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How-To Tutorials

7019 Articles
article-image-working-xml-flex-3-and-java-part1
Packt
28 Oct 2009
10 min read
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Working with XML in Flex 3 and Java-part1

Packt
28 Oct 2009
10 min read
In today's world, many server-side applications make use of XML to structure data because XML is a standard way of representing structured information. It is easy to work with, and people can easily read, write, and understand XML without the need of any specialized skills. The XML standard is widely accepted and used in server communications such as Simple Object Access Protocol (SOAP) based web services. XML stands for eXtensible Markup Language. The XML standard specification is available at http://www.w3.org/XML/. Adobe Flex provides a standardized ECMAScript-based set of API classes and functionality for working with XML data. This collection of classes and functionality provided by Flex are known as E4X. You can use these classes provided by Flex to build sophisticated Rich Internet Applications using XML data. XML basics XML is a standard way to represent categorized data into a tree structure similar to HTML documents. XML is written in plain-text format, and hence it is very easy to read, write, and manipulate its data. A typical XML document looks like this: <book>    <title>Flex 3 with Java</title>    <author>Satish Kore</author>    <publisher>Packt Publishing</publisher>    <pages>300</pages> </book> Generally, XML data is known as XML documents and it is represented by tags wrapped in angle brackets (< >). These tags are also known as XML elements. Every XML document starts with a single top-level element known as the root element. Each element is distinguished by a set of tags known as the opening tag and the closing tag. In the previous XML document, <book> is the opening tag and </book> is the closing tag. If an element contains no content, it can be written as an empty statement (also called self-closing statement). For example, <book/> is as good as writing <book></book>. XML documents can also be more complex with nested tags and attributes, as shown in the following example: <book ISBN="978-1-847195-34-0">   <title>Flex 3 with Java</title>   <author country="India" numberOfBooks="1">    <firstName>Satish</firstName>    <lastName>Kore</lastName> </author>   <publisher country="United Kingdom">Packt Publishing</publisher>   <pages>300</pages> </book> Notice that the above XML document contains nested tags such as <firstName> and <lastName> under the <author> tag. ISBN, country, and numberOfBooks, which you can see inside the tags, are called XML attributes. To learn more about XML, visit the W3Schools' XML Tutorial at http://w3schools.com/xml/. Understanding E4X Flex provides a set of API classes and functionality based on the ECMAScript for XML (E4X) standards in order to work with XML data. The E4X approach provides a simple and straightforward way to work with XML structured data, and it also reduces the complexity of parsing XML documents. Earlier versions of Flex did not have a direct way of working with XML data. The E4X provides an alternative to DOM (Document Object Model) interface that uses a simpler syntax for reading and querying XML documents. More information about other E4X implementations can be found at http://en.wikipedia.org/wiki/E4X. The key features of E4X include: It is based on standard scripting language specifications known as ECMAScript for XML. Flex implements these specifications in the form of API classes and functionality for simplifying the XML data processing. It provides easy and well-known operators, such as the dot (.) and @, to work with XML objects. The @ and dot (.) operators can be used not only to read data, but also to assign data to XML nodes, attributes, and so on. The E4X functionality is much easier and more intuitive than working with the DOM documents to access XML data. ActionScript 3.0 includes the following E4X classes: XML, XMLList, QName, and Namespace. These classes are designed to simplify XML data processing into Flex applications. Let's see one quick example: Define a variable of type XML and create a sample XML document. In this example, we will assign it as a literal. However, in the real world, your application might load XML data from external sources, such as a web service or an RSS feed. private var myBooks:XML =   <books publisher="Packt Pub">    <book title="Book1" price="99.99">    <author>Author1</author>    </book>    <book title="Book2" price="59.99">    <author>Author2</author>    </book>    <book title="Book3" price="49.99">    <author>Author3</author>    </book> </books>; Now, we will see some of the E4X approaches to read and parse the above XML in our application. The E4X uses many operators to simplify accessing XML nodes and attributes, such as dot (.) and attribute identifier (@), for accessing properties and attributes. private function traceXML():void {    trace(myBooks.book.(@price < 50.99).@title); //Output: Book3    trace(myBooks.book[1].author); //Output: Author2    trace(myBooks.@publisher); //Output: Packt Pub    //Following for loop outputs prices of all books    for each(var price in myBooks..@price) {    trace(price);    } } In the code above, we are using a conditional expression to extract the title of the book(s) whose price is set below 50.99$ in the first trace statement. If we have to do this manually, imagine how much code would have been needed to parse the XML. In the second trace, we are accessing a book node using index and printing its author node's value. And in the third trace, we are simply printing the root node's publisher attribute value and finally, we are using a for loop to traverse through prices of all the books and printing each price. The following is a list of XML operators: Operator Name Description    @   attribute identifier Identifies attributes of an XML or XMLList object.     { }     braces(XML) Evaluates an expression that is used in an XML or XMLList initializer.   [ ]     brackets(XML) Accesses a property or attribute of an XML or XMLList object, for example myBooks.book["@title"].     + concatenation(XMLList) Concatenates (combines) XML or XMLList values into an XMLList object.     += concatenation assignment (XMLList) Assigns expression1 The XML object An XML class represents an XML element, attribute, comment, processing instruction, or a text element. We have used the XML class in our example above to initialize the myBooks variable with an XML literal. The XML class is included into an ActionScript 3.0 core class, so you don't need to import a package to use it. The XML class provides many properties and methods to simplify XML processing, such as ignoreWhitespace and ignoreComments properties, used for ignoring whitespaces and comments in XML documents respectively. You can use the prependChild() and appendChild() methods to prepend and append XML nodes to existing XML documents. Methods such as toString() and toXMLString() allow you to convert XML to a string. An example of an XML object: private var myBooks:XML = <books publisher="Packt Pub"> <book title="Book1" price="99.99"> <author>Author1</author> </book> <book title="Book2" price="120.00"> <author>Author2</author> </book> </books>;   In the above example, we have created an XML object by assigning an XML literal to it. You can also create an XML object from a string that contains XML data, as shown in the following example: private var str:String = "<books publisher="Packt Pub"> <book title="Book1" price="99.99"> <author>Author1</author> </book> <book title="Book2" price="59.99"> <author>Author2</author> </book> </books>"; private var myBooks:XML = new XML(str); trace(myBooks.toXMLString()); //outputs formatted xml as string If the XML data in string is not well-formed (for example, a closing tag is missing), then you will see a runtime error. You can also use binding expressions in the XML text to extract contents from a variable data. For example, you could bind a node's name attribute to a variable value, as in the following line: private var title:String = "Book1" var aBook:XML = <book title="{title}">; To read more about XML class methods and properties, go through Flex 3 LiveDocs at http://livedocs.adobe.com/flex/3/langref/XML.html. The XMLList object As the class name indicates, XMLList contains one or more XML objects. It can contain full XML documents, XML fragments, or the results of an XML query. You can typically use all of the XML class's methods and properties on the objects from XMLList. To access these objects from the XMLList collection, iterate over it using a for each… statement. The XMLList provides you with the following methods to work with its objects: child(): Returns a specified child of every XML object children(): Returns specified children of every XML object descendants(): Returns all descendants of an XML object elements(): Calls the elements() method of each XML object in the XMLList. Returns all elements of the XML object parent(): Returns the parent of the XMLList object if all items in the XMLList object have the same parent attribute(attributeName): Calls the attribute() method of each XML object and returns an XMLList object of the results. The results match the given attributeName parameter attributes(): Calls the attributes() method of each XML object and returns an XMLList object of attributes for each XML object contains(): Checks if the specified XML object is present in the XMLList copy(): Returns a copy of the given XMLList object length(): Returns the number of properties in the XMLList object valueOf(): Returns the XMLList object For details on these methods, see the ActionScript 3.0 Language Reference. Let's return to the example of the XMLList: var xmlList:XMLList = myBooks.book.(@price == 99.99); var item:XML; for each(item in xmlList) { trace("item:"+item.toXMLString()); } Output: item:<book title="Book1" price="99.99"> <author>Author1</author> </book> In the example above, we have used XMLList to store the result of the myBooks.book.(@price == 99.99); statement. This statement returns an XMLList containing XML node(s) whose price is 99.99$. Working with XML objects The XML class provides many useful methods to work with XML objects, such as the appendChild() and prependChild() methods to add an XML element to the beginning or end of an XML object, as shown in the following example: var node1:XML = <middleInitial>B</middleInitial> var node2:XML = <lastName>Kore</lastName> var root:XML = <personalInfo></personalInfo> root = root.appendChild(node1); root = root.appendChild(node2); root = root.prependChild(<firstName>Satish</firstName>); The output is as follows: <personalInfo> <firstName>Satish</firstName> <middleInitial>B</middleInitial> <lastName>Kore</lastName> </personalInfo> You can use the insertChildBefore() or insertChildAfter() method to add a property before or after a specified property, as shown in the following example: var x:XML = <count> <one>1</one> <three>3</three> <four>4</four> </count>; x = x.insertChildBefore(x.three, "<two>2</two>"); x = x.insertChildAfter(x.four, "<five>5</five>"); trace(x.toXMLString()); The output of the above code is as follows: <count> <one>1</one> <two>2</two> <three>3</three> <four>4</four> <five>5</five> </count>
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article-image-aspnet-35-cms-adding-security-and-membership-part-1
Packt
27 Oct 2009
10 min read
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ASP.NET 3.5 CMS: Adding Security and Membership (Part 1)

