Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds

How-To Tutorials

7013 Articles
article-image-building-first-vue-js-web-application
Kunal Chaudhari
17 Apr 2018
11 min read
Save for later

Building your first Vue.js 2 Web application

Kunal Chaudhari
17 Apr 2018
11 min read
Vue is a relative newcomer in the JavaScript frontend landscape, but a very serious challenger to the current leading libraries. It is simple, flexible, and very fast, while still providing a lot of features and optional tools that can help you build a modern web app efficiently. In today’s tutorial, we will explore Vue.js library and then we will start creating our first web app. Why another frontend framework? Its creator, Evan You, calls it the progressive framework. Vue is incrementally adoptable, with a core library focused on user interfaces that you can use in existing projects You can make small prototypes all the way up to large and sophisticated web applications Vue is approachable-- beginners can pick up the library easily, and confirmed developers can be productive very quickly Vue roughly follows a Model-View-ViewModel architecture, which means the View (the user interface) and the Model (the data) are separated, with the ViewModel (Vue) being a mediator between the two. It handles the updates automatically and has been already optimized for you. Therefore, you don't have to specify when a part of the View should update because Vue will choose the right way and time to do so. The library also takes inspiration from other similar libraries such as React, Angular, and Polymer. The following is an overview of its core features: A reactive data system that can update your user interface automatically, with a lightweight virtual-DOM engine and minimal optimization efforts, is required Flexible View declaration--artist-friendly HTML templates, JSX (HTML inside JavaScript), or hyperscript render functions (pure JavaScript) Composable user interfaces with maintainable and reusable components Official companion libraries that come with routing, state management, scaffolding, and more advanced features, making Vue a non-opinionated but fully fleshed out frontend framework Vue.js - A trending project Evan You started working on the first prototype of Vue in 2013, while working at Google, using Angular. The initial goal was to have all the cool features of Angular, such as data binding and data-driven DOM, but without the extra concepts that make a framework opinionated and heavy to learn and use. The first public release was published on February 2014 and had immediate success the very first day, with HackerNews frontpage, /r/javascript at the top spot and 10k unique visits on the official website. The first major version 1.0 was reached in October 2015, and by the end of that year, the npm downloads rocketed to 382k ytd, the GitHub repository received 11k stars, the official website had 363k unique visitors, and the popular PHP framework Laravel had picked Vue as its official frontend library instead of React. The second major version, 2.0, was released in September 2016, with a new virtual DOM- based renderer and many new features such as server-side rendering and performance improvements. This is the version we will use in this article. It is now one of the fastest frontend libraries, outperforming even React according to a comparison refined with the React team. At the time of writing this article, Vue was the second most popular frontend library on GitHub with 72k stars, just behind React and ahead of Angular 1. The next evolution of the library on the roadmap includes more integration with Vue-native libraries such as Weex and NativeScript to create native mobile apps with Vue, plus new features and improvements. Today, Vue is used by many companies such as Microsoft, Adobe, Alibaba, Baidu, Xiaomi, Expedia, Nintendo, and GitLab. Compatibility requirements Vue doesn't have any dependency and can be used in any ECMAScript 5 minimum- compliant browser. This means that it is not compatible with Internet Explorer 8 or less, because it needs relatively new JavaScript features such as Object.defineProperty, which can't be polyfilled on older browsers. In this article, we are writing code in JavaScript version ES2015 (formerly ES6), so you will need a modern browser to run the examples (such as Edge, Firefox, or Chrome). At some point, we will introduce a compiler called Babel that will help us make our code compatible with older browsers. One-minute setup Without further ado, let's start creating our first Vue app with a very quick setup. Vue is flexible enough to be included in any web page with a simple script tag. Let's create a very simple web page that includes the library, with a simple div element and another script tag: <html> <head> <meta charset="utf-8"> <title>Vue Project Guide setup</title> </head> <body> <!-- Include the library in the page --> <script src="https://unpkg.com/vue/dist/vue.js"></script> <!-- Some HTML --> <div id="root"> <p>Is this an Hello world?</p> </div> <!-- Some JavaScript →> <script> console.log('Yes! We are using Vue version', Vue.version) </script> </body> </html> In the browser console, we should have something like this: Yes! We are using Vue version 2.0.3 As you can see in the preceding code, the library exposes a Vue object that contains all the features we need to use it. We are now ready to go. Creating an app For now, we don't have any Vue app running on our web page. The whole library is based on Vue instances, which are the mediators between your View and your data. So, we need to create a new Vue instance to start our app: // New Vue instance var app = new Vue({ // CSS selector of the root DOM element el: '#root', // Some data data () { return { message: 'Hello Vue.js!', } }, }) The Vue constructor is called with the new keyword to create a new instance. It has one argument--the option object. It can have multiple attributes (called options). For now, we are using only two of them. With the el option, we tell Vue where to add (or "mount") the instance on our web page using a CSS selector. In the example, our instance will use the <div id="root"> DOM element as its root element. We could also use the $mount method of the Vue instance instead of the el option: var app = new Vue({ data () { return { message: 'Hello Vue.js!', } }, }) // We add the instance to the page app.$mount('#root') Most of the special methods and attributes of a Vue instance start with a dollar character. We will also initialize some data in the data option with a message property that contains a string. Now the Vue app is running, but it doesn't do much, yet. You can add as many Vue apps as you like on a single web page. Just create a new Vue instance for each of them and mount them on different DOM elements. This comes in handy when you want to integrate Vue in an existing project. Vue devtools An official debugger tool for Vue is available on Chrome as an extension called Vue.js devtools. It can help you see how your app is running to help you debug your code. You can download it from the Chrome Web Store (https://chrome.google.com/webstore/ search/vue) or from the Firefox addons registry (https://addons.mozilla.org/en-US/ firefox/addon/vue-js-devtools/?src=ss). For the Chrome version, you need to set an additional setting. In the extension settings, enable Allow access to file URLs so that it can detect Vue on a web page opened from your local drive: On your web page, open the Chrome Dev Tools with the F12 shortcut (or Shift + command + c on OS X) and search for the Vue tab (it may be hidden in the More tools... dropdown). Once it is opened, you can see a tree with our Vue instance named Root by convention. If you click on it, the sidebar displays the properties of the instance: You can drag and drop the devtools tab to your liking. Don't hesitate to place it among the first tabs, as it will be hidden in the page where Vue is not in development mode or is not running at all. You can change the name of your instance with the name option: var app = new Vue({ name: 'MyApp', // ...         }) This will help you see where your instance in the devtools is when you will have many more: Templates make your DOM dynamic With Vue, we have several systems at our disposal to write our View. For now, we will start with templates. A template is the easiest way to describe a View because it looks like HTML a lot, but with some extra syntax to make the DOM dynamically update very easily. Displaying text The first template feature we will see is the text interpolation, which is used to display dynamic text inside our web page. The text interpolation syntax is a pair of double curly braces containing a JavaScript expression of any kind. Its result will replace the interpolation when Vue will process the template. Replace the <div id="root"> element with the following: <div id="root"> <p>{{ message }}</p> </div> The template in this example has a <p> element whose content is the result of the message JavaScript expression. It will return the value of the message attribute of our instance. You should now have a new text displayed on your web page--Hello Vue.js!. It doesn't seem like much, but Vue has done a lot of work for us here--we now have the DOM wired with our data. To demonstrate this, open your browser console and change the app.message value and press Enter on the keyboard: app.message = 'Awesome!' The message has changed. This is called data-binding. It means that Vue is able to automatically update the DOM whenever your data changes without requiring anything from your part. The library includes a very powerful and efficient reactivity system that keeps track of all your data and is able to update what's needed when something changes. All of this is very fast indeed. Adding basic interactivity with directives Let's add some interactivity to our otherwise quite static app, for example, a text input that will allow the user to change the message displayed. We can do that in templates with special HTML attributes called directives. All the directives in Vue start with v- and follow the kebab-case syntax. That means you should separate the words with a dash. Remember that HTML attributes are case insensitive (whether they are uppercase or lowercase doesn't matter). The directive we need here is v-model, which will bind the value of our <input> element with our message data property. Add a new <input> element with the v-model="message" attribute inside the template: <div id="root"> <p>{{ message }}</p> <!-- New text input --> <input v-model="message" /> </div> Vue will now update the message property automatically when the input value changes. You can play with the content of the input to verify that the text updates as you type and the value in the devtools changes: There are many more directives available in Vue, and you can even create your own. To summarize, we quickly set up a web page to get started using Vue and wrote a simple app. We created a Vue instance to mount the Vue app on the page and wrote a template to make the DOM dynamic. Inside this template, we used a JavaScript expression to display text, thanks to text interpolations. Finally, we added some interactivity with an input element that we bound to our data with the v-model directive. You read an excerpt from a book written by Guillaume Chau, titled Vue.js 2 Web Development Projects. Its a project-based, practical guide to get hands-on into Vue.js 2.5 development by building beautiful, functional and performant web. Why has Vue.js become so popular? Building a real-time dashboard with Meteor and Vue.js      
Read more
  • 0
  • 0
  • 28447

article-image-raspberry-pi-family-raspberry-pi-zero-w-wireless
Packt Editorial Staff
16 Apr 2018
12 min read
Save for later

Meet the Coolest Raspberry Pi Family Member: Raspberry Pi Zero W Wireless

Packt Editorial Staff
16 Apr 2018
12 min read
In early 2017, Raspberry Pi community announced a new board with wireless extension. It is a highly promising board allowing everyone to connect their devices to the Internet. Offering a wireless functionality where everyone can develop their own projects without cables and components. It uses their skills to develop projects including software and hardware. This board is the new toy of any engineer interested in Internet of Things, security, automation and more! Comparing the new board with Raspberry Pi 3 Model B we can easily figure that it is quite small with many possibilities over the Internet of Things. But what is a Raspberry Pi Zero W and why do you need it? In today’s post, we will cover the following topics: Overview of the Raspberry Pi family Introduction to the new Raspberry Pi Zero W Distributions Common issues Raspberry Pi family As said earlier Raspberry Pi Zero W is the new member of Raspberry Pi family boards. All these years Raspberry Pi evolved and became more user friendly with endless possibilities. Let's have a short look at the rest of the family so we can understand the difference of the Pi Zero board. Right now, the heavy board is named Raspberry Pi 3 Model B. It is the best solution for projects such as face recognition, video tracking, gaming or anything else that is in demand: It is the 3rd generation of Raspberry Pi boards after Raspberry Pi 2 and has the following specs: A 1.2GHz 64-bit quad-core ARMv8 CPU 11n Wireless LAN Bluetooth 4.1 Bluetooth Low Energy (BLE) Like the Pi 2, it also has 1GB RAM 4 USB ports 40 GPIO pins Full HDMI port Ethernet port Combined 3.5mm audio jack and composite video Camera interface (CSI) Display interface (DSI) Micro SD card slot (now push-pull rather than push-push) VideoCore IV 3D graphics core The next board is Raspberry Pi Zero, in which the Zero W was based. A small low cost and power board able to do many things: The specs of this board can be found as follows: 1GHz, Single-core CPU 512MB RAM Mini-HDMI port Micro-USB OTG port Micro-USB power HAT-compatible 40-pin header Composite video and reset headers CSI camera connector (v1.3 only) At this point we should not forget to mention that apart from the boards mentioned earlier there are several other modules and components such as the Sense Hat or Raspberry Pi Touch Display available which will work great for advance projects. The 7″ Touchscreen Monitor for Raspberry Pi gives users the ability to create all-in-one, integrated projects such as tablets, infotainment systems and embedded projects: Where Sense HAT is an add-on board for Raspberry Pi, made especially for the Astro Pi mission. The Sense HAT has an 8×8 RGB LED matrix, a five-button joystick and includes the following sensors: Gyroscope Accelerometer Magnetometer Temperature Barometric pressure Humidity Stay tuned with more new boards and modules at the official website: https://www.raspberrypi.org/ Raspberry Pi Zero W Raspberry Pi Zero W is a small device that has the possibilities to be connected either on an external monitor or TV and of course it is connected to the internet. The operating system varies as there are many distros in the official page and almost everyone is baled on Linux systems. With Raspberry Pi Zero W you have the ability to do almost everything, from automation to gaming! It is a small computer that allows you easily program with the help of the GPIO pins and some other components such as a camera. Its possibilities are endless! Specifications If you have bought Raspberry PI 3 Model B you would be familiar with Cypress CYW43438 wireless chip. It provides 802.11n wireless LAN and Bluetooth 4.0 connectivity. The new Raspberry Pi Zero W is equipped with that wireless chip as well. Following you can find the specifications of the new board: Dimensions: 65mm × 30mm × 5mm SoC:Broadcom BCM 2835 chip ARM11 at 1GHz, single core CPU 512ΜΒ RAM Storage: MicroSD card Video and Audio:1080P HD video and stereo audio via mini-HDMI connector Power:5V, supplied via micro USB connector Wireless:2.4GHz 802.11 n wireless LAN Bluetooth: Bluetooth classic 4.1 and Bluetooth Low Energy (BLE) Output: Micro USB GPIO: 40-pin GPIO, unpopulated Notice that all the components are on the top side of the board so you can easily choose your case without any problems and keep it safe. As far as the antenna concern, it is formed by etching away copper on each layer of the PCB. It may not be visible as it is in other similar boards but it is working great and offers quite a lot functionalities: Also, the product is limited to only one piece per buyer and costs 10$. You can buy a full kit with microsd card, a case and some more extra components for about 45$ or choose the camera full kit which contains a small camera component for 55$. Camera support Image processing projects such as video tracking or face recognition require a camera. Following you can see the official camera support of Raspberry Pi Zero W. The camera can easily be mounted at the side of the board using a cable like the Raspberry Pi 3 Model B board: Depending on your distribution you many need to enable the camera though command line. More information about the usage of this module will be mentioned at the project. Accessories Well building projects with the new board there are some other gadgets that you might find useful working with. Following there is list of some crucial components. Notice that if you buy Raspberry Pi Zero W kit, it includes some of them. So, be careful and don't double buy them: OTG cable powerHUB GPIO header microSD card and card adapter HDMI to miniHDMI cable HDMI to VGA cable Distributions The official site https://www.raspberrypi.org/downloads/ contains several distributions for downloading. The two basic operating systems that we will analyze after are RASPBIAN and NOOBS. Following you can see how the desktop environment looks like. Both RASPBIAN and NOOBS allows you to choose from two versions. There is the full version of the operating system and the lite one. Obviously the lite version does not contain everything that you might use so if you tend to use your Raspberry with a desktop environment choose and download the full version. On the other side if you tend to just ssh and do some basic stuff pick the lite one. It' s really up to you and of course you can easily download again anything you like and re-write your microSD card: NOOBS distribution Download NOOBS: https://www.raspberrypi.org/downloads/noobs/. NOOBS distribution is for the new users with not so much knowledge in linux systems and Raspberry PI boards. As the official page says it is really "New Out Of the Box Software". There is also pre-installed NOOBS SD cards that you can purchase from many retailers, such as Pimoroni, Adafruit, and The Pi Hut, and of course you can download NOOBS and write your own microSD card. If you are having trouble with the specific distribution take a look at the following links: Full guide at https://www.raspberrypi.org/learning/software-guide/. View the video at https://www.raspberrypi.org/help/videos/#noobs-setup. NOOBS operating system contains Raspbian and it provides various of other operating systems available to download. RASPBIAN distribution Download RASPBIAN: https://www.raspberrypi.org/downloads/raspbian/. Raspbian is the official supported operating system. It can be installed though NOOBS or be downloading the image file at the following link and going through the guide of the official website. Image file: https://www.raspberrypi.org/documentation/installation/installing-images/README.md. It has pre-installed plenty of software such as Python, Scratch, Sonic Pi, Java, Mathematica, and more! Furthermore, more distributions like Ubuntu MATE, Windows 10 IOT Core or Weather Station are meant to be installed for more specific projects like Internet of Things (IoT) or weather stations. To conclude with, the right distribution to install actually depends on your project and your expertise in Linux systems administration. Raspberry Pi Zero W needs an microSD card for hosting any operating system. You are able to write Raspbian, Noobs, Ubuntu MATE, or any other operating system you like. So, all that you need to do is simple write your operating system to that microSD card. First of all you have to download the image file from https://www.raspberrypi.org/downloads/ which, usually comes as a .zip file. Once downloaded, unzip the zip file, the full image is about 4.5 Gigabytes. Depending on your operating system you have to use different programs: 7-Zip for Windows The Unarchiver for Mac Unzip for Linux Now we are ready to write the image in the MicroSD card. You can easily write the .img file in the microSD card by following one of the next guides according to your system. For Linux users dd tool is recommended. Before connecting your microSD card with your adaptor in your computer run the following command: df -h Now connect your card and run the same command again. You must see some new records. For example if the new device is called /dev/sdd1 keep in your mind that the card is at /dev/sdd (without the 1). The next step is to use the dd command and copy the image to the microSD card. We can do this by the following command: dd if=<path to your image> of=</dev/***> Where if is the input file (image file or the distribution) and of is the output file (microSD card). Again be careful here and use only /dev/sdd or whatever is yours without any numbers. If you are having trouble with that please use the full manual at the following link https://www.raspberrypi.org/documentation/installation/installing-images/linux.md. A good tool that could help you out for that job is GParted. If it is not installed on your system you can easily install it with the following command: sudo apt-get install gparted Then run sudogparted to start the tool. Its handles partitions very easily and you can format, delete or find information about all your mounted partitions. More information about ddcan be found here: https://www.raspberrypi.org/documentation/installation/installing-images/linux.md For Mac OS users dd tool is always recommended: https://www.raspberrypi.org/documentation/installation/installing-images/mac.md For Windows users Win32DiskImager utility is recommended: https://www.raspberrypi.org/documentation/installation/installing-images/windows.md There are several other ways to write an image file in a microSD card. So, if you are against any kind of problems when following the guides above feel free to use any other guide available on the Internet. Now, assuming that everything is ok and the image is ready. You can now gently plugin the microcard to your Raspberry PI Zero W board. Remember that you can always confirm that your download was successful with the sha1 code. In Linux systems you can use sha1sum followed by the file name (the image) and print the sha1 code that should and must be the same as it is at the end of the official page where you downloaded the image. Common issues Sometimes, working with Raspberry Pi boards can lead to issues. We all have faced some of them and hope to never face them again. The Pi Zero is so minimal and it can be tough to tell if it is working or not. Since, there is no LED on the board, sometimes a quick check if it is working properly or something went wrong is handy. Debugging steps With the following steps you will probably find its status: Take your board, with nothing in any slot or socket. Remove even the microSD card! Take a normal micro-USB to USB-ADATA SYNC cable and connect the one side to your computer and the other side to the Pi's USB, (not the PWR_IN). If the Zero is alive: On Windows the PC will go ding for the presence of new hardware and you should see BCM2708 Boot in Device Manager. On Linux, with a ID 0a5c:2763 Broadcom Corp message from dmesg. Try to run dmesg in a Terminal before your plugin the USB and after that. You will find a new record there. Output example: [226314.048026] usb 4-2: new full-speed USB device number 82 using uhci_hcd [226314.213273] usb 4-2: New USB device found, idVendor=0a5c, idProduct=2763 [226314.213280] usb 4-2: New USB device strings: Mfr=1, Product=2, SerialNumber=0 [226314.213284] usb 4-2: Product: BCM2708 Boot [226314.213] usb 4-2: Manufacturer: Broadcom If you see any of the preceding, so far so good, you know the Zero's not dead. microSD card issue Remember that if you boot your Raspberry and there is nothing working, you may have burned your microSD card wrong. This means that your card many not contain any boot partition as it should and it is not able to boot the first files. That problem occurs when the distribution is burned to /dev/sdd1 and not to /dev/sdd as we should. This is a quite common mistake and there will be no errors in your monitor. It will just not work! Case protection Raspberry Pi boards are electronics and we never place electronics in metallic surfaces or near magnetic objects. It will affect the booting operation of the Raspberry and it will probably not work. So a tip of advice, spend some extra money for the Raspberry PI Case and protect your board from anything like that. There are many problems and issues when hanging your raspberry pi using tacks. To summarize, we introduced the new Raspberry Pi Zero board with the rest of its family and a brief analysis on some extra components that are must buy as well. [box type="shadow" align="aligncenter" class="" width=""]This article is an excerpt from the book Raspberry Pi Zero W Wireless Projects written by Vasilis Tzivaras. The Raspberry Pi has always been the go–to, lightweight ARM-based computer. This book will help you design and build interesting DIY projects using the Raspberry Pi Zero W board.[/box] Introduction to Raspberry Pi Zero W Wireless Build your first Raspberry Pi project
Read more
  • 0
  • 0
  • 46345

