queries. More information about the plugin can be found at: https://github.com/priestjim/knife-tagbulk. You can find a lot of other useful community-written plugins at: https://docs.chef.io/community_plugin_knife.html. Custom Chef handlers A Chef handler is used to identify different situations that might occur during a chef-client run, and eventually it instructs the chef-client on what it should do to handle these situations. There are three types of handlers in Chef: The exception handler: This is used to identify situations that have caused a chef-client run to fail. This can be used to send out alerts over an email or dashboard. The report handler: This is used to report back when a chef-client run has successfully completed. This can report details about the run, such as the number of resources updated, time taken for a chef-client run to complete, and so on. The start handler: This is used to run events at the beginning of a chef-client run. Writing custom Chef handlers is nothing more than just inheriting your class from Chef::Handler and overriding the report method. Let's say we want to send out an email every time a chef-client run breaks. Chef provides a failed? method to check the status of a chef-client run. The following is a very simple piece of code that will help us accomplish this: require 'net/smtp' module CustomHandler class Emailer < Chef::Handler    def send_email(to,opts={})      opts[:server] ||= 'localhost'      opts[:from] ||='maxcoder@sychonet.com'      opts[:subject] ||='Error'      opts[:body] ||= 'There was an error running chef-client'        msg = <<EOF      From: <#{opts[:from]}>      To: #{to}      Subject: #{opts[:subject]}        #{opts[:body]}      EOF        Net::SMTP.start(opts[:server]) do |smtp|        smtp.send_message msg, opts[:from], to      end    end      def report      name = node.name      subject = "Chef run failure on #{name}"      body = [run_status.formatted_exception]      body += ::Array(backtrace).join("n")      if failed?        send_email(          "ops@sychonet.com",          :subject => subject,          :body => body        )      end    end end end If you don't have the required libraries already installed on your machine, you'll need to make use of chef_gem to install them first before you actually make use of this code. With your handler code ready, you can make use of the chef_handler cookbook to install this custom handler. To do so, create a new cookbook, email-handler, and copy the file emailer.rb created earlier to the file's source. Once done, add the following recipe code: include_recipe 'chef_handler'   handler_path = node['chef_handler']['handler_path'] handler = ::File.join handler_path, 'emailer'   cookbook_file "#{handler}.rb" do source "emailer.rb" end   chef_handler "CustomHandler::Emailer" do source handler    action :enable end Now, just include this handler into your base role, or at the start of run_list and during the next chef-client run, if anything breaks, an email will be sent across to ops@sychonet.com. You can configure many different kinds of handlers like the ones that push notifications over to IRC, Twitter, and so on, or you may even write them for scenarios where you don't want to leave a component of a system in a state that is undesirable. For example, say you were in a middle of a chef-client run that adds/deletes collections from Solr. Now, you might not want to leave the Solr setup in a messed-up state if something were to go wrong with the provisioning process. In order to ensure that a system is in the right state, you can write your own custom handlers, which can be used to handle such situations and revert the changes done until now by the chef-client run. Summary In this article, we learned about how custom Knife plugins can be used. We also learned how we can write our own custom Knife plugin and distribute it by packaging it as a gem. Finally, we learned about custom Chef handlers and how they can be used effectively to communicate information and statistics about a chef-client run to users/admins, or handle any issues with a chef-client run. Resources for Article: Further resources on this subject: An Overview of Automation and Advent of Chef [article] Testing Your Recipes and Getting Started with ChefSpec [article] Chef Infrastructure [article]
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Packt
07 Jul 2015
27 min read
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Methodology for Modeling Business Processes in SOA

Packt
07 Jul 2015
27 min read
This article by Matjaz B. Juric, Sven Bernhardt, Hajo Normann, Danilo Schmiedel, Guido Schmutz, Mark Simpson, and Torsten Winterberg, authors of the book Design Principles for Process-driven Architectures Using Oracle BPM and SOA Suite 12c, describes the strategies and a methodology that can help us realize the benefits of BPM as a successful enterprise modernization strategy. In this article, we will do the following: Provide the reader with a set of actions in the course of a complete methodology that they can incorporate in order to create the desired attractiveness towards broader application throughout the enterprise Describe organizational and cultural barriers to applying enterprise BPM and discuss ways to overcome them (For more resources related to this topic, see here.) The postmature birth of