Packt
27 Oct 2009
10 min read
Security is a concern in any web application, but the security this article deals with is that of user accounts, membership, and roles. We'll be using the ASP.NET membership and roles functions to allow certain users such as administrators to perform specific tasks. These tasks may include managing the application, while other users such as content editors, may be restricted to the specific tasks we want them to manage such as adding or changing content. User account management can be handled either by the application (in our case, our Content Management System) or by Windows itself, using standard Windows authentication functions, as well as file and folder permissions. The advantage of an application-based user authentication system is primarily in cost. To use Windows authentication, we need to purchase Client Access Licenses (CALs) for each user that will access our application. This is practical in an intranet, where users would have these licenses to perform other functions in the network. However, for an Internet application, with potentially thousands of users, licensing could be extremely expensive. The drawback to an application-based system is that there is a lot more work to do in designing and using it. The Windows authentication process has been around for years, continually improved by Microsoft with each Windows release. It scales extremely well, and with Active Directory, can be extended to manage just about anything you can think of. ASP.NET membership Fortunately, Microsoft has provided relief for application-based authentication drawbacks in the 2.0 version of the ASP.NET framework, with the ASP.NET membership functions, and in our case, the SqlMembershipProvider. The membership API makes it simple for us to use forms authentication in our application, retrieving authentication and membership information from a membership provider. The membership provider abstracts the membership details from the membership storage source. Microsoft provides two providers—the ActiveDirectoryMembershipProvider that uses Active Directory and the SqlMembershipProvider that uses an SQL server database for the user data store. By default, ASP.NET authentication uses cookies—small text files stored on the user's system—to maintain authentication status throughout the application. These cookies normally have an expiration time and date, which requires users to log in again after the cookie has expired. It is possible to use cookies to allow the client system to authenticate the application without a user login, commonly seen as a "Remember Me" checkbox in many web site login pages. There is naturally a downside to cookies in that a client system may not accept cookies. ASP.NET can encode the authentication information into the URL to bypass this restriction on cookies. Although in the case of our application, we will stick with the cookie method. Forms authentication secures only ASP.NET pages. Unless you are using IIS7, and the integrated pipeline, where ASP.NET processes all file requests, the ASP.NET DLL won't be called for non-ASP.NET pages. This means that you cannot easily secure HTML pages, PDF files, or anything other than ASP.NET through forms authentication. Configuring and using forms authentication Let's start learning ASP.NET forms authentication by walking through a brand new application. We'll then add it to our Content Management System application. Forms authentication is actually quite simple, both in concept and execution, and a simple application can explain it better than adopting our current CMS application. Of course, we eventually need to integrate authentication into our CMS application, but this is also easier once you understand the principles and techniques we'll be using. Creating a new application Start by opening Visual Web Developer 2008 Express and creating a new web site by clicking on File | New Web Site. Use the ASP.NET Website template, choose File System, and name the folder FormsDemo. When the site is created, you are presented with a Default.aspx page created with generic code. We will use this as our home page for the new site, although we need to modify it for our needs. Creating the home page Visual Web Developer 2008 Express creates a generic Default.aspx file whenever you create a new site. Unfortunately, the generic file is not what we want and will need modification. The first thing we want to do is make sure our site uses a Master Page, just as our Content Management System application will. To do this, we could delete the page, create our Master Page, and then add a new Default.aspx page that uses our Master Page. In the case of a brand new site, it's pretty easy, but what if you have developed an extensive site that you want to convert to Master Pages? You would want to add a Master Page to an existing site, so let's go ahead and do that. Create the Master Page To create a Master Page, leave the Default.aspx file open and press Ctrl+Shift+A to add a new item to the solution. Choose the Master Page template and leave the name as MasterPage.Master. Place the code in a separate file and click Add to create the Master Page. You will notice that this creates the same generic code as in the previous chapter. Unfortunately, our Default.aspx file is not a content page and won't use the MasterPage.Master we just created, unless we tell it to. To tell our Default.aspx page to use the MasterPage.Master, we need to add the MasterPageFile declaration, in the @ Page declaration, at the top of the file. Add the following code between the Language and AutoEventWireup declarations: MasterPageFile="~/MasterPage.master" This adds the Master Page to our Default.aspx page. However, content pages include only those Content controls that match the Master Page, not the full page code as our Default.aspx page currently does. To fix this, replace the remaining code outside the @ Page declaration with the following two Content controls: <asp:Content ID="Content1" ContentPlaceHolderID="head" Runat="Server"></asp:Content><asp:Content ID="Content2" ContentPlaceHolderID="ContentPlaceHolder1" Runat="Server"> <h1>This is where the content goes.</h1></asp:Content> We've left the Content1 control empty for the moment, and we've added a simple text statement to the Content2 control so that it can be tested. If you view the Default.aspx page in a browser, you should see the relatively uninteresting web page below: Enabling forms authentication Okay, we have a boring home page for our new site. Let's leave it for a moment and enable forms authentication for the site, so we can restrict who can access our home page. The process of enabling forms authentication is simply adding a few lines to our web.config file. Or in the case of the generic web.config file, which we created while creating our new site, we simply need to alter a single line. Open the web.config file in the new site and look for the line that says: <authentication mode="Windows" /> Edit it to read: <authentication mode="Forms" /> Save the web.config file and you have now enabled forms authentication for this site. The default authentication mode for ASP.NET applications is Windows, which is fine if you're working in an intranet environment where every user probably has a Windows login for use in the corporate network anyway. Using Windows authentication, Windows itself handles all the security and authentication, and you can use the myriad of Windows utilities and functions such as Active Directory, to manage your users. On the other hand, with forms authentication, ASP.NET is expected to handle all the details of authentication and security. While ASP.NET 2.0 and later have sophisticated membership and profile capabilities, there is no ASP.NET mechanism for protecting files and folders from direct access, outside of the application. You will still need to secure the physical server and operating system from outside of your application. Creating the membership database To use forms authentication and the SqlMembershipProvider, we need to create a database to authenticate against. This database will hold our user information, as well as membership information, so we can both authenticate the user and provide access based on membership in specific roles. For our demonstration, we will create a new database for this function. We'll create a database with SQL Server ManagementExpress, so open it and right-click Databases in the Object Explorer pane. Choose New Database and name it FormsDemo. Change the location of the database path to the App_Data folder of your FormsDemo web application—the default is C:InetpubFormsDemoApp_Data as shown below. Click OK and the new database will be created. If you look at this database, you will see that it is empty. We haven't added any tables to it, and we haven't set up any fields in those non-existent tables. The database is pretty much useless at this stage. We need to create the database layout, or schema, to hold all the authentication and membership details. Fortunately, Microsoft provides a simple utility to accomplish this task for the 2.0 version of the ASP.NET framework – aspnet_regsql.exe. We'll use this too, in order to create the schema for us, and make our database ready for authentication and membership in our application. To use aspnet_regsql.exe, we need to provide the SQL Server name and login information. This is the same information as shown in the login dialog when we open the database in SQL Server Management Studio Express, as shown below: Note the server name, it will usually be {SystemName}/SQLEXPRESS, but it may be different depending on how you set it up. We use SQL Server Authentication with the sa account and a password of SimpleCMS when we set up SQL Server Express 2005, and that's what we'll use when we run the aspnet_regsql.exe tool. To run aspnet_regsql.exe, you may browse to it in Windows Explorer, or enter the path into the Run dialog when you click on Start and then Run. The default path is C:WINDOWSMicrosoft.NETFrameworkv2.0.50727aspnet_regsql.exe. The utility may be run with command-line arguments, useful when scripting the tool or using it in a batch file, but simply running it with no parameters brings it up in a GUI mode. When the ASP.NET SQL Server Setup Wizard launches, click Next. Make sure that the Configure SQL Server for application services is selected and click on Next. The ASP.NET SQL Server Setup Wizard will ask for the server, authentication, and database. You should enter these according to the information from above. Click Next to confirm the settings. Click Next again to configure the database with the ASP.NET users and membership schema. Continue and exit the wizard, and the database is ready for us to use for authentication. If you were to open the FormsDemo database in SQL Server Management Studio Express, you would find that new tables, views, and stored procedures have been added to the database during this configuration process.
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article-image-creating-dialplan-asterisk-16-part-2
Packt
27 Oct 2009
14 min read
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Creating a Dialplan in Asterisk 1.6: Part 2

Packt
27 Oct 2009
14 min read
Advanced Call Distribution What exactly is Advanced Call Distribution ? Many phone systems tout this feature, but most do not adequately define what it means. Basically, it refers to using call queues, parking calls for another user to answer, and Direct Inward Dialing (DID). So that we keep our focus, we will look at each of these elements individually. Call queues We have already configured call queues through the /etc/asterisk/queues.conf file. As we go through how we're going to use our queues, we may decide we want to change the way our queues are configured. There is absolutely no problem with changing the configuration so that it more accurately reflects our needs. Just remember that we need to issue a reload on the Asterisk console, or type #asterisk –r –x reload at the command line. The power and flexibility of other ACD systems can be matched or exceeded by Asterisk. As we evaluate our needs, we should remember that configuring a single aspect of Asterisk sometimes requires changes to more than one file. For example, queues will be configured both in the queues.conf file and the extensions.conf file. We will discuss how to set up extensions.conf to give us the desired result. When dealing with call queues, we need to think about the two types of users we have. First, we have the caller who calls in and waits in the queue for the next agent. We can think of this person as our customer. Next, we have the agents who work the queue. We can think of these people as our users. As a business, we have to decide what we want our customers' experience to be. Our call queue can make it sound like a phone is ringing. Or we can use music on hold while the customer waits. We can also announce call position and estimated wait time if we want to. When we place customers in a queue, we use the Queue application. To place a caller in the queue named bob, we would use something like: exten => 1000,1,Queue(bob) Suppose we have an operator's extension. As Ollie the operator may have more than one call at a time, we decide to give him a call queue. His calls are always about a minute long. The customers waiting for him are going to be there because they got lost in a system of menus. His queue will be named operator. In this instance, we will choose to have the customer hear the ring, so they will believe they are about to be helped. The sound of ringing should not last more than about a minute. We will not announce call queue length because our customer should not know that he or she is in a queue. The entry for this queue would be: exten => 0,1,Queue(operator|tr) Notice our use of options. Options for the queue application include: t: Allow the user to transfer the customer. T: Allow the customer to transfer the user. d: This is a data-quality call. H: Allow the customer to hang up by hitting *. n: Do not retry on timeout. The next step in the dialplan will be executed. r: Give the customer the ringing sound instead of music on hold. Thus, we told the Queue application to make the customer hear the ring, and the user (Ollie) the ability to transfer calls (as he's the operator). Now, suppose we have Rebecca, the receptionist at SIP phone 1006. When Ollie goes to the bathroom, we want our poor lost customers to be routed to her. So we could use the following in our extensions.conf file: exten => 0,1,Queue(operator|trn)exten => 0,2,Dial(SIP/1006) Now, Rebecca had better answer this. Until she does, the phone will continue to ring. Notice that this call will never end up in Rebecca's voicemail, as it is not transferred to her extension, but instead dials her phone directly. We have adequately addressed the customer's experience. But now we need to look at how our users will join and leave the queue. Previously, we discussed the power and flexibility of using agents in queues. As with most things in Asterisk, there are many ways we can associate members to queues. The three main ways are—statically, dynamically, and by using agents. Our first option is to have members statically assigned to the queue. In order to do this, we use the member directive in the queues.conf file. This is most helpful when we have a queue with fixed members, such as a switchboard queue. Our second option is to allow members to log in dynamically. We do this through the AddQueueMember application. An example of this would be: exten => 8101,1,AddQueueMember(myqueue|SIP/1001) Whenever anybody dials extension 8101, the telephone handset SIP/1001 would be added to the queue named myqueue. All that we would have to do is define a login extension for every member of every queue. What happens when this member no longer wishes to be in the queue? We use the RemoveQueueMember application, like this: exten => 8201,1,RemoveQueueMember(myqueue|SIP/1001) With this configuration, whenever anybody dials extension 8201, the telephone handset at SIP/1001 is removed. Again, we would have to define a logout extension for each member of the queue. Suppose we did not wish to define a login and logout extension for each member. We have the option of leaving off the interface (SIP/1001 in the previous example) and having Asterisk use our current extension. While this is very useful, Asterisk does not always use the right value. However, if it works for all extensions that need to be in the queue, we would only have to define one login and one logout per queue. The code would look like: exten => 8101,1,AddQueueMember(myqueue)exten => 8201,1,RemoveQueueMember(myqueue) This is better than having to define a login and logout for each member of each queue, but sometimes users are not good at remembering multiple extensions to dial. The AddQueueMember application will jump to priority n+101 if that interface is already a member of the queue. Therefore, we could define an extension like: exten => 8101,1,Answerexten => 8101,2,AddQueueMember(myqueue)exten => 8101,3,Playback(agent-loginok)exten => 8101,4,Hangupexten => 8101,103,RemoveQueueMember(myqueue)exten => 8101,102,Playback(agent-loggedoff)exten => 8101,105,Hangup When we define it this way, a user dialing extension 8101 is logged in if not already a member of the queue, or logged out if in the queue. Also, we added a confirmation to the action, so that the user can know if they are now in or out of the queue. Notice that before we could use the Playback application, we had to answer the call. If we have a lot of these, we could define a macro extension, like: [macro-queueloginout]exten => s,1,Answerexten => s,2,AddQueueMember(${ARG1})exten => s,3,Playback(agent-loginok)exten => s,4,Hangupexten => s,103,RemoveQueueMember(${ARG1})exten => s,104,Playback(agent-loggedoff)exten => s,105,Hangup. . .[default]exten => 8101,1,Macro(queueloginout|queue1)exten => 8102,1,Macro(queueloginout|queue2)exten => 8103,1,Macro(queueloginout|queue3) And thus we see that using a macro will save us five lines in our extensions.conf for every queue after the first. This is how we can add queue members dynamically. Our final option for adding queue members is by using Asterisk's agent settings. We were able to define agents in /etc/asterisk/agents.conf. We create an agent by defining an ID and a password, and listing the agent's name. In the queues.conf, we could define agents as members of queues. Calls will not be sent to agents unless they are logged in. In this way, queues can be both dynamic and static—they are static when we do not change the members of the queues, but dynamic when calls will go to different handsets based upon which agents are logged in. There are two main types of agents in this world. There are the archetypical large call center agents who work with a headset and never hear rings, and there are the lower-volume agents whose phone rings each time a call comes in. Asterisk has the flexibility to handle both types of agents, even in the same queue. First, imagine a huge call center that takes millions of phone calls per day. Each agent is in multiple queues, and we have set each queue to use an announcement at the beginning of calls to let the agent know which queue the call is coming in from. As employees arrive for their shift, they sit down at an empty station, plug in their headset, and log in. Each employee will hear music in between calls, and then hear a beep, and the call will be connected. To accomplish this, we use the line: exten => 8001,1,AgentLogin Through the normal login, the call is kept active the whole time. The agents will logout by hanging up the phone. This allows large call centers to be quieter, as the distraction of ringing phones will be removed. It also allows for more efficient answering of lines, as the time required to pick up the phone is eliminated. When our users arrive at work and wish to log in, they call extension 8001, where they are prompted for their agent ID, password, and then an extension number at which they will take calls. This is how Asterisk knows how to reach them. Our agents can log out when using AgentCallbackLogin by going through the same procedure as for login, with the exception that when they are prompted for their extension, they press the # key. It may be a good idea for us to review agents.conf. If we defined autologoff, then after the specified number of seconds of ringing, the agent will be automatically logged off. If we set ackcall to yes, then agents must press the # key to accept calls. If we created a wrapuptime (defined in milliseconds), then Asterisk will wait that many milliseconds before sending another call to the agent. These options can help us make our phone system as user friendly as we want it to be. Through the use of call queues, we can distribute our incoming calls efficiently and effectively. We have plenty of options, and can mix and match these three ways of joining users to queues. Call parking In many businesses across the United States, an operator can be heard announcing "John, you have a call on line 3. John, line 3." In Asterisk, we don't really have lines the way analog PBXs do. Our users are accustomed to not having to transfer calls, especially when they may not know exactly where John is. Asterisk uses a feature known as call parking to accomplish this same goal. Our users will transfer calls to a special extension, which will then tell them what extension to call in order to retrieve the call. Then our users can direct the intended recipient to dial that extension and connect to the call. In order to be able to use this feature, we must define our parking lot. This is done in the /etc/asterisk/parking.conf file. In this file, there are only a few options that we will need to configure. First, we must create the extension that people are to dial in order to park calls. This can be whatever extension is convenient for us. Then we will define a list of extensions on which to place parked calls. These extensions will be what users dial to retrieve a parked call. Next, we will define what context we want our parked calls to be in. Finally, we will define how many seconds a call remains parked before ringing back to the user who parked it. Here is an example: [general]parkext => 8100parkpos => 8101-8199context => parkedcallsparkingtime => 120 These settings would mean that we can park calls by dialing 8100, and the call will be placed in extensions 8101 through 8199, giving us the ability to have up to 99 parked calls at any given time. The calls will be in the context called parkedcalls, which means we should be careful to include it in any context where users should be able to park and retrieve calls. When our users transfer a call to extension 8100, they will hear Asterisk read out the extension that the call has been placed on. They can now make a note of it and notify the appropriate co-worker of the extension to reach the calling customer on. If the call is not picked up within the given parkingtime, then the call will ring back to the user who parked the call. By using call parking, we can help our users by providing a feature similar to that of previous generations of PBXs. This also allows users to collaborate and redirect callers to other users who are better equipped to handle our customers' needs. Direct Inward Dialing (DID) Suppose we work at a healthcare company with over 100 employees. We have two PRI lines coming in, and only three switchboard agents to handle incoming calls. As a healthcare company, we schedule many appointments, answer questions about prescriptions, and help patients with billing questions. These three agents are always busy. Now suppose the IT guy's wife calls in to ask if he wants sprouts or mash with his dinner. Do we want our switchboard agents to have to answer the call, find out who it is and what they want, and then transfer the call, or would we rather want the IT guy's wife to call her husband directly? This is where Direct Inward Dialing (DID) comes in handy. DID is a service provided by phone companies where they send an agreed-upon set of digits, depending on the number the customer dialed. For most phone companies, the sent digits will be the full ten-digit number (in the United States). But this can be as small as the last digit. All right, so the phone company is sending digits. What are we going to do with them? Imagine you have a PRI coming in to your office, and only ten phone numbers—a block from (850) 555-5550 to 5559. Your phone company has agreed to send you only the last digit dialed, which will be from 0 to 9, because you are guaranteed for this to be unique. Asterisk can route calls based on this DID information. If we have our PRI line's channels defined to go into a context called incoming, this context could look like: [incoming]s,1,Goto(default,s,1)i,1,Goto(default,s,1)t,1,Goto(default,s,1)0,1,Goto(default,1234,1)1,1,Goto(default,2345,1)2,1,Goto(default,3456,1)3,1,Goto(default,4567,1)4,1,Goto(default,5678,1)5,1,Goto(default,6789,1)6,1,Goto(default,7890,1)7,1,Goto(default,1111,1)8,1,Goto(default,1111,1)9,1,Goto(default,1111,1) There are a few things we should notice about this. First, we handled the error cases. What if a glitch at the phone company results in four digits being sent? We cannot allow a simple mistake on their end to interrupt our ability to receive phone calls. Secondly, we are using Goto statements. We've briefly discussed how they can be both good and bad. In this case, if a user moves from one extension to another by using Goto, we have to update it only in the default context. Finally, we are allowed to send multiple incoming DIDs to the same extension, if we so desire, as in the last three lines shown in the previous code. This might be useful if extension 1111 is the operator, and we do not yet have the number 7, 8, or 9 assigned to a user. Of course, in real life this is going to get much more complicated, as phone numbers will probably come in with the full ten digits. But the concept is the same—we can define extensions based upon information that the phone company sends when the call is established. By using DIDs, we can cut down on bottlenecks and give direct access to certain extensions. This tool of Asterisk helps make our phone system fast, efficient, and friendly to our users and customers.  
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Packt
27 Oct 2009
9 min read
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ColdFusion AJAX Programming

