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How-To Tutorials

7013 Articles
article-image-this-week-on-packt-hub-4-may-2018
Aarthi Kumaraswamy
04 May 2018
4 min read
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This week on Packt Hub – 4 May 2018

Aarthi Kumaraswamy
04 May 2018
4 min read
May’s opened with a bang! Plenty of big announcements and major new releases in Web (Angular 6, Node 10, Flask 1.0), programming (Scala 3) and data science (PyTorch 1.0, Neo4j 3.4 among others). Also, read our coverage of key conferences that happened this week: Facebook’s F8, Angular’s ng-conf and KubeCon + CloudNativeCon Europe in our tech news section this week. Tutorials this week are all about building bots and apps from a JavaScript foodie bot, to a Kotlin weather app to an interactive Twilio chatbot. Also learn all about Angular pipes, JavaScript design patterns, creating multithreaded apps in Qt, lighting, and effects in Unity 2018 and more in this week’s tutorials. In this week’s tech insights, we focus on trends in digital forensics such as IoT forensics and take a closer look at serverless computing. Learn why 2018 is the year of graph databases, why Kotlin is better than Java and more. Without further ado, here’s what you may have missed in the last 7 days – Tech news, insights and tutorials… Tech news Tech conferences this week Facebook’s F8 Conference – 5 key announcements [Editor’s Pick] ng-conf 2018 highlights, the popular angular conference Big vendor announcements at KubeCon + CloudNativeCon Europe Data news in depth Swift for TensorFlow is now open source [Editor’s Pick] Can a production-ready Pytorch 1.0 give TensorFlow a tough time? [Editor’s Pick] Thanks to DeepCode, AI can help you write cleaner code Splunk leverages AI in its monitoring tools Neo4j 3.4 aims to make connected data even more accessible Development & programming news in depth Angular 6 is here packed with exciting new features! [Editor’s Pick] Node 10.0.0 released, packed with exciting new features [Editor’s Pick] Flask 1.0 is here: updates and improvements What Scala 3.0 Roadmap looks like! [Editor’s Pick] npm v6 is out! Oculus Go, the first stand-alone VR headset arrives! Someone made a program to make it look like you’re typing on Slack when someone else is Cloud & networking news in depth Introducing Azure Sphere – A secure way of running your Internet of Things devices  Nvidia Tesla V100 GPUs publicly available in beta on Google Compute Engine and Kubernetes Engine Tutorials Data tutorials How to create multithreaded applications in Qt [Editor’s Pick] Implementing Automation Process with Salesforce CRM Build a custom Admin Home page in Salesforce CRM Lightning Experience Development & programming tutorials Web development tutorials  8 built-in Angular Pipes in Angular 4 that you should know [Editor’s Pick] Using Amazon Simple Notification Service (SNS) to create an SNS topic Build a foodie (restaurant recommendation) bot with JavaScript How to build a weather app using Kotlin for JavaScript [Editor’s Pick] Building a two-way interactive chatbot with Twilio: A step-by-step guide Game and Mobile development tutorials How Android app developers can convert iPhone apps Implementing lighting & camera effects in Unity 2018 Programming tutorials  Implementing 5 Common Design Patterns in JavaScript (ES8) Seven wrongs don’t make the one right: Solving a problem with Functional Javascript [Editor’s Pick] How to call an Azure function from an ASP.NET Core MVC application Other Tutorials How to build a sensor application to measure Ambient Light [Editor’s Pick] Amazon S3 Security access and policies This week’s opinions, analysis, and insights Learn all about MYSQL performance benchmarks, what is active learning, what are hybrid apps, what is mob programming and more in this week’s insights. Data Insights 2018 is the year of graph databases. Here’s why. [Editor’s Pick] 12 most common MySQL errors you should be aware of ICLR 2018 Paper in Two minutes: Zero-Shot learning for Visual Imitation [Editor’s Pick] You can now make music with AI thanks to Magenta.js Development & Programming Insights 5 reasons to choose Kotlin over Java 5 reasons you should learn to code Other Insights Tech hype cycles: do they deserve your attention? IoT Forensics: Security in an always-connected world where things talk [Editor’s Pick] What is Digital Forensics? Should you go with Arduino Uno or Raspberry Pi 3 for your next IoT project Align your product experience strategy with business needs Serverless computing wars: AWS Lambdas vs Azure Functions Missed what happened in April? Here's a quick Recap. Last week on Packt Hub – 27 April 2018 See discussions around GDPR, major updates for Tableau 2018.1, MySQL 8, Bootstrap 4.1 and Salesforce spring 18 in tech news this week. See why Hadoop is dying, learn about Mob programming, Hybrid apps, Progressive web apps, and more from this week’s insights. Build an ARCore app in Android, learn advanced Rust programming, see how data scientists test hypothesis, and more in this week’s tutorials. That week on Packt Hub – 20 April 2018 That week on Packt Hub – 13 April 2018 That Week on Packt Hub – 6 April  2018
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Gebin George
04 May 2018
4 min read
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Building a two-way interactive chatbot with Twilio: A step-by-step guide

Gebin George
04 May 2018
4 min read
To build a chatbot that can communicate both ways we need to do two things: build the chatbot into the web app and modify setup configurations in Twilio. To do these, follow these steps: Create an index.js file in the root directory of the project. Install the express and body-parser libraries. These libraries will be used to make a web app: npm install body-parser --save npm install express --save Create a web app in index.js: // Two-way SMS Bot const express = require('express') const bodyParser = require('body-parser') const twilio = require('twilio') const app = express() app.set('port', (process.env.PORT || 5000)) Chapter 5 [ 185 ] // Process application/x-www-form-urlencoded app.use(bodyParser.urlencoded({extended: false})) // Process application/json app.use(bodyParser.json()) // Spin up the server app.listen(app.get('port'), function() { console.log('running on port', app.get('port')) }) // Index route app.get('/', function (req, res) { res.send('Hello world, I am SMS bot.') }) //Twilio webhook app.post('/sms/', function (req, res) { var botSays = 'You said: ' + req.body.Body; var twiml = new twilio.TwimlResponse(); twiml.message(botSays); res.writeHead(200, {'Content-Type': 'text/xml'}); res.end(twiml.toString()); }) The preceding code creates a web app that looks for incoming messages from users and responds to them. The response is currently to repeat what the user has said. Push it onto the cloud: git add . git commit -m webapp git push heroku master Now we have a web app on the cloud at https://ms-notification-bot.herokuapp.com/sms/ that can be called when an incoming SMS message arrives. This app will generate an appropriate chatbot response to the incoming message. Go to the Twilio Programmable SMS Dashboard page at https://www.twilio.com/ console/sms/dashboard. Select Messaging Services on the menu and click Create new Messaging Service: Give it a name and select Chat Bot/Interactive 2-Way as the use case: This will take you to the Configure page with a newly-assigned service ID: Under Inbound Settings, specify the URL of the web app we have created in the REQUEST URL field (that is, https://sms-notification-bot.herokuapp.com/sms/): Now all the inbound messages will be routed to this web app. Go back to the SMS console page at https://www.twilio com/console/sms/services. Here you will notice your new messaging service listed along with the inbound request URL: Click the service to attach a number to the service: You can either add a new number, in which case you need to buy one or choose the number you already have. We already have one sending notifications that can be reused. Click Add an Existing Number. Select the number by checking the box on the right and click Add Selected: Once added, it will be listed on the Numbers page as follows: In Advanced settings, we can add multiple numbers for serving different geographic regions and have them respond as if the chatbot is responding over a local number. The final step is to try sending an SMS message to the number and receive a response. Send a message using any SMS app on your phone and observe the response: Congratulations! You now have a two-way interactive chatbot. This tutorial is an excerpt from the book, Hands-On Chatbots and Conversational UI Development written by  Srini Janarthanam. If you found our post useful, do check out this book to get real-world examples of voice-enabled UIs for personal and home assistance. How to build a basic server side chatbot using Go Build a generative chatbot using recurrent neural networks (LSTM RNNs) Top 4 chatbot development frameworks for developers    
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Sugandha Lahoti
04 May 2018
19 min read
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How to build a weather app using Kotlin for JavaScript

