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How-To Tutorials

7018 Articles
article-image-playing-swift
Packt
23 Dec 2014
23 min read
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Playing with Swift

Packt
23 Dec 2014
23 min read
Xcode ships with both a command line interpreter and a graphical interface called playground that can be used to prototype and test Swift code snippets. Code typed into the playground is compiled and executed interactively, which permits a fluid style of development. In addition, the user interface can present a graphical view of variables as well as a timeline, which can show how loops are executed. Finally, playgrounds can mix and match code and documentation, leading to the possibility of providing example code as playgrounds and using playgrounds to learn how to use existing APIs and frameworks. This article by Alex Blewitt, the author of Swift Essentials, will present the following topics: How to create a playground Displaying values in the timeline Presenting objects with Quick Look Running asynchronous code Using playground live documentation Generating playgrounds with Markdown and AsciiDoc Limitations of playgrounds (For more resources related to this topic, see here.) Getting started with playgrounds When Xcode is started, a welcome screen is shown with various options, including the ability to create a playground. Playgrounds can also be created from the File | New | Playground menu. Creating a playground Using either the Xcode welcome screen (which can be opened by navigating to Window | Welcome to Xcode) or navigating to File | New | Playground, create MyPlayground in a suitable location targeting iOS. Creating the playground on the Desktop will allow easy access to test Swift code, but it can be located anywhere on the filesystem. Playgrounds can be targeted either towards OS X applications or towards iOS applications. This can be configured when the playground is created, or by switching to the Utilities view by navigating to View | Utilities | Show File Inspector or pressing Command + Option + 1 and changing the dropdown from OS X to iOS or vice versa.   When initially created, the playground will have a code snippet that looks as follows: // Playground - noun: a place where people can play import UIKit var str = "Hello, playground" Playgrounds targeting OS X will read import Cocoa instead. On the right-hand side, a column will show the value of the code when each line is executed. In the previous example, the word Hello, playgr... is seen, which is the result of the string assignment. By grabbing the vertical divider between the Swift code and the output, the output can be resized to show the full text message:   Alternatively, by moving the mouse over the right-hand side of the playground, the Quick Look icon (the eye symbol) will appear; if clicked on, a pop-up box will show the full details:   Viewing the console output The console output can be viewed on the right-hand side by opening the Assistant Editor. This can be opened by pressing Command + Option + Enter or by navigating to View | Assistant Editor | Show Assistant Editor. This will show the result of any println statements executed in the code. Add a simple for loop to the playground and show the Assistant Editor: for i in 1...12 { println("I is (i)") } The output is shown on the right-hand side:   The assistant editor can be configured to be displayed in different locations, such as at the bottom, or stacked horizontally or vertically by navigating to the View | Assistant Editor menu. Viewing the timeline The timeline shows what other values are displayed as a result of executing the code. In the case of the print loop shown previously, the output was displayed as Console Output in the timeline. However, it is possible to use the playground to inspect the value of an expression on a line, without having to display it directly. In addition, results can be graphed to show how the values change over time. Add another line above the println statement to calculate the result of executing an expression, (i-6)*(i-7), and store it in a variable, j: for i in 1...12 { var j = (i-7) * (i-6) println("I is (i)") } On the line next to the variable definition, click on the add variable history symbol (+), which is in the right-hand column (visible when the mouse moves over that area). After it is clicked on, it will change to a (o) symbol and display the graph on the right-hand side. The same can be done for the println statement as well:   The slider at the bottom, indicated by the red tick mark, can be used to slide the vertical bar to see the exact value at certain points:   To show several values at once, use additional variables to hold the values and display them in the timeline as well: for i in 1...12 { var j = (i-7) * (i-6) var k = i println("I is (i)") }   When the slider is dragged, both values will be shown at the same time. Displaying objects with QuickLook The playground timeline can display objects as well as numbers and simple strings. It is possible to load and view images in a playground using classes such as UIImage (or NSImage on OS X). These are known as QuickLook supported objects, and by default include: Strings (attributed and unattributed) Views Class and struct types (members are shown) Colors It is possible to build support for custom types in Swift, by implementing a debugQuickLookObject method that returns a graphical view of the data. Showing colored labels To show a colored label, a color needs to be obtained first. When building against iOS, this will be UIColor; but when building against OS X, it will be NSColor. The methods and types are largely equivalent between the two, but this article will focus on the iOS types. A color can be acquired with an initializer or by using one of the predefined colors that are exposed in Swift using methods: import UIKit // AppKit for OS X let blue = UIColor.blueColor() // NSColor.blueColor() for OS X The color can be used in a UILabel, which displays a text string in a particular size and color. The UILabel needs a size, which is represented by a CGRect, and can be defined with an x and y position along with a width and height. The x and y positions are not relevant for playgrounds and so can be left as zero: let size = CGRect(x:0,y:0,width:200,height:100) let label = UILabel(frame:size)// NSLabel for OS X Finally, the text needs to be displayed in blue and with a larger font size: label.text = str // from the first line of the code label.textColor = blue label.font = UIFont.systemFontOfSize(24) // NSFont for OS X When the playground is run, the color and font are shown in the timeline and available for quick view. Even though the same UILabel instance is being shown, the timeline and the QuickLook values show a snapshot of the state of the object at each point, making it easy to see what has happened between changes.   Showing images Images can be created and loaded into a playground using the UIImage constructor (or NSImage on OS X). Both take a named argument, which is used to find an image with the given name from the playground's Resources folder. To download a logo, open Terminal.app and run the following commands: $ mkdir MyPlayground.playground/Resources $ curl http://alblue.bandlem.com/images/AlexHeadshotLeft.png > MyPlayground.playground/Resources/logo.png An image can now be loaded in Swift with: let logo = UIImage(named:"logo") The location of the Resources associated with a playground can be seen in the File Inspector utilities view, which can be opened by pressing Command + Option + 1. The loaded image can be displayed using QuickLook or by adding it to the "value history:   It is possible to use a URL to acquire an image by creating an NSURL with NSURL(string:"http://..."), then loading the contents of the URL with NSData(contentsOfURL:), and finally using UIImage(data:) to convert it to an image. However, as Swift will keep re-executing the code over and over again, the URL will be hit multiple times in a single debugging session without caching. It is recommended that NSData(contentsOfURL:) and similar networking classes be avoided in playgrounds. Advanced techniques The playground has its own framework, XCPlayground, which can be used to perform certain tasks. For example, individual values can be captured during loops for later analysis. It also permits asynchronous code to continue to execute once the playground has finished running. Capturing values explicitly It is possible to explicitly add values to the timeline by importing the XCPlayground framework and calling XCPCaptureValue with a value that should be displayed in the timeline. This takes an identifier, which is used both as the title and for group-related data values in the same series. When the value history button is selected, it essentially inserts a call to XCPCaptureValue with the value of the expression as "the identifier. For example, to add the logo to the timeline automatically: import XCPlayground XCPCaptureValue("logo",logo)   It is possible to use an identifier to group the data that is being shown in a loop with the identifier representing categories of the values. For example, to display a list of all even and odd numbers between 1 and 6, the following code could be used: for n in 1...6 { if n % 2 == 0 {    XCPCaptureValue("even",n)    XCPCaptureValue("odd",0) } else {    XCPCaptureValue("odd",n)    XCPCaptureValue("even",0) } } The result, when executed, will look as follows:   Running asynchronous code By default, when the execution hits the bottom of the playground, the execution stops. In most cases, this is desirable, but when asynchronous code is involved, execution might need to run even if the main code has finished executing. This might be the case if networking data is involved or if there are multiple tasks whose results need to be synchronized. For example, wrapping the previous even/odd split in an asynchronous call will result in no data being displayed: dispatch_async(dispatch_get_main_queue()) { for n in 1...6 {    // as before } } This uses one of Swift's language features: the dispatch_async method is actually a two-argument method that takes a queue and a block type. However, if the last argument is a block type, then it can be represented as a trailing closure rather than an argument. To allow the playground to continue executing after reaching the bottom, add the following call: XCPSetExecutionShouldContinueIndefinitely() Although this suggests that the execution will run forever, it is limited to 30 seconds of runtime, or whatever is the value displayed at the bottom-right corner of the screen. This timeout can be changed by typing in a new value or using the + and – buttons to increase/decrease time by one second.   Playgrounds and documentation Playgrounds can contain a mix of code and documentation. This allows a set of code samples and explanations to be mixed in with the playground itself. Although there is no way of using Xcode to add sections in the UI at present, the playground itself is an XML file that can be edited using an external text editor such as TextEdit.app. Learning with playgrounds As playgrounds can contain a mixture of code and documentation, it makes them an ideal format for viewing annotated code snippets. In fact, Apple's Swift Tour book can be opened as a playground file. Xcode documentation can be searched by navigating to the Help | Documentation and API Reference menu, or by pressing Command + Shift + 0. In the search field that is presented, type Swift Tour and then select the first result. The Swift Tour book should be presented in Xcode's help system:   A link to download and open the documentation as a playground is given in the first section; if this is downloaded, it can be opened in Xcode as a standalone playground. This provides the same information, but allows the code examples to be dynamic and show the results in the window:   A key advantage of learning through playground-based documentation is that the code can be experimented with. In the Simple Values section of the documentation, where myVariable is assigned, the right-hand side of the playground shows the values. If the literal numbers are changed, the new values will be recalculated and shown on the right-hand side. Some examples are presented solely in playground form; for example, the "Balloons demo, which was used in the introduction of Swift in the WWDC 2014 keynote, is downloadable as a playground from https://developer.apple.com/swift/resources/. Note that the Balloons playground requires OS X 10.10 and Xcode 6.1 to run. Understanding the playground format A playground is an OS X bundle, which means that it is a directory that looks like a single file. If a playground is selected either in TextEdit.app or in Finder, then it looks like a regular file:   Under the covers, it is actually a directory: $ ls -FMyPlayground.playground/ Inside the directory, there are a number of files: $ ls -1 MyPlayground.playground/* MyPlayground.playground/Resources MyPlayground.playground/contents.xcplayground MyPlayground.playground/section-1.swift MyPlayground.playground/timeline.xctimeline The files are as follows: The Resources directory, which was created earlier to hold the logo image The contents.xcplayground file, which is an XML table of contents of the files that make up the playground The section-1.swift file, which is the Swift file created by default when a new playground is created, and contains the code that is typed in for any new playground content The timeline.xctimeline file, which is an automatically generated file containing timestamps of execution, which the runtime generates when executing a Swift file and the timeline is open The table of contents file defines which runtime environment is being targeted (for example, iOS or OS X), a list of sections, and a reference to the timeline file: <playground version='3.0' sdk='iphonesimulator'> <sections>    <code source-file-name='section-1.swift'/> </sections> <timeline fileName='timeline.xctimeline'/> </playground> This file can be edited to add new sections, provided that it is not open in Xcode at the same time. An Xcode playground directory is deleted and recreated whenever changes are made in Xcode. Any Terminal.app windows open in that directory will no longer show any files. As a result, using external tools and editing the files in place might result in changes being lost. In addition, if you are using ancient versions of control systems, such as SVN and CVS, you might find your version control metadata being wiped out between saves. Xcode ships with the industry standard Git version control system, which should be preferred instead. Adding a new documentation section To add a new documentation section, ensure that the playground is not open in Xcode and then edit the contents.xcplayground file. The file itself can be opened by right-clicking on the playground in Finder and choosing Show Package Contents:   This will open up a new Finder window, with the contents displayed as a top-level set of elements. The individual files can then be opened for editing by right-clicking on the contents.xcplayground file, choosing Open With | Other..., and selecting an application, such as TextEdit.app.   Alternatively, the file can be edited from the command line using an editor such as pico, vi, or emacs. Although there are few technology debates more contentious than whether vi or emacs is better, the recommended advice is to learn how to be productive in at least one of them. Like learning to touch-type, being productive in a command-line editor is something that will pay dividends in the future if the initial learning challenge can be overcome. For those who don't have time, pico (also known as nano) can be a useful tool in command-line situations, and the on-screen help makes it easier to learn to use. Note that the carat symbol (^) means control, so ^X means Control + X. To add a new documentation section, create a directory called Documentation, and inside it, create a file called hello.html. The HTML file is an HTML5 document, with a declaration and a body. A minimal file looks like: <!DOCTYPE html> <html> <body>    <h1>Welcome to Swift Playground</h1> </body> </html> The content needs to be added to the table of contents (contents.xcplayground) in order to display it in the playground itself, by adding a documentation element under the sections element: <playground version='3.0' sdk='iphonesimulator'> <sections>    <code source-file-name='section-1.swift'/>    <documentation relative-path='hello.html'/> </sections> <timeline fileName='timeline.xctimeline'/> </playground> The relative-path attribute is relative to the Documentation directory. All content in the Documentation directory is copied between saves in the timeline and can be used to store other text content such as CSS files. Binary content, including images, should be stored in the Resources directory. When viewed as a playground, the content will be shown in the same window as "the documentation:   If the content is truncated in the window, then a horizontal rule can be added at the bottom with <hr/>, or the documentation can be styled, as shown in the next section. Styling the documentation As the documentation is written in HTML, it is possible to style it using CSS. For example, the background of the documentation is transparent, which results in the text overlapping both the margins as well as the output. To add a style sheet to the documentation, create a file called stylesheet.css in the Documentation directory and add the following content: body { background-color: white } To add the style sheet to the HTML file, add a style sheet link reference to the head element in hello.html: <head> <link rel="stylesheet" type="text/css" href="stylesheet.css"/> </head> Now when the playground is opened, the text will have a solid white background and will not be obscured by the margins:   Adding resources to a playground Images and other resources can also be added to a playground. Resources need to be added to a directory called Resources, which is copied as is between different versions of the playground. To add an image to the document, create a Resources folder and then insert an image. For example, earlier in this article, an image was downloaded by using the following commands: $ mkdir MyPlayground.playground/Resources $ curl http://alblue.bandlem.com/images/AlexHeadshotLeft.png > MyPlayground.playground/Resources/logo.png The image can then be referred to in the documentation using an img tag and a relative path from the Documentation directory: <img src="../Resources/logo.png" alt="Logo"/> Other supported resources (such as JPEG and GIF) can be added to the Resources folder as well. It is also possible to add other content (such as a ZIP file of examples) to the Resources folder and provide hyperlinks from the documentation to the resource files. <a href="../Resources/AlexBlewitt.vcf">Download contact card</a> Additional entries in the header The previous example showed the minimum amount of content required for playground documentation. However, there are other meta elements that can be added to the document that have specific purposes and which might be found in other playground examples on the internet. Here is a more comprehensive example of using meta elements: <!DOCTYPE html> <html lang="en"> <head>    <meta charset="utf-8"/>    <link rel="stylesheet" type="text/css" href="stylesheet.css"/>    <title>Welcome to Swift Playground</title>    <meta name="xcode-display" content="render"/>    <meta name="apple-mobile-web-app-capable" content="yes"/>    <meta name="viewport" content="width=device-width,maximum-scale=1.0"/> </head> <body>...</body> </html> In this example, the document is declared as being written in English (lang="en" on the html element) and in the UTF-8 character set. The <meta charset="utf-8"/> should always be the first element in the HTML head section, and the UTF-8 encoding should always be preferred for writing documents. If this is missed, it will default to a different encoding, such as ISO-8859-1, which can lead to strange characters appearing. Always use UTF-8 for writing HTML documents. The link and title are standard HTML elements that associate the style sheet "(from before) and the title of the document. The title is not displayed in Xcode, but it can be shown if the HTML document is opened in a browser instead. As the documentation is reusable between playgrounds and the web, it makes sense to "give it a sensible title. The link should be the second element after the charset definition. In fact, all externally linked resources—such as style sheets and scripts—should occur near the top of the document. This allows the HTML parser to initiate the download of external resources as soon as possible. This also includes the HTML5 prefetch link type, which is not supported in Safari or playground at the time of writing. The meta tags are instructions to Safari to render it in different ways (Safari is the web engine that is used to present the documentation content in playground). Safari-specific meta tags are described at https://developer.apple.com/library/safari/documentation/AppleApplications/Reference/SafariHTMLRef/Articles/MetaTags.html and include the following: The xcode-display=render meta tag, which indicates that Xcode should show the content of the document instead of the HTML source code when opening in Xcode The apple-mobile-web-app-capable=yes meta tag, which indicates that Safari should show this fullscreen if necessary when running on a "mobile device The viewport=width=device-width,maximum-scale=1.0 meta tag, which "allows the document body to be resized to fit the user's viewable area without scaling Generating playgrounds automatically The format of the playground files are well known, and several utilities have been created to generate playgrounds from documentation formats, such as Markdown or AsciiDoc. These are text-based documentation formats that provide a standard means to generate output documents, particularly HTML-based ones. Markdown Markdown (a word play on markup) was created to provide a standard syntax to generate web page documentation with links and references in a plain text format. More information about Markdown can be found at the home page (http://daringfireball.net/projects/markdown/), and more about the standardization of Markdown into CommonMark (used by StackOverflow, GitHub, Reddit, and others) can be found at http://commonmark.org. Embedding code in documentation is fairly common in Markdown. The file is treated as a top-level document, with sections to separate out the documentation and the code blocks. In CommonMark, these are separated with back ticks (```), often with the name of the language to add different script rendering types: ## Markdown Example ##This is an example CommonMark document. Blank lines separate paragraphs. Code blocks are introduced with three back-ticks and closed with back-ticks:```swift println("Welcome to Swift") ```Other text and other blocks can follow below. The most popular tool for converting Markdown/CommonMark documents into playgrounds (at the time of writing) is Jason Sandmeyer's swift-playground-builder at https://github.com/jas/swift-playground-builder/. The tool uses Node to execute JavaScript and can be installed using the npm install -g swift-playground-builder command. Both Node and npm can be installed from "http://nodejs.org. Once installed, documents can be translated using playground --platform ios --destination outdir --stylesheet stylesheet.css. If code samples should not be editable, then the --no-refresh argument should be added. AsciiDoc AsciiDoc is similar in intent to Markdown, except that it can render to more backends than just HTML5. AsciiDoc is growing in popularity for documenting code, primarily because the standard is much more well defined than Markdown is. The de facto standard translation tool for AsciiDoc is written in Ruby and can be installed using the sudo gem install asciidoctor command. Code blocks in AsciiDoc are represented by a [source] block. For Swift, this will be [source, swift]. The block starts and ends with two hyphens (--): .AsciiDoc ExampleThis is an example AsciiDoc document. Blank lines separate paragraphs. Code blocks are introduced with a source block and two hyphens:[source, swift] -- println("Welcome to Swift") -- Other text and other code blocks can follow below --. AsciiDoc files typically use the ad extension, and the ad2play tool can be installed from James Carlson's repository at https://github.com/jxxcarlson/ad2play. Saving the preceding example as example.ad and running ad2play example.ad will result in the generation of the example.playground file. More information about AsciiDoc, including the syntax and backend, can be found at the AsciiDoc home page at http://www.methods.co.nz/asciidoc/ or on the Asciidoctor home page at http://asciidoctor.org. Limitations of playgrounds Although playgrounds can be very powerful for interacting with code, there are some limitations that are worth being aware of. There is no debugging support in the playground. It is not possible to add a breakpoint and use the debugger and find out what the values are. Given that the UI allows tracking values—and that it's very easy to add new lines with just the value to be tracked—this is not much of a hardship. Other limitations of playgrounds include: Only the simulator can be used for the execution of iOS-based playgrounds. This prevents the use of hardware-specific features that might only be present on a device. The performance of playground scripts is mainly driven based on how many lines are executed and how much output is saved by the debugger. It should not be used to test the performance of performance-sensitive code. Although the playground is well suited to present user interface components, it cannot be used for user input. Anything requiring entitlements (such as in-app purchases or access to iCloud) is not possible in playground at the time of writing. Note that while earlier releases of playground did not support custom frameworks, Xcode 6.1 permits frameworks to be loaded into playground, provided that the framework is built and marked as public and that it is in the same workspace as the playground Summary This article presented playgrounds, an innovative way of running Swift code with graphical representations of values and introspection of running code. Both expressions and the timeline were presented as a way of showing the state of the program at any time, as well as graphically inspecting objects using QuickLook. The XCPlayground framework can also be used to record specific values and allow asynchronous code to be executed. Being able to mix code and documentation into the same playground is also a great way of showing what functions exist, and how to create self-documenting playgrounds was presented. In addition, tools for the creation of such playgrounds using either AsciiDoc or Markdown (CommonMark) were introduced. Resources for Article: Further resources on this subject: Using OpenStack Swift [article] Sparrow iOS Game Framework - The Basics of Our Game [article] Adding Real-time Functionality Using Socket.io [article]
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18 Aug 2010
6 min read
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Advanced Effects using Blender Particle System: A Sequel

