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How-To Tutorials

7019 Articles
article-image-network-and-data-management-containers
Packt
10 Jun 2015
14 min read
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Network and Data Management for Containers

Packt
10 Jun 2015
14 min read
In this article by Neependra Khare author of the book Docker Cookbook, when the Docker daemon starts, it creates a virtual Ethernet bridge with the name docker0. For example, we will see the following with the ip addr command on the system that runs the Docker daemon: (For more resources related to this topic, see here.) As we can see, docker0 has the IP address 172.17.42.1/16. Docker randomly chooses an address and subnet from a private range defined in RFC 1918 (https://tools.ietf.org/html/rfc1918). Using this bridged interface, containers can communicate with each other and with the host system. By default, every time Docker starts a container, it creates a pair of virtual interfaces, one end of which is attached to the host system and other end to the created container. Let's start a container and see what happens: The end that is attached to the eth0 interface of the container gets the 172.17.0.1/16 IP address. We also see the following entry for the other end of the interface on the host system: Now, let's create a few more containers and look at the docker0 bridge with the brctl command, which manages Ethernet bridges: Every veth* binds to the docker0 bridge, which creates a virtual subnet shared between the host and every Docker container. Apart from setting up the docker0 bridge, Docker creates IPtables NAT rules, such that all containers can talk to the external world by default but not the other way around. Let's look at the NAT rules on the Docker host: If we try to connect to the external world from a container, we will have to go through the Docker bridge that was created by default: When starting a container, we have a few modes to select its networking: --net=bridge: This is the default mode that we just saw. So, the preceding command that we used to start the container can be written as follows: $ docker run -i -t --net=bridge centos /bin/bash --net=host: With this option, Docker does not create a network namespace for the container; instead, the container will network stack with the host. So, we can start the container with this option as follows: $ docker run -i -t --net=host centos bash We can then run the ip addr command within the container as seen here: We can see all the network devices attached to the host. An example of using such a configuration is to run the nginx reverse proxy within a container to serve the web applications running on the host. --net=container:NAME_or_ID: With this option, Docker does not create a new network namespace while starting the container but shares it from another container. Let's start the first container and look for its IP address: $ docker run -i -t --name=centos centos bash Now start another as follows: $ docker run -i -t --net=container:centos ubuntu bash As we can see, both containers contain the same IP address. Containers in a Kubernetes (http://kubernetes.io/) Pod use this trick to connect with each other. --net=none: With this option, Docker creates the network namespace inside the container but does not configure networking. For more information about the different networking, visit https://docs.docker.com/articles/networking/#how-docker-networks-a-container. From Docker 1.2 onwards, it is also possible to change /etc/host, /etc/hostname, and /etc/resolv.conf on a running container. However, note that these are just used to run a container. If it restarts, we will have to make the changes again. So far, we have looked at networking on a single host, but in the real world, we would like to connect multiple hosts and have a container from one host to talk to a container from another host. Flannel (https://github.com/coreos/flannel), Weave (https://github.com/weaveworks/weave), Calio (http://www.projectcalico.org/getting-started/docker/), and Socketplane (http://socketplane.io/) are some solutions that offer this functionality Socketplane joined Docker Inc in March '15. Community and Docker are building a Container Network Model (CNM) with libnetwork (https://github.com/docker/libnetwork), which provides a native Go implementation to connect containers. More information on this development can be found at http://blog.docker.com/2015/04/docker-networking-takes-a-step-in-the-right-direction-2/. Accessing containers from outside Once the container is up, we would like to access it from outside. If you have started the container with the --net=host option, then it can be accessed through the Docker host IP. With --net=none, you can attach the network interface from the public end or through other complex settings. Let's see what happens in by default—where packets are forwarded from the host network interface to the container. Getting ready Make sure the Docker daemon is running on the host and you can connect through the Docker client. How to do it… Let's start a container with the -P option: $ docker run --expose 80 -i -d -P --name f20 fedora /bin/bash This automatically maps any network port of the container to a random high port of the Docker host between 49000 to 49900. In the PORTS section, we see 0.0.0.0:49159->80/tcp, which is of the following form: <Host Interface>:<Host Port> -> <Container Interface>/<protocol> So, in case any request comes on port 49159 from any interface on the Docker host, the request will be forwarded to port 80 of the centos1 container. We can also map a specific port of the container to the specific port of the host using the -p option: $ docker run -i -d -p 5000:22 --name centos2 centos /bin/bash In this case, all requests coming on port 5000 from any interface on the Docker host will be forwarded to port 22 of the centos2 container. How it works… With the default configuration, Docker sets up the firewall rule to forward the connection from the host to the container and enables IP forwarding on the Docker host: As we can see from the preceding example, a DNAT rule has been set up to forward all traffic on port 5000 of the host to port 22 of the container. There's more… By default, with the -p option, Docker will forward all the requests coming to any interface to the host. To bind to a specific interface, we can specify something like the following: $ docker run -i -d -p 192.168.1.10:5000:22 --name f20 fedora /bin/bash In this case, only requests coming to port 5000 on the interface that has the IP 192.168.1.10 on the Docker host will be forwarded to port 22 of the f20 container. To map port 22 of the container to the dynamic port of the host, we can run following command: $ docker run -i -d -p 192.168.1.10::22 --name f20 fedora /bin/bash We can bind multiple ports on containers to ports on hosts as follows: $ docker run -d -i -p 5000:22 -p 8080:80 --name f20 fedora /bin/bash We can look up the public-facing port that is mapped to the container's port as follows: $ docker port f20 80 0.0.0.0:8080 To look at all the network settings of a container, we can run the following command: $ docker inspect   -f "{{ .NetworkSettings }}" f20 See also Networking documentation on the Docker website at https://docs.docker.com/articles/networking/. Managing data in containers Any uncommitted data or changes in containers get lost as soon as containers are deleted. For example, if you have configured the Docker registry in a container and pushed some images, as soon as the registry container is deleted, all of those images will get lost if you have not committed them. Even if you commit, it is not the best practice. We should try to keep containers as light as possible. The following are two primary ways to manage data with Docker: Data volumes: From the Docker documentation (https://docs.docker.com/userguide/dockervolumes/), a data volume is a specially-designated directory within one or more containers that bypasses the Union filesystem to provide several useful features for persistent or shared data: Volumes are initialized when a container is created. If the container's base image contains data at the specified mount point, that data is copied into the new volume. Data volumes can be shared and reused between containers. Changes to a data volume are made directly. Changes to a data volume will not be included when you update an image. Volumes persist until no containers use them. Data volume containers: As a volume persists until no container uses it, we can use the volume to share persistent data between containers. So, we can create a named volume container and mount the data to another container. Getting ready Make sure that the Docker daemon is running on the host and you can connect through the Docker client. How to do it... Add a data volume. With the -v option with the docker run command, we add a data volume to the container: $ docker run -t -d -P -v /data --name f20 fedora /bin/bash We can have multiple data volumes within a container, which can be created by adding -v multiple times: $ docker run -t -d -P -v /data -v /logs --name f20 fedora /bin/bash The VOLUME instruction can be used in a Dockerfile to add data volume as well by adding something similar to VOLUME ["/data"]. We can use the inspect command to look at the data volume details of a container: $ docker inspect -f "{{ .Config.Volumes }}" f20 $ docker inspect -f "{{ .Volumes }}" f20 If the target directory is not there within the container, it will be created. Next, we mount a host directory as a data volume. We can also map a host directory to a data volume with the -v option: $ docker run -i -t -v /source_on_host:/destination_on_container fedora /bin/bash Consider the following example: $ docker run -i -t -v /srv:/mnt/code fedora /bin/bash This can be very useful in cases such as testing code in different environments, collecting logs in central locations, and so on. We can also map the host directory in read-only mode as follows: $ docker run -i -t -v /srv:/mnt/code:ro fedora /bin/bash We can also mount the entire root filesystem of the host within the container with the following command: $ docker run -i -t -v /:/host:ro fedora /bin/bash If the directory on the host (/srv) does not exist, then it will be created, given that you have permission to create one. Also, on the Docker host where SELinux is enabled and if the Docker daemon is configured to use SELinux (docker -d --selinux-enabled), you will see the permission denied error if you try to access files on mounted volumes until you relabel them. To relabel them, use either of the following commands: $ docker run -i -t -v /srv:/mnt/code:z fedora /bin/bash $ docker run -i -t -v /srv:/mnt/code:Z fedora /bin/bash Now, create a data volume container. While sharing the host directory to a container through volume, we are binding the container to a given host, which is not good. Also, the storage in this case is not controlled by Docker. So, in cases when we want data to be persisted even if we update the containers, we can get help from data volume containers. Data volume containers are used to create a volume and nothing else; they do not even run. As the created volume is attached to a container (not running), it cannot be deleted. For example, here's a named data container: $ docker run -d -v /data --name data fedora echo "data volume container" This will just create a volume that will be mapped to a directory managed by Docker. Now, other containers can mount the volume from the data container using the --volumes-from option as follows: $ docker run -d -i -t --volumes-from data --name client1 fedora /bin/bash We can mount a volume from the data volume container to multiple containers: $ docker run -d -i -t --volumes-from data --name client2 fedora /bin/bash We can also use --volumes-from multiple times to get the data volumes from multiple containers. We can also create a chain by mounting volumes from the container that mounts from some other container. How it works… In case of data volume, when the host directory is not shared, Docker creates a directory within /var/lib/docker/ and then shares it with other containers. There's more… Volumes are deleted with -v flag to docker rm, only if no other container is using it. If some other container is using the volume, then the container will be removed (with docker rm) but the volume will not be removed. The Docker registry, which by default starts with the dev flavor. In this registry, uploaded images were saved in the /tmp/registry folder within the container we started. We can mount a directory from the host at /tmp/registry within the registry container, so whenever we upload an image, it will be saved on the host that is running the Docker registry. So, to start the container, we run the following command: $ docker run -v /srv:/tmp/registry -p 5000:5000 registry To push an image, we run the following command: $ docker push registry-host:5000/nkhare/f20 After the image is successfully pushed, we can look at the content of the directory that we mounted within the Docker registry. In our case, we should see a directory structure as follows: /srv/ ├── images │ ├── 3f2fed40e4b0941403cd928b6b94e0fd236dfc54656c00e456747093d10157ac │ │ ├── ancestry │ │ ├── _checksum │ │ ├── json │ │ └── layer │ ├── 511136ea3c5a64f264b78b5433614aec563103b4d4702f3ba7d4d2698e22c158 │ │ ├── ancestry │ │ ├── _checksum │ │ ├── json │ │ └── layer │ ├── 53263a18c28e1e54a8d7666cb835e9fa6a4b7b17385d46a7afe55bc5a7c1994c │ │ ├── ancestry │ │ ├── _checksum │ │ ├── json │ │ └── layer │ └── fd241224e9cf32f33a7332346a4f2ea39c4d5087b76392c1ac5490bf2ec55b68 │ ├── ancestry │ ├── _checksum │ ├── json │ └── layer ├── repositories │ └── nkhare │ └── f20 │ ├── _index_images │ ├── json │ ├── tag_latest │ └── taglatest_json See also The documentation on the Docker website at https://docs.docker.com/userguide/dockervolumes/ http://container42.com/2013/12/16/persistent-volumes-with-docker-container-as-volume-pattern/ http://container42.com/2014/11/03/docker-indepth-volumes/ Linking two or more containers With containerization, we would like to create our stack by running services on different containers and then linking them together. However, we can also put them in different containers and link them together. Container linking creates a parent-child relationship between them, in which the parent can see selected information of its children. Linking relies on the naming of containers. Getting ready Make sure the Docker daemon is running on the host and you can connect through the Docker client. How to do it… Create a named container called centos_server: $ docker run -d -i -t --name centos_server centos /bin/bash Now, let's start another container with the name client and link it with the centos_server container using the --link option, which takes the name:alias argument. Then look at the /etc/hosts file: $ docker run -i -t --link centos_server:server --name client fedora /bin/bash How it works… In the preceding example, we linked the centos_server container to the client container with an alias server. By linking the two containers, an entry of the first container, which is centos_server in this case, is added to the /etc/hosts file in the client container. Also, an environment variable called SERVER_NAME is set within the client to refer to the server. There's more… Now, let's create a mysql container: $ docker run --name mysql -e MYSQL_ROOT_PASSWORD=mysecretpassword -d mysql Then, let's link it from a client and check the environment variables: $ docker run -i -t --link mysql:mysql-server --name client fedora /bin/bash Also, let's look at the docker ps output: If you look closely, we did not specify the -P or -p options to map ports between two containers while starting the client container. Depending on the ports exposed by a container, Docker creates an internal secure tunnel in the containers that links to it. And, to do that, Docker sets environment variables within the linker container. In the preceding case, mysql is the linked container and client is the linker container. As the mysql container exposes port 3306, we see corresponding environment variables (MYSQL_SERVER_*) within the client container. As linking depends on the name of the container, if you want to reuse a name, you must delete the old container. See also Documentation on the Docker website at https://docs.docker.com/userguide/dockerlinks/ Summary In this article, we learned how to connect a container with another container, in the external world. We also learned how we can share external storage from other containers and the host system. Resources for Article: Further resources on this subject: Giving Containers Data and Parameters [article] Creating your infrastructure using Chef Provisioning [article] Unboxing Docker [article]
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article-image-megaman-clone-unity-part-2
Travis and
10 Jun 2015
6 min read
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Megaman Clone with Unity Part 2

Travis and
10 Jun 2015
6 min read
Creating a Weapon You will remember that back in Part 1 we made our simple MegaMan clone. Let's take this project further. So, first off let's create a weapon. Now, we're not going into minute details like creating an actual weapon for our hero, but let's create a bullet, or else it's going to be hard to shoot enemies! Create a sphere called "Bullet," and change all of its scale values to 0.2, attaching a new material to it that will be yellow. Make sure afterwards to make the Bullet a Prefab by dragging it into the Project Assets folder. Lastly, remove the sphere collider, and add a circle collider 2D to it. Now that we have our bullet, let's create a new script called "Weapon", and attach it to our Player Object. We'll also create another new script called "Bullet" and attach it to our Bullet Prefab. In fact we didn't do it in the last post, but let's actually make the Player object a prefab. Now first, open the PlayerMovement script and make a quick edit. Ok, so we have created a new enum state called Direction, and an associated property called playerDirection, that is going to keep track of what way our player is currently facing. We also created a property, because nothing else but our PlayerMovement script should change our players direction. Also this stops it from appearing in the inspector, which if it was there, could eventually start cluttering things if our designers are not really supposed to be touching that. Lastly, in our MovePlayer method called every update, we add a simple if statement to keep track of what way our player moved last. Note that it is not affected at 0, this is because we want to know the last direction moving, so if our player is at a standstill, we still want to shoot the previous way clicked. Alright, let's open our Bullet.cs script and quickly make some edits to it! So we now have our bullet that will move in a direction based on its own direction state. All we need is a part to manage all of these interactions. This will be our weapon script, so let's open that now! Ok, we have what is essentially a manager of these two together. This one will wait for a user's input, create the bullet, and then set its direction depending on the players current direction. We use the Fire1 button so that this can be changed later in the Input manager and work on other controllers easily. Now, we do want to point out something with our connection between the playerMovement class and the bulletDirection class. First, we have a very tight coupling on these classes, which isn't great, but for the continuation of this post, we're going to skip it. But if you to wish know more about this we suggest researching delegates and events, as well as decoupling in Unity. For now though, this will do. Creating an Enemy Next let’s create an enemy for this bullet to interact with. So let's create a cube, make him red with a material, and then give him the tag "Enemy" as well as the name "Enemy". Take off the box collider, and attach a box collider 2D, as well as a rigidbody2D. Lastly, make this enemy a prefab. It should look like the following in the Inspector. Now to make sure our player and bullet don't bump each other anymore, let's quickly take that out of the physicsManager. First, create three layers, "Bullet", "Player", and "Enemy". Each of these three game objects should be put on their respective layers. Now in the PhysicsManager under Edit _> Project Settings -> Physics 2D, make sure that the player and bullet classes are NOT checked, so they no longer respond to each other. Okay, now let's create an "Enemy" script and attach it to the Enemy game object. In here, we have a very simple script that just contains a health int, and a method to adjust the health of our enemy. Realistically our player class should have a very similar set up, but for the sake of scope, we can just do this for our enemy. Also, when our enemy class takes enough damage, we destroy that game object. Now we're going to have to change our Bullet script as well to know what to do with this class. We've added a couple of things. First, we now have a damage int at the top of our class that is used to measure the damage this bullet will do to our enemy. We could for example, hold down the shoot button, which increases the damage of our bullet. For this, we'll just keep it at a base amount. Next, we add the OnCollisionEnter2D method, which is going to handle what to do if our bullet interacts with an enemy. If the collided with object is an enemy, our bullet will call the Damage method in the enemy class, and then destroy itself afterwards. In honesty, we could actually put that destroy outside the if statement so that no matter what the bullet hit it would destroy itself. So now if we try our game we have an enemy in the game world who after two hits will actually die. Yes I know he's not really in any danger right now, but this is a great start for finding hittable targets! If this project continued, the next thing added should be a simple enemy movement script, some weapons perhaps for our enemies, and then some simple level design! For more Unity game development tutorials visit our dedicated Unity page here. About the Authors Denny is a Mobile Application Developer at Canadian Tire Development Operations. While working, Denny regularly uses Unity to create in-store experiences, but also works on other technologies like Famous, Phaser.IO, LibGDX, and CreateJS when creating game-like apps. He also enjoys making non-game mobile apps, but who cares about that, am I right? Travis is a Software Engineer, living in the bitter region of Winnipeg, Canada. His work and hobbies include Game Development with Unity or Phaser.IO, as well as Mobile App Development. He can enjoy a good video game or two, but only if he knows he'll win!
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article-image-integrating-quick-and-benefits-behavior-driven-development-part-2
Benjamin Reed
08 Jun 2015
9 min read
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Integrating Quick and the Benefits of Behavior Driven Development (Part 2)

Benjamin Reed
08 Jun 2015
9 min read
To continue the discussion about sufficient testing on the iOS platform, I think it would be best to break apart a simple application and test from the ground up. Due to copyright laws, I put together a simple calculator for time. It’s called TimeMath, and it is by no means finished. I’ve included all the visual assets and source code for the project. The goal is that readers can follow along with this tutorial. The Disclaimer Before we begin, I must note that this application was simply made for the person of demonstrating proper testing. While it has the majority of its main functionality implemented, it jokingly asks you for “all your money” to enable the features which cease to exist. There aren’t any NSLayoutContraints, so there are no guarantees as to how it looks on any simulator device besides the iPhone 6 Plus. By doing this, there are no warnings at and before compile time. Also, if a reader would like to make some changes in the simulator, they won’t have to worry about resetting constraints. That is something that would definitely need to be covered in a separate post. There are many types of tests in the software world. Unfortunately, there is not enough time to sufficiently cover all of the material. Unit testing is the fundamental building block that was covered in the first part of this series. Automated UI tests are very powerful, because these allow a developer to test direct interactions with the user interface. If every potential interaction is recorded and performed whenever tests are run, UI issues are likely to be caught early and often. However, there are some unfortunate coincidences. The most popular frameworks in which tests are composed in Objective-C and Swift use undocumented Apple APIs. If these tests are not removed from the bundle before the app is submitted, Apple will reject it. When it comes to Apple’s solution, it doesn’t utilize their language (it’s JavaScript), and it revolves around the Instruments application. For these reasons, I have chosen to solely focus on unit tests. In the previous post, a comparison was given between testing for web development and iOS development. In many cases, web developers utilize automated UI tests. For instance, Capybara is a popular automated UI testing option in the Ruby world. This is definitely an area where the iOS community could improve. However, the provided information should be reusable and adaptable when it comes to any modern iOS project. The Map of the App This app is for those moments when a user cannot remember time arithmetic. It is designed to look and behave similar to the factory-installed calculator app. It allows for simple calculations between hours and minutes. As you can imagine, it is remarkably simple. There are two integer arrays, heap1 and heap2. They deal with four integers each. This should make up the combinations of minutes and hours. When an operator is selected and the equivalence button is tapped, these integers are converted into an integer representation of the minutes. The operation is performed, and the hour portion of the solution is found by dividing the result by 60. The remainder of this division serves as the minute portion. In order to keep it simple, seconds, milliseconds, and beyond are not supported! There was a challenge when it came to entering the time. Whenever an operator or equivalence button was tapped, all of the remaining (unassigned) elements in the array need to be set to zero. In the code this is done twice, during changes to the labels and during the final computation. This could be a problematic area. If the zeros aren’t added appropriately, the entire solution is wrong. This will be extensively tested below. The Class and Ignore “Rules” One of the best practices is to have a test class (also referred to as a ‘spec’) for each class in your code. It is generally good to have at least one test for each method; however, we’ll discuss when this can become redundant. There shouldn’t be any exceptions to the “rule.” Even a thorough implementation of a stack, queue, list, and tree could be tested. After all, these data structures must follow the strict definitions in order for ideas to accurately flow from the library’s architect to the developer. When it comes to iOS, there can be classes for models, views, and controllers. Generally, all of these should be tested as well. In TimeMath (excluding the TimeMathTests group), there are three major classes: AppDelegate, ViewController, PrettyButton. To begin, we are not going to test the AppDelegate. I can honestly say that I have never tested it in my life. There are some apps designed to run in the background, and they need to persist data between states. However, the background behaviors and data persistence tasks often belong in their own classes. Next, we need to test the ViewController class. There is definitely a lot covered in this class, so ViewControllerSpec will become our primary focus. Finally, we will avoid testing the PrettyButton class. The class’ only potential for unit tests lies in making sure the appropriate backgroundColor is set based on the style property. However, this would just be an equivalence expectation for the color. When it comes to testing, I believe, the “ignore rule” is an equally important practice. Everything has the potential to be tested. However, good software engineers know how to find adequate ways to cover their classes without testing each possible, redundant combination. In this example, say I wanted to test that every time which could be entered is displayed appropriately. Based on the 10 digits, which are the possibilities, and 4 allocated spaces, I would need to write 10,000 tests! Now, all engineers can reach a consensus that this is not a good practice. Similar to the concept of proof in mathematics, one does not attempt to show every possible combination to prove a conjecture. The same should apply to unit testing. Likewise, one does not “re-invent the wheel” by re-proving every theorem that led to their conjecture. In software engineering terms, you should only test your code. Don’t bother testing Apple’s API or frameworks that you have absolutely no control over. That simply adds to work with an unnoticeable benefit. Testing the ViewController While it may be common sense in this scenario, an engineer would have to use this same logic to deduce which tests would be included in the ViewControllerSpec. For instance, each numeric button tapped does not need a separate test (despite being an individual method). These are simply event handlers, and each one calls the exact same method: addNumericToHeaps(...). Since this is the case, it makes sense to only test that method. The addNumericToHeaps(...) method is responsible for adding the number to the either heap1 or heap2, and then it relies on the setLabels(...) method to set the display. Our tests may look something like this: it("should add a number to heap1") { // 01:00 vc.tapEvent_1() vc.tapEvent_0() vc.tapEvent_0() expect(vc.lab_focused.text).to(equal("01:00")) } it("should add and display a number for heap2 when operator tapped") { // 00:01 vc.tapEvent_1() vc.tapEvent_ADD() // 02:00 vc.tapEvent_2() vc.tapEvent_0() vc.tapEvent_0() expect(vc.lab_focused.text).to(equal("02:00")) } it("should display heap1's number in tiny label when heap2 active") { // 00:01 vc.tapEvent_1() vc.tapEvent_ADD() // 02:00 vc.tapEvent_2() vc.tapEvent_0() vc.tapEvent_0() expect(vc.lab_unfocused.text).to(equal("00:01")) } Now, we must test the composition(...) method! This method assumes unclaimed places in the array are zeros, and it converts the time to an integer representation (in minutes). We’ll write tests for each, like so: it("should properly find composition of heaps by adding a single zero") { // numbers entered as 1-2-4 vc.heap1 = [4,2,1] vc.composition(&vc.heap1) expect(vc.heap1).to(contain(4)) expect(vc.heap1).to(contain(2)) expect(vc.heap1).to(contain(1)) expect(vc.heap1).to(contain(0)) } it("should properly find composition of heaps by adding multiple zeros") { // numbers entered as 1 vc.heap1 = [1] vc.composition(&vc.heap1) expect(vc.heap1[0]).to(equal(1)) expect(vc.heap1[1]).to(equal(0)) expect(vc.heap1[2]).to(equal(0)) expect(vc.heap1[3]).to(equal(0)) } it("should properly find composition of heaps by converting to minutes") { // numbers entered as 1-0-0 vc.heap1 = [0,0,1] let minutes = vc.composition(&vc.heap1) expect(minutes).to(equal(60)) } Conclusion All in all, I sincerely hope that the iOS community hears the pleas from our web development friends and accepts the vitality of testing. Furthermore, I truly want all readers to see unit testing in a new light. This two-part series is intended to open the doors to the new world of BDD. This world thrives outside of XCTest, and it is one that stresses readability and maintainability. I have become intrigued by the Quick project, and, personally, I have found myself more inline with testing. When it comes to these posts, I’ve added my own spin (and opinions) in hopes that it will lead you to draft your own. Give Quick a try and see if you feel more comfortable writing your tests. As for the app, it is absolutely free for any hacking, and it would bring me tremendous pleasure to see it finished and released on the App Store. Thanks for reading! About the author Benjamin Reed began Computer Science classes at a nearby university in Nashville during his sophomore year in high school. Since then, he has become an advocate for open source. He is now pursing degrees in Computer Science and Mathematics fulltime. The Ruby community has intrigued him, and he openly expresses support for the Rails framework. When asked, he believes that studying Rails has led him to some of the best practices and, ultimately, has made him a better programmer. iOS development is one of his hobbies, and he enjoys scouting out new projects on GitHub. On GitHub, he’s appropriately named @codeblooded. On Twitter, he’s @benreedDev.
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article-image-deploy-game-heroku
Daan van
05 Jun 2015
13 min read
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Deploy a Game to Heroku