Sugandha Lahoti
04 May 2018
19 min read
In this tutorial, we will be covering JavaScript from a browser perspective. We will create a single page web app that will show the weather forecast for seven days from the current date. The user will provide a ZIP code as input for which the weather will be displayed. We will display all the basic information about the weather on a given day. We believe in learning by doing practicals. Let's see the power of Kotlin from a browser perspective. [box type="shadow" align="" class="" width=""]This article is an excerpt from the book,  Kotlin Blueprints, written by Ashish Belagali, Hardik Trivedi, and Akshay Chordiya. This book is a practical guide to building industry-grade web, mobile, and desktop applications in Kotlin using frameworks such as Spring Boot and Node.js[/box] Conceptually, we will cover the following points while making a web app: Setting up a project to use Kotlin along with JavaScript Showing simple text using Kotlin code Interacting with Document Object Model (DOM) using Kotlin DSL and usage of kotlinx.html Creating your first Kotlin and JavaScript project Tighten your shoelaces! As a first step, we will do the setup and create a simple app that prints on a console and changes the background color of a page. Choosing an IDE From Microsoft Visual Studio, NetBeans to Eclipse and Code::Blocks, we have a series of great and powerful IDEs. Each of them has their own pros and cons. JetBrains is one of the giants that is famous for its cutting-edge software and IntelliJ IDEA Ultimate is considered among one of the most intelligent IDEs for Java. It supports Kotlin and JavaScript by default. There is no other hassle in setting up the environments. Just install it from https://www.jetbrains.com/idea and you are all set to create your first JavaScript project using Kotlin. Creating a project If you are all done with setting up an IDE, launch IntelliJ IDEA and select Create New Project. You will then have the following screen opened. Select Kotlin | Kotlin (JavaScript) options as shown in the following screenshot: Make sure you select Kotlin (JavaScript) as highlighted in the preceding screenshot. The next step is to provide your Project name and choose a destination for your project directory: Creating an HTML page No browser project is complete without an HTML page. Create an index.html page in the root directory of your project. And write the following lines in a <body> tag: <body> <script type="text/javascript" src="out/production/KotlinWeb/lib/kotlin.js"></script> <script type="text/javascript" src="out/production/KotlinWeb/KotlinWeb.js"></script> </body> Creating a Main.kt file After creating our index.html page. Let's create our first Kotlin file. Name it as Main.kt or provide any desired name. Create a file in the src folder and write the following function inside: fun main(args: Array<String>) { document.bgColor="FF0000" val message = "Kotlin Blueprints" println("Your first JS code using Kotlin") } Build the project, by selecting the Build | Build Project menu option. On expanding the project explorer on the left of your workspace you will have the following type of directory structure: Make sure you double-check that the <script> tags are added in the <body>. They should match the name with the files created inside out/production/KotlinBluePrintsJSDemo/. Running the project If you have followed all the steps simply execute your index.html file in any browser and you should see the following output on your console and a red colored page rendered on your DOM: Congratulations! You have executed your first Kotlin code on the browser. Since we have code written in Kotlin, source code needs to recompile every time we update the code. Simply reloading an HTML page will not work. So build your project from the Build | Build Project menu option. Developing a weather forecast web app It was fun writing Kotlin code for a browser and seeing it working, wasn't it? Now we should target bigger goals. Let's develop another app step by step. We will build a weather forecast app, where the user will enter a ZIP code and can see the weather details (seven-day forecast) for the provided region. We will use the OpenWeatherMap API to get the weather details. Please find more details at https://openweathermap.org/api. Before we move to the next step we should create a new project named KotlinBluePrintsJSDemo. Some quick steps to follow: Create a Kotlin+JavaScript project named KotlinBluePrintsJSDemo. Create an index.html page under the root directory. Create a Main.kt file inside the src directory. Add script tags to add two JavaScript files, kotlin.js and KotlinBluePrintsJSDemo.js. Build a project. We want to create an app that will look like this at the end. Entirely in Kotlin: Creating a UI with dummy data The very first thing we do is to create a dummy view and get a clear idea of how our HTML page will look. We will also use a bit of CSS to give basic styles to our <div> tags. Simple HTML approach Now we shall look at the index.html file that we created by writing the following code. It's boring plain HTML tags: <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Kotlin BluePrints JS Demo</title> </head> <body> <link rel="stylesheet" type="text/css" href="css/main.css"> <div id="container"> <label>Enter zip code : <input id="zipCode" type="number"> </label> <button id="submitZipCode" type="button">Get Weather</button> <div class="weatherContainer"> <div class="weatherBlock"> <div>13 Oct, 2017</div> <img src="images/weather_img.png" height="40px" width="40px"> <div> <span>35</span> <span>20</span> </div> </div> <div class="weatherBlock"> <div>13 Oct, 2017</div> <img src="images/weather_img.png" height="40px" width="40px"> <div> <span>35</span> <span>20</span> </div> </div> <!-- Similarly you can have remaining divs here --> </div> </div> <script src="out/production/KotlinBluePrintsJSDemo/lib/kotlin.js"> </script> <script src="out/production/KotlinBluePrintsJSDemo /KotlinBluePrintsJSDemo.js"></script> </body> </html> Observe two tags, <script> and <link>. We haven't added CSS yet. Let's create a CSS folder under the root directory and create a main.css file inside. The main.css will contain the following code for now: .weatherContainer { width: 90%; background: #EEEEEE; margin: 10px auto; position: relative; text-align:center; } .weatherBlock { background: #FFFFFF; height: 100px; width: 100px; display:inline-block; margin: 10px; } In a source code, we have also created an images directory and put some weather images in it to make the UI more beautiful. Creating UI using Kotlin The index.html page contains all the HTML code. We need to now move that HTML code to Kotlin. Kotlin has the capability to manipulate the DOM element and it can also deal with the tree elements and their hierarchy. Simply put two <script> tags and a parent <div> tag in an HTML page and everything will go to a Kotlin page: <div id="container"> </div> Now, in Main.kt we will write the HTML code that we previously wrote inside index.html. Main.kt and it will look as follows: fun main(args: Array<String>) { createUserInput() } fun createUserInput() { val root = document.getElementById("container") root?.innerHTML = "<label>Enter zip code : <input id="zipCode" type="number"></label>" + "<button id="submitZipCode" type="button">Get Weather</button>" + "<div class="weatherContainer">" + "<div class="weatherBlock">" + "<div>13 Oct, 2017</div>" + "<img src="images/weather_img.png" height="40px" width="40px">"+ "<div>" + "<span>35</span>" + "<span>20</span>" + "</div>" + "</div>" + "<div class="weatherBlock">" + "<div>13 Oct, 2017</div>" + "<img src="images/weather_img.png" height="40px" width="40px">"+ "<div>" + "<span>35</span>" + "<span>20</span>" + "</div>" + "</div>" // Similarly add remaining divs } Take a note of the document object and its function getElementById. This is coming from the kotlin.browser.document package. Also org.w3c.dom as companion classes for all HTML elements. With object root, we get access to an innerHTML property and we can assign any valid HTML strings to it and it will get rendered. It is noteworthy that the nullability of root objects is handled with Null Safety operator ? of Kotlin. What is DSL? Now, the previous approach doesn't create much difference. Kotlin would want to do better! Let us introduce you to the beautiful concept of DSL. DSL stands for Domain Specific Language. As the name indicates, it gives you the feeling that you are writing code in a language, using terminology particular to a given domain, without being geeky, but then this terminology is cleverly embedded as a syntax in a powerful language. If you are from the Groovy community you must be aware of builders. Groovy builders allow defining data in a semi declarative way. It's a kind of mini-language of its own. Builders are considered good for generating XML and laying out UI components. Kotlin DSL uses Lambdas a lot. DSL in Kotlin are type-safe builders. It means we can detect compilation errors in IntelliJ's beautiful IDE. The type-check builders are much better than the dynamically-typed builders of Groovy. Using Kotlinx.html The DSL to build HTML trees is a pluggable dependency. We, therefore, need to set it up and configure it for our project. For now, we will keep things simple and add the dependency in them in the form of a .jar file. We will keep this .jar file in the lib folder, which will reside at the root level. The library is created by the JetBrains team only and it's open source. You can find it at https://github.com/Kotlin/kotlinx.html. You can simply visit the URL https://dl.bintray.com/kotlin/kotlinx.html/org/jetbrains/kotlinx/kotlinx-html-js/0.6.4/ and download the .jar file from there. For this demo app, we have used v 0.6.4. The .jar repository page can look as follows: To set up the kotlinx.html dependency in your app please follow these steps: In our app, we are using v 0.6.4. Make sure you download the JAR file named  kotlinx-html-js-0.6.4.jar. Please verify that you have kept the .jar file inside the lib directory. Also, do not forget to add the .jar file as a library. Right-click on the .jar file and select Add As Library…. Select classes as a category while adding them as a library. Or you can simply choose to add the dependency via Gradle, in that, you need to add the following things to your build.gradle file: repositories { jcenter() } dependencies { //Fill this in with the version of kotlinx in use in your project def kotlinx_html_version = "your_version_here" // include for client-side compile "org.jetbrains.kotlinx:kotlinx-html- js:${kotlinx_html_version}" } Refactoring the HTML code using DSL The DSL code to make a button with the title "Get Weather" looks as follows: button { +"Get Weather" type = ButtonType.button onClickFunction = { // Your code to handle button click goes here. } } Simple and clean code. Similarly, let's create a function that will display an entire div, which has a label, text input, and button: fun getInputDiv(): HTMLDivElement { val inputDiv = document.create.div { label { +"Enter zip code : " input { id = "zipCode" type = InputType.number value = 411021.toString() } } button { +"Get Weather" type = ButtonType.button onClickFunction = { // Your code to handle button click goes here } } } return inputDiv } Observe how we have provided ID, input types, and a default ZIP code value. A default ZIP code value is optional. Let's spend some time understanding the previous code. label, input, button, type, id, and onClickFunction are nothing but functions. They are basically Lambda functions. Some of the functions that use Lambda parameters and call variations can be as follows: someFunction({}) someFunction("KotlinBluePrints",1,{}) someFunction("KotlinBluePrints",1){} someFunction{} Let's run the code. You may get an error on the console saying: Error Uncaught Error: Error loading module 'KotlinBluePrintsJSDemo'. Its dependency 'kotlinx-html-js' was not found. Please, check whether 'kotlinx-html-js' is loaded prior to 'KotlinBluePrintsJSDemo'. This is because kotlinx-html-js is missing, which is required to process the DSL generated code. You can see the kotlinx-html-js file generated under the out/production/KotlinBluePrintsJSDemo/lib path. Calling a weather API Now it's time to get the weather data and display it on the page. We will use XMLHttpRequest to achieve this. Register yourself at http://openweathermap.org/appid and get your application ID. Your application ID will be appended to the actual URL to make the authenticated call to the weather API. Once you get the app ID let's keep that information in the Constants.kt file: const val IMAGE_URL = "http://openweathermap.org/img/w/%s.png" const val BASE_URL = "https://api.openweathermap.org/data/2.5/forecast/daily? mode=json&units=metric&cnt=7" const val APP_ID = "Your open weather map application id" const val FULL_URL = "$BASE_URL&appid=$APP_ID&q=" The Constants.kt file is not as simple as it looks. Check how we have stored different values. We have used const val, which is equivalent to const and static used combined. Also defining FULL_URL uses the concept of string interpolation. String interpolation is used to concatenate static strings along with string objects. You can also call functions in string interpolation as follows: h4 { +"Weather info for ${forecastResult.city.name}, (${forecastResult.city.country})" } Now, in onClickFunction we write the following code to perform the API call and on the successful response we call a showData function, which takes a forecastResult object: onClickFunction = { val zipCode = document.getElementById("zipCode") as HTMLInputElement val xmlHttpRequest = XMLHttpRequest() xmlHttpRequest.open("GET", FULL_URL + zipCode.value, false) xmlHttpRequest.send() println(xmlHttpRequest.responseText) val forecastResult = JSON.parse<ForecastResult> (xmlHttpRequest.responseText) showData(forecastResult) } Reading data from input elements See how we read data from input elements: document.getElementById("zipCode") as HTMLInputElement The as HTMLInputElement construct is basically casting a result into the HTMLInputElement class. Using as directly is not advisable because it can give you ClassCastException; a proper way to use it is as? HTMLInputElement. This returns null if the class cast fails. And Kotlin will force you to use a Null Safety operator from that very moment. Data classes We are maintaining ForecastResult, which is our model. For this purpose, we have data classes in Kotlin. One of the coolest features in Kotlin is data classes. All the pain that we used to endure to create and maintain POJO classes in Java is gone. No need to have those dedicated packages to hold your model class. Any Kotlin file can hold your data class. By default it provides you methods such as toString(), equals(), copy(), and hashCode() method implementation. In Android, we mostly use these types of classes to hold our JSON responses in the form of model classes. You can check out the data classes we created in ServerResponses.kt: data class ForecastResult(val city: City, val list: Array<Forecast>) data class City(val id: Long, val name: String, val coord: Coordinates, val country: String, val population: Int) data class Coordinates(val lon: Float, val lat: Float) data class Forecast(val dt: Long, val temp: Temperature, val pressure: Float, val humidity: Int, val weather: Array<Weather>, val speed: Float, val deg: Int, val clouds: Int) data class Temperature(val day: Float, val min: Float, val max: Float, val night: Float, val eve: Float, val morn: Float) data class Weather(val id: Long, val main: String, val description: String, val icon: String) Some of the points to consider while using data classes are: The primary constructor needs to have at least one parameter All primary constructor parameters need to be marked as val or var Data classes cannot be abstract, open, sealed, or inner (Before version 1.1) data classes may only implement interfaces Showing data to the user Now comes the interesting part. We gate a ForecastResult object, which holds all the records. The list object holds records for seven days. Let's create a showData function that takes a ForecastResult object and display title text in <h4>.  The code will look like the following snippet. Also, it has yet again one more example of string interpolation: fun showData(forecastResult: ForecastResult) { val root = document.getElementById("container") root?.appendChild(document.create.div(classes = "currentTemp") { h4 { +"Weather info for ${forecastResult.city.name (${forecastResult.city.country})" } }) } This is simple now, quickly create a showForecast function that will be called from showData and will display the weather forecast for seven days. The showForecast is used with a function from Kotlin.  thewith() is one of those functions that is liked by the developer community a lot; it makes use of Kotlin sweeter. The with() function accepts the receiver and the code written inside the function automatically applies to the receiver object. It's an inline function. Check out the following document: /** * Calls the specified function [block] with the given [receiver] as its receiver and returns its result. */ public inline fun <T, R> with(receiver: T, block: T.() -> R): R = receiver.block() In the code, observe how each iteration is using a with block. We have removed some of the lines from the original code, so that we can have the clean code snippet here: forecastResult.list.forEachIndexed { index, forecast -> with(forecast) { weatherContainer.appendChild(document.create.div(classes = "weatherBlock") { div { p(classes = "currentTemp") { +"${Math.round(temp.day)} °C" } } img(classes = "weatherImage") { src = "images/weather_img.png" } div { span(classes = "secondaryText") { +weather[0].main } } div { with(temp) { span(classes = "primaryText") { +"${Math.round(max)} °C" } span(classes = "secondaryText") { +" /${Math.round(min)} °C" } } } onClickFunction = { showDetailedForecast(forecastResult.city, forecast) } }) } } DSL and Kotlin code are now beautifully gelled. Also, notice the onClickFunction that we wrote on div.  Sweet, isn't it? Showing weather details A very small part of the app is left now. Let's show some more details to the user. Along with this, we will also learn a few more features of Kotlin. We have created a showDetailedForecast function that takes the City and Forecast objects as parameters. The following code snippets provide two things to learn: fun showDetailedForecast(city: City, forecast: Forecast) { val root = document.getElementById("container") val weatherDetailDiv = document.create.div(classes = "detailsContainer") val basicDetailDiv = document.create.div { p(classes = "secondaryText") { +"${city.name}, ${city.country} (${city.coord.lat},${city.coord.lon})" } p(classes = "secondaryText") { +forecast.dt.getFullDate() } p(classes = "secondaryText") { +"${forecast.weather[0].main}, ${forecast.weather[0].description}" } } val otherDetailsDiv = document.create.div { div { id = "leftDiv" span(classes = "currentTemp") { +"${Math.round(forecast.temp.day)} °C" } img { src = "images/weather_img.png" width = 90.toString() height = 90.toString() } } div { id = "rightDiv" p(classes = "secondaryText") { +"Pressure: ${forecast.pressure} mb" } p(classes = "secondaryText") { +"Humidity: ${forecast.humidity} %" } p(classes = "secondaryText") { +"Wind: ${forecast.speed} mph" } p(classes = "secondaryText") { +"Cloudiness: ${forecast.clouds} %" } } div(classes = "clearBoth") } weatherDetailDiv.appendChild(basicDetailDiv) weatherDetailDiv.appendChild(otherDetailsDiv) root?.appendChild(weatherDetailDiv) } Named parameters In Kotlin, we can call/bind a parameter with their name for any function. We can call the preceding function by interchanging the parameter sequence as well. Something like the following: showDetailedForecast(forecast = forecast, city = forecastResult.city) Observe that we swapped the place of the variable. And no wonder, all CSS classes that we have applied so far have a named parameter. Check all previous <div>, <h>, and <p> tags. Consider the following examples: val weatherDetailDiv = document.create.div(classes = "detailsContainer") button(classes = "getWeatherButton") span(classes = "primaryText") { +"${Math.round(max)} °C" } Extension functions Extension functions are a beautiful feature of Kotlin. Extension functions allow us to add the functions in the native class sets. All extension functions are statically resolved. Check out DateExtension.kt, it has three extension functions written for Long objects. They return different date formats. The code inside it may look a bit strange, which we will discuss in the following section: fun Long.getShortDate(): String { val getFormattedDate: dynamic = js("window.getShortDate") return getFormattedDate(this) } fun Long.getFullDate(): String { val getFormattedDate: dynamic = js("window.getFullDate") return getFormattedDate(this) } fun Long.getFullWeekDay(): String { val getFormattedDate: dynamic = js("window.getFullWeekDay") return getFormattedDate(this) } We don't need to write utility methods in Kotlin. We should prefer extension functions over Utils. Do not try to have any heavy methods as extension functions, instance functions are always good. Writing extension functions to format dates and to have some validation functions is OK. But it's not good to write an API calling function for any string class. Remember they are statically resolved. A project loaded with static is not good for memory. Giving final touches We wrote many lines of code so far. We also refactored them periodically. Once again it's a time to refactor and look for the possible improvements. Let's take a look back and see if there is any possibility of refactoring the code further. Adding CSS Let's add some custom font and style some of the missed HTML elements. We have used Robot font, you can use any font of your desire. It's a simple one-liner code to mention the font in the app. Add the following line to your index.html page just after the <body> tag: <link href="https://fonts.googleapis.com/css? family=Roboto+Condensed" rel="stylesheet"> And in main.css apply the font to an entire HTML page: html * { font-family: 'Roboto Condensed', sans-serif; } Reload the page. Looks beautiful now, doesn't it? To summarize, we learned various elements of Kotlin such as setting up Kotlin for JavaScript projects, interacting with DOM elements, DSL, and so on. The purpose of this article was to show that Kotlin's support for JavaScript is no more an experiment. It's already production ready. You can see what can be done using the benefits of statically typed programming languages and powerful JavaScript ecosystems. To know more about how to use Kotlin code for writing a Node.js application, you may refer to this book Kotlin Blueprints. Build your first Android app with Kotlin How to convert Java code into Kotlin 5 application development tools that will matter in 2018  
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Amarabha Banerjee
04 May 2018
12 min read
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Implementing lighting & camera effects in Unity 2018

