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How-To Tutorials

7018 Articles
article-image-speeding-vagrant-development-docker
Packt
03 Mar 2015
13 min read
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Speeding Vagrant Development With Docker

Packt
03 Mar 2015
13 min read
In this article by Chad Thompson, author of Vagrant Virtual Development Environment Cookbook, we will learn that many software developers are familiar with using Vagrant (http://vagrantup.com) to distribute and maintain development environments. In most cases, Vagrant is used to manage virtual machines running in desktop hypervisor software such as VirtualBox or the VMware Desktop product suites. (VMware Fusion for OS X and VMware Desktop for Linux and Windows environments.) More recently, Docker (http://docker.io) has become increasingly popular for deploying containers—Linux processes that can run in a single operating system environment yet be isolated from one another. In practice, this means that a container includes the runtime environment for an application, down to the operating system level. While containers have been popular for deploying applications, we can also use them for desktop development. Vagrant can use Docker in a couple of ways: As a target for running a process defined by Vagrant with the Vagrant provider. As a complete development environment for building and testing containers within the context of a virtual machine. This allows you to build a complete production-like container deployment environment with the Vagrant provisioner. In this example, we'll take a look at how we can use the Vagrant provider to build and run a web server. Running our web server with Docker will allow us to build and test our web application without the added overhead of booting and provisioning a virtual machine. (For more resources related to this topic, see here.) Introducing the Vagrant Provider The Vagrant Docker provider will build and deploy containers to a Docker runtime. There are a couple of cases to consider when using Vagrant with Docker: On a Linux host machine, Vagrant will use a native (locally installed) Docker environment to deploy containers. Make sure that Docker is installed before using Vagrant. Docker itself is a technology built on top of Linux Containers (LXC) technology—so Docker itself requires an operating system with a recent version (newer than Linux 3.8 which was released in February, 2013) of the Linux kernel. Most recent Linux distributions should support the ability to run Docker. On nonLinux environments (namely OS X and Windows), the provider will require a local Linux runtime to be present for deploying containers. When running the Docker provisioner in these environments, Vagrant will download and boot a version of the boot2docker (http://boot2docker.io) environment—in this case, a repackaging of boot2docker in Vagrant box format. Let's take a look at two scenarios for using the Docker provider. In each of these examples, we'll start these environments from an OS X environment so we will see some tasks that are required for using the boot2docker environment. Installing a Docker image from a repository We'll start with a simple case: installing a Docker container from a repository (a MySQL container) and connecting it to an external tool for development (the MySQL Workbench or a client tool of your choice). We'll need to initialize the boot2docker environment and use some Vagrant tools to interact with the environment and the deployed containers. Before we can start, we'll need to find a suitable Docker image to launch. One of the unique advantages to use Docker as a development environment is its ability to select a base Docker image, then add successive build steps on top of the base image. In this simple example, we can find a base MySQL image on the Docker Hub registry. (https://registry.hub.docker.com).The MySQL project provides an official Docker image that we can build from. We'll note from the repository the command for using the image: docker pull mysql and note that the image name is mysql. Start with a Vagrantfile that defines the docker: # -*- mode: ruby -*- # vi: set ft=ruby :   VAGRANTFILE_API_VERSION = "2" ENV['VAGRANT_DEFAULT_PROVIDER'] = 'vmware_fusion' Vagrant.configure(VAGRANTFILE_API_VERSION) do |config| config.vm.define"database" do |db|    db.vm.provider"docker"do |d|      d.image="mysql"    end end end An important thing to note immediately is that when we define the database machine and the provider with the Docker provider, we do not specify a box file. The Docker provider will start and launch containers into a boot2docker environment, negating the need for a Vagrant box or virtual machine definition. This will introduce a bit of a complication in interacting with the Vagrant environment in later steps. Also note the mysql image taken from the Docker Hub Registry. We'll need to launch the image with a few basic parameters. Add the following to the Docker provider block:    db.vm.provider "docker" do |d|      d.image="mysql"      d.env = {        :MYSQL_ROOT_PASSWORD => ""root",        :MYSQL_DATABASE     => ""dockertest",        :MYSQL_USER         => ""dockertest",        :MYSQL_PASSWORD     => ""d0cker"      }      d.ports =["3306:3306"]      d.remains_running = "true"    end The environment variables (d.env) are taken from the documentation on the MySQL Docker image page (https://registry.hub.docker.com/_/mysql/). This is how the image expects to set certain parameters. In this case, our parameters will set the database root password (for the root user) and create a database with a new user that has full permissions to that database. The d.ports parameter is an array of port listings that will be forwarded from the container (the default MySQL port of 3306) to the host operating system, in this case also 3306.The contained application will, thus, behave like a natively installed MySQL installation. The port forwarding here is from the container to the operating system that hosts the container (in this case, the container host is our boot2docker image). If we are developing and hosting containers natively with Vagrant on a Linux distribution, the port forwarding will be to localhost, but boot2docker introduces something of a wrinkle in doing Docker development on Windows or OS X. We'll either need to refer to our software installation by the IP of the boot2docker container or configure a second port forwarding configuration that allows a Docker contained application to be available to the host operating system as localhost. The final parameter (d.remains_running = true) is a flag for Vagrant to note that the Vagrant run should mark as failed if the Docker container exits on start. In the case of software that runs as a daemon process (such as the MySQL database), a Docker container that exits immediately is an error condition. Start the container using the vagrant up –provider=docker command. A few things will happen here: If this is the first time you have started the project, you'll see some messages about booting a box named mitchellh/boot2docker. This is a Vagrant-packaged version of the boot2docker project. Once the machine boots, it becomes a host for all Docker containers managed with Vagrant. Keep in mind that boot2doocker is necessary only for nonLinux operating systems that are running Docker through a virtual machine. On a Linux system running Docker natively, you will not see information about boot2docker. After the container is booted (or if it is already running), Vagrant will display notifications about rsyncing a folder (if we are using boot2docker) and launching the image: Docker generates unique identifiers for containers and notes any port mapping information. Let's take a look at some details on the containers that are running in the Docker host. We'll need to find a way to gain access to the Vagrant boot2docker image (and only if we are using boot2docker and not a native Linux environment), which is not quite as straightforward as a vagrant ssh; we'll need to identify the Vagrant container to access. First, identify the Docker Vagrant machine from the global Vagrant status. Vagrant keeps track of running instances that can be accessed from Vagrant itself. In this case, we are only interested in the Vagrant instance named docker-host. The instance we're interested in can be found with the vagrant global-status command: In this case, Vagrant identifies the instance as d381331 (a unique value for every Vagrant machine launched). We can access this instance with a vagrant ssh command: vagrant ssh d381331 This will display an ASCII-art boot2docker logo and a command prompt for the boot2docker instance. Let's take a look at Docker containers running on the system with the docker psps command: The docker ps command will provide information about the running Docker containers on the system; in this case, the unique ID of the container (output during the Vagrant startup) and other information about the container. Find the IP address of the boot2docker (only if we're using boot2docker) to connect to the MySQL instance. In this case, execute the ifconfig command: docker@boot2docker:~$ ifconfig This will output information about the network interfaces on the machine; we are interested in the eth0 entry. In particular, we can note the IP address of the machine on the eth0 interface: Make a note of the IP address noted as the inet addr; in this case 192.168.30.129. Connect a MySQL client to the running Docker container. In this case, we'll need to note some information to the connection: The IP address of the boot2docker virtual machine (if using boot2docker). In this case, we'll note 192.168.30.129. The port that the MySQL instance will respond to on the Docker host. In this case, the Docker container is forwarding port 3306 in the container to port 3306 on the host. Information noted in the Vagrantfile for the username or password on the MySQL instance. With this information in hand, we can configure a MySQL client. The MySQL project provides a supported GUI client named MySQL Workbench (http://www.mysql.com/products/workbench/). With the client installed on our host operating system, we can create a new connection in the Workbench client (consult the documentation for your version of Workbench, or use a MySQL client of your choice). In this case, we're connecting to the boot2docker instance. If you are running Docker natively on a Linux instance, the connection should simply forward to localhost. If the connection is successful, the Workbench client once connected will display an empty database: Once we've connected, we can use the MySQL database as we would for any other MySQL instance that is hosted this time in a Docker container without having to install and configure the MySQL package itself. Building a Docker image with Vagrant While launching packaged Docker, applications can be useful (particularly in the case where launching a Docker container is simpler than native installation steps), Vagrant becomes even more useful when used to launch containers that are being developed. On OS X and Windows machines, the use of Vagrant can make managing the container deployment somewhat simpler through the boot2docker containers, while on Linux, using the native Docker tools could be somewhat simpler. In this example, we'll use a simple Dockerfile to modify a base image. First, start with a simple Vagrantfile. In this case, we'll specify a build directory rather than a image file: # -*- mode: ruby -*- # vi: set ft=ruby :   # Vagrantfile API/syntax version. Don't touch unless you know what you're doing! VAGRANTFILE_API_VERSION = "2" ENV['VAGRANT_DEFAULT_PROVIDER'] = 'vmware_fusion'   Vagrant.configure(VAGRANTFILE_API_VERSION) do |config| config.vm.define "nginx" do |nginx|    nginx.vm.provider "docker" do |d|      d.build_dir = "build"      d.ports = ["49153:80"]    end end end This Vagrantfile specifies a build directory as well as the ports forwarded to the host from the container. In this case, the standard HTTP port (80) forwards to port 49153 on the host machine, which in this case is the boot2docker instance. Create our build directory in the same directory as the Vagrantfile. In the build directory, create a Dockerfile. A Dockerfile is a set of instructions on how to build a Docker container. See https://docs.docker.com/reference/builder/ or James Turnbull's The Docker Book for more information on how to construct a Dockerfile. In this example, we'll use a simple Dockerfile to copy a working HTML directory to a base NGINX image: FROM nginx COPY content /usr/share/nginx/html Create a directory in our build directory named content. In the directory, place a simple index.html file that will be served from the new container: <html> <body>    <div style="text-align:center;padding-top:40px;border:dashed 2px;">      This is an NGINX build.    </div> </body> </html> Once all the pieces are in place, our working directory will have the following structure: . ├── Vagrantfile └── build ├── Dockerfile    └── content        └── index.html Start the container in the working directory with the command: vagrant up nginx --provider=docker This will start the container build and deploy process. Once the container is launched, the web server can be accessed using the IP address of the boot2docker instance (see the previous section for more information on obtaining this address) and the forwarded port. One other item to note, especially, if you have completed both steps in this section without halting or destroying the Vagrant project is that when using the Docker provider, containers are deployed to a single shared virtual machine. If the boot2docker instance is accessed and the docker ps command is executed, it can be noted that two separate Vagrant projects deploy containers to a single host. When using the Docker provider, the single instance has a few effects: The single virtual machine can use fewer resources on your development workstation Deploying and rebuilding containers is a process that is much faster than booting and shutting down entire operating systems Docker development with the Docker provider can be a useful technique to create and test Docker containers, although Vagrant might not be of particular help in packaging and distributing Docker containers. If you wish to publish containers, consult the documentation or The Docker Book on getting started with packaging and distributing Docker containers. See also Docker: http://docker.io boot2docker: http://boot2docker.io The Docker Book: http://www.dockerbook.com The Docker repository: https://registry.hub.docker.com Summary In this article, we learned how to use Docker provisioner with Vagrant by covering the topics mentioned in the preceding paragraphs. Resources for Article: Further resources on this subject: Going Beyond the Basics [article] Module, Facts, Types and Reporting tools in Puppet [article] Setting Up a Development Environment [article]
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article-image-web-components
Packt
17 Jun 2016
12 min read
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Web Components

Packt
17 Jun 2016
12 min read
In this article by Arshak Khachatryan, the author of Getting Started with Polymer, we will discuss web components. Currently, web technologies are growing rapidly. Though most websites use these technologies nowadays, we come across many with a bad, unresponsive UI design and awful performance. The only reason we should think about a responsive website is that users are now moving to the mobile web. 55% of the web users use mobile phones because they are faster and more comfortable. This is why we need to provide mobile content in the simplest way possible. Everything is moving to minimalism, even the Web. The new web standards are changing rapidly too. In this article, we will cover one of these new technologies, web components, and what they do. We will discuss the following specifications of web components in this article: Templates Shadow DOM (For more resources related to this topic, see here.) Templates In this section, we will discuss what we can do with templates. However, let's answer a few questions before this. What are templates, and why should we use them? Templates are basically fragments of HTML, but let's call these fragments as the "zombie" fragments of HTML as they are neither alive nor dead. What is meant by "neither alive nor dead"? Let me explain this with a real-life example. Once, when I was working on the ucraft.me project (it's a website built with a lot of cool stuff in it), we faced some rather new challenges with the templates. We had a lot of form elements, but we didn't know where to save the form elements content. We didn't want to load the DOM of each form element, but what could we do? As always, we did some magic; we created a lot of div elements with the form elements and hid it with CSS. But the CSS display: none property did not render the element, but it loaded the element. This was also a problem because there were a lot of form element templates, and it affected the performance of the website. I recommended to my team that they work with templates. Templates can contain HTML content, but they do not load the element nor render. We call template elements "dead elements" because they do not load the content until you get their content with JavaScript. Let's move ahead, and let me show you some examples of how you can create templates and do some stuff with its content. Imagine that you are working on a big project where you need to load some dynamic content without AJAX. If I had a task such as this, I would create a PHP file and get its content by calling the jQuery .load() function. However, now, you can save your content inside of the <template> element and get the content without any jQuery and AJAX but with a single line of JavaScript code. Let's create a template. In index.html, we have <template> and some content we want to get in the future, as shown in the following code block: <template class="superman"> <div> <img src="assets/img/superman.png" class="animated_superman" /> </div> </template> The time has now come for JavaScript! Execute the following code: <script> // selecting the template element with querySelector() var tmpl = document.querySelector('.superman'); //getting the <template> content var content = tmpl.content; // making some changes in the content content.querySelector('.animated_superman').width = 200; // appending the template to the body document.body.appendChild(content); </script> So, that's it! Cool, right? The content will load only after you append the content to the document. So, do you realize that templates are a part of the future web? If you are using Chrome Canary, just turn on the flags of experimental web platform features and enable HTML imports and experimental JavaScript. There are four ways to use templates, which are: Add templates with hidden elements in the document and just copy and paste the data when you need it, as follows: <div hidden data-template="superman"> <div> <p>SuperMan Head</p> <img src="assets/img/superman.png" class="animated_superman" /> </div> </div> However, the problem is that a browser will load all the content. It means that the browser will load but not render images, video, audio, and so on. Get the content of the template as a string (by requesting with AJAX or from <script type="x-template">). However, we might have some problems in working with the string. This can be dangerous for XSS attacks; we just need to pay some more attention to this: <script data-template="batman" type="x-template"> <div> <p>Batman Head this time!</p> <img src="assets/img/superman.png" class="animated_superman" /> </div> </div> Compiled templates such as Hogan.js (http://twitter.github.io/hogan.js/) work with strings. So, they have the same flaw as the patterns of the second type. Templates do not have these disadvantages. We will work with DOM and not with the strings. We will then decide when to run the code. In conclusion: The <template> tag is not intended to replace the system of standardization. There are no tricky iteration operators or data bindings. Its main feature is to be able to insert "live" content along with scripts. Lastly, it does not require any libraries. Shadow DOM The Shadow DOM specification is a separate standard. A part of it is used for standard DOM elements, but it is also used to create with web components. In this section, you will learn what Shadow DOM is and how to use it. Shadow DOM is an internal DOM element that is separated from an external document. It can store your ID, styles, and so on. Most importantly, Shadow DOM is not visible outside of its scope without the use of special techniques. Hence, there are no conflicts with the external world; it's like an iframe. Inside the browser The Shadow DOM concept has been used for a long time inside browsers themselves. When the browser shows complex controls, such as a <input type = "range"> slider or a <input type = "date"> calendar within itself, it constructs them out of the most ordinary styled <div>, <span>, and other elements. They are invisible at the first glance, but they can be easily seen if the checkbox in Chrome DevTools is set to display Shadow DOM: In the preceding code, #shadow-root is the Shadow DOM. Getting items from the Shadow DOM can only be done using special JavaScript calls or selectors. They are not children but a more powerful separation of content from the parent. In the preceding Shadow DOM, you can see a useful pseudo attribute. It is nonstandard and is present for solely historical reasons. It can be styled via CSS with the help of subelements—for example, let's change the form input dates to red via the following code: <style> input::-webkit-datetime-edit { background: red; } </style> <input type="date" /> Once again, make a note of the pseudo custom attribute. Speaking chronologically, in the beginning, the browsers started to experiment with encapsulated DOM structure inside their scopes, then Shadow DOM appeared which allowed developers to do the same. Now, let's work with the Shadow DOM from JavaScript or the standard Shadow DOM. Creating a Shadow DOM The Shadow DOM can create any element within the elem.createShadowRoot() call, as shown by the following code: <div id="container">You know why?</div> <script> var root = container.createShadowRoot(); root.innerHTML = "Because I'm Batman!"; </script> If you run this example, you will see that the contents of the #container element disappeared somewhere, and it only shows "Because I'm Batman!". This is because the element has a Shadow DOM and ignores the previous content of the element. Because of the creation of Shadow DOM, instead of the content, the browser has shown only the Shadow DOM. If you wish, you can put the contents of the ordinary inside this Shadow DOM. To do this, you need to specify where it is to be done. The Shadow DOM is done through the "insertion point", and it is declared using the <content> tag; here's an example: <div id="container">You know why?</div> <script> var root = container.createShadowRoot(); root.innerHTML = '<h1><content></content></h1><p>Winter is coming!</p>'; </script> Now, you will see "You know why?" in the title followed by "Winter is coming!". Here's a Shadow DOM example in Chrome DevTool: The following are some important details about the Shadow DOM: The <content> tag affects only the display, and it does not move the nodes physically. As you can see in the preceding picture, the node "You know why?" remained inside the div#container. It can even be obtained using container.firstElementChild. Inside the <content> tag, we have the content of the element itself. In this example string "You know why?". With the select attribute of the <content> element, you can specify a particular selector content you want to transfer; for example, <content select="p"></content> will transfer only paragraphs. Inside the Shadow DOM, you can use the <content> tag multiple times with different values of select, thus indicating where to place which part of the original content. However, it is impossible to duplicate nodes. If the node is shown in a <content> tag, then the next node will be missed. For example, if there is a <content select="h3.title"> tag and then <content select= "h3">, the first <content> will show the headers <h3> with the class title, while the second will show all the others, except for the ones already shown. In the preceding example from DevTools, the <content></content> tag is empty. If we add some content in the <content> tag, it will show that in that case, if there are no other nodes. Check out the following code: <div id="container"> <h3>Once upon a time, in Westeros</h3> <strong>Ruled a king by name Joffrey and he's dead!</strong> </div> <script> var root = container.createShadowRoot(); root.innerHTML = '<content select='h3'></content> <content select=".writer"> Jon Snow </content> <content></content>'; </script> When you run the JS code, you will see the following: The first <content select='h3'> tag will display the title The second <content select = ".hero"> tag would show the hero name, but if there's no any element with this selector, it will take the default value: <content select=".hero"> The third <content> tag displays the rest of the original contents of the elements without the header <h3>, which it had launched earlier Once again, note that <content> moves nodes on the DOM physically. Root shadowRoot After the creation of a root in the internal DOM, the tree will be available as container.shadowRoot. It is a special object that supports the basic methods of CSS requests and is described in detail in ShadowRoot. You need to go through container.shadowRoot if you need to work with content in the Shadow DOM. You can create a new Shadow DOM tree of JavaScript; here's an example: <div id="container">Polycasts</div> <script> // create a new Shadow DOM tree for element var root = container.createShadowRoot(); root.innerHTML = '<h1><content></content></h1> <strong>Hey googlers! Let's code today.</strong>'; </script> <script> // read data from Shadow DOM for elem var root = container.shadowRoot; // Hey googlers! Let's code today. document.write('<br/><em>container: ' + root. querySelector('strong').innerHTML); // empty as physical nodes - is content document.write('<br/><em>content: ' + root. querySelector('content').innerHTML); </script> To finish up, Shadow DOM is a tool to create a separate DOM tree inside the cell, which is not visible from outside without using special techniques: A lot of browser components with complex structures have Shadow DOM already. You can create Shadow DOM inside every element by calling elem.createShadowRoot(). In the future, it will be available as a elem.shadowRoot root, and you can access it inside the Shadow DOM. It is not available for custom elements. Once the Shadow DOM appears in the element, the content of it is hidden. You can see just the Shadow DOM. The <content> element moves the contents of the original item in the Shadow DOM only visually. However, it remains in the same place in the DOM structure. Detailed specifications are given at http://w3c.github.io/webcomponents/spec/shadow/. Summary Using web components, you can easily create your web application by splitting it into parts/components. Resources for Article: Further resources on this subject: Handling the DOM in Dart [article] Manipulation of DOM Objects using Firebug [article] jQuery 1.4 DOM Manipulation Methods for Style Properties and Class Attributes [article]
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article-image-remote-desktop-your-pi-everywhere
Packt
16 Sep 2015
6 min read
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Remote Desktop to Your Pi from Everywhere

