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How-To Tutorials

7019 Articles
article-image-introducing-building-blocks-unity-scripts
Packt
11 Oct 2013
15 min read
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Introducing the Building Blocks for Unity Scripts

Packt
11 Oct 2013
15 min read
(For more resources related to this topic, see here.) Using the term method instead of function You are constantly going to see the words function and method used everywhere as you learn Unity. The words function and method truly mean the same thing in Unity. They do the same thing. Since you are studying C#, and C# is an Object-Oriented Programming (OOP) language, I will use the word "method" throughout this article, just to be consistent with C# guidelines. It makes sense to learn the correct terminology for C#. Also, UnityScript and Boo are OOP languages. The authors of the Scripting Reference probably should have used the word method instead of function in all documentation. From now on I'm going to use the words method or methods in this article. When I refer to the functions shown in the Scripting Reference , I'm going to use the word method instead, just to be consistent throughout this article. Understanding what a variable does in a script What is a variable? Technically, it's a tiny section of your computer's memory that will hold any information you put there. While a game runs, it keeps track of where the information is stored, the value kept there, and the type of the value. However, for this article, all you need to know is how a variable works in a script. It's very simple. What's usually in a mailbox, besides air? Well, usually there's nothing but occasionally there is something in it. Sometimes there's money (a paycheck), bills, a picture from aunt Mabel, a spider, and so on. The point is what's in a mailbox can vary. Therefore, let's call each mailbox a variable instead. Naming a variable Using the picture of the country mailboxes, if I asked you to see what is in the mailbox, the first thing you'd ask is which one? If I said in the Smith mailbox, or the brown mailbox, or the round mailbox, you'd know exactly which mailbox to open to retrieve what is inside. Similarly, in scripts, you have to name your variables with a unique name. Then I can ask you what's in the variable named myNumber, or whatever cool name you might use. A variable name is just a substitute for a value As you write a script and make a variable, you are simply creating a placeholder or a substitute for the actual information you want to use. Look at the following simple math equation: 2 + 9 = 11 Simple enough. Now try the following equation: 11 + myNumber = ??? There is no answer to this yet. You can't add a number and a word. Going back to the mailbox analogy, write the number 9 on a piece of paper. Put it in the mailbox named myNumber. Now you can solve the equation. What's the value in myNumber? The value is 9. So now the equation looks normal: 11 + 9 = 20 The myNumber variable is nothing more than a named placeholder to store some data (information). So anywhere you would like the number 9 to appear in your script, just write myNumber, and the number 9 will be substituted. Although this example might seem silly at first, variables can store all kinds of data that is much more complex than a simple number. This is just a simple example to show you how a variable works. Time for action – creating a variable and seeing how it works Let's see how this actually works in our script. Don't be concerned about the details of how to write this, just make sure your script is the same as the script shown in the next screenshot. In the Unity Project panel, double-click on LearningScript. In MonoDevelop, write the lines 6, 11, and 13 from the next screenshot. Save the file. To make this script work, it has to be attached to a GameObject. Currently, in our State Machine project we only have one GameObject, the Main Camera. This will do nicely since this script doesn't affect the Main Camera in any way. The script simply runs by virtue of it being attached to a GameObject. Drag LearningScript onto the Main Camera. Select Main Camera so that it appears in the Inspector panel. Verify whether LearningScript is attached. Open the Unity Console panel to view the output of the script. Click on Play. The preceding steps are shown in the following screenshot: What just happened? In the following Console panel is the result of our equations. As you can see, the equation on line 13 worked by substituting the number 9 for the myNumber variable: Time for action – changing the number 9 to a different number Since myNumber is a variable, the value it stores can vary. If we change what is stored in it, the answer to the equation will change too. Follow the ensuing steps: Stop the game and change 9 to 19. Notice that when you restart the game, the answer will be 30. What just happened? You learned that a variable works by simple process of substitution. There's nothing more to it than that. We didn't get into the details of the wording used to create myNumber, or the types of variables you can create, but that wasn't the intent. This was just to show you how a variable works. It just holds data so you can use that data elsewhere in your script. Have a go hero – changing the value of myNumber In the Inspector panel, try changing the value of myNumber to some other value, even a negative value. Notice the change in answer in the Console. Using a method in a script Methods are where the action is and where the tasks are performed. Great, that's really nice to know but what is a method? What is a method? When we write a script, we are making lines of code that the computer is going to execute, one line at a time. As we write our code, there will be things we want our game to execute more than once. For example, we can write a code that adds two numbers. Suppose our game needs to add the two numbers together a hundred different times during the game. So you say, "Wow, I have to write the same code a hundred times that adds two numbers together. There has to be a better way." Let a method take away your typing pain. You just have to write the code to add two numbers once, and then give this chunk of code a name, such as AddTwoNumbers(). Now, every time our game needs to add two numbers, don't write the code over and over, just call the AddTwoNumbers() method. Time for action – learning how a method works We're going to edit LearningScript again. In the following screenshot, there are a few lines of code that look strange. We are not going to get into the details of what they mean in this article.Getting into the Details of Methods. Right now, I am just showing you a method's basic structure and how it works: In MonoDevelop, select LearningScript for editing. Edit the file so that it looks exactly like the following screenshot. Save the file. What's in this script file? In the previous screenshot, lines 6 and 7 will look familiar to you; they are variables just as you learned in the previous section. There are two of them this time. These variables store the numbers that are going to be added. Line 16 may look very strange to you. Don't concern yourself right now with how this works. Just know that it's a line of code that lets the script know when the Return/Enter key is pressed. Press the Return/Enter key when you want to add the two numbers together. Line 17 is where the AddTwoNumbers() method gets called into action. In fact, that's exactly how to describe it. This line of code calls the method. Lines 20, 21, 22, and 23 make up the AddTwoNumbers() method. Don't be concerned about the code details yet. I just want you to understand how calling a method works. Method names are substitutes too You learned that a variable is a substitute for the value it actually contains. Well, a method is no different. Take a look at line 20 from the previous screenshot: void AddTwoNumbers () The AddTwoNumbers() is the name of the method. Like a variable, AddTwoNumbers() is nothing more than a named placeholder in the memory, but this time it stores some lines of code instead. So anywhere we would like to use the code of this method in our script, just write AddTwoNumbers(), and the code will be substituted. Line 21 has an opening curly-brace and line 23 has a closing curly-brace. Everything between the two curly-braces is the code that is executed when this method is called in our script. Look at line 17 from the previous screenshot: AddTwoNumbers(); The method name AddTwoNumbers() is called. This means that the code between the curly-braces is executed. It's like having all of the code of a method right there on line 17. Of course, this AddTwoNumbers() method only has one line of code to execute, but a method could have many lines of code. Line 22 is the action part of this method, the part between the curly-braces. This line of code is adding the two variables together and displaying the answer to the Unity Console. Then, follow the ensuing steps: Go back to Unity and have the Console panel showing. Now click on Play. What just happened? Oh no! Nothing happened! Actually, as you sit there looking at the blank Console panel, the script is running perfectly, just as we programmed it. Line 16 in the script is waiting for you to press the Return/Enter key. Press it now. And there you go! The following screenshot shows you the result of adding two variables together that contain the numbers 2 and 9: Line 16 waited for you to press the Return/Enter key. When you do this, line 17 executes which calls the AddTwoNumbers() method. This allows the code block of the method, line 23, to add the the values stored in the variables number1 and number2. Have a go hero – changing the output of the method While Unity is in the Play mode, select the Main Camera so its Components show in the Inspector. In the Inspector panel, locate Learning Script and its two variables. Change the values, currently 2 and 9, to different values. Make sure to click your mouse in the Game panel so it has focus, then press the Return/Enter key again. You will see the result of the new addition in the Console. You just learned how a method works to allow a specific block of code to to be called to perform a task. We didn't get into any of the wording details of methods here, this was just to show you fundamentally how they work. Introducing the class The class plays a major role in Unity. In fact, what Unity does with a class a little piece of magic when Unity creates Components. You just learned about variables and methods. These two items are the building blocks used to build Unity scripts. The term script is used everywhere in discussions and documents. Look it up in the dictionary and it can be generally described as written text. Sure enough, that's what we have. However, since we aren't just writing a screenplay or passing a note to someone, we need to learn the actual terms used in programming. Unity calls the code it creates a C# script. However, people like me have to teach you some basic programming skills and tell you that a script is really a class. In the previous section about methods, we created a class (script) called LearningScript. It contained a couple of variables and a method. The main concept or idea of a class is that it's a container of data, stored in variables, and methods that process that data in some fashion. Because I don't have to constantly write class (script), I will be using the word script most of the time. However, I will also be using class when getting more specific with C#. Just remember that a script is a class that is attached to a GameObject. The State Machine classes will not be attached to any GameObjects, so I won't be calling them scripts. By using a little Unity magic, a script becomes a Component While working in Unity, we wear the following two hats: A Game-Creator hat A Scripting (programmer) hat When we first wear our Game-Creator hat, we will be developing our Scene, selecting GameObjects, and viewing Components; just about anything except writing our scripts. When we put our Scripting hat on, our terminology changes as follows: We're writing code in scripts using MonoDevelop We're working with variables and methods The magic happens when you put your Game-Creator hat back on and attach your script to a GameObject. Wave the magic wand — ZAP — the script file is now called a Component, and the public variables of the script are now the properties you can see and change in the Inspector panel. A more technical look at the magic A script is like a blueprint or a written description. In other words, it's just a single file in a folder on our hard drive. We can see it right there in the Projects panel. It can't do anything just sitting there. When we tell Unity to attach it to a GameObject, we haven't created another copy of the file, all we've done is tell Unity we want the behaviors described in our script to be a Component of the GameObject. When we click on the Play button, Unity loads the GameObject into the computer's memory. Since the script is attached to a GameObject, Unity also has to make a place in the computer's memory to store a Component as part of the GameObject. The Component has the capabilities specified in the script (blueprint) we created. Even more Unity magic There's some more magic you need to be aware of. The scripts inherit from MonoBehaviour. For beginners to Unity, studying C# inheritance isn't a subject you need to learn in any great detail, but you do need to know that each Unity script uses inheritance. We see the code in every script that will be attached to a GameObject. In LearningScript, the code is on line 4: public class LearningScript : MonoBehaviour The colon and the last word of that code means that the LearningScript class is inheriting behaviors from the MonoBehaviour class. This simply means that the MonoBehaviour class is making few of its variables and methods available to the LearningScript class. It's no coincidence that the variables and methods inherited look just like some of the code we saw in the Unity Scripting Reference. The following are the two inherited behaviors in the LearningScript: Line 9:: void Start () Line 14: void Update () The magic is that you don't have to call these methods, Unity calls them automatically. So the code you place in these methods gets executed automatically. Have a go hero – finding Start and Update in the Scripting Reference Try a search on the Scripting Reference for Start and Update to learn when each method is called by Unity and how often. Also search for MonoBehaviour. This will show you that since our script inherits from MonoBehaviour, we are able to use the Start() and Update() methods. Components communicating using the Dot Syntax Our script has variables to hold data, and our script has methods to allow tasks to be performed. I now want to introduce the concept of communicating with other GameObjects and the Components they contain. Communication between one GameObject's Components and another GameObject's Components using Dot Syntax is a vital part of scripting. It's what makes interaction possible. We need to communicate with other Components or GameObjects to be able to use the variables and methods in other Components. What's with the dots? When you look at the code written by others, you'll see words with periods separating them. What the heck is that? It looks complicated, doesn't it. The following is an example from the Unity documentation: transform.position.x Don't concern yourself with what the preceding code means as that comes later, I just want you to see the dots. That's called the Dot Syntax. The following is another example. It's the fictitious address of my house: USA.Vermont.Essex.22MyStreet Looks funny, doesn't it? That's because I used the syntax (grammar) of C# instead of the post office. However, I'll bet if you look closely, you can easily figure out how to find my house. Summary This article introduced you to the basic concepts of variables, methods, and Dot Syntax. These building blocks are used to create scripts and classes. Understanding how these building blocks work is critical so you don't feel you're not getting it. We discovered that a variable name is a substitute for the value it stores; a method name is a substitute for a block of code; when a script or class is attached to a GameObject, it becomes a Component. The Dot Syntax is just like an address to locate GameObjects and Components. With these concepts under your belt, we can proceed to learn the details of the sentence structure, the grammar, and the syntax used to work with variables, methods, and the Dot Syntax. Resources for Article: Further resources on this subject: Debugging Multithreaded Applications as Singlethreaded in C# [Article] Simplifying Parallelism Complexity in C# [Article] Unity Game Development: Welcome to the 3D world [Article]
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Packt
11 Oct 2013
12 min read
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Your first step towards Hyper-V Replica