article-image-what-is-a-support-vector-machine
Packt Editorial Staff
16 Apr 2018
7 min read
Save for later

What is a support vector machine?

Packt Editorial Staff
16 Apr 2018
7 min read
Support vector machines are machine learning algorithms whereby a model 'learns' to categorize data around a linear classifier. The linear classifier is, quite simply, a line that classifies. It's a line that that distinguishes between 2 'types' of data, like positive sentiment and negative language. This gives you control over data, allowing you to easily categorize and manage different data points in a way that's useful too. This tutorial is an extract from Statistics for Machine Learning. But support vector machines do more than linear classification - they are multidimensional algorithms, which is why they're so powerful. Using something called a kernel trick, which we'll look at in more detail later, support vector machines are able to create non-linear boundaries. Essentially they work at constructing a more complex linear classifier, called a hyperplane. Support vector machines work on a range of different types of data, but they are most effective on data sets with very high dimensions relative to the observations, for example: Text classification, in which language has the very dimensions of word vectors For the quality control of DNA sequencing by labeling chromatograms correctly Different types of support vector machines Support vector machines are generally classified into three different groups: Maximum margin classifiers Support vector classifiers Support vector machines Let's take a look at them now. Maximum margin classifiers People often use the term maximum margin classifier interchangeably with support vector machines. They're the most common type of support vector machine, but as you'll see, there are some important differences. The maximum margin classifier tackles the problem of what happens when your data isn't quite clear or clean enough to draw a simple line between two sets - it helps you find the best line, or hyperplane out of a range of options. The objective of the algorithm is to find  furthest distance between the two nearest points in two different categories of data - this is the 'maximum margin', and the hyperplane sits comfortably within it. The hyperplane is defined by this equation: So, this means that any data points that sit directly on the hyperplane have to follow this equation. There are also data points that will, of course, fall either side of this hyperplane. These should follow these equations: You can represent the maximum margin classifier like this: Constraint 2 ensures that observations will be on the correct side of the hyperplane by taking the product of coefficients with x variables and finally, with a class variable indicator. In the diagram below, you can see that we could draw a number of separate hyperplanes to separate the two classes (blue and red). However, the maximum margin classifier attempts to fit the widest slab (maximize the margin between positive and negative hyperplanes) between two classes and the observations touching both the positive and negative hyperplanes. These are the support vectors. It's important to note that in non-separable cases, the maximum margin classifier will not have a separating hyperplane - there's no feasible solution. This issue will be solved with support vector classifiers. Support vector classifiers Support vector classifiers are an extended version of maximum margin classifiers. Here, some violations are 'tolerated' for non-separable cases. This means a best fit can be created. In fact, in real-life scenarios, we hardly find any data with purely separable classes; most classes have a few or more observations in overlapping classes. The mathematical representation of the support vector classifier is as follows, a slight correction to the constraints to accommodate error terms: In constraint 4, the C value is a non-negative tuning parameter to either accommodate more or fewer overall errors in the model. Having a high value of C will lead to a more robust model, whereas a lower value creates the flexible model due to less violation of error terms. In practice, the C value would be a tuning parameter as is usual with all machine learning models. The impact of changing the C value on margins is shown in the two diagrams below. With the high value of C, the model would be more tolerating and also have space for violations (errors) in the left diagram, whereas with the lower value of C, no scope for accepting violations leads to a reduction in margin width. C is a tuning parameter in Support Vector Classifiers: Support vector machines Support vector machines are used when the decision boundary is non-linear. It's useful when it becomes impossible to separate with support vector classifiers. The diagram below explains the non-linearly separable cases for both 1-dimension and 2-dimensions: Clearly, you can't classify using support vector classifiers whatever the cost value is. This is why you would want to then introduce something called the kernel trick. In the diagram below, a polynomial kernel with degree 2 has been applied in transforming the data from 1-dimensional to 2-dimensional data. By doing so, the data becomes linearly separable in higher dimensions. In the left diagram, different classes (red and blue) are plotted on X1 only, whereas after applying degree 2, we now have 2-dimensions, X1 and X21 (the original and a new dimension). The degree of the polynomial kernel is a tuning parameter. You need to tune them with various values to check where higher accuracy might be possible with the model: However, in the 2-dimensional case, the kernel trick is applied as below with the polynomial kernel with degree 2. Observations have been classified successfully using a linear plane after projecting the data into higher dimensions: Different types of kernel functions Kernel functions are the functions that, given the original feature vectors, return the same value as the dot product of its corresponding mapped feature vectors. Kernel functions do not explicitly map the feature vectors to a higher-dimensional space, or calculate the dot product of the mapped vectors. Kernels produce the same value through a different series of operations that can often be computed more efficiently. The main reason for using kernel functions is to eliminate the computational requirement to derive the higher-dimensional vector space from the given basic vector space, so that observations be separated linearly in higher dimensions. Why someone needs to like this is, derived vector space will grow exponentially with the increase in dimensions and it will become almost too difficult to continue computation, even when you have a variable size of 30 or so. The following example shows how the size of the variables grows. Here's an example: When we have two variables such as x and y, with a polynomial degree kernel, it needs to compute x2, y2, and xy dimensions in addition. Whereas, if we have three variables x, y, and z, then we need to calculate the x2, y2, z2, xy, yz, xz, and xyz vector spaces. You will have realized by this time that the increase of one more dimension creates so many combinations. Hence, care needs to be taken to reduce its computational complexity; this is where kernels do wonders. Kernels are defined more formally in the following equation: Polynomial kernels are often used, especially with degree 2. In fact, the inventor of support vector machines, Vladimir N Vapnik, developed using a degree 2 kernel for classifying handwritten digits. Polynomial kernels are given by the following equation: Radial Basis Function kernels (sometimes called Gaussian kernels) are a good first choice for problems requiring nonlinear models. A decision boundary that is a hyperplane in the mapped feature space is similar to a decision boundary that is a hypersphere in the original space. The feature space produced by the Gaussian kernel can have an infinite number of dimensions, a feat that would be impossible otherwise. RBF kernels are represented by the following equation: This is sometimes simplified as the following equation: It is advisable to scale the features when using support vector machines, but it is very important when using the RBF kernel. When the value of the gamma value is small, it gives you a pointed bump in the higher dimensions. A larger value gives you a softer, broader bump. A small gamma will give you low bias and high variance solutions; on the other hand, a high gamma will give you high bias and low variance solutions and that is how you control the fit of the model using RBF kernels: Learn more about support vector machines Support vector machines as a classification engine [read now] 10 machine learning algorithms every engineer needs to know [read now]
Read more
  • 0
  • 0
  • 48969

article-image-4-encryption-options-for-your-sql-server
Vijin Boricha
16 Apr 2018
7 min read
Save for later

4 Encryption options for your SQL Server

Vijin Boricha
16 Apr 2018
7 min read
In today’s tutorial, we will learn about cryptographic elements like T-SQL functions, service master key, and more. SQL Server cryptographic elements Encryption is the process of obfuscating data by the use of a key or password. This can make the data useless without the corresponding decryption key or password. Encryption does not solve access control problems. However, it enhances security by limiting data loss even if access controls are bypassed. For example, if the database host computer is misconfigured and a hacker obtains sensitive data, that stolen information might be useless if it is encrypted. SQL Server provides the following building blocks for the encryption; based on them you can implement all supported features, such as backup encryption, Transparent Data Encryption, column encryption and so on. We already know what the symmetric and asymmetric keys are. The basic concept is the same in SQL Server implementation. Later in the chapter you will practice how to create and implement all elements from the Figure 9-3. Let me explain the rest of the items. T-SQL functions SQL Server has built in support for handling encryption elements and features in the forms of T-SQL functions. You don't need any third-party software to do that, as you do with other database platforms. Certificates A public key certificate is a digitally-signed statement that connects the data of a public key to the identity of the person, device, or service that holds the private key. Certificates are issued and signed by a certification authority (CA). You can work with self-signed certificates, but you should be careful here. This can be misused for the large set of network attacks. SQL Server encrypts data with a hierarchical encryption. Each layer encrypts the layer beneath it using certificates, asymmetric keys, and symmetric keys. In a nutshell, the previous image means that any key in a hierarchy is guarded (encrypted) with the key above it. In practice, if you miss just one element from the chain, decryption will be impossible. This is an important security feature, because it is really hard for an attacker to compromise all levels of security. Let me explain the most important elements in the hierarchy. Service Master Key SQL Server has two primary applications for keys: a Service Master Key (SMK) generated on and for a SQL Server instance, and a database master key (DMK) used for a database. The SMK is automatically generated during installation and the first time the SQL Server instance is started. It is used to encrypt the next first key in the chain. The SMK should be backed up and stored in a secure, off-site location. This is an important step, because this is the first key in the hierarchy. Any damage at this level can prevent access to all encrypted data in the layers below. When the SMK is restored, the SQL Server decrypts all the keys and data that have been encrypted with the current SMK, and then encrypts them with the SMK from the backup. Service Master Key can be viewed with the following system catalog view: 1> SELECT name, create_date 2> FROM sys.symmetric_keys 3> GO name create_date ------------------------- ----------------------- ##MS_ServiceMasterKey## 2017-04-17 17:56:20.793 (1 row(s) affected) Here is an example of how you can back up your SMK to the /var/opt/mssql/backup folder. Note: In the case that you don't have /var/opt/mssql/backup folder execute all 5 bash lines. In the case you don't have permissions to /var/opt/mssql/backup folder execute all lines without first one. # sudo mkdir /var/opt/mssql/backup # sudo chown mssql /var/opt/mssql/backup/ # sudo chgrp mssql /var/opt/mssql/backup/ # sudo /opt/mssql/bin/mssql-conf set filelocation.defaultbackupdir /var/opt/mssql/backup/ # sudo systemctl restart mssql-server 1> USE master 2> GO Changed database context to 'master'. 1> BACKUP SERVICE MASTER KEY TO FILE = '/var/opt/mssql/backup/smk' 2> ENCRYPTION BY PASSWORD = 'S0m3C00lp4sw00rd' 3> --In the real scenarios your password should be more complicated 4> GO exit The next example is how to restore SMK from the backup location: 1> USE master 2> GO Changed database context to 'master'. 1> RESTORE SERVICE MASTER KEY 2> FROM FILE = '/var/opt/mssql/backup/smk' 3> DECRYPTION BY PASSWORD = 'S0m3C00lp4sw00rd' 4> GO You can examine the contents of your SMK with the ls command or some internal Linux file views, such is in Midnight Commander (MC). Basically there is not much to see, but that is the power of encryption. The SMK is the foundation of the SQL Server encryption hierarchy. You should keep a copy at an offsite location. Database master key The DMK is a symmetric key used to protect the private keys of certificates and asymmetric keys that are present in the database. When it is created, the master key is encrypted by using the AES 256 algorithm and a user-supplied password. To enable the automatic decryption of the master key, a copy of the key is encrypted by using the SMK and stored in both the database (user and in the master database). The copy stored in the master is always updated whenever the master key is changed. The next T-SQL code show how to create DMK in the Sandbox database: 1> CREATE DATABASE Sandbox 2> GO 1> USE Sandbox 2> GO 3> CREATE MASTER KEY 4> ENCRYPTION BY PASSWORD = 'S0m3C00lp4sw00rd' 5> GO Let's check where the DMK is with the sys.sysmmetric_keys system catalog view: 1> SELECT name, algorithm_desc 2> FROM sys.symmetric_keys 3> GO name algorithm_desc -------------------------- --------------- ##MS_DatabaseMasterKey## AES_256 (1 row(s) affected) This default can be changed by using the DROP ENCRYPTION BY SERVICE MASTER KEY option of ALTER MASTER KEY. A master key that is not encrypted by the SMK must be opened by using the OPEN MASTER KEY statement and a password. Now that we know why the DMK is important and how to create one, we will continue with the following DMK operations: ALTER OPEN CLOSE BACKUP RESTORE DROP These operations are important because all other encryption keys, on database-level, are dependent on the DMK. We can easily create a new DMK for Sandbox and re-encrypt the keys below it in the encryption hierarchy, assuming that we have the DMK created in the previous steps: 1> ALTER MASTER KEY REGENERATE 2> WITH ENCRYPTION BY PASSWORD = 'S0m3C00lp4sw00rdforN3wK3y' 3> GO Opening the DMK for use: 1> OPEN MASTER KEY 2> DECRYPTION BY PASSWORD = 'S0m3C00lp4sw00rdforN3wK3y' 3> GO Note: If the DMK was encrypted with the SMK, it will be automatically opened when it is needed for decryption or encryption. In this case, it is not necessary to use the OPEN MASTER KEY statement. Closing the DMK after use: 1> CLOSE MASTER KEY 2> GO Backing up the DMK: 1> USE Sandbox 2> GO 1> OPEN MASTER KEY 2> DECRYPTION BY PASSWORD = 'S0m3C00lp4sw00rdforN3wK3y'; 3> BACKUP MASTER KEY TO FILE = '/var/opt/mssql/backup/Snadbox-dmk' 4> ENCRYPTION BY PASSWORD = 'fk58smk@sw0h%as2' 5> GO Restoring the DMK: 1> USE Sandbox 2> GO 1> RESTORE MASTER KEY 2> FROM FILE = '/var/opt/mssql/backup/Snadbox-dmk' 3> DECRYPTION BY PASSWORD = 'fk58smk@sw0h%as2' 4> ENCRYPTION BY PASSWORD = 'S0m3C00lp4sw00rdforN3wK3y'; 5> GO When the master key is restored, SQL Server decrypts all the keys that are encrypted with the currently active master key, and then encrypts these keys with the restored master. Dropping the DMK: 1> USE Sandbox 2> GO 1> DROP MASTER KEY 2> GO You read an excerpt  from the book SQL Server on Linux, written by Jasmin Azemović.  From this book, you will learn to configure and administer database solutions on Linux. How SQL Server handles data under the hood SQL Server basics Creating reports using SQL Server 2016 Reporting Services  
Read more
  • 0
  • 0
  • 17469

article-image-behavior-scripting-in-c-and-javascript-for-game-developers
Packt Editorial Staff
16 Apr 2018
16 min read
Save for later