Packt
18 Aug 2010
6 min read
(For more resources on Blender, see here.) Multiple Particle Systems Sometimes, singular particle systems are not enough to create the effects we want. This is when multiple particles come in, enabling us to create things like welding sparks, fireworks, rain splash, object shatters, etc. Thankfully, we have Reactor Particles which does just that. In most cases, reactor particles are born when other particle systems' events happen. You'll see more of that later in this part. I guess the best way to explain these things is through valid examples. Let's begin by simulating the fireworks effect we see during New Year or when there are festivities. First thing we need to do is to setup our scene. We'll be creating a very simple setup for now and it's up to you to take it further when needed. Fire up Blender 2.49 (sadly, Blender 2.5 doesn't support reactor particles yet) and orient the camera such that it is facing towards the positive y axis, as shown in the screenshot below: (Move the mouse over the image to enlarge it.) (Positioning the Camera) Next, delete the default Cube and add a Plane object then position it just below the camera's view. You can scale it according to your liking but we can also adjust it later on if need be. Let's name this plane “emitter”. (Plane Added in the Scene) With the “emitter” object still selected, go to Object (F7) then click on Particle buttons and add a new particle system. (Adding a New Particle System) This particle system will be the single burst that will eventually give birth to hundreds of particles later on. Let's name it “single” for easier reference later on. Keep the amount at a minimum, probably something like lower than 20, so it won't get too chaotic later on once the bursting of particles begin. Also change the Life of the particle system such that you see them die on your camera's view, otherwise we won't be able to see the bursting effect happening at all. And lastly, increase the Normal value under Physics, this will tell how the particles are shot and how fast. You might also have to edit the Life later on once you have decided on the Normal settings. (“single” Particle Settings) (Single Frame from the Particle System Animation) Now if we play back our animation, it should look something like this: (fireworks_1.avi) Next is the main particles for this system – the burst. With the plane emitter still selected, head over to the same window where the Particle System was created. On the upper right hand corner of the Particle System tab, you'll notice a portion there with “1 Part 1” on it with arrows left and right. These are indications of how many sub-particle systems there are in our main system. Our reaction particles would not act if it was a different system, so this is one crucial part. Where you see the 1 Part 1 area, click on the right arrow to register another sub-particle system, making it a “2 Part 2”. Then click on Add New again, just like how we did in the previous part. (Adding a Sub-Particle System) The important options that we have to take note here are the particle system type, emit from values, and target. With the Physics option, I'll leave it to you to tweak around. As you might have already guessed, we must first and foremost, choose Reactor as the particle system type, otherwise it would be useless doing so. Next is to change from which will the particles be emitted from (emit from), choose Particle since we wanted it to be emitted from the first particle system that we created. Then in the Target portion, you can choose from which system will it be emitted from, the default which is Psys:1, you can change this setting accordingly depending on which order you want it to be emitted. (Reactor Particle System Settings) Then here's the hardware rendered version of the system: (fireworks_2.avi) And that's about it! This is also applicable to things like welding sparks or rain splashes. If you want your particle reactor to happen on object collision, instead of setting the particle reactor to begin on Death, change it to Collision then set your objects as collision objects. You can check Part 1 of this article to see more on the material settings. And just a bonus, I've added some tiny details to particle system. You can check out the video below and also download the .blend file. (fireworks_3.avi) Boids Particle boids, are by far, one of the most underestimated and overlooked strengths of Blender's particle system. Not only is it very daunting at first, but the complexity it can offer you is mind blowing. Simply put, Particle Boid or Boids Particle System is a type of Particle Physics whereby it follows rules and protocols that a user has set. These rules may range from prey and predator relationships to advanced crowd simulation. They can be related to artificial intelligence in ways that each particle point can behave differently and act on its own regardless of the other particle points present in space. I don't, however, claim to have really surmounted boids particle systems, even before in earlier versions of Blender. It is so exciting and exhilirating yet frustrating at times. To fully comprehend it, you need lots and lots of patience, probably more time to tweak around, and a note near you to have the settings listed down. For the sake of this article, I'll keep this introduction to boids particle system as simple and as quick as possible, giving you more freedom to experiment and just give you a basic understanding on what this particle system is all about. Let's get going, shall we? Fire up Blender 2.53 and delete the default Cube in your scene. (Deleting the Default Cube) Next, we need to add the basic elements for our basic boids particle system. It includes 1) an emitter, 2) the visualization object, and 3) the goal object. With the cube deleted in our 3d viewport, add a plane object (or anything you wish) and leave the default levels of division as it is, this would act as our particle emitter. Name it “emitter”. (Plane Object Added) Next, add a simple UV Sphere above the plane, this would then act as our goal object. Smooth the shading and scale to something like 0.200. Name this uv sphere as “goal”.
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06 Feb 2015
13 min read
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Tour of Xcode

Packt
06 Feb 2015
13 min read
In this article, written by Jayant Varma, the author of Xcode 6 Essentials, we shall look at Xcode closely as this is going to be the tool you would use quite a lot for all aspects of your app development for Apple devices. It is a good idea to know and be familiar with the interface, the sections, shortcut keys, and so on. (For more resources related to this topic, see here.) Starting Xcode Xcode, like many other Mac applications, is found in the Applications folder or the Launchpad. On starting Xcode, you will be greeted with the launch screen that offers some entry points for working with Xcode. Mostly, you will select Create a new Xcode project or Check out an existing project , if you have an existing project to continue work on. Xcode remembers what it was doing last, so if you had a project or file open, it will open up those windows again. Creating a new project After selecting the Create a new project option, we are guided via a wizard that helps us get started. Selecting the project type The first step is to select what type of project you want to create. At the moment, there are two distinct types of projects, mobile (iOS) or desktop (OS X) that you can create. Within each of those types, you can select the type of project you want. The screenshot displays a standard configuration for iOS application projects. The templates used when the selected type of project is created are self sufficient, that is, when the Run button is pressed, the app compiles and runs. It might do nothing, as this is a minimalistic template. On selecting the type of project, we can select the next step: Setting the project options This step allows selecting the options, namely setting the application name, the organization name, identifier, language, and devices to support. In the past, the language was always set to Objective-C, however with Xcode 6, there are two options: objective-C and Swift Setting the project properties On creation, the main screen is displayed. Here it offers the option to change other details related to the application such as the version number and build. It also allows you to configure the team ID and certificates used for signing the application to test on a mobile device or for distribution to the App Store. It also allows you to set the compatibility for earlier versions. The orientation and app icons, splash screens, and so on are also set from this screen. If you want to set these up later on in the project, it is fine, this can be accessed at any time and does not stop you from development. It needs to be set prior to deploying it on a device or creating an App Store ready application. Xcode overview Let us have a look at the Xcode interface to familiarize ourselves with the same as it would help improve productivity when building your application. The top section immediately following the traffic light (window chrome) displays a Play and Stop button. This allows the project to run and stop. The breadcrumb toolbar displays the project-specific settings with respect to the product and the target. With an iOS project, it could be a particular simulator for iPhone, iPad, and so on, or a physical device (number 5 in the following screenshot). Just under this are vertical areas that are the main content area with all the files, editors, UI, and so on. These can be displayed or hidden as required and can be stacked vertically or horizontally. The distinct areas in Xcode are as follows: Project navigation (number1) Editor and assistant editor (number 2 ) and (number 3 ) Utility/inspector (number 4 ) The toolbar (number 5 ) and (number 6 ) These sections can be switched on and off (shown or hidden) as required to make space for other sections or more screen space to work with: Sections in Xcode The project section The project navigation section has three sub sections, the topmost being the project toolbar that has eight icons. These can be seen as in the following screenshot. The next sub section contains the project files and all the assets required for this project. The bottom most section consists of recently edited files and filters: You can use the keyboard shortcuts to access these areas quickly with the CMD + 1...8 keys. The eight areas available under project navigation are key and for the beginner to Xcode, this could be a bit daunting. When you run the project, the current section might change and display another where you might wonder how to get back to the project (file) navigator. Getting familiar with these is always helpful and the easiest way to navigate between these is the CMD + 1..8 keys. Project navigator ( CMD + 1 ): This displays all of the files, folders, assets, frameworks, and so on that are part of this project. This is displayed as a hierarchical view and is the way that a majority of developers access their files, folders, and so on. Symbol navigator ( CMD + 2 ): This displays all of the classes, members, and methods that are available in them. This is the easiest way to navigate quickly to a method/function, attribute/property. Search navigator ( CMD + 3 ): This allows you to search the project for a particular match. This is quite useful to find and replace text. Issues navigator ( CMD + 4 ): This displays the warning and errors that occur while typing your code or on building and running it. This also displays the results of the static analyzer. Tests navigator ( CMD + 5 ); This displays the tests that you have present in your code either added by yourself or the default ones created with the project. Debug navigator ( CMD + 6 ): This displays the information about the application when you choose to run it. It has some amazing detailed information on CPU usage, memory usage, disk usage, threads, and so on. Breakpoint navigator ( CMD + 7 ): This displays all the breakpoints in your project from all files. This also allows you to create exception and symbolic breakpoints. Log navigator ( CMD + 8 ): This displays a log of all actions carried out, namely compiling, building, and running. This is more useful when used to determine the results of automated builds The editor and assistant editor sections The second area contains the editor and assistant editor sections. These display the code, the XIB (as appropriate), storyboard files, device previews, and so on. Each of the sub sections have a jump bar on the top that relates to files and allow for navigating back and forth in the files and display the location of the file in the workspace. To the right from this is a mini issues navigator that displays all warnings and errors. In the case of the assistant editors, it also displays two buttons: one to add a new assistant editor area and another to close it.   Source code editors While we are looking at the interface, it is worth noting that the Xcode code editor is a very advanced editor with a lot of features, which is now seen as standard with a lot of text editors. Some of the features that make working with Xcode easier are as follows: Code folding : This feature helps to hide code at points such as the function declaration, loops, matching brace brackets, and so on. When a function or portion of code is folded, it hides it from view, thereby allowing you to view other areas of the code that would not be visible unless you scrolled. Syntax highlighting : This is one of the most useful features as it helps you, the developer, to visually, at a glance, differentiate your source code from variables, constants, and strings. Xcode has syntax highlighting for a couple of languages as mentioned earlier. Context help : This is one of the best features whereby when you hover over a word in the source code with OPT pressed, it shows a dotted underline and the cursor changes to a question mark. When you click on a word with the dotted underline and the question mark cursor, it displays a popup with details about that word. It also highlights all instances of that word in the file. The popup details as much information as available. If it is a variable or a function that you have added to the code, then it will display the name of the file where it was declared. If it is a word that is contained in the Apple libraries, then it displays the description and other additional details. Context jump : This is another cool feature that allows jumping to the point of declaration of that word. This is achieved by clicking on a word while keeping the CMD button pressed. In many cases, this is mainly helpful to know how the function is declared and what parameters it expects. It can also be useful to get information on other enumerators and constants used with that function. The jump could be in the same file as where you are editing the code or it could be to the header files where they are declared. Edit all in scope : This is a cool feature where you can edit all of the instances of the word together rather than using search and replace. A case scenario is if you want to change the name of a variable and ensure that all instances you are using in the file are changed but not the ones that are text, then you can use this option to quickly change it. Catching mistakes with fix-it : This is another cool feature in Xcode that will save you a lot of time and hassle. As you type text, Xcode keeps analyzing the code and looking for errors. If you have declared a variable and not used it in your code, Xcode immediately draws attention to it suggesting that the variable is an unused variable. However, if it was supposed to be a pointer and you have declared it without *; Xcode immediately flags it as an error that the interface type cannot be statically allocated. It offers a fix-it solution of inserting * and the code has a greyed * character showing where it will be added. This helps the developer fix commonly overlooked issues such as missing semicolons, missing declarations, or misspelled variable names. Code completion : This is the bit that makes writing code so much easier, type in a few letters of the function name and Xcode pops up a list of functions, constants, methods, and so on that start with those letters and displays all of the required parameters (as applicable) including the return type. When selected, it adds the token placeholders that can be replaced with the actual parameter values. The results might vary from person to person depending on the settings and the speed of the system you run Xcode on. The assistant editor The assistant editor is mainly used to display the counterparts and related files to the file open in the primary editor (generally used when working with Objective-C where the .h or.m files are the related files). The assistant editors track the contents of the editor. Xcode is quite intelligent and knows the corresponding sections and counterparts. When you click on a file, it opens up in the editor. However, pressing the OPT + Shift while clicking on the file, you would be provided with an interactive dialog to select where to open the file. The options include the primary editor or the assistant editor. You can also add assistant editors as required.   Another way to open a file quickly is to use the Open Quickly option, which has a shortcut key of CMD + Shift + O . This displays a textbox that allows accessing a file from the project. The utility/inspector section The last section contains the inspector and library. This section changes based on the type of file selected in the current editor. The inspector has 6 tabs/sections and they are as follows: The file inspector ( CMD + OPT + 1 ): This displays the physical file information for the file selected. For code files, it is the text encoding, the targets that it belongs to, and the physical file path. While for the storyboard, it is the physical file path and allows setting attributes such as auto layout and size classes (new in Xcode 6). The quick help inspector ( CMD + OPT + 2 ): This displays information about the class or object selected. The identity inspector ( CMD + OPT + 3 ): This displays the class name, ID, and others that identify the object selected. The attributes inspector ( CMD + OPT + 4 ): This displays the attributes for the object selected as if it is the initial root view controller, does it extend under the top bars or not, if it has a navigation bar or not, and others. This also displays the user-defined attributes (a new feature with Xcode 6). The size inspector ( CMD + OPT + 5 ): This displays the size of the control selected and the associated constraints that help position it on the container. The connections inspector ( CMD + OPT + 6 ): This displays the connections created in the Interface Builder between the UI and the code. The lower half of this inspector contains four options that help you work efficiently, they are as follows: The file template library : This contains the options to create a new class, protocol. The options that are available when selecting the File | New option from the menu. The code snippets library : This is a wonderful but not widely used option. This can hold code snippets that can help you avoid writing repetitive blocks of code in your app. You can drag and drop the snippet to your code in the editor. This also offers features such as shortcuts, scopes, platforms, and languages. So you can have a shortcut such as appDidLoad (for example) that inserts the code to create and populate a button. This is achieved simply by setting the platform as appropriate to iOS or OS X. After creating a code snippet, as soon as you type the first few characters, the code snippet shows up in the list of autocomplete options; The object library : This is the toolbox that contains all of the controls that you need for creating your UI, be it a button, a label, a Table View, view, View Controller, or anything else. Adding a code snippet is as easy as dragging the selected code from the editor onto the snippet area. It is a little tricky because the moment you start dragging, it could break your selection highlight. You need to select the text, click (hold) and then drag it. The media library : This contains the list of all images and other media types that are available to this project/workspace. Summary In this article, you have seen a quick tour of Xcode, keeping the shortcuts and tips handy as they really do help get things done faster. The code snippets are a wonderful feature that allow for quickly setting up commonly used code with shortcut keywords. Resources for Article: Further resources on this subject: Introducing Xcode Tools for iPhone Development [article] Xcode 4 ios: Displaying Notification Messages [article] Linking OpenCV to an iOS project [article]
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Packt
01 Apr 2015
17 min read
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Optimizing JavaScript for iOS Hybrid Apps

Packt
01 Apr 2015
17 min read
In this article by Chad R. Adams, author of the book, Mastering JavaScript High Performance, we are going to take a look at the process of optimizing JavaScript for iOS web apps (also known as hybrid apps). We will take a look at some common ways of debugging and optimizing JavaScript and page performance, both in a device's web browser and a standalone app's web view. Also, we'll take a look at the Apple Web Inspector and see how to use it for iOS development. Finally, we will also gain a bit of understanding about building a hybrid app and learn the tools that help to better build JavaScript-focused apps for iOS. Moreover, we'll learn about a class that might help us further in this. We are going to learn about the following topics in the article: Getting ready for iOS development iOS hybrid development (For more resources related to this topic, see here.) Getting ready for iOS development Before starting this article with Xcode examples and using iOS Simulator, I will be displaying some native code and will use tools that haven't been covered in this course. Mobile app developments, regardless of platform, are books within themselves. When covering the build of the iOS project, I will be briefly going over the process of setting up a project and writing non-JavaScript code to get our JavaScript files into a hybrid iOS WebView for development. This is essential due to the way iOS secures its HTML5-based apps. Apps on iOS that use HTML5 can be debugged, either from a server or from an app directly, as long as the app's project is built and deployed in its debug setting on a host system (meaning the developers machine). Readers of this article are not expected to know how to build a native app from the beginning to the end. And that's completely acceptable, as you can copy-and-paste, and follow along as I go. But I will show you the code to get us to the point of testing JavaScript code, and the code used will be the smallest and the fastest possible to render your content. All of these code samples will be hosted as an Xcode project solution of some type on Packt Publishing's website, but they will also be shown here if you want to follow along, without relying on code samples. Now with that said, lets get started… iOS hybrid development Xcode is the IDE provided by Apple to develop apps for both iOS devices and desktop devices for Macintosh systems. As a JavaScript editor, it has pretty basic functions, but Xcode should be mainly used in addition to a project's toolset for JavaScript developers. It provides basic code hinting for JavaScript, HTML, and CSS, but not more than that. To install Xcode, we will need to start the installation process from the Mac App Store. Apple, in recent years, has moved its IDE to the Mac App Store for faster updates to developers and subsequently app updates for iOS and Mac applications. Installation is easy; simply log in with your Apple ID in the Mac App Store and download Xcode; you can search for it at the top or, if you look in the right rail among popular free downloads, you can find a link to the Xcode Mac App Store page. Once you reach this, click Install as shown in the following screenshot: It's important to know that, for the sake of simplicity in this article, we will not deploy an app to a device; so if you are curious about it, you will need to be actively enrolled in Apple's Developer Program. The cost is 99 dollars a year, or 299 dollars for an enterprise license that allows deployment of an app outside the control of the iOS App Store. If you're curious to learn more about deploying to a device, the code in this article will run on the device assuming that your certificates are set up on your end. For more information on this, check out Apple's iOS Developer Center documentation online at https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/AppDistributionGuide/Introduction/Introduction.html#//apple_ref/doc/uid/TP40012582. Once it's installed, we can open up Xcode and look at the iOS Simulator; we can do this by clicking XCode, followed by Open Developer Tool, and then clicking on iOS Simulator. Upon first opening iOS Simulator, we will see what appears to be a simulation of an iOS device, shown in the next screenshot. Note that this is a simulation, not a real iOS device (even if it feels pretty close). A neat trick for JavaScript developers working with local HTML files outside an app is that they can quickly drag-and-drop an HTML file. Due to this, the simulator will open the mobile version of Safari, the built-in browser for iPhone and iPads, and render the page as it would do on an iOS device; this is pretty helpful when testing pages before deploying them to a web server. Setting up a simple iOS hybrid app JavaScript performance on a built-in hybrid application can be much slower than the same page run on the mobile version of Safari. To test this, we are going to build a very simple web browser using Apple's new programming language Swift. Swift is an iOS-ready language that JavaScript developers should feel at home with. Swift itself follows a syntax similar to JavaScript but, unlike JavaScript, variables and objects can be given types allowing for stronger, more accurate coding. In that regard, Swift follows syntax similar to what can be seen in the ECMAScript 6 and TypeScript styles of coding practice. If you are checking these newer languages out, I encourage you to check out Swift as well. Now let's create a simple web view, also known as a UIWebView, which is the class used to create a web view in an iOS app. First, let's create a new iPhone project; we are using an iPhone to keep our app simple. Open Xcode and select the Create new XCode project project; then, as shown in the following screenshot, select the Single View Application option and click the Next button. On the next view of the wizard, set the product name as JS_Performance, the language to Swift, and the device to iPhone; the organization name should autofill with your name based on your account name in the OS. The organization identifier is a reverse domain name unique identifier for our app; this can be whatever you deem appropriate. For instructional purposes, here's my setup: Once your project names are set, click the Next button and save to a folder of your choice with Git repository left unchecked. When that's done, select Main.storyboard under your Project Navigator, which is found in the left panel. We should be in the storyboard view now. Let's open the Object Library, which can be found in the lower-right panel in the subtab with an icon of a square inside a circle. Search for Web View in the Object Library in the bottom-right search bar, and then drag that to the square view that represents our iOS view. We need to consider two more things before we link up an HTML page using Swift; we need to set constraints as native iOS objects will be stretched to fit various iOS device windows. To fill the space, you can add the constraints by selecting the UIWebView object and pressing Command + Option + Shift + = on your Mac keyboard. Now you should see a blue border appear briefly around your UIWebView. Lastly, we need to connect our UIWebView to our Swift code; for this, we need to open the Assistant Editor by pressing Command + Option + Return on the keyboard. We should see ViewController.swift open up in a side panel next to our Storyboard. To link this as a code variable, right-click (or option-click the UIWebView object) and, with the button held down, drag the UIWebView to line number 12 in the ViewController.swift code in our Assistant Editor. This is shown in the following diagram: Once that's done, a popup will appear. Now leave everything the same as it comes up, but set the name to webview; this will be the variable referencing our UIWebView. With that done, save your Main.storyboard file and navigate to your ViewController.swift file. Now take a look at the Swift code shown in the following screenshot, and copy it into the project; the important part is on line 19, which contains the filename and type loaded into the web view; which in this case, this is index.html. Now obviously, we don't have an index.html file, so let's create one. Go to File and then select New followed by the New File option. Next, under iOS select Empty Application and click Next to complete the wizard. Save the file as index.html and click Create. Now open the index.html file, and type the following code into the HTML page: <br />Hello <strong>iOS</strong> Now click Run (the play button in the main iOS task bar), and we should see our HTML page running inside our own app, as shown here: That's nice work! We built an iOS app with Swift (even if it's a simple app). Let's create a structured HTML page; we will override our Hello iOS text with the HTML shown in the following screenshot: Here, we use the standard console.time function and print a message to our UIWebView page when finished; if we hit Run in Xcode, we will see the Loop Completed message on load. But how do we get our performance information? How can we get our console.timeEnd function code on line 14 on our HTML page? Using Safari web inspector for JavaScript performance Apple does provide a Web Inspector for UIWebViews, and it's the same inspector for desktop Safari. It's easy to use, but has an issue: the inspector only works on iOS Simulators and devices that have started from an Xcode project. This limitation is due to security concerns for hybrid apps that may contain sensitive JavaScript code that could be exploited if visible. Let's check our project's embedded HTML page console. First, open desktop Safari on your Mac and enable developer mode. Launch the Preferences option. Under the Advanced tab, ensure that the Show develop menu in menu bar option is checked, as shown in the following screenshot: Next, let's rerun our Xcode project, start up iOS Simulator and then rerun our page. Once our app is running with the Loop Completed result showing, open desktop Safari and click Develop, then iOS Simulator, followed by index.html. If you look closely, you will see iOS simulator's UIWebView highlighted in blue when you place the mouse over index.html; a visible page is seen as shown in the following screenshot: Once we release the mouse on index.html, we Safari's Web Inspector window appears featuring our hybrid iOS app's DOM and console information. The Safari's Web Inspector is pretty similar to Chrome's Developer tools in terms of feature sets; the panels used in the Developer tools also exist as icons in Web Inspector. Now let's select the Console panel in Web Inspector. Here, we can see our full console window including our Timer console.time function test included in the for loop. As we can see in the following screenshot, the loop took 0.081 milliseconds to process inside iOS. Comparing UIWebView with Mobile Safari What if we wanted to take our code and move it to Mobile Safari to test? This is easy enough; as mentioned earlier in the article, we can drag-and-drop the index.html file into our iOS Simulator, and then the OS will open the mobile version of Safari and load the page for us. With that ready, we will need to reconnect Safari Web Inspector to the iOS Simulator and reload the page. Once that's done, we can see that our console.time function is a bit faster; this time it's roughly 0.07 milliseconds, which is a full .01 milliseconds faster than UIWebView, as shown here: For a small app, this is minimal in terms of a difference in performance. But, as an application gets larger, the delay in these JavaScript processes gets longer and longer. We can also debug the app using the debugging inspector in the Safari's Web Inspector tool. Click Debugger in the top menu panel in Safari's Web Inspector. We can add a break point to our embedded script by clicking a line number and then refreshing the page with Command + R. In the following screenshot, we can see the break occurring on page load, and we can see our scope variable displayed for reference in the right panel: We can also check page load times using the timeline inspector. Click Timelines at the top of the Web Inspector and now we will see a timeline similar to the Resources tab found in Chrome's Developer tools. Let's refresh our page with Command + R on our keyboard; the timeline then processes the page. Notice that after a few seconds, the timeline in the Web Inspector stops when the page fully loads, and all JavaScript processes stop. This is a nice feature when you're working with the Safari Web Inspector as opposed to Chrome's Developer tools. Common ways to improve hybrid performance With hybrid apps, we can use all the techniques for improving performance using a build system such as Grunt.js or Gulp.js with NPM, using JSLint to better optimize our code, writing code in an IDE to create better structure for our apps, and helping to check for any excess code or unused variables in our code. We can use best performance practices such as using strings to apply an HTML page (like the innerHTML property) rather than creating objects for them and applying them to the page that way, and so on. Sadly, the fact that hybrid apps do not perform as well as native apps still holds true. Now, don't let that dismay you as hybrid apps do have a lot of good features! Some of these are as follows: They are (typically) faster to build than using native code They are easier to customize They allow for rapid prototyping concepts for apps They are easier to hand off to other JavaScript developers rather than finding a native developer They are portable; they can be reused for another platform (with some modification) for Android devices, Windows Modern apps, Windows Phone apps, Chrome OS, and even Firefox OS They can interact with native code using helper libraries such as Cordova At some point, however, application performance will be limited to the hardware of the device, and it's recommended you move to native code. But, how do we know when to move? Well, this can be done using Color Blended Layers. The Color Blended Layers option applies an overlay that highlights slow-performing areas on the device display, for example, green for good performance and red for slow performance; the darker the color is, the more impactful will be the performance result. Rerun your app using Xcode and, in the Mac OS toolbar for iOS Simulator, select Debug and then Color Blended Layers. Once we do that, we can see that our iOS Simulator shows a green overlay; this shows us how much memory iOS is using to process our rendered view, both native and non-native code, as shown here: Currently, we can see a mostly green overlay with the exception of the status bar elements, which take up more render memory as they overlay the web view and have to be redrawn over that object repeatedly. Let's make a copy of our project and call it JS_Performance_CBL, and let's update our index.html code with this code sample, as shown in the following screenshot: Here, we have a simple page with an empty div; we also have a button with an onclick function called start. Our start function will update the height continuously using the setInterval function, increasing the height every millisecond. Our empty div also has a background gradient assigned to it with an inline style tag. CSS background gradients are typically a huge performance drain on mobile devices as they can potentially re-render themselves over and over as the DOM updates itself. Some other issues include listener events; some earlier or lower-end devices do not have enough RAM to apply an event listener to a page. Typically, it's a good practice to apply onclick attributes to HTML either inline or through JavaScript. Going back to the gradient example, let's run this in iOS Simulator and enable Color Blended Layers after clicking our HTML button to trigger the JavaScript animation. As expected, our div element that we've expanded now has a red overlay indicating that this is a confirmed performance issue, which is unavoidable. To correct this, we would need to remove the CSS gradient background, and it would show as green again. However, if we had to include a gradient in accordance with a design spec, a native version would be required. When faced with UI issues such as these, it's important to understand tools beyond normal developer tools and Web Inspectors, and take advantage of the mobile platform tools that provide better analysis of our code. Now, before we wrap this article, let's take note of something specific for iOS web views. The WKWebView framework At the time of writing, Apple has announced the WebKit framework, a first-party iOS library intended to replace UIWebView with more advanced and better performing web views; this was done with the intent of replacing apps that rely on HTML5 and JavaScript with better performing apps as a whole. The WebKit framework, also known in developer circles as WKWebView, is a newer web view that can be added to a project. WKWebView is also the base class name for this framework. This framework includes many features that native iOS developers can take advantage of. These include listening for function calls that can trigger native Objective-C or Swift code. For JavaScript developers like us, it includes a faster JavaScript runtime called Nitro, which has been included with Mobile Safari since iOS6. Hybrid apps have always run worse that native code. But with the Nitro JavaScript runtime, HTML5 has equal footing with native apps in terms of performance, assuming that our view doesn't consume too much render memory as shown in our color blended layers example. WKWebView does have limitations though; it can only be used for iOS8 or higher and it doesn't have built-in Storyboard or XIB support like UIWebView. So, using this framework may be an issue if you're new to iOS development. Storyboards are simply XML files coded in a specific way for iOS user interfaces to be rendered, while XIB files are the precursors to Storyboard. XIB files allow for only one view whereas Storyboards allow multiple views and can link between them too. If you are working on an iOS app, I encourage you to reach out to your iOS developer lead and encourage the use of WKWebView in your projects. For more information, check out Apple's documentation of WKWebView at their developer site at https://developer.apple.com/library/IOs/documentation/WebKit/Reference/WKWebView_Ref/index.html. Summary In this article, we learned the basics of creating a hybrid-application for iOS using HTML5 and JavaScript; we learned about connecting the Safari Web Inspector to our HTML page while running an application in iOS Simulator. We also looked at Color Blended Layers for iOS Simulator, and saw how to test for performance from our JavaScript code when it's applied to device-rendering performance issues. Now we are down to the wire. As for all JavaScript web apps before they go live to a production site, we need to smoke-test our JavaScript and web app code and see if we need to perform any final improvements before final deployment. Resources for Article: Further resources on this subject: GUI Components in Qt 5 [article] The architecture of JavaScriptMVC [article] JavaScript Promises – Why Should I Care? [article]
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article-image-implementation-sass
Packt
21 Mar 2013
8 min read
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Implementation of SASS