Daan van
05 Jun 2015
13 min read
In this blog post we will deploy a game to Heroku so that everybody can enjoy it. We will deploy the game *Tag* that we created in the blog post [Real-time Communication with SocketIO]. Heroku is a platform as a service (PaaS) provider. A PaaS is a:category of cloud computing services that provides a platform allowing customers to develop, run and manage Web applications without the complexity of building and maintaining the infrastructure typically associated with developing and launching an app. Pricing Nothing comes for free. Luckily Heroku has a pay as you grow pricing philosophy. This means that if you start out using Heroku server in moderation, you are free to use it. Only when your app starts to use more resources you need to pay, or let your application be unavailable for a while. Follow Along If you want to follow along deploying the Tag server to Heroku, download follow-along. Unzip it in a suitable location and enter it. Heroku depends on Git for the deployment process. Make sure you download and install Git for your platform, if you have not already done so. With Git installed enter the Tag-follow-along-deployment directory, initialize a Git repository, add all the files and make a commit with the following commands cd Tag-follow-along-deployment git init git add . git commit -m "following along" If you want to know what the end result looks like, take a peek. Signing Up You need to register with Heroku in order to start using their services. You can sign up with a form where you provide Heroku with your full name, your email-address and optionally a company name. If you have not already signed up, do so now. Make sure to read Heroku's terms of service and their privacy statement. Heroku Toolbelt Once you have signed up, you can start downloading the Heroku toolbelt. The toolbelt is Heroku's workhorse. It is a set of command line tools that are responsible for running your application locally, deploying the application to Heroku, starting, stopping and scaling the application and monitoring the application state. Make sure to download the appropriate toolbelt for your operating system. Login In Having installed the Heroku toolbelt it is now time to login with the same credentials we signed up with. Issue the command: heroku login And provide it with the correct email and password. The command should responds with Authentication successful. Create an App With Heroku successfully authenticating us we can start creating an app. This is done with the heroku create command. When issued, the Heroku toolbelt will start working to create an app on the Heroku servers, give it an unique, albeit random, name and add a remote to your Git repository. heroku create It responded in my case with Creating peaceful-caverns-9339... done, stack is cedar-14 https://peaceful-caverns-9339.herokuapp.com/ | https://git.heroku.com/peaceful-caverns-9339.git Git remote heroku added If you run the command the names and URLs could be different, but the overall response should be similar. Remote A remote is a tracked repository, i.e. a repository that is related to the repository you're working on. You can inspect the tracked repositories with the git remote command. It will tell you that it tracks the repository known by the name heroku. If you want to learn more about Git remotes, see the documentation. Add a Procfile A Procfile is used by Heroku to configure what processes should run. We are going to create one now. Open you favorite editor and create a file Procfile in the root of the Tag-follow-along-deployment. Write the following content into it: web: node server.js This tells Heroku to start a web process and let it run node server.js. Save it and then add it to the repository with the following commands: git add Procfile git commit -m "Configured a Procfile" Deploy your code The next step is to deploy your code to Heroku. The following command will do this for you. git push heroku master Notice that this is a Git command. What happens is that the code is pushed to Heroku. This triggers Heroku to start taking the necessary steps to start your server. Heroku informs you what it is doing. The run should look similar to the output below: counting objects: 29, done. Delta compression using up to 8 threads. Compressing objects: 100% (26/26), done. Writing objects: 100% (29/29), 285.15 KiB | 0 bytes/s, done. Total 29 (delta 1), reused 0 (delta 0) remote: Compressing source files... done. remote: Building source: remote: remote: -----> Node.js app detected remote: remote: -----> Reading application state remote: package.json... remote: build directory... remote: cache directory... remote: environment variables... remote: remote: Node engine: unspecified remote: Npm engine: unspecified remote: Start mechanism: Procfile remote: node_modules source: package.json remote: node_modules cached: false remote: remote: NPM_CONFIG_PRODUCTION=true remote: NODE_MODULES_CACHE=true remote: remote: -----> Installing binaries remote: Resolving node version (latest stable) via semver.io... remote: Downloading and installing node 0.12.2... remote: Using default npm version: 2.7.4 remote: remote: -----> Building dependencies remote: Installing node modules remote: remote: > ws@0.5.0 install /tmp/build_bce51a5d2c066ee14a706cebbc28bd3e/node_modules/socket.io/node_modules/engine.io/node_modules/ws remote: > (node-gyp rebuild 2> builderror.log) || (exit 0) remote: remote: make: Entering directory `/tmp/build_bce51a5d2c066ee14a706cebbc28bd3e/node_modules/socket.io/node_modules/engine.io/node_modules/ws/build' remote: CXX(target) Release/obj.target/bufferutil/src/bufferutil.o remote: SOLINK_MODULE(target) Release/obj.target/bufferutil.node remote: SOLINK_MODULE(target) Release/obj.target/bufferutil.node: Finished remote: COPY Release/bufferutil.node remote: CXX(target) Release/obj.target/validation/src/validation.o remote: SOLINK_MODULE(target) Release/obj.target/validation.node remote: SOLINK_MODULE(target) Release/obj.target/validation.node: Finished remote: COPY Release/validation.node remote: make: Leaving directory `/tmp/build_bce51a5d2c066ee14a706cebbc28bd3e/node_modules/socket.io/node_modules/engine.io/node_modules/ws/build' remote: remote: > ws@0.4.31 install /tmp/build_bce51a5d2c066ee14a706cebbc28bd3e/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/ws remote: > (node-gyp rebuild 2> builderror.log) || (exit 0) remote: remote: make: Entering directory `/tmp/build_bce51a5d2c066ee14a706cebbc28bd3e/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/ws/build' remote: CXX(target) Release/obj.target/bufferutil/src/bufferutil.o remote: make: Leaving directory `/tmp/build_bce51a5d2c066ee14a706cebbc28bd3e/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/ws/build' remote: express@4.12.3 node_modules/express remote: ├── merge-descriptors@1.0.0 remote: ├── utils-merge@1.0.0 remote: ├── cookie-signature@1.0.6 remote: ├── methods@1.1.1 remote: ├── cookie@0.1.2 remote: ├── fresh@0.2.4 remote: ├── escape-html@1.0.1 remote: ├── range-parser@1.0.2 remote: ├── content-type@1.0.1 remote: ├── finalhandler@0.3.4 remote: ├── vary@1.0.0 remote: ├── parseurl@1.3.0 remote: ├── serve-static@1.9.2 remote: ├── content-disposition@0.5.0 remote: ├── path-to-regexp@0.1.3 remote: ├── depd@1.0.1 remote: ├── on-finished@2.2.1 (ee-first@1.1.0) remote: ├── qs@2.4.1 remote: ├── debug@2.1.3 (ms@0.7.0) remote: ├── etag@1.5.1 (crc@3.2.1) remote: ├── send@0.12.2 (destroy@1.0.3, ms@0.7.0, mime@1.3.4) remote: ├── proxy-addr@1.0.8 (forwarded@0.1.0, ipaddr.js@1.0.1) remote: ├── accepts@1.2.7 (negotiator@0.5.3, mime-types@2.0.11) remote: └── type-is@1.6.2 (media-typer@0.3.0, mime-types@2.0.11) remote: remote: nodemon@1.3.7 node_modules/nodemon remote: ├── minimatch@0.3.0 (sigmund@1.0.0, lru-cache@2.6.2) remote: ├── touch@0.0.3 (nopt@1.0.10) remote: ├── ps-tree@0.0.3 (event-stream@0.5.3) remote: └── update-notifier@0.3.2 (is-npm@1.0.0, string-length@1.0.0, chalk@1.0.0, semver-diff@2.0.0, latest-version@1.0.0, configstore@0.3.2) remote: remote: socket.io@1.3.5 node_modules/socket.io remote: ├── debug@2.1.0 (ms@0.6.2) remote: ├── has-binary-data@0.1.3 (isarray@0.0.1) remote: ├── socket.io-adapter@0.3.1 (object-keys@1.0.1, debug@1.0.2, socket.io-parser@2.2.2) remote: ├── socket.io-parser@2.2.4 (isarray@0.0.1, debug@0.7.4, component-emitter@1.1.2, benchmark@1.0.0, json3@3.2.6) remote: ├── engine.io@1.5.1 (base64id@0.1.0, debug@1.0.3, engine.io-parser@1.2.1, ws@0.5.0) remote: └── socket.io-client@1.3.5 (to-array@0.1.3, indexof@0.0.1, debug@0.7.4, component-bind@1.0.0, backo2@1.0.2, object-component@0.0.3, component-emitter@1.1.2, has-binary@0.1.6, parseuri@0.0.2, engine.io-client@1.5.1) remote: remote: -----> Checking startup method remote: Found Procfile remote: remote: -----> Finalizing build remote: Creating runtime environment remote: Exporting binary paths remote: Cleaning npm artifacts remote: Cleaning previous cache remote: Caching results for future builds remote: remote: -----> Build succeeded! remote: remote: Tag@1.0.0 /tmp/build_bce51a5d2c066ee14a706cebbc28bd3e remote: ├── express@4.12.3 remote: ├── nodemon@1.3.7 remote: └── socket.io@1.3.5 remote: remote: -----> Discovering process types remote: Procfile declares types -> web remote: remote: -----> Compressing... done, 12.3MB remote: -----> Launching... done, v3 remote: https://peaceful-caverns-9339.herokuapp.com/ deployed to Heroku remote: remote: Verifying deploy... done. To https://git.heroku.com/peaceful-caverns-9339.git * [new branch] master -> master Scale the App The application is deployed, but now we need to make sure that Heroku assign resources to it. heroku ps:scale web=1 The above command instructs Heroku to scale your app so that one instance of it is running. You should now be able to open a browser and go to the URL Heroku mentioned at the end of the deployment step. In my case that would be https://peaceful-caverns-9339.herokuapp.com/. There is a convenience method that helps you in that regard. The heroku open command will open the registered URL in your default browser. Inspect the Logs If you followed along and open the application you would know that at this point you would have been greeted by an application error: So what did go wrong? Let's find out by inspecting the logs. Issue the following command: heroku logs To see the available logs. Below you find an excerpt: 2015-05-11T14:29:37.193792+00:00 heroku[api]: Enable Logplex by daan.v.berkel.1980+trash@gmail.com 2015-05-11T14:29:37.193792+00:00 heroku[api]: Release v2 created by daan.v.berkel.1980+trash@gmail.com 2015-05-12T08:47:13.899422+00:00 heroku[api]: Deploy ee12c7d by daan.v.berkel.1980+trash@gmail.com 2015-05-12T08:47:13.848408+00:00 heroku[api]: Scale to web=1 by daan.v.berkel.1980+trash@gmail.com 2015-05-12T08:47:13.899422+00:00 heroku[api]: Release v3 created by daan.v.berkel.1980+trash@gmail.com 2015-05-12T08:47:16.548876+00:00 heroku[web.1]: Starting process with command `node server.js` 2015-05-12T08:47:18.142479+00:00 app[web.1]: Recommending WEB_CONCURRENCY=1 2015-05-12T08:47:18.142456+00:00 app[web.1]: Detected 512 MB available memory, 512 MB limit per process (WEB_MEMORY) 2015-05-12T08:47:18.676440+00:00 app[web.1]: Listening on http://:::3000 2015-05-12T08:48:17.132841+00:00 heroku[web.1]: Error R10 (Boot timeout) -> Web process failed to bind to $PORT within 60 seconds of launch 2015-05-12T08:48:17.132841+00:00 heroku[web.1]: Stopping process with SIGKILL 2015-05-12T08:48:18.006812+00:00 heroku[web.1]: Process exited with status 137 2015-05-12T08:48:18.014854+00:00 heroku[web.1]: State changed from starting to crashed 2015-05-12T08:48:18.015764+00:00 heroku[web.1]: State changed from crashed to starting 2015-05-12T08:48:19.731467+00:00 heroku[web.1]: Starting process with command `node server.js` 2015-05-12T08:48:21.328988+00:00 app[web.1]: Detected 512 MB available memory, 512 MB limit per process (WEB_MEMORY) 2015-05-12T08:48:21.329000+00:00 app[web.1]: Recommending WEB_CONCURRENCY=1 2015-05-12T08:48:21.790446+00:00 app[web.1]: Listening on http://:::3000 2015-05-12T08:49:20.337591+00:00 heroku[web.1]: Error R10 (Boot timeout) -> Web process failed to bind to $PORT within 60 seconds of launch 2015-05-12T08:49:20.337739+00:00 heroku[web.1]: Stopping process with SIGKILL 2015-05-12T08:49:21.301823+00:00 heroku[web.1]: State changed from starting to crashed 2015-05-12T08:49:21.290974+00:00 heroku[web.1]: Process exited with status 137 2015-05-12T08:57:58.529222+00:00 heroku[router]: at=error code=H10 desc="App crashed" method=GET path="/" host=peaceful-caverns-9339.herokuapp.com request_id=50cfbc6c-0561-4862-9254-d085043cb610 fwd="87.213.160.18" dyno= connect= service= status=503 bytes= 2015-05-12T08:57:59.066974+00:00 heroku[router]: at=error code=H10 desc="App crashed" method=GET path="/favicon.ico" host=peaceful-caverns-9339.herokuapp.com request_id=608a9f0f-c2a7-45f7-8f94-2ce2f5cd1ff7 fwd="87.213.160.18" dyno= connect= service= status=503 bytes= 2015-05-12T11:10:09.538209+00:00 heroku[web.1]: State changed from crashed to starting 2015-05-12T11:10:11.968702+00:00 heroku[web.1]: Starting process with command `node server.js` 2015-05-12T11:10:13.905318+00:00 app[web.1]: Detected 512 MB available memory, 512 MB limit per process (WEB_MEMORY) 2015-05-12T11:10:13.905338+00:00 app[web.1]: Recommending WEB_CONCURRENCY=1 2015-05-12T11:10:14.509612+00:00 app[web.1]: Listening on http://:::3000 2015-05-12T11:11:12.622517+00:00 heroku[web.1]: Error R10 (Boot timeout) -> Web process failed to bind to $PORT within 60 seconds of launch 2015-05-12T11:11:12.622876+00:00 heroku[web.1]: Stopping process with SIGKILL 2015-05-12T11:11:13.668749+00:00 heroku[web.1]: Process exited with status 137 2015-05-12T11:11:13.677915+00:00 heroku[web.1]: State changed from starting to crashed Analyzing the Problem While looking at the log we see that the application got deployed and scaled properly. 2015-05-12T08:47:13.899422+00:00 heroku[api]: Deploy ee12c7d by daan.v.berkel.1980+trash@gmail.com 2015-05-12T08:47:13.848408+00:00 heroku[api]: Scale to web=1 by daan.v.berkel.1980+trash@gmail It then tries to run node server.js: 2015-05-12T08:48:19.731467+00:00 heroku[web.1]: Starting process with command `node server.js` This succeeds because we see the expected Listening on message: 2015-05-12T08:48:21.790446+00:00 app[web.1]: Listening on http://:::3000 Unfortunately, it all breaks down after that. 2015-05-12T08:49:20.337591+00:00 heroku[web.1]: Error R10 (Boot timeout) -> Web process failed to bind to $PORT within 60 seconds of launch It retries starting the application, but eventually it gives up. The problem is that we hard-coded our application server to listen on port `3000`, but Heroku expects an other port. Heroku communicates the port to use with the `PORT` environment variable. Using Environment Variables In order to start our application correctly we need to use the environment variable PORT that Heroku provides. We can do that by opening server.js and going to line 15: server.listen(3000, function(){ var host = server.address().address; var port = server.address().port; console.log('Listening on http://%s:%s', host, port); }); This snippet will start the server and it will listening on port 3000. We need to change that value so that it will use the environment variable PORT. This is done with the following code: server.listen(process.env.PORT || 3000, function(){ var host = server.address().address; var port = server.address().port; console.log('Listening on http://%s:%s', host, port); }); process.env.PORT || 3000 will use the PORT environment variable if it is set and will default to port 3000, e.g. for testing purposes. Re-deploy Application We need to deploy our code changes to Heroku. This is done with the following set of commands. git add server.js git commit -m "use PORT environment variable" git push heroku master The first two commands at the changes in server.js to the repository. The third updates the tracked repository with these changes. This triggers Heroku to try and restart the application anew. If you now inspect the log with heroku logs you will see that the application is successfully started. 2015-05-12T12:22:15.829584+00:00 heroku[api]: Deploy 9a2cac8 by daan.v.berkel.1980+trash@gmail.com 2015-05-12T12:22:15.829584+00:00 heroku[api]: Release v4 created by daan.v.berkel.1980+trash@gmail.com 2015-05-12T12:22:17.325749+00:00 heroku[web.1]: State changed from crashed to starting 2015-05-12T12:22:19.613648+00:00 heroku[web.1]: Starting process with command `node server.js` 2015-05-12T12:22:21.503756+00:00 app[web.1]: Recommending WEB_CONCURRENCY=1 2015-05-12T12:22:21.503733+00:00 app[web.1]: Detected 512 MB available memory, 512 MB limit per process (WEB_MEMORY) 2015-05-12T12:22:22.118797+00:00 app[web.1]: Listening on http://:::10926 2015-05-12T12:22:23.355206+00:00 heroku[web.1]: State changed from starting to up Tag Time If you now open the application in your default browser with heroku open, you should be greeted by the game of Tag. If you move your mouse around in the Tag square you will see your circle trying to chase it. You can now invite other people to play on the same address and soon you will have a real game of Tag on your hands. Conclusion We have seen that Heroku provides an easy to use Platform as a Service, that can be used to deploy your game server on with the help of the Heroku toolbelt. About the author Daan van Berkel is an enthusiastic software craftsman with a knack for presenting technical details in a clear and concise manner. Driven by the desire for understanding complex matters, Daan is always on the lookout for innovative uses of software.
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Packt
05 Jun 2015
5 min read
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Creating your infrastructure using Chef Provisioning

Packt
05 Jun 2015
5 min read
In this article by Matthias Marschall, author of the book Chef Infrastructure Automation Cookbook - Second Edition, we will "know how to use Chef to manage the software on individual machines and you know how to use knife to bootstrap individual nodes. Chef Provisioning helps you to use the power of Chef to create your whole infrastructure for you. No matter whether you want to create a cluster of Vagrant boxes, Docker instances, or Cloud servers, Chef Provisioning lets you define your infrastructure in a simple recipe and run it idempotently. Let's see how to create a Vagrant machine using a Chef recipe. (For more resources related to this topic, see here.) Getting ready Make sure that you have your Berksfile, my_cookbook and web_server roles ready to create an nginx site. How to do it... Let's see how "to create a Vagrant machine and install nginx "on it: Describe your Vagrant machine in a recipe called mycluster.rb: mma@laptop:~/chef-repo $ subl mycluster.rb require 'chef/provisioning'   with_driver 'vagrant' with_machine_options :vagrant_options => { 'vm.box' => 'opscode-ubuntu-14.04' }   machine 'web01' do role 'web_server' end Install all required cookbooks in your local chef-repo: mma@laptop:~/chef-repo $ berks installmma@laptop:~/chef-repo $ berks vendor cookbooks Resolving cookbook dependencies... Using apt (2.6.1) ...TRUNCATED OUTPUT... Vendoring yum-epel (0.6.0) to cookbooks/yum-epel Run the Chef client in local mode to bring up the Vagrant machine and execute a Chef run on it: mma@laptop:~/chef-repo $ chef-client -z mycluster.rb [2015-03-08T21:09:39+01:00] INFO: Starting chef-zero on host localhost, port 8889 with repository at repository at /Users/mma/work/chef-repo ...TRUNCATED OUTPUT... Recipe: @recipe_files::/Users/mma/work/chef-repo/mycluster.rb * machine[webserver] action converge[2015-03-08T21:09:43+01:00] INFO: Processing machine[web01] action converge (@recipe_files::/Users/mma/work/chef-repo/mycluster.rb line 6) ...TRUNCATED OUTPUT... [2015-03-08T21:09:47+01:00] INFO: Executing sudo chef-client -l info on vagrant@127.0.0.1      [web01] [2015-03-08T20:09:21+00:00] INFO: Forking chef instance to converge...                Starting Chef Client, version 12.1.0                ...TRUNCATED OUTPUT...                Chef Client finished, 18/25 resources updated in 73.839065458 seconds ...TRUNCATED OUTPUT... [2015-03-08T21:11:05+01:00] INFO: Completed chef-client -l info on vagrant@127.0.0.1: exit status 0    - run 'chef-client -l info' on web01 [2015-03-08T21:11:05+01:00] INFO: Chef Run complete in 82.948293 seconds ...TRUNCATED OUTPUT... Chef Client finished, 1/1 resources updated in 85.914979 seconds Change" into the directory where Chef put the Vagrant configuration: mma@laptop:~/chef-repo $ cd ~/.chef/vms Validate that there is a Vagrant machine named web01 running: mma@laptop:~/.chef/vms $ vagrant status Current machine states: web01                 running (virtualbox) Validate that nginx is installed and running on the Vagrant machine: mma@laptop:~/.chef/vms $ vagrant ssh vagrant@web01:~$ wget localhost:80 ...TRUNCATED OUTPUT... 2015-03-08 22:14:45 (2.80 MB/s) - 'index.html' saved [21/21] How it works... Chef Provisioning comes with a selection of drivers for all kinds of infrastructures, including Fog (supporting Amazon EC2, OpenStack, and others), VMware VSphere, Vagrant (supporting Virtualbox and VMware Fusion), various Containers, such as LXC Docker "and Secure Shell (SSH). In this recipe, we make sure that we can use the directives provided by Chef Provisioning by requiring chef/provisioning library. Then, we configure the driver that we want to use. We use Vagrant and tell Chef to use the opscode-ubuntu-14.04 Vagrant box to spin up our machine. Using the machine resource, we ask Chef to spin up a Vagrant machine and configure it using Chef by applying the role web_server. The web_server role uses the cookbook my_cookbook to configure the newly created Vagrant machine. To make sure that all the required cookbooks are available to Chef, we use berks install and berks vendor cookbooks. The berks vendor cookbooks installs all the required cookbooks in the local cookbooks directory. The Chef client can access the cookbooks here, without the need for a Chef server. Finally, we use the Chef client to execute our Chef Provisioning recipe. It will spin up the defined Vagrant machine and execute a Chef client run on it. Chef Provisioning will put the Vagrant Virtual Machine (VM) definition into the directory ~/.chef/vms. To manage the Vagrant VM, you need to change to this directory. There's more... Instead of using the with_driver directive, you can use the CHEF_DRIVER environment variable: mma@laptop:~/chef-repo $ CHEF_DRIVER=vagrant chef-client -z mycluster.rb You can create multiple instances of a machine by using the machine_image directive in your recipe: machine_image 'web_server' do role 'web_server' end 1.upto(2) do |i| machine "web0#{i}" do    from_image 'web_server'   end end See also Find the source code of the Chef Provisioning library at GitHub: https://github.com/chef/chef-provisioning Find" the Chef Provisioning documentation at https://docs.chef.io/provisioning.html Learn how to" set up a Chef server using Chef Provisioning: https://www.chef.io/blog/2014/12/15/sysadvent-day-14-using-chef-provisioning-to-build-chef-server/ Summary This article deals with networking and applications spanning multiple servers. You learned how to create your whole infrastructure using Chef provisioning. Resources for Article: Further resources on this subject: Chef Infrastructure [article] Going Beyond the Basics [article] Getting started with using Chef [article]
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Packt
05 Jun 2015
13 min read
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What is BI and What are BI Tools for Microsoft Dynamics GP?

