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How-To Tutorials

7019 Articles
article-image-social-networks-and-extending-user-profile-drupal-part-1
Packt
27 Nov 2009
5 min read
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Social Networks and Extending the User Profile in Drupal: Part-1

Packt
27 Nov 2009
5 min read
The term "social network" means different things to different people. However, the starting point of any network is the individuals within it. A user profile provides a place for site members to describe themselves, and for other site members to find out about them. In this article, we will examine how to create a user profile that is aligned with the goals of your site. Identifying the Goals of Your Profile User profiles can be used for a range of purposes. On one end of the spectrum, a profile can be used to store basic information about the user. On the other end of the spectrum, a user profile can be a place for a user to craft and share an online identity. As you create the functionality behind your user profile page, you should know the type of profile you want to create for your users. Drupal ships with a core Profile module. This module is a great starting point, and for many sites will provide all of the functionality needed. If, however, you want a more detailed profile, you will probably need to take the next step: building a node-based profile. This involves creating a content type that stores profile information. Node-based profiles offer several practical advantages; these nodes can be extended using CCK fields, and they can be categorized using a taxonomy. In Drupal 6, user profiles become nodes through using the Content Profile module. The most suitable approach to user profiles will be determined by the goals of your site. Using Drupal's core Profile module provides some simple options that will be easy to set up and use. Extending profiles via the Content Profile module allows for a more detailed profile, but requires more time to set up. In this article, we will begin by describing how to set up profiles using the core Profile module. Then we will look at how to use the Content Profile module. Using the Core Profile Module To use the core profile module, click on the Administer | Site building | Modules link, or navigate to admin/build/modules. In the Core – optional section, enable the Profile module. Click the Save configuration button to submit the form and save the settings. Once the Profile module has been enabled, you can see a user's profile information by navigating to http://example.com/user/UID, where UID is the user's ID number on the site. To see your own user profile, navigate to http://example.com/user when logged in, or click the My Account link. The default user profile page exposes some useful functionality. First, it shows the user's profile, and secondly, it provides the Edit tab that allows a user to edit their profile. The Edit tab will only be visible to the owner of the profile, or to administrative users with elevated permissions. Other modules can add tabs to the core Profile page. As shown in the preceding screenshot by Item 1, the core Tracker module adds a Track tab; this tab gives an overview of all of the posts to which this user has participated. As shown in the preceding screenshot by item, the Contact tab has been added by the core Contact module. The Contact module allows users to contact one another via the site. Customizing the Core Profile The first step in customizing the user profile requires us to plan what we want the profile to show. By default, Drupal only requires users to create a username and provide an email address. From a user privacy perspective, this is great. However, for a teacher trying to track multiple students across multiple classes, this can be less than useful. For this sample profile, we will add two fields using the core Profile module: a last name, and a birthday. The admin features for the core profile module are accessible via the Administer | User Management | Profiles link, or you can navigate to admin/user/profile. As seen in the preceding screenshot, the core profile module offers the following possibilities for customization: single-line textfield—adds a single line of text; useful for names or other types of brief information. multi-line text field—adds a larger textarea field; useful for narrative-type profile information. checkbox—adds a checkbox; useful for Yes/No options. list selection—allows the site admin to create a set of options; the user can then select from these pre-defined options. Functionally, this is similar to a controlled vocabulary created using the core Taxonomy module. freeform list—adds a field where the user can enter a comma-separated list. Functionally, this is similar to a tag-based vocabulary created using the core Taxonomy module. URL—allows users to enter a URL; this is useful for allowing users to add a link to their personal blog. date—adds a date field. In our example profile—adding a last name and a birthday—our last name will be a single-line textfield; our birthday will be a date field.
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article-image-line-area-and-scatter-charts
Packt
05 Apr 2013
10 min read
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Line, Area, and Scatter Charts

Packt
05 Apr 2013
10 min read
(For more resources related to this topic, see here.) Introducing line charts First let's start with a single series line chart. We will use one of the many data provided by The World Bank organization at www.worldbank.org. The following is the code snippet to create a simple line chart which shows the percentage of population ages, 65 and above, in Japan for the past three decades: var chart = new Highcharts.Chart({chart: {renderTo: 'container'},title: {text: 'Population ages 65 and over (% of total)',},credits: {position: {align: 'left',x: 20},text: 'Data from The World Bank'},yAxis: {title: {text: 'Percentage %'}},xAxis: {categories: ['1980', '1981','1982', ... ],labels: {step: 5}},series: [{name: 'Japan - 65 and over',data: [ 9, 9, 9, 10, 10, 10, 10 ... ]}]}); The following is the display of the simple chart: Instead of specifying the year number manually as strings in categories, we can use the pointStart option in the series config to initiate the x-axis value for the first point. So we have an empty xAxis config and series config, as follows: xAxis: {},series: [{pointStart: 1980,name: 'Japan - 65 and over',data: [ 9, 9, 9, 10, 10, 10, 10 ... ]}] Although this simplifies the example, the x-axis labels are automatically formatted by Highcharts utility method, numberFormat, which adds a comma after every three digits. The following is the outcome on the x axis: To resolve the x-axis label, we overwrite the label's formatter option by simply returning the value to bypass the numberFormat method being called. Also we need to set the allowDecimals option to false. The reason for that is when the chart is resized to elongate the x axis, decimal values are shown. The following is the final change to use pointStart for the year values: xAxis: {labels:{formatter: function() {// 'this' keyword is the label objectreturn this.value;}},allowDecimals: false},series: [{pointStart: 1980,name: 'Japan - 65 and over',data: [ 9, 9, 9, 10, 10, 10, 10 ... ]}] Extending to multiple series line charts We can include several more line series and set the Japan series by increasing the line width to be 6 pixels wide, as follows: series: [{lineWidth: 6,name: 'Japan',data: [ 9, 9, 9, 10, 10, 10, 10 ... ]}, {Name: 'Singapore',data: [ 5, 5, 5, 5, ... ]}, {...}] The line series for Japanese population becomes the focus in the chart, as shown in the following screenshot: Let's move on to a more complicated line graph. For the sake of demonstrating inverted line graphs, we use the chart.inverted option to flip the y and x axes to opposite orientations. Then we change the line colors of the axes to match the same series colors. We also disable data point markers for all the series and finally align the second series to the second entry in the y-axis array, as follows: chart: {renderTo: 'container',inverted: true,},yAxis: [{title: {text: 'Percentage %'},lineWidth: 2,lineColor: '#4572A7'}, {title: {text: 'Age'},opposite: true,lineWidth: 2,lineColor: '#AA4643'}],plotOptions: {series: {marker: {enabled: false}}},series: [{name: 'Japan - 65 and over',type: 'spline',data: [ 9, 9, 9, ... ]}, {name: 'Japan - Life Expectancy',yAxis: 1,data: [ 76, 76, 77, ... ]}] The following is the inverted graph with double y axes: The data representation of the chart may look slightly odd as the usual time labels are swapped to the y axis and the data trend is awkward to comprehend. The inverted option is normally used for showing data in a noncontinuous form and in bar format. If we interpret the data from the graph, 12 percent of the population is 65 and over, and the life expectancy is 79 in 1990. By setting plotOptions.series.marker.enabled to false it switches off all the data point markers. If we want to display a point marker for a particular series, we can either switch off the marker globally and then set the marker on an individual series, or the other way round. plotOptions: {series: {marker: {enabled: false}}},series: [{marker: {enabled: true},name: 'Japan - 65 and over',type: 'spline',data: [ 9, 9, 9, ... ]}, { The following graph demonstrates that only the 65 and over series has point markers: Sketching an area chart In this section, we are going to use our very first example and turn it into a more stylish graph (based on the design of wind energy poster by Kristin Clute), which is an area spline chart. An area spline chart is generated using the combined properties of area and spline charts. The main data line is plotted as a spline curve and the region underneath the line is filled in a similar color with a gradient and an opaque style. Firstly, we want to make the graph easier for viewers to look up the values for the current trend, so we move the y axis next to the latest year, that is, to the opposite side of the chart: yAxis: { ....opposite:true} The next thing is to remove the interval lines and have a thin axis line along the y axis: yAxis: { ....gridLineWidth: 0,lineWidth: 1,} Then we simplify the y-axis title with a percentage sign and align it to the top of the axis: yAxis: { ....title: {text: '(%)',rotation: 0,x: 10,y: 5,align: 'high'},} As for the x axis, we thicken the axis line with a red color and remove the interval ticks: xAxis: { ....lineColor: '#CC2929',lineWidth: 4,tickWidth: 0,offset: 2} For the chart title, we move the title to the right of the chart, increase the margin between the chart and the title, and then adopt a different font for the title: title: {text: 'Population ages 65 and over (% of total) -Japan ',margin: 40,align: 'right',style: {fontFamily: 'palatino'}} After that we are going to modify the whole series presentation, we first set the chart.type property from 'line' to 'areaspline'. Notice that setting the properties inside this series object will overwrite the same properties defined in plotOptions.areaspline and so on in plotOptions.series. Since so far there is only one series in the graph, there is no need to display the legend box. We can disable it with the showInLegend property. We then smarten the area part with gradient color and the spline with a darker color: series: [{showInLegend: false,lineColor: '#145252',fillColor: {linearGradient: {x1: 0, y1: 0,x2: 0, y2: 1},stops:[ [ 0.0, '#248F8F' ] ,[ 0.7, '#70DBDB' ],[ 1.0, '#EBFAFA' ] ]},data: [ ... ]}] After that, we introduce a couple of data labels along the line to indicate that the ranking of old age population has increased over time. We use the values in the series data array corresponding to the year 1995 and 2010, and then convert the numerical value entries into data point objects. Since we only want to show point markers for these two years, we turn off markers globally in plotOptions.series. marker.enabled and set the marker on, individually inside the point objects accompanied with style settings: plotOptions: {series: {marker: {enabled: false}}},series: [{ ...,data:[ 9, 9, 9, ...,{ marker: {radius: 2,lineColor: '#CC2929',lineWidth: 2,fillColor: '#CC2929',enabled: true},y: 14}, 15, 15, 16, ... ]}] We then set a bounding box around the data labels with round corners (borderRadius) in the same border color (borderColor) as the x axis. The data label positions are then finely adjusted with the x and y options. Finally, we change the default implementation of the data label formatter. Instead of returning the point value, we print the country ranking. series: [{ ...,data:[ 9, 9, 9, ...,{ marker: {...},dataLabels: {enabled: true,borderRadius: 3,borderColor: '#CC2929',borderWidth: 1,y: -23,formatter: function() {return "Rank: 15th";}},y: 14}, 15, 15, 16, ... ]}] The final touch is to apply a gray background to the chart and add extra space into spacingBottom. The extra space for spacingBottom is to avoid the credit label and x-axis label getting too close together, because we have disabled the legend box. chart: {renderTo: 'container',spacingBottom: 30,backgroundColor: '#EAEAEA'}, When all these configurations are put together, it produces the exact chart, as shown in the screenshot at the start of this section. Mixing line and area series In this section we are going to explore different plots including line and area series together, as follows: Projection chart, where a single trend line is joined with two series in different line styles Plotting an area spline chart with another step line series Exploring a stacked area spline chart, where two area spline series are stacked on top of each other Simulating a projection chart The projection chart has spline area with the section of real data and continues in a dashed line with projection data. To do that we separate the data into two series, one for real data and the other for projection data. The following is the series configuration code for the future data up to 2024. This data is based on the National Institute of Population and Social Security Research report (http://www.ipss.go.jp/pp-newest/e/ppfj02/ppfj02.pdf). series: [{name: 'project data',type: 'spline',showInLegend: false,lineColor: '#145252',dashStyle: 'Dash',data: [ [ 2010, 23 ], [ 2011, 22.8 ],... [ 2024, 28.5 ] ]}] The future series is configured as a spline in a dashed line style and the legend box is disabled, because we want to show both series as being from the same series. Then we set the future (second) series color the same as the first series. The final part is to construct the series data. As we specify the x-axis time data with the pointStart property, we need to align the projection data after 2010. There are two approaches that we can use to specify the time data in a continuous form, as follows: Insert null values into the second series data array for padding to align with the real data series Specify the second series data in tuples, which is an array with both time and projection data Next we are going to use the second approach because the series presentation is simpler. The following is the screenshot only for the future data series: The real data series is exactly the same as the graph in the screenshot at the start of the Sketching an area chart section, except without the point markers and data label decorations. The next step is to join both series together, as follows: series: [{name: 'real data',type: 'areaspline',....}, {name: 'project data',type: 'spline',....}] Since there is no overlap between both series data, they produce a smooth projection graph: Contrasting spline with step line In this section we are going to plot an area spline series with another line series but in a step presentation. The step line transverses vertically and horizontally only according to the changes in series data. It is generally used for presenting discrete data, that is, data without continuous/gradual movement. For the purpose of showing a step line, we will continue from the first area spline example. First of all, we need to enable the legend by removing the disabled showInLegend setting and also remove dataLabels in the series data. Next is to include a new series, Ages 0 to 14, in the chart with a default line type. Then we will change the line style slightly differently into steps. The following is the configuration for both series: series: [{name: 'Ages 65 and over',type: 'areaspline',lineColor: '#145252',pointStart: 1980,fillColor: {....},data: [ 9, 9, 9, 10, ...., 23 ]}, {name: 'Ages 0 to 14',// default type is line seriesstep: true,pointStart: 1980,data: [ 24, 23, 23, 23, 22, 22, 21,20, 20, 19, 18, 18, 17, 17, 16, 16, 16,15, 15, 15, 15, 14, 14, 14, 14, 14, 14,14, 14, 13, 13 ]}] The following screenshot shows the second series in the stepped line style:
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article-image-3d-vector-drawing-and-text-papervision3d-part-1
Packt
20 Oct 2009
4 min read
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3D Vector Drawing and Text with Papervision3D: Part 1

