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How-To Tutorials

7019 Articles
article-image-creating-joomla-15-templates
Packt
27 Oct 2009
16 min read
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Creating Joomla 1.5 Templates

Packt
27 Oct 2009
16 min read
Corporate Identity Corporate Identity (CI) refers to the self-image and the appearance of an enterprise. This appearance, the identity, either arises from the enterprise's tradition or it is completely invented in a newly created establishment. This identity is important to give the customer a feel for the enterprise and to enable recognition. Corporate Identity includes: Corporate Image (price, product, and advertising strategy) Corporate Design (visual appearance) Corporate Communication Corporate Behavior (behavior of employees towards each other and the outside world) All of the above areas have to be considered when developing a website. In this article, we will examine Corporate Design. At a minimum, it consists of a logo, a character font, and the house colors that the enterprise uses. The visitors to your website should recognize your enterprise on the first visit. HTML/XHTML, CSS, and XML The abbreviations HTML/XHTML, CSS, and XML stand for Internet technologies that Joomla! works with. The World Wide Web Consortium standardizes these technologies. HTML/XHTML The World Wide Web is based on HTML. HTML is not a programming language, but a text-description language. Each piece of text consists of structures like headings, lists, bold and italic areas, tables, and much more. HTML works with so-called tags. A tag has an opening portion and a closing portion. For example, a first-level heading looks as follows: <h1>This is a heading</h1> The tags are interpreted in the browser and the text is displayed according to their significance. HTML is very easy to learn and many online tutorials can be found. HTML is not being developed any further; the successor to HTML is XHTML version 1.0. CSS Cascading Style Sheets (CSS) are an extension to HTML. CSS is not a programming language either, but a vocabulary for defining the format properties of individual HTML elements. With the help of CSS commands, you can, for example, specify that the first-level headings should have a character size of 18 points in the character font Arial, are not bold, and have a spacing of 1.9 cm to the next paragraph. Such options are not possible with pure HTML and were not necessary when HTML was first developed. With the progressive commercialization of the Internet, additional formatting possibilities do, however, become more and more important. CSS data can be integrated into HTML in the following three ways: In the Central HTML File The CSS commands are defined in the head section of the HTML file like this: <head><title>title of the file</title><style type="text/css"><!--/* ... this is where the CSS commands are defined ... */--></style></head> In a Separate CSS File If the CSS commands apply to several HTML files, they can be stored in a separate file and the path to this file can be specified in the HTML header. This is the version that Joomla! uses. <head><title>title of the file</title><link rel="stylesheet" type="text/css" href="formats.css"></head> Within an HTML Tag CSS commands can also be inserted within an HTML tag: <body><h1 style="… CSS commands ...">...</h1></body> Combinations These three methods can be combined without any problem in an HTML file. It is, for instance, possible to subsequently overwrite CSS commands that were defined in a central file in the additional source code of an HTML page. This practice, however, quickly leads to confusing structures; it is better to customize the central file. XML The Extended Markup Language (XML) is a universe in itself. It represents a meta‑language and is derived from the much more complex SGML (Standardized Generalized Markup Language) that was developed in the sixties. XML is often used for configuration files and as an interchange format. For our purposes, you need XML as the description language for the metadata of the templates that you want to create. These metadata are primarily relevant for the Template Installer and the display in the Template Manager. In principle, these data also consist of opening and closing tags. For example: <name>Joomla! Book</name> The difference between HTML and XML is that no tags are predefined in XML. Because of that, you are completely unrestricted in the organization of the structures and the naming of the tags. Creating Your Own Templates Now we want to create our own template. There are several things to consider before we have a finished template packages. Let's take it one step at a time. Concept Before you start working, you have to create a concept. The work starts with a sketch or a diagram, especially when producing templates. It is up to you whether you want to create this sketch with an image editing program like Adobe Photoshop, Microsoft Paint that comes with Windows, the open-source program GIMP, or even with a piece of paper and crayons. Fixed Size or Variable (Fluid) or Both You can create two kinds of templates. Templates that adapt their structure to the size of the browser window and templates that have a fixed size. An example for the flexible layout: if you have 2048 pixels across your screen and the browser window is maximized, then your page is stretched accordingly. That can look strange if you use graphical, non-scalable elements like logos and signatures in your template. You have no control of what it is going to look like. Your other choice is to decide on a certain resolution and to position all the elements exactly on the pixels in the template. This has the advantage that your web page always looks the way you want. Unfortunately, you do not know the resolution of the monitor that is viewing your page. If that monitor has a resolution of 800 x 600 pixels, then your page fills the screen. On a large screen with a resolution of 1400 x 1050 pixels, it occupies about a quarter of the screen surface and looks a little lost. You will have to weigh the pros and cons and make a decision on one or the other, or you can consider barrier freedom and offer both versions. You must have seen websites where you can even change the font size. In addition to the font size buttons there is also often a button to select different layouts. If you prefer the fixed size, you should select a size that looks presentable on most screens, in other words 800 x 600 pixels. Since the browser has a scroll bar on the right side and the browser window is framed, the available width is even smaller, meaning that you have a maximum of 780 pixels to work with. Structure You are dealing with structured data and first have to determine a general allocation. Joomla! normally uses a structure as shown in the following figure: Section 1: Part 1: This is where your logo or a picture and the name of the website goes. Part 2: This is where the search field is. Part 3: This is where the linked navigation path goes (Breadcrumbs). Section 2: Part 4: The most important menus are shown in the left column. Part 5: The actual page content goes here. Part 6: The right column is a place for additional menus. Section 3: Part 7: The footer.     HTML Conversion Now you have to convert the concept into HTML and CSS. Depending on the graphics editing program that you have used to create it, there is a possibility that the picture can be automatically exported to HTML code. You can also do the conversion manually in a text editor, in an HTML editor like Dreamweaver (http://www.adobe.com/products/dreamweaver), or in one of the numerous free HTML editors (http://www.thefreecountry.com/webmaster/htmleditors.shtml). <table> or <div>? The <div> tag is a replacement and a supplement for the <table> tag in HTML. You can enclose several HTML elements, such as text and graphics in one common area with it. This general area does nothing for the time being but start in a new line of the continuing text. The <div> tag does not have any other properties. There are big benefits, however, in using a combination of <div> tags with CSS commands. <div> was specifically developed for the purpose of being formatted with CSS commands. Until 2004, it was common practice to define website structures with generous employment of HTML tables. With CSS and the <div> HTML element becoming more and more popular and with browsers being able to interpret these, more and more templates are being structured without HTML tables. However, rarely do we see websites that contain only semantically correct HTML and that have layouts that are built 100% without tables. The first step in structuring your website in that direction is the use of the <div> tags. Joomla! 1.5 is also gradually straying from the 'table path' and is starting to deliver semantically correct HTML. Nonetheless, it continues to be possible to structure your site layout with HTML tables. There are no table tags in the included rhuk_milkyway template; the entire table-like structure is created with <div> tags. Take a look at the original source code of this template to familiarize yourself with this technology. You can get more information about <div> tags at selfhtml (in German). Dreamweaver also supports this technology. The source code of the HTML conversion looks somewhat like the following listing. The code is kept simple on purpose and is not consistent with the XHTML standard in the header. The file name of this layout file has to be index.php since Joomla! searches it for embedded commands per PHP. HTML file /index.php: <html> <head> <link href="/joomla150/templates/joomla150buch/css/template.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="part11">header / header<br /><br /> <div id="section1">section1</div> <div id="section2">section2</div> </div> <div id="part2">main display area / main<br /><br /> <div id="section3">breadcrumbs</div> <div id="section6">right side</div> <div id="section4">left side</div> <div id="section5">content</div> </div> <div id="part3">footer /footer<br /><br /> <div id="section7">section7</div> </div> </body></html> The subsequent CSS file from the individual template is integrated into the header area of the code. At the moment this CSS file contains only one command that defines the typeface. CSS file /css/template.css: body{font-size: 12px;font-family: Helvetica,Arial,sans-serif; }#Part1{ /*header*/float: left;border: 2px dotted green; }#Part2{ /*main*/float: left;border: 2px dotted yellow; }#Part3{ /*footer*/clear:all;border: 2px dotted red; }#Section1{ /*top right*/float: left; width: 18em;margin: 0 0 1.2em;border: 1px dashed silver; background-color: #eee; }#Section2{ /*top left*/float: right; width: 12em;margin: 0 0 1.1em;background-color: #eee; border: 1px dashed silver; }#Section3{ /*breadcrumbs*/border: 1px dashed silver;background-color: #eee; }#Section4{ /*left side*/float: left; width: 15em;margin: 0 0 1.2em;border: 1px dashed silver; }#Section5{ /*content*/margin: 0 12em 1em 16em;padding: 0 1em;border: 1px dashed silver; }#Section6{ /*right side*/float: right; width: 12em;margin: 0 0 1.1em;background-color: #eee; border: 1px dashed silver; }#Section7{ /*footer*/margin: 0 0 1.1em;background-color: #eee; border: 1px dashed silver; } You will create this first template manually in the Joomla! directory. When the template is ready, you can turn it into a compressed installation package that it can then be installed by a third party (or by you yourself) using the Joomla! installer. Save the HTML layout file by the name of index.php in the also newly created [PathtoJoomla]/templates/joomla150book/ directory. Save the template.css file in the [PathtoJoomla]/templates/joomla150book/css/ directory. The basic structure of your template is done. Now you have to define the template more exactly for Joomla! with the help of an XML file so that it will be displayed in the template administration section. Directory Structures of the Template Now it's time to take care of certain conventions. As previously discussed, the template has to be stored in a specific directory structure. [PathtoJoomla]/templates/[name of the template]/[PathtoJoomla]/templates/[name of the template]/CSS/[PathtoJoomla]/templates/[name of the template]/images/ The name of the template cannot contain blanks and other special characters. When this template is later installed as a package, the Template Installer has to create a directory from this name. Depending on the operating system, exotic combinations of characters can cause problems. In addition, the name should be meaningful. Here we will use joomla150book as the name of the template. Various files with predefined names have to be present in the template directories. Layout File: This is the HTML file that we created earlier:/templates/joomla150book/index.php. It should have the .php ending, since the dynamic Joomla! module elements that we will insert later have to be interpreted by PHP. Preview Picture: The /templates/joomla150book/template_thumbnail.png file contains a preview image of your template for preview selection in Joomla! administration in the Extensions | Template Manager menu. Preview pictures have a format of 200 by approximately 150 pixels. You can create this file later when you can see your template. Metadata of the Template: The /templates/joomla150_book/templateDetails.xml file represents the construction manual for the template installer and contains the installations for the template selection in the template manager. Here you specify the location where the files are to be copied, who the author is, and additional metadata about the template. During subsequent installation of this file by the Joomla! installer, PHP reads this file and copies the files to the place specified by the XML file. For the example template, you can use the file from the following listing (templateDetails.xml) and populate it with your own data. For every file that you use in the template, a respective XML container has to be populated with the file name and the correct path. <files> <filename> ... enter the filename of a file in the TemplateRoot directory ... </filename> <filename> ... for every file a filename-Container </filename></files> The other containers of the XML file are there for the description of the template. Here is the complete functional listing of the XML file: templateDetails.xml: <install version="1.5" type="template"><name>joomla150book</name><version>1.0</version><creationDate>11.11.2007</creationDate><author>Hagen Graf</author><copyright>GNU/GPL</copyright><authorEmail>hagen@cocoate.com</authorEmail><authorUrl>http://www.cocoate.com</authorUrl><version>0.1</version><description>... description</description><files><filename>index.php</filename><filename>templateDetails.xml</filename><filename>template_thumbnail.png</filename><filename>css/template.css</filename></files></install> Create the templateDetails.xml file in the [PathtoJoomla]/templates/joomla150book/ directory as well. CSS File: You can use several CSS files for your template. What name you give the CSS file and how you create it is up to you. There are, however, standard descriptions for various CSS elements. For your first attempt, you need a CSS file with the name /templates/joomla150_book/css/template.css. Graphics, Images: Here you can enter user-defined image files that you need in your template. The installer then copies the files into the images folder. The file name appears as /templates/joomla150_book/images/[user-defined image files]. First Trial Run Once you have reproduced all the structures in the [pathtoJoomla!]/templates/ subdirectory, you can already see your new template in the Extensions | Template Manager menu of your Joomla! administration and you can make it default: When you call up your website, you will see your new template. Unfortunately, there is no content shown yet. Since this content is produced dynamically, you have to integrate it piece by piece into your new template. Integration of the Joomla! Module The integration of the Joomla! module takes place by means of commands embedded into the HTML code. Joomla! uses the namespace jdoc to integrate various elements into the template. If you insert the following highlighted line into the header of the layout file: <head><jdoc:include type="head" /> </head> the title of the site and the news feed symbol are already correctly displayed. If you call up the source code of this site, you will notice that Joomla! has copied the entire metadata that you had entered in administration into the HTML code. In addition, the RSS feeds have been integrated by means of link tags and these will be displayed as feed symbols in browsers like Firefox that support this technology. Joomla! Metadata: <head> <base href="http://localhost/joomla150/" /> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <meta name="robots" content="index, follow" /> <meta name="keywords" content="joomla, joomla!, Joomla, Joomla!, J!" /> <meta name="description" content="Joomla! - dynamic portal-engine and Content-Management-System" /> <meta name="generator" content="Joomla! 1.5 - Open Source Content Management" /> <title>Welcome to the Frontpage</title> <link href="/joomla150/index.php?format=feed&amp;type=rss" rel="alternate" type="application/rss+xml" title="RSS 2.0" /> <link href="/joomla150/index.php?format=feed&amp;type=atom" rel="alternate" type="application/atom+xml" title="Atom 1.0" /> <script type="text/javascript" src="/joomla150/media/system/js/mootools.js"></script> <script type="text/javascript" src="/joomla150/media/system/js/caption.js"></script>...  
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article-image-oracle-web-rowset-part2
Packt
27 Oct 2009
4 min read
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Oracle Web RowSet - Part2