Packt
05 Jun 2015
13 min read
In this article by Belinda Allen and Mark Polino, authors of the book Real-world Business Intelligence with Microsoft Dynamics GP, we will define BI and discuss the BI tools for Microsoft Dynamics GP. (For more resources related to this topic, see here.) What is BI and how do I get it? So let's define BI with no assumptions. To us, BI is the ability to make decisions based on accurate and timely information. It's neither a report nor dashboard, nor is it just data. It is the insight obtained from the content and its presentation that gives us the information essential to make sound decisions for our business. It is your insight and experience combined with your data. Imagine going to a dinner party and seeing a bowl of green beans with almonds on the table. You love green beans; they are your favorite vegetable. However, you have a nut allergy, and you visually see almonds with the green beans, so you know not to eat the beans. If we asked you, "Why aren't you eating the green beans, aren't they your favorite?" You'll respond, "I see almonds and I'm allergic to almonds." It's your knowledge combined with the visual of the dish that provides you with personal intelligence to stay away from the beans. When you are trying to determine what BI your business or organization needs, ask yourself what information would make it easier for your firm to obtain its goals. Ask what problems you have and what information would help solve or prevent them from happening again. Focusing on a report or dashboard first will limit your options unnecessarily. As fast as the economy and technology change, one bad or misinformed decision can ruin your company and/or your career. Out-of-the-box BI tools for Microsoft Dynamics GP The following are all the tools that work with GP and are considered native or out-of-the-box as they come with GP or are a part of the Microsoft stack of technology. Some of these tools are included in the price of GP and others must be purchased separately. We won't use all of these tools, no one has that much time! We do want to make sure that you are aware of their existence and understand what each tool does. The tools are in no particular order; this isn't a beauty pageant or a top ten list. Business Analyzer This is a metric or Key Performance Indicator (KPI) tool that comes with Microsoft Dynamics GP. This tool is role based and includes over 150 reports out-of-the-box. These reports or metrics can be run from within GP, outside of GP, on a Microsoft Surface via an app from the Microsoft App Store, and even on an iPad with the Business Analyzer app. Business Analyzer uses reports that are built-in and can be edited with Microsoft SQL Server Reporting Services. Business Analyzer with SQL Security is secure and easy to use. Reports can be displayed as a dashboard, chart, or tabular with drill back right into GP data: Management Reporter reports and Excel reports can even be added to the Windows App and iPad App versions. This tool is best used for dashboards where the data can be represented in small charts or graphs along with the Management Reporter reports representing what you want to see. SQL Server Reporting Services SQL Server Reporting Services (SSRS) is a report-writing tool based directly on the data coming from Microsoft SQL Server. Reports can be created using tabular, graphical, or free form format. Reports can be launched in Business Analyzer, on the GP home page within many GP cards and transaction windows, or in Microsoft SharePoint. The following screenshot shows six SSRS (out-of-the-box with GP) reports being used to make the home page (for this user only) dashboard. This makes the home page in GP a custom experience for each and every user, providing the user with the information that is important to them: Like Business Analyzer, SSRS is a great tool for repetitive analysis. It's not as useful for ad hoc analysis. Microsoft Excel Although Microsoft Excel is not included with Microsoft Dynamics GP, it is likely to be a tool you already own and like using. Microsoft Dynamics GP includes Excel-based reports that are connected to be completely refreshable with new data with just a click. This means no more exporting to Excel and then formatting, only repeating the task the next time you need the report. Now, you can pull the data into Excel and then format and save it. The next time you need the report, open the Excel file, select Data and Refresh (or even have it auto refresh) with formatting intact and with no extra effort. This allows Excel to be your report writer with data integrated automatically, so there is no need to balance Excel with GP. Quit thinking of Excel as a big calculator, and focus on its analytical power. Excel is incredibly powerful for both repetitive and ad hoc analyses. Excel is really less of a tool and more like a hardware store. We are by no means suggesting that a large number of Excel reports become your BI. Instead, we are suggesting that you use Excel to extract data from the source, using it as a formatting tool and data delivery tool. The following screenshot is an example of using Excel to format refreshable data into a dashboard, using Excel as a report delivery tool. The following report is actually the first report we will build: Microsoft Excel PowerPivot PowerPivot is a tool in Excel 2013—Office Professional Plus that enables you to perform data mashups (combining data from two or more sources, such as GP and Microsoft CRM) and data exploration, using billions of rows of data at a super fast speed. We refer to this as pivot tables on steroids! This is accomplished through the use of the data model. The data model is an in-memory data storage device with row based compression. That data is stored as a part of the file but is not visible in the Excel spreadsheet, unless you choose to display it (or a part of it). This is how a single Excel file can handle billions of rows, bypassing the normal row and column limitations of the Excel spreadsheet. The data model can also receive data from multiple sources, allowing you to make custom links, and even custom fields, by using Data Analysis Expressions (DAX). It is through PowerPivot's data model that Excel can create a single pivot table/chart on the data from multiple sources. This is a great tool when you want to share data offline with others: Microsoft Excel Power Query Power Query is a great new tool that allows you to conform, combine, split, merge, and mash up your data from GP and other sources, including public websites (such as Wikipedia and some government sites) and even some private websites. These queries can then be shared with other users via Microsoft Power BI for Office 365. Think of it as SmartList objects outside of Dynamics GP. Power Query uses an Excel spreadsheet and/or the data model from PowerPivot to hold the data it captures and cleanses. What makes this an exciting tool is its ability to gather all kinds of data from all kinds of sources, combine it, and use it in Excel. PowerPivot can import data and contain it, while Power Query can import or link to data and use PowerPivot to contain it. Why is this small difference important? Power Query is more flexible in the types of connections it can make. Also, Power Query is the data editing tool of the new Power BI dashboard-ing tool: Microsoft Excel Power Map Power Map is a great way to visually see and even fly across your data as a 3D geographical representation. Why is this considered a BI tool? Imagine seeing your sales represented on a map, showing total sales or gross margin. Does one product or product line sell better in the North than the South? Does it sell better in the fall in the East and in summer in the West? Where should you put your new warehouse in order for it to be close to your customer base? Power Maps are not always the best fit for your BI, but when they do fit, you can sure learn a lot about your data. The following screenshot shows sales leads and their estimated value by the salesperson from Microsoft CRM data: Microsoft Power BI Microsoft Power BI is a stand-alone website/dashboard tool that allows you to create your own dashboard, with refreshable links from a large variety of data sources. Included with this tool is a free App that displays the data from the website. One of the most amazing features of Microsoft Power BI is the Q&A feature. If you upload an Excel table into the dashboard, you can ask questions about the data, in natural language, just like you do in Microsoft Bing. The results of your questions will be a visual representation of the answer. It could be a graph, chart, table, map, and so on. If this is something you ask a lot, you can simply pin it to the dashboard as a new chart. This tool is amazing for managers, executives, owners, and board members alike. It gives a quick insight into timely data, right at their fingertips: Microsoft Excel Power View Power View is a tool in Excel 2013—Office Professional Plus that enables you to represent your data in a more graphic representation than those of a traditional pivot table or chart. For example, you can graph your sales for each state on an actual map of the U.S., highlighting visually where your biggest sales come from without reading any numbers. This is a simple dashboard tool that allows for easy filtering. This tool works very well for those individuals who want to see data in a dashboard format, with the ability to filter either a single part of the dashboard or the entire dashboard. Power View can use data from an Excel spreadsheet, or data in a PowerPivot data model. Again, this allows for multiple data sources and large amounts of data to be used on a single dashboard: GP Analysis Cubes library This module in GP allows you to organize your data into analysis cubes that allows users to evaluate or create reports from different angles or formats using pivot tables. The same chunk or cube of data can be used to evaluate inventory sold, sales revenue, sales commission, returns of items, profitability of sales, and so on. These cubes are designed specifically to analyze the GP database, using the SQL Server Analysis Services (SSAS) or Online Analytical Processing (OLAP) database. Analysis Cubes create a warehouse of data from GP for the purpose of reporting. Reporting from the cubes rather than from the production data, frees the server's resources for GP activity. Modifying cubes or connecting them to additional data sources will often require expert help: SmartList and SmartList Designer SmartList is an ad hoc query tool that comes with Microsoft Dynamics GP. It is in a tabular format and can be exported to Excel or Word. Custom SmartList objects can be created using the GP tool SmartList Designer. Although SmartList is an invaluable tool for GP use, for BI purposes, we prefer to go directly to Excel. SmartList exports of large datasets are painfully slow; a root canal level of pain. Excel reports are fast and easily reusable. If you create a SmartList and export it to Excel for each use, you will need to reformat the Excel document each and every time. There are ways to avoid reformatting, but even those take a lot of effort. SmartList Designerallows users to create and build their own SmartList objects. Although there are many great SmartList objects already built-in, they do not always fit your needs exactly. A good example of this would be Payables Transactions. All documents display as a positive amount since it is a list of documents. Many users want to see the document and its effect on the AP account itself (for example, returns are negatives and invoices are positive). If this is how you want your list to be displayed, you can do this through SmartList Designer: Management Reporter We often become so focused on using Management Reporter (or FRx) for balance sheets, profit and loss statements, and cash flow statements that we forget the value already built in our financial statement tool. Imagine taking your profit and loss statement (or statement of activities for not-for-profits) and removing the budget column, or splitting MTD into weeks and comparing each week of the month, or even week 1 of this month to week 1 of last month. All this would take is a new column format and "poof"—access to a new and amazing trend reporting! The following illustration is a Weekly Material Usage Report from Management Reporter. From this report, managers can see a giant spike in the last week of January that would not be visible in a report that only displayed month-to-date information: Microsoft SharePoint Microsoft SharePoint is server software (and does not come with GP) or an online tool in Office 365 that creates a central point for work to be shared and collaboration to occur. This product is what it is named, SharePoint, a point for sharing. Anyway… This is a good spot to have BI content exist for version control and sharing. The Microsoft social networking tool, Yammer, extends SharePoint into an even better collaboration tool. There is a large variety of additional BI tools available through the SharePoint arena which are awesome. However, we wanted to stick with tools that you'll likely already own, or can obtain easily and take off running on your own. So, we'll leave SharePoint off the table. Microsoft Dynamics GP Workspace for Office 365 In Microsoft SharePoint for Office 365, you can create a custom workspace using Dynamics GP 2013 R2 or higher. Here, you can store your reports, creating a truly collaborative environment. We'll not be getting into this much, but we did want to give it a shout out. It's a great storage place for your reports and an excellent starting spot. Summary We reviewed what BI is and why it's important. We've also identified many of the tools that you probably already own and may even have installed. Resources for Article: Further resources on this subject: Financial Management with Microsoft Dynamics AX 2012 R3 [article] Diagnostic leveraging of the Accelerated POC with the CRM Online service [article] Interacting with Data for Dashboards [article]
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article-image-edx-e-learning-course-marketing
Packt
05 Jun 2015
9 min read
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edX E-Learning Course Marketing

Packt
05 Jun 2015
9 min read
In this article by Matthew A. Gilbert, the author of edX E-Learning Course Development, we are going to learn various ways of marketing. (For more resources related to this topic, see here.) edX's marketing options If you don't market your course, you might not get any new students to teach. Fortunately, edX provides you with an array of tools for this purpose, as follows: Creative Submission Tool: Submit the assets required for creating a page in your edX course using the Creative Submission Tool. You can also use those very materials in promoting the course. Access the Creative Submission Tool at https://edx.projectrequest.net/index.php/request. Logo and the Media Kit: Although these are intended for members of the media, you can also use the edX Media Kit for your promotional purposes: you can download high-resolution photos, edX logo visual guidelines (in Adobe Illustrator and EPS versions), key facts about edX, and answers to frequently asked questions. You can also contact the press office for additional information. You can find the edX Media Kit online at https://www.edx.org/media-kit. edX Learner Stories: Using stories of students who have succeeded with other edX courses is a compelling way to market the potential of your course. Using Tumblr, edX Learner Stories offers more than a dozen student profiles. You might want to use their stories directly or use them as a template for marketing materials of your own. Read edX Learner Stories at http://edxstories.tumblr.com. Social media marketing Traditional marketing tools and the options available in the edX Marketing Portal are a fitting first step in promoting your course. However, social media gives you a tremendously enhanced toolkit you can use to attract, convert, and transform spectators into students. When marketing your course with social media, you will also simultaneously create a digital footprint for yourself. This in turn helps establish your subject matter expertise far beyond one edX course. What's more, you won't be alone; there exists a large community of edX instructors and students, including those from other MOOC platforms already online. Take, for example, the following screenshot from edX's Twitter account (@edxonline). edX has embraced social media as a means of marketing and to create a practicing virtual community for those creating and taking their courses. Likewise, edX also actively maintains a page on Facebook, as follows: You can also see how active edX's YouTube channel is in the following screenshot. Note that there are both educational and promotional videos. To get you started in social media—if you're not already there—take a look at the list of 12 social media tools, as follows. Not all of these tools might be relevant to your needs, but consider the suggestions to decide how you might best use them, and give them a try: Facebook (https://www.facebook.com): Create a fan page for your edX course; you can re-use content from your course's About page such as your course intro video, course description, course image, and any other relevant materials. Be sure to include a link from the Facebook page for your course to its About page. Look for ways to share other content from your course (or related to your course) in a way that engages members of your fan page. Use your Facebook page to generate interest and answer questions from potential students. You might also consider creating a Facebook group. This can be more useful for current students to share knowledge during the class and to network once it's complete. Visit edX on Facebook at https://www.facebook.com/edX. Google+ (https://plus.google.com): Take the same approach as you did with your Facebook fan page. While this is not as engaging as Facebook, you might find that posting content on Google+ increases traffic to your course's About page due to the increased referrals you are likely to experience via Google search results. Add edX to your circles on Google+ at https://plus.google.com/+edXOnline/posts. Instagram (https://instagram.com): Share behind-the-scenes pictures of you and your staff for your course. Show your students what a day in your life is like, making sure to use a unique hashtag for your course. Picture the possibilities with edX on Instagram at https://instagram.com/edxonline/. LinkedIn (https://www.linkedin.com): Share information about your course in relevant LinkedIn groups, and post public updates about it in your personal account. Again, make sure you include a unique hashtag for your course and a link to the About page. Connect with edX on LinkedIn at https://www.linkedin.com/company/edx. Pinterest (https://www.pinterest.com): Share photos as with Instagram, but also consider sharing infographics about your course's subject matter or share infographics or imagers you use in your actual course as well. You might consider creating pin boards for each course, or one per pin board per module in a course. Pin edX onto your Pinterest pin board at https://www.pinterest.com/edxonline/. Slideshare (http://www.slideshare.net): If you want to share your subject matter expertise and thought leadership with a wider audience, Slideshare is a great platform to use. You can easily post your PowerPoint presentations, class documents or scholarly papers, infographics, and videos from your course or another topic. All of these can then be shared across other social media platforms. Review presentations from or about edX courses on Slideshare at http://www.slideshare.net/search/slideshow?searchfrom=header&q=edx. SoundCloud (https://soundcloud.com): With SoundCloud, you can share MP3 files of your course lectures or create podcasts related to your areas of expertise. Your work can be shared on Twitter, Tumblr, Facebook, and Foursquare, expanding your influence and audience exponentially. Listen to some audio content from Harvard University at https://soundcloud.com/harvard. Tumblr (https://www.tumblr.com): Resembling what the child of WordPress and Twitter might be like, Tumblr provides a platform to share behind-the-scenes text, photos, quotes, links, chat, audios, and videos of your edX course and the people who make it possible. Share a "day in the life" or document in real time, an interactive history of each edX course you teach. Read edX's learner stories at http://edxstories.tumblr.com. Twitter (https://twitter.com): Although messages on Twitter are limited to 140 characters, one tweet can have a big impact. For a faculty wanting to promote its edX course, it is an efficient and cost-effective option. Tweet course videos, samples of content, links to other curriculum, or promotional material. Engage with other educators who teach courses and retweet posts from academic institutions. Follow edX on Twitter at https://twitter.com/edxonline. You might also consider subscribing to edX's Twitter list of edX instructors at https://twitter.com/edXOnline/lists/edx-professors-teachers, and explore the Twitter accounts of edX courses by subscribing to that list at https://twitter.com/edXOnline/lists/edx-course-handles. Vine (https://vine.co): A short-format video service owned by Twitter, Vine provides you with 6 seconds to share your creativity, either in a continuous stream or smaller segments linked together like stop motion. You might create a vine showing the inner working of the course faculty and staff, or maybe even ask short questions related to the course content and invite people to reply with answers. Watch vines about MOOCs at https://vine.co. WordPress: WordPress gives you two options to manage and share content with students. With WordPress.com (https://wordpress.com), you're given a selection of standardized templates to use on a hosted platform. You have limited control but reasonable flexibility and limited, if any, expenses. With Wordpress.org (https://wordpress.org), you have more control but you need to host it on your own web server, which requires some technical know-how. The choice is yours. Read posts on edX on the MIT Open Matters blog on Wordpress.com at https://mitopencourseware.wordpress.com/category/edx/. YouTube (https://www.youtube.com): YouTube is the heart of your edX course. It's the core of your curriculum and the anchor of engagement for your students. When promoting your course, use existing videos from your curriculum in your social media campaigns, but identify opportunities to record short videos specifically for promoting your course. Watch course videos and promotional content on the edX YouTube channel at https://www.youtube.com/user/EdXOnline. Personal branding basics Additionally, whether the impact of your effort is immediately evident or not, your social media presence powers your personal brand as a professor. Why is that important? Read on to know. With the possible exception of marketing professors, most educators likely tend to think more about creating and teaching their course than promoting it—or themselves. Traditionally, that made sense, but it isn't practical in today's digitally connected world. Social media opens an area of influence where all educators—especially those teaching an edX course—should be participating. Unfortunately, many professors don't know where or how to start with social media. If you're teaching a course on edX, or even edX Edge, you will likely have some kind of marketing support from your university or edX. But if you are just in an organization using edX Code, or simply want to promote yourself and your edX course, you might be on your own. One option to get you started with social media is the Babb Group, a provider of resources and consulting for online professors, business owners, and real-estate investors. Its founder and CEO, Dani Babb (PhD), says this: "Social media helps you show that you are an expert in a given field. It is an important tool today to help you get hired, earn promotions, and increase your visibility." The Babb Group offers five packages focused on different social media platforms: Twitter, LinkedIn, Facebook, Twitter and Facebook, or Twitter with Facebook and LinkedIn. You can view the Babb Group's social media marketing packages at http://www.thebabbgroup.com/social-media-profiles-for-professors.html. Connect with Dani Babb on LinkedIn at https://www.linkedin.com/in/drdanibabb or on Twitter at https://twitter.com/danibabb Summary In this article, we tackled traditional marketing tools, identified options available from edX, discussed social media marketing, and explored personal branding basics. Resources for Article: Further resources on this subject: Constructing Common UI Widgets [article] Getting Started with Odoo Development [article] MODx Web Development: Creating Lists [article]
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Packt
04 Jun 2015
23 min read
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Working with a Liferay User / User Group / Organization