Behavior Scripting in C# and Javascript for game developers

Packt Editorial Staff
16 Apr 2018
16 min read
The common idea about game behaviors - things like enemy AI, or sequences of events, or the rules of a puzzle – are expressed in a scripting language, probably in a simple top-to-bottom recipe form, without using objects or much branching. Behaviour scripts are often associated with an object instance in game code – expressed in an object-oriented language such as C++ or C# – which does the work. In today’s post, we will introduce you to new classes and behavior scripts. The details of a new C# behavior and a new JavaScript behavior are also covered. We will further explore: Wall attack Declaring public variables Assigning scripts to objects Moving the camera To take your first steps into programming, we will look at a simple example of the same functionality in both C# and JavaScript, the two main programming languages used by Unity developers. It is also possible to write Boo-based scripts, but these are rarely used except by those with existing experience in the language. To follow the next steps, you may choose either JavaScript or C#, and then continue with your preferred language. To begin, click on the Create button on the Project panel, then choose either JavaScript or C# script, or simply click on the Add Component button on the Main CameraInspector panel. Your new script will be placed into the Project panel named NewBehaviourScript, and will show an icon of a page with either JavaScript or C# written on it. When selecting your new script, Unity offers a preview of what is already in the script, in the view of the Inspector, and an accompanying Edit button that when clicked on will launch the script into the default script editor, MonoDevelop. You can also launch a script in your script editor at any time by double-clicking on its icon in the Project panel. New behaviour script or class New scripts can be thought of as a new class in Unity terms. If you are new to programming, think of a class as a set of actions, properties, and other stored information that can be accessed under the heading of its name. For example, a class called Dogmay contain properties such as color, breed, size, or genderand have actions such as rolloveror fetchStick. These properties can be described as variables, while the actions can be written in functions, also known as methods. In this example, to refer to the breedvariable, a property of the Dogclass, we might refer to the class it is in, Dog, and use a period (full stop) to refer to this variable, in the following way: Dog.breed; If we want to call a function within the Dogclass, we might say, for example, the following: Dog.fetchStick(); We can also add arguments into functions-these aren't the everyday arguments we have with one another! Think of them as more like modifying the behavior of a function, for example, with our fetchStickfunction, we might build in an argument that defines how quickly our dog will fetch the stick. This might be called as follows: Dog.fetchStick(25); While these are abstract examples, often it can help to transpose coding into commonplace examples in order to make sense of them. As we continue, think back to this example or come up with some examples of your own, to help train yourself to understand classes of information and their properties. When you write a script in C# or JavaScript, you are writing a new class or classes with their own properties (variables) and instructions (functions) that you can call into play at the desired moment in your games. What's inside a new C# behaviour When you begin with a new C# script, Unity gives you the following code to get started: usingUnityEngine; usingSystem.Collections; publicclassNewBehaviourScript:MonoBehaviour{ //UsethisforinitializationvoidStart(){ } //UpdateiscalledonceperframevoidUpdate(){ } } This begins with the necessary two calls to the Unity Engine itself: usingUnityEngine; usingSystem.Collections; It goes on to establish the class named after the script. With C#, you'll be required to name your scripts with matching names to the class declared inside the script itself. This is why you will see publicclassNewBehaviourScript:MonoBehaviour{at the beginning of a new C# document, as NewBehaviourScriptis the default name that Unity gives to newly generated scripts. If you rename your script in the Project panel when it is created, Unity will rewrite the class name in your C# script. Code in classes When writing code, most of your functions, variables, and other scripting elements will be placed within the class of a script in C#. Within-in this context-means that it must occur after the class declaration, and following the corresponding closing }of that, at the bottom of the script. So, unless told otherwise, while following the instructions, assume that your code should be placed within the class established in the script. In JavaScript, this is less relevant as the entire script is the class; it is not explicitly established. Basic functions Unity as an engine has many of its own functions that can be used to call different features of the game engine, and it includes two important ones when you create a new script in C#. Functions (also known as methods) most often start with the voidterm in C#. This is the function's return type, which is the kind of data a function may result in. As most functions are simply there to carry out instructions rather than return information, often you will see voidat the beginning of their declaration, which simply means that a certain type of data will not be returned. Some basic functions are explained as follows: Start(): This is called when the scene first launches, so it is often used as it is suggested in the code, for initialization. For example, you may have a core variable that must be set to 0when the game scene begins or perhaps a function that spawns your player character in the correct place at the start of a level. Update(): This is called in every frame that the game runs, and is crucial for checking the state of various parts of your game during this time, as many different conditions of game objects may change while the game is running. Variables in C# To store information in a variable in C#, you will use the following syntax: typeOfDatanameOfVariable=value; Consider the following example: intcurrentScore=5; Another example would be: floatcurrentVelocity=5.86f; Note that the examples here show numerical data, with intmeaning integer, that is, a whole number, and floatmeaning floating point, that is, a number with a decimal place, which in C# requires a letter fto be placed at the end of the value. This syntax is somewhat different from JavaScript. Refer to the Variables in JavaScript section. What's inside a new JavaScript behaviour? While fulfilling the same functions as a C# file, a new empty JavaScript file shows you less as the entire script itself is considered to be the class, and the empty space in the script is considered to be within the opening and closing of the class, as the class declaration itself is hidden. You will also note that the lines usingUnityEngine;and usingSystem. Collections;are also hidden in JavaScript, so in a new JavaScript, you will simply be shown the Update()function: functionUpdate(){ } You will note that in JavaScript, you declare functions differently, using the term functionbefore the name. You will also need to write a declaration of variables and various other scripted elements with a slightly different syntax. We will look at examples of this as we progress. Variables in JavaScript The syntax for variables in JavaScript works as follows, and is always preceded by the prefix var, as shown: varvariableName:TypeOfData=value; For example: varcurrentScore:int=0; Another example is: varcurrentVelocity:float=5.86; As you must have noticed, the floatvalue does not require a letter ffollowing its value as it does in C#. You will notice as you see further, comparing the scripts written in the two different languages that C# often has stricter rules about how scripts are written, especially regarding implicitly stating types of data that are being used. Comments In both C# and JavaScript in Unity, you can write comments using: //twoforwardslashessymbolsforasinglelinecomment Another way of doing this would be: /*forward-slash,startoopenamultilinecommentsandattheendofit,star,forward-slashtoclose*/ You may write comments in the code to help you remember what each part does as you progress. Remember that because comments are not executed as code, you can write whatever you like, including pieces of code. As long as they are contained within a comment they will never be treated as working code. Wall attack Now let's put some of your new scripting knowledge into action and turn our existing scene into an interactive gameplay prototype. In the Project panel in Unity, rename your newly created script Shooterby selecting it, pressing return (Mac) or F2 (Windows), and typing in the new name. If you are using C#, remember to ensure that your class declaration inside the script matches this name of the script: publicclassShooter:MonoBehaviour{ As mentioned previously, JavaScript users will not need to do this. To kick-start your knowledge of using scripting in Unity, we will write a script to control the camera and allow shooting of a projectile at the wall that we have built. To begin with, we will establish three variables: bullet: This is a variable of type Rigidbody, as it will hold a reference to a physics controlled object we will make power: This is a floating point variable number we will use to set the power of shooting moveSpeed: This is another floating point variable number we will use to define the speed of movement of the camera using the arrow keys These variables must be public member variables, in order for them to display as adjustable settings in the Inspector. You'll see this in action very shortly! Declaring public variables Public variables are important to understand as they allow you to create variables that will be accessible from other scripts-an important part of game development as it allows for simpler inter-object communication. Public variables are also really useful as they appear as settings you can adjust visually in the Inspector once your script is attached to an object. Private variables are the opposite-designed to be only accessible within the scope of the script, class, or function they are defined within, and do not appear as settings in the Inspector. C# Before we begin, as we will not be using it, remove the Start()function from this script by deleting voidStart(){}. To establish the required variables, put the following code snippet into your script after the opening of the class, shown as follows: usingUnityEngine; usingSystem.Collections; publicclassShooter:MonoBehaviour{ publicRigidbodybullet;publicfloatpower=1500f;publicfloatmoveSpeed=2f; voidUpdate(){ } } Note that in this example, the default explanatory comments and the Start()function have been removed in order to save space. JavaScript In order to establish public member variables in JavaScript, you will need to simply ensure that your variables are declared outside of any existing function. This is usually done at the top of the script, so to declare the three variables we need, add the following to the top of your new Shooterscript so that it looks like this: varbullet:Rigidbody;varpower:float=1500;varmoveSpeed:float=5;functionUpdate(){ } Note that JavaScript (UnityScript) is much less declarative and needs less typing to start. Assigning scripts to objects In order for this script to be used within our game it must be attached as a component of one of the game objects within the existing scene. Save your script by choosing File | Save from the top menu of your script editor and return to Unity. There are several ways to assign a script to an object in Unity: Drag it from the Project panel and drop it onto the name of an object in the Hierarchy panel. Drag it from the Project panel and drop it onto the visual representation of the object in the Scene panel. Select the object you wish to apply the script to and then drag and drop the script to empty space at the bottom of the Inspector view for that object. Select the object you wish to apply the script to and then choose Component | Scripts | and the name of your script from the top menu. The most common method is the first approach, and this would be most appropriate since trying to drag to the camera in the Scene View, for example, would be difficult as the camera itself doesn't have a tangible surface to drag to. For this reason, drag your new Shooterscript from the Project panel and drop it onto the name of Main Camera in the Hierarchy to assign it, and you should see your script appear as a new component, following the existing audio listener component. You will also see its three public variables such as bullet, power, and moveSpeedin the Inspector, as follows: You can alternatively act in the Inspector, directly, press the Add Component button, and look for Shooterby typing in the search box. Note, this is valid if you didn't add the component in this way initially. In that case, the Shootercomponent will already be attached to the camera GameObject. As you will see, Unity has taken the variable names and given them capital letters, and in the case of our moveSpeedvariable, it takes a capital letter in the middle of the phrase to signify the start of a new word in the Inspector, placing a space between the two words when seen as a public variable. You can also see here that the bulletvariable is not yet set, but it is expecting an object to be assigned to it that has a Rigidbody attached-this is often referred to as being a Rigidbody object. Despite the fact that, in Unity, all objects in the scene can be referred to as game objects, when describing an object as a Rigidbodyobject in scripting, we will only be able to refer to properties and functions of the Rigidbodyclass. This is not a problem however; it simply makes our script more efficient than referring to the entire GameObjectclass. For more on this, take a look at the script reference documentation for both the classes: GameObject Rigidbody Beware that when adjusting values of public variables in the Inspector, any values changed will simply override those written in the script, rather than replacing them. Let's continue working on our script and add some interactivity; so, return to your script editor now. Moving the camera Next, we will make use of the moveSpeedvariable combined with keyboard input in order to move the camera and effectively create a primitive aiming of our shot, as we will use the camera as the point to shoot from. As we want to use the arrow keys on the keyboard, we need to be aware of how to address them in the code first. Unity has many inputs that can be viewed and adjusted using the Input Manager-choose Edit | Project Settings | Input: As seen in this screenshot, two of the default settings for input are Horizontal and Vertical. These rely on an axis-based input that, when holding the Positive Button, builds to a value of 1, and when holding the Negative Button, builds to a value of -1. Releasing either button means that the input's value springs back to 0, as it would if using a sprung analog joystick on a gamepad. As input is also the name of a class, and all named elements in the Input Manager are axes or buttons, in scripting terms, we can simply use: Input.GetAxis("Horizontal"); This receives the current value of the horizontal keys, that is, a value between -1 and 1, depending upon what the user is pressing. Let's put that into practice in our script now, using local variables to represent our axes. By doing this, we can modify the value of this variable later using multiplication, taking it from a maximum value of 1 to a higher number, allowing us to move the camera faster than 1 unit at a time. This variable is not something that we will ever need to set inside the Inspector, as Unity is assigning values based on our key input. As such, these values can be established as local variables. Local, private, and public variables Before we continue, let's take an overview of local, private, and public variables in order to cement your understanding: Local variables: These are variables established inside a function; they will not be shown in the Inspector, and are only accessible to the function they are in. Private variables: These are established outside a function, and therefore accessible to any function within your class. However, they are also not visible in the Inspector. Public variables: These are established outside a function, are accessible to any function in their class and also to other scripts, apart from being visible for editing in the Inspector. Local variables and receiving input The local variables in C# and JavaScript are shown as follows: C# Here is the code for C#: voidUpdate(){floath=Input.GetAxis("Horizontal")*Time.deltaTime*moveSpeed;floatv=Input.GetAxis("Vertical")*Time.deltaTime*moveSpeed; JavaScript Here is the code for JavaScript: functionUpdate(){varh:float=Input.GetAxis("Horizontal")*Time.deltaTime*moveSpeed;varv:float=Input.GetAxis("Vertical")*Time.deltaTime*moveSpeed; The variables declared here-hfor Horizontaland vfor Vertical, could be named anything we like; it is simply quicker to write single letters. Generally speaking, we would normally give these a name, because some letters cannot be used as variable names, for example, x, y, and z, because they are used for coordinate values and therefore reserved for use as such. As these axes' values can be anything from -1 to 1, they are likely to be a number with a decimal place, and as such, we must declare them as floating point type variables. They are then multiplied using the *symbol by Time.deltaTime, which simply means that the value is divided by the number of frames per second (the deltaTimeis the time it takes from one frame to the next or the time taken since the Update()function last ran), which means that the value adds up to a consistent amount per second, regardless of the framerate. The resultant value is then increased by multiplying it by the public variable we made earlier, moveSpeed. This means that although the values of hand vare local variables, we can still affect them by adjusting public moveSpeedin the Inspector, as it is a part of the equation that those variables represent. This is a common practice in scripting as it takes advantage of the use of publicly accessible settings combined with specific values generated by a function. [box type="note" align="" class="" width=""]You read an excerpt from the book Unity 5.x Game Development Essentials, Third Edition written by Tommaso Lintrami. Unity is the most popular game engine among Indie developers, start-ups, and medium to large independent game development companies. This book is a complete exercise in game development covering environments, physics, sound, particles, and much more—to get you up and running with Unity rapidly.[/box] Scripting Strategies Unity 3.x Scripting-Character Controller versus Rigidbody
Read more
  • 0
  • 0
  • 26884

article-image-build-first-android-app-kotlin
Aarthi Kumaraswamy
13 Apr 2018
10 min read
Save for later