Packt
16 Sep 2015
6 min read
In this article by Gökhan Kurt, author of the book Raspberry Pi Android Projects, we will make a gentle introduction to both Pi and Android platforms to warm us up. Many users of the Pi face similar problems when they wish to administer it. You have to be near your Pi and connect a screen and a keyboard to it. We will solve this everyday problem by remotely connecting to our Pi desktop interface. The article covers the following topics: Installing necessary components in the Pi and Android Connecting the Pi and Android (For more resources related to this topic, see here.) Installing necessary components in the Pi and Android The following image shows you that the LXDE desktop manager comes with an initial setup and a few preinstalled programs: LXDE desktop management environment By clicking on the screen image on the tab bar located at top, you will be able to open a terminal screen that we will use to send commands to the Pi. The next step is to install a component called x11vnc. This is a VNC server for X, the window management component of Linux. Issue following command on the terminal: sudo apt-get install x11vnc This will download and install x11vnc to the Pi. We can even set a password to be used by VNC clients that will remote desktop to this Pi using the following command and provide a password to be used later on: x11vnc –storepasswd Next, we can get the x11vnc server running whenever the Pi is rebooted and the LXDE desktop manager starts. This can be done through the following steps: Go into the .config directory on the Pi user's home directory located at /home/pi:cd /home/pi/.config Make a subdirectory here named autostart:mkdir autostart Go into the autostart directory:cd autostart Start editing a file named x11vnc.desktop. As a terminal editor, I am using nano, which is the easiest one to use on the Pi for novice users, but there are more exciting alternatives, such as vi: nano x11vnc.desktop Add the following content into this file: [Desktop Entry] Encoding=UTF-8 Type=Application Name=X11VNC Comment= Exec=x11vnc -forever -usepw -display :0 -ultrafilexfer StartupNotify=false Terminal=false Hidden=false Save and exit using (Ctrl+X, Y, <Enter>) in order if you are using nano as the editor of your choice. Now you should reboot the Pi to get the server running using the following command: sudo reboot After rebooting, we can now find out what IP address our Pi has been given in the terminal window by issuing the ifconfig command. The IP address assigned to your Pi is to be found under the eth0 entry and is given after the inet addr keyword. Write this address down: Example output from ifconfig command The next step is to download a VNC client to your Android device.In this project, we will use a freely available client for Android, namely androidVNC or as it is named in the Play Store—VNC Viewer for Android by androidVNC team + antlersoft. The latest version in use at the writing of this book was 0.5.0. Note that in order to be able to connect your Android VNC client to the Pi, both the Pi and the Android device should be connected to the same network. Android through Wi-Fi and Pi through its Ethernet port. Connecting the Pi and Android Install and open androidVNC on your device. You will be presented with a first activity user interface asking for the details of the connection. Here, you should provide Nickname for the connection, Password you enter when you run the x11vnc –storepasswd command, and the IP Address of the Pi that you have found out using the ifconfig command. Initiate the connection by pressing the Connect button, and you should now be able to see the Pi desktop on your Android device. In androidVNC, you should be able to move the mouse pointer by clicking on the screen and under the options menu in the androidVNC app, you will find out how to send text and keys to the Pi with the help of Enter and Backspace. You may even find it convenient to connect to the Pi from another computer. I recommend using RealVNC for this purpose, which is available on Windows, Linux, and Mac OS. What if I want to use Wi-Fi on the Pi? In order to use a Wi-Fi dongle on the Pi, first of all, open the wpa-supplicant configuration file using the nano editor with the following command: sudo nano /etc/wpa_supplicant/wpa_supplicant.conf Add the following to the end of this file: network={ ssid="THE ID OF THE NETWORK YOU WANT TO CONNECT" psk="PASSWORD OF YOUR WIFI" } I assume that you have set up your wireless home network to use WPA-PSK as the authentication mechanism. If you have another mechanism, you should refer to the wpa_supplicant documentation. LXDE provides even better ways to connect to Wi-Fi networks through a GUI. It can be found on the upper-right corner of the desktop environment on the Pi. Connecting from everywhere Now, we have connected to the Pi from our device, which we need to connect to the same network as the Pi. However, most of us would like to connect to the Pi from around the world as well. To do this, first of all, we need to now the IP address of the home network assigned to us by our network provider. By going to http://whatismyipaddress.com URL, we can figure out what our home network's IP address is. The next step is to log in to our router and open up requests to the Pi from around the world. For this purpose, we will use a functionality found on most modern routers called port forwarding. Be aware of the risks contained in port forwarding. You are opening up access to your Pi from all around the world, even to malicious ones. I strongly recommend that you change the default password of the user pi before performing this step. You can change passwords using the passwd command. By logging onto a router's management portal and navigating to the Port Forwarding tab, we can open up requests to the Pi's internal network IP address, which we have figured out previously, and the default port of the VNC server, which is 5900. Now, we can provide our external IP address to androidVNC from anywhere around the world instead of an internal IP address that works only if we are on the same network as the Pi. Port forwarding settings on Netgear router administration page Refer to your router's user manual to see how to change the Port Forwarding settings. Most routers require you to connect through the Ethernet port in order to access the management portal instead of Wi-Fi. Summary In this article, we installed Raspbian, warmed up with the Pi, and connected the Pi using an Android device. Resources for Article:   Further resources on this subject: Raspberry Pi LED Blueprints [article] Color and motion finding [article] From Code to the Real World [article]
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article-image-building-your-first-chatbot-using-chatfuel-with-no-code-tutorial
Bhagyashree R
09 Oct 2018
12 min read
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Building your first chatbot using Chatfuel with no code [Tutorial]

Bhagyashree R
09 Oct 2018
12 min read
Building chatbots is fun. Although chatbots are just another kind of software, they are very different in terms of the expectations that they create in users. Chatbots are conversational. This ability to process language makes them project a kind of human personality and intelligence, whether we as developers intend it to be or not. To develop software with a personality and intelligence is quite challenging and therefore interesting. This tutorial is an excerpt from a book written by Srini Janarthanam titled Hands-On Chatbots and Conversational UI Development. In this article, we will explore a popular tool called Chatfuel, and learn how to build a chatbot from scratch. Chatfuel is a tool that enables you to build a chatbot without having to code at all. It is a web-based tool with a GUI editor that allows the user to build a chatbot in a modular fashion. Getting started with Chatfuel Let's get started. Go to Chatfuel's website to create an account: Click GET STARTED FOR FREE. Remember, the Chatfuel toolkit is currently free to use. This will lead you to one of the following two options: If you are logged into Facebook, it will ask for permission to link your Chatfuel account to your Facebook account If you are not logged in, it will ask you to log into Facebook first before asking for permission Chatfuel links to Facebook to deploy bots. So it requires permission to use your Facebook account: Authorize Chatfuel to receive information about you and to be your Pages manager: That's it! You are all set to build your very first bot: Building your first bot Chatfuel bots can be published on two deployment platforms: Facebook Messenger and Telegram. Let us build a chatbot for Facebook Messenger first. In order to do that, we need to create a Facebook Page. Every chatbot on Facebook Messenger needs to be attached to a page. Here is how we can build a Facebook Page: Go to https://www.facebook.com/pages/create/. Click the category appropriate to the page content. In our case, we will use Brand or Product and choose App Page. Give the page a name. In our case, let's use Get_Around_Edinburgh. Note that Facebook does not make it easy to change page names. So choose wisely. Once the page is created, you will see Chatfuel asking for permission to connect to the page: Click CONNECT TO PAGE. You will be taken to the bot editor. The name of the bot is set to My First Bot. It has a Messenger URL, which you can see by the side of the name. Messenger URLs start with m.me. You might notice that the bot also comes with a Welcome message that is built in. On the left, you see the main menu with a number of options, with the Build option selected by default: Click the Messenger URL to start your first conversation with the bot. This will open Facebook Messenger in your browser tab: To start the conversation, click the Get Started button at the bottom of the chat window. There you go! Your conversation has just started. The bot has sent you a welcome message: Notice how it greets you with your name. It is because you have given the bot access to your info on Facebook. Now that you have built your first bot and had a conversation with it, give yourself a pat on your back. Welcome to the world of chatbots! Adding conversational flow Let's start building our bot: On the welcome block, click the default text and edit it.  Hovering the mouse around the block can reveal options such as deleting the card, rearranging the order of the cards, and adding new cards between existing cards. Delete the Main menu button: Add a Text card. Let's add a follow-up text card and ask the user a question. Add buttons for user responses. Click ADD BUTTON and type in the name of the button. Ignore block names for now. Since they are incomplete, they will appear in red. Remember, you can add up to three buttons to a text card: Button responses need to be tied to blocks so that when users hit a button the chatbot would know what to do or say. Let's add a few blocks. To add a new block, click ADD BLOCK in the Bot Structure tab. This creates a new untitled block. On the right side, fill in the name of the block. Repeat the same for each block you want to build: Now, go back to the buttons and specify block names to connect to. Click the button, choose Blocks, and provide the name of the block: For each block, you created, add content by adding appropriate cards. Remember, each block can have more than one card. Each card will appear as a response, one after another: Repeat the preceding steps to add more blocks and connect them to buttons of other blocks. When you are done, you can test it by clicking the TEST THIS CHATBOT button in the top-right corner of the editor. You should now see the new welcome message with buttons for responses. Go on and click one of them to have a conversation: Great! You now have a bot with a conversational flow. Handling navigation How can the user and the chatbot navigate through the conversation? How do they respond to each other and move the conversation forward? In this section, we will examine the devices to facilitate conversation flow. Buttons Buttons are a way to let users respond to the chatbot in an unambiguous manner. You can add buttons to text, gallery, and list cards. Buttons have a label and a payload. The label is what the user gets to see. Payload is what happens in the backend when the user clicks the button: A button can take one of four types of payloads: next block, URL, phone number, or share: The next block is identified by the name of the block. This will tell the chatbot which block to execute when the button is pressed. The URL can be specified, if the chatbot is to open a web page on the embedded web browser. Since the browser is embedded, the size of the window can also be specified. The phone number can be specified, if the chatbot is to make a voice call to someone. The share option can be used in cards such as lists and galleries to share the card with other contacts of the user. Go to block cards Buttons can be used to navigate the user from one block to another, however, the user has to push the button to enable navigation. However, there may be circumstances where the navigation needs to happen automatically. For instance, if the chatbot is giving the user step-by-step instructions on how to do something, it can be built by putting all the cards (one step of information per card) in one block. However, it might be a good idea to put them in different blocks for the sake of modularity. In such a case, we need to provide the user a next step button to move on to the next step. In Chatfuel, we can use the Go to Block card to address this problem. A Go to Block card can be placed at the end of any block to take the chatbot to another block. Once the chatbot executes all the cards in a block, it moves to another block automatically without any user intervention. Using Go to Block cards, we can build the chatbot in a modular fashion. To add a Go to Block card at the end of a block, choose ADD A CARD, click the + icon and choose Go to Block card. Fill in the block name for redirection: Redirections can also be made random and conditional. By choosing the random option, we can make the chatbot choose one of the mentioned blocks randomly. This adds a bit of uncertainty to the conversation. However, this needs to be used very carefully because the context of the conversation may get tricky to maintain. Conditional redirections can be done if there is a need to check the context before the redirection is done. Let's revisit this option after we discuss context. Managing context In any conversation, the context of conversation needs to be managed. Context can be maintained by creating a local cache where the information transferred between the two dialogue partners can be stored. For instance, the user may tell the chatbot their food preferences, and this information can be stored in context for future reference if not used immediately. Another instance is in a conversation where the user is asking questions about a story. These questions may be incomplete and may need to be interpreted in terms of the information available in the context. In this section, we will explore how context can be recorded and utilized during the conversation in Chatfuel. Let's take the task of finding a restaurant as part of your tour guide chatbot. The conversation between the chatbot and the user might go as follows: User : Find a restaurant Bot : Ok. Where? User : City center. Bot : Ok. Any cuisine that you fancy? User : Indian Bot : Ok. Let me see... I found a few Indian restaurants in the city center. Here they are. In the preceding conversation, up until the last bot utterance, the bot needs to save the information locally. When it has gathered all the information it needs, it can go off and search the database with appropriate parameters. Notice that it also needs to use that information in generating utterances dynamically. Let's explore how to do these two—dynamically generating utterances and searching the database. First, we need to build the conversational flow to take the user through the conversation just as we discussed in the Next steps section. Let's assume that the user clicks the Find_a_restaurant button on the welcome block. Let's build the basic blocks with text messages and buttons to navigate through the conversation: User input cards As you can imagine, building the blocks for every cuisine and location combination can become a laborious task. Let's try to build the same functionality in another way—forms. In order to use forms, the user input card needs to be used. Let's create a new block called Restaurant_search and to it, let's add a User Input card. To add a User Input card, click ADD A CARD, click the + icon, and select the User Input card. Add all the questions you want to ask the user under MESSAGE TO USER. The answers to each of these questions can be saved to variables. Name the variables against every question. These variables are always denoted with double curly brackets (for example, {{restaurant_location}}): Information provided by the user can also be validated before acceptance. In case the required information is a phone number, email address, or a number, these can be validated by choosing the appropriate format of the input information. After the user input card, let's add a Go to Block card to redirect the flow to the results page: And add a block where we present the results. As you can see here, the variables holding information can be used in chatbot utterances. These will be dynamically replaced from the context when the conversation is happening: The following screenshot shows the conversation so far on Messenger: Setting user attributes In addition to the user input cards, there is also another way to save information in context. This can be done by using the set up user attribute card. Using this card, you can set context-specific information at any point during the conversation. Let's take a look at how to do it. To add this card, choose ADD A CARD, click the + icon, and choose the Set Up User Attribute card: The preceding screenshot shows the user-likes-history variable being set to true when the user asked for historical attractions. This information can later be used to drive the conversation (as used in the Go to Block card) or to provide recommendations. Variables that are already in the context can be reset to new values or no value at all. To clear the value of a variable, use the special NOT SET value from the drop-down menu that appears as soon as you try to fill in a value for the variable. Also, you can set/reset more than one variable in a card. Default contextual variables Besides defining your own contextual variables, you can also use a list of predefined variables. The information contained in these variables include the following: Information that is obtained from the deployment platform (that is, Facebook) including the user's name, gender, time zone, and locale Contextual information—last pushed button, last visited block name, and so on To get a full list of variables, create a new text card and type {{. This will open the drop-down menu with a list of variables you can choose from. This list will also include the variables created by you: As with the developer-defined variables, these built-in variables can also be used in text messages and in conditional redirections using the Go to Block cards. Congratulations! In this tutorial, you have started a journey toward building awesome chatbots. Using tour guiding as the use case, we explored a variety of chatbot design and development topics along the way. If you found this post useful, do check out the book, Hands-On Chatbots and Conversational UI Development, which will help you explore the world of conversational user interfaces. Facebook’s Wit.ai: Why we need yet another chatbot development framework? Building a two-way interactive chatbot with Twilio: A step-by-step guide How to create a conversational assistant or chatbot using Python
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Packt
27 Mar 2015
17 min read
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Puppet and OS Security Tools

