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7018 Articles
article-image-julia-co-creator-jeff-bezanson-on-whats-wrong-with-julialang-and-how-to-tackle-issues-like-modularity-and-extension
Vincy Davis
08 Aug 2019
5 min read
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Julia co-creator, Jeff Bezanson, on what’s wrong with Julialang and how to tackle issues like modularity and extension

Vincy Davis
08 Aug 2019
5 min read
The Julia language, which has been touted as the new fastest-growing programming language, held its 6th Annual JuliaCon 2019, between July 22nd to 26th at Baltimore, USA. On the fourth day of the conference, the co-creator of Julia language and the co-founder of Julia computing, Jeff Bezanson, gave a talk explaining “What’s bad about Julia”. Firstly, Bezanson states a disclaimer that he’s mentioning only those bad things in Julia which he is currently aware of. Next, he begins by listing many popular issues with the programming language. What’s wrong with Julia Compiler latency: Compiler latency has been one of the high priority issues in Julia. It is a lot slower when compared to other languages like Python(~27x slower) or C( ~187x slower). Static compilation support: Of Course, Julia can be compiled. Unlike the language C which is compiled before execution, Julia is compiled at runtime. Thus Julia provides poor support for static compilation. Immutable arrays: Many developers have contributed immutable array packages, however,  many of these packages assume mutability by default, resulting in more work for users. Thus Julia users have been requesting better support for immutable arrays. Mutation issues: This is a common stumbling block for Julia developers as many complain that it is difficult to identify which package is safe to mutate. Array optimizations: To get good performance, Julia users have to use manually in-place operations to get high performance array code. Better traits: Users have been requesting more traits in Julia, to avoid the big unions of listing all the examples of a type, instead of adding a declaration. This has been a big issue in array code and linear algebra. Incomplete notations: Many codes in Julia have incomplete notations. For eg. N-d array Many members from the audience agreed with Bezanson’s list and appreciated his frank efforts in accepting the problems in Julia. In this talk, Bezanson opts to explore two not-so-popular Julia issues - modularity and extension. He says that these issues are weird and worrisome to even him. How to tackle modularity and extension issues in Julia A typical Julia module extends functions from another module. This helps users in composing many things and getting lots of new functionality for free. However, what if a user wants a separately compiled module, which would be completely sealed, predictable, and will need less  time to compile, like an isolated module. Bezanson starts illustrating how the two issues of modularity and extension can be avoided in Julia code. Firstly, he starts by using two unrelated packages, which can communicate to each other by using extension in another base package. This scenario, he states, is common when used in a core module, which requires few primitives like any type, int type, and others. The two packages in a core module are called Core.Compiler and base, with each having their own definitions. The two packages have some codes which are common among them, thus it requires the user to write the same code twice in both the packages, which Bezanson think is “fine”. The more intense problem, Bezanson says is the typeof present in the core module. As both these packages needs to define constructors for their own types, it is not possible to share these constructors. This means that, except for constructors, everything else is isolated among the two packages. He adds that, “In practice, it doesn’t really matter because the types are different, so they can be distinguished just fine, but I find it annoying that we can’t sort of isolate those method tables of the constructors. I find it kind of unsatisfying that there’s just this one exception.” Bezanson then explains how Types can be described using different representations and extensions. Later, Bezanson provides two rules to tackle method specificity issues in Julia. The first rule is to be more specific, i.e., if it is a strict subtype (<:,not==) of another signature. According to Bezanson, the second rule is that it cannot be avoided. If methods overlap in arguments and have no specificity relationship, then “users have to give an ambiguity error”. Bezanson says that thus users can be on the safer side and assume that things do overlap. Also, if two signatures are similar, “then it does not matter which signature is called”, adds Bezanson. Finally, after explaining all the workarounds with regard to the said issues, Bezanson concludes that “Julia is not that bad”. And states that the “Julia language could be alot better and the team is trying their best to tackle all the issues.” Watch the video below to check out all the illustrations demonstrated by Bezanson during his talk. https://www.youtube.com/watch?v=TPuJsgyu87U Julia users around the world have loved Bezanson’s honest and frank talk at the JuliaCon 2019. https://twitter.com/MoseGiordano/status/1154371462205231109 https://twitter.com/johnmyleswhite/status/1154726738292891648 Read More Julia announces the preview of multi-threaded task parallelism in alpha release v1.3.0 Mozilla is funding a project for bringing Julia to Firefox and the general browser environment Creating a basic Julia project for loading and saving data [Tutorial]
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article-image-understanding-deep-reinforcement-learning-by-understanding-the-markov-decision-process-tutorial
Savia Lobo
24 Sep 2018
10 min read
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Understanding Deep Reinforcement Learning by understanding the Markov Decision Process [Tutorial]

Savia Lobo
24 Sep 2018
10 min read
This article is an excerpt taken from the book, Hands-On Intelligent Agents with OpenAI Gym, written by Praveen Palanisamy. In this article, the author introduces us to the Markov Decision Process followed by the understanding of Deep reinforcement learning. A Markov Decision Process (MDP) provides a formal framework for reinforcement learning. It is used to describe a fully observable environment where the outcomes are partly random and partly dependent on the actions taken by the agent or the decision maker. The following diagram is the progression of a Markov Process into a Markov Decision Process through the Markov Reward Process: These stages can be described as follows: A Markov Process (or a markov chain) is a sequence of random states s1, s2,...  that obeys the Markov property. In simple terms, it is a random process without any memory about its history. A Markov Reward Process (MRP) is a Markov Process (also called a Markov chain) with values. A Markov Decision Process is a Markov Reward Process with decisions. Dynamic programming with Markov Decision Process Dynamic programming is a very general method to efficiently solve problems that can be decomposed into overlapping sub-problems. If you have used any type of recursive function in your code, you might have already got some preliminary flavor of dynamic programming. Dynamic programming, in simple terms, tries to cache or store the results of sub-problems so that they can be used later if required, instead of computing the results again. Okay, so how is that relevant here, you may ask. Well, they are pretty useful for solving a fully defined MDP, which means that an agent can find the most optimal way to act in an environment to achieve the highest reward using dynamic programming if it has full knowledge of the MDP! In the following table, you will find a concise summary of what the inputs and outputs are when we are interested in sequential prediction or control: Task/objective Input Output Prediction MDP or MRP and policy  Value function  Control MDP Optimal value function  and optimal policy  Monte Carlo learning and temporal difference learning At this point, we understand that it is very useful for an agent to learn the state value function , which informs the agent about the long-term value of being in state so that the agent can decide if it is a good state to be in or not. The Monte Carlo (MC) and Temporal Difference (TD) learning methods enable an agent to learn that! The goal of MC and TD learning is to learn the value functions from the agent's experience as the agent follows its policy . The following table summarizes the value estimate's update equation for the MC and TD learning methods: Learning method State-value function Monte Carlo Temporal Difference MC learning updates the value towards the actual return ,which is the total discounted reward from time step t. This means that until the end. It is important to note that we can calculate this value only after the end of the sequence, whereas TD learning (TD(0) to be precise), updates the value towards the estimated return given by , which can be calculated after every step. SARSA and Q-learning It is also very useful for an agent to learn the action value function , which informs the agent about the long-term value of taking action  in state  so that the agent can take those actions that will maximize its expected, discounted future reward. The SARSA and Q-learning algorithms enable an agent to learn that! The following table summarizes the update equation for the SARSA algorithm and the Q-learning algorithm: Learning method Action-value function SARSA Q-learning SARSA is so named because of the sequence State->Action->Reward->State'->Action' that the algorithm's update step depends on. The description of the sequence goes like this: the agent, in state S, takes an action A and gets a reward R, and ends up in the next state S', after which the agent decides to take an action A' in the new state. Based on this experience, the agent can update its estimate of Q(S,A). Q-learning is a popular off-policy learning algorithm, and it is similar to SARSA, except for one thing. Instead of using the Q value estimate for the new state and the action that the agent took in that new state, it uses the Q value estimate that corresponds to the action that leads to the maximum obtainable Q value from that new state, S'. Deep reinforcement learning With a basic understanding of reinforcement learning, you are now in a better state (hopefully you are not in a strictly Markov state where you have forgotten the history/things you have learned so far) to understand the basics of the cool new suite of algorithms that have been rocking the field of AI in recent times. Deep reinforcement learning emerged naturally when people made advancements in the deep learning field and applied them to reinforcement learning. We learned about the state-value function, action-value function, and policy. Let's briefly look at how they can be represented mathematically or realized through computer code. The state-value function  is a real-value function that takes the current state  as the input and outputs a real-value number (such as 4.57). This number is the agent's prediction of how good it is to be in state and the agent keeps updating the value function based on the new experiences it gains. Likewise, the action-value function is also a real-value function, which takes action as an input in addition to state , and outputs a real number. One way to represent these functions is using neural networks because neural networks are universal function approximators, which are capable of representing complex, non-linear functions. For an agent trying to play a game of Atari by just looking at the images on the screen (like we do), state could be the pixel values of the image on the screen. In such cases, we could use a deep neural network with convolutional layers to extract the visual features from the state/image, and then a few fully connected layers to finally output  or , depending on which function we want to approximate. Recall from the earlier sections of this chapter that  is the state-value function and provides an estimate of the value of being in state , and  is the action-value function, which provides an estimate of the value of each action given the  state. If we do this, then we are doing deep reinforcement learning! Easy enough to understand? I hope so. Let's look at some other ways in which we can use deep learning in reinforcement learning. Recall that a policy is represented as  in the case of deterministic policies, and as  in the case of stochastic policies, where action could be discrete (such as "move left," "move right," or "move straight ahead") or continuous values (such as "0.05" for acceleration, "0.67" for steering, and so on), and they can be single or multi-dimensional. Therefore, a policy can be a complicated function at times! It might have to take in a multi-dimensional state (such as an image) as input and output a multi-dimensional vector of probabilities as output (in the case of stochastic policies). So, this does look like it will be a monster function, doesn't it? Yes it does. That's where deep neural networks come to the rescue! We could approximate an agent's policy using a deep neural network and directly learn to update the policy (by updating the parameters of the deep neural network). This is called policy optimization-based deep reinforcement learning and it has been shown to be quite efficient in solving several challenging control problems, especially in robotics. So in summary, deep reinforcement learning is the application of deep learning to reinforcement learning and so far, researchers have applied deep learning to reinforcement learning successfully in two ways. One way is using deep neural networks to approximate the value functions, and the other way is to use a deep neural network to represent the policy. These ideas have been known from the early days, when researchers were trying to use neural networks as value function approximators, even back in 2005. But it rose to stardom only recently because although neural networks or other non-linear value function approximators can better represent the complex values of environment states and actions, they were prone to instability and often led to sub-optimal functions. Only recently have researchers such as Volodymyr Mnih and his colleagues at DeepMind (now part of Google) figured out the trick of stabilizing the learning and trained agents with deep, non-linear function approximators that converged to near-optimal value functions. In the later chapters of this book, we will, in fact, reproduce some of their then-groundbreaking results, which surpassed human Atari game playing capabilities! Practical applications of reinforcement and deep reinforcement learning algorithms Until recently, practical applications of reinforcement learning and deep reinforcement learning were limited, due to sample complexity and instability. But, these algorithms proved to be quite powerful in solving some really hard practical problems. Some of them are listed here to give you an idea: Learning to play video games better than humans: This news has probably reached you by now. Researchers at DeepMind and others developed a series of algorithms, starting with DeepMind's Deep-Q-Network, or DQN for short, which reached human-level performance in playing Atari games. We will actually be implementing this algorithm in a later chapter of this book! In essence, it is a deep variant of the Q-learning algorithm we briefly saw in this chapter, with a few changes that increased the speed of learning and the stability. It was able to reach human-level performance in terms of game scores after several games. What is more impressive is that the same algorithm achieved this level of play without any game-specific fine-tuning or changes! Mastering the game of Go: Go is a Chinese game that has challenged AI for several decades. It is played on a full-size 19 x 19 board and is orders of magnitude more complex than chess because of the large number () of possible board positions. Until recently, no AI algorithm or software was able to play anywhere close to the level of humans at this game. AlphaGo—the AI agent from DeepMind that uses deep reinforcement learning and Monte Carlo tree search—changed this all and beat the human world champions Lee Sedol (4-1) and Fan Hui (5-0). DeepMind released more advanced versions of their AI agent, named AlphaGO Zero (which uses zero human knowledge and learned to play all by itself!) and AlphaZero (which could play the games of Go, chess, and Shogi!), all of which used deep reinforcement learning as the core algorithm. Helping AI win Jeopardy!: IBM's Watson—an AI system developed by IBM, which came to fame by beating humans at Jeopardy!—used an extension of TD learning to create its daily-double wagering strategies that helped it to win against human champions. Robot locomotion and manipulation: Both reinforcement learning and deep reinforcement learning have enabled the control of complex robots, both for locomotion and navigation. Several recent works from the researchers at UC Berkeley have shown how, using deep reinforcement, they train policies that offer vision and control for robotic manipulation tasks and generate join actuations for making a complex bipedal humanoid walk and run. Summary To summarize, in this article, we learned about the Markov Decision process, Deep reinforcement learning, and its applications. If you've enjoyed this post, head over to the book, Hands-On Intelligent Agents with OpenAI Gym for implementing learning algorithms for machine software agents in order to solve discrete or continuous sequential decision making and control tasks, and much more. Budget and Demand Forecasting using Markov model in SAS [Tutorial] Implement Reinforcement learning using Markov Decision Process [Tutorial] What are generative adversarial networks (GANs) and how do they work? [Video]
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article-image-optimization-python
Packt
19 Aug 2015
14 min read
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Optimization in Python