Packt
27 Oct 2009
4 min read
Reading a Row Next, we will read a row from the OracleWebRowSet object. Click on Modify Web RowSet link in the CreateRow.jsp. In the ModifyWebRowSet JSP click on the Read Row link. The ReadRow.jsp JSP is displayed. In the ReadRow JSP specify the Database Row to Read and click on Apply. The second row values are retrieved from the Web RowSet: In the ReadRow JSP the readRow() method of the WebRowSetQuery.java application is invoked. TheWebRowSetQuery object is retrieved from the session object. WebRowSetQuery query=( webrowset.WebRowSetQuery)session.getAttribute("query"); The String[] values returned by the readRow() method are added to theReadRow JSP fields. In the readRow() method theOracleWebRowSet object cursor is moved to the row to be read. webRowSet.absolute(rowRead); Retrieve the row values with the getString() method and add to String[]. Return the String[] object. String[] resultSet=new String[5];resultSet[0]=webRowSet.getString(1);resultSet[1]=webRowSet.getString(2);resultSet[2]=webRowSet.getString(3);resultSet[3]=webRowSet.getString(4);resultSet[4]=webRowSet.getString(5);return resultSet; ReadRow.jsp JSP is listed as follows: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN""http://www.w3.org/TR/html4/loose.dtd"><%@ page contentType="text/html;charset=windows-1252"%><%@ page session="true"%><html><head><meta http-equiv="Content-Type" content="text/html;charset=windows-1252"><title>Read Row with Web RowSet</title></head><body><form><h3>Read Row with Web RowSet</h3><table><tr><td><a href="ModifyWebRowSet.jsp">Modify Web RowSetPage</a></td></tr></table></form><%webrowset.WebRowSetQuery query=null;query=( webrowset.WebRowSetQuery)session.getAttribute("query");String rowRead=request.getParameter("rowRead");String journalUpdate=request.getParameter("journalUpdate");String publisherUpdate=request.getParameter("publisherUpdate");String editionUpdate=request.getParameter("editionUpdate");String titleUpdate=request.getParameter("titleUpdate");String authorUpdate=request.getParameter("authorUpdate");if((rowRead!=null)){int row_Read=Integer.parseInt(rowRead);String[] resultSet=query.readRow(row_Read);journalUpdate=resultSet[0];publisherUpdate=resultSet[1];editionUpdate=resultSet[2];titleUpdate=resultSet[3];authorUpdate=resultSet[4];}%><form name="query" action="ReadRow.jsp" method="post"><table><tr><td>Database Row to Read:</td></tr><tr><td><input name="rowRead" type="text" size="25"maxlength="50"/></td></tr><tr><td>Journal:</td></tr><tr><td><input name="journalUpdate" value='<%=journalUpdate%>'type="text" size="50" maxlength="250"/></td></tr><tr><td>Publisher:</td></tr><tr><td><input name="publisherUpdate"value='<%=publisherUpdate%>' type="text" size="50"maxlength="250"/></td></tr><tr><td>Edition:</td></tr><tr><td><input name="editionUpdate" value='<%=editionUpdate%>'type="text" size="50" maxlength="250"/></td></tr><tr><td>Title:</td></tr><tr><td><input name="titleUpdate" value='<%=titleUpdate%>'type="text" size="50" maxlength="250"/></td></tr><tr><td>Author:</td></tr><tr><td><input name="authorUpdate" value='<%=authorUpdate%>'type="text" size="50" maxlength="250"/></td></tr><tr><td><input class="Submit" type="submit" value="Apply"/></td></tr></table></form></body></html>
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article-image-real-content-php5-cms-part-2
Packt
27 Oct 2009
8 min read
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Real Content in PHP5 CMS: Part 2

Packt
27 Oct 2009
8 min read
Framework solution To explore implementation details, we will look at an example that is simple enough to be shown in some detail. It is an application for handling pages composed largely of text and images. After studying the example, we will consider how the application could be made more advanced. A simple text application Here, we'll look at a component that can be used on its own but is also intended as a starting point for more sophisticated uses. Its essence is that it handles a piece of text, created using the site WYSIWYG editor by the administrator. The text can be displayed as the main portion of a Web page. Ancillary information is held about the text. Any particular text can be the target of a menu entry, so the component can be used for simple pages. The WYSIWYG editor provides for moderately complex text layout and the inclusion of images. We shall see that writing a text handling extension is made very much simpler by the various elements of the CMS framework. The database table for simple text After the ID number that is used as the main key we have the primary constituents of a piece of text. They are the headline, the subheading, and the body of the article. Each of these will simply reflect whatever text is put in them by the author, who in this simple implementation must also be an administrator. Next we have a couple of time stamps that can be automatically maintained by the software. Rather obviously, the created time stamp is set when the row is created, and the modified time stamp is set every time the row is updated. We then have fields that control the publication of the text. First, there is a simple indicator, which is set to zero if the text is not published and is set to one if it is published. When set to unpublished, the indicator overrides the start and end dates, if they are present. If a non-zero start date is set, then the text will not be published before that date. Likewise, if a non-zero finish date is set, the article will cease to be published after that date. Publishing dates are very useful to control when text will appear as it is often helpful to time the start of publication, and it creates a bad impression if obsolete text is not removed. Then we have data that describes who has worked on the text. The original creator is recorded as a user ID, and the last modifier is likewise recorded as a user ID. These fields are intended for tracking what is happening to the text rather than for display. On the other hand, the byline is entirely for display. Version is a character field that has no defined structure in this simple component, but could be elaborated in many different ways. Storage for metadata is provided as keys and description. This information is not for display on the browser page, but is used to generate meta information in the header of a page containing the text. Tags containing metadata can influence search engines used for indexing of pages, although description is much more influential than keywords, which are believed to be largely disregarded. Finally, a hit counter is automatically maintained by the system, being set initially to zero and then updated every time the text is shown to a site visitor. A text data object When a text item is loaded into memory from the database, a class provides for the definition of the object will be created. For the simple text application, the class is: class textItem extends aliroDatabaseRow { protected $DBclass = 'aliroDatabase'; protected $tableName = '#__simple_text'; protected $rowKey = 'id'; public function store ($updateNulls=false) { $userid = aliroUser::getInstance()->id; if ($this->id) { $this->modified = date('Y-m-d H:i:s'); $this->modify_id = $userid; } else { $ this->created = date('Y-m-d H:i:s'); $this->author_id = userid; } parent::store($updateNulls); } } Much of the hard work is done in the parent class, aliroDatabaseRow. Because the database framework derives information from the database itself, there is no need to specify the fields that are in the table, which makes it easier to cope with future changes. The minimum that has to be done is to specify the name of the singleton database class, the name of the table (using a symbol in place of the actual prefix), and to define the name of the primary key field. In this case, the store method is also extended. This provides an easy way to maintain the time stamps on the text. The current user is found through the aliroUser singleton class. We know whether a text row is new from whether it already has a value for id. The correct date and user field can then be updated. Finally, the standard store method in the parent class is invoked. Administering text items—controller The administrator logic for handling simple text follows the usual pattern of first providing a list of items, paged if necessary, then allowing more detailed access to individual items, including the ability to edit. Logic for overall control is provided by the aliroComponentAdminManager class, and the aliroComponentAdminControllers class. In fact, we could nominate in the packaging XML aliroComponentAdminManager as the adminclass for our component, since the dedicated textAdmin class does nothing: class textAdmin extends aliroComponentAdminManager { // This could be omitted - included here in case extra code needs to be added public function __construct ($component, $system, $version) { parent::__construct ($component, $system, $version); } // Likewise, this could be omitted unless extra code is needed public function activate () { parent::activate(); } } Why might we want to write a dedicated extension to aliroComponentAdminManager? Well, this is the common entry point for the administrator side of our component, so if we wanted any processing to exist that could affect every use of the component, this is the place to put it. The two possible locations are the constructor and the activation method. The constructor receives information from the CMS environment in the form of a component object (describing this component), the name of the system that is calling us, and its version. It is invoked as soon as the correct component has been determined. The standard processing in the aliroComponentAdminManager constructor includes creating the controller class, and acquiring some common variables from $_REQUEST. Once setup is completed, the activation method is invoked without any parameters. The activate method of the aliroComponentAdminManager class strips any magic quotes, and decides what method to call. Of course, the framework allows us to construct a component completely differently if we choose. The only constraint is that we must write a class whose name is given in the packaging XML, and provide it with an activate method. But usually it is a lot easier to follow the standard construction, and the bare bones of a new component can be built and downloaded online from http://developer.aliro.org. Nothing specific has been done yet, and we have to move into the controller code before we can find anything to do with handling text objects. The controller is subclassed from aliroComponentAdminControllers and starts off as shown: class textAdminText extends aliroComponentAdminControllers { private static $instance = null; // If no code is needed in the constructor, it can be omitted, relying on the parent class protected function __construct ($manager) { parent::__construct ($manager); } public static function getInstance ($manager) { return is_object(self::$instance) ? self::$instance : (self::$instance = new self ($manager)); } public function getRequestData () { // Get information from $_POST or $_GET or $_REQUEST // This method will be called before the toolbar method } // If this method is provided, it should return true if permission test is satisfied, false otherwise public function checkPermission () { $authoriser = aliroAuthoriser::getInstance(); if ($test = $authoriser->checkUserPermission('manage', 'aSimpleText', '*')) { if (!$this->idparm) return true; if ($authoriser->checkUserPermission('edit', 'aSimpleText', $this->idparm)) return true; } return false; } Here, the constructor is not needed; it is shown only to indicate the possibility of having code at the point the controller object is created. The constructor receives the manager object as a parameter, in this case an instance of textAdmin, a subclass of aliroComponentAdminManager. The controller is a singleton class, and here a form of the getInstance method is shown that can be used completely unchanged from component to component. Then we have two methods that are standard. Neither has to be provided, and in this case, the getRequestData method is not needed since it does nothing. Its purpose is to run early on (it is called before the toolbar processing and well before the processing specific to the current request) to acquire information from $_REQUEST or $_GET or $_PUT (or possibly other super-globals). They can be saved as object properties so as to be available for toolbar construction or other processing. The checkPermission method provides the component with a way to easily control who is able to access its facilities. If the method returns true then the user will be allowed to continue, but if it returns false, they will be refused access. In this example, there is always a check that the user is permitted to manage objects of the type aSimpleText and if a specific one is identified by its ID, then there is a further check that the user is permitted to edit that particular text item.
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article-image-unity-game-development-welcome-3d-world
Packt
27 Oct 2009
21 min read
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Unity Game Development: Welcome to the 3D world