Packt
27 Mar 2015
17 min read
In this article by Jason Slagle, author of the book Learning Puppet Security, covers using Puppet to manage SELinux and auditd. We learned a lot so far about using Puppet to secure your systems as, well as how to use it to make groups of systems more secure. However, in all of that, we've not yet covered some of the basic OS-level functions that are available to secure a system. In this article, we'll review several of those functions. (For more resources related to this topic, see here.) SELinux is a powerful tool in the security arsenal. Most administrators experience with it, is along the lines of "how can I turn that off ?" This is born out of frustration with the poor documentation about the tool, as well as the tedious nature of the configuration. While Puppet cannot help you with the documentation (which is getting better all the time), it can help you with some of the other challenges that SELinux can bring. That is, ensuring that the proper contexts and policies are in place on the systems being managed. In this article, we'll cover the following topics related to OS-level security tools: A brief introduction to SELinux and auditd The built-in Puppet support for SELinux Community modules for SELinux Community modules for auditd At the end of this article, you should have enough skills so that you no longer need to disable SELinux. However, if you still need to do so, it is certainly possible to do via the modules presented here. Introducing SELinux and auditd During the course of this article, we'll explore the SELinux framework for Linux and see how to automate it using Puppet. As part of the process, we'll also review auditd, the logging and auditing framework for Linux. Using Puppet, we can automate the configuration of these often-neglected security tools, and even move the configuration of these tools for various services to the modules that configure those services. The SELinux framework SELinux is a security system for Linux originally developed by the United States National Security Agency (NSA). It is an in-kernel protection mechanism designed to provide Mandatory Access Controls (MACs) to the Linux kernel. SELinux isn't the only MAC framework for Linux. AppArmor is an alternative MAC framework included in the Linux kernel since Version 2.6.30. We choose to implement SELinux; since it is the default framework used under Red Hat Linux, which we're using for our examples. More information on AppArmor can be found at http://wiki.apparmor.net/index.php/Main_Page. These access controls work by confining processes to the minimal amount of files and network access that the processes require to run. By doing this, the controls limit the amount of collateral damage that can be done by a process, which becomes compromised. SELinux was first merged to the Linux mainline kernel for the 2.6.0 release. It was introduced into Red Hat Enterprise Linux with Version 4, and into Ubuntu in Version 8.04. With each successive release of the operating systems, support for SELinux grows, and it becomes easier to use. SELinux has a couple of core concepts that we need to understand to properly configure it. The first are the concepts of types and contexts. A type in SELinux is a grouping of similar things. Files used by Apache may be httpd_sys_content_t, for instance, which is a type that all content served by HTTP would have. The httpd process itself is of type httpd_t. These types are applied to objects, which represent discrete things, such as files and ports, and become part of the context of that object. The context of an object represents the object's user, role, type, and optionally data on multilevel security. For this discussion, the type is the most important component of the context. Using a policy, we grant access from the subject, which represents a running process, to various objects that represent files, network ports, memory, and so on. We do that by creating a policy that allows a subject to have access to the types it requires to function. SELinux has three modes that it can operate in. The first of these modes is disabled. As the name implies, the disabled mode runs without any SELinux enforcement. The second mode is called permissive. In permissive mode, SELinux will log any access violations, but will not act on them. This is a good way to get an idea of where you need to modify your policy, or tune Booleans to get proper system operations. The final mode, enforcing, will deny actions that do not have a policy in place. Under Red Hat Linux variants, this is the default SELinux mode. By default, Red Hat 6 runs SELinux with a targeted policy in enforcing mode. This means, that for the targeted daemons, SELinux will enforce its policy by default. An example is in order here, to explain this well. So far, we've been operating with SELinux disabled on our hosts. The first step in experimenting with SELinux is to turn it on. We'll set it to permissive mode at first, while we gather some information. To do this, after starting our master VM, we'll need to modify the SELinux configuration and reboot. While it's possible to change from enforcing mode to either permissive or disabled mode without a reboot, going back requires us to reboot. Let's edit the /etc/sysconfig/selinux file and set the SELINUX variable to permissive on our puppetmaster. Remember to start the vagrant machine and SSH in as it is necessary. Once this is done, the file should look as follows: Once this is complete, we need to reboot. To do so, run the following command: sudo shutdown -r now Wait for the system to come back online. Once the machine is back up and you SSH back into it, run the getenforce command. It should return permissive, which means SELinux is running, but not enforced. Now, we can make sure our master is running and take a look at its context. If it's not running, you can start the service with the sudo service puppetmaster start command. Now, we'll use the -Z flag on the ps command to examine the SELinux flag. Many commands, such as ps and ls use the -Z flag to view the SELinux data. We'll go ahead and run the following command to view the SELinux data for the running puppetmaster: ps -efZ|grep puppet When you do this, you'll see a Linux output, such as follows: unconfined_u:system_r:initrc_t:s0 puppet 1463     1 1 11:41 ? 00:00:29 /usr/bin/ruby /usr/bin/puppet master If you take a look at the first part of the output line, you'll see that Puppet is running in the unconfined_u:system_r:initrc_t context. This is actually somewhat of a bug and a result of the Puppet policy on CentOS 6 being out of date. We should actually be running under the system_u:system_r:puppetmaster_t:s0 context, but the policy is for a much older version of Puppet, so it runs unconfined. Let's take a look at the sshd process to see what it looks like also. To do so, we'll just grep for sshd instead: ps -efZ|grep sshd The output is as follows: system_u:system_r:sshd_t:s0-s0:c0.c1023 root 1206 1 0 11:40 ? 00:00:00 /usr/sbin/sshd This is a more traditional output one would expect. The sshd process is running under the system_u:system_r:sshd_t context. This actually corresponds to the system user, the system role, and the sshd type. The user and role are SELinux constructs that help you allow role-based access controls. The users do not map to system users, but allow us to set a policy based on the SELinux user object. This allows role-based access control, based on the SELinux user. Previously the unconfined user was a user that will not be enforced. Now, we can take a look at some objects. Doing a ls -lZ /etc/ssh command results in the following: As you can see, each of the files belongs to a context that includes the system user, as well as the object role. They are split among the etc type for configuration files and the sshd_key type for keys. The SSH policy allows the sshd process to read both of these file types. Other policies, say, for NTP, would potentially allow the ntpd process to read the etc types, but it would not be able to read the sshd_key files. This very fine-grained control is the power of SELinux. However, with great power comes very complex configuration. Configuration can be confusing to set up, if it doesn't happen correctly. For instance, with Puppet, the wrong type can potentially impact the system if not dealt with. Fortunately, in permissive mode, we will log data that we can use to assist us with this. This leads us into the second half of the system that we wish to discuss, which is auditd. In the meantime, there is a bunch of information on SELinux available on its website at http://selinuxproject.org/page/Main_Page. There's also a very funny, but informative, resource available describing SELinux at https://people.redhat.com/duffy/selinux/selinux-coloring-book_A4-Stapled.pdf. The auditd framework for audit logging SELinux does a great job at limiting access to system components; however, reporting what enforcement took place was not one of its objectives. Enter the auditd. The auditd is an auditing framework developed by Red Hat. It is a complete auditing system using rules to indicate what to audit. This can be used to log SELinux events, as well as much more. Under the hood, auditd has hooks into the kernel to watch system calls and other processes. Using the rules, you can configure logging for any of these events. For instance, you can create a rule that monitors writes to the /etc/passwd file. This would allow you to see if any users were added to the system. We can also add monitoring of files, such as lastlog and wtmp to monitor the login activity. We'll explore this example later when we configure auditd. To quickly see how a rule works, we'll manually configure a quick rule that will log the time when the wtmp file was edited. This will add some system logging around users logging in. To do this, let's edit the /etc/audit/audit.rules file to add a rule to monitor this. Edit the file and add the following lines: -w /var/log/wtmp -p wa -k logins-w /etc/passwd –p wa –k password We'll take a look at what the preceding lines do. These lines both start with the –w clauses. These indicate the files that we are monitoring. Second, we have the –p clauses. This lets you set what file operations we monitor. In this case, it is write and append operations. Finally, with the the –k entries, we're setting a keyword that is logged and can be filtered on. This should go at the end of the file. Once it's done, reload auditd with the following command: sudo service auditd restart Once this is complete, go ahead and log another ssh session in. Once you can simply log, back out. Once this is done, take a look at the /var/log/audit/audit.log file. You should see the content like the following: type=SYSCALL msg=audit(1416795396.816:482): arch=c000003e syscall=2 success=yes exit=8 a0=7fa983c446aa a1=1 a2=2 a3=7fff3f7a6590 items=1 ppid=1206 pid=2202 auid=500 uid=0 gid=0 euid=0 suid=0 fsuid=0 egid=0 sgid=0 fsgid=0 tty=(none) ses=51 comm="sshd" exe="/usr/sbin/sshd" subj=system_u:system_r:sshd_t:s0-s0:c0.c1023 key="logins"type=SYSCALL msg=audit(1416795420.057:485): arch=c000003e syscall=2 success=yes exit=7 a0=7fa983c446aa a1=1 a2=2 a3=8 items=1 ppid=1206 pid=2202 auid=500 uid=0 gid=0 euid=0 suid=0 fsuid=0 egid=0 sgid=0 fsgid=0 tty=(none) ses=51 comm="sshd" exe="/usr/sbin/sshd" subj=system_u:system_r:sshd_t:s0-s0:c0.c1023 key="logins" There are tons of fields in this output, including the SELinux context, the userID, and so on. Of interest is the auid, which is the audit user ID. On commands run via the sudo command, this will still contain the user ID of the user who called sudo. This is a great way to log commands performed via sudo. Auditd also logs SELinux failures. They get logged under the type AVC. These access vector cache logs will be placed in the auditd log file when a SELinux violation occurs. Much like SELinux, auditd is somewhat complicated. The intricacies of it are beyond the scope of this book. You can get more information at http://people.redhat.com/sgrubb/audit/. SELinux and Puppet Puppet has direct support for several features of SELinux. There are two native Puppet types for SELinux: selboolean and selmodule. These types support setting SELinux Booleans and installing SELinux policy modules. SELinux Booleans are variables that impact on how SELinux behaves. They are set to allow various functions to be permitted. For instance, you set a SELinux Boolean to true to allow the httpd process to access network ports. SELinux modules are groupings of policies. They allow policies to be loaded in a more granular way. The Puppet selmodule type allows Puppet to load these modules. The selboolean type The targeted SELinux policy that most distributions use is based on the SELinux reference policy. One of the features of this policy is the use of Boolean variables that control actions of the policy. There are over 200 of these Booleans on a Red Hat 6-based machine. We can investigate them by installing the policycoreutils-python package on the operating system. You can do this by executing the following command: sudo yum install policycoreutils-python Once installed, we can run the semanage boolean -l command to get a list of the Boolean values, along with their descriptions. The output of this will look as follows: As you can see, there exists a very large number of settings that can be reconfigured, simply by setting the appropriate Boolean value. The selboolean Puppet type supports managing these Boolean values. The provider is fairly simple, accepting the following values: Parameter Description name This contains the name of the Boolean to be set. It defaults to the title. persistent This checks whether to write the value to disk for the next boot. provider This is the provider for the type. Usually, the default getsetsebool value is accepted. value This contains the value of the Boolean, true or false. Usage of this type is rather simple. We'll show an example that will set the puppetmaster_use_db parameter to true value. If we are using the SELinux Puppet policy, this would allow the master to talk to a database. For our use, it's a simple unused variable that we can use for demonstration purposes. As a reminder, the SElinux policy for Puppet on CentOS 6 is outdated, so setting the Boolean does not impact the version of Puppet we're running. It does, however, serve to show how a Boolean is set. To do this, we'll create a sample role and profile for our puppetmaster. This is something that would likely exist in a production environment to manage the configuration of the master. In this example, we'll simply build a small profile and role for the master. Let's start with the profile. Copy over the profiles module we've slowly been building up, and let's add a puppetmaster.pp profile. To do so, edit the profiles/manifests/puppetmaster.pp file and make it look as follows: class profiles::puppetmaster {selboolean { 'puppetmaster_use_db':   value     => on,   persistent => true,}} Then, we'll move on to the role. Copy the roles, and edit the roles/manifests/puppetmaster.pp file there and make it look as follows: class roles::puppetmaster {include profiles::puppetmaster} Once this is done, we can apply it to our host. Edit the /etc/puppet/manifests/site.pp file. We'll apply the puppetmaster role to the puppetmaster machine, as follows: node 'puppet.book.local' {include roles::puppetmaster} Now, we'll run Puppet and get the output as follows: As you can see, it set the value to on when run. Using this method, we can set any of the SELinux Boolean values we need for our system to operate properly. More information on SELinux Booleans with information on how to obtain a list of them can be found at https://access.redhat.com/documentation/en-US/Red_Hat_Enterprise_Linux/6/html/Security-Enhanced_Linux/sect-Security-Enhanced_Linux-Working_with_SELinux-Booleans.html. The selmodule type The other native type inside Puppet is a type to manage the SELinux modules. Modules are compiled collections of the SELinux policy. They're loaded into the kernel using the selmodule command. This Puppet type provides support for this mechanism. The available parameters are as follows: Parameter Description name This contains the name of the module— it defaults to the title ensure This is the desired state—present or absent provider This specifies the provider for the type—it should be selmodule selmoduledir This is the directory that contains the module to be installed selmodulepath This provides the complete path to the module to be installed if not present in selmoduledir syncversion This checks whether to resync the module if a new version is found, such as ensure => latest  Using the module, we can take our compiled module and serve it onto the system with Puppet. We can then use the module to ensure that it gets installed on the system. This lets us centrally manage the module with Puppet. We'll see an example where this module compiles a policy and then installs it, so we won't show a specific example here. Instead, we'll move on to talk about the last SELinux-related component in Puppet. File parameters for SELinux The final internal support for SELinux types comes in the form of the file type. The file type parameters are as follows: Parameter Description selinux_ignore_defaults By default, Puppet will use the matchpathcon function to set the context of a file. This overrides that behavior if set to true value. Selrange This sets the SELinux range component. We've not really covered this. It's not used in most mainstream distributions at the time this book was written. Selrole This sets the SELinux role on the file. seltype This sets the SELinux type on the file. seluser This sets the SELinux role on the file. Usually, if you place files in the correct location (the expected location for a service) on the filesystem, Puppet will get the SELinux properties correct via its use of the matchpathcon function. This function (which also has a matching utility) applies a default context based on the policy settings. Setting the context manually is used in cases where you're storing data outside the normal location. For instance, you might be storing web data under the /opt file. The preceding types and providers provide the basics that allow you to manage SELinux on a system. We'll now take a look at a couple of community modules that build on these types and create a more in-depth solution. Summary This article looked at what SELinux and auditd were, and gave a brief example of how they can be used. We looked at what they can do, and how they can be used to secure your systems. After this, we looked at the specific support for SELinux in Puppet. We looked at the two built-in types to support it, as well as the parameters on the file type. Then, we took a look at one of the several community modules for managing SELinux. Using this module, we can store the policies as text instead of compiled blobs. Resources for Article: Further resources on this subject: The anatomy of a report processor [Article] Module, Facts, Types and Reporting tools in Puppet [Article] Designing Puppet Architectures [Article]
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Packt
14 Sep 2016
12 min read
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It's All About Data

Packt
14 Sep 2016
12 min read
In this article by Samuli Thomasson, the author of the book, Haskell High Performance Programming, we will know how to choose and design optimal data structures in applications. You will be able to drop the level of abstraction in slow parts of code, all the way to mutable data structures if necessary. (For more resources related to this topic, see here.) Annotating strictness and unpacking datatype fields We used the BangPatterns extension to make function arguments strict: {-# LANGUAGE BangPatterns #-} f !s (x:xs) = f (s + 1) xs f !s _ = s Using bangs for annotating strictness in fact predates the BangPatterns extension (and the older compiler flag -fbang-patterns in GHC6.x). With just plain Haskell98, we are allowed to use bangs to make datatype fields strict: > data T = T !Int A bang in front of a field ensures that whenever the outer constructor (T) is in WHNF, the inner field is as well in WHNF. We can check this: > T undefined `seq` () *** Exception: Prelude.undefined There are no restrictions to which fields can be strict, be it recursive or polymorphic fields, although, it rarely makes sense to make recursive fields strict. Consider the fully strict linked list: data List a = List !a !(List a) | ListEnd With this much strictness, you cannot represent parts of infinite lists without always requiring infinite space. Moreover, before accessing the head of a finite strict list you must evaluate the list all the way to the last element. Strict lists don't have the streaming property of lazy lists. By default, all data constructor fields are pointers to other data constructors or primitives, regardless of their strictness. This applies to basic data types such asInt, Double, Char, and so on, which are not primitive in Haskell. They are data constructors over their primitive counterparts Int#, Double#, and Char#: > :info Int data Int = GHC.Types.I# GHC.Prim.Int# There is a performance overhead, the size of pointer dereference between types, say, Int and Int#, but an Int can represent lazy values (called thunks), whereas primitives cannot. Without thunks, we couldn't have lazy evaluation. Luckily,GHC is intelligent enough to unroll wrapper types as primitives in many situations, completely eliminating indirect references. The hash suffix is specific to GHC and always denotes a primitive type. The GHC modules do expose the primitive interface. Programming with primitives you can further micro-optimize code and get C-like performance. However, several limitations and drawbacks apply. Using anonymous tuples Tuples may seem harmless at first; they just lump a bunch of values together. But note that the fields in a tuple aren't strict, so a twotuple corresponds to the slowest PairP data type from our previous benchmark. If you need a strict Tuple type, you need to define one yourself. This is also one more reason to prefer custom types over nameless tuples in many situations. These two structurally similar tuple types have widely different performance semantics: data Tuple = Tuple {-# UNPACK #-} !Int {-# UNPACK #-} !Int data Tuple2 = Tuple2 {-# UNPACK #-} !(Int, Int) If you really want unboxed anonymous tuples, you can enable the UnboxedTuples extension and write things with types like (# Int#, Char# #). But note that a number of restrictions apply to unboxed tuples like to all primitives. The most important restriction is that unboxed types may not occur where polymorphic types or values are expected, because polymorphic values are always considered as pointers. Representing bit arrays One way to define a bitarray in Haskell that still retains the convenience of Bool is: import Data.Array.Unboxed type BitArray = UArrayInt Bool This representation packs 8 bits per byte, so it's space efficient. See the following section on arrays in general to learn about time efficiency – for now we only note that BitArray is an immutable data structure, like BitStruct, and that copying small BitStructs is cheaper than copying BitArrays due to overheads in UArray. Consider a program that processes a list of integers and tells whether they are even or odd counts of numbers divisible by 2, 3, and 5. We can implement this with simple recursion and a three-bit accumulator. Here are three alternative representations for the accumulator: type BitTuple = (Bool, Bool, Bool) data BitStruct = BitStruct !Bool !Bool !Bool deriving Show type BitArray = UArrayInt Bool And the program itself is defined along these lines: go :: acc -> [Int] ->acc go acc [] = acc go (two three five) (x:xs) = go ((test 2 x `xor` two) (test 3 x `xor` three) (test 5 x `xor` five)) xs test n x = x `mod` n == 0 I've omitted the details here. They can be found in the bitstore.hs file. The fastest variant is BitStruct, then comes BitTuple (30% slower), and BitArray is the slowest (130% slower than BitStruct). Although BitArray is the slowest (due to making a copy of the array on every iteration), it would be easy to scale the array in size or make it dynamic. Note also that this benchmark is really on the extreme side; normally programs do a bunch of other stuff besides updating an array in a tight loop. If you need fast array updates, you can resort to mutable arrays discussed later on. It might also be tempting to use Data.Vector.Unboxed.VectorBool from the vector package, due to its nice interface. But beware that that representation uses one byte for every bit, wasting 7 bits for every bit. Mutable references are slow Data.IORef and Data.STRef are the smallest bits of mutable state, references to mutable variables, one for IO and other for ST. There is also a Data.STRef.Lazy module, which provides a wrapper over strict STRef for lazy ST. However, because IORef and STRef are references, they imply a level of indirection. GHC intentionally does not optimize it away, as that would cause problems in concurrent settings. For this reason, IORef or STRef shouldn't be used like variables in C, for example. Performance will for sure be very bad. Let's verify the performance hit by considering the following ST-based sum-of-range implementation: -- file: sum_mutable.hs import Control.Monad.ST import Data.STRef count_st :: Int ->Int count_st n = runST $ do ref <- newSTRef 0 let go 0 = readSTRef ref go i = modifySTRef' ref (+ i) >> go (i - 1) go n And compare it to this pure recursive implementation: count_pure :: Int ->Int count_pure n = go n 0 where go 0 s = s go i s = go (i - 1) $! (s + i) The ST implementation is many times slower when at least -O is enabled. Without optimizations, the two functions are more or less equivalent in performance;there is similar amount of indirection from not unboxing arguments in the latter version. This is one example of the wonders that can be done to optimize referentially transparent code. Bubble sort with vectors Bubble sort is not an efficient sort algorithm, but because it's an in-place algorithm and simple, we will implement it as a demonstration of mutable vectors: -- file: bubblesort.hs import Control.Monad.ST import Data.Vector as V import Data.Vector.Mutable as MV import System.Random (randomIO) -- for testing The (naive) bubble sort compares values of all adjacent indices in order, and swaps the values if necessary. After reaching the last element, it starts from the beginning or, if no swaps were made, the list is sorted and the algorithm is done: bubblesortM :: (Ord a, PrimMonad m) =>MVector (PrimState m) a -> m () bubblesortM v = loop where indices = V.fromList [1 .. MV.length v - 1] loop = do swapped <- V.foldM' f False indices – (1) if swapped then loop else return () – (2) f swapped i = do – (3) a <- MV.read v (i-1) b <- MV.read v i if a > b then MV.swap v (i-1) i>> return True else return swapped At (1), we fold monadically over all but the last index, keeping state about whether or not we have performed a swap in this iteration. If we had, at (2) we rerun the fold or, if not, we can return. At (3) we compare an index and possibly swap values. We can write a pure function that wraps the stateful algorithm: bubblesort :: Ord a => Vector a -> Vector a bubblesort v = runST $ do mv <- V.thaw v bubblesortM mv V.freeze mv V.thaw and V.freeze (both O(n)) can be used to go back and forth with mutable and immutable vectors. Now, there are multiple code optimization opportunities in our implementation of bubble sort. But before tackling those, let's see how well our straightforward implementation fares using the following main: main = do v <- V.generateM 10000 $ _ ->randomIO :: IO Double let v_sorted = bubblesort v median = v_sorted ! 5000 print median We should remember to compile with -O2. On my machine, this program takes about 1.55s, and Runtime System reports 99.9% productivity, 18.7 megabytes allocated heap and 570 Kilobytes copied during GC. So now with a baseline, let's see if we can squeeze out more performance from vectors. This is a non-exhaustive list: Use unboxed vectors instead. This restricts the types of elements we can store, but it saves us a level of indirection. Down to 960ms and approximately halved GC traffic. Large lists are inefficient, and they don't compose with vectors stream fusion. We should change indices so that it uses V.enumFromTo instead (alternatively turn on OverloadedLists extension and drop V.fromList). Down to 360ms and 94% less GC traffic. Conversion functions V.thaw and V.freeze are O(n), that is, they modify copies. Using in-place V.unsafeThaw and V.unsafeFreeze instead is sometimes useful. V.unsafeFreeze in the bubblesort wrapper is completely safe, but V.unsafeThaw is not. In our example, however, with -O2, the program is optimized into a single loop and all those conversions get eliminated. Vector operations (V.read, V.swap) in bubblesortM are guaranteed to never be out of bounds, so it's perfectly safe to replace these with unsafe variants (V.unsafeRead, V.unsafeSwap) that don't check bounds. Speed-up of about 25 milliseconds, or 5%. To summarize, applying good practices and safe usage of unsafe functions, our Bubble sort just got 80% faster. These optimizations are applied in thebubblesort-optimized.hsfile (omitted here). We noticed that almost all GC traffic came from a linked list, which was constructed and immediately consumed. Lists are bad for performance in that they don't fuse like vectors. To ensure good vector performance, ensure that the fusion framework can work effectively. Anything that can be done with a vector should be done. As final note, when working with vectors(and other libraries) it's a good idea to keep the Haddock documentation handy. There are several big and small performance choices to be made. Often the difference is that of between O(n) and O(1). Speedup via continuation-passing style Implementing monads in continuation-passing style (CPS) can have very good results. Unfortunately, no widely-used or supported library I'm aware of would provide drop-in replacements for ubiquitous Maybe, List, Reader, Writer, and State monads. It's not that hard to implement the standard monads in CPS from scratch. For example, the State monad can be implemented using the Cont monad from mtl as follows: -- file: cont-state-writer.hs {-# LANGUAGE GeneralizedNewtypeDeriving #-} {-# LANGUAGE MultiParamTypeClasses #-} {-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE FlexibleContexts #-} import Control.Monad.State.Strict import Control.Monad.Cont newtypeStateCPS s r a = StateCPS (Cont (s -> r) a) deriving (Functor, Applicative, Monad, MonadCont) instance MonadState s (StateCPS s r) where get = StateCPS $ cont $ next curState→ next curStatecurState put newState = StateCPS $ cont $ next curState→ next () newState runStateCPS :: StateCPS s s () -> s -> s runStateCPS (StateCPS m) = runCont m (_ -> id) In case you're not familiar with the continuation-passing style and the Cont monad, the details might not make much sense, instead of just returning results from a function, a function in CPS applies its results to a continuation. So in short, to "get" the state in continuation-passing style, we pass the current state to the "next" continuation (first argument) and don't change the state (second argument). To "put", we call the continuation with unit (no return value) and change the state to new state (second argument to next). StateCPS is used just like the State monad: action :: MonadStateInt m => m () action = replicateM_ 1000000 $ do i<- get put $! i + 1 main = do print $ (runStateCPS action 0 :: Int) print $ (snd $ runState action 0 :: Int) That action operation is, in the CPS version of the state monad, about 5% faster and performs 30% less heap allocation than the state monad from mtl. This program is limited pretty much only by the speed of monadic composition, so these numbers are at least very close to maximum speedup we can have from CPSing the state monad. Speedups of the writer monad are probably near these results. Other standard monads can be implemented similarly to StateCPS. The definitions can also be generalized to monad transformers over an arbitrary monad (a la ContT). For extra speed, you might wish to combine many monads in a single CPS monad, similarly to what RWST does. Summary We witnessed the performance of the bytestring, text, and vector libraries, all of which get their speed from fusion optimizations, in contrast to linked lists, which have a huge overhead despite also being subject to fusion to some degree. However, linked lists give rise to simple difference lists and zippers. The builder patterns for lists, bytestring, and textwere introduced. We discovered that the array package is low-level and clumsy compared to the superior vector package, unless you must support Haskell 98. We also saw how to implement Bubble sort using vectors and how to speedup via continuation-passing style. Resources for Article: Further resources on this subject: Data Tables and DataTables Plugin in jQuery 1.3 with PHP [article] Data Extracting, Transforming, and Loading [article] Linking Data to Shapes [article]
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article-image-drupal-8-configuration-management
Packt
18 Mar 2015
14 min read
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Drupal 8 Configuration Management