Packt
19 Aug 2015
14 min read
The path to mastering performance in Python has just started. Profiling only takes us half way there. Measuring how our program is using the resources at its disposal only tells us where the problem is, not how to fix it. In this article by Fernando Doglio, author of the book Mastering Python High Performance, we will cover the process of optimization, and to do that, we need to start with the basics. We'll keep it inside the language for now: no external tools, just Python and the right way to use it. We will cover the following topics in this article: Memoization / lookup tables Usage of default arguments (For more resources related to this topic, see here.) Memoization / lookup tables This is one of the most common techniques used to improve the performance of a piece of code (namely a function). We can save the results of expensive function calls associated to a specific set of input values and return the saved result (instead of redoing the whole computation) when the function is called with the remembered input. It might be confused with caching, since it is one case of it, although this term refers also, to other types of optimization (such as HTTP caching, buffering, and so on) This methodology is very powerful, because in practice, it'll turn what should have been a potentially very expensive call into a O(1) function call if the implementation is right. Normally, the parameters are used to create a unique key, which is then used on a dictionary to either save the result or obtain it if it's been already saved. There is, of course, a trade-off to this technique. If we're going to be remembering the returned values of a memoized function, then we'll be exchanging memory space for speed. This is a very acceptable trade-off, unless the saved data becomes more than what the system can handle. Classic use cases for this optimization are function calls that repeat the input parameters often. This will assure that most of the times, the memoized results are returned. If there are many function calls but with different parameters, we'll only store results and spend our memory without any real benefit, as seen in the following diagram: You can clearly see how the blue bar (Fixed params, memoized) is clearly the fastest use case, while the others are all similar due to their nature. Here is the code that generates values for the preceding chart. To generate some sort of time-consuming function, the code will call either the twoParams function or the twoParamsMemoized function several hundred times under different conditions, and it will log the execution time: import math import time import random class Memoized: def __init__(self, fn): self.fn = fn self.results = {} def __call__(self, *args): key = ''.join(map(str, args[0])) try: return self.results[key] except KeyError: self.results[key] = self.fn(*args) return self.results[key] @Memoized def twoParamsMemoized(values, period): totalSum = 0 for x in range(0, 100): for v in values: totalSum = math.pow((math.sqrt(v) * period), 4) + totalSum return totalSum def twoParams(values, period): totalSum = 0 for x in range(0, 100): for v in values: totalSum = math.pow((math.sqrt(v) * period), 4) + totalSum return totalSum def performTest(): valuesList = [] for i in range(0, 10): valuesList.append(random.sample(xrange(1, 101), 10)) start_time = time.clock() for x in range(0, 10): for values in valuesList: twoParamsMemoized(values, random.random()) end_time = time.clock() - start_time print "Fixed params, memoized: %s" % (end_time) start_time = time.clock() for x in range(0, 10): for values in valuesList: twoParams(values, random.random()) end_time = time.clock() - start_time print "Fixed params, without memoizing: %s" % (end_time) start_time = time.clock() for x in range(0, 10): for values in valuesList: twoParamsMemoized(random.sample(xrange(1,2000), 10), random.random()) end_time = time.clock() - start_time print "Random params, memoized: %s" % (end_time) start_time = time.clock() for x in range(0, 10): for values in valuesList: twoParams(random.sample(xrange(1,2000), 10), random.random()) end_time = time.clock() - start_time print "Random params, without memoizing: %s" % (end_time) performTest() The main insight to take from the preceding chart is that just like with every aspect of programming, there is no silver bullet algorithm that will work for all cases. Memoization is clearly a very basic way of optimizing code, but clearly, it won't optimize anything given the right circumstances. As for the code, there is not much to it. It is a very simple, non real-world example of the point I was trying to send across. The performTest function will take care of running a series of 10 tests for every use case and measure the total time each use case takes. Notice that we're not really using profilers at this point. We're just measuring time in a very basic and ad-hoc way, which works for us. The input for both functions is simply a set of numbers on which they will run some math functions, just for the sake of doing something. The other interesting bit about the arguments is that, since the first argument is a list of numbers, we can't just use the args parameter as a key inside the Memoized class' methods. This is why we have the following line: key = ''.join(map(str, args[0])) This line will concatenate all the numbers from the first parameter into a single value, which will act as the key. The second parameter is not used here, because it's always random, which would imply that the key would never be the same. Another variation of the preceding method is to pre-calculate all values from the function (assuming we have a limited number of inputs of course) during initialization and then refer to the lookup table during execution. This approach has several preconditions: The number of input values must be finite; otherwise it's impossible to precalculate everything The lookup table with all of its values must fit into memory Just like before, the input must be repeated, at least once, so the optimization both makes sense and is worth the extra effort There are different approaches when it comes to architecting the lookup table, all offering different types of optimizations. It all depends on the type of application and solution that you're trying to optimize. Here is a set of examples. Lookup on a list or linked list This solution works by iterating over an unsorted list and checking the key against each element, with the associated value as the result we're looking for. This is obviously a very slow method of implementation, with a big O notation of O(n) for both the average and worst case scenarios. Still, given the right circumstances, it could prove to be faster than calling the actual function every time. In this case, using a linked list would improve the performance of the algorithm over using a simple list. However, it would still depend heavily on the type of linked list it is (doubly linked list, simple linked list with direct access to the first and last elements, and so on). Simple lookup on a dictionary This method works using a one-dimensional dictionary lookup, indexed by a key consisting of the input parameters (enough of them create a unique key). In particular cases (like we covered earlier), this is probably one of the fastest lookups, even faster than binary search in some cases with a constant execution time (big O notation of O(1)). Note that this approach is efficient as long as the key-generation algorithm is capable of generating unique keys every time. Otherwise, the performance could degrade over time due to the many collisions on the dictionaries. Binary search This particular method is only possible if the list is sorted. This could potentially be an option depending on the values to sort. Yet, sorting them would require an extra effort that would hurt the performance of the entire effort. However, it presents very good results even in long lists (average big O notation of O(log n)). It works by determining in which half of the list the value is and repeating until either the value is found or the algorithm is able to determine that the value is not in the list. To put all of this into perspective, looking at the Memoized class mentioned earlier, it implements a simple lookup on a dictionary. However, this would be the place to implement either of the other algorithms. Use cases for lookup tables There are some classic example use cases for this type of optimization, but the most common one is probably the optimization of trigonometric functions. Based on the computing time, these functions are really slow. When used repeatedly, they can cause some serious damage to your program's performance. This is why it is normally recommended to precalculate the values of these functions. For functions that deal with an infinite domain universe of possible input values, this task becomes impossible. So, the developer is forced to sacrifice accuracy for performance by precalculating a discrete subdomain of the possible input values (that is, going from floating points down to integer numbers). This approach might not be ideal in some cases, since some systems require both performance and accuracy. So, the solution is to meet in the middle and use some form of interpolation to calculate the wanted value, based on the ones that have been precalculated. It will provide better accuracy. Even though it won't be as performant as using the lookup table directly, it should prove to be faster than doing the trigonometric calculation every time. Let's look at some examples of this, for instance, for the following trigonometric function: def complexTrigFunction(x): return math.sin(x) * math.cos(x)**2 We'll take a look at how simple precalculation won't be accurate enough and how some form of interpolation will result in a better level of accuracy. The following code will precalculate the values for the function on a range from -1000 to 1000 (only integer values). Then, it'll try to do the same calculation (only for a smaller range) for floating point numbers: import math import time from collections import defaultdict import itertools trig_lookup_table = defaultdict(lambda: 0) def drange(start, stop, step): assert(step != 0) sample_count = math.fabs((stop - start) / step) return itertools.islice(itertools.count(start, step), sample_count) def complexTrigFunction(x): return math.sin(x) * math.cos(x)**2 def lookUpTrig(x): return trig_lookup_table[int(x)] for x in range(-1000, 1000): trig_lookup_table[x] = complexTrigFunction(x) trig_results = [] lookup_results = [] init_time = time.clock() for x in drange(-100, 100, 0.1): trig_results.append(complexTrigFunction(x)) print "Trig results: %s" % (time.clock() - init_time) init_time = time.clock() for x in drange(-100, 100, 0.1): lookup_results.append(lookUpTrig(x)) print "Lookup results: %s" % (time.clock() - init_time) for idx in range(0, 200): print "%st%s" % (trig_results [idx], lookup_results[idx]) The results from the preceding code will help demonstrate how the simple lookup table approach is not accurate enough (see the following chart). However, it compensates for it on speed since the original function takes 0.001526 seconds to run while the lookup table only takes 0.000717 seconds. The preceding chart shows how the lack of interpolation hurts the accuracy. You can see how even though both plots are quite similar, the results from the lookup table execution aren't as accurate as the trig function used directly. So, now, let's take another look at the same problem. However, this time, we'll add some basic interpolation (we'll limit the rage of values from -PI to PI): import math import time from collections import defaultdict import itertools trig_lookup_table = defaultdict(lambda: 0) def drange(start, stop, step): assert(step != 0) sample_count = math.fabs((stop - start) / step) return itertools.islice(itertools.count(start, step), sample_count) def complexTrigFunction(x): return math.sin(x) * math.cos(x)**2 reverse_indexes = {} for x in range(-1000, 1000): trig_lookup_table[x] = complexTrigFunction(math.pi * x / 1000) complex_results = [] lookup_results = [] init_time = time.clock() for x in drange(-10, 10, 0.1): complex_results .append(complexTrigFunction(x)) print "Complex trig function: %s" % (time.clock() - init_time) init_time = time.clock() factor = 1000 / math.pi for x in drange(-10 * factor, 10 * factor, 0.1 * factor): lookup_results.append(trig_lookup_table[int(x)]) print "Lookup results: %s" % (time.clock() - init_time) for idx in range(0, len(lookup_results )): print "%st%s" % (complex_results [idx], lookup_results [idx]) As you might've noticed in the previous chart, the resulting plot is periodic (specially because we've limited the range from -PI to PI). So, we'll focus on a particular range of values that will generate one single segment of the plot. The output of the preceding script also shows that the interpolation solution is still faster than the original trigonometric function, although not as fast as it was earlier: Interpolation Solution Original function 0.000118 seconds 0.000343 seconds The following chart is a bit different from the previous one, especially because it shows (in green) the error percentage between the interpolated value and the original one: The biggest error we have is around 12 percent (which represents the peaks we see on the chart). However, it's for the smallest values, such as -0.000852248551417 versus -0.000798905501416. This is a case where the error percentage needs to be contextualized to see if it really matters. In our case, since the values related to that error are so small, we can ignore that error in practice. There are other use cases for lookup tables, such as in image processing. However, for the sake of this article, the preceding example should be enough to demonstrate their benefits and trade-off implied in their usage. Usage of default arguments Another optimization technique, one that is contrary to memoization, is not particularly generic. Instead, it is directly tied to how the Python interpreter works. Default arguments can be used to determine values once at function creation time instead of at run time. This can only be done for functions or objects that will not be changed during program execution. Let's look at an example of how this optimization can be applied. The following code shows two versions of the same function, which does some random trigonometric calculation: import math #original function def degree_sin(deg): return math.sin(deg * math.pi / 180.0) #optimized function, the factor variable is calculated during function creation time, #and so is the lookup of the math.sin method. def degree_sin(deg, factor=math.pi/180.0, sin=math.sin): return sin(deg * factor) This optimization can be problematic if not correctly documented. Since it uses attributes to precompute terms that should not change during the program's execution, it could lead to the creation of a confusing API. With a quick and simple test, we can double-check the performance gain from this optimization: import time import math def degree_sin(deg): return math.sin(deg * math.pi / 180.0) * math.cos(deg * math.pi / 180.0) def degree_sin_opt(deg, factor=math.pi/180.0, sin=math.sin, cos = math.cos): return sin(deg * factor) * cos(deg * factor) normal_times = [] optimized_times = [] for y in range(100): init = time.clock() for x in range(1000): degree_sin(x) normal_times.append(time.clock() - init) init = time.clock() for x in range(1000): degree_sin_opt(x) optimized_times.append(time.clock() - init) print "Normal function: %s" % (reduce(lambda x, y: x + y, normal_times, 0) / 100) print "Optimized function: %s" % (reduce(lambda x, y: x + y, optimized_times, 0 ) / 100) The preceding code measures the time it takes for the script to finish each of the versions of the function to run its code 1000 times. It saves those measurements, and finally, it does an average for each case. The result is displayed in the following chart: It clearly isn't an amazing optimization. However, it does shave off some microseconds from our execution time, so we'll keep it in mind. Just remember that this optimization could cause problems if you're working as part of an OS developer team. Summary In this article, we covered several optimization techniques. Some of them are meant to provide big boosts on speed, save memory. Some of them are just meant to provide minor speed improvements. Most of this article covered Python-specific techniques, but some of them can be translated into other languages as well. Resources for Article: Further resources on this subject: How to do Machine Learning with Python [article] The Essentials of Working with Python Collections [article] Symbolizers [article]
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article-image-introducing-algorithm-design-paradigms
Packt
18 Nov 2016
10 min read
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Introducing Algorithm Design Paradigms

Packt
18 Nov 2016
10 min read
In this article by David Julian and Benjamin Baka, author of the book Python Data Structures and Algorithm, we will discern three broad approaches to algorithm design. They are as follows: Divide and conquer Greedy algorithms Dynamic programming   (For more resources related to this topic, see here.) As the name suggests, the divide and conquer paradigm involves breaking a problem into smaller subproblems, and then in some way combining the results to obtain a global solution. This is a very common and natural problem solving technique and is, arguably, the most used approach to algorithm design. Greedy algorithms often involve optimization and combinatorial problems; the classic example is applying it to the traveling salesperson problem, where a greedy approach always chooses the closest destination first. This shortest path strategy involves finding the best solution to a local problem in the hope that this will lead to a global solution. The dynamic programming approach is useful when our subproblems overlap. This is different from divide and conquer. Rather than breaking our problem into independent subproblems, with dynamic programming, intermediate results are cached and can be used in subsequent operations. Like divide and conquer, it uses recursion. However, dynamic programing allows us to compare results at different stages. This can have a performance advantage over divide and conquer for some problems because it is often quicker to retrieve a previously calculated result from memory rather than having to recalculate it. Recursion and backtracking Recursion is particularly useful for divide and conquer problems; however, it can be difficult to understand exactly what is happening, since each recursive call is itself spinning off other recursive calls. At the core of a recursive function are two types of cases. Base cases, which tell the recursion when to terminate and recursive cases that call the function they are in. A simple problem that naturally lends itself to a recursive solution is calculating factorials. The recursive factorial algorithm defines two cases—the base case, when n is zero, and the recursive case, when n is greater than zero. A typical implementation is shown in the following code: def factorial(n): #test for a base case if n==0: return 1 # make a calculation and a recursive call f= n*factorial(n-1) print(f) return(f) factorial(4) This code prints out the digits 1, 2, 4, 24. To calculate 4!, we require four recursive calls plus the initial parent call. On each recursion, a copy of the methods variables is stored in memory. Once the method returns, it is removed from memory. Here is a way to visualize this process: It may not necessarily be clear if recursion or iteration is a better solution to a particular problem, after all, they both repeat a series of operations and both are very well suited to divide and conquer approaches to algorithm design. An iteration churns away until the problem is done. Recursion breaks the problem down into smaller chunks and then combines the results. Iteration is often easier for programmers because the control stays local to a loop, whereas recursion can more closely represent mathematical concepts such as factorials. Recursive calls are stored in memory, whereas iterations are not. This creates a tradeoff between processor cycles and memory usage, so choosing which one to use may depend on whether the task is processor or memory intensive. The following table outlines the key differences between recursion and iteration. Recursion Iteration Terminates when a base case is reached Terminates when a defined condition is met Each recursive call requires space in memory Each iteration is not stored in memory An infinite recursion results in a stack overflow error An infinite iteration will run while the hardware is powered Some problems are naturally better suited to recursive solutions Iterative solutions may not always be obvious Backtracking Backtracking is a form of recursion that is particularly useful for types of problems such as traversing tree structures where we are presented with a number of options at each node, from which we must choose one. Subsequently, we are presented with a different set of options, and depending on the series of choices made, either a goal state or a dead end is reached. If it is the latter, we mast backtrack to a previous node and traverse a different branch. Backtracking is a divide and conquer method for exhaustive search. Importantly, backtracking prunes branches that cannot give a result. An example of back tracking is given by the following. Here, we have used a recursive approach to generating all the possible permutations of a given string, s, of a given length n: def bitStr(n, s): if n == 1: return s return [ digit + bits for digit in bitStr(1,s)for bits in bitStr(n - 1,s)] print (bitStr(3,'abc')) This generates the following output: Note the double list compression and the two recursive calls within this comprehension. This recursively concatenates each element of the initial sequence, returned when n = 1, with each element of the string generated in the previous recursive call. In this sense, it is backtracking to uncover previously ungenerated combinations. The final string that is returned is all n letter combinations of the initial string. Divide and conquer – long multiplication For recursion to be more than just a clever trick, we need to understand how to compare it to other approaches, such as iteration, and to understand when it is use will lead to a faster algorithm. An iterative algorithm that we are all familiar with is the procedure you learned in primary math classes, which was used to multiply two large numbers, that is, long multiplication. If you remember, long multiplication involved iterative multiplying and carry operations followed by a shifting and addition operation. Our aim here is to examine ways to measure how efficient this procedure is and attempt to answer the question, is this the most efficient procedure we can use for multiplying two large numbers together? In the following figure, we can see that multiplying two 4-digit numbers together requires 16 multiplication operations, and we can generalize to say that an n digit number requires, approximately, n2 multiplication operations: This method of analyzing algorithms, in terms of number of computational primitives such as multiplication and addition, is important because it can give a way to understand the relationship between the time it takes to complete a certain computation and the size of the input to that computation. In particular, we want to know what happens when the input, the number of digits, n, is very large. Can we do better? A recursive approach It turns out that in the case of long multiplication, the answer is yes, there are in fact several algorithms for multiplying large numbers that require fewer operations. One of the most well-known alternatives to long multiplication is the Karatsuba algorithm, published in 1962. This takes a fundamentally different approach: rather than iteratively multiplying single digit numbers, it recursively carries out multiplication operation on progressively smaller inputs. Recursive programs call themselves on smaller subset of the input. The first step in building a recursive algorithm is to decompose a large number into several smaller numbers. The most natural way to do this is to simply split the number into halves: the first half comprising the most significant digits and the second half comprising the least significant digits. For example, our four-digit number, 2345, becomes a pair of two digit numbers, 23 and 45. We can write a more general decomposition of any two n-digit numbers x and y using the following, where m is any positive integer less than n. For x-digit number: For y-digit number: So, we can now rewrite our multiplication problem x and y as follows: When we expand and gather like terms we get the following: More conveniently, we can write it like this (equation 1): Here, It should be pointed out that this suggests a recursive approach to multiplying two numbers since this procedure itself involves multiplication. Specifically, the products ac, ad, bc, and bd all involve numbers smaller than the input number, and so it is conceivable that we could apply the same operation as a partial solution to the overall problem. This algorithm, so far consists of four recursive multiplication steps and it is not immediately clear if it will be faster than the classic long multiplication approach. What we have discussed so far in regards to the recursive approach to multiplication was well known to mathematicians since the late 19th century. The Karatsuba algorithm improves on this is by making the following observation. We really only need to know three quantities, z2 = ac, z1=ad +bc, and z0 = bd to solve equation 1. We need to know the values of a, b, c, and d as they contribute to the overall sum and products involved in calculating the quantities z2, z1, and z0. This suggests the possibility that perhaps we can reduce the number of recursive steps. It turns out that this is indeed the situation. Since the products ac and bd are already in their simplest form, it seems unlikely that we can eliminate these calculations. We can, however, make the following observation: When we subtract the quantities ac and bd, which we have calculated in the previous recursive step, we get the quantity we need, namely ad + bc: This shows that we can indeed compute the sum of ad and bc without separately computing each of the individual quantities. In summary, we can improve on equation 1 by reducing from four recursive steps to three. These three steps are as follows: Recursively calculate ac. Recursively calculate bd. Recursively calculate (a +b)(c + d) and subtract ac and bd. The following code shows a Python implementation of the Karatsuba algorithm: from math import log10 def karatsuba(x,y): # The base case for recursion if x < 10 or y < 10: return x*y #sets n, the number of digits in the highest input number n = max(int(log10(x)+1), int(log10(y)+1)) # rounds up n/2 n_2 = int(math.ceil(n / 2.0)) #adds 1 if n is uneven n = n if n % 2 == 0 else n + 1 #splits the input numbers a, b = divmod(x, 10**n_2) c, d = divmod(y, 10**n_2) #applies the three recursive steps ac = karatsuba(a,c) bd = karatsuba(b,d) ad_bc = karatsuba((a+b),(c+d)) - ac - bd #performs the multiplication return (((10**n)*ac) + bd + ((10**n_2)*(ad_bc))) To satisfy ourselves that this does indeed work, we can run the following test function: import random def test(): for i in range(1000): x = random.randint(1,10**5) y = random.randint(1,10**5) expected = x * y result = karatsuba(x, y) if result != expected: return("failed") return('ok') Summary In this article, we looked at a way to recursively multiply large numbers and also a recursive approach for merge sort. We saw how to use backtracking for exhaustive search and generating strings. Resources for Article: Further resources on this subject: Python Data Structures [article] How is Python code organized [article] Algorithm Analysis [article]
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Packt
30 Mar 2015
12 min read
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Getting Started with Intel Galileo