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

Packt
27 Oct 2009
11 min read
In this article by William Rice, we will see how to create Tax Rules in Magento. In the real world, the tax rate that you pay is based on three things: location, product type, and purchaser type. In Magento, we can create Tax Rules that determine the amount of tax that a customer pays, based upon the shipping address, product class, and customer class. When you buy a product, you sometimes pay sales tax on that product. The sales tax that you pay is based on: Where you purchased the product from. Tax rules vary in different cities, states, and countries. The type of product that you purchased. For example, many places don't tax clothing purchases. And, some places tax only some kinds of clothing. This means that you must be able to apply different tax rates to different kinds of products. The type of purchaser you are. For example, if you buy a laser printer for your home, it is likely that you will pay sales tax. This is because you are a retail customer. If you buy the same printer for your business, in most places you will not pay sales tax. This is because you are a business customer. The amount of the purchase. For example, some places tax clothing purchases only above a specific amount. Anatomy of a Tax Rule A Tax Rule is a combination of the tax rate, shipping address, product class, customer class, and amount of purchase. A Tax Rule states that you pay this amount of tax if you are this class of purchaser, and you bought this class of product for this amount, and are shipping it to this place. The components of a Tax Rule are shown in the following screenshot. This screen is found under Sales | Tax | Manage Tax Rules | Add New Tax Rule. You will see the Name of the Tax Rule while working in the backend. Customer Tax Class Customer Tax Class is a type of customer that is making a purchase. Before creating a Tax Rule, you will need to have at least one Customer Tax Class. Magento provides you with a Tax Rule called Retail Customer. If you serve different types of customers—retail, business, and nonprofit—you will need to create different Customer Tax Classes. Product Tax Class Product Tax Class is a type of Product that is being purchased. When you create a Product, you will assign a Product Tax Class to that Product. Magento comes with two Product Tax Classes:Taxable Goods and Shipping. The class Shipping is applied to shipping charges because some places charge sales tax on shipping. If your customer's sales tax is different for different types of Products, then you will need to create a Product Tax Class for each type of Product. Tax Rate Tax Rate is a combination of place, or tax zone, and percentage. A zone can be a country, state, or zip code. Each zone that you specify can have up to five sales tax percentages. For example, in the default installation of Magento, there is one tax rate for the zone New York. This is 8.3750 percent, and applies to retail customers. The following window can be found at Sales | Tax | Manage Tax Zones & Rates and then clicking on US-NY-*-Rate 1: So in the screenshot of our Tax Rule, the Tax Rate US-NY-*-Rate 1 doesn't mean "a sales tax of 1 percent." It means "Tax rate number 1 for New York, which is 8.3750 percent." In this scenario, New York charges 8.3750 percent sales tax on retail sales. If New York does not charge sales tax for wholesale customers, and you sell to wholesale customers, then you will need to create another Tax Rate for New York: Whenever a zone has different sales taxes for different types of products or customers, you will need to create different Tax Rates for that zone. Priority If several Tax Rules try to apply several Tax Rates at the same time, how should Magento handle them? Should it add them all together? Or, should it apply one rate, calculate the total, and then apply the second rate to that total? That is, should Magento add them or compound them? For example, suppose you sell a product in Philadelphia, Pennsylvania. Further suppose that according to the Tax Rule for Pennsylvania, the sales tax for that item is 6 percent, and that the Tax Rule for Philadelphia adds another 1 percent. In this case, you want Magento to add the two sales taxes. So, you would give the two Tax Rates the same Priority. By contrast, Tax Rates that belong to Tax Rules with different Priorities are compounded. The Tax Rate with the higher Priority (the lower number) is applied, and the next higher Priority is applied to that total, and so on. Sort Order Sort Order determines the Tax Rules' position in the list of Tax Rules. Why create Tax Rules now? Why create a Tax Rule now, before adding our first Product? When you add a Product to your store, you put that Product into a Category, assign an Attribute Set, and select a Tax Class for that Product. By default, Magento comes with two Product Tax Classes and one Tax Rule already created. The Product Tax Classes are Taxable Goods and Shipping. The Tax Rule is Retail Customer-Taxable Goods-Rate 1. If you sell anything other than taxable goods, or sell to anyone other than retail customers, you will need to create a new Tax Rule to cover that situation. Creating a Tax Rule The process for creating a Tax Rule is: Create the Customer Tax Classes that you need, or confirm that you have them. Create the Product Tax Classes that you need, or confirm that you have them. Create the Tax Rates that you need, or confirm that you have them and that they apply to the zones that you need. Create and name the Tax Rule: Assign Customer Tax Class, Product Tax Class, and Tax Rates to the Rule. Use the Priority to determine whether the Rule is added, or compounded, with other Rules. Determine the Sort Order of the Rule and save it. Each of these steps is covered in the subsections that follow. Time for action: Creating a Customer Tax Class From the Admin Panel, select Sales | Tax | Customer Tax Classes. The Customer Tax Classes page is displayed. If this is a new installation, only one Class is listed, Retail Customer as shown in the following screenshot: Click on Add New. A Customer Tax Class Information page is displayed. Enter a name for the Customer Tax Class. In our demo store, we are going to create Customer Tax Classes for Business and Nonprofit customers. Click on Save Class. Repeat these steps until all of the Customer Tax Classes that you need have been created. What just happened? A Tax Rule is composed of a Customer Class, Product Class, Tax Rate, and the location of the purchaser. You have just created the first part of that formula: the Customer Class. Time for action: Creating a Product Tax Class From the Admin Panel, select Sales | Tax | Product Tax Classes. The Product Tax Classes page is displayed. If this is a new installation, only two Classes are listed: Shipping and Taxable Goods. Click on Add New. The Product Tax Class Information page gets displayed: Enter a name for the Product Tax Class. In our demo store, we are going to create Product Tax Classes for Food and Nonfood products. We will apply the Food class to the coffee that we sell. We will apply the Nonfood class to the mugs, coffee presses, and other coffee accessories that we sell. Click on Save Class. Repeat these steps until all of the Product Tax Classes that you need have been created. What just happened? A Tax Rule is composed of a Customer Class, Product Class, Tax Rate, and the location of the purchaser. You have just created the second part of that formula: the Product Class. Creating Tax Rates In Magento, you can create Tax Rates one at a time. You can also import Tax Rates in bulk. Each method is covered in the next section. Time for action: Creating a Tax Rate in Magento From the Admin Panel, select Sales | Tax | Manage Tax Zones & Rates. The Manage Tax Rates page is displayed. If this is a new installation, only two Tax Rates are listed: US-CA-*-Rate 1 and US-NY-*-Rate 1. Click on Add New Tax Rate. The Add New Tax Rate page gets displayed: Tax Identifier is the name that you give this Tax Rate. You will see this name when you select this Tax Rate. The example that we saw is named US-CA-*-Rate 1. Notice how this name tells you the Country, State, and Zip/Post code for the Tax Rate. (The asterisk indicates that it applies to all zip codes in California.) It also tells which rate applies. Notice that the name doesn't give the actual percentage, which is 8.25%. Instead, it says Rate 1. This is because the percentage can change when California changes its tax rate. If you include the actual rate in the name, you would need to rename this Tax Rate when California changes the rate. Another way this rate could have been named is US-CA-All- Retail. Before creating new Tax Rates, you should develop a naming scheme that works for you and your business. Country, State, and Zip/Post Code determine the zone to which this Tax Rate applies. Magento calculates sales tax based upon the billing address, and not the shipping address. Country and State are drop-down lists. You must select from the options given to you. Zip/Post Code accepts both numbers and letters. You can enter an asterisk in this field and it will be a wild card. That is, the rate will apply to all zip/post codes in the selected country and state. You can enter a zip/post code without entering a country or state. If you do this, you should be sure that zip/post code is unique in the entire world. Suppose you have one tax rate for all zip codes in a country/state, such as 6% for United States/Pennsylvania. Also, suppose that you want to have a different tax rate for a few zip codes in that state. In this case, you would create separate tax rates for those few zip codes. The rates for the specific zip codes would override the rates for the wild card. So in a Tax Rate, a wild card means, "All zones unless this is overridden by a specific zone." In our demo store, we are going to create a Tax Rate for retail customers who live in the state of Pennsylvania, but not in the city of Philadelphia as shown: Click on Save Rate. You are taken back to the Manage Tax Rates page. The Tax Rate that you just added should be listed on the page. This procedure is useful for adding Tax Rates one at a time. However, if you need to add many Tax Rates at once, you will probably want to use the Import Tax Rates feature. This enables you to import a .csv, or a text-only file. You usually create the file in a spreadsheet such as OpenOffice Calc or Excel. The next section covers importing Tax Rates. What just happened? A Tax Rule is composed of a Customer Class, Product Class, Tax Rate, and the location of the purchaser. You have just created the third part of that formula: the Tax Rate. The Tax Rate included the location and the percentage of tax. You created the Tax Rate by manually entering the information into the system, which is suitable if you don't have too many Tax Rates to type. Time for action: Exporting and importing Tax Rates In my demo store, I have created a Tax Rate for the state of Pennsylvania. The Tax Rate for the city of Philadelphia is different. However, Magento doesn't enable me to choose a separate Tax Rate based on the city. So I must create a Tax Rate for each zip code in the city of Philadelphia. At this time there are 84 zip codes, and are shown here:     19019 19092 19093 19099 19101 19102 19103 19104 19105 19106 19107 19108 19109 19110 19111 19112 19113 19114 19115 19116 19118 19119 19120 19121 19122 19123 19124 19125 19126 19127 19128 19129 19130 19131 19132 19133 19134 19135 19136 19137 19138 19139 19140 19141 19142 19143 19144 19145 19146 19147 19148 19149 19150 19151 19152 19153 19154 19155 19160 19161 19162 19170 19171 19172 19173 19175 19177 19178 19179 19181 19182 19183 19184 19185 19187 19188 19191 19192 19193 19194 19196 19197 19244 19255        
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Packt
27 Oct 2009
12 min read
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Adding Worksheets and Resources with Moodle