Packt
27 Oct 2009
21 min read
Getting to grips with 3D Let's take a look at the crucial elements of 3D worlds, and how Unity lets you develop games in the third dimension. Coordinates If you have worked with any 3D artworking application before, you'll likely be familiar with the concept of the Z-axis. The Z-axis, in addition to the existing X for horizontal and Y for vertical, represents depth. In 3D applications, you'll see information on objects laid out in X, Y, Z format—this is known as the Cartesian coordinate method. Dimensions, rotational values, and positions in the 3D world can all be described in this way. In any documentation of 3D, you'll see such information written with parenthesis, shown as follows: (10, 15, 10) This is mostly for neatness, and also due to the fact that in programming, these values must be written in this way. Regardless of their presentation, you can assume that any sets of three values separated by commas will be in X, Y, Z order. Local space versus World space A crucial concept to begin looking at is the difference between Local space and World space. In any 3D package, the world you will work in is technically infinite, and it can be difficult to keep track of the location of objects within it. In every 3D world, there is a point of origin, often referred to as zero, as it is represented by the position (0,0,0). All world positions of objects in 3D are relative to world zero. However, to make things simpler, we also use Local space (also known as Object space) to define object positions in relation to one another. Local space assumes that every object has its own zero point, which is the point from which its axis handles emerge. This is usually the center of the object, and by creating relationships between objects, we can compare their positions in relation to one another. Such relationships, known as parent-child relationships, mean that we can calculate distances from other objects using Local space, with the parent object's position becoming the new zero point for any of its child objects. Vectors You'll also see 3D vectors described in Cartesian coordinates. Like their 2D counterparts, 3D vectors are simply lines drawn in the 3D world that have a direction and a length. Vectors can be moved in world space, but remain unchanged themselves. Vectors are useful in a game engine context, as they allow us to calculate distances, relative angles between objects, and the direction of objects. Cameras Cameras are essential in the 3D world, as they act as the viewport for the screen. Having a pyramid-shaped field of vision, cameras can be placed at any point in the world, animated, or attached to characters or objects as part of a game scenario. With adjustable Field of Vision (FOV), 3D cameras are your viewport on the 3D world. In game engines, you'll notice that effects such as lighting, motion blurs, and other effects are applied to the camera to help with game simulation of a person's eye view of the world—you can even add a few cinematic effects that the human eye will never experience, such as lens flares when looking at the sun! Most modern 3D games utilize multiple cameras to show parts of the game world that the character camera is not currently looking at—like a 'cutaway' in cinematic terms. Unity does this with ease by allowing many cameras in a single scene, which can be scripted to act as the main camera at any point during runtime. Multiple cameras can also be used in a game to control the rendering of particular 2D and 3D elements separately as part of the optimization process. For example, objects may be grouped in layers, and cameras may be assigned to render objects in particular layers. This gives us more control over individual renders of certain elements in the game. Polygons, edges, vertices, and meshes In constructing 3D shapes, all objects are ultimately made up of interconnected 2D shapes known as polygons. On importing models from a modelling application, Unity converts all polygons to polygon triangles. Polygon triangles (also referred to as faces) are in turn made up of three connected edges. The locations at which these vertices meet are known as points or vertices. By knowing these locations, game engines are able to make calculations regarding the points of impact, known as collisions, when using complex collision detection with Mesh Colliders, such as in shooting games to detect the exact location at which a bullet has hit another object. By combining many linked polygons, 3D modelling applications allow us to build complex shapes, known as meshes. In addition to building 3D shapes, the data stored in meshes can have many other uses. For example, it can be used as surface navigational data by making objects in a game, by following the vertices. In game projects, it is crucial for the developer to understand the importance of polygon count. The polygon count is the total number of polygons, often in reference to a model, but also in reference to an entire game level. The higher the number of polygons, the more work your computer must do to render the objects onscreen. This is why, in the past decade or so, we've seen an increase in the level of detail from early 3D games to those of today—simply compare the visual detail in a game, such as Id's Quake (1996) with the details seen in a game, such as Epic's Gears Of War (2006). As a result of faster technology, game developers are now able to model 3D characters and worlds for games that contain a much higher polygon count and this trend will inevitably continue. Materials, textures, and shaders Materials are a common concept to all 3D applications, as they provide the means to set the visual appearance of a 3D model. From basic colors to reflective image-based surfaces, materials handle everything. Starting with a simple color and the option of using one or more images—known as textures—in a single material, the material works with the shader, which is a script in charge of the style of rendering. For example, in a reflective shader, the material will render reflections of surrounding objects, but maintain its color or the look of the image applied as its texture. In Unity, the use of materials is easy. Any materials created in your 3D modelling package will be imported and recreated automatically by the engine and created as assets to use later. You can also create your own materials from scratch, assigning images as texture files, and selecting a shader from a large library that comes built-in. You may also write your own shader scripts, or implement those written by members of the Unity community, giving you more freedom for expansion beyond the included set. Crucially, when creating textures for a game in a graphics package such as Photoshop, you must be aware of the resolution. Game textures are expected to be square, and sized to a power of 2. This means that numbers should run as follows: 128 x 128 256 x 256 512 x 512 1024 x 1024 Creating textures of these sizes will mean that they can be tiled successfully by the game engine. You should also be aware that the larger the texture file you use, the more processing power you'll be demanding from the player's computer. Therefore, always remember to try resizing your graphics to the smallest power of 2 dimensions possible, without sacrificing too much in the way of quality. Rigid Body physics For developers working with game engines, physics engines provide an accompanying way of simulating real-world responses for objects in games. In Unity, the game engine uses Nvidia's PhysX engine, a popular and highly accurate commercial physics engine. In game engines, there is no assumption that an object should be affected by physics—firstly because it requires a lot of processing power, and secondly because it simply doesn't make sense. For example, in a 3D driving game, it makes sense for the cars to be under the influence of the physics engine, but not the track or surrounding objects, such as trees, walls, and so on—they simply don't need to be. For this reason, when making games, a Rigid Body component is given to any object you want under the control of the physics engine. Physics engines for games use the Rigid Body dynamics system of creating realistic motion. This simply means that instead of objects being static in the 3D world, they can have the following properties: Mass Gravity Velocity Friction As the power of hardware and software increases, rigid body physics is becoming more widely applied in games, as it offers the potential for more varied and realistic simulation. Collision detection While more crucial in game engines than in 3D animation, collision detection is the way we analyze our 3D world for inter-object collisions. By giving an object a Collider component, we are effectively placing an invisible net around it. This net mimics its shape and is in charge of reporting any collisions with other colliders, making the game engine respond accordingly. For example, in a ten-pin bowling game, a simple spherical collider will surround the ball, while the pins themselves will have either a simple capsule collider, or for a more realistic collision, employ a Mesh collider. On impact, the colliders of any affected objects will report to the physics engine, which will dictate their reaction, based on the direction of impact, speed, and other factors. In this example, employing a mesh collider to fit exactly to the shape of the pin model would be more accurate but is more expensive in processing terms. This simply means that it demands more processing power from the computer, the cost of which is reflected in slower performance—hence the term expensive. Essential Unity concepts Unity makes the game production process simple by giving you a set of logical steps to build any conceivable game scenario. Renowned for being non-game-type specific, Unity offers you a blank canvas and a set of consistent procedures to let your imagination be the limit of your creativity. By establishing its use of the Game Object (GO) concept, you are able to break down parts of your game into easily manageable objects, which are made of many individual Component parts. By making individual objects within the game and introducing functionality to them with each component you add, you are able to infinitely expand your game in a logical progressive manner. Component parts in turn have variables—essentially settings to control them with. By adjusting these variables, you'll have complete control over the effect that Component has on your object. Let's take a look at a simple example. The Unity way If I wished to have a bouncing ball as part of a game, then I'd begin with a sphere. This can quickly be created from the Unity menus, and will give you a new Game Object with a sphere mesh (a net of a 3D shape), and a Renderer component to make it visible. Having created this, I can then add a Rigid body. A Rigidbody (Unity refers to most two-word phrases as a single word term) is a component which tells Unity to apply its physics engine to an object. With this comes mass, gravity, and the ability to apply forces to the object, either when the player commands it or simply when it collides with another object. Our sphere will now fall to the ground when the game runs, but how do we make it bounce? This is simple! The collider component has a variable called Physic Material—this is a setting for the Rigidbody, defining how it will react to other objects' surfaces. Here we can select Bouncy, an available preset, and voila! Our bouncing ball is complete, in only a few clicks. This streamlined approach for the most basic of tasks, such as the previous example, seems pedestrian at first. However, you'll soon find that by applying this approach to more complex tasks, they become very simple to achieve. Here is an overview of those key Unity concepts plus a few more. Assets These are the building blocks of all Unity projects. From graphics in the form of image files, through 3D models and sound files, Unity refers to the files you'll use to create your game as assets. This is why in any Unity project folder all files used are stored in a child folder named Assets. Scenes In Unity, you should think of scenes as individual levels, or areas of game content (such as menus). By constructing your game with many scenes, you'll be able to distribute loading times and test different parts of your game individually. Game Objects When an asset is used in a game scene, it becomes a new Game Object—referred to in Unity terms—especially in scripting—using the contracted term "GameObject". All GameObjects contain at least one component to begin with, that is, the Transform component. Transform simply tells the Unity engine the position, rotation, and scale of an object—all described in X, Y, Z coordinate (or in the case of scale, dimensional) order. In turn, the component can then be addressed in scripting in order to set an object's position, rotation, or scale. From this initial component, you will build upon game objects with further components adding required functionality to build every part of any game scenario you can imagine. Components Components come in various forms. They can be for creating behavior, defining appearance, and influencing other aspects of an object's function in the game. By 'attaching' components to an object, you can immediately apply new parts of the game engine to your object. Common components of game production come built-in with Unity, such as the Rigidbody component mentioned earlier, down to simpler elements such as lights, cameras, particle emitters, and more. To build further interactive elements of the game, you'll write scripts, which are treated as components in Unity. Scripts While being considered by Unity to be Components, scripts are an essential part of game production, and deserve a mention as a key concept. You can write scripts in JavaScript, but you should be aware that Unity offers you the opportunity to write in C# and Boo (a derivative of the Python language) also. I've chosen to demonstrate Unity with JavaScript, as it is a functional programming language, with a simple to follow syntax that some of you may already have encountered in other endeavors such as Adobe Flash development in ActionScript or in using JavaScript itself for web development. Unity does not require you to learn how the coding of its own engine works or how to modify it, but you will be utilizing scripting in almost every game scenario you develop. The beauty of using Unity scripting is that any script you write for your game will be straightforward enough after a few examples, as Unity has its own built-in Behavior class—a set of scripting instructions for you to call upon. For many new developers, getting to grips with scripting can be a daunting prospect, and one that threatens to put off new Unity users who are simply accustomed to design only. I will introduce scripting one step at a time, with a mind to showing you not only the importance, but also the power of effective scripting for your Unity games. To write scripts, you'll use Unity's standalone script editor. On Mac, this is an application called Unitron, and on PC, Uniscite. These separate applications can be found in the Unity application folder on your PC or Mac and will be launched any time you edit a new script or an existing one. Amending and saving scripts in the script editor will immediately update the script in Unity. You may also designate your own script editor in the Unity preferences if you wish. Prefabs Unity's development approach hinges around the GameObject concept, but it also has a clever way to store objects as assets to be reused in different parts of your game, and then 'spawned' or 'cloned' at any time. By creating complex objects with various components and settings, you'll be effectively building a template for something you may want to spawn multiple instances of, with each instance then being individually modifiable. Consider a crate as an example—you may have given the object in the game a mass, and written scripted behaviors for its destruction; chances are you'll want to use this object more than once in a game, and perhaps even in games other than the one it was designed for. Prefabs allow you to store the object, complete with components and current configuration. Comparable to the MovieClip concept in Adobe Flash, think of prefabs simply as empty containers that you can fill with objects to form a data template you'll likely recycle. The interface The Unity interface, like many other working environments, has a customizable layout. Consisting of several dockable spaces, you can pick which parts of the interface appear where. Let's take a look at a typical Unity layout: As the previous image demonstrates (PC version shown), there are five different elements you'll be dealing with: Scene [1]—where the game is constructed Hierarchy [2]—a list of GameObjects in the scene Inspector [3]—settings for currently selected asset/object Game [4]—the preview window, active only in play mode Project [5]—a list of your project's assets, acts as a library The Scene window and Hierarchy The Scene window is where you will build the entirety of your game project in Unity. This window offers a perspective (full 3D) view, which is switchable to orthographic (top down, side on, and front on) views. This acts as a fully rendered 'Editor' view of the game world you build. Dragging an asset to this window will make it an active game object. The Scene view is tied to the Hierarchy, which lists all active objects in the currently open scene in ascending alphabetical order. The Scene window is also accompanied by four useful control buttons, as shown in the previous image. Accessible from the keyboard using keys Q, W, E, and R, these keys perform the following operations: The Hand tool [Q]: This tools allows navigation of the Scene window. By itself, it allows you to drag around in the Scene window to pan your view. Holding down Alt with this tool selected will allow you to rotate your view, and holding the Command key (Apple) or Ctrl key (PC) will allow you to zoom. Holding the Shift key down also will speed up both of these functions. The Translate tool [W]: This is your active selection tool. As you can completely interact with the Scene window, selecting objects either in the Hierarchy or Scene means you'll be able to drag the object's axis handles in order to reposition them. The Rotate tool [E]: This works in the same way as Translate, using visual 'handles' to allow you to rotate your object around each axis. The Scale tool [R]: Again, this tool works as the Translate and Rotate tools do. It adjusts the size or scale of an object using visual handles. Having selected objects in either the Scene or Hierarchy, they immediately get selected in both. Selection of objects in this way will also show the properties of the object in the Inspector. Given that you may not be able to see an object you've selected in the Hierarchy in the Scene window, Unity also provides the use of the F key, to focus your Scene view on that object. Simply select an object from the Hierarchy, hover your mouse cursor over the Scene window, and press F. The Inspector Think of the Inspector as your personal toolkit to adjust every element of any game object or asset in your project. Much like the Property Inspector concept utilized by Adobe in Flash and Dreamweaver, this is a context-sensitive window. All this means is that whatever you select, the Inspector will change to show its relevant properties—it is sensitive to the context in which you are working. The Inspector will show every component part of anything you select, and allow you to adjust the variables of these components, using simple form elements such as text input boxes, slider scales, buttons, and drop-down menus. Many of these variables are tied into Unity's drag-and-drop system, which means that rather than selecting from a drop-down menu, if it is more convenient, you can drag-and-drop to choose settings. This window is not only for inspecting objects. It will also change to show the various options for your project when choosing them from the Edit menu, as it acts as an ideal space to show you preferences—changing back to showing component properties as soon as you reselect an object or asset. In this screenshot, the Inspector is showing properties for a target object in the game. The object itself features two components—Transform and Animation. The Inspector will allow you to make changes to settings in either of them. Also notice that to temporarily disable any component at any time—which will become very useful for testing and experimentation—you can simply deselect the box to the left of the component's name. Likewise, if you wish to switch off an entire object at a time, then you may deselect the box next to its name at the top of the Inspector window. The Project window The Project window is a direct view of the Assets folder of your project. Every Unity project is made up of a parent folder, containing three subfolders—Assets, Library, and while the Unity Editor is running, a Temp folder. Placing assets into the Assets folder means you'll immediately be able to see them in the Project window, and they'll also be automatically imported into your Unity project. Likewise, changing any asset located in the Assets folder, and resaving it from a third-party application, such as Photoshop, will cause Unity to reimport the asset, reflecting your changes immediately in your project and any active scenes that use that particular asset. It is important to remember that you should only alter asset locations and names using the Project window—using Finder (Mac) or Windows Explorer (PC) to do so may break connections in your Unity project. Therefore, to relocate or rename objects in your Assets folder, use Unity's Project window instead. The Project window is accompanied by a Create button. This allows the creation of any assets that can be made within Unity, for example, scripts, prefabs, and materials. The Game window The Game window is invoked by pressing the Play button and acts as a realistic test of your game. It also has settings for screen ratio, which will come in handy when testing how much of the player's view will be restricted in certain ratios, such as 4:3 (as opposed to wide) screen resolutions. Having pressed Play, it is crucial that you bear in mind the following advice: In play mode, the adjustments you make to any parts of your game scene are merely temporary—it is meant as a testing mode only, and when you press Play again to stop the game, all changes made during play mode will be undone. This can often trip up new users, so don't forget about it! The Game window can also be set to Maximize when you invoke play mode, giving you a better view of the game at nearly fullscreen—the window expands to fill the interface. It is worth noting that you can expand any part of the interface in this way, simply by hovering over the part you wish to expand and pressing the Space bar. Summary Here we have looked at the key concepts, you'll need to understand for developing games with Unity. Due to space constraints, I cannot cover everything in depth, as 3D development is a vast area of study. With this in mind, I strongly recommend you to continue to read more on the topics discussed in this article, in order to supplement your study of 3D development. Each individual piece of software you encounter will have its own dedicated tutorials and resources dedicated to learning it. If you wish to learn 3D artwork to complement your work in Unity, I recommend that you familiarize yourself with your chosen package, after researching the list of tools that work with the Unity pipeline and choosing which one suits you best.
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27 Oct 2009
9 min read
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ColdFusion AJAX Programming