Packt
30 Mar 2015
12 min read
In this article by Onur Dundar, author of the book Home Automation with Intel Galileo, we will see how to develop home automation examples using the Intel Galileo development board along with the existing home automation sensors and devices. In the book, a good review of Intel Galileo will be provided, which will teach you to develop native C/C++ applications for Intel Galileo. (For more resources related to this topic, see here.) After a good introduction to Intel Galileo, we will review home automation's history, concepts, technology, and current trends. When we have an understanding of home automation and the supporting technologies, we will develop some examples on two main concepts of home automation: energy management and security. We will build some examples under energy management using electrical switches, light bulbs and switches, as well as temperature sensors. For security, we will use motion, water leak sensors, and a camera to create some examples. For all the examples, we will develop simple applications with C and C++. Finally, when we are done building good and working examples, we will work on supporting software and technologies to create more user friendly home automation software. In this article, we will take a look at the Intel Galileo development board, which will be the device that we will use to build all our applications; also, we will configure our host PC environment for software development. The following are the prerequisites for this article: A Linux PC for development purposes. All our work has been done on an Ubuntu 12.04 host computer, for this article and others as well. (If you use newer versions of Ubuntu, you might encounter problems with some things in this article.) An Intel Galileo (Gen 2) development board with its power adapter. A USB-to-TTL serial UART converter cable; the suggested cable is TTL-232R-3V3 to connect to the Intel Galileo Gen 2 board and your host system. You can see an example of a USB-to-TTL serial UART cable at http://www.amazon.com/GearMo%C2%AE-3-3v-Header-like-TTL-232R-3V3/dp/B004LBXO2A. If you are going to use Intel Galileo Gen 1, you will need a 3.5 mm jack-to-UART cable. You can see the mentioned cable at http://www.amazon.com/Intel-Galileo-Gen-Serial-cable/dp/B00O170JKY/. An Ethernet cable connected to your modem or switch in order to connect Intel Galileo to the local network of your workplace. A microSD card. Intel Galileo supports microSD cards up to 32 GB storage. Introducing Intel Galileo The Intel Galileo board is the first in a line of Arduino-certified development boards based on Intel x86 architecture. It is designed to be hardware and software pin-compatible with Arduino shields designed for the UNOR3. Arduino is an open source physical computing platform based on a simple microcontroller board, and it is a development environment for writing software for the board. Arduino can be used to develop interactive objects, by taking inputs from a variety of switches or sensors and controlling a variety of lights, motors, and other physical outputs. The Intel Galileo board is based on the Intel Quark X1000 SoC, a 32-bit Intel Pentium processor-class system on a chip (SoC). In addition to Arduino compatible I/O pins, Intel Galileo inherited mini PCI Express slots, a 10/100 Mbps Ethernet RJ45 port, USB 2.0 host, and client I/O ports from the PC world. The Intel Galileo Gen 1 USB host is a micro USB slot. In order to use a generation 1 USB host with USB 2.0 cables, you will need an OTG (On-the-go) cable. You can see an example cable at http://www.amazon.com/Cable-Matters-2-Pack-Micro-USB-Adapter/dp/B00GM0OZ4O. Another good feature of the Intel Galileo board is that it has open source hardware designed together with its software. Hardware design schematics and the bill of materials (BOM) are distributed on the Intel website. Intel Galileo runs on a custom embedded Linux operating system, and its firmware, bootloader, as well as kernel source code can be downloaded from https://downloadcenter.intel.com/Detail_Desc.aspx?DwnldID=23171. Another helpful URL to identify, locate, and ask questions about the latest changes in the software and hardware is the open source community at https://communities.intel.com/community/makers. Intel delivered two versions of the Intel Galileo development board called Gen 1 and Gen 2. At the moment, only Gen 2 versions are available. There are some hardware changes in Gen 2, as compared to Gen 1. You can see both versions in the following image: The first board (on the left-hand side) is the Intel Galileo Gen 1 version and the second one (on the right-hand side) is Intel Galileo Gen 2. Using Intel Galileo for home automation As mentioned in the previous section, Intel Galileo supports various sets of I/O peripherals. Arduino sensor shields and USB and mini PCI-E devices can be used to develop and create applications. Intel Galileo can be expanded with the help of I/O peripherals, so we can manage the sensors needed to automate our home. When we take a look at the existing home automation modules in the market, we can see that preconfigured hubs or gateways manage these modules to automate homes. A hub or a gateway is programmed to send and receive data to/from home automation devices. Similarly, with the help of a Linux operating system running on Intel Galileo and the support of multiple I/O ports on the board, we will be able to manage home automation devices. We will implement new applications or will port existing Linux applications to connect home automation devices. Connecting to the devices will enable us to collect data as well as receive and send commands to these devices. Being able to send and receive commands to and from these devices will make Intel Galileo a gateway or a hub for home automation. It is also possible to develop simple home automation devices with the help of the existing sensors. Pinout helps us to connect sensors on the board and read/write data to sensors and come up with a device. Finally, the power of open source and Linux on Intel Galileo will enable you to reuse the developed libraries for your projects. It can also be used to run existing open source projects on technologies such as Node.js and Python on the board together with our C application. This will help you to add more features and extend the board's capability, for example, serving a web user interface easily from Intel Galileo with Node.js. Intel Galileo – hardware specifications The Intel Galileo board is an open source hardware design. The schematics, Cadence Allegro board files, and BOM can be downloaded from the Intel Galileo web page. In this section, we will just take a look at some key hardware features for feature references to understand the hardware capability of Intel Galileo in order to make better decisions on software design. Intel Galileo is an embedded system with the required RAM and flash storages included on the board to boot it and run without any additional hardware. The following table shows the features of Intel Galileo: Processor features 1 Core 32-bit Intel Pentium processor-compatible ISA Intel Quark SoC X1000 400 MHz 16 KB L1 Cache 512 KB SRAM Integrated real-time clock (RTC) Storage 8 MB NOR Flash for firmware and bootloader 256 MB DDR3; 800 MT/s SD card, up to 32 GB 8 KB EEPROM Power 7 V to 15 V Power over Ethernet (PoE) requires you to install the PoE module Ports and connectors USB 2.0 host (standard type A), client (micro USB type B) RJ45 Ethernet 10-pin JTAG for debugging 6-pin UART 6-pin ICSP 1 mini-PCI Express slot 1 SDIO Arduino compatible headers 20 digital I/O pins 6 analog inputs 6 PWMs with 12-bit resolution 1 SPI master 2 UARTs (one shared with the console UART) 1 I2C master Intel Galileo – software specifications Intel delivers prebuilt images and binaries along with its board support package (BSP) to download the source code and build all related software with your development system. The running operating system on Intel Galileo is Linux; sometimes, it is called Yocto Linux because of the Linux filesystem, cross-compiled toolchain, and kernel images created by the Yocto Project's build mechanism. The Yocto Project is an open source collaboration project that provides templates, tools, and methods to help you create custom Linux-based systems for embedded products, regardless of the hardware architecture. The following diagram shows the layers of the Intel Galileo development board: Intel Galileo is an embedded Linux product; this means you need to compile your software on your development machine with the help of a cross-compiled toolchain or software development kit (SDK). A cross-compiled toolchain/SDK can be created using the Yocto project; we will go over the instructions in the following sections. The toolchain includes the necessary compiler and linker for Intel Galileo to compile and build C/C++ applications for the Intel Galileo board. The binary created on your host with the Intel Galileo SDK will not work on the host machine since it is created for a different architecture. With the help of the C/C++ APIs and libraries provided with the Intel Galileo SDK, you can build any C/C++ native application for Intel Galileo as well as port any existing native application (without a graphical user interface) to run on Intel Galileo. Intel Galileo doesn't have a graphical processor unit. You can still use OpenCV-like libraries, but the performance of matrix operations is so poor on CPU compared to systems with GPU that it is not wise to perform complex image processing on Intel Galileo. Connecting and booting Intel Galileo We can now proceed to power up Intel Galileo and connect it to its terminal. Before going forward with the board connection, you need to install a modem control program to your host system in order to connect Intel Galileo from its UART interface with minicom. Minicom is a text-based modem control and terminal emulation program for Unix-like operating systems. If you are not comfortable with text-based applications, you can use graphical serial terminals such as CuteCom or GtkTerm. To start with Intel Galileo, perform the following steps: Install minicom: $ sudo apt-get install minicom Attach the USB of your 6-pin TTL cable and start minicom for the first time with the –s option: $ sudo minicom –s Before going into the setup details, check the device is connected to your host. In our case, the serial device is /dev/ttyUSB0 on our host system. You can check it from your host's device messages (dmesg) to see the connected USB. When you start minicom with the –s option, it will prompt you. From minicom's Configuration menu, select Serial port setup to set the values, as follows: After setting up the serial device, select Exit to go to the terminal. This will prompt you with the booting sequence and launch the Linux console when the Intel Galileo serial device is connected and powered up. Next, complete connections on Intel Galileo. Connect the TTL-232R cable to your Intel Galileo board's UART pins. UART pins are just next to the Ethernet port. Make sure that you have connected the cables correctly. The black-colored cable on TTL is the ground connection. It is written on TTL pins which one is ground on Intel Galileo. We are ready to power up Intel Galileo. After you plug the power cable into the board, you will see the Intel Galileo board's boot sequence on the terminal. When the booting process is completed, it will prompt you to log in; log in with the root user, where no password is needed. The final prompt will be as follows; we are in the Intel Galileo Linux console, where you can just use basic Linux commands that already exist on the board to discover the Intel Galileo filesystem: Poky 9.0.2 (Yocto Project 1.4 Reference Distro) 1.4.2   clanton clanton login: root root@clanton:~# Your board will now look like the following image: Connecting to Intel Galileo via Telnet If you have connected Intel Galileo to a local network with an Ethernet cable, you can use Telnet to connect it without using a serial connection, after performing some simple steps: Run the following commands on the Intel Galileo terminal: root@clanton:~# ifup eth0 root@clanton:~# ifconfig root@clanton:~# telnetd The ifup command brings the Ethernet interface up, and the second command starts the Telnet daemon. You can check the assigned IP address with the ifconfig command. From your host system, run the following command with your Intel Galileo board's IP address to start a Telnet session with Intel Galileo: $ telnet 192.168.2.168 Summary In this article, we learned how to use the Intel Galileo development board, its software, and system development environment. It takes some time to get used to all the tools if you are not used to them. A little practice with Eclipse is very helpful to build applications and make remote connections or to write simple applications on the host console with a terminal and build them. Let's go through all the points we have covered in this article. First, we read some general information about Intel Galileo and why we chose Intel Galileo, with some good reasons being Linux and the existing I/O ports on the board. Then, we saw some more details about Intel Galileo's hardware and software specifications and understood how to work with them. I believe understanding the internal working of Intel Galileo in building a Linux image and a kernel is a good practice, leading us to customize and run more tools on Intel Galileo. Finally, we learned how to develop applications for Intel Galileo. First, we built an SDK and set up the development environment. There were more instructions about how to deploy the applications on Intel Galileo over a local network as well. Then, we finished up by configuring the Eclipse IDE to quicken the development process for future development. In the next article, we will learn about home automation concepts and technologies. Resources for Article: Further resources on this subject: Hardware configuration [article] Our First Project – A Basic Thermometer [article] Pulse width modulator [article]
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Sugandha Lahoti
16 Nov 2017
7 min read
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Visualizing univariate distribution in Seaborn

Sugandha Lahoti
16 Nov 2017
7 min read
[box type="note" align="" class="" width=""]This article is an excerpt from a book by Allen Chi Shing Yu, Claire Yik Lok Chung, and Aldrin Kay Yuen Yim titled Matplotlib 2.x By Example. [/box] Seaborn by Michael Waskom is a statistical visualization library that is built on top of Matplotlib. It comes with handy functions for visualizing categorical variables, univariate distributions, and bivariate distributions. In this article, we will visualize univariate distribution in Seaborn. Visualizing univariate distribution Seaborn makes the task of visualizing the distribution of a dataset much easier. In this example, we are going to use the annual population summary published by the Department of Economic and Social Affairs, United Nations, in 2015. Projected population figures towards 2100 were also included in the dataset. Let's see how it distributes among different countries in 2017 by plotting a bar plot: import seaborn as sns import matplotlib.pyplot as plt # Extract USA population data in 2017 current_population = population_df[(population_df.Location == 'United States of America') & (population_df.Time == 2017) & (population_df.Sex != 'Both')] # Population Bar chart sns.barplot(x="AgeGrp",y="Value", hue="Sex", data = current_population) # Use Matplotlib functions to label axes rotate tick labels ax = plt.gca() ax.set(xlabel="Age Group", ylabel="Population (thousands)") ax.set_xticklabels(ax.xaxis.get_majorticklabels(), rotation=45) plt.title("Population Barchart (USA)") # Show the figure plt.show() Bar chart in Seaborn The seaborn.barplot() function shows a series of data points as rectangular bars. If multiple points per group are available, confidence intervals will be shown on top of the bars to indicate the uncertainty of the point estimates. Like most other Seaborn functions, various input data formats are supported, such as Python lists, Numpy arrays, pandas Series, and pandas DataFrame. A more traditional way to show the population structure is through the use of a population pyramid. So what is a population pyramid? As its name suggests, it is a pyramid-shaped plot that shows the age distribution of a population. It can be roughly classified into three classes, namely constrictive, stationary, and expansive for populations that are undergoing negative, stable, and rapid growth respectively. For instance, constrictive populations have a lower proportion of young people, so the pyramid base appears to be constricted. Stable populations have a more or less similar number of young and middle-aged groups. Expansive populations, on the other hand, have a large proportion of youngsters, thus resulting in pyramids with enlarged bases. We can build a population pyramid by plotting two bar charts on two subplots with a shared y axis: import seaborn as sns import matplotlib.pyplot as plt # Extract USA population data in 2017 current_population = population_df[(population_df.Location == 'United States of America') & (population_df.Time == 2017) & (population_df.Sex != 'Both')] # Change the age group to descending order current_population = current_population.iloc[::-1] # Create two subplots with shared y-axis fig, axes = plt.subplots(ncols=2, sharey=True) # Bar chart for male sns.barplot(x="Value",y="AgeGrp", color="darkblue", ax=axes[0], data = current_population[(current_population.Sex == 'Male')]) # Bar chart for female sns.barplot(x="Value",y="AgeGrp", color="darkred", ax=axes[1], data = current_population[(current_population.Sex == 'Female')]) # Use Matplotlib function to invert the first chart axes[0].invert_xaxis() # Use Matplotlib function to show tick labels in the middle axes[0].yaxis.tick_right() # Use Matplotlib functions to label the axes and titles axes[0].set_title("Male") axes[1].set_title("Female") axes[0].set(xlabel="Population (thousands)", ylabel="Age Group") axes[1].set(xlabel="Population (thousands)", ylabel="") fig.suptitle("Population Pyramid (USA)") # Show the figure plt.show() Since Seaborn is built on top of the solid foundations of Matplotlib, we can customize the plot easily using built-in functions of Matplotlib. In the preceding example, we used matplotlib.axes.Axes.invert_xaxis() to flip the male population plot horizontally, followed by changing the location of the tick labels to the right-hand side using matplotlib.axis.YAxis.tick_right(). We further customized the titles and axis labels for the plot using a combination of matplotlib.axes.Axes.set_title(), matplotlib.axes.Axes.set(), and matplotlib.figure.Figure.suptitle(). Let's try to plot the population pyramids for Cambodia and Japan as well by changing the line population_df.Location == 'United States of America' to population_df.Location == 'Cambodia' or  population_df.Location == 'Japan'. Can you classify the pyramids into one of the three population pyramid classes? To see how Seaborn simplifies the code for relatively complex plots, let's see how a similar plot can be achieved using vanilla Matplotlib. First, like the previous Seaborn-based example, we create two subplots with shared y axis: fig, axes = plt.subplots(ncols=2, sharey=True) Next, we plot horizontal bar charts using matplotlib.pyplot.barh() and set the location and labels of ticks, followed by adjusting the subplot spacing: # Get a list of tick positions according to the data bins y_pos = range(len(current_population.AgeGrp.unique())) # Horizontal barchart for male axes[0].barh(y_pos, current_population[(current_population.Sex == 'Male')].Value, color="darkblue") # Horizontal barchart for female axes[1].barh(y_pos, current_population[(current_population.Sex == 'Female')].Value, color="darkred") # Show tick for each data point, and label with the age group axes[0].set_yticks(y_pos) axes[0].set_yticklabels(current_population.AgeGrp.unique()) # Increase spacing between subplots to avoid clipping of ytick labels plt.subplots_adjust(wspace=0.3) Finally, we use the same code to further customize the look and feel of the figure: # Invert the first chart axes[0].invert_xaxis() # Show tick labels in the middle axes[0].yaxis.tick_right() # Label the axes and titles axes[0].set_title("Male") axes[1].set_title("Female") axes[0].set(xlabel="Population (thousands)", ylabel="Age Group") axes[1].set(xlabel="Population (thousands)", ylabel="") fig.suptitle("Population Pyramid (USA)") # Show the figure plt.show() When compared to the Seaborn-based code, the pure Matplotlib implementation requires extra lines to define the tick positions, tick labels, and subplot spacing. For some other Seaborn plot types that include extra statistical calculations such as linear regression, and Pearson correlation, the code reduction is even more dramatic. Therefore, Seaborn is a "batteries-included" statistical visualization package that allows users to write less verbose code. Histogram and distribution fitting in Seaborn In the population example, the raw data was already binned into different age groups. What if the data is not binned (for example, the BigMac Index data)? Turns out, seaborn.distplot can help us to process the data into bins and show us a histogram as a result. Let's look at this example: import seaborn as sns import matplotlib.pyplot as plt # Get the BigMac index in 2017 current_bigmac = bigmac_df[(bigmac_df.Date == "2017-01-31")] # Plot the histogram ax = sns.distplot(current_bigmac.dollar_price) plt.show() The seaborn.distplot function expects either pandas Series, single-dimensional numpy.array, or a Python list as input. Then, it determines the size of the bins according to the Freedman-Diaconis rule, and finally it fits a kernel density estimate (KDE) over the histogram. KDE is a non-parametric method used to estimate the distribution of a variable. We can also supply a parametric distribution, such as beta, gamma, or normal distribution, to the fit argument. In this example, we are going to fit the normal distribution from the scipy.stats package over the Big Mac Index dataset: from scipy import stats ax = sns.distplot(current_bigmac.dollar_price, kde=False, fit=stats.norm) plt.show() [INSERT IMAGE] You have now equipped yourself with the knowledge to visualize univariate data in Seaborn as Bar Charts, Histogram, and distribution fitting. To have more fun visualizing data with Seaborn and Matplotlib, check out the book,  this snippet appears from.
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article-image-operations-and-infrastructure-engineering-in-2019-what-really-mattered
Richard Gall
18 Dec 2019
6 min read
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Operations and infrastructure engineering in 2019: what really mattered