Packt
21 Mar 2013
8 min read
(For more resources related to this topic, see here.) Downloading and installing SASS We're going to kick off the recipes by downloading and setting up SASS ready for use — this will get your system ready to compile SASS files as you create them. Getting ready For this recipe you will need a few things — you will need your choice of normal text editor; I normally use TextPad, which is available on a commercial license at http://www.textpad.com, although please feel free to use whichever editor you prefer. You will also need a copy of RubyInstaller for Windows, which you can download from http://www.rubyinstaller.org/downloads ; at the time of writing, the latest version is 1.9.3. If you are a Mac OS X user, you will already have Ruby installed as part of the operating system; Linux users can download and install it through their distribution's package manager. How to do it... Let's begin by running rubyinstaller-1.9.3-p286.exe , and clicking on Run when prompted. At the Select Setup Language window prompt, select your preferred language — the default is English. At the License Agreement window, select I accept the license then click on Next. At the Installation Destination and Optional Tasks window, select Add Ruby executables to your PATH, and Associate .rb and .rbw files with this Ruby installation: Click on Install. Ruby will now install, you will see a progress window displayed on the screen while the software is being installed. A dialog window will appear when this is completed. Click on Finish to close the window. The next stage is to install SASS. For this, you need to bring up a command prompt, then type gem install sass and press Enter. Ruby will now go ahead and install SASS – you will see an update similar to the following screenshot: You may find this takes a short while, with little apparent change on screen; there is no need to worry, as it will still be downloading and installing SASS. Now that SASS is installed, we can go ahead and start creating SASS files. Open up your text editor, add the following lines, and save it as example1.scss in a folder called c:sass: $blue: #3bbfce; $margin: 16px; .content-navigation { border-color: $blue; color: darken($blue, 9%); } .border { padding: $margin / 2; margin: $margin / 2; border-color: $blue; } We now need to activate the compiler. If you don't already have a session open, bring up a command prompt, and enter the following: sass --watch c:sassexample1.scss:c:sassexample1.css If you get a "permission denied" error when running sass --watch, then make sure you are running the command prompt as an administrator. This activates the SASS compiler which will then automatically generate a CSS file when any change is made to the SCSS file: As soon as you save the file, the SASS compiler will pick up the change, and update the appropriate CSS file accordingly: If you look in the c:sass folderexample1.css file that has been generated, you will see the resulting CSS, which you can then attach to your project: .content-navigation { border-color: #3bbfce; color: #2ca2af; } .border { padding: 8px; margin: 8px; border-color: #3bbfce; } How it works... In this recipe, we've installed Ruby and SASS, and looked at how to run the SASS --watch command to set the SASS compiler to automatically compile CSS files when you create SCSS files. In this instance, we created a basic SCSS file, which SASS has parsed; it works out where variable "placeholders" have been used, and replaces them with the appropriate value that has been specified at the start of the file. Any variables included in the SASS file that are not subsequently used, are automatically dropped by SASS. When using Ruby 1.9, SASS is able to automatically determine which character encoding it should use, and will handle this in the same way as CSS (which is UTF-8 by default or a more local encoding for some users). You can change this if needed; simply add @charset "ENCODING-NAME"; at the beginning of the stylesheet, where ENCODING-NAME is the name of a format that can be converted to Unicode. While the creation of CSS files using this method is simple, it is a manual process that has to be run outside of your text editor. In the next recipe, we'll take a look at how you can add support so you can compile code from within your text editor, using Sublime Text 2 as your example editor. Viewing SASS in a browser When you have compiled your SASS files into valid CSS, an important step is to then test to see that it works. If you start seeing unexpected results, you will want to troubleshoot the CSS code. The trouble is, most browsers don't include support to trace back a SASS-compiled style to its original SASS code; we can fix that (at least for Firefox), by using FireSASS. Getting ready For this exercise, you will need a copy of Firefox, with Firebug installed. You can get the latter from http://www.getfirebug.com. How to do it... Let's get FireSASS installed. To do this, you need to browse to https://addons.mozilla.org/en-US/firefox/addon/firesass-for-firebug/, then click on the Add to Firefox button: Firefox will prompt you to allow it to install. Click on Allow, then on Install Now on the window that appears. You will need to restart Firefox for FireSASS to complete its installation. To test it, we need to create a SASS file with some example code, and use it within a HTML test page. Go ahead and add the following to a copy of the template, and save it as example2.html, within the c:sass folder we created earlier: <body> <form action=""> Name: <input type="text" class="input" /> Password: <input type="password" class="input" /> <input type="submit" value="This is a button" id="submitfrm" /> </form> </body> Add the following to a new SCSS file within Sublime Text 2. Save this as example2.scss; you will also need to link this into the <head> section of your code: $color-button: #d24444; #submitfrm { color: #fff; background: $color-button; border: 1px solid $color-button - #222; padding: 5px 12px; } Activate the SASS compiler from the command prompt, using the following command: sass --watch c:sassexample2.scss:c:sassexample2.css --debug-info If all is well, you should see the following screenshot when you view the file in your browser: How it works... FireSASS works by replacing the line number of the CSS style in use, with that of the line number from the original SCSS file: It relies on the --watch function being activated with --debug-info enabled. Using the previous example, we can see from the screenshot that the border color calculation of border: 1px solid $color-button - #222 returned a color of #B02222, which is a slightly darker shade of red than the main button itself. The beauty of this is that no matter whatever color you decide to use, the calculation will automatically return the right shade of color for the border. Not convinced? Change the $color-button variable to something completely different. I've chosen #3bbfce. Now recompile the SASS file in Sublime Text 2 and the result is a nice shade of blue: Okay, so we've only changed the color for one button in this example – it doesn't matter if you make a change for one button or many; using this code means you only need to change one variable to update any button that uses the same variable in your code. There's more... If you look into the folder where you are storing your SASS files, you may notice the presence of a .sass-cache folder, inside which there will be one or more .scssc files as shown in the following screenshot: These are cache files, which live in the same folder as your source files by default. They are created by SASS when initially compiling SCSS files. This dramatically speeds up the compilation process, particularly when you have a large number of files to compile. It works even better if styles for a project have been separated into one of these files, which SASS can then compile into one large master file. Summary Thus in this article, we saw that the Role Tailored approach provides a single point of access into the system for each user through their assigned Role Center. The user's Role Center acts as their home page. We saw how Role Center focuses on the tasks needed to support its users' jobs throughout the day. Resources for Article : Further resources on this subject: Inheritance in Python [Article] Managing the IT Portfolio using Troux Enterprise Architecture [Article] Data Migration Scenarios in SAP Business ONE Application- part 1 [Article]
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Shankar Narayanan
06 Oct 2023
8 min read
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Kickstarting your journey with Azure OpenAI

Shankar Narayanan
06 Oct 2023
8 min read
Dive deeper into the world of AI innovation and stay ahead of the AI curve! Subscribe to our AI_Distilled newsletter for the latest insights. Don't miss out – sign up today!IntroductionArtificial intelligence is more than just a buzzword now. The transformative force of AI is driving innovation, reshaping industries, and opening up new world possibilities.At the forefront of this revolution stands Azure Open AI. It is a collaboration between Open AI and Microsoft's Azure cloud platform. For the business, developers, and AI enthusiasts, it is an exciting opportunity to harness the incredible potential of AI.Let us know how we can kick-start our journey with Azure Open AI.Understanding Azure Open AI Before diving into the technical details, it is imperative to understand the broader context of artificial intelligence and why Azure OpenAI is a game changer.From recommendation systems on any streaming platform like Netflix to voice-activated virtual assistants like Alexa or Siri, AI is everywhere around us.Businesses use artificial intelligence to enhance customer experiences, optimize operations, and gain a competitive edge. Here, Azure Open AI stands as a testament to the growing importance of artificial intelligence. The collaboration between Microsoft and Open AI brings the cloud computing prowess of Microsoft with the state-of-the-art AI model of Open AI. It results in the creation of AI-driven services and applications with remarkable ease.Core components of Azure Open AI One must understand the core components of Azure OpenAI.●  Azure cloud platformIt is a cloud computing platform of Microsoft. Azure offers various services, including databases, virtual machines, and AI services. One can achieve reliability, scalability, and security with Azure while making it ideal for AI deployment and development.●  Open AI's GPT modelsOpen AI's GPT models reside at the heart of Open AI models. The GPT3 is the language model that can understand context, generate human-like text, translate languages, write codes, or even answer questions. Such excellent capabilities open up many possibilities for businesses and developers.After getting an idea of Azure Open AI, here is how you can start your journey with Azure Open AI.Integrating Open AI API in Azure Open AI projects.To begin with the Azure Open AI journey, one has to access an Azure account. You can always sign up for a free account if you don't have one. It comes with generous free credits to help you get started.You can set up the Azure OpenAI environment only by following these steps as soon as you have your Azure account.●  Create a new projectYou can start creating new projects as you log into your Azure portal. This project would be the workspace for all your Azure Open AI endeavors. Make it a point to choose the configuration and services that perfectly align with the AI project requirements.Yes, Azure offers a wide range of services. Therefore, one can tailor their project to meet clients' specific needs.●  Access Open AI APIThe seamless integration with the powerfulAPI of Open AI is one of the standout features of Azure Open AI. To access, you must obtain an API key for the OpenAi platform. One has to go through these steps:Visit the Open AI platform website.Create an account if you don't have one, or simply sign-inAfter logging in, navigate to the API section to follow the instructions to get the API key.Ensure you keep your API key secure and safe since it grants access to Open AI language models. However, based on usage, it can incur charges.●  Integrate Open AI APIWith the help of the API key, one can integrate Open AI API with the Azure project.Here is a Python code demonstrating how to generate text using Open AI's GPT-3 model.import openai openai.api_key = 'your_openai_api_key' response = openai.Completion.create( engine="text-davinci-003", prompt="Once upon a time,", max_tokens=150 ) print(response.choices[0].text.strip())The code is one of the primary examples. But it helps to showcase the power and the simplicity of integrating Azure Open AI into the project. One can utilize this capability to answer questions, generate content, and more depending on the specific needs.Best practices and tips for successAzureOpenAI offers the most powerful platform for AI development. However, success in projects related to artificial intelligence requires adherence to best practices and thoughtful approaches.Let us explore some tips that can help us navigate our journey effectively.● Data qualityEvery AI model relies on high-quality data. Hence, one must ensure that the input data is well structured, clean, and represents the problem one tries to solve. Such quality of data directly impacts the reliability and accuracy of AI applications.●  Experiment and iterateThe development process is iterative. Make sure you experiment with tweak parameters and different prompts, and try out new ideas. Each iteration brings valuable insights while moving you closer to your desired outcome.● Optimise and regularly monitorThe artificial intelligence model based on machine learning certainly benefits from continuous optimization and monitoring. As you regularly evaluate your model's performance, you will be able to identify the areas that require improvement and fine-tune your approach accordingly. Such refinement ensures that your AI application stays adequate and relevant over time.● Stay updated with trends.Artificial intelligence is dynamic, with new research findings and innovative practices emerging regularly. One must stay updated with the latest trends and research papers and regularly use the best energy practices. Continuous learning would help one to stay ahead in the ever-evolving world of artificial intelligence technology.Real-life applications of Azure Open AIHere are some real-world applications of Azure OpenAI.●  AI-powered chatbotsOne can utilize Azure OpenAI to create intelligent chatbots that streamline support services and enhance customer interaction. Such chatbots provide a seamless user experience while understanding natural language.Integrating Open AI into a chatbot for natural language processing through codes:# Import necessary libraries for Azure Bot Service and OpenAI from flask import Flask, request from botbuilder.schema import Activity import openai # Initialize your OpenAI API key openai.api_key = 'your_openai_api_key' # Initialize the Flask app app = Flask(__name__) # Define a route for the chatbot @app.route("/api/messages", methods=["POST"]) def messages():    # Parse the incoming activity from the user    incoming_activity = request.get_json()    # Get user's message    user_message = incoming_activity["text"]    # Use OpenAI API to generate a response    response = openai.Completion.create(        engine="text-davinci-003",        prompt=f"User: {user_message}\nBot:",        max_tokens=150    )    # Extract the bot's response from OpenAI API response    bot_response = response.choices[0].text.strip()    # Create an activity for the bot's response    bot_activity = Activity(        type="message",        text=bot_response    )    # Return the bot's response activity    return bot_activity.serialize() # Run the Flask app if __name__ == "__main__":    app.run(port=3978)●  Content generationEvery content creator can harness this for generating creative content, drafting articles, or even brainstorming ideas. The ability of the AI model helps in understanding the context, ensuring that the generated content matches the desired tone and theme.Here is how one can integrate Azure OpenAI for content generation.# Function to generate blog content using OpenAI API def generate_blog_content(prompt):    response = openai.Completion.create(        engine="text-davinci-003",        prompt=prompt,        max_tokens=500    )    return response.choices[0].text.strip() # User's prompt for generating blog content user_prompt = "Top technology trends in 2023:" # Generate blog content using Azure OpenAI generated_content = generate_blog_content(user_prompt) # Print the generated content print("Generated Blog Content:") print(generated_content)The 'generate_blog_content' function takes the user prompts as input while generating blog content related to the provided prompt.●  Language translation servicesAzureOpenAI can be employed for building extensive translation services, helping translate text from one language to another. It opens the door for global communication and understanding. ConclusionAzure Open AI empowers businesses and developers to leverage the power of artificial intelligence in the most unprecedented ways. Whether generating creative content or building intelligent chatbots, Azure Open AI provides the necessary resources and tools to bring your ideas to life.Experiment, Learn, and Innovate with Azure AI.Author BioShankar Narayanan (aka Shanky) has worked on numerous different cloud and emerging technologies like Azure, AWS, Google Cloud, IoT, Industry 4.0, and DevOps to name a few. He has led the architecture design and implementation for many Enterprise customers and helped enable them to break the barrier and take the first step towards a long and successful cloud journey. He was one of the early adopters of Microsoft Azure and Snowflake Data Cloud. Shanky likes to contribute back to the community. He contributes to open source is a frequently sought-after speaker and has delivered numerous talks on Microsoft Technologies and Snowflake. He is recognized as a Data Superhero by Snowflake and SAP Community Topic leader by SAP.
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article-image-creating-sample-web-scraper
Packt
11 Sep 2013
10 min read
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Creating a sample web scraper