Build your first Android app with Kotlin

Aarthi Kumaraswamy
13 Apr 2018
10 min read
Android application with Kotlin is an area which shines. Before getting started on this journey, we must set up our systems for the task at hand. A major necessity for developing Android applications is a suitable IDE - it is not a requirement but it makes the development process easier. Many IDE choices exist for Android developers. The most popular are: Android Studio Eclipse IntelliJ IDE Android Studio is by far the most powerful of the IDEs available with respect to Android development. As a consequence, we will be utilizing this IDE in all Android-related chapters in this book. Setting up Android Studio At the time of writing, the version of Android Studio that comes bundled with full Kotlin support is Android Studio 3.0. The canary version of this software can be downloaded from this website. Once downloaded, open the downloaded package or executable and follow the installation instructions. A setup wizard exists to guide you through the IDE setup procedure: Continuing to the next setup screen will prompt you to choose which type of Android Studio setup you'd like: Select the Standard setup and continue to the next screen. Click Finish on the Verify Settings screen. Android Studio will now download the components required for your setup. You will need to wait a few minutes for the required components to download: Click Finish once the component download has completed. You will be taken to the Android Studio landing screen. You are now ready to use Android Studio: [box type="note" align="" class="" width=""]You may also want to read Benefits of using Kotlin Java for Android programming.[/box] Building your first Android application with Kotlin Without further ado, let's explore how to create a simple Android application with Android Studio. We will be building the HelloApp. The HelloApp is an app that displays Hello world! on the screen upon the click of a button. On the Android Studio landing screen, click Start a new Android Studio project. You will be taken to a screen where you will specify some details that concern the app you are about to build, such as the name of the application, your company domain, and the location of the project. Type in HelloApp as the application name and enter a company domain. If you do not have a company domain name, fill in any valid domain name in the company domain input box – as this is a trivial project, a legitimate domain name is not required. Specify the location in which you want to save this project and tick the checkbox for the inclusion of Kotlin support. After filling in the required parameters, continue to the next screen: Here, we are required to specify our target devices. We are building this application to run on smartphones specifically, hence tick the Phone and Tablet checkbox if it's not already ticked. You will notice an options menu next to each device option. This dropdown is used to specify the target API level for the project being created. An API level is an integer that uniquely identifies the framework API division offered by a version of the Android platform. Select API level 15 if not already selected and continue to the next screen: On the next screen, we are required to select an activity to add to our application. An activity is a single screen with a unique user interface—similar to a window. We will discuss activities in more depth in Chapter 2, Building an Android Application – Tetris. For now, select the empty activity and continue to the next screen. Now, we need to configure the activity that we just specified should be created. Name the activity HelloActivityand ensure the Generate Layout File and Backwards Compatibility checkboxes are ticked: Now, click the Finish button. Android Studio may take a few minutes to set up your project. Once the setup is complete, you will be greeted by the IDE window containing your project files. [box type="note" align="" class="" width=""]Errors pertaining to the absence of required project components may be encountered at any point during project development. Missing components can be downloaded from the SDK manager. [/box] Make sure that the project window of the IDE is open (on the navigation bar, select View | Tool Windows | Project) and the Android view is currently selected from the drop-down list at the top of the Project window. You will see the following files at the left-hand side of the window: app | java | com.mydomain.helloapp | HelloActivity.java: This is the main activity of your application. An instance of this activity is launched by the system when you build and run your application: app | res | layout | activity_hello.xml: The user interface for HelloActivity is defined within this XML file. It contains a TextView element placed within the ViewGroup of a ConstraintLayout. The text of the TextView has been set to Hello World! app | manifests | AndroidManifest.xml: The AndroidManifest file is used to describe the fundamental characteristics of your application. In addition, this is the file in which your application's components are defined. Gradle Scripts | build.gradle: Two build.gradle files will be present in your project. The first build.gradle file is for the project and the second is for the app module. You will most frequently work with the module's build.gradle file for the configuration of the compilation procedure of Gradle tools and the building of your app. [box type="note" align="" class="" width=""]Gradle is an open source build automation system used for the declaration of project configurations. In Android, Gradle is utilized as a build tool with the goal of building packages and managing application dependencies. [/box] Creating a user interface A user interface (UI) is the primary means by which a user interacts with an application. The user interfaces of Android applications are made by the creation and manipulation of layout files. Layout files are XML files that exist in app | res | layout. To create the layout for the HelloApp, we are going to do three things: Add a LinearLayout to our layout file Place the TextView within the LinearLayout and remove the android:text attribute it possesses Add a button to the LinearLayout Open the activity_hello.xml file if it's not already opened. You will be presented with the layout editor. If the editor is in the Design view, change it to its Text view by toggling the option at the bottom of the layout editor. Now, your layout editor should look similar to that of the following screenshot: ViewGroup that arranges child views in either a horizontal or vertical manner within a single column. Copy the code snippet of our required LinearLayout from the following block and paste it within the ConstraintLayout preceding the TextView: <LinearLayout android:id="@+id/ll_component_container" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" android:gravity="center"> </LinearLayout> Now, copy and paste the TextView present in the activity_hello.xml file into the body of the LinearLayout element and remove the android:text attribute: <LinearLayout android:id="@+id/ll_component_container" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" android:gravity="center"> <TextView android:id="@+id/tv_greeting" android:layout_width="wrap_content" android:layout_height="wrap_content"       android:textSize="50sp" /> </LinearLayout> Lastly, we need to add a button element to our layout file. This element will be a child of our LinearLayout. To create a button, we use the Button element: <LinearLayout android:id="@+id/ll_component_container" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" android:gravity="center"> <TextView android:id="@+id/tv_greeting" android:layout_width="wrap_content" android:layout_height="wrap_content"       android:textSize="50sp" /> <Button       android:id="@+id/btn_click_me" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginTop="16dp" android:text="Click me!"/> </LinearLayout> Toggle to the layout editor's design view to see how the changes we have made thus far translate when rendered on the user interface: Now we have our layout, but there's a problem. Our CLICK ME! button does not actually do anything when clicked. We are going to fix that by adding a listener for click events to the button. Locate and open the HelloActivity.java file and edit the function to add the logic for the CLICK ME! button's click event as well as the required package imports, as shown in the following code: package com.mydomain.helloapp import android.support.v7.app.AppCompatActivity import android.os.Bundle import android.text.TextUtils import android.widget.Button import android.widget.TextView import android.widget.Toast class HelloActivity : AppCompatActivity() { override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContentView(R.layout.activity_hello) val tvGreeting = findViewById<TextView>(R.id.tv_greeting) val btnClickMe = findViewById<Button>(R.id.btn_click_me) btnClickMe.setOnClickListener { if (TextUtils.isEmpty(tvGreeting.text)) { tvGreeting.text = "Hello World!" } else { Toast.makeText(this, "I have been clicked!",                       Toast.LENGTH_LONG).show() } } } } In the preceding code snippet, we have added references to the TextView and Button elements present in our activity_hello layout file by utilizing the findViewById function. The findViewById function can be used to get references to layout elements that are within the currently-set content view. The second line of the onCreate function has set the content view of HelloActivity to the activity_hello.xml layout. Next to the findViewById function identifier, we have the TextView type written between two angular brackets. This is called a function generic. It is being used to enforce that the resource ID being passed to the findViewById belongs to a TextView element. After adding our reference objects, we set an onClickListener to btnClickMe. Listeners are used to listen for the occurrence of events within an application. In order to perform an action upon the click of an element, we pass a lambda containing the action to be performed to the element's setOnClickListener method. When btnClickMe is clicked, tvGreeting is checked to see whether it has been set to contain any text. If no text has been set to the TextView, then its text is set to Hello World!, otherwise a toast is displayed with the I have been clicked! text. Running the Android application In order to run the application, click the Run 'app' (^R) button at the top-right side of the IDE window and select a deployment target. The HelloApp will be built, installed, and launched on the deployment target: You may use one of the available prepackaged virtual devices or create a custom virtual device to use as the deployment target.  You may also decide to connect a physical Android device to your computer via USB and select it as your target. The choice is up to you. After selecting a deployment device, click OK to build and run the application. Upon launching the application, our created layout is rendered: When CLICK ME! is clicked, Hello World! is shown to the user: Subsequent clicks of the CLICK ME! button display a toast message with the text I have been clicked!: You enjoyed an excerpt from the book, Kotlin Programming By Example by Iyanu Adelekan. Start building and deploying Android apps with Kotlin using this book. Check out other related posts: Creating a custom layout implementation for your Android app Top 5 Must-have Android Applications OpenCV and Android: Making Your Apps See      
Read more
  • 0
  • 0
  • 33730
Unlock access to the largest independent learning library in Tech for FREE!
Get unlimited access to 7500+ expert-authored eBooks and video courses covering every tech area you can think of.
Renews at $19.99/month. Cancel anytime
article-image-how-to-build-an-options-trading-web-app-using-q-learning
Sunith Shetty
13 Apr 2018
19 min read
Save for later

How to build an options trading web app using Q-learning

Sunith Shetty
13 Apr 2018
19 min read
Today we will learn to develop an options trading web app using Q-learning algorithm and will also evaluate the model. Developing an options trading web app using Q-learning The trading algorithm is the process of using computers programmed to follow a defined set of instructions for placing a trade in order to generate profits at a speed and frequency that is impossible for a human trader. The defined sets of rules are based on timing, price, quantity, or any mathematical model. Problem description Through this project, we will predict the price of an option on a security for N days in the future according to the current set of observed features derived from the time of expiration, the price of the security, and volatility. The question would be: what model should we use for such an option pricing model? The answer is that there are actually many; Black-Scholes stochastic partial differential equations (PDE) is one of the most recognized. In mathematical finance, the Black-Scholes equation is necessarily a PDE overriding the price evolution of a European call or a European put under the Black-Scholes model. For a European call or put on an underlying stock paying no dividends, the equation is: Where V is the price of the option as a function of stock price S and time t, r is the risk-free interest rate, and σ σ (displaystyle sigma) is the volatility of the stock. One of the key financial insights behind the equation is that anyone can perfectly hedge the option by buying and selling the underlying asset in just the right way without any risk. This hedge implies that there is only one right price for the option, as returned by the Black-Scholes formula. Consider a January maturity call option on an IBM with an exercise price of $95. You write a January IBM put option with an exercise price of $85. Let us consider and focus on the call options of a given security, IBM. The following chart plots the daily price of the IBM stock and its derivative call option for May 2014, with a strike price of $190: Figure 1: IBM stock and call $190 May 2014 pricing in May-Oct 2013 Now, what will be the profit and loss be for this position if IBM is selling at $87 on the option maturity date? Alternatively, what if IBM is selling at $100? Well, it is not easy to compute or predict the answer. However, in options trading, the price of an option depends on a few parameters, such as time decay, price, and volatility: Time to expiration of the option (time decay) The price of the underlying security The volatility of returns of the underlying asset A pricing model usually does not consider the variation in trading volume in terms of the underlying security. Therefore, some researchers have included it in the option trading model. As we have described, any RL-based algorithm should have an explicit state (or states), so let us define the state of an option using the following four normalized features: Time decay (timeToExp): This is the time to expiration once normalized in the range of (0, 1). Relative volatility (volatility): within a trading session, this is the relative variation of the price of the underlying security. It is different than the more complex volatility of returns defined in the Black-Scholes model, for example. Volatility relative to volume (vltyByVol): This is the relative volatility of the price of the security adjusted for its trading volume. Relative difference between the current price and the strike price (priceToStrike): This measures the ratio of the difference between the price and the strike price to the strike price. The following graph shows the four normalized features that can be used for the IBM option strategy: Figure 2: Normalized relative stock price volatility, volatility relative to trading volume, and price relative to strike price for the IBM stock Now let us look at the stock and the option price dataset. There are two files IBM.csv and IBM_O.csv contain the IBM stock prices and option prices, respectively. The stock price dataset has the date, the opening price, the high and low price, the closing price, the trade volume, and the adjusted closing price. A shot of the dataset is given in the following diagram: Figure 3: IBM stock data On the other hand, IBM_O.csv has 127 option prices for IBM Call 190 Oct 18, 2014. A few values are 1.41, 2.24, 2.42, 2.78, 3.46, 4.11, 4.51, 4.92, 5.41, 6.01, and so on. Up to this point, can we develop a predictive model using a Q-Learning, algorithm that can help us answer the previously mentioned question: Can it tell us the how IBM can make maximum profit by utilizing all the available features? Well, we know how to implement the Q-Learning, and we know what option trading is. Implementing an options trading web application The goal of this project is to create an options trading web application that creates a Q-Learning model from the IBM stock data. Then the app will extract the output from the model as a JSON object and show the result to the user. Figure 4, shows the overall workflow: Figure 4: Workflow of the options trading Scala web The compute API prepares the input for the Q-learning algorithm, and the algorithm starts by extracting the data from the files to build the option model. Then it performs operations on the data such as normalization and discretization. It passes all of this to the Q-learning algorithm to train the model. After that, the compute API gets the model from the algorithm, extracts the best policy data, and puts it onto JSON to be returned to the web browser. Well, the implementation of the options trading strategy using Q-learning consists of the following steps: Describing the property of an option Defining the function approximation Specifying the constraints on the state transition Creating an option property Considering the market volatility, we need to be a bit more realistic, because any longer- term prediction is quite unreliable. The reason is that it would fall outside the constraint of the discrete Markov model. So, suppose we want to predict the price for next two days—that is, N= 2. That means the price of the option two days in the future is the value of the reward profit or loss. So, let us encapsulate the following four parameters: timeToExp: Time left until expiration as a percentage of the overall duration of the option Volatility normalized Relative volatility of the underlying security for a given trading session vltyByVol: Volatility of the underlying security for a given trading session relative to a trading volume for the session priceToStrike: Price of the underlying security relative to the Strike price for a given trading session The OptionProperty class defines the property of a traded option on a security. The constructor creates the property for an option: class OptionProperty(timeToExp:  Double,volatility: Double,vltyByVol: Double,priceToStrike:  Double) {  nval toArray  = Array[Double](timeToExp,  volatility, vltyByVol,  priceToStrike)  require(timeToExp   > 0.01, s"OptionProperty  time to expiration  found  $timeToExp  required 0.01") } Creating an option model Now we need to create an OptionModel to act as the container and the factory for the properties of the option. It takes the following parameters and creates a list of option properties, propsList, by accessing the data source of the four features described earlier: The symbol of the security. The strike price for option, strikePrice. The source of the data, src. The minimum time decay or time to expiration, minTDecay. Out-of-the-money options expire worthlessly, and in-the-money options have a very different price behavior as they get closer to the expiration. Therefore, the last minTDecay trading sessions prior to the expiration date are not used in the training process. The number of steps (or buckets), nSteps, is used in approximating the values of each feature. For instance, an approximation of four steps creates four buckets: (0, 25), (25, 50), (50, 75), and (75, 100). Then it assembles OptionProperties and computes the normalized minimum time to the expiration of the option. Then it computes an approximation of the value of options by discretization of the actual value in multiple levels from an array of options prices; finally it returns a map of an array of levels for the option price and accuracy. Here is the constructor of the class: class OptionModel( symbol:  String, strikePrice: Double, src:  DataSource, minExpT: Int, nSteps:  Int ) Inside this class implementation, at first, a validation is done using the check() method, by checking the following: strikePrice: A positive price is required minExpT: This has to be between 2 and 16 nSteps: Requires a minimum of two steps Here's the invocation of this method: check(strikePrice,  minExpT, nSteps) The signature of the preceding method is shown in the following code: def check(strikePrice:  Double, minExpT: Int, nSteps:  Int): Unit = { require(strikePrice  > 0.0, s"OptionModel.check  price found $strikePrice required  > 0") require(minExpT  > 2 && minExpT  < 16,s"OptionModel.check  Minimum expiration time found  $minExpT required  ]2, 16[") require(nSteps   > 1,s"OptionModel.check,  number of steps found $nSteps required  > 1") } Once the preceding constraint is satisfied, the list of option properties, named propsList, is created as follows: val propsList  = (for { price  <- src.get(adjClose) volatility  <- src.get(volatility) nVolatility  <- normalize[Double](volatility) vltyByVol  <- src.get(volatilityByVol) nVltyByVol <- normalize[Double](vltyByVol) priceToStrike  <- normalize[Double](price.map(p  => 1.0 - strikePrice / p)) } yield { nVolatility.zipWithIndex./:(List[OptionProperty]())  { case (xs,  (v, n)) => val normDecay  = (n + minExpT).toDouble  / (price.size + minExpT) new OptionProperty(normDecay,  v, nVltyByVol(n), priceToStrike(n))  :: xs } .drop(2).reverse }).get In the preceding code block, the factory uses the zipWithIndex Scala method to represent the index of the trading sessions. All feature values are normalized over the interval (0, 1), including the time decay (or time to expiration) of the normDecay option. The quantize() method of the OptionModel class converts the normalized value of each option property of features into an array of bucket indices. It returns a map of profit and loss for each bucket keyed on the array of bucket indices: def quantize(o:  Array[Double]): Map[Array[Int],  Double] = { val mapper  = new mutable.HashMap[Int,  Array[Int]] val acc:  NumericAccumulator[Int]  = propsList.view.map(_.toArray) map(toArrayInt(_)).map(ar  => { val enc = encode(ar) mapper.put(enc,  ar) enc }) .zip(o)./:( new NumericAccumulator[Int])  { case (_acc,  (t, y)) => _acc  += (t, y); _acc } acc.map  { case (k,  (v, w)) =>  (k, v / w) } .map  { case (k,  v) => (mapper(k),  v) }.toMap } The method also creates a mapper instance to index the array of buckets. An accumulator, acc, of type NumericAccumulator extends the Map[Int,  (Int, Double)] and computes this tuple (number of occurrences of features on each bucket, sum of the increase or decrease of the option price). The toArrayInt method converts the value of each option property (timeToExp, volatility, and so on) into the index of the appropriate bucket. The array of indices is then encoded to generate the id or index of a state. The method updates the accumulator with the number of occurrences and the total profit and loss for a trading session for the option. It finally computes the reward on each action by averaging the profit and loss on each bucket. The signature of the encode(), toArrayInt() is given in the following code: private def encode(arr:  Array[Int]): Int = arr./:((1,  0)) { case ((s,  t), n) =>  (s * nSteps,  t + s * n) }._2 private def toArrayInt(feature:  Array[Double]): Array[Int] = feature.map(x  => (nSteps * x).floor.toInt) final class NumericAccumulator[T] extends mutable.HashMap[T,  (Int, Double)] { def +=(key:  T, x: Double):  Option[(Int, Double)]  = { val newValue  = if (contains(key))  (get(key).get._1 + 1,  get(key).get._2 + x) else (1,  x) super.put(key,  newValue) } } Finally, and most importantly, if the preceding constraints are satisfied (you can modify these constraints though) and once the instantiation of the OptionModel class generates a list of OptionProperty elements if the constructor succeeds; otherwise, it generates an empty list. Putting it altogether Because we have implemented the Q-learning algorithm, we can now develop the options trading application using Q-learning. However, at first, we need to load the data using the DataSource class (we will see its implementation later on). Then we can create an option model from the data for a given stock with default strike and minimum expiration time parameters, using OptionModel, which defines the model for a traded option, on a security. Then we have to create the model for the profit and loss on an option given the underlying security. The profit and loss are adjusted to produce positive values. It instantiates an instance of the Q-learning class, that is, a generic parameterized class that implements the Q-learning algorithm. The Q-learning model is initialized and trained during the instantiation of the class, so it can be in the correct state for the runtime prediction. Therefore, the class instances have only two states: successfully trained and failed training Q-learning value action. Then the model is returned to get processed and visualized. So, let us create a Scala object and name it QLearningMain. Then, inside the QLearningMain object, define and initialize the following parameters: Name: Used to indicate the reinforcement algorithm's name (for our case, it's Q- learning) STOCK_PRICES: File that contains the stock data OPTION_PRICES: File that contains the available option data STRIKE_PRICE: Option strike price MIN_TIME_EXPIRATION: Minimum expiration time for the option recorded QUANTIZATION_STEP: Steps used in discretization or approximation of the value of the security ALPHA: Learning rate for the Q-learning algorithm DISCOUNT (gamma): Discount rate for the Q-learning algorithm MAX_EPISODE_LEN:Maximum number of states visited per episode NUM_EPISODES: Number of episodes used during training MIN_COVERAGE: Minimum coverage allowed during the training of the Q- learning model NUM_NEIGHBOR_STATES: Number of states accessible from any other state REWARD_TYPE: Maximum reward or Random Tentative initializations for each parameter are given in the following code: val name: String = "Q-learning"// Files containing the historical prices for the stock and option val STOCK_PRICES = "/static/IBM.csv" val OPTION_PRICES = "/static/IBM_O.csv"// Run configuration parameters val STRIKE_PRICE = 190.0 // Option strike price val MIN_TIME_EXPIRATION = 6 // Min expiration time for option recorded val QUANTIZATION_STEP = 32 // Quantization step (Double => Int) val ALPHA = 0.2 // Learning rate val DISCOUNT = 0.6 // Discount rate used in Q-Value update equation val MAX_EPISODE_LEN = 128 // Max number of iteration for an episode val NUM_EPISODES = 20 // Number of episodes used for training. val NUM_NEIGHBHBOR_STATES = 3 // No. of states from any other state Now the run() method accepts as input the reward type (Maximum  reward in our case), quantized step (in our case, QUANTIZATION_STEP), alpha (the learning rate, ALPHA in our case) and gamma (in our case, it's DISCOUNT, the discount rate for the Q-learning algorithm). It displays the distribution of values in the model. Additionally, it displays the estimated Q-value for the best policy on a Scatter plot (we will see this later). Here is the workflow of the preceding method: First, it extracts the stock price from the IBM.csv file Then it creates an option model createOptionModel using the stock prices and quantization, quantizeR (see the quantize method for more and the main method invocation later) The option prices are extracted from the IBM_o.csv file After that, another model, model, is created using the option model to evaluate it on the option prices, oPrices Finally, the estimated Q-Value (that is, Q-value = value * probability) is displayed 0n a Scatter plot using the display method By amalgamating the preceding steps, here's the signature of the run() method: private def run(rewardType:  String,quantizeR: Int,alpha:  Double,gamma: Double): Int = { val sPath  = getClass.getResource(STOCK_PRICES).getPath val src  = DataSource(sPath,  false, false, 1).get val option  = createOptionModel(src,  quantizeR) val oPricesSrc  = DataSource(OPTION_PRICES,  false, false, 1).get val oPrices  = oPricesSrc.extract.get val model  = createModel(option,  oPrices, alpha, gamma)model.map(m  => {if (rewardType  != "Random") display(m.bestPolicy.EQ,m.toString,s"$rewardType  with quantization order $quantizeR")1}).getOrElse(-1) } Now here is the signature of the createOptionModel() method that creates an option model using (see the OptionModel class): private def createOptionModel(src:  DataSource, quantizeR: Int): OptionModel = new OptionModel("IBM",  STRIKE_PRICE, src, MIN_TIME_EXPIRATION, quantizeR) Then the createModel() method creates a model for the profit and loss on an option given the underlying security. Note that the option prices are quantized using the quantize() method defined earlier. Then the constraining method is used to limit the number of actions available to any given state. This simple implementation computes the list of all the states within a radius of this state. Then it identifies the neighboring states within a predefined radius. Finally, it uses the input data to train the Q-learning model to compute the minimum value for the profit, a loss so the maximum loss is converted to a null profit. Note that the profit and loss are adjusted to produce positive values. Now let us see the signature of this method: def createModel(ibmOption: OptionModel,oPrice: Seq[Double],alpha: Double,gamma: Double): Try[QLModel] = { val qPriceMap = ibmOption.quantize(oPrice.toArray) val numStates = qPriceMap.size val neighbors = (n: Int) => { def getProximity(idx: Int, radius: Int): List[Int] = { val idx_max = if (idx + radius >= numStates) numStates - 1 else idx + radius val idx_min = if (idx < radius) 0 else idx - radiusRange(idx_min, idx_max + 1).filter(_ != idx)./:(List[Int]())((xs, n) => n :: xs)}getProximity(n, NUM_NEIGHBHBOR_STATES) } val qPrice: DblVec = qPriceMap.values.toVector val profit: DblVec = normalize(zipWithShift(qPrice, 1).map { case (x, y) => y - x}).get val maxProfitIndex = profit.zipWithIndex.maxBy(_._1)._2 val reward = (x: Double, y: Double) => Math.exp(30.0 * (y - x)) val probabilities = (x: Double, y: Double) => if (y < 0.3 * x) 0.0 else 1.0println(s"$name Goal state index: $maxProfitIndex") if (!QLearning.validateConstraints(profit.size, neighbors)) thrownew IllegalStateException("QLearningEval Incorrect states transition constraint") val instances = qPriceMap.keySet.toSeq.drop(1) val config = QLConfig(alpha, gamma, MAX_EPISODE_LEN, NUM_EPISODES, 0.1) val qLearning = QLearning[Array[Int]](config,Array[Int](maxProfitIndex),profit,reward,proba bilities,instances,Some(neighbors)) val modelO = qLearning.getModel if (modelO.isDefined) { val numTransitions = numStates * (numStates - 1)println(s"$name Coverage ${modelO.get.coverage} for $numStates states and $numTransitions transitions") val profile = qLearning.dumpprintln(s"$name Execution profilen$profile")display(qLearning)Success(modelO.get)} else Failure(new IllegalStateException(s"$name model undefined")) } Note that if the preceding invocation cannot create an option model, the code fails to show a message that the model creation failed. Nonetheless, remember that the minCoverage used in the following line is important, considering the small dataset we used (because the algorithm will converge very quickly): val config  = QLConfig(alpha,  gamma, MAX_EPISODE_LEN,  NUM_EPISODES, 0.0) Although we've already stated that it is not assured that the model creation and training will be successful, a Naïve clue would be using a very small minCoverage value between 0.0 and 0.22. Now, if the preceding invocation is successful, then the model is trained and ready for making prediction. If so, then the display method is used to display the estimated Q-value = value * probability in a Scatter plot. Here is the signature of the method: private def display(eq:  Vector[DblPair],results: String,params:  String): Unit = { import org.scalaml.plots.{ScatterPlot,  BlackPlotTheme, Legend} val labels  = Legend(name,  s"Q-learning config:  $params", "States", "States")ScatterPlot.display(eq, labels,  new BlackPlotTheme) } Hang on and do not lose patience! We are finally ready to see a simple rn and inspect the result. So let us do it: def main(args: Array[String]): Unit = {run("Maximum reward", QUANTIZATION_STEP, ALPHA, DISCOUNT) Action: state 71 => state 74 Action: state 71 => state 73 Action: state 71 => state 72 Action: state 71 => state 70 Action: state 71 => state 69 Action: state 71 => state 68...Instance: [I@1f021e6c - state: 124 Action: state 124 => state 125 Action: state 124 => state 123 Action: state 124 => state 122 Action: state 124 => state 121Q-learning Coverage 0.1 for 126 states and 15750 transitions Q-learning Execution profile Q-Value -> 5.572310105096295, 0.013869013819834967, 4.5746487300071825, 0.4037703812585325, 0.17606260549479869, 0.09205272504875522, 0.023205692430068765, 0.06363082458984902, 50.405283888218435... 6.5530411130514015 Model: Success(Optimal policy: Reward - 1.00,204.28,115.57,6.05,637.58,71.99,12.34,0.10,4939.71,521.30,402.73, with coverage: 0.1) Evaluating the model The preceding output shows the transition from one state to another, and for the 0.1 coverage, the Q-Learning model had 15,750 transitions for 126 states to reach goal state 37 with optimal rewards. Therefore, the training set is quite small and only a few buckets have actual values. So we can understand that the size of the training set has an impact on the number of states. Q-Learning will converge too fast for a small training set (like what we have for this example). However, for a larger training set, Q-Learning will take time to converge; it will provide at least one value for each bucket created by the approximation. Also, by seeing those values, it is difficult to understand the relation between Q-values and states. So what if we can see the Q-values per state? Why not! We can see them on a scatter plot: Figure  5: Q-value  per state Now let us display the profile of the log of the Q-value (QLData.value) as the recursive search (or training) progress for different episodes or epochs. The test uses a learning rate α = 0.1 and a discount rate γ = 0.9 (see more in the deployment section): Figure 6: Profile of the logarithmic Q-Value for different  epochs during Q-learning training The preceding chart illustrates the fact that the Q-value for each profile is independent of the order of the epochs during training. However, the number of iterations to reach the goal state depends on the initial state selected randomly in this example. To get more insights, inspect the output on your editor or access the API endpoint at http://localhost:9000/api/compute (see following). Now, what if we display the distribution of values in the model and display the estimated Q-value for the best policy on a Scatter plot for the given configuration parameters? Figure 7: Maximum reward with quantization 32 with the QLearning The final evaluation consists of evaluating the impact of the learning rate and discount rate on the coverage of the training: Figure 7: Impact of the learning rate and discount rate on the coverage of the training The coverage decreases as the learning rate increases. This result confirms the general rule of using learning rate < 0.2. A similar test to evaluate the impact of the discount rate on the coverage is inconclusive. We learned to develop a real-life application for options trading using a reinforcement learning algorithm called Q-learning. You read an excerpt from a book written by Md. Rezaul Karim, titled Scala Machine Learning Projects. In this book, you will learn to develop, build, and deploy research or commercial machine learning projects in a production-ready environment. Check out other related posts: Getting started with Q-learning using TensorFlow How to implement Reinforcement Learning with TensorFlow How Reinforcement Learning works  
Read more
  • 0
  • 0
  • 13444