Amarabha Banerjee
04 May 2018
12 min read
Today, we will explore lighting & camera effects in Unity 2018. We will start with cameras to include perspectives, frustums, and Skyboxes. Next, we will learn a few uses of multiple cameras to include mini-maps. We will also cover the different types of lighting, explore reflection probes, and conclude with a look at shadows. Working with cameras Cameras render scenes so that the user can view them. Think about the hidden complexity of this statement. Our games are 3D, but people playing our games view them on 2D displays such as television, computer monitors, or mobile devices. Fortunately for us, Unity makes implementing cameras easy work. Cameras are GameObjects and can be edited using transform tools in the Scene view as well as in the Inspector panel. Every scene must have at least one camera. In fact, when a new scene is created, Unity creates a camera named Main Camera. As you will see later in this chapter, a scene can have multiple cameras. In the Scene view, cameras are indicated with a white camera silhouette, as shown in the following screenshot: When we click our Main Camera in the Hierarchy panel, we are provided with a Camera Preview in the Scene view. This gives us a preview of what the camera sees as if it were in game mode. We also have access to several parameters via the Inspector panel. The Camera component in the Inspector panel is shown here: Let's look at each of these parameters with relation to our Cucumber Beetle game: The Clear Flags parameter lets you switch between Skybox, Solid Color, Depth Only, and Don't Clear. The selection here informs Unity which parts of the screen to clear. We will leave this setting as Skybox. You will learn more about Skyboxes later in this chapter. The Background parameter is used to set the default background fill (color) of your game world. This will only be visible after all game objects have been rendered and if there is no Skybox. Our Cucumber Beetle game will have a Skybox, so this parameter can be left with the default color. The Culling Mask parameter allows you to select and deselect the layers you want the camera to render. The default selection options are Nothing, Everything, Default, TransparentFX, Ignore Raycast, Water, and UI. For our game, we will select Everything. If you are not sure which layer a game object is associated with, select it and look at the Layer parameter in the top section of the Inspector panel. There you will see the assigned layer. You can easily change the layer as well as create your own unique layers. This gives you finite rendering control. The Projection parameter allows you to select which projection, perspective or orthographic, you want for your camera. We will cover both of those projections later in this chapter. When perspective projection is selected, we are given access to the Field of View parameter. This is for the width of the camera's angle of view. The value range is 1-179°. You can use the slider to change the values and see the results in the Camera Preview window. When orthographic projection is selected, an additional Size parameter is available. This refers to the viewport size. For our game, we will select perspective projection with the Field of View set to 60. The Clipping Planes parameters include Near and Far. These settings set the closest and furthest points, relative to the camera, that rendering will happen at. For now, we will leave the default settings of 0.3 and 1000 for the Near and Far parameters, respectively. The Viewport Rect parameter has four components – X, Y, W, and H – that determine where the camera will be drawn on the screen. As you would expect, the X and Y components refer to horizontal and vertical positions, and the W and H components refer to width and height. You can experiment with these values and see the changes in the Camera Preview. For our game, we will leave the default settings. The Depth parameter is used when we implement more than one camera. We can set a value here to determine the camera's priority in relation to others. Larger values indicate a higher priority. The default setting is sufficient for our game. The Rendering Path parameter defines what rendering methods our camera will use. The options are Use Graphics Settings, Forward, Deferred, Legacy Vertex Lit, and Legacy Deferred (light prepass). We will use the Use Graphics Settings option for our game, which also uses the default setting. The Target Texture parameter is not something we will use in our game. When a render texture is set, the camera is not able to render to the screen. The Occlusion Culling parameter is a powerful setting. If enabled, Unity will not render objects that are occluded, or not seen by the camera. An example would be objects inside a building. If the camera can currently only see the external walls of the building, then none of the objects inside those walls can be seen. So, it makes sense to not render those. We only want to render what is absolutely necessary to help ensure our game has smooth gameplay and no lag. We will leave this as enabled for our game. The Allow HDR parameter is a checkbox that toggles a camera's High Dynamic Range (HDR) rendering. We will leave the default setting of enabled for our game. The Allow MSAA parameter is a toggle that determines whether our camera will use a Multisample Anti-Aliasing (MSAA) render target. MSAA is a computer graphics optimization technique and we want this enabled for our game. Understanding camera projections There are two camera projections used in Unity: perspective and orthographic. With perspective projection, the camera renders a scene based on the camera angle, as it exists in the scene. Using this projection, the further away an object is from the camera, the smaller it will be displayed. This mimics how we see things in the real world. Because of the desire to produce realistic games, or games that approximate the realworld, perspective projection is the most commonly used in modern games. It is also what we will use in our Cucumber Beetle game. The other projection is orthographic. An orthographic perspective camera renders a scene uniformly without any perspective. This means that objects further away will not be displayed smaller than objects closer to the camera. This type of camera is commonly used for top-down games and is the default camera projection used in 2D and Unity's UI system. We will use perspective projection for our Cucumber Beetle game. Orientating your frustum When a camera is selected in the Hierarchy view, its frustum is visible in the Scene view. A frustum is a geometric shape that looks like a pyramid that has had its top cut off, as illustrated here: The near, or top, plane is parallel to its base. The base is also referred to as the far plane. The frustum's shape represents the viable region of your game. Only objects in that region are rendered. Using the camera object in Scene view, we can change our camera's frustum shape. Creating a Skybox When we create game worlds, we typically create the ground, buildings, characters, trees, and other game objects. What about the sky? By default, there will be a textured blue sky in your Unity game projects. That sky is sufficient for testing but does not add to an immersive gaming experience. We want a bit more realism, such as clouds, and that can be accomplished by creating a Skybox. A Skybox is a six-sided cube visible to the player beyond all other objects. So, when a player looks beyond your objects, what they see is your Skybox. As we said, Skyboxes are six-sided cubes, which means you will need six separate images that can essentially be clamped to each other to form the cube. The following screenshot shows the Default Skybox that Unity projects start with as well as the completed Custom Skybox you will create in this section: Perform the following steps to create a Skybox: In the Project panel, create a Skybox subfolder in the Assets folder. We will use this folder to store our textures and materials for the Skybox. Drag the provided six Skybox images, or your own, into the new Skybox folder. Ensure the Skybox folder is selected in the Project panel. From the top menu, select Assets | Create | Material. In the Project panel, name the material Skybox. With the Skybox material selected, turn your attention to the Inspector panel. Select the Shader drop-down menu and select SkyBox | 6 Sided. Use the Select button for each of the six images and navigate to the images you added in step 2. Be sure to match the appropriate texture to the appropriate cube face. For example, the SkyBox_Front texture matches the Front[+Z] cube face on the Skybox Material. In order to assign our new Skybox to our scene, select Window | Lighting | Settings from the top menu. This will bring up the Lighting settings dialog window. In the Lighting settings dialog window, click on the small circle to the right of the Skybox Material input field. Then, close the selection window and the Lighting window. Refer to the following screenshot: You will now be able to see your Skybox in the Scene view. When you click on the Camera in the Hierarchy panel, you will also see the Skybox as it will appear from the camera's perspective. Be sure to save your scene and your project. Using multiple cameras Our Unity games must have a least one camera, but we are not limited to using just one. As you will see we will attach our main camera, or primary camera, to our player character. It will be as if the camera is following the character around the game environment. This will become the eyes of our character. We will play the game through our character's view. A common use of a second camera is to create a mini-map that can be seen in a small window on top of the game display. These mini-maps can be made to toggle on and off or be permanent/fixed display components. Implementations might consist of a fog-of-war display, a radar showing enemies, or a global top-down view of the map for orientation purposes. You are only limited by your imagination. Another use of multiple cameras is to provide the player with the ability to switch between third-person and first-person views. You will remember that the first-person view puts the player's arms in view, while in the third-person view, the player's entire body is visible. We can use two cameras in the appropriate positions to support viewing from either camera. In a game, you might make this a toggle—say, with the C keyboard key—that switches from one camera to the other. Depending on what is happening in the game, the player might enjoy this ability. Some single-player games feature multiple playable characters. Giving the player the ability to switch between these characters gives them greater control over the game strategy. To achieve this, we would need to have cameras attached to each playable character and then give the player the ability to swap characters. We would do this through scripting. This is a pretty advanced implementation of multiple characters. Another use of multiple cameras is adding specialty views in a game. These specialty views might include looking through a door's peep-hole, looking through binoculars at the top of a skyscraper, or even looking through a periscope. We can attach cameras to objects and change their viewing parameters to create unique camera use in our games. We are only limited by our own game designs and imagination. We can also use cameras as cameras. That's right! We can use the camera game object to simulate actual in-game cameras. One example is implementing security cameras in a prison-escape game. Working with lighting In the previous sections, we explored the uses of cameras for Unity games. Just like in the real world, cameras need lights to show us objects. In Unity games, we use multiple lights to illuminate the game environment. In Unity, we have both dynamic lighting techniques as well as light baking options for better performance. We can add numerous light sources throughout our scenes and selectively enable or disable an object's ability to cast or receive shadows. This level of specificity gives us tremendous opportunity to create realistic game scenes. Perhaps the secret behind Unity's ability to so realistically render light and shadows is that Unity models the actual behavior of lights and shadows. Real-time global illumination gives us the ability to instantiate multiple lights in each scene, each with the ability to directly or indirectly impact objects in the scene that are within range of the light sources. We can also add and manipulate ambient light in our game scenes. This is often done with Skyboxes, a tri-colored gradient, or even a single color. Each new scene in Unity has default ambient lighting, which we can control by editing the values in the Lighting window. In that window, you have access to the following settings: Environment Real-time Lighting Mixed Lighting Lightmapping Settings Other Settings Debug Settings No changes to these are required for our game at this time. We have already set the environmental lighting to our Skybox. When we create our scenes in Unity, we have three options for lighting. We can use real-time dynamic light, use the baked lighting approach, or use a mixture of the two. Our games perform more efficiently with baked lighting, compared to real-time dynamic lighting, so if performance is a concern, try using baked lighting where you can. To summarize, we have discussed how to create interesting lighting and camera effects using Unity 2018. This article is an extract from the book Getting Started with Unity 2018 written by Dr. Edward Lavieri. This book will help you create fun filled real world games with Unity 2018. Game Engine Wars: Unity vs Unreal Engine Unity plugins for augmented reality application development How to create non-player Characters (NPC) with Unity 2018    
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Aaron Lazar
03 May 2018
10 min read
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How to call an Azure function from an ASP.NET Core MVC application

Aaron Lazar
03 May 2018
10 min read
In this tutorial, we'll learn how to call an Azure Function from an ASP.NET Core MVC application. [box type="shadow" align="" class="" width=""]This article is an extract from the book C# 7 and .NET Core Blueprints, authored by Dirk Strauss and Jas Rademeyer. This book is a step-by-step guide that will teach you essential .NET Core and C# concepts with the help of real-world projects.[/box] We will get started with creating an ASP.NET Core MVC application that will call our Azure Function to validate an email address entered into a login screen of the application: This application does no authentication at all. All it is doing is validating the email address entered. ASP.NET Core MVC authentication is a totally different topic and not the focus of this post. In Visual Studio 2017, create a new project and select ASP.NET Core Web Application from the project templates. Click on the OK button to create the project. This is shown in the following screenshot: On the next screen, ensure that .NET Core and ASP.NET Core 2.0 is selected from the drop-down options on the form. Select Web Application (Model-View-Controller) as the type of application to create. Don't bother with any kind of authentication or enabling Docker support. Just click on the OK button to create your project: After your project is created, you will see the familiar project structure in the Solution Explorer of Visual Studio: Creating the login form For this next part, we can create a plain and simple vanilla login form. For a little bit of fun, let's spice things up a bit. Have a look on the internet for some free login form templates: I decided to use a site called colorlib that provided 50 free HTML5 and CSS3 login forms in one of their recent blog posts. The URL to the article is: https://colorlib.com/wp/html5-and-css3-login-forms/. I decided to use Login Form 1 by Colorlib from their site. Download the template to your computer and extract the ZIP file. Inside the extracted ZIP file, you will see that we have several folders. Copy all the folders in this extracted ZIP file (leave the index.html file as we will use this in a minute): Next, go to the solution for your Visual Studio application. In the wwwroot folder, move or delete the contents and paste the folders from the extracted ZIP file into the wwwroot folder of your ASP.NET Core MVC application. Your wwwroot folder should now look as follows: 4. Back in Visual Studio, you will see the folders when you expand the wwwroot node in the CoreMailValidation project. 5. I also want to focus your attention to the Index.cshtml and _Layout.cshtml files. We will be modifying these files next: Open the Index.cshtml file and remove all the markup (except the section in the curly brackets) from this file. Paste the HTML markup from the index.html file from the ZIP file we extracted earlier. Do not copy the all the markup from the index.html file. Only copy the markup inside the <body></body> tags. Your Index.cshtml file should now look as follows: @{ ViewData["Title"] = "Login Page"; } <div class="limiter"> <div class="container-login100"> <div class="wrap-login100"> <div class="login100-pic js-tilt" data-tilt> <img src="images/img-01.png" alt="IMG"> </div> <form class="login100-form validate-form"> <span class="login100-form-title"> Member Login </span> <div class="wrap-input100 validate-input" data-validate="Valid email is required: ex@abc.xyz"> <input class="input100" type="text" name="email" placeholder="Email"> <span class="focus-input100"></span> <span class="symbol-input100"> <i class="fa fa-envelope" aria-hidden="true"></i> </span> </div> <div class="wrap-input100 validate-input" data-validate="Password is required"> <input class="input100" type="password" name="pass" placeholder="Password"> <span class="focus-input100"></span> <span class="symbol-input100"> <i class="fa fa-lock" aria-hidden="true"></i> </span> </div> <div class="container-login100-form-btn"> <button class="login100-form-btn"> Login </button> </div> <div class="text-center p-t-12"> <span class="txt1"> Forgot </span> <a class="txt2" href="#"> Username / Password? </a> </div> <div class="text-center p-t-136"> <a class="txt2" href="#"> Create your Account <i class="fa fa-long-arrow-right m-l-5" aria-hidden="true"></i> </a> </div> </form> </div> </div> </div> The code for this chapter is available on GitHub here: Next, open the Layout.cshtml file and add all the links to the folders and files we copied into the wwwroot folder earlier. Use the index.html file for reference. You will notice that the _Layout.cshtml file contains the following piece of code—@RenderBody(). This is a placeholder that specifies where the Index.cshtml file content should be injected. If you are coming from ASP.NET Web Forms, think of the _Layout.cshtml page as a master page. Your Layout.cshtml markup should look as follows: <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>@ViewData["Title"] - CoreMailValidation</title> <link rel="icon" type="image/png" href="~/images/icons/favicon.ico" /> <link rel="stylesheet" type="text/css" href="~/vendor/bootstrap/css/bootstrap.min.css"> <link rel="stylesheet" type="text/css" href="~/fonts/font-awesome-4.7.0/css/font-awesome.min.css"> <link rel="stylesheet" type="text/css" href="~/vendor/animate/animate.css"> <link rel="stylesheet" type="text/css" href="~/vendor/css-hamburgers/hamburgers.min.css"> <link rel="stylesheet" type="text/css" href="~/vendor/select2/select2.min.css"> <link rel="stylesheet" type="text/css" href="~/css/util.css"> <link rel="stylesheet" type="text/css" href="~/css/main.css"> </head> <body> <div class="container body-content"> @RenderBody() <hr /> <footer> <p>© 2018 - CoreMailValidation</p> </footer> </div> <script src="~/vendor/jquery/jquery-3.2.1.min.js"></script> <script src="~/vendor/bootstrap/js/popper.js"></script> <script src="~/vendor/bootstrap/js/bootstrap.min.js"></script> <script src="~/vendor/select2/select2.min.js"></script> <script src="~/vendor/tilt/tilt.jquery.min.js"></script> <script> $('.js-tilt').tilt({ scale: 1.1 }) </script> <script src="~/js/main.js"></script> @RenderSection("Scripts", required: false) </body> </html> If everything worked out right, you will see the following page when you run your ASP.NET Core MVC application. The login form is obviously totally non-functional: However, the login form is totally responsive. If you had to reduce the size of your browser window, you will see the form scale as your browser size reduces. This is what you want. If you want to explore the responsive design offered by Bootstrap, head on over to https://getbootstrap.com/ and go through the examples in the documentation:   The next thing we want to do is hook this login form up to our controller and call the Azure Function we created to validate the email address we entered. Let's look at doing that next. Hooking it all up To simplify things, we will be creating a model to pass to our controller: Create a new class in the Models folder of your application called LoginModel and click on the Add button:  2. Your project should now look as follows. You will see the model added to the Models folder: The next thing we want to do is add some code to our model to represent the fields on our login form. Add two properties called Email and Password: namespace CoreMailValidation.Models { public class LoginModel { public string Email { get; set; } public string Password { get; set; } } } Back in the Index.cshtml view, add the model declaration to the top of the page. This makes the model available for use in our view. Take care to specify the correct namespace where the model exists: @model CoreMailValidation.Models.LoginModel @{ ViewData["Title"] = "Login Page"; } The next portion of code needs to be written in the HomeController.cs file. Currently, it should only have an action called Index(): public IActionResult Index() { return View(); } Add a new async function called ValidateEmail that will use the base URL and parameter string of the Azure Function URL we copied earlier and call it using an HTTP request. I will not go into much detail here, as I believe the code to be pretty straightforward. All we are doing is calling the Azure Function using the URL we copied earlier and reading the return data: private async Task<string> ValidateEmail(string emailToValidate) { string azureBaseUrl = "https://core-mail- validation.azurewebsites.net/api/HttpTriggerCSharp1"; string urlQueryStringParams = $"? code=/IS4OJ3T46quiRzUJTxaGFenTeIVXyyOdtBFGasW9dUZ0snmoQfWoQ ==&email={emailToValidate}"; using (HttpClient client = new HttpClient()) { using (HttpResponseMessage res = await client.GetAsync( $"{azureBaseUrl}{urlQueryStringParams}")) { using (HttpContent content = res.Content) { string data = await content.ReadAsStringAsync(); if (data != null) { return data; } else return ""; } } } } Create another public async action called ValidateLogin. Inside the action, check to see if the ModelState is valid before continuing. For a nice explanation of what ModelState is, have a look at the following article—https://www.exceptionnotfound.net/asp-net-mvc-demystified-modelstate/. We then do an await on the ValidateEmail function, and if the return data contains the word false, we know that the email validation failed. A failure message is then passed to the TempData property on the controller. The TempData property is a place to store data until it is read. It is exposed on the controller by ASP.NET Core MVC. The TempData property uses a cookie-based provider by default in ASP.NET Core 2.0 to store the data. To examine data inside the TempData property without deleting it, you can use the Keep and Peek methods. To read more on TempData, see the Microsoft documentation here: https://docs.microsoft.com/en-us/aspnet/core/fundamentals/app-state?tabs=aspnetcore2x. If the email validation passed, then we know that the email address is valid and we can do something else. Here, we are simply just saying that the user is logged in. In reality, we will perform some sort of authentication here and then route to the correct controller. So now you know how to call an Azure Function from an ASP.NET Core application. If you found this tutorial helpful and you'd like to learn more, go ahead and pick up the book C# 7 and .NET Core Blueprints. What is ASP.NET Core? Why ASP.NET makes building apps for mobile and web easy How to dockerize an ASP.NET Core application    
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Gebin George
03 May 2018
7 min read
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Build a foodie bot with JavaScript

