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How-To Tutorials

7014 Articles
article-image-deploying-docker-container-cloud-part-2
Darwin Corn
13 Jul 2016
3 min read
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Deploying a Docker Container to the Cloud, Part 2

Darwin Corn
13 Jul 2016
3 min read
I previously wrote about app containerization using Docker, and if you’re unfamiliar with that concept, please read that post first. In this post, I'm going to pick up where I left off, with a fully containerized frontend ember application showcasing my music that I now want to share with the world. Speaking of that app in part 1—provided you don't have a firewall blocking port 80 inbound—if you've come straight over from the previous post, you're serving a web app to everyone on your internal network right now. You should, of course, map it to only allow 127.0.0.1 on port 80 instead of 0.0.0.0 (everyone). In this post I am going to focus on my mainstream cloud platform of choice, Google Cloud Platform (GCP). It will only cost ~$5/month, with room to house more similarly simple apps—MVPs, proofs of concept and the like. Go ahead and sign up for the free GCP trial, and create a project. Templates are useful for rapid scaling and minimizing the learning curve; but for the purpose of learning, how this actually works, and for minimizing financial impact, they're next to useless. First, you need to get the container into the private registry that comes with every GCP project. Okay, let's get started. You need to tag the image so that Google Cloud Platform knows where to put it. Then you're going to use the gcloud command-line tool to push it to that cloud registry. $ docker tag docker-demo us.gcr.io/[YOUR PROJECT ID HERE]/docker-demo $ gcloud docker push us.gcr.io/[YOUR PROJECT ID HERE]/docker-demo Congratulations, you have your first container in the cloud! Now let's deploy it. We're going to use Google's Compute Engine, not their Container Engine (besides the registry, but no cluster templates for us). Refer to this article, and if you're using your own app, you'll have to write up a container manifest. If you're using the docker-demo app from the first article, make sure to run a git pull to get an up-to-date version of the repo and notice that a containers.yaml manifest file has been added to the root of the application. containers.yaml apiVersion: v1 kind: Pod metadata: name: docker-demo spec: containers: - name: docker-demo image: us.gcr.io/[YOUR PROJECT ID HERE]/docker-demo imagePullPolicy: Always ports: - containerPort: 80 hostPort: 80 That file instructs the container-vm (purpose-built for running containers)-based VM we're about to create to pull the image and run it. Now let's run the gcloud command to create the VM in the cloud that will host the image, telling it to use the manifest. $ gcloud config set project [YOUR PROJECT ID HERE] $ gcloud compute instances create docker-demo --image container-vm --metadata-from-file google-container-manifest=containers.yaml --zone us-central1-a --machine-type f1-micro Launch the GCP Developer Console and set the firewall on your shiny new VM to 'Allow HTTP traffic'. Or run the following command. $ gcloud compute instances add-tags docker-demo --tags http-server --zone us-central1-a Either way, the previous gcloud compute instances create command should've given you the External (Public) IP of the VM, and navigating there from your browser will show the app. Congrats, you've now deployed a fully containerized web application to the cloud! If you're leaving this up, remember to reserve a static IP for your VM. I recommend consulting some of the documentation I've referenced here to monitor VM and container health as well. About the Author Darwin Corn is a systems analyst for the Consumer Direct Care Network. He is a mid-level professional with diverse experience in the information technology world.
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article-image-working-spring-tag-libraries
Packt
13 Jul 2016
26 min read
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Working with Spring Tag Libraries

Packt
13 Jul 2016
26 min read
In this article by Amuthan G, the author of the book Spring MVC Beginners Guide - Second Edition, you are going to learn more about the various tags that are available as part of the Spring tag libraries. (For more resources related to this topic, see here.) After reading this article, you will have a good idea about the following topics: JavaServer Pages Standard Tag Library (JSTL) Serving and processing web forms Form-binding and whitelisting Spring tag libraries JavaServer Pages Standard Tag Library JavaServer Pages (JSP) is a technology that lets you embed Java code inside HTML pages. This code can be inserted by means of <% %> blocks or by means of JSTL tags. To insert Java code into JSP, the JSTL tags are generally preferred, since tags adapt better to their own tag representation of HTML, so your JSP pages will look more readable. JSP even lets you  define your own tags; you must write the code that actually implements the logic of your own tags in Java. JSTL is just a standard tag library provided by Oracle. We can add a reference to the JSTL tag library in our JSP pages as follows: <%@ taglib prefix="c" uri="http://java.sun.com/jsp/jstl/core"%> Similarly, Spring MVC also provides its own tag library to develop Spring JSP views easily and effectively. These tags provide a lot of useful common functionality such as form binding, evaluating errors and outputting messages, and more when we work with Spring MVC. In order to use these, Spring MVC has provided tags in our JSP pages. We must add a reference to that tag library in our JSP pages as follows: <%@taglib prefix="form" uri="http://www.springframework.org/tags/form" %> <%@taglib prefix="spring" uri="http://www.springframework.org/tags" %> These taglib directives declare that our JSP page uses a set of custom tags related to Spring and identify the location of the library. It also provides a means to identify the custom tags in our JSP page. In the taglib directive, the uri attribute value resolves to a location that the servlet container understands and the prefix attribute informs which bits of markup are custom actions. Serving and processing forms In Spring MVC, the process of putting a HTML form element's values into model data is called form binding. The following line is a typical example of how we put data into the Model from the Controller: model.addAttribute(greeting,"Welcome") Similarly, the next line shows how we retrieve that data in the View using a JSTL expression: <p> ${greeting} </p> But what if we want to put data into the Model from the View? How do we retrieve that data in the Controller? For example, consider a scenario where an admin of our store wants to add new product information to our store by filling out and submitting a HTML form. How can we collect the values filled out in the HTML form elements and process them in the Controller? This is where the Spring tag library tags help us to bind the HTML tag element's values to a form backing bean in the Model. Later, the Controller can retrieve the formbacking bean from the Model using the @ModelAttribute (org.springframework.web.bind.annotation.ModelAttribute) annotation. The form backing bean (sometimes called the form bean) is used to store form data. We can even use our domain objects as form beans; this works well when there's a close match between the fields in the form and the properties in our domain object. Another approach is creating separate classes for form beans, which is sometimes called Data Transfer Objects (DTO). Time for action – serving and processing forms The Spring tag library provides some special <form> and <input> tags, which are more or less similar to HTML form and input tags, but have some special attributes to bind form elements’ data with the form backed bean. Let's create a Spring web form in our application to add new products to our product list: Open our ProductRepository interface and add one more method declaration to it as follows: void addProduct(Product product); Add an implementation for this method in the InMemoryProductRepository class as follows: @Override public void addProduct(Product product) { String SQL = "INSERT INTO PRODUCTS (ID, " + "NAME," + "DESCRIPTION," + "UNIT_PRICE," + "MANUFACTURER," + "CATEGORY," + "CONDITION," + "UNITS_IN_STOCK," + "UNITS_IN_ORDER," + "DISCONTINUED) " + "VALUES (:id, :name, :desc, :price, :manufacturer, :category, :condition, :inStock, :inOrder, :discontinued)"; Map<String, Object> params = new HashMap<>(); params.put("id", product.getProductId()); params.put("name", product.getName()); params.put("desc", product.getDescription()); params.put("price", product.getUnitPrice()); params.put("manufacturer", product.getManufacturer()); params.put("category", product.getCategory()); params.put("condition", product.getCondition()); params.put("inStock", product.getUnitsInStock()); params.put("inOrder", product.getUnitsInOrder()); params.put("discontinued", product.isDiscontinued()); jdbcTempleate.update(SQL, params); } Open our ProductService interface and add one more method declaration to it as follows: void addProduct(Product product); And add an implementation for this method in the ProductServiceImpl class as follows: @Override public void addProduct(Product product) { productRepository.addProduct(product); } Open our ProductController class and add two more request mapping methods as follows: @RequestMapping(value = "/products/add", method = RequestMethod.GET) public String getAddNewProductForm(Model model) { Product newProduct = new Product(); model.addAttribute("newProduct", newProduct); return "addProduct"; } @RequestMapping(value = "/products/add", method = RequestMethod.POST) public String processAddNewProductForm(@ModelAttribute("newProduct") Product newProduct) { productService.addProduct(newProduct); return "redirect:/market/products"; } Finally, add one more JSP View file called addProduct.jsp under the  src/main/webapp/WEB-INF/views/ directory and add the following tag reference declaration as the very first line in it: <%@ taglib prefix="c" uri="http://java.sun.com/jsp/jstl/core"%> <%@ taglib prefix="form" uri="http://www.springframework.org/tags/form" %> Now add the following code snippet under the tag declaration line and save addProduct.jsp. Note that I skipped some <form:input> binding tags for some of the fields of the product domain object, but I strongly encourage you to add binding tags for the skipped fields while you are trying out this exercise: <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <link rel="stylesheet" href="//netdna.bootstrapcdn.com/bootstrap/3.0.0/css/bootstrap.min.css"> <title>Products</title> </head> <body> <section> <div class="jumbotron"> <div class="container"> <h1>Products</h1> <p>Add products</p> </div> </div> </section> <section class="container"> <form:form method="POST" modelAttribute="newProduct" class="form-horizontal"> <fieldset> <legend>Add new product</legend> <div class="form-group"> <label class="control-label col-lg-2 col-lg-2" for="productId">Product Id</label> <div class="col-lg-10"> <form:input id="productId" path="productId" type="text" class="form:input-large"/> </div> </div> <!-- Similarly bind <form:input> tag for name,unitPrice,manufacturer,category,unitsInStock and unitsInOrder fields--> <div class="form-group"> <label class="control-label col-lg-2" for="description">Description</label> <div class="col-lg-10"> <form:textarea id="description" path="description" rows = "2"/> </div> </div> <div class="form-group"> <label class="control-label col-lg-2" for="discontinued">Discontinued</label> <div class="col-lg-10"> <form:checkbox id="discontinued" path="discontinued"/> </div> </div> <div class="form-group"> <label class="control-label col-lg-2" for="condition">Condition</label> <div class="col-lg-10"> <form:radiobutton path="condition" value="New" />New <form:radiobutton path="condition" value="Old" />Old <form:radiobutton path="condition" value="Refurbished" />Refurbished </div> </div> <div class="form-group"> <div class="col-lg-offset-2 col-lg-10"> <input type="submit" id="btnAdd" class="btn btn-primary" value ="Add"/> </div> </div> </fieldset> </form:form> </section> </body> </html> Now run our application and enter the URL: http://localhost:8080/webstore/market/products/add. You will be able to see a web page showing a web form to add product information as shown in the following screenshot:Add a products web form Now enter all the information related to the new product that you want to add and click on the Add button. You will see the new product added in the product listing page under the URL http://localhost:8080/webstore/market/products. What just happened? In the whole sequence, steps 5 and 6 are very important steps that need to be observed carefully. Whatever was mentioned prior to step 5 was very familiar to you I guess. Anyhow, I will give you a brief note on what we did in steps 1 to 4. In step 1, we just created an addProduct method declaration in our ProductRepository interface to add new products. And in step 2, we just implemented the addProduct method in our InMemoryProductRepository class. Steps 3 and 4 are just a Service layer extension for ProductRepository. In step 3, we declared a similar method addProduct in our ProductService and implemented it in step 4 to add products to the repository via the productRepository reference. Okay, coming back to the important step; what we did in step 5 was nothing but adding two request mapping methods, namely getAddNewProductForm and processAddNewProductForm: @RequestMapping(value = "/products/add", method = RequestMethod.GET) public String getAddNewProductForm(Model model) { Product newProduct = new Product(); model.addAttribute("newProduct", newProduct); return "addProduct"; } @RequestMapping(value = "/products/add", method = RequestMethod.POST) public String processAddNewProductForm(@ModelAttribute("newProduct") Product productToBeAdded) { productService.addProduct(productToBeAdded); return "redirect:/market/products"; } If you observe those methods carefully, you will notice a peculiar thing, that is, both the methods have the same URL mapping value in their @RequestMapping annotations (value = "/products/add"). So if we enter the URL http://localhost:8080/webstore/market/products/add in the browser, which method will Spring MVC  map that request to? The answer lies in the second attribute of the @RequestMapping annotation (method = RequestMethod.GET and method = RequestMethod.POST). Yes if you look again, even though both methods have the same URL mapping, they differ in the request method. So what is happening behind the screen is when we enter the URL http://localhost:8080/webstore/market/products/add in the browser, it is considered as a GET request, so Spring MVC will map that request to the getAddNewProductForm method. Within that method, we simply attach a new empty Product domain object with the model, under the attribute name newProduct. So in the  addproduct.jsp View, we can access that newProduct Model object: Product newProduct = new Product(); model.addAttribute("newProduct", newProduct); Before jumping into the processAddNewProductForm method, let's review the addproduct.jsp View file for some time, so that you understand the form processing flow without confusion. In addproduct.jsp, we just added a <form:form> tag from Spring's tag library: <form:form modelAttribute="newProduct" class="form-horizontal"> Since this special <form:form> tag is coming from a Spring tag library, we need to add a reference to that tag library in our JSP file; that's why we added the following line at the top of the addProducts.jsp file in step 6: <%@ taglib prefix="form" uri="http://www.springframework.org/tags/form" %> In the Spring <form:form> tag, one of the important attributes is modelAttribute. In our case, we assigned the value newProduct as the value of the modelAttribute in the <form:form> tag. If you remember correctly, you can see that this value of the modelAttribute and the attribute name we used to store the newProduct object in the Model from our getAddNewProductForm method are the same. So the newProduct object that we attached to the model from the Controller method (getAddNewProductForm) is now bound to the form. This object is called the form backing bean in Spring MVC. Okay now you should look at every <form:input> tag inside the <form:form>tag. You can observe a common attribute in every tag. That attribute is path: <form:input id="productId" path="productId" type="text" class="form:input-large"/> The path attribute just indicates the field name that is relative to form backing bean. So the value that is entered in this input box at runtime will be bound to the corresponding field of the form bean. Okay, now it’s time to come back and review our processAddNewProductForm method. When will this method be invoked? This method will be invoked once we press the submit button on our form. Yes, since every form submission is considered a POST request, this time the browser will send a POST request to the same URL http://localhost:8080/webstore/products/add. So this time the processAddNewProductForm method will get invoked since it is a POST request. Inside the processAddNewProductForm method, we simply are calling the addProduct service method to add the new product to the repository: productService.addProduct(productToBeAdded); But the interesting question here is how come the productToBeAdded object is populated with the data that we entered in the form? The answer lies in the @ModelAttribute (org.springframework.web.bind.annotation.ModelAttribute) annotation. Notice the method signature of the processAddNewProductForm method: public String processAddNewProductForm(@ModelAttribute("newProduct") Product productToBeAdded) Here if you look at the value attribute of the @ModelAttribute annotation, you can observe a pattern. Yes, the @ModelAttribute annotation's value and the value of the modelAttribute from the <form:form> tag are the same. So Spring MVC knows that it should assign the form bounded newProduct object to the processAddNewProductForm method's parameter productToBeAdded. The @ModelAttribute annotation is not only used to retrieve a object from the Model, but if we want we can even use the @ModelAttribute annotation to add objects to the Model. For instance, we can even rewrite our getAddNewProductForm method to something like the following with using the @ModelAttribute annotation: @RequestMapping(value = "/products/add", method = RequestMethod.GET) public String getAddNewProductForm(@ModelAttribute("newProduct") Product newProduct) { return "addProduct"; } You can see that we haven't created a new empty Product domain object and attached it to the model. All we did was added a parameter of the type Product and annotated it with the @ModelAttribute annotation, so Spring MVC will know that it should create an object of Product and attach it to the model under the name newProduct. One more thing that needs to be observed in the processAddNewProductForm method is the logical View name it is returning: redirect:/market/products. So what we are trying to tell Spring MVC by returning the string redirect:/market/products? To get the answer, observe the logical View name string carefully; if we split this string with the ":" (colon) symbol, we will get two parts. The first part is the prefix redirect and the second part is something that looks like a request path: /market/products. So, instead of returning a View name, we are simply instructing Spring to issue a redirect request to the request path /market/products, which is the request path for the list method of our ProductController. So after submitting the form, we list the products using the list method of ProductController. As a matter of fact, when we return any request path with the redirect: prefix from a request mapping method, Spring will use a special View object called RedirectView (org.springframework.web.servlet.view.RedirectView) to issue the redirect command behind the screen. Instead of landing on a web page after the successful submission of a web form, we are spawning a new request to the request path /market/products with the help of RedirectView. This pattern is called redirect-after-post, which is a common pattern to use with web-based forms. We are using this pattern to avoid double submission of the same form. Sometimes after submitting the form, if we press the browser's refresh button or back button, there are chances to resubmit the same form. This behavior is called double submission. Have a go hero – customer registration form It is great that we created a web form to add new products to our web application under the URL http://localhost:8080/webstore/market/products/add. Why don't you create a customer registration form in our application to register a new customer in our application? Try to create a customer registration form under the URL http://localhost:8080/webstore/customers/add. Customizing data binding In the last section, you saw how to bind data submitted by a HTML form to a form backing bean. In order to do the binding, Spring MVC internally uses a special binding object called WebDataBinder (org.springframework.web.bind.WebDataBinder). WebDataBinder extracts the data out of the HttpServletRequest object and converts it to a proper data format, loads it into a form backing bean, and validates it. To customize the behavior of data binding, we can initialize and configure the WebDataBinder object in our Controller. The @InitBinder (org.springframework.web.bind.annotation.InitBinder) annotation helps us to do that. The @InitBinder annotation designates a method to initialize WebDataBinder. Let's look at a practical use of customizing WebDataBinder. Since we are using the actual domain object itself as form backing bean, during the form submission there is a chance for security vulnerabilities. Because Spring automatically binds HTTP parameters to form bean properties, an attacker could bind a suitably-named HTTP parameter with form properties that weren't intended for binding. To address this problem, we can explicitly tell Spring which fields are allowed for form binding. Technically speaking, the process of explicitly telling which fields are allowed for binding is called whitelisting binding in Spring MVC; we can do whitelisting binding using WebDataBinder. Time for action – whitelisting form fields for binding In the previous exercise while adding a new product, we bound every field of the Product domain in the form, but it is meaningless to specify unitsInOrder and discontinued values during the addition of a new product because nobody can make an order before adding the product to the store and similarly discontinued products need not be added in our product list. So we should not allow these fields to be bounded with the form bean while adding a new product to our store. However all the other fields of the Product domain object to be bound. Let's see how to this with the following steps: Open our ProductController class and add a method as follows: @InitBinder public void initialiseBinder(WebDataBinder binder) { binder.setAllowedFields("productId", "name", "unitPrice", "description", "manufacturer", "category", "unitsInStock", "condition"); } Add an extra parameter of the type BindingResult (org.springframework.validation.BindingResult) to the processAddNewProductForm method as follows: public String processAddNewProductForm(@ModelAttribute("newProduct") Product productToBeAdded, BindingResult result) In the same processAddNewProductForm method, add the following condition just before the line saving the productToBeAdded object: String[] suppressedFields = result.getSuppressedFields(); if (suppressedFields.length > 0) { throw new RuntimeException("Attempting to bind disallowed fields: " + StringUtils.arrayToCommaDelimitedString(suppressedFields)); } Now run our application and enter the URL http://localhost:8080/webstore/market/products/add. You will be able to see a web page showing a web form to add new product information. Fill out all the fields, particularly Units in order and discontinued. Now press the Add button and you will see a HTTP status 500 error on the web page as shown in the following image: The add product page showing an error for disallowed fields Now open addProduct.jsp from /Webshop/src/main/webapp/WEB-INF/views/ in your project and remove the input tags that are related to the Units in order and discontinued fields. Basically, you need to remove the following block of code: <div class="form-group"> <label class="control-label col-lg-2" for="unitsInOrder">Units In Order</label> <div class="col-lg-10"> <form:input id="unitsInOrder" path="unitsInOrder" type="text" class="form:input-large"/> </div> </div> <div class="form-group"> <label class="control-label col-lg-2" for="discontinued">Discontinued</label> <div class="col-lg-10"> <form:checkbox id="discontinued" path="discontinued"/> </div> </div> Now run our application again and enter the URL http://localhost:8080/webstore/market/products/add. You will be able to see a web page showing a web form to add a new product, but this time without the Units in order and Discontinued fields. Now enter all information related to the new product and click on the Add button. You will see the new product added in the product listing page under the URL http://localhost:8080/webstore/market/products. What just happened? Our intention was to put some restrictions on binding HTTP parameters with the form baking bean. As we already discussed, the automatic binding feature of Spring could lead to a potential security vulnerability if we used a domain object itself as form bean. So we have to explicitly tell Spring MVC which are fields are allowed. That's what we are doing in step 1. The @InitBinder annotation designates a Controller method as a hook method to do some custom configuration regarding data binding on the WebDataBinder. And WebDataBinder is the thing that is doing the data binding at runtime, so we need to tell which fields are allowed to bind to WebDataBinder. If you observe our initialiseBinder method from ProductController, it has a parameter called binder, which is of the type WebDataBinder. We are simply calling the setAllowedFields method on the binder object and passing the field names that are allowed for binding. Spring MVC will call this method to initialize WebDataBinder before doing the binding since it has the @InitBinder annotation. WebDataBinder also has a method called setDisallowedFields to strictly specify which fields are disallowed for binding . If you use this method, Spring MVC allows any HTTP request parameters to be bound except those fields names specified in the setDisallowedFields method. This is called blacklisting binding. Okay, we configured which the allowed fields are for binding, but we need to verify whether any fields other than those allowed are bound with the form baking bean. That's what we are doing in steps 2 and 3. We changed processAddNewProductForm by adding one extra parameter called result, which is of the type BindingResult. Spring MVC will fill this object with the result of the binding. If any attempt is made to bind any fields other than the allowed fields, the BindingResult object will have a getSuppressedFields count greater than zero. That's why we were checking the suppressed field count and throwing a RuntimeException exception: if (suppressedFields.length > 0) { throw new RuntimeException("Attempting to bind disallowed fields: " + StringUtils.arrayToCommaDelimitedString(suppressedFields)); } Here the static class StringUtils comes from org.springframework.util.StringUtils. We want to ensure that our binding configuration is working—that's why we run our application without changing the View file addProduct.jsp in step 4. And as expected, we got the HTTP status 500 error saying Attempting to bind disallowed fields when we submit the Add products form with the unitsInOrder and discontinued fields filled out. Now we know our binder configuration is working, we could change our View file so not to bind the disallowed fields—that's what we were doing in step 6; just removing the input field elements that are related to the disallowed fields from the addProduct.jsp file. After that, our added new products page just works fine, as expected. If any of the outside attackers try to tamper with the POST request and attach a HTTP parameter with the same field name as the form baking bean, they will get a RuntimeException. The whitelisting is just an example of how can we customize the binding with the help of WebDataBinder. But by using WebDataBinder, we can perform many more types of binding customization as well. For example, WebDataBinder internally uses many PropertyEditor (java.beans.PropertyEditor) implementations to convert the HTTP request parameters to the target field of the form backing bean. We can even register custom PropertyEditor objects with WebDataBinder to convert more complex data types. For instance, look at the following code snippet that shows how to register the custom PropertyEditor to convert a Date class: @InitBinder public void initialiseBinder (WebDataBinder binder) { DateFormat dateFormat = new SimpleDateFormat("MMM d, YYYY"); CustomDateEditor orderDateEditor = new CustomDateEditor(dateFormat, true); binder.registerCustomEditor(Date.class, orderDateEditor); } There are many advanced configurations we can make with WebDataBinder in terms of data binding, but for a beginner level, we don’t need to go that deep. Pop quiz – data binding Considering the following data binding customization and identify the possible matching field bindings: @InitBinder public void initialiseBinder(WebDataBinder binder) { binder.setAllowedFields("unit*"); } NoOfUnit unitPrice priceUnit united Externalizing text messages So far in all our View files, we hardcoded text values for all the labels; for instance, take our addProduct.jsp file—for the productId input tag, we have a label tag with the hardcoded text value as Product id: <label class="control-label col-lg-2 col-lg-2" for="productId">Product Id</label> Externalizing these texts from a View file into a properties file will help us to have a single centralized control for all label messages. Moreover, it will help us to make our web pages ready for internationalization. But in order to perform internalization, we need to externalize the label messages first. So now you are going to see how to externalize locale-sensitive text messages from a web page to a property file. Time for action – externalizing messages Let's externalize the labels texts in our addProduct.jsp: Open our addProduct.jsp file and add the following tag lib reference at the top: <%@ taglib prefix="spring" uri="http://www.springframework.org/tags" %> Change the product ID <label> tag's value ID to <spring:message code="addProdcut.form.productId.label"/>. After changing your product ID <label> tag's value, it should look as follows: <label class="control-label col-lg-2 col-lg-2" for="productId"> <spring:message code="addProduct.form.productId.label"/> </label> Create a file called messages.properties under /src/main/resources in your project and add the following line to it: addProduct.form.productId.label = New Product ID Now open our web application context configuration file WebApplicationContextConfig.java and add the following bean definition to it: @Bean public MessageSource messageSource() { ResourceBundleMessageSource resource = new ResourceBundleMessageSource(); resource.setBasename("messages"); return resource; } Now run our application again and enter the URL http://localhost:8080/webstore/market/products/add. You will be able to see the added product page with the product ID label showing as New Product ID. What just happened? Spring MVC has a special a tag called <spring:message> to externalize texts from JSP files. In order to use this tag, we need to add a reference to a Spring tag library—that's what we did in step 1. We just added a reference to the Spring tag library in our addProduct.jsp file: <%@ taglib prefix="spring" uri="http://www.springframework.org/tags" %> In step 2, we just used that tag to externalize the label text of the product ID input tag: <label class="control-label col-lg-2 col-lg-2" for="productId"> <spring:message code="addProduct.form.productId.label"/> </label> Here, an important thing you need to remember is the code attribute of <spring:message> tag, we have assigned the value addProduct.form.productId.label as the code for this <spring:message> tag. This code attribute is a kind of key; at runtime Spring will try to read the corresponding value for the given key (code) from a message source property file. We said that Spring will read the message’s value from a message source property file, so we need to create that file property file. That's what we did in step 3. We just created a property file with the name messages.properties under the resource directory. Inside that file, we just assigned the label text value to the message tag code: addProduct.form.productId.label = New Product ID Remember for demonstration purposes I just externalized a single label, but a typical web application will have externalized messages  for almost all tags; in that case messages messages.properties file will have many code-value pair entries. Okay, we created a message source property file and added the <spring:message> tag in our JSP file, but to connect these two, we need to create one more Spring bean in our web application context for the org.springframework.context.support.ResourceBundleMessageSource class with the name messageSource—we did that in step 4: @Bean public MessageSource messageSource() { ResourceBundleMessageSource resource = new ResourceBundleMessageSource(); resource.setBasename("messages"); return resource; } One important property you need to notice here is the basename property; we assigned the value messages for that property. If you remember, this is the name of the property file that we created in step 3. That is all we did to enable the externalizing of messages in a JSP file. Now if we run the application and open up the Add products page, you can see that the product ID label will have the same text as we assigned to the  addProdcut.form.productId.label code in the messages.properties file. Have a go hero – externalize all the labels from all the pages I just showed you how to externalize the message for a single label; you can now do that for every single label available in all the pages. Summary At the start of this article, you saw how to serve and process forms, and you learned how to bind form data with a form backing bean. You also learned how to read a bean in the Controller. After that, we went a little deeper into the form bean binding and configured the binder in our Controller to whitelist some of the POST parameters from being bound to the form bean. Finally, you saw how to use one more Spring special tag <spring:message> to externalize the messages in a JSP file. Resources for Article: Further resources on this subject: Designing your very own ASP.NET MVC Application[article] Mixing ASP.NET Webforms and ASP.NET MVC[article] ASP.NET MVC Framework[article]
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Packt
11 Jul 2016
13 min read
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Stacked Denoising Autoencoders