Packt
11 Sep 2013
10 min read
(For more resources related to this topic, see here.) As web scrapers like to say: "Every website has an API. Sometimes it's just poorly documented and difficult to use." To say that web scraping is a useful skill is an understatement. Whether you're satisfying a curiosity by writing a quick script in an afternoon or building the next Google, the ability to grab any online data, in any amount, in any format, while choosing how you want to store it and retrieve it, is a vital part of any good programmer's toolkit. By virtue of reading this article, I assume that you already have some idea of what web scraping entails, and perhaps have specific motivations for using Java to do it. Regardless, it is important to cover some basic definitions and principles. Very rarely does one hear about web scraping in Java—a language often thought to be solely the domain of enterprise software and interactive web apps of the 90's and early 2000's. However, there are many reasons why Java is an often underrated language for web scraping: Java's excellent exception-handling lets you compile code that elegantly handles the often-messy Web Reusable data structures allow you to write once and use everywhere with ease and safety Java's concurrency libraries allow you to write code that can process other data while waiting for servers to return information (the slowest part of any scraper) The Web is big and slow, but the Java RMI allows you to write code across a distributed network of machines, in order to collect and process data quickly There are a variety of standard libraries for getting data from servers, as well as third-party libraries for parsing this data, and even executing JavaScript (which is needed for scraping some websites) In this article, we will explore these, and other benefits of Java in web scraping, and build several scrapers ourselves. Although it is possible, and recommended, to skip to the sections you already have a good grasp of, keep in mind that some sections build up the code and concepts of other sections. When this happens, it will be noted in the beginning of the section. How is this legal? Web scraping has always had a "gray hat" reputation. While websites are generally meant to be viewed by actual humans sitting at a computer, web scrapers find ways to subvert that. While APIs are designed to accept obviously computer-generated requests, web scrapers must find ways to imitate humans, often by modifying headers, forging POST requests and other methods. Web scraping often requires a great deal of problem solving and ingenuity to figure out how to get the data you want. There are often few roadmaps or tried-and-true procedures to follow, and you must carefully tailor the code to each website—often riding between the lines of what is intended and what is possible. Although this sort of hacking can be fun and challenging, you have to be careful to follow the rules. Like many technology fields, the legal precedent for web scraping is scant. A good rule of thumb to keep yourself out of trouble is to always follow the terms of use and copyright documents on websites that you scrape (if any). There are some cases in which the act of web crawling is itself in murky legal territory, regardless of how the data is used. Crawling is often prohibited in the terms of service of websites where the aggregated data is valuable (for example, a site that contains a directory of personal addresses in the United States), or where a commercial or rate-limited API is available. Twitter, for example, explicitly prohibits web scraping (at least of any actual tweet data) in its terms of service: "crawling the Services is permissible if done in accordance with the provisions of the robots.txt file, however, scraping the Services without the prior consent of Twitter is expressly prohibited" Unless explicitly prohibited by the terms of service, there is no fundamental difference between accessing a website (and its information) via a browser, and accessing it via an automated script. The robots.txt file alone has not been shown to be legally binding, although in many cases the terms of service can be. Writing a simple scraper (Simple) Wikipedia is not just a helpful resource for researching or looking up information but also a very interesting website to scrape. They make no efforts to prevent scrapers from accessing the site, and, with a very well-marked-up HTML, they make it very easy to find the information you're looking for. In this project, we will scrape an article from Wikipedia and retrieve the first few lines of text from the body of the article. Getting ready It is recommended that you have some working knowledge of Java, and the ability to create and execute Java programs at this point. As an example, we will use the article from the following Wikipedia link: http://en.wikipedia.org/wiki/Java Note that this article is about the Indonesian island nation Java, not the programming language. Regardless, it seems appropriate to use it as a test subject. We will be using the jsoup library to parse HTML data from websites and convert it into a manipulatable object, with traversable, indexed values (much like an array). In this xercise, we will show you how to download, install, and use Java libraries. In addition, we'll also be covering some of the basics of the jsoup library in particular. How to do it... Now that we're starting to get into writing scrapers, let's create a new project to keep them all bundled together. Carry out the following steps for this task: Open Eclipse and create a new Java project called Scraper. Packages are still considered to be handy for bundling collections of classes together within a single project (projects contain multiple packages, and packages contain multiple classes). You can create a new package by highlighting the Scraper project in Eclipse and going to File | New | Package . By convention, in order to prevent programmers from creating packages with the same name (and causing namespace problems), packages are named starting with the reverse of your domain name (for example, com.mydomain.mypackagename). For the rest of the article, we will begin all our packages with com.packtpub.JavaScraping appended with the package name. Let's create a new package called com.packtpub.JavaScraping.SimpleScraper. Create a new class, WikiScraper, inside the src folder of the package. Download the jsoup core library, the first link, from the following URL: http://jsoup.org/download Place the .jar file you downloaded into the lib folder of the package you just created. In Eclipse, right-click in the Package Explorer window and select Refresh. This will allow Eclipse to update the Package Explorer to the current state of the workspace folder. Eclipse should show your jsoup-1.7.2.jar file (this file may have a different name depending on the version you're using) in the Package Explorer window. Right-click on the jsoup JAR file and select Build Path | Add to Build Path. In your WikiScraper class file, write the following code: package com.packtpub.JavaScraping.SimpleScraper; import org.jsoup.Jsoup; import org.jsoup.nodes.Document; import java.net.*; import java.io.*; public class WikiScraper { public static void main(String[] args) { scrapeTopic("/wiki/Python"); } public static void scrapeTopic(String url){ String html = getUrl("http://www.wikipedia.org/"+url); Document doc = Jsoup.parse(html); String contentText = doc.select("#mw-content-text > p").first().text(); System.out.println(contentText); } public static String getUrl(String url){ URL urlObj = null; try{ urlObj = new URL(url); } catch(MalformedURLException e){ System.out.println("The url was malformed!"); return ""; } URLConnection urlCon = null; BufferedReader in = null; String outputText = ""; try{ urlCon = urlObj.openConnection(); in = new BufferedReader(new InputStreamReader(urlCon.getInputStream())); String line = ""; while((line = in.readLine()) != null){ outputText += line; } in.close(); }catch(IOException e){ System.out.println("There was an error connecting to the URL"); return ""; } return outputText; } } Assuming you're connected to the internet, this should compile and run with no errors, and print the first paragraph of text from the article. How it works... Unlike our HelloWorld example, there are a number of libraries needed to make this code work. We can incorporate all of these using the import statements before the class declaration. There are a number of jsoup objects needed, along with two Java libraries, java.io and java.net , which are needed for creating the connection and retrieving information from the Web. As always, our program starts out in the main method of the class. This method calls the scrapeTopic method, which will eventually print the data that we are looking for (the first paragraph of text in the Wikipedia article) to the screen. scrapeTopic requires another method, getURL, in order to do this. getUrl is a function that we will be using throughout the article. It takes in an arbitrary URL and returns the raw source code as a string. Essentially, it creates a Java URL object from the URL string, and calls the openConnection method on that URL object. The openConnection method returns a URLConnection object, which can be used to create a BufferedReader object. BufferedReader objects are designed to read from, potentially very long, streams of text, stopping at a certain size limit, or, very commonly, reading streams one line at a time. Depending on the potential size of the pages you might be reading (or if you're reading from an unknown source), it might be important to set a buffer size here. To simplify this exercise, however, we will continue to read as long as Java is able to. The while loop here retrieves the text from the BufferedReader object one line at a time and adds it to outputText, which is then returned. After the getURL method has returned the HTML string to scrapeTopic, jsoup is used. jsoup is a Java library that turns HTML strings (such as the string returned by our scraper) into more accessible objects. There are many ways to access and manipulate these objects, but the function you'll likely find yourself using most often is the select function. The jsoup select function returns a jsoup object (or an array of objects, if more than one element matches the argument to the select function), which can be further manipulated, or turned into text, and printed. The crux of our script can be found in this line: String contentText = doc.select("#mw-content-text > p").first().text(); This finds all the elements that match #mw-content-text > p (that is, all p elements that are the children of the elements with the CSS ID mw-content-text), selects the first element of this set, and turns the resulting object into plain text (stripping out all tags, such as <a> tags or other formatting that might be in the text). The program ends by printing this line out to the console. There's more... Jsoup is a powerful library that we will be working with in many applications throughout this article. For uses that are not covered in the article, I encourage you to read the complete documentation at http://jsoup.org/apidocs/. What if you find yourself working on a project where jsoup's capabilities aren't quite meeting your needs? There are literally dozens of Java-based HTML parsers on the market. Summary Thus in this article we took the first step towards web scraping with Java, and also learned how to scrape an article from Wikipedia and retrieve the first few lines of text from the body of the article. Resources for Article : Further resources on this subject: Making a simple cURL request (Simple) [Article] Web Scraping with Python [Article] Generating Content in WordPress Top Plugins—A Sequel [Article]  
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article-image-html5-presentations-creating-our-initial-presentation
Packt
24 May 2013
10 min read
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HTML5 Presentations: Creating our initial presentation

Packt
24 May 2013
10 min read
Creating our initial presentation This recipe will teach you how to create a basic HTML5 presentation using reveal.js. We will cover the initial markup and setup. The presentation created here will be used throughout the rest of the book. Getting ready Before we start, we need to download the reveal.js script and assets. To do that, simply visit https://github.com/hakimel/reveal.js/downloads and get the latest version of reveal. Now open your favorite text editor and let's work on the presentation markup. How to do it... To create our initial presentation perform the following steps: The first step is to create an HTML file and save it as index.html. Then copy the reveal.js files to the same directory of our HTML file, keeping the following structure (highlighted files are the ones we are using in this recipe): index.html -css ---reveal.min.css ---print ---shaders ---theme -----default.css -----source -----template -js ---reveal.min.js -lib ---css ---font ---js -----head.min.js -plugin ---highlight ---markdown ---notes ---notes-server ---postmessage ---remotes ---zoom-js Now we need to write our initial HTML5 markup, as follows: <!doctype html> <html> <head> <meta charset="utf-8"> <title>HTML5 Presentations How-To</title> </head> <body> <div class="reveal"> <div class="slides"> </div> </div> </body> </html> With our initial markup ready we include the reveal.js base stylesheet and script file plus the default theme stylesheet. We will also need to include the HeadJS JavaScript loader in order to manage reveal.js plugins. The stylesheets will go directly below the title tag, while the script files must be included before the closing body tag: <head> <meta charset="utf-8"> <title>HTML5 Presentations How-To</title> <link rel="stylesheet" href = "css/reveal.min.css"> <link rel="stylesheet" href = "css/theme/default.css"> </head> <body> ... <script src = "lib/js/head.min.js"></script> <script src = "js/reveal.min.js"></script> </body> The fourth step is to create the elements for our slides. Our first presentation will have four slides, so we must add four section elements to our slides div, as follows: <div class="reveal"> <div class="slides"> <section> <h1>HTML5 Presentations</h1> <h3>How to create presentations for web browsers</h3> </section> <section> <h1>About this presentation</h1> <p>This is the example presentation for the book HTML5 Presentations How-To</p> </section> <section> <h1>reveal.js</h1> <ul> <li>created by Hakim El Hattab</li> <li>open source</li> </ul> </section> <section> <h1>References</h1> <ol> <li><a href = "http://hakim.se/">http://hakim.se/</a></li> <li><a href = "https://github.com/hakimel/reveal. js">https://github.com/hakimel/reveal.js</a></li> </ol> </section> </div> </div> After that, we initialize the reveal.js JavaScript object, right after the reveal.js script tag, as follows: <body> ... <script src = "js/reveal.min.js"></script> <script> Reveal.initialize({ controls: true, keyboard: true, center: true, transition: 'default' }); </script> </body> For the last step, open index.html using the browser of your choice and check out how our initial HTML5 presentation looks, as shown in the following screenshot: How it works... reveal.js is a powerful JavaScript library that allows us to create presentations using a web browser. It was created by Hakim El Hattab, a web developer known for his experiments with CSS3 transitions and JavaScript animations. By performing the preceding steps we created a regular HTML5 presentation. We have used reveal.js default themes and some minor configurations just to get started. We started with a basic HTML5 structure. It is important to bear in mind that our presentation is, before anything else, an HTML and it should be rendered normally in the browser. The presentation must follow a structure expected by the reveal.js script. First, our HTML must have one div with reveal as a class attribute. That div must contain another div with slides as a class attribute. The slides div must contain one or more section elements, each one representing a slide. As we will see in the Creating vertical/nested slides (Simple) recipe, it is possible to nest slides, creating a vertical navigation. Each slide can contain any HTML or markdown content. We started with just a few elements but we will enrich our presentation through each recipe. reveal.js comes with multiple themes, available under the css/theme directory. For our initial presentation, we are using the default.css theme. Other options would be beige, night, serif, simple, and sky. Theming will be covered in the Theming (Medium) recipe. With all the markup and styles set, we initialized the reveal.js JavaScript object by using the initialize method. We used only four options, as follows: Reveal.initialize({ controls: true, keyboard: true, center: true, transition: 'default' }); First we enabled the navigation controls at the user interface, setting the controls option to true. We activated keyboard navigation using the arrow keys and also centered the slides' content. The last option sets the transition between slides to default. The next recipe will cover the full list of available options. There's more... reveal.js will work on any browser, but modern browsers are preferred due to animations and 3D effects. We will also need to use external plugins in order to extend our presentation features. Dependencies As previously mentioned, reveal.js uses the HeadJS library to manage plugins and dependencies. You can use only reveal.js if you want, but some useful resources (such as speaker notes and zoom) are only enabled using plugins. The plugins can be loaded through the initialize method and we will see more about them in the Plugins and extensions (Medium) recipe. Overview and blackout modes While on our presentation, pressing the Esc key will switch to overview mode where you can interact with every slide. Another useful resource is the blackout mode. If you want to pause and draw attention from your audience, you can press the B key to alternate between normal and blackout modes, and hide your current slide data. Browser support reveal.js will work better on browsers with full support for CSS 3D animations (Chrome, Safari, Firefox, and Internet Explorer 10), but fallbacks (such as 2D transitions) are available for older browsers. Presentations will not work on Internet Explorer 7 or lower. In this recipe we have created our initial HTML5 presentation using reveal.js default options and theme. Using reveal.js JavaScript API reveal.js provides an extended API to control our presentation behavior. With reveal.js API methods we can move to previous and next slides, get the current index, toggle overview mode, and more. How to do it… To use reveal.js JavaScript API perform the following steps: Using reveal.js API we will create a navigation bar that will be positioned at the bottom of our presentation screen, containing links to our main slides plus links to the first, next, previous, and last slides. We will start by adding some HTML5 markup, including reveal.js API method calls inside the onclick attribute of our navigation elements: <body> <div id="navigation-bar"> <nav> <a href="#" onclick="Reveal.slide(0);">&laquo;&laquo; first</a> <a href="#" onclick="Reveal.prev();">&laquo; previous</a> <a href="#" onclick="Reveal.slide(0);">html5 presentations</ a> <a href="#" onclick="Reveal.slide(1);">about this presentation</a> <a href="#" onclick="Reveal.slide(2);">reveal.js</a> <a href="#" onclick="Reveal.slide(3);">references</a> <a href="#" onclick="Reveal.slide(4);">about the author</a> <a href="#" onclick="Reveal.slide(5);">why use reveal.js</a> <a href="#" onclick="Reveal.next();">next &raquo;</a> <a href="#" onclick="Reveal.slide(5);">last &raquo;&raquo;</ a> </nav> </div> … </body> Our navigation bar will need a CSS of its own. Let's add some new style rules to our style tag: <style> … #navigation-bar { position: fixed; left: 0; bottom: 2px; width: 100%; height: 50px; z-index: 20; background-color: #fff; border-top: 6px solid #df0d32; font-family: Helvetica, Arial, sans-serif; } #navigation-bar nav { padding: 15px 0; text-align: center; } #navigation-bar a { display: inline-block; padding: 0 10px; border-right: 2px solid #ccc; text-decoration: none; color: #df0d32; } #navigation-bar a:last-child { border-right: none; } #navigation-bar a:hover { text-decoration: underline; } </style> If you reload the presentation now, you will see our brand new navigation bar at the bottom, and if you click on the links, you will be taken directly to the referenced slides or actions (first, next, previous, last). How it works... reveal.js JavaScript API allows us to control our presentation behavior using JavaScript code. In the preceding example we have used almost all methods available. Let's take a closer look at them: Option Description Reveal.slide(indexh, indexv, indexf) Slides to the specified index (the indexh parameter). The first slide will have 0 as index, the second has 1, and so on. You can also specify the vertical index (the indexv parameter) in case of nested slides and the fragment index (the indexf parameter) inside the slide. Reveal.left() Goes to the previous slide in the horizontal line of the presentation. Reveal.right() Goes to the next slide in the horizontal line of the presentation. Reveal.up() Changes to the following nested slide. Reveal.down() Returns to the previous nested slide. Reveal.prev() Goes to the previous slide, horizontal or vertical. Reveal.next() Goes to the next slide, horizontal or vertical. Reveal.prevFragment() Switches to the previous fragment inside the current slide. Reveal.nextFragment() Switches to the next fragment inside the current slide. Reveal.toggleOverview() Toggles overview mode. Reveal.getPreviousSlide() Returns the DOM element of the previous slide. Reveal.getCurrentSlide() Returns the DOM element of the next slide. Reveal.getIndices() Returns an object with the current indices, for example {h: 2, v: 1}. The preceding methods are available to use in any JavaScript code after the reveal.js object has been initialized. You can either use it directly on elements' attributes (such as onclick) or call it directly from JavaScript functions and listeners. Summary In this article, the Creating our initial presentation recipe explained how we can create a basic HTML5 presentation and the Using reveal.js JavaScript API recipe explored Reveal.js JavaScript API by creating a custom navigation bar. Resources for Article : Further resources on this subject: HTML5: Audio and Video Elements [Article] HTML5: Developing Rich Media Applications using Canvas [Article] Building HTML5 Pages from Scratch [Article]
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Packt
06 Feb 2015
18 min read
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Contexts and Dependency Injection in NetBeans

