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How-To Tutorials

7018 Articles
article-image-wireless-attacks-kali-linux
Packt
11 Oct 2013
13 min read
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Wireless Attacks in Kali Linux

Packt
11 Oct 2013
13 min read
In this article, by Willie L. Pritchett, author of the Kali Linux Cookbook, we will learn about the various wireless attacks. These days, wireless networks are everywhere. With users being on the go like never before, having to remain stationary because of having to plug into an Ethernet cable to gain Internet access is not feasible. For this convenience, there is a price to be paid; wireless connections are not as secure as Ethernet connections. In this article, we will explore various methods for manipulating radio network traffic including mobile phones and wireless networks. We will cover the following topics in this article: Wireless network WEP cracking Wireless network WPA/WPA2 cracking Automating wireless network cracking Accessing clients using a fake AP URL traffic manipulation Port redirection Sniffing network traffic (For more resources related to this topic, see here.) Wireless network WEP cracking Wireless Equivalent Privacy, or WEP as it's commonly referred to, has been around since 1999 and is an older security standard that was used to secure wireless networks. In 2003, WEP was replaced by WPA and later by WPA2. Due to having more secure protocols available, WEP encryption is rarely used. As a matter of fact, it is highly recommended that you never use WEP encryption to secure your network! There are many known ways to exploit WEP encryption and we will explore one of those ways in this recipe. In this recipe, we will use the AirCrack suite to crack a WEP key. The AirCrack suite (or AirCrack NG as it's commonly referred to) is a WEP and WPA key cracking program that captures network packets, analyzes them, and uses this data to crack the WEP key. Getting ready In order to perform the tasks of this recipe, experience with the Kali terminal window is required. A supported wireless card configured for packet injection will also be required. In case of a wireless card, packet injection involves sending a packet, or injecting it onto an already established connection between two parties. Please ensure your wireless card allows for packet injection as this is not something that all wireless cards support. How to do it... Let's begin the process of using AirCrack to crack a network session secured by WEP. Open a terminal window and bring up a list of wireless network interfaces: airmon-ng Under the interface column, select one of your interfaces. In this case, we will use wlan0. If you have a different interface, such as mon0, please substitute it at every location where wlan0 is mentioned. Next, we need to stop the wlan0 interface and take it down so that we can change our MAC address in the next step. airmon-ng stop ifconfig wlan0 down Next, we need to change the MAC address of our interface. Since the MAC address of your machine identifies you on any network, changing the identity of our machine allows us to keep our true MAC address hidden. In this case, we will use 00:11:22:33:44:55. macchanger --mac 00:11:22:33:44:55 wlan0 Now we need to restart airmon-ng. airmon-ng start wlan0 Next, we will use airodump to locate the available wireless networks nearby. airodump-ng wlan0 A listing of available networks will begin to appear. Once you find the one you want to attack, press Ctrl + C to stop the search. Highlight the MAC address in the BSSID column, right click your mouse, and select copy. Also, make note of the channel that the network is transmitting its signal upon. You will find this information in the Channel column. In this case, the channel is 10. Now we run airodump and copy the information for the selected BSSID to a file. We will utilize the following options: –c allows us to select our channel. In this case, we use 10. –w allows us to select the name of our file. In this case, we have chosen wirelessattack. –bssid allows us to select our BSSID. In this case, we will paste 09:AC:90:AB:78 from the clipboard. airodump-ng –c 10 –w wirelessattack --bssid 09:AC:90:AB:78 wlan0 A new terminal window will open displaying the output from the previous command.Leave this window open. Open another terminal window; to attempt to make an association, we will run aireplay, which has the following syntax: aireplay-ng -1 0 –a [BSSID] –h [our chosen MAC address] –e [ESSID] [Interface] aireplay-ng -1 0 -a 09:AC:90:AB:78 –h 00:11:22:33:44:55 –e backtrack wlan0 Next, we send some traffic to the router so that we have some data to capture. We use aireplay again in the following format: aireplay-ng -3 –b [BSSID] – h [Our chosen MAC address] [Interface] aireplay-ng -3 –b 09:AC:90:AB:78 –h 00:11:22:33:44:55 wlan0 Your screen will begin to fill with traffic. Let this process run for a minute or two until we have information to run the crack. Finally, we run AirCrack to crack the WEP key. aircrack-ng –b 09:AC:90:AB:78 wirelessattack.cap That's it! How it works... In this recipe, we used the AirCrack suite to crack the WEP key of a wireless network. AirCrack is one of the most popular programs for cracking WEP. AirCrack works by gathering packets from a wireless connection over WEP and then mathematically analyzing the data to crack the WEP encrypted key. We began the recipe by starting AirCrack and selecting our desired interface. Next, we changed our MAC address which allowed us to change our identity on the network and then searched for available wireless networks to attack using airodump. Once we found the network we wanted to attack, we used aireplay to associate our machine with the MAC address of the wireless device we were attacking. We concluded by gathering some traffic and then brute-forced the generated CAP file in order to get the wireless password. Wireless network WPA/WPA2 cracking WiFi Protected Access, or WPA as it's commonly referred to, has been around since 2003 and was created to secure wireless networks and replace the outdated previous standard, WEP encryption. In 2003, WEP was replaced by WPA and later by WPA2. Due to having more secure protocols available, WEP encryption is rarely used. In this recipe, we will use the AirCrack suite to crack a WPA key. The AirCrack suite (or AirCrack NG as it's commonly referred) is a WEP and WPA key cracking program that captures network packets, analyzes them, and uses this data to crack the WPA key. Getting ready In order to perform the tasks of this recipe, experience with the Kali Linux terminal windows is required. A supported wireless card configured for packet injection will also be required. In the case of a wireless card, packet injection involves sending a packet, or injecting it onto an already established connection between two parties. How to do it... Let's begin the process of using AirCrack to crack a network session secured by WPA. Open a terminal window and bring up a list of wireless network interfaces. airmon-ng Under the interface column, select one of your interfaces. In this case, we will use wlan0. If you have a different interface, such as mon0, please substitute it at every location where wlan0 is mentioned. Next, we need to stop the wlan0 interface and take it down. airmon-ng stop wlan0 ifconfig wlan0 down Next, we need to change the MAC address of our interface. In this case, we will use 00:11:22:33:44:55. macchanger -–mac 00:11:22:33:44:55 wlan0 Now we need to restart airmon-ng. airmon-ng start wlan0 Next, we will use airodump to locate the available wireless networks nearby. airodump-ng wlan0 A listing of available networks will begin to appear. Once you find the one you want to attack, press Ctrl + C to stop the search. Highlight the MAC address in the BSSID column, right-click, and select copy. Also, make note of the channel that the network is transmitting its signal upon. You will find this information in the Channel column. In this case, the channel is 10. Now we run airodump and copy the information for the selected BSSID to a file. We will utilize the following options: –c allows us to select our channel. In this case, we use 10. –w allows us to select the name of our file. In this case, we have chosen wirelessattack. –bssid allows us to select our BSSID. In this case, we will paste 09:AC:90:AB:78 from the clipboard. airodump-ng –c 10 –w wirelessattack --bssid 09:AC:90:AB:78 wlan0 A new terminal window will open displaying the output from the previous command.Leave this window open. Open another terminal window; to attempt to make an association, we will run aireplay, which has the following syntax: aireplay-ng –dauth 1 –a [BSSID] –c [our chosen MAC address] [Interface]. This process may take a few moments. Aireplay-ng --deauth 1 –a 09:AC:90:AB:78 –c 00:11:22:33:44:55 wlan0 Finally, we run AirCrack to crack the WPA key. The –w option allows us to specify the location of our wordlist. We will use the .cap file that we named earlier. In this case,the file's name is wirelessattack.cap. Aircrack-ng –w ./wordlist.lst wirelessattack.cap That's it! How it works... In this recipe, we used the AirCrack suite to crack the WPA key of a wireless network. AirCrack is one of the most popular programs for cracking WPA. AirCrack works by gathering packets from a wireless connection over WPA and then brute-forcing passwords against the gathered data until a successful handshake is established. We began the recipe by starting AirCrack and selecting our desired interface. Next, we changed our MAC address which allowed us to change our identity on the network and then searched for available wireless networks to attack using airodump . Once we found the network we wanted to attack, we used aireplay to associate our machine with the MAC address of the wireless device we were attacking. We concluded by gathering some traffic and then brute forced the generated CAP file in order to get the wireless password. Automating wireless network cracking In this recipe we will use Gerix to automate a wireless network attack. Gerix is an automated GUI for AirCrack. Gerix comes installed by default on Kali Linux and will speed up your wireless network cracking efforts. Getting ready A supported wireless card configured for packet injection will be required to complete this recipe. In the case of a wireless card, packet injection involves sending a packet, or injecting it, onto an already established connection between two parties. How to do it... Let's begin the process of performing an automated wireless network crack with Gerix by downloading it. Using wget, navigate to the following website to download Gerix. wget https://bitbucket.org/Skin36/gerix-wifi-cracker-pyqt4/downloads/gerix-wifi-cracker-master.rar Once the file has been downloaded, we now need to extract the data from the RAR file. unrar x gerix-wifi-cracker-master.rar Now, to keep things consistent, let's move the Gerix folder to the /usr/share directory with the other penetration testing tools. mv gerix-wifi-cracker-master /usr/share/gerix-wifi-cracker Let's navigate to the directory where Gerix is located. cd /usr/share/gerix-wifi-cracker To begin using Gerix, we issue the following command: python gerix.py Click on the Configuration tab. On the Configuration tab, select your wireless interface. Click on the Enable/Disable Monitor Mode button. Once Monitor mode has been enabled successfully, under Select Target Network, click on the Rescan Networks button. The list of targeted networks will begin to fill. Select a wireless network to target. In this case, we select a WEP encrypted network. Click on the WEP tab. Under Functionalities, click on the Start Sniffing and Logging button. Click on the subtab WEP Attacks (No Client). Click on the Start false access point authentication on victim button. Click on the Start the ChopChop attack button. In the terminal window that opens, answer Y to the Use this packet question. Once completed, copy the .cap file generated. Click on the Create the ARP packet to be injected on the victim access point button. Click on the Inject the created packet on victim access point button. In the terminal window that opens, answer Y to the Use this packet question. Once you have gathered approximately 20,000 packets, click on the Cracking tab. Click on the Aircrack-ng – Decrypt WEP Password button. That's it! How it works... In this recipe, we used Gerix to automate a crack on a wireless network in order to obtain the WEP key. We began the recipe by launching Gerix and enabling the monitoring mode interface. Next, we selected our victim from a list of attack targets provided by Gerix. After we started sniffing the network traffic, we then used Chop Chop to generate the CAP file. We concluded the recipe by gathering 20,000 packets and brute-forced the CAP file with AirCrack. With Gerix, we were able to automate the steps to crack a WEP key without having to manually type commands in a terminal window. This is an excellent way to quickly and efficiently break into a WEP secured network. Accessing clients using a fake AP In this recipe, we will use Gerix to create and set up a fake access point (AP). Setting up a fake access point gives us the ability to gather information on each of the computers that access it. People in this day and age will often sacrifice security for convenience. Connecting to an open wireless access point to send a quick e-mail or to quickly log into a social network is rather convenient. Gerix is an automated GUI for AirCrack. Getting ready A supported wireless card configured for packet injection will be required to complete this recipe. In the case of a wireless card, packet injection involves sending a packet, or injecting it onto an already established connection between two parties. How to do it... Let's begin the process of creating a fake AP with Gerix. Let's navigate to the directory where Gerix is located: cd /usr/share/gerix-wifi-cracker To begin using Gerix, we issue the following command: python gerix.py Click on the Configuration tab. On the Configuration tab, select your wireless interface. Click on the Enable/Disable Monitor Mode button. Once Monitor mode has been enabled successfully, under Select Target Network, press the Rescan Networks button. The list of targeted networks will begin to fill. Select a wireless network to target. In this case, we select a WEP encrypted network. Click on the Fake AP tab. Change the Access Point ESSID from honeypot to something less suspicious. In this case, we are going to use personalnetwork. We will use the defaults on each of the other options. To start the fake access point,click on the Start Face Access Point button. That's it! How it works... In this recipe, we used Gerix to create a fake AP. Creating a fake AP is an excellent way of collecting information from unsuspecting users. The reason fake access points are a great tool to use is that to your victim, they appear to be a legitimate access point, thus making it trusted by the user. Using Gerix, we were able to automate the creation of setting up a fake access point in a few short clicks.
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article-image-introducing-sproutcore
Packt
10 Oct 2013
6 min read
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Introducing SproutCore