Packt
11 Oct 2013
12 min read
(For more resources related to this topic, see here.) The Server Message Block protocol When an enterprise starts to build a modern datacenter, the first thing that should be done is to set up the storage. With the introduction of Windows Server 2012, a new improved version of the Server Message Block (SMB) protocol is introduced. The SMB is a file sharing protocol. This new version is 3.0 and is designed for modern datacenters. It allows administrators to create file shares and deploy critical systems on them. This is really good, because now administrators have to deal with file shares and security permissions, instead of complex connections to storage arrays. The idea is to set up one central SMB file-sharing server and attach the underlying storage to it. This SMB server initiates connection to the underlying storage. The logical disks created on the storage are attached to this SMB server. Then different file shares are created on it with different access permissions. These file shares can be used by different systems, such as Hyper-V storage space for virtual machine files, MS SQL server database files, Exchange Server database files, and so on. It is an advantage, because all of the data is stored on one location, which means easier administration of data files. It is important to say that this is a new concept and is only available with Windows Server 2012. It comes with no performance degradation on critical systems, because SMB v3.0 was designed for this type of data traffic. Setting up security permissions on SMB file shares SMB file shares contain sensitive data files whether they are virtual machines or SQL server database files, proper security permissions need to be applied to them in order to ensure that only authorized users and machines have access to them. Because of this, SMB File Sharing server has to be connected to the LAN part of the infrastructure as well. Security permissions are read from an Active Directory server. For example, if Hyper-V hosts have to read and write on a share, then only the computer accounts of those hosts need permissions on that share, and no one else. Another example is, if the share holds MS SQL server database files, then only the SQL Server computer accounts and SQL Server service account need permissions on that share. Migration of virtual machines Virtual Machine High Availability is the reason why failover clusters are deployed. High availability means that there is no system downtime or there is minimal accepted system downtime. This is different from system uptime. A system can be up and running but it may not be available. Hyper-V hosts in modern datacenters run many virtual machines, depending on the underlying hardware resources. Each of these systems is very important to the consumer. Let's say that a Hyper-V hosts malfunctions at some bank, and let's say that this host, hosts several critical systems and one of them may be the ATM system. If this happens, the users won't be able to use the ATMs. This is where Virtual Machine High Availability comes into picture. It is achieved through the implementation of failover cluster. A failover cluster ensures that when a node of the cluster becomes unavailable, all of the virtual machines on that node will be safely migrated to another node of the same cluster. Users can even set rules to specify to which host the virtual machines failover should go. Migration is also useful when some maintenance tasks should be done on some of the nodes of the cluster. The node can safely be shut down and all of the virtual machines, or at least the most critical, will be migrated to another host. Configuring Hyper-V Replica Enterprises tend to increase their system availability and deliver end user services. There are various ways how this can be done, such as making your virtual machines highly available, disaster recovery methods, and back up of critical systems. In case of system malfunction or disasters, the IT department needs to react fast, in order to minimize system downtime. Disaster recovery methods are valuable to the enterprise. This is why it is imperative that the IT department implements them. When these methods are built in the existing platform that the enterprise uses and it is easy to configure and maintain, then you have a winning combination. This is a suitable scenario for Hyper-V Replica to step up. It is easy to configure and maintain, and it is integrated with the Hyper-V 3.0, which comes with Windows Server 2012. This is why Hyper-V Replica is becoming more attractive to the IT departments when it comes to disaster recovery methods. In this article, we will learn what are the Hyper-V Replica prerequisites and configuration steps for Hyper-V Replica in different deployment scenarios. Because Hyper-V Replica can be used with failover clusters, we will learn how to configure a failover cluster with Windows Server 2012. And we will introduce a new concept for virtual machine file storage called SMB. Hyper-V Replica requirements Before we can start with the implementation of Hyper-V Replica, we have to be sure we have met all the prerequisites. In order to implement Hyper-V Replica, we have to install Windows Server 2012 on our physical machines. Windows Server 2012 is a must, because Hyper-V Replica is functionality available only with that version of Windows Server. Next, you have to install Hyper-V on each of the physical machines. Hyper-V Replica is a built-in feature of Hyper-V 3.0 that comes with Windows Server 2012. If you plan to deploy Hyper-V on non-domain servers, you don't require an Active Directory Domain. If you want to implement a failover cluster on your premise, then you must have Active Directory Domain. In addition, if you want your replication traffic to be encrypted, you can use self-signed certificates from local servers or import a certificate generated from a Certificate Authority (CA). This is a server running Active Directory Certificate Services, which is a Windows Server Role that should be installed on a separate server. Certificates from such CAs are imported to Hyper-V Replica-enabled hosts and associated with Hyper-V Replica to encrypt traffic generated from a primary site to a replica site. A primary site is the production site of your company, and a replica site is a site which is not a part of the production site and it is where all the replication data will be stored. If we have checked and cleared all of these prerequisites, then we are ready to start with the deployment of Hyper-V Replica. Virtual machine replication in Failover Cluster environment Hyper-V Replica can be used with Failover Clusters, whether they reside in the primary or in the replica site. You can have the following deployment scenarios: Hyper-V host to a Failover Cluster Failover Cluster to a Failover Cluster Failover Cluster to a Hyper-V node Hyper-V Replica configuration when Failover Clusters are used is done with the Failover Cluster Management console. For replication to take place, the Hyper-V Replica Broker role must be installed on the Failover Clusters, whether they are in primary or replica sites. The Hyper-V Replica Broker role is installed like any other Failover Cluster roles. Failover scenarios In Hyper-V Replica there are three failover scenarios: Test failover Planned failover Unplanned failover Test failover As the name says, this is only used for testing purposes, such as health validation and Hyper-V Replica functionality. When test failover is performed, there is no downtime on the systems in the production environment. Test failover is done at the replica site. When test failover is in progress, a new virtual machine is created which is a copy of the virtual machine for which you are performing the test failover. It is easily distinguished because the new virtual machine has Test added to the name. It is safe for the Test Virtual Machine to be started because there is no network adapter on it. So no one can access it. It serves only for testing purposes. You can log in on it and check the application consistency. When you have finished testing, right-click on the virtual machine and choose Stop Test Failover, and then the Test virtual machine is deleted. Planned failover Planned failover is the safest and the only type that should be performed. Planned failover is usually done when Hyper-V hosts have to be shut down for various reasons such as transport or maintenance. This is similar to Live Migration. You make a planned failover so that you don't lose virtual machine availability. The first thing you have to do is check whether the replication process for the virtual machine is healthy. To do this, you have to start the Hyper-V Management console in the primary site. Choose the virtual machine, and then at the bottom, click on the Replication tab. If the replication health status is Healthy, then it is fine to do the planned failover. If the health status doesn't show Healthy, then you need to do some maintenance until it says Healthy. Unplanned failovers Unplanned failover is used only as a last resort. It always results in data loss because any data that has not been replicated is lost during the failover. Although planned failover is done at the primary site, the unplanned failover is done at the replica site. When performing unplanned failover, the replica virtual machine is started. At that moment Hyper-V checks to see if the primary virtual machine is on. If it is on, then the failover process is stopped. If the primary virtual machine is off, then the failover process is continued and the replica virtual machine becomes the primary virtual machine. What is virtualization? Virtualization is a concept in IT that has its root back in 1960 when mainframes were used. In recent years, virtualization became more available because of different user-friendly tools, such as Microsoft Hyper-V, were introduced to customers. These tools allow the administrator to configure and administer a virtualized environment easily. Virtualization is a concept where a hypervisor, which is a type of middleware, is deployed on a physical device. This hypervisor allows the administrator to deploy many virtual servers that will execute its workload on that same physical machine. In other words, you get many virtual servers on one physical device. This concept gives better utilization of resources and thus it is cost effective. Hyper-V 3.0 features With the introduction of Windows Server 2008 R2, two new concepts regarding virtual machine high availability were introduced. Virtual machine high availability is a concept that allows the virtual machine to execute its workload with minimum downtime. The idea is to have a mechanism that will transfer the execution of the virtual machine to another physical server in case of node malfunctioning. In Windows Server 2008 R2, a virtual machine can be live migrated to another Hyper-V host. There is also quick migration, which allows multiple migrations from one host to another host. In Windows Server 2012, there are new features regarding Virtual Machine Mobility. Not only can you live migrate a virtual machine but you can also migrate all of its associated fi les, including the virtual machine disks to another location. Both mechanisms improve high availability. Live migration is a functionality that allows you to transfer the execution of a virtual machine to another server with no downtime. Previous versions of Windows Server lacked disaster recovery mechanisms. Disaster recovery mechanism is any tool that allows the user to configure policy that will minimize the downtime of systems in case of disasters. That is why, with the introduction of Windows Server 2012, Hyper-V Replica is installed together with Hyper-V and can be used in clustered and in non-clustered environments. Windows Failover Clustering is a Windows feature that is installed from the Add Roles and Features Wizard from Server Manager. It makes the server ready to be joined to a failover cluster. Hyper-V Replica gives enterprises great value, because it is an easy to implement and configure a Business Continuity and Disaster Recovery (BCDR) solution. It is suitable for Hyper-V virtualized environments because it is built in the Hyper-V role of Windows Server 2012. The outcome of this is for virtual machines running at one site called primary site to be easily replicated to another backup site called replica site, in case of disasters. The replication between the sites is done over an IP network, so it can be done in LAN environments or across WAN link. This BCDR solution provides efficient and periodical replication. In case of disaster it allows the production servers to be failed over to a replica server. This is very important for critical systems because it reduces downtime of those systems. It also allows the Hyper-V administrator to restore virtual machines to a specific point in time regarding recovery history of a certain virtual machine. Security considerations Restricting access to Hyper-V is very important. You want only authorized users to have access to the management console of Hyper-V. When Hyper-V is installed, a local security group on the server is created. It is named Hyper-V Administrators. Every user that is member of this group can access and configure Hyper-V settings. Another way to increase security of Hyper-V is to change the default port numbers of Hyper-V Authentication. By default, Kerberos uses port number 80, and Certificate Authentication uses port number 443. Certificated also encrypts the traffic generated from primary to replica site. And at last, you can create a list of authorized servers from which replication traffic will be received. Summary There are new concepts and useful features that make the IT administrators' life easier. Windows Server 2012 is designed for enterprises that want to deploy modern datacenters with state-of-the-art capabilities. The new user interface, the simplified configuration, and all of the built-in features are what that makes Windows Server 2012 appealing to the IT administrators. Resources for Article: Further resources on this subject: Dynamically enable a control (Become an expert) [Article] Choosing the right flavor of Debian (Simple) [Article] So, what is Microsoft © Hyper-V server 2008 R2? [Article]
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10 Oct 2013
6 min read
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Introducing Kafka

Packt
10 Oct 2013
6 min read
(For more resources related to this topic, see here.) In today's world, real-time information is continuously getting generated by applications (business, social, or any other type), and this information needs easy ways to be reliably and quickly routed to multiple types of receivers. Most of the time, applications that are producing information and applications that are consuming this information are well apart and inaccessible to each other. This, at times, leads to redevelopment of information of producers or consumers to provide an integration point between them. Therefore, a mechanism is required for seamless integration of information of producers and consumers to avoid any kind of rewriting of an application at either end. In the present era of big data, the first challenge is to collect the data and the second challenge is to analyze it. As it is a huge amount of data, the analysis typically includes the following and much more: User behavior data Application performance tracing Activity data in the form of logs Event messages Message publishing is a mechanism for connecting various applications with the help of messages that are routed between them, for example, by a message broker such as Kafka. Kafka is a solution to the real-time problems of any software solution, that is, to deal with real-time volumes of information and route it to multiple consumers quickly. Kafka provides seamless integration between information of producers and consumers without blocking the producers of the information, and without letting producers know who the final consumers are. Apache Kafka is an open source, distributed publish-subscribe messaging system, mainly designed with the following characteristics: Persistent messaging: To derive the real value from big data, any kind of information loss cannot be afforded. Apache Kafka is designed with O(1) disk structures that provide constant-time performance even with very large volumes of stored messages, which is in order of TB. High throughput: Keeping big data in mind, Kafka is designed to work on commodity hardware and to support millions of messages per second. Distributed: Apache Kafka explicitly supports messages partitioning over Kafka servers and distributing consumption over a cluster of consumer machines while maintaining per-partition ordering semantics. Multiple client support: Apache Kafka system supports easy integration of clients from different platforms such as Java, .NET, PHP, Ruby, and Python. Real time: Messages produced by the producer threads should be immediately visible to consumer threads; this feature is critical to event-based systems such as Complex Event Processing (CEP) systems. Kafka provides a real-time publish-subscribe solution, which overcomes the challenges of real-time data usage for consumption, for data volumes that may grow in order of magnitude, larger that the real data. Kafka also supports parallel data loading in the Hadoop systems. The following diagram shows a typical big data aggregation-and-analysis scenario supported by the Apache Kafka messaging system: At the production side, there are different kinds of producers, such as the following: Frontend web applications generating application logs Producer proxies generating web analytics logs Producer adapters generating transformation logs Producer services generating invocation trace logs At the consumption side, there are different kinds of consumers, such as the following: Offline consumers that are consuming messages and storing them in Hadoop or traditional data warehouse for offline analysis Near real-time consumers that are consuming messages and storing them in any NoSQL datastore such as HBase or Cassandra for near real-time analytics Real-time consumers that filter messages in the in-memory database and trigger alert events for related groups Need for Kafka A large amount of data is generated by companies having any form of web-based presence and activity. Data is one of the newer ingredients in these Internet-based systems. This data typically includes user-activity events corresponding to logins, page visits, clicks, social networking activities such as likes, sharing, and comments, and operational and system metrics. This data is typically handled by logging and traditional log aggregation solutions due to high throughput (millions of messages per second). These traditional solutions are the viable solutions for providing logging data to an offline analysis system such as Hadoop. However, the solutions are very limiting for building real-time processing systems. According to the new trends in Internet applications, activity data has become a part of production data and is used to run analytics at real time. These analytics can be: Search based on relevance Recommendations based on popularity, co-occurrence, or sentimental analysis Delivering advertisements to the masses Internet application security from spam or unauthorized data scraping Real-time usage of these multiple sets of data collected from production systems has become a challenge because of the volume of data collected and processed. Apache Kafka aims to unify offline and online processing by providing a mechanism for parallel load in Hadoop systems as well as the ability to partition real-time consumption over a cluster of machines. Kafka can be compared with Scribe or Flume as it is useful for processing activity stream data; but from the architecture perspective, it is closer to traditional messaging systems such as ActiveMQ or RabitMQ. Few Kafka usages Some of the companies that are using Apache Kafka in their respective use cases are as follows: LinkedIn (www.linkedin.com): Apache Kafka is used at LinkedIn for the streaming of activity data and operational metrics. This data powers various products such as LinkedIn news feed and LinkedIn Today in addition to offline analytics systems such as Hadoop. DataSift (www.datasift.com/): At DataSift, Kafka is used as a collector for monitoring events and as a tracker of users' consumption of data streams in real time. Twitter (www.twitter.com/): Twitter uses Kafka as a part of its Storm— a stream-processing infrastructure. Foursquare (www.foursquare.com/): Kafka powers online-to-online and online-to-offline messaging at Foursquare. It is used to integrate Foursquare monitoring and production systems with Foursquare, Hadoop-based offline infrastructures. Square (www.squareup.com/): Square uses Kafka as a bus to move all system events through Square's various datacenters. This includes metrics, logs, custom events, and so on. On the consumer side, it outputs into Splunk, Graphite, or Esper-like real-time alerting. The source of the above information is https: //cwiki. apache.org/confluence/display/KAFKA/Powered+By. Summary In this article, we have seen how companies are evolving the mechanism of collecting and processing application-generated data, and that of utilizing the real power of this data by running analytics over it. Resources for Article: Further resources on this subject: Apache Felix Gogo [Article] Hadoop and HDInsight in a Heartbeat [Article] Advanced Hadoop MapReduce Administration [Article]
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Packt
10 Oct 2013
5 min read
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Creating an AutoCAD command