Packt
18 Mar 2015
14 min read
In this article, by the authors, Stefan Borchert and Anja Schirwinski, of the book, Drupal 8 Configuration Management,we will learn the inner workings of the Configuration Management system in Drupal 8. You will learn about config and schema files and read about the difference between simple configuration and configuration entities. (For more resources related to this topic, see here.) The config directory During installation, Drupal adds a directory within sites/default/files called config_HASH, where HASH is a long random string of letters and numbers, as shown in the following screenshot: This sequence is a random hash generated during the installation of your Drupal site. It is used to add some protection to your configuration files. Additionally to the default restriction enforced by the .htaccess file within the subdirectories of the config directory that prevents unauthorized users from seeing the content of the directories. As a result, would be really hard for someone to guess the folder's name. Within the config directory, you will see two additional directories that are empty by default (leaving the .htaccess and README.txt files aside). One of the directories is called active. If you change the configuration system to use file storage instead of the database for active Drupal site configuration, this directory will contain the active configuration. If you did not customize the storage mechanism of the active configuration (we will learn later how to do this), Drupal 8 uses the database to store the active configuration. The other directory is called staging. This directory is empty by default, but can host the configuration you want to be imported into your Drupal site from another installation. You will learn how to use this later on in this article. A simple configuration example First, we want to become familiar with configuration itself. If you look into the database of your Drupal installation and open up the config table , you will find the entire active configuration of your site, as shown in the following screenshot: Depending on your site's configuration, table names may be prefixed with a custom string, so you'll have to look for a table name that ends with config. Don't worry about the strange-looking text in the data column; this is the serialized content of the corresponding configuration. It expands to single configuration values—that is, system.site.name, which holds the value of the name of your site. Changing the site's name in the user interface on admin/config/system/site-information will immediately update the record in the database; thus, put simply the records in the table are the current state of your site's configuration, as shown in the following screenshot: But where does the initial configuration of your site come from? Drupal itself and the modules you install must use some kind of default configuration that gets added to the active storage during installation. Config and schema files – what are they and what are they used for? In order to provide a default configuration during the installation process, Drupal (modules and profiles) comes with a bunch of files that hold the configuration needed to run your site. To make parsing of these files simple and enhance readability of these configuration files, the configuration is stored using the YAML format. YAML (http://yaml.org/) is a data-orientated serialization standard that aims for simplicity. With YAML, it is easy to map common data types such as lists, arrays, or scalar values. Config files Directly beneath the root directory of each module and profile defining or overriding configuration (either core or contrib), you will find a directory named config. Within this directory, there may be two more directories (although both are optional): install and schema. Check the image module inside core/modules and take a look at its config directory, as shown in the following screenshot: The install directory shown in the following screenshot contains all configuration values that the specific module defines or overrides and that are stored in files with the extension .yml (one of the default extensions for files in the YAML format): During installation, the values stored in these files are copied to the active configuration of your site. In the case of default configuration storage, the values are added to the config table; in file-based configuration storage mechanisms, on the other hand, the files are copied to the appropriate directories. Looking at the filenames, you will see that they follow a simple convention: <module name>.<type of configuration>[.<machine name of configuration object>].yml (setting aside <module name>.settings.yml for now). The explanation is as follows: <module name>: This is the name of the module that defines the settings included in the file. For instance, the image.style.large.yml file contains settings defined by the image module. <type of configuration>: This can be seen as a type of group for configuration objects. The image module, for example, defines several image styles. These styles are a set of different configuration objects, so the group is defined as style. Hence, all configuration files that contain image styles defined by the image module itself are named image.style.<something>.yml. The same structure applies to blocks (<block.block.*.yml>), filter formats (<filter.format.*.yml>), menus (<system.menu.*.yml>), content types (<node.type.*.yml>), and so on. <machine name of configuration object>: The last part of the filename is the unique machine-readable name of the configuration object itself. In our examples from the image module, you see three different items: large, medium, and thumbnail. These are exactly the three image styles you will find on admin/config/media/image-styles after installing a fresh copy of Drupal 8. The image styles are shown in the following screenshot: Schema files The primary reason schema files were introduced into Drupal 8 is multilingual support. A tool was needed to identify all translatable strings within the shipped configuration. The secondary reason is to provide actual translation forms for configuration based on your data and to expose translatable configuration pieces to external tools. Each module can have as many configuration the .yml files as needed. All of these are explained in one or more schema files that are shipped with the module. As a simple example of how schema files work, let's look at the system's maintenance settings in the system.maintenance.yml file at core/modules/system/config/install. The file's contents are as follows: message: '@site is currently under maintenance. We should be back shortly. Thank you for your patience.' langcode: en The system module's schema files live in core/modules/system/config/schema. These define the basic types but, for our example, the most important aspect is that they define the schema for the maintenance settings. The corresponding schema section from the system.schema.yml file is as follows: system.maintenance: type: mapping label: 'Maintenance mode' mapping:    message:      type: text      label: 'Message to display when in maintenance mode'    langcode:      type: string      label: 'Default language' The first line corresponds to the filename for the .yml file, and the nested lines underneath the first line describe the file's contents. Mapping is a basic type for key-value pairs (always the top-level type in .yml). The system.maintenance.yml file is labeled as label: 'Maintenance mode'. Then, the actual elements in the mapping are listed under the mapping key. As shown in the code, the file has two items, so the message and langcode keys are described. These are a text and a string value, respectively. Both values are given a label as well in order to identify them in configuration forms. Learning the difference between active and staging By now, you know that Drupal works with the two directories active and staging. But what is the intention behind those directories? And how do we use them? The configuration used by your site is called the active configuration since it's the configuration that is affecting the site's behavior right now. The current (active) configuration is stored in the database and direct changes to your site's configuration go into the specific tables. The reason Drupal 8 stores the active configuration in the database is that it enhances performance and security. Source: https://www.drupal.org/node/2241059. However, sometimes you might not want to store the active configuration in the database and might need to use a different storage mechanism. For example, using the filesystem as configuration storage will enable you to track changes in the site's configuration using a versioning system such as Git or SVN. Changing the active configuration storage If you do want to switch your active configuration storage to files, here's how: Note that changing the configuration storage is only possible before installing Drupal. After installing it, there is no way to switch to another configuration storage! To use a different configuration storage mechanism, you have to make some modifications to your settings.php file. First, you'll need to find the section named Active configuration settings. Now you will have to uncomment the line that starts with $settings['bootstrap_config_storage'] to enable file-based configuration storage. Additionally, you need to copy the existing default.services.yml (next to your settings.php file) to a file named services.yml and enable the new configuration storage: services: # Override configuration storage. config.storage:    class: DrupalCoreConfigCachedStorage    arguments: ['@config.storage.active', '@cache.config'] config.storage.active:    # Use file storage for active configuration.    alias: config.storage.file This tells Drupal to override the default service used for configuration storage and use config.storage.file as the active configuration storage mechanism instead of the default database storage. After installing the site with these settings, we will take another look at the config directory in sites/default/files (assuming you didn't change to the location of the active and staging directory): As you can see, the active directory contains the entire site's configuration. The files in this directory get copied here during the website's installation process. Whenever you make a change to your website, the change is reflected in these files. Exporting a configuration always exports a snapshot of the active configuration, regardless of the storage method. The staging directory contains the changes you want to add to your site. Drupal compares the staging directory to the active directory and checks for changes between them. When you upload your compressed export file, it actually gets placed inside the staging directory. This means you can save yourself the trouble of using the interface to export and import the compressed file if you're comfortable enough with copy-and-pasting files to another directory. Just make sure you copy all of the files to the staging directory even if only one of the files was changed. Any missing files are interpreted as deleted configuration, and will mess up your site. In order to get the contents of staging into active, we simply have to use the synchronize option at admin/config/development/configuration again. This page will show us what was changed and allows us to import the changes. On importing, your active configuration will get overridden with the configuration in your staging directory. Note that the files inside the staging directory will not be removed after the synchronization is finished. The next time you want to copy-and-paste from your active directory, make sure you empty staging first. Note that you cannot override files directly in the active directory. The changes have to be made inside staging and then synchronized. Changing the storage location of the active and staging directories In case you do not want Drupal to store your configuration in sites/default/files, you can set the path according to your wishes. Actually, this is recommended for security reasons, as these directories should never be accessible over the Web or by unauthorized users on your server. Additionally, it makes your life easier if you work with version control. By default, the whole files directory is usually ignored in version-controlled environments because Drupal writes to it, and having the active and staging directory located within sites/default/files would result in them being ignored too. So how do we change the location of the configuration directories? Before installing Drupal, you will need to create and modify the settings.php file that Drupal uses to load its basic configuration data from (that is, the database connection settings). If you haven't done it yet, copy the default.settings.php file and rename the copy to settings.php. Afterwards, open the new file with the editor of your choice and search for the following line: $config_directories = array(); Change the preceding line to the following (or simply insert your addition at the bottom of the file). $config_directories = array( CONFIG_ACTIVE_DIRECTORY => './../config/active', // folder outside the webroot CONFIG_STAGING_DIRECTORY => './../config/staging', // folder outside the webroot ); The directory names can be chosen freely, but it is recommended that you at least use similar names to the default ones so that you or other developers don't get confused when looking at them later. Remember to put these directories outside your webroot, or at least protect the directories using an .htaccess file (if using Apache as the server). Directly after adding the paths to your settings.php file, make sure you remove write permissions from the file as it would be a security risk if someone could change it. Drupal will now use your custom location for its configuration files on installation. You can also change the location of the configuration directories after installing Drupal. Open up your settings.php file and find these two lines near the end of the file and start with $config_directories. Change their paths to something like this: $config_directories['active'] = './../config/active'; $config_directories['staging] = './../config/staging'; This path places the directories above your Drupal root. Now that you know about active and staging, let's learn more about the different types of configuration you can create on your own. Simple configuration versus configuration entities As soon as you want to start storing your own configuration, you need to understand the differences between simple configuration and configuration entities. Here's a short definition of the two types of configuration used in Drupal. Simple configuration This configuration type is easier to implement and therefore ideal for basic configuration settings that result in Boolean values, integers, or simple strings of text being stored, as well as global variables that are used throughout your site. A good example would be the value of an on/off toggle for a specific feature in your module, or our previously used example of the site name configured by the system module: name: 'Configuration Management in Drupal 8' Simple configuration also includes any settings that your module requires in order to operate correctly. For example, JavaScript aggregation has to be either on or off. If it doesn't exist, the system module won't be able to determine the appropriate course of action. Configuration entities Configuration entities are much more complicated to implement but far more flexible. They are used to store information about objects that users can create and destroy without breaking the code. A good example of configuration entities is an image style provided by the image module. Take a look at the image.style.thumbnail.yml file: uuid: fe1fba86-862c-49c2-bf00-c5e1f78a0f6c langcode: en status: true dependencies: { } name: thumbnail label: 'Thumbnail (100×100)' effects: 1cfec298-8620-4749-b100-ccb6c4500779:    uuid: 1cfec298-8620-4749-b100-ccb6c4500779    id: image_scale    weight: 0    data:      width: 100      height: 100      upscale: false third_party_settings: { } This defines a specific style for images, so the system is able to create derivatives of images that a user uploads to the site. Configuration entities also come with a complete set of create, read, update, and delete (CRUD) hooks that are fired just like any other entity in Drupal, making them an ideal candidate for configuration that might need to be manipulated or responded to by other modules. As an example, the Views module uses configuration entities that allow for a scenario where, at runtime, hooks are fired that allow any other module to provide configuration (in this case, custom views) to the Views module. Summary In this article, you learned about how to store configuration and briefly got to know the two different types of configuration. Resources for Article: Further resources on this subject: Tabula Rasa: Nurturing your Site for Tablets [article] Components - Reusing Rules, Conditions, and Actions [article] Introduction to Drupal Web Services [article]
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article-image-directives-and-services-ionic
Packt
28 Jul 2015
18 min read
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Directives and Services of Ionic

Packt
28 Jul 2015
18 min read
In this article by Arvind Ravulavaru, author of Learning Ionic, we are going to take a look at Ionic directives and services, which provides reusable components and functionality that can help us in developing applications even faster. (For more resources related to this topic, see here.) Ionic Platform service The first service we are going to deal with is the Ionic Platform service ($ionicPlatform). This service provides device-level hooks that you can tap into to better control your application behavior. We will start off with the very basic ready method. This method is fired once the device is ready or immediately, if the device is already ready. All the Cordova-related code needs to be written inside the $ionicPlatform.ready method, as this is the point in the app life cycle where all the plugins are initialized and ready to be used. To try out Ionic Platform services, we will be scaffolding a blank app and then working with the services. Before we scaffold the blank app, we will create a folder named chapter5. Inside that folder, we will run the following command: ionic start -a "Example 16" -i app.example.sixteen example16 blank Once the app is scaffolded, if you open www/js/app.js, you should find a section such as: .run(function($ionicPlatform) {   $ionicPlatform.ready(function() {     // Hide the accessory bar by default (remove this to show the accessory bar above the keyboard     // for form inputs)     if(window.cordova && window.cordova.plugins.Keyboard) {       cordova.plugins.Keyboard.hideKeyboardAccessoryBar(true);     }     if(window.StatusBar) {       StatusBar.styleDefault();     }   }); }) You can see that the $ionicPlatform service is injected as a dependency to the run method. It is highly recommended to use $ionicPlatform.ready method inside other AngularJS components such as controllers and directives, where you are planning to interact with Cordova plugins. In the preceding run method, note that we are hiding the keyboard accessory bar by setting: cordova.plugins.Keyboard.hideKeyboardAccessoryBar(true); You can override this by setting the value to false. Also, do notice the if condition before the statement. It is always better to check for variables related to Cordova before using them. The $ionicPlatform service comes with a handy method to detect the hardware back button event. A few (Android) devices have a hardware back button and, if you want to listen to the back button pressed event, you will need to hook into the onHardwareBackButton method on the $ionicPlatform service: var hardwareBackButtonHandler = function() {   console.log('Hardware back button pressed');   // do more interesting things here }         $ionicPlatform.onHardwareBackButton(hardwareBackButtonHandler); This event needs to be registered inside the $ionicPlatform.ready method preferably inside AngularJS's run method. The hardwareBackButtonHandler callback will be called whenever the user presses the device back button. A simple functionally that you can do with this handler is to ask the user if they want to really quit your app, making sure that they have not accidently hit the back button. Sometimes this may be annoying. Thus, you can provide a setting in your app whereby the user selects if he/she wants to be alerted when they try to quit. Based on that, you can either defer registering the event or you can unsubscribe to it. The code for the preceding logic will look something like this: .run(function($ionicPlatform) {     $ionicPlatform.ready(function() {         var alertOnBackPress = localStorage.getItem('alertOnBackPress');           var hardwareBackButtonHandler = function() {             console.log('Hardware back button pressed');             // do more interesting things here         }           function manageBackPressEvent(alertOnBackPress) {             if (alertOnBackPress) {                 $ionicPlatform.onHardwareBackButton(hardwareBackButtonHandler);             } else {                 $ionicPlatform.offHardwareBackButton(hardwareBackButtonHandler);             }         }           // when the app boots up         manageBackPressEvent(alertOnBackPress);           // later in the code/controller when you let         // the user update the setting         function updateSettings(alertOnBackPressModified) {             localStorage.setItem('alertOnBackPress', alertOnBackPressModified);             manageBackPressEvent(alertOnBackPressModified)         }       }); }) In the preceding code snippet, we are looking in localStorage for the value of alertOnBackPress. Next, we create a handler named hardwareBackButtonHandler, which will be triggered when the back button is pressed. Finally, a utility method named manageBackPressEvent() takes in a Boolean value that decides whether to register or de-register the callback for HardwareBackButton. With this set up, when the app starts we call the manageBackPressEvent method with the value from localStorage. If the value is present and is equal to true, we register the event; otherwise, we do not. Later on, we can have a settings controller that lets users change this setting. When the user changes the state of alertOnBackPress, we call the updateSettings method passing in if the user wants to be alerted or not. The updateSettings method updates localStorage with this setting and calls the manageBackPressEvent method, which takes care of registering or de-registering the callback for the hardware back pressed event. This is one powerful example that showcases the power of AngularJS when combined with Cordova to provide APIs to manage your application easily. This example may seem a bit complex at first, but most of the services that you are going to consume will be quite similar. There will be events that you need to register and de-register conditionally, based on preferences. So, I thought this would be a good place to share an example such as this, assuming that this concept will grow on you. registerBackButtonAction The $ionicPlatform also provides a method named registerBackButtonAction. This is another API that lets you control the way your application behaves when the back button is pressed. By default, pressing the back button executes one task. For example, if you have a multi-page application and you are navigating from page one to page two and then you press the back button, you will be taken back to page one. In another scenario, when a user navigates from page one to page two and page two displays a pop-up dialog when it loads, pressing the back button here will only hide the pop-up dialog but will not navigate to page one. The registerBackButtonAction method provides a hook to override this behavior. The registerBackButtonAction method takes the following three arguments: callback: This is the method to be called when the event is fired priority: This is the number that indicates the priority of the listener actionId (optional): This is the ID assigned to the action By default the priority is as follows: Previous view = 100 Close side menu = 150 Dismiss modal = 200 Close action sheet = 300 Dismiss popup = 400 Dismiss loading overlay = 500 So, if you want a certain functionality/custom code to override the default behavior of the back button, you will be writing something like this: var cancelRegisterBackButtonAction = $ionicPlatform.registerBackButtonAction(backButtonCustomHandler, 201); This listener will override (take precedence over) all the default listeners below the priority value of 201—that is dismiss modal, close side menu, and previous view but not above the priority value. When the $ionicPlatform.registerBackButtonAction method executes, it returns a function. We have assigned that function to the cancelRegisterBackButtonAction variable. Executing cancelRegisterBackButtonAction de-registers the registerBackButtonAction listener. The on method Apart from the preceding handy methods, $ionicPlatform has a generic on method that can be used to listen to all of Cordova's events (https://cordova.apache.org/docs/en/edge/cordova_events_events.md.html). You can set up hooks for application pause, application resume, volumedownbutton, volumeupbutton, and so on, and execute a custom functionality accordingly. You can set up these listeners inside the $ionicPlatform.ready method as follows: var cancelPause = $ionicPlatform.on('pause', function() {             console.log('App is sent to background');             // do stuff to save power         });   var cancelResume = $ionicPlatform.on('resume', function() {             console.log('App is retrieved from background');             // re-init the app         });           // Supported only in BlackBerry 10 & Android var cancelVolumeUpButton = $ionicPlatform.on('volumeupbutton', function() {             console.log('Volume up button pressed');             // moving a slider up         });   var cancelVolumeDownButton = $ionicPlatform.on('volumedownbutton', function() {             console.log('Volume down button pressed');             // moving a slider down         }); The on method returns a function that, when executed, de-registers the event. Now you know how to control your app better when dealing with mobile OS events and hardware keys. Content Next, we will take a look at content-related directives. The first is the ion-content directive. Navigation The next component we are going to take a look at is the navigation component. The navigation component has a bunch of directives as well as a couple of services. The first directive we are going to take a look at is ion-nav-view. When the app boots up, $stateProvider will look for the default state and then will try to load the corresponding template inside the ion-nav-view. Tabs and side menu To understand navigation a bit better, we will explore the tabs directive and the side menu directive. We will scaffold the tabs template and go through the directives related to tabs; run this: ionic start -a "Example 19" -i app.example.nineteen example19 tabs Using the cd command, go to the example19 folder and run this:   ionic serve This will launch the tabs app. If you open www/index.html file, you will notice that this template uses ion-nav-bar to manage the header with ion-nav-back-button inside it. Next open www/js/app.js and you will find the application states configured: .state('tab.dash', {     url: '/dash',     views: {       'tab-dash': {         templateUrl: 'templates/tab-dash.html',         controller: 'DashCtrl'       }     }   }) Do notice that the views object has a named object: tab-dash. This will be used when we work with the tabs directive. This name will be used to load a given view when a tab is selected into the ion-nav-view directive with the name tab-dash. If you open www/templates/tabs.html, you will find a markup for the tabs component: <ion-tabs class="tabs-icon-top tabs-color-active-positive">     <!-- Dashboard Tab -->   <ion-tab title="Status" icon-off="ion-ios-pulse" icon-on="ion- ios-pulse-strong" href="#/tab/dash">     <ion-nav-view name="tab-dash"></ion-nav-view>   </ion-tab>     <!-- Chats Tab -->   <ion-tab title="Chats" icon-off="ion-ios-chatboxes-outline" icon-on="ion-ios-chatboxes" href="#/tab/chats">     <ion-nav-view name="tab-chats"></ion-nav-view>   </ion-tab>     <!-- Account Tab -->   <ion-tab title="Account" icon-off="ion-ios-gear-outline" icon- on="ion-ios-gear" href="#/tab/account">     <ion-nav-view name="tab-account"></ion-nav-view>   </ion-tab>   </ion-tabs> The tabs.html will be loaded before any of the child tabs load, since tab state is defined as an abstract route. The ion-tab directive is nested inside ion-tabs and every ion-tab directive has an ion-nav-view directive nested inside it. When a tab is selected, the route with the same name as the name attribute on the ion-nav-view will be loaded inside the corresponding tab. Very neatly structured! You can read more about tabs directive and its services at http://ionicframework.com/docs/nightly/api/directive/ionTabs/. Next, we are going to scaffold an app using the side menu template and go through the navigation inside it; run this: ionic start -a "Example 20" -i app.example.twenty example20 sidemenu Using the cd command, go to the example20 folder and run this:   ionic serve This will launch the side menu app. We start off exploring with www/index.html. This file has only the ion-nav-view directive inside the body. Next, we open www/js/app/js. Here, the routes are defined as expected. But one thing to notice is the name of the views for search, browse, and playlists. It is the same—menuContent—for all: .state('app.search', {     url: "/search",     views: {       'menuContent': {         templateUrl: "templates/search.html"       }     } }) If we open www/templates/menu.html, you will notice ion-side-menus directive. It has two children ion-side-menu-content and ion-side-menu. The ion-side-menu-content displays the content for each menu item inside the ion-nav-view named menuContent. This is why all the menu items in the state router have the same view name. The ion-side-menu is displayed on the left-hand side of the page. You can set the location on the ion-side-menu to the right to show the side menu on the right or you can have two side menus. Do notice the menu-toggle directive on the button inside ion-nav-buttons. This directive is used to toggle the side menu. If you want to have the menu on both sides, your menu.html will look as follows: <ion-side-menus enable-menu-with-back-views="false">   <ion-side-menu-content>     <ion-nav-bar class="bar-stable">       <ion-nav-back-button>       </ion-nav-back-button>         <ion-nav-buttons side="left">         <button class="button button-icon button-clear ion- navicon" menu-toggle="left">         </button>       </ion-nav-buttons>       <ion-nav-buttons side="right">         <button class="button button-icon button-clear ion- navicon" menu-toggle="right">         </button>       </ion-nav-buttons>     </ion-nav-bar>     <ion-nav-view name="menuContent"></ion-nav-view>   </ion-side-menu-content>     <ion-side-menu side="left">     <ion-header-bar class="bar-stable">       <h1 class="title">Left</h1>     </ion-header-bar>     <ion-content>       <ion-list>         <ion-item menu-close ng-click="login()">           Login         </ion-item>         <ion-item menu-close href="#/app/search">           Search         </ion-item>         <ion-item menu-close href="#/app/browse">           Browse         </ion-item>         <ion-item menu-close href="#/app/playlists">           Playlists         </ion-item>       </ion-list>     </ion-content>   </ion-side-menu>   <ion-side-menu side="right">     <ion-header-bar class="bar-stable">       <h1 class="title">Right</h1>     </ion-header-bar>     <ion-content>       <ion-list>         <ion-item menu-close ng-click="login()">           Login         </ion-item>         <ion-item menu-close href="#/app/search">           Search         </ion-item>         <ion-item menu-close href="#/app/browse">           Browse         </ion-item>         <ion-item menu-close href="#/app/playlists">           Playlists         </ion-item>       </ion-list>     </ion-content>   </ion-side-menu> </ion-side-menus> You can read more about side menu directive and its services at http://ionicframework.com/docs/nightly/api/directive/ionSideMenus/. This concludes our journey through the navigation directives and services. Next, we will move to Ionic loading. Ionic loading The first service we are going to take a look at is $ionicLoading. This service is highly useful when you want to block a user's interaction from the main page and indicate to the user that there is some activity going on in the background. To test this, we will scaffold a new blank template and implement $ionicLoading; run this: ionic start -a "Example 21" -i app.example.twentyone example21 blank Using the cd command, go to the example21 folder and run this:   ionic serve This will launch the blank template in the browser. We will create an app controller and define the show and hide methods inside it. Open www/js/app.js and add the following code: .controller('AppCtrl', function($scope, $ionicLoading, $timeout) {       $scope.showLoadingOverlay = function() {         $ionicLoading.show({             template: 'Loading...'         });     };     $scope.hideLoadingOverlay = function() {         $ionicLoading.hide();     };       $scope.toggleOverlay = function() {         $scope.showLoadingOverlay();           // wait for 3 seconds and hide the overlay         $timeout(function() {             $scope.hideLoadingOverlay();         }, 3000);     };   }) We have a function named showLoadingOverlay, which will call $ionicLoading.show(), and a function named hideLoadingOverlay(), which will call $ionicLoading.hide(). We have also created a utility function named toggleOverlay(), which will call showLoadingOverlay() and after 3 seconds will call hideLoadingOverlay(). We will update our www/index.html body section as follows: <body ng-app="starter" ng-controller="AppCtrl">     <ion-header-bar class="bar-stable">         <h1 class="title">$ionicLoading service</h1>     </ion-header-bar>     <ion-content class="padding">         <button class="button button-dark" ng-click="toggleOverlay()">             Toggle Overlay         </button>     </ion-content> </body> We have a button that calls toggleOverlay(). If you save all the files, head back to the browser, and click on the Toggle Overlay button, you will see the following screenshot: As you can see, the overlay is shown till the hide method is called on $ionicLoading. You can also move the preceding logic inside a service and reuse it across the app. The service will look like this: .service('Loading', function($ionicLoading, $timeout) {     this.show = function() {         $ionicLoading.show({             template: 'Loading...'         });     };     this.hide = function() {         $ionicLoading.hide();     };       this.toggle= function() {         var self  = this;         self.show();           // wait for 3 seconds and hide the overlay         $timeout(function() {             self.hide();         }, 3000);     };   }) Now, once you inject the Loading service into your controller or directive, you can use Loading.show(), Loading.hide(), or Loading.toggle(). If you would like to show only a spinner icon instead of text, you can call the $ionicLoading.show method without any options: $scope.showLoadingOverlay = function() {         $ionicLoading.show();     }; Then, you will see this: You can configure the show method further. More information is available at http://ionicframework.com/docs/nightly/api/service/$ionicLoading/. You can also use the $ionicBackdrop service to show just a backdrop. Read more about $ionicBackdrop at http://ionicframework.com/docs/nightly/api/service/$ionicBackdrop/. You can also checkout the $ionicModal service at http://ionicframework.com/docs/api/service/$ionicModal/; it is quite similar to the loading service. Popover and Popup services Popover is a contextual view that generally appears next to the selected item. This component is used to show contextual information or to show more information about a component. To test this service, we will be scaffolding a new blank app: ionic start -a "Example 23" -i app.example.twentythree example23 blank Using the cd command, go to the example23 folder and run this:   ionic serve This will launch the blank template in the browser. We will add a new controller to the blank project named AppCtrl. We will be adding our controller code in www/js/app.js. .controller('AppCtrl', function($scope, $ionicPopover) {       // init the popover     $ionicPopover.fromTemplateUrl('button-options.html', {         scope: $scope     }).then(function(popover) {         $scope.popover = popover;     });       $scope.openPopover = function($event, type) {         $scope.type = type;         $scope.popover.show($event);     };       $scope.closePopover = function() {         $scope.popover.hide();         // if you are navigating away from the page once         // an option is selected, make sure to call         // $scope.popover.remove();     };   }); We are using the $ionicPopover service and setting up a popover from a template named button-options.html. We are assigning the current controller scope as the scope to the popover. We have two methods on the controller scope that will show and hide the popover. The openPopover method receives two options. One is the event and second is the type of the button we are clicking (more on this in a moment). Next, we update our www/index.html body section as follows: <body ng-app="starter" ng-controller="AppCtrl">     <ion-header-bar class="bar-positive">         <h1 class="title">Popover Service</h1>     </ion-header-bar>     <ion-content class="padding">         <button class="button button-block button-dark" ng- click="openPopover($event, 'dark')">             Dark Button         </button>         <button class="button button-block button-assertive" ng- click="openPopover($event, 'assertive')">             Assertive Button         </button>         <button class="button button-block button-calm" ng- click="openPopover($event, 'calm')">             Calm Button         </button>     </ion-content>     <script id="button-options.html" type="text/ng-template">         <ion-popover-view>             <ion-header-bar>                 <h1 class="title">{{type}} options</h1>             </ion-header-bar>             <ion-content>                 <div class="list">                     <a href="#" class="item item-icon-left">                         <i class="icon ion-ionic"></i> Option One                     </a>                     <a href="#" class="item item-icon-left">                         <i class="icon ion-help-buoy"></i> Option Two                     </a>                     <a href="#" class="item item-icon-left">                         <i class="icon ion-hammer"></i> Option Three                     </a>                     <a href="#" class="item item-icon-left" ng- click="closePopover()">                         <i class="icon ion-close"></i> Close                     </a>                 </div>             </ion-content>         </ion-popover-view>     </script> </body> Inside ion-content, we have created three buttons, each themed with a different mood (dark, assertive, and calm). When a user clicks on the button, we show a popover that is specific for that button. For this example, all we are doing is passing in the name of the mood and showing the mood name as the heading in the popover. But you can definitely do more. Do notice that we have wrapped our template content inside ion-popover-view. This takes care of positioning the modal appropriately. The template must be wrapped inside the ion-popover-view for the popover to work correctly. When we save all the files and head back to the browser, we will see the three buttons. Depending on the button you click, the heading of the popover changes, but the options remain the same for all of them: Then, when we click anywhere on the page or the close option, the popover closes. If you are navigating away from the page when an option is selected, make sure to call: $scope.popover.remove(); You can read more about Popover at http://ionicframework.com/docs/api/controller/ionicPopover/. Our GitHub organization With the ever-changing frontend world, keeping up with latest in the business is quite essential. During the course of the book, Cordova, Ionic, and Ionic CLI has evolved a lot and we are predicting that they will keep evolving till they become stable. So, we have created a GitHub organization named Learning Ionic (https://github.com/learning-ionic), which consists of code for all the chapters. You can raise issues, submit pull requests and we will also try and keep it updated with the latest changes. So, you can always refer back to GitHub organization for the possible changes. Summary In this article, we looked at various Ionic directives and services that help us develop applications easily. Resources for Article: Further resources on this subject: Mailing with Spring Mail [article] Implementing Membership Roles, Permissions, and Features [article] Time Travelling with Spring [article]
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Packt
11 Apr 2016
16 min read
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Special Effects