Packt
20 Oct 2009
4 min read
The main part of this article is dedicated to a library called VectorVision that was incorporated into Papervision3D. After discussing the classes of this library, we will take a look at the Lines3D class in the next part that also enables you to draw 3D lines. This class was already a part of Papervision3D before VectorVision was incorporated. VectorVision: 3D vector text and drawing VectorVision is a library written in ActionScript that allows you to render vector graphics in Papervision3D and add a 3D perspective to them. The project started as a separate library that you could download and use as an add-on. However, it was fully integrated in Papervision3D in June 2008. Being able to use vector shapes and text theoretically means that you could draw any kind of vector graphic and give it a 3D perspective. This article will focus on the features that are implemented in Papervision3D: Creating 3D vector text Drawing 3D vector shapes such as lines, circles, and rectangles Keep in mind that 3D letters can be seen as vector shapes too, just like lines, circles, and rectangles. The above distinction is made based on how VectorVision is implemented in Papervision3D. Some classes specifically deal with creating 3D text, whereas others enable you to create vector shapes. Creating a template class for the 3D text examples Because the 3D text examples we are about to see have a lot in common, we will use a template class that looks as follows: package{ import flash.events.Event; import org.papervision3d.materials.special.Letter3DMaterial; import org.papervision3d.typography.Font3D; import org.papervision3d.typography.Text3D; import org.papervision3d.typography.fonts.HelveticaBold; import org.papervision3d.view.BasicView; public class Text3DTemplate extends BasicView { private var material:Letter3DMaterial; private var font3D:Font3D; private var text3D:Text3D; private var easeOut:Number = 0.6; private var reachX:Number = 0.5 private var reachY:Number = 0.5 private var reachZ:Number = 0.5; public function Text3DTemplate() { stage.frameRate = 40; init(); startRendering(); } private function init():void { //code to be added } override protected function onRenderTick(event:Event = null):void { var xDist:Number = mouseX - stage.stageWidth * 0.5; var yDist:Number = mouseY - stage.stageHeight * 0.5; camera.x += (xDist - camera.x * reachX) * easeOut; camera.y += (yDist - camera.y * reachY) * easeOut; camera.z += (-mouseY * 2 - camera.z ) * reachZ; super.onRenderTick(); } }} We added some class properties that are used in the render method, where we added code to move the camera when the mouse moves. Also, we imported four classes and added three class properties that will enable us to create 3D text. How to create and add 3D text Let's see how we can create 3D vector text that looks crisp and clear. The general process of creating and displaying 3D text looks as follows: Create material with Letter3DMaterial. Create a Font3D instance. Create a Text3D instance, passing the text, font, and material to it, and add it to the scene or to another do3D. We will create an example that demonstrates several features of Text3D: Multiline Alignment Outlines All the following code should be added inside the init() method. Before we instantiate the classes that we need in order to display 3D text, we assign a text string to a local variable. var text:String = "Multiline 3D textnwith letter spacing,nline spacing,nand alignment ;-)"; Now, let's create a text material, font, and text. First we instantiate Letter3DMaterial, which resides in the org.papervision3d.materials.special package: material = new Letter3DMaterial(0x000000); The constructor of this class takes two optional parameters:
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Packt
26 Nov 2013
6 min read
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CodeIgniter MVC – The Power of Simplicity!

Packt
26 Nov 2013
6 min read
(For more resources related to this topic, see here.) "Simplicity Wins In Big!" Back in the 80s there was a programming Language ADA that according to many contracts was required to be used. ADA was so complex and hard compared to C/C++ to maintain. Today ADA fades like Pascal. C/C++ is the simplicity winner for real time systems arena. In Telecom for network devices management protocols there were two standards in the 90s: CMIP (Common Management Information Protocol) and SNMP (Simple Network Management Protocol). Initially (90s) all telecom Requirement Papers required CMIP support. Eventually after several years a research found that there's about 1:10 or 10x effort to develop and maintain a same system based CMIP compared to SNMP. SNMP is the simplicity winner in network management systems arena! In VoIP or Media over IP, the H.323 and SIP (Session Initiation Protocol) were competing protocols in early 2000. H.323 had the messages in a cryptic binary way. SIP makes it all textual XML fashioned, easy to understand via text editor. Today almost all end point devices powered SIP while H.323 becomes a niche protocol for the VoIP backbone. SIP is the simplicity winner in VoIP arena! Back in 2010 I was looking for a good PHP platform to develop Web Application for my startup 1st product Logodial Zappix (http://zappix.com). I got a recommendation to use DRUPAL for this. I've tried the platform and found it very heavy to manipulate and change for my exact user interaction flow and experience I had in mind. Many times I had to compromise and the overhead of the platform was indeed horrible. Just make Hello world App and tons of irrelevant code will get into the project. Try to make free JavaScript and you found yourself struggling with the platform disabling you from the creativity of client side JavaScript and its Add-ons. I've decided to look for a better platform for my needs. Later on I've heard about Zend Framework MVC (Model-View-Controller framework typed). I've tried to work with it as it is based MVC and a lot of OOP usage, but I've found it heavy... Documentation seems great at first sight, but the more I've used I, looking for vivid examples and explanations, I found myself in endless close circle loops of links. It was lacking a clear explanation and vivid examples. The filling was like every match box moving task, I'd required a semi-trailer of declarations and calls to handle making it... Though it was MVC typed which I greatly liked. Keeping on with my search, I was looking for simple but powerful MVC based PHP which is my favorite language for server side. One day in early 2011 I got a note from a friend that there's a light and cool platform named CodeIgniter (CI in brief). I've checked the documentation link http://ellislab.com/codeigniter/user-guide/ and was amazed from the very clean, simple, well organized and well explained browsing experience. Having Examples? Yes, lots of clear examples, with great community. It was so great and simple. I felt like those platform designers were doing the best effort to make the simplest and most vivid code, reusable and clean OOP fashion from the infrastructure to the last function. I've tried making web app for a trail, trying to load helpers, libraries and use them and greatly loved the experience. Fast forward, today I see a matured CodeIgniter as a Lego like playground that I know well. I've wrote tons of models, helpers, libraries, controllers and views. CodeIgniter Simplicity enables me to do things fast and, clear and well maintained and expandable. In time I've gathered the most useful helpers and libraries, Ajax server and Browser side solutions for reuse, good links to useful add on such as the free Grid Powered Plug-In for CI the http://www.grocerycrud.com/ that keep improving day by day. Today I see Codeigniter as a matured scalable (See at&t and sprint Call Center Web apps based CI), reusability and simplicity champion. The following is the high-level architecture of the Codeigniter MVC with the Controller/s as the hub the application session. The CI controller main use cases are: Handles requests from web browser as HTTP URI call, based on submitted parameters (for example Submitting a Login with the credentials) or with no-parameters (for example Home Page navigation). Handles Asynchronous Ajax requests from the Web Client mostly as JSON HTTP POST request and response. Serving CRON job requests that creates HTTP URI request, calling controller methods, similar to browser navigation, silently from the CRON PHP module. The CI Views main features: Rendered by a controller with optionally set of parameters (scalar, arrays, objects) Has full open access to all the helpers, libraries, models as their rendering controller has. Has the freedom to integrate any JavaScript / 3rd party Web Client side plug-ins. The CI helper/s main features and fashion: Flat functions sets protected from duplication risks Can be loaded for use by any controller and accessed by any rendered view. Can access any CI resource / library and others via the &get_instance() service. The CI Libraries main features and fashion: OOP classes that can expand other 3rd party classes (For example, see the example of the Google Map wrapper in the new Book). Can access any of the CI resources of other libraries, built-in services via the &get_instance(). Can be used by the CI project controllers and all their rendered views. The CI Model main features and fashion: Similar to Libraries but has access to the default database, that can be expanded to multi databases and any other CI resource via the &get_instance(). OOP classes that can expand other 3rd party classes (For example, See the example of the Google Map wrapper in the new Book). Can access any of the CI resources of other libraries, built-in services via the &get_instance(). It seems that CodeIgniter is continuously increasing its popularity as it has a simple yet high quality OOP core that enables great creativity, reusability, and code clarity naming conventions, which are easy to expand (user class extends CI class), while more third-party application plugins (packages of views and/or models and/or libraries and/or helpers). I found Codeigniter flexible, great reusability enabler, having light infrastructure, enables developer creativity powered active global community. For a day to day the CI code clarity, high performance capabilities, minimal controllable footprint (You decide what helpers/libraries/models to load for each controller). Above all CI blessed with very fast learning curve of PHP developers and many blogs and community sites to share knowledge and raise and resolve issues and changes. CodeIgniter is the simplicity winner I've found for Web Apps MVC Server side. Summary This article introduces the CodeIgniter framework, while initially getting started with web-based applications. Resources for Article: Further resources on this subject: Database Interaction with Codeigniter 1.7 [Article] User Authentication with Codeigniter 1.7 using Facebook Connect [Article] CodeIgniter 1.7 and Objects [Article]
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article-image-integrating-direct3d-xaml-and-windows-81
Packt
16 Jan 2014
9 min read
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Integrating Direct3D with XAML and Windows 8.1