Packt
06 Feb 2015
18 min read
In this article by David R. Heffelfinger, the author of Java EE 7 Development with NetBeans 8, we will introduce Contexts and Dependency Injection (CDI) and other aspects of it. CDI can be used to simplify integrating the different layers of a Java EE application. For example, CDI allows us to use a session bean as a managed bean, so that we can take advantage of the EJB features, such as transactions, directly in our managed beans. In this article, we will cover the following topics: Introduction to CDI Qualifiers Stereotypes Interceptor binding types Custom scopes (For more resources related to this topic, see here.) Introduction to CDI JavaServer Faces (JSF) web applications employing CDI are very similar to JSF applications without CDI; the main difference is that instead of using JSF managed beans for our model and controllers, we use CDI named beans. What makes CDI applications easier to develop and maintain are the excellent dependency injection capabilities of the CDI API. Just as with other JSF applications, CDI applications use facelets as their view technology. The following example illustrates a typical markup for a JSF page using CDI: <?xml version='1.0' encoding='UTF-8' ?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"    "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html      >    <h:head>        <title>Create New Customer</title>    </h:head>    <h:body>        <h:form>            <h3>Create New Customer</h3>            <h:panelGrid columns="3">                <h:outputLabel for="firstName" value="First Name"/>                <h:inputText id="firstName" value="#{customer.firstName}"/>                <h:message for="firstName"/>                  <h:outputLabel for="middleName" value="Middle Name"/>                <h:inputText id="middleName"                  value="#{customer.middleName}"/>                <h:message for="middleName"/>                  <h:outputLabel for="lastName" value="Last Name"/>                <h:inputText id="lastName" value="#{customer.lastName}"/>                <h:message for="lastName"/>                  <h:outputLabel for="email" value="Email Address"/>                <h:inputText id="email" value="#{customer.email}"/>                <h:message for="email"/>                <h:panelGroup/>                <h:commandButton value="Submit"                  action="#{customerController.navigateToConfirmation}"/>            </h:panelGrid>        </h:form>    </h:body> </html> As we can see, the preceding markup doesn't look any different from the markup used for a JSF application that does not use CDI. The page renders as follows (shown after entering some data): In our page markup, we have JSF components that use Unified Expression Language expressions to bind themselves to CDI named bean properties and methods. Let's take a look at the customer bean first: package com.ensode.cdiintro.model;   import java.io.Serializable; import javax.enterprise.context.RequestScoped; import javax.inject.Named;   @Named @RequestScoped public class Customer implements Serializable {      private String firstName;    private String middleName;    private String lastName;    private String email;      public Customer() {    }      public String getFirstName() {        return firstName;    }      public void setFirstName(String firstName) {        this.firstName = firstName;    }      public String getMiddleName() {        return middleName;    }      public void setMiddleName(String middleName) {        this.middleName = middleName;    }      public String getLastName() {        return lastName;    }      public void setLastName(String lastName) {        this.lastName = lastName;    }      public String getEmail() {        return email;    }      public void setEmail(String email) {        this.email = email;    } } The @Named annotation marks this class as a CDI named bean. By default, the bean's name will be the class name with its first character switched to lowercase (in our example, the name of the bean is "customer", since the class name is Customer). We can override this behavior if we wish by passing the desired name to the value attribute of the @Named annotation, as follows: @Named(value="customerBean") A CDI named bean's methods and properties are accessible via facelets, just like regular JSF managed beans. Just like JSF managed beans, CDI named beans can have one of several scopes as listed in the following table. The preceding named bean has a scope of request, as denoted by the @RequestScoped annotation. Scope Annotation Description Request @RequestScoped Request scoped beans are shared through the duration of a single request. A single request could refer to an HTTP request, an invocation to a method in an EJB, a web service invocation, or sending a JMS message to a message-driven bean. Session @SessionScoped Session scoped beans are shared across all requests in an HTTP session. Each user of an application gets their own instance of a session scoped bean. Application @ApplicationScoped Application scoped beans live through the whole application lifetime. Beans in this scope are shared across user sessions. Conversation @ConversationScoped The conversation scope can span multiple requests, and is typically shorter than the session scope. Dependent @Dependent Dependent scoped beans are not shared. Any time a dependent scoped bean is injected, a new instance is created. As we can see, CDI has equivalent scopes to all JSF scopes. Additionally, CDI adds two additional scopes. The first CDI-specific scope is the conversation scope, which allows us to have a scope that spans across multiple requests, but is shorter than the session scope. The second CDI-specific scope is the dependent scope, which is a pseudo scope. A CDI bean in the dependent scope is a dependent object of another object; beans in this scope are instantiated when the object they belong to is instantiated and they are destroyed when the object they belong to is destroyed. Our application has two CDI named beans. We already discussed the customer bean. The other CDI named bean in our application is the controller bean: package com.ensode.cdiintro.controller;   import com.ensode.cdiintro.model.Customer; import javax.enterprise.context.RequestScoped; import javax.inject.Inject; import javax.inject.Named;   @Named @RequestScoped public class CustomerController {      @Inject    private Customer customer;      public Customer getCustomer() {        return customer;    }      public void setCustomer(Customer customer) {        this.customer = customer;    }      public String navigateToConfirmation() {        //In a real application we would        //Save customer data to the database here.          return "confirmation";    } } In the preceding class, an instance of the Customer class is injected at runtime; this is accomplished via the @Inject annotation. This annotation allows us to easily use dependency injection in CDI applications. Since the Customer class is annotated with the @RequestScoped annotation, a new instance of Customer will be injected for every request. The navigateToConfirmation() method in the preceding class is invoked when the user clicks on the Submit button on the page. The navigateToConfirmation() method works just like an equivalent method in a JSF managed bean would, that is, it returns a string and the application navigates to an appropriate page based on the value of that string. Like with JSF, by default, the target page's name with an .xhtml extension is the return value of this method. For example, if no exceptions are thrown in the navigateToConfirmation() method, the user is directed to a page named confirmation.xhtml: <?xml version='1.0' encoding='UTF-8' ?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html      >    <h:head>        <title>Success</title>    </h:head>    <h:body>        New Customer created successfully.        <h:panelGrid columns="2" border="1" cellspacing="0">            <h:outputLabel for="firstName" value="First Name"/>            <h:outputText id="firstName" value="#{customer.firstName}"/>              <h:outputLabel for="middleName" value="Middle Name"/>            <h:outputText id="middleName"              value="#{customer.middleName}"/>              <h:outputLabel for="lastName" value="Last Name"/>            <h:outputText id="lastName" value="#{customer.lastName}"/>              <h:outputLabel for="email" value="Email Address"/>            <h:outputText id="email" value="#{customer.email}"/>          </h:panelGrid>    </h:body> </html> Again, there is nothing special we need to do to access the named beans properties from the preceding markup. It works just as if the bean was a JSF managed bean. The preceding page renders as follows: As we can see, CDI applications work just like JSF applications. However, CDI applications have several advantages over JSF, for example (as we mentioned previously) CDI beans have additional scopes not found in JSF. Additionally, using CDI allows us to decouple our Java code from the JSF API. Also, as we mentioned previously, CDI allows us to use session beans as named beans. Qualifiers In some instances, the type of bean we wish to inject into our code may be an interface or a Java superclass, but we may be interested in injecting a subclass or a class implementing the interface. For cases like this, CDI provides qualifiers we can use to indicate the specific type we wish to inject into our code. A CDI qualifier is an annotation that must be decorated with the @Qualifier annotation. This annotation can then be used to decorate the specific subclass or interface. In this section, we will develop a Premium qualifier for our customer bean; premium customers could get perks that are not available to regular customers, for example, discounts. Creating a CDI qualifier with NetBeans is very easy; all we need to do is go to File | New File, select the Contexts and Dependency Injection category, and select the Qualifier Type file type. In the next step in the wizard, we need to enter a name and a package for our qualifier. After these two simple steps, NetBeans generates the code for our qualifier: package com.ensode.cdiintro.qualifier;   import static java.lang.annotation.ElementType.TYPE; import static java.lang.annotation.ElementType.FIELD; import static java.lang.annotation.ElementType.PARAMETER; import static java.lang.annotation.ElementType.METHOD; import static java.lang.annotation.RetentionPolicy.RUNTIME; import java.lang.annotation.Retention; import java.lang.annotation.Target; import javax.inject.Qualifier;   @Qualifier @Retention(RUNTIME) @Target({METHOD, FIELD, PARAMETER, TYPE}) public @interface Premium { } Qualifiers are standard Java annotations. Typically, they have retention of runtime and can target methods, fields, parameters, or types. The only difference between a qualifier and a standard annotation is that qualifiers are decorated with the @Qualifier annotation. Once we have our qualifier in place, we need to use it to decorate the specific subclass or interface implementation, as shown in the following code: package com.ensode.cdiintro.model;   import com.ensode.cdiintro.qualifier.Premium; import javax.enterprise.context.RequestScoped; import javax.inject.Named;   @Named @RequestScoped @Premium public class PremiumCustomer extends Customer {      private Integer discountCode;      public Integer getDiscountCode() {        return discountCode;    }      public void setDiscountCode(Integer discountCode) {        this.discountCode = discountCode;    } } Once we have decorated the specific instance we need to qualify, we can use our qualifiers in the client code to specify the exact type of dependency we need: package com.ensode.cdiintro.controller;   import com.ensode.cdiintro.model.Customer; import com.ensode.cdiintro.model.PremiumCustomer; import com.ensode.cdiintro.qualifier.Premium;   import java.util.logging.Level; import java.util.logging.Logger; import javax.enterprise.context.RequestScoped; import javax.inject.Inject; import javax.inject.Named;   @Named @RequestScoped public class PremiumCustomerController {      private static final Logger logger = Logger.getLogger(            PremiumCustomerController.class.getName());    @Inject    @Premium    private Customer customer;      public String saveCustomer() {          PremiumCustomer premiumCustomer =          (PremiumCustomer) customer;          logger.log(Level.INFO, "Saving the following information n"                + "{0} {1}, discount code = {2}",                new Object[]{premiumCustomer.getFirstName(),                    premiumCustomer.getLastName(),                    premiumCustomer.getDiscountCode()});          //If this was a real application, we would have code to save        //customer data to the database here.          return "premium_customer_confirmation";    } } Since we used our @Premium qualifier to decorate the customer field, an instance of the PremiumCustomer class is injected into that field. This is because this class is also decorated with the @Premium qualifier. As far as our JSF pages go, we simply access our named bean as usual using its name, as shown in the following code; <?xml version='1.0' encoding='UTF-8' ?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html      >    <h:head>        <title>Create New Premium Customer</title>    </h:head>    <h:body>        <h:form>            <h3>Create New Premium Customer</h3>            <h:panelGrid columns="3">                <h:outputLabel for="firstName" value="First Name"/>                 <h:inputText id="firstName"                    value="#{premiumCustomer.firstName}"/>                <h:message for="firstName"/>                  <h:outputLabel for="middleName" value="Middle Name"/>                <h:inputText id="middleName"                     value="#{premiumCustomer.middleName}"/>                <h:message for="middleName"/>                  <h:outputLabel for="lastName" value="Last Name"/>                <h:inputText id="lastName"                    value="#{premiumCustomer.lastName}"/>                <h:message for="lastName"/>                  <h:outputLabel for="email" value="Email Address"/>                <h:inputText id="email"                    value="#{premiumCustomer.email}"/>                <h:message for="email"/>                  <h:outputLabel for="discountCode" value="Discount Code"/>                <h:inputText id="discountCode"                    value="#{premiumCustomer.discountCode}"/>                <h:message for="discountCode"/>                   <h:panelGroup/>                <h:commandButton value="Submit"                      action="#{premiumCustomerController.saveCustomer}"/>            </h:panelGrid>        </h:form>    </h:body> </html> In this example, we are using the default name for our bean, which is the class name with the first letter switched to lowercase. Now, we are ready to test our application: After submitting the page, we can see the confirmation page. Stereotypes A CDI stereotype allows us to create new annotations that bundle up several CDI annotations. For example, if we need to create several CDI named beans with a scope of session, we would have to use two annotations in each of these beans, namely @Named and @SessionScoped. Instead of having to add two annotations to each of our beans, we could create a stereotype and annotate our beans with it. To create a CDI stereotype in NetBeans, we simply need to create a new file by selecting the Contexts and Dependency Injection category and the Stereotype file type. Then, we need to enter a name and package for our new stereotype. At this point, NetBeans generates the following code: package com.ensode.cdiintro.stereotype;   import static java.lang.annotation.ElementType.TYPE; import static java.lang.annotation.ElementType.FIELD; import static java.lang.annotation.ElementType.METHOD; import static java.lang.annotation.RetentionPolicy.RUNTIME; import java.lang.annotation.Retention; import java.lang.annotation.Target; import javax.enterprise.inject.Stereotype;   @Stereotype @Retention(RUNTIME) @Target({METHOD, FIELD, TYPE}) public @interface NamedSessionScoped { } Now, we simply need to add the CDI annotations that we want the classes annotated with our stereotype to use. In our case, we want them to be named beans and have a scope of session; therefore, we add the @Named and @SessionScoped annotations as shown in the following code: package com.ensode.cdiintro.stereotype;   import static java.lang.annotation.ElementType.TYPE; import static java.lang.annotation.ElementType.FIELD; import static java.lang.annotation.ElementType.METHOD; import static java.lang.annotation.RetentionPolicy.RUNTIME; import java.lang.annotation.Retention; import java.lang.annotation.Target; import javax.enterprise.context.SessionScoped; import javax.enterprise.inject.Stereotype; import javax.inject.Named;   @Named @SessionScoped @Stereotype @Retention(RUNTIME) @Target({METHOD, FIELD, TYPE}) public @interface NamedSessionScoped { } Now we can use our stereotype in our own code: package com.ensode.cdiintro.beans;   import com.ensode.cdiintro.stereotype.NamedSessionScoped; import java.io.Serializable;   @NamedSessionScoped public class StereotypeClient implements Serializable {      private String property1;    private String property2;      public String getProperty1() {        return property1;    }      public void setProperty1(String property1) {        this.property1 = property1;    }      public String getProperty2() {        return property2;    }      public void setProperty2(String property2) {        this.property2 = property2;    } } We annotated the StereotypeClient class with our NamedSessionScoped stereotype, which is equivalent to using the @Named and @SessionScoped annotations. Interceptor binding types One of the advantages of EJBs is that they allow us to easily perform aspect-oriented programming (AOP) via interceptors. CDI allows us to write interceptor binding types; this lets us bind interceptors to beans and the beans do not have to depend on the interceptor directly. Interceptor binding types are annotations that are themselves annotated with @InterceptorBinding. Creating an interceptor binding type in NetBeans involves creating a new file, selecting the Contexts and Dependency Injection category, and selecting the Interceptor Binding Type file type. Then, we need to enter a class name and select or enter a package for our new interceptor binding type. At this point, NetBeans generates the code for our interceptor binding type: package com.ensode.cdiintro.interceptorbinding;   import static java.lang.annotation.ElementType.TYPE; import static java.lang.annotation.ElementType.METHOD; import static java.lang.annotation.RetentionPolicy.RUNTIME; import java.lang.annotation.Inherited; import java.lang.annotation.Retention; import java.lang.annotation.Target; import javax.interceptor.InterceptorBinding;   @Inherited @InterceptorBinding @Retention(RUNTIME) @Target({METHOD, TYPE}) public @interface LoggingInterceptorBinding { } The generated code is fully functional; we don't need to add anything to it. In order to use our interceptor binding type, we need to write an interceptor and annotate it with our interceptor binding type, as shown in the following code: package com.ensode.cdiintro.interceptor;   import com.ensode.cdiintro.interceptorbinding.LoggingInterceptorBinding; import java.io.Serializable; import java.util.logging.Level; import java.util.logging.Logger; import javax.interceptor.AroundInvoke; import javax.interceptor.Interceptor; import javax.interceptor.InvocationContext;   @LoggingInterceptorBinding @Interceptor public class LoggingInterceptor implements Serializable{      private static final Logger logger = Logger.getLogger(            LoggingInterceptor.class.getName());      @AroundInvoke    public Object logMethodCall(InvocationContext invocationContext)            throws Exception {          logger.log(Level.INFO, new StringBuilder("entering ").append(                invocationContext.getMethod().getName()).append(                " method").toString());          Object retVal = invocationContext.proceed();          logger.log(Level.INFO, new StringBuilder("leaving ").append(                invocationContext.getMethod().getName()).append(                " method").toString());          return retVal;    } } As we can see, other than being annotated with our interceptor binding type, the preceding class is a standard interceptor similar to the ones we use with EJB session beans. In order for our interceptor binding type to work properly, we need to add a CDI configuration file (beans.xml) to our project. Then, we need to register our interceptor in beans.xml as follows: <?xml version="1.0" encoding="UTF-8"?> <beans               xsi_schemaLocation="http://>    <interceptors>          <class>        com.ensode.cdiintro.interceptor.LoggingInterceptor      </class>    </interceptors> </beans> To register our interceptor, we need to set bean-discovery-mode to all in the generated beans.xml and add the <interceptor> tag in beans.xml, with one or more nested <class> tags containing the fully qualified names of our interceptors. The final step before we can use our interceptor binding type is to annotate the class to be intercepted with our interceptor binding type: package com.ensode.cdiintro.controller;   import com.ensode.cdiintro.interceptorbinding.LoggingInterceptorBinding; import com.ensode.cdiintro.model.Customer; import com.ensode.cdiintro.model.PremiumCustomer; import com.ensode.cdiintro.qualifier.Premium; import java.util.logging.Level; import java.util.logging.Logger; import javax.enterprise.context.RequestScoped; import javax.inject.Inject; import javax.inject.Named;   @LoggingInterceptorBinding @Named @RequestScoped public class PremiumCustomerController {      private static final Logger logger = Logger.getLogger(            PremiumCustomerController.class.getName());    @Inject    @Premium    private Customer customer;      public String saveCustomer() {          PremiumCustomer premiumCustomer = (PremiumCustomer) customer;          logger.log(Level.INFO, "Saving the following information n"                + "{0} {1}, discount code = {2}",                new Object[]{premiumCustomer.getFirstName(),                    premiumCustomer.getLastName(),                    premiumCustomer.getDiscountCode()});          //If this was a real application, we would have code to save        //customer data to the database here.          return "premium_customer_confirmation";    } } Now, we are ready to use our interceptor. After executing the preceding code and examining the GlassFish log, we can see our interceptor binding type in action. The lines entering saveCustomer method and leaving saveCustomer method were added to the log by our interceptor, which was indirectly invoked by our interceptor binding type. Custom scopes In addition to providing several prebuilt scopes, CDI allows us to define our own custom scopes. This functionality is primarily meant for developers building frameworks on top of CDI, not for application developers. Nevertheless, NetBeans provides a wizard for us to create our own CDI custom scopes. To create a new CDI custom scope, we need to go to File | New File, select the Contexts and Dependency Injection category, and select the Scope Type file type. Then, we need to enter a package and a name for our custom scope. After clicking on Finish, our new custom scope is created, as shown in the following code: package com.ensode.cdiintro.scopes;   import static java.lang.annotation.ElementType.TYPE; import static java.lang.annotation.ElementType.FIELD; import static java.lang.annotation.ElementType.METHOD; import static java.lang.annotation.RetentionPolicy.RUNTIME; import java.lang.annotation.Inherited; import java.lang.annotation.Retention; import java.lang.annotation.Target; import javax.inject.Scope;   @Inherited @Scope // or @javax.enterprise.context.NormalScope @Retention(RUNTIME) @Target({METHOD, FIELD, TYPE}) public @interface CustomScope { } To actually use our scope in our CDI applications, we would need to create a custom context which, as mentioned previously, is primarily a concern for framework developers and not for Java EE application developers. Therefore, it is beyond the scope of this article. Interested readers can refer to JBoss Weld CDI for Java Platform, Ken Finnigan, Packt Publishing. (JBoss Weld is a popular CDI implementation and it is included with GlassFish.) Summary In this article, we covered NetBeans support for CDI, a new Java EE API introduced in Java EE 6. We provided an introduction to CDI and explained additional functionality that the CDI API provides over standard JSF. We also covered how to disambiguate CDI injected beans via CDI Qualifiers. Additionally, we covered how to group together CDI annotations via CDI stereotypes. We also, we saw how CDI can help us with AOP via interceptor binding types. Finally, we covered how NetBeans can help us create custom CDI scopes. Resources for Article: Further resources on this subject: Java EE 7 Performance Tuning and Optimization [article] Java EE 7 Developer Handbook [article] Java EE 7 with GlassFish 4 Application Server [article]
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Packt
05 May 2015
31 min read
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Symmetric Messages and Asynchronous Messages (Part 1)