enterprise BPM When enterprise architects discuss the future of the software landscape of their organization, they map the functional capabilities, such as customer relationship management and order management, to existing or new applications—some packaged and some custom. Then, they connect these applications by means of middleware. They typically use the notion of an integration middleware, such as an enterprise service bus (ESB), to depict the technical integration between these applications, exposing functionality as services, APIs, or, more trendy, "micro services". These services are used by modern, more and more mobile frontends and B2B partners. For several years now, it has been hard to find a PowerPoint slide that discusses future enterprise middleware without the notion of a BPM layer that sits on top of the frontend and the SOA service layer. So, in most organizations, we find a slide deck that contains this visual box named BPM, signifying the aim to improve process excellence by automating business processes along the management discipline known as business process management (BPM). Over the years, we have seen that the frontend layer often does materialize as a portal or through a modern mobile application development platform. The envisioned SOA services can be found living on an ESB or API gateway. Yet, the component called BPM and the related practice of modeling executable processes has failed to finally incubate until now—at least in most organizations. BPM still waits for morphing from an abstract item on a PowerPoint slide and in a shelved analyst report to some automated business processes that are actually deployed to a business-critical production machine. When we look closer—yes—there is a license for a BPM tool, and yes, some processes have even been automated, but those tend to be found rather in the less visible corners of the enterprise, seldom being of the concern for higher management and the hot project teams that work day and night on the next visible release. In short, BPM remains the hobby of some enterprise architects and the expensive consultants they pay. Will BPM ever take the often proposed lead role in the middleware architect's tool box? Will it lead to a better, more efficient, and productive organization? To be very honest, at the moment the answer to that question is rather no than yes. There is a good chance that BPM remains just one more of the silver bullets that fill some books and motivate some great presentations at conferences, yet do not have an impact on the average organization. But there is still hope for enterprise BPM as opposed to a departmental approach to process optimization. There is a good chance that BPM, next to other enabling technologies, will indeed be the driver for successful enterprise modernization. Large organizations all over the globe reengage with smaller and larger system integrators to tackle the process challenge. Maybe BPM as a practice needs more time than other items found in Gardner hype curves to mature before it's widely applied. This necessary level of higher maturity encompasses both the tools and the people using them. Ultimately, this question of large-scale BPM adoption will be answered individually in each organization. Only when a substantive set of enterprises experience tangible benefits from BPM will they talk about it, thus growing a momentum that leads to the success of enterprise BPM as a whole. This positive marketing based on actual project and program success will be the primary way to establish a force of attraction towards BPM that will raise curiosity and interest in the minds of the bulk of the organizations that are still rather hesitant or ignorant about using BPM. Oracle BPM Suite 12c – new business architecture features New tools in Oracle BPM Suite 12c put BPM in the mold of business architecture (BA). This new version contains new BA model types and features that help companies to move out of the IT-based, rather technical view of business processes automation and into strategic process improvement. Thus, these new model types help us to embark on the journey towards enterprise BPM. This is an interesting step in evolution of enterprise middleware—Oracle is the first vendor of a business process automation engine that moved up from concrete automated processes to strategic views on end-to-end processes, thus crossing the automation/strategic barrier. BPM Suite 12c introduces cross-departmental business process views. Thereby, it allows us to approach an enterprise modeling exercise through top-down modeling. It has become an end-to-end value chain model that sits on top of processes. It chains separated business processes together into one coherent end-to-end view. The value chain describes a bird's-eye view of the steps needed to achieve the most critical business goals of an organization. These steps comprise of business processes, of which some are automated in a BPMN engine and others actually run in packaged applications or are not automated at all. Also, BPM Suite 12c allows the capturing of the respective goals and provides the tools to measure them as KPIs and service-level agreements. In order to understand the path towards these yet untackled areas, it is important to understand where we stand today with BPM and what this new field of end-to-end