Packt
27 Oct 2009
12 min read
We're teaching the topic of Rivers and Flooding; so to start with, we'll need to introduce our class to some basic facts about rivers and how they work. We aren't going to generate any new stuff yet; we're just going to upload to Moodle what we have already produced in previous years. Putting a worksheet on Moodle The way Moodle works is that we must first upload our worksheet into the course file storage area. Then, in that central section of our course page, we make a link to the worksheet from some appropriately chosen words. Our students click on these words to get to the worksheet. We've got an introductory factsheet (done in Word) about the River Thames. Let's get it into Moodle: Time for action-uploading a factsheet on to Moodle We need to get the worksheet uploaded into Moodle. To get this done, we have to follow a few simple steps. Go to your course page and click on the Turn editing on button, as shown in the following screenshot: Don't worry about all of the new symbols (icons) that appear. In the section you want the worksheet to be displayed, so look for these two boxes: Click on the Add a resource box (I'll go through all its options when we have a recap, later). Select a link to a file or web site. In Name, type the text that you want the students to click on, and in Summary (if you want) add a short description. The following screenshot gives an example of this: Once you're done with the above steps, click on Choose or upload a file. This takes you to the course files storage area. Click on Make a folder, and in the dialog box that is displayed, choose a suitable name for the folder all your worksheets will be stored in (we'll use Worksheets). Click on Create. Click on the folder that you just created (It will be empty except for Parent Folder, which takes you back to the main course files). Click on Upload a file. You'll be prompted to browse your computer's hard drive for the worksheet. Find the worksheet, select it with your cursor and click Open. It will appear as shown in the following screenshot: Click Upload this file. Once the file has been uploaded, it will appear as shown in the following screenshot: What just happened? We just uploaded our first ever worksheet to Moodle. It's now in the course files. Next, we need to make a link on the page that students can click on to get to that worksheet. I know what you're thinking! Thirteen steps, and there's still no sign of our River Thames worksheet on the course page in Moodle. Is it going to be this long-winded every time? Don't worry! There are only two—at worst three—steps left . And although it seems to be a lot of effort the first time, it gets much quicker, as we move on. We are also trying to be organized from the start by putting our worksheets neatly into a folder, so we took a couple of extra steps that we won't have to do next time. The folder will already be there for us. Ofcourse, you can just click on Upload a file and get your worksheets straight into the course files without any sort of order, and they will display for your students just as well. But when you have a lot of worksheets loaded, it will become harder and harder to locate them unless you have a system. Time for action-displaying our factsheet on our course page To get the Moodle course started, we need to create a link that—when clicked, will get the course started, carrying on from where we left off : Click on the word Choose to the right of your worksheet. (We are choosing to put this on Moodle.) The River Thames worksheet now shows in the Location box, under Link to a file or web site. We are almost there! Scroll down and make sure that you have selected the New window option in theWindow box, as shown in the following screenshot: At the bottom of the screen, click on Save and return to course. Done! The option Search for web page would take you to Google or another search engine to find a web site. You could put that web site into the location box instead, and it would make a clickable link for your students to follow. What just happened? Congratulations! You’ve now made a link to the factsheet about the River Thames that will get our Rivers and Flooding course started! By doing the final step above, we will get taken back to the course page where we'll see the words that we wrote in the Name box. They'll be in blue with a line underneath. This tells us it's a clickable link that will take us to the factsheet. If you can do that once, you can do it many times. Have a go hero-putting a slideshow onto Moodle It's important to go through the steps again, pretty quickly, so that you become familiar with them and are able to speed the process up. So why not take one of your slide shows (maybe done in PowerPoint) and upload that to Moodle? Start by creating a folder called Slideshows, so that in future, it will be available for any slideshows that you upload. Or, if you're too tired, just upload another sheet into our Worksheets folder and display that.   Putting a week's worth of slideshows into Moodle Now let's suppose that we have already prepared a week's worth of slideshows. Actually, I could say, a month's worth of worksheets, or a year's worth of exam papers. Basically, what we're going to do is upload several items, all at once. This is very useful because once you get used to uploading and displaying worksheets, you will very quickly start thinking about how tedious it would be, to put them on Moodle one at a time. Especially if you are studying ten major world rivers, and you have to go through all of those steps ten times. Well, you don't! Let's use my River Processes slideshows as our example. I have them saved in a folder on My Computer (as opposed to being shoved at random in a drawer, obviously!). Under normal circumstances, Moodle won't let you upload whole folders just like that. You have to either compress or zip them first (that basically means squeeze it up a bit, so it slides into cyberspace more smoothly). We first need to leave Moodle for a while and go to our own computer. I'm using Windows; for Macs, it will be slightly different. Time for action-getting a whole folder of work into Moodle in one go To view the slideshows, we need to upload the folder containing them from the hard drive of our computer into Moodle. Find the folder that you want to upload, right-click on it, and select Compressed (zipped) Folder within the Send To option. You'll get another folder with the same name, but in ZIP format. Go to your Moodle course page, and in the Administration box, click Files. We're in the course files storage area—this is another way in, if you ever need one! You can upload anything straight into here, and then provide a link to a file or web site. As we have done before, click on Upload and upload the zipped folder (it ends in .zip). Now click on Unzip, which is displayed to the right of your folder name (as shown in the following screenshot), and the folder will be restored to its normal size. What just happened? We put a bunch of slideshows about how rivers work into a folder on our computer. We then zipped the folder to make it slide into Moodle, and then when it was uploaded, we unzipped it to get it back to normal. If you want to be organized, select the checkbox displayed to the left of the zipped folder, and select delete completely. We don't need the zipped folder now, as we have got the original folder back. We now have two choices. Using the Link to a file or web site option in the Add a resource block, we can display each slideshow, in an orderly manner, in the list. We did this with our Thames factsheet, so we know how to do this. Alternatively, we can simply display the folder and let the students open it to get to the slideshows. We're going to opt for the second choice. Why? Bearing in mind about appearances being vital, it would look much neater on our course page if we had a dinky little briefcase icon. The student can click on the briefcase icon to see the list of slideshows, rather than scrolling down a long list on the page. Let us see how this is done: Time for action-displaying a whole folder on Moodle Let us upload the entire folder, which contains the related slideshows, onto Moodle. This will require us to perform only four steps: With editing turned on, click on Add a resource and choose Display a directory. In the Name field, type something meaningful for the students to click on and add a description in the Summary field, if you wish. Click on Display a directory and find the one that you want—for us, RiverProcesses. Scroll down, and click on Save and return to course. What just happened? We made a link to a week's worth of slideshows on our course page, instead of displaying them one at a time. If we looked at the outcome, instead of the icon of a slideshow, such as the PowerPoint icon, we get a folder icon. When the text next to it is clicked, the folder opens, and all of the slideshows inside can be viewed. It is much easier on the eye, when you go directly to the course page, than going through a long list of stuff . Making a 'click here' type link to the River Thames web site Let's learn how to create a link that will lead us to the River Thames web site, or in fact to any web site. However, we're investigating the Thames at the moment, so this would be really helpful. Just imagine, how much simpler it would be for our students to be able to get to a site in one click, rather than type it by hand, spell it wrong, and have it not work. The way we will learn now is easy. In fact, it's so easy that you could do it yourself with only one hint from me. Have a go hero-linking to a web site Do you recollect that we uploaded our worksheet and used Link to a file or web site? We linked it to a file (our worksheet). Here, you just need to link to a web site, and everything else is just the same. When you get to the Link to a file or web site box, instead of clicking Choose or upload a file…, just type in, or copy and paste, the web site that you want to link to (making sure you include only one http://). Remember that we saw earlier, that if you click on Search for web page…, it will take you to Google or some other Search Engine web page to find you a web site that you'd like to link to. The following screenshot shows how to link a file or web site into our Moodle course : That's it! Try it! Go back to your course page; click on the words that you specified as the Name for the web page link, and check whether it works. It should open the web page in a new window, so that once finished, our students can click on the X to close the site and will still have Moodle running in the background. Recap—where do we stand now? We have learnt a lot of interesting things so far. Lets just have a recap of the things that we have learned so far. We have learnt to: Upload and display individual worksheets (as we've worked on the River Thames) Upload and display whole folders of worksheets (as we did with the River Processes slideshows folder) Make a click here type link to any web site that we want, so that our students will just need to click on this link to get to that web site We're now going to have a break from filling up our course for a while, and take a step to another side. Our first venture into Moodle's features was the Link to a file or web site option, but there are many more yet to be investigated. Let's have a closer look at those Add a resource… options in the following screenshot, so that we know, where we are heading: The table below shows all of the Add a Resource… options. What are they, which is the one we need, and what can we safely ignore? You might recognize one or two already. We shall meet the others in a moment.
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article-image-managing-student-work-using-moodle-part-3
Packt
27 Oct 2009
5 min read
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Managing Student Work using Moodle: Part 3