Packt
10 Oct 2013
5 min read
Some custom AutoCAD applications are designed to run unattended, such as when a drawing loads or in reaction to some other event that occurs in your AutoCAD drawing session. But, the majority of your AutoCAD programming work will likely involve custom AutoCAD commands, whether automating a sequence of built-in AutoCAD commands, or implementing new functionality to address a business need. Commands can be simple (printing to the command window or a dialog box), or more difficult (generating a new design on-the-fly, based on data stored in an existing design). Our first custom command will be somewhat simple. We will define a command which will count the number of AutoCAD entities found in ModelSpace (the space in AutoCAD where you model your designs). Then, we will display that data in the command window. Frequently, custom commands acquire information about an object in AutoCAD (or summarize a collection of user input), and then present that information to the user, either for the purpose of reporting data or so the user can make an informed choice or selection based upon the data being presented. Using Netload to load our command class You may be wondering at this point, "How do we load and run our plugin?" I'm glad you asked! To load the plugin, enter the native AutoCAD command NETLOAD. When the dialog box appears, navigate to the DLL file, MyAcadCSharpPlugin1.dll, select it and click on OK. Our custom command will now be available in the AutoCAD session. At the command prompt, enter COUNTENTS to execute the command. Getting ready In our initial project, we have a class MyCommands, which was generated by the AutoCAD 2014 .NET Wizard. This class contains stubs for four types of AutoCAD command structures: basic command; command with pickfirst selection; a session command; and a lisp function. For this plugin, we will create a basic command, CountEnts, using the stub for the Modal command. How to do it... Let's take a look at the code we will need in order to read the AutoCAD database, count the entities in ModelSpace, identify (and count) block references, and display our findings to users: First, let's get the active AutoCAD document and the drawing database. Next, begin a new transaction. Use the using keyword, which will also take care of disposing of the transaction. Open the block table in AutoCAD. In this case, open it for read operation using the ForRead keyword. Similarly, open the block table record for ModelSpace, also for read (ForRead) (we aren't writing new entities to the drawing database at this time). We'll initialize two counters: one to count all AutoCAD entities; one to specifically count block references (also known as Inserts). Then, as we iterate through all of the entities in AutoCAD's ModelSpace, we'll tally AutoCAD entities in general, as well as block references. Having counted the total number of entities overall, as well as the total number of block references, we'll display that information to the user in a dialog box. How it works... AutoCAD is a multi-document application. We must identify the active document (the drawing that is activated) in order to read the correct database. Before reading the database we must start a transaction. In fact, we use transactions whenever we read from or write to the database. In the drawing database, we open AutoCAD's block table to read it. The block table contains the block table records ModelSpace, PaperSpace, and PaperSpace0. We are going to read the entities in ModelSpace so we will open that block table record for reading. We create two variables to store the tallies as we iterate through ModelSpace, keeping track of both block references and AutoCAD entities in general. A block reference is just a reference to a block. A block is a group of entities that is selectable as if it was a single entity. Blocks can be saved as drawing files (.dwg) and then inserted into other drawings. Once we have examined every entity in ModelSpace, we display the tallies (which are stored in the two count variables we created) to the user in a dialog box. Because we used the using keyword when creating the transaction, it is automatically disposed of when our command function ends. Summary The Session command, one of the four types of command stubs added to our project by the AutoCAD 2014 .NET Wizard, has application (rather than document) context. This means it is executed in the context of the entire AutoCAD session, not just within the context of the current document. This allows for some operations that are not permitted in document context, such as creating a new drawing. The other command stub, described as having pickfirst selection is executed with pre-selected AutoCAD entities. In other words, users can select (or pick) AutoCAD entities just prior to executing the command and those entities will be known to the command upon execution. Resources for Article: Further resources on this subject: Dynamically enable a control (Become an expert) [Article] Introduction to 3D Design using AutoCAD [Article] Getting Started with DraftSight [Article]
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Packt
10 Oct 2013
13 min read
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Introducing Magento extension development

Packt
10 Oct 2013
13 min read
Creating Magento extensions can be an extremely challenging and time-consuming task depending on several factors such as your knowledge of Magento internals, overall development skills, and the complexity of the extension functionality itself. Having a deep insight into Magento internals, its structure, and accompanying tips and tricks will provide you with a strong foundation for clean and unobtrusive Magento extension development. The word unobtrusive should be a constant thought throughout your entire development process. The reason is simple; given the massiveness of the Magento platform, it is way too easy to build extensions that clash with other third-party extensions. This is usually a beginner's flaw, which we will hopefully avoid once we have finished reading this article. The examples listed in this article are targeted towards Magento Community Edition 1.7.0.2. Version 1.7.0.2 is the last stable release at the time of writing this writing. Throughout this article we will be referencing our URL examples as if they are executing on the magento.loc domain. You are free to set your local Apache virtual host and host file to any domain you prefer, as long as you keep this in mind. If you're hearing about virtual host terminology for the first time, please refer to the Apache Virtual Host documentation. Here is a quick summary on each of those files and folders: .htaccess: This file is a directory-level configuration file supported by several web servers, most notably the Apache web server. It controls mod_rewrite for fancy URLs and sets configuration server variables (such as memory limit) and PHP maximum execution time. .htaccess.sample: This is basically a .htaccess template file used for creating new stores within subfolders. api.php: This is primarily used for the Magento REST API, but can be used for SOAP and XML-RPC API server functionality as well. app: This is where you will find Magento core code files for the backend and for the frontend. This folder is basically the heart of the Magento platform. Later on, we will dive into this folder for more details, given that this is the folder that you as an extension developer will spend most of your time on. cron.php: This file, when triggered via URL or via console PHP, will trigger certain Magento cron jobs logic. cron.sh: This file is a Unix shell script version of cron.php. downloader: This folder is used by the Magento Connect Manager, which is the functionality you access from the Magento administration area by navigating to System | Magento Connect | Magento Connect Manager. errors: This folder is a host for a slightly separate Magento functionality, the one that jumps in with error handling when your Magento store gets an exception during code execution. favicon.ico: This is your standard 16 x 16 px website icon. get.php: This file hosts a feature that allows core media files to be stored and served from the database. With the Database File Storage system in place, Magento would redirect requests for media files to get.php. includes: This folder is used by the Mage_Compiler extension whose functionality can be accessed via Magento administration System | Tools | Compilation. The idea behind the Magento compiler feature is that you end up with PHP system that pulls all of its classes from one folder, thus, giving it a massive performance boost. index.php: This is a main entry point to your application, the main loader file for Magento, and the file that initializes everything. Every request for every Magento page goes through this file. index.php.sample: This file is just a backup copy of the index.php file. js: This folder holds the core Magento JavaScript libraries, such as Prototype, scriptaculous.js, ExtJS, and a few others, some of which are from Magento itself. lib: This folder holds the core Magento PHP libraries, such as 3DSecure, Google Checkout, phpseclib, Zend, and a few others, some of which are from Magento itself. LICENSE*: These are the Magento licence files in various formats (LICENSE_AFL.txt, LICENSE.html, and LICENSE.txt). mage: This is a Magento Connect command-line tool. It allows you to add/remove channels, install and uninstall packages (extensions), and various other package related tasks. media: This folder contains all of the media files, mostly just images from various products, categories, and CMS pages. php.ini.sample: This file is a sample php.ini file for PHP CGI/FastCGI installations. Sample files are not actually used by Magento application. pkginfo: This folder contains text files that largely operate as debug files to inform us about changes when extensions are upgraded in any way. RELEASE_NOTES.txt: This file contains the release notes and changes for various Magento versions, starting from version 1.4.0.0 and later. shell: This folder contains several PHP-based shell tools, such as compiler, indexer, and logger. skin: This folder contains various CSS and JavaScript files specific for individual Magento themes. Files in this folder and its subfolder go hand in hand with files in app/design folder, as these two locations actually result in one fully featured Magento theme or package. var: This folder contains sessions, logs, reports, configuration cache, lock files for application processes, and possible various other files distributed among individual subfolders. During development, you can freely select all the subfolders and delete them, as Magento will recreate all of them on the next page request. From a standpoint of Magento extension developer, you might find yourself looking into the var/log and var/report folders every now and then. Code pools The folder code is a placeholder for what is called a codePool in Magento. Usually, there are three code pool's in Magento, that is, three subfolders: community, core, and local. The formula for your extension code location should be something like app/code/community/YourNamespace/YourModuleName/ or app/code/local/YourNamespace/YourModuleName/. There is a simple rule as to whether to chose community or local codePool: Choose the community codePool for extensions that you plan to share across projects, or possibly upload to Magento Connect Choose the local codePool for extensions that are specific for the project you are working on and won't be shared with the public For example, let's imagine that our company name is Foggyline and the extension we are building is called Happy Hour. As we wish to share our extension with the community, we can put it into a folder such as app/code/community/Foggyline/HappyHour/. The theme system In order to successfully build extensions that visually manifest themselves to the user either on the backend or frontend, we need to get familiar with the theme system. The theme system is comprised of two distributed parts: one found under the app/design folder and other under the root skin folder. Files found under the app/design folder are PHP template files and XML layout configuration files. Within the PHP template files you can find the mix of HTML, PHP, and some JavaScript. There is one important thing to know about Magento themes; they have a fallback mechanism, for example, if someone in the administration interface sets the configuration to use a theme called hello from the default package; and if the theme is missing, for example, the app/design/frontend/default/hello/template/catalog/product/view.phtml file in its structure, Magento will use app/design/frontend/default/default/template/catalog/product/view.phtml from the default theme; and if that file is missing as well, Magento will fall back to the base package for the app/design/frontend/base/default/template/catalog/product/view.phtml file. All your layout and view files should go under the /app/design/frontend/defaultdefault/default directory. Secondly, you should never overwrite the existing .xml layout or template .phtml file from within the /app/design/frontend/default/default directory, rather create your own. For example, imagine you are doing some product image switcher extension, and you conclude that you need to do some modifications to the app/design/frontend/default/default/template/catalog/product/view/media.phtml file. A more valid approach would be to create a proper XML layout update file with handles rewriting the media.phtml usage to let's say media_product_image_switcher.phtml. The model, resource, and collection A model represents the data for the better part, and to certain extent a business logic of your application. Models in Magento take the Object Relational Mapping (ORM) approach, thus, having the developer to strictly deal with objects while their data is then automatically persisted to database. If you are hearing about ORM for the first time, please take some time to familiarize yourself with the concept. Theoretically, you could write and execute raw SQL queries in Magento. However, doing so is not advised, especially if you plan on distributing your extensions. There are two types of models in Magento: Basic Data Model: This is a simpler model type, sort of like Active Record pattern based model. If you're hearing about Active Record for the first time, please take some time to familiarize yourself with the concept. EAV (Entity-Attribute-Value) Data Model: This is a complex model type, which enables you to dynamically create new attributes on an entity. As EAV Data Model is significantly more complex than Basic Data Model and Basic Data Model will suffice for most of the time, we will focus on Basic Data Model and everything important surrounding it. Each data model you plan to persist to database, that means models that present an entity, needs to have four files in order for it to work fully: The model file: This extends the Mage_Core_Model_Abstract class. This represents single entity, its properties (fields), and possible business logic within it. The model resource file: This extends the Mage_Core_Model_Resource_Db_Abstract class. This is your connection to database; think of it as the thing that saves your entity properties (fields) database. The model collection file: This extends the Mage_Core_Model_Resource_Db_Collection_Abstract class. This is your collection of several entities, a collection that can be filtered, sorted, and manipulated. The installation script file: In its simplest definition this is the PHP file through which you, in and object-oriented way, create your database table(s). The default Magento installation comes with several built in shipping methods available: Flat Rate, Table Rates, Free Shipping UPS, USPS, FedEx, DHL. For some merchants this is more than enough, for others you are free to build an additional custom Shipping extension with support for one or more shipping methods. Be careful about the terminology here. Shipping method resides within shipping extension. A single extension can define one or more shipping methods. In this article we will learn how to create our own shipping method. Shipping methods There are two, unofficially divided, types of shipping methods: Static, where shipping cost rates are based on a predefined set of rules. For example, you can create a shipping method called 5+ and make it available to the customer for selection under the checkout only if he added more than five products to the cart. Dynamic, where retrieval of shipping cost rates comes from various shipping providers. For example, you have a web service called ABC Shipping that exposes a SOAP web service API which accepts products weight, length, height, width, shipping address and returns the calculated shipping cost which you can then show to your customer. Experienced developers would probably expect one or more PHP interfaces to handle the implementation of new shipping methods. Same goes for Magento, implementing a new shipping method is done via an interface and via proper configuration. The default Magento installation comes with several built-in payment methods available: PayPal, Saved CC, Check/Money Order, Zero Subtotal Checkout, Bank Transfer Payment, Cash On Delivery payment, Purchase Order, and Authorize.Net. For some merchants this is more than enough. Various additional payment extensions can be found on Magento Connect. For those that do not yet exist, you are free to build an additional custom payment extension with support for one or more payment methods. Building a payment extension is usually a non-trivial task that requires a lot of focus. Payment methods There are several unofficially divided types of payment method implementations such as redirect payment, hosted (on-site) payment, and an embedded iframe. Two of them stand out as the most commonly used ones: Redirect payment: During the checkout, once the customer reaches the final ORDER REVIEW step, he/she clicks on the Place Order button. Magento then redirects the customer to specific payment provider website where customer is supposed to provide the credit card information and execute the actual payment. What's specific about this is that prior to redirection, Magento needs to create the order in the system and it does so by assigning this new order a Pending status. Later if customer provides the valid credit card information on the payment provider website, customer gets redirected back to Magento success page. The main concept to grasp here is that customer might just close the payment provider website and never return to your store, leaving your order indefinitely in Pending status. The great thing about this redirect type of payment method providers (gateways) is that they are relatively easy to implement in Magento. Hosted (on-site) payment: Unlike redirect payment, there is no redirection here. Everything is handled on the Magento store. During the checkout, once the customer reaches the Payment Information step, he/she is presented with a form for providing the credit card information. After which, when he/she clicks on the Place Order button in the last ORDER REVIEW checkout step, Magento then internally calls the appropriate payment provider web service, passing it the billing information. Depending on the web service response, Magento then internally sets the order status to either Processing or some other. For example, this payment provider web service can be a standard SOAP service with a few methods such as orderSubmit. Additionally, we don't even have to use a real payment provider, we can just make a "dummy" payment implementation like built-in Check/Money Order payment. You will often find that most of the merchants prefer this type of payment method, as they believe that redirecting the customer to third-party site might negatively affect their sale. Obviously, with this payment method there is more overhead for you as a developer to handle the implementation. On top of that there are security concerns of handling the credit card data on Magento side, in which case PCI compliance is obligatory. If this is your first time hearing about PCI compliance, please click here to learn more. This type of payment method is slightly more challenging to implement than the redirect payment method. Magento Connect Magento Connect is one of the world's largest eCommerce application marketplace where you can find various extensions to customize and enhance your Magento store. It allows Magento community members and partners to share their open source or commercial contributions for Magento with the community. You can access Magento Connect marketplace here. Publishing your extension to Magento Connect is a three-step process made of: Packaging your extension Creating an extension profile Uploading the extension package More of which we will talk later in the article. Only community members and partners have the ability to publish their contributions. Becoming a community member is simple, just register as a user on official Magento website https://www.magentocommerce.com. Member account is a requirement for further packaging and publishing of your extension. Read more: Categories and Attributes in Magento: Part 2 Integrating Twitter with Magento Magento Fundamentals for Developers
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Packt
10 Oct 2013
3 min read
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Top Features You Need to Know About – Responsive Web Design