Packt
27 Oct 2009
9 min read
Binding When it comes to programming, the two most commonly used features are CFAJAXProxy and binding. The binding feature allows us to bind or tie things together by using a simpler technique than we would otherwise have needed to create. Binding acts as a double-ended connector in some scenarios. You can set the bind to pull data from another ColdFusion tag on the form. These must be AJAX tags with binding abilities. There are four forms of bindings, on page, CFC, JavaScript, and URL. Let's work through each style so that we will understand them well. We will start with on page binding. Remember that the tag has to support the binding. This is not a general ColdFusion feature, but we can use it wherever we desire. On Page Binding We are going to bind 'cfdiv' to pull its content to show on page binding. We will set the value of a text input to the div. Refer to the following code. ColdFusion AJAX elements work in a manner different from how AJAX is written traditionally. It is more customary to name our browser-side HTML elements with id attributes. This is not the case with the binding features. As we can see in our code example, we have used the name attribute. We should remember to be case sensitive, since this is managed by JavaScript. When we run the code, we will notice that we must leave the input field before the browser registers that there has been a change in the value of the field. This is how the event model for the browser DOM works. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="{myText}"></cfdiv> Notice how we use curly brackets to bind the value of the 'myText' input box. This inserts the contents into 'div' when the text box loses focus. This is an example of binding to in-page elements. If the binding we use is tied to a hidden window or tab, then the contents may not be updated. CFC Binding Now, we are going to bind our div to a CFC method. We will take the data that was being posted directly to the object, and then we will pass it out to the CFC. The CFC is going to repackage it, and send it back to the browser. The binding will enable the modified version of the content to be sent to the div. Refer to the following CFC code: <cfcomponent output="false"> <cffunction name="getDivContent" returntype="string" access="remote"> <cfargument name="edit"> <cfreturn "This is the content returned from the CFC for the div, the calling page variable is '<strong>#arguments.edit#</strong>'."> </cffunction></cfcomponent> From the previous code, we can see that the CFC only accepts the argument and passes it back. This could have even returned an image HTML segment with something like a user picture. The following code shows the new page code modifications. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="cfc:bindsource.getDivContent({myText})"></cfdiv> The only change lies in how we bind the cfdiv element tag. Here, you can see that it starts with CFC. Next, it calls bindsource, which is the name of a local CFC. This tells ColdFusion to wire up the browser page, so it will connect to the CFC and things will work as we want. You can observe that inside the method, we are passing the bound variable to the method. When the input field changes by losing focus, the browser sends a new request to the CFC and updates the div. We need to have the same number of parameters going to the CFC as the number of arguments in our CFC method. We should also make sure that the method has its access method set to remote. Here we can see an example results page. It is valid to pass the name of the CFC method argument with the data value. This can prevent exceptions caused by not pairing the data in the same order as the method arguments. The last line of the previous code can be modified as follows: <cfdiv bind="cfc:bindsource.getDivContent(edit:{myText})"></cfdiv> JavaScript Binding Now, we will see how simple power can be managed on the browser. We will create a standard JavaScript function and pass the same bound data field through the function. Whenever we update the text box and it looses focus, the contents of the div will be updated from the function on the page. It is suggested that we include all JavaScript rather than put it directly on the page. Refer to the following code: <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="javascript:updateDiv({myText})"></cfdiv><script> updateDiv = function(myEdit){ return 'This is the result that came from the JavaScript function with the edit box sending "<strong>'+myEdit+'</strong>"'; } </script> Here is the result of placing the same text into our JavaScript example. URL Binding We can achieve the same results by calling a web address. We can actually call a static HTML page. Now, we will call a .cfm page to see the results of changing the text box reflected back, as for CFC and JavaScript. Here is the code for our main page with the URL binding. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="url:bindsource.cfm?myEdit={myText}"></cfdiv> In the above code, we can see that the binding type is set to URL. Earlier, we used the CFC method bound to a file named bindsource.cfc. Now, we will bind through the URL to a .cfm file. The bound myText data will work in a manner similar to the other cases. It will be sent to the target; in this case, it is a regular server-side page. We require only one line. In this example, our variables are URL variables. Here is the handler page code: <cfoutput> 'This is the result that came from the server page with the edit box sending "<strong>#url.myEdit#</strong>"'</cfoutput> This tells us that if there is no prefix to the browse request on the bind attribute of the <cfdiv> tag, then it will only work with on-page elements. If we prefix it, then we can pass the data through a CFC, a URL, or through a JavaScript function present on the same page. If we bind to a variable present on the same page, then whenever the bound element updates, the binding will be executed. Bind with Event One of the features of binding that we might overlook its binding based on an event. In the previous examples, we mentioned that the normal event trigger for binding took place when the bound field lost its focus. The following example shows a bind that occurs when the key is released. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="{myText@keyup}"></cfdiv> This is similar to our first example, with the only difference being that the contents of the div are updated as each key is pressed. This works in a manner similar to CFC, JavaScript, and URL bindings. We might also consider binding other elements on a click event, such as a radio button. The following example shows another feature. We can pass any DOM attribute by putting that as an item after the element id. It must be placed before the @ symbol, if you are using a particular event. In this code, we change the input in order to have a class in which we can pass the value of the class attribute and change the binding attribute of the cfdiv element. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText" class="test"> </cfform><hr />And this is the bound div container.<br /><cfdiv bind="{myText.class@keyup}.{myText}"></cfdiv> Here is a list of the events that we can bind. @click @keyup @mousedown @none The @none event is used for grids and trees, so that changes don't trigger bind events. Extra Binding Notes If you have an ID on your CFForm element, then you can refer to the form element based on the container form. The following example helps us to understand this better. Bind = "url:bindsource.cfm?myEdit={myForm:myText}" The ColdFusion 8 documents give the following guides in order to specify the binding expressions. cfc: componentPath.functionName (parameters) The component path cannot use a mapping. The componentPath value must be a dot-delimited path from the web root or the directory that contains the page. javascript: functionName (parameters) url: URL?parameters ULR?parameters A string containing one or more instances of {bind parmeter}, such as {firstname}.{lastname}@{domain} The following table represents the supported formats based on attributes and tags: Attribute Tags Supported Formats Autosuggest cfinput type="text" 1,2,3 Bind cfdiv, cfinput, cftextarea 1,2,3,5 Bind cfajaxproxy, cfgrid, cfselect cfsprydataset, cftreeitem 1,2,3 onChange cfgrid 1,2,3 Source cflayoutarea, cfpod, cfwindow 4
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26 Oct 2009
10 min read
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Building your First Application with Papervision3D: Part 2