Packt
11 Jul 2016
13 min read
In this article by John Hearty, author of the book Advanced Machine Learning with Python, we discuss autoencoders as valuable tools in themselves, significant accuracy can be obtained by stacking autoencoders to form a deep network. This is achieved by feeding the representation created by the encoder on one layer into the next layer's encoder as input to that layer. (For more resources related to this topic, see here.) Stacked DenoisingAutoencoders(SdA) are currently in use in many leading data science teams for sophisticated natural language analyses as well as a broad range of signals, images, and text analyses. The implementation of SdA will be very familiar after the previous chapter's discussion of deep belief networks. The SdA is usedin much the same way as the RBMs in our deep belief networks were used. Each layer of the deep architecture will have a dA and sigmoid component, with the autoencoder component being used to pretrain the sigmoid network. The performance measure used by anSdA is the training set error with an intensive period of layer-to-layer (layer-wise) pretraining used to gradually align network parameters before a final period of fine-tuning. During fine-tuning, the network is trained using validation and test data, over fewer epochs but with larger update steps. The goal is to have the network converge at the end of the fine-tuning to deliver an accurate result. In addition to delivering on the typical advantages of deep networks (the ability to learn feature representations for complex or high-dimensional datasets and train a model without extensive feature engineering), stacked autoencoders have an additional, very interesting property. Correctly configured stacked autoencoders can capture a hierarchical grouping of their input data. Successive layers of anSdA may learn increasingly high-level features. While the first layer might learn some first-order features from input data (such as learning edges in a photo image), a second layer may learn some grouping of first-order features (for instance, by learning given configurations of edges that correspond to contours or structural elements in the input image). There's no golden rule to determine how many layers or how large layers should be for a given problem. The best solution is usually to experiment with these model parameters until you find an optimal point. This experimentation is best done with a hyperparameter optimization technique or genetic algorithm (subjects we'll discuss in later chapters of this book). Higher layers may learn increasingly high-order configurations, enabling anSdA to learn to recognise facial features, alphanumerical characters, or the generalised forms of objects (such as a bird). This is what gives SdAs their unique capability to learn very sophisticated, high-level abstractions of their input data. Autoencoders can be stacked indefinitely, and it has been demonstrated that continuing to stack autoencoders can improve the effectiveness of the deep architecture (with the main constraint becoming computing cost in time). In this chapter, we'll look at stacking three autoencoders to solve a natural language processing challenge. Applying SdA Now that we've had a chance to understand the advantages and power of the SdA as a deep learning architecture, let's test our skills on a real-world dataset. For this chapter, let's step away from image datasets and work with the OpinRank Review Dataset, a text dataset of around 259,000 hotel reviews from TripAdvisor,which is accessible via the UCI Machine Learning dataset Repository. This freely-available dataset provides review scores (as floating point numbers from 1 to 5) and review text for a broad range of hotels; we'll be applying our SdA to attempt to identify the scoring of each hotel from its review text. We'll be applying our autoencoder to analyze a preprocessed version of this data, which is accessible from the GitHub share accompanying this chapter. We'll be discussing the techniques by which we prepare text data in an upcoming chapter. The source data is available at https://archive.ics.uci.edu/ml/datasets/OpinRank+Review+Dataset. In order to get started, we're going to need anSdA (hereafter SdA) class! classSdA(object):     def __init__( self, numpy_rng, theano_rng=None, n_ins=280, hidden_layers_sizes=[500, 500], n_outs=5, corruption_levels=[0.1, 0.1]     ): As we previously discussed, the SdA is created by feeding the encoding from one layer's autoencoder as the input to the subsequent layer. This class supports the configuration of the layer count (reflected in, but not set by, the length of the hidden_layers_sizes and corruption_levels vectors). It also supports differentiated layer sizes (in nodes) at each layer, which can be set using hidden_layers_sizes. As we discussed, the ability to configure successive layers of the autoencoder is critical to developing successful representations. Next, we need parameters to store the MLP (self.sigmoid_layers) and dA (self.dA_layers) elements of the SdA. In order to specify the depth of our architecture, we use the self.n_layers parameter to specify the number of sigmoid and dA layers required: self.sigmoid_layers = [] self.dA_layers = [] self.params = [] self.n_layers = len(hidden_layers_sizes)   assertself.n_layers> 0 Next, we need to construct our sigmoid and dAlayers. We begin by setting the hidden layer size to be set either from the input vector size or by the activation of the preceding layer. Following this, sigmoid_layers and dA_layers components are created with the dA layer drawing from the dA class we discussed earlier in this article: for i in xrange(self.n_layers): if i == 0: input_size = n_ins else: input_size = hidden_layers_sizes[i - 1]   if i == 0: layer_input = self.x else: layer_input = self.sigmoid_layers[-1].output   sigmoid_layer = HiddenLayer(rng=numpy_rng, input=layer_input, n_in=input_size, n_out=hidden_layers_sizes[i], activation=T.nnet.sigmoid) self.sigmoid_layers.append(sigmoid_layer) self.params.extend(sigmoid_layer.params)   dA_layer = dA(numpy_rng=numpy_rng, theano_rng=theano_rng, input=layer_input, n_visible=input_size, n_hidden=hidden_layers_sizes[i],                           W=sigmoid_layer.W, bhid=sigmoid_layer.b) self.dA_layers.append(dA_layer) Having implemented the layers of our SdA, we'll need a final, logistic regression layer to complete the MLP component of the network: self.logLayer = LogisticRegression( input=self.sigmoid_layers[-1].output, n_in=hidden_layers_sizes[-1], n_out=n_outs         )   self.params.extend(self.logLayer.params) self.finetune_cost = self.logLayer.negative_log_likelihood(self.y) self.errors = self.logLayer.errors(self.y) This completes the architecture of our SdA. Next up, we need to generate the training functions used by the SdA class. Each function will have the minibatch index (index) as an argument, together with several other elements; corruption_level and learning_rate are enabled here so that we can adjust them (for example, gradually increase or decrease them) during training. Additionally, we identify variables that help identify where the batch starts and ends: batch_begin and batch_end, respectively. defpretraining_functions(self, train_set_x, batch_size): index = T.lscalar('index')  corruption_level = T.scalar('corruption')  learning_rate = T.scalar('lr')  batch_begin = index * batch_size batch_end = batch_begin + batch_size   pretrain_fns = [] fordAinself.dA_layers: cost, updates = dA.get_cost_updates(corruption_level, learning_rate) fn = theano.function( inputs=[ index, theano.Param(corruption_level, default=0.2), theano.Param(learning_rate, default=0.1)                 ], outputs=cost, updates=updates, givens={ self.x: train_set_x[batch_begin: batch_end]                 }             ) pretrain_fns.append(fn)   returnpretrain_fns The ability to dynamically adjust the learning rate particularly is very helpful and may be applied in one of two ways. Once a technique has begun to converge on an appropriate solution, it is very helpful to be able to reduce the learning rate. If you do not do this, you risk creating a situation in which the network oscillates between values located around the optimum, without ever hitting it. In some contexts, it can be helpful to tie the learning rate to the network's performance measure. If the error rate is high, it can make sense to make larger adjustments until the error rate begins to decrease! The pretraining function we've created takes the minibatch index and can optionally take the corruption level or learning rate. It performs one step of pretraining and outputs the cost value and vector of weight updates. In addition to pretraining, we need to build functions to support the fine-tuning stage, where the network is run iteratively over the validation and test data to optimize network parameters. The train_fn implements a single step of fine-tuning. The valid_score is a Python function that computes a validation score using the error measure produced by the SdA over validation data. Similarly, test_score computes the error score over test data. To get this process off the ground, we first need to set up training, validation, and test datasets. Each stage requires two datasets (set x and set y), containing the features and class labels, respectively. The required number of minibatches for validation and test is determined, and an index is created to track batch size (and provide a means of identifying at which entries a batch starts and ends). Training, validation, and testing occurs for each batch and afterward, both valid_score and test_score are calculated across all batches: defbuild_finetune_functions(self, datasets, batch_size, learning_rate):           (train_set_x, train_set_y) = datasets[0]         (valid_set_x, valid_set_y) = datasets[1]         (test_set_x, test_set_y) = datasets[2]   n_valid_batches = valid_set_x.get_value(borrow=True).shape[0] n_valid_batches /= batch_size n_test_batches = test_set_x.get_value(borrow=True).shape[0] n_test_batches /= batch_size   index = T.lscalar('index')      gparams = T.grad(self.finetune_cost, self.params)     updates = [             (param, param - gparam * learning_rate) forparam, gparamin zip(self.params, gparams)         ]   train_fn = theano.function( inputs=[index], outputs=self.finetune_cost, updates=updates, givens={ self.x: train_set_x[ index * batch_size: (index + 1) * batch_size                 ], self.y: train_set_y[ index * batch_size: (index + 1) * batch_size                 ]             }, name='train'         )   test_score_i = theano.function(             [index], self.errors, givens={ self.x: test_set_x[ index * batch_size: (index + 1) * batch_size                 ], self.y: test_set_y[ index * batch_size: (index + 1) * batch_size                 ]             }, name='test'         )   valid_score_i = theano.function(             [index], self.errors, givens={ self.x: valid_set_x[ index * batch_size: (index + 1) * batch_size                 ], self.y: valid_set_y[ index * batch_size: (index + 1) * batch_size                 ]             }, name='valid'         )     defvalid_score(): return [valid_score_i(i) for i inxrange(n_valid_batches)]   deftest_score(): return [test_score_i(i) for i inxrange(n_test_batches)]   returntrain_fn, valid_score, test_score With the training functionality in place, the following code initiates our SdA: numpy_rng = numpy.random.RandomState(89677) print '... building the model' sda = SdA( numpy_rng=numpy_rng, n_ins=280, hidden_layers_sizes=[240, 170, 100], n_outs=5     ) It should be noted that, at this point, we should be trying an initial configuration of layer sizes to see how we do. In this case, the layer sizes used here are the product of some initial testing. As we discussed, training the SdA occurs in two stages. The first is a layer-wise pretraining process that loops over all of the SdA's layers. The second is a process of fine-tuning over validation and test data. To pretrain the SdA, we provide the required corruption levels to train each layer and iterate over the layers using our previously-defined pretraining_fns: print '... getting the pretraining functions' pretraining_fns = sda.pretraining_functions(train_set_x=train_set_x, batch_size=batch_size)   print '... pre-training the model' start_time = time.clock() corruption_levels = [.1, .2, .2] for i inxrange(sda.n_layers):   for epoch inxrange(pretraining_epochs):             c = [] forbatch_indexinxrange(n_train_batches): c.append(pretraining_fns[i](index=batch_index, corruption=corruption_levels[i], lr=pretrain_lr)) print 'Pre-training layer %i, epoch %d, cost ' % (i, epoch), printnumpy.mean(c)   end_time = time.clock()   print>>sys.stderr, ('The pretraining code for file ' + os.path.split(__file__)[1] + ' ran for %.2fm' % ((end_time - start_time) / 60.)) At this point, we're able to initialize our SdA class via calling the preceding code stored within this book's GitHub repository, MasteringMLWithPython/Chapter3/SdA.py. Assessing SdA performance The SdA will take a significant length of time to run. With 15 epochs per layer and each layer typically taking an average of 11 minutes, the network will run for around 500 minutes on a modern desktop system with GPU acceleration and a single-threaded GotoBLAS. On a system without GPU acceleration, the network will take substantially longer to train and it is recommended that you use the alternative, which runs over a significantly smaller input dataset, MasteringMLWithPython/Chapter3/SdA_no_blas.py. The results are of a high quality, with a validation error score of 3.22% and test error score of 3.14%. These results are particularly impressive given the ambiguous and sometimes challenging nature of natural language processing applications. It was noticeable that the network classified more correctly for the 1-star and 5-star rating cases than for the intermediate levels. This is largely due to the ambiguous nature of unpolarized or unemotional language. Part of the reason that this input data was classifiable well was via significant feature engineering. While time-consuming and sometimes problematic, we've seen that well-executed feature engineering combined with an optimized model can deliver an excellent level of accuracy. Summary In this article, we introduced the autoencoder, an effective dimensionality reduction technique with some unique applications. We focused on the theory behind the SdA, an extension of autoencoders whereby any numbers of autoencoders are stacked in a deep architecture. Resources for Article: Further resources on this subject: Exception Handling in MySQL for Python [article] Clustering Methods [article] Machine Learning Using Spark MLlib [article]
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Darwin Corn
11 Jul 2016
6 min read
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Clustered Container Deployments with Docker Swarm, Part 4

Darwin Corn
11 Jul 2016
6 min read
Welcome to Part 4 of a series that started with creating your very first Docker container and has gradually climbed the learning curve from deploying that container in the cloud to dealing with multiple container applications . If you haven't started from the beginning of this series, I highly suggest you at least read the posts—if not follow along with the tutorial—to give context to this fourth installation in the series. Let’s start from where we left in Part 3, with a containerized Taiga instance. We want to deploy it in a more robust setup than a few containers running on a single host, and Docker has a couple of tools that will let us do this in concert with Compose, which was covered in Part 3. I've updated the docker-taiga repo with a swarm branch, so go ahead and run a git pull if you've come here from Part 3. Running git checkout swarm will switch you to that branch and that'll get you ready to follow along with the rest of the post, which will really just break down the deploy.sh shell script in the root of the application. If you're impatient, have Virtualbox and Docker Machine installed, and have at least 4 GB of available RAM, go ahead and kick off the script to create a highly available cluster hosting the Taiga application on your very own machine. Of course, you're more likely deploying this on a server or the cloud and you'll need to modify the script to tell Docker Machine to use the driver for your virtualization platform of choice. The two tools mentioned at the beginning of this series are Machine and Swarm, and we'll look at them independently before diving into how they can be used in concert with Compose to automate a clustered application deployment. Docker Machine Despite the fact that I wrote the previous two posts with the unwritten assumption that you were following along on a Linux box, the market share and target audience dictates that you should be familiar with Docker Machine, since you've used it to install the Docker daemon on your Mac or PC running Windows. If you're running Linux, installing it is as easy as installing Compose was in Part 3: # curl -L https://github.com/docker/machine/releases/download/v0.6.0/docker-machine-`uname -s`-`uname -m` > /usr/local/bin/docker-machine && chmod +x /usr/local/bin/docker-machine Docker Machine is far more useful than just giving you a local Virtualbox VM to run the Docker daemon on! It's a full-fledged provisioning tool. In fact, you can provision a full Swarm cluster with Machine, fully automating your application deployments. Let's first take a quick look at Swarm before we get back to harnessing the power of Machine to automate our Swarm deployments. Docker Swarm Docker Swarm takes a group of 'nodes' (VMs) and clusters them so that they behave like a single Docker host. There's a lot of manual setup involved, including installing the Docker Engine on each node, opening a port on each node, and installing TLS certs to secure communication between the said nodes. The Swarm application itself is built to run in its own container, and creating a 'cluster token' to connect a new swarm cluster is as easy as running docker run swarm create. At this point, if you're smart, you've probably read this and said to yourself, "Now I have to learn some sort of configuration management software? I was just reading through this series to figure out how I could make my development life easier with Docker! I leave the Puppet/Chef/Ansible stuff to the sysadmins." Don't worry; Docker has your back. You can provision a Swarm with Machine! Docker Machine + Swarm To be fair, this isn't as feature-rich or configurable as a true configuration management solution. The gist of using Machine is that you can use the --swarm flag in concert with --swarm-master and --swarm-discovery token://SWARM_CLUSTER_TOKEN and a unique HOST_NODE_NAME to automatically provision a Swarm Master with docker-machine create. You can do the same thing less the --swarm-master flag to provision the cluster nodes. Then you can use docker-machine env with --swarm HOST_NODE_NAME and a few environmental variables to tell the node where to get the TLS cert from and where to look for the Swarm Master. Holistic Docker This is largely experimental at this point. If you're looking to do this in production with more than the most basic of tiered applications, stick around for the post on CoreOS and Kubernetes. If you absolutely love Docker, then you shouldn't have to wait long for that first sentence to be wrong. The basic workflow for a wholly-Docker deployment looks like this (and is demonstrated in deploy.sh): Containerize the layers of your application with Dockerfiles. Use those to build the images and push them to a registry. Provision a Swarm cluster using Docker Machine. Use Compose to deploy the containerized application to the cluster. Important considerations (as of this writing): Don't use the Swarm cluster to build the container images from the Dockerfiles. Have it pull a pre-built image from a registry. This means your compose file shouldn't have a single 'build' entry. The updated docker-compose.yml does this by pulling the Taiga images from Docker Hub, but your own private application containers will need a private registry, either on Docker Hub or Google Cloud Platform (as demonstrated in Part 2) or elsewhere. Manually schedule services with multiple dependencies to ensure that such a service will have them all living on the same node. And explicitly map your volumes to ensure that you don't get 'port clash'. Once again, a number of caveats for considerations that were beyond the scope of this post, but are necessary to a production Taiga deployment—the three caveats mentioned in Part 3 apply here as well. As mentioned in the beginning of this post, if you want to use that shell script for anything beyond testing, you'll need to configure the Machine driver to use something other than Virtualbox. If you've stuck around thus far, stay tuned for the final part to this speed-climb up the containerization learning curve where I discuss the non-Docker deployment options. About the Author Darwin Corn is a systems analyst for the Consumer Direct Care Network. He is a mid-level professional with diverse experience in the information technology world.
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Packt
11 Jul 2016
17 min read
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Creating Classes

Packt
11 Jul 2016
17 min read
In this article by William Sherif and Stephen Whittle, authorsof the book Unreal Engine 4 Scripting with C ++ Cookbook, we will discuss about how to create C++ classes and structs that integrate well with the UE4 Blueprints Editor. These classes are graduated versions of the regular C++ classes, and are called UCLASS. (For more resources related to this topic, see here.) A UCLASS is just a C++ class with a whole lot of UE4 macro decoration on top. The macros generate additional C++ header code that enables integration with the UE4 Editor itself. Using UCLASS is a great practice. The UCLASS macro, if configured correctly, can possibly make your UCLASS Blueprintable. The advantage of making your UCLASS Blueprintable is that it can enable your custom C++ objects to have Blueprints visually-editable properties (UPROPERTY) with handy UI widgets such as text fields, sliders, and model selection boxes. You can also have functions (UFUNCTION) that are callable from within a Blueprints diagram. Both of these are shown in the following images: On the left, two UPROPERTY decorated class members (a UTexture reference and an FColor) show up for editing in a C++ class's Blueprint. On the right, a C++ function GetName marked as BlueprintCallable UFUNCTION shows up as callable from a Blueprints diagram. Code generated by the UCLASS macro will be located in a ClassName.generated.h file, which will be the last #include required in your UCLASS header file, ClassName.h. The following are the topics that we will cover in this article: Making a UCLASS – Deriving from UObject Creating a user-editable UPROPERTY Accessing a UPROPERTY from Blueprints Specifying a UCLASS as the type of a UPROPERTY Creating a Blueprint from your custom UCLASS Making a UCLASS – Deriving from UObject When coding with C++, you can have your own code that compiles and runs as native C++ code, with appropriate calls to new and delete to create and destroy your custom objects. Native C++ code is perfectly acceptable in your UE4 project as long as your new and delete calls are appropriately paired so that no leaks are present in your C++ code. You can, however, also declare custom C++ classes, which behave like UE4 classes, by declaring your custom C++ objects as UCLASS. UCLASS use UE4's Smart Pointers and memory management routines for allocation and deallocation according to Smart Pointer rules, can be loaded and read by the UE4 Editor, and can optionally be accessed from Blueprints. Note that when you use the UCLASS macro, your UCLASS object's creation and destruction must be completely managed by UE4: you must use ConstructObject to create an instance of your object (not the C++ native keyword new), and call UObject::ConditionalBeginDestroy() to destroy the object (not the C++ native keyword delete). Getting ready In this recipe, we will outline how to write a C++ class that uses the UCLASS macro to enable managed memory allocation and deallocation as well as to permit access from the UE4 Editor and Blueprints. You need a UE4 project into which you can add new code to use this recipe. How to do it... From your running project, select File | Add C++ Class inside the UE4 Editor. In the Add C++ Class dialog that appears, go to the upper-right side of the window, and tick the Show All Classes checkbox. Creating a UCLASS by choosing to derive from the Object parent class. UObject is the root of the UE4 hierarchy. You must tick the Show All Classes checkbox in the upper-right corner of this dialog for the Object class to appear in the list view. Select Object (top of the hierarchy) as the parent class to inherit from, and then click on Next. Note that although Object will be written in the dialog box, in your C++ code, the C++ class you will deriving from is actually UObject with a leading uppercased U. This is the naming convention of UE4: UCLASS deriving from UObject (on a branch other than Actor) must be named with a leading U. UCLASS deriving from Actor must be named with a leading A. C++ classes (that are not UCLASS) deriving from nothing do not have a naming convention, but can be named with a leading F (for example, FAssetData), if preferred. Direct derivatives of UObject will not be level placeable, even if it contains visual representation elements like UStaticMeshes. If you want to place your object inside a UE4 level, you must at least derive from the Actor class or beneath it in the inheritance hierarchy. This article's example code will not be placeable in the level, but you can create and use Blueprints based on the C++ classes that we write in this article in the UE4 Editor. Name your new Object derivative something appropriate for the object type that you are creating. I call mine UserProfile. This comes off as UUserObject in the naming of the class in the C++ file that UE4 generates to ensure that the UE4 conventions are followed (C++ UCLASS preceded with a leading U). We will use the C++ object that we've created to store the Name and Email of a user that plays our game. Go to Visual Studio, and ensure your class file has the following form: #pragma once #include "Object.h" // For deriving from UObject #include "UserProfile.generated.h" // Generated code // UCLASS macro options sets this C++ class to be // Blueprintable within the UE4 Editor UCLASS( Blueprintable ) class CHAPTER2_API UUserProfile : public UObject { GENERATED_BODY() }; Compile and run your project. You can now use your custom UCLASS object inside Visual Studio, and inside the UE4 Editor. See the following recipes for more details on what you can do with it. How it works… UE4 generates and manages a significant amount of code for your custom UCLASS. This code is generated as a result of the use of the UE4 macros such as UPROPERTY, UFUNCTION, and the UCLASS macro itself. The generated code is put into UserProfile.generated.h. You must #include the UCLASSNAME.generated.h file with the UCLASSNAME.h file for compilation to succeed. Without including the UCLASSNAME.generated.h file, compilation would fail. The UCLASSNAME.generated.h file must be included as the last #include in the list of #include in UCLASSNAME.h. Right Wrong #pragma once   #include "Object.h" #include "Texture.h" // CORRECT: .generated.h last file #include "UserProfile.generated.h" #pragma once   #include "Object.h" #include "UserProfile.generated.h" // WRONG: NO INCLUDES AFTER // .GENERATED.H FILE #include "Texture.h" The error that occurs when a UCLASSNAME.generated.h file is not included last in a list of includes is as follows: >> #include found after .generated.h file - the .generated.h file should always be the last #include in a header There's more… There are a bunch of keywords that we want to discuss here, which modify the way a UCLASS behaves. A UCLASS can be marked as follows: Blueprintable: This means that you want to be able to construct a Blueprint from the Class Viewer inside the UE4 Editor (when you right-click, Create Blueprint Class… becomes available). Without the Blueprintable keyword, the Create Blueprint Class… option will not be available for your UCLASS, even if you can find it from within the Class Viewer and right-click on it. The Create Blueprint Class… option is only available if you specify Blueprintable in your UCLASS macro definition. If you do not specify Blueprintable, then the resultant UCLASS will not be Blueprintable. BlueprintType:  Using this keyword implies that the UCLASS is usable as a variable from another Blueprint. You can create Blueprint variables from the Variables group in the left-hand panel of any Blueprint's EventGraph. If NotBlueprintType is specified, then you cannot use this Blueprint variable type as a variable in a Blueprints diagram. Right-clicking the UCLASS name in the Class Viewer will not show Create Blueprint Class… in its context menu. Any UCLASS that have BlueprintType specified can be added as variables to your Blueprint class diagram's list of variables. You may be unsure whether to declare your C++ class as a UCLASS or not. It is really up to you. If you like smart pointers, you may find that UCLASS not only make for safer code, but also make the entire code base more coherent and more consistent. See also To add additional programmable UPROPERTY to the Blueprints diagrams, see the section on Creating a user-editable UPROPERTY, further in the article. Creating a user-editable UPROPERTY Each UCLASS that you declare can have any number of UPROPERTY declared for it within it. Each UPROPERTY can be a visually editable field, or some Blueprints accessible data member of the UCLASS. There are a number of qualifiers that we can add to each UPROPERTY, which change the way it behaves from within the UE4 Editor, such as EditAnywhere (screens from which the UPROPERTY can be changed), and BlueprintReadWrite (specifying that Blueprints can both read and write the variable at any time in addition to the C++ code being allowed to do so). Getting ready To use this recipe, you should have a C++ project into which you can add C++ code. In addition, you should have completed the preceding recipe, Making a UCLASS – Deriving from UObject. How to do it... Add members to your UCLASS declaration as follows: UCLASS( Blueprintable ) class CHAPTER2_API UUserProfile : public UObject { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Stats) float Armor; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Stats) float HpMax; }; Create a Blueprint of your UObject class derivative, and open the Blueprint in the UE4 editor by double-clicking it from the object browser. You can now specify values in Blueprints for the default values of these new UPROPERTY fields. Specify per-instance values by dragging and dropping a few instances of the Blueprint class into your level, and editing the values on the object placed (by double-clicking on them). How it works… The parameters passed to the UPROPERTY() macro specify a couple of important pieces of information regarding the variable. In the preceding example, we specified the following: EditAnywhere: This means that the UPROPERTY() macro can be edited either directly from the Blueprint, or on each instance of the UClass object as placed in the game level. Contrast this with the following: EditDefaultsOnly: The Blueprint's value is editable, but it is not editable on a per-instance basis EditInstanceOnly: This would allow editing of the UPROPERTY() macro in the game-level instances of the UClass object, and not on the base blueprint itself BlueprintReadWrite: This indicates that the property is both readable and writeable from Blueprints diagrams. UPROPERTY() with BlueprintReadWrite must be public members, otherwise compilation will fail. Contrast this with the following: BlueprintReadOnly: The property must be set from C++ and cannot be changed from Blueprints Category: You should always specify a Category for your UPROPERTY(). The Category determines which submenu the UPROPERTY() will appear under in the property editor. All UPROPERTY() specified under Category=Stats will appear in the same Stats area in the Blueprints editor. See also A complete UPROPERTY listing is located at https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Properties/Specifiers/index.html. Accessing a UPROPERTY from Blueprints Accessing a UPROPERTY from Blueprints is fairly simple. The member must be exposed as a UPROPERTY on the member variable that you want to access from your Blueprints diagram. You must qualify the UPROPERTY in your macro declaration as being either BlueprintReadOnly or BlueprintReadWrite to specify whether you want the variable to be either readable (only) from Blueprints, or even writeable from Blueprints. You can also use the special value BlueprintDefaultsOnly to indicate that you only want the default value (before the game starts) to be editable from the Blueprints editor. BlueprintDefaultsOnly indicates the data member cannot be edited from Blueprints at runtime. How to do it... Create some UObject-derivative class, specifying both Blueprintable and BlueprintType, such as the following: UCLASS( Blueprintable, BlueprintType ) class CHAPTER2_API UUserProfile : public UObject { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Stats) FString Name; }; The BlueprintType declaration in the UCLASS macro is required to use the UCLASS as a type within a Blueprints diagram. Within the UE4 Editor, derive a Blueprint class from the C++ class, as shown in Creating a Blueprint from your custom UCLASS. Create an instance of your Blueprint-derived class in the UE4 Editor by dragging an instance from the Content Browser into the main game world area. It should appear as a round white sphere in the game world unless you've specified a model mesh for it. In a Blueprints diagram which allows function calls (such as the Level Blueprint, accessible via Blueprints | Open Level Blueprint), try printing the Name property of your Warrior instance, as seen in the following screenshot: Navigating Blueprints diagrams is easy. Right-Click + Drag to pan a Blueprints diagram; Alt + Right-Click + Drag to zoom. How it works… UPROPERTY are automatically written Get/Set methods for UE4 classes. They must not be declared as private variables within the UCLASS, however. If they are not declared as public or protected members, you will get a compiler error of the form: >> BlueprintReadWrite should not be used on private members Specifying a UCLASS as the type of a UPROPERTY So, you've constructed some custom UCLASS intended for use inside of UE4. But how do you instantiate them? Objects in UE4 are reference-counted and memory-managed, so you should not allocate them directly using the C++ keyword new. Instead, you'll have to use a function called ConstructObject to instantiate your UObject derivative. ConstructObject doesn't just take the C++ class of the object you are creating, it also requires a Blueprint class derivative of the C++ class (a UClass* reference). A UClass* reference is just a pointer to a Blueprint. How do we instantiate an instance of a particular Blueprint from C++ code? C++ code does not, and should not, know concrete UCLASS names, since these names are created and edited in the UE4 Editor, which you can only access after compilation. We need a way to somehow hand back the Blueprint class name to instantiate to the C++ code. The way we do this is by having the UE4 programmer select the UClass that the C++ code is to use from a simple dropdown menu listing all the Blueprints available (derived from a particular C++ class) inside the UE4 editor. To do this, we simply have to provide a user-editable UPROPERTY with a TSubclassOf<C++ClassName>-typed variable. Alternatively, you can use FStringClassReference to achieve the same objective. This makes selecting the UCLASS in the C++ code is exactly like selecting a Texture to use. UCLASS should be considered as resources to the C++ code, and their names should never be hard-coded into the code base. Getting ready In your UE4 code, you're often going to need to refer to different UCLASS in the project. For example, say you need to know the UCLASS of the player object so that you can use SpawnObject in your code on it. Specifying a UCLASS from C++ code is extremely awkward, because the C++ code is not supposed to know about the concrete instances of the derived UCLASS that were created in the Blueprints editor at all. Just as we don't want to bake specific asset names into the C++ code, we don't want to hard-code derived Blueprints class names into the C++ code. So, we use a C++ variable (for example, UClassOfPlayer), and select that from a Blueprints dialog in the UE4 editor. You can do so using a TSubclassOf member or an FStringClassReference member, as shown in the following screenshot: How to do it... Navigate to the C++ class that you'd like to add the UCLASS reference member to. For example, decking out a class derivative with the UCLASS of the player is fairly easy. From inside a UCLASS, use code of the following form to declare a UPROPERTY that allows selection of a UClass (Blueprint class) that derives from UObject in the hierarchy: UCLASS() class CHAPTER2_API UUserProfile : public UObject { UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Unit) TSubclassOf<UObject> UClassOfPlayer; // Displays any UClasses // deriving from UObject in a dropdown menu in Blueprints // Displays string names of UCLASSes that derive from // the GameMode C++ base class UPROPERTY( EditAnywhere, meta=(MetaClass="GameMode"), Category = Unit ) FStringClassReference UClassGameMode; }; Blueprint the C++ class, and then open that Blueprint. Click on the drop-down menu beside your UClassOfPlayer menu. Select the appropriate UClassOfPlayer member from the drop-down menu of the listed UClass. How it works… TSubclassOf The TSubclassOf< > member will allow you to specify a UClass name using a drop-down menu inside of the UE4 editor when editing any Blueprints that have TSubclassOf< > members. FStringClassReference The MetaClass tag refers to the base C++ class from which you expect the UClassName to derive. This limits the drop-down menu's contents to only the Blueprints derived from that C++ class. You can leave the MetaClass tag out if you wish to display all the Blueprints in the project. Creating a Blueprint from your custom UCLASS Blueprinting is just the process of deriving a Blueprint class for your C++ object. Creating Blueprint-derived classes from your UE4 objects allows you to edit the custom UPROPERTY visually inside the editor. This avoids hardcoding any resources into your C++ code. In addition, in order for your C++ class to be placeable within the level, it must be Blueprinted first. But this is only possible if the C++ class underlying the Blueprint is an Actor class-derivative. There is a way to load resources (like textures) using FStringAssetReferences and StaticLoadObject. These pathways to loading resources (by hardcoding path strings into your C++ code) are generally discouraged, however. Providing an editable value in a UPROPERTY(), and loading from a proper concretely typed asset reference is a much better practice. Getting ready You need to have a constructed UCLASS that you'd like to derive a Blueprint class from (see the section on Making a UCLASS – Deriving from UObject given earlier in this article) in order to follow this recipe. You must have also marked your UCLASS as Blueprintable in the UCLASS macro for Blueprinting to be possible inside the engine. Any UObject-derived class with the meta keyword Blueprintable in the UCLASS macro declaration will be Blueprintable. How to do it… To Blueprint your UserProfile class, first ensure that UCLASS has the Blueprintable tag in the UCLASS macro. This should look as follows: UCLASS( Blueprintable ) class CHAPTER2_API UUserProfile : public UObject Compile and run your code. Find the UserProfile C++ class in the Class Viewer (Window | Developer Tools | Class Viewer). Since the previously created UCLASS does not derive from Actor, to find your custom UCLASS, you must turn off Filters | Actors Only in the Class Viewer (which is checked by default). Turn off the Actors Only check mark to display all the classes in the Class Viewer. If you don't do this, then your custom C++ class may not show! Keep in mind that you can use the small search box inside the Class Viewer to easily find the UserProfile class by starting to type it in. Find your UserProfile class in the Class Viewer, right-click on it, and create a Blueprint from it by selecting Create Blueprint… Name your Blueprint. Some prefer to prefix the Blueprint class name with BP_. You may choose to follow this convention or not, just be sure to be consistent. Double-click on your new Blueprint as it appears in the Content Browser, and take a look at it. You will be able to edit the Name and Email fields for each UserProfile Blueprint instance you create. How it works… Any C++ class you create that has the Blueprintable tag in its UCLASS macro can be Blueprinted within the UE4 editor. A blueprint allows you to customize properties on the C++ class in the visual GUI interface of UE4. Summary The UE4 code is, typically, very easy to write and manage once you know the patterns. The code we write to derive from another UCLASS, or to create a UPROPERTY or UFUNCTION is very consistent. This article provides recipes for common UE4 coding tasks revolving around basic UCLASS derivation, property and reference declaration, construction, destruction, and general functionality. Resources for Article: Further resources on this subject: Development Tricks with Unreal Engine 4[article] An overview of Unreal Engine[article] Overview of Unreal Engine 4[article]
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Packt
11 Jul 2016
21 min read
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Working with Forms using REST API