Packt
27 Oct 2009
5 min read
Specifying Custom Grades Currently, I'm marking my projects out of 100 but, as I mentioned previously, that's not how they are graded. According to the syllabus, I can only give students one of four grades: Distinction, Merit, Pass, and Referral. So how do you specify your own grades? Let's learn how to do that now. Time for Action – Create a Custom Grade Scale Return to your course front page and look for Grades in the Administration block: Click on Grades and you'll be taken to the Grader report page. We are now in the Moodle grade book. I'm not going to worry too much about all of the features in the grade book for the moment—but while you are there you might like to spend a little time having a look. As with anything else in Moodle, you can't do any damage by doing something by mistake. At the top left of the page, you will find a list of view options: From the list select Scales. You're now taken to the scales page. We need to add a new scale, so press the Add a new scale button in the center of the page. On the following page, give your new scale a name and in the Scale box you can specify the possible grades contained in your new scale. Separate the grades with commas—no spaces. Make sure you specify the grades in order of increasing value: You don't have to worry about a description. Are the grades you are specifying here used for grading in other courses? If you tick the Standard scale box then your scale will be made available to teachers on all courses. When you are done, press the Save changes button. Your new scale is listed on the scales page. Because I didn't make my new scale a standard scale, it's listed as a custom scale: What Just Happened? I don't give students a numerical grade for the Backyard Ballistics projects. The syllabus requires a qualitative grade, but luckily the system makes it easy to import my own custom grade scales. All I need to do now is modify my two assignment activities to use the new scale. That only involves a few clicks, so let's do that now... Time for Action – Grading Using a Custom Scale Return to your course front page and click on the update icon next to the assignment you want to change to use your new custom scale. The Editing assignment page is displayed. Scroll down to the Grade drop-down list. Click on the list. Scroll up if you need to, because the custom scale we want to use will be towards the very top: With the new grading scale selected, scroll down to the bottom of the page and press the Save and return to course button. That's it. You will now be able to grade your project using your new scale. What Just Happened? We've just modified the assignment to use our new grading scale. All that remains now is to demonstrate how you use it. Now that we are back at the course front page, click on the link to the assignment itself to display the assignment's main page (displaying the description of the task we've set). Click on the View submitted assignments link in the top right-hand corner of the page to take you to the Submissions page. Choose a student and down in the Status column click on the Grade link. If you've already marked that student then the link will say Update: Click on the link to open the Feedback dialog. Click on the Grade list at the top right-hand corner of the page to display the grades you can give to this piece of work. The grades listed are the ones from our new custom grade scale: More Uses for Moodle Assignments We aren't limited to using the four assignment activities just for major projects. Here are some more ideas on using the assignment activity to convert your current teaching over to Moodle... Include an online text assignment for discursive tasks, for example writing a short story or for short essay homework tasks. If you're able to display the submissions page of a single file assignment to the class during teaching time, keep refreshing the page as homework is submitted. You'll quickly find that there'll be a race on to be the first to hand their homework in. You could easily turn that into a game for younger students. Use an Offline activity to manage the grades of any task you set for your students—homework handed in on paper, for example. You don't have to confine yourself to just projects. On that last point, there is another way of managing grades directly. We've already been briefly into the Moodle Grader report when we set up our custom scale. Let's revisit that page to see how we can set up custom grading items. Grading Students on Core Competencies Often, as educators, we need to grade assignments on core competencies, otherwise known as key skills or goals. That certainly applies to my syllabus: A percentage of the final grade for my course includes marks for numeracy, literacy, and the use of ICT. Because we are converting to Moodle, and in Moodle-speak, the competencies that I am grading are called "outcomes", in this final section, we learn how to specify the core competencies we need to grade, and how we can then grade students on them. There are pros and cons of converting to Moodle, specifically: I can choose to enable outcomes on a per assignment basis, but you can't use the default numeric grading scale to grade outcomes, only standard and custom grading scales (like my custom Backyard Ballistics scale that I created in Time for action – Create a Custom Grade Scale).
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Packt
27 Oct 2009
21 min read
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Unity Game Development: Welcome to the 3D world

Packt
27 Oct 2009
21 min read
Getting to grips with 3D Let's take a look at the crucial elements of 3D worlds, and how Unity lets you develop games in the third dimension. Coordinates If you have worked with any 3D artworking application before, you'll likely be familiar with the concept of the Z-axis. The Z-axis, in addition to the existing X for horizontal and Y for vertical, represents depth. In 3D applications, you'll see information on objects laid out in X, Y, Z format—this is known as the Cartesian coordinate method. Dimensions, rotational values, and positions in the 3D world can all be described in this way. In any documentation of 3D, you'll see such information written with parenthesis, shown as follows: (10, 15, 10) This is mostly for neatness, and also due to the fact that in programming, these values must be written in this way. Regardless of their presentation, you can assume that any sets of three values separated by commas will be in X, Y, Z order. Local space versus World space A crucial concept to begin looking at is the difference between Local space and World space. In any 3D package, the world you will work in is technically infinite, and it can be difficult to keep track of the location of objects within it. In every 3D world, there is a point of origin, often referred to as zero, as it is represented by the position (0,0,0). All world positions of objects in 3D are relative to world zero. However, to make things simpler, we also use Local space (also known as Object space) to define object positions in relation to one another. Local space assumes that every object has its own zero point, which is the point from which its axis handles emerge. This is usually the center of the object, and by creating relationships between objects, we can compare their positions in relation to one another. Such relationships, known as parent-child relationships, mean that we can calculate distances from other objects using Local space, with the parent object's position becoming the new zero point for any of its child objects. Vectors You'll also see 3D vectors described in Cartesian coordinates. Like their 2D counterparts, 3D vectors are simply lines drawn in the 3D world that have a direction and a length. Vectors can be moved in world space, but remain unchanged themselves. Vectors are useful in a game engine context, as they allow us to calculate distances, relative angles between objects, and the direction of objects. Cameras Cameras are essential in the 3D world, as they act as the viewport for the screen. Having a pyramid-shaped field of vision, cameras can be placed at any point in the world, animated, or attached to characters or objects as part of a game scenario. With adjustable Field of Vision (FOV), 3D cameras are your viewport on the 3D world. In game engines, you'll notice that effects such as lighting, motion blurs, and other effects are applied to the camera to help with game simulation of a person's eye view of the world—you can even add a few cinematic effects that the human eye will never experience, such as lens flares when looking at the sun! Most modern 3D games utilize multiple cameras to show parts of the game world that the character camera is not currently looking at—like a 'cutaway' in cinematic terms. Unity does this with ease by allowing many cameras in a single scene, which can be scripted to act as the main camera at any point during runtime. Multiple cameras can also be used in a game to control the rendering of particular 2D and 3D elements separately as part of the optimization process. For example, objects may be grouped in layers, and cameras may be assigned to render objects in particular layers. This gives us more control over individual renders of certain elements in the game. Polygons, edges, vertices, and meshes In constructing 3D shapes, all objects are ultimately made up of interconnected 2D shapes known as polygons. On importing models from a modelling application, Unity converts all polygons to polygon triangles. Polygon triangles (also referred to as faces) are in turn made up of three connected edges. The locations at which these vertices meet are known as points or vertices. By knowing these locations, game engines are able to make calculations regarding the points of impact, known as collisions, when using complex collision detection with Mesh Colliders, such as in shooting games to detect the exact location at which a bullet has hit another object. By combining many linked polygons, 3D modelling applications allow us to build complex shapes, known as meshes. In addition to building 3D shapes, the data stored in meshes can have many other uses. For example, it can be used as surface navigational data by making objects in a game, by following the vertices. In game projects, it is crucial for the developer to understand the importance of polygon count. The polygon count is the total number of polygons, often in reference to a model, but also in reference to an entire game level. The higher the number of polygons, the more work your computer must do to render the objects onscreen. This is why, in the past decade or so, we've seen an increase in the level of detail from early 3D games to those of today—simply compare the visual detail in a game, such as Id's Quake (1996) with the details seen in a game, such as Epic's Gears Of War (2006). As a result of faster technology, game developers are now able to model 3D characters and worlds for games that contain a much higher polygon count and this trend will inevitably continue. Materials, textures, and shaders Materials are a common concept to all 3D applications, as they provide the means to set the visual appearance of a 3D model. From basic colors to reflective image-based surfaces, materials handle everything. Starting with a simple color and the option of using one or more images—known as textures—in a single material, the material works with the shader, which is a script in charge of the style of rendering. For example, in a reflective shader, the material will render reflections of surrounding objects, but maintain its color or the look of the image applied as its texture. In Unity, the use of materials is easy. Any materials created in your 3D modelling package will be imported and recreated automatically by the engine and created as assets to use later. You can also create your own materials from scratch, assigning images as texture files, and selecting a shader from a large library that comes built-in. You may also write your own shader scripts, or implement those written by members of the Unity community, giving you more freedom for expansion beyond the included set. Crucially, when creating textures for a game in a graphics package such as Photoshop, you must be aware of the resolution. Game textures are expected to be square, and sized to a power of 2. This means that numbers should run as follows: 128 x 128 256 x 256 512 x 512 1024 x 1024 Creating textures of these sizes will mean that they can be tiled successfully by the game engine. You should also be aware that the larger the texture file you use, the more processing power you'll be demanding from the player's computer. Therefore, always remember to try resizing your graphics to the smallest power of 2 dimensions possible, without sacrificing too much in the way of quality. Rigid Body physics For developers working with game engines, physics engines provide an accompanying way of simulating real-world responses for objects in games. In Unity, the game engine uses Nvidia's PhysX engine, a popular and highly accurate commercial physics engine. In game engines, there is no assumption that an object should be affected by physics—firstly because it requires a lot of processing power, and secondly because it simply doesn't make sense. For example, in a 3D driving game, it makes sense for the cars to be under the influence of the physics engine, but not the track or surrounding objects, such as trees, walls, and so on—they simply don't need to be. For this reason, when making games, a Rigid Body component is given to any object you want under the control of the physics engine. Physics engines for games use the Rigid Body dynamics system of creating realistic motion. This simply means that instead of objects being static in the 3D world, they can have the following properties: Mass Gravity Velocity Friction As the power of hardware and software increases, rigid body physics is becoming more widely applied in games, as it offers the potential for more varied and realistic simulation. Collision detection While more crucial in game engines than in 3D animation, collision detection is the way we analyze our 3D world for inter-object collisions. By giving an object a Collider component, we are effectively placing an invisible net around it. This net mimics its shape and is in charge of reporting any collisions with other colliders, making the game engine respond accordingly. For example, in a ten-pin bowling game, a simple spherical collider will surround the ball, while the pins themselves will have either a simple capsule collider, or for a more realistic collision, employ a Mesh collider. On impact, the colliders of any affected objects will report to the physics engine, which will dictate their reaction, based on the direction of impact, speed, and other factors. In this example, employing a mesh collider to fit exactly to the shape of the pin model would be more accurate but is more expensive in processing terms. This simply means that it demands more processing power from the computer, the cost of which is reflected in slower performance—hence the term expensive. Essential Unity concepts Unity makes the game production process simple by giving you a set of logical steps to build any conceivable game scenario. Renowned for being non-game-type specific, Unity offers you a blank canvas and a set of consistent procedures to let your imagination be the limit of your creativity. By establishing its use of the Game Object (GO) concept, you are able to break down parts of your game into easily manageable objects, which are made of many individual Component parts. By making individual objects within the game and introducing functionality to them with each component you add, you are able to infinitely expand your game in a logical progressive manner. Component parts in turn have variables—essentially settings to control them with. By adjusting these variables, you'll have complete control over the effect that Component has on your object. Let's take a look at a simple example. The Unity way If I wished to have a bouncing ball as part of a game, then I'd begin with a sphere. This can quickly be created from the Unity menus, and will give you a new Game Object with a sphere mesh (a net of a 3D shape), and a Renderer component to make it visible. Having created this, I can then add a Rigid body. A Rigidbody (Unity refers to most two-word phrases as a single word term) is a component which tells Unity to apply its physics engine to an object. With this comes mass, gravity, and the ability to apply forces to the object, either when the player commands it or simply when it collides with another object. Our sphere will now fall to the ground when the game runs, but how do we make it bounce? This is simple! The collider component has a variable called Physic Material—this is a setting for the Rigidbody, defining how it will react to other objects' surfaces. Here we can select Bouncy, an available preset, and voila! Our bouncing ball is complete, in only a few clicks. This streamlined approach for the most basic of tasks, such as the previous example, seems pedestrian at first. However, you'll soon find that by applying this approach to more complex tasks, they become very simple to achieve. Here is an overview of those key Unity concepts plus a few more. Assets These are the building blocks of all Unity projects. From graphics in the form of image files, through 3D models and sound files, Unity refers to the files you'll use to create your game as assets. This is why in any Unity project folder all files used are stored in a child folder named Assets. Scenes In Unity, you should think of scenes as individual levels, or areas of game content (such as menus). By constructing your game with many scenes, you'll be able to distribute loading times and test different parts of your game individually. Game Objects When an asset is used in a game scene, it becomes a new Game Object—referred to in Unity terms—especially in scripting—using the contracted term "GameObject". All GameObjects contain at least one component to begin with, that is, the Transform component. Transform simply tells the Unity engine the position, rotation, and scale of an object—all described in X, Y, Z coordinate (or in the case of scale, dimensional) order. In turn, the component can then be addressed in scripting in order to set an object's position, rotation, or scale. From this initial component, you will build upon game objects with further components adding required functionality to build every part of any game scenario you can imagine. Components Components come in various forms. They can be for creating behavior, defining appearance, and influencing other aspects of an object's function in the game. By 'attaching' components to an object, you can immediately apply new parts of the game engine to your object. Common components of game production come built-in with Unity, such as the Rigidbody component mentioned earlier, down to simpler elements such as lights, cameras, particle emitters, and more. To build further interactive elements of the game, you'll write scripts, which are treated as components in Unity. Scripts While being considered by Unity to be Components, scripts are an essential part of game production, and deserve a mention as a key concept. You can write scripts in JavaScript, but you should be aware that Unity offers you the opportunity to write in C# and Boo (a derivative of the Python language) also. I've chosen to demonstrate Unity with JavaScript, as it is a functional programming language, with a simple to follow syntax that some of you may already have encountered in other endeavors such as Adobe Flash development in ActionScript or in using JavaScript itself for web development. Unity does not require you to learn how the coding of its own engine works or how to modify it, but you will be utilizing scripting in almost every game scenario you develop. The beauty of using Unity scripting is that any script you write for your game will be straightforward enough after a few examples, as Unity has its own built-in Behavior class—a set of scripting instructions for you to call upon. For many new developers, getting to grips with scripting can be a daunting prospect, and one that threatens to put off new Unity users who are simply accustomed to design only. I will introduce scripting one step at a time, with a mind to showing you not only the importance, but also the power of effective scripting for your Unity games. To write scripts, you'll use Unity's standalone script editor. On Mac, this is an application called Unitron, and on PC, Uniscite. These separate applications can be found in the Unity application folder on your PC or Mac and will be launched any time you edit a new script or an existing one. Amending and saving scripts in the script editor will immediately update the script in Unity. You may also designate your own script editor in the Unity preferences if you wish. Prefabs Unity's development approach hinges around the GameObject concept, but it also has a clever way to store objects as assets to be reused in different parts of your game, and then 'spawned' or 'cloned' at any time. By creating complex objects with various components and settings, you'll be effectively building a template for something you may want to spawn multiple instances of, with each instance then being individually modifiable. Consider a crate as an example—you may have given the object in the game a mass, and written scripted behaviors for its destruction; chances are you'll want to use this object more than once in a game, and perhaps even in games other than the one it was designed for. Prefabs allow you to store the object, complete with components and current configuration. Comparable to the MovieClip concept in Adobe Flash, think of prefabs simply as empty containers that you can fill with objects to form a data template you'll likely recycle. The interface The Unity interface, like many other working environments, has a customizable layout. Consisting of several dockable spaces, you can pick which parts of the interface appear where. Let's take a look at a typical Unity layout: As the previous image demonstrates (PC version shown), there are five different elements you'll be dealing with: Scene [1]—where the game is constructed Hierarchy [2]—a list of GameObjects in the scene Inspector [3]—settings for currently selected asset/object Game [4]—the preview window, active only in play mode Project [5]—a list of your project's assets, acts as a library The Scene window and Hierarchy The Scene window is where you will build the entirety of your game project in Unity. This window offers a perspective (full 3D) view, which is switchable to orthographic (top down, side on, and front on) views. This acts as a fully rendered 'Editor' view of the game world you build. Dragging an asset to this window will make it an active game object. The Scene view is tied to the Hierarchy, which lists all active objects in the currently open scene in ascending alphabetical order. The Scene window is also accompanied by four useful control buttons, as shown in the previous image. Accessible from the keyboard using keys Q, W, E, and R, these keys perform the following operations: The Hand tool [Q]: This tools allows navigation of the Scene window. By itself, it allows you to drag around in the Scene window to pan your view. Holding down Alt with this tool selected will allow you to rotate your view, and holding the Command key (Apple) or Ctrl key (PC) will allow you to zoom. Holding the Shift key down also will speed up both of these functions. The Translate tool [W]: This is your active selection tool. As you can completely interact with the Scene window, selecting objects either in the Hierarchy or Scene means you'll be able to drag the object's axis handles in order to reposition them. The Rotate tool [E]: This works in the same way as Translate, using visual 'handles' to allow you to rotate your object around each axis. The Scale tool [R]: Again, this tool works as the Translate and Rotate tools do. It adjusts the size or scale of an object using visual handles. Having selected objects in either the Scene or Hierarchy, they immediately get selected in both. Selection of objects in this way will also show the properties of the object in the Inspector. Given that you may not be able to see an object you've selected in the Hierarchy in the Scene window, Unity also provides the use of the F key, to focus your Scene view on that object. Simply select an object from the Hierarchy, hover your mouse cursor over the Scene window, and press F. The Inspector Think of the Inspector as your personal toolkit to adjust every element of any game object or asset in your project. Much like the Property Inspector concept utilized by Adobe in Flash and Dreamweaver, this is a context-sensitive window. All this means is that whatever you select, the Inspector will change to show its relevant properties—it is sensitive to the context in which you are working. The Inspector will show every component part of anything you select, and allow you to adjust the variables of these components, using simple form elements such as text input boxes, slider scales, buttons, and drop-down menus. Many of these variables are tied into Unity's drag-and-drop system, which means that rather than selecting from a drop-down menu, if it is more convenient, you can drag-and-drop to choose settings. This window is not only for inspecting objects. It will also change to show the various options for your project when choosing them from the Edit menu, as it acts as an ideal space to show you preferences—changing back to showing component properties as soon as you reselect an object or asset. In this screenshot, the Inspector is showing properties for a target object in the game. The object itself features two components—Transform and Animation. The Inspector will allow you to make changes to settings in either of them. Also notice that to temporarily disable any component at any time—which will become very useful for testing and experimentation—you can simply deselect the box to the left of the component's name. Likewise, if you wish to switch off an entire object at a time, then you may deselect the box next to its name at the top of the Inspector window. The Project window The Project window is a direct view of the Assets folder of your project. Every Unity project is made up of a parent folder, containing three subfolders—Assets, Library, and while the Unity Editor is running, a Temp folder. Placing assets into the Assets folder means you'll immediately be able to see them in the Project window, and they'll also be automatically imported into your Unity project. Likewise, changing any asset located in the Assets folder, and resaving it from a third-party application, such as Photoshop, will cause Unity to reimport the asset, reflecting your changes immediately in your project and any active scenes that use that particular asset. It is important to remember that you should only alter asset locations and names using the Project window—using Finder (Mac) or Windows Explorer (PC) to do so may break connections in your Unity project. Therefore, to relocate or rename objects in your Assets folder, use Unity's Project window instead. The Project window is accompanied by a Create button. This allows the creation of any assets that can be made within Unity, for example, scripts, prefabs, and materials. The Game window The Game window is invoked by pressing the Play button and acts as a realistic test of your game. It also has settings for screen ratio, which will come in handy when testing how much of the player's view will be restricted in certain ratios, such as 4:3 (as opposed to wide) screen resolutions. Having pressed Play, it is crucial that you bear in mind the following advice: In play mode, the adjustments you make to any parts of your game scene are merely temporary—it is meant as a testing mode only, and when you press Play again to stop the game, all changes made during play mode will be undone. This can often trip up new users, so don't forget about it! The Game window can also be set to Maximize when you invoke play mode, giving you a better view of the game at nearly fullscreen—the window expands to fill the interface. It is worth noting that you can expand any part of the interface in this way, simply by hovering over the part you wish to expand and pressing the Space bar. Summary Here we have looked at the key concepts, you'll need to understand for developing games with Unity. Due to space constraints, I cannot cover everything in depth, as 3D development is a vast area of study. With this in mind, I strongly recommend you to continue to read more on the topics discussed in this article, in order to supplement your study of 3D development. Each individual piece of software you encounter will have its own dedicated tutorials and resources dedicated to learning it. If you wish to learn 3D artwork to complement your work in Unity, I recommend that you familiarize yourself with your chosen package, after researching the list of tools that work with the Unity pipeline and choosing which one suits you best.
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article-image-oracle-web-rowset-part2
Packt
27 Oct 2009
4 min read
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Oracle Web RowSet - Part2