process transparency is all about. Yet, before we get there, we will leave enterprise IT for a moment and take a look at the nature of a game (any game) in order to prepare for a deeper understanding of the mechanisms and cultural impact that underpin the move from a departmental to an enterprise approach to BPM. Football games – same basic rules, different methodology Any game, be it a physical sport, such as football, or a mental sport, such as chess, is defined through a set of common rules. How the game is played will look very different depending on the level of the league it is played in. A Champions League football game is so much more refined than your local team playing at the nearby stadium, not to mention the neighboring kids kicking the ball in the dirt ground. These kids will show creativity and pleasure in the game, yet the level of sophistication is a completely different ball game in the big stadium. You can marvel at the effort made to ensure that everybody plays their role in a well-trained symbiosis with their peers, all sharing a common set of collaboration rules and patterns. The team spent so many hours training the right combinations, establishing a deep trust. There is no time to discuss the meaning of an order shouted out by the trainer. They have worked on this common understanding of how to do things in various situations. They have established one language that they share. As an observer of a great match, you appreciate an elaborate art, not of one artist but of a coherent team. No one would argue the prevalence of this continuum in the refinement and rising sophistication in rough physical sports. It is puzzling to know to which extent we, as players in the games of enterprise IT, often tend to neglect the needs and forces that are implied by such a continuum of rising sophistication. The next sections will take a closer look at these BPM playgrounds and motivate you to take the necessary steps toward team excellence when moving from a small, departmental level BPM/SOA project to a program approach that is centered on a BPM and SOA paradigm. Which BPM game do we play? Game Silo BPM is the workflow or business process automation in organizational departments. It resembles the kids playing soccer on the neighborhood playground. After a few years of experience with automated processes, the maturity rises to resemble your local football team—yes, they play in a stadium, and it is often not elegant. Game Silo BPM is a tactical game in which work gets done while management deals with reaching departmental goals. New feature requests lead to changed or new applications and the people involved know each other very well over many years under established leadership. Workflows are automated to optimize performance. Game Enterprise BPM thrives for process excellence at Champions League. It is a strategic game in which higher management and business departments outline the future capability maps and cross-departmental business process models. In this game, players tend to regard the overall organization as a set of more or less efficient functional capabilities. One or a group of functional capabilities make up a department. Game Silo BPM – departmental workflows Today, most organizations use BPM-based process automation based on tools such as Oracle BPM Suite to improve the efficiency of the processes within departments. These processes often support the functional capability that this particular department owns by increasing its efficiency. Increasing efficiency is to do more with less. It is about automating manual steps, removing bottlenecks, and making sure that the resources are optimally allocated across your process. The driving force is typically the team manager, who is measured by the productivity of his team. The key factor to reach this goal is the automation of redundant or unnecessary human/IT interactions. Through process automation, we gain insights into the performance of the process. This insight can be called process transparency, allowing for the constant identification of areas of improvement. A typical example of the processes found in Game Silo BPM is an approval process that can be expressed as a clear path among process participants. Often, these processes work on documents, thus having a tight relationship with content management. We also find complex backend integration processes that involve human interaction only in the case of an exception. The following figure depicts this siloed approach to process automation. Recognizing a given business unit as a silo indicates its closed and self-contained world. A word of caution is needed: The term "silo" is often used in a negative connotation. It is important, though, to recognize that a closed and coherent team with no dependencies on other teams is a preferred working environment for many employees and managers. In more general terms, it reflects an archaic type of organization that we lean towards. It allows everybody in the team to indulge in what can be called the siege mentality we as humans gravitate to some coziness along the notion of a well-defined and manageable island of order. Figure 1: Workflow automation in departmental silos As discussed in the introduction, there is a chance that BPM never leaves this departmental context in many organizations. If you are curious to