Richard Gall
18 Dec 2019
6 min read
Everything is unreliable, right? If we didn’t realise it before, 2019 was the year when we fully had to accept the reality of the systems we’re building and managing. That was scary, sure, but it was also liberating. But we shouldn’t get carried away: given how highly distributed software systems are now part and parcel in a range of different industries, the issue of reliability and resilience isn’t purely an academic issue: in many instances, it’s urgent and critical. That makes the work of managing and building software infrastructure an incredibly vital role. Back in 2015 I wrote that Docker had turned us all into SysAdmins, but on reflection it may be more accurate to say that we’ve now entered a world where cloud and the infrastructure-as-code revolution has turned everyone into a software developer. Kubernetes is everywhere Kubernetes is arguably the definitive technology of 2019. With the move to containers now fully mainstream, Kubernetes is an integral in helping engineers to deploy and manage containers at scale. The other important element to Kubernetes is that it all but kills off dreaded infrastructure lock-in. It gives you the freedom to build across different environments, and inside a more heterogeneous software infrastructure. From a tooling and skill set perspective that’s a massive win. Although conversations about flexibility and agility have been ongoing in the tech industry for years, with Kubernetes we are finally getting to a place where that’s a reality. This isn’t to say it’s all plain sailing - Kubernetes’ complexity is a point of complaint for many, with many people suggesting that compared to, say, Docker, the developer experience leaves a lot to be desired. But insofar as DevOps and cloud-native have almost become the norm for many engineering teams, Kubernetes casts a huge shadow. Indeed, even if it’s not the right option for you right now, it’s hard to escape the fact that understanding it, and being open to using it in the future, is crucial. Find an extensive range of Kubernetes content in our new cloud bundles.  Serverless and NoOps This year serverless has really come into its own. Although it was certainly gaining traction in 2018, the last 12 months have demonstrated its value as more and more teams have been opting to forgo servers completely. There have been a few arguments about whether serverless is going to kill off containers. It’s not hard to see where this comes from, but in reality there’s no chance that this is going to happen. The way to think of serverless is to see it as an additional option that can be used when speed and agility are particularly important. For large-scale application development and deployment, containers running on ‘traditional’ cloud servers will be the dominant architectural approach. The companion trend to serverless is NoOps. Given the level of automation and abstraction that serverless can give you, the need to configure environments to ensure code runs properly all but disappears - code runs through ‘functions’ that get fired when needed. So, the thinking goes, the need for operations becomes very small indeed. But before anyone starts worrying about their jobs, the death of operations is greatly exaggerated. As noted above, serverless is just one option - it’s not redefining the architectural landscape. It might mean that the way we understand ‘ops’ evolves (just as ‘dev’ has), but it certainly won’t kill it off. Discover and search serverless eBooks and videos on the Packt store. Chaos engineering In the introduction I mentioned that one of the strange quandaries of our contemporary distributed software world is that we’ve essentially made things more unreliable at a time when software systems are being used in ever more critical applications. From healthcare to self-driving cars, we’re entering a world where unreliability is both more common and potentially more damaging. This is where chaos engineering comes in. Although it first appeared on ThoughtWorks Radar back in November 2017 and hasn’t yet moved out of its ‘Trial’ quadrant, in reality chaos engineering has been manifesting itself in a whole host of ways in 2019. Indeed, it’s possible that the term itself is misleading. While it suggests a wholesale methodology, in truth, there are different ways in which the core principles behind it - essentially stress-testing your software in order to manage unpredictability and improve resilience - are being used in different ways for both testing and security purposes. Tools like Gremlin have done a lot to help promote chaos engineering and make it more accessible to organizations that maybe wouldn't see themselves as having the resources to perform cutting-edge approaches. It appears the ground-work has been done, which means it will be interesting to see how it evolves in 2020. Observability: service meshes and tracing One of the biggest challenges when dealing with complex software systems - and one of the reasons why they are necessarily unreliable - is because it can be difficult (sometimes impossible) to get an understanding of what’s actually going on. This is why the debate around observability and monitoring has moved on. It’s no longer enough to have a set of discrete logs and metrics. Chances are that they won’t capture the subtleties of what’s happening, or won’t be able to provide you with context that helps you to actually understand where errors are coming from. What’s more, a lack of observability and the wrong monitoring set up can cause all sorts of issues inside a team. At a time when the role of the on call developer has never been more discussed and, indeed, important, ensuring there’s a level of transparency is the only way to guarantee that all developers are able to support each other and solve problems as they emerge. From this perspective, then, observability has a cultural impact as much as it does a technical one. Learn distributed tracing with Yuri Shkuro from Uber's observability engineering team: find Mastering Distributed Tracing on the Packt store.         Not sure what to learn for 2020? Start exploring thousands of tech eBooks and videos on the Packt store.
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Richard Gall
10 Jun 2019
7 min read
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Businesses need to learn how to manage cloud costs to get real value from serverless and machine learning-as-a-service

Richard Gall
10 Jun 2019
7 min read
This year’s Skill Up survey threw a spotlight on the challenges developers and engineering teams face when it comes to cloud. Indeed, it even highlighted the extent to which cloud is still a nascent trend for many developers, even though it feels so mainstream within the industry - almost half of respondents aren’t using cloud at all. But for those that do use cloud, the survey results also illustrated some of the specific ways that people are using or plan to use cloud platforms, as well as highlighting the biggest challenges and mistakes organisations are making when it comes to cloud. What came out as particularly important is that the limitations and the opportunities of cloud must be thought of together. With our research finding that cost only becomes important once a cloud platform is being used, it’s clear that if we’re to successfully - and cost effectively - use the cloud platforms we do, understanding the relationship with cost and opportunity over a sustained period of time (rather than, say, a month) is absolutely essential. As one of our respondents told us “businesses are still figuring out how to leverage cloud computing for their business needs and haven't quite got the cost model figured out.” Why does cost pose such a problem when it comes to cloud computing? In this year’s survey, we asked people what their primary motivations for using cloud are. The key motivators were use case and employment (ie. the decision was out of the respondent’s hands), but it was striking to see cost as only a minor consideration. Placed in the broader context of discussions around efficiency and a tightening global market, this seemed remarkable. It appears that people aren’t entering the cloud marketplace with cost as a top consideration. In contrast however, this picture changes when we asked respondents about the biggest limiting factors for their chosen cloud platforms. At this point, cost becomes a much more important factor. This highlights that the reality of cloud costs only become apparent - or rather, becomes more apparent - once a cloud platform is implemented and being used. From this we can infer that there is a lack of strategic planning in cloud purchasing. It’s almost as if technology leaders are falling into certain cloud platforms based on commonplace assumptions about what’s right. This then has consequences further down the line. We need to think about cloud cost and functionality together The fact that functionality is also a key limitation is also important to note here - in fact, it is actually closely tied up with cost, insofar as the functionality of each respective cloud platform is very neatly defined by its pricing structure. Take serverless, for example - although it’s typically regarded as something that can be cost-effective for organizations, it can prove costly when you start to scale workloads. You might save more money simply by optimizing your infrastructure. What this means in practice is that the features you want to exploit within your cloud platform should be approached with a clear sense of how it’s going to be used and how it’s going to fit in the evolution of your business and technology in the medium and long term future. Getting the most from leading cloud trends There were two distinct trends that developers identified as the most exciting: machine learning and serverless. Although both are very different, they both hold a promise of efficiency. Whether that’s the efficiency in moving away from traditional means of hosting to cloud-based functions to powerful data processing and machine-led decision making at scale, the fundamentals of both trends are about managing economies of scale in ways that would have been impossible half a decade ago. This plays into some of the issues around cost. If serverless and machine learning both appear to offer ways of saving on spending or radically driving growth, when that doesn’t quite turn out in the way technology purchasers expected it would, the relationship between cost and features can become a little bit strained. Serverless The idea that serverless will save you money is popular. And in general, it is inexpensive. The pricing structures of both AWS and Azure make Functions as a Service (FaaS) particularly attractive. It means you’ll no longer be spending money on provisioning compute resources you don’t actually need, with your provider managing the necessary elasticity. Read next: The Future of Cloud lies in revisiting the designs and limitations of today’s notion of ‘serverless computing’, say UC Berkeley researchers However, as we've already seen, serverless doesn't guarantee cost efficiency. You need to properly understand how you're going to use serverless to ensure that it's not costing you big money without you realising it. One way of using it might be to employ it for very specific workloads, allowing you to experiment in a relatively risk-free manner before employing it elsewhere - whatever you decide, you must ensure that the scope and purpose of the project is clear. Machine learning as a Service Machine learning - or deep learning in particular - is very expensive to do. This is one of the reasons that machine learning on cloud - machine learning as a service - is one of the most attractive features of many cloud platforms. But it’s not just about cost. Using cloud-based machine learning tools also removes some of the barriers to entry, making it easier for engineers who don’t necessarily have extensive training in the field to actually start using machine learning models in various ways. However, this does come with some limitations - and just as with serverless, you really do need to understand and even visualize how you’re going to use machine learning to ensure that you’re not just wasting time and energy with machine learning cloud features. You need to be clear about exactly how you’re going to use machine learning, what data you’re going to use, where it’s going to be stored, and what the end result should look like. Perhaps you want to embed machine learning capabilities inside an app? Or perhaps you want to run algorithms on existing data to inform internal decisions? Whatever it is, all these questions are important. These types of questions will also impact the type of platform you select. Google’s Cloud Platform is far and away the go-to platform for machine learning (this is one of the reasons why so many respondents said their motivation for using it was use case), but bear in mind that this could lead to some issues if the bulk of your data is typically stored on, say, AWS - you’ll need to build some kind of integration, or move your data to GCP (which is always going to be a headache). The hidden costs of innovation These types of extras are really important to consider when it comes to leveraging exciting cloud features. Yes you need to use a pricing calculator and spend time comparing platforms, but factoring additional development time to build integrations or move things is something that a calculator clearly can’t account for. Indeed, this is true in the context of both machine learning and serverless. The organizational implications of your purchases are perhaps the most important consideration and one that’s often the easiest to miss. Control the scope and empower your team However, although the organizational implications aren’t necessarily problems to be resolved - they could well be opportunities that you need to embrace. You need to prepare and be ready for those changes. Ultimately, preparation is key when it comes to leveraging the benefits of cloud. Defining the scope is critical and to do that you need to understand what your needs are and where you want to get to. That sounds obvious, but it’s all too easy to fall into the trap of focusing on the possibilities and opportunities of cloud without paying careful consideration to how to ensure it works for you. Read the results of Skill Up 2019. Download the report here.
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Packt
14 Nov 2016
29 min read
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Turn Your Life into a Gamified Experience with Unity