article-image-how-to-develop-restful-web-services-in-spring
Vijin Boricha
13 Apr 2018
6 min read
Save for later

How to develop RESTful web services in Spring

Vijin Boricha
13 Apr 2018
6 min read
Today, we will explore the basics of creating a project in Spring and how to leverage Spring Tool Suite for managing the project. To create a new project, we can use a Maven command prompt or an online tool, such as Spring Initializr (http://start.spring.io), to generate the project base. This website comes in handy for creating a simple Spring Boot-based web project to start the ball rolling. Creating a project base Let's go to http://start.spring.io in our browser and configure our project by filling in the following parameters to create a project base: Group: com.packtpub.restapp Artifact: ticket-management Search for dependencies: Web (full-stack web development with Tomcat and Spring MVC) After configuring our project, it will look as shown in the following screenshot: Now you can generate the project by clicking Generate Project. The project (ZIP file) should be downloaded to your system. Unzip the .zip file and you should see the files as shown in the following screenshot: Copy the entire folder (ticket-management) and keep it in your desired location. Working with your favorite IDE Now is the time to pick the IDE. Though there are many IDEs used for Spring Boot projects, I would recommend using Spring Tool Suite (STS), as it is open source and easy to manage projects with. In my case, I use sts-3.8.2.RELEASE. You can download the latest STS from this link: https://spring. io/tools/sts/ all. In most cases, you may not need to install; just unzip the file and start using it: After extracting the STS, you can start using the tool by running STS.exe (shown in the preceding screenshot). In STS, you can import the project by selecting Existing Maven Projects, shown as follows: After importing the project, you can see the project in Package Explorer, as shown in the following screenshot: You can see the main Java file (TicketManagementApplication) by default: To simplify the project, we will clean up the existing POM file and update the required dependencies. Add this file configuration to pom.xml: <?xml version="1.0" encoding="UTF-8"?> <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>com.packtpub.restapp</groupId> <artifactId>ticket-management</artifactId> <version>0.0.1-SNAPSHOT</version> <packaging>jar</packaging> <name>ticket-management</name> <description>Demo project for Spring Boot</description> <properties> <project.build.sourceEncoding>UTF-8</project.build.sourceEncoding> <project.reporting.outputEncoding>UTF-8</project.reporting.outputEncoding> </properties> <dependencies> <dependency> <groupId>org.springframework</groupId> <artifactId>spring-web</artifactId> <version>5.0.1.RELEASE</version> </dependency> <dependency> <groupId>org.springframework.boot</groupId> <artifactId>spring-boot-starter</artifactId> <version>1.5.7.RELEASE</version> </dependency> <dependency> <groupId>org.springframework.boot</groupId> <artifactId>spring-boot-starter-tomcat</artifactId> <version>1.5.7.RELEASE</version> </dependency> <dependency> <groupId>com.fasterxml.jackson.core</groupId> <artifactId>jackson-databind</artifactId> <version>2.9.2</version> </dependency> <dependency> <groupId>org.springframework</groupId> <artifactId>spring-web</artifactId> <version>5.0.0.RELEASE</version> </dependency> <dependency> <groupId>org.springframework</groupId> <artifactId>spring-webmvc</artifactId> <version>5.0.1.RELEASE</version> </dependency> <dependency> <groupId>org.springframework.boot</groupId> <artifactId>spring-boot-starter-test</artifactId> <scope>test</scope> <version>1.5.7.RELEASE</version> </dependency> </dependencies> <build> <plugins> <plugin> <groupId>org.springframework.boot</groupId> <artifactId>spring-boot-maven-plugin</artifactId> </plugin> </plugins> </build> </project> In the preceding configuration, you can check that we have used the following libraries: spring-web spring-boot-starter spring-boot-starter-tomcat spring-bind jackson-databind As the preceding dependencies are needed for the project to run, we have added them to our pom.xml file. So far we have got the base project ready for Spring Web Service. Let's add a basic REST code to the application. First, remove the @SpringBootApplication annotation from the TicketManagementApplication class and add the following annotations: @Configuration @EnableAutoConfiguration @ComponentScan @Controller These annotations will help the class to act as a web service class. I am not going to talk much about what these configurations will do in this chapter. After adding the annotations, please add a simple method to return a string as our basic web service method: @ResponseBody @RequestMapping("/") public String sayAloha(){ return "Aloha"; } Finally, your code will look as follows: package com.packtpub.restapp.ticketmanagement; import org.springframework.boot.SpringApplication; import org.springframework.boot.autoconfigure.EnableAutoConfiguration; import org.springframework.context.annotation.ComponentScan; import org.springframework.context.annotation.Configuration; import org.springframework.stereotype.Controller; import org.springframework.web.bind.annotation.RequestMapping; import org.springframework.web.bind.annotation.ResponseBody; @Configuration @EnableAutoConfiguration @ComponentScan @Controller public class TicketManagementApplication { @ResponseBody @RequestMapping("/") public String sayAloha(){ return "Aloha"; } public static void main(String[] args) { SpringApplication.run(TicketManagementApplication.class, args); } } Once all the coding changes are done, just run the project on Spring Boot App (Run As | Spring Boot App). You can verify the application has loaded by checking this message in the console: Tomcat started on port(s): 8080 (http) Once verified, you can check the API on the browser by simply typing localhost:8080. Check out the following screenshot: If you want to change the port number, you can configure a different port number in application.properties, which is in src/main/resources/application.properties. Check out the following screenshot: You read an excerpt from Building RESTful Web Services with Spring 5 - Second Edition written by Raja CSP Raman. From this book, you will learn to implement the REST architecture to build resilient software in Java. Check out other related posts: Starting with Spring Security Testing RESTful Web Services with Postman Applying Spring Security using JSON Web Token (JWT)
Read more
  • 0
  • 0
  • 29768

article-image-building-docker-images-using-dockerfiles
Aarthi Kumaraswamy
12 Apr 2018
8 min read
Save for later