Packt
05 May 2015
31 min read
In this article by Kingston Smiler. S, author of the book OpenFlow Cookbook describes the steps involved in sending and processing symmetric messages and asynchronous messages in the switch and contains the following recipes: Sending and processing a hello message Sending and processing an echo request and a reply message Sending and processing an error message Sending and processing an experimenter message Handling a Get Asynchronous Configuration message from the controller, which is used to fetch a list of asynchronous events that will be sent from the switch Sending a Packet-In message to the controller Sending a Flow-removed message to the controller Sending a port-status message to the controller Sending a controller-role status message to the controller Sending a table-status message to the controller Sending a request-forward message to the controller Handling a packet-out message from the controller Handling a barrier-message from the controller (For more resources related to this topic, see here.) Symmetric messages can be sent from both the controller and the switch without any solicitation between them. The OpenFlow switch should be able to send and process the following symmetric messages to or from the controller, but error messages will not be processed by the switch: Hello message Echo request and echo reply message Error message Experimenter message Asynchronous messages are sent by both the controller and the switch when there is any state change in the system. Like symmetric messages, asynchronous messages also should be sent without any solicitation between the switch and the controller. The switch should be able to send the following asynchronous messages to the controller: Packet-in message Flow-removed message Port-status message Table-status message Controller-role status message Request-forward message Similarly, the switch should be able to receive, or process, the following controller-to-switch messages: Packet-out message Barrier message The controller can program or instruct the switch to send a subset of interested asynchronous messages using an asynchronous configuration message. Based on this configuration, the switch should send the subset of asynchronous messages only via the communication channel. The switch should replicate and send asynchronous messages to all the controllers based on the information present in the asynchronous configuration message sent from each controller. The switch should maintain asynchronous configuration information on a per communication channel basis. Sending and processing a hello message The OFPT_HELLO message is used by both the switch and the controller to identify and negotiate the OpenFlow version supported by both the devices. Hello messages should be sent from the switch once the TCP/TLS connection is established and are considered part of the communication channel establishment procedure. The switch should send a hello message to the controller immediately after establishing the TCP/TLS connection with the controller. How to do it... As hello messages are transmitted by both the switch and the controller, the switch should be able to send, receive, and process the hello message. The following section explains these procedures in detail. Sending the OFPT_HELLO message The message format to be used to send the hello message from the switch is as follows. This message includes the OpenFlow header along with zero or more elements that have variable size: /* OFPT_HELLO. This message includes zero or more    hello elements having variable size. */ struct ofp_hello { struct ofp_header header; /* Hello element list */ struct ofp_hello_elem_header elements[0]; /* List of elements */ }; The version field in the ofp_header should be set with the highest OpenFlow protocol version supported by the switch. The elements field is an optional field and might contain the element definition, which takes the following TLV format: /* Version bitmap Hello Element */ struct ofp_hello_elem_versionbitmap { uint16_t type;           /* OFPHET_VERSIONBITMAP. */ uint16_t length;         /* Length in bytes of this element. */        /* Followed by:          * - Exactly (length - 4) bytes containing the bitmaps,          * then Exactly (length + 7)/8*8 - (length) (between 0          * and 7) bytes of all-zero bytes */ uint32_t bitmaps[0]; /* List of bitmaps - supported versions */ }; The type field should be set with OFPHET_VERSIONBITMAP. The length field should be set to the length of this element. The bitmaps field should be set with the list of the OpenFlow versions the switch supports. The number of bitmaps included in the field should depend on the highest version number supported by the switch. The ofp_versions 0 to 31 should be encoded in the first bitmap, ofp_versions 32 to 63 should be encoded in the second bitmap, and so on. For example, if the switch supports only version 1.0 (ofp_versions = 0 x 01) and version 1.3 (ofp_versions = 0 x 04), then the first bitmap should be set to 0 x 00000012. Refer to the send_hello_message() function in the of/openflow.c file for the procedure to build and send the OFPT_Hello message. Receiving the OFPT_HELLO message The switch should be able to receive and process the OFPT_HELLO messages that are sent from the controller. The controller also uses the same message format, structures, and enumerations as defined in the previous section of this recipe. Once the switch receives the hello message, it should calculate the protocol version to be used for messages exchanged with the controller. The procedure required to calculate the protocol version to be used is as follows: If the hello message received from the switch contains an optional OFPHET_VERSIONBITMAP element and the bitmap field contains a valid value, then the negotiated version should be the highest common version among the supported protocol versions in the controller, with the bitmap field in the OFPHET_VERSIONBITMAP element. If the hello message doesn't contain any OFPHET_VERSIONBITMAP element, then the negotiated version should be the smallest of the switch-supported protocol versions and the version field set in the OpenFlow header of the received hello message. If the negotiated version is supported by the switch, then the OpenFlow connection between the controller and the switch continues. Otherwise, the switch should send an OFPT_ERROR message with the type field set as OFPET_HELLO_FAILED, the code field set as OFPHFC_INCOMPATIBLE, and an optional ASCII string explaining the situation in the data and terminate the connection. There's more… Once the switch and the controller negotiate the OpenFlow protocol version to be used, the connection setup procedure is complete. From then on, both the controller and the switch can send OpenFlow protocol messages to each other. Sending and processing an echo request and a reply message Echo request and reply messages are used by both the controller and the switch to maintain and verify the liveliness of the controller-switch connection. Echo messages are also used to calculate the latency and bandwidth of the controller-switch connection. On reception of an echo request message, the switch should respond with an echo reply message. How to do it... As echo messages are transmitted by both the switch and the controller, the switch should be able to send, receive, and process them. The following section explains these procedures in detail. Sending the OFPT_ECHO_REQUEST message The OpenFlow specification doesn't specify how frequently this echo message has to be sent from the switch. However, the switch might choose to send an echo request message periodically to the controller with the configured interval. Similarly, the OpenFlow specification doesn't mention what the timeout (the longest period of time the switch should wait) for receiving echo reply message from the controller should be. After sending an echo request message to the controller, the switch should wait for the echo reply message for the configured timeout period. If the switch doesn't receive the echo reply message within this period, then it should initiate the connection interruption procedure. The OFPT_ECHO_REQUEST message contains an OpenFlow header followed by an undefined data field of arbitrary length. The data field might be filled with the timestamp at which the echo request message was sent, various lengths or values to measure the bandwidth, or be zero-size for just checking the liveliness of the connection. In most open source implementations of OpenFlow, the echo request message only contains the header field and doesn't contain any body. Refer to the send_echo_request() function in the of/openflow.c file for the procedure to build and send the echo_request message. Receiving OFPT_ECHO_REQUEST The switch should be able to receive and process OFPT_ECHO_REQUEST messages that are sent from the controller. The controller also uses the same message format, structures, and enumerations as defined in the previous section of this recipe. Once the switch receives the echo request message, it should build the OFPT_ECHO_REPLY message. This message consists of ofp_header and an arbitrary-length data field. While forming the echo reply message, the switch should copy the content present in the arbitrary-length field of the request message to the reply message. Refer to the process_echo_request() function in the of/openflow.c file for the procedure to handle and process the echo request message and send the echo reply message. Processing OFPT_ECHO_REPLY message The switch should be able to receive the echo reply message from the controller. If the switch sends the echo request message to calculate the latency or bandwidth, on receiving the echo reply message, it should parse the arbitrary-length data field and can calculate the bandwidth, latency, and so on. There's more… If the OpenFlow switch implementation is divided into multiple layers, then the processing of the echo request and reply should be handled in the deepest possible layer. For example, if the OpenFlow switch implementation is divided into user-space processing and kernel-space processing, then the echo request and reply message handling should be in the kernel space. Sending and processing an error message Error messages are used by both the controller and the switch to notify the other end of the connection about any problem. Error messages are typically used by the switch to inform the controller about failure of execution of the request sent from the controller. How to do it... Whenever the switch wants to send the error message to the controller, it should build the OFPT_ERROR message, which takes the following message format: /* OFPT_ERROR: Error message (datapath -> the controller). */ struct ofp_error_msg { struct ofp_header header; uint16_t type; uint16_t code; uint8_t data[0]; /* Variable-length data. Interpreted based on the type and code. No padding. */ }; The type field indicates a high-level type of error. The code value is interpreted based on the type. The data value is a piece of variable-length data that is interpreted based on both the type and the value. The data field should contain an ASCII text string that adds details about why the error occurred. Unless specified otherwise, the data field should contain at least 64 bytes of the failed message that caused this error. If the failed message is shorter 64 bytes, then the data field should contain the full message without any padding. If the switch needs to send an error message in response to a specific message from the controller (say, OFPET_BAD_REQUEST, OFPET_BAD_ACTION, OFPET_BAD_INSTRUCTION, OFPET_BAD_MATCH, or OFPET_FLOW_MOD_FAILED), then the xid field of the OpenFlow header in the error message should be set with the offending request message. Refer to the send_error_message() function in the of/openflow.c file for the procedure to build and send an error message. If the switch needs to send an error message for a request message sent from the controller (because of an error condition), then the switch need not send the reply message to that request. Sending and processing an experimenter message Experimenter messages provide a way for the switch to offer additional vendor-defined functionalities. How to do it... The controller sends the experimenter message with the format. Once the switch receives this message, it should invoke the appropriate vendor-specific functions. Handling a "Get Asynchronous Configuration message" from the controller The OpenFlow specification provides a mechanism in the controller to fetch the list of asynchronous events that can be sent from the switch to the controller channel. This is achieved by sending the "Get Asynchronous Configuration message" (OFPT_GET_ASYNC_REQUEST) to the switch. How to do it... The message format to be used to get the asynchronous configuration message (OFPT_GET_ASYNC_REQUEST) doesn't have any body other than ofp_header. On receiving this OFPT_GET_ASYNC_REQUEST message, the switch should respond with the OFPT_GET_ASYNC_REPLY message. The switch should fill the property list with the list of asynchronous configuration events / property types that the relevant controller channel is preconfigured to receive. The switch should get this information from its internal data structures. Refer to the process_async_config_request() function in the of/openflow.c file for the procedure to process the get asynchronous configuration request message from the controller. Sending a packet-in message to the controller Packet-in messages (OFP_PACKET_IN) are sent from the switch to the controller to transfer a packet received from one of the switch-ports to the controller for further processing. By default, a packet-in message should be sent to all the controllers that are in equal (OFPCR_ROLE_EQUAL) and master (OFPCR_ROLE_MASTER) roles. This message should not be sent to controllers that are in the slave state. There are three ways by which the switch can send a packet-in event to the controller: Table-miss entry: When there is no matching flow entry for the incoming packet, the switch can send the packet to the controller. TTL checking: When the TTL value in a packet reaches zero, the switch can send the packet to the controller. The "send to the controller" action in the matching entry (either the flow table entry or the group table entry) of the packet. How to do it... When the switch wants to send a packet received in its data path to the controller, the following message format should be used: /* Packet received on port (datapath -> the controller). */ struct ofp_packet_in { struct ofp_header header; uint32_t buffer_id; /* ID assigned by datapath. */ uint16_t total_len; /* Full length of frame. */ uint8_t reason;     /* Reason packet is being sent                      * (one of OFPR_*) */ uint8_t table_id;   /* ID of the table that was looked up */ uint64_t cookie;   /* Cookie of the flow entry that was                      * looked up. */ struct ofp_match match; /* Packet metadata. Variable size. */ /* The variable size and padded match is always followed by: * - Exactly 2 all-zero padding bytes, then * - An Ethernet frame whose length is inferred from header.length. * The padding bytes preceding the Ethernet frame ensure that IP * header (if any) following the Ethernet header is 32-bit aligned. */ uint8_t pad[2]; /* Align to 64 bit + 16 bit */ uint8_t data[0]; /* Ethernet frame */ }; The buffer-id field should be set to the opaque value generated by the switch. When the packet is buffered, the data portion of the packet-in message should contain some bytes of data from the incoming packet. If the packet is sent to the controller because of the "send to the controller" action of a table entry, then the max_len field of ofp_action_output should be used as the size of the packet to be included in the packet-in message. If the packet is sent to the controller for any other reason, then the miss_send_len field of the OFPT_SET_CONFIG message should be used to determine the size of the packet. If the packet is not buffered, either because of unavailability of buffers or an explicit configuration via OFPCML_NO_BUFFER, then the entire packet should be included in the data portion of the packet-in message with the buffer-id value as OFP_NO_BUFFER. The date field should be set to the complete packet or a fraction of the packet. The total_length field should be set to the length of the packet included in the data field. The reason field should be set with any one of the following values defined in the enumeration, based on the context that triggers the packet-in event: /* Why is this packet being sent to the controller? */ enum ofp_packet_in_reason { OFPR_TABLE_MISS = 0,   /* No matching flow (table-miss                        * flow entry). */ OFPR_APPLY_ACTION = 1, /* Output to the controller in                        * apply-actions. */ OFPR_INVALID_TTL = 2, /* Packet has invalid TTL */ OFPR_ACTION_SET = 3,   /* Output to the controller in action set. */ OFPR_GROUP = 4,       /* Output to the controller in group bucket. */ OFPR_PACKET_OUT = 5,   /* Output to the controller in packet-out. */ }; If the packet-in message was triggered by the flow-entry "send to the controller" action, then the cookie field should be set with the cookie of the flow entry that caused the packet to be sent to the controller. This field should be set to -1 if the cookie cannot be associated with a particular flow. When the packet-in message is triggered by the "send to the controller" action of a table entry, there is a possibility that some changes have already been applied over the packet in previous stages of the pipeline. This information needs to be carried along with the packet-in message, and it can be carried in the match field of the packet-in message with a set of OXM (short for OpenFlow Extensible Match) TLVs. If the switch includes an OXM TLV in the packet-in message, then the match field should contain a set of OXM TLVs that include context fields. The standard context fields that can be added into the OXL TLVs are OFPXMT_OFB_IN_PORT, OFPXMT_OFB_IN_PHY_PORT, OFPXMT_OFB_METADATA, and OFPXMT_OFB_TUNNEL_ID. When the switch receives the packet in the physical port, and this packet information needs to be carried in the packet-in message, then OFPXMT_OFB_IN_PORT and OFPXMT_OFB_IN_PHY_PORT should have the same value, which is the OpenFlow port number of that physical port. When the switch receives the packet in the logical port and this packet information needs to be carried in the packet-in message, then the switch should set the logical port's port number in OFPXMT_OFB_IN_PORT and the physical port's port number in OFPXMT_OFB_IN_PHY_PORT. For example, consider a packet received on a tunnel interface defined over a Link Aggregation Group (LAG) with two member ports. Then the packet-in message should carry the tunnel interface's port_no to the OFPXMT_OFB_IN_PORT field and the physical interface's port_no to the OFPXMT_OFB_IN_PHY_PORT field. Refer to the send_packet_in_message() function in the of/openflow.c file for the procedure to send a packet-in message event to the controller. How it works... The switch can send either the entire packet it receives from the switch port to the controller, or a fraction of the packet to the controller. When the switch is configured to send only a fraction of the packet, it should buffer the packet in its memory and send a portion of packet data. This is controlled by the switch configuration. If the switch is configured to buffer the packet, and it has sufficient memory to buffer the packet, then the packet-in message should contain the following: A fraction of the packet. This is the size of the packet to be included in the packet-in message, configured via the switch configuration message. By default, it is 128 bytes. When the packet-in message is resulted by a table-entry action, then the output action itself can specify the size of the packet to be sent to the controller. For all other packet-in messages, it is defined in the switch configuration. The buffer ID to be used by the controller when the controller wants to forward the message at a later point in time. There's more… The switch that implements buffering should be expected to expose some details, such as the amount of available buffers, the period of time the buffered data will be available, and so on, through documentation. The switch should implement the procedure to release the buffered packet when there is no response from the controller to the packet-in event. Sending a flow-removed message to the controller A flow-removed message (OFPT_FLOW_REMOVED) is sent from the switch to the controller when a flow entry is removed from the flow table. This message should be sent to the controller only when the OFPFF_SEND_FLOW_REM flag in the flow entry is set. The switch should send this message only to the controller channel wherein the controller requested the switch to send this event. The controller can express its interest in receiving this event by sending the switch configuration message to the switch. By default, OFPT_FLOW_REMOVED should be sent to all the controllers that are in equal (OFPCR_ROLE_EQUAL) and master (OFPCR_ROLE_MASTER) roles. This message should not be sent to a controller that is in the slave state. How to do it... When the switch removes an entry from the flow table, it should build an OFPT_FLOW_REMOVED message with the following format and send this message to the controllers that have already shown interest in this event: /* Flow removed (datapath -> the controller). */ struct ofp_flow_removed { struct ofp_header header; uint64_t cookie;       /* Opaque the controller-issued identifier. */ uint16_t priority;     /* Priority level of flow entry. */ uint8_t reason;         /* One of OFPRR_*. */ uint8_t table_id;       /* ID of the table */ uint32_t duration_sec; /* Time flow was alive in seconds. */ uint32_t duration_nsec; /* Time flow was alive in nanoseconds                          * beyond duration_sec. */ uint16_t idle_timeout; /* Idle timeout from original flow mod. */ uint16_t hard_timeout; /* Hard timeout from original flow mod. */ uint64_t packet_count; uint64_t byte_count; struct ofp_match match; /* Description of fields.Variable size. */ }; The cookie field should be set with the cookie of the flow entry, the priority field should be set with the priority of the flow entry, and the reason field should be set with one of the following values defined in the enumeration: /* Why was this flow removed? */ enum ofp_flow_removed_reason { OFPRR_IDLE_TIMEOUT = 0,/* Flow idle time exceeded idle_timeout. */ OFPRR_HARD_TIMEOUT = 1, /* Time exceeded hard_timeout. */ OFPRR_DELETE = 2,       /* Evicted by a DELETE flow mod. */ OFPRR_GROUP_DELETE = 3, /* Group was removed. */ OFPRR_METER_DELETE = 4, /* Meter was removed. */ OFPRR_EVICTION = 5,     /* the switch eviction to free resources. */ }; The duration_sec and duration_nsec should be set with the elapsed time of the flow entry in the switch. The total duration in nanoseconds can be computed as duration_sec*109 + duration_nsec. All the other fields, such as idle_timeout, hard_timeoutm, and so on, should be set with the appropriate value from the flow entry, that is, these values can be directly copied from the flow mode that created this entry. The packet_count and byte_count should be set with the number of packet count and the byte count associated with the flow entry, respectively. If the values are not available, then these fields should be set with the maximum possible value. Refer to the send_flow_removed_message() function in the of/openflow.c file for the procedure to send a flow removed event message to the controller. Sending a port-status message to the controller Port-status messages (OFPT_PORT_STATUS) are sent from the switch to the controller when there is any change in the port status or when a new port is added, removed, or modified in the switch's data path. The switch should send this message only to the controller channel that the controller requested the switch to send it. The controller can express its interest to receive this event by sending an asynchronous configuration message to the switch. By default, the port-status message should be sent to all configured controllers in the switch, including the controller in the slave role (OFPCR_ROLE_SLAVE). How to do it... The switch should construct an OFPT_PORT_STATUS message with the following format and send this message to the controllers that have already shown interest in this event: /* A physical port has changed in the datapath */ struct ofp_port_status { struct ofp_header header; uint8_t reason; /* One of OFPPR_*. */ uint8_t pad[7]; /* Align to 64-bits. */ struct ofp_port desc; }; The reason field should be set to one of the following values as defined in the enumeration: /* What changed about the physical port */ enum ofp_port_reason { OFPPR_ADD = 0,   /* The port was added. */ OFPPR_DELETE = 1, /* The port was removed. */ OFPPR_MODIFY = 2, /* Some attribute of the port has changed. */ }; The desc field should be set to the port description. In the port description, all properties need not be filled by the switch. The switch should fill the properties that have changed, whereas the unchanged properties can be included optionally. Refer to the send_port_status_message() function in the of/openflow.c file for the procedure to send port_status_message to the controller. Sending a controller role-status message to the controller Controller role-status messages (OFPT_ROLE_STATUS) are sent from the switch to the set of controllers when the role of a controller is changed as a result of an OFPT_ROLE_REQUEST message. For example, if there are three the controllers connected to a switch (say controller1, controller2, and controller3) and controller1 sends an OFPT_ROLE_REQUEST message to the switch, then the switch should send an OFPT_ROLE_STATUS message to controller2 and controller3. How to do it... The switch should build the OFPT_ROLE_STATUS message with the following format and send it to all the other controllers: /* Role status event message. */ struct ofp_role_status { struct ofp_header header; /* Type OFPT_ROLE_REQUEST /                            * OFPT_ROLE_REPLY. */ uint32_t role;           /* One of OFPCR_ROLE_*. */ uint8_t reason;           /* One of OFPCRR_*. */ uint8_t pad[3];           /* Align to 64 bits. */ uint64_t generation_id;   /* Master Election Generation Id */ /* Role Property list */ struct ofp_role_prop_header properties[0]; }; The reason field should be set with one of the following values as defined in the enumeration: /* What changed about the controller role */ enum ofp_controller_role_reason { OFPCRR_MASTER_REQUEST = 0, /* Another the controller asked                            * to be master. */ OFPCRR_CONFIG = 1,         /* Configuration changed on the                            * the switch. */ OFPCRR_EXPERIMENTER = 2,   /* Experimenter data changed. */ }; The role should be set to the new role of the controller. The generation_id should be set with the generation ID of the OFPT_ROLE_REQUEST message that triggered the OFPT_ROLE_STATUS message. If the reason code is OFPCRR_EXPERIMENTER, then the role property list should be set in the following format: /* Role property types. */ enum ofp_role_prop_type { OFPRPT_EXPERIMENTER = 0xFFFF, /* Experimenter property. */ };   /* Experimenter role property */ struct ofp_role_prop_experimenter { uint16_t type;         /* One of OFPRPT_EXPERIMENTER. */ uint16_t length;       /* Length in bytes of this property. */ uint32_t experimenter; /* Experimenter ID which takes the same                        * form as struct                        * ofp_experimenter_header. */ uint32_t exp_type;     /* Experimenter defined. */ /* Followed by: * - Exactly (length - 12) bytes containing the experimenter data, * - Exactly (length + 7)/8*8 - (length) (between 0 and 7) * bytes of all-zero bytes */ uint32_t experimenter_data[0]; }; The experimenter field in the experimenter ID should take the same format as the experimenter structure. Refer to the send_role_status_message() function in the of/openflow.c file for the procedure to send a role status message to the controller. Sending a table-status message to the controller Table-status messages (OFPT_TABLE_STATUS) are sent from the switch to the controller when there is any change in the table status; for example, the number of entries in the table crosses the threshold value, called the vacancy threshold. The switch should send this message only to the controller channel in which the controller requested the switch to send it. The controller can express its interest to receive this event by sending the asynchronous configuration message to the switch. How to do it... The switch should build an OFPT_TABLE_STATUS message with the following format and send this message to the controllers that have already shown interest in this event: /* A table config has changed in the datapath */ struct ofp_table_status { struct ofp_header header; uint8_t reason;             /* One of OFPTR_*. */ uint8_t pad[7];             /* Pad to 64 bits */ struct ofp_table_desc table; /* New table config. */ }; The reason field should be set with one of the following values defined in the enumeration: /* What changed about the table */ enum ofp_table_reason { OFPTR_VACANCY_DOWN = 3, /* Vacancy down threshold event. */ OFPTR_VACANCY_UP = 4,   /* Vacancy up threshold event. */ }; When the number of free entries in the table crosses the vacancy_down threshold, the switch should set the reason code as OFPTR_VACANCY_DOWN. Once the vacancy_down event is generated by the switch, the switch should not generate any further vacancy down event until a vacancy up event is generated. When the number of free entries in the table crosses the vacancy_up threshold value, the switch should set the reason code as OFPTR_VACANCY_UP. Again, once the vacancy up event is generated by the switch, the switch should not generate any further vacancy up event until a vacancy down event is generated. The table field should be set with the table description. Refer to the send_table_status_message() function in the of/openflow.c file for the procedure to send a table status message to the controller. Sending a request-forward message to the controller When a the switch receives a modify request message from the controller to modify the state of a group or meter entries, after successful modification of the state, the switch should forward this request message to all other controllers as a request forward message (OFPT_REQUESTFORWAD). The switch should send this message only to the controller channel in which the controller requested the switch to send this event. The controller can express its interest to receive this event by sending an asynchronous configuration message to the switch. How to do it... The switch should build the OFPT_REQUESTFORWAD message with the following format, and send this message to the controllers that have already shown interest in this event: /* Group/Meter request forwarding. */ struct ofp_requestforward_header { struct ofp_header header; /* Type OFPT_REQUESTFORWARD. */ struct ofp_header request; /* Request being forwarded. */ }; The request field should be set with the request that received from the controller. Refer to the send_request_forward_message() function in the of/openflow.c file for the procedure to send request_forward_message to the controller. Handling a packet-out message from the controller Packet-out (OFPT_PACKET_OUT) messages are sent from the controller to the switch when the controller wishes to send a packet out through the switch's data path via a switch port. How to do it... There are two ways in which the controller can send a packet-out message to the switch: Construct the full packet: In this case, the controller generates the complete packet and adds the action list field to the packet-out message. The action field contains a list of actions defining how the packet should be processed by the switch. If the switch receives a packet_out message with buffer_id set as OFP_NO_BUFFER, then the switch should look into the action list, and based on the action to be performed, it can do one of the following: Modify the packet and send it via the switch port mentioned in the action list Hand over the packet to OpenFlow's pipeline processing, based on the OFPP_TABLE specified in the action list Use a packet buffer in the switch: In this mechanism, the switch should use the buffer that was created at the time of sending the packet-in message to the controller. While sending the packet_in message to the controller, the switch adds the buffer_id to the packet_in message. When the controller wants to send a packet_out message that uses this buffer, the controller includes this buffer_id in the packet_out message. On receiving the packet_out message with a valid buffer_id, the switch should fetch the packet from the buffer and send it via the switch port. Once the packet is sent out, the switch should free the memory allocated to the buffer, which was cached. Handling a barrier message from the controller The switch implementation could arbitrarily reorder the message sent from the controller to maximize its performance. So, if the controller wants to enforce the processing of the messages in order, then barrier messages are used. Barrier messages (OFPT_TABLE_STATUS) are sent from the controller to the switch to ensure message ordering. The switch should not reorder any messages across the barrier message. For example, if the controller is sending a group add message, followed by a flow add message referencing the group, then the message order should be preserved in the barrier message. How to do it... When the controller wants to send messages that are related to each other, it sends a barrier message between these messages. The switch should process these messages as follows: Messages before a barrier request should be processed fully before the barrier, including sending any resulting replies or errors. The barrier request message should then be processed and a barrier reply should be sent. While sending the barrier reply message, the switch should copy the xid value from the barrier request message. The switch should process the remaining messages. Both the barrier request and barrier reply messages don't have any body. They only have the ofp_header. Summary This article covers the list of symmetric and asynchronous messages sent and received by the OpenFlow switch, along with the procedure for handling these messages. Resources for Article: Further resources on this subject: The OpenFlow Controllers [article] Untangle VPN Services [article] Getting Started [article]
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Packt
26 Aug 2013
16 min read
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Bringing Your Game to Life with AI and Animations