Packt
10 Oct 2013
6 min read
(For more resources related to this topic, see here.) Understanding the SproutCore approach In the strictly technical sense, I would describe SproutCore as an open source web application development framework. As you are likely a technical person interested in web application development, this should be reassuring. And if you are interested in developing web applications, you must also already know how difficult it is to keep track of the vast number of libraries and frameworks to choose from. While it would be nice if we could say that there was one true way, and even nicer if I could say that the one true way was SproutCore; this is not the case and never will be the case. Competing ideas will always exist, especially in this area because the future of software is largely JavaScript and the web. So where does SproutCore fit ideologically within this large and growing group? To best describe it, I would ask you to picture a spectrum of all the libraries and frameworks one can use to build a web application. Towards one end are the small single-feature libraries that provide useful helper functions for use in dynamic websites. As we move across, you'll see that the libraries grow and become combined into frameworks of libraries that provide larger functions, some of which start to bridge the gap between what we may call a website and what we may call a web app. Finally, at the other end of the spectrum you'll find the full application development frameworks. These are the frameworks dedicated to writing software for the web and as you may have guessed, this is where you would find SproutCore along with very few others. First, let me take a moment to argue the position of full application development frameworks such as SproutCore. In my experience, in order to develop web software that truly rivals the native software, you need more than just a collection of parts, and you need a cohesive set of tools with strong fundamentals. I've actually toyed with calling SproutCore something more akin to a platform, rather than a framework, because it is really more than just the framework code, it's also the tools, the ideas, and the experience that come with it. On the other side of the argument, there is the idea of picking small pieces and cobbling them together to form an application. While this is a seductive idea and makes great demos, this approach quickly runs out of steam when attempting to go beyond a simple project. The problem isn't the technology, it's the realities of software development: customization is the enemy of maintainability and growth. Without a native software like structure to build on, the developers must provide more and more glue code to keep it all together and writing architecturally sound code is extremely hard. Unfortunately, under deadlines this results in difficult to maintain codebases that don't scale. In the end, the ability to execute and the ability to iterate are more important than the ability to start. Fortunately, almost all of what you need in an application is common to all applications and so there is no need to reinvent the foundations in each project. It just needs to work and work exceptionally well so that we can free up time and resources to focus on attaining the next level in the user experience. This is the SproutCore approach. SproutCore does not just include all the components you need to create a real application. It also includes thousands of hours of real world tested professional engineering experience on how to develop and deploy genre-changing web applications that are used by millions of people. This experience is baked into the heart of SproutCore and it's completely free to use, which I hope you find as exciting a prospect as I do! Knowing when SproutCore is the right choice As you may have noticed, I use the word "software" occasionally and I will continue to do so, because I don't want to make any false pretenses about what it is we are doing. SproutCore is about writing software for the web. If the term software feels too heavy or too involved to describe your project, then SproutCore may not be the best platform for you. A good measure of whether SproutCore is a good candidate for your project or not, is to describe the goals of your project in normal language. For example, if we were to describe a typical SproutCore application, we would use terms such as: "rich user experience" "large scale" "extremely fast" "immediate feedback" "huge amounts of data" "fluid scrolling through gigantic lists" "works on multiple browsers, even IE7" "full screen" "pixel perfect design" "offline capable" "localized in multiple languages" and perhaps the most telling descriptor of them all, "like a native app" If these terms match several of the goals for your own project, then we are definitely on the right path. Let me talk about the other important factor to consider, possibly the most important factor to consider when deciding as a business on which technology to use: developer performance. It does not matter at all what features a framework has if the time it takes or the skill required to build real applications with it becomes unmanageable. I can tell you first hand that custom code written by a star developer quickly becomes useless in the hands of the next person and all software eventually ends up in someone else's hands. However, SproutCore is built using the same web technology (HTML, JavaScript and CSS) that millions are already familiar with. This provides a simple entry point for a lot of current web developers to start from. But more importantly, SproutCore was built around the software concepts that native desktop and mobile developers have used for years, but that have barely existed in the web. These concepts include: Class-like inheritance, encapsulation, and polymorphism Model-View-Controller (MVC) structure Statecharts Key-value coding, binding, and observing Computed properties Query-able data stores Centralized event handling Responder chains Run loops While there is also a full UI library and many conveniences, the application of software development principles onto web technology is what makes SproutCore so great. When your web app becomes successful and grows exponentially, and I hope it does, then you will be thankful to have SproutCore at its root. As I often heard Charles Jolley , the creator of SproutCore, say: "SproutCore is the technology you bet the company on."
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article-image-creating-autocad-command
Packt
10 Oct 2013
5 min read
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Creating an AutoCAD command

Packt
10 Oct 2013
5 min read
Some custom AutoCAD applications are designed to run unattended, such as when a drawing loads or in reaction to some other event that occurs in your AutoCAD drawing session. But, the majority of your AutoCAD programming work will likely involve custom AutoCAD commands, whether automating a sequence of built-in AutoCAD commands, or implementing new functionality to address a business need. Commands can be simple (printing to the command window or a dialog box), or more difficult (generating a new design on-the-fly, based on data stored in an existing design). Our first custom command will be somewhat simple. We will define a command which will count the number of AutoCAD entities found in ModelSpace (the space in AutoCAD where you model your designs). Then, we will display that data in the command window. Frequently, custom commands acquire information about an object in AutoCAD (or summarize a collection of user input), and then present that information to the user, either for the purpose of reporting data or so the user can make an informed choice or selection based upon the data being presented. Using Netload to load our command class You may be wondering at this point, "How do we load and run our plugin?" I'm glad you asked! To load the plugin, enter the native AutoCAD command NETLOAD. When the dialog box appears, navigate to the DLL file, MyAcadCSharpPlugin1.dll, select it and click on OK. Our custom command will now be available in the AutoCAD session. At the command prompt, enter COUNTENTS to execute the command. Getting ready In our initial project, we have a class MyCommands, which was generated by the AutoCAD 2014 .NET Wizard. This class contains stubs for four types of AutoCAD command structures: basic command; command with pickfirst selection; a session command; and a lisp function. For this plugin, we will create a basic command, CountEnts, using the stub for the Modal command. How to do it... Let's take a look at the code we will need in order to read the AutoCAD database, count the entities in ModelSpace, identify (and count) block references, and display our findings to users: First, let's get the active AutoCAD document and the drawing database. Next, begin a new transaction. Use the using keyword, which will also take care of disposing of the transaction. Open the block table in AutoCAD. In this case, open it for read operation using the ForRead keyword. Similarly, open the block table record for ModelSpace, also for read (ForRead) (we aren't writing new entities to the drawing database at this time). We'll initialize two counters: one to count all AutoCAD entities; one to specifically count block references (also known as Inserts). Then, as we iterate through all of the entities in AutoCAD's ModelSpace, we'll tally AutoCAD entities in general, as well as block references. Having counted the total number of entities overall, as well as the total number of block references, we'll display that information to the user in a dialog box. How it works... AutoCAD is a multi-document application. We must identify the active document (the drawing that is activated) in order to read the correct database. Before reading the database we must start a transaction. In fact, we use transactions whenever we read from or write to the database. In the drawing database, we open AutoCAD's block table to read it. The block table contains the block table records ModelSpace, PaperSpace, and PaperSpace0. We are going to read the entities in ModelSpace so we will open that block table record for reading. We create two variables to store the tallies as we iterate through ModelSpace, keeping track of both block references and AutoCAD entities in general. A block reference is just a reference to a block. A block is a group of entities that is selectable as if it was a single entity. Blocks can be saved as drawing files (.dwg) and then inserted into other drawings. Once we have examined every entity in ModelSpace, we display the tallies (which are stored in the two count variables we created) to the user in a dialog box. Because we used the using keyword when creating the transaction, it is automatically disposed of when our command function ends. Summary The Session command, one of the four types of command stubs added to our project by the AutoCAD 2014 .NET Wizard, has application (rather than document) context. This means it is executed in the context of the entire AutoCAD session, not just within the context of the current document. This allows for some operations that are not permitted in document context, such as creating a new drawing. The other command stub, described as having pickfirst selection is executed with pre-selected AutoCAD entities. In other words, users can select (or pick) AutoCAD entities just prior to executing the command and those entities will be known to the command upon execution. Resources for Article: Further resources on this subject: Dynamically enable a control (Become an expert) [Article] Introduction to 3D Design using AutoCAD [Article] Getting Started with DraftSight [Article]
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Packt
10 Oct 2013
13 min read
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Introducing Magento extension development