Building Docker images using Dockerfiles

Aarthi Kumaraswamy
12 Apr 2018
8 min read
Docker images are read-only templates. They give us containers during runtime. Central to this is the concept of a 'base image'. Layers then sit on top of this base image. For example, you might have a base image of Fedora or Ubuntu, but you can then install packages or make modifications over the base image to create a new layer. The base image and new layer can then be treated as a completely  new image. In the image below, Debian is the base image and emacs and Apache are the two layers added on top of it. They are highly portable and can be shared easily: Source: Docker Image layers Layers are transparently laid on top of the base image to create a single coherent filesystem. There are a couple of ways to create images, one is by manually committing layers and the other way is through Dockerfiles. In this recipe, we'll create images with Dockerfiles. Dockerfiles help us in automating image creation and getting precisely the same image every time we want it. The Docker builder reads instructions from a text file (a Dockerfile) and executes them one after the other in order. It can be compared as Vagrant files, which allows you to configure VMs in a predictable manner. Getting ready A Dockerfile with build instructions. Create an empty directory: $ mkdir sample_image $ cd sample_image Create a file named Dockerfile with the following content: $ cat Dockerfile # Pick up the base image FROM fedora # Add author name MAINTAINER Neependra Khare # Add the command to run at the start of container CMD date How to do it… Run the following command inside the directory, where we created Dockerfile to build the image: $ docker build . We did not specify any repository or tag name while building the image. We can give those with the -toption as follows: $ docker build -t fedora/test . The preceding output is different from what we did earlier. However, here we are using a cache after each instruction. Docker tries to save the intermediate images as we saw earlier and tries to use them in subsequent builds to accelerate the build process. If you don't want to cache the intermediate images, then add the --no-cache option with the build. Let's take a look at the available images now: How it works… A context defines the files used to build the Docker image. In the preceding command, we define the context to the build. The build is done by the Docker daemon and the entire context is transferred to the daemon. This is why we see the Sending build context to Docker daemon 2.048 kB message. If there is a file named .dockerignore in the current working directory with the list of files and directories (new line separated), then those files and directories will be ignored by the build context. More details about .dockerignore can be found at https://docs.docker.com/reference/builder/#the-dockerignore-file. After executing each instruction, Docker commits the intermediate image and runs a container with it for the next instruction. After the next instruction has run, Docker will again commit the container to create the intermediate image and remove the intermediate container created in the previous step. For example, in the preceding screenshot, eb9f10384509 is an intermediate image and c5d4dd2b3db9 and ffb9303ab124 are the intermediate containers. After the last instruction is executed, the final image will be created. In this case, the final image is 4778dd1f1a7a: The -a option can be specified with the docker images command to look for intermediate layers: $ docker images -a There's more… The format of the Dockerfile is: INSTRUCTION arguments Generally, instructions are given in uppercase, but they are not case sensitive. They are evaluated in order. A # at the beginning is treated like a comment. Let's take a look at the different types of instructions: FROM: This must be the first instruction of any Dockerfile, which sets the base image for subsequent instructions. By default, the latest tag is assumed to be: FROM  <image> Alternatively, consider the following tag: FROM  <images>:<tag> There can be more than one FROM instruction in one Dockerfile to create multiple images. If only image names, such as Fedora and Ubuntu are given, then the images will be downloaded from the default Docker registry (Docker Hub). If you want to use private or third-party images, then you have to mention this as follows:  [registry_hostname[:port]/][user_name/](repository_name:version_tag) Here is an example using the preceding syntax: FROM registry-host:5000/nkhare/f20:httpd MAINTAINER: This sets the author for the generated image, MAINTAINER <name>. RUN: We can execute the RUN instruction in two ways—first, run in the shell (sh -c): RUN <command> <param1> ... <pamamN> Second, directly run an executable: RUN ["executable", "param1",...,"paramN" ] As we know with Docker, we create an overlay—a layer on top of another layer—to make the resulting image. Through each RUN instruction, we create and commit a layer on top of the earlier committed layer. A container can be started from any of the committed layers. By default, Docker tries to cache the layers committed by different RUN instructions, so that it can be used in subsequent builds. However, this behavior can be turned off using --no-cache flag while building the image. LABEL: Docker 1.6 added a new feature to the attached arbitrary key-value pair to Docker images and containers. We covered part of this in the Labeling and filtering containers recipe in Chapter 2, Working with Docker Containers. To give a label to an image, we use the LABEL instruction in the Dockerfile as LABEL distro=fedora21. CMD: The CMD instruction provides a default executable while starting a container. If the CMD instruction does not have an executable (parameter 2), then it will provide arguments to ENTRYPOINT. CMD  ["executable", "param1",...,"paramN" ] CMD ["param1", ... , "paramN"] CMD <command> <param1> ... <pamamN> Only one CMD instruction is allowed in a Dockerfile. If more than one is specified, then only the last one will be honored. ENTRYPOINT: This helps us configure the container as an executable. Similar to CMD, there can be at max one instruction for ENTRYPOINT; if more than one is specified, then only the last one will be honored: ENTRYPOINT  ["executable", "param1",...,"paramN" ] ENTRYPOINT <command> <param1> ... <pamamN> Once the parameters are defined with the ENTRYPOINT instruction, they cannot be overwritten at runtime. However, ENTRYPOINT can be used as CMD, if we want to use different parameters to ENTRYPOINT. EXPOSE: This exposes the network ports on the container on which it will listen at runtime: EXPOSE  <port> [<port> ... ] We can also expose a port while starting the container. We covered this in the Exposing a port while starting a container recipe in Chapter 2, Working with Docker Containers. ENV: This will set the environment variable <key> to <value>. It will be passed all the future instructions and will persist when a container is run from the resulting image: ENV <key> <value> ADD: This copies files from the source to the destination: ADD <src> <dest> The following one is for the path containing white spaces: ADD ["<src>"... "<dest>"] <src>: This must be the file or directory inside the build directory from which we are building an image, which is also called the context of the build. A source can be a remote URL as well. <dest>: This must be the absolute path inside the container in which the files/directories from the source will be copied. COPY: This is similar to ADD.COPY <src> <dest>: COPY  ["<src>"... "<dest>"] VOLUME: This instruction will create a mount point with the given name and flag it as mounting the external volume using the following syntax: VOLUME ["/data"] Alternatively, you can use the following code: VOLUME /data USER: This sets the username for any of the following run instructions using the following syntax: USER  <username>/<UID> WORKDIR: This sets the working directory for the RUN, CMD, and ENTRYPOINT instructions that follow it. It can have multiple entries in the same Dockerfile. A relative path can be given which will be relative to the earlier WORKDIR instruction using the following syntax: WORKDIR <PATH> ONBUILD: This adds trigger instructions to the image that will be executed later, when this image will be used as the base image of another image. This trigger will run as part of the FROM instruction in downstream Dockerfile using the following syntax: ONBUILD [INSTRUCTION] See also Look at the help option of docker build: $ docker build -help The documentation on the Docker website https://docs.docker.com/reference/builder/ You just enjoyed an excerpt from the book, DevOps: Puppet, Docker, and Kubernetes by Thomas Uphill, John Arundel, Neependra Khare, Hideto Saito, Hui-Chuan Chloe Lee, and Ke-Jou Carol Hsu. To master working with Docker containers, images and much more, check out this book today! Read other posts: How to publish Docker and integrate with Maven Building Scalable Microservices How to deploy RethinkDB using Docker  
Read more
  • 0
  • 0
  • 73363

article-image-how-to-publish-a-microservice-as-a-service-onto-a-docker
Pravin Dhandre
12 Apr 2018
6 min read
Save for later

How to publish Microservice as a service onto a Docker

Pravin Dhandre
12 Apr 2018
6 min read
In today’s tutorial, we will show a step-by-step approach to publishing a prebuilt microservice onto a docker so you can scale and control it further. Once the swarm is ready, we can use it to create services that we can use for scaling, but first, we will create a shared registry in our swarm. Then, we will build a microservice and publish it into a Docker. Creating a registry When we create a swarm's service, we specify an image that will be used, but when we ask Docker to create the instances of the service, it will use the swarm master node to do it. If we have built our Docker images in our machine, they are not available on the master node of the swarm, so it will create a registry service that we can use to publish our images and reference when we create our own services. First, let's create the registry service: docker service create --name registry --publish 5000:5000 registry Now, if we list our services, we should see our registry created: docker service ls ID NAME MODE REPLICAS IMAGE PORTS os5j0iw1p4q1 registry replicated 1/1 registry:latest *:5000->5000/tcp And if we visit http://localhost:5000/v2/_catalog, we should just get: {"repositories":[]} This Docker registry is ephemeral, meaning that if we stop the service or start it again, our images will disappear. For that reason, we recommend to use it only for development. For a real registry, you may want to use an external service. We discussed some of them in Chapter 7, Creating Dockers. Creating a microservice In order to create a microservice, we will use Spring Initializr, as we have been doing in previous chapters. We can start by visiting the URL: https:/​/​start.​spring.​io/​: Creating a project in Spring Initializr We have chosen to create a Maven Project using Kotlin and Spring Boot 2.0.0 M7. We chose the Group to be com.Microservices and the Artifact to be chapter08. For Dependencies, we have set Web. Now, we can click Generate Project to download it as a zip file. After we unzip it, we can open it with IntelliJ IDEA to start working on our project. After a few minutes, our project will be ready and we can open the Maven window to see the different lifecycle phases and Maven plugins and their goals. We covered how to use Spring Initializr, Maven, and IntelliJ IDEA in Chapter 2, Getting Started with Spring Boot 2.0. You can check out this chapter to learn about topics not covered in this section. Now, we will add RestController to our project, in IntelliJ IDEA, in the Project window. Right-click our com.Microservices.chapter08 package and then choose New | Kotlin File/Class. In the pop-up window, we will set its name as HelloController and in the Kind drop-down, choose Class. Let's modify our newly created controller: package com.microservices.chapter08 import org.springframework.web.bind.annotation.GetMapping import org.springframework.web.bind.annotation.RestController import java.util.* import java.util.concurrent.atomic.AtomicInteger @RestController class HelloController { private val id: String = UUID.randomUUID().toString() companion object { val total: AtomicInteger = AtomicInteger() } @GetMapping("/hello") fun hello() = "Hello I'm $id and I have been called ${total.incrementAndGet()} time(s)" } This small controller will display a message with a GET request to the /hello URL. The message will display a unique id that we establish when the object is created and it will show how many times it has been called. We have used AtomicInteger to guarantee that no other requests are modified on our number concurrently. Finally, we will rename application.properties in the resources folder, using Shift + F6 to get application.yml, and edit it: logging.level.org.springframework.web: DEBUG We will establish that we have the log in the debug level for the Sprint Web Framework, so for the latter, we could view the information that will be needed in our logs. Now, we can run our microservice, either using IntelliJ IDEA Maven Project window with the springboot:run target, or by executing it on the command line: mvnw spring-boot:run Either way, when we visit the http://localhost:8080/hello URL, we should see something like: Hello I'm a0193477-b9dd-4a50-85cc-9d9405e02299 and I have been called 1 time(s) Doing consecutive calls will increase the number. Finally, we can see at the end of our log that we have several requests. The following should appear: Hello I'm a0193477-b9dd-4a50-85cc-9d9405e02299 and I have been called 1 time(s) Now, we will stop the microservice to create our Docker. Creating our Docker Now that our microservice is running, we need to create a Docker. To simplify the process, we will just use Dockerfile. To create this file on the top of the Project window, rightclick chapter08 and then select New | File and type Dockerfile in the drop-down menu. In the next window, click OK and the file will be created. Now, we can add this to our Dockerfile: FROM openjdk:8-jdk-alpine ADD target/*.jar app.jar ENTRYPOINT ["java","-Djava.security.egd=file:/dev/./urandom","-jar", "App.jar"] In this case, we tell the JVM to use dev/urandom instead of dev/random to generate random numbers required by our ID generation and this will make the operation much faster. You may think that urandom is less secure than random, but read this article for more information: https:/​/www.​2uo.​de/​myths-​about-​urandom/​.​ From our microservice directory, we will use the command line to create our package: mvnw package Then, we will create a Docker for it: docker build . -t hello Now, we need to tag our image in our shared registry service, using the following command: docker tag hello localhost:5000/hello Then, we will push our image to the shared registry service: docker push localhost:5000/hello Creating the service Finally, we will add the microservice as a service to our swarm, exposing the 8080 port: docker service create --name hello-service --publish 8080:8080 localhost:5000/hello Now, we can navigate to http://localhost:8888/application/default to get the same results as before, but now we run our microservice in a Docker swarm. If you found this tutorial useful, do check out the book Hands-On Microservices with Kotlin  to work with Kotlin, Spring and Spring Boot for building reactive and cloud-native microservices. Also check out other posts: How to publish Docker and integrate with Maven Understanding Microservices How to build Microservices using REST framework
Read more
  • 0
  • 0
  • 22057
article-image-image-filtering-techniques-opencv
Vijin Boricha
12 Apr 2018
15 min read
Save for later