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

Packt
27 Oct 2009
8 min read
In this article, we take a turn from work I hand out to students to look at how to manage online work that they hand to me. Currently, in my Backyard Ballistics course, I set two major end-of-course projects: A poster on energy sources A PowerPoint presentation to the group on how energy is transferred when objects are sent flying through the air Both tasks are graded separately. For me, the final project has always been a major headache: PowerPoint presentations go missing. Students claim they have emailed me files that never reach me. The school technician is wary of students bringing in work on memory sticks because of the threat of viruses. Marking the posters involves me having to make notes on paper, and having a system to associate those notes with digital photographs of the posters stored elsewhere. I want a system that allows me to manage student submissions in one self-contained tool—one that can be used to exchange files between my students and me without having to resort to other, far less reliable, means. Also, wouldn't it be good to have a tool that allows us to comment (and include photographs, videos—in fact any digital file we liked) and grade work all under one umbrella? Added to that, my course specification also demands that I grade students on key skills: numeracy, literacy, and the use of ICT. And that's not something I specifically set a project for. I need a way of grading students on those aspects of their work separate from any specific project. That's another headache. That may seem like a lot to worry about, but (as you've probably already heard) by converting to Moodle, we can easily find answers to all of these issues, and more. So let's get on with it, and make a start with converting my poster project and PowerPoint assignments to Moodle... Converting Projects and Assignments Moodle provides four types of assignment activity, and they well match any kind of project that you are likely to set for your students. Turn editing on, go to any topic, and click on the Add an activity list. In this list, you will see the four different assignment types Moodle supports. They are: Offline activity—If your student projects can't be uploaded into Moodle because the student submission isn't electronic (just like my poster project), then you can manage grades and your notes on the students' work using this kind of assignment type. Online text—Students are going to be creating the assignment submission using the text editor built into Moodle. That's the one we've been using to create our course so far. Upload a single file—Does what it says on the tin. Students can only upload one file. Advanced uploading of files—Students can upload more than one file. As a teacher, you can also use Moodle as a mechanism for exchanging files between students, instead of using email (unreliable) or a memory stick (virus risk). Don't be afraid to have a look at these assignment types now. With editing turned on, click on Add an activity... and select any of the assignment types. That way you can get a feel for the kinds of settings we'll be dealing with before we start. Remember: if, while you are trying out different assignment types, you mistakenly add an assignment to your course, you can easily delete it by clicking on the delete icon next to the assignment name. How to Structure Converted Projects and Assignments Online For larger projects or assignments, it is often preferable to have a self-contained topic containing the actual assignment itself, together with any supporting materials. You could include exemplars (e.g. work from previous years) and give students the opportunity to discuss them together. Having the assignment, and all of the supporting materials, in a single topic means I can hide the assignment from students until it is time for them to attempt it. To demonstrate how this would be done, firstly we need to add a new topic to our course, and then we can add in an assignment activity... Adding a New Topic to a Course I'm going to add a new topic to my course specifically for my student projects. Then, I'm going to hide that topic until we have covered the course. I'm going to do the same with my projects and the support materials associated with them. You don't have to treat assignments in this way: as you work through the settings for a Moodle assignment, you'll notice that you can specify a time period that those assignments are available for (it's a setting we'll talk about shortly). I've decided that I want to ensure that my students focus on the preliminary work before they start attempting any assignments by completely hiding them from students. Time for Action – Add a Topic to a Course and Hide It Return to your course front page and choose Settings from the Administration block. Scroll down to the number of weeks/topics setting and change the number in the drop down-list to add another topic to your course: At the bottom of the page, press the Save changes button. That's it, we're done—and now there's a new empty topic at the end of your course. For the moment, I want to hide this topic from students. Click on the eye icon on the right-hand side to hide the topic: It depends on your theme but, to show that a topic is hidden, two grey bars are shown on the left- and right-hand sides of the topic: What Just Happened? We've now got a new, empty topic added to our course. I don't want students to be able to view the assignment until we are all ready, so I've hidden this topic from them for now. Which Assignment Type? For the purpose of my project I'm only going to be looking at two different assignment activity types—but by looking at those two we'll gain the skills and confidence to be able to use all four quite happily. Converting a Project to Moodle Example 1 – Using an Offline Assignment The first project—the poster project—is going to be converted to use the Offline activity assignment type. I'm going to use Moodle to manage student grades and to organize my notes and comments on their work. Let's see how easy it is to add an Offline activity... Time for Action – Add an Offline Activity Assignment Make sure you still have editing turned on. In the topic you want to add your new assignment to (in my case my new, hidden topic) click on Add an activity... and choose Offline activity from the list. You're now taken to the Editing assignment page. Give your assignment a name. Enter in a brief description of the task in the Description box. Don't worry if the box looks a bit small. We can include all of the supporting materials in the topic together with the assignment activity itself on the course front page: Use the Grade setting to specify the maximum grade you are going to give for this assignment. I'm going to leave the Grade setting at 100 (meaning I can grade this assignment out of 100). Maybe your assignment forms part of an overall mark and you need to mark it out of less. You could choose to mark your assignment in this way. You can even choose to create your own custom grades (e.g. A, B, C, D, E, or F), which we learn how to do later on in this article. Choose when you want the assignment to be available. I want to hide both the assignment and the supporting resources and materials, so this option is redundant. I do have the option of disabling this setting so this is what I'm going to do, in this instance. If you aren't hiding the assignment, the Available from and Due date settings are a useful way of preventing students handing work to you before you are ready: That's it! We're done. Press the Save and return to course button. A new assignment has just been added to the course: What Just Happened? Converting my poster project to Moodle was as easy as adding an Offline assignment activity to my Backyard Ballistics course. Click on the assignment now to see what happens. You'll see a screen displaying the task you've just set, and in the top right-hand corner you'll see a No attempts have been made on this assignment link: Click on that link now. You'll be taken to a list of students who are enrolled on your course. If you don't have any students enrolled on your course, then this is what you will see: I don't yet want students enrolled on my course until I know it is set up to be just how I want it. The solution is to introduce a "control student" on our course, and later in this article we'll see how. Before we do that, I'm going to think about the second assignment I need to convert—where students are required to produce a PowerPoint presentation.
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Packt
27 Oct 2009
6 min read
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Developing Web Applications using JavaServer Faces: Part 1