Packt
26 Oct 2009
10 min read
This article covers: Basics of a 3D composition in Papervision3D Building your first application Basics of a 3D scene in Papervision3D Before we're ready to program some code for Papervision3D, we need to know a little bit more about 3D in Papervision3D. The following section is meant to give you a better understanding of the code that you will write. Each of these concepts relates directly to classes that are used by Papervision3D. All the object types that will be described are active elements in a 3D scene. Let's have a visualized look at all these objects: Scene The scene is the entire composition of 3D objects in a 3D space. Think of it as your stage in Flash with three axes—x, y, and z. Each object that you want to be visible should be added to the scene. If you don't add objects to the scene, they will not appear on your screen. Camera You can think of this as a real camera, which is somewhere in 3D space recording activity inside the scene. The camera defines the point of view from which you are viewing the scene. Because a camera in 3D is not a visible object, it is not part of our scene and you don't need to add it. Like a real camera you can, for example, zoom and focus. Cameras in 3D space can usually do more than real cameras. For example, in 3D you can, exclude objects to be rendered, when they are too close or too far away from the camera. The camera is able to ignore objects that are not in a certain, defined range. This is done for performance reasons. Objects that are too far away, or even behind the camera, don't need to be recorded, saving a lot of calculation for objects that are in a position where the camera simply can't see them. Viewport A viewport is a container sprite on your stage, and shows the output of what the camera sees. In the illustrative object overview, this has been compared with the lens of the camera. The lens is our window onto the 3D scene. We can make this window small and see just a small part of the scene, or make it big and see a lot. This works exactly as a real window in a wall—making it bigger will not affect how the world outside looks, but will have an effect on how much we can see from this world. The following illustration contains the visualization of a relatively big viewport on the left, along with a relatively small and wide viewport on the right. The thick dark outlines represent the viewports. In the right image, you can clearly see how the window to the 3D world works and how changing its size will not stretch the view of the 3D object in the scene. It only affects how much we see of it. 3D Objects A shape in 3D space is called a 3D object, or DisplayObject3D in Papervision3D. You can think of 3D objects as more advanced display objects just like sprites and movie clips. The difference is that a DisplayObject3D has a third axis, so we can place it anywhere in 3D space and rotate over each of the three axes. Material A material is the texture that is printed on an object. When an object doesn't have a material applied, it will be invisible. There are a variety of materials available for you to use. For example, a very simple material is a color; a more advanced example of a material could be a live streaming video. Render engine A render engine is like a rolling camera. As long as you trigger the render engine, it will output information of the scene recorded by the camera to the viewport. When you stop triggering the render engine, your viewport will not show any new image from the scene and shows the last rendered image. Rendering is actually the most intensive task for your computer, as it needs to recalculate each object that is placed inside your scene and output this to the viewport. Left-handed Cartesian coordinate system Flash, as well as Papervision3D, make use of the Cartesian coordinate system. In Flash, a regular visual object can be positioned on the stage by entering an x and y value. The object will be positioned according to these values and relative to the upper left corner of the stage. A higher x value moves the object to the right, whereas a higher y value moves it downward. The coordinate system in Papervision3D works essentially the same, except for the following two differences: Flash uses Cartesian coordinates on two axes, whereas Papervision3D makes use of them on three axes The y-axis in Flash is inversed compared to the y-axis in Papervision3D In Papervision3D, we want to position objects not only on the x and y axes, but also on an extra axis, in order to position objects in depth. This third axis is called the z-axis. In Flash, objects are positioned relative to the upper left corner, which is the 0, 0 coordinate. This is called the center point, or the origin. Predictably, the position of the origin in 3D space is located at 0, 0, 0. The three axes and the origin point are illustrated by the following image: The plus and minus signs illustrate whether the coordinate values are increasing or decreasing in the direction away from the origin. Notice that the y-axis is inverted compared to 2D coordinates in Flash. When you want to position an object lower on your screen in Flash, you need to give it a higher y position. This is how 2D coordinates on a computer screen work. The above figure shows the y-axis as according to the coordinate system as it is used by Papervision3D. Creating a basic class for Papervision3D In the previous sections you've learned what a basic scene is made of, and how you can create your own classes. Now that we have gone through all this theory, it's now time that we get our hands dirty by writing some code. Start your favorite authoring tool. The first application we'll build is a 3D scene containing a sphere that is rotating over its y-axis. A sphere is basically a "3D ball" and is built into Papervision3D as one of the default primitives. The basic document class First, have a look at the document class that defines the basic structure for the rotating sphere application. package { import flash.display.Sprite; import org.papervision3d.cameras.Camera3D; import org.papervision3d.objects.primitives.Sphere; import org.papervision3d.render.BasicRenderEngine; import org.papervision3d.scenes.Scene3D; import org.papervision3d.view.Viewport3D; public class FirstApplication extends Sprite { private var scene:Scene3D; private var viewport:Viewport3D; private var camera:Camera3D; private var renderEngine:BasicRenderEngine; private var sphere:Sphere; public function FirstApplication() { scene = new Scene3D(); camera = new Camera3D(); sphere = new Sphere(); scene.addChild(sphere); viewport = new Viewport3D(); addChild(viewport); renderEngine = new BasicRenderEngine(); renderEngine.renderScene(scene,camera,viewport); } }} Let's have a look at this in detail. While we do that, you can create a new project in Flash, Flex Builder, or Flash Builder with a document class called FirstApplication. If you're using Flex Builder or Flash Builder, don't forget to configure the path to the Papervision3D source. We know that we need to have a scene, a camera, a viewport, a 3D object with a material, and a render engine, in order to create a rendered output on the screen. Remember that the document class needs to extend Sprite. To make all these available inside the class, we need to import them first. import flash.display.Sprite;import org.papervision3d.cameras.Camera3D;import org.papervision3d.objects.primitives.Sphere;import org.papervision3d.render.BasicRenderEngine;import org.papervision3d.scenes.Scene3D;import org.papervision3d.view.Viewport3D; Now that the imports are set, we define the properties of the class. private var scene:Scene3D;private var viewport:Viewport3D;private var camera:Camera3D;private var renderEngine:BasicRenderEngine;private var sphere:Sphere; We only define the properties and their class types here, without assigning any value. We'll do that inside the constructor. Let's first create the constructor. public function FirstApplication(){} We start by creating a scene inside the constructor. A scene is needed as the holder for our 3D objects. It's very easy to create one. scene = new Scene3D(); All you have to do is create an instance of the Scene3D class, which doesn't take any parameters. Next, we add a Camera3D, which is just as easy as the creation of a new Scene. camera = new Camera3D(); A camera can take parameters when you create a new instance; however, the default values will do for now. The scene and camera are useless as long as there are no 3D objects in the scene to film. For this example a sphere will be used, which is one of the built-in 3D objects. sphere = new Sphere(); A camera, as well as a sphere, takes parameters when you instantiate it. However, when you do not pass any parameters, a default sphere will be created. Now that we have created our sphere, we need to add it to the scene, otherwise it will not be seen by the camera. This works in exactly the same way as adding regular display objects to the display list in Flash, by using the addChild() method. scene.addChild(sphere); That looks familiar, right? Now that we have a scene, a camera, and a sphere, we need to set up the window to the 3D scene, so we can see what is going on in there. We need to define our viewport and add it to the stage to make it visible. viewport = new Viewport3D();addChild(viewport); While creating a new viewport, you can pass optional parameters to it, but the default parameters are again fine for now. We are now just one step away from publishing our application. First we need to get our camera rolling. This is done by defining the render engine, which will render the current view of the camera to the viewport. renderEngine = new BasicRenderEngine();renderEngine.renderScene(scene,camera,viewport); Now that the render engine is defined and an instruction to render the scene is added, we are ready to publish this project. This should result in the following image of triangles that together form something like a circle: Case sensitivityPay attention to upper cases and lower cases in the examples. Not following these conventions might result in an error. A good example of this is the definition and instantiation of a sphere as we did in our FirstApplication.var sphere:Sphere = new Sphere();Here we see that we have defined a class property called sphere (lowercase) of a Sphere (uppercase) type, containing an instance of Sphere (uppercase). Giving a variable/property the same name as the defined object type will often cause problems. The result of these few lines of code may not look very impressive yet, but in fact this is the beginning of something that will soon become exciting and could never be accomplished this easy by regular Flash use. When you have managed to compile this application that shows the triangles, you've made it through the hardest part of this example. Let's continue building your first application and see how we can add the illusion of 3D to our object, which still looks very 2D.
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article-image-storing-planning-data-ibm-cognos-d-cube-part-2
Packt
26 Oct 2009
6 min read
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Storing Planning Data in IBM Cognos: D-Cube (Part 2)