Packt
10 Oct 2013
3 min read
Responsive web design Nowadays, almost everyone has a smartphone or tablet in hand; this article prepares these individuals to adapt their portfolio to this new reality. Acknowledging that, today, there are tablets that are also phones and some laptops that are also tablets, we use an approach known as device agnostic, where instead of giving devices names, such as mobile, tablet, or desktop, we refer to them as small, medium, or large. With this approach, we can cover a vast array of gadgets from smartphones, tablets, laptops, and desktops, to the displays on refrigerators, cars, watches, and so on. Photoshop Within the pages of this article, you will find two Photoshop templates that I prepared for you. The first is small.psd, which you may use to prepare your layouts for smartphones, small tablets, and even, to a certain extent, displays on a refrigerator. The second is medium.psd, which can be used for tablets, net books, or even displays in cars. I used these templates to lay out all the sizes of our website (portfolio) that we will work on in this article, as you can see in the following screenshot: One of the principle elements of responsive web design is the flexible grid and what I did with Photoshop layout was to mimic those grids, which we will use later. With time, this will be easier and it won't be necessary to lay out every version of every page, but, for now, it is good to understand how things happen. Code Now that we have a preview of how the small version will look, it's time to code it. The first thing we will need is the fluid version of the 960.gs, which you can download from https://raw.github.com/bauhouse/fluid960gs/master/css/grid.css and save as 960_fluid.css in the css folder. After that, let's create two more files in this folder, small.css and medium.css. We will use these files to maintain the organized versions of our portfolio. Lastly, let's link the files to our HTML document as follows: <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width"> <title>Portfolio</title> <link href="css/reset.css" rel="stylesheet" type="text/css"> <link href="css/960_fluid.css" rel="stylesheet" type="text/css"> <link href="css/main.css" rel="stylesheet" type="text/css"> <link href="css/medium.css" rel="stylesheet" type="text/css"> <link href="css/small.css" rel="stylesheet" type="text/css"> </head> If you reload your browser now, you should see that the portfolio is stretching all over the browser. This occurs because the grid is now fluid. To fix the width to, at most, 960 pixels, we need to insert the following lines at the beginning of the main.css file: Code 2: /* grid ================================ */ .container_12 { max-width: 960px; margin: Once you reload the browser and resize the window, you will see that the display is overly stretched and broken. In order to fix this, keeping in mind the layout we did in Photoshop, we can use the small version and medium version. Summary In this article we saw how to prepare our desktop-only portfolio using Photoshop and the method used to fix the broken and overly stretched display. Resources for Article: Further resources on this subject: Web Design Principles in Inkscape Building HTML5 Pages from Scratch HTML5 Presentations - creating our initial presentation
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article-image-navigation-stack-robot-setups
Packt
10 Oct 2013
7 min read
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Navigation Stack - Robot Setups

Packt
10 Oct 2013
7 min read
The navigation stack in ROS In order to understand the navigation stack, you should think of it as a set of algorithms that use the sensors of the robot and the odometry, and you can control the robot using a standard message. It can move your robot without problems (for example, without crashing or getting stuck in some location, or getting lost) to another position. You would assume that this stack can be easily used with any robot. This is almost true, but it is necessary to tune some configuration files and write some nodes to use the stack. The robot must satisfy some requirements before it uses the navigation stack: The navigation stack can only handle a differential drive and holonomic-wheeled robots. The shape of the robot must be either a square or a rectangle. However, it can also do certain things with biped robots, such as robot localization, as long as the robot does not move sideways. It requires that the robot publishes information about the relationships between all the joints and sensors' position. The robot must send messages with linear and angular velocities. A planar laser must be on the robot to create the map and localization. Alternatively, you can generate something equivalent to several lasers or a sonar, or you can project the values to the ground if they are mounted in another place on the robot. The following diagram shows you how the navigation stacks are organized. You can see three groups of boxes with colors (gray and white) and dotted lines. The plain white boxes indicate those stacks that are provided by ROS, and they have all the nodes to make your robot really autonomous: In the following sections, we will see how to create the parts marked in gray in the diagram. These parts depend on the platform used; this means that it is necessary to write code to adapt the platform to be used in ROS and to be used by the navigation stack. Creating transforms The navigation stack needs to know the position of the sensors, wheels, and joints. To do that, we use the TF (which stands for Transform Frames) software library. It manages a transform tree. You could do this with mathematics, but if you have a lot of frames to calculate, it will be a bit complicated and messy. Thanks to TF, we can add more sensors and parts to the robot, and the TF will handle all the relations for us. If we put the laser 10 cm backwards and 20 cm above with regard to the origin of the coordinates of base_link, we would need to add a new frame to the transformation tree with these offsets. Once inserted and created, we could easily know the position of the laser with regard to the base_link value or the wheels. The only thing we need to do is call the TF library and get the transformation. Creating a broadcaster Let's test it with a simple code. Create a new file in chapter7_tutorials/src with the name tf_broadcaster.cpp, and put the following code inside it: #include <ros/ros.h> #include <tf/transform_broadcaster.h> int main(int argc, char** argv){ ros::init(argc, argv, "robot_tf_publisher"); ros::NodeHandle n; ros::Rate r(100); tf::TransformBroadcaster broadcaster; while(n.ok()){ broadcaster.sendTransform( tf::StampedTransform( tf::Transform(tf::Quaternion(0, 0, 0, 1), tf::Vector3(0.1, 0.0, 0.2)), ros::Time::now(),"base_link", "base_laser")); r.sleep(); } } Remember to add the following line in your CMakelist.txt file to create the new executable: rosbuild_add_executable(tf_broadcaster src/tf_broadcaster.cpp) And we also create another node that will use the transform, and it will give us the position of a point of a sensor with regard to the center of base_link (our robot). Creating a listener Create a new file in chapter7_tutorials/src with the name tf_listener.cpp and input the following code: #include <ros/ros.h> #include <geometry_msgs/PointStamped.h> #include <tf/transform_listener.h> void transformPoint(const tf::TransformListener& listener){ //we'll create a point in the base_laser frame that we'd like to transform to the base_link frame geometry_msgs::PointStamped laser_point; laser_point.header.frame_id = "base_laser"; //we'll just use the most recent transform available for our simple example laser_point.header.stamp = ros::Time(); //just an arbitrary point in space laser_point.point.x = 1.0; laser_point.point.y = 2.0; laser_point.point.z = 0.0; geometry_msgs::PointStamped base_point; listener.transformPoint("base_link", laser_point, base_point); ROS_INFO("base_laser: (%.2f, %.2f. %.2f) -----> base_link: (%.2f, %.2f, %.2f) at time %.2f", laser_point.point.x, laser_point.point.y, laser_point.point.z, base_point.point.x, base_point.point.y, base_point.point.z, base_point.header.stamp.toSec()); ROS_ERROR("Received an exception trying to transform a point from "base_laser" to "base_link": %s", ex.what()); } int main(int argc, char** argv){ ros::init(argc, argv, "robot_tf_listener"); ros::NodeHandle n; tf::TransformListener listener(ros::Duration(10)); //we'll transform a point once every second ros::Timer timer = n.createTimer(ros::Duration(1.0), boost::bind(&transformPoint, boost::ref(listener))); ros::spin(); } Remember to add the line in the CMakeList.txt file to create the executable. Compile the package and run both the nodes using the following commands: $ rosmake chapter7_tutorials $ rosrun chapter7_tutorials tf_broadcaster $ rosrun chapter7_tutorials tf_listener Then you will see the following message: [ INFO] [1368521854.336910465]: base_laser: (1.00, 2.00. 0.00) -----> base_link: (1.10, 2.00, 0.20) at time 1368521854.33 [ INFO] [1368521855.336347545]: base_laser: (1.00, 2.00. 0.00) -----> base_link: (1.10, 2.00, 0.20) at time 1368521855.33 This means that the point that you published on the node, with the position (1.00, 2.00, 0.00) relative to base_laser, has the position (1.10, 2.00, 0.20) relative to base_link. As you can see, the tf library performs all the mathematics for you to get the coordinates of a point or the position of a joint relative to another point. A transform tree defines offsets in terms of both translation and rotation between different coordinate frames. Let us see an example to help you understand this. We are going to add another laser, say, on the back of the robot (base_link): The system had to know the position of the new laser to detect collisions, such as the one between wheels and walls. With the TF tree, this is very simple to do and maintain and is also scalable. Thanks to tf, we can add more sensors and parts, and the tf library will handle all the relations for us. All the sensors and joints must be correctly configured on tf to permit the navigation stack to move the robot without problems, and to exactly know where each one of their components is. Before starting to write the code to configure each component, keep in mind that you have the geometry of the robot specified in the URDF file. So, for this reason, it is not necessary to configure the robot again. Perhaps you do not know it, but you have been using the robot_state_publisher package to publish the transform tree of your robot. We used it for the first time; therefore, you do have the robot configured to be used with the navigation stack. Watching the transformation tree If you want to see the transformation tree of your robot, use the following command: $ roslaunch chapter7_tutorials gazebo_map_robot.launch model:= "`rospack find chapter7 _tutorials`/urdf/robot1_base_04.xacro" $ rosrun tf view_frames The resultant frame is depicted as follows: And now, if you run tf_broadcaster and run the rosrun tf view_frames command again, you will see the frame that you have created by code: $ rosrun chapter7_tutorials tf_broadcaster $ rosrun tf view_frames The resultant frame is depicted as follows:
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10 Oct 2013
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Introducing SproutCore

Packt
10 Oct 2013
6 min read
(For more resources related to this topic, see here.) Understanding the SproutCore approach In the strictly technical sense, I would describe SproutCore as an open source web application development framework. As you are likely a technical person interested in web application development, this should be reassuring. And if you are interested in developing web applications, you must also already know how difficult it is to keep track of the vast number of libraries and frameworks to choose from. While it would be nice if we could say that there was one true way, and even nicer if I could say that the one true way was SproutCore; this is not the case and never will be the case. Competing ideas will always exist, especially in this area because the future of software is largely JavaScript and the web. So where does SproutCore fit ideologically within this large and growing group? To best describe it, I would ask you to picture a spectrum of all the libraries and frameworks one can use to build a web application. Towards one end are the small single-feature libraries that provide useful helper functions for use in dynamic websites. As we move across, you'll see that the libraries grow and become combined into frameworks of libraries that provide larger functions, some of which start to bridge the gap between what we may call a website and what we may call a web app. Finally, at the other end of the spectrum you'll find the full application development frameworks. These are the frameworks dedicated to writing software for the web and as you may have guessed, this is where you would find SproutCore along with very few others. First, let me take a moment to argue the position of full application development frameworks such as SproutCore. In my experience, in order to develop web software that truly rivals the native software, you need more than just a collection of parts, and you need a cohesive set of tools with strong fundamentals. I've actually toyed with calling SproutCore something more akin to a platform, rather than a framework, because it is really more than just the framework code, it's also the tools, the ideas, and the experience that come with it. On the other side of the argument, there is the idea of picking small pieces and cobbling them together to form an application. While this is a seductive idea and makes great demos, this approach quickly runs out of steam when attempting to go beyond a simple project. The problem isn't the technology, it's the realities of software development: customization is the enemy of maintainability and growth. Without a native software like structure to build on, the developers must provide more and more glue code to keep it all together and writing architecturally sound code is extremely hard. Unfortunately, under deadlines this results in difficult to maintain codebases that don't scale. In the end, the ability to execute and the ability to iterate are more important than the ability to start. Fortunately, almost all of what you need in an application is common to all applications and so there is no need to reinvent the foundations in each project. It just needs to work and work exceptionally well so that we can free up time and resources to focus on attaining the next level in the user experience. This is the SproutCore approach. SproutCore does not just include all the components you need to create a real application. It also includes thousands of hours of real world tested professional engineering experience on how to develop and deploy genre-changing web applications that are used by millions of people. This experience is baked into the heart of SproutCore and it's completely free to use, which I hope you find as exciting a prospect as I do! Knowing when SproutCore is the right choice As you may have noticed, I use the word "software" occasionally and I will continue to do so, because I don't want to make any false pretenses about what it is we are doing. SproutCore is about writing software for the web. If the term software feels too heavy or too involved to describe your project, then SproutCore may not be the best platform for you. A good measure of whether SproutCore is a good candidate for your project or not, is to describe the goals of your project in normal language. For example, if we were to describe a typical SproutCore application, we would use terms such as: "rich user experience" "large scale" "extremely fast" "immediate feedback" "huge amounts of data" "fluid scrolling through gigantic lists" "works on multiple browsers, even IE7" "full screen" "pixel perfect design" "offline capable" "localized in multiple languages" and perhaps the most telling descriptor of them all, "like a native app" If these terms match several of the goals for your own project, then we are definitely on the right path. Let me talk about the other important factor to consider, possibly the most important factor to consider when deciding as a business on which technology to use: developer performance. It does not matter at all what features a framework has if the time it takes or the skill required to build real applications with it becomes unmanageable. I can tell you first hand that custom code written by a star developer quickly becomes useless in the hands of the next person and all software eventually ends up in someone else's hands. However, SproutCore is built using the same web technology (HTML, JavaScript and CSS) that millions are already familiar with. This provides a simple entry point for a lot of current web developers to start from. But more importantly, SproutCore was built around the software concepts that native desktop and mobile developers have used for years, but that have barely existed in the web. These concepts include: Class-like inheritance, encapsulation, and polymorphism Model-View-Controller (MVC) structure Statecharts Key-value coding, binding, and observing Computed properties Query-able data stores Centralized event handling Responder chains Run loops While there is also a full UI library and many conveniences, the application of software development principles onto web technology is what makes SproutCore so great. When your web app becomes successful and grows exponentially, and I hope it does, then you will be thankful to have SproutCore at its root. As I often heard Charles Jolley , the creator of SproutCore, say: "SproutCore is the technology you bet the company on."
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09 Oct 2013
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Creating New Characters with Morphs