Gebin George
03 May 2018
7 min read
Today, we are going to build a chatbot that can search for restaurants based on user goals and preferences. Let us begin by building Node.js modules to get data from Zomato based on user preferences. Create a file called zomato.js. Add a request module to the Node.js libraries using the following command in the console: This tutorial has been taken from Hands-On Chatbots and Conversational UI Development. > npm install request --save In zomato.js, add the following code to begin with: var request = require('request'); var baseURL = 'https://developers.zomato.com/api/v2.1/'; var apiKey = 'YOUR_API_KEY'; var catergories = null; var cuisines = null; getCategories(); getCuisines(76); Replace YOUR_API_KEY with your Zomato key. Let's build functions to get the list of categories and cuisines at startup. These queries need not be run when the user asks for a restaurant search because this information is pretty much static: function getCuisines(cityId){ var options = { uri: baseURL + 'cuisines', headers: { 'user-key': apiKey }, qs: {'city_id':cityId}, method: 'GET' } var callback = function(error, response, body) { if (error) { console.log('Error sending messages: ', error) } else if (response.body.error) { console.log('Error: ', response.body.error) } else { console.log(body); cuisines = JSON.parse(body).cuisines; } } request(options,callback); } The preceding code will fetch a list of cuisines available in a particular city (identified by a Zomato city ID). Let us add the code for identifying the list of categories: function getCategories(){ var options = { uri: baseURL + 'categories', headers: { 'user-key': apiKey }, qs: {}, method: 'GET' } var callback = function(error, response, body) { if (error) { console.log('Error sending messages: ', error) } else if (response.body.error) { console.log('Error: ', response.body.error) } else { categories = JSON.parse(body).categories; } } request(options,callback); } Now that we have the basic functions out of our way, let us code in the restaurant search code: function getRestaurant(cuisine, location, category){ var cuisineId = getCuisineId(cuisine); var categoryId = getCategoryId(category); var options = { uri: baseURL + 'locations', headers: { 'user-key': apiKey }, qs: {'query':location}, method: 'GET' } var callback = function(error, response, body) { if (error) { console.log('Error sending messages: ', error) } else if (response.body.error) { console.log('Error: ', response.body.error) } else { console.log(body); locationInfo = JSON.parse(body).location_suggestions; search(locationInfo[0], cuisineId, categoryId); } } request(options,callback); } function search(location, cuisineId, categoryId){ var options = { uri: baseURL + 'search', headers: { 'user-key': apiKey }, qs: {'entity_id': location.entity_id, 'entity_type': location.entity_type, 'cuisines': [cuisineId], 'categories': [categoryId]}, method: 'GET' } var callback = function(error, response, body) { if (error) { console.log('Error sending messages: ', error) } else if (response.body.error) { console.log('Error: ', response.body.error) } else { console.log('Found restaurants:') var results = JSON.parse(body).restaurants; console.log(results); } } request(options,callback); } The preceding code will look for restaurants in a given location, cuisine, and category. For instance, you can search for a list of Indian restaurants in Newington, Edinburgh that do delivery. We now need to integrate this with the chatbot code. Let us create a separate file called index.js. Let us begin with the basics: var restify = require('restify'); var builder = require('botbuilder'); var request = require('request'); var baseURL = 'https://developers.zomato.com/api/v2.1/'; var apiKey = 'YOUR_API_KEY'; var catergories = null; var cuisines = null; Chapter 6 [ 247 ] getCategories(); //setTimeout(function(){getCategoryId('Delivery')}, 10000); getCuisines(76); //setTimeout(function(){getCuisineId('European')}, 10000); // Setup Restify Server var server = restify.createServer(); server.listen(process.env.port || process.env.PORT || 3978, function () { console.log('%s listening to %s', server.name, server.url); }); // Create chat connector for communicating with // the Bot Framework Service var connector = new builder.ChatConnector({ appId: process.env.MICROSOFT_APP_ID, appPassword: process.env.MICROSOFT_APP_PASSWORD }); // Listen for messages from users server.post('/foodiebot', connector.listen()); Add the bot dialog code to carry out the restaurant search. Let us design the bot to ask for cuisine, category, and location before proceeding to the restaurant search: var bot = new builder.UniversalBot(connector, [ function (session) { session.send("Hi there! Hungry? Looking for a restaurant?"); session.send("Say 'search restaurant' to start searching."); session.endDialog(); } ]); // Search for a restaurant bot.dialog('searchRestaurant', [ function (session) { session.send('Ok. Searching for a restaurant!'); builder.Prompts.text(session, 'Where?'); }, function (session, results) { session.conversationData.searchLocation = results.response; builder.Prompts.text(session, 'Cuisine? Indian, Italian, or anything else?'); }, function (session, results) { session.conversationData.searchCuisine = results.response; builder.Prompts.text(session, 'Delivery or Dine-in?'); }, function (session, results) { session.conversationData.searchCategory = results.response; session.send('Ok. Looking for restaurants..'); getRestaurant(session.conversationData.searchCuisine, session.conversationData.searchLocation, session.conversationData.searchCategory, session); } ]) .triggerAction({ matches: /^search restaurant$/i, confirmPrompt: 'Your restaurant search task will be abandoned. Are you sure?' }); Notice that we are calling the getRestaurant() function with four parameters. Three of these are ones that we have already defined: cuisine, location, and category. To these, we have to add another: session. This passes the session pointer that can be used to send messages to the emulator when the data is ready. Notice how this changes the getRestaurant() and search() functions: function getRestaurant(cuisine, location, category, session){ var cuisineId = getCuisineId(cuisine); var categoryId = getCategoryId(category); var options = { uri: baseURL + 'locations', headers: { 'user-key': apiKey }, qs: {'query':location}, method: 'GET' } var callback = function(error, response, body) { if (error) { console.log('Error sending messages: ', error) } else if (response.body.error) { console.log('Error: ', response.body.error) } else { console.log(body); locationInfo = JSON.parse(body).location_suggestions; search(locationInfo[0], cuisineId, categoryId, session); } } request(options,callback); } function search(location, cuisineId, categoryId, session){ var options = { uri: baseURL + 'search', headers: { 'user-key': apiKey }, qs: {'entity_id': location.entity_id, 'entity_type': location.entity_type, 'cuisines': [cuisineId], 'category': categoryId}, method: 'GET' } var callback = function(error, response, body) { if (error) { console.log('Error sending messages: ', error) } else if (response.body.error) { console.log('Error: ', response.body.error) } else { console.log('Found restaurants:') console.log(body); //var results = JSON.parse(body).restaurants; //console.log(results); var resultsCount = JSON.parse(body).results_found; console.log('Found:' + resultsCount); session.send('I have found ' + resultsCount + ' restaurants for you!'); session.endDialog(); } } request(options,callback); } Once the results are obtained, the bot responds using session.send() and ends the dialog: Now that we have the results, let's present them in a more visually appealing way using cards. To do this, we need a function that can take the results of the search and turn them into an array of cards: function presentInCards(session, results){ var msg = new builder.Message(session); msg.attachmentLayout(builder.AttachmentLayout.carousel) var heroCardArray = []; var l = results.length; if (results.length > 10){ l = 10; } for (var i = 0; i < l; i++){ var r = results[i].restaurant; var herocard = new builder.HeroCard(session) .title(r.name) .subtitle(r.location.address) .text(r.user_rating.aggregate_rating) .images([builder.CardImage.create(session, r.thumb)]) .buttons([ builder.CardAction.imBack(session, "book_table:" + r.id, "Book a table") ]); heroCardArray.push(herocard); } msg.attachments(heroCardArray); return msg; } And we call this function from the search() function: function search(location, cuisineId, categoryId, session){ var options = { uri: baseURL + 'search', headers: { 'user-key': apiKey }, qs: {'entity_id': location.entity_id, 'entity_type': location.entity_type, 'cuisines': [cuisineId], 'category': categoryId}, method: 'GET' } var callback = function(error, response, body) { if (error) { console.log('Error sending messages: ', error) } else if (response.body.error) { console.log('Error: ', response.body.error) } else { console.log('Found restaurants:') console.log(body); var results = JSON.parse(body).restaurants; var msg = presentInCards(session, results); session.send(msg); session.endDialog(); } } request(options,callback); } Here is how it looks: We saw how to build a restaurant search bot, that gives you restaurant suggestions as per your preference. If you found our post useful check out Chatbots and Conversational UI Development. Top 4 chatbot development frameworks for developers How to create a conversational assistant using Python My friend, the robot: Artificial Intelligence needs Emotional Intelligence    
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article-image-amazon-s3-security-access-policies
Savia Lobo
03 May 2018
7 min read
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Amazon S3 Security access and policies

Savia Lobo
03 May 2018
7 min read
In this article, you will get to know about Amazon S3, and the security access and policies associated with it.  AWS provides you with S3 as the object storage, where you can store your object files from 1 KB to 5 TB in size at a low cost. It's highly secure, durable, and scalable, and has unlimited capacity. It allows concurrent read/write access to objects by separate clients and applications. You can store any type of file in AWS S3 storage. [box type="shadow" align="" class="" width=""]This article is an excerpt taken from the book,' Cloud Security Automation', written by Prashant Priyam.[/box] AWS keeps multiple copies of all the data stored in the standard S3 storage, which are replicated across devices in the region to ensure the durability of 99.999999999%. S3 cannot be used as block storage. AWS S3 storage is further categorized into three different sections: S3 Standard: This is suitable when we need durable storage for files with frequent access. Reduced Redundancy Storage: This is suitable when we have less critical data that is persistent in nature. Infrequent Access (IA): This is suitable when you have durable data with nonfrequent access. You can opt for Glacier. However, in Glacier, you have a very long retrieval time. So, S3 IA becomes a suitable option. It provides the same performance as the S3 Standard storage. AWS S3 has inbuilt error correction and fault tolerance capabilities. Apart from this, in S3 you have an option to enable versioning and cross-region replication (cross-origin resource sharing (CORS)). If you want to enable versioning on any existing bucket, versioning will be enabled only for new objects in that bucket, not for existing objects. This also happens in the case of CORS, where you can enable cross-region replication, but it will be applicable only for new objects. Security in Amazon S3 S3 is highly secure storage. Here, we can enable fine-grained access policies for resource access and encryption. To enable access-level security, you can use the following: S3 bucket policy IAM access policy MFA for object deletion The S3 bucket policy is a JSON code that defines what will be accessed by whom and at what level: { "Version": "2008-10-17", "Statement": [ { "Sid": "AllowPublicRead", "Effect": "Allow", "Principal": { "AWS": "*" }, "Action": [ "s3:GetObject" ], "Resource": [ "arn:aws:s3:::prashantpriyam/*" ] } ] } In the preceding JSON code, we have just allowed read-only access to all the objects (as defined in the Action section) for an S3 bucket named prashantpriyam (defined in the Resource section). Similar to the S3 bucket policy, we can also define an IAM policy for S3 bucket access: { "Version": "2012-10-17", "Statement": [ { "Effect": "Allow", "Action": [ "s3:GetBucketLocation", "s3:ListAllMyBuckets" ], "Resource": "arn:aws:s3:::*" }, { "Effect": "Allow", "Action": ["s3:ListBucket"], "Resource": ["arn:aws:s3:::prashantpriyam"] }, { "Effect": "Allow", "Action": [ "s3:PutObject", "s3:GetObject", "s3:DeleteObject" ], "Resource": ["arn:aws:s3:::prashantpriyam/*"] } ] } In the preceding policy, we want to give the user full permissions on the S3 bucket from the AWS console as well. In the following section of policy (JSON code), we have granted permission to the user to get the bucket location and list all the buckets for traversal, but here we cannot perform other operations, such as getting object details from the bucket: { "Version": "2012-10-17", "Statement": [ { "Effect": "Allow", "Action": [ "s3:GetBucketLocation", "s3:ListAllMyBuckets" ], "Resource": "arn:aws:s3:::*" }, { "Effect": "Allow", "Action": ["s3:ListBucket"], "Resource": ["arn:aws:s3:::prashantpriyam"] }, While in the second section of the policy (specified as follows), we have given permission to users to traverse into the prashantpriyam bucket and perform PUT, GET, and DELETE operations on the object: { "Effect": "Allow", "Action": [ "s3:PutObject", "s3:GetObject", "s3:DeleteObject" ], "Resource": ["arn:aws:s3:::prashantpriyam/*"] } MFA enables additional security on your account where, after password-based authentication, it asks you to provide the temporary code generated from AWS MFA. We can also use a virtual MFA such as Google Authenticator. AWS S3 supports MFA-based API, which helps to enforce MFA-based access policy on S3 bucket. Let's look at an example where we are giving users read-only access to a bucket while all other operations require an MFA token, which will expire after 600 seconds: { "Version": "2012-10-17", "Statement": [ { "Sid": "", "Effect": "Deny", "Principal": "*", "Action": "s3:*", "Resource": "arn:aws:s3:::prashantpriyam/priyam/*", "Condition": {"Null": {"aws:MultiFactorAuthAge": true }} }, { "Sid": "", "Effect": "Deny", "Principal": "*", "Action": "s3:*", "Resource": "arn:aws:s3:::prashantpriyam/priyam/*", "Condition": {"NumericGreaterThan": {"aws:MultiFactorAuthAge": 600 }} }, { "Sid": "", "Effect": "Allow", "Principal": "*", "Action": ["s3:GetObject"], "Resource": "arn:aws:s3:::prashantpriyam/*" } ] } In the preceding code, you can see that we have allowed all the operations on the S3 bucket if they have an MFA token whose life is less than 600 seconds. Apart from MFA, we can enable versioning so that S3 can automatically create multiple versions of the object to eliminate the risk of unwanted modification of data. This can be enabled with the AWS Console only. You can also enable cross-region replication so that the S3 bucket content can be replicated to the other selected regions. This option is mostly used when you want to deliver static content into two different regions, but it also gives you redundancy. For infrequently accessed data you can enable a lifecycle policy, which helps you to transfer the objects to a low-cost archival storage called Glacier. Let's see how to secure the S3 bucket using the AWS Console. To do this, we need to log in to the S3 bucket and search for S3. Now, click on the bucket you want to secure: In the screenshot, we have selected the bucket called velocis-manali-trip-112017 and, in the bucket properties, we can see that we have not enabled the security options that we have learned so far. Let's implement the security. Now, we need to click on the bucket and then on the Properties tab. From here, we can enable Versioning, Default encryption, Server access logging, and Object-level logging: To enable Server access logging, you need to specify the name of the bucket and a prefix for the logs: To enable encryption, you need to specify whether you want to use AES 256 or AWS KMS based encryption. Now, click on the Permission tab. From here, you will be able to define the Access Control List, Bucket Policy, and CORS configuration: In Access Control List, you can define who will access what and to what extent, in Bucket Policy you define resource-based permissions on the bucket (like we have seen in the example for bucket policy), and in CORS configuration we define the rule for CORS. Let's look at a sample CORS file: <!-- Sample policy --> <CORSConfiguration> <CORSRule> <AllowedOrigin>*</AllowedOrigin> <AllowedMethod>GET</AllowedMethod> <MaxAgeSeconds>3000</MaxAgeSeconds> <AllowedHeader>Authorization</AllowedHeader> </CORSRule> </CORSConfiguration> It's an XML script that allows read-only permission to all the origins. In the preceding code, instead of a URL, the origin is the wildcard *, which means anyone. Now, click on the Management section. From here, we define the life cycle rule, replication, and so on: In life cycle rules, an S3 bucket object is transferred to the Standard-IA tier after 30 days and transferred to Glacier after 60 days. This is how we define security on the S3 bucket. To summarize, we learned about security access and policies in Amazon S3. If you've enjoyed reading this, do check out this book, 'Cloud Security Automation' to know how private cloud security functions can be automated for better time and cost-effectiveness. Creating and deploying an Amazon Redshift cluster Amazon Sagemaker makes machine learning on the cloud easy How cybersecurity can help us secure cyberspace
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Michael Kordvani
02 May 2018
5 min read
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How Android app developers can convert iPhone apps

Michael Kordvani
02 May 2018
5 min read
Businesses like to cast their nets as wide as possible in search of new customers. This type of broad outreach requires designing mobile apps for both iOS and Android phones. Although iPhones are very popular in the U.S. market, if you want to step up and attract global customers, you need to expand your product to the Android platform. Most Android app developers will face this challenge at some point: how to create an Android app from an iPhone app, and make it at least as successful as the primary product. It's not surprising that developers tend to concentrate on building up their skills for one platform in particular. Both platforms have their challenges. Spreading yourself too thin in an effort to meet the requirements for both phones can mean that the user experience suffers. But the challenges can be overcome. iPhone apps are great, but limited in terms of market size. Android apps are the biggest market players, and companies often ask the same team of Android app developers to take on both projects at once. With a few tips and tricks to help you along, you’ll be able to make your project a success. What are the benefits of redesigning an iPhone App into an Android App? Before converting your iPhone app into an Android app, it’s important to keep in mind that enlarging the customer base is not the only benefit. You will also get the chance to add more features, diversify money-making methods with new options for in-app purchasing and advertisements, as well as get a full product overhaul at only a fraction of the cost of starting from scratch. These are the obvious reasons why companies usually don’t overlook the possibility of iPhone app conversion. When a company has a team of iPhone and Android app developers and can save on new projects, it often pays off handsomely in the end. Hiring a product manager to oversee the process is not a bad idea if you have the budget for it. A manager can help the team understand the similar elements of these otherwise different platforms. Despite the UX/UI design differences in terms of navigation, icons and app architecture, you still need to code with customer requirements in mind. Also, before you start redesigning the product, keep in mind that the business model may need to be tweaked and the store submission process is quite different. UX and UI design differences between Android and iOS The platforms have significant differences in terms of design. You cannot simply copy the elements from an iPhone to an Android phone environment, at least not in a clear-cut way. You must design with the already-set styles in mind. For example, Android apps use a specific icon library, which is different from the one used for iOS. Android app developers and designers work with a wider color palette, varying in nuances and shades, while iPhone apps are more standardized. Roboto is the preferred Android font, and San Francisco is its iPhone counterpart. The hierarchical typography is not the same either. Because of the variations in the navigation tools, the user interface looks very different on Android phones. iPhone navigation is concentrated at the bottom; Android phones use more side and top navigation bars. Don’t forget about the thumb issue. iPhones are generally built around an average-sized thumb. With Android, you have a bit more leeway to accommodate all thumb sizes. Even if you focus only on these design basics, the user interface on an iPhone will still look different than the one on an Android smartphone. If we factor in button styles (flat on iOS vs. flat/floating on Android), grids and action sheets, as well as dropdown menus, things get even more complex. This guide offers a helpful comparison overview you can use when converting iPhone apps into Android apps. Sizing and resolution on Android phones also present their own challenges. Designers need to include different Android screen resolutions, which is already significantly more challenging than designing for the unified iPhone layout. iPhone app developers use points, and Android app developers use pixels when measuring screen objects, such as fonts and icons. The pt/px ratio is 0.75. At the same time, clients need some degree of standardization for brand recognition. They don’t want to confuse users with two apps that don’t appear to be from the same company. Further considerations Android app developers need to make about code and external libraries It can be challenging to find a team of Android app developers who also know how to code in iOS-friendly languages. However, it may be more efficient and cost-effective than working with two different teams. Programming languages that work for both Android apps and iOS apps are Kotlin and C-languages. Nonetheless, both platforms have widely preferred languages: Swift for iPhone apps and Java for Android apps. Android app developers should also check for compatibility before using external libraries and tools in the conversion project. Although challenging, converting iPhone apps for the Android OS platform is far from impossible. After all, people do it every day, as dual-platform apps are the rule rather than the exception. All you need to do to make a great product is to understand the key differences and make the necessary adjustments. Build your first Android app with Kotlin How to Secure and Deploy an Android App Why are Android developers switching from Java to Kotlin?
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Richa Tripathi
02 May 2018
4 min read
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Build a custom Admin Home page in Salesforce CRM Lightning Experience