Packt
04 Jun 2015
23 min read
In this article by Piotr Filipowicz and Katarzyna Ziółkowska, authors of the book Liferay 6.x Portal Enterprise Intranets Cookbook, we will cover the basic functionalities that will allow us to manage the structure and users of the intranet. In this article, we will cover the following topics: Managing an organization structure Creating a new user group Adding a new user Assigning users to organizations Assigning users to user groups Exporting users (For more resources related to this topic, see here.) The first step in creating an intranet, beyond answering the question of who the users will be, is to determine its structure. The structure of the intranet is often a derivative of the organizational structure of the company or institution. Liferay Portal CMS provides several tools that allow mapping of a company's structure in the system. The hierarchy is built by organizations that match functional or localization departments of the company. Each organization represents one department or localization and assembles users who represent employees of these departments. However, sometimes, there are other groups of employees in the company. These groups exist beyond the company's organizational structure, and can be reflected in the system by the User Groups functionality. Managing an organization structure Building an organizational structure in Liferay resembles the process of managing folders on a computer drive. An organization may have its suborganizations and—except the first level organization—at the same time, it can be a suborganization of another one. This folder-similar mechanism allows you to create a tree structure of organizations. Let's imagine that we are obliged to create an intranet for a software development company. The company's headquarter is located in London. There are also two other offices in Liverpool and Glasgow. The company is divided into finance, marketing, sales, IT, human resources, and legal departments. Employees from Glasgow and Liverpool belong to the IT department. How to do it… In order to create a structure described previously, these are the steps: Log in as an administrator and go to Admin | Control Panel | Users | Users and Organizations. Click on the Add button. Choose the type of organization you want to create (in our example, it will be a regular organization called software development company, but it is also possible to choose a location). Provide a name for the top-level organization. Choose the parent organization (if a top-level organization is created, this must be skipped). Click on the Save button: Click on the Change button and upload a file, with a graphic representation of your company (for example, logo). Use the right column menu to navigate to data sections you want to fill in with the information. Click on the Save button. Go back to the Users and Organizations list by clicking on the back icon (the left-arrow icon next to the Edit Software Development Company header). Click on the Actions button, located near the name of the newly created organization. Choose the Add Regular Organization option. Provide a name for the organization (in our example, it is IT). Click on the Save button. Go back to the Users and Organizations list by clicking on the back icon (left-arrow icon next to Edit IT header). Click on the Actions button, located near the name of the newly created organization (in our case, it is IT). Choose the Add Location option. Provide a name for the organization (for instance, IT Liverpool). Provide a country. Provide a region (if available). Click on the Save button. How it works… Let's take a look at what we did throughout the previous recipe. In steps 1 through 6, we created a new top-level organization called software development company. With steps 7 through 9, we defined a set of attributes of the newly created organization. Starting from step 11, we created suborganizations: standard organization (IT) and its location (IT Liverpool). Creating an organization There are two types of organizations: regular organizations and locations. The regular organization provides the possibility to create a multilevel structure, each unit of which can have parent organizations and suborganizations (there is one exception: the top-level organization cannot have any parent organizations). The localization is a special kind of organization that allows us to provide some additional data, such as country and region. However, it does not enable us to create suborganizations. When creating the tree of organizations, it is possible to combine regular organizations and locations, where, for instance, the top-level organization will be the regular organization and, both locations and regular organizations will be used as child organizations. When creating a new organization, it is very important to choose the organization type wisely, because it is the only organization parameter, which cannot be modified further. As was described previously, organizations can be arranged in a tree structure. The position of the organization in a tree is determined by the parent organization parameter, which is set by creating a new organization or by editing an existing one. If the parent organization is not set, a top-level organization is always created. There are two ways of creating a suborganization. It is possible to add a new organization by using the Add button and choosing a parent organization manually. The other way is to go to a specific organization's action menu and choose the Add Regular Organization action. While creating a new organization using this option, the parent organization parameter will be set automatically. Setting attributes Similarly, just like its counterpart in reality, every organization in Liferay has a set of attributes that are grouped and can be modified through the organization profile form. This form is available after clicking on the Edit button from the organization's action list (see the There's more… section). All the available attributes are divided into the following groups: The ORGANIZATION INFORMATION group, which contains the following sections: The Details section, which allows us to change the organization name, parent organization, country, or region (available for locations only). The name of the organization is the only required organization parameter. It is used by the search mechanism to search for organizations. It is also a part of an URL address of the organization's sites. The Organization Sites section, which allows us to enable the private and public pages of the organization's website. The Categorization section, which provides tags and categories. They can be assigned to an organization. IDENTIFICATION, which groups the Addresses, Phone Numbers, Additional Email Addresses, Websites, and Services sections. MISCELLANEOUS, which consists of: The Comments section, which allows us to manage an organization's comments The Reminder Queries section, in which reminder queries for different languages can be set The Custom Fields section, which provides a tool to manage values of custom attributes defined for the organization Customizing an organization functionalities Liferay provides the possibility to customize an organization's functionality. In the portal.properties file located in the portal-impl/src folder, there is a section called Organizations. All these settings can be overridden in the portal-ext.properties file. We mentioned that top-level organization cannot have any parent organizations. If we look deeper into portal settings, we can dig out the following properties: organizations.rootable[regular-Organization]=true organizations.rootable[location]=false These properties determine which type of organization can be created as a root organization. In many cases, users want to add a new organization's type. To achieve this goal, it is necessary to set a few properties that describe a new type: organizations.types=regular-Organization,location,my-Organization organizations.rootable[my-organization]=false organizations.children.types[my-organization]=location organizations.country.enabled[my-organization]=false organizations.country.required[my-organization]=false The first property defines a list of available types. The second one denies the possibility to create an organization as a root. The next one specifies a list of types that we can create as children. In our case, this is only the location type. The last two properties turn off the country list in the creation process. This option is useful when the location is not important. Another interesting feature is the ability to customize an organization's profile form. It is possible to indicate which sections are available on the creation form and which are available on the modification form. The following properties aggregate this feature: organizations.form.add.main=details,organization-site organizations.form.add.identification= organizations.form.add.miscellaneous=   organizations.form.update.main=details,organization-site,categorization organizations.form.update.identification=addresses,phone-numbers,additional-email-addresses,websites,services organizations.form.update.miscellaneous=comments,reminder-queries,custom-fields There's more… It is also possible to modify an existing organization and its attributes and to manage its members using actions available in the organization Actions menu. There are several possible actions that can be performed on an organization: The Edit action allows us to modify the attributes of an organization. The Manage Site action redirects the user to the Site Settings section in Control Panel and allows us to manage the organization's public and private sites (if the organization site has been already created). The Assign Organization Roles action allows us to set organization roles to members of an organization. The Assign Users action allows us to assign users already existing in the Liferay database to the specific organization. The Add User action allows us to create a new user, who will be automatically assigned to this specific organization. The Add Regular Organization action enables us to create a new child regular organization (the current organization will be automatically set as a parent organization of a new one). The Add Location action enables us to create a new location (the current organization will be automatically set as a parent organization of a new one). The Delete action allows us to remove an organization. While removing an organization, all pages with portlets and content are also removed. An organization cannot be removed if there are suborganizations or users assigned to it. In order to edit an organization, assign or add users, create a new suborganization (regular organization or location) or delete an organization. Perform the following steps: Log in as an administrator and go to Admin | Control panel | Users | Users and Organizations. Click on the Actions button, located near the name of the organization you want to modify. Click on the name of the chosen action. Creating a new user group Sometimes, in addition to the hierarchy, within the company, there are other groups of people linked by common interests or occupations, such as people working on a specific project, people occupying the same post, and so on. Such groups in Liferay are represented by user groups. This functionality is similar to the LDAP users group where it is possible to set group permissions. One user can be assigned into many user groups. How to do it… In order to create a new user group, follow these steps: Log in as an administrator and go to Admin | Control panel | Users | User Groups. Click on the Add button. Provide Name (required) and Description of the user group. Leave the default values in the User Group Site section. Click on the Save button. How it works… The user groups functionality allows us to create a collection of users and provide them with a public and/or private site, which contain a bunch of tools for collaboration. Unlike the organization, the user group cannot be used to produce a multilevel structure. It enables us to create non-hierarchical groups of users, which can be used by other functionalities. For example, a user group can be used as an additional information targeting tool for the announcements portlet, which presents short messages sent by authorized users (the announcements portlet allows us to direct a message to all users from a specific organization or user group). It is also possible to set permissions to a user group and decide which actions can be performed by which roles within this particular user group. It is worth noting that user groups can assemble users who are already members of organizations. This mechanism is often used when, aside from the company organizational structure, there exist other groups of people who need a common place to store data or for information exchange. There's more… It is also possible to modify an existing user group and its attributes and to manage its members using actions available in the user group Actions menu. There are several possible actions that can be performed on a user group. They are as follows: The Edit action allows us to modify attributes of a user group The Permissions action allows us to decide which roles can assign members of this user group, delete the user group, manage announcements, set permissions, and update or view the user group The Manage Site Pages action redirects the user to the site settings section in Control Panel and allows us to manage the user group's public and private sites The Go to the Site's Public Pages action opens the user group's public pages in a new window (if any public pages of User Group Site has been created) The Go to the Site's Private Pages action opens the user group's private pages in a new window (if any public pages of User Group Site has been created) The Assign Members action allows us to assign users already existing in the Liferay database to this specific user group The Delete action allows us to delete a user group A user group cannot be removed if there are users assigned to it. In order to edit a user group, set permissions, assign members, manage site pages, or delete a user group, perform these steps: Go to Admin | Control panel | Users | User Groups. Click on the Actions button, located near the name of the user group you want to modify: Click on the name of the chosen action. Adding a new user Each system is created for users. Liferay Portal CMS provides a few different ways of adding users to the system that can be enabled or disabled depending on the requirements. The first way is to enable users by creating their own accounts via the Create Account form. This functionality allows all users who can enter the site containing the form to register and gain access to the designated content of the website. In this case, the system automatically assigns the default user account parameters, which indicate the range of activities that may be carried by them in the system. The second solution (which we presented in this recipe) is to reserve the users' account creation to the administrators, who will decide what parameters should be assigned to each account. How to do it… To add a new user, you need to follow these steps: Log in as an administrator and go to Admin | Control panel | Users | Users and Organizations. Click on the Add button. Choose the User option. Fill in the form by providing the user's details in the Email Address (Required), Title, First Name (Required), Middle Name, Last Name, Suffix, Birthday, and Job Title fields (if the Autogenerated User Screen Names option in the Portal Settings | Users section is disabled, the screen name field will be available): Click on the Save button: Using the right column menu, navigate to the data sections you want to fill in with the information. Click on the Save button. How it works… In steps 1 through 5, we created a new user. With steps 6 and 7, we defined a set of attributes of the newly created user. This user is active and can already perform activities according to their memberships and roles. To understand all the mechanisms that influence the user's possible behavior in the system, we have to take a deeper look at these attributes. User as a member of organizations, user groups, and sites The first and most important thing to know about users is that they can be members of organizations, user groups, and sites. The range of activities performed by users within each organization, user group, or site they belong to is determined by the roles assigned to them. All the roles must be assigned for each user of an organization and site individually. This means it is possible, for instance, to make a user the administrator of one organization and only a power user of another. User attributes Each user in Liferay has a set of attributes that are grouped and can be modified through the user profile form. This form is available after clicking on the Edit button from the user's actions list (see, the There's more… section). All the available attributes are divided into the following groups: USER INFORMATION, which contains the following sections: The Details section enables us to provide basic user information, such as Screen Name, Email Address, Title, First Name, Middle Name, Last Name, Suffix, Birthday, Job Title, and Avatar The Password section allows us to set a new password or force a user to change their current password The Organizations section enables us to choose the organizations of which the user is a member The Sites section enables us to choose the sites of which the user is a member The User Groups section enables us to choose user groups of which the user is a member The Roles tab allows us to assign user roles The Personal Site section helps direct the public and private sites to the user The Categorization section provides tags and categories, which can be assigned to a user IDENTIFICATION allows us to to set additional user information, such as Addresses, Phone Numbers, Additional Email Addresses, Websites, Instant Messenger, Social Network, SMS, and OpenID MISCELLANEOUS, which contains the following sections: The Announcements section allows us to set the delivery options for alerts and announcements The Display Settings section covers the Language, Time Zone, and Greeting text options The Comments section allows us to manage the user's comments The Custom Fields section provides a tool to manage values of custom attributes defined for the user User site As it was mentioned earlier, each user in Liferay may have access to different kinds of sites: organization sites, user group sites, and standalone sites. In addition to these, however, users may also have their own public and private sites, which can be managed by them. The user's public and private sites can be reached from the user's menu located on the dockbar (the My Profile and My Dashboard links). It is also possible to enter these sites using their addresses, which are /web/username/home and /user/username/home, respectively. Customizing users Liferay gives us a whole bunch of settings in portal.properties under the Users section. If you want to override some of the properties, put them into the portal-ext.properties file. It is possible to deny deleting a user by setting the following property: users.delete=false As in the case of organizations, there is a functionality that lets us customize sections on the creation or modification form: users.form.add.main=details,Organizations,personal-site users.form.add.identification= users.form.add.miscellaneous=   users.form.update.main=details,password,Organizations,sites,user-groups,roles,personal-site,categorization users.form.update.identification=addresses,phone-numbers,additional-email-addresses,websites,instant-messenger,social-network,sms,open-id users.form.update.miscellaneous=announcements,display-settings,comments,custom-fields There are many other properties, but we will not discuss all of them. In portal.properties, located in the portal-impl/src folder, under the Users section, it is possible to find all the settings, and every line is documented by comment. There's more… Each user in the system can be active or inactive. An active user can log into their user account and use all resources available for them within their roles and memberships. Inactive user cannot enter his account, access places and perform activities, which are reserved for authorized and authenticated users only. It is worth noticing that active users cannot be deleted. In order to remove a user from Liferay, you need to to deactivate them first. To deactivate a user, follow these steps: Log in as an administrator and go to Admin | Control panel | Users | Users and Organizations. Click on the Actions button located near the name of the user. Go to the All Users tab. Find the active user you want to deactivate. Click on the Deactivate button. Confirm this action by clicking on the Ok button. To activate a user, follow these steps: Log in as an administrator and go to Admin | Control panel | Users | Users and Organizations. Go to the All Users tab. Find the inactive user you want to activate. Click on the Actions button located near the name of the user. Click on the Activate button. Sometimes, when using the system, users report some irregularities or get a little confused and require assistance. You need to look at the page through the user's eyes. Liferay provides a very useful functionality that allows authorized users to impersonate another user. In order to use this functionality, perform these steps: Log in as an administrator and go to Control Panel | Users | Users and Organizations. Click on the Actions button located near the name of the user. Click on the Impersonate user button. See also For more information on managing users, refer to the Exporting users recipe from this article Assigning users to organizations There are several ways a user can be assigned to an organization. It can be done by editing the user account that has already been created (see the User attributes section in Adding a new user recipe) or using the Assign Users action from the organization actions menu. In this recipe, we will show you how to assign a user to an organization using the option available in the organization actions menu. Getting ready To go through this recipe, you will need an organization and a user (refer to Managing an organization structure and Adding a new user recipes from this article). How to do it… In order to assign a user to an organization from the organization menu, follow these steps: Log in as an administrator and go to Admin | Control panel | Users | Users and Organizations. Click on the Actions button located near the name of the organization to which you want to assign the user. Choose the Assign Users option. Click on the Available tab. Mark a user or group of users you want to assign. Click on the Update Associations button. How it works… Each user in Liferay can be assigned to as many regular organizations as required and to exactly one location. When a user is assigned to the organization, they appear on the list of users of the organization. They become members of the organization and gain access to the organization's public and private pages according to the assigned roles and permissions. As was shown in the previous recipe, while editing the list of assigned users in the organization menu, it is possible to assign multiple users. It is worth noting that an administrator can assign the users of the organizations and suborganizations tasks that she or he can manage. To allow any administrator of an organization to be able to assign any user to that organization, set the following property in the portal-ext.properties file: Organizations.assignment.strict=true In many cases, when our organizations have a tree structure, it is not necessary that a member of a child organization has access to the ancestral ones. To disable this structure set the following property: Organizations.membership.strict=true See also For information on how to create user accounts, refer to the Adding a new user recipe from this article For information on assigning users to user groups, refer to the Assigning users to a user group recipe from this article Assigning users to a user group In addition to being a member of the organization, each user can be a member of one or more user groups. As a member of a user group, a user can profit by getting access to the user group's sites or other information directed exclusively to its members, for instance, messages sent by the Announcements portlet. A user becomes a member of the group when they are assigned to it. This assignment can be done by editing the user account that has already been created (see the User attributes description in Adding a new user recipe) or using the Assign Members action from the User Groups actions menu. In this recipe, we will show you how to assign a user to a user group using the option available in the User Groups actions menu. Getting ready To step through this recipe, first, you have to create a user group and a user (see the Creating a new user group and Adding a new user recipes). How to do it… In order to assign a user to a user group from the User Groups menu, perform these steps: Log in as an administrator and go to Admin | Control panel | Users | User Groups. Click on the Actions button located near the name of the user group to which you want to assign the user. Click on the Assign Members button. Click on the Available tab. Mark a user or group of users you want to assign. Click on the Update Associations button. How it works… As was shown in this recipe, one or more users can be assigned to a user group by editing the list of assigned users in the user group menu. Each user assigned to a user group becomes a member of this group and gains access to the user group's public and private pages according to assigned roles and permissions. See also For information on how to create user accounts, refer to the Adding a new user recipe from this article For information about assigning users to organization, refer to the Assigning users to organizations recipe from this article Exporting users Liferay Portal CMS provides a simple export mechanism, which allows us to export a list of all the users stored in the database or a list of all the users from a specific organization to a file. How to do it… In order to export the list of all users from the database to a file, follow these steps: Log in as an administrator and go to Admin | Control Panel | Users | Users and Organizations. Click on the Export Users button. In order to export the list of all users from the specific organization to a file, follow these steps: Log in as an administrator and go to Admin | Control Panel | Users | Users and Organizations. Click on the All Organizations tab. Click on the name of an organization to which the users are supposed to be exported. Click on the Export Users button. How it works… As mentioned previously, Liferay allows us to export users from a particular organization to a .csv file. The .csv file contains a list of user names and corresponding e-mail addresses. It is also possible to export all the users by clicking on the Export Users button located on the All Users tab. You will find this tab by going to Admin | Control panel | Users | Users and Organizations. See also For information on how to create user accounts, refer to the Adding a new user recipe from this article For information on how to assign users to organizations, refer to the Assigning users to organizations recipe from this article Summary In this article, you have learnt how to manage an organization structure by creating users and assigning them to organizations and user groups. You have also learnt how to export users using Liferay's export mechanism. Resources for Article: Further resources on this subject: Cache replication [article] Portlet [article] Liferay, its Installation and setup [article]
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04 Jun 2015
10 min read
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Introduction to Microsoft Azure Cloud Services

Packt
04 Jun 2015
10 min read
In this article by Gethyn Ellis, author of the book Microsoft Azure IaaS Essentials, we will understand cloud computing and the various services offered by it. (For more resources related to this topic, see here.) Understanding cloud computing What do we mean when we talk about cloud from an information technology perspective? People mention cloud services; where do we get the services from? What services are offered? The Wikipedia definition of cloud computing is as follows: "Cloud computing is a computing term or metaphor that evolved in the late 1990s, based on utility and consumption of computer resources. Cloud computing involves application systems which are executed within the cloud and operated through internet enabled devices. Purely cloud computing does not rely on the use of cloud storage as it will be removed upon users download action. Clouds can be classified as public, private and [hybrid cloud|hybrid]." If you have worked with virtualization, then the concept of cloud is not completely alien to you. With virtualization, you can group a bunch of powerful hardware together, using a hypervisor. A hypervisor is a kind of software, operating system, or firmware that allows you to run virtual machines. Some of the popular Hypervisors on the market are VMware ESX or Microsoft's Hyper-V. Then, you can use this powerful hardware to run a set of virtual servers or guests. The guests share the resources of the host in order to execute and provide the services and computing resources of your IT department. The IT department takes care of everything from maintaining the hypervisor hosts to managing and maintaining the virtual servers and guests. The internal IT department does all the work. This is sometimes termed as a private cloud. Third-party suppliers, such as Microsoft, VMware, and Amazon, have a public cloud offering. With a public cloud, some computing services are provided to you on the Internet, and you can pay for what you use, which is like a utility bill. For example, let's take the utilities you use at home. This model can be really useful for start-up business that might not have an accurate demand forecast for their services, or the demand may change very quickly. Cloud computing can also be very useful for established businesses, who would like to make use of the elastic billing model. The more services you consume, the more you pay when you get billed at the end of the month. There are various types of public cloud offerings and services from a number of different providers. The TechNet top ten cloud providers are as follows: VMware Microsoft Bluelock Citrix Joyent Terrmark Salesforce.com Century Link RackSpace Amazon Web Services It is interesting to read that in 2013, Microsoft was only listed ninth in the list. With a new CEO, Microsoft has taken a new direction and put its Azure cloud offering at the heart of the business model. To quote one TechNet 2014 attendee: "TechNet this year was all about Azure, even the on premises stuff was built on the Azure model" With a different direction, it seems pretty clear that Microsoft is investing heavily in its cloud offering, and this will be further enhanced with further investment. This will allow a hybrid cloud environment, a combination of on-premises and public cloud, to be combined to offer organizations that ultimate flexibility when it comes to consuming IT resources. Services offered The term cloud is used to describe a variety of service offerings from multiple providers. You could argue, in fact, that the term cloud doesn't actually mean anything specific in terms of the service that you're consuming. It is, in fact, just a term that means you are consuming an IT service from a provider. Be it an internal IT department in the form of a private cloud or a public offering from some cloud provider, a public cloud, or it could be some combination of both in the form of a hybrid cloud. So, then what are the services that cloud providers offer? Virtualization and on-premises technology Most business even in today's cloudy environment has some on-premises technology. Until virtualization became popular and widely deployed several years ago, it was very common to have a one-to-one relationship between a physical hardware server with its own physical resources, such as CPU, RAM, storage, and the operating system installed on the physical server. It became clear that in this type of environment, you would need a lot of physical servers in your data center. An expanding and sometimes, a sprawling environment brings its own set of problems. The servers need cooling and heat management as well as a power source, and all the hardware and software needs to be maintained. Also, in terms of utilization, this model left lots of resources under-utilized: Virtualization changed this to some extent. With virtualization, you can create several guests or virtual servers that are configured to share the resources of the underlying host, each with their own operating system installed. It is possible to run both a Windows and Linux guest on the same physical host using virtualization. This allows you to maximize the resource utilization and allows your business to get a better return on investment on its hardware infrastructure: Virtualization is very much a precursor to cloud; many virtualized environments are sometimes called private clouds, so having an understanding of virtualization and how it works will give you a good grounding in some of the concepts of a cloud-based infrastructure. Software as a service (SaaS) SaaS is a subscription where you need to pay to use the software for the time that you're using it. You don't own any of the infrastructures, and you don't have to manage any of the servers or operating systems, you simply consume the software that you will be using. You can think of SaaS as like taking a taxi ride. When you take a taxi ride, you don't own the car, you don't need to maintain the car, and you don't even drive the car. You simply tell the taxi driver or his company when and where you want to travel somewhere, and they will take care of getting you there. The longer the trip, that is, the longer you use the taxi, the more you pay. An example of Microsoft's Software as a service would be the Azure SQL Database. The following diagram shows the cloud-based SQL database: Microsoft offers customers a SQL database that is fully hosted and maintained in Microsoft data centers, and the customer simply has to make use of the service and the database. So, we can compare this to having an on-premises database. To have an on-premises database, you need a Windows Server machine (physical or virtual) with the appropriate version of SQL Server installed. The server would need enough CPU, RAM, and storage to fulfill the needs of your database, and you need to manage and maintain the environment, applying various patches to the operating systems as they become available, installing, and testing various SQL Server service packs as they become available, and all the while, your application makes use of the database platform. With the SQL Azure database, you have no overhead, you simply need to connect to the Microsoft Azure portal and request a SQL database by following the wizard: Simply, give the database a name. In this case, it's called Helpdesk, select the service tier you want. In this example, I have chosen the Basic service tier. The service tier will define things, such as the resources available to your database, and impose limits, in terms of database size. With the Basic tier, you have a database size limit of 2 GB. You can specify the server that you want to create your database with, accept the defaults on the other settings, click on the check button, and the database gets created: It's really that simple. You will then pay for what you use in terms of database size and data access. In a later section, you will see how to set up a Microsoft Azure account. Platform as a service (PaaS) With PaaS, you rent the hardware, operating system, storage, and network from the public cloud service provider. PaaS is an offshoot of SaaS. Initially, SaaS didn't take off quickly, possibly because of the lack of control that IT departments and business thought they were going to suffer as a result of using the SaaS cloud offering. Going back to the transport analogy, you can compare PaaS to car rentals. When you rent a car, you don't need to make the car, you don't need to own the car, and you have no responsibility to maintain the car. You do, however, need to drive the car if you are going to get to your required destination. In PaaS terms, the developer and the system administrator have slightly more control over how the environment is set up and configured but still much of the work is taken care of by the cloud service provider. So, the hardware, operating system, and all the other components that run your application are managed and taken care of by the cloud provider, but you get a little more control over how things are configured. A geographically dispersed website would be a good example of an application offered on a PaaS offering. Infrastructure as a service (IaaS) With IaaS, you have much more control over the environment, and everything is customizable. Going with the transport analogy again, you can compare it to buying a car. The service provides you with the car upfront, and you are then responsible for using the car to ensure that it gets you from A to B. You are also responsible to fix the car if something goes wrong, and also ensure that the car is maintained by servicing it regularly, adding fuel, checking the tyre pressure, and so on. You have more control, but you also have more to do in terms of maintenance. Microsoft Azure has an offering. You can deploy a virtual machine, you can specify what OS you want, how much RAM you want the virtual machine to have, you can specify where the server will sit in terms of Microsoft data centers, and you can set up and configure recoverability and high availability for your Azure virtual machine: Hybrid environments With a hybrid environment, you get a combination of on-premises infrastructure and cloud services. It allows you to flexibly add resilience and high availability to your existing infrastructure. It's perfectly possible for the cloud to act as a disaster recovery site for your existing infrastructure. Microsoft Azure In order to work with the examples in this article, you need sign up for a Microsoft account. You can visit http://azure.microsoft.com/, and create an account all by yourself by completing the necessary form as follows: Here, you simply enter your details; you can use your e-mail address as your username. Enter the credentials specified. Return to the Azure website, and if you want to make use of the free trial, click on the free trial link. Currently, you get $125 worth of free Azure services. Once you have clicked on the free trial link, you will have to verify your details. You will also need to enter a credit card number and its details. Microsoft assures that you won't be charged during the free trial. Enter the appropriate details and click on Sign Up: Summary In this article, we looked at and discussed some of the terminology around the cloud. From the services offered to some of the specific features available in Microsoft Azure, you should be able to differentiate between a public and private cloud. You can also now differentiate between some of the public cloud offerings. Resources for Article: Further resources on this subject: Windows Azure Service Bus: Key Features [article] Digging into Windows Azure Diagnostics [article] Using the Windows Azure Platform PowerShell Cmdlets [article]
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04 Jun 2015
27 min read
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Getting started with OpenGL ES 3.0 Using GLSL 3.0