Packt
10 Oct 2013
13 min read
Creating Magento extensions can be an extremely challenging and time-consuming task depending on several factors such as your knowledge of Magento internals, overall development skills, and the complexity of the extension functionality itself. Having a deep insight into Magento internals, its structure, and accompanying tips and tricks will provide you with a strong foundation for clean and unobtrusive Magento extension development. The word unobtrusive should be a constant thought throughout your entire development process. The reason is simple; given the massiveness of the Magento platform, it is way too easy to build extensions that clash with other third-party extensions. This is usually a beginner's flaw, which we will hopefully avoid once we have finished reading this article. The examples listed in this article are targeted towards Magento Community Edition 1.7.0.2. Version 1.7.0.2 is the last stable release at the time of writing this writing. Throughout this article we will be referencing our URL examples as if they are executing on the magento.loc domain. You are free to set your local Apache virtual host and host file to any domain you prefer, as long as you keep this in mind. If you're hearing about virtual host terminology for the first time, please refer to the Apache Virtual Host documentation. Here is a quick summary on each of those files and folders: .htaccess: This file is a directory-level configuration file supported by several web servers, most notably the Apache web server. It controls mod_rewrite for fancy URLs and sets configuration server variables (such as memory limit) and PHP maximum execution time. .htaccess.sample: This is basically a .htaccess template file used for creating new stores within subfolders. api.php: This is primarily used for the Magento REST API, but can be used for SOAP and XML-RPC API server functionality as well. app: This is where you will find Magento core code files for the backend and for the frontend. This folder is basically the heart of the Magento platform. Later on, we will dive into this folder for more details, given that this is the folder that you as an extension developer will spend most of your time on. cron.php: This file, when triggered via URL or via console PHP, will trigger certain Magento cron jobs logic. cron.sh: This file is a Unix shell script version of cron.php. downloader: This folder is used by the Magento Connect Manager, which is the functionality you access from the Magento administration area by navigating to System | Magento Connect | Magento Connect Manager. errors: This folder is a host for a slightly separate Magento functionality, the one that jumps in with error handling when your Magento store gets an exception during code execution. favicon.ico: This is your standard 16 x 16 px website icon. get.php: This file hosts a feature that allows core media files to be stored and served from the database. With the Database File Storage system in place, Magento would redirect requests for media files to get.php. includes: This folder is used by the Mage_Compiler extension whose functionality can be accessed via Magento administration System | Tools | Compilation. The idea behind the Magento compiler feature is that you end up with PHP system that pulls all of its classes from one folder, thus, giving it a massive performance boost. index.php: This is a main entry point to your application, the main loader file for Magento, and the file that initializes everything. Every request for every Magento page goes through this file. index.php.sample: This file is just a backup copy of the index.php file. js: This folder holds the core Magento JavaScript libraries, such as Prototype, scriptaculous.js, ExtJS, and a few others, some of which are from Magento itself. lib: This folder holds the core Magento PHP libraries, such as 3DSecure, Google Checkout, phpseclib, Zend, and a few others, some of which are from Magento itself. LICENSE*: These are the Magento licence files in various formats (LICENSE_AFL.txt, LICENSE.html, and LICENSE.txt). mage: This is a Magento Connect command-line tool. It allows you to add/remove channels, install and uninstall packages (extensions), and various other package related tasks. media: This folder contains all of the media files, mostly just images from various products, categories, and CMS pages. php.ini.sample: This file is a sample php.ini file for PHP CGI/FastCGI installations. Sample files are not actually used by Magento application. pkginfo: This folder contains text files that largely operate as debug files to inform us about changes when extensions are upgraded in any way. RELEASE_NOTES.txt: This file contains the release notes and changes for various Magento versions, starting from version 1.4.0.0 and later. shell: This folder contains several PHP-based shell tools, such as compiler, indexer, and logger. skin: This folder contains various CSS and JavaScript files specific for individual Magento themes. Files in this folder and its subfolder go hand in hand with files in app/design folder, as these two locations actually result in one fully featured Magento theme or package. var: This folder contains sessions, logs, reports, configuration cache, lock files for application processes, and possible various other files distributed among individual subfolders. During development, you can freely select all the subfolders and delete them, as Magento will recreate all of them on the next page request. From a standpoint of Magento extension developer, you might find yourself looking into the var/log and var/report folders every now and then. Code pools The folder code is a placeholder for what is called a codePool in Magento. Usually, there are three code pool's in Magento, that is, three subfolders: community, core, and local. The formula for your extension code location should be something like app/code/community/YourNamespace/YourModuleName/ or app/code/local/YourNamespace/YourModuleName/. There is a simple rule as to whether to chose community or local codePool: Choose the community codePool for extensions that you plan to share across projects, or possibly upload to Magento Connect Choose the local codePool for extensions that are specific for the project you are working on and won't be shared with the public For example, let's imagine that our company name is Foggyline and the extension we are building is called Happy Hour. As we wish to share our extension with the community, we can put it into a folder such as app/code/community/Foggyline/HappyHour/. The theme system In order to successfully build extensions that visually manifest themselves to the user either on the backend or frontend, we need to get familiar with the theme system. The theme system is comprised of two distributed parts: one found under the app/design folder and other under the root skin folder. Files found under the app/design folder are PHP template files and XML layout configuration files. Within the PHP template files you can find the mix of HTML, PHP, and some JavaScript. There is one important thing to know about Magento themes; they have a fallback mechanism, for example, if someone in the administration interface sets the configuration to use a theme called hello from the default package; and if the theme is missing, for example, the app/design/frontend/default/hello/template/catalog/product/view.phtml file in its structure, Magento will use app/design/frontend/default/default/template/catalog/product/view.phtml from the default theme; and if that file is missing as well, Magento will fall back to the base package for the app/design/frontend/base/default/template/catalog/product/view.phtml file. All your layout and view files should go under the /app/design/frontend/defaultdefault/default directory. Secondly, you should never overwrite the existing .xml layout or template .phtml file from within the /app/design/frontend/default/default directory, rather create your own. For example, imagine you are doing some product image switcher extension, and you conclude that you need to do some modifications to the app/design/frontend/default/default/template/catalog/product/view/media.phtml file. A more valid approach would be to create a proper XML layout update file with handles rewriting the media.phtml usage to let's say media_product_image_switcher.phtml. The model, resource, and collection A model represents the data for the better part, and to certain extent a business logic of your application. Models in Magento take the Object Relational Mapping (ORM) approach, thus, having the developer to strictly deal with objects while their data is then automatically persisted to database. If you are hearing about ORM for the first time, please take some time to familiarize yourself with the concept. Theoretically, you could write and execute raw SQL queries in Magento. However, doing so is not advised, especially if you plan on distributing your extensions. There are two types of models in Magento: Basic Data Model: This is a simpler model type, sort of like Active Record pattern based model. If you're hearing about Active Record for the first time, please take some time to familiarize yourself with the concept. EAV (Entity-Attribute-Value) Data Model: This is a complex model type, which enables you to dynamically create new attributes on an entity. As EAV Data Model is significantly more complex than Basic Data Model and Basic Data Model will suffice for most of the time, we will focus on Basic Data Model and everything important surrounding it. Each data model you plan to persist to database, that means models that present an entity, needs to have four files in order for it to work fully: The model file: This extends the Mage_Core_Model_Abstract class. This represents single entity, its properties (fields), and possible business logic within it. The model resource file: This extends the Mage_Core_Model_Resource_Db_Abstract class. This is your connection to database; think of it as the thing that saves your entity properties (fields) database. The model collection file: This extends the Mage_Core_Model_Resource_Db_Collection_Abstract class. This is your collection of several entities, a collection that can be filtered, sorted, and manipulated. The installation script file: In its simplest definition this is the PHP file through which you, in and object-oriented way, create your database table(s). The default Magento installation comes with several built in shipping methods available: Flat Rate, Table Rates, Free Shipping UPS, USPS, FedEx, DHL. For some merchants this is more than enough, for others you are free to build an additional custom Shipping extension with support for one or more shipping methods. Be careful about the terminology here. Shipping method resides within shipping extension. A single extension can define one or more shipping methods. In this article we will learn how to create our own shipping method. Shipping methods There are two, unofficially divided, types of shipping methods: Static, where shipping cost rates are based on a predefined set of rules. For example, you can create a shipping method called 5+ and make it available to the customer for selection under the checkout only if he added more than five products to the cart. Dynamic, where retrieval of shipping cost rates comes from various shipping providers. For example, you have a web service called ABC Shipping that exposes a SOAP web service API which accepts products weight, length, height, width, shipping address and returns the calculated shipping cost which you can then show to your customer. Experienced developers would probably expect one or more PHP interfaces to handle the implementation of new shipping methods. Same goes for Magento, implementing a new shipping method is done via an interface and via proper configuration. The default Magento installation comes with several built-in payment methods available: PayPal, Saved CC, Check/Money Order, Zero Subtotal Checkout, Bank Transfer Payment, Cash On Delivery payment, Purchase Order, and Authorize.Net. For some merchants this is more than enough. Various additional payment extensions can be found on Magento Connect. For those that do not yet exist, you are free to build an additional custom payment extension with support for one or more payment methods. Building a payment extension is usually a non-trivial task that requires a lot of focus. Payment methods There are several unofficially divided types of payment method implementations such as redirect payment, hosted (on-site) payment, and an embedded iframe. Two of them stand out as the most commonly used ones: Redirect payment: During the checkout, once the customer reaches the final ORDER REVIEW step, he/she clicks on the Place Order button. Magento then redirects the customer to specific payment provider website where customer is supposed to provide the credit card information and execute the actual payment. What's specific about this is that prior to redirection, Magento needs to create the order in the system and it does so by assigning this new order a Pending status. Later if customer provides the valid credit card information on the payment provider website, customer gets redirected back to Magento success page. The main concept to grasp here is that customer might just close the payment provider website and never return to your store, leaving your order indefinitely in Pending status. The great thing about this redirect type of payment method providers (gateways) is that they are relatively easy to implement in Magento. Hosted (on-site) payment: Unlike redirect payment, there is no redirection here. Everything is handled on the Magento store. During the checkout, once the customer reaches the Payment Information step, he/she is presented with a form for providing the credit card information. After which, when he/she clicks on the Place Order button in the last ORDER REVIEW checkout step, Magento then internally calls the appropriate payment provider web service, passing it the billing information. Depending on the web service response, Magento then internally sets the order status to either Processing or some other. For example, this payment provider web service can be a standard SOAP service with a few methods such as orderSubmit. Additionally, we don't even have to use a real payment provider, we can just make a "dummy" payment implementation like built-in Check/Money Order payment. You will often find that most of the merchants prefer this type of payment method, as they believe that redirecting the customer to third-party site might negatively affect their sale. Obviously, with this payment method there is more overhead for you as a developer to handle the implementation. On top of that there are security concerns of handling the credit card data on Magento side, in which case PCI compliance is obligatory. If this is your first time hearing about PCI compliance, please click here to learn more. This type of payment method is slightly more challenging to implement than the redirect payment method. Magento Connect Magento Connect is one of the world's largest eCommerce application marketplace where you can find various extensions to customize and enhance your Magento store. It allows Magento community members and partners to share their open source or commercial contributions for Magento with the community. You can access Magento Connect marketplace here. Publishing your extension to Magento Connect is a three-step process made of: Packaging your extension Creating an extension profile Uploading the extension package More of which we will talk later in the article. Only community members and partners have the ability to publish their contributions. Becoming a community member is simple, just register as a user on official Magento website https://www.magentocommerce.com. Member account is a requirement for further packaging and publishing of your extension. Read more: Categories and Attributes in Magento: Part 2 Integrating Twitter with Magento Magento Fundamentals for Developers
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10 Oct 2013
7 min read
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Navigation Stack - Robot Setups