Packt
26 Oct 2009
6 min read
Exporting data from the D-Cube You can export data from the D-Cube into an ASCII file or to the clipboard. The export function gives you the ability to format how you want to export the data. You can set the delimiter, insert headers, and arrange the order of the dimensions. You can also suppress zero values in calculated data so that the export function will not include records that have zero or null data. To export from a D-Cube: Open the D-Cube. Click on D-Cube|Export. The Export function displays four tabs: Export Header/Footer Zeros Show Det/Tot Export Observe the following: Under the Export to option, select whether you want to export to a file or to the clipboard. If you are exporting to a file, enter the path and name of the file that you want to export the data to. Alternatively, you can click on the Browse button to save the file. Click the Select button to open the item selection box, and then select the dimension items containing the data you want to export. If you have a saved selection containing the data that you want to export, then you can load that selection into the dimension selection box. Groups Select how you want the dimensions to be displayed as columns: Single Column: Export each dimension as a single column. Multiple Column: Select one dimension whose items you want displayed as separate columns, and set the rest of the dimensions as single columns. The last dimension marked as [data] under the Dimension Order box contains the items that will used as multiple columns (see the following example): Single vs. multiple columns The following table illustrates a single column file with each dimension laid out as a separate column:       The following table illustrates a multiple column file. In this example, the items in the Month dimension are displayed as separate columns.       Format In the Format section, select the following: Separator: Set the delimiter to be used in the export file. Select Comma, Tab, Semicolon, or Aligned Columns. Column Headings Normal: This is the default setting. If you export in multiple columns, this option will include columns headers on each page but not for the rows and page dimensions. If you export in single columns, this no column headers will be included. At Top: This option includes the D-List names and column headers at the top of first page only. Above Each Page: This option includes the D-List names and column headers at the top of each page of the export. None: This option does not include column headers at all. Mode Append: Add the data to any previously-exported data in the same file. Overwrite: Overwrite any previously-exported data in the same file. Data formats: Apply Regional Settings: Select this checkbox to use the regional settings in your operating system as the format for the export. Pipes as Spaces: Select this checkbox to replace any pipe symbols (|) with spaces. Plain Number Format: Select this option to remove any numeric formats that you applied in the D-List. The values are exported in as many decimal places as is necessary in is basic format. All commas, currency signs, and percentages will be removed. Negative values enclosed in parenthesis will be prefixed with a minus sign. Non-numeric formats (Text, Date, and D-List) will be retained. Text Qualifier: Choose whether you want the data exported with a single quote or double quote text qualifier. Dimension Order: Determine the order of the dimensions that will be exported as columns. Move the dimensions up or down using the arrows, or click the Dimension Order button to arrange the dimensions according to their order in the D-Cube. Header/Footer This option lets you enter a title and/or footer to the export file. Enter the title or footnote by typing directly into the text box. Zeros This option suppresses any record with zero values. This option is independent of the zero suppression in force when you are viewing the D-Cube. You can suppress zeros in rows or columns by highlighting the dimension labeled R or C respectively. You can deselect a selected dimension by pressing Ctrl and clicking on the highlighted item. To suppress zeros in pages, select Suppress Zero Pages. If you want to suppress zeros in all of the dimensions, highlight all of the dimensions and then select Suppress Zero Pages. Show Det/Tot This option lets you choose whether you want to export only detail items or calculated items by highlighting the dimensions containing the detail or subtotal items, as appropriate. There are separate selection boxes for detail and total items. Breakback Breakback is a powerful feature in IBM Cognos Planning. With Breakback, you can enter data into calculated cells and change the variables that make up the formula according to rules that you specify. Breakback is commonly used to propagate changes to a total across its detail items, in proportion to the value of the detail items. Suppose you have five products, showing a total of 1500 units:   Product Current Product A 100 Product B 200 Product C 300 Product D 400 Product E 500 TOTAL 1500 With Breakback, if you enter 3000 in the total, the detail products will change as follows:   Product With Breakback Product A 200 Product B 400 Product C 600 Product D 800 Product E 1000 TOTAL 3000 Breakback distributes the changes in the TOTAL to Products A to E in proportion to their original share of the total. Breakback works on addition, subtraction, multiplication, and division. It can handle multiple calculations across multiple dimensions and hierarchies. Breakback on hierarchies You can apply Breakback on a grand total consisting of multiple subtotals across various hierarchical levels. In a simple hierarchy where you have only one subtotal, Breakback distributes the value across its children proportionately. In a multi-level hierarchy, Breakback cascades the changes one level at a time down through the hierarchy. If you enter a value into a total, Breakback will distribute the value proportionately to the subtotals immediately below the total, then to the subtotal the next level down, and so on.
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26 Oct 2009
4 min read
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Graphical Report Design with iReport: Part 2

Packt
26 Oct 2009
4 min read
By the end of this article, you should be able to: Add multiple columns to a report Group report data Add images and charts to a report Creating more elaborate reports In this section, we will modify the simple report we created in the previous article to illustrate how to add images, charts, and multiple columns to a report. We will also see how to group report data. We will perform all of these tasks graphically with iReport. Adding images to a report Adding static images to a report is very simple with iReport. Just drag the Image component from the Palette to the band where it will be rendered in the report. When we drop the image component into the appropriate band, a window pops up asking us to specify the location of the image file to display. After we select the image, we can drag it to its exact location where it will be rendered. As we can see, adding images to a report using iReport couldn't be any simpler. Adding multiple columns to a report The report we've been creating so far in this article (continued from the first part of this article, Graphical Report Design with iReport: Part 1, for database details, refer to Database for our reports section of Creating Dynamic Reports from Databases) contains over 11,000 records. It spans over 300 pages. As we can see, there is a lot of space between the text fields. Perhaps it would be a good idea to place the text fields closer together and add an additional column. This would cut the number of pages in the report by half. To change the number of columns in the report, we simply need to select the root report node in the Report Inspector window at the top left and then modify its Columns property in the Properties window at the bottom right. When we modify the Columns property, iReport automatically modifies the Column Width property to an appropriate value. We are free, of course, to modify this value if it doesn't meet our needs. As our report now contains more than one column, it makes sense to re-add the Column Header band we deleted earlier. This can be done by right-clicking on the band in the Report Inspector window and selecting Add Band. Next, we need to move the static text in the page header to the Column Header band. To move any element from one band to another, all we need to do is drag it to the appropriate band in the Report Inspector window. Next, we need to resize and reposition the text fields in the Detail band and the static text elements in the Column Header band so that they fit in the new, narrower width of the columns. Also, resize the Column Header band to avoid having too much whitespace between the elements of the Column Header and Detail bands. Our report now looks like this: We can see the resulting report by clicking on Preview. Grouping report data Suppose we are asked to modify our report so that data is divided by the state where the aircraft is registered. This is a perfect situation to apply report groups. Report groups allow us to divide report data when a report expression changes. To define a report group, we need to right-click on the root report node in the Report Inspector window, and then select Add Report Group. Then, enter the Group name and indicate whether we want to group by a field or by a report expression. In our case, we want to group the data by state field. After clicking on Next>, we need to indicate whether we want to add a group header and/or footer to our report. For aesthetic purposes, we move the static text fields in the Column Header band to the Group Header band, remove the column and page header bands, and add additional information to the Group Header band. After making all of these changes, our report preview will look like this: We can preview the report by clicking Preview.
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Packt
26 Oct 2009
1 min read
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Adding Interactive Course Material in Moodle 1.9: Part 2

Packt
26 Oct 2009
1 min read
Adding the First Question Page Immediately after you save your lesson settings, Moodle presents you with the following page: At this point, it is time to create the first question page or import question pages from another system. Let's take a look at each of your options. Importing Questions If you choose to Import questions, you can import questions created by Moodle and other online learning systems. Some of the formats that you can import are: GIFT and Moodle XML These are Moodle's proprietary formats. GIFT is text only, and XML can include graphics and special characters. Aiken This format is for multiple choice questions. Missing Word This format is for missing word multiple choice questions. Blackboard If you're converting from Blackboard to Moodle, you can export questions from Blackboard and import them into Moodle. WebCT This format supports multiple choice questions, and short answers questions from WebCT. Course Test Manager If you're converting from Course Test Manager to Moodle, you can export questions from Course Test Manager, and import them into Moodle. Embedded Answers (Cloze) This format is a multiple question, multiple-choice question with embedded answers.  
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26 Oct 2009
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Moodle Makeover