Packt
26 Aug 2013
16 min read
(For more resources related to this topic, see here.) After going through these principles, we will be completing the tasks to enhance the maze game and the gameplay. We will apply animations to characters and trigger these in particular situations. We will improve the gameplay by allowing NPCs to follow the player where he/she is nearby (behavior based on distance), and attack the user when he/she is within reach. All material required to complete this article is available for free download on the companion website: http://patrickfelicia.wordpress.com/publications/books/unity-outbreak/. The pack for this article includes some great models and animations that were provided by the company Mixamo to enhance the quality of our final game. The characters were animated using Mixamo's easy online sequences and animation building tools. For more information on Mixamo and its easy-to-use 3D character rigging and animation tools, you can visit http://www.mixamo.com. Before we start creating our level, we will need to rename our scene and download the necessary assets from the companion website as follows: Duplicate the scene we have by saving the current scene (File Save | Scene), and then saving this scene as chapter5 (File | Save Scene As…). Open the link for the companion website: http://patrickfelicia.wordpress.com/publications/books/unity-outbreak/. Click on the link for the chapter5 pack to download this file. In Unity3D, create a new folder, chapter5, inside the Assets folder and select this folder (that is, chapter5). From Unity, select Assets | Import Package | Custom Package, and import the package you have just downloaded. This should create a folder, chapter5_pack, within the folder labeled chapter5. Importing and configuring the 3D character We will start by inserting and configuring the zombie character in the scene as shown in the following steps: Open the Unity Assets Store window (Window | Asset Store). In the Search field located in the top-right corner, type the text zombie. Click on the search result labeled Zombie Character Pack, and then click on the button labeled Import. In the new window entitled Importing package, uncheck the last box for the low-resolution zombie character and then click on Import. This will import the high-resolution zombie character inside our project and create a corresponding folder labeled ZombieCharacterPack inside the Assets folder. Locate the prefab zombie_hires by navigating to Assets | ZombieCharacterPack. Select this prefab and open the Inspector window, if it is not open yet. Click on the Rig tag, set the animation type to humanoid, and leave the other options as default. Click on the Apply button and then click on the Configure button; a pop-up window will appear: click on Save. In the new window, select: Mapping | Automap, as shown in the following screenshot: After this step, if we check the Hierarchy window, we should see a hierarchy of bones for this character. Select Pose | Enforce T-Pose as shown in the following screenshot: Click on the Muscles tab and then click on Apply in the new pop-up window. The Muscles tab makes it possible to apply constraints on our character. Check whether the mapping is correct by moving some of the sliders and ensuring that the character is represented properly. After this check, click on Done to go back to the previous window. Animating the character for the game Once we have applied these settings to the character, we will now use it for our scene. Drag-and-drop the prefab labeled zombie_hires by navigating to Assets | ZombieCharacterPack to the scene, change its position to (x=0, y =0, z=0), and add a collider to the character. Select: Component | Physics | Capsule Collider. Set the center position of this collider to (x=0, y=0.7, z=0), the radius to 0.5, the height to 2, and leave the other options as default, as illustrated in the following screenshot: Select: Assets | chapter5 | chapter5_pack; you will see that it includes several animations, including Zombie@idle, Zombie@walkForward, Zombie@attack, Zombie@hit, and Zombie@dead. We will now create the necessary animation for our character. Click once on the object zombie_hires in the Hierarchy window. We should see that it includes a component called Animator. This component is related to the animation of the character through Mecanim. You will also notice an empty slot for an Animator Controller. This controller will be created so that we can animate the character and control its different states, using a state machine. Let's create an Animator Controller that will be used for this character: From the project folder, select the chapter5 folder, then select Create | Animator Controller in the Project window. This should create a new Animator Controller labeled New Animator Controller in the folder chapter5. Rename this controller zombieController. Select the object labeled zombie_hires in the Hierarchy window. Locate the Animator Controller that we have just created by navigating to Assets | chapter5 (zombieController), drag-and-drop it to the empty slot to the right of the attribute controller in the Animator component of the zombie character, and check that the options Apply Root Motion and Animate Physics are selected. Our character is now ready to receive the animations. Open the Animator window (Window | Animator). This window is employed to display and manage the different states of our character. Since no animation is linked to the character, the default state is Any State. Select the object labeled zombie_hires in the Hierarchy window. Rearrange the windows in our project so that we can see both the state machine window and the character in the Scene view: we can drag the tab labeled Scene for the Scene view at the bottom of the Animator window, so that both windows can be seen simultaneously. We will now apply our first animation to the character: Locate the prefab Zombie@idle by navigating to Assets | chapter5 | chapter5_pack. Click once on this prefab, and in the Inspector window, click the Rig tab. In the new window, select the option Humanoid for the attribute Animation Type and click on Apply. Click on the Animations tab, and then click on the label idle, this will provide information on the idle clip. Scroll down the window, check the box for the attribute Loop Pose, and click on Apply to apply this change (you will need to scroll down to locate this button). In the Project view, click on the arrow located to the left (or right, depending on how much we have zoomed-in within this window) of the prefab Zombie@idle; it will reveal items included in this prefab, including an animation called idle, symbolized by a gray box with a white triangle. Make sure that the Animator window is active and drag this animation (idle) to the Animator window. This will create an idle state, and this state will be colored in orange, which means that it is the default state for our character. Rename this state Idle (upper case I) using the Inspector. Play the scene and check that the character is in an idle state. Repeat steps 1-9 for the prefab Zombie@walkForward and create a state called WalkForward. To test the second animation, we can temporarily set the state walkForward to be the default state by right-clicking on the walkForward state in the Animator window, and selecting Set As Default. Once we have tested this animation, set the state Idle as the default state. While the zombie is animated properly, you may notice that the camera on the First Person Controller might be too high. You will address this by changing the height of the camera so that it is at eye-level. In the Hierarchy view, select the object Main Camera that is located with the object First Person Controller and change its position to (x=0, y=0.5, z=0). We now have two animations. At present, the character is in the Idle state, and we need to de fine triggers or conditions for the character to start or stop walking toward the player. In this game, we will have enemies with different degrees of intelligence. This first type will follow the user when it sees the user, is close to the user, or is being attacked by the user. The Animator window will help to create animations and to apply transition conditions and blending between them so that transitions between each animation are smoother. To move around this window, we can hold the Alt key while simultaneously dragging-and-dropping the mouse. We can also select states by clicking on them or de fining a selection area (drag-and-drop the mouse to define the area). If needed, it is also possible to maximize this window using the icon located at its top-right corner. Creating parameters and transitions First, let's create transitions. Open the Animator window, right-click on the state labeled Idle, and select the option Make Transition from the contextual menu. This will create an arrow that symbolizes the transition from this state to another state. While this arrow is visible, click on the state labeled WalkForward. This will create a transition between the states WalkForward and Idle as illustrated in the following screenshot: Repeat the last step to create a transition between the state WalkForward and Idle: right-click on the state labeled WalkForward, select the option Make Transition from the contextual menu, and click on the state labeled Idle. Now that these transitions have been defined, we will need to specify how the animations will change from one state to the other. This will be achieved using parameters. In the Animator window, click on the + button located at the bottom-right corner of the window, as indicated in the following screenshot: Doing so will display a contextual menu, from which we can choose the type of the parameter. Select the option Bool to create a Boolean parameter. A new window should now appear with a default name for our new parameter as illustrated in the following screenshot: change the name of the parameter to walking. Now that the parameter has been defined, we can start defining transitions based on this parameter. Let's start with the first transition from the Idle state to the Walkforward state: Select the transition from the Idle state to the Walkforward state (that is, click on the corresponding transition in the Animator window). If we look at the Inspector window, we can see that this object has several components, including Transitions and Conditions. Let's focus on the Conditions component for the time being. We can see that the condition for the transition is based on a parameter called ExitTime and that the value is 0.98. This means that the transition will occur when the current animation has reached 98 percent completion. However, we would like to use the parameter labeled walking instead. Click on the parameter ExitTime, this should display other parameters that we can use for this transition. Select walking from the contextual menu and make sure that the condition is set to true as shown in the following screenshot: The process will be similar for the other transition (that is, from WalkForward to Idle), except that the condition for the transition for the parameter walking will be false: select the second transition (WalkForward to Idle) and set the transition condition of walking to false. To check that the transitions are working, we can do the following: Play the scene and look at the Scene view (not the Game view). In the Animator window, change the parameter walking to true by checking the corresponding box, as highlighted in the following screenshot: Check that the zombie character starts walking; click on this box again to set the variable walking to false, check that the zombie stops walking, and stop the Play mode (Ctrl + P). Adding basic AI to enemies We have managed to set transitions for the animations and the state of the zombie from Idle to walking. To add some challenge to the game, we will equip this enemy with some AI and create a script that changes the state of the enemy from Idle to WalkForward whenever it sees the player. First, let's allocate the predefined-tag player to First Person Controller: select First Person Controller from the Hierarchy window, and in the Inspector window, click on the drop-down menu to the right of the label Tag and select the tag Player. Then, we can start creating a script that will set the direction of the zombie toward the player. Create a folder labeled Scripts inside the folder Assets | chapter5, create a new script, rename it controlZombie, and add the following code to the start of the script: public var walking:boolean = false;public var anim:Animator;public var currentBaseState:AnimatorStateInfo; public var walkForwardState:int = Animator.StringToHash("Base Layer.WalkForward");public var idleState:int = Animator.StringToHash("Base Layer.Idle");private var playerTransform:Transform;private var hit:RaycastHit; In statement 1 of the previous code, a Boolean value is created. It is linked to the parameter used for the animation in the Animator window. In statement 2 of the previous code, we define an Animator object that will be used to manage the animator component of the zombie character. In statement 3 of the previous code, we create an AnimatorStateInfo variable that will be used to determine the current state of the animation (for example, Idle or WalkForward). In statement 4 of the previous code, we create a variable, walkForwardState , that will represent the state WalkForward previously de fined in the Animator window. We use the method Animator.StringToHash to convert this state initially from a string to an integer that can then be used to monitor the active state. In statement 5 of the previous code, similar to the previous comments, a variable is created for the state Idle. In statement 6 of the previous code, we create a variable that will be used to detect the position of the player. In statement 7 of the previous code, we create a ray that will be employed later on to detect the player. Next, let's add the following function to the script: function Start (){ anim = GetComponent(Animator); playerTransform = GameObject.FindWithTag("Player").transform;} In line 3 of the previous code, we initialize the variable anim with the Animator component linked to this GameObject. We can then add the following lines of code: function Update (){ currentBaseState = anim.GetCurrentAnimatorStateInfo(0); gameObject.transform.LookAt(playerTransform);} In line 3 of the previous code, we determine the current state for our animation. In line 4 of the previous code, the transform component of the current game object is oriented so that it is looking at the First Person Controller. Therefore, when the zombie is walking, it will follow the player. Save this script, and drag-and-drop it to the character labeled zombie_hires in the Hierarchy window. As we have seen previously, we will need to manage several states through our script, including the states Idle and WalkForward. Let's add the following code in the Update function: switch (currentBaseState.nameHash){case idleState:break;case walkForwardState:break;default:break;} In line 1 of the previous code, depending on the current state, we will switch to a different set of instructions All code related to the state Idle will be included within lines 3-4 of the previous code All code related to the state WalkForward will be included within lines 6-7 If we play the scene, we may notice that the zombie rotates around the x and z axes when near the player; its y position also changes over time. To correct this issue, let's add the following code at the end of the function Update: transform.position.y = -0.5;transform.rotation.x = 0.0;transform.rotation.z = 0.0; We now need to detect whether the zombie can see the player, or detect its presence within a radius of two meters(that is, the zombie would hear the player if he/she is within two meters). This can be achieved using two techniques: by calculating the distance between the zombie and the player, and by casting a ray from the zombie and detecting whether the player is in front of the zombie. If this is the case, the zombie will start walking toward the player. We need to calculate the distance between the player and the zombie by adding the following code to the script controlZombie, at the start of the function Update, before the switch statement: var distance:float = Vector3.Distance(transform.position, playerTransform.position); In the previous code, we create a variable labeled distance and initialize it with the distance between the player and the zombie. This is achieved using the built-in function Vector3.Distance. Now that the distance is calculated (and updated in every frame), we can implement the code that will serve to detect whether the player is near or in front of the zombie. Open the script entitled controlZombie, and add the following lines to the function Update within the block of instructions for the Idle state, so that it looks as follows: case idleState: if ((Physics.Raycast (Vector3(transform.position.x,transform.position.y+.5,transform.po sition.z), transform.forward, hit,40) && hit.collider.gameObject.tag == "Player") || distance <2.0f) { anim.SetBool("walking",true); }break; In the previous lines of code, a ray or ray cast is created. It is casted forward from the zombie, 0.5 meters above the ground and over 40 meters. Thanks to the variable hit, we read the tag of the object that is colliding with our ray and check whether this object is the player. If this is the case, the parameter walking is set to true. Effectively, this should trigger a transition to the state walking, as we have defined previously, so that the zombie starts walking toward the player. Initially, our code was written so that the zombie rotated around to face the player, even in the Idle state (using the built-in function LookAt). However, we need to modify this feature so that the zombie only turns around to face the player while it is following the player, otherwise, the player will always be in sight and the zombie will always see him/her, even in the Idle state. We can achieve this by deleting the code highlighted in the following code snippet (from the start of the function Update), and adding it to the code for the state WalkForward: case walkForwardState: transform.LookAt(playerTransform); break; In the previous lines, we checked whether the zombie is walking forward, and if this is the case, the zombie will rotate in order to look at and follow the player. Test our code by playing the scene and either moving within two meters of the zombie or in front of the zombie.
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Packt
22 Oct 2009
10 min read
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Modeling Furniture in Blender

Packt
22 Oct 2009
10 min read
Create Models or Use a Library? There are two possibilities when working with furniture. We can create new furniture, or use pre-made models from a library. The question is: when must we use each type? Some people say that using a pre-made model is not very professional thing but what they forget to say is that most projects have a tight deadline, and we need a quick modeling process to be ready on time. So, what's most important for professionals? Getting things done, or telling the client that all the models were created just for his project? Of course, the deadline is the most important, and your clients normally won't mind if you use pre-made models. Probably they won't even notice. So don't be ashamed to use pre-made models they won't make your projects any less professional. It's even recommended to use these models to speed-up the process, and allow you to spend more time on lighting or texturing. Is there any situation that demands the creation of a furniture model from scratch? Well, there are some. First, if you can't find the model in any library that you know, then it's going to be necessary to create it from scratch. If you are working with an architect who designs the spaces and furniture as well, you will probably have to model the furniture too, since it won't be available at any public library. Any project that deals with customized furniture will require that we work on the modeling for the furniture. Create your own libraryA good practice for anyone doing architectural visualization is to collect a lot of 3D models from public libraries for use in future projects. Keep these models for later, but don't forget to check if the author has released the models with no restrictions for commercial use. Otherwise, you must get their permission to use them. If you want to create your library, with no restrictions, why not create your own models? This could be a good exercise: take a few examples, and start creating some furniture. With time, you will have a good number of models. How to Get Started? In most cases, we have to get used to all that furniture modeling. We will have to start from scratch, with no blueprints available. The only references that we will have would be the photos, either provided by our clients, or provided from some web resources. If you have the time, visit a real store, and take some pictures and measures on your own. Sometimes, these stores will give you fliers and brochures, especially if you work with architecture. With time, you will get a lot of good reference material, and some of them come with measurements. But, if you don't know where to get started, let me point out some great web resources: http://www.e-interiors.net http://resources.blogoscopia.com http://blender-archi.tuxfamily.org/Models http://www.katorlegaz.com/ http://sketchup.google.com/3dwarehouse The first link has a lot of reference images classified by furniture type and designer. And sometimes, they even provide free 3D models. Most models there are saved in DXF, or 3DS file formats. Appending Models Before we start to model, let's see how we can import a model form an external library into Blender. The process is very simple, and what we have to do is to use the File menu, and access the Append or Link option. There is a shortcut for that too - just press SHIFT+F1 to call the same function. With this option, we have to select file that is already in the Blender file format. This option won't import files in other formats. When we select a file, a list of elements available in that particular file will be displayed, for us to select what we want to import. In most cases, the models will be stored under Object. When we click the Object option, all of the objects available in the file will be listed. If you know the name of the object that you want to import, just select the name, and click Load Library. The object will be loaded into our scene. Here, we have two options to handle this object: Append or Link: Append: If we choose this option, the object will be merged into ourcurrent scene. Link: With this option, an external link to the object file will be created. Any modifications to the original file will be reflected in our current scene. What is the best method to use? It will depend on whether we are willing to track all modifications applied to our furniture models. Using the Link method is a great way of keeping the furniture updated, because every modification at the original file is reflected immediately in the scene in which this model is placed. However, we will have to take the original file with the scene file every time we need to put our scene on another computer. They always have to go together. But if you choose to use the Append option, things will be a bit simpler, because the object will be incorporated into the scene file. We won't have to be worried about moving the furniture file along with the scene. Always use the Append option when you want to use furniture, or any other model, saved in another Blender file. To use a furniture model saved in another file, with a type other than “.blend”, we have to use the Import option. Importing Models To import a model, the process is very simple. We must use the File menu and select, Import. Then we have to select the proper file type from the list. The best file type, and the most common for furniture blocks, is the 3Ds file format, which belongs to the old 3D Studio application. There are some other good formats that work well with Blender, such as OBJ and LWO. The 3Ds file format can store lights, and it works well with Blender. The only thing we have to take extra care about is that most models imported come with triangular faces, which are a bit harder to edit. But, if you don't need to make any modifications to the model, this won't be a problem. Append or Import?Just to make things clearer, if you download a furniture model from a web site, and it's saved in the Blender native file format (.blend), you should append the model. If you download or get a furniture model on any file format other than “.blend”, you will have to import it. Since most models aren't saved in the Blender native file format, we can safely say that almost all furniture models that you find will require an import action to be placed in your scenes. Modeling a Chair Let's start with something simple, such as a chair. Even for a simple model, it will help us deal with smaller dimensions and details. Here is an image of the model: What's the main objective of this modeling? We have to create this chair, with the minimum use of faces and vertices. A good amount of detail can be left for textures, and it's always a good choice to use a lower number of vertices and faces in a model. If you consider one model, it won't matter much. But with a large number of chairs, such as in a theater room, it can make a difference in render time. Let's get started with a simple cube. Select this cube, and change the work mode to Edit. Select all vertices and press the W key. This will open the Specials menu. Choose subdivide, just once, from this menu. This will create new vertices and edges. Once these new vertices have been created, as shown in the image to the left, below, press the A key to remove all of the objects from the selection. Now, select the vertices to the right, using the B key. Remember to change the view mode to Wireframe before using the B key, otherwise, we won't be able to select the vertices behind the visible faces. When these vertices are selected, press the X key and choose Vertices to erase only the selected vertices. Using the CTRL+R key, add a new edge loop to the model, as shown in the following image: The next step is to change the scale of our model. Rotate the view to see the model in perspective view. Select all objects and press the S key, immediately after pressing the Z key. This will make the scale work only in the Z axis. Now, select the vertices identified in the following image and erase them using the X key. Change the selection mode to Edges, and select the edges identified in the following image. With the edges selected, press the E key to extrude them. With the new faces created, we can now add some detail to the model. Select only the top edge of the previously created faces. Move this edge down just a bit. This will add a small declivity to the seat. Now, we can move on to the next extrude, which must be from the selected edges identified in the following image. I'm not using any kind of measure for this example, but if you like to work only with real measurements, remember to hold the CTRL key every time a new extrude or edge is moved. This way, all transformations will use the grid lines. For this model, I'm not using vertex snap. With the new faces created, select just the two edges identified in the following image. Extrude these edges until they reach the other side of the base model. Hold the CTRL key, while you extrude them, to help with the precision. If you already want to remove duplicated vertices, select all objects, and press the W key. Choose Remove doubles to erase any duplicated vertices. Select the edges identified in the image to keep adding more parts to the chair. Extrude the edges three times until you have the same structure showed here. Now, we have to close the top with a face. To do that, we must select all four vertices on the top. When the vertices are selected, press the F key to create a new face. The next step is to select the small side edges to create some detail. Select just one edge, beginning from bottom to top, and move it just a bit. Repeat this operation with the other edges until we get the edges positioned as in the following image. The basic shape of our chair has now been created. Now, we can make some adjustments for improving the overall proportions. Select all edges or vertices on the left side, and move them a bit to the left. This will make the model wider. Did you notice that we have modeled only half a chair? Now we can make the other half, using the Mirror modifier. Add the modifier, and choose the right axis to make a perfect copy. If the center point for the model has been moved, you might need to edit the model to create a perfect mirrored match. Don't worry if you have moved the model by accident - this can happen sometimes. Along with the Mirror modifier, add a Subsurf modifier, too. With the Subsurf modifier, we realize that this model needs a new edge loop on the left side. Just press CTRL+R, and add a new loop, as in the following image.
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Packt
08 Jul 2015
7 min read
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What's BitBake All About?

Packt
08 Jul 2015
7 min read
In this article by H M Irfan Sadiq, the author of the book Using Yocto Project with BeagleBone Black, we will move one step ahead by detailing different aspects of the basic engine behind Yocto Project, and other similar projects. This engine is BitBake. Covering all the various aspects of BitBake in one article is not possible; it will require a complete book. We will familiarize you as much as possible with this tool. We will cover the following topics in this article: Legacy tools and BitBake Execution of BitBake (For more resources related to this topic, see here.) Legacy tools and BitBake This discussion does not intend to invoke any religious row between other alternatives and BitBake. Every step in the evolution has its own importance, which cannot be denied, and so do other available tools. BitBake was developed keeping in mind the Embedded Linux Development domain. So, it tried to solve the problems faced in this core area, and in my opinion, it addresses these in the best way till date. You might get the same output using other tools, such as Buildroot, but the flexibility and ease provided by BitBake in this domain is second to none. The major difference is in addressing the problem. Legacy tools are developed considering packages in mind, but BitBake evolved to solve the problems faced during the creation of BSPs, or embedded distributions. Let's go through the challenges faced in this specific domain and understand how BitBake helps us face them. Cross-compilation BitBake takes care of cross compilation. You do not have to worry about it for each package you are building. You can use the same set of packages and build for different platforms seamlessly. Resolving inter-package dependencies This is the real pain of resolving dependencies of packages on each other and fulfilling them. In this case, we need to specify the different dependency types available, and BitBake takes care of them for us. We can handle both build and runtime dependencies. Variety of target distribution BitBake supports a variety of target distribution creations. We can define a full new distribution of our own, by choosing package management, image types, and other artifacts to fulfill our requirements. Coupling to build system BitBake is not very dependent on the build system we use to build our target images. We don't use libraries and tools installed on the system; we build their native versions and use them instead. This way, we are not dependent on the build system's root filesystem. Variety of build systems distros Since BitBake is very loosely coupled to the build system's distribution type, it's very easy to use on various distributions. Variety of architecture We have to support different architectures. We don't have to modify our recipes for each package. We can write our recipes so that features, parameters, and flags are picked up conditionally. Exploit parallelism For the simplest projects, we have to build images and do more than a thousand tasks. These tasks require us to use the full power available to us, whether they are computational or related to memory. BitBake's architecture supports us in this regard, using its scheduler to run as many tasks in parallel as it can, or as we configure. Also, when we say task, it should not be confused with package, but it is a part of package. A package can contain many tasks, (fetch, compile, configure, package, populate_sysroot, and so on), and all these can run in parallel. Easy to use, extend, and collaborate Keeping and relying on metadata keeps things simple and configurable. Almost nothing is hard coded. Thus, we can configure things according to our requirements. Also, BitBake provides us with a mechanism to reuse things that are already developed. We can keep our metadata structured, so that it gets applied/extended conditionally. You will learn these tricks when we will explore layers. BitBake execution To get us to a successful package or image, BitBake performs some steps that we need to go through to get an understanding of the workflow. In certain cases, some of these steps can be avoided; but we are not discussing such cases, considering them as corner cases. For details on these, we should refer to the BitBake user manual. Parsing metadata When we invoke the BitBake command to build our image, the first thing it does is parse our base configuration metadata. This metadata consists of build_bb/conf/bblayers.conf, multiple layer/conf/layer.conf, and poky/meta/conf/bitbake.conf. This data can be of the following types: Configuration data Class data Recipes Key variables BBFILES and BBPATH, which are constructed from the layer.conf file. Thus, the constructed BBPATH variable is used to locate configuration files under conf/ and class files under class/ directories. The BBFILES variable is used to find recipe files (.bb and .bbappend). bblayers.conf is used to set these variables. Next, the bitbake.conf file is parsed. If there is no bblayers.conf file, it is assumed that the user has set BBFILES and BBPATH directly in the environment. After having dealt with configuration files, class files inclusion and parsing are taken care of. These class files are specified using the INHERIT variable. Next, BitBake will use the BBFILES variable to construct a list of recipes to parse, along with any append files. Thus, after parsing, recipe values for various variables are stored into datastore. After the completion of a recipe parsing BitBake has: A list of tasks that the recipe has defined A set of data consisting of keys and values Dependency information of the tasks Preparing tasklist BitBake starts looking through the PROVIDES set in recipe files. The PROVIDES set defaults to the recipe name, and we can define multiple values to it. We can have multiple recipes providing a similar package. This task is accomplished by setting PROVIDES in the recipes. While actually making such recipes part of the build, we have to define PRREFERED_PROVIDER_foo so that our specific recipe foo can be used. We can do this in multiple locations. In the case of kernels, we use it in the manchin.conf file. BitBake iterates through the list of targets it has to build and resolves them, along with their dependencies. If PRREFERED_PROVIDER is not set and multiple versions of a package exist, BitBake will choose the highest version. Each target/recipe has multiple tasks, such as fetch, unpack, configure, and compile. BitBake considers each of these tasks as independent units to exploit parallelism in a multicore environment. Although these tasks are executed sequentially for a single package/recipe, for multiple packages, they are run in parallel. We may be compiling one recipe, configuring the second, and unpacking the third in parallel. Or, may be at the start, eight packages are all fetching their sources. For now, we should know the dependencies between tasks that are defined using DEPENDS and RDEPENDS. In DEPENDS, we provide the dependencies that our package needs to build successfully. So, BitBake takes care of building these dependencies before our package is built. RDEPENDS are the dependencies that are required for our package to execute/run successfully on the target system. So, BitBake takes care of providing these dependencies on the target's root filesystem. Executing tasks Tasks can be defined using the shell syntax or Python. In the case of shell tasks, a shell script is created under a temporary directory as run.do_taskname.pid and then, it is executed. The generated shell script contains all the exported variables and the shell functions, with all the variables expanded. Output from the task is saved in the same directory with log.do_taskname.pid. In the case of errors, BitBake shows the full path to this logfile. This is helpful for debugging. Summary In this article, you learned the goals and problem areas that BitBake has considered, thus making itself a unique option for Embedded Linux Development. You also learned how BitBake actually works. Resources for Article: Further resources on this subject: Learning BeagleBone [article] Baking Bits with Yocto Project [article] The BSP Layer [article]
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Merlyn Shelley
15 Sep 2023
11 min read
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AI_Distilled #17: Numenta’s NuPIC, Adept’s Persimmon-8B, Hugging Face Rust ML Framework, NVIDIA’s TensorRT-LLM, Azure ML PromptFlow, Siri's Gen AI Enhancements