Packt
09 Oct 2013
7 min read
(For more resources related to this topic, see here.) Understanding morphs The word morph comes from metamorphosis, which means a change of the form or nature of a thing or person into a completely different one. Good old Franz Kafka had a field day with metamorphosis when he imagined poor Gregor Samsa waking up and finding himself changed into a giant cockroach. This concept applies to 3D modeling very well. As we are dealing with polygons, which are defined by groups of vertices, it's very easy to morph one shape into something different. All that we need to do is to move those vertices around, and the polygons will stretch and squeeze accordingly. To get a better visualization about this process, let’s bring the Basic Female figure to the scene and show it with the wireframe turned on. To do so, after you have added the Basic Female figure, click on the DrawStyle widget on the top-right portion of the 3D Viewport. From that menu, select Wire Texture Shaded. This operation changes how Studio draws the objects in the scene during preview. It doesn't change anything else about the scene. In fact, if you try to render the image at this point, the wireframe will not show up in the render. The wireframe is a great help in working with objects because it gives us a visual representation of the structure of a model. The type of wireframe that I selected in this case is superimposed to the normal texture used with the figure. This is not the only visualization mode available. Feel free to experiment with all the options in the DrawStyle menu; most of them have their use. The most useful, in my opinion, are the Hidden Line, Lit Wireframe, Wire Shaded, and Wire Texture Shaded options. Try the Wire Shaded option as well. It shows the wireframe with a solid gray color. This is, again, just for display purposes. It doesn't remove the texture from the figure. In fact, you can switch back to Texture Shaded to see Genesis fully textured. Switching the view to use the simple wireframe or the shaded wireframe is a Great way of speeding up your workflow. When Studio doesn’t have to render the textures, the Viewport becomes more responsive and all operations take less time. If you have a slow computer, using the wireframe mode is a good way of getting a faster response time. Here are the Wire Texture Shaded and Wire Shaded styles side by side: Now that we have the wireframe visible, the concept of morphing should be simpler to understand. If we pick any vertex in the geometry and we move it somewhere, the geometry is still the same, same number of polygons and same number of vertices, but the shape has shifted. Here is a practical example that shows Genesis loaded in Blender. Blender is a free, fully featured, 3D modeling program. It has extremely advanced features that compete with commercial programs sold for thousands of dollars per license. You can find more information about Blender at http://www.blender.org. Be aware that Blender is a very advanced program with a rather difficult UI. In this image, I have selected a single polygon and pulled it away from the face: In a similar way we can use programs such as modo or ZBrush to modify the basic geometry and come up with all kinds of different shapes. For example, there are people who are specialized in reproducing the faces of celebrities as morph for DAZ V4 or Genesis. What is important to understand about morphs is that they cannot add or remove any portion of the geometry. A morph only moves things around, sometimes to extreme degrees. Morphs for Genesis or Gen4 figures can be purchased from several websites specialized in selling content for Poser and DAZ Studio. In particular, Genesis makes it very easy to apply morphs and even to mix them together. Combining premade morphs to create new faces The standard installation of Genesis provides some interesting ways of changing its shape. Let's start a new Studio scene and add our old friend, the basic Female figure. Once Genesis is in the scene, double-click on it to select it. Now let’s take a look at a new tool, the Shaping tab. It should be visible in the right-hand side pane. Click on the Shaping tab; it should show a list of shapes available. The list should be something like this: As we can see, the Basic Female shape is unsurprisingly dialed all the way to the top. The value of each slider goes from zero, no influence, to one, full influence of the morph. Morphs are not exclusive so, for example, you can add a bit of Body Builder (scroll the list to the bottom if you don't see it) to be used in conjunction with the Basic Female morph. This will give us a muscular woman. This exercise is also giving us an insight about the Basic Female figure that we have used up to this time. The figure is basically the raw Genesis figure with the Basic Female morph applied as a preset. If we continue exploring the Shaping Editor, we can see that the various shapes are grouped by major body section. We have morphs for the shape of the head, the components of the face, the nose, eyes, mouth, and so on. Let's click on the head of Genesis and use the Camera: Frame tool to frame the head in the view. Move the camera a bit so that the face is visible frontally. We will apply a few morphs to the head to see how it can be transformed. Here is the starting point: Now let’s click on the Head category in the Shaping tab. In there we can see a slider labeled Alien Humanoid. Move the slider until it gets to 0.83. The difference is dramatic. Now let’s click on the Eyes category. In there we find two values: Eyes Height and Eyes Width. To create an out-of-this-world creature, we need to break the rules of proportions a little bit, and that means to remove the limits for a couple of parameters. Click on the gear button for the Eyes Height parameter and uncheck the Use Limits checkbox. Confirm by clicking on the Accept button. Once this is done, dial a value of 1.78 for the eyes height. The eyes should move dramatically up, toward the eyebrow. Lastly, let's change the neck; it's much too thick for an alien. Also, in this case, we will need to disable the use of limits. Click on the Neck category and disable the limits for the Neck Size parameter. Once that is done, set the neck size to -1.74. Here is the result, side by side, of the transformation. This is quite a dramatic change for something that is done with just dials, without using a 3D modeling program. It gets even better, as we will see shortly. Saving your morphs If you want to save a morph to re-use it later, you can navigate to File | Save As | Shaping Preset…. To re-use a saved morph, simply select the target figure and navigate to File | Merge… to load the previously saved preset/morph. Why is Studio using the rather confusing term Merge for loading its own files? Nobody knows for sure; it's one of those weird decisions that DAZ's developers made long ago and never changed. You can merge two different Studio scenes, but it is rather confusing to think of loading a morph or a pose preset as a scene merge. Try to mentally replace File | Merge with File | Load. This is the meaning of that menu option.
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09 Oct 2013
11 min read
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Navigation Stack – Robot Setups

Packt
09 Oct 2013
11 min read
Introduction to the navigation stacks and their powerful capabilities—clearly one of the greatest pieces of software that comes with ROS. The TF is explained in order to show how to transform from the frame of one physical element to the other; for example, the data received using a sensor or the command for the desired position of an actuator. We will see how to create a laser driver or simulate it. We will learn how the odometry is computed and published, and how Gazebo provides it. A base controller will be presented, including a detailed description of how to create one for your robot. We will see how to execute SLAM with ROS. That is, we will show you how you can build a map from the environment with your robot as it moves through it. Finally, you will be able to localize your robot in the map using the localization algorithms of the navigation stack. The navigation stack in ROS In order to understand the navigation stack, you should think of it as a set of algorithms that use the sensors of the robot and the odometry, and you can control the robot using a standard message. It can move your robot without problems (for example, without crashing or getting stuck in some location, or getting lost) to another position. You would assume that this stack can be easily used with any robot. This is almost true, but it is necessary to tune some configuration files and write some nodes to use the stack. The robot must satisfy some requirements before it uses the navigation stack: The navigation stack can only handle a differential drive and holonomic-wheeled robots. The shape of the robot must be either a square or a rectangle. However, it can also do certain things with biped robots, such as robot localization, as long as the robot does not move sideways. It requires that the robot publishes information about the relationships between all the joints and sensors' position. The robot must send messages with linear and angular velocities. A planar laser must be on the robot to create the map and localization. Alternatively, you can generate something equivalent to several lasers or a sonar, or you can project the values to the ground if they are mounted in another place on the robot. The following diagram shows you how the navigation stacks are organized. You can see three groups of boxes with colors (gray and white) and dotted lines. The plain white boxes indicate those stacks that are provided by ROS, and they have all the nodes to make your robot really autonomous: In the following sections, we will see how to create the parts marked in gray in the diagram. These parts depend on the platform used; this means that it is necessary to write code to adapt the platform to be used in ROS and to be used by the navigation stack. Creating transforms The navigation stack needs to know the position of the sensors, wheels, and joints. To do that, we use the TF (which stands for Transform Frames) software library. It manages a transform tree. You could do this with mathematics, but if you have a lot of frames to calculate, it will be a bit complicated and messy. Thanks to TF, we can add more sensors and parts to the robot, and the TF will handle all the relations for us. If we put the laser 10 cm backwards and 20 cm above with regard to the origin of the coordinates of base_link, we would need to add a new frame to the transformation tree with these offsets. Once inserted and created, we could easily know the position of the laser with regard to the base_link value or the wheels. The only thing we need to do is call the TF library and get the transformation. Creating a broadcaster Let's test it with a simple code. Create a new file in chapter7_tutorials/src with the name tf_broadcaster.cpp, and put the following code inside it: #include <ros/ros.h> #include <tf/transform_broadcaster.h> int main(int argc, char** argv){ ros::init(argc, argv, "robot_tf_publisher"); ros::NodeHandle n; ros::Rate r(100); tf::TransformBroadcaster broadcaster; while(n.ok()){ broadcaster.sendTransform( tf::StampedTransform( tf::Transform(tf::Quaternion(0, 0, 0, 1), tf::Vector3(0.1, 0.0, 0.2)), ros::Time::now(),"base_link", "base_laser")); r.sleep(); } } Remember to add the following line in your CMakelist.txt file to create the new executable: rosbuild_add_executable(tf_broadcaster src/tf_broadcaster.cpp) And we also create another node that will use the transform, and it will give us the position of a point of a sensor with regard to the center of base_link (our robot). Creating a listener Create a new file in chapter7_tutorials/src with the name tf_listener.cpp and input the following code: #include <ros/ros.h> #include <geometry_msgs/PointStamped.h> #include <tf/transform_listener.h> void transformPoint(const tf::TransformListener& listener){ //we'll create a point in the base_laser frame that we'd like totransform to the base_link frame geometry_msgs::PointStamped laser_point; laser_point.header.frame_id = "base_laser"; //we'll just use the most recent transform available for our simple example laser_point.header.stamp = ros::Time(); //just an arbitrary point in space laser_point.point.x = 1.0; laser_point.point.y = 2.0; laser_point.point.z = 0.0; geometry_msgs::PointStamped base_point; listener.transformPoint("base_link", laser_point, base_point); ROS_INFO("base_laser: (%.2f, %.2f. %.2f) -----> base_link: (%.2f, %.2f, %.2f) at time %.2f", laser_point.point.x, laser_point.point.y, laser_point.point.z, base_point.point.x, base_point.point.y, base_point.point.z, base_point.header.stamp.toSec()); ROS_ERROR("Received an exception trying to transform a point from \"base_laser\" to \"base_link\": %s", ex.what()); } int main(int argc, char** argv){ ros::init(argc, argv, "robot_tf_listener"); ros::NodeHandle n; tf::TransformListener listener(ros::Duration(10)); //we'll transform a point once every second ros::Timer timer = n.createTimer(ros::Duration(1.0), boost::bind(&transformPoint, boost::ref(listener))); ros::spin(); } Remember to add the line in the CMakeList.txt file to create the executable. Compile the package and run both the nodes using the following commands: $ rosmake chapter7_tutorials $ rosrun chapter7_tutorials tf_broadcaster $ rosrun chapter7_tutorials tf_listener Then you will see the following message: [ INFO] [1368521854.336910465]: base_laser: (1.00, 2.00. 0.00) -----> base_link: (1.10, 2.00, 0.20) at time 1368521854.33 [ INFO] [1368521855.336347545]: base_laser: (1.00, 2.00. 0.00) -----> base_link: (1.10, 2.00, 0.20) at time 1368521855.33 This means that the point that you published on the node, with the position (1.00, 2.00, 0.00) relative to base_laser, has the position (1.10, 2.00, 0.20) relative to base_link. As you can see, the tf library performs all the mathematics for you to get the coordinates of a point or the position of a joint relative to another point. A transform tree defines offsets in terms of both translation and rotation between different coordinate frames. Let us see an example to help you understand this. We are going to add another laser, say, on the back of the robot (base_link): The system had to know the position of the new laser to detect collisions, such as the one between wheels and walls. With the TF tree, this is very simple to do and maintain and is also scalable. Thanks to tf, we can add more sensors and parts, and the tf library will handle all the relations for us. All the sensors and joints must be correctly configured on tf to permit the navigation stack to move the robot without problems, and to exactly know where each one of their components is. Before starting to write the code to configure each component, keep in mind that you have the geometry of the robot specified in the URDF file. So, for this reason, it is not necessary to configure the robot again. Perhaps you do not know it, but you have been using the robot_state_publisher package to publish the transform tree of your robot. We used it for the first time; therefore, you do have the robot configured to be used with the navigation stack. Watching the transformation tree If you want to see the transformation tree of your robot, use the following command: $ roslaunch chapter7_tutorials gazebo_map_robot.launch model:="`rospack find chapter7_tutorials`/urdf/robot1_base_04.xacro"$ rosrun tf view_frames The resultant frame is depicted as follows: And now, if you run tf_broadcaster and run the rosrun tf view_frames command again, you will see the frame that you have created by code: $ rosrun chapter7_tutorials tf_broadcaster $ rosrun tf view_frames The resultant frame is depicted as follows: Publishing sensor information Your robot can have a lot of sensors to see the world; you can program a lot of nodes to take these data and do something, but the navigation stack is prepared only to use the planar laser's sensor. So, your sensor must publish the data with one of these types: sensor_msgs/LaserScan or sensor_msgs/PointCloud. We are going to use the laser located in front of the robot to navigate in Gazebo. Remember that this laser is simulated on Gazebo, and it publishes data on the base_scan/scan frame. In our case, we do not need to configure anything of our laser to use it on the navigation stack. This is because we have tf configured in the .urdf file, and the laser is publishing data with the correct type. If you use a real laser, ROS might have a driver for it. Anyway, if you are using a laser that has no driver on ROS and want to write a node to publish the data with the sensor_msgs/LaserScan sensor, you have an example template to do it, which is shown in the following section. But first, remember the structure of the message sensor_msgs/LaserScan. Use the following command: $ rosmsg show sensor_msgs/LaserScan std_msgs/Header header uint32 seq time stamp string frame_id float32 angle_min float32 angle_max float32 angle_increment float32 time_increment float32 scan_time float32 range_min float32 range_max float32[] rangesfloat32[] intensities Creating the laser node Now we will create a new file in chapter7_tutorials/src with the name laser.cpp and put the following code in it: #include <ros/ros.h> #include <sensor_msgs/LaserScan.h> int main(int argc, char** argv){ ros::init(argc, argv, "laser_scan_publisher"); ros::NodeHandle n; ros::Publisher scan_pub = n.advertise<sensor_msgs::LaserScan>("scan", 50); unsigned int num_readings = 100; double laser_frequency = 40; double ranges[num_readings]; double intensities[num_readings]; int count = 0; ros::Rate r(1.0); while(n.ok()){ //generate some fake data for our laser scan for(unsigned int i = 0; i < num_readings; ++i){ ranges[i] = count; intensities[i] = 100 + count; } ros::Time scan_time = ros::Time::now(); //populate the LaserScan message sensor_msgs::LaserScan scan; scan.header.stamp = scan_time; scan.header.frame_id = "base_link"; scan.angle_min = -1.57; scan.angle_max = 1.57; scan.angle_increment = 3.14 / num_readings; scan.time_increment = (1 / laser_frequency) / (num_readings); scan.range_min = 0.0; scan.range_max = 100.0; scan.ranges.resize(num_readings); scan.intensities.resize(num_readings); for(unsigned int i = 0; i < num_readings; ++i){ scan.ranges[i] = ranges[i]; scan.intensities[i] = intensities[i]; } scan_pub.publish(scan); ++count; r.sleep(); } } As you can see, we are going to create a new topic with the name scan and the message type sensor_msgs/LaserScan. You must be familiar with this message type from sensor_msgs/LaserScan. The name of the topic must be unique. When you configure the navigation stack, you will select this topic to be used for the navigation. The following command line shows how to create the topic with the correct name: ros::Publisher scan_pub = n.advertise<sensor_msgs::LaserScan>("scan", 50); It is important to publish data with header, stamp, frame_id, and many more elements because, if not, the navigation stack could fail with such data: scan.header.stamp = scan_time; scan.header.frame_id = "base_link"; Other important data on header is frame_id. It must be one of the frames created in the .urdf file and must have a frame published on the tf frame transforms. The navigation stack will use this information to know the real position of the sensor and make transforms such as the one between the data sensor and obstacles. With this template, you can use any laser although it has no driver for ROS. You only have to change the fake data with the right data from your laser. This template can also be used to create something that looks like a laser but is not. For example, you could simulate a laser using stereoscopy or using a sensor such as a sonar.
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09 Oct 2013
2 min read
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Features of uTorrent