Packt
11 Jul 2016
21 min read
WordPress, being an ever-improving content management system, is now moving toward becoming a full-fledged application framework, which brings up the necessity for new APIs. The WordPress REST API has been created to create necessary and reliable APIs. The plugin provides an easy-to-use REST API, available via HTTP that grabs your site's data in the JSON format and further retrieves it. WordPress REST API is now at its second version and has brought a few core differences, compared to its previous one, including route registration via functions, endpoints that take a single parameter, and all built-in endpoints that use a common controller. In this article by Sufyan bin Uzayr, author of the book Learning WordPress REST API, you'll learn how to write a functional plugin to create and edit posts using the latest version of the WordPress REST API. This article will also cover the process on how to work efficiently with data to update your page dynamically based on results. This tutorial comes to serve as a basis and introduction to processing form data using the REST API and AJAX and not as a redo of the WordPress post editor or a frontend editing plugin. REST API's first task is to make your WordPress powered websites more dynamic, and for this precise reason, I have created a thorough tutorial that will take you step by step in this process. After you understand how the framework works, you will be able to implement it on your sites, thus making them more dynamic. (For more resources related to this topic, see here.) Fundamentals In this article, you will be doing something similar, but instead of using the WordPress HTTP API and PHP, you'll use jQuery's AJAX methods. All of the code for that project should go in its plugin file.Another important tip before starting is to have the required JavaScript client installed that uses the WordPress REST API. You will be using the JavaScript client to make it possible to authorize via the current user's cookies. As a note for this tip would be the fact that you can actually substitute another authorization method such as OAuth if you would find it suitable. Setup the plugin During the course of this tutorial, you'll only need one PHP and one JavaScript file. Nothing else is necessary for the creation of our plugin. We will be starting off with writing a simple PHP file that will do the following three key things for us: Enqueue the JavaScript file Localize a dynamically created JavaScript object into the DOM when you use the said file Create the HTML markup for our future form All that is required of us is to have two functions and two hooks. To get this done, we will be creating a new folder in our plugin directory with one of the PHP files inside it. This will serve as the foundation for our future plugin. We will give the file a conventional name, such as my-rest-post-editor.php. In the following you can see our starting PHP file with the necessary empty functions that we will be expanding in the next steps: <?php /* Plugin Name: My REST API Post Editor */ add_shortcode( 'My-Post-EditorR', 'my_rest_post_editor_form'); function my_rest_post_editor_form( ) { } add_action( 'wp_enqueue_scripts', 'my_rest_api_scripts' ); function my_rest_api_scripts() { } For this demonstration, notice that you're working only with the post title and post content. This means that in the form editor function, you only need the HTML for a simple form for those two fields. Creating the form with HTML markup As you can notice, we are only working with the post title and post content. This makes it necessary only to have the HTML for a simple form for those two fields in the editor form function. The necessary code excerpt is as follows: function my_rest_post_editor_form( ) { $form = ' <form id="editor"> <input type="text" name="title" id="title" value="My title"> <textarea id="content"></textarea> <input type="submit" value="Submit" id="submit"> </form> <div id="results"> </div>'; return $form; } Our aim is to show this only to those users who are logged in on the site and have the ability to edit posts. We will be wrapping the variable containing the form in some conditional checks that will allow us to fulfill the said aim. These tests will check whether the user is logged-inin the system or not, and if he's not,he will be provided with a link to the default WordPress login page. The code excerpt with the required function is as follows: function my_rest_post_editor_form( ) { $form = ' <form id="editor"> <input type="text" name="title" id="title" value="My title"> <textarea id="content"></textarea> <input type="submit" value="Submit" id="submit"> </form> <div id="results"> </div> '; if ( is_user_logged_in() ) { if ( user_can( get_current_user_id(), 'edit_posts' ) ) { return $form; } else { return __( 'You do not have permissions to do this.', 'my-rest-post-editor' ); } } else {      return sprintf( '<a href="%1s" title="Login">%2s</a>', wp_login_url( get_permalink( get_ queried_object_id() ) ), __( 'You must be logged in to do this, please click here to log in.', 'my-rest-post-editor') ); } } To avoid confusions, we do not want our page to be processed automatically or somehow cause a page reload upon submitting it, which is why our form will not have either a method or an action set. This is an important thing to notice because that's how we are avoiding the unnecessary automatic processes. Enqueueing your JavaScript file Another necessary thing to do is to enqueue your JavaScript file. This step is important because this function provides a systematic and organized way of loading Javascript files and styles. Using the wp_enqueue_script function, you will tell WordPress when to load a script, where to load it, and what are its dependencies. By doing this, everyone utilizes the built-in JavaScript libraries that come bundled with WordPress rather than loading the same third-party script several times. Another big advantage of doing this is that it helps reduce the page load time and avoids potential code conflicts with other plugins. We use this method instead the wrong method of loading in the head section of our site because that's how we avoid loading two different plugins twice, in case we add one more manually. Once the enqueuing is done, we will be localizing an array of data into it, which you'll need to include in the JavaScript that needs to be generated dynamically. This will include the base URL for the REST API, as that can change with a filter, mainly for security purposes. Our next step is to make this piece as useable and user-friendly as possible, and for this, we will be creating both a failure and success message in an array so that our strings would be translation friendly. When done with this, you'll need to know the current user's ID and include that one in the code as well. The result we have accomplished so far is owed to the wp_enqueue_script()and wp_localize_script()functions. It would also be possible to add custom styles to the editor, and that would be achieved by using the wp_enqueue_style()function. While we have assessed the importance and functionality of wp_enqueue_script(), let's take a close look at the other ones as well. The wp_localize_script()function allows you to localize a registered script with data for a JavaScript variable. By this, we will be offered a properly localized translation for any used string within our script. As WordPress currently offers localization API in PHP; this comes as a necessary measure. Though the localization is the main use of the function, it can be used to make any data available to your script that you can usually only get from the server side of WordPress. The wp_enqueue_stylefunctionis the best solution for adding stylesheets within your WordPress plugins, as this will handle all of the stylesheets that need to be added to the page and will do it in one place. If you have two plugins using the same stylesheet and both of them use the same handle, then WordPress will only add the stylesheet on the page once. When adding things to wp_enqueue_style, it adds your styles to a list of stylesheets it needs to add on the page when it is loaded. If a handle already exists, it will not add a new stylesheet to the list. The function is as follows: function my_rest_api_scripts() { wp_enqueue_script( 'my-api-post-editor', plugins_url( 'my-api-post-editor.js', __FILE__ ), array( 'jquery' ), false, true ); wp_localize_script( 'my-api-post-editor', 'my_post_editor', array( 'root' => esc_url_raw( rest_url() ), 'nonce' => wp_create_nonce( 'wp_json' ), 'successMessage' => __( 'Post Creation Successful.', 'my-rest-post-editor' ), 'failureMessage' => __( 'An error has occurred.', 'my-rest-post-editor' ), 'userID'    => get_current_user_id(), ) ); } That will be all the PHP you need as everything else is handled via JavaScript. Creating a new page with the editor shortcode (MY-POST-EDITOR) is what you should be doing next and then proceed to that new page. If you've followed the instructions precisely, then you should see the post editor form on that page. It will obviously not be functional just yet, not before we write some JavaScript that will add functionality to it. Issuing requests for creating posts To create posts from our form, we will need to use a POST request, which we can make by using jQuery's AJAX method. This should be a familiar and very simple process for you, yet if you're not acquitted with it,you may want to take a look through the documentation and guiding offered by the guys at jQuery themselves (http://api.jquery.com/jquery.ajax/). You will also need to create two things that may be new to you, such as the JSON array and adding the authorization header. In the following, we will be walking through each of them in details. To create the JSON object for your AJAX request, you must firstly create a JavaScript array from the input and then use the JSON.stringify()to convert it into JSON. The JSON.strinfiy() method will convert a JavaScript value to a JSON string by replacing values if a replacer function is specified or optionally including only the specified properties if a replacer array is specified. The following code excerpt is the beginning of the JavaScript file that shows how to build the JSON array: (function($){ $( '#editor' ).on( 'submit', function(e) {        e.preventDefault(); var title = $( '#title' ).val(); var content = $( '#content' ).val();        var JSONObj = { "title"  :title, "content_raw" :content, "status"  :'publish' };        var data = JSON.stringify(JSONObj); })(jQuery); Before passing the variable data to the AJAX request, you will have first to set the URL for the request. This step is as simple as appending wp.v2/posts to the root URL for the API, which is accessible via _POST_EDITOR.root: var url = _POST_EDITOR.root; url = url + 'wp/v2/posts'; The AJAX request will look a lot like any other AJAX request you would make, with the sole exception of the authorization headers. Because of the REST API's JavaScript client, the only thing that you will be required to do is to add a header to the request containing the nonce set in the _POST_EDITOR object. Another method that could work as an alternative would be the OAuth authorization method. Nonce is an authorization method that generates a number for specific use, such as a session authentication. In this context, nonce stands for number used once or number once. OAuth authorization method OAuth authorization method provides users with secure access to server resources on behalf of a resource owner. It specifies a process for resource owners to authorize third-party access to their server resources without sharing any user credentials. It is important to state that is has been designed to work with HTTP protocols, allowing an authorization server to issue access tokens to third-party clients. The third party would then use the access token to access the protected resources hosted on the server. Using the nonce method to verify cookie authentication involves setting a request header with the name X-WP-Nonce, which will contain the said nonce value. You can then use the beforeSend function of the request to send the nonce. Following is what that looks like in the AJAX request: $.ajax({            type:"POST", url: url, dataType : 'json', data: data,            beforeSend : function( xhr ) {                xhr.setRequestHeader( 'X-WP-Nonce', MY_POST_EDITOR.nonce ); }, }); As you might have noticed, the only missing things are the functions that would display success and failure. These alerts can be easily created by using the messages that we localized into the script earlier. We will now output the result of the provided request as a simple JSON array so that we would see how it looks like. Following is the complete code for the JavaScript to create a post editor that can now create new posts: (function($){ $( '#editor' ).on( 'submit', function(e) {        e.preventDefault(); var title = $( '#title' ).val(); var content = $( '#content' ).val();        var JSONObj = { "title"   :title, "content_raw" :content, "status"   :'publish' };        var data = JSON.stringify(JSONObj);        var url = MY_POST_EDITOR.root; url += 'wp/v2/posts';        $.ajax({            type:"POST", url: url, dataType : 'json', data: data,            beforeSend : function( xhr ) {                xhr.setRequestHeader( 'X-WP-Nonce', MY_POST_EDITOR.nonce ); }, success: function(response) {                alert( MY_POST_EDITOR.successMessage );                $( "#results").append( JSON.stringify( response ) ); }, failure: function( response ) {                alert( MY_POST_EDITOR.failureMessage ); } }); }); })(jQuery); This is how we can create a basic editor in WP REST API. If you are a logged in and the API is still active, you should create a new post and then create an alert telling you that the post has been created. The returned JSON object would then be placed into the #results container. Insert image_B05401_04_01.png If you followed each and every step precisely, you should now have a basic editor ready. You may want to give it a try and see how it works for you. So far, we have created and set up a basic editor that allows you to create posts. In our next steps, we will go through the process of adding functionality to our plugin, which will enable us to edit existing posts. Issuing requests for editing posts In this section, we will go together through the process of adding functionality to our editor so that we could edit existing posts. This part may be a little bit more detailed, mainly because the first part of our tutorial covered the basics and setup of the editor. To edit posts, we would need to have the following two things: A list of posts by author, with all of the posts titles and post content A new form field to hold the ID of the post you're editing As you can understand, the list of posts by author and the form field would lay the foundation for the functionality of editing posts. Before adding that hidden field to your form, add the following HTMLcode: <input type="hidden" name="post-id" id="post-id" value=""> In this step, we will need to get the value of the field for creating new posts. This will be achieved by writing a few lines of code in the JavaScript function. This code will then allow us to automatically change the URL, thus making it possible to edit the post of the said ID, rather than having to create a new one every time we would go through the process. This would be easily achieved by writing down a simple code piece, like the following one: var postID = $( '#post-id').val(); if ( undefined !== postID ) { url += '/';    url += postID; } As we move on, the preceding code will be placed before the AJAX section of the editor form processor. It is important to understand that the variable URL in the AJAX function will have the ID of the post that you are editing only if the field has value as well. The case in which no such value is present for the field, it will yield in the creation of a new post, which would be identical to the process you have been taken through previously. It is important to understand that to populate the said field, including the post title and post content field, you will be required to add a second form. This will result in all posts to be retrieved by the current user, by using a GET request. Based on the selection provided in the said form, you can set the editor form to update. In the PHP, you will then add the second form, which will look similar to the following: <form id="select-post"> <select id="posts" name="posts"> </select> <input type="submit" value="Select a Post to edit" id="choose-post"> </form> REST API will now be used to populate the options within the #posts select. For us to achieve that, we will have to create a request for posts by the current user. To accomplish our goal, we will be using the available results. We will now have to form the URL for requesting posts by the current user, which will happen if you will set the current user ID as a part of the _POST_EDITOR object during the processes of the script setup. A function needs to be created to get posts by the current author and populate the select field. This is very similar to what we did when we made our posts update, yet it is way simpler. This function will not require any authentication, and given the fact that you have already been taken through the process of creating a similar function, creating this one shouldn't be any more of a hassle for you. The success function loops through the results and adds them to the postselector form as options for its one field and will generate a similar code, something like the following: function getPostsByUser( defaultID ) {    url += '?filter[author]=';    url += my_POST_EDITOR.userID;    url += '&filter[per_page]=20';    $.ajax({ type:"GET", url: url, dataType : 'json', success: function(response) { var posts = {}; $.each(response, function(i, val) {                $( "#posts" ).append(new Option( val.title, val.ID ) ); });            if ( undefined != defaultID ) {                $('[name=posts]').val( defaultID ) } } }); } You can notice that the function we have created has one of the parameters set for defaultID, but this shouldn't be a matter of concern for you just now. The parameter, if defined, would be used to set the default value of the select field, yet, for now, we will ignore it. We will use the very same function, but without the default value, and will then set it to run on document ready. This is simply achieved by a small piece of code like the following: $( document ).ready( function() {    getPostsByUser(); }); Having a list of posts by the current user isn't enough, and you will have to get the title and the content of the selected post and push it into the form for further editing. This is will assure the proper editing possibility and make it possible to achieve the projected result. Moving on, we will need the other GET request to run on the submission of the postselector form. This should be something of the kind: $( '#select-post' ).on( 'submit', function(e) {    e.preventDefault();    var ID = $( '#posts' ).val();    var postURL = MY_POST_EDITOR.root; postURL += 'wp/v2/posts/';    postURL += ID;    $.ajax({ type:"GET", url: postURL, dataType : 'json', success: function(post) { var title = post.title; var content = post.content;            var postID = postID; $( '#editor #title').val( title ); $( '#editor #content').val( content );            $( '#select-post #posts').val( postID ); } }); }); In the form of <json-url>wp/v2/posts/<post-id>, we will build a new URL that will be used to scrape post data for any selected post. This will result in us making an actual request that will be used to take the returned data and then set it as the value of any of the three fields there in the editor form. Upon refreshing the page, you will be able to see all posts by the current user in a specific selector. Submitting the data by a click will yield in the following: The content and title of the post that you have selected will be visible to the editor, given that you have followed the preceding steps correctly. And the second occurrence will be in the fact that the hidden field for the post ID you have added should now be set. Even though the content and title of the post will be visible, we would still be unable to edit the actual posts as the function for the editor form was not set for this specific purpose, just yet. To achieve that, we will need to make a small modification to the function that will make it possible for the content to be editable. Besides, at the moment, we would only get our content and title displayed in raw JSON data; however, applying the method described previously will improve the success function for that request so that the title and content of the post displays in the proper container, #results. In order to achieve this, you will need a function that is going to update the said container with the appropriate data. The code piece for this function will be something like the following: function results( val ) { $( "#results").empty();        $( "#results" ).append( '<div class="post-title">' + val.title + '</div>'  );        $( "#results" ).append( '<div class="post-content">' + val.content + '</div>'  ); } The preceding code makes use of some very simple jQuery techniques, but that doesn't make it any worse as a proper introduction to updating page content by making use of data from the REST API. There are countless ways of getting a lot more detailed or creative with this if you dive in the markup or start adding any additional fields. That will always be an option for you if you're more of a savvy developer, but as an introductory tutorial, we're trying not to keep this tutorial extremely technical, which is why we'll stick to the provided example for now. Insert image_B05401_04_02.png As we move forward, you can use it in your modified form procession function, which will be something like the following: $( '#editor' ).on( 'submit', function(e) {    e.preventDefault(); var title = $( '#title' ).val(); var content = $( '#content' ).val(); console.log( content );    var JSONObj = { "title" "content_raw" "status" }; :title, :content, :'publish'    var data = JSON.stringify(JSONObj);    var postID = $( '#post-id').val();    if ( undefined !== postID ) { url += '/';        url += postID; }    $.ajax({        type:"POST", url: url, dataType : 'json', data: data,        beforeSend : function( xhr ) {            xhr.setRequestHeader( 'X-WP-Nonce', MY_POST_EDITOR.nonce ); }, success: function(response) {            alert( MY_POST_EDITOR.successMessage );            getPostsByUser( response.ID ); results( response ); }, failure: function( response ) {            alert( MY_POST_EDITOR.failureMessage ); } }); }); As you have noticed, a few changes have been applied, and we will go through each of them in specific: The first thing that has changed is the Post ID that's being edited is now conditionally added. This implies that we will make use of the form and it will serve to create new posts by POSTing to the endpoint. Another change with the POST ID is that it will now update posts via posts/<post-id>. The second change regards the success function. A new result() function was used to output the post title and content during the process of editing. Another thing is that we also reran the getPostsbyUser() function, yet it has been set in a way that posts will automatically offer the functionality of editing, just after you will createthem. Summary With this, we havefinishedoff this article, and if you have followed each step with precision, you should now have a simple yet functional plugin that can create and edit posts by using the WordPress REST API. This article also covered techniques on how to work with data in order to update your page dynamically based on the available results. We will now progress toward further complicated actions with REST API. Resources for Article: Further resources on this subject: Implementing a Log-in screen using Ext JS [article] Cluster Computing Using Scala [article] Understanding PHP basics [article]
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Packt
11 Jul 2016
10 min read
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Mining Twitter with Python – Influence and Engagement