find out where you stand today, it is easy to depict whether a business process is stuck in the silo or whether it's part of an enterprise BPM strategy. Just ask whether the process is aligned with corporate goals or whether it's solely associated with departmental goals and KPIs. Another sign is the lack of a methodology and of a link to cross-departmental governance that defines the mode of operation and the means to create consistent models that speak one common language. To impose the enterprise architecture tools of Game Enterprise BPM on Game Silo BPM would be an overhead; you don't need them if your organization does not strive for cross-departmental process transparency. Oracle BPM Suite 11g is made for playing Game Silo BPM Oracle BPM Suite 11g provides all the tools and functionalities necessary to automate a departmental workflow. It is not sufficient to model business processes that span departmental barriers and require top-down process hierarchies. The key components are the following: The BPMN process modeling tool and the respective execution engine The means to organize logical roles and depict them as swimlanes in BPMN process models The human-task component that involves human input in decision making The business rule for supporting automated decision making The technical means to call backend SOA services The wizards to create data mappings The process performance can be measured by means of business activity monitoring (BAM) Oracle BPM Suite models processes in BPMN Workflows are modeled on a pretty fine level of granularity using the standard BPMN 2.0 version (and later versions). BPMN is both business ready and technically detailed enough to allow model processes to be executed in a process engine. Oracle fittingly expresses the mechanism as what you see is what you execute. Those workflows typically orchestrate human interaction through human tasks and functionality through SOA services. In the next sections of this article, we will move our head out of the cocoon of the silo, looking higher and higher along the hierarchy of the enterprise until we reach the world of workshops and polished PowerPoint slides in which the strategy of the organization is defined. Game Enterprise BPM Enterprise BPM is a management discipline with a methodology typically found in business architecture (BA) and the respective enterprise architecture (EA) teams. Representatives of higher management and of business departments and EA teams meet management consultants in order to understand the current situation and the desired state of the overall organization. Therefore, enterprise architects define process maps—a high-level view of the organization's business processes, both for the AS-IS and various TO-BE states. In the next step, they define the desired future state and depict strategies and means to reach it. Business processes that generate value for the organization typically span several departments. The steps in these end-to-end processes can be mapped to the functional building blocks—the departments. Figure 2: Cross-departmental business process needs an owner The goal of Game Enterprise BPM is to manage enterprise business processes, making sure they realize the corporate strategy and meet the respective goals, which are ideally measured by key performance indicators, such as customer satisfaction, reduction of failure, and cost reduction. It is a good practice to reflect on the cross-departmental efforts through the notion of a common or shared language that is spoken across departmental boundaries. A governance board is a great means to reach this capability in the overall organization. Still wide open – the business/IT divide Organizational change in the management structure is a prerequisite for the success of Game Enterprise BPM but is not a sufficient condition. Several business process management books describe the main challenge in enterprise BPM as the still-wide-open business/IT divide. There is still a gap between process understanding and ownership in Game Enterprise BPM and how automated process are modeled and perceived in departmental workflows of Game Silo BPM. Principles, goals, standards, and best practices defined in Game Enterprise BPM do not trickle down into everyday work in Game Silo BPM. One of the biggest reasons for this divide is the fact that there is no direct link between the models and tools used in top management to depict the business strategy, IT strategy, and business architecture and the high-level value chain and between the process models and the models and artifacts used in enterprise architecture and from there, even software architecture. Figure 3: Gap between business architecture and IT enterprise architecture in strategic BPM So, traditionally, organizations use specific business architecture or enterprise architecture tools in order to depict AS-IS and TO-BE high-level reflections of value chains, hierarchical business processes, and capability maps alongside application heat maps. These models kind of hang in the air, they are not deeply grounded in real life. Business process models expressed in event process chains (EPCs), vision process models and other modeling types often don't really reflect the flows and collaboration structures of actual procedures of the office. This leads to the perception of business