Packt
09 Oct 2013
2 min read
Creating a torrent In order to share data, we first need to create and share a torrent. Go to File | Create New Torrent. We use this interface to create new torrents. Here we can select the source files we wish to share, the trackers to use, and configure other sharing behaviors. Click on the Add file / Add directory button. If you plan on sharing a file or sharing a directory, press the relevant button and find the data to share. If you wish to skip files in the directory you have chosen, add which files to skip in the Skip Files textbox. This textbox works by matching the filenames within a directory with a string, which can use wildcards (*) and pipes (|). Note If you want to match a specific file, enter the full filename (for example, filename.jpg). If you want to skip all .jpg files, enter *.jpg. If you want to skip all .jpg files and all .txt files, enter *.jpg|*.txt without spaces. Enter the trackers that this torrent will use. By default, uTorrent will enter trackers www.openbittorrent.com and www.publicbt.com, though you can add other trackers to this list if required. By adding more trackers to this list, the torrent will get more exposure to the potential participants. If you have the torrent contents accessible on a web server and want to list it as a backup location, enter the URL in the Web Seeds textbox. This option ensures the files inside the torrent are accessible even if no other participants are present to transfer data. Use the Comment textbox to enter any extra information that the users may require. Keep the Piece size as (auto detect) . This can be altered if desired, but it is better to leave it as it is, since the Piece size relates to how the files will be divided. If you manually choose 16 KB, the data will be divided into 16 KB chunks. Choosing the wrong piece size for the data size can make torrents inefficient, so it is better to let uTorrent decide. Enable the Start seeding checkbox. This option will make the torrent available to upload as soon as the torrent creation is complete. If you want this torrent to be private, enable the Private torrent checkbox. This will disable the DHT and PEX ( Peer Exchange ) protocols, making tracker the only method of interacting with this torrent.
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08 Oct 2013
15 min read
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Drawing in 2D