Packt
16 Jan 2014
9 min read
(For more resources related to this topic, see here.) Preparing the swap chain for a Windows Store app Getting ready To target Windows 8.1, we need to use Visual Studio 2013. For the remainder of the article, we will assume that these can be located upon navigating to .ExternalBinDirectX11_2-Signed-winrt under the solution location. How to do it… We'll begin by creating a new class library and reusing a majority of the Common project used throughout the book so far, then we will create a new class D3DApplicationWinRT inheriting from D3DApplicationBase to be used as a starting point for our Windows Store app's render targets. Within Visual Studio, create a new Class Library (Windows Store apps) called Common.WinRT. New Project dialog to create a class library project for Windows Store apps Add references to the following SharpDX assemblies: SharpDX.dll, SharpDX.D3DCompiler.dll, SharpDX.Direct2D1.dll, SharpDX.Direct3D11.dll, and SharpDX.DXGI within .ExternalBinDirectX11_2-Signed-winrt. Right-click on the new project; navigate to Add | Existing item... ; and select the following files from the existing Common project: D3DApplicationBase.cs, DeviceManager.cs, Mesh.cs, RendererBase.cs, and HLSLFileIncludeHandlers.hlsl, and optionally, FpsRenderer.cs and TextRenderer.cs. Instead of duplicating the files, we can choose to Add As Link within the file selection dialog, as shown in the following screenshot: Files can be added as a link instead of a copy Any platform-specific code can be wrapped with a check for the NETFX_CORE definition, as shown in the following snippet: #if NETFX_CORE ...Windows Store app code #else ...Windows Desktop code #endif Add a new C# abstract class called D3DApplicationWinRT. // Implements support for swap chain description for // Windows Store apps public abstract class D3DApplicationWinRT : D3DApplicationBase { ... } In order to reduce the chances of our app being terminated to reclaim system resources, we will use the new SharpDX.DXGI.Device3.Trim function whenever our app is suspended (native equivalent is IDXGIDevice3::Trim). The following code shows how this is done: public D3DApplicationWinRT() : base() { // Register application suspending event Windows.ApplicationModel.Core .CoreApplication.Suspending += OnSuspending; } // When suspending hint that resources may be reclaimed private void OnSuspending(Object sender, Windows.ApplicationModel.SuspendingEventArgs e) { // Retrieve the DXGI Device3 interface from our // existing Direct3D device. using (SharpDX.DXGI.Device3 dxgiDevice = DeviceManager .Direct3DDevice.QueryInterface<SharpDX.DXGI.Device3>()) { dxgiDevice.Trim(); } } The existing D3DApplicationBase.CreateSwapChainDescription function is not compatible with Windows Store apps. Therefore, we will override this and create a SwapChainDescription1 instance that is compatible with Windows Store apps. The following code shows the changes necessary: protected override SharpDX.DXGI.SwapChainDescription1 CreateSwapChainDescription() { var desc = new SharpDX.DXGI.SwapChainDescription1() { Width = Width, Height = Height, Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm, Stereo = false, SampleDescription.Count = 1, SampleDescription.Quality = 0, Usage = SharpDX.DXGI.Usage.BackBuffer | SharpDX.DXGI.Usage.RenderTargetOutput, Scaling = SharpDX.DXGI.Scaling.Stretch, BufferCount = 2, SwapEffect = SharpDX.DXGI.SwapEffect.FlipSequential, Flags = SharpDX.DXGI.SwapChainFlags.None }; return desc; } We will not be implementing the Direct3D render loop within a Run method for our Windows Store apps—this is because we will use the existing composition events where appropriate. Therefore, we will create a new abstract method Render and provide a default empty implementation of Run. public abstract void Render(); [Obsolete("Use the Render method for WinRT", true)] public override void Run() { } How it works… As of Windows 8.1 and DirectX Graphics Infrastructure (DXGI) 1.3, all Direct3D devices created by our Windows Store apps should call SharpDX.DXGI.Device3.Trim when suspending to reduce the memory consumed by the app and graphics driver. This reduces the chance that our app will be terminated to reclaim resources while it is suspended—although our application should consider destroying other resources as well. When resuming, drivers that support trimming will recreate the resources as required. We have used Windows.ApplicationModel.Core.CoreApplication rather than Windows.UI.Xaml.Application for the Suspending event, so that we can use the class for both an XAML-based Direct3D app as well as one that implements its own Windows.ApplicationModel.Core.IFrameworkView in order to render to CoreWindow directly. Windows Store apps only support a flip presentation model and therefore require that the swap chain is created using a SharpDX.DXGI.SwapEffect.FlipSequential swap effect; this in turn requires between two and 16 buffers specified in the SwapChainDescription1.BufferCount property. When using a flip model, it is also necessary to specify the SwapChainDescription1.SampleDescription property with Count=1 and Quality=0, as multisample anti-aliasing (MSAA) is not supported on the swap chain buffers themselves. A flip presentation model avoids unnecessarily copying the swap-chain buffer and increases the performance. By removing Windows 8.1 specific calls (such as the SharpDX.DXGI.Device3.Trim method), it is also possible to implement this recipe using Direct3D 11.1 for Windows Store apps that target Windows 8. See also The Rendering to a CoreWindow and Rendering to a SwapChainPanel recipes show how to create swap chains for non-XAML and XAML apps respectively NuGet Package Manager can be downloaded from http://visualstudiogallery.msdn.microsoft.com/4ec1526c-4a8c-4a84-b702-b21a8f5293ca You can find the flip presentation model on MSDN at http://msdn.microsoft.com/en-us/library/windows/desktop/hh706346(v=vs.85).aspx Rendering to a CoreWindow The XAML view provider found in the Windows Store app graphics framework cannot be modified. Therefore, when we want to implement the application's graphics completely within DirectX/Direct3D without XAML interoperation, it is necessary to create a basic view provider that allows us to connect our DirectX graphics device resources to the windowing infrastructure of our Windows Store app. In this recipe, we will implement a CoreWindow swap-chain target and look at how to hook Direct3D directly to the windowing infrastructure of a Windows Store app, which is exposed by the CoreApplication, IFrameworkViewSource, IFrameworkView, and CoreWindow .NET types. This recipe continues from where we left off with the Preparing the swap chain for Windows Store apps recipe. How to do it… We will first update the Common.WinRT project to support the creation of a swap chain for a Windows Store app's CoreWindow instance and then implement a simple Hello World application. Let's begin by creating a new abstract class within the Common.WinRT project, called D3DAppCoreWindowTarget and descending from the D3DApplicationWinRT class from our previous recipe. The default constructor accepts the CoreWindow instance and attaches a handler to its SizeChanged event. using Windows.UI.Core; using SharpDX; using SharpDX.DXGI; ... public abstract class D3DAppCoreWindowTarget : D3DApplicationWinRT { // The CoreWindow this instance renders to private CoreWindow _window; public CoreWindow Window { get { return _window; } } public D3DAppCoreWindowTarget(CoreWindow window) { _window = window; Window.SizeChanged += (sender, args) => { SizeChanged(); }; } ... } Within our new class, we will now override the CurrentBounds property and the CreateSwapChain function in order to return the correct size and create the swap chain for the associated CoreWindow. // Retrieve current bounds of CoreWindow public override SharpDX.Rectangle CurrentBounds { get { return new SharpDX.Rectangle( (int)_window.Bounds.X, (int)_window.Bounds.Y, (int)_window.Bounds.Width, (int)_window.Bounds.Height); } } // Create the swap chain protected override SharpDX.DXGI.SwapChain1 CreateSwapChain( SharpDX.DXGI.Factory2 factory, SharpDX.Direct3D11.Device1 device, SharpDX.DXGI.SwapChainDescription1 desc) { // Create the swap chain for the CoreWindow using (var coreWindow = new ComObject(_window)) return new SwapChain1(factory, device, coreWindow, ref desc); } This completes the changes to our Common.WinRT project. Next, we will create a Hello World Direct3D Windows Store app rendering directly to the application's CoreWindow instance. Visual Studio 2013 does not provide us with a suitable C# project template to create a non-XAML Windows Store app, so we will begin by creating a new C# Windows Store Blank App (XAML) project. Add references to the SharpDX assemblies: SharpDX.dll, SharpDX.Direct3D11.dll, SharpDX.D3DCompiler.dll, and SharpDX.DXGI.dll. Also, add a reference to the Common.WinRT project. Next, we remove the two XAML files from the project: App.xaml and MainPage.xaml. We will replace the previous application entry point, App.xaml, with a new static class called App. This will house the main entry point for our application where we start our Windows Store app using a custom view provider, as shown in the following snippet: using Windows.ApplicationModel.Core; using Windows.Graphics.Display; using Windows.UI.Core; ... internal static class App { [MTAThread] private static void Main() { var viewFactory = new D3DAppViewProviderFactory(); CoreApplication.Run(viewFactory); } // The custom view provider factory class D3DAppViewProviderFactory : IFrameworkViewSource { public IFrameworkView CreateView() { return new D3DAppViewProvider(); } } class D3DAppViewProvider : SharpDX.Component, IFrameworkView { ... } } The implementation of the IFrameworkView members of D3DAppViewProvider allows us to initialize an instance of a concrete descendent of the D3DAppCoreWindowTarget class within SetWindow and to implement the main application loop in the Run method. Windows.UI.Core.CoreWindow window;D3DApp d3dApp; // descends from D3DAppCoreWindowTarget public void Initialize(CoreApplicationView applicationView) { } public void Load(string entryPoint) { } public void SetWindow(Windows.UI.Core.CoreWindow window) { RemoveAndDispose(ref d3dApp); this.window = window; d3dApp = ToDispose(new D3DApp(window)); d3dApp.Initialize(); } public void Uninitialize() { } public void Run() { // Specify the cursor type as the standard arrow. window.PointerCursor = new CoreCursor( CoreCursorType.Arrow, 0); // Activate the application window, making it visible // and enabling it to receive events. window.Activate(); // Set the DPI and handle changes d3dApp.DeviceManager.Dpi = Windows.Graphics.Display .DisplayInformation.GetForCurrentView().LogicalDpi; Windows.Graphics.Display.DisplayInformation .GetForCurrentView().DpiChanged += (sender, args) => { d3dApp.DeviceManager.Dpi = Windows.Graphics.Display .DisplayInformation.GetForCurrentView().LogicalDpi; }; // Enter the render loop. Note that Windows Store apps // should never exit here. while (true) { // Process events incoming to the window. window.Dispatcher.ProcessEvents( CoreProcessEventsOption.ProcessAllIfPresent); // Render frame d3dApp.Render(); } } The D3DApp class follows the same structure from our previous recipes throughout the book. There are only a few minor differences as highlighted in the following code snippet: class D3DApp: Common.D3DAppCoreWindowTarget { public D3DApp(Windows.UI.Core.CoreWindow window) : base(window) { this.VSync=true; } // Private member fields ... protected override void CreateDeviceDependentResources( Common.DeviceManager deviceManager) { ... create all device resources ... and create renderer instances here } // Render frame public override void Render() { var context = this.DeviceManager.Direct3DContext; // OutputMerger targets must be set every frame context.OutputMerger.SetTargets( this.DepthStencilView, this.RenderTargetView); // Clear depthstencil and render target context.ClearDepthStencilView( this.DepthStencilView, SharpDX.Direct3D11.DepthStencilClearFlags.Depth | SharpDX.Direct3D11.DepthStencilClearFlags.Stencil , 1.0f, 0); context.ClearRenderTargetView( this.RenderTargetView, SharpDX.Color.LightBlue); ... setup context pipeline state ... perform rendering commands // Present the render target Present(); } } The following screenshot shows an example of the output using CubeRenderer, and overlaying the 2D text with the TextRenderer class: Output from the simple Hello World sample using the CoreWindow render target
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Packt
22 Oct 2009
6 min read
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Manual, Generic, and Ordered Tests using Visual Studio 2008

Packt
22 Oct 2009
6 min read
The following screenshot describes a simple web application, which has a page for the new user registration. The user has to provide the necessary field details. After entering the details, the user will click on the Register button provided in the web page to submit all the details so that it gets registered to the site. To confirm this to the user, the system will send a notification with a welcoming email to the registered user. The mail is sent to the email address provided by the user. In the application shown in the above screenshot, the entire registration process cannot be automated for testing. For example, the email verification and checking the confirmation email sent by the system will not be automated as the user has to go manually and check the email. This part of the manual testing process will be explained in detail in this article. Manual tests Manual testing, as described earlier, is the simplest type of testing carried out by the testers without any automation tool. This test may contain a single or multiple tests inside. Manual test type is the best choice to be selected when the test is too difficult or complex to automate, or if the budget allotted for the application is not sufficient for automation. Visual Studio 2008 supports two types of manual tests file types. One as text file and the other as Microsoft Word. Manual test using text format This format helps us to create the test in the text format within Visual Studio IDE. The predefined template is available in Visual Studio for authoring this test. This template provides the structure for creating the tests. This format has the extension of .mtx. Visual Studio servers act as an editor for this test format. For creating this test in Visual Studio, either create a new test project and then add the test or select the menu option Test | New Test... and then choose the option to add the test to a new project. Now create the test using the menu option and select Manual Test (Text Format) from the available list as shown in the screenshot below. You can see the list Add to Test Project drop–down, which lists the different options to add the test to a test project. If you have not yet created the test project and selected the option to create the test, the drop-down option selected will create a new test project for the test to be added. If you have a test project already created, then we can also see that project in the list to get this new test added to the project. We can choose any option as per our need. For this sample, let us create a new test project in C#. So the first option from the drop-down of Add to Test Project would be selected in this case. After selecting the option, provide the name for the new test project the system will ask for. Let us name it TestingAppTest project. Now you can see the project getting created under the solution and the test template is also added to the test project as shown next. The template contains the detailed information for each section. This will help the tester or whoever is writing the test case to write the steps required for this test. Now update the test case template created above with the test steps required for checking the email confirmation message after the registration process. The test document also contains the title for the test, description, and the revision history for the changes made to the test case. Before executing the test and looking into the details of the run and the properties of the test, we will create the same test using Microsoft Word format as described in the next section. Manual test using Microsoft Word format This is similar to the manual test that was created using text format, except that the file type is Microsoft Word with extension .mht. While creating the manual test choose the template Manual Test (Word format) instead of the Manual Test (Text Format) as explained in the previous section. This option is available only if Microsoft Word is installed in the system. This will launch the Word template using the MS Word installed (version 2003 or later) in the system for writing the test details as shown in the following screenshot. The Word format helps us to have richer formatting capabilities with different fonts, colors, and styles for the text with graphic images and tables embedded for the test. This document not only provides the template but also the help information for each and every section so that the tester can easily understand the sections and write the test cases. This help information is provided in both the Word and Text format of the manual tests. In the test document seen in previous screenshot, we can fill the Test Details, Test Target, Test Steps, and Revision History similar to the one we did for the text format. The completed test case test document will look like this: Save the test details and close the document. Now we have both formats of manual tests in the project. Open the Test View window or the Test List Editor window to see the list of tests we have in the project. It should list two manual tests with their names and the project to which the tests are associated with. The tests shown in the Test View window looks like the one shown here: The same tests list shown by the Test List Editor would look like the one shown below. The additional properties like test list name, the project name the test belongs to, is also shown in the list editor. There are options for each test either to run or get added to any particular list. Manual tests also have other properties, which we can make use of during testing. These properties can be seen in the Properties window, which can be opened by choosing the manual test either in the Test View or in the Test List Editor windows by right-clicking the test and selecting the Properties option. The same window can also be opened by choosing the menu option View | Properties window. Both formats of manual testing have the same set of properties. Some of these properties are editable while some are read-only, which will be set by the application based on the test type. Some properties are directly related to TFS. The VSTFS is the integrated collaboration server, which combines team portal, work item tracking, build management, process guidance, and version control into a unified server.
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article-image-spritekit-framework-and-physics-simulation
Packt
24 Mar 2015
15 min read
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SpriteKit Framework and Physics Simulation

