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How-To Tutorials

7019 Articles
article-image-essentials-working-python-collections
Packt
09 Jul 2015
14 min read
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The Essentials of Working with Python Collections

Packt
09 Jul 2015
14 min read
In this article by Steven F. Lott, the author of the book Python Essentials, we'll look at the break and continue statements; these modify a for or while loop to allow skipping items or exiting before the loop has processed all items. This is a fundamental change in the semantics of a collection-processing statement. (For more resources related to this topic, see here.) Processing collections with the for statement The for statement is an extremely versatile way to process every item in a collection. We do this by defining a target variable, a source of items, and a suite of statements. The for statement will iterate through the source of items, assigning each item to the target variable, and also execute the suite of statements. All of the collections in Python provide the necessary methods, which means that we can use anything as the source of items in a for statement. Here's some sample data that we'll work with. This is part of Mike Keith's poem, Near a Raven. We'll remove the punctuation to make the text easier to work with: >>> text = '''Poe, E. ...     Near a Raven ... ... Midnights so dreary, tired and weary.''' >>> text = text.replace(",","").replace(".","").lower() This will put the original text, with uppercase and lowercase and punctuation into the text variable. When we use text.split(), we get a sequence of individual words. The for loop can iterate through this sequence of words so that we can process each one. The syntax looks like this: >>> cadaeic= {} >>> for word in text.split(): ...     cadaeic[word]= len(word) We've created an empty dictionary, and assigned it to the cadaeic variable. The expression in the for loop, text.split(), will create a sequence of substrings. Each of these substrings will be assigned to the word variable. The for loop body—a single assignment statement—will be executed once for each value assigned to word. The resulting dictionary might look like this (irrespective of ordering): {'raven': 5, 'midnights': 9, 'dreary': 6, 'e': 1, 'weary': 5, 'near': 4, 'a': 1, 'poe': 3, 'and': 3, 'so': 2, 'tired': 5} There's no guaranteed order for mappings or sets. Your results may differ slightly. In addition to iterating over a sequence, we can also iterate over the keys in a dictionary. >>> for word in sorted(cadaeic): ...   print(word, cadaeic[word]) When we use sorted() on a tuple or a list, an interim list is created with sorted items. When we apply sorted() to a mapping, the sorting applies to the keys of the mapping, creating a sequence of sorted keys. This loop will print a list in alphabetical order of the various pilish words used in this poem. Pilish is a subset of English where the word lengths are important: they're used as mnemonic aids. A for statement corresponds to the "for all" logical quantifier, . At the end of a simple for loop we can assert that all items in the source collection have been processed. In order to build the "there exists" quantifier, , we can either use the while statement, or the break statement inside the body of a for statement. Using literal lists in a for statement We can apply the for statement to a sequence of literal values. One of the most common ways to present literals is as a tuple. It might look like this: for scheme in 'http', 'https', 'ftp':    do_something(scheme) This will assign three different values to the scheme variable. For each of those values, it will evaluate the do_something() function. From this, we can see that, strictly-speaking, the () are not required to delimit a tuple object. If the sequence of values grows, however, and we need to span more than one physical line, we'll want to add (), making the tuple literal more explicit. Using the range() and enumerate() functions The range() object will provide a sequence of numbers, often used in a for loop. The range() object is iterable, it's not itself a sequence object. It's a generator, which will produce items when required. If we use range() outside a for statement, we need to use a function like list(range(x)) or tuple(range(a,b)) to consume all of the generated values and create a new sequence object. The range() object has three commonly-used forms: range(n) produces ascending numbers including 0 but not including n itself. This is a half-open interval. We could say that range(n) produces numbers, x, such that . The expression list(range(5)) returns [0, 1, 2, 3, 4]. This produces n values including 0 and n - 1. range(a,b) produces ascending numbers starting from a but not including b. The expression tuple(range(-1,3)) will return (-1, 0, 1, 2). This produces b - a values including a and b - 1. range(x,y,z) produces ascending numbers in the sequence . This produces (y-x)//z values. We can use the range() object like this: for n in range(1, 21):    status= str(n)    if n % 5 == 0: status += " fizz"    if n % 7 == 0: status += " buzz"    print(status) In this example, we've used a range() object to produce values, n, such that . We use the range() object to generate the index values for all items in a list: for n in range(len(some_list)):    print(n, some_list[n]) We've used the range() function to generate values between 0 and the length of the sequence object named some_list. The for statement allows multiple target variables. The rules for multiple target variables are the same as for a multiple variable assignment statement: a sequence object will be decomposed and items assigned to each variable. Because of that, we can leverage the enumerate() function to iterate through a sequence and assign the index values at the same time. It looks like this: for n, v in enumerate(some_list):      print(n, v) The enumerate() function is a generator function which iterates through the items in source sequence and yields a sequence of two-tuple pairs with the index and the item. Since we've provided two variables, the two-tuple is decomposed and assigned to each variable. There are numerous use cases for this multiple-assignment for loop. We often have list-of-tuples data structures that can be handled very neatly with this multiple-assignment feature. Iterating with the while statement The while statement is a more general iteration than the for statement. We'll use a while loop in two situations. We'll use this in cases where we don't have a finite