Packt
27 Oct 2009
6 min read
Although a lot of applications have been written using these APIs, most modern Java applications are written using some kind of web application framework. As of Java EE 5, the standard framework for building web applications is Java Server Faces (JSF). Introduction to JavaServer Faces Before JSF was developed, Java web applications were typically developed using non-standard web application frameworks such as Apache Struts, Tapestry, Spring Web MVC, or many others. These frameworks are built on top of the Servlet and JSP standards, and automate a lot of functionality that needs to be manually coded when using these APIs directly. Having a wide variety of web application frameworks available (at the time of writing, Wikipedia lists 35 Java web application frameworks, and this list is far from extensive!), often resulted in "analysis paralysis", that is, developers often spend an inordinate amount of time evaluating frameworks for their applications. The introduction of JSF to the Java EE 5 specification resulted in having a standard web application framework available in any Java EE 5 compliant application server. We don't mean to imply that other web application frameworks are obsolete or that they shouldn't be used at all, however, a lot of organizations consider JSF the "safe" choice since it is part of the standard and should be well supported for the foreseeable future. Additionally, NetBeans offers excellent JSF support, making JSF a very attractive choice. Strictly speaking, JSF is not a web application framework as such, but a component framework. In theory, JSF can be used to write applications that are not web-based, however, in practice JSF is almost always used for this purpose. In addition to being the standard Java EE 5 component framework, one benefit of JSF is that it was designed with graphical tools in mind, making it easy for tools and IDEs such as NetBeans to take advantage of the JSF component model with drag-and-drop support for components. NetBeans provides a Visual Web JSF Designer that allow us to visually create JSF applications. Developing Our first JSF Application From an application developer's point of view, a JSF application consists of a series of JSP pages containing custom JSF tags, one or more JSF managed beans, and a configuration file named faces-config.xml. The faces-config.xml file declares the managed beans in the application, as well as the navigation rules to follow when navigating from one JSF page to another. Creating a New JSF Project To create a new JSF project, we need to go to File | New Project, select the Java Web project category, and Web Application as the project type. After clicking Next, we need to enter a Project Name, and optionally change other information for our project, although NetBeans provides sensible defaults. On the next page in the wizard, we can select the Server, Java EE Version, and Context Path of our application. In our example, we will simply pick the default values. On the next page of the new project wizard, we can select what frameworks our web application will use. Unsurprisingly, for JSF applications we need to select the JavaServer Faces framework. The Visual Web JavaServer Faces framework allows us to quickly build web pages by dragging-and-dropping components from the NetBeans palette into our pages. Although it certainly allows us to develop applications a lot quicker than manually coding, it hides a lot of the "ins" and "outs" of JSF. Having a background in standard JSF development will help us understand what the NetBeans Visual Web functionality does behind the scenes. When clicking Finish, the wizard generates a skeleton JSF project for us, consisting of a single JSP file called welcomeJSF.jsp, and a few configuration files: web.xml, faces-config.xml and, if we are using the default bundled GlassFish server, the GlassFish specific sun-web.xml file is generated as well. web.xml is the standard configuration file needed for all Java web applications. faces-config.xml is a JSF-specific configuration file used to declare JSF-managed beans and navigation rules. sun-web.xml is a GlassFish-specific configuration file that allows us to override the application's default context root, add security role mappings, and perform several other configuration tasks. The generated JSP looks like this: <%@page contentType="text/html"%> <%@page pageEncoding="UTF-8"%> <%@taglib prefix="f" uri="http://java.sun.com/jsf/core"%> <%@taglib prefix="h" uri="http://java.sun.com/jsf/html"%> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <%-- This file is an entry point for JavaServer Faces application. --%> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>JSP Page</title> </head> <body> <f:view> <h1> <h:outputText value="JavaServer Faces"/> </h1> </f:view> </body> </html> As we can see, a JSF enabled JSP file is a standard JSP file using a couple of JSF-specific tag libraries. The first tag library, declared in our JSP by the following line: <%@taglib prefix="f" uri="http://java.sun.com/jsf/core"%> is the core JSF tag library, this library includes a number of tags that are independent of the rendering mechanism of the JSF application (recall that JSF can be used for applications other than web applications). By convention, the prefix f (for faces) is used for this tag library. The second tag library in the generated JSP, declared by the following line: <%@taglib prefix="h" uri="http://java.sun.com/jsf/html"%> is the JSF HTML tag library. This tag library includes a number of tags that are used to implement HTML specific functionality, such as creating HTML forms and input fields. By convention, the prefix h (for HTML) is used for this tag library. The first JSF tag we see in the generated JSP file is the <f:view> tag. When writing a Java web application using JSF, all JSF custom tags must be enclosed inside an <f:view> tag. In addition to JSF-specific tags, this tag can contain standard HTML tags, as well as tags from other tag libraries, such as the JSTL tags. The next JSF-specific tag we see in the above JSP is <h:outputText>. This tag simply displays the value of its value attribute in the rendered page. The application generated by the new project wizard is a simple, but complete, JSF web application. We can see it in action by right-clicking on our project in the project window and selecting Run. At this point the application server is started (if it wasn't already running), the application is deployed and the default system browser opens, displaying our application's welcome page.
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Packt
27 Oct 2009
5 min read
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Overview of CherryPy - A Web Application Server (Part2)

Packt
27 Oct 2009
5 min read
Library CherryPy comes with a set of modules covering common tasks when building a web application such as session management, static resource service, encoding handling, or basic caching. The Autoreload Feature CherryPy is a long-running Python process, meaning that if we modify a Python module of the application, it will not be propagated in the existing process. Since stopping and restarting the server manually can be a tedious task, the CherryPy team has included an autoreload module that restarts the process as soon as it detects a modification to a Python module imported by the application. This feature is handled via configuration settings. If you need the autoreload module to be enabled while in production you will set it up as below. Note the engine.autoreload_frequency option that sets the number of seconds the autoreloader engine has to wait before checking for new changes. It defaults to one second if not present. [global]server.environment = "production"engine.autoreload_on = Trueengine.autoreload_frequency = 5 Autoreload is not properly a module but we mention it here as it is a common feature offered by the library. The Caching Module Caching is an important side of any web application as it reduces the load and stress of the different servers in action—HTTP, application, and database servers. In spite of being highly correlated to the application itself, generic caching tools such as the ones provided by this module can help in achieving decent improvements in your application's performance. The CherryPy caching module works at the HTTP server level in the sense that it will cache the generated output to be sent to the user agent and will retrieve a cached resource based on a predefined key, which defaults to the complete URL leading to that resource. The cache is held in the server memory and is therefore lost when stopping it. Note that you can also pass your own caching class to handle the underlying process differently while keeping the same high-level interface. The Coverage Module When building an application it is often beneficial to understand the path taken by the application based on the input it processes. This helps to determine potential bottlenecks and also see if the application runs as expected. The coverage module provided by CherryPy does this and provides a friendly browseable output showing the lines of code executed during the run. The module is one of the few that rely on a third-party package to run. The Encoding/Decoding Module Publishing over the Web means dealing with the multitude of existing character encoding. To one extreme you may only publish your own content using US-ASCII without asking for readers' feedback and to the other extreme you may release an application such as bulletin board that will handle any kind of charset. To help in this task CherryPy provides an encoding/decoding module that filters the input and output content based on server or user-agent settings. The HTTP Module This module offers a set of classes and functions to handle HTTP headers and entities. For example, to parse the HTTP request line and query string: s = 'GET /note/1 HTTP/1.1' # no query stringr = http.parse_request_line(s) # r is now ('GET', '/note/1', '','HTTP/1.1')s = 'GET /note?id=1 HTTP/1.1' # query string is id=1r = http.parse_request_line(s) # r is now ('GET', '/note', 'id=1','HTTP/1.1')http.parseQueryString(r[2]) # returns {'id': '1'}Provide a clean interface to HTTP headers:For example, say you have the following Accept header value:accept_value = "text/xml,application/xml,application/xhtml+xml,text/html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5"values = http.header_elements('accept', accept_value)print values[0].value, values[0].qvalue # will print text/html 1.0 The Httpauth Module This module provides an implementation of the basic and digest authentication algorithm as defined in RFC 2617. The Profiler Module This module features an interface to conduct a performance check of the application. The Sessions Module The Web is built on top of a stateless protocol, HTTP, which means that requests are independent of each other. In spite of that, a user can navigate an e-commerce website with the impression that the application more or less follows the way he or she would call the store to pass an order. The session mechanism was therefore brought to the Web to allow servers to keep track of users' information. CherryPy's session module offers a straightforward interface to the application developer to store, retrieve, amend, and delete chunks of data from a session object. CherryPy comes natively with three different back-end storages for session objects: Back-end type Advantages Drawbacks RAM Efficient Accepts any type of objects No configuration needed Information lost when server is shutdown Memory consumption can grow fast File system Persistence of the information Simple setup File system locking can be inefficient Only serializable (via the pickle module) objects can be stored Relational database (PostgreSQL built-in support) Persistence of the information Robust Scalable Can be load balanced Only serializable objects can be stored Setup less straightforward
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Packt
27 Oct 2009
5 min read
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Managing Student Work using Moodle: Part 2