Packt
24 Mar 2015
15 min read
In this article by Bhanu Birani, author of the book iOS Game Programming Cookbook, you will learn about the SpriteKit game framework and about the physics simulation. (For more resources related to this topic, see here.) Getting started with the SpriteKit game framework With the release of iOS 7.0, Apple has introduced its own native 2D game framework called SpriteKit. SpriteKit is a great 2D game engine, which has support for sprite, animations, filters, masking, and most important is the physics engine to provide a real-world simulation for the game. Apple provides a sample game to get started with the SpriteKit called Adventure Game. The download URL for this example project is http://bit.ly/Rqaeda. This sample project provides a glimpse of the capability of this framework. However, the project is complicated to understand and for learning you just want to make something simple. To have a deeper understanding of SpriteKit-based games, we will be building a bunch of mini games in this book. Getting ready To get started with iOS game development, you have the following prerequisites for SpriteKit: You will need the Xcode 5.x The targeted device family should be iOS 7.0+ You should be running OS X 10.8.X or later If all the above requisites are fulfilled, then you are ready to go with the iOS game development. So let's start with game development using iOS native game framework. How to do it... Let's start building the AntKilling game. Perform the following steps to create your new SpriteKit project: Start your Xcode. Navigate to File | New | Project.... Then from the prompt window, navigate to iOS | Application | SpriteKit Game and click on Next. Fill all the project details in the prompt window and provide AntKilling as the project name with your Organization Name, device as iPhone, and Class Prefix as AK. Click on Next. Select a location on the drive to save the project and click on Create. Then build the sample project to check the output of the sample project. Once you build and run the project with the play button, you should see the following on your device: How it works... The following are the observations of the starter project: As you have seen, the sample project of SpriteKit plays a label with a background color. SpriteKit works on the concept of scenes, which can be understood as the layers or the screens of the game. There can be multiple scenes working at the same time; for example, there can be a gameplay scene, hud scene, and the score scene running at the same time in the game. Now we can look into the project for more detail arrangements of the starter project. The following are the observations: In the main directory, you already have one scene created by default called AKMyScene. Now click on AKMyScene.m to explore the code to add the label on the screen. You should see something similar to the following screenshot: Now we will be updating this file with our code to create our AntKilling game in the next sections. We have to fulfill a few prerequisites to get started with the code, such as locking the orientation to landscape as we want a landscape orientation game. To change the orientation of the game, navigate to AntKilling project settings | TARGETS | General. You should see something similar to the following screenshot: Now in the General tab, uncheck Portrait from the device orientation so that the final settings should look similar to the following screenshot: Now build and run the project. You should be able to see the app running in landscape orientation. The bottom-right corner of the screen shows the number of nodes with the frame rate. Introduction to physics simulation We all like games that have realistic effects and actions. In this article we will learn about the ways to make our games more realistic. Have you ever wondered how to provide realistic effect to game objects? It is physics that provides a realistic effect to the games and their characters. In this article, we will learn how to use physics in our games. While developing the game using SpriteKit, you will need to change the world of your game frequently. The world is the main object in the game that holds all the other game objects and physics simulations. We can also update the gravity of the gaming world according to our need. The default world gravity is 9.8, which is also the earth's gravity, World gravity makes all bodies fall down to the ground as soon as they are created. More about SpriteKit can be explored using the following link: https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Physics/Physics.html Getting ready The first task is to create the world and then add bodies to it, which can interact according to the principles of physics. You can create game objects in the form of sprites and associate physics bodies to them. You can also set various properties of the object to specify its behavior. How to do it... In this section, we will learn about the basic components that are used to develop games. We will also learn how to set game configurations, including the world settings such as gravity and boundary. The initial step is to apply the gravity to the scene. Every scene has a physics world associated with it. We can update the gravity of the physics world in our scene using the following line of code: self.physicsWorld.gravity = CGVectorMake(0.0f, 0.0f); Currently we have set the gravity of the scene to 0, which means the bodies will be in a state of free fall. They will not experience any force due to gravity in the world. In several games we also need to set a boundary to the games. Usually, the bounds of the view can serve as the bounds for our physics world. The following code will help us to set up the boundary for our game, which will be as per the bounds of our game scene: // 1 Create a physics body that borders the screenSKPhysicsBody* gameBorderBody = [SKPhysicsBody   bodyWithEdgeLoopFromRect:self.frame];// 2 Set physicsBody of scene to gameBorderBodyself.physicsBody = gameBorderBody;// 3 Set the friction of that physicsBody to 0self.physicsBody.friction = 0.0f; In the first line of code we are initializing a SKPhysicsBody object. This object is used to add the physics simulation to any SKSpriteNode. We have created the gameBorderBody as a rectangle with the dimensions equal to the current scene frame. Then we assign that physics object to the physicsBody of our current scene (every SKSpriteNode object has the physicsBody property through which we can associate physics bodies to any node). After this we update the physicsBody.friction. This line of code updates the friction property of our world. The friction property defines the friction value of one physics body with another physics body. Here we have set this to 0, in order to make the objects move freely, without slowing down. Every game object is inherited from the SKSpriteNode class, which allows the physics body to hold on to the node. Let us take an example and create a game object using the following code: // 1SKSpriteNode* gameObject = [SKSpriteNode   spriteNodeWithImageNamed: @"object.png"];gameObject.name = @"game_object";gameObject.position = CGPointMake(self.frame.size.width/3,   self.frame.size.height/3);[self addChild:gameObject]; // 2gameObject.physicsBody = [SKPhysicsBody   bodyWithCircleOfRadius:gameObject.frame.size.width/2];// 3gameObject.physicsBody.friction = 0.0f; We are already familiar with the first few lines of code wherein we are creating the sprite reference and then adding it to the scene. Now in the next line of code, we are associating a physics body with that sprite. We are initializing the circular physics body with radius and associating it with the sprite object. Then we can update various other properties of the physics body such as friction, restitution, linear damping, and so on. The physics body properties also allow you to apply force. To apply force you need to provide the direction where you want to apply force. [gameObject.physicsBody applyForce:CGVectorMake(10.0f,   -10.0f)]; In the code we are applying force in the bottom-right corner of the world. To provide the direction coordinates we have used CGVectorMake, which accepts the vector coordinates of the physics world. You can also apply impulse instead of force. Impulse can be defined as a force that acts for a specific interval of time and is equal to the change in linear momentum produced over that interval. [gameObject.physicsBody applyImpulse:CGVectorMake(10.0f,   -10.0f)]; While creating games, we frequently use static objects. To create a rectangular static object we can use the following code: SKSpriteNode* box = [[SKSpriteNode alloc]   initWithImageNamed: @"box.png"];box.name = @"box_object";box.position = CGPointMake(CGRectGetMidX(self.frame),   box.frame.size.height * 0.6f);[self addChild:box];box.physicsBody = [SKPhysicsBody   bodyWithRectangleOfSize:box.frame.size];box.physicsBody.friction = 0.4f;// make physicsBody staticbox.physicsBody.dynamic = NO; So all the code is the same except one special property, which is dynamic. By default this property is set to YES, which means that all the physics bodies will be dynamic by default and can be converted to static after setting this Boolean to NO. Static bodies do not react to any force or impulse. Simply put, dynamic physics bodies can move while the static physics bodies cannot . Integrating physics engine with games From this section onwards, we will develop a mini game that will have a dynamic moving body and a static body. The basic concept of the game will be to create an infinite bouncing ball with a moving paddle that will be used to give direction to the ball. Getting ready... To develop a mini game using the physics engine, start by creating a new project. Open Xcode and go to File | New | Project and then navigate to iOS | Application | SpriteKit Game. In the pop-up screen, provide the Product Name as PhysicsSimulation, navigate to Devices | iPhone and click on Next as shown in the following screenshot: Click on Next and save the project on your hard drive. Once the project is saved, you should be able to see something similar to the following screenshot: In the project settings page, just uncheck the Portrait from Device Orientation section as we are supporting only landscape mode for this game. Graphics and games cannot be separated for long; you will also need some graphics for this game. Download the graphics folder, drag it and import it into the project. Make sure that the Copy items into destination group's folder (if needed) is checked and then click on Finish button. It should be something similar to the following screenshot: How to do it... Now your project template is ready for a physics-based mini game. We need to update the game template project to get started with code game logic. Take the following steps to integrate the basic physics object in the game. Open the file GameScene.m .This class creates a scene that will be plugged into the games. Remove all code from this class and just add the following function: -(id)initWithSize:(CGSize)size { if (self = [super initWithSize:size]) { SKSpriteNode* background = [SKSpriteNode spriteNodeWithImageNamed:@"bg.png"]; background.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2); [self addChild:background]; } } This initWithSize method creates an blank scene of the specified size. The code written inside the init function allows you to add the background image at the center of the screen in your game. Now when you compile and run the code, you will observe that the background image is not placed correctly on the scene. To resolve this, open GameViewController.m. Remove all code from this file and add the following function; -(void)viewWillLayoutSubviews {   [super viewWillLayoutSubviews];     // Configure the view.   SKView * skView = (SKView *)self.view;   if (!skView.scene) {       skView.showsFPS = YES;       skView.showsNodeCount = YES;             // Create and configure the scene.       GameScene * scene = [GameScene sceneWithSize:skView.bounds.size];       scene.scaleMode = SKSceneScaleModeAspectFill;             // Present the scene.       [skView presentScene:scene];   }} To ensure that the view hierarchy is properly laid out, we have implemented the viewWillLayoutSubviews method. It does not work perfectly in viewDidLayoutSubviews method because the size of the scene is not known at that time. Now compile and run the app. You should be able to see the background image correctly. It will look something similar to the following screenshot: So now that we have the background image in place, let us add gravity to the world. Open GameScene.m and add the following line of code at the end of the initWithSize method: self.physicsWorld.gravity = CGVectorMake(0.0f, 0.0f); This line of code will set the gravity of the world to 0, which means there will be no gravity. Now as we have removed the gravity to make the object fall freely, it's important to create a boundary around the world, which will hold all the objects of the world and prevent them to go off the screen. Add the following line of code to add the invisible boundary around the screen to hold the physics objects: // 1 Create a physics body that borders the screenSKPhysicsBody* gameborderBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];// 2 Set physicsBody of scene to borderBodyself.physicsBody = gameborderBody;// 3 Set the friction of that physicsBody to 0self.physicsBody.friction = 0.0f; In the first line, we are are creating an edge-based physics boundary object, with a screen size frame. This type of a physics body does not have any mass or volume and also remains unaffected by force and impulses. Then we associate the object with the physics body of the scene. In the last line we set the friction of the body to 0, for a seamless interaction between objects and the boundary surface. The final file should look something like the following screenshot: Now we have our surface ready to hold the physics world objects. Let us create a new physics world object using the following line of code: // 1SKSpriteNode* circlularObject = [SKSpriteNode spriteNodeWithImageNamed: @"ball.png"];circlularObject.name = ballCategoryName;circlularObject.position = CGPointMake(self.frame.size.width/3, self.frame.size.height/3);[self addChild:circlularObject]; // 2circlularObject.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:circlularObject.frame.size.width/2];// 3circlularObject.physicsBody.friction = 0.0f;// 4circlularObject.physicsBody.restitution = 1.0f;// 5circlularObject.physicsBody.linearDamping = 0.0f;// 6circlularObject.physicsBody.allowsRotation = NO; Here we have created the sprite and then we have added it to the scene. Then in the later steps we associate the circular physics body with the sprite object. Finally, we alter the properties of that physics body. Now compile and run the application; you should be able to see the circular ball on the screen as shown in screenshot below: The circular ball is added to the screen, but it does nothing. So it's time to add some action in the code. Add the following line of code at the end of the initWithSize method: [circlularObject.physicsBody applyImpulse:CGVectorMake(10.0f, -10.0f)]; This will apply the force on the physics body, which in turn will move the associated ball sprite as well. Now compile and run the project. You should be able to see the ball moving and then collide with the boundary and bounce back, as there is no friction between the boundary and the ball. So now we have the infinite bouncing ball in the game. How it works… There are several properties used while creating physics bodies to define their behavior in the physics world. The following is a detailed description of the properties used in the preceding code: Restitution property defines the bounciness of an object. Setting the restitution to 1.0f, means that the ball collision will be perfectly elastic with any object. This means that the ball will bounce back with a force equal to the impact. Linear Damping property allows the simulation of fluid or air friction. This is accomplished by reducing the linear velocity of the body. In our case, we do not want the ball to slow down while moving and hence we have set the restitution to 0.0f. There's more… You can read about all these properties in detail at Apple's developer documentation: https://developer.apple.com/library/IOs/documentation/SpriteKit/Reference/SKPhysicsBody_Ref/index.html. Summary In this article, you have learned about the SpriteKit game framework, how to create a simple game using SpriteKit framework, physics simulation, and also how to integrate physics engine with games. Resources for Article: Further resources on this subject: Code Sharing Between iOS and Android [article] Linking OpenCV to an iOS project [article] Interface Designing for Games in iOS [article]
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Packt
13 May 2010
6 min read
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Manage Your Money with Simple Invoices