Richa Tripathi
02 May 2018
4 min read
Today, we will learn how to build a custom Admin Home page and a Home page template with the Salesforce Lightning App Builder. [box type="note" align="" class="" width=""]This article is an excerpt from a book written by Paul Goodey, titled Salesforce CRM Admin Cookbook - Second Edition. This book will help you implement advanced user interface techniques to improve the look and feel of Salesforce CRM.[/box] The sales performance or opportunity top deals components, which are provided out of the box on the Homepage, give sales people a very good insight into their sale activities. However, sales performance may not necessarily be relevant to or desired by non-sales users with job functions in other areas, such as marketing, service, finance, or even Salesforce system administration. Rather than presenting the default Home page to all users in all business functions, you can create custom Home pages with features relevant to specific types of users, and assign the customized pages to different user profiles with Lightning App Builder in Lightning Experience. There are two methods of creating custom Home pages in Salesforce CRM Lightning Experience. These methods involve either editing an existing Home page or creating a new page using a Home page template. In this recipe, we will create a new custom Home page using Lightning App Builder and a Home page template. How to do it... Carry out the following steps to build a new custom Home page using Lightning App Builder: Click on the Setup gear icon at the top right of the main Home page, as shown in the following screenshot:      Click the Setup option, as shown in the following screenshot: Type app builder in the Quick Find search box, as shown in the following screenshot: Select the Lightning App Builder option. Click the New button, as shown in the following screenshot: In the resulting Create a New Lightning Page dialog, choose the Home page Lightning Experience page type, as shown in the following screenshot: Click on Next. Now enter Admin in the Label box presented in the next dialog and then click on Next. In the final dialog, keep the tab option set as CHOOSE PAGE TEMPLATE, which shows the selection of Standard Home Page  as default, as shown in the following screenshot: 10. Click on Finish. 11. In the resulting Home page Layout screen, drag the desired components from the left-hand components pane, which contains all the standard components available for the Home page, onto the canvas section. Here, we will drag the Recent Items to the top section, the Chatter Feed to the bottom left, the Chatter Publisher to the bottom right, and the App Launcher component to the right-hand section. 12. Enter This is a custom Home page created for use by Salesforce CRM Administrators in the Description box of the page, as shown in the following screenshot: 13. Finally, click on Save, as shown in the following screenshot: 14. After the page has been saved, the Home page must be activated. Upon saving the page, the Activation... option will be visible, as shown in the following screenshot: 15. Click on Activation... . When clicking on Save for the very first time you will be presented with a Page Saved dialog that provides an Activate button to active the page. The dialog also presents a message saying Activate this page to make it visible to your users along with a checkbox with the caption Don't show this message again, which, when checked, prevents the dialog from reappearing. 16. In the resulting Activation dialog, choose the Assign this Home page to specific profiles option, as shown in the following screenshot: 17. Click on Next. 18. In the resulting Select Profiles dialog, choose the System Administrator profile, as shown in the following screenshot: 19. Click on Next. 20. Finally, in the resulting Review Assignments confirmation dialog, click on Activate, as shown in the following screenshot: How it works... When system administrators navigate to the Salesforce CRM Home page, they are presented with a custom Home page, as shown in the following screenshot: If you found our post useful, do check out this book Salesforce CRM Admin Cookbook - Second Edition, to explore advanced features of the Salesforce CRM’s Lightning interface. Getting Started with Salesforce Lightning Experience How to create and prepare your first dataset in Salesforce Einstein  
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Gebin George
02 May 2018
10 min read
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How to create multithreaded applications in Qt

Gebin George
02 May 2018
10 min read
In today’s tutorial, we will learn how to use QThread and its affiliate classes to create multithreaded applications. We will go through this by creating an example project, which processes and displays the input and output frames from a video source using a separate thread. This helps leave the GUI thread (main thread) free and responsive while more intensive processes are handled with the second thread. As it was mentioned earlier, we will focus mostly on the use cases common to computer vision and GUI development; however, the same (or a very similar) approach can be applied to any multithreading problem. [box type="note" align="" class="" width=""]This article is an excerpt from the book, Computer Vision with OpenCV 3 and Qt5 written by Amin Ahmadi Tazehkandi. This book will help you blend the power of Qt with OpenCV to build cross-platform computer vision applications.[/box] We will use this example project to implement multithreading using two different approaches available in Qt for working with QThread classes. First, subclassing and overriding the run method, and second, using the moveToThread function available in all Qt objects, or, in other words, QObject subclasses. Subclassing QThread Let's start by creating an example Qt Widgets application in the Qt Creator named MultithreadedCV. To start with, add an OpenCV framework to this project: win32: { include("c:/dev/opencv/opencv.pri") } unix: !macx{ CONFIG += link_pkgconfig PKGCONFIG += opencv } unix: macx{ INCLUDEPATH += /usr/local/include LIBS += -L"/usr/local/lib" -lopencv_world } Then, add two label widgets to your mainwindow.ui file, shown as follows. We will use these labels to display the original and processed video from the default webcam on the computer: Make sure to set the objectName property of the label on the left to inVideo and the one on the right to outVideo. Also, set their alignment/Horizontal property to AlignHCenter. Now, create a new class called VideoProcessorThread by right-clicking on the project PRO file and selecting Add New from the menu. Then, choose C++ Class and make sure the combo boxes and checkboxes in the new class wizard look like the following screenshot: After your class is created, you'll have two new files in your project called videoprocessorthread.h and videoprocessor.cpp, in which you'll implement a video processor that works in a thread separate from the mainwindow files and GUI threads. First, make sure that this class inherits QThread by adding the relevant include line and class inheritance, as seen here (just replace QObject with QThread in the header file). Also, make sure you include OpenCV headers: #include <QThread> #include "opencv2/opencv.hpp" class VideoProcessorThread : public QThread You need to similarly update the videoprocessor.cpp file so that it calls the correct constructor: VideoProcessorThread::VideoProcessorThread(QObject *parent) : QThread(parent) Now, we need to add some required declarations to the videoprocessor.h file. Add the following line to the private members area of your class: void run() override; And then, add the following to the signals section: void inDisplay(QPixmap pixmap); void outDisplay(QPixmap pixmap); And finally, add the following code block to the videoprocessorthread.cpp file: void VideoProcessorThread::run() { using namespace cv; VideoCapture camera(0); Mat inFrame, outFrame; while(camera.isOpened() && !isInterruptionRequested()) { camera >> inFrame; if(inFrame.empty()) continue; bitwise_not(inFrame, outFrame); emit inDisplay( QPixmap::fromImage( QImage( inFrame.data, inFrame.cols, inFrame.rows, inFrame.step, QImage::Format_RGB888) .rgbSwapped())); emit outDisplay( QPixmap::fromImage( QImage( outFrame.data, outFrame.cols, outFrame.rows, Multithreading Chapter 8 [ 309 ] outFrame.step, QImage::Format_RGB888) .rgbSwapped())); } } The run function is overridden and it's implemented to do the required video processing task. If you try to do the same inside the mainwindow.cpp code in a loop, you'll notice that your program becomes unresponsive, and, eventually, you have to terminate it. However, with this approach, the same code is now in a separate thread. You just need to make sure you start this thread by calling the start function, not run! Note that the run function is meant to be called internally, so you only need to reimplement it as seen in this example; however, to control the thread and its execution behavior, you need to use the following functions: start: This can be used to start a thread if it is not already started. This function starts the execution by calling the run function we implemented. You can pass one of the following values to the start function to control the priority of the thread: QThread::IdlePriority (this is scheduled when no other thread is running) QThread::LowestPriority QThread::LowPriority QThread::NormalPriority QThread::HighPriority QThread::HighestPriority QThread::TimeCriticalPriority (this is scheduled as much as possible) QThread::InheritPriority (this is the default value, which simply inherits priority from the parent) terminate: This function, which should only be used in extreme cases (means never, hopefully), forces a thread to terminate. setTerminationEnabled: This can be used to allow or disallow the terminate Function. wait: This function can be used to block a thread (force waiting) until the thread is finished or the timeout value (in milliseconds) is reached. requestInterruption and isRequestInterrupted: These functions can be used to set and get the interruption request status. Using these functions is a useful approach to make sure the thread is stopped safely in the middle of a process that can go on forever. isRunning and isFinished: These functions can be used to request the execution status of the thread. Apart from the functions we mentioned here, QThread contains other functions useful for dealing with multithreading, such as quit, exit, idealThreadCount, and so on. It is a good idea to check them out for yourself and think about use cases for each one of them. QThread is a powerful class that can help maximize the efficiency of your applications. Let's continue with our example. In the run function, we used an OpenCV VideoCapture class to read the video frames (forever) and apply a simple bitwise_not operator to the Mat frame (we can do any other image processing at this point, so bitwise_not is only an example and a fairly simple one to explain our point), then converted that to QPixmap via QImage, and then sent the original and modified frames using two signals. Notice that in our loop that will go on forever, we will always check if the camera is still open and also check if there is an interruption request to this thread. Now, let's use our thread in MainWindow. Start by including its header file in the mainwindow.h file: #include "videoprocessorthread.h" Then, add the following line to the private members' section of MainWindow, in the mainwindow.h file: VideoProcessorThread processor; Now, add the following code to the MainWindow constructor, right after the setupUi line: connect(&processor, SIGNAL(inDisplay(QPixmap)), ui->inVideo, SLOT(setPixmap(QPixmap))); connect(&processor, SIGNAL(outDisplay(QPixmap)), ui->outVideo, SLOT(setPixmap(QPixmap))); processor.start(); And then add the following lines to the MainWindow destructor, right before the delete ui; line: processor.requestInterruption(); processor.wait(); We simply connected the two signals from the VideoProcessorThread class to two labels we had added to the MainWindow GUI, and then started the thread as soon as the program started. We also request the thread to stop as soon as MainWindow is closed and right before the GUI is deleted. The wait function call makes sure to wait for the thread to clean up and safely finish executing before continuing with the delete instruction. Try running this code to check it for yourself. You should see something similar to the following image as soon as the program starts: The video from your default webcam on the computer should start as soon as the program starts, and it will be stopped as soon as you close the program. Try extending the VideoProcessorThread class by passing a camera index number or a video file path into it. You can instantiate as many VideoProcessorThread classes as you want. You just need to make sure to connect the signals to correct widgets on the GUI, and this way you can have multiple videos or cameras processed and displayed dynamically at runtime. Using the moveToThread function As we mentioned earlier, you can also use the moveToThread function of any QObject subclass to make sure it is running in a separate thread. To see exactly how this works, let's repeat the same example by creating exactly the same GUI, and then creating a new C++ class (same as before), but, this time, naming it VideoProcessor. This time though, after the class is created, you don't need to inherit it from QThread, leave it as QObject (as it is). Just add the following members to the videoprocessor.h file: signals: void inDisplay(QPixmap pixmap); void outDisplay(QPixmap pixmap); public slots: void startVideo(); void stopVideo(); private: bool stopped; The signals are exactly the same as before. The stopped is a flag we'll use to help us stop the video so that it does not go on forever. The startVideo and stopVideo are functions we'll use to start and stop the processing of the video from the default webcam. Now, we can switch to the videoprocessor.cpp file and add the following code blocks. Quite similar to what we had before, with the obvious difference that we don't need to implement the run function since it's not a QThread subclass, and we have named our functions as we like: void VideoProcessor::startVideo() { using namespace cv; VideoCapture camera(0); Mat inFrame, outFrame; stopped = false; while(camera.isOpened() && !stopped) { camera >> inFrame; if(inFrame.empty()) continue; bitwise_not(inFrame, outFrame); emit inDisplay( QPixmap::fromImage( QImage( inFrame.data, inFrame.cols, inFrame.rows, inFrame.step, QImage::Format_RGB888) .rgbSwapped())); emit outDisplay( QPixmap::fromImage( QImage( outFrame.data, outFrame.cols, outFrame.rows, outFrame.step, QImage::Format_RGB888) .rgbSwapped())); } } void VideoProcessor::stopVideo() { stopped = true; } Now we can use it in our MainWindow class. Make sure to add the include file for the VideoProcessor class, and then add the following to the private members' section of MainWindow: VideoProcessor *processor; Now, add the following piece of code to the MainWindow constructor in the mainwindow.cpp file: processor = new VideoProcessor(); processor->moveToThread(new QThread(this)); connect(processor->thread(), SIGNAL(started()), processor, SLOT(startVideo())); connect(processor->thread(), SIGNAL(finished()), processor, SLOT(deleteLater())); connect(processor, SIGNAL(inDisplay(QPixmap)), ui->inVideo, SLOT(setPixmap(QPixmap))); connect(processor, SIGNAL(outDisplay(QPixmap)), ui->outVideo, SLOT(setPixmap(QPixmap))); processor->thread()->start(); In the preceding code snippet, first, we created an instance of VideoProcessor. Note that we didn't assign any parents in the constructor, and we also made sure to define it as a pointer. This is extremely important when we intend to use the moveToThread function. An object that has a parent cannot be moved into a new thread. The second highly important lesson in this code snippet is the fact that we should not directly call the startVideo function of VideoProcessor, and it should only be invoked by connecting a proper signal to it. In this case, we have used its own thread's started signal; however, you can use any other signal that has the same signature. The rest is all about connections. In the MainWindow destructor function, add the following lines: processor->stopVideo(); processor->thread()->quit(); processor->thread()->wait(); If you found our post useful, do check out this book Computer Vision with OpenCV 3 and Qt5  which will help you understand how to build a multithreaded computer vision applications with the help of OpenCV 3 and Qt5. Top 10 Tools for Computer Vision OpenCV Primer: What can you do with Computer Vision and how to get started? Image filtering techniques in OpenCV  
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Guest Contributor
01 May 2018
14 min read
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Seven wrongs don’t make the one right: Solving a problem with Functional Javascript