Packt
14 Nov 2016
29 min read
In this article for by Lauren S. Ferro from the book Gamification with Unity 5.x we will look into a Gamified experience with Unity. In a world full of work, chores, and dull things, we all must find the time to play. We must allow ourselves to be immersed in enchanted world of fantasy and to explore faraway and uncharted exotic islands that form the mysterious worlds. We may also find hidden treasure while confronting and overcoming some of our worst fears. As we enter these utopian and dystopian worlds, mesmerized by the magic of games, we realize anything and everything is possible and all that we have to do is imagine. Have you ever wondered what Gamification is? Join us as we dive into the weird and wonderful world of gamifying real-life experiences, where you will learn all about game design, motivation, prototyping, and bringing all your knowledge together to create an awesome application. Each chapter in this book is designed to guide you through the process of developing your own gamified application, from the initial idea to getting it ready and then published. The following is just a taste of what to expect from the journey that this book will take you on. (For more resources related to this topic, see here.) Not just pixels and programming The origins of gaming have an interesting and ancient history. It stems as far back as the ancient Egyptians with the game Sennet; and long since the reign of great Egyptian Kings, we have seen games as a way to demonstrate our strength and stamina, with the ancient Greeks and Romans. However, as time elapsed, games have not only developed from the marble pieces of Sennet or the glittering swords of battles, they have also adapted to changes in the medium: from stone to paper, and from paper to technology. We saw the rise and development of physical games (such as table top and card games) to games that require us to physically move our characters using our bodies and peripherals (Playstaton Move and WiiMote), in order to interact with the gaming environment (Wii Sports and Heavy Rain). So, now we not only have the ability to create 3D virtual worlds with virtual reality, but also can enter these worlds and have them enter ours with augmented reality. Therefore, it is important to remember that, just as the following image, (Dungeons and Dragons), games don't have to take on a digital form, they can also be physical: Dungeons and Dragons board with figurines and dice Getting contextual At the beginning of designing a game or game-like experience, designers need to consider the context for which the experience is to take place. Context is an important consideration for how it may influence the design and development of the game (such as hardware, resources, and target group). The way in which a designer may create a game-like experience varies. For example, a game-like experience aimed to encourage students to submit assessments on time will be designed differently from the one promoting customer loyalty. In this way, the designer should be more context aware, and as a result, it may be more likely to keep it in view during the design process. Education: Games can be educational, and they may be designed specifically to teach or to have elements of learning entwined into them to support learning materials. Depending on the type of learning game, it may include formal (educational institutions) or informal educational environments (learning a language for a business trip). Therefore, if you are thinking about creating an educational game, you might need to think about these considerations in more detail. Business: Maybe your intention is get your employees to arrive on time or to finish reports in the afternoon rather than right before they go home. Designing content for use within a business context targets situations that occur within the workplace. It can include objectives such as increasing employee productivity (individual/group). Personal: Getting personal with game-like applications can relate specifically to creating experiences to achieve personal objectives. These may include personal development, personal productivity, organization, and so on. Ultimately, only one person maintains these experiences; however, other social elements, such as leaderboards and group challenges, can bring others into the personal experience as well. Game: If it is not just educational, business, or personal development, chances are that you probably want to create a game to be a portal into lustrous worlds of wonder or to pass time on the evening commute home. Pure gaming contexts have no personal objectives (other than to overcome challenges of course). Who is our application targeting and where do they come from? Understanding the user is one of the most important considerations for any approach to be successful. User considerations not only include the demographics of the user (for example, who they are and where they are from), but also the aim of the experience, the objectives that you aim to achieve, and outcomes that the objectives lead to. In this book, this section considers the real-life consequences that your application/game will have on its audience. For example, will a loyalty application encourage people to engage with your products/store in the areas that you're targeting it toward. Therefore, we will explore ways that your application can obtain demographic data in Unity. Are you creating a game to teach Spanish to children, teenagers, or adults? This will change the way that you will need to think about your audience. For example, children tend to be users who are encouraged to play by their parents, teenagers tend to be a bit more autonomous but may still be influenced by their parents, and adults are usually completely autonomous. Therefore, this can influence the amount and the type of feedback that you can give and how often. Where are your audience from? For example, are you creating an application for a global reward program or a local one? This will have an effect on whether or not you will incorporate things like localization features so that the application adapts to your audience automatically or whether it's embedded into the design. What kind of devices does your audience use? Do they live in an area where they have access to a stable Internet connection? Do they need to have a powerful system to run your game or application? Chances are if the answer is yes for the latter question then you should probably take a look at how you will optimize your application. What is game design? Many types of games exist and so do design approaches. There are different ways that you can design and implement games. Now, let's take a brief look at how games are made, and more importantly, what they are made of: Generating ideas: This involves thinking about the story that we want to tell, or a trip that we may want the player to go on. At this stage, we're just getting everything out of our head and onto the paper. Everything and anything should be written; the stranger and abstract the idea, the better. It's important at this stage not to feel trapped that an idea may not be suitable. Often, the first few ideas that we create are the worst, and the great stuff comes from iterating all the ideas that we put down in this stage. Talk about your ideas with friends and family, and even online forums are a great place to get feedback on your initial concepts. One of the first things that any aspiring game designer can begin with is to look at what is already out there. A lot is learned when we succeed—or fail—especially why and how. Therefore, at this stage, you will want to do a bit of research about what you are designing. For instance, if you're designing an application to teach English, not only should you see other similar applications that are out there but also how English is actually taught, even in an educational environment. While you are generating ideas, it is also useful to think about the technology and materials that you will use along the way. What game engine is better for your game's direction? Do you need to purchase licenses if you are intending to make your game commercial? Answering these kinds of questions earlier can save many headaches later on when you have your concept ready to go. Especially, if you will need to learn how to use the software, as some have steep learning curves. Defining your idea: This is not just a beautiful piece of art that we see when a game is created; it can be rough, messy, and downright simple, but it communicates the idea. Not just this; it also communicates the design of the game's space and how a player may interact and even traverse it. Concept design is an art in itself and includes concepts on environments, characters puzzles, and even the quest itself. We will take the ideas that we had during the idea generation and flesh them out. We begin to refine it, to see what works and what doesn't. Again, get feedback. The importance of feedback is vital. When you design games, you often get caught up; you are so immersed in your ideas, and they make sense to you. You have sorted out every details (at least for the most part, it feels like that). However, you aren't designing for you, you are designing for your audience, and getting an outsiders opinion can be crucial and even offer a perspective that you may not necessarily would have thought of. This stage also includes the story. A game without a story is like a life without existence. What kind of story do you want your player to be a part of? Can they control it, or is it set in stone? Who are the characters? The answers to these questions will breathe soul into your ideas. While you design your story, keep referring to the concept that you created, the atmosphere, the characters, and the type of environment that you envision. Some other aspects of your game that you will need to consider at this stage are as follows: How will your players learn how to play your game? How will the game progress? This may include introducing different abilities, challenges, levels, and so on. Here is where you will need to observe the flow of the game. Too much happening and you will have a recipe for chaos, not enough and your player will get bored. What is the number of players that you envision playing your game, even if you intend for a co-op or online mode? What are the main features that will be in your game? How will you market your game? Will there be an online blog that documents the stages of development? Will it include interviews with different members of the team? Will there be different content that is tailored for each network (for example, Twitter, Facebook, Instagram, and so on). Bringing it together: This involves thinking about how all your ideas will come together and how they will work, or won't. Think of this stage as creating a painting. You may have all pieces, but you need to know how to use them to create the piece of art. Some brushes (for example, story, characters) work better with some paints (for example, game elements, mechanics), and so on. This stage is about bringing your ideas and concepts into reality. This stage features design processes, such as the following: Storyboards that will give an overview of how the story and the gameplay evolve throughout the game. Character design sheets that will outline characteristics about your characters and how they fit into the story. Game User Interfaces (GUIs) that will provide information to the player during gameplay. This may include elements, such as progress bars, points, and items that they will collect along the way. Prototyping: This is where things get real…well, relatively. It may be something as simple as a piece of paper or something more complex as a 3D model. You then begin to create the environments or the levels that your player will explore. As you develop your world, you will take your content and populate the levels. Prototyping is where we take what was in our head and sketched out on paper and use it to sculpt the gameful beast. The main purpose of this stage is to see how everything works, or doesn't. For example, the fantastic idea of a huge mech-warrior with flames shooting out of an enormous gun on its back was perhaps not the fantastic idea that was on paper, at least not in the intended part of the game. Rapid prototyping is fast and rough. Remember when you were in school and you had things, such as glue, scissors, pens, and pencils; well, that is what you will need for this. It gets the game to a functioning point before you spend tireless hours in a game engine trying to create your game. A few bad rapid prototypes early on can save a lot of time instead of a single digital one. Lastly, rapid prototyping isn't just for the preliminary prototyping phase. It can be used before you add in any new features to your game once it's already set up. Iteration: This is to the game what an iron is to a creased shirt. You want your game to be on point and iterating it gets it to that stage. For instance, that awesome mech-warrior that you created for the first level was perhaps better as the final boss. Iteration is about fine-tuning the game, that is, to tweak it so that it not only flows better overall, but also improves the gameplay. Playtesting: This is the most important part of the whole process once you have your game to a relatively functioning level. The main concept here is to playtest, playtest, and playtest. The importance of this stage cannot be emphasized enough. More often than not, games are buggy when finally released, with problems and issues that could be avoided during this stage. As a result, players lose interest and reviews contain frustration and disappointment, which—let's face it—we don't want after hours and hours of blood, sweat, and tears. The key here is not only to playtest your game but also to do it in multiple ways and on multiple devices with a range of different people. If you release your game on PC, test it on a high performance one and a low performance one. The same process should be applied for mobile devices (phones, tablets) and operating systems. Evaluate: Evaluateyour game based on the playtesting. Iterating, playtesting, and evaluating are three steps that you will go through on a regular basis, more so as you implement a new feature or tweak an existing one. This cycle is important. You wouldn't buy a car that has parts added without being tested first so why should a player buy a game with untested features? Build: Build your game and get it ready for distribution, albeit on CD or online as a digital download Publish: Publish your game! Your baby has come of age and is ready to be released out into the wild where it will be a portal for players around the world to enter the world that you (and your team) created from scratch. Getting gamified When we merge everyday objectives with games, we create gamified experiences. The aim of these experiences is to improve something about ourselves in ways that are ideally more motivating than how we perceive them in real life. For example, think of something that you find difficult to stay motivated with. This may be anything from managing your finances, to learning a new language, or even exercising. Now, if you make a deal with yourself to buy a new dress once you finish managing your finances or to go on a trip once you have learned a new language, you are turning the experience into a game. The rules are simply to finish the task; the condition of finishing it results in a reward—in the preceding example, either a dress or the trip. The fundamental thing to remember is that gamified experiences aim to make ordinary tasks extraordinary and enjoyable for the player. Games, gaming, and game-like experiences can give rise to many types of opportunities for us to play or even escape reality. To finish this brief exploration into the design of games, we must realize that games are not solely about sitting in front of the TV, playing on the computer, or being glued to the seat transfixed on a digital character dodging bullets. The game mechanics that make a task more engaging and fun is defined as "Gamification." Gamification relates to games, and not play; while the term has become popular, the concept is not entirely new. Think about loyalty cards, not just frequent flyer mile programs, but maybe even at your local butcher or café. Do you get a discount after a certain amount of purchases? For example, maybe, the tenth coffee is free. It's been a while since various reward schemes have already been in place; giving children a reward for completing household chores or for good behavior and rewarding "gold stars" for academic excellence is gamification. If you consider some social activities, such as Scouts, they utilize "gamification" as part of their procedures. Scouts learn new skills and cooperate and through doing so, they achieve status and receive badges of honor that demonstrate levels of competency. Gamification has become a favorable approach to "engaging" clients with new and exciting design schemes to maintain interest and promote a more enjoyable and ideally "fun" product. The product in question does not have to be "digital." Therefore, "gamification" can exist both in a physical realm (as mentioned before with the rewarding of gold stars) as well as in a more prominent digital sense (for example, badge and point reward systems) as an effective way to motivate and engage users. Some common examples of gamification include the following: Loyalty programs: Each time you engage with the company in a particular way, such as buying certain products or amount of, you are rewarded. These rewards can include additional products, points toward items, discounts, and even free items. School House points: A pastime that some of us may remember, especially fans of Harry Potter is that each time you do the right thing, such as follow the school rules, you get some points. Alternatively, you do the wrong thing, and you lose points. Scouts: It rewards levels of competency with badges and ranks. The more skilled you are, the more badges you collect, wear, and ultimately, the faster you work your way up the hierarchy. Rewarding in general: This will often be associated with some rules, and these rules determine whether or not you will get a reward. Eat your vegetables, you will get dessert; do your math homework, you will get to play. Both have winning conditions. Tests: As horrifying as it might sound, tests can be considered as a game. For example, we're on a quest to learn about history. Each assignment you get is like a task, preparing you for the final battle—the exam. At the end of all these assessments, you get a score or a grade that indicates to you your progress as you pass from one concept to the next. Ultimately, your final exam will determine your rank among your peers and whether or not you made it to the next level (that being anywhere from your year level to a university). It may be also worth noting that just as in games, you also have those trying to work the system, searching for glitches in the system that they can exploit. However, just as in games, they too eventually are kicked. One last thing to remember when you design anything targeted toward kids is that they can be a lot more perceptive than what we sometimes give them credit for. Therefore, if you "disguise" educational content with gameplay, it is likely that they will see through it. It's the same with adults; they know that they are monitoring their health or spending habits, it's your job to make it a little less painful. Therefore, be upfront, transparent, and cut through the "disguise." Of course, kids don't want to be asked to "play a game about maths" but they will be more interested in "going on adventures to beat the evil dragon with trigonometry." The same goes for adults; creating an awesome character that can be upgraded to a level-80 warrior for remembering to take out the trash, keep hydrated, and eat healthier is a lot better than telling them this is a "fun" application to become a better person. There is no I in Team Working on our own can be good, sometimes working with others can be better! However, the problem with working in a team is that we're all not equal. Some of us are driven by the project, with the aim to get the best possible outcome, whereas, others are driven by fame, reward, money, and the list goes on. If you ever worked on a group project in school, then you know exactly what it's like. Agile gamification is, to put simply, getting teams to work better together. Often, large complex projects encounter a wide range of problems from keeping on top of schedules, different perspectives, undefined roles, and a lack of overall motivation. Agile frameworks in this context are associated with the term Scrum. This describes an overall framework used to formalize software development projects. The Scrum process works as follows: The owner of the product will create a wish list known as the product backlog. Once the sprint planning begins, members of the team (between 3-9 people) will take sections from the top of the product backlog. Sprint planning involves the following: It involves listing all of the items that are needed to be completed for the project (in a story format—who, what, and why). This list needs to be prioritized. It includes estimating each task relatively (using the Fibonacci system). It involves planning the work sprint (1-2 week long, but less than 1 month long) and working toward a demo. It also involves making the work visible using a storyboard that contains the following sections: To do, Doing, and Done. Items begin in the To do section; once they have begun, they move to the Doing section; and once they are completed, they are then put in the Done section. The idea is that the team works through tasks in the burn down chart. Ideally, the amount of points that the sprint began with (in terms of tasks to be done) decreases in value each day you get closer to finishing the sprint. The team engages with daily meetings (preferably standing up) run by the Sprint/Scrum master. These meetings discuss what was done, what is planned to be done during the day, any issues that come up or might come up, and how can improvements be made. It provides a demonstration of the product's basic (working) features. During this stage, feedback is provided by the product owner as to whether or not they are happy with what has been done, the direction that it is going, and how it will relate to the remaining parts of the project. At this stage, the owner may ask you to improve it, iterate it, and so forth, for the next sprint. Lastly, the idea is to get the team together and to review the development of the project as a whole: what went well and what didn't go so well and what are the areas of improvement that can then be used to make the next Scrum better? Next, they will decide on how to implement each section. They will meet each day to not only assess the overall progress made for the development of each section but also to ensure that the work will be achieved within the time frame. Throughout the process, the team leader known as the Scrum/Sprint Master has the job of ensuring that the team stays focused and completes sections of the product backlog on time. Once the sprint is finished, the work should be at a level to be shipped, sold to the customer, or to at least show to a stakeholder. At the end of the sprint, the team and Scrum/Sprint Master assess the completed work and determine whether it is at an acceptable level. If the work is approved, the next sprint begins. Just as the first sprint, the team chooses another chunk of the product backlog and begins the process again.An overview of the Scrum process However, in the modern world, Scrum is adopted and applied to a range of different contexts outside of software development. As a result, it has gone through some iterations, including gamification. Agile Gamification, as it is more commonly known as, takes the concept of Scrum and turns it into a playful experience. Adding an element of fun to agile frameworks To turn the concept of Scrum into something a bit more interesting and at the same time to boost the overall motivation of your team, certain parts of it can be transformed with game elements. For example, implementing leaderboards based on the amount of tasks that each team member is able to complete (and on time) results in a certain number of points. By the end of the spring, the team member with the most number of points may be able to obtain a reward, such as a bonus in their next pay or an extended lunch break. It is also possible to make the burn down chart a bit more exciting by placing various bonuses if certain objectives are met within certain time frame or at a certain point during the burn down;as a result, giving added incentive to team members to get things delivered on time. In addition, to ensure that quality standards are also maintained, Scrum/Sprint Masters can also provide additional rewards if there is few or no feedback regarding things, such as quality or the overall cohesiveness of the output from the sprint. An example of a gamified framework can be seen in the image below. While setting up a DuoLingo Classroom account, users are presented with various game elements (for example, progress bar) and a checklist to ensure that everything that needs to be completed is done. Playtesting This is one of the most important parts of your game design. In fact, you cannot expect to have a great game without it. Playtesting is not just about checking whether your game works, or if there are bugs, it is also about finding out what people really think about it before you put it out in the world to see. In some cases, playtesting can make the difference between succeeding of failing epically. Consider this scenario: you have spent the last year, your blood, sweat and tears, and even your soul to create something fantastic. You probably think it's the best thing out there. Then, after you release it, you realize that only half the game was balanced, or worst, half interesting. At this stage, you will feel pretty down, but all these could have been avoided if you had taken the time to get some feedback. As humans, we don't necessarily like to hear our greatest love being criticized, especially if we have committed so much of our lives to it. However, the thing to keep in mind is, this stage shapes the final details. Playtesting is not meant for the final stages, when your game is close to being finished. At each stage, even when you begin to get a basic prototype completed, it should be play tested. During these stages, it does not have to be a large-scale testing, it can be done by a few colleagues, friends, or even family who can give you an idea of whether or not you're heading in the right direction. Of course, the other important thing to keep in mind is that the people who are testing your game are as close, if not the target audience. For instance, image that you're creating for your gamified application to encourage people to take medication on a regular basis is not ideal to test with people who do not take medication. Sure, they may be able to cover general feedback, such as user interface elements or even interaction, but in terms of its effectiveness, you're better off taking the time to recruit more specific people. Iterating After we have done all the playtesting is the time to re-plan another development cycle. In fact, the work of tuning your application doesn't stop after the first tests. On the contrary, it goes through different iterations many times. The iteration cycle starts with the planning stage, which include brainstorming, organizing the work (as we saw for instance in Scrum), and so on. In the next phase, development, we actually create the application, as we did in the previous chapter. Then, there is the playtesting, which we saw earlier in this chapter. In the latter stage, we tune and tweak values and fix bugs from our application. Afterward, we iterate the whole cycle again, by entering in the planning stage again. Here, we will need to plan the next iteration: what should be left and what should be done better or what to remove. All these decisions should be based on what we have collected in the playtesting stage. The cycle is well represented in the following diagram as a spiral that goes on and on through the process: The point of mentioning it now is because after you finish playtesting your game, you will need to repeat the stages that we have done previously, again. You will have to modify your design; you may need to even redesign things again. So, it is better to think of this as upgrading your design, rather than a tedious and repetitive process. When to stop? In theory, there is no stopping; the more the iteration, the better the application will be. Usually, the iterations stop when the application is well enough for your standards or when external constrains, such as the market or deadlines, don't allow you to perform any more iteration. The question when to stop? is tricky, and the answer really depends on many factors. You will need to take into account the resources needed to perform another iteration and time constraints. Of course, remember that your final goal is to deliver a quality product to your audience and each iteration is a step closer. Taking in the view with dashboards Overviews, summaries, and simplicity make life easier. Dashboards are a great way for keeping a lot of information relatively concise and contained, without being too overwhelming to a player. Of course, if the players want to obtain more detailed information, perhaps statistics about their accuracy since they began, they will have the ability to do so. So, what exactly is a dashboard? A dashboard is a central hub to view all of your progress, achievements, points, and rewards. If we take a look at the following screenshot, we can get a rough idea about what kind of information that they display. The image on the left is the dashboard for Memrise and displays current language courses, in this case, German; the players' achievements and streak; and the progress that they are making in the course. On the right is the dashboard for DuoLingo. Similar to Memrise, it also features information about daily streaks, amount of time committed, and the strength of each category learned for the new language, in this case, Italian. By just looking at these dashboards, the player can get a very quick idea about how well or bad they are doing.   Different dashboards (left) Memrise (right) DuoLingo Different approaches to dashboards can encourage different behaviors depending on the data displayed and how it is displayed. For example, you can have a dashboard that provides reflective information more dominantly, such as progress bars and points. Others can provide a more social approach by displaying the players rank among friends and comparing their statistics to others who are also engaged with the application. Some dashboards may even suggest friends that have similar elements in common, such as the language that is being learned. Ideally, the design of dashboards can be as simple or as complicated as the designer decides, but typically, the less is more approach is better. Summary Everything that we discussed in this chapter is just a taste of what this book offers. Each aspect of the design process is explained in more detail, giving you not only the information, but also the practical skills that you can use to build upon and develop any gamified application from start to finish. If you want to find out about gamification, how to use it, and more importantly how to implement it into Unity, then this book is a great foundation to get you going. In particular, you will learn how to apply all these concepts into Unity and create gamified experiences. Furthermore, the book will bring you to create a gamified application starting from the basic pieces, with a particular focus to your audience and your goals. Learning about the uses of gamification does not have to stop with this book. In fact, there are many ways that you can develop the knowledge that you have gained and apply it to other tasks. Some other Packt books, such as the Unity UI Cookbook by Francesco Sapio, which you can obtain at https://www.packtpub.com/game-development/unity-ui-cookbook features a range of different recipes to implement a range of different UI elements that can even be featured in your dashboard. In fact, UIs are the key for the development of gamifed experiences and applications. The main thing is that you continue to learn, adapt, and to apply your knowledge in many different types of contexts. Resources for Article: Further resources on this subject: Buildbox 2 Game Development: peek-a-boo [article] Customizing the Player Character [article] Sprites in Action [article]
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Vincy Davis
22 Jul 2019
4 min read
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Why Intel is betting on BFLOAT16 to be a game changer for deep learning training? Hint: Range trumps Precision.