Packt
10 Oct 2013
7 min read
The navigation stack in ROS In order to understand the navigation stack, you should think of it as a set of algorithms that use the sensors of the robot and the odometry, and you can control the robot using a standard message. It can move your robot without problems (for example, without crashing or getting stuck in some location, or getting lost) to another position. You would assume that this stack can be easily used with any robot. This is almost true, but it is necessary to tune some configuration files and write some nodes to use the stack. The robot must satisfy some requirements before it uses the navigation stack: The navigation stack can only handle a differential drive and holonomic-wheeled robots. The shape of the robot must be either a square or a rectangle. However, it can also do certain things with biped robots, such as robot localization, as long as the robot does not move sideways. It requires that the robot publishes information about the relationships between all the joints and sensors' position. The robot must send messages with linear and angular velocities. A planar laser must be on the robot to create the map and localization. Alternatively, you can generate something equivalent to several lasers or a sonar, or you can project the values to the ground if they are mounted in another place on the robot. The following diagram shows you how the navigation stacks are organized. You can see three groups of boxes with colors (gray and white) and dotted lines. The plain white boxes indicate those stacks that are provided by ROS, and they have all the nodes to make your robot really autonomous: In the following sections, we will see how to create the parts marked in gray in the diagram. These parts depend on the platform used; this means that it is necessary to write code to adapt the platform to be used in ROS and to be used by the navigation stack. Creating transforms The navigation stack needs to know the position of the sensors, wheels, and joints. To do that, we use the TF (which stands for Transform Frames) software library. It manages a transform tree. You could do this with mathematics, but if you have a lot of frames to calculate, it will be a bit complicated and messy. Thanks to TF, we can add more sensors and parts to the robot, and the TF will handle all the relations for us. If we put the laser 10 cm backwards and 20 cm above with regard to the origin of the coordinates of base_link, we would need to add a new frame to the transformation tree with these offsets. Once inserted and created, we could easily know the position of the laser with regard to the base_link value or the wheels. The only thing we need to do is call the TF library and get the transformation. Creating a broadcaster Let's test it with a simple code. Create a new file in chapter7_tutorials/src with the name tf_broadcaster.cpp, and put the following code inside it: #include <ros/ros.h> #include <tf/transform_broadcaster.h> int main(int argc, char** argv){ ros::init(argc, argv, "robot_tf_publisher"); ros::NodeHandle n; ros::Rate r(100); tf::TransformBroadcaster broadcaster; while(n.ok()){ broadcaster.sendTransform( tf::StampedTransform( tf::Transform(tf::Quaternion(0, 0, 0, 1), tf::Vector3(0.1, 0.0, 0.2)), ros::Time::now(),"base_link", "base_laser")); r.sleep(); } } Remember to add the following line in your CMakelist.txt file to create the new executable: rosbuild_add_executable(tf_broadcaster src/tf_broadcaster.cpp) And we also create another node that will use the transform, and it will give us the position of a point of a sensor with regard to the center of base_link (our robot). Creating a listener Create a new file in chapter7_tutorials/src with the name tf_listener.cpp and input the following code: #include <ros/ros.h> #include <geometry_msgs/PointStamped.h> #include <tf/transform_listener.h> void transformPoint(const tf::TransformListener& listener){ //we'll create a point in the base_laser frame that we'd like to transform to the base_link frame geometry_msgs::PointStamped laser_point; laser_point.header.frame_id = "base_laser"; //we'll just use the most recent transform available for our simple example laser_point.header.stamp = ros::Time(); //just an arbitrary point in space laser_point.point.x = 1.0; laser_point.point.y = 2.0; laser_point.point.z = 0.0; geometry_msgs::PointStamped base_point; listener.transformPoint("base_link", laser_point, base_point); ROS_INFO("base_laser: (%.2f, %.2f. %.2f) -----> base_link: (%.2f, %.2f, %.2f) at time %.2f", laser_point.point.x, laser_point.point.y, laser_point.point.z, base_point.point.x, base_point.point.y, base_point.point.z, base_point.header.stamp.toSec()); ROS_ERROR("Received an exception trying to transform a point from "base_laser" to "base_link": %s", ex.what()); } int main(int argc, char** argv){ ros::init(argc, argv, "robot_tf_listener"); ros::NodeHandle n; tf::TransformListener listener(ros::Duration(10)); //we'll transform a point once every second ros::Timer timer = n.createTimer(ros::Duration(1.0), boost::bind(&transformPoint, boost::ref(listener))); ros::spin(); } Remember to add the line in the CMakeList.txt file to create the executable. Compile the package and run both the nodes using the following commands: $ rosmake chapter7_tutorials $ rosrun chapter7_tutorials tf_broadcaster $ rosrun chapter7_tutorials tf_listener Then you will see the following message: [ INFO] [1368521854.336910465]: base_laser: (1.00, 2.00. 0.00) -----> base_link: (1.10, 2.00, 0.20) at time 1368521854.33 [ INFO] [1368521855.336347545]: base_laser: (1.00, 2.00. 0.00) -----> base_link: (1.10, 2.00, 0.20) at time 1368521855.33 This means that the point that you published on the node, with the position (1.00, 2.00, 0.00) relative to base_laser, has the position (1.10, 2.00, 0.20) relative to base_link. As you can see, the tf library performs all the mathematics for you to get the coordinates of a point or the position of a joint relative to another point. A transform tree defines offsets in terms of both translation and rotation between different coordinate frames. Let us see an example to help you understand this. We are going to add another laser, say, on the back of the robot (base_link): The system had to know the position of the new laser to detect collisions, such as the one between wheels and walls. With the TF tree, this is very simple to do and maintain and is also scalable. Thanks to tf, we can add more sensors and parts, and the tf library will handle all the relations for us. All the sensors and joints must be correctly configured on tf to permit the navigation stack to move the robot without problems, and to exactly know where each one of their components is. Before starting to write the code to configure each component, keep in mind that you have the geometry of the robot specified in the URDF file. So, for this reason, it is not necessary to configure the robot again. Perhaps you do not know it, but you have been using the robot_state_publisher package to publish the transform tree of your robot. We used it for the first time; therefore, you do have the robot configured to be used with the navigation stack. Watching the transformation tree If you want to see the transformation tree of your robot, use the following command: $ roslaunch chapter7_tutorials gazebo_map_robot.launch model:= "`rospack find chapter7 _tutorials`/urdf/robot1_base_04.xacro" $ rosrun tf view_frames The resultant frame is depicted as follows: And now, if you run tf_broadcaster and run the rosrun tf view_frames command again, you will see the frame that you have created by code: $ rosrun chapter7_tutorials tf_broadcaster $ rosrun tf view_frames The resultant frame is depicted as follows:
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10 Oct 2013
6 min read
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Introducing Kafka

Packt
10 Oct 2013
6 min read
(For more resources related to this topic, see here.) In today's world, real-time information is continuously getting generated by applications (business, social, or any other type), and this information needs easy ways to be reliably and quickly routed to multiple types of receivers. Most of the time, applications that are producing information and applications that are consuming this information are well apart and inaccessible to each other. This, at times, leads to redevelopment of information of producers or consumers to provide an integration point between them. Therefore, a mechanism is required for seamless integration of information of producers and consumers to avoid any kind of rewriting of an application at either end. In the present era of big data, the first challenge is to collect the data and the second challenge is to analyze it. As it is a huge amount of data, the analysis typically includes the following and much more: User behavior data Application performance tracing Activity data in the form of logs Event messages Message publishing is a mechanism for connecting various applications with the help of messages that are routed between them, for example, by a message broker such as Kafka. Kafka is a solution to the real-time problems of any software solution, that is, to deal with real-time volumes of information and route it to multiple consumers quickly. Kafka provides seamless integration between information of producers and consumers without blocking the producers of the information, and without letting producers know who the final consumers are. Apache Kafka is an open source, distributed publish-subscribe messaging system, mainly designed with the following characteristics: Persistent messaging: To derive the real value from big data, any kind of information loss cannot be afforded. Apache Kafka is designed with O(1) disk structures that provide constant-time performance even with very large volumes of stored messages, which is in order of TB. High throughput: Keeping big data in mind, Kafka is designed to work on commodity hardware and to support millions of messages per second. Distributed: Apache Kafka explicitly supports messages partitioning over Kafka servers and distributing consumption over a cluster of consumer machines while maintaining per-partition ordering semantics. Multiple client support: Apache Kafka system supports easy integration of clients from different platforms such as Java, .NET, PHP, Ruby, and Python. Real time: Messages produced by the producer threads should be immediately visible to consumer threads; this feature is critical to event-based systems such as Complex Event Processing (CEP) systems. Kafka provides a real-time publish-subscribe solution, which overcomes the challenges of real-time data usage for consumption, for data volumes that may grow in order of magnitude, larger that the real data. Kafka also supports parallel data loading in the Hadoop systems. The following diagram shows a typical big data aggregation-and-analysis scenario supported by the Apache Kafka messaging system: At the production side, there are different kinds of producers, such as the following: Frontend web applications generating application logs Producer proxies generating web analytics logs Producer adapters generating transformation logs Producer services generating invocation trace logs At the consumption side, there are different kinds of consumers, such as the following: Offline consumers that are consuming messages and storing them in Hadoop or traditional data warehouse for offline analysis Near real-time consumers that are consuming messages and storing them in any NoSQL datastore such as HBase or Cassandra for near real-time analytics Real-time consumers that filter messages in the in-memory database and trigger alert events for related groups Need for Kafka A large amount of data is generated by companies having any form of web-based presence and activity. Data is one of the newer ingredients in these Internet-based systems. This data typically includes user-activity events corresponding to logins, page visits, clicks, social networking activities such as likes, sharing, and comments, and operational and system metrics. This data is typically handled by logging and traditional log aggregation solutions due to high throughput (millions of messages per second). These traditional solutions are the viable solutions for providing logging data to an offline analysis system such as Hadoop. However, the solutions are very limiting for building real-time processing systems. According to the new trends in Internet applications, activity data has become a part of production data and is used to run analytics at real time. These analytics can be: Search based on relevance Recommendations based on popularity, co-occurrence, or sentimental analysis Delivering advertisements to the masses Internet application security from spam or unauthorized data scraping Real-time usage of these multiple sets of data collected from production systems has become a challenge because of the volume of data collected and processed. Apache Kafka aims to unify offline and online processing by providing a mechanism for parallel load in Hadoop systems as well as the ability to partition real-time consumption over a cluster of machines. Kafka can be compared with Scribe or Flume as it is useful for processing activity stream data; but from the architecture perspective, it is closer to traditional messaging systems such as ActiveMQ or RabitMQ. Few Kafka usages Some of the companies that are using Apache Kafka in their respective use cases are as follows: LinkedIn (www.linkedin.com): Apache Kafka is used at LinkedIn for the streaming of activity data and operational metrics. This data powers various products such as LinkedIn news feed and LinkedIn Today in addition to offline analytics systems such as Hadoop. DataSift (www.datasift.com/): At DataSift, Kafka is used as a collector for monitoring events and as a tracker of users' consumption of data streams in real time. Twitter (www.twitter.com/): Twitter uses Kafka as a part of its Storm— a stream-processing infrastructure. Foursquare (www.foursquare.com/): Kafka powers online-to-online and online-to-offline messaging at Foursquare. It is used to integrate Foursquare monitoring and production systems with Foursquare, Hadoop-based offline infrastructures. Square (www.squareup.com/): Square uses Kafka as a bus to move all system events through Square's various datacenters. This includes metrics, logs, custom events, and so on. On the consumer side, it outputs into Splunk, Graphite, or Esper-like real-time alerting. The source of the above information is https: //cwiki. apache.org/confluence/display/KAFKA/Powered+By. Summary In this article, we have seen how companies are evolving the mechanism of collecting and processing application-generated data, and that of utilizing the real power of this data by running analytics over it. Resources for Article: Further resources on this subject: Apache Felix Gogo [Article] Hadoop and HDInsight in a Heartbeat [Article] Advanced Hadoop MapReduce Administration [Article]
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Packt
10 Oct 2013
3 min read
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Top Features You Need to Know About – Responsive Web Design

Packt
10 Oct 2013
3 min read
Responsive web design Nowadays, almost everyone has a smartphone or tablet in hand; this article prepares these individuals to adapt their portfolio to this new reality. Acknowledging that, today, there are tablets that are also phones and some laptops that are also tablets, we use an approach known as device agnostic, where instead of giving devices names, such as mobile, tablet, or desktop, we refer to them as small, medium, or large. With this approach, we can cover a vast array of gadgets from smartphones, tablets, laptops, and desktops, to the displays on refrigerators, cars, watches, and so on. Photoshop Within the pages of this article, you will find two Photoshop templates that I prepared for you. The first is small.psd, which you may use to prepare your layouts for smartphones, small tablets, and even, to a certain extent, displays on a refrigerator. The second is medium.psd, which can be used for tablets, net books, or even displays in cars. I used these templates to lay out all the sizes of our website (portfolio) that we will work on in this article, as you can see in the following screenshot: One of the principle elements of responsive web design is the flexible grid and what I did with Photoshop layout was to mimic those grids, which we will use later. With time, this will be easier and it won't be necessary to lay out every version of every page, but, for now, it is good to understand how things happen. Code Now that we have a preview of how the small version will look, it's time to code it. The first thing we will need is the fluid version of the 960.gs, which you can download from https://raw.github.com/bauhouse/fluid960gs/master/css/grid.css and save as 960_fluid.css in the css folder. After that, let's create two more files in this folder, small.css and medium.css. We will use these files to maintain the organized versions of our portfolio. Lastly, let's link the files to our HTML document as follows: <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width"> <title>Portfolio</title> <link href="css/reset.css" rel="stylesheet" type="text/css"> <link href="css/960_fluid.css" rel="stylesheet" type="text/css"> <link href="css/main.css" rel="stylesheet" type="text/css"> <link href="css/medium.css" rel="stylesheet" type="text/css"> <link href="css/small.css" rel="stylesheet" type="text/css"> </head> If you reload your browser now, you should see that the portfolio is stretching all over the browser. This occurs because the grid is now fluid. To fix the width to, at most, 960 pixels, we need to insert the following lines at the beginning of the main.css file: Code 2: /* grid ================================ */ .container_12 { max-width: 960px; margin: Once you reload the browser and resize the window, you will see that the display is overly stretched and broken. In order to fix this, keeping in mind the layout we did in Photoshop, we can use the small version and medium version. Summary In this article we saw how to prepare our desktop-only portfolio using Photoshop and the method used to fix the broken and overly stretched display. Resources for Article: Further resources on this subject: Web Design Principles in Inkscape Building HTML5 Pages from Scratch HTML5 Presentations - creating our initial presentation
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09 Oct 2013
7 min read
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Creating New Characters with Morphs