Packt
11 Apr 2016
16 min read
In this article by Maciej Szczesnik, author of Unity 5.x Animation Cookbook, we will cover the following recipes: Creating camera shakes with the Animation View and Animator Controller Using the Animation View to animate public script variables Using additive Mecanim layers of add extra motion to a character Using Blend Shapes to morph an object into another one (For more resources related to this topic, see here.) Introduction This one is all about encouraging you to experiment with Unity's animation system. In the next ten recipes, we will create interesting effects and use animations in new, creative ways. Using Animation Events to trigger sound and visual effects This recipe shows a simple, generic way of playing different sound and visual effects with Animation Events. Getting ready To start with, you need to have a character with one, looped animation—Jump. We also need a sound effect and a particle system. We will need a transparent DustParticle.png texture for the particle system. It should resemble a small dust cloud. In the Rigs directory, you will find all the animations you need, and in the Resources folder, you'll find other required assets. When you play the game, you will see a character using the Jump animation. It will also play a sound effect and a particle effect while landing. How to do it... To play sound and visual effects with Animation Events, follow these steps: Import the character with the Jump animation. In the Import Settings, Animation tab, select the Jump animation. Make it loop. Go to the Events section. Scrub through the timeline in the Preview section, and click on Add Event Button. The Edit Animation Event window will appear.Edit Animation Event window Type Sound in the Function field and Jump in the String field. This will call a Sound function in a script attached to the character and pass the Jump word as a string parameter to it. Create another Animation Event. Set the Function field to Effect and the String field to Dust. Apply Import Settings. Create Animator Controller for the character with just the Jump animation in it. Place the character in a scene. Attach the controller to the Animator component of the character. Attach an Audio Source component to the character. Uncheck the Play On Awake option. Create an empty Game Object and name it Dust. Add a Particle System component to it. This will be our dust effect. Set the Particle System parameters as follows: Duration to 1 second. Start Life Time to 0,5 seconds.      Start Speed to 0,4.      Start Size to random between two constants: 1 and 2.      Start Color to a light brown.      Emission | Rate to 0.      Emission | Bursts to one burst with time set to 0, min and max set to 5.      Shape | Shape to Sphere.      Shape | Radius to 0.2.     For Color Over Lifetime, create a gradient for the alpha channel. In the 0% mark and 100% mark, it should be set to 0. In the 10% and 90% mark, it should be set to 255. Create a new Material and set the shader by navigating to Particles | Alpha Blended. Drag and drop a transparent texture of DustParticle.png into the Texture field of Material. Drag and drop Material by navigating to the Renderer | Material slot of our Dust Particle System. Create a Resources folder in the project's structure. Unity can load assets from the Resources folder in runtime without the need of referencing them as prefabs. Drag and drop the Jump.ogg sound and Dust Game Object into the Resources folder. Write a new script and name it TriggerEffects.cs. This script has two public void functions. Both are called from the Jump animation as Animation Events. In the first function, we load an Audio Clip from the Resources folder. We set the Audio Clip name in the Animation Event itself as a string parameter (it was set to Jump). When we successfully load the Audio Clip, we play it using the Audio Source component, reference to which we store in the source variable. We also randomize the pitch of the Audio Source to have a little variation when playing the Jump.ogg sound. public void Sound (string soundResourceName) { AudioClip clip = (AudioClip) Resources.Load(soundResourceName); if (clip != null) { source.pitch = Random.Range(0.9f, 1.2f); source.PlayOneShot(clip); } } In the second function, we try to load a prefab with the name specified as the function's parameter. We also set this name in the Animation Event (it was set to Dust). If we manage to load the prefab, we instantiate it, creating the dust effect under our character's feet. public void Effect (string effectResourceName) { GameObject effectResource = (GameObject)Resources.Load(effectResourceName); if (effectResource != null) { GameObject.Instantiate(effectResource, transform.position, Quaternion.identity); } } Assign the script to our character and play the game to see the effect. How it works... We are using one important feature of Animation Events in this recipe: the possibility of a passing string, int, or float parameter to our script's functions. This way, we can create one function to play all the sound effects associated with our character and pass clip names as string parameters from the Animation Events. The same concept is used to spawn the Dust effect. The Resources folder is needed to get any resource (prefab, texture, audio clip, and so on.) with the Resources.Load(string path) function. This method is convenient in order to load assets using their names. There's more... Our Dust effect has the AutoDestroy.cs script attached to make it disappear after a certain period of time. You can find that script in the Shared Scripts folder in the provided Unity project example. Creating camera shakes with the Animation View and the Animator Controller In this recipe, we will use a simple but very effective method to create camera shakes. These effects are often used to emphasize impacts or explosions in our games. Getting ready... You don't need anything special for this recipe. We will create everything from scratch in Unity. You can also download the provided example. When you open the Example.scene scene and play the game, you can press Space to see a simple camera shake effect. How to do it... To create a camera shake effect, follow these steps: Create an empty Game Object in Scene View and name it CameraRig. Parent Main Camera to CameraRig. Select Main Camera and add an Animator component to it. Open Animation View. Create a new Animation Clip and call it CamNormal. The camera should have no motion in this clip. Add keys for both the camera's position and its rotation. Create another Animation Clip and call it CameraShake. Animate the camera's rotation and position it to create a shake effect. The animation should be for about 0.5 seconds. Open the automatically created Main Camera controller. Add a Shake Trigger parameter. Create two transitions:      Navigate to CamNormal | CameraShake with this condition: Shake the Trigger parameter, Has Exit Time is set to false, and Transition Duration is set to 0.2 seconds.      Navigate to CameraShake | CamNormal with no conditions, Has Exit Time is set to true, and Transition Duration is set to 0.2 seconds. Write a new script and call it CamShake.cs. In this script's Update() function, we check whether the player pressed the Space key. If so, we trigger the Shake Trigger in our controller. if (Input.GetKeyDown(KeyCode.Space)) { anim.SetTrigger("Shake"); } As always, the anim variable holds the reference to the Animator component and is set in the Start() function with the GetComponent<Animator>() method. Assign the script to Main Camera. Play the game and press Space to see the effect. How it works... In this recipe, we've animated the camera's position and rotation relative to the CameraRig object. This way, we can still move CameraRig (or attach it to a character). Our CameraShake animation affects only the local position and rotation of the camera. In the script, we simply call the Shake Trigger to play the CameraShake animation once. There's more... You can create more sophisticated camera shake effects with Blend Trees. To do so, prepare several shake animations of different strengths and blend them in a Blend Tree using a Strengthfloat parameter. This way, you will be able to set the shake's strength, depending on different situations in the game (the distance from an explosion, for instance). Using the Animation View to animate public script variables In Unity, we can animate public script variables. The most standard types are supported. We can use this to achieve interesting effects that are not possible to achieve directly. For instance, we can animate the fog's color and density, which is not directly accessible through the Animation View. Getting ready... In this recipe, everything will be created from scratch, so you don't need to prepare any special assets. You can find the Example.scene scene there. If you open it and press Space, you can observe the fog changing color and density. This is achieved by animating the public variables of a script. Animated fog How to do it... To animate public script variables, follow these steps: Create a new script and call it FogAnimator.cs. Create two public variables in this script: public float fogDensity and public Color fogColor. In the script's Update() function, we call the o Trigger in the controller when the player presses Space. We also set the RenderSettings.fogColor and RenderSettings.fogDensity parameters using our public variables. We also adjust the main camera's background color to match the fog color. if (Input.GetKeyDown(KeyCode.Space)) { anim.SetTrigger("ChangeFog"); } RenderSettings.fogColor = fogColor; RenderSettings.fogDensity = fogDensity; Camera.main.backgroundColor = fogColor; Create a new Game Object and name it FogAnimator. Attach the FogAnimator.cs script to it. Select the FogAnimator game object and add an Animator component to it. Open the Animation View. Create a new Animation Clip. Make sure Record Button is pressed. Create an animation for the public float fogDensity and public Color fogColor parameters by changing their values. You can create any number of animations and connect them in the automatically created Animator Controller with transitions based on the ChangeFog Trigger (you need to add this parameter to the controller first). Here's an example controller:An example controller for different fog animations Remember that you don't need to create animations of the fog changing its color or density. You can rely on blending between animations in the controller. All you need to have is one key for the density and one for the color in each animation. In this example, all Transition Durations are set to 1 second, and every transition's Has Exit Time parameter is set to false. Make sure that the fog is enabled in the Lighting settings. Play the game and press the Space button to see the effect. How it works... Normally, we can't animate the fog's color or density using the Animation View. But we can do this easily with a script that sets the RenderSettings.fogColor and RenderSettings.fogDensity parameters in every frame. We use animations to change the script's public variables values in time. This way, we've created a workaround in order to animate fog in Unity. We've just scratched the surface of what's possible in terms of animating public script variables. Try experimenting with them to achieve awesome effects. Using additive Mecanim layers to add extra motion to a character In previous recipes, we used Mecanim layers in the override mode. We can set a layer to be additive. This can add additional movement to our base layer animations. Getting ready... We will need a character with three animations—Idle, TiredReference, and Tired. The first animation is a normal, stationary idle. The second animation has no motion and is used as a reference pose to calculate the additive motion from the third animation. TiredReference can be the first frame of the Tired animation. In the Tired animation, we can see our character breathing heavily. You will find the same Humanoid character there. If you play the game and press Space, our character will start breathing heavily while still using the Idle animation. You can find all the required animations in the Rigs directory. How to do it... To use additive layers, follow these steps: Import the character into Unity and place it in a scene. Go to the Animation tab in Import Settings. Find the TiredReference animation and check the Additive Reference Pose option (you can also use the normal Tired animation and specify the frame in the Pose Frame field). Loop the Idle and Tired animations. Create a new Animator Controller. Drag and drop the Idle animation into the controller and make it the default state. Find the Layers tab in upper-left corner of the Animator window. Select it and click on the Plus button below to add a new layer. Name the newly created layer Tired. Click on the Gear icon and set the Blending to Additive. Take a look at this diagram for reference:                                                                                                      Additive layer settings Drag and drop the Tired animation to the newly created layer. Assign the controller to our character. Create a new script and call it Tired.cs. In this script's Update() function, we set the weight of the Tired layer when the player presses Space. The Tired layer has an index of 1. We use a weightTarget helper variable to set the new weight to 0 or 1, depending on its current value. This allows us to switch the additive layer on and off every time the player presses Space. Finally, we interpolate the weight value in time to make the transition more smooth, and we set weight of our additive layer with the SetLayerWeight() function. if (Input.GetKeyDown(KeyCode.Space)) { if (weightTarget < 0.5f) { weightTarget = 1f; } else if (weightTarget > 0.5f) { weightTarget = 0f; } } weight = Mathf.Lerp(weight, weightTarget, Time.deltaTime * tiredLerpSpeed); anim.SetLayerWeight(1, weight); Attach the script to the Humanoid character. Play the game and press Space to see the additive animation effect. How it works... Additive animations are calculated using the reference pose. Movements relative to this pose are then added to other animations. This way, we can not only override the base layer with other layers but also modify base movements by adding a secondary motion. Try experimenting with different additive animations. You can, for instance, make your character bend, aim, or change its overall body pose. Using Blend Shapes to morph an object into another one Previously, we used Blend Shapes to create face expressions. This is also an excellent tool for special effects. In this recipe, we will morph one object into another. Getting ready... To follow this recipe, we need to prepare an object with Blend Shapes. We've created a really simple example in Blender—a subdivided cube with one shape key that looks like a sphere. Take a look at this screenshot for reference: A cube with a Blend Shape that turns it into a sphere You will see a number of cubes there. If you hit the Space key in play mode, the cubes will morph into spheres. You can find the Cuboid.fbx asset with the required Blend Shapes in the Model directory. How to do it... To use Blend Shapes to morph objects, follow these steps: Import the model with at least one Blend Shape to Unity. You may need to go to the Import Settings | Model tab and choose Import BlendShapes. Place the model in Scene. Create a new script and call it ChangeShape.cs. This script is similar to the one from the previous recipe. In the Update() function, we change the weight of the of the first Blend Shape when player presses Space. Again, we use a helper variable weightTarget to set the new weight to 0 or 100, depending on its current value. Blend Shapes have weights from 0 to 100 instead of 1. Finally, we interpolate the weight value in time to make the transition smoother. We use the SetBlendShapeWeight() function on the skinnedRenderer object. This variable is set in the Start() function with the GetComponent<SkinnedMeshRenderer>() function. if (Input.GetKeyDown(KeyCode.Space)) { if (weightTarget < 50f) { weightTarget = 100f; } else if (weightTarget > 50f) { weightTarget = 0f; } } weight = Mathf.Lerp(weight, weightTarget, Time.deltaTime * blendShapeLerpSpeed); skinnedRenderer.SetBlendShapeWeight(0, weight); Attach the script to the model on the scene. Play the game and press Space to see the model morph. How it works... Blend Shapes store vertices position of a mesh. We have to create them in a 3D package. Unity imports Blend Shapes and we can modify their weights in runtime using the SetBlendShapeWeight() function on the Skinned Mesh Renderer component. Blend Shapes have trouble with storing normals. If we import normals from our model it may look weird after morphing. Sometimes setting the Normals option to Calculate in the Import Settings can helps with the problem. If we choose this option Unity will calculate normals based on the angle between faces of our model. This allowed us to morph a hard surface cube into a smooth sphere in this example. Summary This article covers some basic recipes which can be performed using Unity. It also covers basic concept of of using Animation Layer, Mecanim layer and creating Camera shakes Resources for Article: Further resources on this subject: Animation features in Unity 5[article] Saying Hello to Unity and Android[article] Learning NGUI for Unity[article]
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Packt
13 Jan 2016
7 min read
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C-Quence – A Memory Game