collection to impose an upper bound on the loop's iteration; we may suggest an upper bound in the while clause itself. We'll also use this when writing a "search" or "there exists" kind of loop; we aren't processing all items in a collection. A desktop application that accepts input from a user, for example, will often have a while loop. The application runs until the user decides to quit; there's no upper bound on the number of user interactions. For this, we generally use a while True: loop. Infinite iteration is recommended. If we want to write a character-mode user interface, we could do it like this: quit_received= False while not quit_received:    command= input("prompt> ")    quit_received= process(command) This will iterate until the quit_received variable is set to True. This will process indefinitely; there's no upper boundary on the number of iterations. This process() function might use some kind of command processing. This should include a statement like this: if command.lower().startswith("quit"): return True When the user enters "quit", the process() function will return True. This will be assigned to the quit_received variable. The while expression, not quit_received, will become False, and the loop ends. A "there exists" loop will iterate through a collection, stopping at the first item that meets certain criteria. This can look complex because we're forced to make two details of loop processing explicit. Here's an example of searching for the first value that meets a condition. This example assumes that we have a function, condition(), which will eventually be True for some number. Here's how we can use a while statement to locate the minimum for which this function is True: >>> n = 1 >>> while n != 101 and not condition(n): ...     n += 1 >>> assert n == 101 or condition(n) The while statement will terminate when n == 101 or the condition(n) is True. If this expression is False, we can advance the n variable to the next value in the sequence of values. Since we're iterating through the values in order from the smallest to the largest, we know that n will be the smallest value for which the condition() function is true. At the end of the while statement we have included a formal assertion that either n is 101 or the condition() function is True for the given value of n. Writing an assertion like this can help in design as well as debugging because it will often summarize the loop invariant condition. We can also write this kind of loop using the break statement in a for loop, something we'll look at in the next section. The continue and break statements The continue statement is helpful for skipping items without writing deeply-nested if statements. The effect of executing a continue statement is to skip the rest of the loop's suite. In a for loop, this means that the next item will be taken from the source iterable. In a while loop, this must be used carefully to avoid an otherwise infinite iteration. We might see file processing that looks like this: for line in some_file:    clean = line.strip()    if len(clean) == 0:        continue    data, _, _ = clean.partition("#")    data = data.rstrip()    if len(data) == 0:        continue    process(data) In this loop, we're relying on the way files act like sequences of individual lines. For each line in the file, we've stripped whitespace from the input line, and assigned the resulting string to the clean variable. If the length of this string is zero, the line was entirely whitespace, and we'll continue the loop with the next line. The continue statement skips the remaining statements in the body of the loop. We'll partition the line into three pieces: a portion in front of any "#", the "#" (if present), and the portion after any "#". We've assigned the "#" character and any text after the "#" character to the same easily-ignored variable, _, because we don't have any use for these two results of the partition() method. We can then strip any trailing whitespace from the string assigned to the data variable. If the resulting string has a length of zero, then the line is entirely filled with "#" and any trailing comment text. Since there's no useful data, we can continue the loop, ignoring this line of input. If the line passes the two if conditions, we can process the resulting data. By using the continue statement, we have avoided complex-looking, deeply-nested if statements. It's important to note that a continue statement must always be part of the suite inside an if statement, inside a for or while loop. The condition on that if statement becomes a filter condition that applies to the collection of data being processed. continue always applies to the innermost loop. Breaking early from a loop The break statement is a profound change in the semantics of the loop. An ordinary for statement can be summarized by "for all." We can comfortably say that "for all items in a collection, the suite of statements was processed." When we use a break statement, a loop is no longer summarized by "for all." We need to change our perspective to "there exists". A break statement asserts that at least one item in the collection matches the condition that leads to the execution of the break statement. Here's a simple example of a break statement: for n in range(1, 100):    factors = []    for x in range(1,n):        if n % x == 0: factors.append(x)    if sum(factors) == n:        break We've written a loop that is bound by . This loop includes a break statement, so it will not process all values of n. Instead, it will determine the smallest value of n, for which n is equal to the sum of its factors. Since the loop doesn't examine all values, it shows that at least one such number exists within the given range. We've used a nested loop to determine the factors of the number n. This nested loop creates a sequence, factors, for all values of x in the range , such that x, is a factor of the number n. This inner loop doesn't have a break statement, so we are sure it examines all values in the given range. The least value for which this is true is the number six. It's important to note that a break statement must always be part of the suite inside an if statement inside a for or while loop. If the break isn't in an if suite, the loop will always terminate while processing the first item. The condition on that if statement becomes the "where exists" condition that summarizes the loop as a whole. Clearly, multiple if statements with multiple break statements mean that the overall loop can have a potentially confusing and difficult-to-summarize post-condition. Using the else clause on a loop Python's else clause can be used on a for or while statement as well as on an if statement. The else clause executes after the loop body if there was no break statement executed. To see this, here's a contrived example: >>> for item in 1,2,3: ...     