Packt
11 Jul 2016
10 min read
In this article by Marco Bonzanini, author of the book Mastering Social Media Mining with Python, we will discussmining Twitter data. Here, we will analyze users, their connections, and their interactions. In this article, we will discuss how to measure influence and engagement on Twitter. (For more resources related to this topic, see here.) Measuring influence and engagement One of the most commonly mentioned characters in the social media arena is the mythical influencer. This figure is responsible for a paradigm shift in the recent marketing strategies (https://en.wikipedia.org/wiki/Influencer_marketing), which focus on targeting key individuals rather than the market as a whole. Influencers are typically active users within their community.In case of Twitter, an influencer tweets a lot about topics they care about. Influencers are well connected as they follow and are followed by many other users who are also involved in the community. In general, an influencer is also regarded as an expert in their area, and is typically trusted by other users. This description should explain why influencers are an important part of recent trends in marketing: an influencer can increase awareness or even become an advocate of a specific product or brand and can reach a vast number of supporters. Whether your main interest is Python programming or wine tasting, regardless how huge (or tiny) your social network is, you probably already have an idea who the influencers in your social circles are: a friend, acquaintance, or random stranger on the Internet whose opinion you trust and value because of their expertise on the given subject. A different, but somehow related, concept is engagement. User engagement, or customer engagement, is the assessment of the response to a particular offer, such as a product or service. In the context of social media, pieces of content are often created with the purpose to drive traffic towards the company website or e-commerce. Measuring engagement is important as it helps in defining and understanding strategies to maximize the interactions with your network, and ultimately bring business. On Twitter, users engage by the means of retweeting or liking a particular tweet, which in return, provides more visibility to the tweet itself. In this section, we'll discuss some interesting aspects of social media analysis regarding the possibility of measuring influence and engagement. On Twitter, a natural thought would be to associate influence with the number of users in a particular network. Intuitively, a high number of followers means that a user can reach more people, but it doesn't tell us how a tweet is perceived. The following script compares some statistics for two user profiles: import sys import json   def usage():   print("Usage:")   print("python {} <username1><username2>".format(sys.argv[0]))   if __name__ == '__main__':   if len(sys.argv) != 3:     usage()     sys.exit(1)   screen_name1 = sys.argv[1]   screen_name2 = sys.argv[2] After reading the two screen names from the command line, we will build up a list of followersfor each of them, including their number of followers to calculate the number of reachable users: followers_file1 = 'users/{}/followers.jsonl'.format(screen_name1)   followers_file2 = 'users/{}/followers.jsonl'.format(screen_name2)   with open(followers_file1) as f1, open(followers_file2) as f2:     reach1 = []     reach2 = []     for line in f1:       profile = json.loads(line)       reach1.append((profile['screen_name'], profile['followers_count']))     for line in f2:       profile = json.loads(line)       reach2.append((profile['screen_name'],profile['followers_count'])) We will then load some basic statistics (followers and statuses count) from the two user profiles: profile_file1 = 'users/{}/user_profile.json'.format(screen_name1)   profile_file2 = 'users/{}/user_profile.json'.format(screen_name2)   with open(profile_file1) as f1, open(profile_file2) as f2:     profile1 = json.load(f1)     profile2 = json.load(f2)     followers1 = profile1['followers_count']     followers2 = profile2['followers_count']     tweets1 = profile1['statuses_count']     tweets2 = profile2['statuses_count']     sum_reach1 = sum([x[1] for x in reach1])   sum_reach2 = sum([x[1] for x in reach2])   avg_followers1 = round(sum_reach1 / followers1, 2)   avg_followers2 = round(sum_reach2 / followers2, 2) We will also load the timelines for the two users, in particular, to observe the number of times their tweets have been favorited or retweeted: timeline_file1 = 'user_timeline_{}.jsonl'.format(screen_name1)   timeline_file2 = 'user_timeline_{}.jsonl'.format(screen_name2)   with open(timeline_file1) as f1, open(timeline_file2) as f2:     favorite_count1, retweet_count1 = [], []     favorite_count2, retweet_count2 = [], []     for line in f1:       tweet = json.loads(line)       favorite_count1.append(tweet['favorite_count'])       retweet_count1.append(tweet['retweet_count'])     for line in f2:       tweet = json.loads(line)       favorite_count2.append(tweet['favorite_count'])       retweet_count2.append(tweet['retweet_count']) The preceding numbers are then aggregated into average number of favorites and average number of retweets, both in absolute terms and per number of followers: avg_favorite1 = round(sum(favorite_count1) / tweets1, 2)   avg_favorite2 = round(sum(favorite_count2) / tweets2, 2)   avg_retweet1 = round(sum(retweet_count1) / tweets1, 2)   avg_retweet2 = round(sum(retweet_count2) / tweets2, 2)   favorite_per_user1 = round(sum(favorite_count1) / followers1, 2)   favorite_per_user2 = round(sum(favorite_count2) / followers2, 2)   retweet_per_user1 = round(sum(retweet_count1) / followers1, 2)   retweet_per_user2 = round(sum(retweet_count2) / followers2, 2)   print("----- Stats {} -----".format(screen_name1))   print("{} followers".format(followers1))   print("{} users reached by 1-degree connections".format(sum_reach1))   print("Average number of followers for {}'s followers: {}".format(screen_name1, avg_followers1))   print("Favorited {} times ({} per tweet, {} per user)".format(sum(favorite_count1), avg_favorite1, favorite_per_user1))   print("Retweeted {} times ({} per tweet, {} per user)".format(sum(retweet_count1), avg_retweet1, retweet_per_user1))   print("----- Stats {} -----".format(screen_name2))   print("{} followers".format(followers2))   print("{} users reached by 1-degree connections".format(sum_reach2))   print("Average number of followers for {}'s followers: {}".format(screen_name2, avg_followers2))   print("Favorited {} times ({} per tweet, {} per user)".format(sum(favorite_count2), avg_favorite2, favorite_per_user2))   print("Retweeted {} times ({} per tweet, {} per user)".format(sum(retweet_count2), avg_retweet2, retweet_per_user2)) This script takes two arguments from the command line and assumes that the data has already been downloaded. In particular, for both users, we need the data about followers and the respective user timelines. The script is somehow verbose, because it computes the same operations for two profiles and prints everything on the terminal. We can break it down into different parts. Firstly, we will look into the followers' followers. This will provide some information related to the part of the network immediately connected to the given user. In other words, it should answer the question how many users can I reach if all my followers retweet me? We can achieve this by reading the users/<user>/followers.jsonl file and keeping a list of tuples, where each tuple represents one of the followers and is in the (screen_name, followers_count)form. Keeping the screen name at this stage is useful in case we want to observe who the users with the highest number of followers are (not computed in the script, but easy to produce using sorted()). In the second step, we will read the user profile from the users/<user>/user_profile.jsonfile so that we can get information about the total number of followers and the total number of tweets. With the data collected so far, we can compute the total number of users who are reachable within a degree of separation (follower of a follower) and the average number of followers of a follower. This is achieved via the following lines: sum_reach1 = sum([x[1] for x in reach1]) avg_followers1 = round(sum_reach1 / followers1, 2) The first one uses a list comprehension to iterate through the list of tuples mentioned previously, while the second one is a simple arithmetic average, rounded to two decimal points. The third part of the script reads the user timeline from the user_timeline_<user>.jsonlfile and collects information about the number of retweets and favorite for each tweet. Putting everything together allows us to calculate how many times a user has been retweeted or favorited and what is the average number of retweet/favorite per tweet and follower. To provide an example, I'll perform some vanity analysis and compare my account,@marcobonzanini, with Packt Publishing: $ python twitter_influence.py marcobonzanini PacktPub The script produces the following output: ----- Stats marcobonzanini ----- 282 followers 1411136 users reached by 1-degree connections Average number of followers for marcobonzanini's followers: 5004.03 Favorited 268 times (1.47 per tweet, 0.95 per user) Retweeted 912 times (5.01 per tweet, 3.23 per user) ----- Stats PacktPub ----- 10209 followers 29961760 users reached by 1-degree connections Average number of followers for PacktPub's followers: 2934.84 Favorited 3554 times (0.33 per tweet, 0.35 per user) Retweeted 6434 times (0.6 per tweet, 0.63 per user) As you can see, the raw number of followers shows no contest, with Packt Publishing having approximatively 35 times more followers than me. The interesting part of this analysis comes up when we compare the average number of retweets and favorites, apparently my followers are much more engaged with my content than PacktPub's. Is this enough to declare than I'm an influencer while PacktPub is not? Clearly not. What we observe here is a natural consequence of the fact that my tweets are probably more focused on specific topics (Python and data science), hence my followers are already more interested in what I'm publishing. On the other side, the content produced by Packt Publishing is highly diverse as it ranges across many different technologies. This diversity is also reflected in PacktPub's followers, who include developers, designers, scientists, system administrator, and so on. For this reason, each of PacktPub's tweet is found interesting (that is worth retweeting) by a smaller proportion of their followers. Summary In this article,we discussed mining data from Twitter by focusing on the analysis of user connections and interactions. In particular, we discussed how to compare influence and engagement between users. For more information on social media mining, refer the following books by Packt Publishing: Social Media Mining with R: https://www.packtpub.com/big-data-and-business-intelligence/social-media-mining-r Mastering Social Media Mining with R: https://www.packtpub.com/big-data-and-business-intelligence/mastering-social-media-mining-r Further resources on this subject: Probabilistic Graphical Models in R [article] Machine Learning Tasks [article] Support Vector Machines as a Classification Engine [article]
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Packt
08 Jul 2016
12 min read
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Implementing Artificial Neural Networks with TensorFlow

Packt
08 Jul 2016
12 min read
In this article by Giancarlo Zaccone, the author of Getting Started with TensorFlow, we will learn about artificial neural networks (ANNs), an information processing system whose operating mechanism is inspired by biological neural circuits. Thanks to their characteristics, neural networks are the protagonists of a real revolution in machine learning systems and more generally in the context of Artificial Intelligence. An artificial neural network possesses many simple processing units variously connected to each other, according to various architectures. If we look at the schema of an ANN report, it can be seen that the hidden units communicate with the external layer, both in input and output, while the input and output units communicate only with the hidden layer of the network Each unit or node simulates the role of the neuron in biological neural networks, a node, said artificial neuron, plays a very simple operation: becomes active if the total quantity of signal, which it receives exceeds its activation threshold, defined by the so-called activation function. If a node becomesactive, it emits a signal that is transmitted along the transmission channels up to the other unit to which it is connected. A connection point acts as a filter that converts the message into an inhibitory or excitatory signal increasing or decreasing the intensity, according to their individual characteristics. The connection points simulate the biological synapses and have the fundamental function to weigh the intensity of the transmitted signals, by multiplying them by the weights whose value depends on the connection itself. ANN schematic diagram Neural network architectures The way to connect the nodes, the total number of layers, that is, the levels of nodes between input and output, define the architecture of a neural network. For example, in a multilayer networks, one can identify the artificial neurons of layers such that: Each neuron is connected with all those of the next layer There are no connections between neurons belonging to the same layer The number of layers and of neurons per layer depends on the problem to be solved Now we start our exploration of neural network models, introducing the most simple neural network model: the Single Layer Perceptron or the so-called Rosenblatt's Perceptron. Single Layer Perceptron The Single Layer Perceptron was the first neural network model proposed in 1958 by Frank Rosenblatt. In this model, the content of the local memory of the neuron consists of a vector of weights, W = (w1, w2,……, wn). The computation is performed over the calculation of a sum of the input vector X =(x1, x2,……, xn), each of which is multiplied by the corresponding element of the vector of the weights; then the value provided in the output (that is, a weighted sum) will be the input of an activation function. This function returns 1 if the result is greater than a certain threshold, otherwise it returns -1. In the following figure, the activation function is the so-called sign function:         +1        x > 0 sign(x) =         −1        otherwise It is possible to use other activation functions, preferably non-linear (such as the sigmoid function that we will see in the next section). The learning procedure of the net is iterative: it slightly modifies for each learning cycle (called epoch) the synaptic weights by using a selected set called training set. At each cycle, the weights must be modified so as to minimize a cost function, which is specific to the problem under consideration. Finally, when the perceptron will be trained on the training set, it will be able to be tested on other inputs (the test set) in order to verify its capacity of generalization. Schema of a Rosemblatt's Perceptron Let's now see how to implement a single layer neural network for an image classification problem using TensorFlow. The logistic regression This algorithm has nothing to do with the canonical linear regression, but it is an algorithm that allows us to solve supervised classification problems. In fact to estimate the dependent variable, now we make use of the so-called logistic function or sigmoid. It is precisely because of this feature that we call this algorithm logistic regression.The sigmoid function has this pattern: As we can see, the dependent variable takes values strictly between 0 and 1 that is precisely what serves us. In the case of the logistic regression we want, then, that our function tell us what's the probability of belonging to a particular element of our class. We recall again that the supervised learning by the neural network is configured as an iterative process of optimization of the weights; these are then modified on the basis of the network's performance of the training set. Indeed the aim is to the loss function which indicates the degree to which the behavior of the network deviates from the desired one. The performance of the network is then verified on a test set, consisting of images other than those of train. The basic steps of training that we're going to implement are as follows: The weights are initialized with random values at the beginning of the training. For each element of the training set is calculated the error, that is, the difference between the desired output and the actual output. This error is used to adjust the weights The process is repeated resubmitting to the network, in a random order, all the examples of the training set until the error made on the entire training set is not less than a certain threshold or until the number of iterations are over. Let's now see in detail how to implement the logistic regression with TensorFlow. The problem we want to solve is yet to classify images from the MNIST dataset. The TensorFlow implementation First of all, we have to import all the necessary libraries: import input_data import tensorflow as tf import matplotlib.pyplot as plt We use the input_data.readfunction, to upload the images to our problem: mnist = input_data.read_data_sets("/tmp/data/", one_hot=True) Then we set the total number of epochs for the training phase: training_epochs = 25 Also we must define other parameters necessary for the model building: learning_rate = 0.01 batch_size = 100 display_step = 1 Now we move to the construction of the model Building the model Define x as the input tensor, it represents the MNIST data image of shape 28 x 28 = 784 pixels x = tf.placeholder("float", [None, 784]) We recall that our problem consists in assigning a probability value for each of the possible classes of membership (the numbers from 0 to 9). At the end of this calculation, we will use a probability distribution, which gives us the value of what is confident with our prediction. So the output we're going to get will be an output tensor with 10 probabilities each one corresponding to a digit (of course the sum of probabilities must be one): y = tf.placeholder("float", [None, 10]) To assign probabilities to each image, we will use the so-called softmax activation function. The softmax function is specified in two main steps: Calculate the evidence that a certain image belongs to a particular class. Convert the evidence into probabilities of belonging to each of the 10 possible classes. To evaluate the evidence, we first define the weights input tensor asW: W = tf.Variable(tf.zeros([784, 10])) For a given image, we could evaluate the evidence for each class isimply multiplying the tensorWwith the input tensorx. Using TensorFlow, we should have something like this: evidence = tf.matmul(x, W) In general, the models include an extra parameter representing the bias that indicates a certain degree of uncertainty; in our case, the final formula for the evidence is: evidence = tf.matmul(x, W) + b It means that for everyi(from 0 to 9) we have aWimatrix elements784  (28 × 28), where each elementjof the matrix is multiplied by the correspondingcomponentjof the input image (784 parts) that is added and the corresponding bias elementbi. So to define the evidence, we must define the following tensor of biases: b = tf.Variable(tf.zeros([10])) The second step is finally to use thesoftmaxfunction to obtain the output vector of probabilities, namelyactivation: activation = tf.nn.softmax(tf.matmul(x, W) + b) The TensorFlow's functiontf.nn.softmaxprovides a probability based output from the input evidence tensor. Once we implement the model, we can proceed to specify the necessary code to find the W weights and biases b network through the iterative training algorithm. In each iteration, the training algorithm takes the training data, applies the neural network, and compares the result with the expected. In order to train our model and to know when we have a good one, we must know how to define the accuracy of our model. Our goal is to try to get valuesof parameters W and b that minimize the value of the metric that indicates how bad the model is. Different metrics calculate the degree of error between the desired output and output of the training data. A common measure of error is the mean squared error or the Squared Euclidean Distance. However, there are some research findings that suggest to use other metrics to a neural network like this. In this example, we use the so-called cross-entropy error function, it is defined as follows: cross_entropy = y*tf.lg(activation) In order to minimize the cross_entropy, we could use the following combination of tf.reduce_mean and tf.reduce_sum to build the cost function: cost = tf.reduce_mean          (-tf.reduce_sum            (cross_entropy, reduction_indices=1)) Then we must minimize it using the gradient descent optimization algorithm: optimizer = tf.train.GradientDescentOptimizer  (learning_rate).minimize(cost) Few lines of code to build a neural network model! Launching the session It's the moment to build the session and launch our neural net model.We fix these lists to visualize the training session: avg_set = [] epoch_set=[] Then we initialize the TensorFlow variables: init = tf.initialize_all_variables() Start the session: with tf.Session() as sess: sess.run(init) As explained, each epoch is a training cycle:     for epoch in range(training_epochs): avg_cost = 0. total_batch = int(mnist.train.num_examples/batch_size) Then we loop over all batches:         for i in range(total_batch): batch_xs, batch_ys = mnist.train.next_batch(batch_size) Fit training using batch data: sess.run(optimizer, feed_dict={x: batch_xs, y: batch_ys}) Compute the average loss running the train_step function with the given image values (x) and the real output (y_): avg_cost += sess.run                         (cost, feed_dict={x: batch_xs,                                  y: batch_ys})/total_batch During the computation, we display a log per epoch step:         if epoch % display_step == 0:             print "Epoch:", '%04d' % (epoch+1), "cost=","{:.9f}".format(avg_cost)     print " Training phase finished" Let's get the accuracy of our mode.It is correct if the index with the highest y value is the same as in the real digit vector the mean of correct_prediction gives us the accuracy. We need to run the accuracy function with our test set (mnist.test). We use the keys images and labelsfor x and y_: correct_prediction = tf.equal                            (tf.argmax(activation, 1), tf.argmax(y, 1))       accuracy = tf.reduce_mean                        (tf.cast(correct_prediction, "float"))    print "MODEL accuracy:", accuracy.eval({x: mnist.test.images,                                       y: mnist.test.labels}) Test evaluation We have seen the training phase in the preceding sections; for each epoch we have printed the relative cost function: Python 2.7.10 (default, Oct 14 2015, 16:09:02) [GCC 5.2.1 20151010] on linux2 Type "copyright", "credits" or "license()" for more information. >>> ======================= RESTART ============================ >>> Extracting /tmp/data/train-images-idx3-ubyte.gz Extracting /tmp/data/train-labels-idx1-ubyte.gz Extracting /tmp/data/t10k-images-idx3-ubyte.gz Extracting /tmp/data/t10k-labels-idx1-ubyte.gz Epoch: 0001 cost= 1.174406662 Epoch: 0002 cost= 0.661956009 Epoch: 0003 cost= 0.550468774 Epoch: 0004 cost= 0.496588717 Epoch: 0005 cost= 0.463674555 Epoch: 0006 cost= 0.440907706 Epoch: 0007 cost= 0.423837747 Epoch: 0008 cost= 0.410590841 Epoch: 0009 cost= 0.399881751 Epoch: 0010 cost= 0.390916621 Epoch: 0011 cost= 0.383320325 Epoch: 0012 cost= 0.376767031 Epoch: 0013 cost= 0.371007620 Epoch: 0014 cost= 0.365922904 Epoch: 0015 cost= 0.361327561 Epoch: 0016 cost= 0.357258660 Epoch: 0017 cost= 0.353508228 Epoch: 0018 cost= 0.350164634 Epoch: 0019 cost= 0.347015593 Epoch: 0020 cost= 0.344140861 Epoch: 0021 cost= 0.341420144 Epoch: 0022 cost= 0.338980592 Epoch: 0023 cost= 0.336655581 Epoch: 0024 cost= 0.334488012 Epoch: 0025 cost= 0.332488823 Training phase finished As wesaw, during the training phase, the cost function is minimized.At the end of the test, we show how accurately the model is implemented: Model Accuracy: 0.9475 >>> Finally, using these lines of code, we could visualize the the training phase of the net: plt.plot(epoch_set,avg_set, 'o',  label='Logistic Regression Training phase') plt.ylabel('cost') plt.xlabel('epoch') plt.legend() plt.show() Training phase in logistic regression Summary In this article, we learned the implementation of artificial neural networks, Single Layer Perceptron, TensorFlow. We also learned how to build the model and launch the session.
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Packt
08 Jul 2016
48 min read
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Auditing Mobile Applications