architecture departments as ivory towers with no, or weak, links to the realities of the organization. On the other side, the tools and models of the IT enterprise architecture and software architecture speak a language not understood by the members of business departments. Unified Modeling Language (UML) is the most prominent set of model types that stuck in IT. However, while the UML class and activity diagrams promised to be valid to depict the nouns and stories of the business processes, their potential to allow a shared language and approach to depict joint vocabulary and views on requirements rarely materialized. Until now, there has been no workflow tool vendor approaching these strategic enterprise-level models, bridging the business/IT gap. Oracle BPM Suite 12c tackles Game Enterprise BPM With BPM Suite 12c, Oracle is starting to engage in this domain. The approach Oracle took can be summarized as applying the Pareto principle: 80 percent of the needed features for strategic enterprise modeling can be found in just 20 percent of the functionality of those high-end, enterprise-level modeling tools. So, Oracle implemented these 20 percent of business architecture models: Enterprise maps to define the organizational and application context Value chains to establish a root for process hierarchies The strategy model to depict focus areas and assign technical capabilities and optimization strategies The following figure represents the new features in Oracle BPM Suite 12c in the context of the Game Enterprise BPM methodology: Figure 4: Oracle BPM Suite 12c new features in the context of the Game Enterprise BPM methodology The preceding figure is based on the BPTrends Process Change Methodology introduced in the Business Process Change book by Paul Harmon. These new features promise to create a link from higher-level process models and other strategic depictions into executable processes. This link could not be established until now since there are too many interface mismatches between enterprise tooling and workflow automation engines. The new model types in Oracle BPM Suite 12c are, as discussed, a subset of all the features and model types in the EA tools. For this subset, these interface mismatches have been made obsolete: there is a clear trace with no tool disruption from the enterprise map to the value chain and associated KPIs down to the BPMN process that are automated. These features have been there in the EA and BPM tools before. What is new is this undisrupted trace. Figure 5: Undisrupted trace from the business architecture to executable processes The preceding figure is based on the BPTrends Process Change Methodology introduced in the Business Process Change book by Paul Harmon. This holistic set of tools that brings together aspects from modeling time, design time, and runtime makes it more likely to succeed in finally bridging the business/IT gap. Figure 6: Tighter links from business and strategy to executable software and processes Today, we do not live in a perfect world. To understand to which extent this gap is closed, it helps to look at how people work. If there is a tool to depict enterprise strategy, end-to-end business processes, business capabilities, and KPIs that are used in daily work and that have the means to navigate to lower-level models, then we have come quite far. The features of Oracle BPM Suite 12c, which are discussed below, are a step in this direction but are not the end of the journey. Using business architect features The process composer is a business user-friendly web application. From the login page, it guides the user in the spirit of a business architecture methodology. All the models that we create are part of a "space". On its entry page, the main structure is divided into business architecture models in BA projects, which are described in this article. It is a good practice to start with an enterprise map that depicts the business capabilities of our organization. The rationale is that the functions the organization is made of tend to be more stable and less a matter of interpretation and perspective than any business process view. Enterprise maps can be used to put those value chains and process models into the organizational and application landscape context. Oracle suggests organizing the business capabilities into three segments. Thus, the default enterprise map model is prepopulated through three default lanes: core, management, and support. In many organizations, this structure is feasible as it is up to you to either use them or create your own lanes. Then we can define within each lane the key business capabilities that make up the core business processes. Figure 7: Enterprise map of RYLC depicting key business capabilities Properties of BA models Each element (goal, objective, strategy) within the model can be enriched with business properties, such as actual cost, actual time, proposed cost and proposed time. These properties are part of the impact analysis report that can be generated to analyze the BA project. Figure 8: Use properties to specify SLAs and other BA characteristics Depicting organizational units Within RYLC as an organization, we now depict its departments as organizational units. We can adorn goals to each of the units, which depict its function and the role it plays in the concert of the