Packt
13 May 2010
6 min read
As a freelancer I have one primitive motive. I want to do work and get paid. Getting paid means I need to generate invoices and keep track of them. I've tried to manage my invoices via spreadsheets and documents, but keeping track of my payments in a series of disconnected files is a fragile and inefficient process. Simple Invoices provides a solution to this. Simple Invoices is a relatively young project, and working with it requires that you're willing to do some manual configurations and tolerate the occasional problem. To work with and install the application, you need to be familiar with running a web server on OS X, Windows, or Linux. The next section, Web Server Required provides some out of the box server packages that allow you to run a server environment on your personal computer. It's point and click easy and perfect for an individual user. Not up for running a web server, but still need to find a reliable invoicing application? No problem. Visit www.simpleinvoices.com for a list of hosted solutions. Let's get started. Web Server Required Simple Invoices is a web application that requires Apache, PHP, and MySQL to function. Even if you're not a system administrator, you can still run a web server on your computer, regardless of your operating system. Windows users can get the required software by installing WAMP from www.wampserver.com. OS X users can install MAMP from www.mamp.info. Linux users can install Apache, MySql, and PHP5 using their distribution's software repositories. The database administrative tool, phpMyAdmin makes managing the MySQL database intuitive. Both the WAMP and MAMP installers contain phpMyAdmin, and we'll use it to setup our databases. Take a moment to setup your web server before continuing with the Simple Invoices installation. Install Simple Invoices Our first step will be to prepare the MySQL database. Open a web browser and navigate to http://localhost/phpmyadmin. Replace localhost with the actual server address. A login screen will display and will prompt you for a user name and password. Enter the the root login information for your MySQL install. MAMP users might try root for both the user name and password. WAMP users might try root with no password. If you plan on keeping your WAMP or MAMP servers installed, setting new root passwords for your MySQL database is a good idea, even if you do not allow external connections to your server. After you log in to phpMyAdmin, you will see a list of databases on the left sidebar; the main content window displays a set of tabs, including Databases, SQL, and Status. Let's create the database. Click on the Privileges tab to display a list of all users and associated access permissions. Find the Add a New User link and click on it. The Add New User page displays. Complete the following fields: User Name: enter simpleinvoices Host: select Local Password: specify a password for the user; then retype it in the field provided Database for User: select the Create database with same name and grant all privileges option Scroll to the bottom of the page and click the Go button. This procedure creates the database user and the database at the same time. If you wanted to use a database name that was different than the user name, then could have selected None for the Database for user configuration and added the database manually via the Databases tab in phpMyAdmin. If you prefer to work with MySQL directly, the SQL code for the steps we just ran is (the *** in the first line is the password): CREATE USER 'simpleinvoices'@'localhost' IDENTIFIED BY '***'; GRANT USAGE ON *.* TO 'simpleinvoices'@'localhost' IDENTIFIED BY '***' WITH MAX_QUERIES_PER_HOUR 0 MAX_CONNECTIONS_PER_HOUR 0 MAX_UPDATES_PER_HOUR 0 MAX_USER_CONNECTIONS 0;CREATE DATABASE IF NOT EXISTS `simpleinvoices`; GRANT ALL PRIVILEGES ON `simpleinvoices`.* TO 'simpleinvoices'@'localhost'; Now that the database is setup, let's download the stable version of Simple Invoices by visiting www.simpleinvoices.org and following the Download link. The versions are identified by the year and version. At the time of this writing, the stable version is 2010.1. Unzip the Simple Invoices download file into a subdirectory on your web server. Because I like to install a lot of software, I like to keep the application name in my directory structure, so my example installation installs to a directory named simpleinvoices. That makes my installation available at http://localhost/simpleinvoices. Pick a directory path that makes sense for you. Not sure where the root of your web server resides on your server? Here are some of the default locations for the various server environments: WAMP – C:wampwww MAMP – /Applications/MAMP/htdocs Linux – /var/www Linux users will need to set the ownership of the tmp directory to the web user and make the tmp directory writable. For an Ubuntu system, the appropriate commands are: chown -R www-data tmpchmod -R 775 tmp The command syntax assumes we're working from the Simple Invoices installation directory on the web server. The web user on Ubuntu and other Debian-based systems is www-data. The -R option in both commands applies the permissions to all sub-directories and files. With the chmod command, you are granting write access to the web user. If you have problems or feel like being less secure, you can reduce this step down to one command: chmod -R 777 tmp. We're almost ready to open the Simple Invoices installer, but before we go to the web browser, we need to define the database connections in the config/config.ini file. At a minimum, we need to specify the database.params.username and database.params.password with the values we used to setup the database. If you skip this step and try to open Simple Invoices in your web browser, you will receive an error message indicating that your config.ini settings are incorrect. The following screenshot shows the relevant settings in confi.ini. Now, we're ready to start Simple Invoices and step through the graphical installer. Open a web browser and navigate to your installation (for example: http://localhost/simpleinvoices). Step 1: Install Database will display in the browser. Review the database connection information and click the Install Database button. Step 2: Import essential data displays. Click the Install Essential Data button to advance the installation. Step 3: Import sample data displays. We can choose to import sample data or start using the application. The sample data contains a few example billers, customers, and invoices. We're going to set all that up from scratch, so I recommend you click the Start using Simple Invoices button. At this point the Simple Invoices dashboard displays with a yellow note that instructs us to configure a biller, a customer, and a product before we create our first invoice. See the following screenshot. You might notice that the default access to Simple Invoices is not protected by a username and password. We can force authentication by adding a user and password via the People > Users screen. Then set the authentication.enabled field in config.ini equal to true.
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Packt
30 Sep 2009
7 min read
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Localization and Practical Security in Asterisk 1.4: Part 1

Packt
30 Sep 2009
7 min read
Tones Let's work from the inside out. The types of call progress tones played to the callers once they are within Asterisk are set in indications.conf, which is, of course, one of the many .conf files to be found in the /etc/asterisk directory. On opening indications.conf, you will find that the default set of tones to be used (by the pbx_indications module) is specified in the [general] section with a two letter country code. The next example, shows the way the first few lines of the file look on a fresh installation, prior to any changes: ; indications.conf; Configuration file for location specific tone indications; used by the pbx_indications module.;; NOTE:; When adding countries to this file, please keep them inalphabetical; order according to the 2-character country codes!;; The [general] category is for certain global variables.; All other categories are interpreted as location specificindications;;[general]country=us ; default location The highlighted code shows the country specified by the two letter country code. If indications.conf is missing, Asterisk will assume that you want to use the US tone set. There are a number of separate sections in the files, each headed with a two letter country code in square brackets, which describe the actual tones for that country in terms of frequencies and cadences, along with the odd explanation or cryptic note left there by the compiler of the tones for a given country. Here we see the entry for the UK: [uk]description = United Kingdomringcadence = 400,200,400,2000; These are the official tones taken from BT SIN350. The actual tones; used by BT include some volume differences so sound slightly; different from Asterisk-generated ones.dial = 350+440; Special dial is the intermittent dial tone heard when, for example,; you have a divert active on the linespecialdial = 350+440/750,440/750; Busy is also called "Engaged"busy = 400/375,0/375; "Congestion" is the Beep-bip engaged tonecongestion = 400/400,0/350,400/225,0/525; "Special Congestion" is not used by BT very often if at allspecialcongestion = 400/200,1004/300unobtainable = 400ring = 400+450/400,0/200,400+450/400,0/2000callwaiting = 400/100,0/4000; BT seem to use "Special Call Waiting" rather than just "CallWaiting" tonesspecialcallwaiting = 400/250,0/250,400/250,0/250,400/250,0/5000; "Pips" used by BT on payphones. (Sounds wrong, but this is what BT; claim it; is and I've not used a payphone for years)creditexpired = 400/125,0/125; These two are used to confirm/reject service requests on exchanges; that don't do voice announcements.confirm = 1400switching = 400/200,0/400,400/2000,0/400; This is the three rising tones Doo-dah-dee "Special Information; Tone",; usually followed by the BT woman saying an appropriate message.info = 950/330,0/15,1400/330,0/15,1800/330,0/1000; Not listed in SIN350record = 1400/500,0/60000stutter = 350+440/750,440/750 So, once you have chosen your country by changing (if necessary) the two letter country code, you just need to save the file and reload. You will now hear those tones when a call is being handled inside Asterisk. The word "inside" has been stressed as all calls are initiated outside of Asterisk, and will come in from SIP, IAX2, or analog phones, or trunks of one description or another. The nature of the tones you hear through these devices is not the responsibility of Asterisk, although Asterisk will dictate the type (busy, ringing, and so on) that you hear. Therefore, now we need to step outside of Asterisk and deal with those tones. SIP and IAX phones are easy to deal with, as these devices generate the tones themselves. So, when you lift the handset on say, an SIP phone, you will hear a dial tone whether the device is connected to an IP telephony network or not. Contrast this scenario to the original reason for the dial tone. The clue is in the name "dial tone". It was originally a "confidence tone" to signal to the users that they were indeed connected to a telephone exchange, and that they could now dial a number. Of course, this is still the case with traditional telephony connections. How things changed in the world of IP—all a dial tone in the earpiece of an IP phone will tell you is that your IP phone is alive, and the curly cord to the handset works. In order to change the nature of the tones you hear from your SIP or IAX phones, you will need to change parameters on the phones themselves, usually, via their web interfaces. Asterisk only tells these telephones which tones to play (through the protocol being used for call control). It is on the phones themselves that you will need to change the tones. We have now seen how to change the tones that Asterisk provides to calls which it is terminating, and we have seen that the tones heard through SIP and IAX phones (prior to the call being terminated by Asterisk) must be changed on the devices themselves. Let us now consider the tones that will be used (both recognized and generated) for analog telephony. If analog devices are connected through ATAs (Analog Telephony Adaptor), then the tones will again be changed on the ATA devices themselves, as tone generation and recognition is part of their job. However, if we connect our analog devices to Asterisk through a Digium card, we will need to configure these tones as part of the DAHDI (formerly Zaptel) setup. In the /etc/dahdi/ directory a file called system.conf (formerly etc/zaptel.conf) will be found with the code: loadzone=usloadzone=ukloadzone=nldefaultzone=us We are interested in two parts of the configuration in this file—loadzone that loads a set of tones to be used with the analog card(s), you can load as many sets as you want (details of the actual tones are found in zonedata.c), and, defaultzone that defines the tone set you will use as standard when handling calls. Remember, we are only talking about the tones that will be recognized or generated on analog channels here. If you want to employ some tones which are loaded, but not default, this is easily done within the dialplan using the Playtones() application. That was about the tones. Here is a quick list and a picture to help you remember: Tones that will be heard once a call is inside Asterisk are chosen and specified in indications.conf Tones heard on SIP or IAX phones (prior to the call being answered by Asterisk) are set on the devices themselves Take a look at the next figure to reinforce this: Time and date and localization Although the actual system time and date for your Asterisk machine will only be affected by the setting in Linux, it is quite possible to make Asterisk aware of as many time zones as necessary, and to alter the way time and date are set out and spoken within Asterisk. When you think about the need to manifest different time zones and spoken localization (other than the language itself—we'll come to that), it really occurs only in voicemail transactions. When you are being told at what time and on which date a message was left, you will want to hear it in your local time zone, regardless of where the Asterisk server is located. Moreover, you will want to hear the time and date spoken in a way that you naturally understand, rather than having to struggle to interpret the information while it is given to you in some alien form. Fortunately, Asterisk recognizes this fact and allows different "voicemail zones" to be set, which dictate the time zone and the way in which the time and date are announced. These settings are created in the [zonemessages] section of voicemail.conf, and further down the file, the voicemail zone for each voicemail box can be specified as an option (if required) where voicemail boxes are specified.
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Packt
03 Feb 2011
9 min read
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OpenAM: Backup, Recovery, and Logging

Packt
03 Feb 2011
9 min read
  OpenAM Written and tested with OpenAM Snapshot 9—the Single Sign-On (SSO) tool for securing your web applications in a fast and easy way The first and the only book that focuses on implementing Single Sign-On using OpenAM Learn how to use OpenAM quickly and efficiently to protect your web applications with the help of this easy-to-grasp guide Written by Indira Thangasamy, core team member of the OpenSSO project from which OpenAM is derived Real-world examples for integrating OpenAM with various applications OpenSSO provides utilities that can be invoked with proper procedure to backup the server configuration data. When a crash or data corruption occurs, the server administrator must initiate a recovery operation. Recovering a backup involves the following two distinct operations: Restoring the configuration files Restoring the XML configuration data that was backed up earlier In general, recovery refers to the various operations involved in restoring, rolling forward, and rolling back a backup. Backup and recovery refers to the various strategies and operations involved in protecting the configuration database against data loss, and reconstructing the database should a loss occur. In this article, you should be able to learn about how to use the tools provided by OpenSSO to perform the following: OpenSSO configuration backup and recovery Test to production Trace and debug level logging for troubleshooting Audit log configuration using flat file Audit log configuration using RDBMS Securing the audit logs from intrusion OpenSSO deals with only backing up the configuration data of the server as the identity such as users, groups, and roles data backup and recovery will be handled by the enterprise level identity management suite of products. Backing up configuration data I am sure you are familiar now with the different configuration stores supported by the OpenSSO, an embedded store (based on OpenDS), and a highly scalable Directory Server Enterprise Edition. Regardless of the underlying configuration type, there are certain files that are created in the local file system on the host where the server is deployed. These files (such as bootstrap file) contain critical pieces of information that helps the application to initialize, any corruption in these files could cause the server application not to start. Hence it becomes necessary to backup the configuration data stored in the file system. As a result, we could term the backup and recovery as a two step process: Backup the configuration files in the local file system Backup the OpenSSO configuration data in the LDAP configuration Let us briefly discuss what each option means and when to apply them. Backing up the OpenSSO configuration files Typically the server can fail to come up for two reasons. Either because it could not find the right configuration file that will locate the configuration data store or because the data contained in the configuration store is corrupted. It is the simplest case I took up for this discussion because there could be umpteen reasons that could cause a server to fail to start up. OpenSSO provides a subcommand export-svc-cfg as part of the ssoadm command line interface. Using this the customer can only backup the configuration data that is stored in the configuration store, provided the configuration store is up and running. This backup will not help if the disk that holds the configuration files such as the bootstrap and OpenDS schema files crashed, because the backup obtained using the export-svc-cfg will not contain these schema and bootstrap files. This jeopardizes the backup and recovery process for the OpenSSO. This is why backing up the configuration directory becomes inevitable and vital for the recovery process. To backup the OpenSSO configuration directory, you can just use any file archive tool of your choice. To perform this backup, log on to the OpenSSO host as the OpenSSO configuration user, and execute the following command: zip -r /tmp/opensso_config.zip /export/ssouser/opensso1/ This will backup all the contents of the configuration directory (in this case /export/ssouser/opensso1). Though this will be the recommended way to backup, there may be server audit and debug logs that could fill up the disk space as you perform a periodic backup of this directory. The critical files and directories that need to be backed up are as follows: bootstrap opends (whole directory if present) .version .configParam certificate stores The rest of the content of this directory can be restored from your staging area. If you have customized any of the service schema under the <opensso-config>/config/xml directory, then make sure you back them up. This backup is in itself enough to bring up the corrupted OpenSSO server. When you backup the opends directory all the OpenSSO configuration information will also get backed up, so you really do not need to have the backup file that you would generate using the export-svc-cfg. This kind of backup will be extremely useful and is the only way to perform the crash recovery. If the OpenDS is itself corrupted due to its internal database or index corruption, it will not start. Hence one cannot access the OpenSSO server or ssoadm command line tool to restore the XML backup. So, it is a must to backup your configuration directory from the file system periodically. Backing up the OpenSSO configuration data The process of backing up the OpenSSO service configuration data is slightly different from the complete backup of the overall system deployment. When the subcommand export-svc-cfg is invoked, the underlying code exports all the nodes under the ou=services,ROOT_SUFFIX of the configuration directory server: ./ssoadm export-svc-cfg -u amadmin -f /tmp/passwd_of_amadmin -e secretkeytoencryptpassword -o /tmp/svc-config-bkup.xml To perform this, you need to have the ssoadm command line tool configured. The options supplied to this command are self-explanatory except maybe the -e . This takes a random string that will be used as the encryption secret to encrypt the password entries in the service configuration data. For example, the RADIUS server's share secret value. You need this key to restore the data back to the server. The OpenSSO and its configuration directory server must be running in good condition in order to be successful with this export operation. This backup will be useful in the following cases: Administrator accidentally deleted some of the authentication configurations Administrator accidentally changed some of the configuration properties Somehow the agent profiles have lost their configuration data Want to reset to factory defaults In any case, one should be able to authenticate to OpenSSO as an admin to restore the configuration data. If the server is not in that state, then crash recovery is the only option. In the embedded store configuration case this means unzipping the file system configuration backup obtained as described in the Backing up the OpenSSO configuration files section. For the configuration data that is stored in the Directory Server Enterprise Edition, the customer should use the tools that are bundled with the Oracle Directory Server Enterprise Edition to backup and restore. Crash recovery and restore In the previous section, we briefly covered the crash recovery part of it. When a crash occurs in the embedded or remote configuration store, the server will not come up again unless it is restored back to a valid state. This may involve restoring the proper database state and indexes using a known valid state backup. This backup may have been obtained by using the ODSEE backup tools or simply zipping up the configuration file system of OpenSSO, as described in the Backing up the OpenSSO configuration files section. You need to bring back the OpenSSO server to a state where the administrator can log in to access the console. At this point the configuration exported to XML, as described in the Backing up the OpenSSO configuration data section can be used. Here is a sample execution of the import-svccfg subcommand. It is recommended to backup your vanilla configuration data from the file system periodically to use it in the crash recovery case (where the embedded store itself is corrupted). Backup of configuration data using the export-svc-cfg should be done frequently: ./ssoadm import-svc-cfg -u amadmin -f /tmp/passwd_of_amadmin -e mysecretenckey -X /tmp/svc-config-bkup.xml This will throw an error (because we have intentionally provided a wrong key) claiming that the secret key provided was wrong (actually it will show a string such as the following, that is a known bug): import-service-configuration-secret-key This is the key name that is supposed to contain a corresponding localizable error string. If you provide the correct encryption key, then it will import successfully: ./ssoadm import-svc-cfg -u amadmin -f /tmp/passwd_of_amadmin -e secretkeytoencryptpassword -X /tmp/svc-config-bkup.xml Directory Service contains existing data. Do you want to delete it? [y|N] y Please wait while we import the service configuration... Service Configuration was imported. Note that it prompts before overwriting the existing data to make sure that the current configuration is not overwritten accidentally. There is no incremental restore so be cautious while performing this operation. An import with a wrong version of the restore file could damage a working configuration. It is always recommended to backup the existing configuration before importing an existing configuration backup file. If you do not want to import the current file just enter N and the command will terminate without harming your data. Well, what happens if customers do not have the configuration files backed up? Suppose customers do not have the copy of the configuration files to restore, they can reconfigure the OpenSSO web application by accessing the configurator (after cleaning up existing configuration). Once they configure the server, they should be able to restore the XML backup. Nevertheless, the new configuration must match all the configuration parameters that were provided earlier including the hostname and port details. This information can be found in the .configParam file. If you are planning to export the configuration to a different server than the original server, then you should be referring to the Test to production section, that covers the details on how customers can migrate the test configuration to a production server. It requires more steps than simply restoring the configuration data.
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Packt
18 Nov 2009
6 min read
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Applying Special Effects in 3D Game Development with Microsoft Silverlight 3: Part 2