Vincy Davis
22 Jul 2019
4 min read
A group of researchers from Intel Labs and Facebook have published a paper titled, “A Study of BFLOAT16 for Deep Learning Training”. The paper presents a comprehensive study indicating the success of Brain Floating Point (BFLOAT16) half-precision format in Deep Learning training across image classification, speech recognition, language modeling, generative networks and industrial recommendation systems. BFLOAT16 has a 7-bit mantissa and an 8-bit exponent, similar to FP32, but with less precision. BFLOAT16 was originally developed by Google and implemented in its third generation Tensor Processing Unit (TPU). https://twitter.com/JeffDean/status/1134524217762951168 Many state of the art training platforms use IEEE-754 or automatic mixed precision as their preferred numeric format for deep learning training. However, these formats lack in representing error gradients during back propagation. Thus, they are not able to satisfy the required  performance gains. BFLOAT16 exhibits a dynamic range which can be used to represent error gradients during back propagation. This enables easier migration of deep learning workloads to BFLOAT16 hardware. Image Source: BFLOAT16 In the above table, all the values are represented as trimmed full precision floating point values with 8 bits of mantissa with their dynamic range comparable to FP32. By adopting to BFLOAT16 numeric format, the core compute primitives such as Fused Multiply Add (FMA) can be built using 8-bit multipliers. This leads to significant reduction in area and power while preserving the full dynamic range of FP32. How Deep neural network(DNNs) is trained with BFLOAT16? The below figure shows the mixed precision data flow used to train deep neural networks using BFLOAT16 numeric format. Image Source: BFLOAT16 The BFLOAT16 tensors are taken as input to the core compute kernels represented as General Matrix Multiply (GEMM) operations. It is then forwarded to the FP32 tensors as output.   The researchers have developed a library called Quantlib, represented as Q in the figure, to implement the emulation in multiple deep learning frameworks. One of the functions of a Quantlib is to modify the elements of an input FP32 tensor to echo the behavior of BFLOAT16. Quantlib is also used to modify a copy of the FP32 weights to BFLOAT16 for the forward pass.   The non-GEMM computations include batch-normalization and activation functions. The  FP32 always maintains the bias tensors.The FP32 copy of the weights updates the step uses to maintain model accuracy. How does BFLOAT16 perform compared to FP32? Convolution Neural Networks Convolutional neural networks (CNN) are primarily used for computer vision applications such as image classification, object detection and semantic segmentation. AlexNet and ResNet-50 are used as the two representative models for the BFLOAT16 evaluation. AlexNet demonstrates that BFLOAT16 emulation follows very near to the actual FP32 run and achieves 57.2% top-1 and 80.1% top-5 accuracy. Whereas in ResNet-50, the BFLOAT16 emulation follows the FP32 baseline almost exactly and achieves the same top-1 and top-5 accuracy. Image Source: BFLOAT16 Similarly, the researchers were able to successfully demonstrate that BFLOAT16 is able to represent tensor values across many application domains including Recurrent Neural Networks, Generative Adversarial Networks (GANs) and Industrial Scale Recommendation System. The researchers thus established that the dynamic range of BFLOAT16 is of the same range as that of FP32 and its conversion to/from FP32 is also easy. It is important to maintain the same range as FP32 since no hyper-parameter tuning is required for convergence in FP32. A hyperparameter is a parameter of choosing a set of optimal hyperparameters in machine learning for a learning algorithm. Researchers of this paper expect to see an industry-wide adoption of BFLOAT16 across emerging domains. Recent reports suggest that Intel is planning to graft Google’s BFLOAT16 onto its processors  as well as on its initial Nervana Neural Network Processor for training, the NNP-T 1000. Pradeep Dubey, who directs the Parallel Computing Lab at Intel and is also one of the researchers of this paper believes that for deep learning, the range of the processor is more important than the precision, which is the inverse of the rationale used for IEEE’s floating point formats. Users are finding it interesting that a BFLOAT16 half-precision format is suitable for deep learning applications. https://twitter.com/kevlindev/status/1152984689268781056 https://twitter.com/IAmMattGreen/status/1152769690621448192 For more details, head over to the “A Study of BFLOAT16 for Deep Learning Training” paper. Intel’s new brain inspired neuromorphic AI chip contains 8 million neurons, processes data 1K times faster Google plans to remove XSS Auditor used for detecting XSS vulnerabilities from its Chrome web browser IntelliJ IDEA 2019.2 Beta 2 released with new Services tool window and profiling tools
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Amrata Joshi
27 Feb 2019
9 min read
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Learn how to Bootstrap a Spring application [Tutorial]

Amrata Joshi
27 Feb 2019
9 min read
To implement a use-case, we need to use a well-known Spring module, Spring Web and Spring Web MVC. Our application will not use the new features of Spring 5, so it will run similarly on Spring Framework 4.x. This article is an excerpt taken from the book Hands-On Reactive Programming in Spring 5 by Oleh Dokuka and Igor Lozynskyi. This book covers the difference between a reactive system and reactive programming, the basics of reactive programming in Spring 5 and much more. In this article, you will learn how to bootstrap a Spring application, implement business logic, and much more. To bootstrap our application, we may configure and download a Gradle project from the Spring Initializer website at start.spring.io. For now, we need to select the preferred Spring Boot version and dependency for the web (the actual dependency identifier in Gradle config will be org.springframework.boot:spring-boot-starter-web), as shown in the following screenshot: Diagram 2.4 Web-based Spring Initializer simplifies the bootstrapping of a new Spring Boot application Alternatively, we may generate a new Spring Boot project using cURL and the HTTP API of the Spring Boot Initializer site. The following command will effectively create and download the same empty project with all the desired dependencies: curl https://start.spring.io/starter.zip \ -d dependencies=web,actuator \ -d type=gradle-project \ -d bootVersion=2.0.2.RELEASE \ -d groupId=com.example.rpws.chapters \ -d artifactId=SpringBootAwesome \ -o SpringBootAwesome.zip Implementing business logic We may now outline the design of our system in the following diagram: Diagram 2.5 Events flow from a temperature sensor to a user In this use case, the domain model will consist only of the Temperature class with the only double value inside. For simplicity purposes, it is also used as an event object, as shown in the following code: final class Temperature { private final double value; // constructor & getter... } To simulate the sensor, let's implement the TemperatureSensor class and decorate it with a @Component annotation to register the Spring bean, as follows: @Component public class TemperatureSensor { private final ApplicationEventPublisher publisher; // (1) private final Random rnd = new Random(); // (2) private final ScheduledExecutorService executor = // (3) Executors.newSingleThreadScheduledExecutor(); public TemperatureSensor(ApplicationEventPublisher publisher) { this.publisher = publisher; } @PostConstruct public void startProcessing() { // (4) this.executor.schedule(this::probe, 1, SECONDS); } private void probe() { // (5) double temperature = 16 + rnd.nextGaussian() * 10; publisher.publishEvent(new Temperature(temperature)); // schedule the next read after some random delay (0-5 seconds) executor .schedule(this::probe, rnd.nextInt(5000), MILLISECONDS); // (5.1) } } So, our simulated temperature sensor only depends on the ApplicationEventPublisher class (1), provided by Spring Framework. This class makes it possible to publish events to the system. It is a requirement to have a random generator (2) to contrive temperatures with some random intervals. An event generation process happens in a separate ScheduledExecutorService (3), where each event's generation schedules the next round of an event's generation with a random delay (5.1). All that logic is defined in the probe() method (5).  In turn, the mentioned class has the startProcessing() method annotated with @PostConstruct (4), which is called by Spring Framework when the bean is ready and triggers the whole sequence of random temperature values. Asynchronous HTTP with Spring Web MVC The introduced in Servlet 3.0 asynchronous support expands the ability to process an HTTP request in non-container threads. Such a feature is pretty useful for long-running tasks. With those changes, in Spring Web MVC we can return not only a value of type T in @Controller but also a Callable<T> or a DeferredResult<T>. The Callable<T> may be run inside a non-container thread, but still, it would be a blocking call. In contrast, DeferredResult<T> allows an asynchronous response generation on a non-container thread by calling the setResult(T result) method so it could be used within the event-loop. Starting from version 4.2, Spring Web MVC makes it possible to return ResponseBodyEmitter, which behaves similarly to DeferredResult, but can be used to send multiple objects, where each object is written separately with an instance of a message converter (defined by the HttpMessageConverter interface). The SseEmitter extends ResponseBodyEmitter and makes it possible to send many outgoing messages for one incoming request in accordance with SSE's protocol requirements. Alongside ResponseBodyEmitter and SseEmitter, Spring Web MVC also respects the StreamingResponseBody interface. When returned from @Controller, it allows us to send raw data (payload bytes) asynchronously. StreamingResponseBody may be very handy for streaming large files without blocking Servlet threads. Exposing the SSE (Server Sent Events) endpoint The next step requires adding the TemperatureController class with the @RestController annotation, which means that the component is used for HTTP communication, as shown in the following code: @RestController public class TemperatureController { private final Set<SseEmitter> clients = // (1) new CopyOnWriteArraySet<>(); @RequestMapping( value = "/temperature-stream", // (2) method = RequestMethod.GET) public SseEmitter events(HttpServletRequest request) { // (3) SseEmitter emitter = new SseEmitter(); // (4) clients.add(emitter); // (5) // Remove emitter from clients on error or disconnect emitter.onTimeout(() -> clients.remove(emitter)); // (6) emitter.onCompletion(() -> clients.remove(emitter)); // (7) return emitter; // (8) } @Async // (9) @EventListener // (10) public void handleMessage(Temperature temperature) { // (11) List<SseEmitter> deadEmitters = new ArrayList<>(); // (12) clients.forEach(emitter -> { try { emitter.send(temperature, MediaType.APPLICATION_JSON); // (13) } catch (Exception ignore) { deadEmitters.add(emitter); // (14) } }); clients.removeAll(deadEmitters); // (15) } } Now, to understand the logic of the TemperatureController class, we need to describe the SseEmitter. Spring Web MVC provides that class with the sole purpose of sending SSE events. When a request-handling method returns the SseEmitter instance, the actual request processing continues until SseEnitter.complete(), an error, or a timeout occurs. The TemperatureController provides one request handler (3) for the URI /temperature-stream (2) and returns the SseEmitter (8). In the case when a client requests that URI, we create and return the new SseEmitter instance (4) with its previous registration in the list of the active clients (5). Furthermore, the SseEmitter constructor may consume the timeout parameter. For the clients' collection, we may use the CopyOnWriteArraySet class from the java.util.concurrent package (1). Such an implementation allows us to modify the list and iterate over it at the same time. When a web client opens a new SSE session, we add a new emitter to the clients' collection. The SseEmitter removes itself from the clients' list when it has finished processing or has reached timeout (6) (7). Now, having a communication channel with clients means that we need to be able to receive events about temperature changes. For that purpose, our class has a handleMessage() method (11). It is decorated with the @EventListener annotation (10) in order to receive events from Spring. This framework will invoke the handleMessage() method only when receiving Temperature events, as this type of method's argument is known as temperature. The @Async annotation (9) marks a method as a candidate for the asynchronous execution, so it is invoked in the manually configured thread pool. The handleMessage() method receives a new temperature event and asynchronously sends it to all clients in JSON format in parallel for each event (13). Also, when sending to individual emitters, we track all failing ones (14) and remove them from the list of the active clients (15). Such an approach makes it possible to spot clients that are not operational anymore. Unfortunately, SseEmitter does not provide any callback for handling errors, and can be done by handling errors thrown by the send() method only. Configuring asynchronous support To run everything, we need an entry point for our application with the following customized methods: @EnableAsync // (1) @SpringBootApplication // (2) public class Application implements AsyncConfigurer { public static void main(String[] args) { SpringApplication.run(Application.class, args); } @Override public Executor getAsyncExecutor() { // (3) ThreadPoolTaskExecutor executor = new ThreadPoolTaskExecutor();// (4) executor.setCorePoolSize(2); executor.setMaxPoolSize(100); executor.setQueueCapacity(5); // (5) executor.initialize(); return executor; } @Override public AsyncUncaughtExceptionHandler getAsyncUncaughtExceptionHandler(){ return new SimpleAsyncUncaughtExceptionHandler(); // (6) } } As we can see, the example is a Spring Boot application (2), with an asynchronous execution enabled by the @EnableAsync annotation (1). Here, we may configure an exception handler for exceptions thrown from the asynchronous execution (6). That is also where we prepare Executor for asynchronous processing. In our case, we use ThreadPoolTaskExecutor with two core threads that may be increased to up to one hundred threads. It is important to note that without a properly configured queue capacity (5), the thread pool is not able to grow. That is because the SynchronousQueue would be used instead, limiting concurrency. Building a UI with SSE support The last thing that we need in order to complete our use case is an HTML page with some JavaScript code to communicate with the server. For the sake of conciseness, we will strip all HTML tags and leave only the minimum that is required to achieve a result, as follows: <body> <ul id="events"></ul> <script type="application/javascript"> function add(message) { const el = document.createElement("li"); el.innerHTML = message; document.getElementById("events").appendChild(el); } var eventSource = new EventSource("/temperature-stream"); // (1) eventSource.onmessage = e => { // (2) const t = JSON.parse(e.data); const fixed = Number(t.value).toFixed(2); add('Temperature: ' + fixed + ' C'); } eventSource.onopen = e => add('Connection opened'); // (3) eventSource.onerror = e => add('Connection closed'); // </script> </body> Here, we are using the EventSource object pointed at /temperature-stream (1). This handles incoming messages by invoking the onmessage() function (2), error handling, and reaction to the stream opening, which are done in the same fashion (3). We should save this page as index.html and put it in the src/main/resources/static/ folder of our project. By default, Spring Web MVC serves the content of the folder through HTTP. Such behavior could be changed by providing a configuration that extends the WebMvcConfigurerAdapter class. Verifying application functionality After rebuilding and completing our application's startup, we should be able to access the mentioned web page in a browser at the following address: http://localhost:8080 (Spring Web MVC uses port 8080 for the web server as the default one. However, this can be changed in the application.properties file using the configuration line server.port=9090). After a few seconds, we may see the following output: Connection opened Temperature: 14.71 C Temperature: 9.67 C Temperature: 19.02 C Connection closed Connection opened Temperature: 18.01 C Temperature: 16.17 C As we can see, our web page reactively receives events, preserving both client and server resources. It also supports auto-reconnect in the case of network issues or timeouts. As the current solution is not exclusive to JavaScript, we may connect with other clients for example, curl. By running the next command in a terminal, we receive the following stream of raw, but not formatted, events: > curl http://localhost:8080/temperature-stream data:{"value":22.33210856124129} data:{"value":13.83133638119636} In this article, we learned how to bootstrap a Spring application, implement business logic, and much more. To know more about the difference between a reactive system and reactive programming, check out the book Hands-On Reactive Programming in Spring 5 by Oleh Dokuka and Igor Lozynskyi. Netflix adopts Spring Boot as its core Java framework Implementing Dependency Injection in Spring [Tutorial] How to recover deleted data from an Android device [Tutorial]
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Packt
17 Jun 2015
16 min read
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Global Illumination