Guest Contributor
01 May 2018
14 min read
Functional Programming has several advantages for better, more understandable and maintainable code. Currently, it's popping up in many languages and frameworks, but let's not dwell into the theory right now, and instead, let's consider a simple problem, and how to solve it in a functional way. [box type="shadow" align="" class="" width=""]This is a guest post written by Federico Kereki, the author of the book Mastering Functional JavaScriptProgramming. Federico Kereki is a Uruguayan Systems Engineer, with a Masters Degree in Education, and more than thirty years’ experience as a consultant, system developer, university professor and writer.[/box] Assume the following situation. You have developed an e-commerce site: the user can fill his shopping cart, and at the end, he must click on a BILL ME button, so his credit card will be charged. However, the user shouldn't click twice (or more) or he would be billed several times. The HTML part of your application might have something like this, somewhere: <button id=“billButton” onclick=“billTheUser(some, sales, data)”>Bill me</button> And, among the scripts you’d have something similar to this: function billTheUser(some, sales, data) { window.alert("Billing the user..."); // actually bill the user } (Assigning events handler directly in HTML, the way I did it, isn’t recommended. Rather, in unobtrusive fashion, you should assign the handlerthrough code. So... Do as I say, not as I do!) This is a very barebone explanation of the problem and your web page, but it's enough for our purposes. Let's now get to think about ways of avoiding repeated clicks on that button… How can you manage to avoid the user clicking more than once? We’ll consider several common solutions for this, and then analyze a functional way of solving the problem.OK, how many ways can you think of, to solve our problem? Let us take several solutions one by one, and analyze their quality. Solution #1: hope for the best! How can we solve the problem? The first so called solution may seem like a joke: do nothing, tell the user not to click twice, and hope for the best! This is a weasel way of avoiding the problem, but I've seen several websites that just warn the user about the risks of clicking more than once, and actually do nothing to prevent the situation... the user got billed twice? we warned him... it’s his fault! <button id="billButton" onclick="billTheUser(some, sales, data)">Bill me</button> <b>WARNING: PRESS ONLY ONCE, DO NOT PRESS AGAIN!!</b> OK, so this isn’t actually a solution; let's move on to more serious proposals... Solution #2: use a global flag The solution most people would probably think of first, is using some global variable to record whether the user has already clicked on the button. You'd define a flag named something like clicked, initialized with false. When the user clicks on the button, you check the flag. If clicked was false, you change it to true, and execute the function; otherwise, you don't do anything at all. let clicked = false; . . . function billTheUser(some, sales, data) { if (!clicked) { clicked = true; window.alert("Billing the user..."); // actually bill the user } } This obviously works, but has several problems that must be addressed. You are using a global variable, and you could change its value by accident.Global variables aren't a good idea, neither in JS nor in other languages. (For moregood reasons NOT to use global variables, read http:/​/​wiki.​c2.​com/​?GlobalVariablesAreBad) You must also remember to re-initialize it to false when the user starts buying again. If you don't, the user won’t be able to do a second buy, because paying will have become impossible. You will have difficulties testing this code because it depends on external things: that is, the clicked variable. So, this isn’t a very good solution either... let's keep thinking! Solution #3: Remove the handler We may go for a lateral kind of solution, and instead of having the function avoid repeated clicks, we might just remove the possibility of clicking altogether. function billTheUser(some, sales, data) { document.getElementById("billButton").onclick = null; window.alert("Billing the user..."); // actually bill the user } This solution also has some problems. The code is tightly coupled to the button, so you won't be able to reuse it elsewhere; You must remember to reset the handler; otherwise, the user won't be able to make a second buy; Testing will also be harder, because you'll have to provide some DOM elements We can enhance this solution a bit, and avoid coupling the function to the button, by providing the latter's id as an extra argument in the call. (This idea can also be applied to some of the solutions below.) The HTML part would be: <button id="billButton" onclick="billTheUser('billButton', some, sales, data)" > Bill me </button>; (note the extra argument) and the called function would be: function billTheUser(buttonId, some, sales, data) { document.getElementById(buttonId).onclick = null; window.alert("Billing the user..."); // actually bill the user } This solution is somewhat better. But, in essence, we are still using a global element: not a variable, but the onclick value. So, despite the enhancement, this isn't a very good solution too. Let's move on. Solution #4: Change the handler A variant to the previous solution would be not removing the click function, and rather assign a new one instead. We are using functions as first-class objects here, when we assign the alreadyBilled() function to the click event: function alreadyBilled() { window.alert("Your billing process is running; don't click, please."); } function billTheUser(some, sales, data) { document.getElementById("billButton").onclick = alreadyBilled; window.alert("Billing the user..."); // actually bill the user } Now here’s a good point in this solution: if the user clicks a second time, he'll get a pop-up warning not to do that, but he won't be billed again. (From the point of view of the user experience, it's better.) However, this solution still has the very same objections as the previous one (code coupled to the button, need to reset the handler, harder testing) so we won't consider this to be quite good anyway. Solution #5: disable the button A similar idea: instead of removing the event handler, disable the button, so the user won't be able to click: function billTheUser(some, sales, data) { document.getElementById("billButton").setAttribute("disabled", "true"); window.alert("Billing the user..."); // actually bill the user } This also works, but we still have objections as for the previous solutions (coupling the code to button, need to re-enable the button, harder testing) so we don't like this solution either. Solution #6: redefine the handler Another idea: instead of changing anything in the button, let's have the event handler change itself. The trick is in the second line; by assigning a new value to the billTheUser variable, we are actually dynamically changing what the function does! The first time you call the function, it will do its thing... but it will also change itself out of existence, by giving its name to a new function: function billTheUser(some, sales, data) { billTheUser = function() {}; window.alert("Billing the user..."); // actually bill the user } There’s a special trick in the solution. Functions are global, so the line billTheUser=...actually changes the function inner workings; from that point on, billTheUser will be a new (null) function. This solution is still hard to test. Even worse, how would you restore the functionality of billTheUser, setting it back to its original objective? Solution #7: use a local flag We can go back to the idea of using a flag, but instead of making it global (which was our main objection) we can use an Immediately Invoked Function Expression (IIFE) that, via a closure, makes clicked local to the function, and not visible anywhere else: var billTheUser = (clicked => { return (some, sales, data) => { if (!clicked) { clicked = true; window.alert("Billing the user..."); // actually bill the user } }; })(false); In particular, see how clicked gets its initial false value, from the call, at the end. This solution is along the lines of the global variable solution, but using a private, local variable is an enhancement. The only objection we could find is that you’ll have to rework every function that needs to be called only once, to work in this fashion. (And, as we’ll see below, our FP solution is similar in some ways to it.) OK, it’s not too hard to do, but don’t forget the Don’t Repeat Yourself (D.R.Y) advice! A functional, higher order, solution Now that we've gone through several “normal” solutions, let’s try to be more general: after all, requiring that some function or other be executed only once, isn’t that outlandish, and may be required elsewhere! Let’s lay down some principles: The original function (the one that may be called only once) should do that thing, and no other; We don’t want to modify the original function in any way; so, We need to have a new function, that will call the original one only once, and We want a general solution, that we can apply to any number of original functions. (The first principle listed above is the single responsibility principle (the S in S.O.L.I.D.) which states that every function should be responsible over a single functionality. For more on S.O.L.I.D., check the article by “Uncle Bob” (Robert C. Martin, who wrote the five principles) at http://butunclebob.com/ArticleS.UncleBob.PrinciplesOfOod). Can we do it? Yes; and we'll write a higher order function, which we'll be able to apply to any function, to produce a new function that will work only once. Let's see how! If we don't want to modify the original function, we'll create a higher order function, which we'll, inspiredly, name once(). This function will receive a function as a parameter, and will return a new function, which will work only a single time. (By the way, libraries such as Underscore and LoDash already have a similar function, invoked as _.once(). Ramda also provides R.once(), and most FP libraries include similar functionality, so you wouldn’t actually have to program it on your own.) Our once() function way seem imposing at first, but as you get accustomed to working in FP fashion, you'll get used to this sort of code, and will find it to be quite understandable: const once = fn => { let done = false; return (...args) => { if (!done) { done = true; fn(...args); } }; }; Let’s go over some of the finer points of this function: The first line shows that once() receives a function (fn) as its parameter. We are defining an internal, private done variable, by taking advantage of a closure, as in Solution #7, above. We opted not to call it clicked, as earlier, because you don’t necessarily need to click on a button to call the function; we went for a more general term. The line return (...args) => … says that once() will return a function, with some (0, 1, or more) parameters. We are using the modern spread syntax; with older versions of JS you'd have to work with the arguments object; see https:/​/developer.​mozilla.​org/​en/​docs/​Web/​JavaScript/​Reference/​Functions/arguments for more on that. The ES8 way is simpler and shorter! We assign done = true before calling fn(), just in case that function throws an exception. Of course, if you don't want to disable the function unless it has successfully ended, then you could move the assignment just below the fn() call. After that setting is done, we finally call the original function. Note the use of the spread operator to pass along whatever parameters the original fn() had. So, how would we use it? We don't even need to store the newly generated function in any place; we can simply write the onclick method, as shown as follows: <button id="billButton" onclick="once(billTheUser)(some, sales, data)"> Bill me </button>; Pay close attention to the syntax! When the user clicks on the button, the function that gets called with (some, sales, data) argument isn’t billTheUser(), but rather the result of having called once() with billTheUser as a parameter. That result is the one that can be called only a single time. We can run a simple test: const squeak = a => console.log(a + " squeak!!"); squeak("original");        // "original squeak!!" squeak("original");        // "original squeak!!" squeak("original");        // "original squeak!!" const squeakOnce = once(squeak); squeakOnce("only once");   // "only once squeak!!" squeakOnce("only once");   // no output squeakOnce("only once");   // no output Some varieties In one of the solutions above, we mentioned that it would be a good idea to do something every time after the first, and not silently ignoring the user's clicks. We'll write a new higher order function, that takes a second parameter; a function to be called every time from the second call onward: const onceAndAfter = (f, g) => { let done = false; return (...args) => { if (!done) { done = true; f(...args); } else { g(...args); } }; }; We have ventured further in higher-order functions; onceAndAfter() takes two functions as parameters and produces yet a third one, that includes the other two within. We could make onceAndAfter() more flexible, by giving a default value for g, along the lines of const onceAndAfter = (f, g = ()=>{})... so if you didn't want to specify the second function, it would still work fine, because it would then call a do-nothing function. We can do a quick-and-dirty test, along with the same lines as we did earlier: const squeak = () => console.log("squeak!!"); const creak = () => console.log("creak!!"); const makeSound = onceAndAfter(squeak, creak); makeSound(); // "squeak!!" makeSound(); // "creak!!" makeSound(); // "creak!!" makeSound(); // "creak!!" So, we got an even more enhanced function! Just to practice with some more varieties and possibilities, can you solve these extra questions? Everything has a limit! As an extension ofonce(), could you write a higherorder function thisManyTimes(fn,n) that would let you call fn() up to n times, but would afterward do nothing? To give an example, once(fn) and thisManyTimes(fn,1) would produce functions that behave in exactly the same way. Alternating functions. In the spirit of ouronceAndAfter()function, could youwrite an alternator() higher-order function that gets two functions as arguments, and on each call, alternatively calls one and another? The expected behavior should be as in the following example: let sayA = () => console.log("A"); let sayB = () => console.log("B"); let alt = alternator(sayA, sayB); alt(); // A alt(); // B alt(); // A alt(); // B alt(); // A alt(); // B To summarize, we've seen a simple problem, based on a real-life situation, and after analyzing several common ways of solving that, we chose a functional thinking solution. We saw how to apply FP to our problem, and we also found a more general higher order way that we could apply to similar problems, with no further code changes. Finally, we produced an even better solution, from the user experience point of view. Functional Programming can be applied all throughout your code, to enhance and simplify your development. This has been just a simple example, using higher order functions, but FP goes beyond that and provides many more tools for better coding. [author title="Author Bio"]The author, Federico Kereki, is currently a Subject Matter Expert at Globant, where he gets to use a good mixture of development frameworks, programming tools, and operating systems, such as JavaScript, Node.JS, React and Redux, SOA, Containers, and PHP, with both Windows and Linux. He has taught several computer science courses at Universidad de la República, Universidad ORT Uruguay, and Universidad de la Empresa, he has also written texts for these courses. Federico has written several articles—on JavaScript, web development, and open source topics—for magazines such as Linux Journal and LinuxPro Magazine in the United States, Linux+ and Mundo Linux in Europe, and for web sites such as Linux and IBM Developer Works. Kereki has given talks on Functional Programming with JavaScript in public conferences (such as JSCONF 2016) and used these techniques to develop Internet systems for businesses in Uruguay and abroad.[/author] Read More Introduction to the Functional Programming What is the difference between functional and object oriented programming? Manipulating functions in functional programming  
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Richa Tripathi
01 May 2018
14 min read
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Implementing 5 Common Design Patterns in JavaScript (ES8)