Packt
18 Nov 2009
6 min read
Time for action – simulating fluids with movement Your project manager is amazed with the shower of dozens of meteors in the background. However, he wants to add a more realistic background. He shows you a water simulation sample using Farseer Physics Engine. He wants you to use the wave simulation capabilities offered by this powerful physics simulator to create an asteroids belt. First, we are going to create a new class to define a fluid model capable of setting the initial parameters and updating a wave controller provided by the physics simulator. We will use Farseer Physics Engine's wave controller to add real-time fluids with movement for our games. The following code is based on the Silverlight water sample offered with the physics simulator. However, in this case, we are not interested in collision detection capabilities because we are going to create an asteroid belt in the background. Stay in the 3DInvadersSilverlight project. Create a new class—FluidModel. Replace the default using declarations with the following lines of code (we are going to use many classes and interfaces from Farseer Physics Engine): using System;using FarseerGames.FarseerPhysics;using FarseerGames.FarseerPhysics.Controllers;using FarseerGames.FarseerPhysics.Mathematics; Add the following public property to hold the WaveController instance: public WaveController WaveController { get; private set; } Add the following public properties to define the wave generator parameters: public float WaveGeneratorMax { get; set; }public float WaveGeneratorMin { get; set; }public float WaveGeneratorStep { get; set; } Add the following constructor without parameters: public FluidModel(){ // Assign the initial values for the wave generator parameters WaveGeneratorMax = 0.20f; WaveGeneratorMin = -0.15f; WaveGeneratorStep = 0.025f;} Add the Initialize method to create and configure the WaveController instance using the PhysicsSimulator instance received as a parameter: public void Initialize(PhysicsSimulator physicsSimulator){ // The wave controller controls how the waves move // It defines how big and how fast is the wave // It is represented as set of points equally spaced horizontally along the width of the wave. WaveController = new WaveController(); WaveController.Position = ConvertUnits.ToSimUnits(-20, 5); WaveController.Width = ConvertUnits.ToSimUnits(30); WaveController.Height = ConvertUnits.ToSimUnits(3); // The number of vertices that make up the surface of the wave WaveController.NodeCount = 40; // Determines how quickly the wave will dissipate WaveController.DampingCoefficient = .95f; // Establishes how fast the wave algorithm runs (in seconds) WaveController.Frequency = .16f; //The wave generator parameters simply move an end-point of the WaveController.WaveGeneratorMax = WaveGeneratorMax; WaveController.WaveGeneratorMin = WaveGeneratorMin; WaveController.WaveGeneratorStep = WaveGeneratorStep; WaveController.Initialize();} Add the Update method to update the wave controller and update the points that draw the waves shapes: public void Update(TimeSpan elapsedTime){ WaveController.Update((float) elapsedTime.TotalSeconds);} What just happened? We now have a FluidModel class that creates, configures, and updates a WaveController instance according to an associated physics simulator. As we are going to work with different gravitational forces, we are going to use another independent physics simulator to work with the FluidModel instance in our game. Simulating waves The wave controller offers many parameters to represent a set of points equally spaced horizontally along the width of one or many waves. The waves can be: Big or small Fast or slow Tall or short The wave controller's parameters allow us to determine the number of vertices that make up the surface of the wave assigning a value to its NodeCount property. In this case, we are going to create waves with 40 nodes and each point is going to be represented by an asteroid: WaveController.NodeCount = 40; The Initialize method defines the position, width, height and other parameters for the wave controller. We have to convert our position values to the simulator values. Thus, we use the ConvertUnits.ToSimUnits method. For example, this line defines the 2D Vector for the wave's upper left corner (X = -20 and Y = 5): WaveController.Position = ConvertUnits.ToSimUnits(-20, 5); The best way to understand each parameter is changing its values and running the example using these new values. Using a wave controller we can create amazing fluids with movement.   Time for action – creating a subclass for a complex asteroid belt Now, we are going to create a specialized subclass of Actor (Balder.Core.Runtime. Actor) to load, create an update a fluid with waves. This class will enable us to encapsulate an independent asteroid belt and add it to the game. In this case, it is a 3D character composed of many models (many instances of Mesh). Stay in the 3DInvadersSilverlight project. Create a new class, FluidWithWaves (a subclass of Actor) using the following declaration: public class FluidWithWaves : Actor Replace the default using declarations with the following lines of code (we are going to use many classes and interfaces from Balder, Farseer Physics Engine and lists): using System.Windows;using System.Windows.Controls;using System.Windows.Media;using System.Windows.Shapes;// BALDERusing Balder.Core;using Balder.Core.Geometries;using Balder.Core.Math;using Balder.Core.Runtime;// FARSEER PHYSICSusing FarseerGames.FarseerPhysics;using FarseerGames.FarseerPhysics.Collisions;using FarseerGames.FarseerPhysics.Dynamics;using FarseerGames.FarseerPhysics.Factories;using FarseerGames.FarseerPhysics.Mathematics;// LISTSusing System.Collections.Generic; Add the following protected variables to hold references for the RealTimeGame and the Scene instances: protected RealTimeGame _game;protected Scene _scene; Add the following private variables to hold the associated FluidModel instance, the collection of points that define the wave and the list of meshes (asteroids): private FluidModel _fluidModel;private PointCollection _points;private List<Mesh> _meshList; Add the following constructor with three parameters—the RealTimeGame, the Scene, and the PhysicsSimulator instances: public FluidWithWaves(RealTimeGame game, Scene scene, PhysicsSimulator physicsSimulator){ _game = game; _scene = scene; _fluidModel = new FluidModel(); _fluidModel.Initialize(physicsSimulator); int count = _fluidModel.WaveController.NodeCount; _points = new PointCollection(); for (int i = 0; i < count; i++) { _points.Add(new Point(ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.XPosition[i]), ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.CurrentWave[i]))); }} Override the LoadContent method to load the meteors' meshes and set their initial positions according to the points that define the wave: public override void LoadContent(){ base.LoadContent(); _meshList = new List<Mesh>(_points.Count); for (int i = 0; i < _points.Count; i++) { Mesh mesh = _game.ContentManager.Load<Mesh>("meteor.ase"); _meshList.Add(mesh); _scene.AddNode(mesh); mesh.Position.X = (float) _points[i].X; mesh.Position.Y = (float) _points[i].Y; mesh.Position.Z = 0; }} Override the Update method to update the fluid model and then change the meteors' positions taking into account the points that define the wave according to the elapsed time: public override void Update(){ base.Update(); // Update the fluid model with the real-time game elapsed time _fluidModel.Update(_game.ElapsedTime); _points.Clear(); for (int i = 0; i < _fluidModel.WaveController.NodeCount; i++) { Point p = new Point(ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.XPosition[i]), ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.CurrentWave[i]) +ConvertUnits.ToDisplayUnits (_fluidModel.WaveController.Position.Y)); _points.Add(p); }// Update the positions for the meshes that define the wave's points for (int i = 0; i < _points.Count; i++) { _meshList[i].Position.X = (float)_points[i].X; _meshList[i].Position.Y = (float)_points[i].Y; }}
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Packt
18 Nov 2009
14 min read
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Unity Game Development: Interactions (Part 2)