Packt
17 Jun 2015
16 min read
In this article by Volodymyr Gerasimov, the author of the book, Building Levels in Unity, you will see two types of lighting that you need to take into account if you want to create well lit levels—direct and indirect. Direct light is the one that is coming directly from the source. Indirect light is created by light bouncing off the affected area at a certain angle with variable intensity. In the real world, the number of bounces is infinite and that is the reason why we can see dark areas that don't have light shining directly at them. In computer software, we don't yet have the infinite computing power at our disposal to be able to use different tricks to simulate the realistic lighting at runtime. The process that simulates indirect lighting, light bouncing, reflections, and color bleeding is known as Global Illumination (GI). Unity 5 is powered by one of the industry's leading technologies for handling indirect lighting (radiosity) in the gaming industry, called Enlighten by Geomerics. Games such as Battlefield 3-4, Medal of Honor: Warfighter, Need for Speed the Run and Dragon Age: Inquisition are excellent examples of what this technology is capable of, and now all of that power is at your fingertips completely for free! Now, it's only appropriate to learn how to tame this new beast. (For more resources related to this topic, see here.) Preparing the environment Realtime realistic lighting is just not feasible at our level of computing power, which forces us into inventing tricks to simulate it as close as possible, but just like with any trick, there are certain conditions that need to be met in order for it to work properly and keep viewer's eyes from exposing our clever deception. To demonstrate how to work with these limitations, we are going to construct a simple light set up for the small interior scene and talk about solutions to the problems as we go. For example, we will use the LightmappingInterior scene that can be found in the Chapter 7 folder in the Project window. It's a very simple interior and should take us no time to set up. The first step is to place the lights. We will be required to create two lights: a Directional to imitate the moonlight coming from the crack in the dome and a Point light for the fire burning in the goblet, on the ceiling.   Tune the light's Intensity, Range (in Point light's case), and Color to your liking. So far so good! We can see the direct lighting coming from the moonlight, but there is no trace of indirect lighting. Why is this happening? Should GI be enabled somehow for it to work? As a matter of fact, it does and here comes the first limitation of Global Illumination—it only works on GameObjects that are marked as Static. Static versus dynamic objects Unity objects can be of one of the two categories: static or dynamic. Differentiation is very simple: static objects don't move, they stay still where they are at all times, they neither play any animations nor engage in any kind of interactions. The rest of the objects are dynamic. By default, all objects in Unity are dynamic and can only be converted into static by checking the Static checkbox in the Inspector window.   See it for yourself. Try to mark an object as static in Unity and attempt to move it around in the Play mode. Does it work? Global Illumination will only work with static objects; this means, before we go into the Play mode right above it, we need to be 100 percent sure that the objects that will cast and receive indirect lights will not stop doing that from their designated positions. However, why is that you may ask, isn't the whole purpose of Realtime GI to calculate indirect lighting in runtime? The answer to that would be yes, but only to an extent. The technology behind this is called Precomputed Realtime GI, according to Unity developers it precomputes all possible bounces that the light can make and encodes them to be used in realtime; so it essentially tells us that it's going to take a static object, a light and answer a question: "If this light is going to travel around, how is it going to bounce from the affected surface of the static object from every possible angle?"   During runtime, lights are using this encoded data as instructions on how the light should bounce instead of calculating it every frame. Having static objects can be beneficial in many other ways, such as pathfinding, but that's a story for another time. To test this theory, let's mark objects in the scene as Static, meaning they will not move (and can't be forced to move) by physics, code or even transformation tools (the latter is only true during the Play mode). To do that, simply select Pillar, Dome, WaterProNighttime, and Goblet GameObjects in the Hierarchy window and check the Static checkbox at the top-right corner of the Inspector window. Doing that will cause Unity to recalculate the light and encode bouncing information. Once the process has finished (it should take no time at all), you can hit the Play button and move the light around. Notice that bounce lighting is changing as well without any performance overhead. Fixing the light coming from the crack The moonlight inside the dome should be coming from the crack on its surface, however, if you rotate the directional light around, you'll notice that it simply ignores concrete walls and freely shines through. Naturally, that is incorrect behavior and we can't have that stay. We can clearly see through the dome ourselves from the outside as a result of one-sided normals. Earlier, the solution was to duplicate the faces and invert the normals; however, in this case, we actually don't mind seeing through the walls and only want to fix the lighting issue. To fix this, we need to go to the Mesh Render component of the Dome GameObject and select the Two Sided option from the drop-down menu of the Cast Shadows parameter.   This will ignore backface culling and allow us to cast shadows from both sides of the mesh, thus fixing the problem. In order to cast shadows, make sure that your directional light has Shadow Type parameter set to either Hard Shadows or Soft Shadows.   Emission materials Another way to light up the level is to utilize materials with Emission maps. Pillar_EmissionMaterial applied to the Pillar GameObject already has an Emission map assigned to it, all that is left is to crank up the parameter next to it, to a number which will give it a noticeable effect (let's say 3). Unfortunately, emissive materials are not lights, and precomputed GI will not be able to update indirect light bounce created by the emissive material. As a result, changing material in the Play mode will not cause the update. Changes done to materials in the Play mode will be preserved in the Editor. Shadows An important byproduct of lighting is shadows cast by affected objects. No surprises here! Unity allows us to cast shadows by both dynamic and static objects and have different results based on render settings. By default, all lights in Unity have shadows disabled. In order to enable shadows for a particular light, we need to modify the Shadow Type parameter to be either Hard Shadows or Soft Shadows in the Inspector window.   Enabling shadows will grant you access to three parameters: Strength: This is the darkness of shadows, from 0 to 1. Resolution: This controls the resolution of the shadows. This parameter can utilize the value set in the Use Quality Settings or be selected individually from the drop down menu. Bias and Normal Bias – this is the shadow offset. These parameters are used to prevent an artifact known as Shadow Acne (pixelated shadows in lit areas); however, setting them too high can cause another artifact known as Peter Panning (disconnected shadow). Default values usually help us to avoid both issues. Unity is using a technique known as Shadow Mapping, which determines the objects that will be lit by assuming the light's perspective—every object that light sees directly, is lit; every object that isn't seen should be in the shadow. After rendering the light's perspective, Unity stores the depth of each surface into a shadow map. In the cases where the shadow map resolution is low, this can cause some pixels to appear shaded when they shouldn't be (Shadow Acne) or not have a shadow where it's supposed to be (Peter Panning), if the offset is too high. Unity allows you to control the objects that should receive or cast shadows by changing the parameters Cast Shadows and Receive Shadows in the Rendering Mesh component of a GameObject. Lightmapping Every year, more and more games are being released with real-time rendering solutions that allow for more realistic-looking environments at the price of ever-growing computing power of modern PCs and consoles. However, due to the limiting hardware capabilities of mobile platforms, it is still a long time before we are ready to part ways with cheap and affordable techniques such as lightmapping. Lightmapping is a technology for precomputing brightness of surfaces, also known as baking, and storing it in a separate texture—a lightmap. In order to see lighting in the area, we need to be able to calculate it at least 30 times per second (or more, based on fps requirements). This is not very cheap; however, with lightmapping we can calculate lighting once and then apply it as a texture. This technology is suitable for static objects that artists know will never be moved; in a nutshell, this process involves creating a scene, setting up the lighting rig and clicking Bake to get great lighting with minimum performance issues during runtime. To demonstrate the lightmapping process, we will take the scene and try to bake it using lightmapping. Static versus dynamic lights We've just talked about a way to guarantee that the GameObjects will not move. But what about lights? Hitting the Static checkbox for lights will not achieve much (unless you simply want to completely avoid the possibility of accidentally moving them). The problem at hand is that light, being a component of an object, has a separate set of controls allowing them to be manipulated even if the holder is set to static. For that purpose, each light has a parameter that allows us to specify the role of individual light and its contribution to the baking process, this parameter is called Baking. There are three options available for it: Realtime: This option will exclude this particular light from the baking process. It is totally fine to use real-time lighting, precomputed GI will make sure that modern computers and consoles are able to handle them quite smoothly. However, they might cause an issue if you are developing for the mobile platforms which will require every bit of optimization to be able to run with a stable frame rate. There are ways to fake real-time lighting with much cheaper options,. The only thing you should consider is that the number of realtime lights should be kept at a minimum if you are going for maximum optimization. Realtime will allow lights to affect static and dynamic objects. Baked: This option will include this light into the baking process. However, there is a catch: only static objects will receive light from it. This is self-explanatory—if we want dynamic objects to receive lighting, we need to calculate it every time the position of an object changes, which is what Realtime lighting does. Baked lights are cheap, calculated once we have stored all lighting information on a hard drive and using it from there, no further recalculation is required during runtime. It is mostly used on small situational lights that won't have a significant effect on dynamic objects. Mixed: This one is a combination of the previous two options. It bakes the lights into the static objects and affects the dynamic objects as they pass by. Think of the street lights: you want the passing cars to be affected; however, you have no need to calculate the lighting for the static environment in realtime. Naturally, we can't have dynamic objects move around the level unlit, no matter how much we'd like to save on computing power. Mixed will allow us to have the benefit of the baked lighting on the static objects as well as affect the dynamic objects at runtime. The first step that we are going to take is changing the Baking parameter of our lights from Realtime to Baked and enabling Soft Shadows:   You shouldn't notice any significant difference, except for the extra shadows appearing. The final result isn't too different from the real-time lighting. Its performance is much better, but lacks the support of dynamic objects. Dynamic shadows versus static shadows One of the things that get people confused when starting to work with shadows in Unity is how they are being cast by static and dynamic objects with different Baking settings on the light source. This is one of those things that you simply need to memorize and keep in mind when planning the lighting in the scene. We are going to explore how different Baking options affect the shadow casting between different combinations of static and dynamic objects: As you can see, real-time lighting handles everything pretty well; all the objects are casting shadows onto each other and everything works as intended. There is even color bleeding happening between two static objects on the right. With Baked lighting the result isn't that inspiring. Let's break it down. Dynamic objects are not lit. If the object is subject to change at runtime, we can't preemptively bake it into the lightmap; therefore, lights that are set to Baked will simply ignore them. Shadows are only cast by static objects onto static objects. This correlates to the previous statement that if we aren't sure that the object is going to change we can't safely bake its shadows into the shadow map. With Mixed we get a similar result as with real-time lighting, except for one instance: dynamic objects are not casting shadows onto static objects, but the reverse does work: static objects are casting shadows onto the dynamic objects just fine, so what's the catch? Each object gets individual treatment from the Mixed light: those that are static are treated as if they are lit by the Baked light and dynamic are lit in realtime. In other words, when we are casting a shadow onto a dynamic object, it is calculated in realtime, while when we are casting shadow onto the static object, it is baked and we can't bake a shadow that is cast by the object that is subject to change. This was never the case with real-time lighting, since we were calculating the shadows at realtime, regardless of what they were cast by or cast onto. And again, this is just one scenario that you need to memorize. Lighting options The Lighting window has three tabs: Object, Scene, and Lightmap. For now we will focus on the first one. The main content of an Object tab is information on objects that are currently selected. This allows us to get quick access to a list of controls, to better tweak selected objects for lightmapping and GI. You can switch between object types with the help of Scene Filter at the top; this is a shortcut to filtering objects in the Hierarchy window (this will not filter the selected GameObjects, but everything in the Hierarchy window). All GameObjects need to be set to Static in order to be affected by the lightmapping process; this is why the Lightmap Static checkbox is the first in the list for Mesh Renderers. If you haven't set the object to static in the Inspector window, checking the Lightmap Static box will do just that. The Scale in Lightmap parameter controls the lightmap resolution. The greater the value, the bigger the resolution given to the object's lightmap, resulting in better lighting effects and shadows. Setting the parameter to 0 will result in an object not being affected by lightmapping. Unless you are trying to fix lighting artifacts on the object, or going for the maximum optimization, you shouldn't touch this parameter; there is a better way to adjust the lightmap resolution for all objects in the scene; Scale in Lightmap scales in relation to global value. The rest of the parameters are very situational and quite advanced, they deal with UVs, extend the effect of GI on the GameObject, and give detailed information on the lightmap. For lights, we have a baking parameter with three options: Realtime, Baked, or Mixed. Naturally, if you want this light for lightmapping, Realtime is not an option, so you should pick Baked or Mixed. Color and Intensity are referenced from the Inspector window and can be adjusted in either place. Baked Shadows allows us to choose the shadow type that will be baked (Hard, Soft, Off). Summary Lighting is a difficult process that is deceptively easy to learn, but hard to master. In Unity, lighting isn't without its issues. Attempting to apply real-world logic to 3D rendering will result in a direct confrontation with limitations posed by imperfect simulation. In order to solve issues that may arise, one must first understand what might be causing them, in order to isolate the problem and attempt to find a solution. Alas, there are still a lot of topics left uncovered that are outside of the realm of an introduction. If you wish to learn more about lighting, I would point you again to the official documentation and developer blogs, where you'll find a lot of useful information, tons of theory, practical recommendations, as well as in-depth look into all light elements discussed. Resources for Article: Further resources on this subject: Learning NGUI for Unity [article] Saying Hello to Unity and Android [article] Components in Unity [article]
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Pravin Dhandre
22 Jan 2018
5 min read
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Implement Named Entity Recognition (NER) using OpenNLP and Java

Pravin Dhandre
22 Jan 2018
5 min read
[box type="note" align="" class="" width=""]This article is an excerpt from a book written by Richard M. Reese and Jennifer L. Reese titled Java for Data Science. This book provides in-depth understanding of important tools and proven techniques used across data science projects in a Java environment.[/box] In this article, we are going to show Java implementation of Information Extraction (IE) task to identify what the document is all about. From this task you will know how to enhance search retrieval and boost the ranking of your document in the search results. To begin with, let's understand what Named Entity Recognition (NER) is all about. It is  referred to as classifying elements of a document or a text such as finding people, location and things. Given a text segment, we may want to identify all the names of people present. However, this is not always easy because a name such as Rob may also be used as a verb. In this section, we will demonstrate how to use OpenNLP's TokenNameFinderModel class to find names and locations in text. While there are other entities we may want to find, this example will demonstrate the basics of the technique. We begin with names. Most names occur within a single line. We do not want to use multiple lines because an entity such as a state might inadvertently be identified incorrectly. Consider the following sentences: Jim headed north. Dakota headed south. If we ignored the period, then the state of North Dakota might be identified as a location, when in fact it is not present. Using OpenNLP to perform NER We start our example with a try-catch block to handle exceptions. OpenNLP uses models that have been trained on different sets of data. In this example, the en-token.bin and enner-person.bin files contain the models for the tokenization of English text and for English name elements, respectively. These files can be downloaded fromhttp://opennlp.sourceforge.net/models-1.5/. However, the IO stream used here is standard Java: try (InputStream tokenStream = new FileInputStream(new File("en-token.bin")); InputStream personModelStream = new FileInputStream( new File("en-ner-person.bin"));) { ... } catch (Exception ex) { // Handle exceptions } An instance of the TokenizerModel class is initialized using the token stream. This instance is then used to create the actual TokenizerME tokenizer. We will use this instance to tokenize our sentence: TokenizerModel tm = new TokenizerModel(tokenStream); TokenizerME tokenizer = new TokenizerME(tm); The TokenNameFinderModel class is used to hold a model for name entities. It is initialized using the person model stream. An instance of the NameFinderME class is created using this model since we are looking for names: TokenNameFinderModel tnfm = new TokenNameFinderModel(personModelStream); NameFinderME nf = new NameFinderME(tnfm); To demonstrate the process, we will use the following sentence. We then convert it to a series of tokens using the tokenizer and tokenizer method: String sentence = "Mrs. Wilson went to Mary's house for dinner."; String[] tokens = tokenizer.tokenize(sentence); The Span class holds information regarding the positions of entities. The find method will return the position information, as shown here: Span[] spans = nf.find(tokens); This array holds information about person entities found in the sentence. We then display this information as shown here: for (int i = 0; i < spans.length; i++) { out.println(spans[i] + " - " + tokens[spans[i].getStart()]); } The output for this sequence is as follows. Notice that it identifies the last name of Mrs. Wilson but not the “Mrs.”: [1..2) person - Wilson [4..5) person - Mary Once these entities have been extracted, we can use them for specialized analysis. Identifying location entities We can also find other types of entities such as dates and locations. In the following example, we find locations in a sentence. It is very similar to the previous person example, except that an en-ner-location.bin file is used for the model: try (InputStream tokenStream = new FileInputStream("en-token.bin"); InputStream locationModelStream = new FileInputStream( new File("en-ner-location.bin"));) { TokenizerModel tm = new TokenizerModel(tokenStream); TokenizerME tokenizer = new TokenizerME(tm); TokenNameFinderModel tnfm = new TokenNameFinderModel(locationModelStream); NameFinderME nf = new NameFinderME(tnfm); sentence = "Enid is located north of Oklahoma City."; String tokens[] = tokenizer.tokenize(sentence); Span spans[] = nf.find(tokens); for (int i = 0; i < spans.length; i++) { out.println(spans[i] + " - " + tokens[spans[i].getStart()]); } } catch (Exception ex) { // Handle exceptions } With the sentence defined previously, the model was only able to find the second city, as shown here. This likely due to the confusion that arises with the name Enid which is both the name of a city and a person' name: [5..7) location - Oklahoma Suppose we use the following sentence: sentence = "Pond Creek is located north of Oklahoma City."; Then we get this output: [1..2) location - Creek [6..8) location - Oklahoma Unfortunately, it has missed the town of Pond Creek. NER is a useful tool for many applications, but like many techniques, it is not always foolproof. The accuracy of the NER approach presented, and many of the other NLP examples, will vary depending on factors such as the accuracy of the model, the language being used, and the type of entity.   With this, we successfully learnt one of the core tasks of natural language processing using Java and Apache OpenNLP. To know what else you can do with Java in the exciting domain of Data Science, check out this book Java for Data Science.  
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Packt
21 Oct 2010
4 min read
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Blender 2.5: creating a UV texture

Packt
21 Oct 2010
4 min read
Before we can create a custom UV texture, we need to export our current UV map from Blender to a file that an image manipulation program, such as GIMP or Photoshop, can read. Exporting our UV map If we have GIMP downloaded, we can export our UV map from Blender to a format that GIMP can read. To do this, make sure we can view our UV map in the Image Editor. Then, go to UVs | Export UV Layout. Then save the file in a folder you can easily get to, naming it UV_layout or whatever you like. (Move the mouse over the image to enlarge.) Now it's time to open GIMP! Downloading GIMP Before we begin, we need to first get an image manipulation program. If you don't have one of the high-end programs, such as Photoshop, there still is hope. There's a wonderful free (and open source) program called GIMP, which parallels Photoshop in functionality. For the sake of creating our textures, we will be using GIMP, but feel free to use whatever you are personally most comfortable with. To download GIMP, visit the program's website at http://www.gimp.org and download the right version for your operating system. Mac Users will need to install X11 so GIMP will run. Consult your Mac OS installation guide for instructions on how to install. Windows users, you will need to install the GTK+ Runtime Environment to run GIMP—the download installer should warn you about this during installation. To install GTK+, visit http://www.gtk.org. Hello GIMP! When we open GIMP for the first time, we should have a 3-window layout, similar to the following screen: Create a new document by selecting File | New. You can also use the Ctrl+N keyboard shortcut. This should bring up a dialog box with a list of settings we can use to customize our new document. Because Blender exported our UV map as an SVG file, we can choose any size image we want, because we can scale the image to fit our document. SVG stands for Scalable Vector Graphic. Vector graphics are images defined by mathematically calculated paths, allowing them to be scaled infinitely without the pixilation caused when raster images are enlarged beyond a certain point. Change the Width and Height attributes to 2000 each. This will create a texture image 2000 pixels wide by 2000 pixels high. Click on OK to create our new document. Getting reference images Before we can create a UV texture for our wine bottle, which will primarily define the bottle's label, we need to know what is typically on a wine bottle's label. If you search the web for any wine bottle, you'll get a pretty good idea of what a wine bottle label looks like. However, for our purposes, we're going to use the following image: Notice how there's typically the name of the wine company, the type of wine, and the year it was made. We're going to use all of these in our own wine bottle label. Importing our UV map A nice thing about GIMP is that we can import images as layers into our current file. We're going to do just this with our UV map. Go to File | Open as Layers... to bring up the file selection dialog box. Navigate to the UV map we saved earlier and open it. Another dialog box will pop up—we can use this to tell GIMP how we want our SVG to appear in our document. Change the Width and Height attributes to match our working document—2000px by 2000px. Click on OK to confirm. Not every file type will bring up this dialog box—it's specific to SVG files only. We should now see our UV map in the document as a new layer. Before we continue, we should change the background color of our texture. Our label is going to be white, so we are going to need to distinguish our label from the rest of the wine bottle's material. With our background layer selected, fill the layer with a black color using the Fill tool. Next, we can create the background color of the label. Create a new layer by clicking on the New Layer button. Name it label_background. Using the Marquee Selection tool, make a selection similar to the following image: Fill it, using the Fill tool, with white. This will be the background for our label—everything else we add with be made in relation to this layer. Keep the UV map layer on top as often as possible. This will help us keep a clear view of where our graphics are in relation to our UV map at all times.
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Packt
09 Feb 2016
21 min read
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Elastic Load Balancing