Packt
26 Oct 2009
6 min read
What we will do, is: Do more than make each topic a long list of resources. Use the label resource and Moodle's indenting tool to change this: To this: Find out where we can get lots of free images for our courses. Explore different ways to use HTML to make our courses even more engaging. Include a talking character—an animated avatar—using Voki.com: Arrange Your Resources Why is it important to spend a little time arranging resources in a topic? Isn't it all eye candy? Let's take a look at my Topic 1: I've got a nice colorful title, some text to introduce the topic, and then a long list of resources—which, quite honestly looks just like the list of files in the shared drive I already use to distribute my documents and handouts to students. What if the topic looked like this: This is much more the effect we need. I've reordered my resources and included some labels, so that it is much easier for students to find a resource. In this section, we're going to learn how to bring some order into our topics. Putting Your Resources in Order One obvious difference between a shared drive and Moodle is that in Moodle, you can put the resources in the order you want, not the order the computer insists on (usually, numerical/alphabetical). However, in Moodle, any new resources you add are simply queued on to the end of the topic. This has meant that resources in my Getting Things Flying topic aren't exactly ordered in a sensible way—just the way I added them. I'm going to take action to remedy that now... Time for Action – Arrange Your Resources Remember that you need editing turned on before you start. Choose the resource you want to move. I'm going to move my Backyard ballistics links resource to the end of the topic. To start the process, I need to 'pick up' the resource. I click on the Move icon: This causes two things to happen. Firstly, the resource I want to move disappears. Don't worry—imagine you have it in your hand and you are ready to place it back into your course. Secondly, the boxes that have now appeared represent all the places to which you can move the resource that you are holding: Choose where you want to move the resource to. I want my list of links at the end, so I'm going to click on the box at the bottom. The boxes disappear and my resources have been shuffled: What Just Happened? A list o f resources in Moodle isn't simply a list of files, like you would find on a shared drive. One obvious difference is that in Moodle, you can arrange your resources to be listed in the order you want, and we've just seen how easy it is to achieve this. You can't find the Move icon? Your site may be configured so that you can drag and drop resources. In that case, instead of the Move icon you will see crosshairs next to your resource. To move the resource, click on the cross hairs and, keeping your finger pressed down on the left mouse butt on, drag the resource to its new location. Look for the line in the background—this tells you where your resource is going to be dropped to—then let go of the mouse butt on when you have found the spot. Now I've got my resources in the order I wanted, I have to say that my topic looks like just another resource dump—which is what I am trying to avoid. My resources would be much easier to use if I could introduce each of them with a short piece of text: Introducing a resource with a short introduction is a great way of improving the visual appeal of your course. The tool to achieve this is called a Label resource, and here's how to use it... Time for Action – Insert a Label I'm going to start the process of arranging my resource by having a short piece of text introducing the Backyard ballistics links resource. Make sure editing is turned on, click on Add a resource, and choose Insert a label. In the Editing Label page, enter your label text. When you are done, press the Save and return to course button. The new label is added to the end of the list of resources—which is obviously the wrong place for it. Click on the Move icon, next to the label you have just added: The page is re-displayed. Your new label disappears and lots of boxes have appeared. These boxes represent the places where your new label can go: Click on the relevant box to place your label. You're done! Remember: If you don't have a Move icon, you'll have crosshairs next to the label that you can click on to drag it to the right place. What Just Happened? After all the experience we have had with Moodle so far, using the label resource will be fairly straightforward. Judicious use of labels means our course topics don't have to be simply a long list of resources. Remember to treat labels as a way of leading the student towards and into a resource. Labels are not designed for content, so try to keep labels short—perhaps two or three sentences at the most. Labels are like the glue that holds topics together. You don't want your glue to be too thick. It's looking better, but my topic is still looking a little flat. You can indent your resources by clicking on the Move right icon next to the resource: Below is how things now look with a little indenting: Seeing the course from a student's point of viewAs a teacher, you will see a lot of options on the screen that your students won't. To get a clear idea of how a student will see the course, use the Switch role to… option at the top right of the screen. Choose Student from this list, and you will see the course as students see it.When you're done, click Return to my normal role and you'll get your normal view back. You will also need to Turn editing on to get the edit controls back.
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article-image-building-your-first-application-papervision3d-part-1
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26 Oct 2009
7 min read
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Building your First Application with Papervision3D: Part 1

Packt
26 Oct 2009
7 min read
This article covers the following: Introduction to classes and object-oriented programming Working with the document class/main application file Introduction to classes and object-oriented programming In this article we will learn to write our own classes that can be used in Flash, along with Flex Builder and Flash Builder. If you're a developer using the Flash IDE, it might be the first time you'll write your own classes. Don't worry about the difficulty level if you are new to classes. Learning how to program  in an OOP way using Papervision3D is a good way to become more familiar with classes and it  might motivate you to learn more about this subject. You will not be the first who learned to program in an OOP way, as a side effect of learning an external library such as Papervision3D is. So what are classes? In fact, they are nothing more than a set of functions (methods) and variables (properties) grouped together in a single file, which is known as the class definition. A class forms the blueprint for new objects that you create. Sounds a bit vague? What if you were told that you've probably already used classes? Each object you create from the Flash API is based on classes. For example, Sprites, MovieClips, and TextFields are objects that you have probably used in your code before. In fact, these objects are classes. The blueprints for these objects and their classes are already incorporated in Flash. First, have a look at how you can use them to create a new Sprite object: var mySprite:Sprite = new Sprite(); Looks familiar—right? By doing this, you create a new copy of the Sprite class as an object called mySprite. This is called instantiation of an object. There's no difference between instantiating built-in classes or instantiating custom written classes. Papervision3D is a set of custom classes. var myObject3D:DisplayObject3D = new DisplayObject3D(); So, although you know how to use classes, creating your own classes might be new to you. Creating a custom class An ActionScript class is basically a text-based file with an .as extension stored somewhere on your computer, containing ActionScript code. This code works as the previously mentioned blueprint for an object. Let's see what that blueprint looks like: package { public class ExampleClass { public var myName:String = "Paul"; public function ExampleClass() { } public function returnMyName():String { return "My name is" + myName; } }} On the first line, you'll find the package statement, followed by an opening curly bracket and ended with a closing curly bracket at the bottom of the class. Packages are a way to group classes together and represent the folder in which you saved the file. Imagine you have created a folder called myPackage inside the same folder where you've saved an FLA or inside a defined source folder. In order to have access to the folder and its classes, you will need to define the package using the folder's name as shown next: package myPackage { ...} This works the same way for subfolders. Let's imagine a folder called subPackage has been added to the imaginary folder myPackage. The package definition for classes inside this subfolder should then look like this: package myPackage.subPackage { ...} If you don't create a special folder to group your classes, you can use the so-called default package instead of defining a name. All the examples in this article will use default packages. However, for real projects it's good practice to set up a structure in order to organize your files. After the package definition, you'll find the class definition, which looks as follows: public class ExampleClass{ ...} The name of the class must be the same name as the class file. In this example, the file needs to be saved as ExampleClass.as. Besides the fact that working packages is a good way to organize your files, they can also be used to uniquely identify each class in a project. At the top of the class definition you'll see the word public, which is a keyword defining that the class is accessible to all other code in the project. This keyword is called, an access modifier. The defined name of the class will be used to instantiate new copies of the class. Instantiating this class could be done like this: var classExample:ExampleClass = new ExampleClass(); Inside the class, a string variable is defined in pretty much the same way as you would when working with timeline scripting. public var myName:String = "Paul"; The definition of a variable inside a class is called as a class property. You can add as many properties to a class as you want. Each definition starts off with an access modifier. In this case the access modifier is set to public, meaning that it is both readable and writeable by code located outside the class: var classExample:ExampleClass = new ExampleClass();classExample.myName = "Jeff"; As you can see, this creates an instance of ExampleClass. We also changed the myName property from Paul to Jeff. When a property is defined as public, this is allowed to happen. In case you want access to this property inside the class itself, you can mark the property as private: private var myName:String = "Paul"; Executing the previous code to change myName from Paul to Jeff will result in a compile-time error. In the next lines we see the creation of a new function called ExampleClass in the class. Functions that have the same name as the name of the class are known as constructors. public function ExampleClass(){} Constructors always have a public access modifier and are called automatically each time the class is instantiated. This means that the code inside this function will be executed automatically. All other function definitions inside the class are called methods. public function returnMyName():String{ return "My name is" + myName;} At the end of this method definition, you'll notice a colon followed by a data type. This defines the type of object the method returns. When you work with functions on the timeline in Flash, you can define this as well, but it's not required to do so. The method returnMyName() is defined to return a string. In case you do not want to return any data type, you can define this by using a void as the return type: public function returnNothing():void{ //Do not return something} We need to define return type only for methods and not for constructors. Classes, as well as properties and methods, have access modifiers that define from where each of these objects can be accessed. So far we've seen that a public keyword allows code outside the class to access a property, or call a method inside the class. When you allow access from other code, you need to be aware that this code can mess up your class. You can prevent this by using the private keyword, which makes the property or method only accessible inside your class. Two other access modifiers that are often used are internal and protected. Classes inside the same package can access internal methods or properties and protected methods can only be used inside a related subclass. Subclasses are a part of inheritance, which will be explained in a bit. As long as you have not planned to give access to scripts outside your class, it's a good practice to mark all properties and methods of a class as private by default. When defining a property or method, you should always ask yourself whether you want them to be accessed from outside your class.
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26 Oct 2009
4 min read
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Development of Windows Mobile Applications (Part 1)

Packt
26 Oct 2009
4 min read
Windows OS for Windows Mobile is available in various versions, but for this article we will be using Windows Mobile 6. Windows Mobile 6 uses .NET Compact Framework v2 SP2, and has 3 different versions: Windows Mobile 6 Standard (phones without Touch Screen) Windows Mobile 6 Professional (with Phone functionality) Windows Mobile 6 Classic (without Phone functionality) Windows Mobile 6.1 and Windows Mobile 6.5 are other 2 higher versions available with some additional features as compared to Windows Mobile 6. Windows Mobile 7 expected to be released in 2010 and is said to have major updates. This article concentrates on development on Windows Mobile 6 Professional. Software Prerequisite This article will introduce you to the development for Windows Mobile 6 Professional, using Visual C#. Windows Mobile 6 has .NET Compact Framework v2 SP2 preinstalled. .NET Compact Framework is a Compact Edition of .NET Framework, and does not have all the features of the complete .NET Framework. Following are the software required for development: Microsoft Visual Studio 2008 Windows Mobile 6 Professional SDK Refresh (SDK contains emulator, used for testing, debugging. To download click here) ActiveSync (Used for Data Synchronizing between development machine and Windows Mobile, To download click here) Without making any exception, we will follow the golden rule of learning by writing “Hello World” application. Hello World We will assume that you have installed all the prerequisite software mentioned above. Launch Visual Studio 2008 and select Visual C# (if prompted). Create a new Project (File -> New) as shown below: While creating a new Project, Visual Studio 2008 IDE provides an option to select an installed template, which will create Project with all the basic requirements/structure for development. For Windows Mobile, we will select option Smart Device and template Smart Device Project as shown below.  You can also provide: Name: Name for Project. We will call it as MyFirstApp. Location: Location where this project will be created. Browse and set the desired location. We will use default location for now. Solution Name: Name for referring the Solution. Usually we keep it same as Project Name. Since Windows Mobile 6 has .NET Compact Framework v2, it will select the .NET Framework 2.0 from the dropdown on the top right. Click OK. Next step is to select the Target platform, .NET Compact Framework Version and Template. For our application we will select: Target platform: Windows Mobile 6 Professional SDK .NET Compact Framework Version: .NET Compact Framework Version 2.0. Template: Device Application Project MyFirstApp is successfully created and IDE will open a Form as shown. Let me introduce you to the various sections on screen. This is the main section called development section. All the coding and designing of the Form is done here. This section is called Toolbox and lists all the available components. If this section is not visible click View->Toolbox. This section is called Solution Explorer and shows all the forms, resources and properties. If this section is not visible click View->Solution Explorer. This section is Properties and displays all the properties for the component selected. If this section is not visible click View->Properties Window. By default Form is named as Form1. Let us first change the Name of the form. To do so select the form and the properties related to form will be listed in properties window. The entire properties list is in the form of Key Value pair. For changing Name of form, change value of property Name. For this example we will change it to HelloWorldForm. Now this form will be referred as HelloWorldForm throughout the application. Changing form name doesn’t change form caption (title) it is still showing Form1. To change caption change the value of property name Text. For this example we will change the Text to Hello World. Also the file representing this form in Solution Explorer will still be referred as Form1.cs, again you can either keep the name of the file as it is or can rename it. We will rename it to HelloWorld.cs.
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Packt
26 Oct 2009
4 min read
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JBoss Tools Palette