Image filtering techniques in OpenCV

Vijin Boricha
12 Apr 2018
15 min read
In the world of computer vision, image filtering is used to modify images. These modifications essentially allow you to clarify an image in order to get the information you want. This could involve anything from extracting edges from an image, blurring it, or removing unwanted objects.  There are, of course, lots of reasons why you might want to use image filtering to modify an image. For example, taking a picture in sunlight or darkness will impact an images clarity - you can use image filters to modify the image to get what you want from it. Similarly, you might have a blurred or 'noisy' image that needs clarification and focus. Let's use an example to see how to do image filtering in OpenCV. This image filtering tutorial is an extract from Practical Computer Vision. Here's an example with considerable salt and pepper noise. This occurs when there is a disturbance in the quality of the signal that's used to generate the image. The image above can be easily generated using OpenCV as follows: # initialize noise image with zeros noise = np.zeros((400, 600)) # fill the image with random numbers in given range cv2.randu(noise, 0, 256) Let's add weighted noise to a grayscale image (on the left) so the resulting image will look like the one on the right: The code for this is as follows: # add noise to existing image noisy_gray = gray + np.array(0.2*noise, dtype=np.int) Here, 0.2 is used as parameter, increase or decrease the value to create different intensity noise. In several applications, noise plays an important role in improving a system's capabilities. This is particularly true when you're using deep learning models. The noise becomes a way of testing the precision of the deep learning application, and building it into the computer vision algorithm. Linear image filtering The simplest filter is a point operator. Each pixel value is multiplied by a scalar value. This operation can be written as follows: Here: The input image is F and the value of pixel at (i,j) is denoted as f(i,j) The output image is G and the value of pixel at (i,j) is denoted as g(i,j) K is scalar constant This type of operation on an image is what is known as a linear filter. In addition to multiplication by a scalar value, each pixel can also be increased or decreased by a constant value. So overall point operation can be written like this: This operation can be applied both to grayscale images and RGB images. For RGB images, each channel will be modified with this operation separately. The following is the result of varying both K and L. The first image is input on the left. In the second image, K=0.5 and L=0.0, while in the third image, K is set to 1.0 and L is 10. For the final image on the right, K=0.7 and L=25. As you can see, varying K changes the brightness of the image and varying L changes the contrast of the image: This image can be generated with the following code: import numpy as np import matplotlib.pyplot as plt import cv2 def point_operation(img, K, L): """ Applies point operation to given grayscale image """ img = np.asarray(img, dtype=np.float) img = img*K + L # clip pixel values img[img > 255] = 255 img[img < 0] = 0 return np.asarray(img, dtype = np.int) def main(): # read an image img = cv2.imread('../figures/flower.png') gray = cv2.cvtColor(img, cv2.COLOR_BGR2GRAY) # k = 0.5, l = 0 out1 = point_operation(gray, 0.5, 0) # k = 1., l = 10 out2 = point_operation(gray, 1., 10) # k = 0.8, l = 15 out3 = point_operation(gray, 0.7, 25) res = np.hstack([gray,out1, out2, out3]) plt.imshow(res, cmap='gray') plt.axis('off') plt.show() if __name__ == '__main__': main() 2D linear image filtering While the preceding filter is a point-based filter, image pixels have information around the pixel as well. In the previous image of the flower, the pixel values in the petal are all yellow. If we choose a pixel of the petal and move around, the values will be quite close. This gives some more information about the image. To extract this information in filtering, there are several neighborhood filters. In neighborhood filters, there is a kernel matrix which captures local region information around a pixel. To explain these filters, let's start with an input image, as follows: This is a simple binary image of the number 2. To get certain information from this image, we can directly use all the pixel values. But instead, to simplify, we can apply filters on this. We define a matrix smaller than the given image which operates in the neighborhood of a target pixel. This matrix is termed kernel; an example is given as follows: The operation is defined first by superimposing the kernel matrix on the original image, then taking the product of the corresponding pixels and returning a summation of all the products. In the following figure, the lower 3 x 3 area in the original image is superimposed with the given kernel matrix and the corresponding pixel values from the kernel and image are multiplied. The resulting image is shown on the right and is the summation of all the previous pixel products: This operation is repeated by sliding the kernel along image rows and then image columns. This can be implemented as in following code. We will see the effects of applying this on an image in coming sections. # design a kernel matrix, here is uniform 5x5 kernel = np.ones((5,5),np.float32)/25 # apply on the input image, here grayscale input dst = cv2.filter2D(gray,-1,kernel) However, as you can see previously, the corner pixel will have a drastic impact and results in a smaller image because the kernel, while overlapping, will be outside the image region. This causes a black region, or holes, along with the boundary of an image. To rectify this, there are some common techniques used: Padding the corners with constant values maybe 0 or 255, by default OpenCV will use this. Mirroring the pixel along the edge to the external area Creating a pattern of pixels around the image The choice of these will depend on the task at hand. In common cases, padding will be able to generate satisfactory results. The effect of the kernel is most crucial as changing these values changes the output significantly. We will first see simple kernel-based filters and also see their effects on the output when changing the size. Box filtering This filter averages out the pixel value as the kernel matrix is denoted as follows: Applying this filter results in blurring the image. The results are as shown as follows: In frequency domain analysis of the image, this filter is a low pass filter. The frequency domain analysis is done using Fourier transformation of the image, which is beyond the scope of this introduction. We can see on changing the kernel size, the image gets more and more blurred: As we increase the size of the kernel, you can see that the resulting image gets more blurred. This is due to averaging out of peak values in small neighbourhood where the kernel is applied. The result for applying kernel of size 20x20 can be seen in the following image. However, if we use a very small filter of size (3,3) there is negligible effect on the output, due to the fact that the kernel size is quite small compared to the photo size. In most applications, kernel size is heuristically set according to image size: The complete code to generate box filtered photos is as follows: def plot_cv_img(input_image, output_image): """ Converts an image from BGR to RGB and plots """ fig, ax = plt.subplots(nrows=1, ncols=2) ax[0].imshow(cv2.cvtColor(input_image, cv2.COLOR_BGR2RGB)) ax[0].set_title('Input Image') ax[0].axis('off') ax[1].imshow(cv2.cvtColor(output_image, cv2.COLOR_BGR2RGB)) ax[1].set_title('Box Filter (5,5)') ax[1].axis('off') plt.show() def main(): # read an image img = cv2.imread('../figures/flower.png') # To try different kernel, change size here. kernel_size = (5,5) # opencv has implementation for kernel based box blurring blur = cv2.blur(img,kernel_size) # Do plot plot_cv_img(img, blur) if __name__ == '__main__': main() Properties of linear filters Several computer vision applications are composed of step by step transformations of an input photo to output. This is easily done due to several properties associated with a common type of filters, that is, linear filters: The linear filters are commutative such that we can perform multiplication operations on filters in any order and the result still remains the same: a * b = b * a They are associative in nature, which means the order of applying the filter does not affect the outcome: (a * b) * c = a * (b * c) Even in cases of summing two filters, we can perform the first summation and then apply the filter, or we can also individually apply the filter and then sum the results. The overall outcome still remains the same: Applying a scaling factor to one filter and multiplying to another filter is equivalent to first multiplying both filters and then applying scaling factor These properties play a significant role in other computer vision tasks such as object detection and segmentation. A suitable combination of these filters enhances the quality of information extraction and as a result, improves the accuracy. Non-linear image filtering While in many cases linear filters are sufficient to get the required results, in several other use cases performance can be significantly increased by using non-linear image filtering. Mon-linear image filtering is more complex, than linear filtering. This complexity can, however, give you more control and better results in your computer vision tasks. Let's take a look at how non-linear image filtering works when applied to different images. Smoothing a photo Applying a box filter with hard edges doesn't result in a smooth blur on the output photo. To improve this, the filter can be made smoother around the edges. One of the popular such filters is a Gaussian filter. This is a non-linear filter which enhances the effect of the center pixel and gradually reduces the effects as the pixel gets farther from the center. Mathematically, a Gaussian function is given as: where μ is mean and σ is variance. An example kernel matrix for this kind of filter in 2D discrete domain is given as follows: This 2D array is used in normalized form and effect of this filter also depends on its width by changing the kernel width has varying effects on the output as discussed in further section. Applying gaussian kernel as filter removes high-frequency components which results in removing strong edges and hence a blurred photo: While this filter performs better blurring than a box filter, the implementation is also quite simple with OpenCV: def plot_cv_img(input_image, output_image): """ Converts an image from BGR to RGB and plots """ fig, ax = plt.subplots(nrows=1, ncols=2) ax[0].imshow(cv2.cvtColor(input_image, cv2.COLOR_BGR2RGB)) ax[0].set_title('Input Image') ax[0].axis('off') ax[1].imshow(cv2.cvtColor(output_image, cv2.COLOR_BGR2RGB)) ax[1].set_title('Gaussian Blurred') ax[1].axis('off') plt.show() def main(): # read an image img = cv2.imread('../figures/flower.png') # apply gaussian blur, # kernel of size 5x5, # change here for other sizes kernel_size = (5,5) # sigma values are same in both direction blur = cv2.GaussianBlur(img,(5,5),0) plot_cv_img(img, blur) if __name__ == '__main__': main() The histogram equalization technique The basic point operations, to change the brightness and contrast, help in improving photo quality but require manual tuning. Using histogram equalization technique, these can be found algorithmically and create a better-looking photo. Intuitively, this method tries to set the brightest pixels to white and the darker pixels to black. The remaining pixel values are similarly rescaled. This rescaling is performed by transforming original intensity distribution to capture all intensity distribution. An example of this equalization is as following: The preceding image is an example of histogram equalization. On the right is the output and, as you can see, the contrast is increased significantly. The input histogram is shown in the bottom figure on the left and it can be observed that not all the colors are observed in the image. After applying equalization, resulting histogram plot is as shown on the right bottom figure. To visualize the results of equalization in the image , the input and results are stacked together in following figure. Code for the preceding photos is as follows: def plot_gray(input_image, output_image): """ Converts an image from BGR to RGB and plots """ # change color channels order for matplotlib fig, ax = plt.subplots(nrows=1, ncols=2) ax[0].imshow(input_image, cmap='gray') ax[0].set_title('Input Image') ax[0].axis('off') ax[1].imshow(output_image, cmap='gray') ax[1].set_title('Histogram Equalized ') ax[1].axis('off') plt.savefig('../figures/03_histogram_equalized.png') plt.show() def main(): # read an image img = cv2.imread('../figures/flower.png') # grayscale image is used for equalization gray = cv2.cvtColor(img, cv2.COLOR_BGR2GRAY) # following function performs equalization on input image equ = cv2.equalizeHist(gray) # for visualizing input and output side by side plot_gray(gray, equ) if __name__ == '__main__': main() Median image filtering Median image filtering a similar technique as neighborhood filtering. The key technique here, of course, is the use of a median value. As such, the filter is non-linear. It is quite useful in removing sharp noise such as salt and pepper. Instead of using a product or sum of neighborhood pixel values, this filter computes a median value of the region. This results in the removal of random peak values in the region, which can be due to noise like salt and pepper noise. This is further shown in the following figure with different kernel size used to create output. In this image first input is added with channel wise random noise as: # read the image flower = cv2.imread('../figures/flower.png') # initialize noise image with zeros noise = np.zeros(flower.shape[:2]) # fill the image with random numbers in given range cv2.randu(noise, 0, 256) # add noise to existing image, apply channel wise noise_factor = 0.1 noisy_flower = np.zeros(flower.shape) for i in range(flower.shape[2]): noisy_flower[:,:,i] = flower[:,:,i] + np.array(noise_factor*noise, dtype=np.int) # convert data type for use noisy_flower = np.asarray(noisy_flower, dtype=np.uint8) The created noisy image is used for median image filtering as: # apply median filter of kernel size 5 kernel_5 = 5 median_5 = cv2.medianBlur(noisy_flower,kernel_5) # apply median filter of kernel size 3 kernel_3 = 3 median_3 = cv2.medianBlur(noisy_flower,kernel_3) In the following photo, you can see the resulting photo after varying the kernel size (indicated in brackets). The rightmost photo is the smoothest of them all: The most common application for median blur is in smartphone application which filters input image and adds an additional artifacts to add artistic effects. The code to generate the preceding photograph is as follows: def plot_cv_img(input_image, output_image1, output_image2, output_image3): """ Converts an image from BGR to RGB and plots """ fig, ax = plt.subplots(nrows=1, ncols=4) ax[0].imshow(cv2.cvtColor(input_image, cv2.COLOR_BGR2RGB)) ax[0].set_title('Input Image') ax[0].axis('off') ax[1].imshow(cv2.cvtColor(output_image1, cv2.COLOR_BGR2RGB)) ax[1].set_title('Median Filter (3,3)') ax[1].axis('off') ax[2].imshow(cv2.cvtColor(output_image2, cv2.COLOR_BGR2RGB)) ax[2].set_title('Median Filter (5,5)') ax[2].axis('off') ax[3].imshow(cv2.cvtColor(output_image3, cv2.COLOR_BGR2RGB)) ax[3].set_title('Median Filter (7,7)') ax[3].axis('off') plt.show() def main(): # read an image img = cv2.imread('../figures/flower.png') # compute median filtered image varying kernel size median1 = cv2.medianBlur(img,3) median2 = cv2.medianBlur(img,5) median3 = cv2.medianBlur(img,7) # Do plot plot_cv_img(img, median1, median2, median3) if __name__ == '__main__': main() Image filtering and image gradients These are more edge detectors or sharp changes in a photograph. Image gradients widely used in object detection and segmentation tasks. In this section, we will look at how to compute image gradients. First, the image derivative is applying the kernel matrix which computes the change in a direction. The Sobel filter is one such filter and kernel in the x-direction is given as follows: Here, in the y-direction: This is applied in a similar fashion to the linear box filter by computing values on a superimposed kernel with the photo. The filter is then shifted along the image to compute all values. Following is some example results, where X and Y denote the direction of the Sobel kernel: This is also termed as an image derivative with respect to given direction(here X or Y). The lighter resulting photographs (middle and right) are positive gradients, while the darker regions denote negative and gray is zero. While Sobel filters correspond to first order derivatives of a photo, the Laplacian filter gives a second-order derivative of a photo. The Laplacian filter is also applied in a similar way to Sobel: The code to get Sobel and Laplacian filters is as follows: # sobel x_sobel = cv2.Sobel(img,cv2.CV_64F,1,0,ksize=5) y_sobel = cv2.Sobel(img,cv2.CV_64F,0,1,ksize=5) # laplacian lapl = cv2.Laplacian(img,cv2.CV_64F, ksize=5) # gaussian blur blur = cv2.GaussianBlur(img,(5,5),0) # laplacian of gaussian log = cv2.Laplacian(blur,cv2.CV_64F, ksize=5) We learnt about types of filters and how to perform image filtering in OpenCV. To know more about image transformation and 3D computer vision check out this book Practical Computer Vision. Check out for more: Fingerprint detection using OpenCV 3 3 ways to deploy a QT and OpenCV application OpenCV 4.0 is on schedule for July release  
Read more
  • 0
  • 1
  • 85106

article-image-how-to-publish-docker-and-integrate-with-maven
Pravin Dhandre
11 Apr 2018
6 min read
Save for later

How to publish Docker and integrate with Maven

Pravin Dhandre
11 Apr 2018
6 min read
We have learned how to create Dockers, and how to run them, but these Dockers are stored in our system. Now we need to publish them so that they are accessible anywhere. In this post, we will learn how to publish our Docker images, and how to finally integrate Maven with Docker to easily do the same steps for our microservices. Understanding repositories In our previous example, when we built a Docker image, we published it into our local system repository so we can execute Docker run. Docker will be able to find them; this local repository exists only on our system, and most likely we need to have this access to wherever we like to run our Docker. For example, we may create our Docker in a pipeline that runs on a machine that creates our builds, but the application itself may run in our pre production or production environments, so the Docker image should be available on any system that we need. One of the great advantages of Docker is that any developer building an image can run it from their own system exactly as they would on any server. This will minimize the risk of having something different in each environment, or not being able to reproduce production when you try to find the source of a problem. Docker provides a public repository, Docker Hub, that we can use to publish and pull images, but of course, you can use private Docker repositories such as Sonatype Nexus, VMware Harbor, or JFrog Artifactory. To learn how to configure additional repositories refer to the repositories documentation. Docker Hub registration After registering, we need to log into our account, so we can publish our Dockers using the Docker tool from the command line using Docker login: docker login Login with your Docker ID to push and pull images from Docker Hub. If you don't have a Docker ID, head over to https://hub.Docker.com to create one. Username: mydockerhubuser Password: Login Succeeded When we need to publish a Docker, we must always be logged into the registry that we are working with; remember to log into Docker. Publishing a Docker Now we'd like to publish our Docker image to Docker Hub; but before we can, we need to build our images for our repository. When we create an account in Docker Hub, a repository with our username will be created; in this example, it will be mydockerhubuser. In order to build the Docker for our repository, we can use this command from our microservice directory: docker build . -t mydockerhubuser/chapter07 This should be quite a fast process since all the different layers are cached: Sending build context to Docker daemon 21.58MB Step 1/3 : FROM openjdk:8-jdk-alpine ---> a2a00e606b82 Step 2/3 : ADD target/*.jar microservice.jar ---> Using cache ---> 4ae1b12e61aa Step 3/3 : ENTRYPOINT java -jar microservice.jar ---> Using cache ---> 70d76cbf7fb2 Successfully built 70d76cbf7fb2 Successfully tagged mydockerhubuser/chapter07:latest Now that our Docker is built, we can push it to Docker Hub with the following command: docker push mydockerhubuser/chapter07 This command will take several minutes since the whole image needs to be uploaded. With our Docker published, we can now run it from any Docker system with the following command: docker run mydockerhubuser/chapter07 Or else, we can run it as a daemon, with: docker run -d mydockerhubuser/chapter07 Integrating Docker with Maven Now that we know most of the Docker concepts, we can integrate Docker with Maven using the Docker-Maven-plugin created by fabric8, so we can create Docker as part of our Maven builds. First, we will move our Dockerfile to a different folder. In the IntelliJ Project window, right-click on the src folder and choose New | Directory. We will name it Docker. Now, drag and drop the existing Dockerfile into this new directory, and we will change it to the following: FROM openjdk:8-jdk-alpine ADD maven/*.jar microservice.jar ENTRYPOINT ["java","-jar", "microservice.jar"] To manage the Dockerfile better, we just move into our project folders. When our Docker is built using the plugin, the contents of our application will be created in a folder named Maven, so we change the Dockerfile to reference that folder. Now, we will modify our Maven pom.xml, and add the Dockerfile-Maven-plugin in the build | plugins section: <build> .... <plugins> .... <plugin> <groupId>io.fabric8</groupId> <artifactId>Docker-maven-plugin</artifactId> <version>0.23.0</version> <configuration> <verbose>true</verbose> <images> <image> <name>mydockerhubuser/chapter07</name> <build> <dockerFileDir>${project.basedir}/src/Docker</dockerFileDir> <assembly> <descriptorRef>artifact</descriptorRef> </assembly> <tags> <tag>latest</tag> <tag>${project.version}</tag> </tags> </build> <run> <ports> <port>8080:8080</port> </ports> </run> </image> </images> </configuration> </plugin> </plugins> </build> Here, we are specifying how to create our Docker, where the Dockerfile is, and even which version of the Docker we are building. Additionally, we specify some parameters when our Docker runs, such as the port that it exposes. If we need IntelliJ to reload the Maven changes, we may need to click on the Reimport all maven projects button in the Maven Project window. For building our Docker using Maven, we can use the Maven Project window by running the task Docker: build, or by running the following command: mvnw docker:build This will build the Docker image, but we require to have it before it's packaged, so we can perform the following command: mvnw package docker:build We can also publish our Docker using Maven, either with the Maven Project window to run the Docker: push task, or by running the following command: mvnw docker:push This will push our Docker into the Docker Hub, but if we'd like to do everything in just one command, we can just use the following code: mvnw package docker:build docker:push Finally, the plugin provides other tasks such as Docker: run, Docker: start, and Docker: stop, which we can use in the commands that we've already learned on the command line. With this, we learned how to publish docker manually and integrate them into the Maven lifecycle. Do check out the book Hands-On Microservices with Kotlin to start simplifying development of microservices and building high quality service environment. Check out other posts: The key differences between Kubernetes and Docker Swarm How to publish Microservice as a service onto a Docker Building Docker images using Dockerfiles  
Read more
  • 0
  • 0
  • 30719

article-image-drones-everything-you-wanted-know
Aarthi Kumaraswamy
11 Apr 2018
10 min read
Save for later

Drones: Everything you ever wanted to know!