Merlyn Shelley
15 Sep 2023
11 min read
Dive deeper into the world of AI innovation and stay ahead of the AI curve! Subscribe to our AI_Distilled newsletter for the latest insights. Don't miss out – sign up today!👋 Hello,"If we don't embrace AI, it will move forward without us. Now is the time to harness AI's potential for the betterment of society."- Fei-Fei Li, Computer Scientist and AI Expert. AI is proving to be a real game-changer worldwide, bringing new perspectives to everyday affairs in every field. No wonder Apple is heavily investing in Siri's generative AI enhancement and Microsoft to Provide Legal Protection for AI-Generated Copyright Breaches however, AI currently has massive cooling requirements in data centers which has led to a 34% increase in water consumption in Microsoft data centers. Say hello to the latest edition of our AI_Distilled #17 where we talk about all things LLM, NLP, GPT, and Generative AI! In this edition, we present the latest AI developments from across the world, including NVIDIA TensorRT-LLM enhances Large Language Model inference on H100 GPUs, Meta developing powerful AI system to compete with OpenAI, Google launching Digital Futures Project to support responsible AI, Adept open-sourcing a powerful language model with <10 billion parameters, and Numenta introduces NuPIC, revolutionizing AI efficiency by 100 Times. We know how much you love our curated AI secret knowledge resources. This week, we’re here with some amazing tutorials on building an AWS conversational AI app with AWS Amplify, how to evaluate legal language models with Azure ML PromptFlow, deploying generative AI models on Amazon EKS with a step-by-step guide, Automate It with Zapier and Generative AI and generating realistic textual synthetic data using LLMs. What do you think of this issue and our newsletter? Please consider taking the short survey below to share your thoughts and you will get a free PDF of the “The Applied Artificial Intelligence Workshop” eBook upon completion. Complete the Survey. Get a Packt eBook for Free!Writer’s Credit: Special shout-out to Vidhu Jain for their valuable contribution to this week’s newsletter content!  Cheers,  Merlyn Shelley  Editor-in-Chief, Packt  ⚡ TechWave: AI/GPT News & AnalysisGoogle Launches Digital Futures Project to Support Responsible AI: Google has initiated the Digital Futures Project, accompanied by a $20 million fund from Google.org to provide grants to global think tanks and academic institutions. This project aims to unite various voices to understand and address the opportunities and challenges presented by AI. It seeks to support researchers, organize discussions, and stimulate debates on public policy solutions for responsible AI development. The fund will encourage independent research on topics like AI's impact on global security, labor, and governance structures. Inaugural grantees include renowned institutions like the Aspen Institute and MIT Work of the Future.  Microsoft to Provide Legal Protection for AI-Generated Copyright Breaches: Microsoft has committed to assuming legal responsibility for copyright infringement related to material generated by its AI software used in Word, PowerPoint, and coding tools. The company will cover legal costs for commercial customers who face lawsuits over tools or content produced by AI. This includes services like GitHub Copilot and Microsoft 365 Copilot. The move aims to ease concerns about potential clashes with content owners and make the software more user-friendly. Other tech companies, such as Adobe, have made similar pledges to indemnify users of AI tools. Microsoft's goal is to provide reassurance to paying users amid the growing use of generative AI, which may reproduce copyrighted content. NVIDIA TensorRT-LLM Enhances Large Language Model Inference on H100 GPUs: NVIDIA introduces TensorRT-LLM, a software solution that accelerates and optimizes LLM inference. This open-source software incorporates advancements achieved through collaboration with leading companies. TensorRT-LLM is compatible with Ampere, Lovelace, and Hopper GPUs, aiming to streamline LLM deployment. It offers an accessible Python API for defining and customizing LLM architectures without requiring deep programming knowledge. Performance improvements are demonstrated with real-world datasets, including a 4.6x acceleration for Meta's Llama 2. Additionally, TensorRT-LLM helps reduce total cost of ownership and energy consumption in data centers, making it a valuable tool for the AI community. Meta Developing Powerful AI System to Compete with OpenAI: The Facebook parent company is reportedly working on a new AI system that aims to rival the capabilities of OpenAI's advanced models. The company intends to launch this AI model next year, and it is expected to be significantly more powerful than Meta's current offering, Llama 2, an open-source AI language model. Llama 2 was introduced in July and is distributed through Microsoft's Azure services to compete with OpenAI's ChatGPT and Google's Bard. This upcoming AI system could assist other companies in developing sophisticated text generation and analysis services. Meta plans to commence training on this new AI system in early 2024. Adept Open-Sources a Powerful Language Model with <10 Billion Parameters: Adept announces the open-source release of Persimmon-8B, a highly capable language model with fewer than 10 billion parameters. This model, made available under an Apache license, is designed to empower the AI community for various use cases. Persimmon-8B stands out for its substantial context size, being 4 times larger than LLaMA2 and 8 times more than GPT-3. Despite using only 0.37x the training data of LLaMA2, it competes with its performance. It includes 70k unused embeddings for multimodal extensions and offers unique inference code combining speed and flexibility. Adept expects this release to inspire innovation in the AI community. Apple Invests Heavily in Siri's Generative AI Enhancement: Apple has significantly increased its investment in AI, particularly in developing conversational chatbot features for Siri. The company is reportedly spending millions of dollars daily on AI research and development. CEO Tim Cook expressed a strong interest in generative AI. Apple's AI journey began four years ago when John Giannandrea, head of AI, formed a team to work on LLMs. The Foundational Models team, led by Ruoming Pang, is at the forefront of these efforts, rivaling OpenAI's investments. Apple plans to integrate LLMs into Siri to enhance its capabilities, but the challenge lies in fitting these large models onto devices while maintaining privacy and performance standards. Numenta Introduces NuPIC: Revolutionizing AI Efficiency by 100 Times: Numenta, a company bridging neuroscience and AI, has unveiled NuPIC (Numenta Platform for Intelligent Computing), a groundbreaking solution rooted in 17 years of brain research. Developed by computing pioneers Jeff Hawkins and Donna Dubinsky, NuPIC aims to make AI processing up to 100 times more efficient. Partnering with game startup Gallium Studios, NuPIC enables high-performance LLMs on CPUs, prioritizing user trust and privacy. Unlike GPU-reliant models, NuPIC's CPU focus offers cost savings, flexibility, and control while maintaining high throughput and low latency. AI Development Increases Water Consumption in Microsoft Data Centers by 34%: The development of AI tools like ChatGPT has led to a 34% increase in Microsoft's water consumption, raising concerns in the city of West Des Moines, Iowa, where its data centers are located. Microsoft, along with tech giants like OpenAI and Google, has seen rising demand for AI tools, which comes with significant costs, including increased water usage. Microsoft disclosed a 34% spike in global water consumption from 2021 to 2022, largely attributed to AI research. A study estimates that ChatGPT consumes 500 milliliters of water every time it's prompted. Google also reported a 20% growth in water use, partly due to AI work. Microsoft and OpenAI stated they are working to make AI systems more efficient and environmentally friendly.  🔮 Looking for a New Book from Packt’s Expert Community? Automate It with Zapier and Generative AI - By Kelly Goss, Philip Lakin Are you excited to supercharge your work with Gen AI's automation skills?  Check out this new guide that shows you how to become a Zapier automation pro, making your work more efficient and productive in no time! It covers planning, configuring workflows, troubleshooting, and advanced automation creation. It emphasizes optimizing workflows to prevent errors and task overload. The book explores new built-in apps, AI integration, and complex multi-step Zaps. Additionally, it provides insights into account management and Zap issue resolution for improved automation skills. Read through the Chapter 1 unlocked here...  🌟 Secret Knowledge: AI/LLM ResourcesUnderstanding Liquid Neural Networks: A Primer on AI Advancements: In this post, you'll learn how liquid neural networks are transforming the AI landscape. These networks, inspired by the human brain, offer a unique and creative approach to problem-solving. They excel in complex tasks such as weather prediction, stock market analysis, and speech recognition. Unlike traditional neural networks, liquid neural networks require significantly fewer neurons, making them ideal for resource-constrained environments like autonomous vehicles. These networks excel in handling continuous data streams but may not be suitable for static data. They also provide better causality handling and interpretability. Navigating Generative AI with FMOps and LLMOps: A Practical Guide: In this informative post, you'll gain valuable insights into the world of generative AI and its operationalization using FMOps and LLMOps principles. The authors delve into the challenges businesses face when integrating generative AI into their operations. You'll explore the fundamental differences between traditional MLOps and these emerging concepts. The post outlines the roles various teams play in this process, from data engineers to data scientists, ML engineers, and product owners. The guide provides a roadmap for businesses looking to embrace generative AI. AI Compiler Quartet: A Breakdown of Cutting-Edge Technologies: Explore Microsoft’s groundbreaking "heavy-metal quartet" of AI compilers: Rammer, Roller, Welder, and Grinder. These compilers address the evolving challenges posed by AI models and hardware. Rammer focuses on optimizing deep neural network (DNN) computations, improving hardware parallel utilization. Roller tackles the challenge of memory partitioning and optimization, enabling faster compilation with good computation efficiency. Welder optimizes memory access, particularly vital as AI models become more memory-intensive. Grinder addresses complex control flow execution in AI computation. These AI compilers collectively offer innovative solutions for parallelism, compilation efficiency, memory, and control flow, shaping the future of AI model optimization and compilation.  💡 MasterClass: AI/LLM Tutorials Exploring IoT Data Simulation with ChatGPT and MQTTX: In this comprehensive guide, you'll learn how to harness the power of AI, specifically ChatGPT, and the MQTT client tool, MQTTX, to simulate and generate authentic IoT data streams. Discover why simulating IoT data is crucial for system verification, customer experience enhancement, performance assessment, and rapid prototype design. The article dives into the integration of ChatGPT and MQTTX, introducing the "Candidate Memory Bus" to streamline data testing. Follow the step-by-step guide to create simulation scripts with ChatGPT and efficiently simulate data transmission with MQTTX.  Revolutionizing Real-time Inference: SageMaker Unveils Streaming Support for Generative AI: Amazon SageMaker now offers real-time response streaming, transforming generative AI applications. This new feature enables continuous response streaming to clients, reducing time-to-first-byte and enhancing interactive experiences for chatbots, virtual assistants, and music generators. The post guides you through building a streaming web application using SageMaker real-time endpoints for interactive chat use cases. It showcases deployment options with AWS Large Model Inference (LMI) and Hugging Face Text Generation Inference (TGI) containers, providing a seamless, engaging conversation experience for users. Implementing Effective Guardrails for Large Language Models: Guardrails are crucial for maintaining trust in LLM applications as they ensure compliance with defined principles. This guide presents two open-source tools for implementing LLM guardrails: Guardrails AI and NVIDIA NeMo-Guardrails. Guardrails AI offers Python-based validation of LLM responses, using the RAIL specification. It enables developers to define output criteria and corrective actions, with step-by-step instructions for implementation. NVIDIA NeMo-Guardrails introduces Colang, a modeling language for flexible conversational workflows. The guide explains its syntax elements and event-driven design. Comparing the two, Guardrails AI suits simple tasks, while NeMo-Guardrails excels in defining advanced conversational guidelines. 🚀 HackHub: Trending AI Tools cabralpinto/modular-diffusion: Python library for crafting and training personalized Diffusion Models with PyTorch.  cofactoryai/textbase: Simplified Python chatbot development using NLP and ML with Textbase's on_message function in main.py. microsoft/BatteryML: Open-source ML tool for battery analysis, aiding researchers in understanding electrochemical processes and predicting battery degradation. facebookresearch/co-tracker: Swift transformer-based video tracker with Optical Flow, pixel-level tracking, grid sampling, and manual point selection. explodinggradients/ragas: Framework evaluates Retrieval Augmented Generation pipelines, enhancing LLM context with external data using research-based tools. 
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Packt
22 Feb 2016
12 min read
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Architectural and Feature Overview

Packt
22 Feb 2016
12 min read
 In this article by Giordano Scalzo, the author of Learning VMware App Volumes, we are going to look a little deeper into the different component parts that make up an App Volumes solution. Then, once you are familiar with these different components, we will discuss how they fit and work together. (For more resources related to this topic, see here.) App Volumes Components We are going to start by covering an overview of the different core components that make up the complete App Volumes solution, a glossary if you like. These are either the component parts of the actual App Volumes solution or additional components that are required to build your complete environment. App Volumes Manager The App Volumes Manager is the heart of the solution. Installed on a Windows Server operating system, the App Volumes Manager controls the application delivery engine and also provides you the access to a web-based dashboard and console from where you can manage your entire App Volumes environment. You will get your first glimpse of the App Volumes Manager when you complete the installation process and start the post-installation tasks, where you will configure details about your virtual host servers, storage, Active Directory, and other environment variables. Once you have completed the installation tasks, you will use the App Volumes Manager to perform tasks, such as creating new and updating existing AppStacks, creating Writable Volumes as well as then assigning both AppStacks and Writable Volumes to end users or virtual desktop machines. The App Volumes Manager also manages the virtual desktop machine that has the App Volumes Agent installed. Once virtual desktop machine has the agent installed, then it will then appear within the App Volumes Manager inventory so that you are able to configure assignments. In summary the App Volumes Manager performs the following functions: It provides the following functionality: Orchestrates the key infrastructure components such as, Active Directory, AppStack or Writable Volumes attachments, virtual hosting infrastructure (ESXi hosts and vCenter Servers) Manages assignments of AppStack or Writable Volumes to users, groups, and virtual desktop machines Collates AppStacks and Writable Volumes usage Provides a history of administrative actions Acts as a broker for the App Volumes agents for automated assignment of AppStacks and Writable Volumes as virtual desktop machines boot up and the end user logs in Provides a web-based graphical interface from which to manage the entire environment Throughout this article you will see the following icon used in any drawings or schematics to denote the App Volumes Manager. App Volumes Agent The App Volumes Agent is installed onto a virtual desktop machine on which you want to be able to attach AppStacks or Writable Volumes, and runs as a service on that machine. As such it is invisible to the end user. When you attach AppStack or Writable Volume to a virtual machine, then the agent acts as a filter driver and takes care of any application calls and file system redirects between the operating system and the App Stack or Writable Volume. Rather than seeing your AppStack, which appears as an additional hard drive within the operating system, the agent makes the applications appear as if they were natively installed. So, for example, the icons for your applications will automatically appear on your desktop/taskbar. The App Volumes Agent is also responsible for registering the virtual machine with the App Volumes Manager. Throughout this article, you will see the following icon used in any drawings or schematics to denote the App Volumes Agent. The App Volumes Agent can also be installed onto an RDSH host server to allow the attaching of AppStacks within a hosted applications environment. AppStacks An AppStack is a read-only volume that contains your applications, which is mounted as a Virtual Machine Disk file (VMDK) for VMware environments, or as a Virtual Hard Disk file (VHD) for Citrix and Microsoft environments on your virtual desktop machine, or RDSH host server. An AppStack is created using a provisioning machine, which has the App Volumes Agent installed on it. Then, as a part of the provisioning process, you mount an empty container (VMDK or VHD file) and then install the application(s) as you would do normally. The App Volumes Agent redirects the installation files, file system, and registry settings to the AppStack. Once completed, AppStack is set to read-only, which then allows one AppStack to be used for multiple users. This not only helps you reduce the storage requirements (an App Stack is also thin provisioned) but also allows any application that is delivered via AppStack to be centrally managed and updated. AppStacks are then delivered to the end users either as individual user assignments or via group membership using Active Directory. Throughout this article, you will see the following icon used in any drawings or schematics to denote AppStack. Writable Volumes One of the many use cases that was not best suited to a virtual desktop environment was that of developers, where they would need to install various different applications and other software. To cater for this use case, you would need to deploy a dedicated, persistent desktop to meet their requirements. This method of deployment is not necessarily the most cost-effective method, which potentially requires additional infrastructure resources, and management. With App Volumes, this all changes with the Writable Volumes feature. In the same way as you assign AppStack containing preinstalled and configured applications to an end user, with Writable Volumes, you attach an empty container as a VMDK file to their virtual desktop machine into which they can install their own applications. This virtual desktop machine will be running the App Volumes Agent, which provides the filter between any applications that the end user installs into the Writable Volume and the native operating system of the virtual desktop machine. The user then has their own drive onto which they can install applications. Now you can deploy nonpersistent, floating desktops for these users and attach not only their corporate applications via AppStacks, but also their own user-installed applications via a Writable Volume. Throughout this article, you will see the following icon used in any drawings or schematics to denote a Writable Volume. Provisioning virtual machine Although not an actual part of the App Volumes software, a key component is to have a clean virtual desktop machine to use as reference point from which to create your AppStacks from. This is known as the provisioning machine. Once you have your provisioning virtual desktop machine, you first install the App Volumes Agent onto it. Then, from the App Volumes Manager, you initiate the provisioning process, which attaches an empty VMDK file to the provisioning virtual desktop machine, and then prompts you, as the IT admin, to install the application. Before you start the installation of the application(s) that you are going to create as AppStack, it’s a good practice to take a snapshot before you start. in this way, you can roll back to your clean virtual desktop machine state before installation, ready to create the next AppStack. Throughout this article, you will see the following icon used in any drawings or schematics to denote a provisioning machine. A Broker Integration service The Broker Integration service is installed on a VMware Horizon View Connection Server, and it provides faster log on times for the end users who have access to a Horizon View virtual desktop machine. Throughout this article, you will see the following icon used in any drawings or schematics to denote the Broker Integration Service. Storage Groups Again, although not a specific component of App Volumes, you have the ability to define Storage Groups to store your AppStacks and Writable Volumes. Storage Groups are primarily used to provide replication of AppStacks and distribute Writable Volumes across multiple data stores. With AppStack storage groups, you can define a group of data stores that will be used to store the same AppStacks, enabling replication to be automatically deployed on those data stores. With Writable Volumes, only some of the storage group settings will apply attributes for the storage group, for example, the template location and distribution strategy. The distribution strategy allows you to define how writable volumes are distributed across the storage group. There are two settings for this as described: Spread: This will distribute files evenly across all the storage locations. When a file is created, the storage with the most available space is used. Round-Robin: This works by distributing the Writable Volume files sequentially, using the storage location that was used the longest amount of time ago. In this article, you will see the following icon used in any drawings or schematics to denote storage groups. We have introduced you to the core components that make up the App Volumes deployment. App Volumes Architecture Now that you understand what each of the individual components is used for, the next step is to look at how they all fit together to form the complete solution. We are going to break the architecture down into two parts. The first part will be focused on the application delivery and virtual desktop machines from an end user’s perspective. In the second part, we will look more at the supporting and underlying infrastructure, so the view from an IT administrator’s point of view. Finally, in the infrastructure section, we will look at the infrastructure with a networking hat on and illustrate the various network ports we are going to require to be available to us. So let's go back and look at our first part, what the end user will see. In this example, we have a virtual desktop machine to run a Windows operating system as the starting point of our solution. Onto that virtual desktop machine, we have installed the App Volumes Agent. We also have some core applications already installed onto this virtual desktop machine as a part of the core/parent image. These would be applications that are delivered to every user, such as Adobe Reader for example. This is exactly the same best practice as we would normally follow in any other virtual desktop environment. The updates here would be taken care of by updating the parent image and then using the recompose feature of linked clones in Horizon View. With the agent installed, the virtual desktop machine will appear in the App Volumes Manager console from where we can start to assign AppStacks to our Active Directory users and groups. When a user who has been assigned AppStack or Writable Volume logs in to a virtual desktop machine, AppStack that has been assigned to them will be attached to that virtual desktop machine, and the applications within that AppStack will seamlessly appear on the desktop. Users will also have access to their Writable Volume. The following diagram illustrates an example deployment from the virtual desktop machines perspective, as we have just described. Moving on to the second part of our focus on the architecture, we are now going to look at the underlying/supporting infrastructure. As a starting point, all of our infrastructure components have been deployed as virtual machines. They are hosted on the VMware vSphere platform. The following diagram illustrates the infrastructure components and how they fit together to deliver the applications to the virtual desktop machines. In the top section of the diagram, we have the virtual desktop machine running our Windows operating system with the App Volumes Agent installed. Along with acting as the filter driver, the agent talks to the App Volumes Manager (1) to read user assignment information for who can access which AppStacks and Writable Volumes. The App Volumes Manager also communicates with Active Directory (2) to read user, group, and machine information to assign AppStacks and Writable Volumes. The virtual desktop machine also talks to Active Directory to authenticate user logins (3). The App Volumes Manager also needs access to a SQL database (4), which stores the information about the assignments, AppStacks, Writable Volumes, and so on. A SQL database is also a requirement for vCenter Server (5), and if you are using the linked clone function of Horizon View, then a database is required for the View Composer. The final part of this diagram shows the App Volumes storage groups that are used to store the AppStacks and the Writable Volumes. These get mounted to the virtual desktop machines as virtual disks or VMDK files (6). Following on from the architecture and the how the different components fit together and communicate, later we are going to cover which ports need to be open to allow the communication between the various services and components. Network ports Now, we are going to cover the firewall ports that are required to be open in order for the App Volumes components to communicate with the other infrastructure components. The diagram here shows the port numbers (highlighted in the boxes) that are required to be open for each component to communicate. It's worth ensuring that these ports are configured before you start the deployment of App Volumes. Summary In this article, we introduced you to the individual components that make up the App Volumes solution and what task each of them performs. We then went on to look at how those components fit into the overall solution architecture, as well as how the architecture works. Resources for Article:   Further resources on this subject: Elastic Load Balancing [article] Working With CEPH Block Device [article] Android and IOs Apps Testing At A Glance [article]
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