Packt
04 Jun 2015
27 min read
In this article by Parminder Singh, author of OpenGL ES 3.0 Cookbook, we will program shaders in Open GL ES shading language 3.0, load and compile a shader program, link a shader program, check errors in OpenGL ES 3.0, use the per-vertex attribute to send data to a shader, use uniform variables to send data to a shader, and program OpenGL ES 3.0 Hello World Triangle. (For more resources related to this topic, see here.) OpenGL ES 3.0 stands for Open Graphics Library for embedded systems version 3.0. It is a set of standard API specifications established by the Khronos Group. The Khronos Group is an association of members and organizations that are focused on producing open standards for royalty-free APIs. OpenGL ES 3.0 specifications were publicly released in August 2012. These specifications are backward compatible with OpenGL ES 2.0, which is a well-known de facto standard for embedded systems to render 2D and 3D graphics. Embedded operating systems such as Android, iOS, BlackBerry, Bada, Windows, and many others support OpenGL ES. OpenGL ES 3.0 is a programmable pipeline. A pipeline is a set of events that occur in a predefined fixed sequence, from the moment input data is given to the graphic engine to the output generated data for rendering the frame. A frame refers to an image produced as an output on the screen by the graphics engine. This article will provide OpenGL ES 3.0 development using C/C++, you can refer to the book OpenGL ES 3.0 Cookbook for more information on building OpenGL ES 3.0 applications on Android and iOS platforms. We will begin this article by understanding the basic programming of the OpenGL ES 3.0 with the help of a simple example to render a triangle on the screen. You will learn how to set up and create your first application on both platforms step by step. Understanding EGL: The OpenGL ES APIs require the EGL as a prerequisite before they can effectively be used on the hardware devices. The EGL provides an interface between the OpenGL ES APIs and the underlying native windowing system. Different OS vendors have their own ways to manage the creation of drawing surfaces, communication with hardware devices, and other configurations to manage the rendering context. EGL provides an abstraction, how the underlying system needs to be implemented in a platform-independent way. The EGL provides two important things to OpenGL ES APIs: Rendering context: This stores the data structure and important OpenGL ES states that are essentially required for rendering purpose Drawing surface: This provides the drawing surface to render primitives The following screenshot shows OpenGL ES 3.0 the programmable pipeline architecture. EGL provides the following responsibilities: Checking the available configuration to create rendering context of the device windowing system Creating the OpenGL rendering surface for drawing Compatibility and interfacing with other graphics APIs such as OpenVG, OpenAL, and so on Managing resources such as texture mapping Programming shaders in Open GL ES shading language 3.0 OpenGL ES shading language 3.0 (also called as GLSL) is a C-like language that allows us to writes shaders for programmable processors in the OpenGL ES processing pipeline. Shaders are the small programs that run on the GPU in parallel. OpenGL ES 3.0 supports two types of shaders: vertex shader and fragment shader. Each shader has specific responsibilities. For example, the vertex shader is used to process geometric vertices; however, the fragment shader processes the pixels or fragment color information. More specially, the vertex shader processes the vertex information by applying 2D/3D transformation. The output of the vertex shader goes to the rasterizer where the fragments are produced. The fragments are processed by the fragment shader, which is responsible for coloring them. The order of execution of the shaders is fixed; the vertex shader is always executed first, followed by the fragment shader. Each shader can share its processed data with the next stage in the pipeline. Getting ready There are two types of processors in the OpenGL ES 3.0 processing pipeline to execute vertex shader and fragment shader executables; it is called programmable processing unit: Vertex processor: The vertex processor is a programmable unit that operates on the incoming vertices and related data. It uses the vertex shader executable and run it on the vertex processor. The vertex shader needs to be programmed, compiled, and linked first in order to generate an executable, which can then be run on the vertex processor. Fragment processor: The fragment processor uses the fragment shader executable to process fragment or pixel data. The fragment processor is responsible for calculating colors of the fragment. They cannot change the position of the fragments. They also cannot access neighboring fragments. However, they can discard the pixels. The computed color values from this shader are used to update the framebuffer memory and texture memory. How to do it... Here are the sample codes for vertex and fragment shaders: Program the following vertex shader and store it into the vertexShader character type array variable: #version 300 es             in vec4 VertexPosition, VertexColor;       uniform float RadianAngle; out vec4     TriangleColor;     mat2 rotation = mat2(cos(RadianAngle),sin(RadianAngle),                    -sin(RadianAngle),cos(RadianAngle)); void main() { gl_Position = mat4(rotation)*VertexPosition; TriangleColor = VertexColor; } Program the following fragment shader and store it into another character array type variable called fragmentShader: #version 300 es         precision mediump float; in vec4   TriangleColor; out vec4 FragColor;     void main() {           FragColor = TriangleColor; }; How it works... Like most of the languages, the shader program also starts its control from the main() function. In both shader programs, the first line, #version 300 es, specifies the GLES shading language version number, which is 3.0 in the present case. The vertex shader receives a per-vertex input variable VertexPosition. The data type of this variable is vec4, which is one of the inbuilt data types provided by OpenGL ES Shading Language. The in keyword in the beginning of the variable specifies that it is an incoming variable and it receives some data outside the scope of our current shader program. Similarly, the out keyword specifies that the variable is used to send some data value to the next stage of the shader. Similarly, the color information data is received in VertexColor. This color information is passed to TriangleColor, which sends this information to the fragment shader, and is the next stage of the processing pipeline. The RadianAngle is a uniform type of variable that contains the rotation angle. This angle is used to calculate the rotation matrix to make the rendering triangle revolve. The input values received by VertexPosition are multiplied using the rotation matrix, which will rotate the geometry of our triangle. This value is assigned to gl_Position. The gl_Position is an inbuilt variable of the vertex shader. This variable is supposed to write the vertex position in the homogeneous form. This value can be used by any of the fixed functionality stages, such as primitive assembly, rasterization, culling, and so on. In the fragment shader, the precision keyword specifies the default precision of all floating types (and aggregates, such as mat4 and vec4) to be mediump. The acceptable values of such declared types need to fall within the range specified by the declared precision. OpenGL ES Shading Language supports three types of the precision: lowp, mediump, and highp. Specifying the precision in the fragment shader is compulsory. However, for vertex, if the precision is not specified, it is considered to be highest (highp). The FragColor is an out variable, which sends the calculated color values for each fragment to the next stage. It accepts the value in the RGBA color format. There's more… As mentioned there are three types of precision qualifiers, the following table describes these, the range and precision of these precision qualifiers are shown here: Loading and compiling a shader program The shader program created needs to be loaded and compiled into a binary form. This article will be helpful in understanding the procedure of loading and compiling a shader program. Getting ready Compiling and linking a shader is necessary so that these programs are understandable and executable by the underlying graphics hardware/platform (that is, the vertex and fragment processors). How to do it... In order to load and compile the shader source, use the following steps: Create a NativeTemplate.h/NativeTemplate.cpp and define a function named loadAndCompileShader in it. Use the following code, and proceed to the next step for detailed information about this function: GLuint loadAndCompileShader(GLenum shaderType, const char* sourceCode) { GLuint shader = glCreateShader(shaderType); // Create the shader if ( shader ) {      // Pass the shader source code      glShaderSource(shader, 1, &sourceCode, NULL);      glCompileShader(shader); // Compile the shader source code           // Check the status of compilation      GLint compiled = 0;      glGetShaderiv(shader,GL_COMPILE_STATUS,&compiled);      if (!compiled) {        GLint infoLen = 0;       glGetShaderiv(shader,GL_INFO_LOG_LENGTH, &infoLen);        if (infoLen) {          char* buf = (char*) malloc(infoLen);          if (buf) {            glGetShaderInfoLog(shader, infoLen, NULL, buf);            printf("Could not compile shader %s:" buf);            free(buf);          }          glDeleteShader(shader); // Delete the shader program          shader = 0;        }    } } return shader; } This function is responsible for loading and compiling a shader source. The argument shaderType accepts the type of shader that needs to be loaded and compiled; it can be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER. The sourceCode specifies the source program of the corresponding shader. Create an empty shader object using the glCreateShader OpenGL ES 3.0 API. This API returns a non-zero value if the object is successfully created. This value is used as a handle to reference this object. On failure, this function returns 0. The shaderType argument specifies the type of the shader to be created. It must be either GL_VERTEX_SHADER or GL_FRAGMENT_SHADER: GLuint shader = glCreateShader(shaderType); Unlike in C++, where object creation is transparent, in OpenGL ES, the objects are created behind the curtains. You can access, use, and delete the objects as and when required. All the objects are identified by a unique identifier, which can be used for programming purposes. The created empty shader object (shader) needs to be bound first with the shader source in order to compile it. This binding is performed by using the glShaderSource API: // Load the shader source code glShaderSource(shader, 1, &sourceCode, NULL); The API sets the shader code string in the shader object, shader. The source string is simply copied in the shader object; it is not parsed or scanned. Compile the shader using the glCompileShader API. It accepts a shader object handle shader:        glCompileShader(shader);   // Compile the shader The compilation status of the shader is stored as a state of the shader object. This state can be retrieved using the glGetShaderiv OpenGL ES API:      GLint compiled = 0;   // Check compilation status      glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); The glGetShaderiv API accepts the handle of the shader and GL_COMPILE_STATUS as an argument to check the status of the compilation. It retrieves the status in the compiled variable. The compiled returns GL_TRUE if the last compilation was successful. Otherwise, it returns GL_FALSE. Use glGetShaderInfoLog to get the error report. The shader is deleted if the shader source cannot be compiled. Delete the shader object using the glDeleteShader API. Return the shader object ID if the shader is compiled successfully: return shader; // Return the shader object ID How it works... The loadAndCompileShader function first creates an empty shader object. This empty object is referenced by the shader variable. This object is bound with the source code of the corresponding shader. The source code is compiled through a shader object using the glCompileShader API. If the compilation is successful, the shader object handle is returned successfully. Otherwise, the shader object returns 0 and needs to be deleted explicitly using glDeleteShader. The status of the compilation can be checked using glGetShaderiv with GL_COMPILE_STATUS. There's more... In order to differentiate among various versions of OpenGL ES and GL shading language, it is useful to get this information from the current driver of your device. This will be helpful to make the program robust and manageable by avoiding errors caused by version upgrade or application being installed on older versions of OpenGL ES and GLSL. The other vital information can be queried from the current driver, such as the vendor, renderer, and available extensions supported by the device driver. This information can be queried using the glGetString API. This API accepts a symbolic constant and returns the queried system metrics in the string form. The printGLString wrapper function in our program helps in printing device metrics: static void printGLString(const char *name, GLenum s) {    printf("GL %s = %sn", name, (const char *) glGetString(s)); } Linking a shader program Linking is a process of aggregating a set (vertex and fragment) of shaders into one program that maps to the entirety of the programmable phases of the OpenGL ES 3.0 graphics pipeline. The shaders are compiled using shader objects. These objects are used to create special objects called program objects to link it to the OpenGL ES 3.0 pipeline. How to do it... The following instructions provide a step-by-step procedure to link as shader: Create a new function, linkShader, in NativeTemplate.cpp. This will be the wrapper function to link a shader program to the OpenGL ES 3.0 pipeline. Follow these steps to understand this program in detail: GLuint linkShader(GLuint vertShaderID,GLuint fragShaderID){ if (!vertShaderID || !fragShaderID){ // Fails! return return 0; } // Create an empty program object GLuint program = glCreateProgram(); if (program) { // Attach vertex and fragment shader to it glAttachShader(program, vertShaderID); glAttachShader(program, fragShaderID);   // Link the program glLinkProgram(program); GLint linkStatus = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);   if (linkStatus != GL_TRUE) { GLint bufLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); if (bufLength) { char* buf = (char*) malloc(bufLength); if(buf) { glGetProgramInfoLog(program,bufLength,NULL, buf); printf("Could not link program:n%sn", buf); free(buf); } } glDeleteProgram(program); program = 0; } } return program; } Create a program object with glCreateProgram. This API creates an empty program object using which the shader objects will be linked: GLuint program = glCreateProgram(); //Create shader program Attach shader objects to the program object using the glAttachShader API. It is necessary to attach the shaders to the program object in order to create the program executable: glAttachShader(program, vertShaderID); glAttachShader(program, fragShaderID); How it works... The linkShader wrapper function links the shader. It accepts two parameters: vertShaderID and fragShaderID. They are identifiers of the compiled shader objects. The createProgram function creates a program object. It is another OpenGL ES object to which shader objects are attached using glAttachShader. The shader objects can be detached from the program object if they are no longer in need. The program object is responsible for creating the executable program that runs on the programmable processor. A program in OpenGL ES is an executable in the OpenGL ES 3.0 pipeline that runs on the vertex and fragment processors. The program object is linked using glLinkShader. If the linking fails, the program object must be deleted using glDeleteProgram. When a program object is deleted it automatically detached the shader objects associated with it. The shader objects need to be deleted explicitly. If a program object is requested for deletion, it will only be deleted until it's not being used by some other rendering context in the current OpenGL ES state. If the program's object link successfully, then one or more executable will be created, depending on the number of shaders attached with the program. The executable can be used at runtime with the help of the glUseProgram API. It makes the executable a part of the current OpenGL ES state. Checking errors in OpenGL ES 3.0 While programming, it is very common to get unexpected results or errors in the programmed source code. It's important to make sure that the program does not generate any error. In such a case, you would like to handle the error gracefully. OpenGL ES 3.0 allows us to check the error using a simple routine called getGlError. The following wrapper function prints all the error messages occurred in the programming: static void checkGlError(const char* op) { for(GLint error = glGetError(); error; error= glGetError()){ printf("after %s() glError (0x%x)n", op, error); } } Here are few examples of code that produce OpenGL ES errors: glEnable(GL_TRIANGLES);   // Gives a GL_INVALID_ENUM error   // Gives a GL_INVALID_VALUE when attribID >= GL_MAX_VERTEX_ATTRIBS glEnableVertexAttribArray(attribID); How it works... When OpenGL ES detects an error, it records the error into an error flag. Each error has a unique numeric code and symbolic name. OpenGL ES does not track each time an error has occurred. Due to performance reasons, detecting errors may degrade the rendering performance therefore, the error flag is not set until the glGetError routine is called. If there is no error detected, this routine will always return GL_NO_ERRORS. In distributed environment, there may be several error flags, therefore, it is advisable to call the glGetError routine in the loop, as this routine can record multiple error flags. Using the per-vertex attribute to send data to a shader The per-vertex attribute in the shader programming helps receive data in the vertex shader from OpenGL ES program for each unique vertex attribute. The received data value is not shared among the vertices. The vertex coordinates, normal coordinates, texture coordinates, color information, and so on are the example of per-vertex attributes. The per-vertex attributes are meant for vertex shaders only, they cannot be directly available to the fragment shader. Instead, they are shared via the vertex shader throughout variables. Typically, the shaders are executed on the GPU that allows parallel processing of several vertices at the same time using multicore processors. In order to process the vertex information in the vertex shader, we need some mechanism that sends the data residing on the client side (CPU) to the shader on the server side (GPU). This article will be helpful to understand the use of per-vertex attributes to communicate with shaders. Getting ready The vertex shader contains two per-vertex attributes named VertexPosition and VertexColor: // Incoming vertex info from program to vertex shader in vec4 VertexPosition; in vec4 VertexColor; The VertexPosition contains the 3D coordinates of the triangle that defines the shape of the object that we intend to draw on the screen. The VertexColor contains the color information on each vertex of this geometry. In the vertex shader, a non-negative attribute location ID uniquely identifies each vertex attribute. This attribute location is assigned at the compile time if not specified in the vertex shader program. Basically, the logic of sending data to their shader is very simple. It's a two-step process: Query attribute: Query the vertex attribute location ID from the shader. Attach data to the attribute: Attach this ID to the data. This will create a bridge between the data and the per-vertex attribute specified using the ID. The OpenGL ES processing pipeline takes care of sending data. How to do it... Follow this procedure to send data to a shader using the per-vertex attribute: Declare two global variables in NativeTemplate.cpp to store the queried attribute location IDs of VertexPosition and VertexColor: GLuint positionAttribHandle; GLuint colorAttribHandle; Query the vertex attribute location using the glGetAttribLocation API: positionAttribHandle = glGetAttribLocation (programID, "VertexPosition"); colorAttribHandle    = glGetAttribLocation (programID, "VertexColor"); This API provides a convenient way to query an attribute location from a shader. The return value must be greater than or equals to 0 in order to ensure that attribute with given name exists. Send the data to the shader using the glVertexAttribPointer OpenGL ES API: // Send data to shader using queried attrib location glVertexAttribPointer(positionAttribHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices); glVertexAttribPointer(colorAttribHandle, 3, GL_FLOAT, GL_FALSE, 0, gTriangleColors); The data associated with geometry is passed in the form of an array using the generic vertex attribute with the help of the glVertexAttribPointer API. It's important to enable the attribute location. This allows us to access data on the shader side. By default, the vertex attributes are disabled. Similarly, the attribute can be disabled using glDisableVertexAttribArray. This API has the same syntax as that of glEnableVertexAttribArray. Store the incoming per-vertex attribute color VertexColor into the outgoing attribute TriangleColor in order to send it to the next stage (fragment shader): in vec4 VertexColor; // Incoming data from CPU out vec4 TriangleColor; // Outgoing to next stage void main() { . . . TriangleColor = VertexColor; } Receive the color information from the vertex shader and set the fragment color: in vec4 TriangleColor; // Incoming from vertex shader out vec4 FragColor; // The fragment color void main() { FragColor = TriangleColor; }; How it works... The per-vertex attribute variables VertexPosition and VertexColor defined in the vertex shader are the lifelines of the vertex shader. These lifelines constantly provide the data information from the client side (OpenGL ES program or CPU) to server side (GPU). Each per-vertex attribute has a unique attribute location available in the shader that can be queried using glGetAttribLocation. The per-vertex queried attribute locations are stored in positionAttribHandle; colorAttribHandle must be bound with the data using attribute location with glVertexAttribPointer. This API establishes a logical connection between client and server side. Now, the data is ready to flow from our data structures to the shader. The last important thing is the enabling of the attribute on the shader side for optimization purposes. By default, all the attribute are disabled. Therefore, even if the data is supplied for the client side, it is not visible at the server side. The glEnableVertexAttribArray API allows us to enable the per-vertex attributes on the shader side. Using uniform variables to send data to a shader The uniform variables contain the data values that are global. They are shared by all vertices and fragments in the vertex and fragment shaders. Generally, some information that is not specific to the per-vertex is treated in the form of uniform variables. The uniform variable could exist in both the vertex and fragment shaders. Getting ready The vertex shader we programmed in the programming shaders in OpenGL ES shading language 3.0 contains a uniform variable RadianAngle. This variable is used to rotate the rendered triangle: // Uniform variable for rotating triangle uniform float RadianAngle; This variable will be updated on the client side (CPU) and send to the shader at server side (GPU) using special OpenGL ES 3.0 APIs. Similar to per-vertex attributes for uniform variables, we need to query and bind data in order to make it available in the shader. How to do it... Follow these steps to send data to a shader using uniform variables: Declare a global variable in NativeTemplate.cpp to store the queried attribute location IDs of radianAngle: GLuint radianAngle; Query the uniform variable location using the glGetUniformLocation API: radianAngle=glGetUniformLocation(programID,"RadianAngle"); Send the updated radian value to the shader using the glUniform1f API: float degree = 0; // Global degree variable float radian; // Global radian variable radian = degree++/57.2957795; // Update angle and convert it into radian glUniform1f(radianAngle, radian); // Send updated data in the vertex shader uniform Use a general form of 2D rotation to apply on the entire incoming vertex coordinates: . . . . uniform float RadianAngle; mat2 rotation = mat2(cos(RadianAngle),sin(RadianAngle), -sin(RadianAngle),cos(RadianAngle)); void main() { gl_Position = mat4(rotation)*VertexPosition; . . . . . } How it works... The uniform variable RadianAngle defined in the vertex shader is used to apply rotation transformation on the incoming per-vertex attribute VertexPosition. On the client side, this uniform variable is queried using glGetUniformLocation. This API returns the index of the uniform variable and stores it in radianAngle. This index will be used to bind the updated data information that is stored the radian with the glUniform1f OpenGL ES 3.0 API. Finally, the updated data reaches the vertex shader executable, where the general form of the Euler rotation is calculated: mat2 rotation = mat2(cos(RadianAngle),sin(RadianAngle), -sin(RadianAngle),cos(RadianAngle)); The rotation transformation is calculated in the form of 2 x 2 matrix rotation, which is later promoted to a 4 x 4 matrix when multiplied by VertexPosition. The resultant vertices cause to rotate the triangle in a 2D space. Programming OpenGL ES 3.0 Hello World Triangle The NativeTemplate.h/cpp file contains OpenGL ES 3.0 code, which demonstrates a rotating colored triangle. The output of this file is not an executable on its own. It needs a host application that provides the necessary OpenGL ES 3.0 prerequisites to render this program on a device screen. Developing Android OpenGL ES 3.0 application Developing iOS OpenGL ES 3.0 application This will provide all the necessary prerequisites that are required to set up OpenGL ES, rendering and querying necessary attributes from shaders to render our OpenGL ES 3.0 "Hello World Triangle" program. In this program, we will render a simple colored triangle on the screen. Getting ready OpenGL ES requires a physical size (pixels) to define a 2D rendering surface called a viewport. This is used to define the OpenGL ES Framebuffer size. A buffer in OpenGL ES is a 2D array in the memory that represents pixels in the viewport region. OpenGL ES has three types of buffers: color buffer, depth buffer, and stencil buffer. These buffers are collectively known as a framebuffer. All the drawings commands effect the information in the framebuffer. The life cycle of this is broadly divided into three states: Initialization: Shaders are compiled and linked to create program objects Resizing: This state defines the viewport size of rendering surface Rendering: This state uses the shader program object to render geometry on screen How to do it... Follow these steps to program this: Use the NativeTemplate.cpp file and create a createProgramExec function. This is a high-level function to load, compile, and link a shader program. This function will return the program object ID after successful execution: GLuint createProgramExec(const char* VS, const char* FS) { GLuint vsID = loadAndCompileShader(GL_VERTEX_SHADER, VS); GLuint fsID = loadAndCompileShader(GL_FRAGMENT_SHADER, FS); return linkShader(vsID, fsID); } Visit the loading and compiling a shader program and linking shader program for more information on the working of loadAndCompileShader and linkShader. Use NativeTemplate.cpp, create a function GraphicsInit and create the shader program object by calling createProgramExec: GLuint programID; // Global shader program handler bool GraphicsInit(){ printOpenGLESInfo(); // Print GLES3.0 system metrics // Create program object and cache the ID programID = createProgramExec(vertexShader, fragmentShader); if (!programID) { // Failure !!! return printf("Could not create program."); return false; } checkGlError("GraphicsInit"); // Check for errors } Create a new function GraphicsResize. This will set the viewport region: bool GraphicsResize( int width, int height ){ glViewport(0, 0, width, height); } The viewport determines the portion of the OpenGL ES surface window on which the rendering of the primitives will be performed. The viewport in OpenGL ES is set using the glViewPort API. Create the gTriangleVertices global variable that contains the vertices of the triangle: GLfloat gTriangleVertices[] = { { 0.0f, 0.5f}, {-0.5f, - 0.5f}, { 0.5f, -0.5f} }; Create the GraphicsRender renderer function. This function is responsible for rendering the scene. Add the following code in it and perform the following steps to understand this function:        bool GraphicsRender(){ glClear( GL_COLOR_BUFFER_BIT ); // Which buffer to clear? – color buffer glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Clear color with black color   glUseProgram( programID ); // Use shader program and apply radian = degree++/57.2957795; // Query and send the uniform variable. radianAngle = glGetUniformLocation(programID, "RadianAngle"); glUniform1f(radianAngle, radian); // Query 'VertexPosition' from vertex shader positionAttribHandle = glGetAttribLocation (programID, "VertexPosition"); colorAttribHandle = glGetAttribLocation (programID, "VertexColor"); // Send data to shader using queried attribute glVertexAttribPointer(positionAttribHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices); glVertexAttribPointer(colorAttribHandle, 3, GL_FLOAT, GL_FALSE, 0, gTriangleColors); glEnableVertexAttribArray(positionAttribHandle); // Enable vertex position attribute glEnableVertexAttribArray(colorAttribHandle); glDrawArrays(GL_TRIANGLES, 0, 3); // Draw 3 triangle vertices from 0th index } Choose the appropriate buffer from the framebuffer (color, depth, and stencil) that we want to clear each time the frame is rendered using the glClear API. In this, we want to clear color buffer. The glClear API can be used to select the buffers that need to be cleared. This API accepts a bitwise OR argument mask that can be used to set any combination of buffers. Query the VertexPosition generic vertex attribute location ID from the vertex shader into positionAttribHandle using glGetAttribLocation. This location will be used to send triangle vertex data that is stored in gTriangleVertices to the shader using glVertexAttribPointer. Follow the same instruction in order to get the handle of VertexColor into colorAttributeHandle: positionAttribHandle = glGetAttribLocation (programID, "VertexPosition"); colorAttribHandle = glGetAttribLocation (programID, "VertexColor"); glVertexAttribPointer(positionAttribHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices); glVertexAttribPointer(colorAttribHandle, 3, GL_FLOAT, GL_FALSE, 0, gTriangleColors); Enable the generic vertex attribute location using positionAttribHandle before the rendering call and render the triangle geometry. Similarly, for the per-vertex color information, use colorAttribHandle: glEnableVertexAttribArray(positionAttribHandle); glDrawArrays(GL_TRIANGLES, 0, 3); How it works... When the application starts, the control begins with GraphicsInit, where the system metrics are printed out to make sure that the device supports OpenGL ES 3.0. The OpenGL ES programmable pipeline requires vertex shader and fragment shader program executables in the rendering pipeline. The program object contains one or more executables after attaching the compiled shader objects and linking them to program. In the createProgramExec function the vertex and fragment shaders are compiled and linked, in order to generate the program object. The GraphicsResize function generates the viewport of the given dimension. This is used internally by OpenGL ES 3.0 to maintain the framebuffer. In our current application, it is used to manage color buffer. Finally, the rendering of the scene is performed by GraphicsRender, this function clears the color buffer with black background and renders the triangle on the screen. It uses a shader object program and sets it as the current rendering state using the glUseProgram API. Each time a frame is rendered, data is sent from the client side (CPU) to the shader executable on the server side (GPU) using glVertexAttribPointer. This function uses the queried generic vertex attribute to bind the data with OpenGL ES pipeline. There's more... There are other buffers also available in OpenGL ES 3.0: Depth buffer: This is used to prevent background pixels from rendering if there is a closer pixel available. The rule of prevention of the pixels can be controlled using special depth rules provided by OpenGL ES 3.0. Stencil buffer: The stencil buffer stores the per-pixel information and is used to limit the area of rendering. The OpenGL ES API allows us to control each buffer separately. These buffers can be enabled and disabled as per the requirement of the rendering. The OpenGL ES can use any of these buffers (including color buffer) directly to act differently. These buffers can be set via preset values by using OpenGL ES APIs, such as glClearColor, glClearDepthf, and glClearStencil. Summary This article covered different aspects of OpenGL ES 3.0. Resources for Article: Further resources on this subject: OpenGL 4.0: Using Uniform Blocks and Uniform Buffer Objects [article] OpenGL 4.0: Building a C++ Shader Program Class [article] Introduction to Modern OpenGL [article]
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Packt
04 Jun 2015
25 min read
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Installing jQuery