Packt
08 Jul 2016
48 min read
In this article by Prashant Verma and Akshay Dikshit, author of the book Mobile Device Exploitation Cookbook we will cover the following topics: Auditing Android apps using static analysis Auditing Android apps using a dynamic analyzer Using Drozer to find vulnerabilities in Android applications Auditing iOS application using static analysis Auditing iOS application using a dynamic analyzer Examining iOS App Data storage and Keychain security vulnerabilities Finding vulnerabilities in WAP-based mobile apps Finding client-side injection Insecure encryption in mobile apps Discovering data leakage sources Other application-based attacks in mobile devices Launching intent injection in Android (For more resources related to this topic, see here.) Mobile applications such as web applications may have vulnerabilities. These vulnerabilities in most cases are the result of bad programming practices or insecure coding techniques, or may be because of purposefully injected bad code. For users and organizations, it is important to know how vulnerable their applications are. Should they fix the vulnerabilities or keep/stop using the applications? To address this dilemma, mobile applications need to be audited with the goal of uncovering vulnerabilities. Mobile applications (Android, iOS, or other platforms) can be analyzed using static or dynamic techniques. Static analysis is conducted by employing certain text or string based searches across decompiled source code. Dynamic analysis is conducted at runtime and vulnerabilities are uncovered in simulated fashion. Dynamic analysis is difficult as compared to static analysis. In this article, we will employ both static and dynamic analysis to audit Android and iOS applications. We will also learn various other techniques to audit findings, including Drozer framework usage, WAP-based application audits, and typical mobile-specific vulnerability discovery. Auditing Android apps using static analysis Static analysis is the mostcommonly and easily applied analysis method in source code audits. Static by definition means something that is constant. Static analysis is conducted on the static code, that is, raw or decompiled source code or on the compiled (object) code, but the analysis is conducted without the runtime. In most cases, static analysis becomes code analysis via static string searches. A very common scenario is to figure out vulnerable or insecure code patterns and find the same in the entire application code. Getting ready For conducting static analysis of Android applications, we at least need one Android application and a static code scanner. Pick up any Android application of your choice and use any static analyzer tool of your choice. In this recipe, we use Insecure Bank, which is a vulnerable Android application for Android security enthusiasts. We will also use ScriptDroid, which is a static analysis script. Both Insecure Bank and ScriptDroid are coded by Android security researcher, Dinesh Shetty. How to do it... Perform the following steps: Download the latest version of the Insecure Bank application from GitHub. Decompress or unzip the .apk file and note the path of the unzipped application. Create a ScriptDroid.bat file by using the following code: @ECHO OFF SET /P Filelocation=Please Enter Location: mkdir %Filelocation%OUTPUT :: Code to check for presence of Comments grep -H -i -n -e "//" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_comment.txt" type -H -i "%Filelocation%*.java" |gawk "//*/,/*//" >> "%Filelocation%OUTPUTMultilineComments.txt" grep -H -i -n -v "TODO" "%Filelocation%OUTPUTTemp_comment.txt" >> "%Filelocation%OUTPUTSinglelineComments.txt" del %Filelocation%OUTPUTTemp_comment.txt :: Code to check for insecure usage of SharedPreferences grep -H -i -n -C2 -e "putString" "%Filelocation%*.java" >> "%Filelocation%OUTPUTverify_sharedpreferences.txt" grep -H -i -n -C2 -e "MODE_PRIVATE" "%Filelocation%*.java" >> "%Filelocation%OUTPUTModeprivate.txt" grep -H -i -n -C2 -e "MODE_WORLD_READABLE" "%Filelocation%*.java" >> "%Filelocation%OUTPUTWorldreadable.txt" grep -H -i -n -C2 -e "MODE_WORLD_WRITEABLE" "%Filelocation%*.java" >> "%Filelocation%OUTPUTWorldwritable.txt" grep -H -i -n -C2 -e "addPreferencesFromResource" "%Filelocation%*.java" >> "%Filelocation%OUTPUTverify_sharedpreferences.txt" :: Code to check for possible TapJacking attack grep -H -i -n -e filterTouchesWhenObscured="true" "%Filelocation%........reslayout*.xml" >> "%Filelocation%OUTPUTTemp_tapjacking.txt" grep -H -i -n -e "<Button" "%Filelocation%........reslayout*.xml" >> "%Filelocation%OUTPUTtapjackings.txt" grep -H -i -n -v filterTouchesWhenObscured="true" "%Filelocation%OUTPUTtapjackings.txt" >> "%Filelocation%OUTPUTTemp_tapjacking.txt" del %Filelocation%OUTPUTTemp_tapjacking.txt :: Code to check usage of external storage card for storing information grep -H -i -n -e "WRITE_EXTERNAL_STORAGE" "%Filelocation%........AndroidManifest.xml" >> "%Filelocation%OUTPUTSdcardStorage.txt" grep -H -i -n -e "getExternalStorageDirectory()" "%Filelocation%*.java" >> "%Filelocation%OUTPUTSdcardStorage.txt" grep -H -i -n -e "sdcard" "%Filelocation%*.java" >> "%Filelocation%OUTPUTSdcardStorage.txt" :: Code to check for possible scripting javscript injection grep -H -i -n -e "addJavascriptInterface()" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_probableXss.txt" grep -H -i -n -e "setJavaScriptEnabled(true)" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_probableXss.txt" grep -H -i -n -v "import" "%Filelocation%OUTPUTTemp_probableXss.txt" >> "%Filelocation%OUTPUTprobableXss.txt" del %Filelocation%OUTPUTTemp_probableXss.txt :: Code to check for presence of possible weak algorithms grep -H -i -n -e "MD5" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_weakencryption.txt" grep -H -i -n -e "base64" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_weakencryption.txt" grep -H -i -n -e "des" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_weakencryption.txt" grep -H -i -n -v "import" "%Filelocation%OUTPUTTemp_weakencryption.txt" >> "%Filelocation%OUTPUTWeakencryption.txt" del %Filelocation%OUTPUTTemp_weakencryption.txt :: Code to check for weak transportation medium grep -H -i -n -C3 "http://" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_overhttp.txt" grep -H -i -n -C3 -e "HttpURLConnection" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_overhttp.txt" grep -H -i -n -C3 -e "URLConnection" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_OtherUrlConnection.txt" grep -H -i -n -C3 -e "URL" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_OtherUrlConnection.txt" grep -H -i -n -e "TrustAllSSLSocket-Factory" "%Filelocation%*.java" >> "%Filelocation%OUTPUTBypassSSLvalidations.txt" grep -H -i -n -e "AllTrustSSLSocketFactory" "%Filelocation%*.java" >> "%Filelocation%OUTPUTBypassSSLvalidations.txt" grep -H -i -n -e "NonValidatingSSLSocketFactory" "%Filelocation%*.java" >> "%Filelocation%OUTPUTBypassSSLvalidations.txt" grep -H -i -n -v "import" "%Filelocation%OUTPUTTemp_OtherUrlConnection.txt" >> "%Filelocation%OUTPUTOtherUrlConnections.txt" del %Filelocation%OUTPUTTemp_OtherUrlConnection.txt grep -H -i -n -v "import" "%Filelocation%OUTPUTTemp_overhttp.txt" >> "%Filelocation%OUTPUTUnencryptedTransport.txt" del %Filelocation%OUTPUTTemp_overhttp.txt :: Code to check for Autocomplete ON grep -H -i -n -e "<Input" "%Filelocation%........reslayout*.xml" >> "%Filelocation%OUTPUTTemp_autocomp.txt" grep -H -i -n -v "textNoSuggestions" "%Filelocation%OUTPUTTemp_autocomp.txt" >> "%Filelocation%OUTPUTAutocompleteOn.txt" del %Filelocation%OUTPUTTemp_autocomp.txt :: Code to presence of possible SQL Content grep -H -i -n -e "rawQuery" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "compileStatement" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "db" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "sqlite" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "database" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "insert" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "delete" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "select" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "table" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -e "cursor" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_sqlcontent.txt" grep -H -i -n -v "import" "%Filelocation%OUTPUTTemp_sqlcontent.txt" >> "%Filelocation%OUTPUTSqlcontents.txt" del %Filelocation%OUTPUTTemp_sqlcontent.txt :: Code to check for Logging mechanism grep -H -i -n -F "Log." "%Filelocation%*.java" >> "%Filelocation%OUTPUTLogging.txt" :: Code to check for Information in Toast messages grep -H -i -n -e "Toast.makeText" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_Toast.txt" grep -H -i -n -v "//" "%Filelocation%OUTPUTTemp_Toast.txt" >> "%Filelocation%OUTPUTToast_content.txt" del %Filelocation%OUTPUTTemp_Toast.txt :: Code to check for Debugging status grep -H -i -n -e "android:debuggable" "%Filelocation%*.java" >> "%Filelocation%OUTPUTDebuggingAllowed.txt" :: Code to check for presence of Device Identifiers grep -H -i -n -e "uid|user-id|imei|deviceId|deviceSerialNumber|devicePrint|X-DSN|phone |mdn|did|IMSI|uuid" "%Filelocation%*.java" >> "%Filelocation%OUTPUTTemp_Identifiers.txt" grep -H -i -n -v "//" "%Filelocation%OUTPUTTemp_Identifiers.txt" >> "%Filelocation%OUTPUTDevice_Identifier.txt" del %Filelocation%OUTPUTTemp_Identifiers.txt :: Code to check for presence of Location Info grep -H -i -n -e "getLastKnownLocation()|requestLocationUpdates()|getLatitude()|getLongitude() |LOCATION" "%Filelocation%*.java" >> "%Filelocation%OUTPUTLocationInfo.txt" :: Code to check for possible Intent Injection grep -H -i -n -C3 -e "Action.getIntent(" "%Filelocation%*.java" >> "%Filelocation%OUTPUTIntentValidation.txt" How it works... Go to the command prompt and navigate to the path where ScriptDroid is placed. Run the .bat file and it prompts you to input the path of the application for which you wish toperform static analysis. In our case we provide it with the path of the Insecure Bank application, precisely the path where Java files are stored. If everything worked correctly, the screen should look like the following: The script generates a folder by the name OUTPUT in the path where the Java files of the application are present. The OUTPUT folder contains multiple text files, each one corresponding to a particular vulnerability. The individual text files pinpoint the location of vulnerable code pertaining to the vulnerability under discussion. The combination ofScriptDroid and Insecure Bank gives a very nice view of various Android vulnerabilities; usually the same is not possible with live apps. Consider the following points, for instance: Weakencryption.txt has listed down the instances of Base64 encoding used for passwords in the Insecure Bank application Logging.txt contains the list of insecure log functions used in the application SdcardStorage.txt contains the code snippet pertaining to the definitions related to data storage in SD Cards Details like these from static analysis are eye-openers in letting us know of the vulnerabilities in our application, without even running the application. There's more... Thecurrent recipe used just ScriptDroid, but there are many other options available. You can either choose to write your own script or you may use one of the free orcommercial tools. A few commercial tools have pioneered the static analysis approach over the years via their dedicated focus. See also https://github.com/dineshshetty/Android-InsecureBankv2 Auditing iOS application using static analysis Auditing Android apps a using a dynamic analyzer Dynamic analysis isanother technique applied in source code audits. Dynamic analysis is conducted in runtime. The application is run or simulated and the flaws or vulnerabilities are discovered while the application is running. Dynamic analysis can be tricky, especially in the case of mobile platforms. As opposed to static analysis, there are certain requirements in dynamic analysis, such as the analyzer environment needs to be runtime or a simulation of the real runtime.Dynamic analysis can be employed to find vulnerabilities in Android applications which aredifficult to find via static analysis. A static analysis may let you know a password is going to be stored, but dynamic analysis reads the memory and reveals the password stored in runtime. Dynamic analysis can be helpful in tampering data in transmission during runtime that is, tampering with the amount in a transaction request being sent to the payment gateway. Some Android applications employ obfuscation to prevent attackers reading the code; Dynamic analysis changes the whole game in such cases, by revealing the hardcoded data being sent out in requests, which is otherwise not readable in static analysis. Getting ready For conducting dynamic analysis of Android applications, we at least need one Android application and a dynamic code analyzer tool. Pick up any Android application of your choice and use any dynamic analyzer tool of your choice. The dynamic analyzer tools can be classified under two categories: The tools which run from computers and connect to an Android device or emulator (to conduct dynamic analysis) The tools that can run on the Android device itself For this recipe, we choose a tool belonging to the latter category. How to do it... Perform the following steps for conducting dynamic analysis: Have an Android device with applications (to be analyzed dynamically) installed. Go to the Play Store and download Andrubis. Andrubis is a tool from iSecLabs which runs on Android devices and conducts static, dynamic, and URL analysis on the installed applications. We will use it for dynamic analysis only in this recipe. Open the Andrubis application on your Android device. It displays the applications installed on the Android device and analyzes these applications. How it works... Open the analysis of the application of your interest. Andrubis computes an overall malice score (out of 10) for the applications and gives the color icon in front of its main screen to reflect the vulnerable application. We selected anorange coloredapplication to make more sense with this recipe. This is how the application summary and score is shown in Andrubis: Let us navigate to the Dynamic Analysis tab and check the results: The results are interesting for this application. Notice that all the files going to be written by the application under dynamic analysis are listed down. In our case, one preferences.xml is located. Though the fact that the application is going to create a preferences file could have been found in static analysis as well, additionally, dynamic analysis confirmed that such a file is indeed created. It also confirms that the code snippet found in static analysis about the creation of a preferences file is not a dormant code but a file that is going to be created. Further, go ahead and read the created file and find any sensitive data present there. Who knows, luck may strike and give you a key to hidden treasure. Notice that the first screen has a hyperlink, View full report in browser. Tap on it and notice that the detailed dynamic analysis is presented for your further analysis. This also lets you understand what the tool tried and what response it got. This is shown in the following screenshot: There's more... The current recipe used a dynamic analyzer belonging to the latter category. There are many other tools available in the former category. Since this is an Android platform, many of them are open source tools. DroidBox can be tried for dynamic analysis. It looks for file operations (read/write), network data traffic, SMS, permissions, broadcast receivers, and so on, among other checks.Hooker is another tool that can intercept and modify API calls initiated from the application. This is veryuseful indynamic analysis. Try hooking and tampering with data in API calls. See also https://play.google.com/store/apps/details?id=org.iseclab.andrubis https://code.google.com/p/droidbox/ https://github.com/AndroidHooker/hooker Using Drozer to find vulnerabilities in Android applications Drozer is a mobile security audit and attack framework, maintained by MWR InfoSecurity. It is a must-have tool in the tester's armory. Drozer (Android installed application) interacts with other Android applications via IPC (Inter Process Communication). It allows fingerprinting of application package-related information, its attack surface, and attempts to exploit those. Drozer is an attack framework and advanced level exploits can be conducted from it. We use Drozer to find vulnerabilities in our applications. Getting ready Install Drozer by downloading it from https://www.mwrinfosecurity.com/products/drozer/ and follow the installation instructions mentioned in the user guide. Install Drozer console agent and start a session as mentioned in the User Guide. If your installation is correct, you should get Drozer command prompt (dz>). You should also have a few vulnerable applications as well to analyze. Here we chose OWASP GoatDroid application. How to do it... Every pentest starts with fingerprinting. Let us useDrozer for the same. The Drozer User Guide is very helpful for referring to the commands. The following command can be used to obtain information about anAndroid application package: run app.package.info -a <package name> We used the same to extract the information from the GoatDroid application and found the following results: Notice that apart from the general information about the application, User Permissions are also listed by Drozer. Further, let us analyze the attack surface. Drozer's attack surface lists the exposed activities, broadcast receivers, content providers, and services. The in-genuinely exposed ones may be a critical security risk and may provide you access to privileged content. Drozer has the following command to analyze the attack surface: run app.package.attacksurface <package name> We used the same to obtain the attack surface of the Herd Financial application of GoatDroid and the results can be seen in the following screenshot. Notice that one Activity and one Content Provider are exposed. We chose to attack the content provider to obtain the data stored locally. We used the followingDrozer command to analyze the content provider of the same application: run app.provider.info -a <package name> This gave us the details of the exposed content provider, which we used in another Drozer command: run scanner.provider.finduris -a <package name> We could successfully query the content providers. Lastly, we would be interested in stealing the data stored by this content provider. This is possible via another Drozer command: run app.provider.query content://<content provider details>/ The entire sequence of events is shown in the following screenshot: How it works... ADB is used to establish a connection between Drozer Python server (present on computer) and Drozer agent (.apk file installed in emulator or Android device). Drozer console is initialized to run the various commands we saw. Drozer agent utilizes theAndroid OS feature of IPC to take over the role of the target application and run the various commands as the original application. There's more... Drozer not only allows users to obtain the attack surface and steal data via content providers or launch intent injection attacks, but it is way beyond that. It can be used to fuzz the application, cause local injection attacks by providing a way to inject payloads. Drozer can also be used to run various in-built exploits and can be utilized to attack Android applications via custom-developed exploits. Further, it can also run in Infrastructure mode, allowing remote connections and remote attacks. See also Launching intent injection in Android https://www.mwrinfosecurity.com/system/assets/937/original/mwri_drozer-user-guide_2015-03-23.pdf Auditing iOS application using static analysis Static analysis in source code reviews is an easier technique, and employing static string searches makes it convenient to use.Static analysis is conducted on the raw or decompiled source code or on the compiled (object) code, but the analysis is conducted outside of runtime. Usually, static analysis figures out vulnerable or insecure code patterns. Getting ready For conducting static analysis of iOS applications, we need at least one iOS application and a static code scanner. Pick up any iOS application of your choice and use any static analyzer tool of your choice. We will use iOS-ScriptDroid, which is a static analysis script, developed by Android security researcher, Dinesh Shetty. How to do it... Keep the decompressed iOS application filed and note the path of the folder containing the .m files. Create an iOS-ScriptDroid.bat file by using the following code: ECHO Running ScriptDriod ... @ECHO OFF SET /P Filelocation=Please Enter Location: :: SET Filelocation=Location of the folder containing all the .m files eg: C:sourcecodeproject iOSxyz mkdir %Filelocation%OUTPUT :: Code to check for Sensitive Information storage in Phone memory grep -H -i -n -C2 -e "NSFile" "%Filelocation%*.m" >> "%Filelocation%OUTPUTphonememory.txt" grep -H -i -n -e "writeToFile " "%Filelocation%*.m" >> "%Filelocation%OUTPUTphonememory.txt" :: Code to check for possible Buffer overflow grep -H -i -n -e "strcat(|strcpy(|strncat(|strncpy(|sprintf(|vsprintf(|gets(" "%Filelocation%*.m" >> "%Filelocation%OUTPUTBufferOverflow.txt" :: Code to check for usage of URL Schemes grep -H -i -n -C2 "openUrl|handleOpenURL" "%Filelocation%*.m" >> "%Filelocation%OUTPUTURLSchemes.txt" :: Code to check for possible scripting javscript injection grep -H -i -n -e "webview" "%Filelocation%*.m" >> "%Filelocation%OUTPUTprobableXss.txt" :: Code to check for presence of possible weak algorithms grep -H -i -n -e "MD5" "%Filelocation%*.m" >> "%Filelocation%OUTPUTtweakencryption.txt" grep -H -i -n -e "base64" "%Filelocation%*.m" >> "%Filelocation%OUTPUTtweakencryption.txt" grep -H -i -n -e "des" "%Filelocation%*.m" >> "%Filelocation%OUTPUTtweakencryption.txt" grep -H -i -n -v "//" "%Filelocation%OUTPUTtweakencryption.txt" >> "%Filelocation%OUTPUTweakencryption.txt" del %Filelocation%OUTPUTtweakencryption.txt :: Code to check for weak transportation medium grep -H -i -n -e "http://" "%Filelocation%*.m" >> "%Filelocation%OUTPUToverhttp.txt" grep -H -i -n -e "NSURL" "%Filelocation%*.m" >> "%Filelocation%OUTPUTOtherUrlConnection.txt" grep -H -i -n -e "URL" "%Filelocation%*.m" >> "%Filelocation%OUTPUTOtherUrlConnection.txt" grep -H -i -n -e "writeToUrl" "%Filelocation%*.m" >> "%Filelocation%OUTPUTOtherUrlConnection.txt" grep -H -i -n -e "NSURLConnection" "%Filelocation%*.m" >> "%Filelocation%OUTPUTOtherUrlConnection.txt" grep -H -i -n -C2 "CFStream" "%Filelocation%*.m" >> "%Filelocation%OUTPUTOtherUrlConnection.txt" grep -H -i -n -C2 "NSStreamin" "%Filelocation%*.m" >> "%Filelocation%OUTPUTOtherUrlConnection.txt" grep -H -i -n -e "setAllowsAnyHTTPSCertificate|kCFStreamSSLAllowsExpiredRoots |kCFStreamSSLAllowsExpiredCertificates" "%Filelocation%*.m" >> "%Filelocation%OUTPUTBypassSSLvalidations.txt" grep -H -i -n -e "kCFStreamSSLAllowsAnyRoot|continueWithoutCredentialForAuthenticationChallenge" "%Filelocation%*.m" >> "%Filelocation%OUTPUTBypassSSLvalidations.txt" ::to add check for "didFailWithError" :: Code to presence of possible SQL Content grep -H -i -F -e "db" "%Filelocation%*.m" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "sqlite" "%Filelocation%*.m" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "database" "%Filelocation%*.m" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "insert" "%Filelocation%*.m" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "delete" "%Filelocation%*.m" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "select" "%Filelocation%*.m" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "table" "%Filelocation%*.m" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "cursor" "%Filelocation%*.m" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "sqlite3_prepare" "%Filelocation%OUTPUTsqlcontent.txt" >> "%Filelocation%OUTPUTsqlcontent.txt" grep -H -i -F -e "sqlite3_compile" "%Filelocation%OUTPUTsqlcontent.txt" >> "%Filelocation%OUTPUTsqlcontent.txt" :: Code to check for presence of keychain usage source code grep -H -i -n -e "kSecASttr|SFHFKkey" "%Filelocation%*.m" >> "%Filelocation%OUTPUTLocationInfo.txt" :: Code to check for Logging mechanism grep -H -i -n -F "NSLog" "%Filelocation%*.m" >> "%Filelocation%OUTPUTLogging.txt" grep -H -i -n -F "XLog" "%Filelocation%*.m" >> "%Filelocation%OUTPUTLogging.txt" grep -H -i -n -F "ZNLog" "%Filelocation%*.m" >> "%Filelocation%OUTPUTLogging.txt" :: Code to check for presence of password in source code grep -H -i -n -e "password|pwd" "%Filelocation%*.m" >> "%Filelocation%OUTPUTpassword.txt" :: Code to check for Debugging status grep -H -i -n -e "#ifdef DEBUG" "%Filelocation%*.m" >> "%Filelocation%OUTPUTDebuggingAllowed.txt" :: Code to check for presence of Device Identifiers ===need to work more on this grep -H -i -n -e "uid|user-id|imei|deviceId|deviceSerialNumber|devicePrint|X-DSN|phone |mdn|did|IMSI|uuid" "%Filelocation%*.m" >> "%Filelocation%OUTPUTTemp_Identifiers.txt" grep -H -i -n -v "//" "%Filelocation%OUTPUTTemp_Identifiers.txt" >> "%Filelocation%OUTPUTDevice_Identifier.txt" del %Filelocation%OUTPUTTemp_Identifiers.txt :: Code to check for presence of Location Info grep -H -i -n -e "CLLocationManager|startUpdatingLocation|locationManager|didUpdateToLocation |CLLocationDegrees|CLLocation|CLLocationDistance|startMonitoringSignificantLocationChanges" "%Filelocation%*.m" >> "%Filelocation%OUTPUTLocationInfo.txt" :: Code to check for presence of Comments grep -H -i -n -e "//" "%Filelocation%*.m" >> "%Filelocation%OUTPUTTemp_comment.txt" type -H -i "%Filelocation%*.m" |gawk "//*/,/*//" >> "%Filelocation%OUTPUTMultilineComments.txt" grep -H -i -n -v "TODO" "%Filelocation%OUTPUTTemp_comment.txt" >> "%Filelocation%OUTPUTSinglelineComments.txt" del %Filelocation%OUTPUTTemp_comment.txt How it works... Go to the command prompt and navigate to the path where iOS-ScriptDroid is placed. Run the batch file and it prompts you to input the path of the application for which you wish to perform static analysis. In our case, we arbitrarily chose an application and inputted the path of the implementation (.m) files. The script generates a folder by the name OUTPUT in the path where the .m files of the application are present. The OUTPUT folder contains multiple text files, each one corresponding to a particular vulnerability. The individual text files pinpoint the location of vulnerable code pertaining to the vulnerability under discussion. The iOS-ScriptDroid gives first hand info of various iOS applications vulnerabilities present in the current applications. For instance, here are a few of them which are specific to the iOS platform. BufferOverflow.txt contains the usage of harmful functions when missing buffer limits such as strcat, strcpy, and so on are found in the application. URL Schemes, if implemented in an insecure manner, may result in access related vulnerabilities. Usage of URL schemes is listed in URLSchemes.txt. These are sefuuseful vulnerabilitydetails to know iniOS applications via static analysis. There's more... The current recipe used just iOS-ScriptDroid but there are many other options available. You can either choose to write your own script or you may use one of the free or commercial tools available. A few commercial tools have pioneered the static analysis approach over the years via their dedicated focus. See also Auditing Android apps using static analysis Auditing iOS application using a dynamic analyzer Dynamic analysis is theruntime analysis of the application. The application is run or simulated to discover the flaws during runtime. Dynamic analysis can be tricky, especially in the case of mobile platforms. Dynamic analysis is helpful in tampering data in transmission during runtime, for example, tampering with the amount in a transaction request being sent to a payment gateway. In applications that use custom encryption to prevent attackers reading the data, dynamic analysis is useful in revealing the encrypted data, which can be reverse-engineered. Note that since iOS applications cannot be decompiled to the full extent, dynamic analysis becomes even more important in finding the sensitive data which could have been hardcoded. Getting ready For conducting dynamic analysis of iOS applications, we need at least one iOS application and a dynamic code analyzer tool. Pick up any iOS application of your choice and use any dynamic analyzer tool of your choice. In this recipe, let us use the open source tool Snoop-it. We will use an iOS app that locks files which can only be opened using PIN, pattern, and a secret question and answer to unlock and view the file. Let us see if we can analyze this app and find a security flaw in it using Snoop-it. Please note that Snoop-it only works on jailbroken devices. To install Snoop-it on your iDevice, visit https://code.google.com/p/snoop-it/wiki/GettingStarted?tm=6. We have downloaded Locker Lite from the App Store onto our device, for analysis. How to do it... Perform the following steps to conductdynamic analysis oniOS applications: Open the Snoop-it app by tapping on its icon. Navigate to Settings. Here you will see the URL through which the interface can be accessed from your machine: Please note the URL, for we will be using it soon. We have disabled authentication for our ease. Now, on the iDevice, tap on Applications | Select App Store Apps and select the Locker app: Press the home button, and open the Locker app. Note that on entering the wrong PIN, we do not get further access: Making sure the workstation and iDevice are on the same network, open the previously noted URL in any browser. This is how the interface will look: Click on the Objective-C Classes link under Analysis in the left-hand panel: Now, click on SM_LoginManagerController. Class information gets loaded in the panel to the right of it. Navigate down until you see -(void) unlockWasSuccessful and click on the radio button preceding it: This method has now been selected. Next, click on the Setup and invoke button on the top-right of the panel. In the window that appears, click on the Invoke Method button at the bottom: As soon as we click on thebutton, we notice that the authentication has been bypassed, and we can view ourlocked file successfully. How it works... Snoop-it loads all classes that are in the app, and indicates the ones that are currently operational with a green color. Since we want to bypass the current login screen, and load directly into the main page, we look for UIViewController. Inside UIViewController, we see SM_LoginManagerController, which could contain methods relevant to authentication. On observing the class, we see various methods such as numberLoginSucceed, patternLoginSucceed, and many others. The app calls the unlockWasSuccessful method when a PIN code is entered successfully. So, when we invoke this method from our machine and the function is called directly, the app loads the main page successfully. There's more... The current recipe used just onedynamic analyzer but other options and tools can also be employed. There are many challenges in doingdynamic analysis of iOS applications. You may like to use multiple tools and not just rely on one to overcome the challenges. See also https://code.google.com/p/snoop-it/ Auditing Android apps using a dynamic analyzer Examining iOS App Data storage and Keychain security vulnerabilities Keychain iniOS is an encrypted SQLite database that uses a 128-bit AES algorithm to hold identities and passwords. On any iOS device, theKeychain SQLite database is used to store user credentials such as usernames, passwords, encryption keys, certificates, and so on. Developers use this service API to instruct the operating system to store sensitive data securely, rather than using a less secure alternative storage mechanism such as a property list file or a configuration file. In this recipe we will be analyzing Keychain dump to discover stored credentials. Getting ready Please follow the given steps to prepare for Keychain dump analysis: Jailbreak the iPhone or iPad. Ensure the SSH server is running on the device (default after jailbreak). Download the Keychain_dumper binary from https://github.com/ptoomey3/Keychain-Dumper Connect the iPhone and the computer to the same Wi-Fi network. On the computer, run SSH into the iPhone by typing the iPhone IP address, username as root, and password as alpine. How to do it... Follow these steps toexamine security vulnerabilities in iOS: Copy keychain_dumper into the iPhone or iPad by issuing the following command: scp root@<device ip>:keychain_dumper private/var/tmp Alternatively, Windows WinSCP can be used to do the same: Once the binary has been copied, ensure the keychain-2.db has read access: chmod +r /private/var/Keychains/keychain-2.db This is shown in the following screenshot: Give executable right to binary: chmod 777 /private/var/tmp/keychain_dumper Now, we simply run keychain_dumper: /private/var/tmp/keychain_dumper This command will dump all keychain information, which will contain all the generic and Internet passwords stored in the keychain: How it works... Keychain in an iOS device is used to securely store sensitive information such as credentials, such as usernames, passwords, authentication tokens for different applications, and so on, along with connectivity (Wi-Fi/VPN) credentials and so on. It is located on iOS devices as an encrypted SQLite database file located at /private/var/Keychains/keychain-2.db. Insecurity arises when application developers use this feature of the operating system to store credentials rather than storing it themselves in NSUserDefaults, .plist files, and so on. To provide users the ease of not having to log in every time and hence saving the credentials in the device itself, the keychain information for every app is stored outside of its sandbox. There's more... This analysis can also be performed for specific apps dynamically, using tools such as Snoop-it. Follow the steps to hook Snoop-it to the target app, click on Keychain Values, and analyze the attributes to see its values reveal in the Keychain. More will be discussed in further recipes. Finding vulnerabilities in WAP-based mobile apps WAP-based mobile applications are mobile applications or websites that run on mobile browsers. Most organizations create a lightweight version of their complex websites to be able to run easily and appropriately in mobile browsers. For example, a hypothetical company called ABCXYZ may have their main website at www.abcxyz.com, while their mobile website takes the form m.abcxyz.com. Note that the mobile website (or WAP apps) are separate from their installable application form, such as .apk on Android. Since mobile websites run on browsers, it is very logical to say that most of the vulnerabilities applicable to web applications are applicable to WAP apps as well. However, there are caveats to this. Exploitability and risk ratings may not be the same. Moreover, not all attacks may be directly applied or conducted. Getting ready For this recipe, make sure to be ready with the following set of tools (in the case of Android): ADB WinSCP Putty Rooted Android mobile SSH proxy application installed on Android phone Let us see the common WAP application vulnerabilities. While discussing these, we will limit ourselves to mobilebrowsers only: Browser cache: Android browsers store cache in two different parts—content cache and component cache. Content cache may contain basic frontend components such as HTML, CSS, or JavaScript. Component cache contains sensitive data like the details to be populated once content cache is loaded. You have to locate the browser cache folder and find sensitive data in it. Browser memory: Browser memory refers to the location used by browsers to store the data. Memory is usually long-term storage, while cache is short-term. Browse through the browser memory space for various files such as .db, .xml, .txt, and so on. Check all these files for the presence of sensitive data. Browser history: Browser history contains the list of the URLs browsed by the user. These URLs in GET request format contain parameters. Again, our goal is to locate a URL with sensitive data for our WAP application. Cookies: Cookies are mechanisms for websites to keep track of user sessions. Cookies are stored locally in devices. Following are the security concerns with respect to cookie usage: Sometimes a cookie contains sensitive information Cookie attributes, if weak, may make the application security weak Cookie stealing may lead to a session hijack How to do it... Browser Cache: Let's look at the steps that need to be followed with browser cache: Android browser cache can be found at this location: /data/data/com.android.browser/cache/webviewcache/. You can use either ADB to pull the data from webviewcache, or use WinSCP/Putty and connect to SSH application in rooted Android phones. Either way, you will land up at the webviewcache folder and find arbitrarily named files. Refer to the highlighted section in the following screenshot: Rename the extension of arbitrarily named files to .jpg and you will be able to view the cache in screenshot format. Search through all files for sensitive data pertaining to the WAP app you are searching for. Browser Memory: Like an Android application, browser also has a memory space under the /data/data folder by the name com.android.browser (default browser). Here is how a typical browser memory space looks: Make sure you traverse through all the folders to get the useful sensitive data in the context of the WAP application you are looking for. Browser history Go to browser, locate options, navigate to History, and find the URLs present there. Cookies The files containing cookie values can be found at /data/data/com.android.browser/databases/webview.db. These DB files can be opened with the SQLite Browser tool and cookies can be obtained. There's more... Apart from the primary vulnerabilities described here mainly concerned with browser usage, all otherweb application vulnerabilities which are related to or exploited from or within a browser are applicable and need to be tested: Cross-site scripting, a result of a browser executing unsanitized harmful scripts reflected by the servers is very valid for WAP applications. The autocomplete attribute not turned to off may result in sensitive data remembered by the browser for returning users. This again is a source of data leakage. Browser thumbnails and image buffer are other sources to look for data. Above all, all the vulnerabilities in web applications, which may not relate to browser usage, apply. These include OWASP Top 10 vulnerabilities such as SQL injection attacks, broken authentication and session management, and so on. Business logic validation is another important check to bypass. All these are possible by setting a proxy to the browser and playing around with the mobile traffic. The discussion of this recipe has been around Android, but all the discussion is fully applicable to an iOS platform when testing WAP applications. Approach, steps to test, and the locations would vary, but all vulnerabilities still apply. You may want to try out iExplorer and plist editor tools when working with an iPhone or iPad. See also http://resources.infosecinstitute.com/browser-based-vulnerabilities-in-web-applications/ Finding client-side injection Client-side injection is a new dimension to the mobile threat landscape. Client side injection (also known as local injection) is a result of the injection of malicious payloads to local storage to reveal data not by the usual workflow of the mobile application. If 'or'1'='1 is injected in a mobile application on search parameter, where the search functionality is built to search in the local SQLite DB file, this results in revealing all data stored in the corresponding table of SQLite DB; client side SQL injection is successful. Notice that the payload did not to go the database on the server side (which possibly can be Oracle or MSSQL) but it did go to the local database (SQLite) in the mobile. Since the injection point and injectable target are local (that is, mobile), the attack is called a client side injection. Getting ready To get ready to find client side injection, have a few mobile applications ready to be audited and have a bunch of tools used in many other recipes throughout this book. Note that client side injection is not easy to find on account of the complexities involved; many a time you will have to fine-tune your approach as per the successful first signs. How to do it... The prerequisite to the existence of client side injection vulnerability in mobile apps is the presence of a local storage and an application feature which queries the local storage. For the convenience of the first discussion, let us learn client side SQL injection, which is fairly easy to learn as users know very well SQL Injection in web apps. Let us take the case of a mobile banking application which stores the branch details in a local SQLite database. The application provides a search feature to users wishing to search a branch. Now, if a person types in the city as Mumbai, the city parameter is populated with the value Mumbai and the same is dynamically added to the SQLite query. The query builds and retrieves the branch list for Mumbai city. (Usually, purely local features are provided for faster user experience and network bandwidth conservation.) Now if a user is able to inject harmful payloads into the city parameter, such as a wildcard character or a SQLite payload to the drop table, and the payloads execute revealing all the details (in the case of a wildcard) or the payload drops the table from the DB (in the case of a drop table payload) then you have successfully exploited client side SQL injection. Another type of client side injection, presented in OWASP Mobile TOP 10 release, is local cross-site scripting (XSS). Refer to slide number 22 of the original OWASP PowerPoint presentation here: http://www.slideshare.net/JackMannino/owasp-top-10-mobile-risks. They referred to it as Garden Variety XSS and presented a code snippet, wherein SMS text was accepted locally and printed at UI. If a script was inputted in SMS text, it would result in local XSS (JavaScript Injection). There's more... In a similar fashion, HTML Injection is also possible. If an HTML file contained in the application local storage can be compromised to contain malicious code and the application has a feature which loads or executes this HTML file, HTML injection is possible locally. A variant of the same may result in Local File Inclusion (LFI) attacks. If data is stored in the form of XML files in the mobile, local XML Injection can also be attempted. There could be morevariants of these attacks possible. Finding client-side injection is quite difficult and time consuming. It may need to employ both static and dynamic analysis approaches. Most scanners also do not support discovery of Client Side Injection. Another dimension to Client Side Injection is the impact, which is judged to be low in most cases. There is a strong counter argument to this vulnerability. If the entire local storage can be obtained easily in Android, then why do we need to conduct Client Side Injection? I agree to this argument in most cases, as the entire SQLite or XML file from the phone can be stolen, why spend time searching a variable that accepts a wildcard to reveal the data from the SQLite or XML file? However, you should still look out for this vulnerability, as HTML injection or LFI kind of attacks have malware-corrupted file insertion possibility and hence the impactful attack. Also, there are platforms such as iOS where sometimes, stealing the local storage is very difficult. In such cases, client side injection may come in handy. See also https://www.owasp.org/index.php/Mobile_Top_10_2014-M7 http://www.slideshare.net/JackMannino/owasp-top-10-mobile-risks Insecure encryption in mobile apps Encryption is one of the misused terms in information security. Some people confuse it with hashing, while others may implement encoding and call itencryption. symmetric key and asymmetric key are two types of encryption schemes. Mobile applications implement encryption to protect sensitive data in storage and in transit. While doing audits, your goal should be to uncover weak encryption implementation or the so-called encoding or other weaker forms, which are implemented in places where a proper encryption should have been implemented. Try to circumvent the encryption implemented in the mobile application under audit. Getting ready Be ready with a fewmobile applications and tools such as ADB and other file and memory readers, decompiler and decoding tools, and so on. How to do it... There are multiple types of faulty implementation ofencryption in mobile applications. There are different ways to discover each of them: Encoding (instead of encryption): Many a time, mobile app developers simply implement Base64 or URL encoding in applications (an example of security by obscurity). Such encoding can be discovered by simply doing static analysis. You can use the script discussed in the first recipe of this article for finding out such encoding algorithms. Dynamic analysis will help you obtain the locally stored data in encoded format. Decoders for these known encoding algorithms are available freely. Using any of those, you will be able to uncover the original value. Thus, such implementation is not a substitute for encryption. Serialization (instead of encryption): Another variation of faulty implementation is serialization. Serialization is the process of conversion of data objects to byte stream. The reverse process, deserialization, is also very simple and the original data can be obtained easily. Static Analysis may help reveal implementations using serialization. Obfuscation (instead of encryption): Obfuscation also suffers from similar problems and the obfuscated values can be deobfuscated. Hashing (instead of encryption): Hashing is a one-way process using a standard complex algorithm. These one-way hashes suffer from a major problem in that they can be replayed (without needing to recover the original data). Also, rainbow tables can be used to crack the hashes. Like other techniques described previously, hashing usage in mobile applications can also be discovered via static analysis. Dynamic analysis may additionally be employed to reveal the one-way hashes stored locally. How it works... To understand the insecure encryption in mobile applications, let us take a live case, which we observed. An example of weak custom implementation While testing a live mobile banking application, me and my colleagues came across a scenario where a userid and mpin combination was sent by a custom encoding logic. The encoding logic here was based on a predefined character by character replacement by another character, as per an in-built mapping. For example: 2 is replaced by 4 0 is replaced by 3 3 is replaced by 2 7 is replaced by = a is replaced by R A is replaced by N As you can notice, there is no logic to the replacement. Until you uncover or decipher the whole in-built mapping, you won't succeed. A simple technique is to supply all possible characters one-by-one and watch out for the response. Let's input userid and PIN as 222222 and 2222 and notice the converted userid and PIN are 444444 and 4444 respectively, as per the mapping above. Go ahead and keep changing the inputs, you will create a full mapping as is used in the application. Now steal the user's encoded data and apply the created mapping, thereby uncovering the original data. This whole approach is nicely described in the article mentioned under the See also section of this recipe. This is a custom example of faulty implementation pertaining to encryption. Such kinds of faults are often difficult to find in static analysis, especially in the case of difficult to reverse apps such as iOS applications. The possibility of automateddynamic analysis discovering this is also difficult. Manual testing and analysis stands, along with dynamic or automated analysis, a better chance of uncovering such customimplementations. There's more... Finally, I would share another application we came across. This one used proper encryption. The encryption algorithm was a well known secure algorithm and the key was strong. Still, the whole encryption process can be reversed. The application had two mistakes; we combined both of them to break the encryption: The application code had the standard encryption algorithm in the APK bundle. Not even obfuscation was used to protect the names at least. We used the simple process of APK to DEX to JAR conversion to uncover the algorithm details. The application had stored the strong encryption key in the local XML file under the /data/data folder of the Android device. We used adb to read this xml file and hence obtained the encryption key. According to Kerckhoff's principle, the security of a cryptosystem should depend solely on the secrecy of the key and the private randomizer. This is how all encryption algorithms are implemented. The key is the secret, not the algorithm. In our scenario, we could obtain the key and know the name of the encryption algorithm. This is enough to break the strong encryption implementation. See also http://www.paladion.net/index.php/mobile-phone-data-encryption-why-is-it-necessary/ Discovering data leakage sources Data leakage risk worries organizations across the globe and people have been implementing solutions to prevent data leakage. In the case of mobile applications, first we have to think what could be the sources or channels for data leakage possibility. Once this is clear, devise or adopt a technique to uncover each of them. Getting ready As in other recipes, here also you need bunch of applications (to be analyzed), an Android device or emulator, ADB, DEX to JAR converter, Java decompilers, Winrar, or Winzip. How to do it... To identify the data leakage sources, list down all possible sources you can think of for the mobile application under audit. In general, all mobile applications have the following channels of potential data leakage: Files stored locally Client side source code Mobile device logs Web caches Console messages Keystrokes Sensitive data sent over HTTP How it works... The next step is to uncover the data leakage vulnerability at these potential channels. Let us see the six previously identified common channels: Files stored locally: By this time, readers are very familiar with this. The data is stored locally in files like shared preferences, xml files, SQLite DB, and other files. In Android, these are located inside the application folder under /data/data directory and can be read using tools such as ADB. In iOS, tools such as iExplorer or SSH can be used to read the application folder. Client side source code: Mobile application source code is present locally in the mobile device itself. The source code in applications has been hardcoding data, and a common mistake is hardcoding sensitive data (either knowingly or unknowingly). From the field, we came across an application which had hardcoded the connection key to the connected PoS terminal. Hardcoded formulas to calculate a certain figure, which should have ideally been present in the server-side code, was found in the mobile app. Database instance names and credentials are also a possibility where the mobile app directly connects to a server datastore. In Android, the source code is quite easy to decompile via a two-step process—APK to DEX and DEX to JAR conversion. In iOS, the source code of header files can be decompiled up to a certain level using tools such as classdump-z or otool. Once the raw source code is available, a static string search can be employed to discover sensitive data in the code. Mobile device logs: All devices create local logs to store crash and other information, which can be used to debug or analyze a security violation. A poor coding may put sensitive data in local logs and hence data can be leaked from here as well. Android ADB command adb logcat can be used to read the logs on Android devices. If you use the same ADB command for the Vulnerable Bank application, you will notice the user credentials in the logs as shown in the following screenshot: Web caches: Web caches may also contain the sensitive data related to web components used in mobile apps. We discussed how to discover this in the WAP recipe in this article previously. Console messages: Console messages are used by developers to print messages to the console while application development and debugging is in progress. Console messages, if not turned off while launching the application (GO LIVE), may be another source of data leakage. Console messages can be checked by running the application in debug mode. Keystrokes: Certain mobile platforms have been known to cache key strokes. A malware or key stroke logger may take advantage and steal a user's key strokes, hence making it another data leakage source. Malware analysis needs to be performed to uncover embedded or pre-shipped malware or keystroke loggers with the application. Dynamic analysis also helps. Sensitive data sent over HTTP: Applications either send sensitive data over HTTP or use a weak implementation of SSL. In either case, sensitive data leakage is possible. Usage of HTTP can be found via static analysis to search for HTTP strings. Dynamic analysis to capture the packets at runtime also reveals whether traffic is over HTTP or HTTPS. There are various SSL-related weak implementation and downgrade attacks, which make data vulnerable to sniffing and hence data leakage. There's more... Data leakage sources can be vast and listing all of them does not seem possible. Sometimes there are applications or platform-specific data leakage sources, which may call for a different kind of analysis. Intent injection can be used to fire intents to access privileged contents. Such intents may steal protected data such as the personal information of all the patients in a hospital (under HIPPA compliance). iOS screenshot backgrounding issues, where iOS applications store screenshots with populated user input data, on the iPhone or iPAD when the application enters background. Imagine such screenshots containing a user's credit card details, CCV, expiry date, and so on, are found in an application under PCI-DSS compliance. Malwares give a totally different angle to data leakage. Note that data leakage is a very big risk organizations are tackling today. It is not just financial loss; losses may be intangible, such as reputation damage, or compliance or regulatory violations. Hence, it makes it very important to identify the maximum possible data leakage sources in the application and rectify the potential leakages. See also https://www.owasp.org/index.php/Mobile_Top_10_2014-M4 Launching intent injection in Android Other application-based attacks in mobile devices When we talk about application-based attacks, OWASP TOP 10 risks are the very first things that strike. OWASP (www.owasp.org) has a dedicated project to mobile security, which releases Mobile Top 10. OWASP gathers data from industry experts and ranks the top 10 risks every three years. It is a very good knowledge base for mobile application security. Here is the latest Mobile Top 10 released in the year 2014: M1: Weak Server Side Controls M2: Insecure Data Storage M3: Insufficient Transport Layer Protection M4: Unintended Data Leakage M5: Poor Authorization and Authentication M6: Broken Cryptography M7: Client Side Injection M8: Security Decisions via Untrusted Inputs M9: Improper Session Handling M10: Lack of Binary Protections Getting ready Have a few applications ready to be analyzed, use the same set of tools we have been discussing till now. How to do it... In this recipe, we restrict ourselves to other application attacks. The attacks which we have not covered till now in this book are: M1: Weak Server Side Controls M5: Poor Authorization and Authentication M8: Security Decisions via Untrusted Inputs M9: Improper Session Handling How it works... Currently, let us discuss client-side or mobile-side issues for M5, M8, and M9. M5: Poor Authorization and Authentication A few common scenarios which can be attacked are: Authentication implemented at device level (for example, PIN stored locally) Authentication bound on poor parameters (such as UDID or IMEI numbers) Authorization parameter responsible for access to protected application menus is stored locally These can be attacked by reading data using ADB, decompiling the applications, and conducting static analysis on the same or by doing dynamic analysis on the outgoing traffic. M8: Security Decisions via Untrusted Inputs This one talks about IPC. IPC entry points forapplications to communicate to one other, such as Intents in Android or URL schemes in iOS, are vulnerable. If the origination source is not validated, the application can be attacked. Malicious intents can be fired to bypass authorization or steal data. Let us discuss this in further detail in the next recipe. URL schemes are a way for applications to specify the launch of certain components. For example, the mailto scheme in iOS is used to create a new e-mail. If theapplications fail to specify the acceptable sources, any malicious application will be able to send a mailto scheme to the victim application and create new e-mails. M9: Improper Session Handling From a purely mobile device perspective, session tokens stored in .db files or oauth tokens, or strings granting access stored in weakly protected files, are vulnerable. These can be obtained by reading the local data folder using ADB. See also https://www.owasp.org/index.php/P;rojects/OWASP_Mobile_Security_Project_-_Top_Ten_Mobile_Risks Launching intent injection in Android Android uses intents to request action from another application component. A common communication is passing Intent to start a service. We will exploit this fact via an intent injection attack. An intent injection attack works by injecting intent into the application component to perform a task that is usually not allowed by the application workflow. For example, if the Android application has a login activity which, post successful authentication, allows you access to protected data via another activity. Now if an attacker can invoke the internal activity to access protected data by passing an Intent, it would be an Intent Injection attack. Getting ready Install Drozer by downloading it from https://www.mwrinfosecurity.com/products/drozer/ and following the installation instructions mentioned in the User Guide. Install Drozer Console Agent and start a session as mentioned in the User Guide. If your installation is correct, you should get a Drozer command prompt (dz>).   How to do it... You should also have a few vulnerable applications to analyze. Here we chose the OWASP GoatDroid application: Start the OWASP GoatDroid Fourgoats application in emulator. Browse the application to develop understanding. Note that you are required to authenticate by providing a username and password, and post-authentication you can access profile and other pages. Here is the pre-login screen you get: Let us now use Drozer to analyze the activities of the Fourgoats application. The following Drozer command is helpful: run app.activity.info -a <package name> Drozer detects four activities with null permission. Out of these four, ViewCheckin and ViewProfile are post-login activities. Use Drozer to access these two activities directly, via the following command: run app.activity.start --component <package name> <activity name> We chose to access ViewProfile activity and the entire sequence of activities is shown in the following screenshot: Drozer performs some actions and the protected user profile opens up in the emulator, as shown here: How it works... Drozer passed an Intent in the background to invoke the post-login activity ViewProfile. This resulted in ViewProfile activity performing an action resulting in display of profile screen. This way, an intent injection attack can be performed using Drozer framework. There's more... Android usesintents also forstarting a service or delivering a broadcast. Intent injection attacks can be performed on services and broadcast receivers. A Drozer framework can also be used to launch attacks on the app components. Attackers may write their own attack scripts or use different frameworks to launch this attack. See also Using Drozer to find vulnerabilities in Android applications https://www.mwrinfosecurity.com/system/assets/937/original/mwri_drozer-user-guide_2015-03-23.pdf https://www.eecs.berkeley.edu/~daw/papers/intents-mobisys11.pdf Resources for Article: Further resources on this subject: Mobile Devices[article] Development of Windows Mobile Applications (Part 1)[article] Development of Windows Mobile Applications (Part 2)[article]
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07 Jul 2016
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Delphi Cookbook