Packt
09 Feb 2016
21 min read
In this article by Yohan Wadia, the author of the book AWS Administration – The Definitive Guide, we are going continue where we last dropped off and introduce an amazing and awesome concept called as Auto Scaling! AWS has been one of the first Public Cloud providers to provide this feature and really it is something that you must try out and use in your environments! This chapter will teach you the basics of Auto Scaling, its concepts and terminologies, and even how to create an auto scaled environment using AWS. It will also cover Amazon Elastic Load Balancers and how you can use them in conjuncture with Auto Scaling to manage your applications more effectively! So without wasting any more time, let's first get started by understanding what Auto Scaling is and how it actually works! (For more resources related to this topic, see here.) An overview of Auto Scaling We have been talking about AWS and the concept of dynamic scalability a.k.a. Elasticity in general throughout this book; well now is the best time to look at it in depth with the help of Auto Scaling! Auto Scaling basically enables you to scale your compute capacity (EC2 instances) either up or down, depending on the conditions you specify. These conditions could be as simple as a number that maintains the count of your EC2 instances at any given time, or even complex conditions that measures the load and performance of your instances such as CPU utilization, memory utilization, and so on. But a simple question that may arise here is why do I even need Auto Scaling? Is it really that important? Let's look at a dummy application's load and performance graph to get a better understanding of things, let's take a look at the following screenshot: The graph to the left depicts the traditional approach that is usually taken to map an application's performance requirements with a fixed infrastructure capacity. Now to meet this application's unpredictable performance requirement, you would have to plan and procure additional hardware upfront, as depicted by the red line. And since there is no guaranteed way to plan for unpredictable workloads, you generally end up procuring more than you need. This is a standard approach employed by many businesses and it doesn't come without its own sets of problems. For example, the region highlighted in red is when most of the procured hardware capacity is idle and wasted as the application simply does not have that high a requirement. Whereas there can be cases as well where the procured hardware simply did not match the application's high performance requirements, as shown by the green region. All these issues, in turn, have an impact on your business, which frankly can prove to be quite expensive. That's where the elasticity of a Cloud comes into play. Rather than procuring at the nth hour and ending up with wasted resources, you grow and shrink your resources dynamically as per your application's requirements, as depicted in the graph on the right. This not only helps you in saving overall costs but also makes your application's management a lot more easy and efficient. And don't worry if your application does not have an unpredictable load pattern! Auto Scaling is designed to work with both predictable and unpredictable workloads so that no matter what application you may have, you can also be rest assured that the required compute capacity is always going to be made available for use when required. Keeping that in mind, let us summarize some of the benefits that AWS Auto Scaling provides: Cost Savings: By far the biggest advantage provided by Auto Scaling, you can actually gain a lot of control over the deployment of your instances as well as costs by launching instances only when they are needed and terminating them when they aren't required. Ease of Use: AWS provides a variety of tools using which you can create and manage your Auto Scaling such as the AWS CLI and even using the EC2 Management Dashboard. Auto Scaling can be programmatically created and managed via a simple and easy to use web service API as well. Scheduled Scaling Actions: Apart from scaling instances as per a given policy, you can additionally even schedule scaling actions that can be executed in the future. This type of scaling comes in handy when your application's workload patterns are predictable and well known in advance. Geographic Redundancy and Scalability: AWS Auto Scaling enables you to scale, distribute, as well as load balance your application automatically across multiple Availability Zones within a given region. Easier Maintenance and Fault Tolerance: AWS Auto Scaling replaces unhealthy instances automatically based on predefined alarms and threshold. With these basics in mind, let us understand how Auto Scaling actually works out in AWS. Auto scaling components To get started with Auto Scaling on AWS, you will be required to work with three primary components, each described briefly as follows. Auto scaling group An Auto Scaling Group is a core component of the Auto Scaling service. It is basically a logical grouping of instances that share some common scaling characteristics between them. For example, a web application can contain a set of web server instances that can form one Auto Scaling Group and another set of application server instances that become a part of another Auto Scaling Group and so on. Each group has its own set of criteria specified that includes the minimum and maximum number of instances that the Group should have along with the desired number of instances that the group must have at all times. Note: The desired number of instances is an optional field in an Auto Scaling Group. If the desired capacity value is not specified, then the Auto Scaling Group will consider the minimum number of instance value as the desired value instead. Auto Scaling Groups are also responsible for performing periodic health checks on the instances contained within them. An instance with a degraded health is then immediately swapped out and replaced by a new one by the Auto Scaling Group, thus ensuring that each of the instances within the Group work at optimum levels. Launch configurations A Launch Configuration is a set of blueprint statements that the Auto Scaling Group uses to launch instances. You can create a single Launch Configuration and use it with multiple Auto Scaling Groups; however, you can only associate one Launch Configuration with a single Auto Scaling Group at a time. What does a Launch Configuration contain? Well to start off with, it contains the AMI ID using which Auto Scaling launches the instances in the Auto Scaling Group. It also contains additional information about your instances such as instance type, the security group it has to be associated with, block device mappings, key pairs, and so on. An important thing to note here is that once you create a Launch Configuration, there is no way you can edit it again. The only way to make changes to a Launch Configuration is by creating a new one in its place and associating that with the Auto Scaling Group. Scaling plans With your Launch Configuration created, the final step left is to create one or more Scaling Plans. Scaling Plans describe how the Auto Scaling Group should actually scale. There are three scaling mechanisms you can use with your Auto Scaling Groups, each described as follows: Manual Scaling: Manual Scaling by far is the simplest way of scaling your resources. All you need to do here is specify a new desired number of instances value or change the minimum or maximum number of instances in an Auto Scaling Group and the rest is taken care of by the Auto Scaling service itself. Scheduled Scaling: Scheduled Scaling is really helpful when it comes to scaling resources based on a particular time and date. This method of scaling is useful when the application's load patterns are highly predictable, and thus you know exactly when to scale up or down. For example, an application that process a company's payroll cycle is usually load intensive during the end of each month, so you can schedule the scaling requirements accordingly. Dynamic Scaling: Dynamic Scaling or scaling on demand is used when the predictability of your application's performance is unknown. With Dynamic Scaling, you generally provide a set of scaling policies using some criteria, for example, scale the instances in my Auto Scaling Group by 10 when the average CPU Utilization exceeds 75 percent for a period of 5 minutes. Sounds familiar right? Well that's because these dynamic scaling policies rely on Amazon CloudWatch to trigger scaling events. CloudWatch monitors the policy conditions and triggers the auto scaling events when certain thresholds are beached. In either case, you will require a minimum of two such scaling polices: one for scaling in (terminating instances) and one for scaling out (launching instances). Before we go ahead and create our first Auto Scaling activity, we need to understand one additional AWS service that will help us balance and distribute the incoming traffic across our auto scaled EC2 instances. Enter the Elastic Load Balancer! Introducing the Elastic Load Balancer Elastic Load Balancer or ELB is a web service that allows you to automatically distribute incoming traffic across a fleet of EC2 instances. In simpler terms, an ELB acts as a single point of contact between your clients and the EC2 instances that are servicing them. The clients query your application via the ELB; thus, you can easily add and remove the underlying EC2 instances without having to worry about any of the traffic routing or load distributions. It is all taken care of by the ELB itself! Coupled with Auto Scaling, ELB provides you with a highly resilient and fault tolerant environment to host your applications. While the Auto Scaling service automatically removes any unhealthy EC2 instances from its Group, the ELB automatically reroutes the traffic to some other healthy instance. Once a new healthy instance is launched by the Auto Scaling service, ELB will once again re-route the traffic through it and balance out the application load as well. But the work of the ELB doesn't stop there! An ELB can also be used to safeguard and secure your instances by enforcing encryption and by utilizing only HTTPS and SSL connections. Keeping these points in mind, let us look at how an ELB actually works. Well to begin with, when you create an ELB in a particular AZ, you are actually spinning up one or more ELB nodes. Don't worry, you cannot physically see these nodes nor perform any much actions on them. They are completely managed and looked after by AWS itself. This node is responsible for forwarding the incoming traffic to the healthy instances present in that particular AZ. Now here's the fun part! If you configure the ELB to work across multiple AZs and assume that one entire AZ goes down or the instances in that particular AZ become unhealthy for some reason, then the ELB will automatically route traffic to the healthy instances present in the second AZ. How does it do the routing? The ELB by default is provided with a Public DNS name, something similar to MyELB-123456789.region.elb.amazonaws.com. The clients send all their requests to this particular Public DNS name. The AWS DNS Servers then resolve this public DNS name to the public IP addresses of the ELB nodes. Each of the nodes has one or more Listeners configured on them which constantly checks for any incoming connections. Listeners are nothing but a process that are configured with a combination of protocol, for example, HTTP and a port, for example, 80. The ELB node that receives the particular request from the client then routes the traffic to a healthy instance using a particular routing algorithm. If the Listener was configured with a HTTP or HTTPS protocol, then the preferred choice of routing algorithm is the least outstanding requests routing algorithm. Note: If you had configured your ELB with a TCP listener, then the preferred routing algorithm is Round Robin. Confused? Well don't be as most of these things are handled internally by the ELB itself. You don't have to configure the ELB nodes nor the routing tables. All you need to do is set up the Listeners in your ELB and point all client requests to the ELB's Public DNS name, that's it! Keeping these basics in mind, let us go ahead and create our very first ELB! Creating your first Elastic Load Balancer Creating and setting up an ELB is a fairly easy and straightforward process provided you have planned and defined your Elastic Load Balancer's role from the start. The current version of ELB supports HTTP, HTTPS, TCP, as well as SSL connection protocols; however, for the sake of simplicity, we will be creating a simple ELB for balancing HTTP traffic only. I'll be using the same VPC environment that we have been developing since Chapter 5, Building your Own Private Clouds using Amazon VPC; however, you can easily substitute your own infrastructure in this place as well. To access the ELBDashboard, you will have to first access the EC2ManagementConsole. Next, from the navigation pane, select the LoadBalancers option, as shown in the following screenshot. This will bring up the ELBDashboard as well using which you can create and associate your ELBs. An important point to note here is that although ELBs are created using this particular portal, you can, however, use them for both your EC2 and VPC environments. There is no separate portal for creating ELBs in a VPC environment. Since this is our first ELB, let us go ahead and select the CreateLoadBalancer option. This will bring up a seven-step wizard using which you can create and customize your ELBs. Step 1 – Defining Load Balancer To begin with, provide a suitable name for your ELB in the LoadBalancername field. In this case, I have opted to stick to my naming convention and named the ELB as US-WEST-PROD-LB-01. Next up, select the VPC option in which you wish to deploy your ELB. Again, I have gone ahead and selected the US-WEST-PROD-1 (192.168.0.0/16) VPC that we created in Chapter 5, Building your Own Private Clouds using Amazon VPC. You can alternatively select your own VPC environment or even select a standalone EC2 environment if it is available. Do not check the Create an internal load balancer option as in this scenario we are creating an Internet-facing ELB for our Web Server instances. There are two types of ELBs that you can create and use based on your requirements. The first is an Internet-facing Load Balancer, which is used to balance out client requests that are inbound from the Internet. Ideally, such Internet-facing load balancers connect to the Public Subnets of a VPC. Similarly, you also have something called as Internal Load Balancers that connect and route traffic to your Private Subnets. You can use a combination of these depending on your application's requirements and architecture, for example, you can have one Internet-facing ELB as your application's main entry point and an internal ELB to route traffic between your Public and Private Subnets; however, for simplicity, let us create an Internet-facing ELB for now. With these basic settings done, we now provide our ELB's Listeners. A Listener is made up of two parts: a protocol and port number for your frontend connection (between your Client and the ELB), and a protocol and a port number for a backend connection (between the ELB and the EC2 instances). In the ListenerConfiguration section, select HTTP from the Load Balancer Protocol dropdown list and provide the port number 80 in the Load Balancer Port field, as shown in the following screenshot. Provide the same protocol and port number for the Instance Protocol and Instance Port field as well. What does this mean? Well this listener is now configured to listen on the ELB's external port (Load Balancer Port) 80 for any client's requests. Once it receives the requests, it will then forward it out to the underlying EC2 instances using the Instance Port, which in this case is port 80 as well. There is no thumb rule as such that both the port values must match; in fact, it is actually a good practice to keep them different. Although your ELB can listen on port 80 for any client's requests, it can use any ports within the range of 1-65,535 for forwarding the request to the instances. You can optionally add additional listeners to your ELB such as a listener for the HTTPS protocol running on port 443 as well; however, that is something that I will leave you do to later. The final configuration item left in step 1 is where you get to select the Subnets option to be associated with your new Load Balancer. In my case, I have gone ahead and created a set of subnets each in two different AZs so as to mimic a high availability scenario. Select any particular Subnets and add them to your ELB by selecting the adjoining + sign. In my case, I have selected two Subnets, both belonging to the web server instances; however, both present in two different AZs. Note: You can select a single Subnet as well; however, it is highly recommended that you go for a high available architecture, as described earlier. Once your subnets are added, click on Next: Assign Security Groups to continue over to step 2. Step 2 – Assign Security Groups Step 2 is where we get to assign our ELB with a Security Group. Now here a catch: You will not be prompted for a Security Group if you are using an EC2-Classic environment for your ELB. This Security Group is only necessary for VPC environments and will basically allow the port you designated for inbound traffic to pass through. In this case, I have created a new dedicated Security Group for the ELB. Provide a suitable Security group name as well as Description, as shown in the preceding screenshot. The new security group already contains a rule that allows traffic to the port that you configured your Load Balancer to use, in my case its port 80. Leave the rule to its default value and click on Next: Configure Security Settingsto continue. Step 3 – Configure Security Settings This is an optional page that basically allows you to secure your ELB by using either the HTTPS or the SSL protocol for your frontend connection. But since we have opted for a simple HTTP-based ELB, we can ignore this page for now. Click on Next: Configure Health Check to proceed on to the next step. Step 4 – Configure Health Check Health Checks are a very important part of an ELB's configuration and hence you have to be extra cautious when setting it up. What are Health Checks? To put it in simple terms, these are basic tests that the ELB conducts to ensure that your underlying EC2 instances are healthy and running optimally. These tests include simple pings, attempted connections, or even some send requests. If the ELB senses either of the EC2 instances in an unhealthy state, it immediately changes its Health Check Status to OutOfService. Once the instance is marked as OutOfService, the ELB no longer routes any traffic to it. The ELB will only start sending traffic back to the instance only if its Health Check State changes to InService again. To configure the Health Checks for your ELB, fill in the following information as described here: Ping Protocol: This field indicates which protocol the ELB should use to connect to your EC2 instances. You can use the TCP, HTTP, HTTPS, or the SSL options; however, for simplicity, I have selected the HTTP protocol here. Ping Port: This field is used to indicate the port which the ELB should use to connect to the instance. You can supply any port value from the range 1 to 65,535; however, since we are using the HTTP protocol, I have opted to stick with the default value of port 80. This port value is really essential as the ELB will periodically ping the EC2 instances on this port number. If any instance does not reply back in a timely fashion, then that instance will be deemed unhealthy by the ELB. Ping Path: This value is usually used for the HTTP and HTTPS protocols. The ELB sends a simple GET request to the EC2 instances based on the Ping Port and Ping Path. If the ELB receives a response other than an "OK," then that particular instance is deemed to be unhealthy by the ELB and it will no longer route any traffic to it. Ping Paths generally are set with a forward slash "/", which indicates the default home page of a web server. However, you can also use a /index.html or a /default.html value as you seem fit. In my case, I have provided the /index.php value as my dummy web application is actually a PHP app. Besides the Ping checks, there are also a few advanced configuration details that you can configure based on your application's health check needs: Response Time: The Response Time is the time the ELB has to wait in order to receive a response. The default value is 5 seconds with a max value up to 60 seconds. Let's take a look at the following screenshot: Health Check Interval: This field indicates the amount of time (in seconds) the ELB waits between health checks of an individual EC2 instance. The default value is 30 seconds; however, you can specify a max value of 300 seconds as well. Unhealthy Threshold: This field indicates the number of consecutive failed health checks an ELB must wait before declaring an instance unhealthy. The default value is 2 with a max threshold value of 10. Healthy Threshold: This field indicates the number of consecutive successful health checks an ELB must wait before declaring an instance healthy. The default value is 2 with a max threshold value of 10. Once you have provided your values, go ahead and select the Next: Add EC2 Instances option. Step 5 – Add EC2 Instances In this section of the Wizard, you can select any running instance from your Subnets to be added and registered with the ELB. But since we are setting this particular ELB for use with Auto Scaling, we will leave this section for now. Click on Next: Add Tags to proceed with the wizard. Step 6 – Add Tags We already know the importance of tagging our AWS resources, so go ahead and provide a suitable tag for categorizing and identifying your ELB. Note that you can always add/edit and remove tags at a later time as well using the ELB Dashboard. With the Tags all set up, click on Review and Create. Step 7 – Review and Create The final steps of our ELB creation wizard is where we simply review our ELB's settings, including the Health Checks, EC2 instances, Tags, and so on. Once reviewed, click on Create to begin your ELB's creation and configuration. The ELB takes a few seconds to get created, but once it's ready, you can view and manage it just like any other AWS resource using the ELBDashboard, as shown in the following screenshot: Select the newly created ELB and view its details in the Description tab. Make a note of the ELB's public DNS Name as well. You can optionally even view the Status as well as the ELBScheme (whether Internet-facing or internal) using the Description tab. You can also view the ELB's Health Checks as well as the Listeners configured with your ELB. Before we proceed with the next section of this chapter, here are a few important pointers to keep in mind when working with ELB. Firstly, the configurations that we performed on our ELB are all very basic and will help you to get through the basics; however, ELB also provides us with additional advanced configuration options such as Cross-Zone Load Balancing, Proxy Protocols, and Sticky Sessions, and so on, which can all be configured using the ELB Dashboard. To know more about these advanced settings, refer to http://docs.aws.amazon.com/ElasticLoadBalancing/latest/DeveloperGuide/elb-configure-load-balancer.html. Second important thing worth mentioning is the ELB's costs. Although it is free (Terms and Conditions apply) to use under the Free Tier eligibility, ELBs are charged approximately $0.025 per hour used. There is a nominal charge on the data transferring charge as well, which is approximately $0.008 per GB of data processed. Summary I really hope that you have got to learn about Amazon ELB as much as possible. We talked about the importance of Auto Scaling and how it proves to be super beneficial when compared to the traditional mode of scaling infrastructure. We then learnt a bit about AWS Auto Scaling and its core components. Next, we learnt about a new service offering called as Elastic Load Balancers and saw how easy it is to deploy one for our own use. Resources for Article: Further resources on this subject: Achieving High-Availability on AWS Cloud [article] Amazon Web Services [article] Patterns for Data Processing [article]
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