Packt
04 Jun 2015
25 min read
 In this article by Alex Libby, author of the book Mastering jQuery, we will examine some of the options available to help develop your skills even further. (For more resources related to this topic, see here.) Local or CDN, I wonder…? Which version…? Do I support old IE…? Installing jQuery is a thankless task that has to be done countless times by any developer—it is easy to imagine that person asking some of the questions. It is easy to imagine why most people go with the option of using a Content Delivery Network (CDN) link, but there is more to installing jQuery than taking the easy route! There are more options available, where we can be really specific about what we need to use—throughout this article, we will. We'll cover a number of topics, which include: Downloading and installing jQuery Customizing jQuery downloads Building from Git Using other sources to install jQuery Adding source map support Working with Modernizr as a fallback Intrigued? Let's get started. Downloading and installing jQuery As with all projects that require the use of jQuery, we must start somewhere—no doubt you've downloaded and installed jQuery a thousand times; let's just quickly recap to bring ourselves up to speed. If we browse to http://www.jquery.com/download, we can download jQuery using one of the two methods: downloading the compressed production version or the uncompressed development version. If we don't need to support old IE (IE6, 7, and 8), then we can choose the 2.x branch. If, however, you still have some diehards who can't (or don't want to) upgrade, then the 1.x branch must be used instead. To include jQuery, we just need to add this link to our page: <script src="http://code.jquery.com/jquery-X.X.X.js"></script> Here, X.X.X marks the version number of jQuery or the Migrate plugin that is being used in the page. Conventional wisdom states that the jQuery plugin (and this includes the Migrate plugin too) should be added to the <head> tag, although there are valid arguments to add it as the last statement before the closing <body> tag; placing it here may help speed up loading times to your site. This argument is not set in stone; there may be instances where placing it in the <head> tag is necessary and this choice should be left to the developer's requirements. My personal preference is to place it in the <head> tag as it provides a clean separation of the script (and the CSS) code from the main markup in the body of the page, particularly on lighter sites. I have even seen some developers argue that there is little perceived difference if jQuery is added at the top, rather than at the bottom; some systems, such as WordPress, include jQuery in the <head> section too, so either will work. The key here though is if you are perceiving slowness, then move your scripts to just before the <body> tag, which is considered a better practice. Using jQuery in a development capacity A useful point to note at this stage is that best practice recommends that CDN links should not be used within a development capacity; instead, the uncompressed files should be downloaded and referenced locally. Once the site is complete and is ready to be uploaded, then CDN links can be used. Adding the jQuery Migrate plugin If you've used any version of jQuery prior to 1.9, then it is worth adding the jQuery Migrate plugin to your pages. The jQuery Core team made some significant changes to jQuery from this version; the Migrate plugin will temporarily restore the functionality until such time that the old code can be updated or replaced. The plugin adds three properties and a method to the jQuery object, which we can use to control its behavior: Property or Method Comments jQuery.migrateWarnings This is an array of string warning messages that have been generated by the code on the page, in the order in which they were generated. Messages appear in the array only once even if the condition has occurred multiple times, unless jQuery.migrateReset() is called. jQuery.migrateMute Set this property to true in order to prevent console warnings from being generated in the debugging version. If this property is set, the jQuery.migrateWarnings array is still maintained, which allows programmatic inspection without console output. jQuery.migrateTrace Set this property to false if you want warnings but don't want traces to appear on the console. jQuery.migrateReset() This method clears the jQuery.migrateWarnings array and "forgets" the list of messages that have been seen already. Adding the plugin is equally simple—all you need to do is add a link similar to this, where X represents the version number of the plugin that is used: <script src="http://code.jquery.com/jquery-migrate- X.X.X.js"></script> If you want to learn more about the plugin and obtain the source code, then it is available for download from https://github.com/jquery/jquery-migrate. Using a CDN We can equally use a CDN link to provide our jQuery library—the principal link is provided by MaxCDN for the jQuery team, with the current version available at http://code.jquery.com. We can, of course, use CDN links from some alternative sources, if preferred—a reminder of these is as follows: Google (https://developers.google.com/speed/libraries/devguide#jquery) Microsoft (http://www.asp.net/ajaxlibrary/cdn.ashx#jQuery_Releases_on_the_CDN_0) CDNJS (http://cdnjs.com/libraries/jquery/) jsDelivr (http://www.jsdelivr.com/#%!jquery) Don't forget though that if you need, we can always save a copy of the file provided on CDN locally and reference this instead. The jQuery CDN will always have the latest version, although it may take a couple of days for updates to appear via the other links. Using other sources to install jQuery Right. Okay, let's move on and develop some code! "What's next?" I hear you ask. Aha! If you thought downloading and installing jQuery from the main site was the only way to do this, then you are wrong! After all, this is about mastering jQuery, so you didn't think I will only talk about something that I am sure you are already familiar with, right? Yes, there are more options available to us to install jQuery than simply using the CDN or main download page. Let's begin by taking a look at using Node. Each demo is based on Windows, as this is the author's preferred platform; alternatives are given, where possible, for other platforms. Using Node JS to install jQuery So far, we've seen how to download and reference jQuery, which is to use the download from the main jQuery site or via a CDN. The downside of this method is the manual work required to keep our versions of jQuery up to date! Instead, we can use a package manager to help manage our assets. Node.js is one such system. Let's take a look at the steps that need to be performed in order to get jQuery installed: We first need to install Node.js—head over to http://www.nodejs.org in order to download the package for your chosen platform; accept all the defaults when working through the wizard (for Mac and PC). Next, fire up a Node Command Prompt and then change to your project folder. In the prompt, enter this command: npm install jquery Node will fetch and install jQuery—it displays a confirmation message when the installation is complete: You can then reference jQuery by using this link: <name of drive>:websitenode_modulesjquerydistjquery.min.js. Node is now installed and ready for use—although we've installed it in a folder locally, in reality, we will most likely install it within a subfolder of our local web server. For example, if we're running WampServer, we can install it, then copy it into the /wamp/www/js folder, and reference it using http://localhost/js/jquery.min.js. If you want to take a look at the source of the jQuery Node Package Manager (NPM) package, then check out https://www.npmjs.org/package/jquery. Using Node to install jQuery makes our work simpler, but at a cost. Node.js (and its package manager, NPM) is primarily aimed at installing and managing JavaScript components and expects packages to follow the CommonJS standard. The downside of this is that there is no scope to manage any of the other assets that are often used within websites, such as fonts, images, CSS files, or even HTML pages. "Why will this be an issue?," I hear you ask. Simple, why make life hard for ourselves when we can manage all of these assets automatically and still use Node? Installing jQuery using Bower A relatively new addition to the library is the support for installation using Bower—based on Node, it's a package manager that takes care of the fetching and installing of packages from over the Internet. It is designed to be far more flexible about managing the handling of multiple types of assets (such as images, fonts, and CSS files) and does not interfere with how these components are used within a page (unlike Node). For the purpose of this demo, I will assume that you have already installed it; if not, you will need to revisit it before continuing with the following steps: Bring up the Node Command Prompt, change to the drive where you want to install jQuery, and enter this command: bower install jquery This will download and install the script, displaying the confirmation of the version installed when it has completed. The library is installed in the bower_components folder on your PC. It will look similar to this example, where I've navigated to the jquery subfolder underneath. By default, Bower will install jQuery in its bower_components folder. Within bower_components/jquery/dist/, we will find an uncompressed version, compressed release, and source map file. We can then reference jQuery in our script using this line: <script src="/bower_components/jquery/jquery.js"></script> We can take this further though. If we don't want to install the extra files that come with a Bower installation by default, we can simply enter this in a Command Prompt instead to just install the minified version 2.1 of jQuery: bower install http://code.jquery.com/jquery-2.1.0.min.js Now, we can be really clever at this point; as Bower uses Node's JSON files to control what should be installed, we can use this to be really selective and set Bower to install additional components at the same time. Let's take a look and see how this will work—in the following example, we'll use Bower to install jQuery 2.1 and 1.10 (the latter to provide support for IE6-8). In the Node Command Prompt, enter the following command: bower init This will prompt you for answers to a series of questions, at which point you can either fill out information or press Enter to accept the defaults. Look in the project folder; you should find a bower.json file within. Open it in your favorite text editor and then alter the code as shown here: {"ignore": [ "**/.*", "node_modules", "bower_components","test", "tests" ] ,"dependencies": {"jquery-legacy": "jquery#1.11.1","jquery-modern": "jquery#2.10"}} At this point, you have a bower.json file that is ready for use. Bower is built on top of Git, so in order to install jQuery using your file, you will normally need to publish it to the Bower repository. Instead, you can install an additional Bower package, which will allow you to install your custom package without the need to publish it to the Bower repository: In the Node Command Prompt window, enter the following at the prompt: npm install -g bower-installer When the installation is complete, change to your project folder and then enter this command line: bower-installer The bower-installer command will now download and install both the versions of jQuery. At this stage, you now have jQuery installed using Bower. You're free to upgrade or remove jQuery using the normal Bower process at some point in the future. If you want to learn more about how to use Bower, there are plenty of references online; https://www.openshift.com/blogs/day-1-bower-manage-your-client-side-dependencies is a good example of a tutorial that will help you get accustomed to using Bower. In addition, there is a useful article that discusses both Bower and Node, available at http://tech.pro/tutorial/1190/package-managers-an-introductory-guide-for-the-uninitiated-front-end-developer. Bower isn't the only way to install jQuery though—while we can use it to install multiple versions of jQuery, for example, we're still limited to installing the entire jQuery library. We can improve on this by referencing only the elements we need within the library. Thanks to some extensive work undertaken by the jQuery Core team, we can use the Asynchronous Module Definition (AMD) approach to reference only those modules that are needed within our website or online application. Using the AMD approach to load jQuery In most instances, when using jQuery, developers are likely to simply include a reference to the main library in their code. There is nothing wrong with it per se, but it loads a lot of extra code that is surplus to our requirements. A more efficient method, although one that takes a little effort in getting used to, is to use the AMD approach. In a nutshell, the jQuery team has made the library more modular; this allows you to use a loader such as require.js to load individual modules when needed. It's not suitable for every approach, particularly if you are a heavy user of different parts of the library. However, for those instances where you only need a limited number of modules, then this is a perfect route to take. Let's work through a simple example to see what it looks like in practice. Before we start, we need one additional item—the code uses the Fira Sans regular custom font, which is available from Font Squirrel at http://www.fontsquirrel.com/fonts/fira-sans. Let's make a start using the following steps: The Fira Sans font doesn't come with a web format by default, so we need to convert the font to use the web font format. Go ahead and upload the FiraSans-Regular.otf file to Font Squirrel's web font generator at http://www.fontsquirrel.com/tools/webfont-generator. When prompted, save the converted file to your project folder in a subfolder called fonts. We need to install jQuery and RequireJS into our project folder, so fire up a Node.js Command Prompt and change to the project folder. Next, enter these commands one by one, pressing Enter after each: bower install jquerybower install requirejs We need to extract a copy of the amd.html and amd.css files—it contains some simple markup along with a link to require.js; the amd.css file contains some basic styling that we will use in our demo. We now need to add in this code block, immediately below the link for require.js—this handles the calls to jQuery and RequireJS, where we're calling in both jQuery and Sizzle, the selector engine for jQuery: <script>require.config({paths: {"jquery": "bower_components/jquery/src","sizzle": "bower_components/jquery/src/sizzle/dist/sizzle"}});require(["js/app"]);</script> Now that jQuery has been defined, we need to call in the relevant modules. In a new file, go ahead and add the following code, saving it as app.js in a subfolder marked js within our project folder: define(["jquery/core/init", "jquery/attributes/classes"],function($) {$("div").addClass("decoration");}); We used app.js as the filename to tie in with the require(["js/app"]); reference in the code. If all went well, when previewing the results of our work in a browser. Although we've only worked with a simple example here, it's enough to demonstrate how easy it is to only call those modules we need to use in our code rather than call the entire jQuery library. True, we still have to provide a link to the library, but this is only to tell our code where to find it; our module code weighs in at 29 KB (10 KB when gzipped), against 242 KB for the uncompressed version of the full library! Now, there may be instances where simply referencing modules using this method isn't the right approach; this may apply if you need to reference lots of different modules regularly. A better alternative is to build a custom version of the jQuery library that only contains the modules that we need to use and the rest are removed during build. It's a little more involved but worth the effort—let's take a look at what is involved in the process. Customizing the downloads of jQuery from Git If we feel so inclined, we can really push the boat out and build a custom version of jQuery using the JavaScript task runner, Grunt. The process is relatively straightforward but involves a few steps; it will certainly help if you have some prior familiarity with Git! The demo assumes that you have already installed Node.js—if you haven't, then you will need to do this first before continuing with the exercise. Okay, let's make a start by performing the following steps: You first need to install Grunt if it isn't already present on your system—bring up the Node.js Command Prompt and enter this command: npm install -g grunt-cli Next, install Git—for this, browse to http://msysgit.github.io/ in order to download the package. Double-click on the setup file to launch the wizard, accepting all the defaults is sufficient for our needs. If you want more information on how to install Git, head over and take a look at https://github.com/msysgit/msysgit/wiki/InstallMSysGit for more details. Once Git is installed, change to the jquery folder from within the Command Prompt and enter this command to download and install the dependencies needed to build jQuery: npm install The final stage of the build process is to build the library into the file we all know and love; from the same Command Prompt, enter this command: grunt Browse to the jquery folder—within this will be a folder called dist, which contains our custom build of jQuery, ready for use. If there are modules within the library that we don't need, we can run a custom build. We can set the Grunt task to remove these when building the library, leaving in those that are needed for our project. For a complete list of all the modules that we can exclude, see https://github.com/jquery/jquery#modules. For example, to remove AJAX support from our build, we can run this command in place of step 5, as shown previously: grunt custom:-ajax This results in a file saving on the original raw version of 30 KB as shown in the following screenshot: The JavaScript and map files can now be incorporated into our projects in the usual way. For a detailed tutorial on the build process, this article by Dan Wellman is worth a read (https://www.packtpub.com/books/content/building-custom-version-jquery). Using a GUI as an alternative There is an online GUI available, which performs much the same tasks, without the need to install Git or Grunt. It's available at hhttp://projects.jga.me/jquery-builder/, although it is worth noting that it hasn't been updated for a while! Okay, so we have jQuery installed; let's take a look at one more useful function that will help in the event of debugging errors in our code. Support for source maps has been made available within jQuery since version 1.9. Let's take a look at how they work and see a simple example in action. Adding source map support Imagine a scenario, if you will, where you've created a killer site, which is running well, until you start getting complaints about problems with some of the jQuery-based functionality that is used on the site. Sounds familiar? Using an uncompressed version of jQuery on a production site is not an option; instead we can use source maps. Simply put, these map a compressed version of jQuery against the relevant line in the original source. Historically, source maps have given developers a lot of heartache when implementing, to the extent that the jQuery Team had to revert to disabling the automatic use of maps! For best effects, it is recommended that you use a local web server, such as WAMP (PC) or MAMP (Mac), to view this demo and that you use Chrome as your browser. Source maps are not difficult to implement; let's run through how you can implement them: Extract a copy of the sourcemap folder and save it to your project area locally. Press Ctrl + Shift + I to bring up the Developer Tools in Chrome. Click on Sources, then double-click on the sourcemap.html file—in the code window, and finally click on 17. Now, run the demo in Chrome—we will see it paused; revert back to the developer toolbar where line 17 is highlighted. The relevant calls to the jQuery library are shown on the right-hand side of the screen: If we double-click on the n.event.dispatch entry on the right, Chrome refreshes the toolbar and displays the original source line (highlighted) from the jQuery library, as shown here: It is well worth spending the time to get to know source maps—all the latest browsers support it, including IE11. Even though we've only used a simple example here, it doesn't matter as the principle is exactly the same, no matter how much code is used in the site. For a more in-depth tutorial that covers all the browsers, it is worth heading over to http://blogs.msdn.com/b/davrous/archive/2014/08/22/enhance-your-javascript-debugging-life-thanks-to-the-source-map-support-available-in-ie11-chrome-opera-amp-firefox.aspx—it is worth a read! Adding support for source maps We've just previewed the source map, source map support has already been added to the library. It is worth noting though that source maps are not included with the current versions of jQuery by default. If you need to download a more recent version or add support for the first time, then follow these steps: Source maps can be downloaded from the main site using http://code.jquery.com/jquery-X.X.X.min.map, where X represents the version number of jQuery being used. Open a copy of the minified version of the library and then add this line at the end of the file: //# sourceMappingURL=jquery.min.map Save it and then store it in the JavaScript folder of your project. Make sure you have copies of both the compressed and uncompressed versions of the library within the same folder. Let's move on and look at one more critical part of loading jQuery: if, for some unknown reason, jQuery becomes completely unavailable, then we can add a fallback position to our site that allows graceful degradation. It's a small but crucial part of any site and presents a better user experience than your site simply falling over! Working with Modernizr as a fallback A best practice when working with jQuery is to ensure that a fallback is provided for the library, should the primary version not be available. (Yes, it's irritating when it happens, but it can happen!) Typically, we might use a little JavaScript, such as the following example, in the best practice suggestions. This would work perfectly well but doesn't provide a graceful fallback. Instead, we can use Modernizr to perform the check for us and provide a graceful degradation if all fails. Modernizr is a feature detection library for HTML5/CSS3, which can be used to provide a standardized fallback mechanism in the event of a functionality not being available. You can learn more at http://www.modernizr.com. As an example, the code might look like this at the end of our website page. We first try to load jQuery using the CDN link, falling back to a local copy if that hasn't worked or an alternative if both fail: <body><script src="js/modernizr.js"></script><script type="text/javascript">Modernizr.load([{load: 'http://code.jquery.com/jquery-2.1.1.min.js',complete: function () {// Confirm if jQuery was loaded using CDN link// if not, fall back to local versionif ( !window.jQuery ) {Modernizr.load('js/jquery-latest.min.js');}}},// This script would wait until fallback is loaded, beforeloading{ load: 'jquery-example.js' }]);</script></body> In this way, we can ensure that jQuery either loads locally or from the CDN link—if all else fails, then we can at least make a graceful exit. Best practices for loading jQuery So far, we've examined several ways of loading jQuery into our pages, over and above the usual route of downloading the library locally or using a CDN link in our code. Now that we have it installed, it's a good opportunity to cover some of the best practices we should try to incorporate into our pages when loading jQuery: Always try to use a CDN to include jQuery on your production site. We can take advantage of the high availability and low latency offered by CDN services; the library may already be precached too, avoiding the need to download it again. Try to implement a fallback on your locally hosted library of the same version. If CDN links become unavailable (and they are not 100 percent infallible), then the local version will kick in automatically, until the CDN link becomes available again: <script type="text/javascript" src="//code.jquery.com/jquery-1.11.1.min.js"></script><script>window.jQuery || document.write('<scriptsrc="js/jquery-1.11.1.min.js"></script>')</script> Note that although this will work equally well as using Modernizr, it doesn't provide a graceful fallback if both the versions of jQuery should become unavailable. Although one hopes to never be in this position, at least we can use CSS to provide a graceful exit! Use protocol-relative/protocol-independent URLs; the browser will automatically determine which protocol to use. If HTTPS is not available, then it will fall back to HTTP. If you look carefully at the code in the previous point, it shows a perfect example of a protocol-independent URL, with the call to jQuery from the main jQuery Core site. If possible, keep all your JavaScript and jQuery inclusions at the bottom of your page—scripts block the rendering of the rest of the page until they have been fully rendered. Use the jQuery 2.x branch, unless you need to support IE6-8; in this case, use jQuery 1.x instead—do not load multiple jQuery versions. If you load jQuery using a CDN link, always specify the complete version number you want to load, such as jquery-1.11.1.min.js. If you are using other libraries, such as Prototype, MooTools, Zepto, and so on, that use the $ sign as well, try not to use $ to call jQuery functions and simply use jQuery instead. You can return the control of $ back to the other library with a call to the $.noConflict() function. For advanced browser feature detection, use Modernizr. It is worth noting that there may be instances where it isn't always possible to follow best practices; circumstances may dictate that we need to make allowances for requirements, where best practices can't be used. However, this should be kept to a minimum where possible; one might argue that there are flaws in our design if most of the code doesn't follow best practices! Summary If you thought that the only methods to include jQuery were via a manual download or using a CDN link, then hopefully this article has opened your eyes to some alternatives—let's take a moment to recap what we have learned. We kicked off with a customary look at how most developers are likely to include jQuery before quickly moving on to look at other sources. We started with a look at how to use Node, before turning our attention to using the Bower package manager. Next, we had a look at how we can reference individual modules within jQuery using the AMD approach. We then moved on and turned our attention to creating custom builds of the library using Git. We then covered how we can use source maps to debug our code, with a look at enabling support for them within Google's Chrome browser. To round out our journey of loading jQuery, we saw what might happen if we can't load jQuery at all and how we can get around this, by using Modernizr to allow our pages to degrade gracefully. We then finished the article with some of the best practices that we can follow when referencing jQuery. Resources for Article: Further resources on this subject: Using different jQuery event listeners for responsive interaction [Article] Building a Custom Version of jQuery [Article] Learning jQuery [Article]
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article-image-deploying-new-hosts-vcenter
Packt
04 Jun 2015
8 min read
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Deploying New Hosts with vCenter