Packt
13 Jan 2016
7 min read
In this article by Stuart Grimshaw, the author of the book Building Apple Watch Projects, we will be crafting an entertaining app. Adding code which uses basic Swift features that most developers will find familiar and will address some of the topics that face the developer in creating software for a platform that presents some unique challenges. C-Quence will be a game that challenges players' ability to memorize a sequence of colors generated by the app. It is a game to be played in short bursts rather than prolonged activity, as one of the first things that become clear when using a physical device is that the watch is unsuited to tasks that take more than a short period of time to complete. We will keep this in mind as we look at the top-level design of this app. (For more resources related to this topic, see here.) Bear in mind that although this is a very modest app in terms of the amount of coding intends to bring it to completion, we still want to adhere to what some refer to as best practice (and others prefer to think of this as simply learning from others' mistakes without schadenfreude). The code presented here will reside fully on the watch, needing no support from the iPhone companion app. GameLogic Although, we have created the GameLogic.swiftfile, we have not actually created the class yet (this is different from Objective C). Create the GameLogic class Add the following code, below the import Foundation statement that is part of the template: import Foundation classGameLogic { } Plan the class We will create a class that will encapsulate the code that deals with the game itself in isolation from the user interface. The GameLogic class doesn't need to know anything about interactions with the user. This is something that will be taken care of by the InterfaceController class. So, let's first think about what we will need the class to do so that we can start to plan which methods we will need to be implemented. We need the class to do the following: Creating and maintaining a sequence of colors and adding a random color to it when required Evaluating whether a player's tap on a color is a correct answer Providing information as to whether the game is still being played or finished Clearing the data that collects during a game in preparation for a new round From these methods, we can estimate that we will need to maintain at least one variable: A sequence property, which will be an ordered collection of colors Create the class's interface Setting out our requirements as this has almost fully defined what the outside world needs the code to do. Not how, it's true, but that comes a little later. We have effectively defined the class's external interface (this is not to be confused with the app's user interface that is something quite different) through which other parts of the app will communicate with it. Defining some enums In order to keep the code easy to read and safe to use, we will define some enums. We need to do this outside of the class itself because the InterfaceController class will also need access to them. Add the following code directly after the import statement but before the class definition: import Foundation enum Color { case Red, Yellow, Blue, Green } enum GuessResult { case GuessCorrect, GuessWrong, GuessComplete } classGameLogic { } Traditionally, enums have been a way to give names to integer values to make them more readable, but Swift has gone several steps further and dispensed with the idea that an enum needs some underlying numerical value. If you declare a variable's type to be an enum type, such as the previous Color, the compiler will restrict you to these values, .Red and so on, and these values only. A method that is declared to return Color will only return Color and not some arbitrary integer (other convenient benefits include the fact that a switch statement needs no default once all the enum values are dealt with, which we'll see later). So, we now have four Color values, as we would expect, but why the third GuessResult value, GuessComplete? When InterfaceController asks the class to evaluate the player's answer, we can provide one of three possible scenarios; the guess is correct, but the sequence of guesses is not yet complete—the guess is either wrong or it is correct and the sequence has been correctly completed. Thus, we save ourselves an extra call from the interface asking whether the guessed sequence is complete or not. Stub the methods We can now stub the methods we'll need, which means we'll create them. In some places, we'll add the placeholder code to avoid complier error messages (often, we need to stub some actual functionality in the methods, but we do not need to do this here.) Functions or methods? Without going into an exhaustive definition of functions and methods worthy of a computer science degree course, it suffices to say here that when a function is coded as part of a class, it is referred to as a method of this class. If a function is defined outside of a class, it is called a function. In this app, we have no functions outside of classes. Add the following code inside (!) the GameLogic class: Extend the sequence First, add a method that will extend the colors sequence by one randomly generated color: funcextendSequence(){ } Evaluate Next, we will need a method that evaluates whether the player has guessed correctly or not. We include a stubbed return value (it will be replaced later) in order to keep the compiler from warning us (with a very dramatic-looking red circle and exclamation mark) that the method should return a GuessResult value: funcevaluateColor(color: Color) ->GuessResult{ return .GuessCorrect } Clear Finally, when the game restarts, we'll need to clear the game of any variable that we have set in the course of the play: funcclearGame(){ } Define properties We will need a variable to store the sequence. The obvious type here would be an Array of the Color values. We will initialize it to be empty at the beginning of the app's lifecycle. Add the following code above the extendSequence function: classGameLogic { var sequence: [Color] = [] funcextendSequence(){F Our GameLogic class is now a reflection of the requirements that we laid out earlier, and we can be confident that we have constructed a rugged frame to which we can add the logic that will make it perform its duties. Check your code Your code will now look like this: import Foundation enum Color { case Red, Yellow, Blue, Green } enum GuessResult: Int { case GuessCorrect, GuessWrong, GuessComplete } classGameLogic { var sequence: [Color] = [] funcextendSequence(){ } funcevaluateColor(color: Color) ->GuessResult{ return .GuessCorrect } funcclearGame(){ } } Check that there are no compiler errors or warnings. All good? Splendid! Onto the Interface Controller now... Summary In this article, you laid the groundwork for the rest of the app. You did so in a way that gives you the best possible chance of producing code that is robust, easy to maintain, and easy to comprehend when you return to it after six months on a surfing holiday. Resources for Article: Further resources on this subject: The Swift Programming Language[article] Exploring Swift[article] Playing with Swift[article]
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Sugandha Lahoti
11 Oct 2018
9 min read
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Privacy experts urge the Senate Commerce Committee for a strong federal privacy bill “that sets a floor, not a ceiling”

Sugandha Lahoti
11 Oct 2018
9 min read
The Senate Commerce Committee held a hearing yesterday on consumer data privacy. The hearing focused on the perspective of privacy advocates and other experts. These advocates encouraged federal lawmakers to create strict data protection regulation rules, giving consumers more control over their personal data. The major focus was on implementing a strong common federal consumer privacy bill “that sets a floor, not a ceiling.” Representatives included Andrea Jelinek, the chair of the European Data Protection Board; Alastair Mactaggart, the advocate behind California's Consumer Privacy Act; Laura Moy, executive director of the Georgetown Law Center on Privacy and Technology; and Nuala O'Connor, president of the Center for Democracy and Technology. The Goal: Protect user privacy, allow innovation John Thune, the Committee Chairman said in his opening statement, “Over the last few decades, Congress has tried and failed to enact comprehensive privacy legislation. Also in light of recent security incidents including Facebook’s Cambridge Analytica and another security breach, and of the recent data breach in Google+, it is increasingly clear that industry self-regulation in this area is not sufficient. A national standard for privacy rules of the road is needed to protect consumers.” Senator Edward Markey, in his opening statement, spoke on data protection and privacy saying that “Data is the oil of the 21st century”. He further adds, “Though it has come with an unexpected cost to the users, any data-driven website that uses their customer’s personal information as a commodity, collecting, and selling user information without their permission.” He said that the goal of this hearing was to give users meaningful control over their personal information while maintaining a thriving competitive data ecosystem in which entrepreneurs can continue to develop. What did the industry tell the Senate Commerce Committee in the last hearing on the topic of consumer privacy? A few weeks ago, the Commerce committee held a discussion with Google, Facebook, Amazon, AT&T, and other industry players to understand their perspective on the same topic. The industry unanimously agreed that privacy regulations need to be put in place However, these companies pushed for the committee to make online privacy policy at the federal level rather than at the state level to avoid a nightmarish patchwork of policies for businesses to comply by. They also shared that complying by GDPR has been quite resource intensive. While they acknowledged that it was too soon to assess the impact of GDPR, they cautioned the Senate Commerce Committee that policies like the GDPR and CCPA could be detrimental to growth and innovation and thereby eventually cost the consumer more. As such, they expressed interest in being part of the team that formulates the new federal privacy policy. Also, they believed that the FTC was the right body to oversee the implementation of the new privacy laws. Overall, the last hearing’s meta-conversation between the committee and the industry was heavy with defensive stances and scripted almost colluded recommendations. The Telcos wanted tech companies to do better. The message was that user privacy and tech innovation are too interlinked and there is a need to strike a delicate balance to make privacy work practically. The key message from yesterday’s Senate Commerce Committee hearing with privacy advocates and EU regulator This time, the hearing was focused solely on establishing strict privacy laws and to draft clear guidelines regarding, definitions of ‘sensitive’ data, prohibited uses of data, and establishing limits for how long corporations can hold on to consumer data for various uses. A focal point of the hearing was to give users the key elements of Knowledge, Notice, and No. Consumers need knowledge that their data is being shared and how it is used, notice when their data is compromised, and the ability to say no to the entities that want their personal information. It should also include limits on how companies can use consumer’s information. The bill should prohibit companies from giving financial incentives to users in exchange for their personal information. Privacy must not become a luxury good that only the fortunate can afford. The bill should also ban “take it or leave it” offerings, in which a company requires a consumer to forfeit their privacy in order to consume a product. Companies should not be able to coerce users into providing their personal information by threatening to deprive them of a service. The law should include individual rights like the ability to access, correct, delete, and remove information. Companies should only collect user data which is absolutely necessary to carry out the service and keep that private information safe and secure. The legislation should also include special protections for children and teenagers. The federal government should be given strong enforcement powers and robust rule-making authority in order to ensure rules keep pace with changing technologies. Some of the witnesses believed that the FTC may not the right body to do this and that a new entity focused on this aspect may do a better and more agile job. “We can’t be shy about data regulation”, Laura Moy Laura Moy, Deputy Director of the Privacy and Technology center at Georgetown University law center talked at length about Data regulation. “This is not a time to be shy about data regulation,” Moy said. “Now is the time to intervene.” She emphasized that information should not in any way be used for discrimination. Nor it should be used to amplify hate speech, be sold to data brokers or used to target misinformation or disinformation. She also talked about Robust Enforcement, where she said she plans to call for legislation to “enable robust enforcement both by a federal agency and state attorneys general and foster regulatory agility.” She also addressed the question of whether companies should be able to tell consumers that if they don’t agree to share non-essential data, they cannot receive products or service? She disagreed saying that if companies do so, they have violated the idea of “Free choice”. She also addressed issues as to whether companies should be eligible for offering financial initiatives in exchange for user personal information, “GDPR was not a revolution, but just an evolution of a law [that existed for 20 years]”, Andrea Jelinek Andrea Jelinek, Chairperson, European Data Protection Board, highlighted the key concepts of GDPR and how it can be an inspiration to develop a policy in the U.S. at the federal level. In her opening statements, she said, “The volume of Digital information doubles every two years and deeply modifies our way of life. If we do not modify the roots of data processing gains with legislative initiatives, it will turn into a losing game for our economy, society, and each individual.” She addressed the issue of how GDPR is going to be enforced in the investigation of Facebook by Ireland’s Data protection authority. She also gave stats on the number of GDPR investigations opened in the EU so far. From the figures dating till October 1st, GDPR has 272 cases regarding identifying the lead supervisory authority and concern supervisory authority. There are 243 issues on mutual assistance according to Article 61 of the GDPR. There are also 223 opinions regarding data protection impact assessment. Company practices that have generated the most complaints and concerns from consumers revolved around “User Consent”. She explained why GDPR went with the “regulation route”, choosing one data privacy policy for the entire continent instead of each member country having their own. Jelinek countered Google’s point about compliance taking too much time and effort from the team by saying that given Google’s size, it would have taken around 3.5 hours per employee to get the compliance implemented. She also observed that it could have been reduced a lot, had they followed good data practices, to begin with. She also clarified that GDPR was not a really new or disruptive regulatory framework. In addition to the two years provided to companies to comply with the new rules, there was a 20-year-old data protection directive already in place in Europe in various forms. In that sense she said, GDPR was not a revolution, but just an evolution of a law that existed for 20 years. Californians for Consumer Privacy Act Alastair McTaggart, Chairman of Californians for consumer privacy, talked about CCPA’s two main elements. First, the Right to know, which allows Californians to know the information corporations have collected concerning them. Second, the Right to say no to businesses to stop selling their personal information. He said, “CCPA puts the focus on giving choice back to the consumer and enforced data security, a choice which is sorely needed." He also addressed questions like, “If he believes federal law should also grant permission for 13, 14, and 15-year-old?” What should the new Federal Privacy law look like according to CDT’s O’Connor Center for Democracy and Technology (CDT) President and CEO, Laura O'Connor said, "As with many new technological advancements and emerging business models, we have seen exuberance and abundance, and we have seen missteps and unintended consequences. International bodies and US states have responded by enacting new laws, and it is time for the US federal government to pass omnibus federal privacy legislation to protect individual digital rights and human dignity, and to provide certainty, stability, and clarity to consumers and companies in the digital world." She also highlighted five important pointers that should be kept in mind while designing the new Federal Privacy law. A comprehensive federal privacy law should apply broadly to all personal data and unregulated commercial entities, not just to tech companies. The law should include individual rights like the ability to access, correct, delete, and remove information. Congress should prohibit the collection, use, and sharing of certain types of data when not necessary for the immediate provision of the service. The FTC should be expressly empowered to investigate data abuses that result in discriminatory advertising and other practices. A federal privacy law should be clear on its face and provide specific guidance to companies and markets about legitimate data practices. It is promising to see the Senate Commerce committee sincerely taking in notes from both industry and privacy advocates to enable building strict privacy standards. They are hoping this new legislation is more focused on protecting consumer data than the businesses that profit from it. Only time will tell if a bipartisan consensus to this important initiative will be reached. For a detailed version of this story, it is recommended to hear the full Senate Commerce Committee hearing. Consumer protection organizations submit a new data protection framework to the Senate Commerce Committee. Google, Amazon, AT&T met the U.S Senate Committee to discuss consumer data privacy. Facebook, Twitter open up at Senate Intelligence hearing, the committee does ‘homework’ this time.
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Packt
23 Jul 2015
23 min read
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Programmable DC Motor Controller with an LCD