Packt
09 Oct 2013
7 min read
(For more resources related to this topic, see here.) Understanding morphs The word morph comes from metamorphosis, which means a change of the form or nature of a thing or person into a completely different one. Good old Franz Kafka had a field day with metamorphosis when he imagined poor Gregor Samsa waking up and finding himself changed into a giant cockroach. This concept applies to 3D modeling very well. As we are dealing with polygons, which are defined by groups of vertices, it's very easy to morph one shape into something different. All that we need to do is to move those vertices around, and the polygons will stretch and squeeze accordingly. To get a better visualization about this process, let’s bring the Basic Female figure to the scene and show it with the wireframe turned on. To do so, after you have added the Basic Female figure, click on the DrawStyle widget on the top-right portion of the 3D Viewport. From that menu, select Wire Texture Shaded. This operation changes how Studio draws the objects in the scene during preview. It doesn't change anything else about the scene. In fact, if you try to render the image at this point, the wireframe will not show up in the render. The wireframe is a great help in working with objects because it gives us a visual representation of the structure of a model. The type of wireframe that I selected in this case is superimposed to the normal texture used with the figure. This is not the only visualization mode available. Feel free to experiment with all the options in the DrawStyle menu; most of them have their use. The most useful, in my opinion, are the Hidden Line, Lit Wireframe, Wire Shaded, and Wire Texture Shaded options. Try the Wire Shaded option as well. It shows the wireframe with a solid gray color. This is, again, just for display purposes. It doesn't remove the texture from the figure. In fact, you can switch back to Texture Shaded to see Genesis fully textured. Switching the view to use the simple wireframe or the shaded wireframe is a Great way of speeding up your workflow. When Studio doesn’t have to render the textures, the Viewport becomes more responsive and all operations take less time. If you have a slow computer, using the wireframe mode is a good way of getting a faster response time. Here are the Wire Texture Shaded and Wire Shaded styles side by side: Now that we have the wireframe visible, the concept of morphing should be simpler to understand. If we pick any vertex in the geometry and we move it somewhere, the geometry is still the same, same number of polygons and same number of vertices, but the shape has shifted. Here is a practical example that shows Genesis loaded in Blender. Blender is a free, fully featured, 3D modeling program. It has extremely advanced features that compete with commercial programs sold for thousands of dollars per license. You can find more information about Blender at http://www.blender.org. Be aware that Blender is a very advanced program with a rather difficult UI. In this image, I have selected a single polygon and pulled it away from the face: In a similar way we can use programs such as modo or ZBrush to modify the basic geometry and come up with all kinds of different shapes. For example, there are people who are specialized in reproducing the faces of celebrities as morph for DAZ V4 or Genesis. What is important to understand about morphs is that they cannot add or remove any portion of the geometry. A morph only moves things around, sometimes to extreme degrees. Morphs for Genesis or Gen4 figures can be purchased from several websites specialized in selling content for Poser and DAZ Studio. In particular, Genesis makes it very easy to apply morphs and even to mix them together. Combining premade morphs to create new faces The standard installation of Genesis provides some interesting ways of changing its shape. Let's start a new Studio scene and add our old friend, the basic Female figure. Once Genesis is in the scene, double-click on it to select it. Now let’s take a look at a new tool, the Shaping tab. It should be visible in the right-hand side pane. Click on the Shaping tab; it should show a list of shapes available. The list should be something like this: As we can see, the Basic Female shape is unsurprisingly dialed all the way to the top. The value of each slider goes from zero, no influence, to one, full influence of the morph. Morphs are not exclusive so, for example, you can add a bit of Body Builder (scroll the list to the bottom if you don't see it) to be used in conjunction with the Basic Female morph. This will give us a muscular woman. This exercise is also giving us an insight about the Basic Female figure that we have used up to this time. The figure is basically the raw Genesis figure with the Basic Female morph applied as a preset. If we continue exploring the Shaping Editor, we can see that the various shapes are grouped by major body section. We have morphs for the shape of the head, the components of the face, the nose, eyes, mouth, and so on. Let's click on the head of Genesis and use the Camera: Frame tool to frame the head in the view. Move the camera a bit so that the face is visible frontally. We will apply a few morphs to the head to see how it can be transformed. Here is the starting point: Now let’s click on the Head category in the Shaping tab. In there we can see a slider labeled Alien Humanoid. Move the slider until it gets to 0.83. The difference is dramatic. Now let’s click on the Eyes category. In there we find two values: Eyes Height and Eyes Width. To create an out-of-this-world creature, we need to break the rules of proportions a little bit, and that means to remove the limits for a couple of parameters. Click on the gear button for the Eyes Height parameter and uncheck the Use Limits checkbox. Confirm by clicking on the Accept button. Once this is done, dial a value of 1.78 for the eyes height. The eyes should move dramatically up, toward the eyebrow. Lastly, let's change the neck; it's much too thick for an alien. Also, in this case, we will need to disable the use of limits. Click on the Neck category and disable the limits for the Neck Size parameter. Once that is done, set the neck size to -1.74. Here is the result, side by side, of the transformation. This is quite a dramatic change for something that is done with just dials, without using a 3D modeling program. It gets even better, as we will see shortly. Saving your morphs If you want to save a morph to re-use it later, you can navigate to File | Save As | Shaping Preset…. To re-use a saved morph, simply select the target figure and navigate to File | Merge… to load the previously saved preset/morph. Why is Studio using the rather confusing term Merge for loading its own files? Nobody knows for sure; it's one of those weird decisions that DAZ's developers made long ago and never changed. You can merge two different Studio scenes, but it is rather confusing to think of loading a morph or a pose preset as a scene merge. Try to mentally replace File | Merge with File | Load. This is the meaning of that menu option.
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09 Oct 2013
2 min read
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Features of uTorrent

Packt
09 Oct 2013
2 min read
Creating a torrent In order to share data, we first need to create and share a torrent. Go to File | Create New Torrent. We use this interface to create new torrents. Here we can select the source files we wish to share, the trackers to use, and configure other sharing behaviors. Click on the Add file / Add directory button. If you plan on sharing a file or sharing a directory, press the relevant button and find the data to share. If you wish to skip files in the directory you have chosen, add which files to skip in the Skip Files textbox. This textbox works by matching the filenames within a directory with a string, which can use wildcards (*) and pipes (|). Note If you want to match a specific file, enter the full filename (for example, filename.jpg). If you want to skip all .jpg files, enter *.jpg. If you want to skip all .jpg files and all .txt files, enter *.jpg|*.txt without spaces. Enter the trackers that this torrent will use. By default, uTorrent will enter trackers www.openbittorrent.com and www.publicbt.com, though you can add other trackers to this list if required. By adding more trackers to this list, the torrent will get more exposure to the potential participants. If you have the torrent contents accessible on a web server and want to list it as a backup location, enter the URL in the Web Seeds textbox. This option ensures the files inside the torrent are accessible even if no other participants are present to transfer data. Use the Comment textbox to enter any extra information that the users may require. Keep the Piece size as (auto detect) . This can be altered if desired, but it is better to leave it as it is, since the Piece size relates to how the files will be divided. If you manually choose 16 KB, the data will be divided into 16 KB chunks. Choosing the wrong piece size for the data size can make torrents inefficient, so it is better to let uTorrent decide. Enable the Start seeding checkbox. This option will make the torrent available to upload as soon as the torrent creation is complete. If you want this torrent to be private, enable the Private torrent checkbox. This will disable the DHT and PEX ( Peer Exchange ) protocols, making tracker the only method of interacting with this torrent.
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09 Oct 2013
11 min read
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Navigation Stack – Robot Setups