overall ecosystem. This association of a unit to a goal is expressed via links to goals defined in the strategy model. These goals will be used for the impact analysis reports that show the impact of changes on the organizational or procedural changes. It is possible to create several organization units as shown in the following screenshot: Figure 9: Define a set of organization units Value chains A value chain model forms the root of a process hierarchy. A value chain consists of one direct line of steps, no gateways, and no exceptions. The modeler in Oracle BPM Suite allows each step in the chain to depict associated business goals and key performance indicators (KPIs) that can be used to measure the organization's performance rather than the details of departmental performance. The value chain model is a very simple one depicting the flow of the most basic business process steps. Each step is a business process in its own right. On the level of the chain, there is no decision making expressed. This resembles a business process expressed in BPMN that has only direct lines and no gateways. Figure 10: Creation of a new value chain model called "Rental Request-to-Delivery" The value chain model type allows the structuring of your business processes into a hierarchy with a value chain forming the topmost level. Strategy models Strategy models that can be used to further motivate their KPIs are depicted at the value chain level. Figure 11: Building the strategy model for the strategy "Become a market leader" These visual maps leverage existing process documentation and match it with current business trends and existing reference models. These models depict processes and associated organizational aspects encompassing cross-departmental views on higher levels and concrete processes down to level 3. From there, they prioritize distinct processes and decide on one of several modernization strategies—process automation being just one of several! So, in the proposed methodology in the following diagram, in the Define strategy and performance measures (KPIs), the team down-selects for each business process or even subprocess one or several means to improve process efficiency or transparency. Typically, these means are defined as "supporting capabilities". These are a technique, a tool, or an approach that helps to modernize a business process. A few typical supporting capabilities are mentioned here: Explicit process automation Implicit process handling and automation inside a packaged application, such as SAP ERP or Oracle Siebel Refactored COTS existing application Business process outsourcing Business process retirement The way toward establishing these supporting capabilities is defined through a list of potential modernization strategies. Several of the modernization strategies relate to the existing applications that support a business process, such as refactoring, replacement, retirement, or re-interfacing of the respective supporting applications. The application modernization strategy that we are most interested in this article is establish explicit automated process. It is a best practice to create a high-level process map and define for each of the processes whether to leave it as it is or to depict one of several modernization strategies. When several modernization strategies are found for one process, we can drill down into the process through a hierarchy and stop at the level on which there is a disjunct modernization strategy. Figure 12: Business process automation as just one of several process optimization strategies The preceding figure is based on the BPTrends Process Change Methodology introduced in the Business Process Change book by Paul Harmon. Again, just one of these technical capabilities in strategic BPM is the topic of this article: process automation. It is not feasible to suggest automating all the business processes of any organization. Key performance indicators Within a BA project (strategy and value chain models), there are three different types of KPIs that can be defined: Manual KPI: This allows us to enter a known value Rollup KPI: This evaluates an aggregate of the child KPIs External KPI: This provides a way to include KPI data from applications other than BPM Suite, such as SAP, E-Business Suite, PeopleSoft, and so on. Additionally, KPIs can be defined on a BPMN process level, which is not covered in this article. KPIs in the value chain step level The following are the steps to configure the KPIs in the value chain step level: Open the value chain model Rental Request-to-Delivery. Right-click on the Vehicle Reservation & Allocation chain step, and select KPI. Click on the + (plus) sign to create a manual KPI, as illustrated in the next screenshot. The following image shows the configuration of the KPIs: Figure 13: Configuring a KPI Why we need a new methodology for Game Enterprise BPM Now, Game Enterprise BPM needs to be played everywhere. This implies that Game Silo BPM needs to diminish, meaning it needs to be replaced, gradually, through managed evolution, league by league, aiming for excellence at Champions League. We can't play Game Enterprise BPM with the same culture of ad hoc, joyful creativity, which we find in Game Silo BPM. We can't just approach our colleague; let's call him Ingo Maier, who we know has drawn the process model