Packt
08 Oct 2013
15 min read
(For more resources related to this topic, see here.) Drawing basics The screens of modern computers consist of a number of small squares, called pixels ( picture elements ). Each pixel can light in one color. You create pictures on the screen by changing the colors of the pixels. Graphics based on pixels is called raster graphics. Another kind of graphics is vector graphics, which is based on primitives such as lines and circles. Today, most computer screens are arrays of pixels and represent raster graphics. But images based on vector graphics (vector images) are still used in computer graphics. Vector images are drawn on raster screens using the rasterization procedure. The openFrameworks project can draw on the whole screen (when it is in fullscreen mode) or only in a window (when fullscreen mode is disabled). For simplicity, we will call the area where openFrameworks can draw, the screen . The current width and height of the screen in pixels may be obtained using the ofGetWidth() and ofGetHeight() functions. For pointing the pixels, openFrameworks uses the screen's coordinate system. This coordinate system has its origin on the top-left corner of the screen. The measurement unit is a pixel. So, each pixel on the screen with width w and height h pixels can be pointed by its coordinates (x, y), where x and y are integer values lying in the range 0 to w-1 and from 0 to h-1 respectively. In this article, we will deal with two-dimensional (2D) graphics, which is a number of methods and algorithms for drawing objects on the screen by specifying the two coordinates (x, y) in pixels. The other kind of graphics is three-dimensional (3D) graphics, which represents objects in 3D space using three coordinates (x, y, z) and performs rendering on the screen using some kind of projection of space (3D) to the screen (2D). The background color of the screen The drawing on the screen in openFrameworks should be performed in the testApp::draw() function. Before this function is called by openFrameworks, the entire screen is filled with a fixed color, which is set by the function ofSetBackground( r, g, b ). Here r, g, and b are integer values corresponding to red, green, and blue components of the background color in the range 0 to 255. Note that each of the ofSetBackground() function call fills the screen with the specified color immediately. You can make a gradient background using the ofBackgroundGradient() function. You can set the background color just once in the testApp::setup() function, but we often call ofSetBackground() in the beginning of the testApp::draw() function to not mix up the setup stage and the drawing stage. Pulsating background example You can think of ofSetBackground() as an opportunity to make the simplest drawings, as if the screen consists of one big pixel. Consider an example where the background color slowly changes from black to white and back using a sine wave. This is example 02-2D/01-PulsatingBackground. The project is based on the openFrameworks emptyExample example. Copy the folder with the example and rename it. Then fill the body of the testApp::draw() function with the following code: float time = ofGetElapsedTimef(); //Get time in seconds//Get periodic value in [-1,1],with wavelength equal to 1 second float value = sin( time * M_TWO_PI );//Map value from [-1,1] to [0,255] float v = ofMap( value, -1, 1, 0, 255 );ofBackground( v, v, v ); //Set background color This code gets the time lapsed from the start of the project using the ofGetElapsedTimef() function, and uses this value for computing value = sin( time * M_TWO_PI ). Here, M_TWO_PI is an openFrameworks constant equal to 2π; that is, approximately 6.283185. So, time * M_TWO_PI increases by 2π per second. The value 2π is equal to the period of the sine wave function, sin(). So, the argument of sin(...) will go through its wavelength in one second, hence value = sin(...) will run from -1 to 1 and back. Finally, we map the value to v, which changes in range from 0 to 255 using the ofMap() function, and set the background to a color with red, green, and blue components equal to v. Run the project; you will see how the screen color pulsates by smoothly changing its color from black to white and back. Replace the last line, which sets the background color to ofBackground( v, 0, 0 );, and the color will pulsate from black to red. Replace the argument of the sin(...) function to the formula time * M_TWO_PI * 2 and the speed of the pulsating increases by two times. We will return to background in the Drawing with an uncleared background section. Now we will consider how to draw geometric primitives. Geometric primitives In this article we will deal with 2D graphics. 2D graphics can be created in the following ways: Drawing geometric primitives such as lines, circles, and other curves and shapes like triangles and rectangles. This is the most natural way of creating graphics by programming. Generative art and creative coding projects are often based on this graphics method. We will consider this in the rest of the article. Drawing images lets you add more realism to the graphics. Setting the contents of the screen directly, pixel-by-pixel, is the most powerful way of generating graphics. But it is harder to use for simple things like drawing curves. So, such method is normally used together with both of the previous methods. A somewhat fast technique for drawing a screen pixel-by-pixel consists of filling an array with pixels colors, loading it in an image, and drawing the image on the screen. The fastest, but a little bit harder technique, is using fragment shaders. openFrameworks has the following functions for drawing primitives: ofLine( x1, y1, x2, y2 ): This function draws a line segment connecting points (x1, y1) and (x2, y2) ofRect( x, y, w, h ): This function draws a rectangle with the top-left corner (x, y), width w, and height h ofTriangle( x1, y1, x2, y2, x3, y3 ): This function draws a triangle with vertices (x1, y1), (x2, y2), and (x3, y3) ofCircle( x, y, r ): This function draws a circle with center (x, y) and radius r openFrameworks has no special function for changing the color of a separate pixel. To do so, you can draw the pixel (x, y) as a rectangle with width and height equal to 1 pixel; that is, ofRect( x, y, 1, 1 ). This is a very slow method, but we sometimes use it for educational and debugging purposes. All the coordinates in these functions are float type. Although the coordinates (x, y) of a particular pixel on the screen are integer values, openFrameworks uses float numbers for drawing geometric primitives. This is because a video card can draw objects with the float coordinates using modeling, as if the line goes between pixels. So the resultant picture of drawing with float coordinates is smoother than with integer coordinates. Using these functions, it is possible to create simple drawings. The simplest example of a flower Let's consider the example that draws a circle, line, and two triangles, which forms the simplest kind of flower. This is example 02-2D/02-FlowerSimplest. This example project is based on the openFrameworks emptyExample project. Fill the body of the testApp::draw() function with the following code: ofBackground( 255, 255, 255 ); //Set white background ofSetColor( 0, 0, 0 ); //Set black colorofCircle( 300, 100, 40 ); //Blossom ofLine( 300, 100, 300, 400 ); //Stem ofTriangle( 300, 270, 300, 300, 200, 220 ); //Left leaf ofTriangle( 300, 270, 300, 300, 400, 220 ); //Right leaf On running this code, you will see the following picture of the "flower": Controlling the drawing of primitives There are a number of functions for controlling the parameters for drawing primitives. ofSetColor( r, g, b ): This function sets the color of drawing primitives, where r, g, and b are integer values corresponding to red, green, and blue components of the color in the range 0 to 255. After calling ofSetColor(), all the primitives will be drawn using this color until another ofSetColor() calling. We will discuss colors in more detail in the Colors section. ofFill() and ofNoFill(): These functions enable and disable filling shapes like circles, rectangles, and triangles. After calling ofFill() or ofNoFill(), all the primitives will be drawn filled or unfilled until the next function is called. By default, the shapes are rendered filled with color. Add the line ofNoFill(); before ofCircle(...); in the previous example and you will see all the shapes unfilled, as follows: ofSetLineWidth( lineWidth ): This function sets the width of the rendered lines to the lineWidth value, which has type float. The default value is 1.0, and calling this function with larger values will result in thick lines. It only affects drawing unfilled shapes. The line thickness is changed up to some limit depending on the video card. Normally, this limit is not less than 8.0. Add the line ofSetLineWidth( 7 ); before the line drawing in the previous example, and you will see the flower with a thick vertical line, whereas all the filled shapes will remain unchanged. Note that we use the value 7; this is an odd number, so it gives symmetrical line thickening. Note that this method for obtaining thick lines is simple but not perfect, because adjacent lines are drawn quite crudely. For obtaining smooth thick lines, you should draw these as filled shapes. ofSetCircleResolution( res ): This function sets the circle resolution; that is, the number of line segments used for drawing circles to res. The default value is 20, but with such settings only small circles look good. For bigger circles, it is recommended to increase the circle resolution; for example, to 40 or 60. Add the line ofSetCircleResolution( 40 ); before ofCircle(...); in the previous example and you will see a smoother circle. Note that a large res value can decrease the performance of the project, so if you need to draw many small circles, consider using smaller res values. ofEnableSmoothing() and ofDisableSmoothing(): These functions enable and disable line smoothing. Such settings can be controlled by your video card. In our example, calling these functions will not have any effect. Performance considerations The functions discussed work well for drawings containing not more than a 1000 primitives. When you draw more primitives, the project's performance can decrease (it depends on your video card). The reason is that each command such as ofSetColor() or ofLine() is sent to drawing separately, which takes time. So, for drawing 10,000, 100,000, or even 1 million primitives, you should use advanced methods, which draw many primitives at once. In openFrameworks, you can use the ofMesh and ofVboMesh classes for this. Using ofPoint Maybe you noted a problem when considering the preceding flower example: drawing primitives by specifying the coordinates of all the vertices is a little cumbersome. There are too many numbers in the code, so it is hard to understand the relation between primitives. To solve this problem, we will learn about using the ofPoint class and then apply it for drawing primitives using control points. ofPoint is a class that represents the coordinates of a 2D point. It has two main fields: x and y, which are float type. Actually, ofPoint has the third field z, so ofPoint can be used for representing 3D points too. If you do not specify z, it sets to zero by default, so in this case you can think of ofPoint as a 2D point indeed. Operations with points To represent some point, just declare an object of the ofPoint class. ofPoint p; To initialize the point, set its coordinates. p.x = 100.0; p.y = 200.0; Or, alternatively, use the constructor. p = ofPoint( 100.0, 200.0 ); You can operate with points just as you do with numbers. If you have a point q, the following operations are valid: p + q or p - q provides points with coordinates (p.x + q.x, p.y + q.y) or (p.x - q.x, p.y - q.y) p * k or p / k, where k is the float value, provides the points (p.x * k, p.y * k) or (p.x / k, p.y / k) p += q or p -= q adds or subtracts q from p There are a number of useful functions for simplifying 2D vector mathematics, as follows: p.length(): This function returns the length of the vector p, which is equal to sqrt( p.x * p.x + p.y * p.y ). p.normalize(): This function normalizes the point so it has the unit length p = p / p.length(). Also, this function handles the case correctly when p.length() is equal to zero. See the full list of functions for ofPoint in the libs/openFrameworks/math/ofVec3f.h file. Actually, ofPoint is just another name for the ofVec3f class, representing 3D vectors and corresponding functions. All functions' drawing primitives have overloaded versions working with ofPoint: ofLine( p1, p2 ) draws a line segment connecting the points p1 and p2 ofRect( p, w, h ) draws a rectangle with top-left corner p, width w, and height h ofTriangle( p1, p2, p3 ) draws a triangle with the vertices p1, p2, and p3 ofCircle( p, r ) draws a circle with center p and radius r Using control points example We are ready to solve the problem stated in the beginning of the Using ofPoint section. To avoid using many numbers in drawing code, we can declare a number of points and use them as vertices for primitive drawing. In computer graphics, such points are called control points . Let's specify the following control points for the flower in our simplest flower example: Now we implement this in the code. This is example 02-2D/03-FlowerControlPoints. Add the following declaration of control points in the testApp class declaration in the testApp.h file: ofPoint stem0, stem1, stem2, stem3, leftLeaf, rightLeaf; Then set values for points in the testApp::update() function as follows: stem0 = ofPoint( 300, 100 ); stem1 = ofPoint( 300, 270 ); stem2 = ofPoint( 300, 300 ); stem3 = ofPoint( 300, 400 ); leftLeaf = ofPoint( 200, 220 ); rightLeaf = ofPoint( 400, 220 ); Finally, use these control points for drawing the flower in the testApp::draw() function: ofBackground( 255, 255, 255 ); //Set white background ofSetColor( 0, 0, 0 ); //Set black colorofCircle ( stem0, 40 ); //Blossom ofLine( stem0, stem3 ); //Stem ofTriangle( stem1, stem2, leftLeaf ); //Left leaf ofTriangle( stem1, stem2, rightLeaf ); //Right leaf You will observe that when drawing with control points the code is much easier to understand. Furthermore, there is one more advantage of using control points: we can easily change control points' positions and hence obtain animated drawings. See the full example code in 02-2D/03-FlowerControlPoints. In addition to the already explained code, it contains a code for shifting the leftLeaf and rightLeaf points depending on time. So, when you run the code, you will see the flower with moving leaves. Coordinate system transformations Sometimes we need to translate, rotate, and resize drawings. For example, arcade games are based on the characters moving across the screen. When we perform drawing using control points, the straightforward solution for translating, rotating, and resizing graphics is in applying desired transformations to control points using corresponding mathematical formulas. Such idea works, but sometimes leads to complicated formulas in the code (especially when we need to rotate graphics). The more elegant solution is in using coordinate system transformations. This is a method of temporarily changing the coordinate system during drawing, which lets you translate, rotate, and resize drawings without changing the drawing algorithm. The current coordinate system is represented in openFrameworks with a matrix. All coordinate system transformations are made by changing this matrix in some way. When openFrameworks draws something using the changed coordinate system, it performs exactly the same number of computations as with the original matrix. It means that you can apply as many coordinate system transformations as you want without any decrease in the performance of the drawing. Coordinate system transformations are managed in openFrameworks with the following functions: ofPushMatrix(): This function pushes the current coordinate system in a matrix stack. This stack is a special container that holds the coordinate system matrices. It gives you the ability to restore coordinate system transformations when you do not need them. ofPopMatrix(): This function pops the last added coordinate system from a matrix stack and uses it as the current coordinate system. You should take care to see that the number of ofPopMatrix() calls don't exceed the number of ofPushMatrix() calls. Though the coordinate system is restored before testApp::draw() is called, we recommend that the number of ofPushMatrix() and ofPopMatrix() callings in your project should be exactly the same. It will simplify the project's debugging and further development. ofTranslate( x, y ) or ofTranslate( p ): This function moves the current coordinate system at the vector (x, y) or, equivalently, at the vector p. If x and y are equal to zero, the coordinate system remains unchanged. ofScale( scaleX, scaleY ): This function scales the current coordinate system at scaleX in the x axis and at scaleY in the y axis. If both parameters are equal to 1.0, the coordinate system remains unchanged. The value -1.0 means inverting the coordinate axis in the opposite direction. ofRotate( angle ): This function rotates the current coordinate system around its origin at angle degrees clockwise. If the angle value is equal to 0, or k * 360 with k as an integer, the coordinate system remains unchanged. All transformations can be applied in any sequence; for example, translating, scaling, rotating, translating again, and so on. The typical usage of these functions is the following: Store the current transformation matrix using ofPushMatrix(). Change the coordinate system by calling any of these functions: ofTranslate(), ofScale(), or ofRotate(). Draw something. Restore the original transformation matrix using ofPopMatrix(). Step 3 can include steps 1 to 4 again. For example, for moving the origin of the coordinate system to the center of the screen, use the following code in testApp::draw(): ofPushMatrix(); ofTranslate( ofGetWidth() / 2, ofGetHeight() / 2 ); //Draw something ofPopMatrix(); If you replace the //Draw something comment to ofCircle( 0, 0, 100 );, you will see the circle in the center of the screen. This transformation significantly simplifies coding the drawings that should be located at the center of the screen. Now let's use coordinate system transformation for adding triangular petals to the flower. For further exploring coordinate system transformations.
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08 Oct 2013
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So, what is Zepto.js?

Packt
08 Oct 2013
7 min read
(For more resources related to this topic, see here.) One of the most influential JavaScript libraries in the last decade of web development is jQuery, a comprehensive set of functions that make Document Object Model (DOM) selection and manipulation consistent across a range of browsers, freeing web developers from having to handle all these themselves, as well as providing a friendlier interface to the DOM itself. Zepto.js is self-described as an aerogel framework—a JavaScript library that attempts to offer the most of the features as the jQuery API, yet only taking up a fraction of the size (9k versus 93k in the default, compressed current versions Zepto.js v1.01 and jQuery v1.10 respectively). In addition, Zepto.js has a modular assembly, so you can make it even smaller if you don't need the functionality of extra modules. Even the new, streamlined jQuery 2.0 weighs in at a heavyweight 84k. But why does this matter? At a first glance, the difference between the two libraries seems slight, especially in today's world where large files are normally described in terms of gigabytes and terabytes. Well, there are two good reasons why you'd prefer a smaller file size. Firstly, even the newest mobile devices on the market today have slower connections than you'll find on most desktop machines. Also, due to the constrained memory requirements on smartphones, mobile phone browsers tend to have limited caching compared to their bigger desktop cousins, so a smaller helper library means more chance of keeping your actual JavaScript code in the cache and thus preventing your app from slowing down on the device. Secondly, a smaller library helps in response time—although 90k versus 8k doesn't sound like a huge difference, it means fewer network packets; as your application code that relies on the library can't execute until the library's code is loaded, using the smaller library can shave off precious milliseconds in that ever-so-important time to first-page-load time, and will make your web page or application seem more responsive to users. Having said all that, there are a few downsides on using Zepto.js that you should be aware about before deciding to plump for it instead of jQuery. Most importantly, Zepto.js currently makes no attempt to support Internet Explorer. Its origins as a library to replace jQuery on mobile phones meant that it mainly targeted WebKit browsers, primarily iOS. As the library has got more mature, it has expanded to cover Firefox, but general IE support is unlikely to happen (at the time of writing, there is a patch waiting to go into the main trunk that would enable support for IE10 and up, but anything lower than Version 10 is probably never going to be supported). In this guide we'll show you how to include jQuery as a fallback in case a user is running on an older, unsupported browser if you do decide to use Zepto.js on browsers that it supports and want to maintain some compatibility with Internet Explorer. The other pitfall that you need to be aware of is that Zepto.js only claims to be a jQuery-like library, not a 100 percent compatible version. In the majority of web application development, this won't be an issue, but when it comes to integrating plugins and operating at the margins of the libraries, there will be some differences that you will need to know to prevent possible errors and confusions, and we'll be showing you some of them later in this guide. In terms of performance, Zepto.js is a little slower than jQuery, though this varies by browser (take a look at http://jsperf.com/zepto-vs-jquery-2013/ to see the latest benchmark results). In general, it can be up to twice as slow for repeated operations such as finding elements by class name or ID. However, on mobile devices, this is still around 50,000 operations per second. If you really require high-performance from your mobile site, then you need to examine whether you can use raw JavaScript instead—the JavaScript function getElementsByClassName() is almost one hundred times faster than Zepto.js and jQuery in the preceding benchmark. Writing plugins Eventually, you'll want to make your own plugins. As you can imagine, they're fairly similar in construction to jQuery plugins (so they can be compatible). But what can you do with them? Well, consider them as a macro system for Zepto.js; you can do anything that you'd do in normal Zepto.js operations, but they get added to the library's namespace so you can reuse them in other applications. Here is a plugin that will take a Zepto.js collection and turn all the text in it to Helvetica font-family at a user-supplied font-size (in pixels for this example). (function($){ $.extend($.fn, { helveticaize: function( options ){ $.each(this, function(){ $(this).css({"font-family":"Helvetica", "font-size": options['size']+'px'}); }); return this; } }) })(Zepto || jQuery) Then, to make all links on a page Helvetica, you can call $("a").helveticaize(). The most important part of this code is the use of the $.extend method. This adds the helveticaize property/function to the $.fn object, which contains all of the functions that Zepto.js provides. Note that you could potentially use this to redefine methods such as find(), animate(), or any other function you've seen so far. As you can imagine, this is not recommended—if you need different functionality, call $.extend and create a new function with a name like custom_find instead. In addition, you could pass multiple new functions to $.fn with a call to $.extend, but the convention for jQuery and Zepto.js is that you only provide as few functions as possible (ideally one) and offer different functionality through passed parameters (that is, through options). The reason for this is that your plugin may have to live alongside many other plugins, all of which share the same namespace in $.fn. By only setting one property, you hopefully reduce the chance of overriding a method that another plugin has defined. In the actual definition of the method that's being added, it iterates through the objects in the collection, setting the font and size (if present) for all the objects in the collection. But at the rest of the method it returns this. Why? Well, if you remember, part of the power of Zepto.js is that methods are chainable, allowing you to build up complex selectors and operations in one line. And thanks to helveticaize() returning this (which will be a collection), this newly-defined method is just as chainable as all the default methods provided. This isn't a requirement of plugin methods but, where possible, you should make your plugin methods return a collection of some sort to prevent breaking a chain (and if you can't, for some reason, make sure to spell that out in your plugin's documentation). Finally, at the end, the (Zepto || jQuery) part will immediately invoke this definition on either the Zepto object or jQuery object. In this way, you can create plugins that work with either framework depending on whether they're present, with the caveat, of course, that your method must work in both frameworks. Summary In this article, we learned what Zepto.js actually is, what you can do with it, and why it's so great. We also learned how to extend Zepto.js with plugins. Resources for Article: Further resources on this subject: ASP.Net Site Performance: Improving JavaScript Loading [Article] Trapping Errors by Using Built-In Objects in JavaScript Testing [Article] Making a Better Form using JavaScript [Article]
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08 Oct 2013
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Layer height, fill settings, and perimeters in our objects