Packt
04 Jun 2015
8 min read
In this article by Konstantin Kuminsky author of the book, VMware vCenter Cookbook, we will review some options and features available in vCenter to improve an administrator's efficiency. (For more resources related to this topic, see here.) Deploying new hosts faster with scripted installation Scripted installation is an alternative way to deploy ESXi hosts. It can be used when several hosts need to be deployed or upgraded. The installation script contains ESXi settings and can be accessed by a host during the ESXi boot from the following locations: FTP HTTP or HTTPS NFS USB flash drive or CD-ROM How to do it... The following sections describe the process of creating an installation script and using it to boot the ESXi host. Creating an installation script An installation script contains installation options for ESXi. It's a text file with the .cfg extension. The best way to create an installation script is to use the default script supplied with the ESXi installer and modify it. The default script is located in the /etc/vmware/weasel/ folder location and is called ks.cfg. Commands that can be modified include, but are not limited to: The install, installorupgrade, or upgrade commands define the ESXi disk—location, where the installation or upgrade will be installed. The available options are: --disk: This option is the disk name which can be specified as path (/vmfs/devices/disks/vmhbaX:X:X), VML name (vml.xxxxxxxx) or as LUN UID (vmkLUM_UID) –overwritevmfs: This option wipes the existing datastore. --preservevmfs: This option keeps the existing datastore. --novmfsondisk: This option prevents a new partition from being created. The Network command, which specifies the network settings. Most of the available options are self-explanatory: --bootproto=[dhcp|static] --device: MAC address of NIC to use --ip --gateway --nameserver --netmask --hostname --vlanid A full list of installation and upgrade commands can be found in the vSphere5 documentation on the VMware website at https://www.vmware.com/support/pubs/. Use the installation script to configure ESXi In order to use the installation script, you will need to use additional ESXi boot options. Boot a host from the ESXi installation disk. When the ESXi installer screen appears, press Shift + O to provide additional boot options. In the command prompt, type the following: ks=<location of the script> <additional boot options> The valid locations are as follows: ks=cdrom:/path ks=file://path ks=protocol://path ks=usb:/path The additional options available are as follows: gateway: This option is the default gateway ip: This option is the IP address nameserver: This option is the DNS server netmask: This option is the subnet mask vlanid: This option is the VLAN ID netdevice: This option is the MAC address of NIC to use bootif: This option is the MAC address of NIC to use in PXELINUX format For example, for the HTTP location, the command will look like this: ks=http://XX.XX.XX.XX/scripts/ks-v1.cfg nameserver=XX.XX.XX.XX ip=XX.XX.XX.XX netmask=255.255.255.0 gateway=XX.XX.XX.XX Deploying new hosts faster with auto deploy vSphere Auto Deploy is VMware's solution to simplify the deployment of large numbers of ESXi hosts. It is one of the available options for ESXi deployment along with an interactive and scripted installation. The main difference of Auto Deploy compared to other deployment options is that the ESXi configuration is not stored on the host's disk. Instead, it's managed with image and host profiles by the Auto Deploy server. Getting ready Before using Auto Deploy, confirm the following: The Auto Deploy server is installed and registered with vCenter. It can be installed as a standalone server or as part of the vCenter installation. The DHCP server exists in the environment. The DHCP server is configured to point to the TFTP server for PXE boot (option 66) with the boot filename undionly.kpxe.vmw-hardwired. The TFTP server that will be used for PXE boot exists and is configured properly. The machine where Auto Deploy cmdlets will run has the following installed: Microsoft .NET 2.0 or later PowerShell 2.0 or later PowerCLI including Auto Deploy cmdlets New hosts that will be provisioned with Auto Deploy must: Meet the hardware requirements for ESXi 5 Have network connectivity to vCenter, preferably 1 Gbps or higher Have PXE boot enabled How to do it... Once prerequisites are met, the following steps are required to start deploying hosts. Configuring the TFTP server In order to configure the TFTP server with the correct boot image for ESXi, execute the following steps: In vCenter, go to Home | Auto Deploy. Switch to the Administration tab. From the Auto Deploy page, click on Download TFTP Boot ZIP. Download the file and unzip it to the appropriate folder on the TFTP server. Creating an image profile Image profies are created using Image Builder PowerCLI cmdlets. Image Builder requires PowerCLI and can be installed on a machine that's used to run administrative tasks. It doesn't have to be a vCenter server or Auto Deploy server and the only requirement for this machine is that it must have access to the software depot—a file server that stores image profiles. Image profiles can be created from scratch or by cloning an existing profile. The following steps outline the process of creating an image profile by cloning. The steps assume that: The Image Builder has been installed. The appropriate software depot has been downloaded from the VMware website by going to http://www.vmware.com/downloads and searching for the software depot. Cloning an existing profile included in the depot is the easiest way to create a new profile. The steps to do so are as follows: Add a depot with the image profile to be cloned: Add-EsxSoftwareDepot -DepotUrl <Path to softwaredepot> Find the name of the profile to be cloned using Get-ESXImageProfile. Clone the profile: New-EsxImageProfile -CloneProfile <Existing profile name> - Name <New profile name> Add a software package to the new image profile: Add-EsxSoftwarePackage -ImageProfile <New profile name> - SoftwarePackage <Package> At this point, the software package will be validated and in case of errors, or if there are any dependencies that need to be resolved, an appropriate message will be displayed. Assigning an image profile to hosts To create a rule that assigns an image profile to a host, execute the following steps: Connect to vCenter with PowerCLI: Connect-VIServer <vCenter IP or FQDN> Add the software depot with the correct image profile to the PowerCLI session: Add-EsxSoftwareDepot <depot URL> Locate the image profile using the Get-EsxImageProfile cmdlet. Define a rule that assigns hosts with certain attributes to an image profile. For example, for hosts with IP addresses for a range, run the following command: New-DeployRule -Name <Rule name> -Item <Profile name> -Pattern "ipv4=192.168.1.10-192.168.1.20" Add-DeployRule <Rule name> Assigning a host profile to hosts Optionally, the existing host profile can be assigned to hosts. To accomplish this, execute the following steps: Connect to vCenter with PowerCLI: Connect-VIServer <vCenter IP or FQDN> Locate the host profile name using the Get-VMhostProfile command. Define a rule that assigns hosts with certain attributes to a host profile. For example, for hosts with IP addresses for a range, run the following command: New-DeployRule -Name <Rule name> -Item <Profile name> -Pattern "ipv4=192.168.1.10-192.168.1.20" Add-DeployRule <Rule name> Assigning a host to a folder or cluster in vCenter To make sure a host is placed in a certain folder or cluster once it boots, do the following: Connect to vCenter with PowerCLI: Connect-VIServer <vCenter IP or FQDN> Define a rule that assigns hosts with certain attributes to a folder or cluster. For example, for hosts with IP addresses for a range, run the following command: New-DeployRule -Name <Rule name> -Item <Folder name> -Pattern "ipv4=192.168.1.10-192.168.1.20" Add-DeployRule <Rule name> If a host is assigned to a cluster it inherits that cluster's host profile. How it works... Auto Deploy utilizes the PXE boot to connect to the Auto Deploy server and get an image profile, vCenter location, and optionally, host profiles. The detailed process is as follows: The host gets gPXE executable and gPXE configuration files from the PXE TFTP server. As gPXE executes, it uses instructions from the configuration file to query the Auto Deploy server for specific information. The Auto Deploy server returns the requested information specified in the image and host profiles. The host boots using this information. Auto Deploy adds a host to the specified vCenter server. The host is placed in maintenance mode when additional information such as IP address is required from the administrator. To exit maintenance mode, the administrator will need to provide this information and reapply the host profile. When a new host boots for the first time, vCenter creates a new object and stores it together with the host and image profiles in the database. For any subsequent reboots, the existing object is used to get the correct host profile and any changes that have been made. More details can be found in the vSphere 5 documentation on the VMware website at https://www.vmware.com/support/pubs/. Summary In this article we learnt how new hosts can be deployed with scripted installation and auto deploy techniques. Resources for Article: Further resources on this subject: VMware vRealize Operations Performance and Capacity Management [Article] Backups in the VMware View Infrastructure [Article] Application Packaging in VMware ThinApp 4.7 Essentials [Article]
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article-image-mailing-spring-mail
Packt
04 Jun 2015
19 min read
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Mailing with Spring Mail

Packt
04 Jun 2015
19 min read
In this article, by Anjana Mankale, author of the book Mastering Spring Application Development we shall see how we can use the Spring mail template to e-mail recipients. We shall also demonstrate using Spring mailing template configurations using different scenarios. (For more resources related to this topic, see here.) Spring mail message handling process The following diagram depicts the flow of a Spring mail message process. With this, we can clearly understand the process of sending mail using a Spring mailing template. A message is created and sent to the transport protocol, which interacts with internet protocols. Then, the message is received by the recipients. The Spring mail framework requires a mail configuration, or SMTP configuration, as the input and message that needs to be sent. The mail API interacts with internet protocols to send messages. In the next section, we shall look at the classes and interfaces in the Spring mail framework. Interfaces and classes used for sending mails with Spring The package org.springframework.mail is used for mail configuration in the spring application. The following are the three main interfaces that are used for sending mail: MailSender: This interface is used to send simple mail messages. JavaMailSender: This interface is a subinterface of the MailSender interface and supports sending mail messages. MimeMessagePreparator: This interface is a callback interface that supports the JavaMailSender interface in the preparation of mail messages. The following classes are used for sending mails using Spring: SimpleMailMessage: This is a class which has properties such as to, from, cc, bcc, sentDate, and many others. The SimpleMailMessage interface sends mail with MailSenderImp classes. JavaMailSenderImpl: This class is an implementation class of the JavaMailSender interface. MimeMessageHelper: This class helps with preparing MIME messages. Sending mail using the @Configuration annotation We shall demonstrate here how we can send mail using the Spring mail API. First, we provide all the SMTP details in the .properties file and read it to the class file with the @Configuration annotation. The name of the class is MailConfiguration. mail.properties file contents are shown below: mail.protocol=smtp mail.host=localhost mail.port=25 mail.smtp.auth=false mail.smtp.starttls.enable=false mail.from=me@localhost mail.username= mail.password=   @Configuration @PropertySource("classpath:mail.properties") public class MailConfiguration { @Value("${mail.protocol}") private String protocol; @Value("${mail.host}") private String host; @Value("${mail.port}") private int port; @Value("${mail.smtp.auth}") private boolean auth; @Value("${mail.smtp.starttls.enable}") private boolean starttls; @Value("${mail.from}") private String from; @Value("${mail.username}") private String username; @Value("${mail.password}") private String password;   @Bean public JavaMailSender javaMailSender() {    JavaMailSenderImpl mailSender = new JavaMailSenderImpl();    Properties mailProperties = new Properties();    mailProperties.put("mail.smtp.auth", auth);    mailProperties.put("mail.smtp.starttls.enable", starttls);    mailSender.setJavaMailProperties(mailProperties);    mailSender.setHost(host);    mailSender.setPort(port);    mailSender.setProtocol(protocol);    mailSender.setUsername(username);    mailSender.setPassword(password);    return mailSender; } } The next step is to create a rest controller to send mail; to do so, click on Submit. We shall use the SimpleMailMessage interface since we don't have any attachment. @RestController class MailSendingController { private final JavaMailSender javaMailSender; @Autowired MailSubmissionController(JavaMailSender javaMailSender) {    this.javaMailSender = javaMailSender; } @RequestMapping("/mail") @ResponseStatus(HttpStatus.CREATED) SimpleMailMessage send() {    SimpleMailMessage mailMessage = new SimpleMailMessage();    mailMessage.setTo("packt@localhost");    mailMessage.setReplyTo("anjana@localhost");    mailMessage.setFrom("Sonali@localhost");    mailMessage.setSubject("Vani veena Pani");  mailMessage.setText("MuthuLakshmi how are you?Call      Me Please [...]");    javaMailSender.send(mailMessage);    return mailMessage; } } Sending mail using MailSender and Simple Mail Message with XML configuration "Simple mail message" means the e-mail sent will only be text-based with no HTML formatting, no images, and no attachments. In this section, consider a scenario where we are sending a welcome mail to the user as soon as the user gets their order placed in the application. In this scenario, the mail will be sent after the database insertion operation is successful. Create a separate folder, called com.packt.mailService, for the mail service. The following are the steps for sending mail using the MailSender interface and SimpleMailMessage class. Create a new Maven web project with the name Spring4MongoDB_MailChapter3. We have also used the same Eshop db database with MongoDB for CRUD operations on Customer, Order, and Product. We have also used the same mvc configurations and source files. Use the same dependencies as used previously. We need to add dependencies to the pom.xml file: <dependency> <groupId>org.springframework.integration</groupId> <artifactId>spring-integration-mail</artifactId> <version>3.0.2.RELEASE</version> <scope>runtime</scope> </dependency> <dependency> <groupId>javax.activation</groupId> <artifactId>activation</artifactId> <version>1.1-rev-1</version> <scope>runtime</scope> </dependency> <dependency> <groupId>javax.mail</groupId> <artifactId>mail</artifactId> <version>1.4.3</version> </dependency> Compile the Maven project. Create a separate folder called com.packt.mailService for the mail service. Create a simple class named MailSenderService and autowire the MailSender and SimpleMailMessage classes. The basic skeleton is shown here: public class MailSenderService { @Autowired private MailSender mailSender; @AutoWired private SimpleMailMessage simplemailmessage; public void sendmail(String from, String to, String    subject, String body){    /*Code */ }   } Next, create an object of SimpleMailMessage and set mail properties, such as from, to, and subject to it. public void sendmail(String from, String to, String subject, String body){ SimpleMailMessage message=new SimpleMailMessage(); message.setFrom(from); message.setSubject(subject); message.setText(body); mailSender.send(message); } We need to configure the SMTP details. Spring Mail Support provides this flexibility of configuring SMTP details in the XML file. <bean id="mailSender" class="org.springframework.mail.javamail. JavaMailSenderImpl"> <property name="host" value="smtp.gmail.com" /> <property name="port" value="587" /> <property name="username" value="username" /> <property name="password" value="password" />   <property name="javaMailProperties"> <props>    <prop key="mail.smtp.auth">true</prop>    <prop key="mail.smtp.starttls.enable">true</prop> </props> </property> </bean>   <bean id="mailSenderService" class=" com.packt.mailserviceMailSenderService "> <property name="mailSender" ref="mailSender" /> </bean>   </beans> We need to send mail to the customer after the order has been placed successfully in the MongoDB database. Update the addorder() method as follows: @RequestMapping(value = "/order/save", method = RequestMethod.POST) // request insert order recordh public String addorder(@ModelAttribute("Order")    Order order,Map<String, Object> model) {    Customer cust=new Customer();    cust=customer_respository.getObject      (order.getCustomer().getCust_id());      order.setCustomer(cust);    order.setProduct(product_respository.getObject      (order.getProduct().getProdid()));    respository.saveObject(order);    mailSenderService.sendmail      ("anjana.mprasad@gmail.com",cust.getEmail(),      "Dear"+cust.getName()+"Your order      details",order.getProduct().getName()+"-price-"+order      .getProduct().getPrice());    model.put("customerList", customerList);    model.put("productList", productList);    return "order"; } Sending mail to multiple recipients If you want to intimate the user regarding the latest products or promotions in the application, you can create a mail sending group and send mail to multiple recipients using Spring mail sending support. We have created an overloaded method in the same class, MailSenderService, which will accept string arrays. The code snippet in the class will look like this: public class MailSenderService { @Autowired private MailSender mailSender; @AutoWired private SimpleMailMessage simplemailmessage; public void sendmail(String from, String to, String subject,    String body){    /*Code */ }   public void sendmail(String from, String []to, String subject,    String body){    /*Code */ }   } The following is the code snippet for listing the set of users from MongoDB who have subscribed to promotional e-mails: public List<Customer> getAllObjectsby_emailsubscription(String    status) {    return mongoTemplate.find(query(      where("email_subscribe").is("yes")), Customer.class); } Sending MIME messages Multipurpose Internet Mail Extension (MIME) allows attachments to be sent over the Internet. This class just demonstrates how we can send mail with MIME messages. Using a MIME message sender type class is not advisible if you are not sending any attachments with the mail message. In the next section, we will look at the details of how we can send mail with attachments. Update the MailSenderService class with another method. We have used the MIME message preparator and have overridden the prepare method() to set properties for the mail. public class MailSenderService { @Autowired private MailSender mailSender; @AutoWired private SimpleMailMessage simplemailmessage;   public void sendmail(String from, String to, String subject,    String body){    /*Code */ } public void sendmail(String from, String []to, String subject,    String body){    /*Code */ } public void sendmime_mail(final String from, final String to,    final String subject, final String body) throws MailException{    MimeMessagePreparator message = new MimeMessagePreparator() {      public void prepare(MimeMessage mimeMessage)        throws Exception {        mimeMessage.setRecipient(Message.RecipientType.TO,new          InternetAddress(to));        mimeMessage.setFrom(new InternetAddress(from));        mimeMessage.setSubject(subject);        mimeMessage.setText(msg);    } }; mailSender.send(message); } Sending attachments with mail We can also attach various kinds of files to the mail. This functionality is supported by the MimeMessageHelper class. If you just want to send a MIME message without an attachment, you can opt for MimeMesagePreparator. If the requirement is to have an attachment to be sent with the mail, we can go for the MimeMessageHelper class with file APIs. Spring provides a file class named org.springframework.core.io.FileSystemResource, which has a parameterized constructor that accepts file objects. public class SendMailwithAttachment { public static void main(String[] args)    throws MessagingException {    AnnotationConfigApplicationContext ctx =      new AnnotationConfigApplicationContext();    ctx.register(AppConfig.class);    ctx.refresh();    JavaMailSenderImpl mailSender =      ctx.getBean(JavaMailSenderImpl.class);    MimeMessage mimeMessage = mailSender.createMimeMessage();    //Pass true flag for multipart message    MimeMessageHelper mailMsg = new MimeMessageHelper(mimeMessage,      true);    mailMsg.setFrom("ANJUANJU02@gmail.com");    mailMsg.setTo("RAGHY03@gmail.com");    mailMsg.setSubject("Test mail with Attachment");    mailMsg.setText("Please find Attachment.");    //FileSystemResource object for Attachment    FileSystemResource file = new FileSystemResource(new      File("D:/cp/ GODGOD. jpg"));    mailMsg.addAttachment("GODGOD.jpg", file);    mailSender.send(mimeMessage);    System.out.println("---Done---"); }   } Sending preconfigured mail In this example, we shall provide a message that is to be sent in the mail, and we will configure it in an XML file. Sometimes when it comes to web applications, you may have to send messages on maintenance. Think of a scenario where the content of the mail changes, but the sender and receiver are preconfigured. In such a case, you can add another overloaded method to the MailSender class. We have fixed the subject of the mail, and the content can be sent by the user. Think of it as "an application which sends mails to users whenever the build fails". <?xml version="1.0" encoding="UTF-8"?> <beans xsi_schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-3.0.xsd http://www.springframework.org/schema/context http://www.springframework.org/schema/ context/spring-context-3.0.xsd"> <context:component-scan base-package="com.packt" /> <!-- SET default mail properties --> <bean id="mailSender" class= "org.springframework.mail.javamail.JavaMailSenderImpl"> <property name="host" value="smtp.gmail.com"/> <property name="port" value="25"/> <property name="username" value="anju@gmail.com"/> <property name="password" value="password"/> <property name="javaMailProperties"> <props>    <prop key="mail.transport.protocol">smtp</prop>    <prop key="mail.smtp.auth">true</prop>    <prop key="mail.smtp.starttls.enable">true</prop>    <prop key="mail.debug">true</prop> </props> </property> </bean>   <!-- You can have some pre-configured messagess also which are ready to send --> <bean id="preConfiguredMessage" class= "org.springframework.mail.SimpleMailMessage"> <property name="to" value="packt@gmail.com"></property> <property name="from" value="anju@gmail.com"></property> <property name="subject" value="FATAL ERROR- APPLICATION AUTO    MAINTENANCE STARTED-BUILD FAILED!!"/> </bean> </beans> Now we shall sent two different bodies for the subjects. public class MyMailer { public static void main(String[] args){    try{      //Create the application context      ApplicationContext context = new        FileSystemXmlApplicationContext(        "application-context.xml");        //Get the mailer instance      ApplicationMailer mailer = (ApplicationMailer)        context.getBean("mailService");      //Send a composed mail      mailer.sendMail("nikhil@gmail.com", "Test Subject",        "Testing body");    }catch(Exception e){      //Send a pre-configured mail      mailer.sendPreConfiguredMail("build failed exception occured        check console or logs"+e.getMessage());    } } } Using Spring templates with Velocity to send HTML mails Velocity is the templating language provided by Apache. It can be integrated into the Spring view layer easily. The latest Velocity version used during this book is 1.7. In the previous section, we demonstrated using Velocity to send e-mails using the @Bean and @Configuration annotations. In this section, we shall see how we can configure Velocity to send mails using XML configuration. All that needs to be done is to add the following bean definition to the .xml file. In the case of mvc, you can add it to the dispatcher-servlet.xml file. <bean id="velocityEngine" class= "org.springframework.ui.velocity.VelocityEngineFactoryBean"> <property name="velocityProperties"> <value>    resource.loader=class    class.resource.loader.class=org.apache.velocity    .runtime.resource.loader.ClasspathResourceLoader </value> </property> </bean> Create a new Maven web project with the name Spring4MongoDB_Mail_VelocityChapter3. Create a package and name it com.packt.velocity.templates. Create a file with the name orderconfirmation.vm. <html> <body> <h3> Dear Customer,<h3> <p>${customer.firstName} ${customer.lastName}</p> <p>We have dispatched your order at address.</p> ${Customer.address} </body> </html> Use all the dependencies that we have added in the previous sections. To the existing Maven project, add this dependency: <dependency> <groupId>org.apache.velocity</groupId> <artifactId>velocity</artifactId> <version>1.7</version> </dependency> To ensure that Velocity gets loaded on application startup, we shall create a class. Let's name the class VelocityConfiguration.java. We have used the annotations @Configuration and @Bean with the class. import java.io.IOException; import java.util.Properties;   import org.apache.velocity.app.VelocityEngine; import org.apache.velocity.exception.VelocityException; import org.springframework.context.annotation.Bean; import org.springframework.context.annotation.Configuration; import org.springframework.ui.velocity.VelocityEngineFactory; @Configuration public class VelocityConfiguration { @Bean public VelocityEngine getVelocityEngine() throws VelocityException, IOException{    VelocityEngineFactory velocityEngineFactory = new      VelocityEngineFactory();    Properties props = new Properties();    props.put("resource.loader", "class");    props.put("class.resource.loader.class",      "org.apache.velocity.runtime.resource.loader." +      "ClasspathResourceLoader");    velocityEngineFactory.setVelocityProperties(props);    return factory.createVelocityEngine(); } } Use the same MailSenderService class and add another overloaded sendMail() method in the class. public void sendmail(final Customer customer){ MimeMessagePreparator preparator = new    MimeMessagePreparator() {    public void prepare(MimeMessage mimeMessage)    throws Exception {      MimeMessageHelper message =        new MimeMessageHelper(mimeMessage);      message.setTo(user.getEmailAddress());      message.setFrom("webmaster@packt.com"); // could be        parameterized      Map model = new HashMap();      model.put("customer", customer);      String text =        VelocityEngineUtils.mergeTemplateIntoString(        velocityEngine, "com/packt/velocity/templates/        orderconfirmation.vm", model);      message.setText(text, true);    } }; this.mailSender.send(preparator); } Update the controller class to send mail using the Velocity template. @RequestMapping(value = "/order/save", method = RequestMethod.POST) // request insert order recordh public String addorder(@ModelAttribute("Order") Order order,Map<String, Object> model) { Customer cust=new Customer(); cust=customer_respository.getObject(order.getCustomer()    .getCust_id());   order.setCustomer(cust); order.setProduct(product_respository.getObject    (order.getProduct().getProdid())); respository.saveObject(order); // to send mail using velocity template. mailSenderService.sendmail(cust);   return "order"; } Sending Spring mail over a different thread There are other options for sending Spring mail asynchronously. One way is to have a separate thread to the mail sending job. Spring comes with the taskExecutor package, which offers us a thread pooling functionality. Create a class called MailSenderAsyncService that implements the MailSender interface. Import the org.springframework.core.task.TaskExecutor package. Create a private class called MailRunnable. Here is the complete code for MailSenderAsyncService: public class MailSenderAsyncService implements MailSender{ @Resource(name = "mailSender") private MailSender mailSender;   private TaskExecutor taskExecutor;   @Autowired public MailSenderAsyncService(TaskExecutor taskExecutor){    this.taskExecutor = taskExecutor; } public void send(SimpleMailMessage simpleMessage) throws    MailException {    taskExecutor.execute(new MailRunnable(simpleMessage)); }   public void send(SimpleMailMessage[] simpleMessages)    throws MailException {    for (SimpleMailMessage message : simpleMessages) {      send(message);    } }   private class SimpleMailMessageRunnable implements    Runnable {    private SimpleMailMessage simpleMailMessage;    private SimpleMailMessageRunnable(SimpleMailMessage      simpleMailMessage) {      this.simpleMailMessage = simpleMailMessage;    }      public void run() {    mailSender.send(simpleMailMessage);    } } private class SimpleMailMessagesRunnable implements    Runnable {    private SimpleMailMessage[] simpleMessages;    private SimpleMailMessagesRunnable(SimpleMailMessage[]      simpleMessages) {      this.simpleMessages = simpleMessages;    }      public void run() {      mailSender.send(simpleMessages);    } } } Configure the ThreadPool executor in the .xml file. <bean id="taskExecutor" class="org.springframework. scheduling.concurrent.ThreadPoolTaskExecutor" p_corePoolSize="5" p_maxPoolSize="10" p_queueCapacity="100"    p_waitForTasksToCompleteOnShutdown="true"/> Test the source code. import javax.annotation.Resource;   import org.springframework.mail.MailSender; import org.springframework.mail.SimpleMailMessage; import org.springframework.test.context.ContextConfiguration;   @ContextConfiguration public class MailSenderAsyncService { @Resource(name = " mailSender ") private MailSender mailSender; public void testSendMails() throws Exception {    SimpleMailMessage[] mailMessages = new      SimpleMailMessage[5];      for (int i = 0; i < mailMessages.length; i++) {      SimpleMailMessage message = new SimpleMailMessage();      message.setSubject(String.valueOf(i));      mailMessages[i] = message;    }    mailSender.send(mailMessages); } public static void main (String args[]){    MailSenderAsyncService asyncservice=new      MailSenderAsyncService();    Asyncservice. testSendMails(); } } Sending Spring mail with AOP We can also send mails by integrating the mailing functionality with Aspect Oriented Programming (AOP). This can be used to send mails after the user registers with an application. Think of a scenario where the user receives an activation mail after registration. This can also be used to send information about an order placed on an application. Use the following steps to create a MailAdvice class using AOP: Create a package called com.packt.aop. Create a class called MailAdvice. public class MailAdvice { public void advice (final ProceedingJoinPoint    proceedingJoinPoint) {    new Thread(new Runnable() {    public void run() {      System.out.println("proceedingJoinPoint:"+        proceedingJoinPoint);      try {        proceedingJoinPoint.proceed();      } catch (Throwable t) {        // All we can do is log the error.         System.out.println(t);      }    } }).start(); } } This class creates a new thread and starts it. In the run method, the proceedingJoinPoint.proceed() method is called. ProceddingJoinPoint is a class available in AspectJ.jar. Update the dispatcher-servlet.xml file with aop configurations. Update the xlmns namespace using the following code: advice"> <aop:around method="fork"    pointcut="execution(* org.springframework.mail    .javamail.JavaMailSenderImpl.send(..))"/> </aop:aspect> </aop:config> Summary In this article, we demonstrated how to create a mailing service and configure it using Spring API. We also demonstrated how to send mails with attachments using MIME messages. We also demonstrated how to create a dedicated thread for sending mails using ExecutorService. We saw an example in which mail can be sent to multiple recipients, and saw an implementation of using the Velocity engine to create templates and send mails to recipients. In the last section, we demonstrated how the Spring framework supported mails can be sent using Spring AOP and threads. Resources for Article: Further resources on this subject: Time Travelling with Spring [article] Welcome to the Spring Framework [article] Creating a Spring Application [article]
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Packt
04 Jun 2015
13 min read
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Upgrading VMware Virtual Infrastructure Setups