Packt
09 Oct 2013
11 min read
Introduction to the navigation stacks and their powerful capabilities—clearly one of the greatest pieces of software that comes with ROS. The TF is explained in order to show how to transform from the frame of one physical element to the other; for example, the data received using a sensor or the command for the desired position of an actuator. We will see how to create a laser driver or simulate it. We will learn how the odometry is computed and published, and how Gazebo provides it. A base controller will be presented, including a detailed description of how to create one for your robot. We will see how to execute SLAM with ROS. That is, we will show you how you can build a map from the environment with your robot as it moves through it. Finally, you will be able to localize your robot in the map using the localization algorithms of the navigation stack. The navigation stack in ROS In order to understand the navigation stack, you should think of it as a set of algorithms that use the sensors of the robot and the odometry, and you can control the robot using a standard message. It can move your robot without problems (for example, without crashing or getting stuck in some location, or getting lost) to another position. You would assume that this stack can be easily used with any robot. This is almost true, but it is necessary to tune some configuration files and write some nodes to use the stack. The robot must satisfy some requirements before it uses the navigation stack: The navigation stack can only handle a differential drive and holonomic-wheeled robots. The shape of the robot must be either a square or a rectangle. However, it can also do certain things with biped robots, such as robot localization, as long as the robot does not move sideways. It requires that the robot publishes information about the relationships between all the joints and sensors' position. The robot must send messages with linear and angular velocities. A planar laser must be on the robot to create the map and localization. Alternatively, you can generate something equivalent to several lasers or a sonar, or you can project the values to the ground if they are mounted in another place on the robot. The following diagram shows you how the navigation stacks are organized. You can see three groups of boxes with colors (gray and white) and dotted lines. The plain white boxes indicate those stacks that are provided by ROS, and they have all the nodes to make your robot really autonomous: In the following sections, we will see how to create the parts marked in gray in the diagram. These parts depend on the platform used; this means that it is necessary to write code to adapt the platform to be used in ROS and to be used by the navigation stack. Creating transforms The navigation stack needs to know the position of the sensors, wheels, and joints. To do that, we use the TF (which stands for Transform Frames) software library. It manages a transform tree. You could do this with mathematics, but if you have a lot of frames to calculate, it will be a bit complicated and messy. Thanks to TF, we can add more sensors and parts to the robot, and the TF will handle all the relations for us. If we put the laser 10 cm backwards and 20 cm above with regard to the origin of the coordinates of base_link, we would need to add a new frame to the transformation tree with these offsets. Once inserted and created, we could easily know the position of the laser with regard to the base_link value or the wheels. The only thing we need to do is call the TF library and get the transformation. Creating a broadcaster Let's test it with a simple code. Create a new file in chapter7_tutorials/src with the name tf_broadcaster.cpp, and put the following code inside it: #include <ros/ros.h> #include <tf/transform_broadcaster.h> int main(int argc, char** argv){ ros::init(argc, argv, "robot_tf_publisher"); ros::NodeHandle n; ros::Rate r(100); tf::TransformBroadcaster broadcaster; while(n.ok()){ broadcaster.sendTransform( tf::StampedTransform( tf::Transform(tf::Quaternion(0, 0, 0, 1), tf::Vector3(0.1, 0.0, 0.2)), ros::Time::now(),"base_link", "base_laser")); r.sleep(); } } Remember to add the following line in your CMakelist.txt file to create the new executable: rosbuild_add_executable(tf_broadcaster src/tf_broadcaster.cpp) And we also create another node that will use the transform, and it will give us the position of a point of a sensor with regard to the center of base_link (our robot). Creating a listener Create a new file in chapter7_tutorials/src with the name tf_listener.cpp and input the following code: #include <ros/ros.h> #include <geometry_msgs/PointStamped.h> #include <tf/transform_listener.h> void transformPoint(const tf::TransformListener& listener){ //we'll create a point in the base_laser frame that we'd like totransform to the base_link frame geometry_msgs::PointStamped laser_point; laser_point.header.frame_id = "base_laser"; //we'll just use the most recent transform available for our simple example laser_point.header.stamp = ros::Time(); //just an arbitrary point in space laser_point.point.x = 1.0; laser_point.point.y = 2.0; laser_point.point.z = 0.0; geometry_msgs::PointStamped base_point; listener.transformPoint("base_link", laser_point, base_point); ROS_INFO("base_laser: (%.2f, %.2f. %.2f) -----> base_link: (%.2f, %.2f, %.2f) at time %.2f", laser_point.point.x, laser_point.point.y, laser_point.point.z, base_point.point.x, base_point.point.y, base_point.point.z, base_point.header.stamp.toSec()); ROS_ERROR("Received an exception trying to transform a point from \"base_laser\" to \"base_link\": %s", ex.what()); } int main(int argc, char** argv){ ros::init(argc, argv, "robot_tf_listener"); ros::NodeHandle n; tf::TransformListener listener(ros::Duration(10)); //we'll transform a point once every second ros::Timer timer = n.createTimer(ros::Duration(1.0), boost::bind(&transformPoint, boost::ref(listener))); ros::spin(); } Remember to add the line in the CMakeList.txt file to create the executable. Compile the package and run both the nodes using the following commands: $ rosmake chapter7_tutorials $ rosrun chapter7_tutorials tf_broadcaster $ rosrun chapter7_tutorials tf_listener Then you will see the following message: [ INFO] [1368521854.336910465]: base_laser: (1.00, 2.00. 0.00) -----> base_link: (1.10, 2.00, 0.20) at time 1368521854.33 [ INFO] [1368521855.336347545]: base_laser: (1.00, 2.00. 0.00) -----> base_link: (1.10, 2.00, 0.20) at time 1368521855.33 This means that the point that you published on the node, with the position (1.00, 2.00, 0.00) relative to base_laser, has the position (1.10, 2.00, 0.20) relative to base_link. As you can see, the tf library performs all the mathematics for you to get the coordinates of a point or the position of a joint relative to another point. A transform tree defines offsets in terms of both translation and rotation between different coordinate frames. Let us see an example to help you understand this. We are going to add another laser, say, on the back of the robot (base_link): The system had to know the position of the new laser to detect collisions, such as the one between wheels and walls. With the TF tree, this is very simple to do and maintain and is also scalable. Thanks to tf, we can add more sensors and parts, and the tf library will handle all the relations for us. All the sensors and joints must be correctly configured on tf to permit the navigation stack to move the robot without problems, and to exactly know where each one of their components is. Before starting to write the code to configure each component, keep in mind that you have the geometry of the robot specified in the URDF file. So, for this reason, it is not necessary to configure the robot again. Perhaps you do not know it, but you have been using the robot_state_publisher package to publish the transform tree of your robot. We used it for the first time; therefore, you do have the robot configured to be used with the navigation stack. Watching the transformation tree If you want to see the transformation tree of your robot, use the following command: $ roslaunch chapter7_tutorials gazebo_map_robot.launch model:="`rospack find chapter7_tutorials`/urdf/robot1_base_04.xacro"$ rosrun tf view_frames The resultant frame is depicted as follows: And now, if you run tf_broadcaster and run the rosrun tf view_frames command again, you will see the frame that you have created by code: $ rosrun chapter7_tutorials tf_broadcaster $ rosrun tf view_frames The resultant frame is depicted as follows: Publishing sensor information Your robot can have a lot of sensors to see the world; you can program a lot of nodes to take these data and do something, but the navigation stack is prepared only to use the planar laser's sensor. So, your sensor must publish the data with one of these types: sensor_msgs/LaserScan or sensor_msgs/PointCloud. We are going to use the laser located in front of the robot to navigate in Gazebo. Remember that this laser is simulated on Gazebo, and it publishes data on the base_scan/scan frame. In our case, we do not need to configure anything of our laser to use it on the navigation stack. This is because we have tf configured in the .urdf file, and the laser is publishing data with the correct type. If you use a real laser, ROS might have a driver for it. Anyway, if you are using a laser that has no driver on ROS and want to write a node to publish the data with the sensor_msgs/LaserScan sensor, you have an example template to do it, which is shown in the following section. But first, remember the structure of the message sensor_msgs/LaserScan. Use the following command: $ rosmsg show sensor_msgs/LaserScan std_msgs/Header header uint32 seq time stamp string frame_id float32 angle_min float32 angle_max float32 angle_increment float32 time_increment float32 scan_time float32 range_min float32 range_max float32[] rangesfloat32[] intensities Creating the laser node Now we will create a new file in chapter7_tutorials/src with the name laser.cpp and put the following code in it: #include <ros/ros.h> #include <sensor_msgs/LaserScan.h> int main(int argc, char** argv){ ros::init(argc, argv, "laser_scan_publisher"); ros::NodeHandle n; ros::Publisher scan_pub = n.advertise<sensor_msgs::LaserScan>("scan", 50); unsigned int num_readings = 100; double laser_frequency = 40; double ranges[num_readings]; double intensities[num_readings]; int count = 0; ros::Rate r(1.0); while(n.ok()){ //generate some fake data for our laser scan for(unsigned int i = 0; i < num_readings; ++i){ ranges[i] = count; intensities[i] = 100 + count; } ros::Time scan_time = ros::Time::now(); //populate the LaserScan message sensor_msgs::LaserScan scan; scan.header.stamp = scan_time; scan.header.frame_id = "base_link"; scan.angle_min = -1.57; scan.angle_max = 1.57; scan.angle_increment = 3.14 / num_readings; scan.time_increment = (1 / laser_frequency) / (num_readings); scan.range_min = 0.0; scan.range_max = 100.0; scan.ranges.resize(num_readings); scan.intensities.resize(num_readings); for(unsigned int i = 0; i < num_readings; ++i){ scan.ranges[i] = ranges[i]; scan.intensities[i] = intensities[i]; } scan_pub.publish(scan); ++count; r.sleep(); } } As you can see, we are going to create a new topic with the name scan and the message type sensor_msgs/LaserScan. You must be familiar with this message type from sensor_msgs/LaserScan. The name of the topic must be unique. When you configure the navigation stack, you will select this topic to be used for the navigation. The following command line shows how to create the topic with the correct name: ros::Publisher scan_pub = n.advertise<sensor_msgs::LaserScan>("scan", 50); It is important to publish data with header, stamp, frame_id, and many more elements because, if not, the navigation stack could fail with such data: scan.header.stamp = scan_time; scan.header.frame_id = "base_link"; Other important data on header is frame_id. It must be one of the frames created in the .urdf file and must have a frame published on the tf frame transforms. The navigation stack will use this information to know the real position of the sensor and make transforms such as the one between the data sensor and obstacles. With this template, you can use any laser although it has no driver for ROS. You only have to change the fake data with the right data from your laser. This template can also be used to create something that looks like a laser but is not. For example, you could simulate a laser using stereoscopy or using a sensor such as a sonar.
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08 Oct 2013
7 min read
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So, what is Zepto.js?

Packt
08 Oct 2013
7 min read
(For more resources related to this topic, see here.) One of the most influential JavaScript libraries in the last decade of web development is jQuery, a comprehensive set of functions that make Document Object Model (DOM) selection and manipulation consistent across a range of browsers, freeing web developers from having to handle all these themselves, as well as providing a friendlier interface to the DOM itself. Zepto.js is self-described as an aerogel framework—a JavaScript library that attempts to offer the most of the features as the jQuery API, yet only taking up a fraction of the size (9k versus 93k in the default, compressed current versions Zepto.js v1.01 and jQuery v1.10 respectively). In addition, Zepto.js has a modular assembly, so you can make it even smaller if you don't need the functionality of extra modules. Even the new, streamlined jQuery 2.0 weighs in at a heavyweight 84k. But why does this matter? At a first glance, the difference between the two libraries seems slight, especially in today's world where large files are normally described in terms of gigabytes and terabytes. Well, there are two good reasons why you'd prefer a smaller file size. Firstly, even the newest mobile devices on the market today have slower connections than you'll find on most desktop machines. Also, due to the constrained memory requirements on smartphones, mobile phone browsers tend to have limited caching compared to their bigger desktop cousins, so a smaller helper library means more chance of keeping your actual JavaScript code in the cache and thus preventing your app from slowing down on the device. Secondly, a smaller library helps in response time—although 90k versus 8k doesn't sound like a huge difference, it means fewer network packets; as your application code that relies on the library can't execute until the library's code is loaded, using the smaller library can shave off precious milliseconds in that ever-so-important time to first-page-load time, and will make your web page or application seem more responsive to users. Having said all that, there are a few downsides on using Zepto.js that you should be aware about before deciding to plump for it instead of jQuery. Most importantly, Zepto.js currently makes no attempt to support Internet Explorer. Its origins as a library to replace jQuery on mobile phones meant that it mainly targeted WebKit browsers, primarily iOS. As the library has got more mature, it has expanded to cover Firefox, but general IE support is unlikely to happen (at the time of writing, there is a patch waiting to go into the main trunk that would enable support for IE10 and up, but anything lower than Version 10 is probably never going to be supported). In this guide we'll show you how to include jQuery as a fallback in case a user is running on an older, unsupported browser if you do decide to use Zepto.js on browsers that it supports and want to maintain some compatibility with Internet Explorer. The other pitfall that you need to be aware of is that Zepto.js only claims to be a jQuery-like library, not a 100 percent compatible version. In the majority of web application development, this won't be an issue, but when it comes to integrating plugins and operating at the margins of the libraries, there will be some differences that you will need to know to prevent possible errors and confusions, and we'll be showing you some of them later in this guide. In terms of performance, Zepto.js is a little slower than jQuery, though this varies by browser (take a look at http://jsperf.com/zepto-vs-jquery-2013/ to see the latest benchmark results). In general, it can be up to twice as slow for repeated operations such as finding elements by class name or ID. However, on mobile devices, this is still around 50,000 operations per second. If you really require high-performance from your mobile site, then you need to examine whether you can use raw JavaScript instead—the JavaScript function getElementsByClassName() is almost one hundred times faster than Zepto.js and jQuery in the preceding benchmark. Writing plugins Eventually, you'll want to make your own plugins. As you can imagine, they're fairly similar in construction to jQuery plugins (so they can be compatible). But what can you do with them? Well, consider them as a macro system for Zepto.js; you can do anything that you'd do in normal Zepto.js operations, but they get added to the library's namespace so you can reuse them in other applications. Here is a plugin that will take a Zepto.js collection and turn all the text in it to Helvetica font-family at a user-supplied font-size (in pixels for this example). (function($){ $.extend($.fn, { helveticaize: function( options ){ $.each(this, function(){ $(this).css({"font-family":"Helvetica", "font-size": options['size']+'px'}); }); return this; } }) })(Zepto || jQuery) Then, to make all links on a page Helvetica, you can call $("a").helveticaize(). The most important part of this code is the use of the $.extend method. This adds the helveticaize property/function to the $.fn object, which contains all of the functions that Zepto.js provides. Note that you could potentially use this to redefine methods such as find(), animate(), or any other function you've seen so far. As you can imagine, this is not recommended—if you need different functionality, call $.extend and create a new function with a name like custom_find instead. In addition, you could pass multiple new functions to $.fn with a call to $.extend, but the convention for jQuery and Zepto.js is that you only provide as few functions as possible (ideally one) and offer different functionality through passed parameters (that is, through options). The reason for this is that your plugin may have to live alongside many other plugins, all of which share the same namespace in $.fn. By only setting one property, you hopefully reduce the chance of overriding a method that another plugin has defined. In the actual definition of the method that's being added, it iterates through the objects in the collection, setting the font and size (if present) for all the objects in the collection. But at the rest of the method it returns this. Why? Well, if you remember, part of the power of Zepto.js is that methods are chainable, allowing you to build up complex selectors and operations in one line. And thanks to helveticaize() returning this (which will be a collection), this newly-defined method is just as chainable as all the default methods provided. This isn't a requirement of plugin methods but, where possible, you should make your plugin methods return a collection of some sort to prevent breaking a chain (and if you can't, for some reason, make sure to spell that out in your plugin's documentation). Finally, at the end, the (Zepto || jQuery) part will immediately invoke this definition on either the Zepto object or jQuery object. In this way, you can create plugins that work with either framework depending on whether they're present, with the caveat, of course, that your method must work in both frameworks. Summary In this article, we learned what Zepto.js actually is, what you can do with it, and why it's so great. We also learned how to extend Zepto.js with plugins. Resources for Article: Further resources on this subject: ASP.Net Site Performance: Improving JavaScript Loading [Article] Trapping Errors by Using Built-In Objects in JavaScript Testing [Article] Making a Better Form using JavaScript [Article]
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08 Oct 2013
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Choosing the right flavor of Debian (Simple)