Packt
23 Jul 2015
23 min read
In this article by Don Wilcher author of the book Arduino Electronics Blueprints, we will see how a programmable logic controller (PLC) is used to operate various electronic and electromechanical devices that are wired to I/O wiring modules. The PLC receives signals from sensors, transducers, and electromechanical switches that are wired to its input wiring module and processes the electrical data by using a microcontroller. The embedded software that is stored in the microcontroller's memory can control external devices, such as electromechanical relays, motors (the AC and DC types), solenoids, and visual displays that are wired to its output wiring module. The PLC programmer programs the industrial computer by using a special programming language known as ladder logic. The PLC ladder logic is a graphical programming language that uses computer instruction symbols for automation and controls to operate robots, industrial machines, and conveyor systems. The PLC, along with the ladder logic software, is very expensive. However, with its off-the-shelf electronic components, Arduino can be used as an alternate mini industrial controller for Maker type robotics and machine control projects. In this article, we will see how Arduino can operate as a mini PLC that is capable of controlling a small electric DC motor with a simple two-step programming procedure. Details regarding how one can interface a transistor DC motor with a discrete digital logic circuit to an Arduino and write the control cursor selection code will be provided as well. This article will also provide the build instructions for a programmable motor controller. The LCD will provide the programming directions that are needed to operate an electric motor. The parts that are required to build a programmable motor controller are shown in the next section. Parts list The following list comprises the parts that are required to build the programmable motor controller: Arduino Uno: one unit 1 kilo ohm resistor (brown, black, red, gold): three units A 10-ohm resistor (brown, black, black, gold): one unit A 10-kilo ohm resistor (brown, black, orange, gold): one unit A 100-ohm resistor (brown, black, brown, gold): one unit A 0.01 µF capacitor: one unit An LCD module: one unit A 74LS08 Quad AND Logic Gate Integrated Circuit: one unit A 1N4001 general purpose silicon diode: one unit A DC electric motor (3 V rated): one unit Single-pole double-throw (SPDT) electric switches: two units 1.5 V batteries: two units 3 V battery holder: one unit A breadboard Wires A programmable motor controller block diagram The block diagram of the programmable DC motor controller with a Liquid Crystal Display (LCD) can be imagined as a remote control box with two slide switches and an LCD, as shown in following diagram:   The Remote Control Box provides the control signals to operate a DC motor. This box is not able to provide the right amount of electrical current to directly operate the DC motor. Therefore, a transistor motor driver circuit is needed. This circuit has sufficient current gain hfe to operate a small DC motor. A typical hfe value of 100 is sufficient for the operation of a DC motor. The Enable slide switch is used to set the remote control box to the ready mode. The Program switch allows the DC motor to be set to an ON or OFF operating condition by using a simple selection sequence. The LCD displays the ON or OFF selection prompts that help you operate the DC motor. The remote control box diagram is shown in the next image. The idea behind the concept diagram is to illustrate how a simple programmable motor controller can be built by using basic electrical and electronic components. The Arduino is placed inside the remote control box and wired to the Enable/Program switches and the LCD. External wires are attached to the transistor motor driver, DC motor, and Arduino. The block diagram of the programmable motor controller is an engineering tool that is used to convey a complete product design by using simple graphics. The block diagram also allows ease in planning the breadboard to prototype and test the programmable motor controller in a maker workshop or a laboratory bench. A final observation regarding the block diagram of the programmable motor controller is that the basic computer convention of inputs is on the left, the processor is located in the middle, and the outputs are placed on the right-hand side of the design layout. As shown, the SPDT switches are on the left-hand side, Arduino is located in the middle, and the transistor motor driver with the DC Motor is on the right-hand side of the block diagram. The LCD is shown towards the right of the block diagram because it is an output device. The LCD allows visual selection between the ON/OFF operations of the DC motor by using Program switch. This left-to-right design method allows ease in building the programmable motor controller as well as troubleshooting errors during the testing phase of the project. The block diagram for a programmable motor controller is as follows:   Building the programmable motor controller The block diagram of the programmable motor controller has more circuits than the block diagram of the sound effects machine. As discussed previously, there are a variety of ways to build the (prototype) electronic devices. For instance, they can be built on a Printed Circuit Board (PCB) or an experimenter's/prototype board. The construction base that was used to build this device was a solderless breadboard, which is shown in the next image. The placement of the electronic parts, as shown in the image, are not restricted to the solderless breadboard layout. Rather, it should be used as a guideline. Another method of placing the parts onto the solderless breadboard is to use the block diagram that was shown earlier. This method of arranging the parts that was illustrated in the block diagram allows ease in testing each subcircuit separately. For example, the Program/Enable SPDT switches' subcircuits can be tested by using a DC voltmeter. Placing a DC voltmeter across the Program switch and 1 kilo ohm resistor and toggling switch several times will show a voltage swing between 0 V and +5 V. The same testing method can be carried out on the Enable switch as well. The transistor motor driver circuit is tested by placing a +5 V signal on the base of the 2N3904 NPN transistor. When you apply +5 V to the transistor's base, the DC motor turns on. The final test for the programmable DC motor controller is to adjust the contrast control (10 kilo ohm) to see whether the individual pixels are visible on the LCD. This electrical testing method, which is used to check the programmable DC motor controller is functioning properly, will minimize the electronic I/O wiring errors. Also, the electrical testing phase ensures that all the I/O circuits of the electronics used in the circuit are working properly, thereby allowing the maker to focus on coding the software. Following is the wiring diagram of programmable DC motor controller with the LCD using a solderless breadboard:   As shown in the wiring diagram, the electrical components that are used to build the programmable DC motor controller with the LCD circuit are placed on the solderless breadboard for ease in wiring the Arduino, LCD, and the DC motor. The transistor shown in the preceding image is a 2N3904 NPN device with a pin-out arrangement consisting of an emitter, a base, and a collector respectively. If the transistor pins are wired incorrectly, the DC motor will not turn on. The LCD module is used as a visual display, which allows operating selection of the DC motor. The program slide switch turns the DC motor ON or OFF. Although most of the 16-pin LCD modules have the same electrical pin-out names, consult the manufacturer's datasheet of the available device in hand. There is also a 10 kilo ohm potentiometer to control the LCD's contrast. On wiring the LCD to the Arduino, supply power to the microcontroller board by using the USB cable that is connected to a desktop PC or a notebook. Adjust the 10 kilo ohm potentiometer until a row of square pixels are visible on the LCD. The Program slide switch is used to switch between the ON or OFF operating mode of the DC motor, which is shown on the LCD. The 74LS08 Quad AND gate is a 14-pin Integrated Circuit (IC) that is used to enable the DC motor or get the electronic controller ready to operate the DC motor. Therefore, the Program slide switch must be in the ON position for the electronic controller to operate properly. The 1N4001 diode is used to protect the 2N3904 NPN transistor from peak currents that are stored by the DC motor's winding while turning on the DC motor. When the DC motor is turned off, the 1N4001 diode will direct the peak current to flow through the DC motor's windings, thereby suppressing the transient electrical noise and preventing damage to the transistor. Therefore, it's important to include this electronic component into the design, as shown in the wiring diagram, to prevent electrical damage to the transistor. Besides the wiring diagram, the circuit's schematic diagram will aid in building the programmable motor controller device. Let's build it! In order to build the programmable DC motor controller, follow the following steps: Wire the programmable DC motor controller with the LCD circuit on a solderless breadboard, as shown in the previous image as well as the circuit's schematic diagram that is shown in the next image. Upload the software of the programmable motor controller to the Arduino by using the sketch shown next. Close both the Program and Enables switches. The motor will spin. When you open the Enable switch, the motor stops. The LCD message tells you how one can set the Program switch for an ON and OFF motor control. The Program switch allows you to select between the ON and OFF motor control functions. With the Program switch closed, toggling the Enable switch will turn the motor ON and OFF. Opening the Program switch will prevent the motor from turning on. The next few sections will explain additional details on the I/O interfacing of discrete digital logic circuits and a small DC motor that can be connected to the Arduino. A sketch is a unit of code that is uploaded to and run on an Arduino board. /* * programmable DC motor controller w/LCD allows the user to select ON and OFF operations using a slide switch. To * enable the selected operation another slide switch is used to initiate the selected choice. * Program Switch wired to pin 6. * Output select wired to pin 7. * LCD used to display programming choices (ON or OFF). * created 24 Dec 2012 * by Don Wilcher */ // include the library code: #include <LiquidCrystal.h>   // initialize the library with the numbers of the interface pins LiquidCrystal lcd(12, 11, 5, 4, 3, 2);   // constants won't change. They're used here to // set pin numbers: const int ProgramPin = 6;     // pin number for PROGRAM input control signal const int OUTPin = 7;     // pin number for OUTPUT control signal   // variable will change: int ProgramStatus = 0; // variable for reading Program input status     void setup() { // initialize the following pin as an output: pinMode(OUTPin, OUTPUT);   // initialize the following pin as an input: pinMode(ProgramPin, INPUT);   // set up the LCD's number of rows and columns: lcd.begin(16, 2);   // set cursor for messages andprint Program select messages on the LCD. lcd.setCursor(0,0); lcd.print( "1. ON"); lcd.setCursor(0, 1); lcd.print ( "2. OFF");   }   void loop(){ // read the status of the Program Switch value: ProgramStatus = digitalRead(ProgramPin);   // check if Program select choice is 1.ON. if(ProgramStatus == HIGH) {    digitalWrite(OUTPin, HIGH);   } else{      digitalWrite(OUTPin,LOW); } } The schematic diagram of the circuit that is used to build the programmable DC motor controller and upload the sketch to the Arduino is shown in the following image:   Interfacing a discrete digital logic circuit with Arduino The Enable switch, along with the Arduino, is wired to a discrete digital Integrated Circuit (IC) that is used to turn on the transistor motor driver. The discrete digital IC used to turn on the transistor motor driver is a 74LS08 Quad AND gate. The AND gate provides a high output signal when both the inputs are equal to +5 V. The Arduino provides a high input signal to the 74LS08 AND gate IC based on the following line of code:    digitalWrite(OUTPin, HIGH); The OUTPin constant name is declared in the Arduino sketch by using the following declaration statement: const int OUTPin = 7;     // pin number for OUTPUT control signal The Enable switch is also used to provide a +5V input signal to the 74LS08 AND gate IC. The Enable switch circuit schematic diagram is as follows:   Both the inputs must have the value of logic 1 (+5 V) to make an AND logic gate produce a binary 1 output. In the following section, the truth table of an AND logic gate is given. The table shows all the input combinations along with the resultant outputs. Also, along with the truth table, the symbol for an AND logic gate is provided. A truth table is a graphical analysis tool that is used to test digital logic gates and circuits. By setting the inputs of a digital logic gate to binary 1 (5 V) or binary 0 (0 V), the truth table will show the binary output values of 1 or 0 of the logic gate. The truth table of an AND logic gate is given as follows:   Another tool that is used to demonstrate the operation of the digital logic gates is the Boolean Logic expression. The Boolean Logic expression for an AND logic gate is as follows:   A Boolean Logic expression is an algebraic equation that defines the operation of a logic gate. As shown for the AND gate, the Boolean Logic expression circuit's output, which is denoted by C, is only equal to the product of A and B inputs. Another way of observing the operation of the AND gate, based on its Boolean Logic Expression, is by setting the value of the circuit's inputs to 1. Its output has the same binary bit value. The truth table graphically shows the results of the Boolean Logic expression of the AND gate. A common application of the AND logic gate is the Enable circuit. The output of the Enable circuit will only be turned on when both the inputs are on. When the Enable circuit is wired correctly on the solderless breadboard and is working properly, the transistor driver circuit will turn on the DC motor that is wired to it. The operation of the programmable DC motor controller's Enable circuit is shown in the following truth table:   The basic computer circuit that makes the decision to operate the DC motor is the AND logic gate. The previous schematic diagram of the Enable Switch circuit shows the electrical wiring to the specific pins of the 74LS08 IC, but internally, the AND logic gate is the main circuit component for the programmable DC motor controller's Enable function. Following is the diagram of 74LS08 AND Logic Gate IC:   To test the Enable circuit function of the programmable DC motor controller, the Program switch is required. The schematic diagram of the circuit that is required to wire the Program Switch to the Arduino is shown in the following diagram. The Program and Enable switch circuits are identical to each other because two 5 V input signals are required for the AND logic gate to work properly. The Arduino sketch that was used to test the Enable function of the programmable DC motor is shown in the following diagram:   The program for the discrete digital logic circuit with an Arduino is as follows: // constants won't change. They're used here to // set pin numbers: const int ProgramPin = 6;   // pin number for PROGRAM input control signal const int OUTPin = 7;     // pin number for OUTPUT control signal   // variable will change: int ProgramStatus = 0;       // variable for reading Program input status   void setup() { // initialize the following pin as an output: pinMode(OUTPin, OUTPUT);   // initialize the following pin as an input: pinMode(ProgramPin, INPUT); }   void loop(){   // read the status of the Program Switch value: ProgramStatus = digitalRead(ProgramPin);   // check if Program switch is ON. if(ProgramStatus == HIGH) {    digitalWrite(OUTPin, HIGH);   } else{      digitalWrite(OUTPin,LOW);   } } Connect a DC voltmeter's positive test lead to the D7 pin of the Arduino. Upload the preceding sketch to the Arduino and close the Program and Enable switches. The DC voltmeter should approximately read +5 V. Opening the Enable switch will display 0 V on the DC voltmeter. The other input conditions of the Enable circuit can be tested by using the truth table of the AND Gate that was shown earlier. Although the DC motor is not wired directly to the Arduino, by using the circuit schematic diagram shown previously, the truth table will ensure that the programmed Enable function is working properly. Next, connect the DC voltmeter to the pin 3 of the 74LS08 IC and repeat the truth table test again. The pin 3 of the 74LS08 IC will only be ON when both the Program and Enable switches are closed. If the AND logic gate IC pin generates wrong data on the DC voltmeter when compared to the truth table, recheck the wiring of the circuit carefully and properly correct the mistakes in the electrical connections. When the corrections are made, repeat the truth table test for proper operation of the Enable circuit. Interfacing a small DC motor with a digital logic gate The 74LS08 AND Logic Gate IC provides an electrical interface between reading the Enable switch trigger and the Arduino's digital output pin, pin D7. With both the input pins (1 and 2) of the 74LS08 AND logic gate set to binary 1, the small 14-pin IC's output pin 3 will be High. Although the logic gate IC's output pin has a +5 V source present, it will not be able to turn a small DC motor. The 74LS08 logic gate's sourcing current is not able to directly operate a small DC motor. To solve this problem, a transistor is used to operate a small DC motor. The transistor has sufficient current gain hfe to operate the DC motor. The DC motor will be turned on when the transistor is biased properly. Biasing is a technique pertaining to the transistor circuit, where providing an input voltage that is greater than the base-emitter junction voltage (VBE) turns on the semiconductor device. A typical value for VBE is 700 mV. Once the transistor is biased properly, any electrical device that is wired between the collector and +VCC (collector supply voltage) will be turned on. An electrical current will flow from +VCC through the DC motor's windings and the collector-emitter is grounded. The circuit that is used to operate a small DC motor is called a Transistor motor driver, and is shown in the following diagram:   The Arduino code that is responsible for the operation of the transistor motor driver circuit is as follows: void loop(){   // read the status of the Program Switch value: ProgramStatus = digitalRead(ProgramPin);   // check if Program switch is ON. if(ProgramStatus == HIGH) {    digitalWrite(OUTPin, HIGH);   } else{      digitalWrite(OUTPin,LOW);   } } Although the transistor motor driver circuit was not directly wired to the Arduino, the output pin of the microcontroller prototyping platform indirectly controls the electromechanical part by using the 74LS08 AND logic gate IC. A tip to keep in mind when using the transistors is to ensure that the semiconductor device can handle the current requirements of the DC motor that is wired to it. If the DC motor requires more than 500 mA of current, consider using a power Metal Oxide Semiconductor Field Effect Transistor (MOSFET) instead. A power MOSFET device such as IRF521 (N-Channel) and 520 (N-Channel) can handle up to 1 A of current quite easily, and generates very little heat. The low heat dissipation of the power MOSFET (PMOSFET) makes it more ideal for the operation of high-current motors than a general-purpose transistor. A simple PMOSFET DC motor driver circuit can easily be built with a handful of components and tested on a solderless breadboard, as shown in the following image. The circuit schematic for the solderless breadboard diagram is shown after the breadboard image as well. Sliding the Single Pole-Double Throw (SPDT)switch in one position biases the PMOSFET and turns on the DC motor. Sliding the switch in the opposite direction turns off the PMOSFET and the DC motor.   Once this circuit has been tested on the solderless breadboard, replace the 2N3904 transistor in the programmable DC Motor controller project with the power-efficient PMOSFET component mentioned earlier. As an additional reference, the schematic diagram of the transistor relay driver circuit is as follows:   A sketch of the LCD selection cursor The LCD provides a simple user interface for the operation of a DC motor that is wired to the Arduino-based programmable DC motor controller. The LCD provides the two basic motor operations of ON and OFF. Although the LCD shows the two DC motor operation options, the display doesn't provide any visual indication of selection when using the Program switch. An enhancement feature of the LCD is that it shows which DC motor operation has been selected by adding a selection symbol. The LCD selection feature provides a visual indicator of the DC motor operation that was selected by the Program switch. This selection feature can be easily implemented for the programmable DC motor controller LCD by adding a > symbol to the Arduino sketch. After uploading the original sketch from the Let's build it section of this article, the LCD will display two DC motor operation options, as shown in the following image:   The enhancement concept sketch of the new LCD selection feature is as follows:   The selection symbol points to the DC motor operation that is based on the Program switch position. (For reference, see the schematic diagram of the programmable DC motor controller circuit.) The partially programmable DC motor controller program sketch that comes without an LCD selection feature Comparing the original LCD DC motor operation selection with the new sketch, the differences with regard to the programming features are as follows: void loop(){   // read the status of the Program Switch value: ProgramStatus = digitalRead(ProgramPin);   // check if Program switch is ON. if(ProgramStatus == HIGH) {    digitalWrite(OUTPin, HIGH);   } else{    digitalWrite(OUTPin,LOW);   } } The partially programmable DC motor controller program sketch with an LCD selection feature This code feature will provide a selection cursor on the LCD to choose the programmable DC motor controller operation mode: // set cursor for messages and print Program select messages on the LCD. lcd.setCursor(0,0); lcd.print( ">1.Closed(ON)"); lcd.setCursor(0, 1); lcd.print ( ">2.Open(OFF)");     void loop(){   // read the status of the Program Switch value: ProgramStatus = digitalRead(ProgramPin);   // check if Program select choice is 1.ON. if(ProgramStatus == HIGH) {    digitalWrite(OUTPin, HIGH);      lcd.setCursor(0,0);      lcd.print( ">1.Closed(ON)");      lcd.setCursor(0,1);      lcd.print ( " 2.Open(OFF) ");   } else{      digitalWrite(OUTPin,LOW);      lcd.setCursor(0,1);      lcd.print ( ">2.Open(OFF)");      lcd.setCursor(0,0);      lcd.print( " 1.Closed(ON) ");   } } The most obvious difference between the two partial Arduino sketches is that the LCD selection feature has several lines of code as compared to the original one. As the slide position of the Program switch changes, the LCD's selection symbol instantly moves to the correct operating mode. Although the DC motor can be observed directly, the LCD confirms the operating mode of the electromechanical device. The complete LCD selection sketch is shown in the following section. As a design-related challenge, try displaying an actual arrow for the DC motor operating mode on the LCD. As illustrated in the sketch, an arrow can be built by using the keyboard symbols or the American Standard Code for Information Interchange (ASCII) code. /* * programmable DC motor controller w/LCD allows the user to select ON and OFF operations using a slide switch. To * enable the selected operation another slide switch is used to initiate the selected choice. * Program Switch wired to pin 6. * Output select wired to pin 7. * LCD used to display programming choices (ON or OFF) with selection arrow. * created 28 Dec 2012 * by Don Wilcher */ // include the library code: #include <LiquidCrystal.h>   // initialize the library with the numbers of the interface pins LiquidCrystal lcd(12, 11, 5, 4, 3, 2);   // constants won't change. They're used here to // set pin numbers: const int ProgramPin = 6;     // pin number for PROGRAM input control signal const int OUTPin = 7;       // pin number for OUTPUT control signal     // variable will change: int ProgramStatus = 0;       // variable for reading Program input status     void setup() { // initialize the following pin as an output: pinMode(OUTPin, OUTPUT);   // initialize the following pin as an input: pinMode(ProgramPin, INPUT);   // set up the LCD's number of rows and columns: lcd.begin(16, 2);   // set cursor for messages andprint Program select messages on the LCD. lcd.setCursor(0,0); lcd.print( ">1.Closed(ON)"); lcd.setCursor(0, 1); lcd.print ( ">2.Open(OFF)");   }   void loop(){   // read the status of the Program Switch value: ProgramStatus = digitalRead(ProgramPin);   // check if Program select choice is 1.ON. if(ProgramStatus == HIGH) {    digitalWrite(OUTPin, HIGH);      lcd.setCursor(0,0);      lcd.print( ">1.Closed(ON)");      lcd.setCursor(0,1);      lcd.print ( " 2.Open(OFF) ");   } else{      digitalWrite(OUTPin,LOW);      lcd.setCursor(0,1);      lcd.print ( ">2.Open(OFF)");      lcd.setCursor(0,0);      lcd.print( " 1.Closed(ON) ");   } } Congratulations on building your programmable motor controller device! Summary In this article, a programmable motor controller was built using an Arduino, AND gate, and transistor motor driver. The fundamentals of digital electronics, which include the concepts of Boolean logic expressions and truth tables were explained in the article. The AND gate is not able to control a small DC motor because of the high amount of current that is needed to operate it properly. PMOSFET (IRF521) is able to operate a small DC motor because of its high current sourcing capability. The circuit that is used to wire a transistor to a small DC motor is called a transistor DC motor driver. The DC motor can be turned on or off by using the LCD cursor selection feature of the programmable DC motor controller. Resources for Article: Further resources on this subject: Arduino Development [article] Prototyping Arduino Projects using Python [article] The Arduino Mobile Robot [article]
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Clint Bodungen
26 Dec 2023
9 min read
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Creating Vulnerability Assessment Plans with ChatGPT

Clint Bodungen
26 Dec 2023
9 min read
Dive deeper into the world of AI innovation and stay ahead of the AI curve! Subscribe to our AI_Distilled newsletter for the latest insights. Don't miss out – sign up today!This article is an excerpt from the book, ChatGPT for Cybersecurity Cookbook, by Clint Bodungen. Master ChatGPT and the OpenAI API, and harness the power of cutting-edge generative AI and large language models to revolutionize the way you perform penetration testing, threat detection, and risk assessment.IntroductionIn this recipe, you'll learn how to harness the power of ChatGPT and the OpenAI API to create comprehensive vulnerability assessment plans using network, system, and business details as input. This recipe is invaluable for both cybersecurity students and beginners looking to familiarize themselves with proper methods and tools for vulnerability assessments, as well as experienced cybersecurity professionals aiming to save time on planning and documentation. Building upon the skills acquired in Chapter 1, you will delve deeper into establishing the system role of a cybersecurity professional specializing in vulnerability assessments. You'll learn how to craft effective prompts that generate well-formatted output using markdown language. This recipe will also expand on the techniques explored in Enhancing Output with Templates (Application: Threat Report) and Formatting Output as a Table (Application: Security Controls Table) in Chapter 1, enabling you to design prompts that produce the desired output format. Finally, you'll discover how to use the OpenAI API and Python to generate the vulnerability assessment plan, and then export it as a Microsoft Word file. This recipe will serve as a practical guide for creating detailed and efficient vulnerability assessment plans using ChatGPT and the OpenAI API. Getting Ready Before diving into the recipe, you should already have your OpenAI account setup and have obtained your API key. If not, revisit Chapter 1 for details. You will also need to be sure you have the following Python libraries installed: 1. python-docx: This library will be used to generate Microsoft Word files. You can install it using the command pip install python-docx.  2. tqdm: This library will be used to display progress bars. You can install it using the command:pip install tqdmHow to do it… In this section, we will walk you through the process of using ChatGPT to create a comprehensive vulnerability assessment plan tailored to a specific network and organization's needs. By providing the necessary details and using the given system role and prompt, you will be able to generate a well-structured assessment plan. 1. Begin by logging in to your ChatGPT account and navigating to the ChatGPT web UI. 2. Start a new conversation with ChatGPT by clicking the "New chat" button. 3.  Enter the following prompt to establish a system role: You are a cybersecurity professional specializing in vulnerability assessment. 4. Enter the following message text, but replace the placeholders in the “{ }” brackets with the appropriate data of your choice. You can either combine this prompt with the system role or enter it separately as follows: Using cybersecurity industry standards and best practices, create a complete and detailed assessment plan (not a penetration test) that includes: Introduction, outline of the process/methodology, tools needed, and a very detailed multi-layered outline of the steps. Provide a thorough and descriptive introduction and as much detail and description as possible throughout the plan. The plan should not only assessment of technical vulnerabilities on systems but also policies, procedures, and compliance. It should include the use of scanning tools as well as configuration review, staff interviews, and site walk-around. All recommendations should following industry standard best practices and methods. The plan should be a minimum of 1500 words. Create the plan so that it is specific for the following details: Network Size: {Large} Number of Nodes: {1000} Type of Devices: {Desktops, Laptops, Printers, Routers} Specific systems or devices that need to be excluded from the assessment: {None} Operating Systems: {Windows 10, MacOS, Linux} Network Topology: {Star} Access Controls: {Role-based access control} Previous Security Incidents: {3 incidents in the last year} Compliance Requirements: {HIPAA} Business Critical Assets: {Financial data, Personal health information} Data Classification: {Highly confidential} Goals and objectives of the vulnerability assessment: {To identify and prioritize potential vulnerabilities in the network and provide recommendations for remediation and risk mitigation.} Timeline for the vulnerability assessment: {4 weeks{ Team: {3 cybersecurity professionals, including a vulnerability assessment lead and two security analysts} Expected deliverables of the assessment: {A detailed report outlining the results of the vulnerability assessment, including identified vulnerabilities, their criticality, potential impact on the network, and recommendations for remediation and risk mitigation.} Audience: {The organization's IT department, senior management, and any external auditors or regulators.} Provide the plan using the following format and markdown language: #Vulnerability Assessment Plan ##Introduction Thorough Introduction to the plan including the scope, reasons for doing it, goals and objectives, and summary of the plan ##Process/Methodology Description and Outline of the process/Methodology ##Tools Required List of required tools and applications, with their descriptions and reasons needed ##Assessment Steps Detailed, multi-layered outline of the assessment steps Hint If you are performing this in the OpenAI Playground, it is advisable to use Chat mode and enter the role in the System window, and the prompt in the User message window. Figure 2.1 shows the system role and user prompt entered into the OpenAI Playground.  Figure 2.1 – OpenAI Playground Method 5. Review the generated output from ChatGPT. If the output is satisfactory and meets the requirements, you can proceed to the next step. If not, you can either refine your prompt or re-run the conversation to generate a new output. 6. Once you have obtained the desired output, you can use the generated markdown to create a well-structured vulnerability assessment plan in your preferred text editor or markdown viewer.  Figure 2.2 shows an example of ChatGPT generation of a vulnerability assessment plan using markdown language formatting.  Figure 2.2 – Example ChatGPT Assessment Plan Output How it works… This GPT-assisted vulnerability assessment plan recipe leverages the sophistication of natural language processing (NLP) and machine learning algorithms to generate a comprehensive and detailed vulnerability assessment plan. By adopting a specific system role and an elaborate user request as a prompt, ChatGPT is able to customize its response to meet the requirements of a seasoned cybersecurity professional who is tasked with assessing an extensive network system. Here's a closer look at how this process works: 1. System Role and Detailed Prompt: The system role designates ChatGPT as a seasoned cybersecurity professional specializing in vulnerability assessment. The prompt, which serves as the user request, is detailed and outlines the specifics of the assessment plan, from the size of the network and types of devices to the required compliance and the expected deliverables. These inputs provide context and guide ChatGPT's response, ensuring it is tailored to the complexities and requirements of the vulnerability assessment task. 2. Natural Language Processing and Machine Learning: NLP and machine learning form the bedrock of ChatGPT's capabilities. It applies these technologies to understand the intricacies of the user request, learn from the patterns, and generate a well-structured vulnerability assessment plan that is detailed, specific, and actionable. 3. Knowledge and Language Understanding Capabilities: ChatGPT uses its extensive knowledge base and language understanding capabilities to conform to industry-standard methodologies and best practices. This is particularly important in the rapidly evolving field of cybersecurity, ensuring that the resulting vulnerability assessment plan is up-to-date and adheres to recognized standards. 4. Markdown Language Output: The use of markdown language output ensures that the plan is formatted in a consistent and easy-to-read manner. This format can be easily integrated into reports, presentations, and other formal documents, which is crucial when communicating the plan to IT departments, senior management, and external auditors or regulators. 5. Streamlining the Assessment Planning Process: The overall advantage of using this GPT-assisted vulnerability assessment plan recipe is that it streamlines the process of creating a comprehensive vulnerability assessment plan. You save time on planning and documentation and can generate a professional-grade assessment plan that aligns with industry standards and is tailored to the specific needs of your organization. By applying these detailed inputs, you transform ChatGPT into a potential tool that can assist in creating a comprehensive, tailored vulnerability assessment plan. This not only bolsters your cybersecurity efforts but also ensures your resources are utilized effectively in protecting your network systems. ConclusionIn harnessing ChatGPT and the OpenAI API, this guide unlocks a streamlined approach to crafting detailed vulnerability assessment plans. Whether a novice or seasoned cybersecurity professional, leveraging these tools optimizes planning and documentation. By tailoring assessments to specific network intricacies, it fosters precision in identifying potential threats and fortifying defenses. Embrace this method to not only save time but also ensure comprehensive security measures aligned with industry standards, safeguarding networks effectively.Author BioClint Bodungen is a cybersecurity professional with 25+ years of experience and the author of Hacking Exposed: Industrial Control Systems. He began his career in the United States Air Force and has since many of the world's largest energy companies and organizations, working for notable cybersecurity companies such as Symantec, Kaspersky Lab, and Booz Allen Hamilton. He has published multiple articles, technical papers, and training courses on cybersecurity and aims to revolutionize cybersecurity education using computer gaming (“gamification”) and AI technology. His flagship product, ThreatGEN® Red vs. Blue, is the world’s first online multiplayer cybersecurity simulation game, designed to teach real-world cybersecurity.
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Alan Bernardo Palacio
31 Aug 2023
7 min read
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Building an API for Language Model Inference using Rust and Hyper - Part 1