Packt
27 Oct 2009
5 min read
How Assignments Look to a Student I've logged out and then logged back in as student John Smith. As far as offline assignments are concerned, they are carried out in the real world. In that instance, Moodle is used to manage grades and notes. If I click on my Offline assignment, I just see a description of the assignment: My second assignment requires students to upload a file. In the next section, we experience a little of what life is like as a Moodle student when we try uploading a project submission to Moodle. Taking the Student's Point of View—Uploading a Project File It is a very good idea to see what we are expecting our students to do when we ask them to upload their project work to us online. At the very least, when we ask students to upload their project work to Moodle, we need to know what we are talking about in case they have any questions. If you don't have a student login or you are still logged in as yourself and have asked a colleague to check that your assignment is working correctly, it's a good idea to take a good look over their shoulder while they are running through the following steps. Together, let's run though what a student must do to upload a file to us... Time for Action – Uploading a File to an Assignment I only have one computer to work from, so the first thing to do is for me to log out and log back in as my pretend student "John Smith". If you have the luxury of having two computers next to each other then you can log in as yourself on one and your pretend student on the other at the same time. You might have two different browsers (e.g. Firefox and Internet Explorer) installed on the same computer. If so you can log into one as a teacher and the other as a student. Don't try to log in as two different people on the same computer using the same browser—it doesn't work. Now that you are logged in as a student... Return to the course main page and click on the Advanced uploading of files assignment you added earlier. You will be presented with the following page: The top half of the page is our description of the assignment. The second half allows us to upload a file and, because I configured the activity such that students could include comments with their submission, has an area allowing us to add a note. Students can browse for files and upload them in exactly the same way as we upload our teaching materials to the course files area. If they want to add a note, then they need to press on the Edit button (at the bottom of the previous screenshot). Click on the Browse... button now. The File upload dialog is displayed. This allows us to select a file to upload. You can choose any for now, just to prove the point. I've quickly created a text file using Notepad called example_submission.txt. Select the file you want to upload and press the Open button. The name of the file is now displayed in the box: Press the Upload this file button. You will now see the file listed in the Submission draft box: Repeat this process for your other project files. To add a note to go along with the submission, I can press the Edit button at the bottom of the page. Try leaving a note now. (If your assignment has been configured so that students are prevented from leaving a note, you won't have this option.) If I am happy that this is the final version of the project and I want to send it for marking, then I can press the Send for marking button at the bottom of the page. Pressing this stops me from uploading any more files: That's it. We're done: What Just Happened? It was easy for us to convert our assignments to Moodle. Now, we've seen how easy it is for students to convert to using Moodle to hand in their assignment submissions. Now, we've actually got a piece of work to mark (albeit a pretend piece), I am ready to start marking. Before moving on to the next section, make sure you are logged in as yourself rather than as a student. Marking Assignments Managing student grades and the paperwork associated with student submissions is one of my biggest headaches. By converting to Moodle, I can avoid all of these problems. Let's see how easy it is to mark assignments in Moodle. Marking Offline Assignments My Offline assignment, the poster project, is being carried out in the real world. Currently, I take a digital photograph of the poster and record my comments and grades on separate pieces of paper. Let's see how I can convert this to Moodle... Time for Action – Mark an Offline Assignment From the course front page, click on your Offline assignment. Click on the No attempts have been made on this assignment/View 0 submitted assignments link in the top right-hand corner of the page. You are now taken to the Submissions page. I've only got one student enrolled on my course—the pretend student my admin put on my course for me—so this is what I see: To grade John Smith's work, I need to click on the Grade link, found in the Status column. The Feedback dialog is displayed: I can use this dialog to comment on a student's work. At this point, I could include a photograph of the poster in the comment, if I wanted to (or I could get the students to take photographs of their posters and then to upload the images as part of an online submission).
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Packt
27 Oct 2009
7 min read
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Data Migration Scenarios in SAP Business ONE Application- part 2

Packt
27 Oct 2009
7 min read
Advanced data migration tools: xFusion Studio For our own projects, we have adopted a tool called xFusion. Using this tool, you gain flexibility and are able to reuse migration settings for specific project environments. The tool provides connectivity to directly extract data from applications (including QuickBooks and Peachtree). In addition, it also supports building rules for data profiling, validation, and conversions. For example, our project team participated in the development of the template for the Peachtree interface. We configured the mappings from Peachtree, and connected the data with the right fields in SAP. This was then saved as a migration template. Therefore, it would be easy and straightforward to migrate data from Peachtree to SAP in any future projects. xFusion packs save migration knowledge Based on the concept of establishing templates for migrations, xFusion provides preconfigured templates for the SAP Business ONE application. In xFusion, templates are called xFusion packs. Please note that these preconfigured packs may include master data packs, and also xFusion packs for transaction data. The following xFusion packs are provided for an SAP Business ONE migration: Administration Banking Business partner Finance HR Inventory and production Marketing documents and receipts MRP UDFs Services You can see that the packs are also grouped by business object. For example, you have a group of xFusion packs for inventory and production. You can open the pack and find a group of xFusion files that contain the configuration information. If you open the inventory and production pack, a list of folders will be revealed. Each folder has a set of Excel templates and xFusion fi les (seen in the following screenshot). An xFusion pack essentially incorporates the configuration and data manipulation procedures required to bring data from a source into SAP. The source settings can be saved in xFusion packs so that you can reuse the knowledge with regards to data manipulation and formatting. Data "massaging" using SQL The key for the migration procedure is the capability to do data massaging in order to adjust formats and columns, in a step-by-step manner, based on requirements. Data manipulation is not done programmatically, but rather via a step-by-step process, where each step uses SQL statements to verify and format data. The entire process is represented visually, and thereby documents the steps required. This makes it easy to adjust settings and fine-tune them. The following applications are supported and can, therefore, be used as a source for an SAP migration: (They are existing xFusion packs) SAP Business ONE Sage ACT! SAP SAP BW Peachtree QuickBooks Microsoft Dynamics CRM The following is a list of supported databases: Oracle ODBC MySQL OLE DB SQL Server PostgrSQL Working with xFusion The workflow in xFusion starts when you open an existing xFusion pack, or create a new one. In this example, an xFusion pack for business partner migration was opened. You can see the graphical representation of the migration process in the main window (in the following screenshot). Each icon in the graphic representation represents a data manipulation and formatting step. If you click on an icon, the complete path from the data source to the icon is highlighted. Therefore, you can select the previous steps to adjust the data. The core concept is that you do not directly change the input data, but define rules to convert data from the source format to the target format. If you open an xFusion pack for the SAP Business ONE application, the target is obviously SAP Business ONE. Therefore, you need to enter the privileges and database name so that the pack knows how to access the SAP system. In addition, the source parameters need to be provided. xFusion packs come with example Excel fi les. You need to select the Excel fi les as the relevant source. However, it is important to note that you don't need to use the Excel files. You can use any database, or other source, as long as you adjust the data format using the step-by-step process to represent the same format as provided in Excel. In xFusion. you can use the sample files that come in Excel format. The connection parameters are presented once you double-click on any of the connections listed in the Connections section as follows: It is recommended to click on Test Connection to verify the proper parameters. If all of the connections are right, you can run a migration from the source to the target by right-clicking on an icon and selecting Run Export as shown here: The progress and export is visually documented. This way, you can verify the success. There is also a log file in the directory where the currently utilized xFusion pack resides, as shown in the following screenshot: Tips and recommendations for your own project Now you know all of the main migration tools and methods. If you want to select the right tool and method for your specific situation, you will see that even though there may be many templates and preconfigured packs out there, your own project potentially comes with some individual aspects. When organizing the data migration project, use the project task skeleton I provided. It is important to subdivide the required migration steps into a group of easy-to-understand steps, where data can be verified at each level. If it gets complicated, it is probably not the right way to move forward, and you need to re-think the methods and tools you are using. Common issues The most common issue I found in similar projects is that the data to be migrated is not entirely clean and consistent. Therefore, be sure to use a data verification procedure at each step. Don't just import data, only to find out later that the database is overloaded with data that is not right. Recommendation Separate the master data and the transaction data. If you don't want to lose valuable transaction data, you can establish a reporting database which will save all of the historic transactions. For example, sales history can easily be migrated to an SQL database. You can then provide access to this information from the required SAP forms using queries or Crystal Reports. Case study During the course of evaluating the data import features available in the SAP Business ONE application, we have already learned how to import business partner information and item data. This can easily be done using the standard SAP data import features based on the Excel or text files. Using this method allows the lead, customer, and vendor data to be imported. Let's say that the Lemonade Stand enterprise has salespeople who travel to trade fairs and collect contact information. We can import the address information using the proven BP import method. But after this data is imported, what would the next step be? It would be a good idea to create and manage opportunities based on the address material. Basically, you already know how to use Excel to bring over address information. Let's enhance this concept to bring over opportunity information. We will use xFusion to import opportunity data into the SAP Business ONE application. The basis will be the xFusion pack for opportunities. Importing sales opportunities for the Lemonade Stand The xFusion pack is open, and you can see that it is a nice and clean example without major complexity. That's how it should be, as you see here:
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Packt
27 Oct 2009
6 min read
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New SOA Capabilities in BizTalk Server 2009: UDDI Services

Packt
27 Oct 2009
6 min read
All truths are easy to understand once they are discovered; the point is to discover them.-Galileo Galilei What is UDDI? Universal Description and Discovery Information (UDDI) is a type of registry whose primary purpose is to represent information about web services. It describes the service providers, the services that provider offers, and in some cases, the specific technical specifications for interacting with those services. While UDDI was originally envisioned as a public, platform independent registry that companies could exploit for listing and consuming services, it seems that many have chosen instead to use UDDI as an internal resource for categorizing and describing their available enterprise services. Besides simply listing available services for others to search and peruse, UDDI is arguably most beneficial for those who wish to perform runtime binding to service endpoints. Instead of hard-coding a service path in a client application, one may query UDDI for a particular service's endpoint and apply it to their active service call. While UDDI is typically used for web services, nothing prevents someone from storing information about any particular transport and allowing service consumers to discover and do runtime resolution to these endpoints. As an example, this is useful if you have an environment with primary, backup, and disaster access points and want your application be able to gracefully look up and failover to the next available service environment. In addition, UDDI can be of assistance if an application is deployed globally but you wish for regional consumers to look up and resolve against the closest geographical endpoint. UDDI has a few core hierarchy concepts that you must grasp to fully comprehend how the registry is organized. The most important ones are included here. Name Purpose Name in Microsoft UDDI services BusinessEntity These are the service providers. May be an organization, business unit or functional area. Provider BusinessService General reference to a business service offered by a provider. May be a logical grouping of actual services. Service BindingTemplate Technical details of an individual service including endpoint Binding tModel (Technical Model) Represents metadata for categorization or description such as transport or protocol tModel As far as relationships between these entities go, a Business Entity may contain many Business Services, which in turn can have multiple Binding Templates. A binding may reference multiple tModels and tModels may be reused across many Binding Templates. What's new in UDDI version three? The latest UDDI specification calls out multiple-registry environments, support for digital signatures applied to UDDI entries, more complex categorization, wildcard searching, and a subscription API. We'll spend a bit of time on that last one in a few moments. Let's take a brief lap around at the Microsoft UDDI Services offering. For practical purposes, consider the UDDI Services to be made up of two parts: an Administration Console and a web site. The website is actually broken up into both a public facing and administrative interface, but we'll talk about them as one unit. The UDDI Configuration Console is the place to set service-wide settings ranging from the extent of logging to permissions and site security. The site node (named UDDI) has settings for permission account groups, security settings (see below), and subscription notification thresholds among others. The web node, which resides immediately beneath the parent, controls web site setting such as logging level and target database. Finally, the notification node manages settings related to the new subscription notification feature and identically matches the categories of the web node. The UDDI Services web site, found at http://localhost/uddi/, is the destination or physically listing, managing, and configuring services. The Search page enables querying by a wide variety of criteria including category, services, service providers, bindings, and tModels. The Publish page is where you go to add new services to the registry or edit the settings of existing ones. Finally, the Subscription page is where the new UDDI version three capability of registry notification is configured. We will demonstrate this feature later in this article. How to add services to the UDDI registry? Now we're ready to add new services to our UDDI registry. First, let's go to the Publish page and define our Service Provider and a pair of categorical tModels. To add a new Provider, we right-click the Provider node in the tree and choose Add Provider. Once a provider is created and named, we have the choice of adding all types of context characteristics such as a contact name(s), categories, relationships, and more. I'd like to add two tModel categories to my environment : one to identify which type of environment the service references (development, test, staging, production) and another to flag which type of transport it uses (Basic HTTP, WS HTTP, and so on). To add atModel, simply right-click the tModels node and choose Add tModel. This first one is named biztalksoa:runtimeresolution:environment. After adding one more tModel for biztalksoa:runtimeresolution:transporttype, we're ready to add a service to the registry. Right-click the BizTalkSOA provider and choose Add Service. Set the name of this service toBatchMasterService. Next, we want to add a binding (or access point) for this service, which describes where the service endpoint is physically located. Switch to the Bindings tab of the service definition and choose New Binding. We need a new access point, so I pointed to our proxy service created earlier and identified it as an endPoint. Finally, let's associate the two new tModel categories with our service. Switch to the Categories tab, and choose to Add Custom Category. We're asked to search for atModel, which represents our category, so a wildcard entry such as %biztalksoa%  is a valid search criterion. After selecting the environment category, we're asked for the key name and value. The key "name" is purely a human-friendly representation of the data whereas the tModel identifier and the key value comprise the actual name-value pair. I've entered production as the value on the environment category, and WS-Http as the key value on thetransporttype category. At this point, we have a service sufficiently configured in the UDDI directory so that others can discover and dynamically resolve against it.
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