Packt
26 Oct 2009
4 min read
By default, JBoss Tools Palette is available in the Web Development perspective that can be displayed from the Window menu by selecting the Open Perspective | Other option. In the following screenshot, you can see the default look of this palette: Let's dissect this palette to see how it makes our life easier! JBoss Tools Palette Toolbar Note that on the top right corner of the palette, we have a toolbar made of three buttons (as shown in the following screenshot). They are (from left to right): Palette Editor Show/Hide Import Each of these buttons accomplishes different tasks for offering a high level of flexibility and customizability. Next, we will focus our attention on each one of these buttons. Palette Editor Clicking on the Palette Editor icon will display the Palette Editor window (as shown in the following screenshot), which contains groups and subgroups of tags that are currently supported. Also, from this window you can create new groups, subgroups, icons, and of course, tags—as you will see in a few moments. As you can see, this window contains two panels: one for listing groups of tag libraries (left side) and another that displays details about the selected tag and allows us to modify the default values (extreme right). Modifying a tag is a very simple operation that can be done like this: Select from the left panel the tag that you want to modify (for example, the <div> tag from the HTML | Block subgroup, as shown in the previous screenshot). In the right panel, click on the row from the value column that corresponds to the property that you want to modify (the name column). Make the desirable modification(s) and click the OK button for confirming it (them). Creating a set of icons The Icons node from the left panel allows you to create sets of icons and import new icons for your tags. To start, you have to right-click on this node and select the Create | Create Set option from the contextual menu (as shown in the following screenshot). This action will open the Add Icon Set window where you have to specify a name for this new set. Once you're done with the naming, click on the Finish button (as shown in the following screenshot). For example, we have created a set named eHTMLi: Importing an icon You can import a new icon in any set of icons by right-clicking on the corresponding set and selecting the Create | Import Icon option from the contextual menu (as shown in the following screenshot): This action will open the Add Icon window, where you have to specify a name and a path for your icon, and then click on the Finish button (as shown in the following screenshot). Note that the image of the icon should be in GIF format. Creating a group of tag libraries As you can see, the JBoss Tools Palette has a consistent default set of groups of tag libraries, like HTML, JSF, JSTL, Struts, XHTML, etc. If these groups are insufficient, then you can create new ones by right-clicking on the Palette node and selecting the Create | Create Group option from the contextual menu (as shown in the following screenshot). This action will open the Create Group window, where you have to specify a name for the new group, and then click on Finish. For example, we have created a group named mygroup: Note that you can delete (only groups created by the user) or edit groups (any group) by selecting the Delete or Edit options from the contextual menu that appears when you right-click on the chosen group. Creating a tag library Now that we have created a group, it's time to create a library (or a subgroup). To do this, you have to right-click on the new group and select the Create Group option from the contextual menu (as shown in the following screenshot). This action will open the Add Palette Group window, where you have to specify a name and an icon for this library, and then click on the Finish button (as shown in the following screenshot). As an example, we have created a library named eHTML with an icon that we had imported in the Importing an icon section discussed earlier in this article: Note that you can delete a tag library (only tag libraries created by the user) by selecting the Delete option from the contextual menu that appears when you right-click on the chosen library.
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Packt
26 Oct 2009
7 min read
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Graphical Report Design with iReport: Part 1

Packt
26 Oct 2009
7 min read
In 2008, iReport was rewritten to take advantage of the NetBeans platform. It is freely available both as a standalone product and as a plugin to the NetBeans IDE. In this article, we will be covering the standalone version of iReport; however, the material is also applicable to the iReport NetBeans plugin. By the end of this article, you will be able to: Obtain and set up iReport Quickly create database reports by taking advantage of iReport's Report Wizard Design reports graphically with iReport Obtaining iReport iReport can be downloaded from its home page at http://jasperforge.org/projects/ireport by clicking on the Download iReport image slightly above the center of the page. Once we click on the image, we are directed to an intermediate page where we can either log in with our JasperForge account or go straight to the download page. Either logging in or clicking on the No Thanks, Download Now button takes us to the iReport download page. The standalone iReport product is in the first row of the table on the page. To download it, we simply click on the Download link in the last column. Other downloads on the page are for older versions of JasperReports, iReport NetBeans plugin, and other JasperSoft products. iReport can be downloaded as a DMG file for Macintosh computers, as a Windows installer for Windows PCs, as a source file, as a ZIP file, or as a gzipped TAR file. To install iReport, simply follow the usual application installation method for your platform. If you chose to download the ZIP or gzipped TAR file, simply extract it into any directory. A subdirectory called something like iReport-nb-3.5.1 will be created. (The exact name will depend on the version of iReport that was downloaded.) Inside this directory, you will find a bin subdirectory containing an executable shell script called ireport and a couple of Windows executables, ireport.exe and ireport_w.exe. On Windows systems, either EXE file will start iReport. The difference between the two Windows executables is that theireport.exe will display a command-line window when iReport is executed, and ireport_w.exe won't. Both versions provide exactly the same functionality. On Unix and Unix-like systems, such as Linux and Mac OS, iReport can be started by executing the ireport shell script. The following screenshot illustrates how iReport looks when it is opened for the first time: Setting up iReport iReport can help us quickly generate database reports. To do so, we need to provide it with the JDBC driver and connection information for our database. iReport comes bundled with JDBC drivers for several open source relational database systems, such as MySQL, PostgreSQL, HSQLDB, and others. If we want to connect to a different database, we need to add the JDBC driver to iReport's CLASSPATH. This can be done by clicking on Tools | Options and then selecting the Classpath tab. To add the JDBC driver to the CLASSPATH, click on the Add JAR button, and then navigate to the location of the JAR file containing the JDBC driver. Select the JAR file and click on the OK button at the bottom of the window. We won't actually add a JDBC driver, as we are using MySQL for our examples, which is one of the RDBMS systems supported out of the box by iReport. The information just provided is for the benefit of readers using an RDBMS system that is not supported out of the box. Before we can create reports that use an RDBMS as a datasource, we need to create a database connection. In order to do so, we need to click on the Report Datasources icon in the toolbar: After doing so, the Connections / Datasources configuration window should pop up. To add the connection, we need to click on the New button, select Database JDBC connection, and then click on the Next> button. We then need to select the appropriate JDBC driver, fill in the connection information, and click on the Save button. Before saving the database connection properties, it is a good idea to click on theTest button to make sure we can connect to the database. If we can, we should see a pop-up window like the following: After verifying that we can successfully connect to the database, we are ready to create some database reports. Creating a database report in record time iReport contains a wizard that allows us to quickly generate database reports (very useful if the boss asks for a report 15 minutes before the quitting time on a Friday!). The wizard allows us to use one of the predefined templates that are included with iReport. The included report templates are divided into two groups: templates laid out in a "columnar" manner and templates laid out in a "tabular" manner. Columnar templates generate reports that are laid out in columns, and tabular templates generate reports that are laid out like a table. In this section, we will create a report displaying all the aircraft with a horsepower of 1000 or more. To quickly create a database report, we need to go to File | New | Report Wizard. We should then enter an appropriate name and location for our report and click on Next>. Next, we need to select the datasource or database connection to use for our report. For our example, we will use the JDBC connection we configured in the previous section. We can then enter the database query we will use to create the report. Alternatively, we can use the iReport query designer to design the query. For individuals with SQL experience, in many cases it is easier to come up with the database query in a separate database client tool and then paste it in the Query text area than using the query designer. The complete query for the report is: selecta.tail_num,a.aircraft_serial,am.model as aircraft_model,ae.model as engine_modelfrom aircraft a, aircraft_models am, aircraft_engines aewhere a.aircraft_model_code = am.aircraft_model_codeand a.aircraft_engine_code = ae.aircraft_engine_codeand ae.horsepower >= 1000 The following window shows a list of all the columns selected in the query, allowing us to select which ones we would like to use as report fields: In this case, we want the data for all columns in the query to be displayed in the report. Therefore, we select all columns by clicking on the second button. We then select how we want to group the data and click on Next>. This creates a report group. In this example, we will not group the report data. The screenshot illustrates how the drop-down box contains the report fields selected in the previous step. We then select the report layout (Columnar or Tabular). In this example, we will use the Tabular Layout. After selecting the layout, we click on Next> to be presented with the last step. We then click on Finish to generate the report's JRXML template. While the template is automatically saved when it is created, the report generated by the Preview button is not automatically saved. We can then preview our report by clicking on Preview. That's it! We have created a report by simply entering a query and selecting a few options from a wizard.  
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Packt
26 Oct 2009
3 min read
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New SOA Capabilities in BizTalk Server 2009: WCF SQL Server Adapter

Packt
26 Oct 2009
3 min read
Do not go where the path may lead; go instead where there is no path and leave a trail.-Ralph Waldo Emerson Many of the patterns and capabilities shown in this article are compatible with the last few versions of the BizTalk Server product. So what's new in BizTalk Server 2009?` BizTalk Server 2009 is the sixth formal release of the BizTalk Server product. This upcoming release has a heavy focus on platform modernization through new support for Windows Server 2008, Visual Studio.NET 2008, SQL Server 2008, and the .NET Framework 3.5. This will surely help developers who have already moved to these platforms in their day-to-day activities but have been forced to maintain separate environments solely for BizTalk development efforts. Lets get started. What is the WCF SQL Adapter? The BizTalk Adapter Pack 2.0 now contains five system and data adapters including SAP, Siebel, Oracle databases, Oracle applications, and SQL Server. What are these adapters and how are they different than the adapters available for previous version of BizTalk? Up until recently, BizTalk adapters were built using a commonly defined BizTalk Adapter Framework. This framework prescribed interfaces and APIs for adapter developers in order to elicit a common look and feel for the users of the adapters. Moving forward, adapter developers are encouraged by Microsoft to use the new WCF LOB Adapter SDK. As you can guess from the name, this new adapter framework, which can be considered an evolution of the BizTalk Adapter Framework, is based on WCF technologies. All of the adapters in the BizTalk Adapter Pack 2.0 are built upon the WCF LOB Adapter SDK. What this means is that all of the adapters are built as reusable, metadata-rich components that are surfaced to users as WCF bindings. So much like you have a wsHttp or netTcp binding, now you have a sqlBinding or sapBinding. As you would expect from a WCF binding, there is a rich set of configuration attributes for these adapters and they are no longer tightly coupled to BizTalk itself. Microsoft has made connection a commodity, and no longer do organizations have to spend tens of thousands of dollars to connect to line of business systems like SAP through expensive, BizTalk-only adapters. This latest version of the BizTalk Adapter Pack now includes a SQL Server adapter, which replaces the legacy BizTalk-only SQL Server adapter. What do we get from this SQL Server adapter that makes it so much better than the old one? Feature Classic SQL Adapter WCF SQL Adapter Execute create-read-update-delete statements on tables and views; execute stored procedures and generic T-SQL statements Partial (send operations only support stored procedures and updategrams) Yes Database polling via FOR XML Yes Yes Database polling via  traditional tabular results No Yes Proactive database push via SQL Query Notification No Yes Expansive adapter configuration which impacts connection management and transaction behavior No Yes Support for composite transactions which allow aggregation of operations across tables or procedures into a single atomic transaction No Yes Rich metadata browsing and retrieval for finding and selecting database operations No Yes Support for the latest data types (e.g. XML) and SQL Server 2008 platform No Yes Reusable outside of BizTalk applications by WCF or basic HTTP clients No Yes Adapter extension and configuration through out of the box WCF components or custom WCF behaviors No Yes Dynamic WSDL generation which always reflects current state of the system instead of fixed contract which always requires explicit updates No Yes
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