Packt
08 Oct 2013
7 min read
(For more resources related to this topic, see here.) Getting ready At any point in time, Debian has three different branches available for use: stable, testing, and unstable. Think of unstable as the cutting edge of free software; it has reasonably modern software packages, and sometimes those packages introduce changes or features that may break the user experience. After an amount of time has passed (usually 10 days, but it depends on the package's upload priority), the new software is considered to be relatively safe to use and is moved to testing. Testing can provide a good balance between modern software and relatively reliable software. Testing goes through several iterations during the course of several years, and eventually it's frozen for a new stable release. This stable release is supported by the Debian Project for a number of years, including feature and security updates. Chances are you are building something that has an interesting team of people to back it up. In such scenarios, web development teams have chosen to go with testing, or even unstable, in order to get the latest software available. In other cases, conservative teams or groups with less savvy staff have resorted to stable because it's consistent for years. It is up to you to choose between any, but this book will get you started with stable. You can change your Advanced Packaging Tool (APT ) configuration later and upgrade to testing and unstable, but the initial installation media that we will use will be stable. Also, it is important that developers target the production environment as closely as possible. If you use stable for production, using stable for development will save a lot of time debugging mismatches. You should know which versions of programming languages, modules, libraries, frameworks, and databases your application will be targeting, as this will influence the selection of your branch. You can go to packages.debian.org to check the versions available for a specific package across different branches. Choosing testing (outside a freeze period) and unstable will also mean that you'll need to have an upgrade strategy where you continuously check for new updates (with tools such as cron-apt) and install them if you want to take advantage of new bug fixes and so on. How to do it… Debian offers a plethora of installation methods for the operating system. From standard CDs and DVDs, Debian also offers reduced-size installation media, bootable USB images, network boot, and other methods. The complexity of installation is a relative factor that usually is of no concern for DevOps since installation only happens once, while configuration and administration are continuously happening. Before you start considering replication methods (such as precooked images, network distribution, configuration management, and software delivery), you and your team can choose from the following installation methods: If you are installing Debian on a third-party provider (such as a cloud vendor), they will either provide a Debian image for you, or you can prepare your own in virtualization software and upload the disk later. If you are installing on your own hardware (including virtualized environments), it's advisable to get either the netinst ISO or the full first DVD ISO. It all depends on whether you are installing several servers over the course of several months (thus making the DVD obsolete as new updates come out) or have a good Internet connection (or proxies and caching facilities, nearby CDNs, and so on) for downloading any additional packages that the netinst disk might not contain. In general, if you are only deploying a handful of servers and have a good Internet connection at hand, I'd suggest you choose the amd64 netinst ISO, which we will use in this book. There's more… There are several other points that you need to consider while choosing the right flavor of Debian. One of them is the architecture you're using and targeting for development. Architectures There are tens of computer architectures available in the market. ARM, Intel, AMD, SPARC, and Alpha are all different types of architectures. Debian uses the architecture codenames i386 and amd64 for historical reasons. i386 actually means an Intel or Intel-compatible, 32-bit processor (x86), while amd64 means an Intel or Intel-compatible, 64-bit processor (x86_64). The brand of the processor is irrelevant. A few years ago, choosing between the two was tricky as some binary-only, non-free libraries and software were not always available for 64-bit processors, and architecture mismatches happened. While there were workarounds (such as running a 32-bit-only software using special libraries), it was basically a matter of time until popular software such as Flash caught up with 64-bit versions—thus, the concern was mainly about laptops and desktops. Nowadays, if your CPU (and/or your hypervisor) has 64-bit capabilities (most Intel do), it's considered a good practice to use the amd64 architecture. We will use amd64 in this book. And since Debian 7.0, the multiarch feature has been included, allowing more than one architecture to be installed and be active on the same hardware. While the market seems to settle around 64-bit Intel processors, the choice of an architecture is still important because it determines the future availability of software that you can choose from Debian. There might be some software that is not compiled for or not compatible with your specific architecture, but there is software that is independent of the architecture. DevOps are usually pragmatic when it comes to choosing architectures, so the following two questions aim to help you understand what to expect when it comes to it: Will you run your web applications on your own hardware? If so, do you already have this hardware or will you procure it? If you need to procure hardware, take a look at the existing server hardware in your datacenter. Factors such as a preferred vendor, hardware standardization, and so on are all important when choosing the right architecture. From the most popular 32- or 64-bit Intel and AMD processors, the growing ARM ecosystem, and also the more venerable but declining SPARC or Itanium, Debian is available for lots of architectures. If you are out in the market for new hardware, your options are most likely based on an Intel- or AMD-compatible, 32- or 64-bit, server-grade processor. Your decisions will be influenced by factors such as the I/O capacity (throughput and speed), memory, disk, and so on, and the architecture will most likely be covered by Debian. Will you run your web applications on third-party hardware, such as a Virtual Private Server (VPS ) provider or a cloud Infrastructure as a Service (IaaS ) provider? Most providers will provide you with prebuilt images for Debian. They are either 32- or 64-bit, x86 images that have some sort of community support—but, be aware they might have no vendor support, or in some cases waive warranties and/or other factors such as the SLA. You should be able to prepare your own Debian installation using virtualization software (such as KVM, VirtualBox, or Hyper-V) and then upload the virtual disk (VHD, VDI, and so on) to your provider. Summary In this article, we learned about selecting the right flavor of Debian for our system. We also learned about the different architectures available in the market that we can use for Debian. Resources for Article : Further resources on this subject: Installation of OpenSIPS 1.6 [Article] Installing and customizing Redmine [Article] Installing and Using Openfire [Article]
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08 Oct 2013
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So, what is XenMobile?

Packt
08 Oct 2013
7 min read
(For more resources related to this topic, see here.) XenMobile is the next generation of mobile device management (MDM) from Citrix. XenMobile provides organizations the ability to automate most of the administrative tasks on mobile devices for both corporate and highly secured environments. In addition, it can also help organizations in managing bring your own device (BYOD) environments. XenMobile MDM allows administrators to configure role-based management for device provisioning and security for both corporate and employee-owned BYOD devices. When a user enrolls with their mobile device, an organization can provision policies and apps to devices automatically, blacklist or whitelist apps, detect and protect against jail broken devices, and wipe or selectively wipe a device that is lost, stolen, or out of compliance. A selective wipe means that only corporate or sensitive data is deleted, but personal data stays intact on a user's device. XenMobile supports every major mobile OS that is being used today, giving users the freedom to choose and use a device of their choice. Citrix has done an excellent job recognizing that organizations need MDM as a key component for a secure mobile ecosystem. Citrix XenMobile adds other features such as secure @WorkMail, @WorkWeb, and ShareFile integration, so that organizations can securely and safely access e-mail, the Internet, and exchange documents in a secure manner. There are other popular solutions on the market that have similar claims. Unlike other solutions, they rely on container-based solutions which limit native applications. Container-based solutions are applications that embed corporate data, e-mail, contact, and calendar data. Unfortunately, in many cases these solutions break the user experience by limiting how they can use native applications. XenMobile does this without compromising the user experience, allowing the secure applications to exist and share the same calendar, contact, and other key integration points on the mobile device. They were the only vendors at the time of writing this article, that had a single management platform which provided MDM features with secure storage, integrated VDI, multitenant, and application load balancing features, which we believe are some of the differentiators between XenMobile and its competitors. Citrix XenMobile MDM Architecture Mobile application stores (MAS) and mobile application management (MAN) are the concepts which you manage and secure access to individual applications on a mobile device, but leave the rest of the mobile device unmanaged. In some scenarios, people consider this as a great way of managing BYOD environments because organizations only need to worry about the applications and the data they manage. XenMobile has support for mobile application management and supports individual application policies, in addition to the holistic device policies found on other competing products. In this article, you will gain a deep understanding of XenMobile and its key features. You will learn how to install, configure, and use XenMobile in your environment to manage corporate and BYOD environments. We will then explore how to get started with XenMobile, configure policies and security, and how to deploy XenMobile in our organization. Next, we will look at some of the advanced features in XenMobile, how and when to use them, how to manage compliance breaches, and other top features. Finally, we will explore what do next when you have XenMobile configured. Welcome to the world of XenMobile MDM. Let's get started. Mobile device management (MDM) is a software solution that helps the organizations to manage, provision, and secure the lifecycle of a mobile device. MDM systems allow enterprises to mass deploy policies, settings, and applications to mobile devices. These features can include provisioning the mobile devices for Wi-Fi access, corporate e-mail, develop in-house applications, tracking locations, and remote wipe. Mobile device management solutions for enterprise corporations provide these capabilities over the air and for multiple mobile operating systems. Blackberry can be considered as the world's first real mobile enterprise solution with their product Blackberry Enterprise Server (BES). BES is still considered as a very capable and well-respected MDM solution. Blackberry devices were one of the first devices that provided organizations an accurate control of their users' mobile devices. The Blackberry device was essentially a dumb device until it was connected to a BES server. Once connected to a BES server, the Blackberry device would download policies, which would govern what features the device could use. This included everything from voice roaming, Internet usage, and even camera and storage policies. Because of its detailed configurability, Blackberry devices became the standard for most corporations wanting to use mobile devices and securing them. Apple and Google have made the smartphone a mainstream device and the tablet the computing platform of choice. People ended up waiting days in line to buy the latest gadget, and once they had it, you better believe they wanted to use it all the time. All of a sudden, organizations were getting hundreds of people wanting to connect their personal devices to the corporate network in order to work more efficiently with a device they enjoyed. The revolution of consumerization of IT had begun. In addition to Apple and Google devices, XenMobile supports Blackberry, Windows Phone, and other well-known mobile operating systems. Many vendors rushed to bring solutions to organizations to help them manage their Apple and mobile devices in enterprise architectures. Vendors tried to give organizations the same management and security that Blackberry had provided them with previous BES features. Over the years, Apple and Google both recognized the need for mobile management and started building mobile device management features in their operating system, so that MDM solutions could provide better granular management and security control for enterprise organizations. Today organizations are replacing older mobile devices in favor of Apple and Google devices. They feel comfortable in having these devices connected to corporate networks because they believe that they can manage them and secure them with MDM solutions. MDM solutions are the platform for organizations to ensure that mobile devices meet the technical, legal, and business compliance needed for their users to use devices of their choice, that are modern, and in many cases more productive than their legacy counterparts. MDM vendors have chosen to be container-based solutions, or device-based management. Container-based solutions provide segmentation of device data and allow organizations to completely ignore the rest of the device since all corporate data is self-contained. A good analogy for container-based solutions is Outlook Web Access. Outlook Web Access allows any computer to access Exchange email through a web browser. Computer software and applications are completely agnostic to corporate e-mail. Container-based solutions are similar, since they are indifferent to the mobile device data and other configuration components when being used to access an organization's resources, for example, e-mail on a mobile phone. Device-based management solutions allow organizations to manage device and application settings, but can only enforce security policies based on the features made available to them by device manufacturers. XenMobile is a device-based management solution, however, it has many of the features found in container-based solutions giving organizations the best of both worlds. Summary This article briefs about the functionalities of XenMobile and it covers XenMobile's features, gives an idea to the user regarding XenMobile. Resources for Article: Further resources on this subject: Creating mobile friendly themes [Article] Creating and configuring a basic mobile application [Article] Mobiles First – How and Why [Article]
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Packt
08 Oct 2013
7 min read
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Layer height, fill settings, and perimeters in our objects