Alan Bernardo Palacio
31 Aug 2023
7 min read
IntroductionIn the landscape of artificial intelligence, the capacity to bring sophisticated Large Language Models (LLMs) to commonplace applications has always been a sought-after goal. Enter LLM, a groundbreaking Rust library crafted by Rustformers, designed to make this dream a tangible reality. By focusing on the intricate synergy between the LLM library and the foundational GGML project, this toolset pushes the boundaries of what's possible, enabling AI enthusiasts to harness the sheer might of LLMs on conventional CPUs. This shift in dynamics owes much to GGML's pioneering approach to model quantization, streamlining computational requirements without sacrificing performance.In this comprehensive guide, we'll embark on a journey that starts with understanding the essence of the llm crate and its seamless interaction with a myriad of LLMs. Delving into its intricacies, we'll illuminate how to integrate, interact, and infer using these models. And as a tantalizing glimpse into the realm of practical application, our expedition won't conclude here. In the subsequent installment, we'll rise to the challenge of crafting a web server in Rust—one that confidently runs inference directly on a CPU, making the awe-inspiring capabilities of AI not just accessible, but an integral part of our everyday digital experiences.This is a two-part article in the first section we will discuss the basic interaction with the library and in the following we build a server in Rust that allow us to build our own web applications using state-of-the-art LLMs. Let’s begin with it.Harnessing the Power of Large Language ModelsAt the very core of LLM's architecture resides the GGML project, a tensor library meticulously crafted in the C programming language. GGML, short for "General GPU Machine Learning," serves as the bedrock of LLM, enabling the intricate orchestration of large language models. Its quintessence lies in a potent technique known as model quantization.Model quantization, a pivotal process employed by GGML, involves the reduction of numerical precision within a machine-learning model. This entails transforming the conventional 32-bit floating-point numbers frequently used for calculations into more compact representations such as 16-bit or even 8-bit integers.Quantization can be considered as the act of chiseling away unnecessary complexities while sculpting a model. Model quantization adeptly streamlines resource utilization without inordinate compromises on performance. By default, models lean on 32-bit floating-point numbers for their arithmetic operations. With quantization, this intricacy is distilled into more frugal formats, such as 16-bit integers or even 8-bit integers. It's an artful equilibrium between computational efficiency and performance optimization.GGML's versatility can be seen through a spectrum of quantization strategies: spanning 4, 5, and 8-bit quantization. Each strategy allows for improvement in efficiency and execution in different ways. For instance, 4-bit quantization thrives in memory and computational frugality, although it could potentially induce a performance decrease compared to the broader 8-bit quantization.The Rustformers library allows to integration of different language models including Bloom, GPT-2, GPT-J, GPT-NeoX, Llama, and MPT. To use these models within the Rustformers library, they undergo a transformation to align with GGML's technical underpinnings. The authorship has generously provided pre-engineered models on the Hugging Face platform, facilitating seamless integration.In the next sections, we will use the llm crate to run inference on LLM models like Llama. The realm of AI innovation is beckoning, and Rustformers' LLM, fortified by GGML's techniques, forms an alluring gateway into its intricacies.Getting Started with LLM-CLIThe Rustformers group has the mission of amplifying access to the prowess of large language models (LLMs) at the forefront of AI evolution. The group focuses on harmonizing with the rapidly advancing GGML ecosystem – a C library harnessed for quantization, enabling the execution of LLMs on CPUs. The trajectory extends to supporting diverse backends, embracing GPUs, Wasm environments, and more.For Rust developers venturing into the realm of LLMs, the key to unlocking this potential is the llm crate – the gateway to Rustformers' innovation. Through this crate, Rust developers interface with LLMs effortlessly. The "llm" project also offers a streamlined CLI for interacting with LLMs and examples showcasing its integration into Rust projects. More insights can be gained from the GitHub repository or its official documentation for released versions.To embark on your LLM journey, initiate by installing the LLM-CLI package. This package materializes the model's essence onto your console, allowing for direct inference.Getting started is a streamlined process:Clone the repository.Install the llm-cli tool from the repository.Download your chosen models from Hugging Face. In our illustration, we employ the Llama model with 4-bit quantization.Run inference on the model using the CLI tool and reference the model and architecture of the model downloaded previously.So let’s start with it. First, let's install llm-cli using this command:cargo install llm-cli --git <https://github.com/rustformers/llm>Next, we proceed by fetching your desired model from Hugging Face:curl -LO <https://huggingface.co/rustformers/open-llama-ggml/resolve/main/open_llama_3b-f16.bin>Finally, we can initiate a dialogue with the model using a command akin to:llm infer -a llama -m open_llama_3b-f16.bin -p "Rust is a cool programming language because"We can see how the llm crate stands to facilitate seamless interactions with LLMs.This project empowers developers with streamlined CLI tools, exemplifying the LLM integration into Rust projects. With installation and model preparation effortlessly explained, the journey toward LLM proficiency commences. As we transition to the culmination of this exploration, the power of LLMs is within reach, ready to reshape the boundaries of AI engagement.Conclusion: The Dawn of Accessible AI with Rust and LLMIn this exploration, we've delved deep into the revolutionary Rust library, LLM, and its transformative potential to bring Large Language Models (LLMs) to the masses. No longer is the prowess of advanced AI models locked behind the gates of high-end GPU architectures. With the symbiotic relationship between the LLM library and the underlying GGML tensor architecture, we can seamlessly run language models on standard CPUs. This is made possible largely by the potent technique of model quantization, which GGML has incorporated. By optimizing the balance between computational efficiency and performance, models can now run in environments that were previously deemed infeasible.The Rustformers' dedication to the cause shines through their comprehensive toolset. Their offerings extend from pre-engineered models on Hugging Face, ensuring ease of integration, to a CLI tool that simplifies the very interaction with these models. For Rust developers, the horizon of AI integration has never seemed clearer or more accessible.As we wrap up this segment, it's evident that the paradigm of AI integration is rapidly shifting. With tools like the llm crate, developers are equipped with everything they need to harness the full might of LLMs in their Rust projects. But the journey doesn't stop here. In the next part of this series, we venture beyond the basics, and into the realm of practical application. Join us as we take a leap forward, constructing a web server in Rust that leverages the llm crate.Author BioAlan Bernardo Palacio is a data scientist and an engineer with vast experience in different engineering fields. His focus has been the development and application of state-of-the-art data products and algorithms in several industries. He has worked for companies such as Ernst and Young, and Globant, and now holds a data engineer position at Ebiquity Media helping the company to create a scalable data pipeline. Alan graduated with a Mechanical Engineering degree from the National University of Tucuman in 2015, participated as the founder of startups, and later on earned a Master's degree from the faculty of Mathematics at the Autonomous University of Barcelona in 2017. Originally from Argentina, he now works and resides in the Netherlands.LinkedIn 
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Packt
09 Jun 2010
18 min read
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Implementing a WCF Service in the Real World

Packt
09 Jun 2010
18 min read
WCF is the acronym for Windows Communication Foundation. It is Microsoft's latest technology that enables applications in a distributed environment to communicate with each other. In this article by, Mike Liu, author of  WCF 4.0 Multi-tier Services Development with LINQ to Entities, we will create and test the WCF service by following these steps: Create the project using a WCF Service Library template Create the project using a WCF Service Application template Create the Service Operation Contracts Create the Data Contracts Add a Product Entity project Add a business logic layer project Call the business logic layer from the service interface layer Test the service Here ,In this article, we will learn how to separate the service interface layer from the business logic layer (Read more interesting articles on WCF 4.0 here.) Why layer a service? An important aspect of SOA design is that service boundaries should be explicit, which means hiding all the details of the implementation behind the service boundary. This includes revealing or dictating what particular technology was used. Furthermore, inside the implementation of a service, the code responsible for the data manipulation should be separated from the code responsible for the business logic. So in the real world, it is always good practice to implement a WCF service in three or more layers. The three layers are the service interface layer, the business logic layer, and the data access layer. Service interface layer: This layer will include the service contracts and operation contracts that are used to define the service interfaces that will be exposed at the service boundary. Data contracts are also defined to pass in and out of the service. If any exception is expected to be thrown outside of the service, then Fault contracts will also be defined at this layer. Business logic layer: This layer will apply the actual business logic to the service operations. It will check the preconditions of each operation, perform business activities, and return any necessary results to the caller of the service. Data access layer: This layer will take care of all of the tasks needed to access the underlying databases. It will use a specific data adapter to query and update the databases. This layer will handle connections to databases, transaction processing, and concurrency controlling. Neither the service interface layer nor the business logic layer needs to worry about these things. Layering provides separation of concerns and better factoring of code, which gives you better maintainability and the ability to split out layers into separate physical tiers for scalability. The data access code should be separated into its own layer that focuses on performing translation services between the databases and the application domain. Services should be placed in a separate service layer that focuses on performing translation services between the service-oriented external world and the application domain. The service interface layer will be compiled into a separate class assembly and hosted in a service host environment. The outside world will only know about and have access to this layer. Whenever a request is received by the service interface layer, the request will be dispatched to the business logic layer, and the business logic layer will get the actual work done. If any database support is needed by the business logic layer, it will always go through the data access layer. Creating a new solution and project using WCF templates We need to create a new solution for this example and add a new WCF project to this solution. This time we will use the built-in Visual Studio WCF templates for the new project. Using the C# WCF service library template There are a few built-in WCF service templates within Visual Studio 2010; two of them are Visual Studio WCF Service Library and Visual Studio WCF Service Application. In this article, we will use the service library template. Follow these steps to create the RealNorthwind solution and the project using the service library template: Start Visual Studio 2010, select menu option File New | Project…|, and you will see the New Project dialog box. From this point onwards, we will create a completely new solution and save it in a different location. In the New Project window, specify Visual C# WCF | WCF| Service Library as the project template, RealNorthwindService as the (project) name, and RealNorthwind as the solution name. Make sure that the checkbox Create directory for solution is selected. Click on the OK button, and the solution is created with a WCF project inside it. The project already has an IService1.cs file to define a service interface and Service1.cs to implement the service. It also has an app.config file, which we will cover shortly. Using the C# WCF service application template Instead of using the Visual Studio WCF Service Library template to create our new WCF project, we can use the Visual Studio Service Application template to create the new WCF project. Because we have created the solution, we will add a new project using the Visual Studio WCF Service Application template. Right-click on the solution item in Solution Explorer, select menu option Add New Project…| from the context menu, and you will see the Add New Project dialog box. In the Add New Project window, specify Visual C# | WCF Service Application as the project template, RealNorthwindService2 as the (project) name, and leave the default location of C:SOAWithWCFandLINQProjectsRealNorthwind unchanged. Click on the OK button and the new project will be added to the solution.The project already has an IService1.cs file to define a service interface, and Service1.svc.cs to implement the service. It also has a Service1.svc file and a web.config file, which are used to host the new WCF service. It has also had the necessary references added to the project such as System.ServiceModel. You can follow these steps to test this service: Change this new project, RealNorthwindService2, to be the startup project(right-click on it from Solution Explorer and select Set as Startup Project). Then run it (Ctrl + F5 or F5). You will see that it can now run. You will see that ASP.NET Development Server has been started, and a browser is open listing all of the files under the RealNorthwindService2 project folder.Clicking on the Service1.svc file will open the metadata page of the WCF service in this project. If you have pressed F5 in the previous step to run this project, you might see a warning message box asking you if you want to enable debugging for the WCF service. As we said earlier, you can choose enable debugging or just run in the non-debugging mode. You may also have noticed that the WCF Service Host is started together with ASP.NET Development Server. This is actually another way of hosting a WCF service in Visual Studio 2010. It has been started at this point because, within the same solution, there is a WCF service project (RealNorthwindService) created using the WCF Service Library template. So far we have used two different Visual Studio WCF templates to create two projects. The first project, using the C# WCF Service Library template, is a more sophisticated one because this project is actually an application containing a WCF service, a hosting application (WcfSvcHost), and a WCF Test Client. This means that we don't need to write any other code to host it, and as soon as we have implemented a service, we can use the built-in WCF Test Client to invoke it. This makes it very convenient for WCF development. The second project, using the C# WCF Service Application template, is actually a website. This is the hosting application of the WCF service so you don't have to create a separate hosting application for the WCF service. As we have already covered them and you now have a solid understanding of these styles, we will not discuss them further. But keep in mind that you have this option, although in most cases it is better to keep the WCF service as clean as possible, without any hosting functionalities attached to it. To focus on the WCF service using the WCF Service Library template, we now need to remove the project RealNorthwindService2 from the solution. In Solution Explorer, right-click on the RealNorthwindService2 project item and select Remove from the context menu. Then you will see a warning message box. Click on the OK button in this message box and the RealNorthwindService2 project will be removed from the solution. Note that all the files of this project are still on your hard drive. You will need to delete them using Windows Explorer. Creating the service interface layer In this article, we will create the service interface layer contracts. Because two sample files have already been created for us, we will try to reuse them as much as possible. Then we will start customizing these two files to create the service contracts. Creating the service interfaces To create the service interfaces, we need to open the IService1.cs file and do the following: Change its namespace from RealNorthwindService to: MyWCFServices.RealNorthwindService Change the interface name from IService1 to IProductService. Don't be worried if you see the warning message before the interface definition line, as we will change the web.config file in one of the following steps. Change the first operation contract definition from this line: string GetData(int value); to this line: Product GetProduct(int id); Change the second operation contract definition from this line: CompositeType GetDataUsingDataContract(CompositeType composite); to this line: bool UpdateProduct(Product product); Change the filename from IService1.cs to IProductService.cs. With these changes, we have defined two service contracts. The first one can be used to get the product details for a specific product ID, while the second one can be used to update a specific product. The product type, which we used to define these service contracts, is still not defined. The content of the service interface for RealNorthwindService.ProductService should look like this now: using System;using System.Collections.Generic;using System.Linq;using System.Runtime.Serialization;using System.ServiceModel;using System.Text;namespace MyWCFServices.RealNorthwindService{ [ServiceContract] public interface IProductService { [OperationContract] Product GetProduct(int id); [OperationContract] bool UpdateProduct(Product product); // TODO: Add your service operations here }} This is not the whole content of the IProductService.cs file. The bottom part of this file should still have the class, CompositeType. Creating the data contracts Another important aspect of SOA design is that you shouldn't assume that the consuming application supports a complex object model. One part of the service boundary definition is the data contract definition for the complex types that will be passed as operation parameters or return values. For maximum interoperability and alignment with SOA principles, you should not pass any .NET-specific types such as DataSet or Exceptions across the service boundary. You should stick to fairly simple data structure objects such as classes with properties and backing member fields. You can pass objects that have nested complex types such as 'Customer with an Order collection'. However, you shouldn't make any assumption about the consumer being able to support object-oriented constructs such as inheritance or base-classes for interoperable web services. In our example, we will create a complex data type to represent a product object. This data contract will have five properties: ProductID, ProductName, QuantityPerUnit, UnitPrice, and Discontinued. These will be used to communicate with client applications. For example, a supplier may call the web service to update the price of a particular product or to mark a product for discontinuation. It is preferable to put data contracts in separate files within a separate assembly but, to simplify our example, we will put DataContract in the same file as the service contract. We will modify the file, IProductService.cs, as follows: Change the DataContract name from CompositeType to Product. Change the fields from the following lines: bool boolValue = true;string stringValue = "Hello "; to these seven lines: int productID;string productName;string quantityPerUnit;decimal unitPrice;bool discontinued; Delete the old boolValue and StringValue DataMember properties. Then, for each of the above fields, add a DataMember property. For example, for productID, we will have this DataMember property: [DataMember]public int ProductID{ get { return productID; } set { productID = value; }} A better way is to take advantage of the automatic property feature of C#, and add the following ProductID DataMember without defining the productID field: [DataMember]public int ProductID { get; set; } To save some space, we will use the latter format. So, we need to delete all of those field definitions and add an automatic property for each field, with the first letter capitalized. The data contract part of the finished service contract file, IProductService.cs,should now look like this: [DataContract]public class Product{ [DataMember] public int ProductID { get; set; } [DataMember] public string ProductName { get; set; } [DataMember] public string QuantityPerUnit { get; set; } [DataMember] public decimal UnitPrice { get; set; } [DataMember] public bool Discontinued { get; set; }} Implementing the service contracts To implement the two service interfaces that we defined, open the Service1.cs file and do the following: Change its namespace from RealNorthwindService to MyWCFServices.RealNorthwindService. Change the class name from Service1 to ProductService. Make it inherit from the IProductService interface, instead of IService1. The class definition line should be like this: public class ProductService : IProductService Delete the GetData and GetDataUsingDataContract methods. Add the following method, to get a product: public Product GetProduct(int id){ // TODO: call business logic layer to retrieve product Product product = new Product(); product.ProductID = id; product.ProductName = "fake product name from service layer"; product.UnitPrice = (decimal)10.0; return product;} In this method, we created a fake product and returned it to the client.Later, we will remove the hard-coded product from this method and call the business logic to get the real product. Add the following method to update a product: public bool UpdateProduct(Product product){ // TODO: call business logic layer to update product if (product.UnitPrice <= 0) return false; else return true;} Also, in this method, we don't update anything. Instead, we always return true if a valid price is passed in. Change the filename from Service1.cs to ProductService.cs. The content of the ProductService.cs file should be like this: using System;using System.Collections.Generic;using System.Linq;using System.Runtime.Serialization;using System.ServiceModel;using System.Text;namespace MyWCFServices.RealNorthwindService{ public class ProductService : IProductService { public Product GetProduct(int id) { // TODO: call business logic layer to retrieve product Product product = new Product(); product.ProductID = id; product.ProductName = "fake product name from service layer"; product.UnitPrice = (decimal)10; return product; } public bool UpdateProduct(Product product) { // TODO: call business logic layer to update product if (product.UnitPrice <= 0) return false; else return true; } }} Modifying the app.config file Because we have changed the service name, we have to make the appropriate changes to the configuration file. Note that when you rename the service, if you have used the refactor feature of Visual Studio, some of the following tasks may have been done by Visual Studio. Follow these steps to change the configuration file: Open the app.config file from Solution Explorer. Change all instances of the RealNorthwindService string except the one in baseAddress to MyWCFServices.RealNorthwindService. This is for the namespace change. Change the RealNorthwindService string in baseAddress to MyWCFServices/RealNorthwindService. Change all instances of the Service1 string to ProductService. This is for the actual service name change. Change the service address port from 8731 to 8080. This is to prepare for the client application, which we will create soon. You can also change Design_Time_Addresses to whatever address you want, or delete the baseAddress part from the service. This can be used to test your service locally. We will leave it unchanged for our example. The content of the app.config file should now look like this: <?xml version="1.0" encoding="utf-8" ?><configuration> <system.web> <compilation debug="true" /> </system.web> <!-- When deploying the service library project, the content of the config file must be added to the host's app.config file. System.Configuration does not support config files for libraries. --> <system.serviceModel> <services> <service name="MyWCFServices.RealNorthwindService. ProductService"> <endpoint address="" binding="wsHttpBinding" contract="MyWCFServices. RealNorthwindService.IProductService"> <identity> <dns value="localhost" /> </identity> </endpoint> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> <host> <baseAddresses> <add baseAddress="http://localhost:8080/Design_Time_ Addresses/MyWCFServices/ RealNorthwindService/ProductService/" /> </baseAddresses> </host> </service> </services> <behaviors> <serviceBehaviors> <behavior> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="True"/> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="False" /> </behavior> </serviceBehaviors> </behaviors> </system.serviceModel> </configuration> Testing the service using WCF Test Client Because we are using the WCF Service Library template in this example, we are now ready to test this web service. As we pointed out when creating this project, this service will be hosted in the Visual Studio 2010 WCF Service Host environment. To start the service, press F5 or Ctrl + F5. WcfSvcHost will be started and WCF Test Client is also started. This is a Visual Studio 2010 built-in test client for WCF Service Library projects. In order to run the WCF Test Client you have to log into your machine as a local administrator. You also have to start Visual Studio as an administrator because we have changed the service port from 8732 to 8080 (port 8732 is pre-registered but 8080 is not). Again, if you get an Access is denied error, make sure you run Visual Studio as an administrator (under Windows XP you need to log on as an administrator). Now from this WCF Test Client we can double-click on an operation to test it.First, let us test the GetProduct operation. Now the message Invoking Service… will be displayed in the status bar as the client is trying to connect to the server. It may take a while for this initial connection to be made as several things need to be done in the background. Once the connection has been established, a channel will be created and the client will call the service to perform the requested operation. Once the operation has been completed on the server side, the response package will be sent back to the client, and the WCF Test Client will display this response in the bottom panel. If you started the test client in debugging mode (by pressing F5), you can set a breakpoint at a line inside the GetProduct method in the RealNorthwindService.cs file, and when the Invoke button is clicked, the breakpoint will be hit so that you can debug the service as we explained earlier. However, here you don't need to attach to the WCF Service Host. Note that the response is always the same, no matter what product ID you use to retrieve the product. Specifically, the product name is hard-coded, as shown in the diagram. Moreover, from the client response panel, we can see that several properties of the Product object have been assigned default values. Also, because the product ID is an integer value from the WCF Test Client, you can only enter an integer for it. If a non-integer value is entered, when you click on the Invoke button, you will get an error message box to warn you that you have entered a value with the wrong type. Now let's test the operation, UpdateProduct. The Request/Response packages are displayed in grids by default but you have the option of displaying them in XML format. Just select the XML tab at the bottom of the right-side panel, and you will see the XML-formatted Request/Response packages. From these XML strings, you can see that they are SOAP messages. Besides testing operations, you can also look at the configuration settings of the web service. Just double-click on Config File from the left-side panel and the configuration file will be displayed in the right-side panel. This will show you the bindings for the service, the addresses of the service, and the contract for the service. What you see here for the configuration file is not an exact image of the actual configuration file. It hides some information such as debugging mode and service behavior, and includes some additional information on reliable sessions and compression mode. If you are satisfied with the test results, just close the WCF Test Client, and you will go back to Visual Studio IDE. Note that as soon as you close the client, the WCF Service Host is stopped. This is different from hosting a service inside ASP.NET Development Server, where ASP.NET Development Server still stays active even after you close the client.
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