Richa Tripathi
01 May 2018
14 min read
In this tutorial, we'll see how common design patterns can be used as blueprints for organizing larger structures. Defining steps with template functions A template is a design pattern that details the order a given set of operations are to be executed in; however, a template does not outline the steps themselves. This pattern is useful when behavior is divided into phases that have some conceptual or side effect dependency that requires them to be executed in a specific order. Here, we'll see how to use the template function design pattern. We assume you already have a workspace that allows you to create and run ES modules in your browser for all the recipes given below: How to do it... Open your command-line application and navigate to your workspace. Create a new folder named 09-01-defining-steps-with-template-functions. Copy or create an index.html file that loads and runs a main function from main.js. Create a main.js file that defines a new abstract class named Mission: // main.js class Mission { constructor () { if (this.constructor === Mission) { throw new Error('Mission is an abstract class, must extend'); } } } Add a function named execute that calls three instance methods—determineDestination, determinPayload, and launch: // main.js class Mission { execute () { this.determinDestination(); this.determinePayload(); this.launch(); } } Create a LunarRover class that extends the Mission class: // main.js class LunarRover extends Mission {} Add a constructor that assigns name to an instance property: // main.js class LunarRover extends Mission constructor (name) { super(); this.name = name; } } Implement the three methods called by Mission.execute: // main.js class LunarRover extends Mission {} determinDestination() { this.destination = 'Oceanus Procellarum'; } determinePayload() { this.payload = 'Rover with camera and mass spectrometer.'; } launch() { console.log(` Destination: ${this.destination} Playload: ${this.payload} Lauched! Rover Will arrive in a week. `); } } Create a JovianOrbiter class that also extends the Mission class: // main.js class LunarRover extends Mission {} constructor (name) { super(); this.name = name; } determinDestination() { this.destination = 'Jovian Orbit'; } determinePayload() { this.payload = 'Orbiter with decent module.'; } launch() { console.log(` Destination: ${this.destination} Playload: ${this.payload} Lauched! Orbiter Will arrive in 7 years. `); } } Create a main function that creates both concrete mission types and executes them: // main.js export function main() { const jadeRabbit = new LunarRover('Jade Rabbit'); jadeRabbit.execute(); const galileo = new JovianOrbiter('Galileo'); galileo.execute(); } Start your Python web server and open the following link in your browser: http://localhost:8000/. The output should appear as follows: How it works... The Mission abstract class defines the execute method, which calls the other instance methods in a particular order. You'll notice that the methods called are not defined by the Mission class. This implementation detail is the responsibility of the extending classes. This use of abstract classes allows child classes to be used by code that takes advantage of the interface defined by the abstract class. In the template function pattern, it is the responsibility of the child classes to define the steps. When they are instantiated, and the execute method is called, those steps are then performed in the specified order. Ideally, we'd be able to ensure that Mission.execute was not overridden by any inheriting classes. Overriding this method works against the pattern and breaks the contract associated with it. This pattern is useful for organizing data-processing pipelines. The guarantee that these steps will occur in a given order means that, if side effects are eliminated, the instances can be organized more flexibly. The implementing class can then organize these steps in the best possible way. Assembling customized instances with builders The previous recipe shows how to organize the operations of a class. Sometimes, object initialization can also be complicated. In these situations, it can be useful to take advantage of another design pattern: builders. Now, we'll see how to use builders to organize the initialization of more complicated objects. How to do it... Open your command-line application and navigate to your workspace. Create a new folder named 09-02-assembling-instances-with-builders. Create a main.js file that defines a new class named Mission, which that takes a name constructor argument and assigns it to an instance property. Also, create a describe method that prints out some details: // main.js class Mission { constructor (name) { this.name = name; } describe () { console.log(` The ${this.name} mission will be launched by a ${this.rocket.name} rocket, and deliver a ${this.payload.name} to ${this.destination.name}. `); } } Create classes named Destination, Payload, and Rocket, which receive a name property as a constructor parameter and assign it to an instance property: // main.js class Destination { constructor (name) { this.name = name; } } class Payload { constructor (name) { this.name = name; } } class Rocket { constructor (name) { this.name = name; } }   Create a MissionBuilder class that defines the setMissionName, setDestination, setPayload, and setRocket methods: // main.js class MissionBuilder { setMissionName (name) { this.missionName = name; return this; } setDestination (destination) { this.destination = destination; return this; } setPayload (payload) { this.payload = payload; return this; } setRocket (rocket) { this.rocket = rocket; return this; } } Create a build method that creates a new Mission instance with the appropriate properties: // main.js class MissionBuilder { build () { const mission = new Mission(this.missionName); mission.rocket = this.rocket; mission.destination = this.destination; mission.payload = this.payload; return mission; } } Create a main function that uses MissionBuilder to create a new mission instance: // main.js export function main() { // build an describe a mission new MissionBuilder() .setMissionName('Jade Rabbit') .setDestination(new Destination('Oceanus Procellarum')) .setPayload(new Payload('Lunar Rover')) .setRocket(new Rocket('Long March 3B Y-23')) .build() .describe(); } Start your Python web server and open the following link in your browser: http://localhost:8000/. Your output should appear as follows: How it works... The builder defines methods for assigning all the relevant properties and defines a build method that ensures that each is called and assigned appropriately. Builders are like template functions, but instead of ensuring that a set of operations are executed in the correct order, they ensure that an instance is properly configured before returning. Because each instance method of MissionBuilder returns the this reference, the methods can be chained. The last line of the main function calls describe on the new Mission instance that is returned from the build method. Replicating instances with factories Like builders, factories are a way of organizing object construction. They differ from builders in how they are organized. Often, the interface of factories is a single function call. This makes factories easier to use, if less customizable, than builders. Now, we'll see how to use factories to easily replicate instances. How to do it... Open your command-line application and navigate to your workspace. Create a new folder named 09-03-replicating-instances-with-factories. Copy or create an index.html that loads and runs a main function from main.js. Create a main.js file that defines a new class named Mission. Add a constructor that takes a name constructor argument and assigns it to an instance property. Also, define a simple describe method: // main.js class Mission { constructor (name) { this.name = name; } describe () { console.log(` The ${this.name} mission will be launched by a ${this.rocket.name} rocket, and deliver a ${this.payload.name} to ${this.destination.name}. `); } } Create three classes named Destination, Payload, and Rocket, that take name as a constructor argument and assign it to an instance property: // main.js class Destination { constructor (name) { this.name = name; } } class Payload { constructor (name) { this.name = name; } } class Rocket { constructor (name) { this.name = name; } } Create a MarsMissionFactory object with a single create method that takes two arguments: name and rocket. This method should create a new Mission using those arguments: // main.js const MarsMissionFactory = { create (name, rocket) { const mission = new Mission(name); mission.destination = new Destination('Martian surface'); mission.payload = new Payload('Mars rover'); mission.rocket = rocket; return mission; } } Create a main method that creates and describes two similar missions: // main.js export function main() { // build an describe a mission MarsMissionFactory .create('Curiosity', new Rocket('Atlas V')) .describe(); MarsMissionFactory .create('Spirit', new Rocket('Delta II')) .describe(); } Start your Python web server and open the following link in your browser: http://localhost:8000/. Your output should appear as follows: How it works... The create method takes a subset of the properties needed to create a new mission. The remaining values are provided by the method itself. This allows factories to simplify the process of creating similar instances. In the main function, you can see that two Mars missions have been created, only differing in name and Rocket instance. We've halved the number of values needed to create an instance. This pattern can help reduce instantiation logic. In this recipe, we simplified the creation of different kinds of missions by identifying the common attributes, encapsulating those in the body of the factory function, and using arguments to supply the remaining properties. In this way, commonly used instance shapes can be created without additional boilerplate code. Processing a structure with the visitor pattern The patterns we've seen thus far organize the construction of objects and the execution of operations. The next pattern we'll look at is specially made to traverse and perform operations on hierarchical structures. Here, we'll be looking at the visitor pattern. How to do it... Open your command-line application and navigate to your workspace. Copy the 09-02-assembling-instances-with-builders folder to a new 09-04-processing-a-structure-with-the-visitor-pattern directory. Add a class named MissionInspector to main.js. Create a visitor method that calls a corresponding method for each of the following types: Mission, Destination, Rocket, and Payload: // main.js /* visitor that inspects mission */ class MissionInspector { visit (element) { if (element instanceof Mission) { this.visitMission(element); } else if (element instanceof Destination) { this.visitDestination(element); } else if (element instanceof Rocket) { this.visitRocket(element); } else if (element instanceof Payload) { this.visitPayload(element); } } } Create a visitMission method that logs out an ok message: // main.js class MissionInspector { visitMission (mission) { console.log('Mission ok'); mission.describe(); } } Create a visitDestination method that throws an error if the destination is not in an approved list: // main.js class MissionInspector { visitDestination (destination) { const name = destination.name.toLowerCase(); if ( name === 'mercury' || name === 'venus' || name === 'earth' || name === 'moon' || name === 'mars' ) { console.log('Destination: ', name, ' approved'); } else { throw new Error('Destination: '' + name + '' not approved at this time'); } } } Create a visitPayload method that throws an error if the payload isn't valid: // main.js class MissionInspector { visitPayload (payload) { const name = payload.name.toLowerCase(); const payloadExpr = /(orbiter)|(rover)/; if ( payloadExpr.test(name) ) { console.log('Payload: ', name, ' approved'); } else { throw new Error('Payload: '' + name + '' not approved at this time'); } } } Create a visitRocket method that logs out an ok message: // main.js class MissionInspector { visitRocket (rocket) { console.log('Rocket: ', rocket.name, ' approved'); } } Add an accept method to the Mission class that calls accept on its constituents, then tells visitor to visit the current instance: // main.js class Mission { // other mission code ... accept (visitor) { this.rocket.accept(visitor); this.payload.accept(visitor); this.destination.accept(visitor); visitor.visit(this); } } Add an accept method to the Destination class that tells visitor to visit the current instance: // main.js class Destination { // other mission code ... accept (visitor) { visitor.visit(this); } } Add an accept method to the Payload class that tells visitor to visit the current instance: // main.js class Payload { // other mission code ... accept (visitor) { visitor.visit(this); } } Add an accept method to the Rocket class that tells visitor to visit the current instance: // main.js class Rocket { // other mission code ... accept (visitor) { visitor.visit(this); } } Create a main function that creates different instances with the builder, visits them with the MissionInspector instance, and logs out any thrown errors: // main.js export function main() { // build an describe a mission const jadeRabbit = new MissionBuilder() .setMissionName('Jade Rabbit') .setDestination(new Destination('Moon')) .setPayload(new Payload('Lunar Rover')) .setRocket(new Rocket('Long March 3B Y-23')) .build(); const curiosity = new MissionBuilder() .setMissionName('Curiosity') .setDestination(new Destination('Mars')) .setPayload(new Payload('Mars Rover')) .setRocket(new Rocket('Delta II')) .build(); // expect error from Destination const buzz = new MissionBuilder() .setMissionName('Buzz Lightyear') .setDestination(new Destination('Too Infinity And Beyond')) .setPayload(new Payload('Interstellar Orbiter')) .setRocket(new Rocket('Self Propelled')) .build(); // expect error from payload const terraformer = new MissionBuilder() .setMissionName('Mars Terraformer') .setDestination(new Destination('Mars')) .setPayload(new Payload('Terraformer')) .setRocket(new Rocket('Light Sail')) .build(); const inspector = new MissionInspector(); [jadeRabbit, curiosity, buzz, terraformer].forEach((mission) => { try { mission.accept(inspector); } catch (e) { console.error(e); } }); } Start your Python web server and open the following link in your browser: http://localhost:8000/. Your output should appear as follows: How it works... The visitor pattern has two components. The visitor processes the subject objects and the subjects tell other related subjects about the visitor, and when the current subject should be visited. The accept method is required for each subject to receive a notification that there is a visitor. That method then makes two types of method call. The first is the accept method on its related subjects. The second is the visitor method on the visitor. In this way, the visitor traverses a structure by being passed around by the subjects. The visitor methods are used to process different types of node. In some languages, this is handled by language-level polymorphism. In JavaScript, we can use run-time type checks to do this. The visitor pattern is a good option for processing hierarchical structures of objects, where the structure is not known ahead of time, but the types of subjects are known. Using a singleton to manage instances Sometimes, there are objects that are resource intensive. They may require time, memory, battery power, or network usage that are unavailable or inconvenient. It is often useful to manage the creation and sharing of instances. Here, we'll see how to use singletons to manage instances. How to do it... Open your command-line application and navigate to your workspace. Create a new folder named 09-05-singleton-to-manage-instances. Copy or create an index.html that loads and runs a main function from main.js. Create a main.js file that defines a new class named Rocket. Add a constructor takes a name constructor argument and assigns it to an instance property: // main.js class Rocket { constructor (name) { this.name = name; } } Create a RocketManager object that has a rockets property. Add a findOrCreate method that indexes Rocket instances by the name property: // main.js const RocketManager = { rockets: {}, findOrCreate (name) { const rocket = this.rockets[name] || new Rocket(name); this.rockets[name] = rocket; return rocket; } } Create a main function that creates instances with and without the manager. Compare the instances and see whether they are identical: // main.js export function main() { const atlas = RocketManager.findOrCreate('Atlas V'); const atlasCopy = RocketManager.findOrCreate('Atlas V'); const atlasClone = new Rocket('Atlas V'); console.log('Copy is the same: ', atlas === atlasCopy); console.log('Clone is the same: ', atlas === atlasClone); } Start your Python web server and open the following link in your browser: http://localhost:8000/. Your output should appear as follows: How it works... The object stores references to the instances, indexed by the string value given with name. This map is created when the module loads, so it is persisted through the life of the program. The singleton is then able to look up the object and returns instances created by findOrCreate with the same name. Conserving resources and simplifying communication are primary motivations for using singletons. Creating a single object for multiple uses is more efficient in terms of space and time needed than creating several. Plus, having single instances for messages to be communicated through makes communication between different parts of a program easier. Singletons may require more sophisticated indexing if they are relying on more complicated data. You read an excerpt from a book written by Ross Harrison, titled ECMAScript Cookbook. This book contains over 70 recipes to help you improve your coding skills and solving practical JavaScript problems. 6 JavaScript micro optimizations you need to know Mozilla is building a bridge between Rust and JavaScript Behavior Scripting in C# and Javascript for game developers  
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Gebin George
01 May 2018
16 min read
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How to build a sensor application to measure Ambient Light