Packt
18 Nov 2009
14 min read
Opening the outpost In this section, we will look at the two differing approaches for triggering the animation giving you an overview of the two techniques that will both become useful in many other game development situations. In the first approach, we'll use collision detection—a crucial concept to get to grips with as you begin to work on games in Unity. In the second approach, we'll implement a simple ray cast forward from the player. Approach 1—Collision detection To begin writing the script that will trigger the door-opening animation and thereby grant access to the outpost, we need to consider which object to write a script for. In game development, it is often more efficient to write a single script for an object that will interact with many other objects, rather than writing many individual scripts that check for a single object. With this in mind, when writing scripts for a game such as this, we will write a script to be applied to the player character in order to check for collisions with many objects in our environment, rather than a script made for each object the player may interact with, which checks for the player. Creating new assets Before we introduce any new kind of asset into our project, it is good practice to create a folder in which we will keep assets of that type. In the Project panel, click on the Create button, and choose Folder from the drop-down menu that appears. Rename this folder Scripts by selecting it and pressing Return (Mac) or by pressing F2 (PC). Next, create a new JavaScript file within this folder simply by leaving the Scripts folder selected and clicking on the Project panel's Create button again, this time choosing JavaScript. By selecting the folder, you want a newly created asset to be in before you create them, you will not have to create and then relocate your asset, as the new asset will be made within the selected folder. Rename the newly created script from the default—NewBehaviourScript—to PlayerCollisions. JavaScript files have the file extension of .js but the Unity Project panel hides file extensions, so there is no need to attempt to add it when renaming your assets. You can also spot the file type of a script by looking at its icon in the Project panel. JavaScript files have a 'JS' written on them, C# files simply have 'C#' and Boo files have an image of a Pacman ghost, a nice little informative pun from the guys at Unity Technologies! Scripting for character collision detection To start editing the script, double-click on its icon in the Project panel to launch it in the script editor for your platform—Unitron on Mac, or Uniscite on PC. Working with OnControllerColliderHit By default, all new JavaScripts include the Update() function, and this is why you'll find it present when you open the script for the first time. Let's kick off by declaring variables we can utilise throughout the script. Our script begins with the definition of four variables, public member variables and two private variables. Their purposes are as follows: doorIsOpen: a private true/false (boolean) type variable acting as a switch for the script to check if the door is currently open. doorTimer: a private floating-point (decimal-placed) number variable, which is used as a timer so that once our door is open, the script can count a defined amount of time before self-closing the door. currentDoor: a private GameObject storing variable used to store the specific currently opened door. Should you wish to add more than one outpost to the game at a later date, then this will ensure that opening one of the doors does not open them all, which it does by remembering the most recent door hit. doorOpenTime: a floating-point (potentially decimal) numeric public member variable, which will be used to allow us to set the amount of time we wish the door to stay open in the Inspector. doorOpenSound/doorShutSound: Two public member variables of data type AudioClip, for allowing sound clip drag-and-drop assignment in the Inspector panel. Define the variables above by writing the following at the top of the PlayerCollisions script you are editing: private var doorIsOpen : boolean = false;private var doorTimer : float = 0.0;private var currentDoor : GameObject;var doorOpenTime : float = 3.0;var doorOpenSound : AudioClip;var doorShutSound : AudioClip; Next, we'll leave the Update() function briefly while we establish the collision detection function itself. Move down two lines from: function Update(){} And write in the following function: function OnControllerColliderHit(hit : ControllerColliderHit){} This establishes a new function called OnControllerColliderHit. This collision detection function is specifically for use with player characters such as ours, which use the CharacterController component. Its only parameter hit is a variable that stores information on any collision that occurs. By addressing the hit variable, we can query information on the collision, including—for starters—the specific game object our player has collided with. We will do this by adding an if statement to our function. So within the function's braces, add the following if statement: function OnControllerColliderHit(hit: ControllerColliderHit){ if(hit.gameObject.tag == "outpostDoor" && doorIsOpen == false){ }} In this if statement, we are checking two conditions, firstly that the object we hit is tagged with the tag outpostDoor and secondly that the variable doorOpen is currently set to false. Remember here that two equals symbols (==) are used as a comparative, and the two ampersand symbols (&&) simply say 'and also'. The end result means that if we hit the door's collider that we have tagged and if we have not already opened the door, then it may carry out a set of instructions. We have utilized the dot syntax to address the object we are checking for collisions with by narrowing down from hit (our variable storing information on collisions) to gameObject (the object hit) to the tag on that object. If this if statement is valid, then we need to carry out a set of instructions to open the door. This will involve playing a sound, playing one of the animation clips on the model, and setting our boolean variable doorOpen to true. As we are to call multiple instructions—and may need to call these instructions as a result of a different condition later when we implement the ray casting approach—we will place them into our own custom function called OpenDoor. We will write this function shortly, but first, we'll call the function in the if statement we have, by adding: OpenDoor(); So your full collision function should now look like this: function OnControllerColliderHit(hit: ControllerColliderHit){ if(hit.gameObject.tag == "outpostDoor" && doorIsOpen == false){ OpenDoor(); }} Writing custom functions Storing sets of instructions you may wish to call at any time should be done by writing your own functions. Instead of having to write out a set of instructions or "commands" many times within a script, writing your own functions containing the instructions means that you can simply call that function at any time to run that set of instructions again. This also makes tracking mistakes in code—known as Debugging—a lot simpler, as there are fewer places to check for errors. In our collision detection function, we have written a call to a function named OpenDoor. The brackets after OpenDoor are used to store parameters we may wish to send to the function—using a function's brackets, you may set additional behavior to pass to the instructions inside the function. We'll take a look at this in more depth later in this article under the heading Function Efficiency. Our brackets are empty here, as we do not wish to pass any behavior to the function yet. Declaring the function To write the function we need to call, we simply begin by writing: function OpenDoor(){} In between the braces of the function, much in the same way as the instructions of an if statement, we place any instructions to be carried out when this function is called. Playing audio Our first instruction is to play the audio clip assigned to the variable called doorOpenSound. To do this, add the following line to your function by placing it within the curly braces after { "and before" }: audio.PlayOneShot(doorOpenSound); To be certain, it should look like this: function OpenDoor(){ audio.PlayOneShot(doorOpenSound);} Here we are addressing the Audio Source component attached to the game object this script is applied to (our player character object, First Person Controller), and as such, we'll need to ensure later that we have this component attached; otherwise, this command will cause an error. Addressing the audio source using the term audio gives us access to four functions, Play(), Stop(), Pause(), and PlayOneShot(). We are using PlayOneShot because it is the best way to play a single instance of a sound, as opposed to playing a sound and then switching clips, which would be more appropriate for continuous music than sound effects. In the brackets of the PlayOneShot command, we pass the variable doorOpenSound, which will cause whatever sound file is assigned to that variable in the Inspector to play. We will download and assign this and the clip for closing the door after writing the script. Checking door status One condition of our if statement within our collision detection function was that our boolean variable doorIsOpen must be set to false. As a result, the second command inside our OpenDoor() function is to set this variable to true. This is because the player character may collide with the door several times when bumping into it, and without this boolean, they could potentially trigger the OpenDoor() function many times, causing sound and animation to recur and restart with each collision. By adding in a variable that when false allows the OpenDoor() function to run and then disallows it by setting the doorIsOpen variable to true immediately, any further collisions will not re-trigger the OpenDoor() function. Add the line: doorOpen = true; to your OpenDoor() function now by placing it between the curly braces after the previous command you just added. Playing animation We have already imported the outpost asset package and looked at various settings on the asset before introducing it to the game in this article. One of the tasks performed in the import process was the setting up of animation clips using the Inspector. By selecting the asset in the Project panel, we specified in the Inspector that it would feature three clips: idle (a 'do nothing' state) dooropen doorshut In our openDoor() function, we'll call upon a named clip using a String of text to refer to it. However, first we'll need to state which object in our scene contains the animation we wish to play. Because the script we are writing is to be attached to the player, we must refer to another object before referring to the animation component. We do this by stating the line: var myOutpost : GameObject = GameObject.Find("outpost"); Here we are declaring a new variable called myOutpost by setting its type to be a GameObject and then selecting a game object with the name outpost by using GameObject.Find. The Find command selects an object in the current scene by its name in the Hierarchy and can be used as an alternative to using tags. Now that we have a variable representing our outpost game object, we can use this variable with dot syntax to call animation attached to it by stating: myOutpost.animation.Play("dooropen"); This simply finds the animation component attached to the outpost object and plays the animation called dooropen. The play() command can be passed any string of text characters, but this will only work if the animation clips have been set up on the object in question. Your finished OpenDoor() custom function should now look like this: function OpenDoor(){ audio.PlayOneShot(doorOpenSound); doorIsOpen = true; var myOutpost : GameObject = GameObject.Find("outpost"); myOutpost.animation.Play("dooropen");} Reversing the procedure Now that we have created a set of instructions that will open the door, how will we close it once it is open? To aid playability, we will not force the player to actively close the door but instead establish some code that will cause it to shut after a defined time period. This is where our doorTimer variable comes into play. We will begin counting as soon as the door becomes open by adding a value of time to this variable, and then check when this variable has reached a particular value by using an if statement. Because we will be dealing with time, we need to utilize a function that will constantly update such as the Update() function we had awaiting us when we created the script earlier. Create some empty lines inside the Update() function by moving its closing curly brace } a few lines down. Firstly, we should check if the door has been opened, as there is no point in incrementing our timer variable if the door is not currently open. Write in the following if statement to increment the timer variable with time if the doorIsOpen variable is set to true: if(doorIsOpen){ doorTimer += Time.deltaTime;} Here we check if the door is open — this is a variable that by default is set to false, and will only become true as a result of a collision between the player object and the door. If the doorIsOpen variable is true, then we add the value of Time.deltaTime to the doorTimer variable. Bear in mind that simply writing the variable name as we have done in our if statement's condition is the same as writing doorIsOpen == true. Time.deltaTime is a Time class that will run independent of the game's frame rate. This is important because your game may be run on varying hardware when deployed, and it would be odd if time slowed down on slower computers and was faster when better computers ran it. As a result, when adding time, we can use Time.deltaTime to calculate the time taken to complete the last frame and with this information, we can automatically correct real-time counting. Next, we need to check whether our timer variable, doorTimer, has reached a certain value, which means that a certain amount of time has passed. We will do this by nesting an if statement inside the one we just added—this will mean that the if statement we are about to add will only be checked if the doorIsOpen if condition is valid. Add the following code below the time incrementing line inside the existing if statement: if(doorTimer > doorOpenTime){shutDoor();doorTimer = 0.0;} This addition to our code will be constantly checked as soon as the doorIsOpen variable becomes true and waits until the value of doorTimer exceeds the value of the doorOpenTime variable, which, because we are using Time.deltaTime as an incremental value, will mean three real-time seconds have passed. This is of course unless you change the value of this variable from its default of 3 in the Inspector. Once the doorTimer has exceeded a value of 3, a function called shutDoor() is called, and the doorTimer variable is reset to zero so that it can be used again the next time the door is triggered. If this is not included, then the doorTimer will get stuck above a value of 3, and as soon as the door was opened it would close as a result. Your completed Update() function should now look like this: function Update(){ if(doorIsOpen){ doorTimer += Time.deltaTime; if(doorTimer > 3){ shutDoor(); doorTimer = 0.0; } }} Now, add the following function called shutDoor() to the bottom of your script. Because it performs largely the same function as openDoor(), we will not discuss it in depth. Simply observe that a different animation is called on the outpost and that our doorIsOpen variable gets reset to false so that the entire procedure may start over: function shutDoor(){audio.PlayOneShot(doorShutSound);doorIsOpen = false;var myOutpost : GameObject = GameObject.Find("outpost");myOutpost.animation.Play("doorshut");}
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26 Dec 2012
6 min read
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Advanced Indexing and Array Concepts

Packt
26 Dec 2012
6 min read
(For more resources related to this topic, see here.) Installing SciPy SciPy is the scientific Python library and is closely related to NumPy. In fact, SciPy and NumPy used to be one and the same project many years ago. In this recipe, we will install SciPy. How to do it... In this recipe, we will go through the steps for installing SciPy. Installing from source: If you have Git installed, you can clone the SciPy repository using the following command: git clone https://github.com/scipy/scipy.gitpython setup.py buildpython setup.py install --user This installs to your home directory and requires Python 2.6 or higher. Before building, you will also need to install the following packages on which SciPy depends: BLAS and LAPACK libraries C and Fortran compilers There is a chance that you have already installed this software as a part of the NumPy installation. Installing SciPy on Linux: Most Linux distributions have SciPy packages. We will go through the necessary steps for some of the popular Linux distributions: In order to install SciPy on Red Hat, Fedora, and CentOS, run the following instructions from the command line: yum install python-scipy In order to install SciPy on Mandriva, run the following command line instruction: urpmi python-scipy In order to install SciPy on Gentoo, run the following command line instruction: sudo emerge scipy On Debian or Ubuntu, we need to type the following: sudo apt-get install python-scipy Installing SciPy on Mac OS X: Apple Developer Tools (XCode) is required, because it contains the BLAS and LAPACK libraries. It can be found either in the App Store, or in the installation DVD that came with your Mac, or you can get the latest version from Apple Developer's connection at https://developer.apple.com/technologies/tools/. Make sure that everything, including all the optional packages is installed. You probably already have a Fortran compiler installed for NumPy. The binaries for gfortran can be found at http://r.research.att.com/tools/. Installing SciPy using easy_install or pip: Install with either of the following two commands: sudo pip install scipyeasy_install scipy Installing on Windows: If you have Python installed already, the preferred method is to download and use the binary distribution. Alternatively, you may want to install the Enthought Python distribution, which comes with other scientific Python software packages. Check your installation: Check the SciPy installation with the following code: import scipy print scipy.__version__ print scipy.__file__ This should print the correct SciPy version. How it works... Most package managers will take care of any dependencies for you. However, in some cases, you will need to install them manually. Unfortunately, this is beyond the scope of this book. If you run into problems, you can ask for help at: The #scipy IRC channel of freenode, or The SciPy mailing lists at http://www.scipy.org/Mailing_Lists Installing PIL PIL, the Python imaging library, is a prerequisite for the image processing recipes in this article. How to do it... Let's see how to install PIL. Installing PIL on Windows: Install using the Windows executable from the PIL website http://www.pythonware.com/products/pil/. Installing on Debian or Ubuntu: On Debian or Ubuntu, install PIL using the following command: sudo apt-get install python-imaging Installing with easy_install or pip: At the t ime of writing this book, it appeared that the package managers of Red Hat, Fedora, and CentOS did not have direct support for PIL. Therefore, please follow this step if you are using one of these Linux distributions. Install with either of the following commands: easy_install PILsudo pip install PIL Resizing images In this recipe, we will load a sample image of Lena, which is available in the SciPy distribution, into an array. This article is not about image manipulation, by the way; we will just use the image data as an input. Lena Soderberg appeared in a 1972 Playboy magazine. For historical reasons, one of those images is often used in the field of image processing. Don't worry; the picture in question is completely safe for work. We will resize the image using the repeat function. This function repeats an array, which in practice means resizing the image by a certain factor. Getting ready A prerequisite for this recipe is to have SciPy, Matplotlib, and PIL installed. How to do it... Load the Lena image into an array. SciPy has a lena function , which can load the image into a NumPy array: lena = scipy.misc.lena() Some refactoring has occurred since version 0.10, so if you are using an older version, the correct code is: lena = scipy.lena() Check the shape. Check the shape of the Lena array using the assert_equal function from the numpy.testing package—this is an optional sanity check test: numpy.testing.assert_equal((LENA_X, LENA_Y), lena.shape) Resize the Lena array. Resize the Lena array with the repeat function. We give this function a resize factor in the x and y direction: resized = lena.repeat(yfactor, axis=0).repeat(xfactor, axis=1) Plot the arrays. We will plot the Lena image and the resized image in two subplots that are a part of the same grid. Plot the Lena array in a subplot: matplotlib.pyplot.subplot(211) matplotlib.pyplot.imshow(lena) The Matplotlib subplot function creates a subplot. This function accepts a 3-digit integer as the parameter, where the first digit is the number of rows, the second digit is the number of columns, and the last digit is the index of the subplot starting with 1. The imshow function shows images. Finally, the show function displays the end result. Plot the resized array in another subplot and display it. The index is now 2: matplotlib.pyplot.subplot(212) matplotlib.pyplot.imshow(resized) matplotlib.pyplot.show() The following screenshot is the result with the original image (first) and the resized image (second): The following is the complete code for this recipe: import scipy.misc import sys import matplotlib.pyplot import numpy.testing # This script resizes the Lena image from Scipy. if(len(sys.argv) != 3): print "Usage python %s yfactor xfactor" % (sys.argv[0]) sys.exit() # Loads the Lena image into an array lena = scipy.misc.lena() #Lena's dimensions LENA_X = 512 LENA_Y = 512 #Check the shape of the Lena array numpy.testing.assert_equal((LENA_X, LENA_Y), lena.shape) # Get the resize factors yfactor = float(sys.argv[1]) xfactor = float(sys.argv[2]) # Resize the Lena array resized = lena.repeat(yfactor, axis=0).repeat(xfactor, axis=1) #Check the shape of the resized array numpy.testing.assert_equal((yfactor * LENA_Y, xfactor * LENA_Y), resized.shape) # Plot the Lena array matplotlib.pyplot.subplot(211) matplotlib.pyplot.imshow(lena) #Plot the resized array matplotlib.pyplot.subplot(212) matplotlib.pyplot.imshow(resized) matplotlib.pyplot.show() How it works... The repeat function repeats arrays, which, in this case, resulted in changing the size of the original image. The Matplotlib subplot function creates a subplot. The imshow function shows images. Finally, the show function displays the end result. See also The Installing SciPy recipe The Installing PIL recipe
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Packt
25 Feb 2011
6 min read
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Enabling Apache Axis2 clustering