Packt
07 Jul 2016
6 min read
In this article by Daniele Teti author of the book Delphi Cookbook - Second Edition we will study about Multithreading. Multithreading can be your biggest problem if you cannot handle it with care. One of the fathers of the Delphi compiler used to say: "New programmers are drawn to multithreading like moths to flame, with similar results." – Danny Thorpe (For more resources related to this topic, see here.) In this chapter, we will discuss some of the main techniques to handle single or multiple background threads. We'll talk about shared resource synchronization and thread-safe queues and events. The last three recipes will talk about the Parallel Programming Library introduced in Delphi XE7, and I hope that you will love it as much as I love it. Multithreaded programming is a huge topic. So, after reading this chapter, although you will not become a master of it, you will surely be able to approach the concept of multithreaded programming with confidence and will have the basics to jump on to more specific stuff when (and if) you require them. Talking with the main thread using a thread-safe queue Using a background thread and working with its private data is not difficult, but safely bringing information retrieved or elaborated by the thread back to the main thread to show them to the user (as you know, only the main thread can handle the GUI in VCL as well as in FireMonkey) can be a daunting task. An even more complex task would be establishing a generic communication between two or more background threads. In this recipe, you'll see how a background thread can talk to the main thread in a safe manner using the TThreadedQueue<T> class. The same concepts are valid for a communication between two or more background threads. Getting ready Let's talk about a scenario. You have to show data generated from some sort of device or subsystem, let's say a serial, a USB device, a query polling on the database data, or a TCP socket. You cannot simply wait for data using TTimer because this would freeze your GUI during the wait, and the wait can be long. You have tried it, but your interface became sluggish… you need another solution! In the Delphi RTL, there is a very useful class called TThreadedQueue<T> that is, as the name suggests, a particular parametric queue (a FIFO data structure) that can be safely used from different threads. How to use it? In the programming field, there is mostly no single solution valid for all situations, but the following one is very popular. Feel free to change your approach if necessary. However, this is the approach used in the recipe code: Create the queue within the main form. Create a thread and inject the form queue to it. In the thread Execute method, append all generated data to the queue. In the main form, use a timer or some other mechanism to periodically read from the queue and display data on the form. How to do it… Open the recipe project called ThreadingQueueSample.dproj. This project contains the main form with all the GUI-related code and another unit with the thread code. The FormCreate event creates the shared queue with the following parameters that will influence the behavior of the queue: QueueDepth = 100: This is the maximum queue size. If the queue reaches this limit, all the push operations will be blocked for a maximum of PushTimeout, then the Push call will fail with a timeout. PushTimeout = 1000: This is the timeout in milliseconds that will affect the thread, that in this recipe is the producer of a producer/consumer pattern. PopTimeout = 1: This is the timeout in milliseconds that will affect the timer when the queue is empty. This timeout must be very short because the pop call is blocking in nature, and you are in the main thread that should never be blocked for a long time. The button labeled Start Thread creates a TReaderThread instance passing the already created queue to its constructor (this is a particular type of dependency injection called constructor injection). The thread declaration is really simple and is as follows: type TReaderThread = class(TThread) private FQueue: TThreadedQueue<Byte>; protected procedure Execute; override; public constructor Create(AQueue: TThreadedQueue<Byte>); end; While the Execute method simply appends randomly generated data to the queue, note that the Terminated property must be checked often so the application can terminate the thread and wait a reasonable time for its actual termination. In the following example, if the queue is not empty, check the termination at least every 700 msec ca: procedure TReaderThread.Execute; begin while not Terminated do begin TThread.Sleep(200 + Trunc(Random(500))); // e.g. reading from an actual device FQueue.PushItem(Random(256)); end; end; So far, you've filled the queue. Now, you have to read from the queue and do something useful with the read data. This is the job of a timer. The following is the code of the timer event on the main form: procedure TMainForm.Timer1Timer(Sender: TObject); var Value: Byte; begin while FQueue.PopItem(Value) = TWaitResult.wrSignaled do begin ListBox1.Items.Add(Format('[%3.3d]', [Value])); end; ListBox1.ItemIndex := ListBox1.Count - 1; end; That's it! Run the application and see how we are reading the data coming from the threads and showing the main form. The following is a screenshot: The main form showing data generated by the background thread There's more… The TThreadedQueue<T> is very powerful and can be used to communicate between two or more background threads in a consumer/producer schema as well. You can use multiple producers, multiple consumers, or both. The following screenshot shows a popular schema used when the speed at which the data generated is faster than the speed at which the same data is handled. In this case, usually you can gain speed on the processing side using multiple consumers. Single producer, multiple consumers Summary In this article we had a look at how to talk to the main thread using a thread-safe queue. Resources for Article: Further resources on this subject: Exploring the Usages of Delphi[article] Adding Graphics to the Map[article] Application Performance[article]
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07 Jul 2016
12 min read
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Recommendation Systems