Gebin George
01 May 2018
16 min read
In today's tutorial, we will look at how to build a sensor application to measure the ambient light. Preparing our Sensor project We will create a new Universal Windows Platform application project. This time, we call it Sensor. We can use the Raspberry Pi 3, even though we will only use the light sensor and motion detector (PIR sensor) in this project. We will also add the latest version of a new NuGet package, the Waher.Persistence.FilesLW package. This package will help us with data persistence. It takes our objects and stores them in a local object database. We can later load the objects back into the memory and search for them. This is all done by analyzing the metadata available in the class definitions, so there's no need to do any database programming. Go ahead and install the package in your new project. The Waher.Persistence.Files package contains similar functionality, but it performs data encryption and dynamic code compilation of object serializes as well. These features require .NET standard v1.5, which is not compatible with the Universal Windows Platform in its current state. That is why we use the Light Weight version of the same library, which only requires .NET standard 1.3. The Universal Windows Platform supports .NET Standard up to 1.4. For more information, visit https://docs.microsoft.com/en-us/dotnet/articles/standard/library#net-platforms-support. Initializing the inventory library The next step is to initialize the libraries we have just included in the project. The persistence library includes an inventory library (Waher.Runtime.Inventory) that helps with dynamic type-related tasks, as well as keeping track of available types, interfaces and which ones have implemented which interfaces in the runtime environment. This functionality is used by the object database defined in the persistence libraries. The object database figures out how to store, load, search for, and create objects, using only their class definitions appended with a minimum of metadata in the form of attributes. So, one of the first things we need to do during startup is to tell the inventory environment which assemblies it and, by extension, the persistence library can use. We do this as follows: Log.Informational("Starting application."); Types.Initialize( typeof(FilesProvider).GetTypeInfo().Assembly, typeof(App).GetTypeInfo().Assembly); Here, Types is a static class defined in the Waher.Runtime.Inventory namespace. We initialize it by providing an array of assemblies it can use. In our case, we include the assembly of the persistence library, as well as the assembly of our own application. Initializing the persistence library We then go on to initialize our persistence library. It is accessed through the static Database class, defined in the Waher.Persistence namespace. Initialization is performed by registering one object database provider. This database provider will then be used for all object database transactions. In our case, we register our local files object database provider, FilesProvider, defined in the Waher.Persistence.Files namespace: Database.Register(new FilesProvider( Windows.Storage.ApplicationData.Current.LocalFolder.Path + Path.DirectorySeparatorChar + "Data", "Default", 8192, 1000, 8192, Encoding.UTF8, 10000)); The first parameter defines a folder where database files will be stored. In our case, we store database files in the Data subfolder of the application local data folder. Objects are divided into collections. Collections are stored in separate files and indexed differently, for performance reasons. Collections are defined using attributes in the class definition. Classes lacing a collection definition are assigned the default collection, which is specified in the second argument. Objects are then stored in B-tree ordered files. Such files are divided into blocks into which objects are crammed. For performance reasons, the block size, defined in the third argument, should be correlated to the sector size of the underlying storage medium, which is typically a power of two. This minimizes the number of reads and writes necessary. In our example, we've chosen 8,192 bytes as a suitable block size. The fourth argument defines the number of blocks the provider can cache in the memory. Caching improves performance, but requires more internal memory. In our case, we're satisfied with a relatively modest cache of 1,000 blocks (about 8 MB). Binary Large Objects (BLOBs), that is, objects that cannot efficiently be stored in a block, are stored separately in BLOB files. These are binary files consisting of doubly linked blocks. The fifth parameter controls the block size of BLOB files. The sixth parameter controls the character encoding to use when serializing strings. The seventh, and last parameter, is the maximum time the provider will wait, in milliseconds, to get access to the underlying database when an operation is to be performed. Sampling raw sensor data After the database provider has been successfully registered, the persistence layer is ready to be used. We now continue with the first step in acquiring the sensor data: sampling. Sampling is normally done using a short regular time interval. Since we use the Arduino, we get values as they change. While such values can be an excellent source for event-based algorithms, they are difficult to use in certain kinds of statistical calculations and error-correction algorithms. To set up the regular sampling of values, we begin by creating a Timer object from the System.Threading namespace, after the successful initialization of the Arduino: this.sampleTimer = new Timer(this.SampleValues, null, 1000 - DateTime.Now.Millisecond, 1000); This timer will call the SampleValues method every thousand milliseconds, starting the next second. The second parameter allows us to send a state object to the timer callback method. We will not use this, so we let it be null. We then sample the values, as follows: privateasync void SampleValues(object State) { try { ushort A0 = this.arduino.analogRead("A0"); PinState D8= this.arduino.digitalRead(8); ... } catch (Exception ex) { Log.Critical(ex); } } We define the method as asynchronous at this point, even though we still haven't used any asynchronous calls. We will do so, later in this chapter. Since the method does not return a Task object, exceptions are not propagated to the caller. This means that they must be caught inside the method to avoid unhandled exceptions closing the application. Performing basic error correction Values we sample may include different types of errors, some of which we can eliminate in the code to various degrees. There are systematic errors and random errors. Systematic errors are most often caused by the way we've constructed our device, how we sample, how the circuit is designed, how the sensors are situated, how they interact with the physical medium and our underlying mathematical model, or how we convert the sampled value into a physical quantity. Reducing systematic errors requires a deeper analysis that goes beyond the scope of this book. Random errors are errors that are induced stochastically and are often unbiased. They can be induced due to a lack of resolution or precision, by background noise, or through random events in the physical world. While background noise and the lack of resolution or precision in our electronics create a noise in the measured input, random events in the physical world may create spikes. If something briefly flutters past our light sensor, it might register a short downwards spike, even though the ambient light did not change. You'll learn how to correct for both types of random errors. Canceling noise Since the digital PIR sensor already has error correction built into it, we will only focus on how to cancel noise from our analog light sensor. Noise can be canceled electronically, using, for instance, low-pass filters. It can also be cancelled algorithmically, using a simple averaging calculation over a short window of values. The averaging calculation will increase our resolution, at the cost of a small delay in the output. If we perform the average over 10 values, we effectively gain one power of 10, or one decimal, of resolution in our output value. The value will be delayed 10 seconds, however. This algorithm is therefore only suitable for input signals that vary slowly, or where a quick reaction to changes in the input stimuli is not required. Statistically, the expected average value is the same as the expected value, if the input is a steady signal overlaid with random noise. The implementation is simple. We need the following variables to set up our averaging algorithm: privateconstintwindowSize = 10; privateint?[] windowA0 = new int?[windowSize]; privateint nrA0 = 0; privateint sumA0 = 0; We use nullable integers (int?), to be able to remove bad values later. In the beginning, all values are null. After sampling the value, we first shift the window one step, and add our newly sampled value at the end. We also update our counters and sums. This allows us to quickly calculate the average value of the entire window, without having to loop through it each time: if (this.windowA0[0].HasValue) { this.sumA0 -= this.windowA0[0].Value; this.nrA0--; } Array.Copy(this.windowA0, 1, this.windowA0, 0, windowSize - 1); this.windowA0[windowSize - 1] = A0; this.sumA0 += A0; this.nrA0++; double AvgA0 = ((double)this.sumA0) / this.nrA0; int? v; Removing random spikes We now have a value that is 10 times more accurate than the original, in cases where our ambient light is not expected to vary quickly. This is typically the case, if ambient light depends on the sun and weather. Calculating the average over a short window has an added advantage: it allows us to remove bad measurements, or spikes. When a physical quantity changes, it normally changes continuously, slowly, and smoothly. This will have the effect that roughly half of the measurements, even when the input value changes, will be on one side of the average value, and the other half on the other side. A single spike, on the other hand, especially in the middle of the window, if sufficiently large, will stand out alone on one side, while the other values remain on the other. We can use this fact to remove bad measurements from our window. We define our middle position first: private const int spikePos = windowSize / 2; We proceed by calculating the number of values on each side of the average, if our window is sufficiently full: if (this.nrA0 >= windowSize - 2) { int NrLt = 0; int NrGt = 0; foreach (int? Value in this.windowA0) { if (Value.HasValue) { if (Value.Value < AvgA0) NrLt++; else if (Value.Value > AvgA0) NrGt++; } } If we only have one value on one side, and this value happens to be in the middle of the window, we identify it as a spike and remove it from the window. We also make sure to adjust our average value accordingly: if (NrLt == 1 || NrGt == 1) { v = this.windowA0[spikePos]; if (v.HasValue) { if ((NrLt == 1 && v.Value < AvgA0) || (NrGt == 1 && v.Value > AvgA0)) { this.sumA0 -= v.Value; this.nrA0--; this.windowA0[spikePos] = null; AvgA0 = ((double)this.sumA0) / this.nrA0; } } } } Since we remove the spike when it reaches the middle of the window, it might pollute the average of the entire window up to that point. We therefore need to recalculate an average value for the half of the window, where any spikes have been removed. This part of the window is smaller, so the resolution gain is not as big. Instead, the average value will not be polluted by single spikes. But we will still have increased the resolution by a factor of five: int i, n; for (AvgA0 = i = n = 0; i < spikePos; i++) { if ((v = this.windowA0[i]).HasValue) { n++; AvgA0 += v.Value; } } if (n > 0) { AvgA0 /= n; Converting to a physical quantity It is not sufficient for a sensor to have a numerical raw value of the measured quantity. It only tells us something if we know something more about the raw value. We must, therefore, convert it to a known physical unit. We must also provide an estimate of the precision (or error) the value has. A sensor measuring a physical quantity should report a numerical value, its physical unit, and the corresponding precision, or error of the estimate. To avoid creating a complex mathematical model that converts our measured light intensity into a known physical unit, which would go beyond the scope of this book, we convert it to a percentage value. Since we've gained a factor of five of precision using our averaging calculation, we can report two decimals of precision, even though the input value is only 1,024 bits, and only contains one decimal of precision: double Light = (100.0 * AvgA0) / 1024; MainPage.Instance.LightUpdated(Light, 2, "%"); } Illustrating measurement results Following image shows how our measured quantity behaves. The light sensor is placed in broad daylight on a sunny day, so it's saturated. Things move in front of the sensor, creating short dips. The thin blue line is a scaled version of our raw input A0. Since this value is event based, it is being reported more often than once a second. Our red curve is our measured, and corrected, ambient light value, in percent. The dots correspond to our second values. Notice that the first two spikes are removed and don't affect the measurement, which remains close to 100%. Only the larger dips affect the measurement. Also, notice the small delay inherent in our algorithm. It is most noticeable if there are abrupt changes: If we, on the other hand, have a very noisy input, our averaging algorithm helps our measured value to stay more stable. Perhaps the physical quantity goes below some sensor threshold, and input values become uncertain. In the following image, we see how the floating average varies less than the noisy input: Calculating basic statistics A sensor normally reports more than the measured momentary value. It also calculates basic statistics on the measured input, such as peak values. It also makes sure to store measured values regularly, to allow its users to view historical measurements. We begin by defining variables to keep track of our peak values: private int? lastMinute = null; private double? minLight = null; private double? maxLight = null; private DateTime minLightAt = DateTime.MinValue; private DateTime maxLightAt = DateTime.MinValue; We then make sure to update these after having calculated a new measurement: DateTime Timestamp = DateTime.Now; if (!this.minLight.HasValue || Light < this.minLight.Value) { this.minLight = Light; this.minLightAt = Timestamp; } if (!this.maxLight.HasValue || Light > this.maxLight.Value) { this.maxLight = Light; this.maxLightAt = Timestamp; } Defining data persistence The last step in this is to store our values regularly. Later, when we present different communication protocols, we will show how to make these values available to users. Since we will use an object database to store our data, we need to create a class that defines what to store. We start with the class definition: [TypeName(TypeNameSerialization.None)] [CollectionName("MinuteValues")] [Index("Timestamp")] public class LastMinute { [ObjectId] public string ObjectId = null; } The class is decorated with a couple of attributes from the Waher.Persistence.Attributes namespace. The CollectionName attribute defines the collection in which objects of this class will be stored. The TypeName attribute defines if we want the type name to be stored with the data. This is useful, if you mix different types of classes in the same collection. We plan not to, so we choose not to store type names. This saves some space. The Index attribute defines an index. This makes it possible to do quick searches. Later, we will want to search historical records based on their timestamps, so we add an index on the Timestamp field. We also define an Object ID field. This is a special field that is like a primary key in object databases. We need it to be able to delete objects later. You can add any number of indices and any number of fields in each index. Placing a hyphen (-) before the field name makes the engine use descending sort order for that field. Next, we define some member fields. If you want, you can use properties as well, if you provide both getters and setters for the properties you wish to persist. By providing default values, and decorating the fields (or properties) with the corresponding default value, you can optimize storage somewhat. Only members with values different from the declared default values will then be persisted, to save space: [DefaultValueDateTimeMinValue] public DateTime Timestamp = DateTime.MinValue; [DefaultValue(0)] public double Light = 0; [DefaultValue(PinState.LOW)] public PinState Motion= PinState.LOW; [DefaultValueNull] public double? MinLight = null; [DefaultValueDateTimeMinValue] public DateTime MinLightAt = DateTime.MinValue; [DefaultValueNull] public double? MaxLight = null; [DefaultValueDateTimeMinValue] public DateTime MaxLightAt = DateTime.MinValue; Storing measured data We are now ready to store our measured data. We use the lastMinute field defined earlier to know when we pass into a new minute. We use that opportunity to store the most recent value, together with the basic statistics we've calculated: if (!this.lastMinute.HasValue) this.lastMinute = Timestamp.Minute; else if (this.lastMinute.Value != Timestamp.Minute) { this.lastMinute = Timestamp.Minute; We begin by creating an instance of the LastMinute class defined earlier: LastMinute Rec = new LastMinute() { Timestamp = Timestamp, Light = Light, Motion= D8, MinLight = this.minLight, MinLightAt = this.minLightAt, MaxLight = this.maxLight, MaxLightAt = this.maxLightAt }; Storing this object is very easy. The call is asynchronous and can be executed in parallel, if desired. We choose to wait for it to complete, since we will be making database requests after the operation has completed: await Database.Insert(Rec); We then clear our variables used for calculating peak values, to make sure peak values are calculated within the next period: this.minLight = null; this.minLightAt = DateTime.MinValue; this.maxLight = null; this.maxLightAt = DateTime.MinValue; } Removing old data We cannot continue storing new values without also having a plan for removing old ones. Doing so is easy. We choose to delete all records older than 100 minutes. This is done by first performing a search, and then deleting objects that are found in this search. The search is defined by using filters from the Waher.Persistence.Filters namespace: foreach (LastMinute Rec2 in await Database.Find<LastMinute>( new FilterFieldLesserThan("Timestamp", Timestamp.AddMinutes(-100)))) { await Database.Delete(Rec2); } You can now execute the application, and monitor how the MinuteValues collection is being filled. We created a simple sensor app for the Raspberry Pi using C#. You read an excerpt from the book, Mastering Internet of Things, written by Peter Waher. This book will help you augment your IoT skills with the help of engaging and enlightening tutorials designed for Raspberry Pi 3. 25 Datasets for Deep Learning in IoT How IoT is going to change tech teams How to run and configure an IoT Gateway
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Richa Tripathi
01 May 2018
4 min read
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Implementing Automation Process with Salesforce CRM

Richa Tripathi
01 May 2018
4 min read
A CRM system must help its users to be as productive as possible to justify its investment; therefore, if there are any aspects that can be made more efficient, it is usually worth considering. The Salesforce CRM application aims to be as efficient as possible out of the box; however, there are often organization-specific business processes and rules that need to be implemented, and this is where the power of the Salesforce platform becomes truly apparent. [box type="note" align="" class="" width=""]This article is an excerpt from a book written by Paul Goodey, titled Salesforce CRM Admin Cookbook - Second Edition. This book will enable you to instantly extend and unleash the power of Salesforce CRM and its Lightning Experience framework.[/box] In this post, we have provided recipes to create business processes and automate data manipulation that can be used to satisfy an organization's unique requirements for business rules and logic. Deriving year and month values from an Opportunity close date using a formula To simplify the format of dates for presentation and reporting, we can automatically derive the year and month from a date field that contains month, day, and year. In this recipe, we will display a derived year and month text value for the opportunity close date on the opportunity record detail and edit pages calculated from the standard date field called CloseDate. How to do it… Carry out the following steps to create a formula field to derive year and month values from the opportunity close date for opportunity records: Click on the Setup gear icon in the top right-hand corner of the main Home page, as shown in the following screenshot: 2. Click on Setup, as shown in the following screenshot: 3. Navigate to the Opportunity customization setup page as follows: Objects and Fields | Object Manager | Opportunity | Fields & Relationships. Locate the Fields & Relationships section on the right of the page. 4. Click on New. We will be presented with the Step 1. Choose the field type page. 5. Select the Formula option. 6. Click on Next. We will be presented with the Step 2. Choose output type page. 7. Enter CloseDate YEAR MONTH in the Field Label textbox. 8. Click on the Field Name. When clicking out of the Field Label textbox the Field Name is automatically filled     with the value Close_Date_Year_Month. 9. Set the Formula Return Type as Text. 10. Click on Next. We will be presented with the Step 3. Enter formula page. 11. Paste or enter the following code in the formula editor box: TEXT(YEAR(CloseDate)) & " " & CASE( MONTH(CloseDate), 1, "January", 2, "February", 3, "March", 4, "April", 5, "May", 6, "June", 7, "July", 8, "August", 9, "September", 10, "October", 11, "November", 12, "December", "Error!") The formula field is to be set according to the following screenshot: Optionally, enter details in the Description field. 12. Optionally, enter details in the Help Text field. 13. In the Blank Field Handling section, select the option Treat blank fields as blanks. 14. Click on Next. We will be presented with the Step 4. Establish field-level security page. 15. Select the profiles to which you want to grant read access to this field via field- level security. The field will be hidden from all profiles if you do not add it to field-level security. 16. Click on Next. We will be presented with the Step 5. Add to page layouts page. 17. Select the page layouts that should include this field. The field will be added as the last field in the first two column section of these page layouts. The field will not appear on any pages if you do not select a layout. 18. Finally, click on Save. How it works… The Opportunity record formula field Close Date Year Month is automatically derived showing the year and the month name and appears on both the opportunity detail and edit pages. You can see what this looks like when the Close Date for an opportunity record is 12/31/2020, resulting in the automatic year and month of 2020 December, as shown in the following screenshot:   To summarize, we learned about automating tasks like how to derive year and month values from an Opportunity close date using a formula in the Salesforce CRM. If you enjoyed this post, check out the book Salesforce CRM Admin Cookbook - Second Edition to discover hidden features and hacks that extend standard configuration to provide enhanced functionality and customization in Salesforce CRM. Salesforce Spring 18 – New features to be excited about in this release! Learning the Salesforce Analytics Query Language (SAQL) How to create and prepare your first dataset in Salesforce Einstein
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Vijin Boricha
30 Apr 2018
5 min read
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Using Amazon Simple Notification Service (SNS) to create an SNS topic

Vijin Boricha
30 Apr 2018
5 min read
Simple Notification Service is a managed web service that you, as an end user, can leverage to send messages to various subscribing endpoints. SNS works in a publisher–subscriber or producer and consumer model, where producers create and send messages to a particular topic, which is in turn consumed by one or more subscribers over a supported set of protocols. At the time of writing this book, SNS supports HTTP, HTTPS, email, push notifications in the form of SMS, as well as AWS Lambda and Amazon SQS, as the preferred modes of subscribers. In today's tutorial, we will learn about Amazon Simple Notification Service (SNS) and how to create your very own simple SNS topics: SNS is a really simple and yet extremely useful service that you can use for a variety of purposes, the most common being pushing notifications or system alerts to cloud administrators whenever a particular event occurs. We have been using SNS throughout this book for this same purpose; however, there are many more features and use cases that SNS can be leveraged for. For example, you can use SNS to send out promotional emails or SMS to a large group of targeted audiences or even use it as a mobile push notification service where the messages are pushed directly to your Android or IOS applications. With this in mind, let's quickly go ahead and create a simple SNS topic of our own: To do so, first log in to your AWS Management Console and, from the Filter option, filter out SNS service. Alternatively, you can also access the SNS dashboard by selecting https://console.aws.amazon.com/sns. If this is your first time with SNS, simply select the Get Started option to begin. Here, at the SNS dashboard, you can start off by selecting the Create topic option, as shown in the following screenshot: Once selected, you will be prompted to provide a suitable Topic name and its corresponding Display name. Topics form the core functionality for SNS. You can use topics to send messages to a particular type of subscribing consumer. Remember, a single topic can be subscribed by more than one consumer. Once you have typed in the required fields, select the Create topic option to complete the process. That's it! Simple, isn't it? Having created your topic, you can now go ahead and associate it with one or more subscribers. To do so, first we need to create one or more subscriptions. Select the Create subscription option provided under the newly created topic, as shown in the following screenshot: Here, in the Create subscription dialog box, select a suitable Protocol that will subscribe to the newly created topic. In this case, I've selected Email as the Protocol. Next, provide a valid email address in the subsequent Endpoint field. The Endpoint field will vary based on the selected protocol. Once completed, click on the Create subscription button to complete the process. With the subscription created, you will now have to validate the subscription. This can be performed by launching your email application and selecting the Confirm subscription link in the mail that you would have received. Once the subscription is confirmed, you will be redirected to a confirmation page where you can view the subscribed topic's name as well as the subscription ID, as shown in the following screenshot: You can use the same process to create and assign multiple subscribers to the same topic. For example, select the Create subscription option, as performed earlier, and from the Protocol drop-down list, select SMS as the new protocol. Next, provide a valid phone number in the subsequent Endpoint field. The number can be prefixed by your country code, as shown in the following screenshot. Once completed, click on the Create subscription button to complete the process: With the subscriptions created successfully, you can now test the two by publishing a message to your topic. To do so, select the Publish to topic option from your topics page. Once a message is published here, SNS will attempt to deliver that message to each of its subscribing endpoints; in this case, to the email address as well as the phone number. Type in a suitable Subject name followed by the actual message that you wish to send. Note that if your character count exceeds 160 for an SMS, SNS will automatically send another SMS with the remainder of the character count. You can optionally switch the Message format between Raw and JSON to match your requirements. Once completed, select Publish Message. Check your email application once more for the published message. You should receive an mail, as shown in the following screenshot: Similarly, you can create and associate one or more such subscriptions to each of the topics that you create. We learned about creating simple Amazon SNS topics. You read an excerpt from the book AWS Administration - The Definitive Guide - Second Edition written by Yohan Wadia.  This book will help you build a highly secure, fault-tolerant, and scalable Cloud environment. Getting to know Amazon Web Services AWS IoT Analytics: The easiest way to run analytics on IoT data How to set up a Deep Learning System on Amazon Web Services    
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