Packt
25 Feb 2011
6 min read
Clustering for high availability and scalability is one of the main requirements of any enterprise deployment. This is also true for Apache Axis2. High availability refers to the ability to serve client requests by tolerating failures. Scalability is the ability to serve a large number of clients sending a large number of requests without any degradation to the performance. Many large scale enterprises are adapting to web services as the de facto middleware standard. These enterprises have to process millions of transactions per day, or even more. A large number of clients, both human and computer, connect simultaneously to these systems and initiate transactions. Therefore, the servers hosting the web services for these enterprises have to support that level of performance and concurrency. In addition, almost all the transactions happening in such enterprise deployments are critical to the business of the organization. This imposes another requirement for production-ready web services servers, namely, to maintain very low downtime. It is impossible to support that level of scalability and high availability from a single server, despite how powerful the server hardware or how efficient the server software is. Web services clustering is needed to solve this. It allows you to deploy and manage several instances of identical web services across multiple web services servers running on different server machines. Then we can distribute client requests among these machines using a suitable load balancing system to achieve the required level of availability and scalability. Setting up a simple Axis2 cluster Enabling Axis2 clustering is a simple task. Let us look at setting up a simple two node cluster: Extract the Axis2 distribution into two different directories and change the HTTP and HTTPS ports in the respective axis2.xml files. Locate the "Clustering" element in the axis2.xml files and set the enable attribute to true. Start the two Axis2 instances using Simple Axis Server. You should see some messages indicating that clustering has been enabled. That is it! Wasn't that extremely simple? In order to verify that state replication is working, we can deploy a stateful web service on both instances. This web service should set a value in the ConfigurationContext in one operation and try to retrieve that value in another operation. We can call the set value operation on one node, and next call the retrieve operation on the other node. The value set and the value retrieved should be equal. Next, we will look at the clustering configuration language in detail. Writing a highly available clusterable web service In general, you do not have to do anything extra to make your web service clusterable. Any regular web service is clusterable in general. In the case of stateful web services, you need to store the Java serializable replicable properties in the Axis2 ConfigurationContext, ServiceGroupContext, or ServiceContext. Please note that stateful variables you maintain elsewhere will not be replicated. If you have properly configured the Axis2 clustering for state replication, then the Axis2 infrastructure will replicate these properties for you. In the next section, you will be able to look at the details of configuring a cluster for state replication. Let us look at a simple stateful Axis2 web service deployed in the soapsession scope: public class ClusterableService { private static final String VALUE = "value"; public void setValue(String value) { MessageContext.getCurrentMessageContext().getServiceContext(); serviceContext.setProperty(VALUE, value); } public String getValue() { MessageContext.getCurrentMessageContext().getServiceContext(); return (String) serviceContext.getProperty(VALUE); } } You can deploy this service on two Axis2 nodes in a cluster. You can write a client that will call the setValue operation on the first, and then call the getValue operation on the second node. You will be able to see that the value you set in the first node can be retrieved from the second node. What happens is, when you call the setValue operation on the first node, the value is set in the respective ServiceContext, and replicated to the second node. Therefore, when you call getValue on the second node, the replicated value has been properly set in the respective ServiceContext. As you may have already noticed, you do not have to do anything additional to make a web service clusterable. Axis does the state replication transparently. However, if you require control over state replication, Axis2 provides that option as well. Let us rewrite the same web service, while taking control of the state replication: public class ClusterableService { private static final String VALUE = "value"; public void setValue(String value) { MessageContext.getCurrentMessageContext().getServiceContext(); serviceContext.setProperty(VALUE, value); Replicator.replicate(serviceContext); } public String getValue() { MessageContext.getCurrentMessageContext().getServiceContext(); return (String) serviceContext.getProperty(VALUE); } } Replicator.replicate() will immediately replicate any property changes in the provided Axis2 context. So, how does this setup increase availability? Say, you sent a setValue request to node 1 and node 1 failed soon after replicating that value to the cluster. Now, node 2 will have the originally set value, hence the web service clients can continue unhindered. Stateless Axis2 Web Services Stateless Axis2 Web Services give the best performance, as no state replication is necessary for such services. These services can still be deployed on a load balancer-fronted Axis2 cluster to achieve horizontal scalability. Again, no code change or special coding is necessary to deploy such web services on a cluster. Stateless web services may be deployed in a cluster either to achieve failover behavior or scalability. Setting up a failover cluster A failover cluster is generally fronted by a load balancer and one or more nodes that are designated as primary nodes, while some other nodes are designated as backup nodes. Such a cluster can be set up with or without high availability. If all the states are replicated from the primaries to the backups, then when a failure occurs, the clients can continue without a hitch. This will ensure high availability. However, this state replication has its overhead. If you are deploying only stateless web services, you can run a setup without any state replication. In a pure failover cluster (that is, without any state replication), if the primary fails, the load balancer will route all subsequent requests to the backup node, but some state may be lost, so the clients will have to handle some degree of that failure. The load balancer can be configured in such a way that all requests are generally routed to the primary node, and a failover node is provided in case the primary fails, as shown in the following figure: Increasing horizontal scalability As shown in the figure below, to achieve horizontal scalability, an Axis2 cluster will be fronted by a load balancer (depicted by LB in the following figure). The load balancer will spread the load across the Axis2 cluster according to some load balancing algorithm. The round-robin load balancing algorithm is one such popular and simple algorithm, and works well when all hardware and software on the nodes are identical. Generally, a horizontally scalable cluster will maintain its response time and will not degrade performance under increasing load. Throughput will also increase when the load increases in such a setup. Generally, the number of nodes in the cluster is a function of the expected maximum peak load. In such a cluster, all nodes are active.
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Packt
11 Feb 2010
8 min read
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Testing and Debugging in Grok 1.0: Part 2

Packt
11 Feb 2010
8 min read
Adding unit tests Apart from functional tests, we can also create pure Python test cases which the test runner can find. While functional tests cover application behavior, unit tests focus on program correctness. Ideally, every single Python method in the application should be tested. The unit test layer does not load the Grok infrastructure, so tests should not take anything that comes with it for granted; just the basic Python behavior. To add our unit tests, we'll create a module named unit_tests.py. Remember, in order for the test runner to find our test modules, their names have to end with 'tests'. Here's what we will put in this file: """ Do a Python test on the app. :unittest: """ import unittest from todo.app import Todo class InitializationTest(unittest.TestCase): todoapp = None def setUp(self): self.todoapp = Todo() def test_title_set(self): self.assertEqual(self.todoapp.title,u'To-do list manager') def test_next_id_set(self): self.assertEqual(self.todoapp.next_id,0) The :unittest: comment at the top, is very important. Without it, the test runner will not know in which layer your tests should be executed, and will simply ignore them. Unit tests are composed of test cases, and in theory, each should contain several related tests based on a specific area of the application's functionality. The test cases use the TestCase class from the Python unittest module. In these tests, we define a single test case that contains two very simple tests. We are not getting into the details here. Just notice that the test case can include a setUp and a tearDown method that can be used to perform any common initialization and destruction tasks which are needed to get the tests working and finishing cleanly. Every test inside a test case needs to have the prefix 'test' in its name, so we have exactly two tests that fulfill this condition. Both of the tests need an instance of the Todo class to be executed, so we assign it as a class variable to the test case, and create it inside the setUp method. The tests are very simple and they just verify that the default property values are set on instance creation. Both of the tests use the assertEqual method to tell the test runner that if the two values passed are different, the test should fail. To see them in action, we just run the bin/test command once more: $ bin/testRunning tests at level 1 Running todo.FunctionalLayer tests: Set up in 2.691 seconds. Running: .......2009-09-30 22:00:50,703 INFO sqlalchemy.engine.base.Engine.0x...684c PRAGMA table_info("users") 2009-09-30 22:00:50,703 INFO sqlalchemy.engine.base.Engine.0x...684c () Ran 7 tests with 0 failures and 0 errors in 0.420 seconds. Running zope.testing.testrunner.layer.UnitTests tests: Tear down todo.FunctionalLayer ... not supported Running in a subprocess. Set up zope.testing.testrunner.layer.UnitTests in 0.000 seconds. Ran 2 tests with 0 failures and 0 errors in 0.000 seconds. Tear down zope.testing.testrunner.layer.UnitTests in 0.000 seconds. Total: 9 tests, 0 failures, 0 errors in 5.795 seconds Now, both the functional and unit test layers contain some tests and both are run one after the other. We can see the subtotal for each layer at the end of its tests as well as the grand total of the nine passed tests when the test runner finishes its work. Extending the test suite Of course, we just scratched the surface of which tests should be added to our application. If we continue to add tests, hundreds of tests may be there by the time we finish. However, this article is not the place to do so. As mentioned earlier, its way easier to have tests for each part of our application, if we add them as we code. There's no hiding from the fact that testing is a lot of work, but there is great value in having a complete test suite for our applications. More so, when third parties might use our work product independently. Debugging We will now take a quick look at the debugging facilities offered by Grok. Even if we have a very thorough test suite, chances are there that we will find a fair number of bugs in our application. When that happens, we need a quick and effective way to inspect the code as it runs and find the problem spots easily. Often, developers will use print statements (placed at key lines) throughout the code, in the hopes of finding the problem spot. While this is usually a good way to begin locating sore spots in the code, we often need some way to follow the code line by line to really find out what's wrong. In the next section, we'll see how to use the Python debugger to step through the code and find the problem spots. We'll also take a quick look at how to do post-mortem debugging in Grok, which means jumping into the debugger to analyze program state immediately after an exception has occurred. Debugging in Grok For regular debugging, where we need to step through the code to see what's going on inside, the Python debugger is an excellent tool. To use it, you just have to add the next line at the point where you wish to start debugging: import pdb; pdb.set_trace() Let's try it out. Open the app.py module and change the add method of the AddProjectForm class (line 108) to look like this: @grok.action('Add project') def add(self,**data): import pdb; pdb.set_trace() project = Project() project.creator = self.request.principal.title project.creation_date = datetime.datetime.now() project.modification_date = datetime.datetime.now() self.applyData(project,**data) id = str(self.context.next_id) self.context.next_id = self.context.next_id+1 self.context[id] = project return self.redirect(self.url(self.context[id])) Notice that we invoke the debugger at the beginning of the method. Now, start the instance, go to the 'add project' form, fill it up, and submit it. Instead of seeing the new project view, the browser will stay at the 'add form' page, and display the waiting for... message. This is because control has been transferred to the console for the debugger to act. Your console will look like this: > /home/cguardia/work/virtual/grok1/todo/src/todo/app.py(109)add() -> project = Project() (Pdb) | The debugger is now active and waiting for input. Notice that the line number where debugging started, appears right beside the path of the module where we are located. After the line number, comes the name of the method, add(). Below that, the next line of code to be executed is shown. The debugger commands are simple. To execute the current line, type n: (Pdb) n > /home/cguardia/work/virtual/grok1/todo/src/todo/app.py(110)add() -> project.creator = self.request.principal.title (Pdb) You can see the available commands if you type h: (Pdb) h Documented commands (type help <topic>): ======================================== EOF break condition disable help list q step w a bt cont down ignore n quit tbreak whatis alias c continue enable j next r u where args cl d exit jump p return unalias b clear debug h l pp s up Miscellaneous help topics: ========================== exec pdb Undocumented commands: ====================== retval rv (Pdb) The list command id is used for getting a bird's eye view of where in the code are we: (Pdb) list 105 106 @grok.action('Add project') 107 def add(self,**data): 108 import pdb; pdb.set_trace() 109 project = Project() 110 -> project.creator = self.request.principal.title 111 project.creation_date = datetime.datetime.now() 112 project.modification_date = datetime.datetime.now() 113 self.applyData(project,**data) 114 id = str(self.context.next_id) 115 self.context.next_id = self.context.next_id+1 (Pdb) As you can see, the current line is shown with an arrow. It's possible to type in the names of objects within the current execution context and find out their values: (Pdb) project <todo.app.Project object at 0xa0ef72c> (Pdb) data {'kind': 'personal', 'description': u'Nothing', 'title': u'Project about nothing'} (Pdb) We can of course, continue stepping line by line through all of the code in the application, including Grok's own code, checking values as we proceed. When we are through reviewing, we can click on c to return control to the browser. At this point, we will see the project view. The Python debugger is very easy to use and it can be invaluable for finding obscure bugs in your code.
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