for a process we are interested in. We can't just walk over to the other desk to him, asking him about the meaning of an unclear section in the process. That is because in Game Enterprise BPM, Ingo Maier, as a person whom we know as part of our team Silo, does not exist anymore. We deal with process models, with SOA services, with a language defined somewhere else, in another department. This is what makes it so hard to move up in BPM leagues. Hiding behind the buzz term "agile" does not help. In order to raise BPM maturity up, when we move from Game Silo BPM to Game Enterprise BPM, the organization needs to establish a set of standards, guidelines, tools, and modes of operations that allow playing and succeeding at Champions League. Additionally, we have to define the modes of operations and the broad steps that lead to a desired state. This formalization of collaboration in teams should be described, agreed on, and lived as our BPM methodology. The methodology thrives for a team in which each player contributes to one coherent game along well-defined phases. Political change through Game Enterprise BPM The political problem with a cross-departmental process view becomes apparent if we look at the way organizations distribute political power in Game Silo BPM. The heads of departments form the most potent management layer while the end-to-end business process has no potent stakeholder. Thus, it is critical for any Game Enterprise BPM to establish a good balance of de facto power with process owners acting as stakeholders for a cross-departmental process view. This fills the void in Game Silo BPM of end-to-end process owners. With Game Enterprise BPM, the focus shifts from departmental improvements to the KPIs and improvement of the core business processes. Pair modeling the value chains and business processes Value chains and process models down to a still very high-level layer, such as a layer 3, can be modeled by process experts without involving technically skilled people. They should omit all technical details. To provide the foundation for automated processes, we need to add more details about domain knowledge and some technical details. Therefore, these domain process experts meet with BPM tool experts to jointly define the next level of detail in BPMN. In an analogy to the practice of pair development in agile methodologies, you could call this kind of collaboration pair modeling. Ideally, the process expert(s) and the tool expert look at the same screen and discuss how to improve the flow of the process model, while the visual representation evolves into variances, exceptions, and better understanding of the involved business objects. For many organizations that are used to a waterfall process, this is a fundamentally new way of requirement gathering that might be a challenge for some. The practice is an analogy of the customer on site practice in agile methodologies. This new way of close collaboration for process modeling is crucial for the success of BPM projects since it allows us to establish a deep and shared understanding in a very pragmatic and productive way. Figure 14: Roles and successful modes of collaboration When the process is modeled in sufficient detail to clearly depict an algorithmic definition of the flow of the process and all its variances, the model can be handed over to BPM developers. They add all the technical bells and whistles, such as data mapping, decision rules, service calls, and exception handling. Portal developers will work on their implementation of the use cases. SOA developers will use Oracle SOA Suite to integrate with backend systems, therefore implementing SOA services. The discussed notion of a handover from higher-level business process models to development teams can also be used to depict the line at which it might make sense to outsource parts of the overall development. Summary In this article, we saw how BPM as an approach to model, automate, and optimize business process is typically applied rather on a departmental level. We saw how BPM Suite 12c introduced new features that allow us to cross the bridge towards the top-down, cross-departmental, enterprise-level BPM. We depicted the key characteristics of the enterprise BPM methodology, which aligns corporate or strategic activities with actual process automation projects. We learned the importance of modeling standards and guidelines, which should be used to gain business process insight and understanding on broad levels throughout the enterprise. The goal is to establish a shared language to talk about the capabilities and processes of the overall organization and the services it provides to its customers. The role of data in SOA that will support business processes was understood with a critical success factor being the definition of the business data model that, along with services, will form the connection between the process layer, user interface layer, and the services layer. We understood how important it is to separate application logic from service logic and process logic to ensure the benefits of a process-driven architecture are realized. Resources for Article: Further resources on this subject: Introduction to Oracle BPM [article] Oracle B2B Overview [article] Event-driven BPEL Process [article]
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