Packt
04 Jun 2015
13 min read
In this article by Kunal Kumar and Christian Stankowic, authors of the book VMware vSphere Essentials, you will learn how to correctly upgrade VMware virtual infrastructure setups. (For more resources related to this topic, see here.) This article will cover the following topics: Prerequisites and preparations Upgrading vCenter Server Upgrading ESXi hosts Additional steps after upgrading An example scenario Let's start with a realistic scenario that is often found in data centers these days. I assume that your virtual infrastructure consists of components such as: Multiple VMware ESXi hosts Shared storage (NFS or Fibre-channel) VMware vCenter Server and vSphere Update Manager In this example, a cluster consisting of two ESXi hosts (esxi1 and esxi2) is running VMware ESXi 5.5. On a virtual machine (vc1), a Microsoft Windows Server system is running vCenter Server and vSphere Update Manager (vUM) 5.5. This article is written as a step-by-step guide to upgrade these particular vSphere components to the most recent version, which is 6.0. Example scenario consisting of two ESXi hosts with shared storage and vCenter Server Prerequisites and preparations Before we start the upgrade, we need to fulfill the following prerequisites: Ensure ESXi version support by the hardware vendor Gurarantee ESXi version support on used hardware by VMware Create a backup of the ESXi images and vCenter Server First of all, we need to refer to our hardware vendor's support matrix to ensure that our physical hosts running VMware ESXi are supported in the new release. Hardware vendors evaluate their systems before approving upgrades to customers. As an example, Dell offers a comprehensive list for their PowerEdge servers at http://topics-cdn.dell.com/pdf/vmware-esxi-6.x_Reference%20Guide2_en-us.pdf. Here are some additional links for alternative hardware vendors: Hewlett-Packard: http://h17007.www1.hp.com/us/en/enterprise/servers/supportmatrix/vmware.aspx IBM: http://www-03.ibm.com/systems/info/x86servers/serverproven/compat/us/nos/vmware.html Cisco UCS: http://www.cisco.com/web/techdoc/ucs/interoperability/matrix/matrix.html When using Fibre-channel-based storage systems, you might also need to ensure fulfilling that vendor's support matrix. Please check out your vendor's website or contact support for this information. VMware also offers a comprehensive list of tested hardware setups at http://www.vmware.com/resources/compatibility/pdf/vi_systems_guide.pdf. In their Compatibility Guide portal, VMware enabled customers to browse for particular server systems—this information might be more recent than the aforementioned PDF file. Creating a backup of ESXi Before upgrading our ESXi hosts, we also need to make sure that we have a valid backup. In case things go wrong, we might need this backup to restore the previous ESXi version. For creating a backup of the hard disk ESXi is installed on, there are a plenty of tools in the market that implement image-based backups. One possible solution, which is free, is Clonezilla. Clonezilla is a Linux-based live medium that can easily create backup images of hard disks. To create a backup using Clonezilla, proceed with the following steps: Download the Clonezilla ISO image from their website. Make sure you select the AMD64 architecture and the ISO file format. Enable maintenance mode for the particular ESXi host. Make sure you migrate virtual machines to alternative nodes or power them off. Connect the ISO file to the ESXi host and boot from CD. Also, connect a USB drive to the host. This drive will be used to store the backup. Boot from CD and select Clonezilla live. Wait until the boot process completes. When prompted, select your keyboard layout (for example, en_US.utf8) and select Don't touch keymap. In the Start Clonezilla menu, select Start_Clonezilla and device-image. This mode creates an image of the medium ESXi is running on and stores it in the USB storage. Select local_dev and choose the USB storage connected to the host from the list in the next step. Select a folder for storing the backup (optional). Select Beginner and savedisk to store the entire disk ESXi resides on as an image. Enter a name for the backup. Select the hard disk containing the ESXi installation and proceed. You can also specify whether Clonezilla should check the image after creating it (highly recommended). Afterwards, confirm the backup process. The backup job will start immediately. Once the backup completes, select reboot from the menu to reboot the host. A running backup job in Clonezilla To restore a backup using Clonezilla, perform the following steps after booting the Clonezilla media: Complete steps 1 to 8 from the previous guide. Select Beginner and restoredisk to restore the entire disk. Select the image from the USB storage and the hard drive the image should be restored on. Acknowledge the restore process. Once the restoration completes, select reboot from the menu to reboot the host. For the system running vCenter Server, we can easily create a VM snapshot, or also use Clonezilla if a physical machine is used instead. The upgrade path It is very important to execute the particular upgrade tasks in the following order: Upgrade VMware vCenter Server Upgrade the particular ESXi hosts Reformat or upgrade the VMFS data stores (if applicable) Upgrading additional components, such as distributed virtual switches, or additional appliances The first step is to upgrade vCenter Server. This is necessary to ensure that we are able to manage our ESXi hosts after upgrading them. Newer vCenter Server versions are downward compatible with numerous ESXi versions. To double-check this, we can look up the particular version support by browsing VMware's Product Interoperability Matrix on their website. Click on Solution Interoperability, choose VMware vCenter Server from the drop-down menu, and select the version you want to upgrade to. In our example, we will choose the most recent release, 6.0, and select VMware ESX/ESXi from the Add Platform/Solution drop-down menu. VMware Product Interoperability Matrix for vCenter Server and ESXi vCenter Server 6.0 supports management of VMware ESXi 5.0 and higher. We need to ensure the same support agreement for any other used products, such as these: VMware vSphere Update Manager VMware vCenter Operations (if applicable) VMware vSphere Data Protection In other words, we need to upgrade all additional vSphere and vCenter Server components to ensure full functionality. Upgrading vCenter Server Upgrading vCenter Server is the most crucial step, as this is our central management platform. The upgrade process varies according to the chosen architecture. Upgrading Windows-based vCenter Server installations is quite easy, as the installation supports in-place upgrades. When using the vCenter Server Appliance (vCSA), there is no in-place upgrade; it is necessary to deploy a new vCSA and import the settings from the old installation. This process varies between the particular vCSA versions. For upgrading from vCSA 5.0 or 5.1 to 5.5, VMware offers a comprehensive article at http://kb.vmware.com/kb/2058441. To upgrade vCenter Server 5.x on Windows to 6.0 using the Easy Install method, proceed with the following steps: Mount the vCenter Server 6.x installation media (VMware-VIMSetup-all-6.0.0-xxx.iso) on the server running vCenter Server. Wait until the installation wizard starts; if it doesn't start, double-click on the CD/DVD icon in Windows Explorer. Select vCenter Server for Windows and click on Install to start the installation utility. Accept the End-User License Agreement (EULA). Enter the current vCenter Single-Sign-On password and proceed with the next step. The installation utility begins to execute pre-upgrade checks; this might take some time. If you're running vCenter Server along with Microsoft SQL Server Express Edition, the database will be migrated to VMware vPostgres. Review and change (if necessary) the network ports of your vCenter Server installation. If needed, change the directories for vCenter Server and the Embedded Platform Controller (ESC). Carefully review the upgrade information displayed in the wizard. Also verify that you have created a backup of your system and the database. Then click on Upgrade to start the upgrade. After the upgrade, vSphere Web Client can be used to connect to the upgraded vCenter Server system. Also note that the Microsoft SQL Server Express Edition database is not used anymore. Upgrading ESXi hosts Upgrading ESXi hosts can be done using two methods: Using the installation media from the VMware website vSphere Update Manager If you need to upgrade a large number of ESXi hosts, I recommend that you use vSphere Update Manager to save time, as it can automate the particular steps. For smaller landscapes, using the installation media is easier. For using vUM to upgrade ESXi hosts, VMware offers a guide on their knowledge base at http://kb.vmware.com/kb/1019545. In order to upgrade an ESXi host using the installation media, perform the following steps: First of all, enable maintenance mode for the particular ESXi host. Make sure you migrate the virtual machines to alternative nodes or power them off. Connect the installation media to the ESXi host and boot from CD. Once the setup utility becomes available, press Enter to start the installation wizard. Accept the End-User License Agreement (EULA) by pressing F11. Select the disk containing the current ESXi installation. In the ESXi found dialog, select Upgrade. Review the installation information and press F11 to start the upgrade. After the installation completes, press Enter to reboot the system. After the system has rebooted, it will automatically reconnect to vCenter Server. Select the particular ESXi host to see whether the version has changed. In this example, the ESXi host has been successfully upgraded to version 6.0: Version information of an updated ESXi host running release 6.0 Repeat all of these steps for all the remaining ESXi hosts. Note that running an ESXi cluster with mixed versions should only be a temporary solution. It is not recommended to mix various ESXi releases in production usage, as the various features of ESXi might not perform as expected in mixed clusters. Additional steps After upgrading vCenter Server and our ESXi hosts, there are additional steps that can be done: Reformating or upgrading VMFS data stores Upgrading distributed virtual switches Upgrading virtual machine's hardware versions Upgrading VMFS data stores VMware's VMFS (Virtual Machine Filesystem) is the most used filesystem for shared storage. It can be used along with local storage, iSCSI, or Fibre-channel storage. Particularly, ESX(i) releases support various versions of VMFS. Let's take a look at the major differences:   VMFS 2   VMFS 3   VMFS 5   Supported by ESX 2.x, ESXi 3.x/4.x (read-only) ESX(i) 3.x and higher ESXi 5.x and higher Block size(s) 1, 8, 64, or 256 MB 1, 2, 4, or 8 MB 1 MB (fixed) Maximum file size 1 MB block size: 456 MB 8 MB block size: 2.5 TB 64 MB block size: 28.5 TB 256 MB block size: 64 TB 1 MB block size: 256 MB 2 MB block size: 512 GB 4 MB block size: 1 TB 8 MB block size: 2 TB 62 TB Files per volume Ca. 256 (no directories supported) Ca. 37,720 Ca. 130,690 When migrating from an ESXi version such as 4.x or older, it is possible to upgrade VMFS data stores to version 5. VMFS 2 cannot be upgraded to VMFS 5; it first needs to be upgraded to VMFS 3. To enable the upgrade, a VMFS 2 volume must not have a block size more than 8 MB, as VMFS 3 only supports block sizes up to 8 MB. In comparison with older VMFS versions, VMFS 5 supports larger file sizes and more files per volume. I highly recommend that you reformat VMFS data stores instead of upgrading them, as the upgrade does not change the filesystem's block size. Because of this limitation, you won't benefit from all the new VMFS 5 features after an upgrade. To upgrade a VMFS 3 volume to VMFS 5, perform these steps: Log in to vSphere Web Client. Go to the Storage pane. Click on the data store to upgrade and go to Settings under the Manage tab. Click on Upgrade to VMFS5. Then click on OK to start the upgrade. VMware vNetwork Distributed Switch When using vNetwork Distributed Switches (also often called dvSwitches) it is recommended to perform an upgrade to the latest version. In comparison with vNetwork Standard Switches (also called vSwitches), dvSwitches are created at the vCenter Server level and replicated to all subscribed ESXi hosts. When creating a dvSwitch, the administrator can choose between various dvSwitch versions. After upgrading vCenter Server and the ESXi hosts, additional features can be unlocked by upgrading the dvSwitch. Let's take a look at some commonly used dvSwitch versions:   vDS 5.0   vDS 5.1   vDS 5.5   vDS 6.0   Compatible with ESXi 5.0 and higher ESXi 5.1 and higher ESXi 5.5 and higher ESXi 6.0 Common features Network I/O Control, load-based teaming, traffic shaping, VM port blocking, PVLANs (private VLANs), network vMotion, and port policies Additional features Network resource pools, NetFlow, and port mirroring VDS 5.0 +, management network rollback, network health checks, enhanced port mirroring, and LACP (Link Aggregation Control Protocol) VDS 5.1 +, traffic filtering, and enhanced LACP functionality VDS 5.5 +, multicast snooping, and Network I/O Control version 3 (bandwidth guarantee) It is also possible to use the old version furthermore, as vCenter Server is downward compatible with numerous dvSwitch versions. Upgrading a dvSwitch is a task that cannot be undone. During the upgrade, it is possible that virtual machines will lose their network connectivity for some seconds. After the upgrade, older ESXi hosts will not be able to participate in the distributed switch setup. To upgrade a dvSwitch, perform the following steps: Log in to vSphere Web Client. Go to the Networking pane and select the dvSwitch to upgrade. Lorem..... After upgrading the dvSwitch, you will notice that the version has changed: Version information of a dvSwitch running VDS 6.0 Virtual machine hardware version Every virtual machine is created with a virtual machine hardware version specified (also called VMHW or vHW). A vHW version defines a set of particular limitations and features, such as controller types or network cards. To benefit from the new virtual machine features, it is sufficient to upgrade vHW versions. ESXi hosts support a range of vHW versions, but it is always advisable to use the most recent vHW version. Once a vHW version is upgraded, particular virtual machines cannot be started on older ESXi versions that don't support the vHW version. Let's take a deeper look at some popular vHW versions:   vSphere 4.1   vSphere 5.1   vSphere 5.5   vSphere 6.0   Maximum vHW 7 9 10 11 Virtual CPUs 8 64 128 Virtual RAM 255 GB 1 TB 4 TB vDisk size 2 TB 62 TB SCSI adapters / targets 4/60 SATA adapters / targets Not supported 4/30 Parallel / Serial Ports 3/4 3/32 USB controllers / devices per VM 1/20 (USB 1.x + 2.x) 1/20 (USB 1.x, 2.x + 3.x) The upgrade cannot be undone. Also, it might be necessary to update VMware Tools and the drivers of the operating system running in the virtual machine. Summary In this article we learnt how to correctly upgrade VMware virtual infrastructure setups. If you want to know more about VMware vSphere and virtual infrastructure setups, go ahead and get your copy of Packt Publishing's book VMware vSphere Essentials. Resources for Article: Further resources on this subject: Networking [article] The Design Documentation [article] VMware View 5 Desktop Virtualization [article]
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article-image-preparing-optimizations
Packt
04 Jun 2015
11 min read
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Preparing Optimizations

Packt
04 Jun 2015
11 min read
In this article by Mayur Pandey and Suyog Sarda, authors of LLVM Cookbook, we will look into the following recipes: Various levels of optimization Writing your own LLVM pass Running your own pass with the opt tool Using another pass in a new pass (For more resources related to this topic, see here.) Once the source code transformation completes, the output is in the LLVM IR form. This IR serves as a common platform for converting into assembly code, depending on the backend. However, before converting into an assembly code, the IR can be optimized to produce more effective code. The IR is in the SSA form, where every new assignment to a variable is a new variable itself—a classic case of an SSA representation. In the LLVM infrastructure, a pass serves the purpose of optimizing LLVM IR. A pass runs over the LLVM IR, processes the IR, analyzes it, identifies the optimization opportunities, and modifies the IR to produce optimized code. The command-line interface opt is used to run optimization passes on LLVM IR. Various levels of optimization There are various levels of optimization, starting at 0 and going up to 3 (there is also s for space optimization). The code gets more and more optimized as the optimization level increases. Let's try to explore the various optimization levels. Getting ready... Various optimization levels can be understood by running the opt command-line interface on LLVM IR. For this, an example C program can first be converted to IR using the Clang frontend. Open an example.c file and write the following code in it: $ vi example.c int main(int argc, char **argv) { int i, j, k, t = 0; for(i = 0; i < 10; i++) {    for(j = 0; j < 10; j++) {      for(k = 0; k < 10; k++) {        t++;      }    }    for(j = 0; j < 10; j++) {      t++;    } } for(i = 0; i < 20; i++) {    for(j = 0; j < 20; j++) {      t++;    }    for(j = 0; j < 20; j++) {      t++;    } } return t; } Now convert this into LLVM IR using the clang command, as shown here: $ clang –S –O0 –emit-llvm example.c A new file, example.ll, will be generated, containing LLVM IR. This file will be used to demonstrate the various optimization levels available. How to do it… Do the following steps: The opt command-line tool can be run on the IR-generated example.ll file: $ opt –O0 –S example.ll The –O0 syntax specifies the least optimization level. Similarly, you can run other optimization levels: $ opt –O1 –S example.ll $ opt –O2 –S example.ll $ opt –O3 –S example.ll How it works… The opt command-line interface takes the example.ll file as the input and runs the series of passes specified in each optimization level. It can repeat some passes in the same optimization level. To see which passes are being used in each optimization level, you have to add the --debug-pass=Structure command-line option with the previous opt commands. See Also To know more on various other options that can be used with the opt tool, refer to http://llvm.org/docs/CommandGuide/opt.html Writing your own LLVM pass All LLVM passes are subclasses of the pass class, and they implement functionality by overriding the virtual methods inherited from pass. LLVM applies a chain of analyses and transformations on the target program. A pass is an instance of the Pass LLVM class. Getting ready Let's see how to write a pass. Let's name the pass function block counter; once done, it will simply display the name of the function and count the basic blocks in that function when run. First, a Makefile needs to be written for the pass. Follow the given steps to write a Makefile: Open a Makefile in the llvm lib/Transform folder: $ vi Makefile Specify the path to the LLVM root folder and the library name, and make this pass a loadable module by specifying it in Makefile, as follows: LEVEL = ../../.. LIBRARYNAME = FuncBlockCount LOADABLE_MODULE = 1 include $(LEVEL)/Makefile.common This Makefile specifies that all the .cpp files in the current directory are to be compiled and linked together in a shared object. How to do it… Do the following steps: Create a new .cpp file called FuncBlockCount.cpp: $ vi FuncBlockCount.cpp In this file, include some header files from LLVM: #include "llvm/Pass.h" #include "llvm/IR/Function.h" #include "llvm/Support/raw_ostream.h" Include the llvm namespace to enable access to LLVM functions: using namespace llvm; Then start with an anonymous namespace: namespace { Next declare the pass: struct FuncBlockCount : public FunctionPass { Then declare the pass identifier, which will be used by LLVM to identify the pass: static char ID; FuncBlockCount() : FunctionPass(ID) {} This step is one of the most important steps in writing a pass—writing a run function. Since this pass inherits FunctionPass and runs on a function, a runOnFunction is defined to be run on a function: bool runOnFunction(Function &F) override {      errs() << "Function " << F.getName() << 'n';      return false;    } }; } This function prints the name of the function that is being processed. The next step is to initialize the pass ID: char FuncBlockCount::ID = 0; Finally, the pass needs to be registered, with a command-line argument and a name: static RegisterPass<FuncBlockCount> X("funcblockcount", "Function Block Count", false, false); Putting everything together, the entire code looks like this: #include "llvm/Pass.h" #include "llvm/IR/Function.h" #include "llvm/Support/raw_ostream.h" using namespace llvm; namespace { struct FuncBlockCount : public FunctionPass { static char ID; FuncBlockCount() : FunctionPass(ID) {} bool runOnFunction(Function &F) override {    errs() << "Function " << F.getName() << 'n';    return false; }            };        }        char FuncBlockCount::ID = 0;        static RegisterPass<FuncBlockCount> X("funcblockcount", "Function Block Count", false, false); How it works A simple gmake command compiles the file, so a new file FuncBlockCount.so is generated at the LLVM root directory. This shared object file can be dynamically loaded to the opt tool to run it on a piece of LLVM IR code. How to load and run it will be demonstrated in the next section. See also To know more on how a pass can be built from scratch, visit http://llvm.org/docs/WritingAnLLVMPass.html Running your own pass with the opt tool The pass written in the previous recipe, Writing your own LLVM pass, is ready to be run on the LLVM IR. This pass needs to be loaded dynamically for the opt tool to recognize and execute it. How to do it… Do the following steps: Write the C test code in the sample.c file, which we will convert into an .ll file in the next step: $ vi sample.c   int foo(int n, int m) { int sum = 0; int c0; for (c0 = n; c0 > 0; c0--) {    int c1 = m;  for (; c1 > 0; c1--) {      sum += c0 > c1 ? 1 : 0;    } } return sum; } Convert the C test code into LLVM IR using the following command: $ clang –O0 –S –emit-llvm sample.c –o sample.ll This will generate a sample.ll file. Run the new pass with the opt tool, as follows: $ opt -load (path_to_.so_file)/FuncBlockCount.so -funcblockcount sample.ll The output will look something like this: Function foo How it works… As seen in the preceding code, the shared object loads dynamically into the opt command-line tool and runs the pass. It goes over the function and displays its name. It does not modify the IR. Further enhancement in the new pass is demonstrated in the next recipe. See also To know more about the various types of the Pass class, visit http://llvm.org/docs/WritingAnLLVMPass.html#pass-classes-and-requirements Using another pass in a new pass A pass may require another pass to get some analysis data, heuristics, or any such information to decide on a further course of action. The pass may just require some analysis such as memory dependencies, or it may require the altered IR as well. The new pass that you just saw simply prints the name of the function. Let's see how to enhance it to count the basic blocks in a loop, which also demonstrates how to use other pass results. Getting ready The code used in the previous recipe remains the same. Some modifications are required, however, to enhance it—as demonstrated in next section—so that it counts the number of basic blocks in the IR. How to do it… The getAnalysis function is used to specify which other pass will be used: Since the new pass will be counting the number of basic blocks, it requires loop information. This is specified using the getAnalysis loop function: LoopInfo *LI = &getAnalysis<LoopInfoWrapperPass>().getLoopInfo(); This will call the LoopInfo pass to get information on the loop. Iterating through this object gives the basic block information: unsigned num_Blocks = 0; Loop::block_iterator bb; for(bb = L->block_begin(); bb != L->block_end();++bb)    num_Blocks++; errs() << "Loop level " << nest << " has " << num_Blocks << " blocksn"; This will go over the loop to count the basic blocks inside it. However, it counts only the basic blocks in the outermost loop. To get information on the innermost loop, recursive calling of the getSubLoops function will help. Putting the logic in a separate function and calling it recursively makes more sense: void countBlocksInLoop(Loop *L, unsigned nest) { unsigned num_Blocks = 0; Loop::block_iterator bb; for(bb = L->block_begin(); bb != L->block_end();++bb)    num_Blocks++; errs() << "Loop level " << nest << " has " << num_Blocks << " blocksn"; std::vector<Loop*> subLoops = L->getSubLoops(); Loop::iterator j, f; for (j = subLoops.begin(), f = subLoops.end(); j != f; ++j)    countBlocksInLoop(*j, nest + 1); } virtual bool runOnFunction(Function &F) { LoopInfo *LI = &getAnalysis<LoopInfoWrapperPass>().getLoopInfo(); errs() << "Function " << F.getName() + "n"; for (Loop *L : *LI)    countBlocksInLoop(L, 0); return false; } How it works… The newly modified pass now needs to run on a sample program. Follow the given steps to modify and run the sample program: Open the sample.c file and replace its content with the following program: int main(int argc, char **argv) { int i, j, k, t = 0; for(i = 0; i < 10; i++) {    for(j = 0; j < 10; j++) {      for(k = 0; k < 10; k++) {        t++;      }    }    for(j = 0; j < 10; j++) {      t++;    } } for(i = 0; i < 20; i++) {    for(j = 0; j < 20; j++) {      t++;    }    for(j = 0; j < 20; j++) {      t++;    } } return t; } Convert it into a .ll file using Clang: $ clang –O0 –S –emit-llvm sample.c –o sample.ll Run the new pass on the previous sample program: $ opt -load (path_to_.so_file)/FuncBlockCount.so - funcblockcount sample.ll The output will look something like this: Function main Loop level 0 has 11 blocks Loop level 1 has 3 blocks Loop level 1 has 3 blocks Loop level 0 has 15 blocks Loop level 1 has 7 blocks Loop level 2 has 3 blocks Loop level 1 has 3 blocks There's more… The LLVM's pass manager provides a debug pass option that gives us the chance to see which passes interact with our analyses and optimizations, as follows: $ opt -load (path_to_.so_file)/FuncBlockCount.so - funcblockcount sample.ll –disable-output –debug-pass=Structure Summary In this article you have explored various optimization levels, and the optimization techniques kicking at each level. We also saw the step-by-step approach to writing our own LLVM pass. Resources for Article: Further resources on this subject: Integrating a D3.js visualization into a simple AngularJS application [article] Getting Up and Running with Cassandra [article] Cassandra Architecture [article]
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