Packt
08 Oct 2013
7 min read
(For more resources related to this topic, see here.) Getting ready Open up Slic3r and go to the Print Settings tab. We're staying in the Simple mode for now, because it's easier to track the changes we make to the changes in our final print. A good thing to do when making setting changes is to only make one change at a time. This is so that if something goes wrong, or right, we know exactly what change did it. How to do it... The Print Settings section is where a lot of changes will happen as we print. Let's go down the list of options in this section so we know what they are and why we might want to change them, sometimes from print to print. First up is Layer height option. The default layer height of 0.4mm is ok, assuming that we have a 0.5mm nozzle. So we can leave that for now. If our nozzle is more than 0.5mm though, we will have a lot of squeeze out of our filament. So if our nozzle is larger, increase the size of the layer. 80 percent of the nozzle diameter is a good rule of thumb. This also means that if we have a nozzle less than 0.5mm, we can make our layer height default smaller. Again, 80 percent of the nozzle diameter is a good starting place. Depending on our object we are printing, the Perimeters (minimum) setting of 3 is good. If there are gaps in the walls, especially of sloped surfaces, increasing the number of perimeters is something to try. Next, Solid layers is the setting of how many layers Slic3r will tell the printer to fill completely at the top and the bottom of the print. For the bottom layers, this will give the object a stable base that is less prone to warping. For the top, the default of 3 layers is based on the extruded filament width, and how much coverage the filament will give as it gets to the top of the object. For the Infill settings, a value of 0.15 for Fill density should stay, but change Fill pattern to honeycomb. It's a bit slower, but more stable. This is how the inner part of the object is filled with plastic. Since filling the entire object uses a lot of plastic, and isn't needed, we set the infill settings. How it works... Layer height, infill settings, perimeters, what does it all mean? Let's look into those settings and what they stand for, in more detail. Layer height The layer height of the print means how thick each layer of plastic is deposited on the model. The thinner the layer, the smoother and more detailed the print can be. We don't always want thin layers though. Some prints, such as for mechanical parts, or parts that will not be seen, can be done with thicker layer heights. If we're printing parts for a RepRap or another printer, the layer height can be thicker for the structural elements. It doesn't directly relate to the structural strength however. That would be covered in a moment when discussing the Perimeters and Infill settings. For thicker layer heights, it's usually a good idea to have layers at or under your nozzle size. This is so the extruder will press the plastic into the layer below. If the layer height is higher, the plastic will have a chance to cool before touching the foundation layer, and also only have gravity to help weld the two layers together. If we're printing objects for viewing, such as a statue or a decorative item, we'll usually want to go with thinner layer heights. This comes at the expense of printing speed, because the printer will now need to lay down more layers to complete the model. So finding a balance between looks and speed is something we will constantly juggle. For very detailed objects, resolutions as low as 0.1mm have been achieved by some printers. Perimeters These make up the walls of the object. They are also important for adding stability to the object being printed. The Slic3r developers recommend a minimum of two perimeters for printing. Having at least two will help both the structure of the outside, and help to cover up imperfections in the print. There is also a setting for solid layers. It is related to Perimeters, in that, it determines the number of solid layers at the top and the bottom of the print. The default setting for this is three perimeters. For models that are not solid, set them with the Infill settings; having more than one top layer will help bridge any gaps in the model and will result in a better fill for the top of the model. The default setting for Slic3r is for the three top and bottom layers to be solid. Depending on our model, and what we want to do with it, we can change this. Coming up is a hack for making hollow objects such as vases from normally solid objects. Infill settings Infill in our objects gives them stability. Too much infill, however, such as making our object solid, can not only cause printing issues, but also is a waste of plastic. The Fill Density setting ranges from 0 to 1, with 0 being 0 percent, and 1 being 100 percent. The default setting for Fill Density is 40 percent, or 0.4 in the preference. This is a decent setting to start with, but for structural components, or ones that will depend on being rigid under stress, raising that up would be a good idea. The developers suggest a minimum of 0.2 as the setting to support flat ceilings. Any lower, the top of your model is likely to sag inward. The Fill Pattern is interesting. This setting is how Slic3r will tell our printer how to fill in the inside of our model. The honeycomb option is good for structure, but takes longer to print. The developers also recommend rectilinear and line for infill, but there are several others to choose from. A bit of experimentation will reveal what is best for what models we want to print. There's more... Settings can be more than just settings. More than just a tool for making nicer quality prints. We can use some settings to alter the objects themselves, to make changes to the objects, and have it come out as what we want without having to touch the modeling software. Vases and other hollow objects There are some interesting things you can do while printing models and changing these settings. For instance, if you set the Infill Fill Density to 0, and the Top setting of Solid layers to 0, you can make any object hollow with the top open. We'll need to make sure the model can actually print this way, structurally. If it can, it is an interesting way to make custom vases or other open cupped objects. Having a higher setting on the Perimeters (minimum) will help some prints with this. Summary This article talked about some of the most important settings for printing your objects. It delved into how each setting works, and how changing it affects your final printed object. Resources for Article: Further resources on this subject: Learn Baking in Blender [Article] Getting Started with Blender’s Particle System- A Sequel [Article] The Trivadis Integration Architecture Blueprint: Implementation scenarios [Article]
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08 Oct 2013
11 min read
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Disaster Recovery Techniques for End Users

Packt
08 Oct 2013
11 min read
(For more resources related to this topic, see here.) Well this DR concept is wrong and might work in the mainframe world, but with SharePoint, the approach should be "we are all in this together". Financially, this approach makes sense as well. The following screenshot shows the SharePoint costs for 1,000 users over a 3-year period. If IT support can be reduced by just 2 percent through end user education, the savings would equate to almost $40,000, by not doing a lot of extra work. Unfortunately, this is often overlooked, because there is a perception that end users already have SharePoint knowledge. Source: www.huddle.com In the previous screenshot, the people costs are manpower such as support, administration, trainers, and development. In this article, we will cover the following points: Why end user DR training is often forgotten Useful end user DR practices Managing expectations Training Why is end user DR training often forgotten? Why is end user DR training often forgotten? End user DR is often overlooked by the IT department because typical DR procedures involve SQL Server backup plans, server images, and third-party backup tools, all of which are handled by IT resources. End users are not necessarily technical and are not accustomed to performing even the simplest backup and restore procedures. When IT puts together a DR plan, the procedures normally focus on the "big hairy" disasters which are costly, highly visible to upper management, and effort large user communities. The small end user issues are often overlooked. These small issues are more common than one would think. Often, IT's perception of end users is that they are not capable of protecting their content with scheduled backups and although this is often the case, you can set up a DR process targeted to the end users. Although end users usually only manipulate content, it is the deleted content, such as sites, files, and list items that is most alarming to them. These end user disasters have their own negative effect on productivity and business continuity. Useful end user DR practices This section explains simple, yet often overlooked SharePoint functionality that enables the end user to recover content without the IT helpdesk number being dialed. Recycle bins Often an end user will delete content and not realize this information can be retrieved from the end user site recycle bin. To retrieve content from the end user site recycle bin, follow these steps: In the quick launch tray, click on Site Contents, as shown in the following screenshot: Select Recycle Bin on the ribbon, as shown in the following screenshot: Choose the file that you wish to restore, and then select the Restore Selection link, as depicted in the following screenshot: The file will be restored to the original location from where it was deleted. This simple and easy activity can be performed by the end user. By default, content stays in the recycle bin for 30 days and then it is moved to the Site Collection's recycle bin. The Site Collection Administrator can also restore content at the top-level site of the Site Collection by selecting the Recycle bin on the Site Content page. The following screenshot explains the first and second stage recycle bins: One of the advantages of the Site Collection administrator or IT performing this activity is that they do not need to navigate to the actual site where the document was deleted. This makes the restore process slightly quicker. This recycle bin restore feature can save the day, because often senior committees often meet once a month—every 30 days—just when deleted content is being moved to the Site Collection recycle bin, which requires a Site Collection administrator's intervention. So it makes sense to extend the duration of the site recycle bin. Increase the site recycle bin retention time Problem An executive level committee meets once a month, at the end of the month. The default site recycle bin configuration moves the deleted items to the second stage (or Site Collection) recycle bin every 30 days (that is, at the end of the month). The committee members are looking to restore deleted content, but find the site recycle bin empty. Due to bad timing, the content was moved to the Site Collection recycle bin right about the time of their monthly meeting! The committee will have to contact the helpdesk to restore the content. Resolution Increase the site recycle bin retention time so that it does not coincide with the end-of-month activities. To extend the duration of the recycle bin, follow the next given steps. This must be performed by someone with the appropriate permissions. In Central Administration, perform the following steps: Select the web application containing the Site Collection. Click on the General Settings button from the ribbon. Select the General Settings submenu. Scroll down to the Recycle Bin section. Only a Site Collection administrator can restore content in the Site Collection recycle bin. Make the changes to the retention days of the Recycle Bin. Checked in but not published Often, end users will upload a document to SharePoint, check it in, but not publish it. This results in restricted visibility to the document for other users, because the document is not published. The unpublished document is not visible to other end users, so the end user train of thought is that SharePoint is not working and they of course call the help desk. To prevent this from occurring, educating the end user is key. You will need to explain that the document needs to be published for readership to occur. Keeping documents unpublished allows only users with editable access to the content. This might be by design. The following screenshot illustrates how to publish a document. This also applies to any SharePoint content such as calendar event, or an announcement. The previous screenshot can be accessed from a view of a list or library and through the item drop-down menu. Permission Similar to the previous point of major publishing, an end user unintentionally changes the permission on content and restricts the ability for other users to view or edit it. This is often interpreted as "There's a problem with SharePoint!" This can be resolved easily with the end user or IT confirming the content permissions by performing the following steps: Open the menu option of the content. Click on View Properties. Click on Share With on the ribbon. Click on Advanced. Select the Check Permissions icon. This will confirm who has access to the content. Users can't remember where their file is saved This is a common issue with end users, and a call to the Help Desk often follows. Before pulling out the backup and restore documentation, performing a SharePoint search to locate the file could be the quickest way to locate it. Version control The version control capabilities of SharePoint are a big selling point of the product that is often overlooked in an actual SharePoint deployment. By default, version control is turned off on lists and libraries. Therefore, as a result, previous versions of the document are not recoverable. To restore a previous version of a content object, carry out the following procedure: Open the menu option of the content. Select Version History. Restore a previous version. Version history is not turned on automatically when a list/library is created. This is done in the list/library settings, and has to be done for each list/library. SkyDrive Pro SkyDrive Pro (Sky Drive) is a Dropbox-type desktop application for the professional community. Files are saved on the end user's PC and synchronized both with other devices and on your My Site SharePoint server. SkyDrive Pro is a part of Office 2013 Standard or ProPlus. It can be installed separately for previous editions of Office, but there is no synchronization client for Office 2010 or 2007. SkyDrive Pro is similar to the SharePoint Workspace 2010, which was Groove, the Microsoft client software that never really took off. This is mentioned as a comparison of technologies in different versions of SharePoint. To synchronize files, carry out the following steps: In the document library on your My Site (or any site), click on the SkyDrive link on the menu as shown in the following screenshot: This will display the following screen: Click on the SYNC link on the ribbon (top right-hand corner). The content in the library and the end user's desktop will be synchronized. This is an end user DR procedure if the SharePoint server is unavailable. The files can be stored offline are still accessible. Admittedly, this is a temporary measure, but it still provides content workability for the end user. This is not peer-to-peer software, so you will need SharePoint in the mix somewhere. You can think of SkyDrive Pro as your SkyDrive for business. When you store your files on SkyDrive Pro, only you can see them, but you can easily share them with co-workers and access them from your mobile devices. Your files are safely kept in the cloud with SharePoint Online, or on your company's SharePoint Server 2013 servers, depending on what your company has set up. Microsoft's SkyDrive was previously called Windows Live SkyDrive and Windows Live Folders is a file hosting service that allows users to upload and synchronize files to cloud storage and then access them from a web browser or their local device. It is part of the Windows Live range of online services, and allows users to keep their files private, share them with contacts, or make the files public. This is a consumer-based file storage service available through your Microsoft account. SkyDrive, not SkyDrive Pro, has no relationship to SharePoint Server 2013. However, if you install Office 2013 and open Windows Explorer, you see a SkyDrive folder in the favorites section. For more information regarding SkyDrive, visit the following links: http://technet.microsoft.com/en-us/library/dn167720.aspx http://office.microsoft.com/en-us/word-help/share-a-document-using-sharepoint-or-skydrive-HA102849692.aspx http://community.office365.com/en-us/forums/154/t/162276.aspx http://sharepoint.microsoft.com/Blogs/GetThePoint/Lists/Posts/Post.aspx?ID=675 http://sharepoint.microsoft.com/blog/Pages/BlogPost.aspx?pID=1015 http://sharepoint.microsoft.com/blog/Pages/BlogPost.aspx?pID=1033 http://community.office365.com/en-us/blogs/office_365_technical_blog/archive/2013/05/29/skydrive-pro-client-for-windows-now-available.aspx By implementing the previous practices, the urgent support calls and the "Let me walk over to your desk" activity of the day should be reduced. Managing end user expectations End user and business expectations must be managed. This is in line with what is stated in Planning and Key Concepts – What Not to Forget, along with service level agreements. When there is a problem, how does it get resolved and how quickly is the business, IT, and user community made aware of the recovery time? Is there a support number to call, or is there just an online ticketing system. Just because the content is a Microsoft Word document does not mean that it is not important to someone who is important. So SharePoint support needs to be part of helpdesk support. Training The points mentioned in this article should be covered as part of end user training. The authors cannot stress how important end user training is to the end user DR procedure. This does not have to be more than an hour for a user, but the payoff is huge for uptime and a working environment for the end user. Cheat sheets are useful to provide tips in resolving easy and simple issues. Summary In this article the reader has been introduced to several simple techniques that can reduce the support calls or fire drill activities related to end user disaster recovery. These techniques will not save the day if SQL Server crashes, but this activity is not daily support activity to the business. The SharePoint cost of ownership is not the software licenses but the user support staff. If this can be reduced through user training, then the end user is more productive and IT is freed up. From experience, the authors would state, SharePoint 2010 licensing is approximately 5 percent of the total cost, with the remaining 95 percent represented by the administration and support costs. Resources for Article: Further resources on this subject: Microsoft SharePoint 2010 Administration: Farm Governance [Article] Microsoft Sharepoint 2010: List Management [Article] How to Manage Content in a List in Microsoft Sharepoint [Article]
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