Packt
07 Jul 2016
12 min read
 In this article, Pradeepta Mishra, the author of R Data Mining Blueprints, says that in this age of Internet, everything available over the Internet is not useful for everyone. Different companies and entities use different approaches in finding out relevant content for their audiences. People started building algorithms to construct relevance score, based on that, recommendation can be build and suggested to the users. From our day to day life, every time I see an image on Google, 3-4 other images are recommended to me by Google. Every time I look for some videos on YouTube, 10 more videos are recommended to me. Every time I visit Amazon to buy some products, 5-6 products are recommended to me. And every time I read one blog or article, a few more articles and blogs are recommended to me. This is an evidence of algorithmic forces at play to recommend certain things based on users’ preferences or choices, since the users’ time is precious and content available over the Internet is unlimited. Hence, a recommendation engine helps organizations customize their offerings based on user preferences so that the user need not have to spend time in exploring what is required. In this article, the reader will learn the implementation of product recommendation using R. (For more resources related to this topic, see here.) Practical project The dataset contains a sample of 5000 users from the anonymous ratings data from the Jester Online Joke Recommender System collected between April 1999 and May 2003 (Golberg, Roeder, Gupta, and Perkins 2001). The dataset contains ratings for 100 jokes on a scale from -10 to 10. All users in the dataset have rated 36 or more jokes. Let's load the recommenderlab library and the Jester5K dataset: > library("recommenderlab") > data(Jester5k) > Jester5k@data@Dimnames[2] [[1]] [1] "j1" "j2" "j3" "j4" "j5" "j6" "j7" "j8" "j9" [10] "j10" "j11" "j12" "j13" "j14" "j15" "j16" "j17" "j18" [19] "j19" "j20" "j21" "j22" "j23" "j24" "j25" "j26" "j27" [28] "j28" "j29" "j30" "j31" "j32" "j33" "j34" "j35" "j36" [37] "j37" "j38" "j39" "j40" "j41" "j42" "j43" "j44" "j45" [46] "j46" "j47" "j48" "j49" "j50" "j51" "j52" "j53" "j54" [55] "j55" "j56" "j57" "j58" "j59" "j60" "j61" "j62" "j63" [64] "j64" "j65" "j66" "j67" "j68" "j69" "j70" "j71" "j72" [73] "j73" "j74" "j75" "j76" "j77" "j78" "j79" "j80" "j81" [82] "j82" "j83" "j84" "j85" "j86" "j87" "j88" "j89" "j90" [91] "j91" "j92" "j93" "j94" "j95" "j96" "j97" "j98" "j99" [100] "j100" The following image shows the distribution of real ratings given by 2000 users. > data<-sample(Jester5k,2000) > hist(getRatings(data),breaks=100,col="blue") The input dataset contains the individual ratings; the normalization function reduces the individual rating bias by centering the row (which is a standard z-score transformation), subtracting each element from the mean, and then dividing by standard deviation. The following graph shows normalized ratings for the preceding dataset: > hist(getRatings(normalize(data)),breaks=100,col="blue4") To create a recommender system: A recommendation engine is created using the recommender() function. A new recommendation algorithm can be added by the user using the recommenderRegistry$get_entries() function: > recommenderRegistry$get_entries(dataType = "realRatingMatrix") $IBCF_realRatingMatrix Recommender method: IBCF Description: Recommender based on item-based collaborative filtering (real data). Parameters: k method normalize normalize_sim_matrix alpha na_as_zero minRating 1 30 Cosine center FALSE 0.5 FALSE NA $POPULAR_realRatingMatrix Recommender method: POPULAR Description: Recommender based on item popularity (real data). Parameters: None $RANDOM_realRatingMatrix Recommender method: RANDOM Description: Produce random recommendations (real ratings). Parameters: None $SVD_realRatingMatrix Recommender method: SVD Description: Recommender based on SVD approximation with column-mean imputation (real data). Parameters: k maxiter normalize minRating 1 10 100 center NA $SVDF_realRatingMatrix Recommender method: SVDF Description: Recommender based on Funk SVD with gradient descend (real data). Parameters: k gamma lambda min_epochs max_epochs min_improvement normalize 1 10 0.015 0.001 50 200 1e-06 center minRating verbose 1 NA FALSE $UBCF_realRatingMatrix Recommender method: UBCF Description: Recommender based on user-based collaborative filtering (real data). Parameters: method nn sample normalize minRating 1 cosine 25 FALSE center NA The preceding registry command helps in identifying the methods available in the recommenderlab parameters for the model. There are six different methods for implementing recommender systems, such as popular, item-based, user-based, PCA, random, and SVD. Let's start the recommendation engine using the popular method: > rc <- Recommender(Jester5k, method = "POPULAR") > rc Recommender of type 'POPULAR' for 'realRatingMatrix' learned using 5000 users. > names(getModel(rc)) [1] "topN" "ratings" [3] "minRating" "normalize" [5] "aggregationRatings" "aggregationPopularity" [7] "minRating" "verbose" > getModel(rc)$topN Recommendations as 'topNList' with n = 100 for 1 users. The objects such as top N, verbose, aggregation popularity, and so on, can be printed using names of the getmodel()command: recom <- predict(rc, Jester5k, n=5) recom To generate a recommendation, we can use the predict function against the same dataset and validate the accuracy of the predictive model. Here we are generating the top 5 recommended jokes to each of the users. The result of the prediction is as follows: > head(as(recom,"list")) $u2841 [1] "j89" "j72" "j76" "j88" "j83" $u15547 [1] "j89" "j93" "j76" "j88" "j91" $u15221 character(0) $u15573 character(0) $u21505 [1] "j89" "j72" "j93" "j76" "j88" $u15994 character(0) For the same Jester5K dataset, let's try to implement item-based collaborative filtering (IBCF): > rc <- Recommender(Jester5k, method = "IBCF") > rc Recommender of type 'IBCF' for 'realRatingMatrix' learned using 5000 users. > recom <- predict(rc, Jester5k, n=5) > recom Recommendations as 'topNList' with n = 5 for 5000 users. > head(as(recom,"list")) $u2841 [1] "j85" "j86" "j74" "j84" "j80" $u15547 [1] "j91" "j87" "j88" "j89" "j93" $u15221 character(0) $u15573 character(0) $u21505 [1] "j78" "j80" "j73" "j77" "j92" $u15994 character(0) The Principal component analysis (PCA) method is not applicable for real-rating-based datasets; this is because getting a correlation matrix and subsequent eigenvector and eigenvalue calculations would not be accurate. Hence we will not show its application. Next we are going to show how the random method works: > rc <- Recommender(Jester5k, method = "RANDOM") > rc Recommender of type 'RANDOM' for 'ratingMatrix' learned using 5000 users. > recom <- predict(rc, Jester5k, n=5) > recom Recommendations as 'topNList' with n = 5 for 5000 users. > head(as(recom,"list")) [[1]] [1] "j90" "j74" "j86" "j78" "j85" [[2]] [1] "j87" "j88" "j74" "j92" "j79" [[3]] character(0) [[4]] character(0) [[5]] [1] "j95" "j86" "j93" "j78" "j83" [[6]] character(0) In the recommendation engine, the SVD approach is used to predict the missing ratings so that a recommendation can be generated. Using the singular value decomposition (SVD) method, the following recommendation can be generated: > rc <- Recommender(Jester5k, method = "SVD") > rc Recommender of type 'SVD' for 'realRatingMatrix' learned using 5000 users. > recom <- predict(rc, Jester5k, n=5) > recom Recommendations as 'topNList' with n = 5 for 5000 users. > head(as(recom,"list")) $u2841 [1] "j74" "j71" "j84" "j79" "j80" $u15547 [1] "j89" "j93" "j76" "j81" "j88" $u15221 character(0) $u15573 character(0) $u21505 [1] "j80" "j73" "j100" "j72" "j78" $u15994 character(0) The result from user-based collaborative filtering is shown as follows: > rc <- Recommender(Jester5k, method = "UBCF") > rc Recommender of type 'UBCF' for 'realRatingMatrix' learned using 5000 users. > recom <- predict(rc, Jester5k, n=5) > recom Recommendations as 'topNList' with n = 5 for 5000 users. > head(as(recom,"list")) $u2841 [1] "j81" "j78" "j83" "j80" "j73" $u15547 [1] "j96" "j87" "j89" "j76" "j93" $u15221 character(0) $u15573 character(0) $u21505 [1] "j100" "j81" "j83" "j92" "j96" $u15994 character(0) Now let's compare the results obtained from all the five different algorithms except PCA (because PCA requires a binary dataset; it does not accept a real ratings matrix). Table 4: Comparison of results between different recommendation algorithms Popular IBCF Random method SVD UBCF > head(as(recom,"list")) > head(as(recom,"list")) > head(as(recom,"list")) > head(as(recom,"list")) > head(as(recom,"list")) $u2841 $u2841 [[1]] $u2841 $u2841 [1] "j89" "j72" "j76" "j88" "j83" [1] "j85" "j86" "j74" "j84" "j80" [1] "j90" "j74" "j86" "j78" "j85" [1] "j74" "j71" "j84" "j79" "j80" [1] "j81" "j78" "j83" "j80" "j73"           $u15547 $u15547 [[2]] $u15547 $u15547 [1] "j89" "j93" "j76" "j88" "j91" [1] "j91" "j87" "j88" "j89" "j93" [1] "j87" "j88" "j74" "j92" "j79" [1] "j89" "j93" "j76" "j81" "j88" [1] "j96" "j87" "j89" "j76" "j93"           $u15221 $u15221 [[3]] $u15221 $u15221 character(0) character(0) character(0) character(0) character(0)           $u15573 $u15573 [[4]] $u15573 $u15573 character(0) character(0) character(0) character(0) character(0)           $u21505 $u21505 [[5]] $u21505 $u21505 [1] "j89" "j72" "j93" "j76" "j88" [1] "j78" "j80" "j73" "j77" "j92" [1] "j95" "j86" "j93" "j78" "j83" [1] "j80"   "j73" "j100" "j72" "j78" [1] "j100" "j81" "j83" "j92" "j96"           $u15994 $u15994 [[6]] $u15994 $u15994 character(0) character(0) character(0) character(0) character(0)             One thing is clear from the above table. For users 15573 and 15221, none of the five methods generate recommendation. Hence it is important to look at methods to evaluate the recommendation results. To validate the accuracy of the model, let's implement accuracy measures and compare the accuracies of all the models. For the evaluation of the model results, the dataset is divided into 90% for training and 10% for testing the algorithm. The definition of a good rating is updated as 5: > e <- evaluationScheme(Jester5k, method="split", + train=0.9,given=15, goodRating=5) > e Evaluation scheme with 15 items given Method: 'split' with 1 run(s). Training set proportion: 0.900 Good ratings: >=5.000000 Data set: 5000 x 100 rating matrix of class 'realRatingMatrix' with 362106 ratings. The following script is used to build the collaborative filtering model and apply it on a new dataset for predicting the ratings. Then the prediction accuracy is computed. The error matrix is shown as follows: > #User based collaborative filtering > r1 <- Recommender(getData(e, "train"), "UBCF") > #Item based collaborative filtering > r2 <- Recommender(getData(e, "train"), "IBCF") > #PCA based collaborative filtering > #r3 <- Recommender(getData(e, "train"), "PCA") > #POPULAR based collaborative filtering > r4 <- Recommender(getData(e, "train"), "POPULAR") > #RANDOM based collaborative filtering > r5 <- Recommender(getData(e, "train"), "RANDOM") > #SVD based collaborative filtering > r6 <- Recommender(getData(e, "train"), "SVD") > #Predicted Ratings > p1 <- predict(r1, getData(e, "known"), type="ratings") > p2 <- predict(r2, getData(e, "known"), type="ratings") > #p3 <- predict(r3, getData(e, "known"), type="ratings") > p4 <- predict(r4, getData(e, "known"), type="ratings") > p5 <- predict(r5, getData(e, "known"), type="ratings") > p6 <- predict(r6, getData(e, "known"), type="ratings") > #calculate the error between the prediction and > #the unknown part of the test data > error <- rbind( + calcPredictionAccuracy(p1, getData(e, "unknown")), + calcPredictionAccuracy(p2, getData(e, "unknown")), + #calcPredictionAccuracy(p3, getData(e, "unknown")), + calcPredictionAccuracy(p4, getData(e, "unknown")), + calcPredictionAccuracy(p5, getData(e, "unknown")), + calcPredictionAccuracy(p6, getData(e, "unknown")) + ) > rownames(error) <- c("UBCF","IBCF","POPULAR","RANDOM","SVD") > error RMSE MSE MAE UBCF 4.485571 20.12034 3.511709 IBCF 4.606355 21.21851 3.466738 POPULAR 4.509973 20.33985 3.548478 RANDOM 7.917373 62.68480 6.464369 SVD 4.653111 21.65144 3.679550 From the preceding result, UBCF has the lowest error in comparison to other recommendation methods. Here, to evaluate the results of the predictive model, we are using the k-fold cross-validation method. k is assumed to have been taken as 4: > #Evaluation of a top-N recommender algorithm > scheme <- evaluationScheme(Jester5k, method="cross", k=4, + given=3,goodRating=5) > scheme Evaluation scheme with 3 items given Method: 'cross-validation' with 4 run(s). Good ratings: >=5.000000 Data set: 5000 x 100 rating matrix of class 'realRatingMatrix' with 362106 ratings. The result of the models from the evaluation scheme shows the runtime versus prediction time by different cross-validation results for different models. The result is shown as follows: > results <- evaluate(scheme, method="POPULAR", n=c(1,3,5,10,15,20)) POPULAR run fold/sample [model time/prediction time] 1 [0.14sec/2.27sec] 2 [0.16sec/2.2sec] 3 [0.14sec/2.24sec] 4 [0.14sec/2.23sec] > results <- evaluate(scheme, method="IBCF", n=c(1,3,5,10,15,20)) IBCF run fold/sample [model time/prediction time] 1 [0.4sec/0.38sec] 2 [0.41sec/0.37sec] 3 [0.42sec/0.38sec] 4 [0.43sec/0.37sec] > results <- evaluate(scheme, method="UBCF", n=c(1,3,5,10,15,20)) UBCF run fold/sample [model time/prediction time] 1 [0.13sec/6.31sec] 2 [0.14sec/6.47sec] 3 [0.15sec/6.21sec] 4 [0.13sec/6.18sec] > results <- evaluate(scheme, method="RANDOM", n=c(1,3,5,10,15,20)) RANDOM run fold/sample [model time/prediction time] 1 [0sec/0.27sec] 2 [0sec/0.26sec] 3 [0sec/0.27sec] 4 [0sec/0.26sec] > results <- evaluate(scheme, method="SVD", n=c(1,3,5,10,15,20)) SVD run fold/sample [model time/prediction time] 1 [0.36sec/0.36sec] 2 [0.35sec/0.36sec] 3 [0.33sec/0.36sec] 4 [0.36sec/0.36sec] The confusion matrix displays the level of accuracy provided by each of the models. We can estimate the accuracy measures such as precision, recall and TPR, FPR, and so on; the result is shown here: > getConfusionMatrix(results)[[1]] TP FP FN TN precision recall TPR FPR 1 0.2736 0.7264 17.2968 78.7032 0.2736000 0.01656597 0.01656597 0.008934588 3 0.8144 2.1856 16.7560 77.2440 0.2714667 0.05212659 0.05212659 0.027200530 5 1.3120 3.6880 16.2584 75.7416 0.2624000 0.08516269 0.08516269 0.046201487 10 2.6056 7.3944 14.9648 72.0352 0.2605600 0.16691259 0.16691259 0.092274243 15 3.7768 11.2232 13.7936 68.2064 0.2517867 0.24036802 0.24036802 0.139945095 20 4.8136 15.1864 12.7568 64.2432 0.2406800 0.30082509 0.30082509 0.189489883 Association rules as a method for recommendation engine, for building product recommendation in a retail/e-commerce scenario. Summary In this article, we discussed the way of recommending products to users based on similarities in their purchase patterns, content, item-to-item comparison and so on. So far, the accuracy is concerned, always the user-based collaborative filtering is giving better result in a real-rating-based matrix as an input. Similarly, the choice of methods for a specific use case is really difficult, so it is recommended to apply all six different methods. The best one should be selected automatically, and the recommendation should also get updates automatically. Resources for Article: Further resources on this subject: Data mining[article] Machine Learning with R[article] Machine learning and Python – the Dream Team[article]
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Packt
07 Jul 2016
21 min read
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Spatial Analysis

Packt
07 Jul 2016
21 min read
In this article by Ron Vincent author of the book Learning ArcGIS Runtime SDK for .NET, we're going to learn about spatial analysis with ArcGIS Runtime. As with other parts of ArcGIS Runtime, we really need to understand how spatial analysis is set up and executed with ArcGIS Desktop/Pro and ArcGIS Server. As a result, we will first learn about spatial analysis within the context of geoprocessing. Geoprocessing is the workhorse of doing spatial analysis with Esri's technology. Geoprocessing is very similar to how you write code; in that you specify some input data, do some work on that input data, and then produce the desired output. The big difference is that you use tools that come with ArcGIS Desktop or Pro. In this article, we're going to learn how to use these tools, and how to specify their input, output, and other parameters from an ArcGIS Runtime app that goes well beyond what's available in the GeometryEngine tool. In summary, we're going to cover the following topics: Introduction to spatial analysis Introduction to geoprocessing Preparing for geoprocessing Using geoprocessing in runtime Online geoprocessing (For more resources related to this topic, see here.) Introducing spatial analysis Spatial analysis is a broad term that can mean many different things, depending on the kind of study to be undertaken, the tools to be used, and the methods of performing the analysis, and is even subject to the dynamics of the individuals involved in the analysis. In this section, we will look broadly at the kinds of analysis that are possible, so that you have some context as to what is possible with the ArcGIS platform. Spatial analysis can be divided into these five broad categories: Point patterns Surface analysis Areal data Interactivity Networks Point pattern analysis is the evaluation of the pattern or distribution of points in space. With ArcGIS, you can analyze point data using average nearest neighbor, central feature, mean center, and so on. For surface analysis, you can create surface models, and then analyze them using tools such as LOS, slope surfaces, viewsheds, and contours. With areal data (polygons), you can perform hotspot analysis, spatial autocorrelation, grouping analysis, and so on. When it comes to modeling interactivity, you can use tools in ArcGIS that allow you to do gravity modeling, location-allocation, and so on. Lastly, with Esri's technology you can analyze networks, such as finding the shortest path, generating drive-time polygons, origin-destination matrices, and many other examples. ArcGIS provides the ability to perform all of these kinds of analysis using a variety of tools. For example, here the areas in green are visible from the tallest building. Areas in red are not visible: This article will deal with what is important to understand is that the ArcGIS platform has the capability to help solve problems such as these: An epidemiologist collects data on a disease, such as Chronic Obstructive Pulmonary Disease (COPD), and wants to know where it occurs and whether there are any statistically significant clusters so that a mitigation plan can be developed A mining geologist wants to obtain samples of a precious mineral so that he/she can estimate the overall concentration of the mineral A military analyst or soldier wants to know where they can be located in the battlefield and not been seen A crime analyst wants to know where crimes are concentrated so that they can increase police presence as a deterrent A research scientist wants to develop a model to predict the path of a fire There are many more examples. With ArcGIS Desktop and Pro, along with the correct extension, questions can be posed and answered using a variety of techniques. However, it's important to understand that ArcGIS Runtime may or may not be a good fit and may or may not support certain tools. In many cases, spatial analysis would be best studied with ArcGIS Desktop or Pro. For example, if you plan to conduct hotspot analysis on patients or crime, doing this kind of operation with Desktop or Pro is best suited because it's typically something you do once. On the other hand, if you plan to allow users to repeat this process again and again with different data, and you need high performance, building a tool with ArcGIS Runtime will be the perfect solution, especially if they need to run the tool in the field. It should also be noted that, in some cases, the ArcGIS JavaScript API will also be better suited. Introducing geoprocessing If you open up the Geoprocessing toolbox in ArcGIS Desktop or Pro, you will find dozens of tools categorized in the following manner: With these tools, you can build sophisticated models by using ModelBuilder or Python, and then publish them to ArcGIS Server. For example, to perform a buffer with the GeometryEngine tool, you would drag the Buffer tool onto the ModelBuilder canvas, as shown here, and specify its inputs and outputs: This model specifies an input (US cities), performs an operation (Buffer the cities), and then produces an output (Buffered cities). Conceptually, this is programming except that the algorithm is built graphically instead of with code. You may be asking: Why would you use this tool in ArcGIS Desktop or Pro? Good question. Well, ArcGIS Runtime only comes with a few selected tools in GeometryEngine. These tools, such as the buffer method in GeometryEngine, are so common that Esri decided to include them with ArcGIS Runtime so that these kinds of operation could be performed on the client without having to call the server. On the other hand, in order to keep the core of ArcGIS Runtime lightweight, Esri wanted to provide these tools and many more, but make them available as tools that you need to call on when required for special or advanced analysis. As a result, if your app needs basic operations, GeometryEngine may provide what you need. On the other hand, if you need to perform more sophisticated operations, you will need to build the model with Desktop or Pro, published it to Server, and then consume the resulting service with ArcGIS Runtime. The rest of this article will show you how to consume a geoprocessing model using this pattern. Preparing for geoprocessing To perform geoprocessing, you will need to create a model with ModelBuilder and/or Python. For more details on how to create models using ModelBuilder, navigate to http://pro.arcgis.com/en/pro-app/help/analysis/geoprocessing/modelbuilder/what-is-modelbuilder-.htm. To build a model with Python, navigate to http://pro.arcgis.com/en/pro-app/help/analysis/geoprocessing/basics/python-and-geoprocessing.htm. Once you've created a model with ModelBuilder or Python, you will then need to run the tool to ensure that it works and to make it so that it can be published as a geoprocessing service for online use, or as a geoprocessing package for offline use. See here for publishing a service: http://server.arcgis.com/en/server/latest/publish-services/windows/a-quick-tour-of-publishing-a-geoprocessing-service.htm If you plan to use geoprocessing offline, you'll need to publish a geoprocessing package (*.gpk) file. You can learn more about these at https://desktop.arcgis.com/en/desktop/latest/analyze/sharing-workflows/a-quick-tour-of-geoprocessing-packages.htm. Once you have a geoprocessing service or package, you can now consume it with ArcGIS Runtime. In the sections that follow, we will use classes from Esri.ArcGISRuntime.Tasks.Geoprocessing that allow us to consume these geoprocessing services or packages. Online geoprocessing with ArcGIS Runtime Once you have created a geoprocessing model, you will want to access it from ArcGIS Runtime. In this section, we're going to do surface analysis from an online service that Esri has published. To accomplish this, you will need to access the REST endpoint by typing in the following URL: http://sampleserver6.arcgisonline.com/arcgis/rest/services/Elevation/ESRI_Elevation_World/GPServer When you open this page, you'll notice the description and that it has a list of Tasks: A task is a REST child resource of a geoprocessing service. A geoprocessing service can have one or more tasks associated with it. A task requires a set of inputs in the form of parameters. Once the task completes, it will produce some output that you will then use in your app. The output could be a map service, a single value, or even a report. This particular service only has one task associated with it and it is called Viewshed. If you click on the task called Viewshed, you'll be taken to this page: http://sampleserver6.arcgisonline.com/arcgis/rest/services/Elevation/ESRI_Elevation_World/GPServer/Viewshed. This service will produce a viewshed of where the user clicks that looks something like this: The user clicks on the map (X) and the geoprocessing task produces a viewshed, which shows all the areas on the surface that are visible to an observer, as if they were standing on the surface. Once you click on the task, you'll note the concepts marked in the following screenshot: As you can see, beside the red arrows, the geoprocessing service lets you know what is required for it to operate, so let's go over each of these: First, the service lets you know that it is a synchronous geoprocessing service. A synchronous geoprocessing task will run synchronously until it has completed, and block the calling thread. An asynchronous geoprocessing task will run asynchronously, but it won't block the calling thread. The next pieces of information you'll need to provide to the task are the parameters. In the preceding example, the task requires Input_Observation_Point. You will need to provide this exact name when providing the parameter later on, when we write the code to pass in this parameter. Also, note that the Direction value is esriGPParameterDirectionInput. This tells you that the task expects that Input_Observation_Point is an input to the model. Lastly, note that the Parameter Type value is Required. In other words, you must provide the task with this parameter in order for it to run. It's also worth noting that Default Value is an esriGeometryPoint type, which in ArcGIS Runtime is MapPoint. The Spatial Reference value of the point is 540003. If you investigate the remaining required parameters, you'll note that they require a Viewshed_Distance parameter. Now, refer to the following screenshot. If you don't specify a value, it will use Default Value of 15,000 meters. Lastly, this task will output a Viewshed_Result parameter, which is esriGeometryPolygon. Using this polygon, we can then render to the map or scene. Geoprocessing synchronously Now that you've seen an online service, let's look at how we call this service using ArcGIS Runtime. To execute the preceding viewshed task, we first need to create an instance of the geoprocessor object. The geoprocessor object requires a URL down to the task level in the REST endpoint, like this: private const string viewshedServiceUrl = "http://sampleserver6.arcgisonline.com/arcgis/rest/services/ Elevation/ESRI_Elevation_World/GPServer/Viewshed"; private Geoprocessor gpTask; Note that we've attached /Viewshed on the end of the original URL so that we can pass in the completed path to the task. Next, you will then instantiate the geoprocessor in your app, using the URL to the task: gpTask = new Geoprocessor(new Uri(viewshedServiceUrl)); Once we have created the geoprocessor, we can then prompt the user to click somewhere on the map. Let's look at some code: public async void CreateViewshed() { // // get a point from the user var mapPoint = await this.mapView.Editor.RequestPointAsync(); // clear the graphics layers this.viewshedGraphicsLayer.Graphics.Clear(); this.inputGraphicsLayer.Graphics.Clear(); // add new graphic to layer this.inputGraphicsLayer.Graphics.Add(new Graphic{ Geometry = mapPoint, Symbol = this.sms }); // specify the input parameters var parameter = new GPInputParameter() { OutSpatialReference = SpatialReferences.WebMercator }; parameter.GPParameters.Add(new GPFeatureRecordSetLayer("Input_Observation_Point", mapPoint)); parameter.GPParameters.Add(new GPLinearUnit("Viewshed_Distance", LinearUnits.Miles, this.distance)); // Send to the server this.Status = "Processing on server..."; var result = await gpTask.ExecuteAsync(parameter); if (result == null || result.OutParameters == null || !(result.OutParameters[0] is GPFeatureRecordSetLayer)) throw new ApplicationException("No viewshed graphics returned for this start point."); // process the output this.Status = "Finished processing. Retrieving results..."; var viewshedLayer = result.OutParameters[0] as GPFeatureRecordSetLayer; var features = viewshedLayer.FeatureSet.Features; foreach (Feature feature in features) { this.viewshedGraphicsLayer.Graphics.Add(feature as Graphic); } this.Status = "Finished!!"; } The first thing we do is have the user click on the map and return MapPoint. We then clear a couple of GraphicsLayers that hold the input graphic and viewshed graphics, so that the map is cleared every time they run this code. Next, we create a graphic using the location where the user clicked. Now comes the interesting part of this. We need to provide the input parameters for the task and we do that with GPInputParameter. When we instantiate GPInputParameter, we also need to specify the output spatial reference so that the data is rendered in the spatial reference of the map. In this example, we're using the map's spatial reference. Then, we add the input parameters. Note that we've spelled them exactly as the task required them. If we don't, the task won't work. We also learned earlier that this task requires a distance, so we use GPLinearUnit in Miles. The GPLinearUnit class lets the geoprocessor know what kinds of unit to accept. After the input parameters are set up, we then call ExecuteAsync. We are calling this method because this is a synchronous geoprocessing task. Even though this method has Async on the end of it, this applies to .NET, not ArcGIS Server. The alternative to ExecuteAsync is SubmitJob, which we will discuss shortly. After some time, the result comes back and we grab the results using result.OutParameters[0]. This contains the output from the geoprocessing task and we want to use that to then render the output to the map. Thankfully, it returns a read-only set of polygons, which we can then add to GraphicsLayer. If you don't know which parameter to use, you'll need to look it up on the task's page. In the preceding example, the parameter was called Viewshed_Distance and the Data Type value was GPLinearUnit. ArcGIS Runtime comes with a variety of data types to match the corresponding data type on the server. The other supported types are GPBoolean, GPDataFile, GPDate, GPDouble, GPItemID, GPLinearUnit, GPLong, GPMultiValue<T>, GPRasterData, GPRecordSet, and GPString. Instead of manually inspecting a task as we did earlier, you can also use Geoprocessor.GetTaskInfoAsync to discover all of the parameters. This is a useful object if you want to provide your users with the ability to specify any geoprocessing task dynamically while the app is running. For example, if your app requires that users are able to enter any geoprocessing task, you'll need to inspect that task, obtain the parameters, and then respond dynamically to the entered geoprocessing task. Geoprocessing asynchronously So far we've called a geoprocessing task synchronously. In this section, we'll cover how to call a geoprocessing task asynchronously. There are two differences when calling a geoprocessing task asynchronously: You will run the task by executing a method called SubmitJobAsync instead of ExecuteAsync. The SubmitJobAsync method is ideal for long-running tasks, such as performing data processing on the server. The major advantage of SubmitJobAsync is that users can continue working while the task works in the background. When the task is completed, the results will be presented. You will need to check the status of the task with GPJobStatus so that users can get a sense of whether the task is working as expected. To do this, check GPJobStatus periodically and it will return GPJobStatus. The GPJobStatus enumeration has the following values: New, Submitted, Waiting, Executing, Succeeded, Failed, TimedOut, Cancelling, Cancelled, Deleting, or Deleted. With these enumerations, you can poll the server and return the status using CheckJobStatusAsync on the task and present that to the user while they wait for the geoprocessor. Let's take a look at this process in the following diagram: As you can see in the preceding diagram, the input parameters are specified as we did earlier with the synchronous task, the Geoprocessor object is set up, and then SubmitJobAsync is called with the parameters (GOInputParameter). Once the task begins, we then have to check the status of it using the results from SubmitJobAsync. We then use CheckJobStatusAsync on the task to return the status enumeration. If it indicates Succeeded, we then do something with the results. If not, we continue to check the status using any time period we specify. Let's try this out using an example service from Esri that allows for areal analysis. Go to the following REST endpoint: http://serverapps10.esri.com/ArcGIS/rest/services/SamplesNET/USA_Data_ClipTools/GPServer/ClipCounties. In the service, you will note that it's called ClipCounties. This is a rather contrived example, but it shows how to do server-side data processing. It requires two parameters called Input_Features and Linear_unit. It outputs output_zip and Clipped _Counties. Basically, this task allows you to drag a line on the map; it will then buffer it and clip out the counties in the U.S. and show them on the map, like so: We are interested in two methods in this sample app. Let's take a look at them: public async void Clip() { //get the user's input line var inputLine = await this.mapView.Editor.RequestShapeAsync( DrawShape.Polyline) as Polyline; // clear the graphics layers this.resultGraphicsLayer.Graphics.Clear(); this.inputGraphicsLayer.Graphics.Clear(); // add new graphic to layer this.inputGraphicsLayer.Graphics.Add( new Graphic { Geometry = inputLine, Symbol = this.simpleInputLineSymbol }); // add the parameters var parameter = new GPInputParameter(); parameter.GPParameters.Add( new GPFeatureRecordSetLayer("Input_Features", inputLine)); parameter.GPParameters.Add(new GPLinearUnit( "Linear_unit", LinearUnits.Miles, this.Distance)); // poll the task var result = await SubmitAndPollStatusAsync(parameter); // add successful results to the map if (result.JobStatus == GPJobStatus.Succeeded) { this.Status = "Finished processing. Retrieving results..."; var resultData = await gpTask.GetResultDataAsync(result.JobID, "Clipped_Counties"); if (resultData is GPFeatureRecordSetLayer) { GPFeatureRecordSetLayer gpLayer = resultData as GPFeatureRecordSetLayer; if (gpLayer.FeatureSet.Features.Count == 0) { // the the map service results var resultImageLayer = await gpTask.GetResultImageLayerAsync( result.JobID, "Clipped_Counties"); // make the result image layer opaque GPResultImageLayer gpImageLayer = resultImageLayer; gpImageLayer.Opacity = 0.5; this.mapView.Map.Layers.Add(gpImageLayer); this.Status = "Greater than 500 features returned. Results drawn using map service."; return; } // get the result features and add them to the // GraphicsLayer var features = gpLayer.FeatureSet.Features; foreach (Feature feature in features) { this.resultGraphicsLayer.Graphics.Add( feature as Graphic); } } this.Status = "Success!!!"; } } This Clip method first asks the user to add a polyline to the map. It then clears the GraphicsLayer class, adds the input line to the map in red, sets up GPInputParameter with the required parameters (Input_Featurs and Linear_unit), and calls a method named SubmitAndPollStatusAsync using the input parameters. Let's take a look at that method too: // Submit GP Job and Poll the server for results every 2 seconds. private async Task<GPJobInfo> SubmitAndPollStatusAsync(GPInputParameter parameter) { // Submit gp service job var result = await gpTask.SubmitJobAsync(parameter); // Poll for the results async while (result.JobStatus != GPJobStatus.Cancelled && result.JobStatus != GPJobStatus.Deleted && result.JobStatus != GPJobStatus.Succeeded && result.JobStatus != GPJobStatus.TimedOut) { result = await gpTask.CheckJobStatusAsync(result.JobID); foreach (GPMessage msg in result.Messages) { this.Status = string.Join(Environment.NewLine, msg.Description); } await Task.Delay(2000); } return result; } The SubmitAndPollStatusAsync method submits the geoprocessing task and the polls it every two seconds to see if it hasn't been Cancelled, Deleted, Succeeded, or TimedOut. It calls CheckJobStatusAsync, gets the messages of type GPMessage, and adds them to the property called Status, which is a ViewModel property with the current status of the task. We then effectively check the status of the task every 2 seconds with Task.Delay(2000) and continue doing this until something happens other than the GPJobStatus enumerations we're checking for. Once SubmitAndPollStatusAsync has succeeded, we then return to the main method (Clip) and perform the following steps with the results: We obtain the results with GetResultDataAsync by passing in the results of JobID and Clipped_Counties. The Clipped_Counties instance is an output of the task, so we just need to specify the name Clipped_Counties. Using the resulting data, we first check whether it is a GPFeatureRecordSetLayer type. If it is, we then do some more processing on the results. We then do a cast just to make sure we have the right object (GPFeatureRecordsSetLayer). We then check to see if no features were returned from the task. If none were returned, we perform the following steps: We obtain the resulting image layer using GetResultImageLayerAsync. This returns a map service image of the results. We then cast this to GPResultImageLayer and set its opacity to 0.5 so that we can see through it. If the user enters in a large distance, a lot of counties are returned, so we convert the layer to a map image, and then show them the entire country so that they can see what they've done wrong. Having the result as an image is faster than displaying all of the polygons as the JSON objects. Add GPResultImageLayer to the map. If everything worked according to plan, we get only the features needed and add them to GraphicsLayer. That was a lot of work, but it's pretty awesome that we sent this off to ArcGIS Server and it did some heavy processing for us so that we could continue working with our map. The geoprocessing task took in a user-specified line, buffered it, and then clipped out the counties in the U.S. that intersected with that buffer. When you run the project, make sure you pan or zoom around while the task is running so that you can see that you can still work. You could also further enhance this code to zoom to the results when it finishes. There are some other pretty interesting capabilities that we need to discuss with this code, so let's delve a little deeper. Working with the output results Let's discuss the output of the geoprocessing results in a little more detail in this section. GPMesssage The GPMessage object is very helpful because it can be used to check the types of message that are coming back from Server. It contains different kinds of message via an enumeration called GPMessageType, which you can use to further process the message. GPMessageType returns an enumeration of Informative, Warning, Error, Abort, and Empty. For example, if the task failed, GPMessageType.Error will be returned and you can present a message to the user letting them know what happened and what they can do to resolve this issue. The GPMessage object also returns Description, which we used in the preceding code to display to the user as the task executed. The level of messages returned by Server dictates what messages are returned by the task. See Message Level here: If the Message Level field is set to None, no messages will be returned. When testing a geoprocessing service, it can be helpful to set the service to Info because it produces detailed messages. GPFeatureRecordSetLayer The preceding task expected an output of features, so we cast the result to GPFeatureRecordsSetLayer. The GPFeatureRecordsSetLayer object is a layer type which handles the JSON objects returned by the server, which we can then use to render on the map. GPResultMapServiceLayer When a geoprocessing service is created, you have the option of making it produce an output map service result with its own symbology. Refer to http://server.arcgis.com/en/server/latest/publish-services/windows/defining-output-symbology-for-geoprocessing-tasks.htm. You can take the results of a GPFeatureRecordsSetLayer object and access this map service using the following URL format: http://catalog-url/resultMapServiceName/MapServer/jobs/jobid Using JobID, which was produced by SubmitJobAsync, you can add the result to the map like so: ArcGISDynamicMapServiceLayer dynLayer = this.gpTask.GetResultMapServiceLayer(result.JobID); this.mapView.Map.Layers.Add(dynLayer); Summary In this article, we went over spatial analysis at a high level, and then went into the details of how to do spatial analysis with ArcGIS Runtime. We discussed how to create models with ModelBuilder and/or Python, and then went on to show how to use geoprocessing, both synchronously and asynchronously, with online and offline tasks. With this information, you now have a multitude of options for adding a wide variety of analytical tools to your apps. Resources for Article: Further resources on this subject: Building Custom Widgets [article] Learning to Create and Edit Data in ArcGIS [article] ArcGIS – Advanced ArcObjects [article]
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07 Jul 2016
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Angular's component architecture