Aarthi Kumaraswamy
11 Apr 2018
10 min read
When you were a kid, did you have fun with paper planes? They were so much fun. So, what is a gliding drone? Well, before answering this, let me be clear that there are other types of drones, too. We will know all common types of drones soon, but before doing that, let's find out what a drone first. Drones are commonly known as Unmanned Aerial Vehicles (UAV). A UAV is a flying thing without a human pilot on it. Here, by thing we mean the aircraft. For drones, there is the Unmanned Aircraft System (UAS), which allows you to communicate with the physical drone and the controller on the ground. Drones are usually controlled by a human pilot, but they can also be autonomously controlled by the system integrated on the drone itself. So what the UAS does, is it communicates between the UAS and UAV. Simply, the system that communicates between the drone and the controller, which is done by the commands of a person from the ground control station, is known as the UAS. Drones are basically used for doing something where humans cannot go or carrying out a mission that is impossible for humans. Drones have applications across a wide spectrum of industries from military, scientific research, agriculture, surveillance, product delivery, aerial photography, recreations, to traffic control. And of course, like any technology or tool it can do great harm when used for malicious purposes like for terrorist attacks and smuggling drugs. Types of drones Classifying drones based on their application Drones can be categorized into the following six types based on their mission: Combat: Combat drones are used for attacking in the high-risk missions. They are also known as Unmanned Combat Aerial Vehicles (UCAV). They carry missiles for the missions. Combat drones are much like planes. The following is a picture of a combat drone: Logistics: Logistics drones are used for delivering goods or cargo. There are a number of famous companies, such as Amazon and Domino's, which deliver goods and pizzas via drones. It is easier to ship cargo with drones when there is a lot of traffic on the streets, or the route is not easy to drive. The following diagram shows a logistic drone: Civil: Civil drones are for general usage, such as monitoring the agriculture fields, data collection, and aerial photography. The following picture is of an aerial photography drone: Reconnaissance: These kinds of drones are also known as mission-control drones. A drone is assigned to do a task and it does it automatically, and usually returns to the base by itself, so they are used to get information from the enemy on the battlefield. These kinds of drones are supposed to be small and easy to hide. The following diagram is a reconnaissance drone for your reference, they may vary depending on the usage: Target and decoy: These kinds of drones are like combat drones, but the difference is, the combat drone provides the attack capabilities for the high-risk mission and the target and decoy drones provide the ground and aerial gunnery with a target that simulates the missile or enemy aircrafts. You can look at the following figure to get an idea what a target and decoy drone looks like: Research and development: These types of drones are used for collecting data from the air. For example, some drones are used for collecting weather data or for providing internet. [box type="note" align="" class="" width=""]Also read this interesting news piece on Microsoft committing $5 billion to IoT projects.[/box] Classifying drones based on wing types We can also classify drones by their wing types. There are three types of drones depending on their wings or flying mechanism: Fixed wing: A fixed wing drone has a rigid wing. They look like airplanes. These types of drones have a very good battery life, as they use only one motor (or less than the multiwing). They can fly at a high altitude. They can carry more weight because they can float on air for the wings. There are also some disadvantages of fixed wing drones. They are expensive and require a good knowledge of aerodynamics. They break a lot and training is required to fly them. The launching of the drone is hard and the landing of these types of drones is difficult. The most important thing you should know about the fixed wing drones is they can only move forward. To change the directions to left or right, we need to create air pressure from the wing. We will build one fixed wing drone in this book. I hope you would like to fly one. Single rotor: Single rotor drones are simply like helicopter. They are strong and the propeller is designed in a way that it helps to both hover and change directions. Remember, the single rotor drones can only hover vertically in the air. They are good with battery power as they consume less power than a multirotor. The payload capacity of a single rotor is good. However, they are difficult to fly. Their wing or the propeller can be dangerous if it loosens. Multirotor: Multirotor drones are the most common among the drones. They are classified depending on the number of wings they have, such as tricopter (three propellers or rotors), quadcopter (four rotors), hexacopter (six rotors), and octocopter (eight rotors). The most common multirotor is the quadcopter. The multirotors are easy to control. They are good with payload delivery. They can take off and land vertically, almost anywhere. The flight is more stable than the single rotor and the fixed wing. One of the disadvantages of the multirotor is power consumption. As they have a number of motors, they consume a lot of power. Classifying drones based on body structure We can also classify multirotor drones by their body structure. They can be known by the number of propellers used on them. Some drones have three propellers. They are called tricopters. If there are four propellers or rotors, they are called quadcopters. There are hexacopters and octacopters with six and eight propellers, respectively. The gliding drones or fixed wings do not have a structure like copters. They look like the airplane. The shapes and sizes of the drones vary from purpose to purpose. If you need a spy drone, you will not make a big octacopter right? If you need to deliver a cargo to your friend's house, you can use a multirotor or a single rotor: The Ready to Fly (RTF) drones do not require any assembly of the parts after buying. You can fly them just after buying them. RTF drones are great for the beginners. They require no complex setup or programming knowledge. The Bind N Fly (BNF) drones do not come with a transmitter. This means, if you have bought a transmitter for yourother drone, you can bind it with this type of drone and fly. The problem is that an old model of transmitter might not work with them and the BNF drones are for experienced flyers who have already flown drones with safety, and had the transmitter to test with other drones. The Almost Ready to Fly (ARF) drones come with everything needed to fly, but a few parts might be missing that might keep it from flying properly. Just kidding! They come with all the parts, but you have to assemble them together before flying. You might lose one or two things while assembling. So be careful if you buy ARF drones. I always lose screws or spare small parts of the drones while I assemble. From the name of these types of drones, you can imagine why they are called by this name. The ARF drones require a lot of patience to assemble and bind to fly. Just be calm while assembling. Don't throw away the user manuals like me. You might end up with either pocket screws or lack of screws or parts. Key components for building a drone To build a drone, you will need a drone frame, motors, radio transmitter and reciever, battery, battery adapters/chargers, connectors and modules to make the drone smarter. Drone frames Basically, the drone frame is the most important component to build a drone. It helps to mount the motors, battery, and other parts on it. If you want to build a copter or a glide, you first need to decide what frame you will buy or build. For example, if you choose a tricopter, your drone will be smaller, the number of motors will be three, the number of propellers will be three, the number of ESC will be three, and so on. If you choose a quadcopter it will require four of each of the earlier specifications. For the gliding drone, the number of parts will vary. So, choosing a frame is important as the target of making the drone depends on the body of the drone. And a drone's body skeleton is the frame. In this book, we will build a quadcopter, as it is a medium size drone and we can implement all the things we want on it. If you want to buy the drone frame, there are lots of online shops who sell ready-made drone frames. Make sure you read the specification before buying the frames. While buying frames, always double check the motor mount and the other screw mountings. If you cannot mount your motors firmly, you will lose the stability of the drone in the air. About the aerodynamics of the drone flying, we will discuss them soon. The following figure shows a number of drone frames. All of them are pre-made and do not need any calculation to assemble. You will be given a manual which is really easy to follow: You should also choose a material which light but strong. My personal choice is carbon fiber. But if you want to save some money, you can buy strong plastic frames. You can also buy acrylic frames. When you buy the frame, you will get all the parts of the frame unassembled, as mentioned earlier. The following picture shows how the frame will be shipped to you, if you buy from the online shop: If you want to build your own frame, you will require a lot of calculations and knowledge about the materials. You need to focus on how the assembling will be done, if you build a frame by yourself. The thrust of the motor after mounting on the frame is really important. It will tell you whether your drone will float in the air or fall down or become imbalanced. To calculate the thrust of the motor, you can follow the equation that we will speak about next. If P is the payload capacity of your drone (how much your drone can lift. I'll explain how you can find it), M is the number of motors, W is the weight of the drone itself, and H is the hover throttle % (will be explained later). Then, our thrust of the motors T will be as follows: The drone's payload capacity can be found with the following equation: [box type="note" align="" class="" width=""]Remember to keep the frame balanced and the center of gravity remains in the hands of the drone.[/box] Check out the book, Building Smart Drones with ESP8266 and Arduino by Syed Omar Faruk Towaha to read about the other components that go into making a drone and then build some fun drone projects from follow me drones, to drone that take selfies to those that race and glide. Check out other posts on IoT: How IoT is going to change tech teams AWS Sydney Summit 2018 is all about IoT 25 Datasets for Deep Learning in IoT  
Read more
  • 0
  • 0
  • 51927
article-image-understanding-sql-server-recovery-models-to-effectively-backup-and-restore-your-database
Vijin Boricha
11 Apr 2018
9 min read
Save for later

Understanding SQL Server recovery models to effectively backup and restore your database

Vijin Boricha
11 Apr 2018
9 min read
Before you even think about your backups, you need to understand the SQL Server recovery model that is internally used while the database is in operational mode. In this regard, today we will learn about SQL Server recovery models, backup and restore. SQL Server recovery models A recovery model is about maintaining data in the event of a server failure. Also, it defines the amount of information that SQL Server writes to the log file for the purpose of recovery. SQL Server has three database recovery models: Simple recovery model Full recovery model Bulk-logged recovery model Simple recovery model This model is typically used for small databases and scenarios where data changes are infrequent. It is limited to restoring the database to the point when the last backup was created. It means that all changes made after the backup are lost. You will need to recreate all changes manually. The major benefit of this model is that the log file takes only a small amount of storage space. How and when to use it depends on the business scenario. Full recovery model This model is recommended when recovery from damaged storage is the highest priority and data loss should be minimal. SQL Server uses copies of database and log files to restore the database. The database engine logs all changes to the database, including bulk operation and most DDL statements. If the transaction log file is not damaged, SQL Server can recover all data except any transaction which are in process at the time of failure (that is, not committed in to the database file). All logged transactions give you the opportunity of point-in-time recovery, which is a really cool feature. A major limitation of this model is the large size of the log files which leads you to performance and storage issues. Use it only in scenarios where every insert is important and loss of data is not an option. Bulk-logged recovery model This model is somewhere between simple and full. It uses database and log backups to recreate the database. Compared to the full recovery model, it uses less log space for CREATE INDEX and bulk load operations, such as SELECT INTO. Let's look at this example. SELECT INTO can load a table with 1,000,000 records with a single statement. The log will only record the occurrence of these operations but not the details. This approach uses less storage space compared to the full recovery model. The bulk-logged recovery model is good for databases which are used for ETL process and data migrations. SQL Server has a system database model. This database is the template for each new one you create. If you use only the CREATE DATABASE statement without any additional parameters, it simply copies the model database with all the properties and metadata. It also inherits the default recovery model, which is full. So, the conclusion is that each new database will be in full recovery mode. This can be changed during and after the creation process. Here is a SQL statement to check recovery models of all your databases on SQL Server on Linux instance: 1> SELECT name, recovery_model, recovery_model_desc 2> FROM sys.databases 3> GO name recovery_model recovery_model_desc ------------------------ -------------- ------------------- master 3 SIMPLE tempdb 3 SIMPLE model 1 FULL msdb 3 SIMPLE AdventureWorks 3 SIMPLE WideWorldImporters 3 SIMPLE (6 rows affected) The following DDL statement will change the recovery model for the model database from full to simple: 1> USE master 2> ALTER DATABASE model 3> SET RECOVERY SIMPLE 4> GO If you now execute the SELECT statement again to check recovery models, you will notice that model now has different properties. Backup and restore Now it's time for SQL coding and implementing backup/restore operations in our own Environments. First let's create a full database backup of our University database: 1> BACKUP DATABASE University 2> TO DISK = '/var/opt/mssql/data/University.bak' 3> GO Processed 376 pages for database'University', file 'University' on file 1. Processed 7 pages for database 'University', file 'University_log' on file 1. BACKUP DATABASE successfully processed 383 pages in 0.562 seconds (5.324 MB/sec) 2. Now let's check the content of the table Students: 1> USE University 2> GO Changed database context to 'University' 1> SELECT LastName, FirstName 2> FROM Students 3> GO LastName FirstName --------------- ---------- Azemovic Imran Avdic Selver Azemovic Sara Doe John (4 rows affected) 3. As you can see there are four records. Let's now simulate a large import from the AdventureWorks database, Person.Person table. We will adjust the PhoneNumber data to fit our 13 nvarchar characters. But first we will drop unique index UQ_user_name so that we can quickly import a large amount of data. 1> DROP INDEX UQ_user_name 2> ON dbo.Students 3> GO 1> INSERT INTO Students (LastName, FirstName, Email, Phone, UserName) 2> SELECT T1.LastName, T1.FirstName, T2.PhoneNumber, NULL, 'user.name' 3> FROM AdventureWorks.Person.Person AS T1 4> INNER JOIN AdventureWorks.Person.PersonPhone AS T2 5> ON T1.BusinessEntityID = T2.BusinessEntityID 6> WHERE LEN (T2.PhoneNumber) < 13 7> AND LEN (T1.LastName) < 15 AND LEN (T1.FirstName)< 10 8> GO (10661 rows affected) 4. Let's check the new row numbers: 1> SELECT COUNT (*) FROM Students 2> GO ----------- 10665 (1 rows affected) Note: As you see the table now has 10,665 rows (10,661+4). But don't forget that we had created a full database backup before the import procedure. 5. Now, we will create a differential backup of the University database: 1> BACKUP DATABASE University 2> TO DISK = '/var/opt/mssql/data/University-diff.bak' 3> WITH DIFFERENTIAL 4> GO Processed 216 pages for database 'University', file 'University' on file 1. Processed 3 pages for database 'University', file 'University_log' on file 1. BACKUP DATABASE WITH DIFFERENTIAL successfully processed 219 pages in 0.365 seconds (4.676 MB/sec). 6. If you want to see the state of .bak files on the disk, follow this procedure. However, first enter superuser mode with sudo su. This is necessary because a regular user does not have access to the data folder: 7. Now let's test the transaction log backup of University database log file. However, first you will need to make some changes inside the Students table: 1> UPDATE Students 2> SET Phone = 'N/A' 3> WHERE Phone IS NULL 4> GO 1> BACKUP LOG University 2> TO DISK = '/var/opt/mssql/data/University-log.bak' 3> GO Processed 501 pages for database 'University', file 'University_log' on file 1. BACKUP LOG successfully processed 501 pages in 0.620 seconds (6.313 MB/sec) Note: Next steps are to test restore database options of full and differential backup procedures. 8. First, restore the full database backup of University database. Remember that the Students table had four records before the first backup, and it currently has 10,665 (as we checked in step 4): 1> ALTER DATABASE University 2> SET SINGLE_USER WITH ROLLBACK IMMEDIATE 3> RESTORE DATABASE University 4> FROM DISK = '/var/opt/mssql/data/University.bak' 5> WITH REPLACE 6> ALTER DATABASE University SET MULTI_USER 7> GO Nonqualified transactions are being rolled back. Estimated rollback completion: 0%. Nonqualified transactions are being rolled back. Estimated rollback completion: 100%. Processed 376 pages for database 'University', file 'University' on file 1. Processed 7 pages for database 'University', file 'University_log' on file 1. RESTORE DATABASE successfully processed 383 pages in 0.520 seconds (5.754 MB/sec). Note: Before the restore procedure, the database is switched to single user mode.This way we are closing all connections that could abort the restore procedure. In the last step, we are switching the database to multi-user mode again. 9. Let's check the number of rows again. You will see the database is restored to its initial state, before the import of more than 10,000 records from the AdventureWorks database: 1> SELECT COUNT (*) FROM Students 2> GO ------- 4 (1 rows affected) 10. Now it's time to restore the content of the differential backup and return the University database to its state after the import procedure: 1> USE master 2> ALTER DATABASE University 3> SET SINGLE_USER WITH ROLLBACK IMMEDIATE 4> RESTORE DATABASE University 5> FROM DISK = N'/var/opt/mssql/data/University.bak' 6> WITH FILE = 1, NORECOVERY, NOUNLOAD, REPLACE, STATS = 5 7> RESTORE DATABASE University 8> FROM DISK = N'/var/opt/mssql/data/University-diff.bak' 9> WITH FILE = 1, NOUNLOAD, STATS = 5 10> ALTER DATABASE University SET MULTI_USER 11> GO Processed 376 pages for database 'University', file 'University' on file 1. Processed 7 pages for database 'University', file 'University_log' on file 1. RESTORE DATABASE successfully processed 383 pages in 0.529 seconds (5.656 MB/sec). Processed 216 pages for database 'University', file 'University' on file 1. Processed 3 pages for database 'University', file 'University_log' on file 1. RESTORE DATABASE successfully processed 219 pages in 0.309 seconds (5.524 MB/sec). We'll look at a really cool feature of SQL Server: backup compression. A backup can be a very large file, and if companies create backups on daily basis, then you can do the math on the amount of storage required. Disk space is cheap today, but it is not free. As a database administrator on SQL Server on Linux, you should consider any possible option to optimize and save money. Backup compression is just that kind of feature. It provides you with a compression procedure (ZIP, RAR) after creating regular backups. So, you save time, space, and money. Let's consider a full database backup of the University database. The uncompressed file is about 3 MB. After we create a new one with compression, the size should be reduced. The compression ratio mostly depends on data types inside the database. It is not a magic stick but it can save space. The following SQL command will create a full database backup of the University database and compress it: 1> BACKUP DATABASE University 2> TO DISK = '/var/opt/mssql/data/University-compress.bak' 3> WITH NOFORMAT, INIT, SKIP, NOREWIND, NOUNLOAD, COMPRESSION, STATS = 10 4> GO Now exit to bash, enter superuser mode, and type the following ls command to compare the size of the backup files: tumbleweed:/home/dba # ls -lh /var/opt/mssql/data/U*.bak As you can see, the compression size is 676 KB and it is around five times smaller. That is a huge space saving without any additional tools. SQL Server on Linux has one security feature with backup. We learned about SQL Server recovery model, and how to efficiently backup and restore our database. You can know more about transaction logs and elements of backup strategy from this book SQL Server on Linux. Also, check out: Getting to know SQL Server options for disaster recovery Get SQL Server user management right How to integrate SharePoint with SQL Server Reporting Services
Read more
  • 0
  • 0
  • 48511

article-image-recurrent-neural-networks-lstm-architecture
Richard Gall
11 Apr 2018
2 min read
Save for later

Recurrent neural networks and the LSTM architecture

Richard Gall
11 Apr 2018
2 min read
A recurrent neural network is a class of artificial neural networks that contain a network like series of nodes, each with a directed or one-way connection to every other node. These nodes can be classified as either input, output, or hidden. Input nodes receive data from outside of the network, hidden nodes modify the input data, and output nodes provide the intended results. RNNs are well known for their extensive usage in NLP tasks. The video tutorial above has been taken from Natural Language Processing with Python. Why are recurrent neural networks well suited for NLP? What makes RNNs so popular and effective for natural language processing tasks is that they operate sequentially over data sets. For example, a movie review is an arbitrary sequence of letters and characters, which the RNN can take as an input. The subsequent hidden and output layers are also capable of working with sequences. In a basic sentiment analysis example, you might just have a binary output - like classifying movie reviews as positive or negative. RNNs can do more than this - they are capable of generating a sequential output, such as taking an input sentence in English and translating it into Spanish. This ability to sequentially process data is what makes recurrent neural networks so well suited for NLP tasks. RNNs and long short-term memory Recurrent neural networks can sometimes become unstable due to the complexity of the connections they are built upon. That's where LSTM architecture helps. LSTM introduces something called a memory cell. The memory cell simplifies what could be incredibly by using a series of different gates to govern the way it changes within the network. The input gate manages inputs The output gates manage outputs Self-recurrent connection that keeps the memory cell in a consistent state between different steps The forget gate simply allows the memory cell to 'forget' its previous state [dropcap]R[/dropcap]ead Next High-level concepts Neural Network Architectures 101: Understanding Perceptrons 4 ways to enable Continual learning into Neural Networks Tutorials Build a generative chatbot using recurrent neural networks (LSTM RNNs) Training RNNs for Time Series Forecasting Implement Long-short Term Memory (LSTM) with TensorFlow How to auto-generate texts from Shakespeare writing using deep recurrent neural networks Research in this area Paper in Two minutes: Attention Is All You Need
Read more
  • 0
  • 0
  • 22547
Modal Close icon
Modal Close icon