Packt
08 Oct 2013
7 min read
(For more resources related to this topic, see here.) Getting ready Open up Slic3r and go to the Print Settings tab. We're staying in the Simple mode for now, because it's easier to track the changes we make to the changes in our final print. A good thing to do when making setting changes is to only make one change at a time. This is so that if something goes wrong, or right, we know exactly what change did it. How to do it... The Print Settings section is where a lot of changes will happen as we print. Let's go down the list of options in this section so we know what they are and why we might want to change them, sometimes from print to print. First up is Layer height option. The default layer height of 0.4mm is ok, assuming that we have a 0.5mm nozzle. So we can leave that for now. If our nozzle is more than 0.5mm though, we will have a lot of squeeze out of our filament. So if our nozzle is larger, increase the size of the layer. 80 percent of the nozzle diameter is a good rule of thumb. This also means that if we have a nozzle less than 0.5mm, we can make our layer height default smaller. Again, 80 percent of the nozzle diameter is a good starting place. Depending on our object we are printing, the Perimeters (minimum) setting of 3 is good. If there are gaps in the walls, especially of sloped surfaces, increasing the number of perimeters is something to try. Next, Solid layers is the setting of how many layers Slic3r will tell the printer to fill completely at the top and the bottom of the print. For the bottom layers, this will give the object a stable base that is less prone to warping. For the top, the default of 3 layers is based on the extruded filament width, and how much coverage the filament will give as it gets to the top of the object. For the Infill settings, a value of 0.15 for Fill density should stay, but change Fill pattern to honeycomb. It's a bit slower, but more stable. This is how the inner part of the object is filled with plastic. Since filling the entire object uses a lot of plastic, and isn't needed, we set the infill settings. How it works... Layer height, infill settings, perimeters, what does it all mean? Let's look into those settings and what they stand for, in more detail. Layer height The layer height of the print means how thick each layer of plastic is deposited on the model. The thinner the layer, the smoother and more detailed the print can be. We don't always want thin layers though. Some prints, such as for mechanical parts, or parts that will not be seen, can be done with thicker layer heights. If we're printing parts for a RepRap or another printer, the layer height can be thicker for the structural elements. It doesn't directly relate to the structural strength however. That would be covered in a moment when discussing the Perimeters and Infill settings. For thicker layer heights, it's usually a good idea to have layers at or under your nozzle size. This is so the extruder will press the plastic into the layer below. If the layer height is higher, the plastic will have a chance to cool before touching the foundation layer, and also only have gravity to help weld the two layers together. If we're printing objects for viewing, such as a statue or a decorative item, we'll usually want to go with thinner layer heights. This comes at the expense of printing speed, because the printer will now need to lay down more layers to complete the model. So finding a balance between looks and speed is something we will constantly juggle. For very detailed objects, resolutions as low as 0.1mm have been achieved by some printers. Perimeters These make up the walls of the object. They are also important for adding stability to the object being printed. The Slic3r developers recommend a minimum of two perimeters for printing. Having at least two will help both the structure of the outside, and help to cover up imperfections in the print. There is also a setting for solid layers. It is related to Perimeters, in that, it determines the number of solid layers at the top and the bottom of the print. The default setting for this is three perimeters. For models that are not solid, set them with the Infill settings; having more than one top layer will help bridge any gaps in the model and will result in a better fill for the top of the model. The default setting for Slic3r is for the three top and bottom layers to be solid. Depending on our model, and what we want to do with it, we can change this. Coming up is a hack for making hollow objects such as vases from normally solid objects. Infill settings Infill in our objects gives them stability. Too much infill, however, such as making our object solid, can not only cause printing issues, but also is a waste of plastic. The Fill Density setting ranges from 0 to 1, with 0 being 0 percent, and 1 being 100 percent. The default setting for Fill Density is 40 percent, or 0.4 in the preference. This is a decent setting to start with, but for structural components, or ones that will depend on being rigid under stress, raising that up would be a good idea. The developers suggest a minimum of 0.2 as the setting to support flat ceilings. Any lower, the top of your model is likely to sag inward. The Fill Pattern is interesting. This setting is how Slic3r will tell our printer how to fill in the inside of our model. The honeycomb option is good for structure, but takes longer to print. The developers also recommend rectilinear and line for infill, but there are several others to choose from. A bit of experimentation will reveal what is best for what models we want to print. There's more... Settings can be more than just settings. More than just a tool for making nicer quality prints. We can use some settings to alter the objects themselves, to make changes to the objects, and have it come out as what we want without having to touch the modeling software. Vases and other hollow objects There are some interesting things you can do while printing models and changing these settings. For instance, if you set the Infill Fill Density to 0, and the Top setting of Solid layers to 0, you can make any object hollow with the top open. We'll need to make sure the model can actually print this way, structurally. If it can, it is an interesting way to make custom vases or other open cupped objects. Having a higher setting on the Perimeters (minimum) will help some prints with this. Summary This article talked about some of the most important settings for printing your objects. It delved into how each setting works, and how changing it affects your final printed object. Resources for Article: Further resources on this subject: Learn Baking in Blender [Article] Getting Started with Blender’s Particle System- A Sequel [Article] The Trivadis Integration Architecture Blueprint: Implementation scenarios [Article]
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08 Oct 2013
8 min read
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Creating a New iOS Social Project

Packt
08 Oct 2013
8 min read
Creating a New iOS Social Project In this article, by Giuseppe Macri, author of Integrating Facebook iOS SDK with Your Application, we will learn about: With this article, we start our coding journey. We are going to build our social application from the group up. In this article we will learn about: Creating a Facebook App ID: It is a key used with our APIs to communicate with the Facebook Platform. Downloading the Facebook SDK: iOS SDK can be downloaded from two different channels. We will look into both of them. Creating a new XCode Project: I will give a brief introduction on how to create a new XCode project and description of the IDE environment. Importing Facebook iOS SDK into our XCode project: I will go through the import of the Facebook SDK into our XCode project step-by-step. Getting familiar with Storyboard to build a better interface: This is a brief introduction on the Apple tool to build our application interface. Creating a Facebook App ID In order to communicate with the Facebook Platform using their SDK, we need an identifier for our application. This identifier, also known as Facebook App ID, will give access to the Platform; at the same time, we will be able to collect a lot of information about its usage, impressions, and ads. To obtain a Facebook App ID, we need a Facebook account. If you don't have one, you can create a Facebook account via the following page at https://www.facebook.com: The previous screenshot shows the new Facebook account sign up form. Fill out all the fields and you will be able to access the Facebook Developer Portal. Once we are logged into Facebook, we need to visit the Developer Portal. You can find it at https://developers.facebook.com/. I already mentioned the important role of Developer Portal in developing our social application. The previous screenshot shows the Facebook Developer Portal. The main section, the top part, is dedicated to the current SDKs. On the top-blue bar, click on the Apps link, and it will redirect us to the Facebook App Dashboard. The previous screenshot shows the Facebook App Dashboard. To the left, we have a list of apps; on the center of the page, we can see the details of the currently selected app from our list. The page shows the application's setting and analytics (Insights). In order to create a new Facebook App ID, you can click on Create New App on the top-right part of the App Dashboard. The previous screenshot shows the first step in order to create a Facebook App ID. When providing the App Name, be sure the name does not already exist or violate any copyright laws; otherwise, Facebook will remove your app. App Namespace is something that we need if we want to define custom objects and/or actions in the Open Graph structure. The App Namespace topic is not part of this book. Web hosting is really useful when creating a social web application. Facebook, in partnership with other providers, can create a web hosting for us if needed. This part is not going to be discussed in this book; therefore, do not check this option for your application. Once all the information is provided, we can move on to the next step. Please fill out the form, and move forward to the next one. On the top of the page, we can see both App ID and App Secret. These are the most important pieces of information about our new social applicaton. App ID is a piece of information that we can share unlike App Secret. At the center of our new Facebook Application Page, we have basic information fields. Do not worry about Namespace, App Domains, and Hosting URL; these fields are for web applications. Sandbox Mode only allows developers to use the current application. Developers are specified through the Developer Roles link on the left side bar. Moving down, select the type of app. For our goal, select Native iOS App. You can select multiple types and create multiplatform social applications. Once you have checked Native iOS App, you will be prompted with the following form: The only field we need to provide for now is the Bundle ID. The Bundle ID is something related to XCode settings. Be sure that the Facebook Bundle ID will match our XCode Social App Bundle Identifier. The format for the bundle identifier is always something like com.MyCompany.MyApp. iPhone/iPad App Store IDs are the App Store identifiers of your application if you have published your app in the App Store. If you didn't provide any of them after you saved your changes, you will receive a warning message; however, don't worry, our new App ID is now ready to be used. Save your changes and get ready to start our developing journey. Downloading the Facebook iOS SDK The iOS Facebook SDK can be downloaded through two different channels: Facebook Developer Portal: For downloading the installation package GitHub: For downloading the SDK source code Using Facebook Developer Portal, we can download the iOS SDK as the installation package. Visit https://developers.facebook.com/ios/ as shown in the following screenshot and click on Download the SDK to download the installation package. The package, once installed, will create a new FacebookSDK folder within our Documents folder. The previous screenshot shows the content of the iOS SDK installation package. Here, we can see four elements: FacebookSDK.framework: This is the framework that we will import in our XCode social project LICENSE: It contains information about licensing and usage of the framework README: It contains all the necessary information about the framework installation Samples: It contains a useful set of sample projects that uses the iOS framework's features With the installation package, we only have the compiled files to use, with no original source code. It is possible to download the source code using the GitHub channel. To clone git repo, you will need a Git client, either Terminal or GUI. The iOS SDK framework git repo is located at https://github.com/facebook/facebook-ios-sdk.git. I prefer the Terminal client that I am using in the following command: git clone https://github.com/facebook/facebook-ios-sdk.git After we have cloned the repo, the target folder will look as the following screenshot: The previous picture shows the content of the iOS SDK GitHub repo. Two new elements are present in this repo: src and scripts. src contains the framework source code that needs to be compiled. The scripts folder has all the necessary scripts needed to compile the source code. Using the GitHub version allows us to keep the framework in our social application always up-to-date, but for the scope of this book, we will be using the installation package. Creating a new XCode project We created a Facebook App ID and downloaded the iOS Facebook SDK. It's time for us to start our social application using XCode. The application will prompt the welcome dialog if Show this window when XCode launches is enabled. Choose the Create a new XCode project option. If the welcome dialog is disabled, navigate to File | New | Project…. Choosing the type of project to work with is the next step as shown in the following screenshot: The bar to the left defines whether the project is targeting a desktop or a mobile device. Navigate to iOS | Application and choose the Single View Application project type. The previous screenshot shows our new project's details. Provide the following information for your new project: Product Name: This is the name of our application Organization Name: I will strongly recommend filling out this part even if you don't belong to an organization because this field will be part of our Bundle Identifier Company Identifier: It is still optional, but we should definitely fill it out to respect the best-practice format for Bundle Identifier Class Prefix: This prefix will be prepended to every class we are going to create in our project Devices: We can select the target device of our application; in this case, it is an iPhone but we could also have chosen iPad or Universal Use Storyboards: We are going to use storyboards to create the user interface for our application Use Automatic Reference Counting: This feature enables reference counting in the Objective C Garbage Collector Include Unit Tests: If it is selected, XCode will also create a separate project target to unit-test our app; this is not part of this book Save the new project. I will strongly recommend checking the Create a local git repository for this project option in order to keep track of changes. Once the project is under version control, we can also decide to use GitHub as the remote host to store our source code.
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