Packt
07 Jul 2016
11 min read
In this article by Gion Kunz, author of the book Mastering Angular 2 Components, has explained the concept of directives from the first version of Angular changed the game in frontend UI frameworks. This was the first time that I felt that there was a simple yet powerful concept that allowed the creation of reusable UI components. Directives could communicate with DOM events or messaging services. They allowed you to follow the principle of composition, and you could nest directives and create larger directives that solely consisted of smaller directives arranged together. Actually, directives were a very nice implementation of components for the browser. (For more resources related to this topic, see here.) In this section, we'll look into the component-based architecture of Angular 2 and how the previous topic about general UI components will fit into Angular. Everything is a component As an early adopter of Angular 2 and while talking to other people about it, I got frequently asked what the biggest difference is to the first version. My answer to this question was always the same. Everything is a component. For me, this paradigm shift was the most relevant change that both simplified and enriched the framework. Of course, there are a lot of other changes with Angular 2. However, as an advocate of component-based user interfaces, I've found that this change is the most interesting one. Of course, this change also came with a lot of architectural changes. Angular 2 supports the idea of looking at the user interface holistically and supporting composition with components. However, the biggest difference to its first version is that now your pages are no longer global views, but they are simply components that are assembled from other components. If you've been following this chapter, you'll notice that this is exactly what a holistic approach to user interfaces demands. No more pages but systems of components. Angular 2 still uses the concept of directives, although directives are now really what the name suggests. They are orders for the browser to attach a given behavior to an element. Components are a special kind of directives that come with a view. Creating a tabbed interface component Let's introduce a new UI component in our ui folder in the project that will provide us with a tabbed interface that we can use for composition. We use what we learned about content projection in order to make this component reusable. We'll actually create two components, one for Tabs, which itself holds individual Tab components. First, let's create the component class within a new tabs/tab folder in a file called tab.js: import {Component, Input, ViewEncapsulation, HostBinding} from '@angular/core'; import template from './tab.html!text'; @Component({ selector: 'ngc-tab', host: { class: 'tabs__tab' }, template, encapsulation: ViewEncapsulation.None }) export class Tab { @Input() name; @HostBinding('class.tabs__tab--active') active = false; } The only state that we store in our Tab component is whether the tab is active or not. The name that is displayed on the tab will be available through an input property. We use a class property binding to make a tab visible. Based on the active flag we set a class; without this, our tabs are hidden. Let's take a look at the tab.html template file of this component: <ng-content></ng-content> This is it already? Actually, yes it is! The Tab component is only responsible for the storage of its name and active state, as well as the insertion of the host element content in the content projection point. There's no additional templating that is needed. Now, we'll move one level up and create the Tabs component that will be responsible for the grouping all the Tab components. As we won't include Tab components directly when we want to create a tabbed interface but use the Tabs component instead, this needs to forward content that we put into the Tabs host element. Let's look at how we can achieve this. In the tabs folder, we will create a tabs.js file that contains our Tabs component code, as follows: import {Component, ViewEncapsulation, ContentChildren} from '@angular/core'; import template from './tabs.html!text'; // We rely on the Tab component import {Tab} from './tab/tab'; @Component({ selector: 'ngc-tabs', host: { class: 'tabs' }, template, encapsulation: ViewEncapsulation.None, directives: [Tab] }) export class Tabs { // This queries the content inside <ng-content> and stores a // query list that will be updated if the content changes @ContentChildren(Tab) tabs; // The ngAfterContentInit lifecycle hook will be called once the // content inside <ng-content> was initialized ngAfterContentInit() { this.activateTab(this.tabs.first); } activateTab(tab) { // To activate a tab we first convert the live list to an // array and deactivate all tabs before we set the new // tab active this.tabs.toArray().forEach((t) => t.active = false); tab.active = true; } } Let's observe what's happening here. We used a new @ContentChildren annotation, in order to query our inserted content for directives that match the type that we pass to the decorator. The tabs property will contain an object of the QueryList type, which is an observable list type that will be updated if the content projection changes. You need to remember that content projection is a dynamic process as the content in the host element can actually change, for example, using the NgFor or NgIf directives. We use the AfterContentInit lifecycle hook, which we've already briefly discussed in the Custom UI elements section of Chapter 2, Ready, Set, Go! This lifecycle hook is called after Angular has completed content projection on the component. Only then we have the guarantee that our QueryList object will be initialized, and we can start working with child directives that were projected as content. The activateTab function will set the Tab components active flag, deactivating any previous active tab. As the observable QueryList object is not a native array, we first need to convert it using toArray() before we start working with it. Let's now look at the template of the Tabs component that we created in a file called tabs.html in the tabs directory: <ul class="tabs__tab-list"> <li *ngFor="let tab of tabs"> <button class="tabs__tab-button" [class.tabs__tab-button--active]="tab.active" (click)="activateTab(tab)">{{tab.name}}</button> </li> </ul> <div class="tabs__l-container"> <ng-content select="ngc-tab"></ng-content> </div> The structure of our Tabs component is as follows. First we render all the tab buttons in an unordered list. After the unordered list, we have a tabs container that will contain all our Tab components that are inserted using content projection and the <ng-content> element. Note that the selector that we use is actually the selector we use for our Tab component. Tabs that are not active will not be visible because we control this using CSS on our Tab component class attribute binding (refer to the Tab component code). This is all that we need to create a flexible and well-encapsulated tabbed interface component. Now, we can go ahead and use this component in our Project component to provide a segregation of our project detail information. We will create three tabs for now where the first one will embed our task list. We will address the content of the other two tabs in a later chapter. Let's modify our Project component template in the project.html file as a first step. Instead of including our TaskList component directly, we now use the Tabs and Tab components to nest the task list into our tabbed interface: <ngc-tabs> <ngc-tab name="Tasks"> <ngc-task-list [tasks]="tasks" (tasksUpdated)="updateTasks($event)"> </ngc-task-list> </ngc-tab> <ngc-tab name="Comments"></ngc-tab> <ngc-tab name="Activities"></ngc-tab> </ngc-tabs> You should have noticed by now that we are actually nesting two components within this template code using content projection, as follows: First, the Tabs component uses content projection to select all the <ngc-tab> elements. As these elements happen to be components too (our Tab component will attach to elements with this name), they will be recognized as such within the Tabs component once they are inserted. In the <ngc-tab> element, we then nest our TaskList component. If we go back to our Task component template, which will be attached to elements with the name ngc-tab, we will have a generic projection point that inserts any content that is present in the host element. Our task list will effectively be passed through the Tabs component into the Tab component. The visual efforts timeline Although the components that we created so far to manage efforts provide a good way to edit and display effort and time durations, we can still improve this with some visual indication. In this section, we will create a visual efforts timeline using SVG. This timeline should display the following information: The total estimated duration as a grey background bar The total effective duration as a green bar that overlays on the total estimated duration bar A yellow bar that shows any overtime (if the effective duration is greater than the estimated duration) The following two figures illustrate the different visual states of our efforts timeline component: The visual state if the estimated duration is greater than the effective duration The visual state if the effective duration exceeds the estimated duration (the overtime is displayed as a yellow bar) Let's start fleshing out our component by creating a new EffortsTimeline Component class on the lib/efforts/efforts-timeline/efforts-timeline.js path: … @Component({ selector: 'ngc-efforts-timeline', … }) export class EffortsTimeline { @Input() estimated; @Input() effective; @Input() height; ngOnChanges(changes) { this.done = 0; this.overtime = 0; if (!this.estimated && this.effective || (this.estimated && this.estimated === this.effective)) { // If there's only effective time or if the estimated time // is equal to the effective time we are 100% done this.done = 100; } else if (this.estimated < this.effective) { // If we have more effective time than estimated we need to // calculate overtime and done in percentage this.done = this.estimated / this.effective * 100; this.overtime = 100 - this.done; } else { // The regular case where we have less effective time than // estimated this.done = this.effective / this.estimated * 100; } } } Our component has three input properties: estimated: This is the estimated time duration in milliseconds effective: This is the effective time duration in milliseconds height: This is the desired height of the efforts timeline in pixels In the OnChanges lifecycle hook, we set two component member fields, which are based on the estimated and effective time: done: This contains the width of the green bar in percentage that displays the effective duration without overtime that exceeds the estimated duration overtime: This contains the width of the yellow bar in percentage that displays any overtime, which is any time duration that exceeds the estimated duration Let's look at the template of the EffortsTimeline component and see how we can now use the done and overtime member fields to draw our timeline. We will create a new lib/efforts/efforts-timeline/efforts-timeline.html file: <svg width="100%" [attr.height]="height"> <rect [attr.height]="height" x="0" y="0" width="100%" class="efforts-timeline__remaining"></rect> <rect *ngIf="done" x="0" y="0" [attr.width]="done + '%'" [attr.height]="height" class="efforts-timeline__done"></rect> <rect *ngIf="overtime" [attr.x]="done + '%'" y="0" [attr.width]="overtime + '%'" [attr.height]="height" class="efforts-timeline__overtime"></rect> </svg> Our template is SVG-based, and it contains three rectangles for each of the bars that we want to display. The background bar that will be visible if there is remaining effort will always be displayed. Above the remaining bar, we conditionally display the done and the overtime bar using the calculated widths from our component class. Now, we can go ahead and include the EffortsTimeline class in our Efforts component. This way our users will have visual feedback when they edit the estimated or effective duration, and it provides them a sense of overview. Let's look into the template of the Efforts component to see how we integrate the timeline: … <ngc-efforts-timeline height="10" [estimated]="estimated" [effective]="effective"> </ngc-efforts-timeline> As we have the estimated and effective duration times readily available in our Efforts component, we can simply create a binding to the EffortsTimeline component input properties: The Efforts component displaying our newly-created efforts timeline component (the overtime of six hours is visualized with the yellow bar) Summary In this article, we learned about the architecture of the components in Angular. We also learned how to create a tabbed interface component and how to create a visual efforts timeline using SVG. Resources for Article: Further resources on this subject: Angular 2.0[article] AngularJS Project[article] AngularJS[article]
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07 Jul 2016
4 min read
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Functional Programming in C#

Packt
07 Jul 2016
4 min read
In this article, we are going to explore the following topics: The introductory of functional programming concept Comparison between functional and imperative approach (For more resources related to this topic, see here.) Introduction to functional programming In functional programming, we use mathematic approach to construct our code. The function we've got in the code has similarity with mathematical function we usually use in our daily basis. The variable in the code function represents the value of the function parameter and it similar to the mathematical function. The idea is a programmer defines the functions, which contain the expression, definition, and also parameters which can be expressed by variable in order to solve the problems. After a programmer builds the function and sends computer the function, it's now computer's turn to do its job. In general, the role of computer is to evaluate the expression in the function and return the result. We can imagine that the computer acts like a calculator since it will analyse the expression from the function and yield the result to the user in printed format. Suppose we have the expression 3 + 5 inside a function. The computer will definitely return 8 as the result just after completely evaluates it. However, it is just the trivial example of the acting of computer in evaluating the expression. In fact, the programmer can increase the ability of the computer by making the complex definition and expression inside the function. Not only can the computer evaluate the trivial expression, but it also can evaluate complex calculation and expression. Comparison to imperative programming The main difference between functional and imperative programming is the existence of side effect. In functional programming, since it applies pure function concept, the side effect is avoided. It's different with imperative programming which has to access I/O and modify state outside the function which will produce side effect. In addition, with an imperative approach, the programmer focuses on the way of performing the task and tracking changes in state while a programmer focuses on the kind of desired information and the kind of required transformation in functional approach. The change of states becomes important in imperative programming while no change of states exist in functional programming. The order of execution is also important in imperative function but not really important in functional programming since we need to concern more on constructing the problem as a set of functions to be execute rather than the detail step of the flow. We will continue our discussion about functional and imperative approach by creating some code in the next topics. Summary We have been acquainted with functional approach so far by discussing the introduction of functional programming. We also have compared the functional approach with mathematical concept in function. It's now clear that functional approach uses the mathematical approach to compose functional program. The comparison between functional and imperative programming has also give us the important point to distinguish the two. It's now clear that in functional programming the programmer focuses on the kind of desired information and the kind of required transformation while in imperative approach the programmer focuses on the way of performing the task and tracking changes in state. For more information on C#, visit the following books: C# 5 First Look (https://www.packtpub.com/application-development/c-5-first-look) C# Multithreaded and Parallel Programming (https://www.packtpub.com/application-development/c-multithreaded-and-parallel-programming) C# 6 and .NET Core 1.0: Modern Cross-Platform Development (https://www.packtpub.com/application-development/c-6-and-net-core-10) Resources for Article: Further resources on this subject: Introduction to Object-Oriented Programming using Python, JavaScript, and C#[article] C# Language Support for Asynchrony[article] C# with NGUI[article]
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07 Jul 2016
13 min read
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Packaging the Game

Packt
07 Jul 2016
13 min read
A game is not just an art, code, and a game design packaged within an executable. You have to deal with stores, publishers, ratings, console providers, and making assets and videos for stores and marketing, among other minor things required to fully ship a game. This article by Muhammad A.Moniem, author of the book Mastering Unreal Engine 4.X, will take care of the last steps you need to do within the Unreal environment in order to get this packaged executable fine and running. Anything post-Unreal, you need to find a way to do it, but from my seat, I'm telling you have done the complex, hard, huge, and long part; what comes next is a lot simpler! This article will help us understand and use Unreal's Project Launcher, patching the project and creating DLCs (downloadable content) (For more resources related to this topic, see here.) Project Launcher and DLCs The first and the most important thing you have to keep in mind is that the project launcher is still in development and the process of creating DLCs is not final yet, and might get changed in the future with upcoming engine releases. While writing this book I've been using Unreal 4.10 and testing everything I do and write within the Unreal 4.11 preview version, and yet still the DLC process remains experimental. So be advised that you might find it a little different in the future as the engine evolves: While we have packaged the game previously through the File menu using Packaging Project, there is another, more detailed, more professional way to do the same job. Using the Project Launcher, which comes in the form of a separate app with Unreal (Unreal Frontend), you have the choice to run it directly from the editor. You can access the Project Launcher from the Windows menu, and then choose Project Launcher, and that will launch it right away. However, I have a question here. Why would you go through these extra steps, then just do the packaging process in one click? Well, extensibility is the answer. Using the Unreal Project Launcher allows you to create several profiles, each profile having a different build setting, and later you can fire each build whenever you need it; not only that, but the profiles could be made for different projects, which means you can have an already made setup for all your projects with all the different build configurations. And yet even that's not everything; it comes in handier when you get the chance to cook the content of a game several times, so rather than keep doing it through the File menu, you can just cook the content for the game for all the different platforms at once. For example; if you have to change one texture within your game which is supported on five platforms, you can make a profile which will cook the content for all the platforms and arrange them for you at once, and you can spend that time doing something else. The Project Launcher does the whole thing for you. What if you have to cook the game content for different languages? Let's say the game supports 10 languages? Do you have to do it one by one for each language? The answer is simple; the Project Launcher will do it for you. So you can simply think of the Project Launcher as a batch process, custom command-line tool, or even a form of build server. You set the configurations and requests, and leave it alone doing the whole thing for you, while you are saving your time doing something else. It is all about productivity! And the most important part about the Project Launcher is that you can create DLCs very easily. By just setting a profile for it with a different set of options and settings, you can end up with getting the DLC or game mode done without any complications. In a word, it is all about profiles, and because of that let's discuss how to create profiles, that could serve different purposes. Sometimes the Project Launcher proposes for you a standard profile that matching the platform you are using. That is good, but usually those profiles might not have all we need, and that's why it is recommended to always create new profiles to serve our goals. The Project Launcher by default is divided into two sections vertically; the upper part contains the default profiles, while the lower part contains the custom profiles. And in order to create a new profile all you have to do is to hit the plus sign at the bottom part, where it is titled Custom Launch Profiles: Pressing it will take you to a wizard, or it is better to describe this as a window, where you can set up the new profile options. Those options are drastic, and changing between them leads to a completely different result, so you have to be careful. But in general, you mostly will be building either a project for release, or building a DLC or patch for an already released project. Not to mention that you can even do more types of building that serve different goals, such as a language package for an already released game, which is treated as a patch or DLC but at the same time it has different a setup and options than a patch or DLC. Anyway, we will be taking care of the two main types of process that developers usually have to deal with in the Project Launcher: release and patch. Packaging a release After the new Custom Launch Profile wizard window opens, you have changes for its settings that are necessary to make our Release build of the project. This includes: General: This has the following fields: Give a name to the profile, and this name will be displayed in the Project Launcher main window Give a description to the profile in order to make its goals clear for you in the future, or for anyone else who is going to use it Project: This has the following sections: Select a project, the one that needs to be built. Or you can leave this at Any Project, in order to build the current active project: Build: This has the following sections: Indeed, you have to check the box of the build, so you make a build and activate this section of options. From the Build Configuration dropdown, you have to choose a build type, which is Shipping in this case. Finally, you can check the Build UAT (Unreal Automation Tool) option from Advanced Settings in this section. The UAT could be considered as a bunch of scripts creating a set of automated processes, but in order to decide whether to run it or not, you have to really understand what the UAT is: Written in C# (may convert to C++ in the future) Automates repetitive tasks through automation scripts Builds, cooks, packages, deploys and launches projects Invokes UBT for compilation Analyzes and fixes game content files Codes surgery when updating to new engine versions Distributes compilation (XGE) and build system integration Generates code documentation Automates testing of code and content And many others—you can add your own scripts! Now you will know if you want to enable it or not: Cook: This has the following settings: In the Cook section, you need to set it to by the book. This means you need to define what exactly is needed to be cooked and for which platforms it is enough for now to set it to WindowsNoEditor, and check the cultures you want from the list. I have chosen all of them (this is faster than picking one at a time) and then exclude the ones that I don't want: Then you need to check which maps should be cooked; if you can't see maps, it is probably the first build. Later you'll find the maps listed. But anyway, you must keep all the maps listed in the Maps folder under the Content directory: Now from the Release / DLC / Patching Settings section, you have to check the option Create a release version of the game for distribution, as this version going to be the distribution one. And from the same section give the build a version. This is going to create some extra files that will be used in the future if we are going to create patches or DLCs: You can expand the Advanced Settings section to set your own options. By default, Compress Content and Save Packages without versions are both checked, and both are good for the type of build we are making. But also you can set Store all content in a single file (UnrealPak) to keep things tidy; one .pak file is better than lots of separated files. Finally, you can set Cooker Build Configuration to Shipping, as long as we set Build Configuration itself to Shipping: Package: This has the following options: From this section's drop-down menu, choose Package & store locally, and that will save the packages on the drive. You can't set anything else here, unless you want to store the game packaged project into a repository: Deploy: The Deploy section is meant to build the game into the device of your choice, and I don't think it is the case here, or anyone will want to do it. If you want to put the game into a device, you could directly do Launch from within the editor itself. So, let's set this section to Do Not Deploy: Launch: In case you have chosen to deploy the game into a device, then you'll be able to find this section; otherwise, the options here will be disabled. The set of options here is meant to choose the configurations of the deployed build, as once it is deployed to the device it will run. Here you can set something like the language culture, the default startup map, command-line arguments, and so on. And as we are not deploying now, this section will be disabled: Now we have finished editing our profile, you can find a back arrow at the top of this wizard. Pressing it will take you back to the Project Launcher main window: Now you can find our profile in the bottom section. Any other profiles you'll be making in the future will be listed there. Now there is one step to finish the build. In the right corner of the profile there is a button that says Launch This Profile. Hitting it will start the process of building, cooking, and packaging this profile for the selected project. Hit it right away if you want the process to start. And keep in mind, anytime you need to change any of the previously set settings, there is always an Edit button for each profile: The Project Launcher will start processing this profile; it will take some time, but the amount of time depends on your choices. And you'll be able to see all the steps while it is happening. Not only this, but you can also watch a detailed log; you can save this log, or you can even cancel the process at any time: Once everything is done, a new button will appear at the bottom: Done. Hitting it will take you back again to the Project Launcher main window. And you can easily find the build in the SavedStagedBuildsWindowsNoEditor directory of your project, which is in my case: C:UsersMuhammadDesktopBellzSavedStagedBuildsWindowsNoEditor. The most important thing now is that, if you are planning to create patches or DLCs for this project, remember when you set a version number in the Cook section. This produced some files that you can find in: ProjectNameReleaseReleaseVersionPlatform. Which in my case is: C:UsersMuhammadDesktopBellzReleases1.0WindowsNoEditor. There are two files; you have to make sure that you have a backup of them on your drive for future use. Now you can ship the game and upload it to the distribution channel! Packaging a patch or DLC The good news is, there isn't much to do here. Or in other words, you have to do lots of things, but it is a repetitive process. You'll be creating a new profile in the Project Launcher, and you'll be setting 90% of the options so they're the same as the previous release profile; the only difference will be in the Cook options. Which means the settings that will remain the same are: Project Build Package Deploy Launch The only difference is that in the Release/DLC/Patching Settings section of the Cook section you have to: Disable Create a release version of the game for distribution. Set the number of the base build (the release) as the release version this is based on, as this choice will make sure to compare the previous content with the current one. Check Generate patch, if the current build is a patch, not a DLC. Check Build DLC, if the current build is a DLC, not a patch: Now you can launch this profile, and wait until it is done. The patching process creates a *.pak file in the directory: ProjectNameSavedStagedBuildsPlatformNameProjectNameContentPaks. This .pak file is the patch that you'll be uploading to the distribution channel! And the most common way to handle these type of patch is by creating installers; in this case, you'll create an installer to copy the *.pak file into the player's directory: ProjectNameReleasesVersionNumberPlatformName. Which means, it is where the original content *.pak file of the release version is. In my case I copy the *.pak file from: C:UsersMuhammadDesktopBellzReleases1.0WindowsNoEditor to: C:UsersMuhammadDesktopBellzSavedStagedBuildsWindowsNoEditorBellzContentPaks. Now you've found the way to patch and download content, and you have to know, regardless of the time you have spent creating it, it will be faster in the future, because you'll be getting more used to it, and Epic is working on making the process better and better. Summary The Project Launcher is a very powerful tool shipped with the Unreal ecosystem. Using it is not mandatory, but sometimes it is needed to save time, and you learned how and when to use this powerful tool. Many games nowadays have downloadable content; it helps to keep the game community growing, and the game earn more revenue. Having DLCs is not essential, but it is good, having them must be planned earlier as we discussed, and you've learned how to manage them within Unreal Engine. And you learned how to make patches and DLCs using the Unreal Project Launcher. Resources for Article: Further resources on this subject: Development Tricks with Unreal Engine 4 [article] Bang Bang – Let's Make It Explode [article] Lighting basics [article]
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