print(item) ...     if item == 2: ...         print("Found",item) ...       break ... else: ...     print("Found Nothing") The for statement here will iterate over a short list of literal values. When a specific target value has been found, a message is printed. Then, the break statement will end the loop, avoiding the else clause. When we run this, we'll see three lines of output, like this: 1 2 Found 2 The value of three isn't shown, nor is the "Found Nothing" message in the else clause. If we change the target value in the if statement from two to a value that won't be seen (for example, zero or four), then the output will change. If the break statement is not executed, then the else clause will be executed. The idea here is to allow us to write contrasting break and non-break suites of statements. An if statement suite that includes a break statement can do some processing in the suite before the break statement ends the loop. An else clause allows some processing at the end of the loop when none of the break-related suites statements were executed. Summary In this article, we've looked at the for statement, which is the primary way we'll process the individual items in a collection. A simple for statement assures us that our processing has been done for all items in the collection. We've also looked at the general purpose while loop. Resources for Article: Further resources on this subject: Introspecting Maya, Python, and PyMEL [article] Analyzing a Complex Dataset [article] Geo-Spatial Data in Python: Working with Geometry [article]
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Packt
09 Jul 2015
15 min read
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Architecting and coding high performance .NET applications

Packt
09 Jul 2015
15 min read
In this article by Antonio Esposito, author of Learning .NET High Performance Programming, we will learn about low-pass audio filtering implemented using .NET, and also learn about MVVM and XAML. Model-View-ViewModel and XAML The MVVM pattern is another descendant of the MVC pattern. Born from an extensive update to the MVP pattern, it is at the base of all eXtensible Application Markup Language (XAML) language-based frameworks, such as Windows presentation foundation (WPF), Silverlight, Windows Phone applications, and Store Apps (formerly known as Metro-style apps). MVVM is different from MVC, which is used by Microsoft in its main web development framework in that it is used for desktop or device class applications. The first and (still) the most powerful application framework using MVVM in Microsoft is WPF, a desktop class framework that can use the full .NET 4.5.3 environment. Future versions within Visual Studio 2015 will support built-in .NET 4.6. On the other hand, all other frameworks by Microsoft that use the XAML language supporting MVVM patterns are based on a smaller edition of .NET. This happens with Silverlight, Windows Store Apps, Universal Apps, or Windows Phone Apps. This is why Microsoft made the Portable Library project within Visual Studio, which allows us to create shared code bases compatible with all frameworks. While a Controller in MVC pattern is sort of a router for requests to catch any request and parsing input/output Models, the MVVM lies behind any View with a full two-way data binding that is always linked to a View's controls and together at Model's properties. Actually, multiple ViewModels may run the same View and many Views can use the same single/multiple instance of a given ViewModel. A simple MVC/MVVM design comparative We could assert that the experience offered by MVVM is like a film, while the experience offered by MVC is like photography, because while a Controller always makes one-shot elaborations regarding the application user requests in MVC, in MVVM, the ViewModel is definitely the view! Not only does a ViewModel lie behind a View, but we could also say that if a VM is a body, then a View is its dress. While the concrete View is the graphical representation, the ViewModel is the virtual view, the un-concrete view, but still the View. In MVC, the View contains the user state (the value of all items showed in the UI) until a GET/POST invocation is sent to the web server. Once sent, in the MVC framework, the View simply binds one-way reading data from a Model. In MVVM, behaviors, interaction logic, and user state actually live within the ViewModel. Moreover, it is again in the ViewModel that any access to the underlying Model, domain, and any persistence provider actually flows. Between a ViewModel and View, a data connection called data binding is established. This is a declarative association between a source and target property, such as Person.Name with TextBox.Text. Although it is possible to configure data binding by imperative coding (while declarative means decorating or setting the property association in XAML), in frameworks such as WPF and other XAML-based frameworks, this is usually avoided because of the more decoupled result made by the declarative choice. The most powerful technology feature provided by any XAML-based language is actually the data binding, other than the simpler one that was available in Windows Forms. XAML allows one-way binding (also reverted to the source) and two-way binding. Such data binding supports any source or target as a property from a Model or ViewModel or any other control's dependency property. This binding subsystem is so powerful in XAML-based languages that events are handled in specific objects named Command, and this can be data-bound to specific controls, such as buttons. In the .NET framework, an event is an implementation of the Observer pattern that lies within a delegate object, allowing a 1-N association between the only source of the event (the owner of the event) and more observers that can handle the event with some specific code. The only object that can raise the event is the owner itself. In XAML-based languages, a Command is an object that targets a specific event (in the meaning of something that can happen) that can be bound to different controls/classes, and all of those can register handlers or raise the signaling of all handlers. An MVVM performance map analysis Performance concerns Regarding performance, MVVM behaves very well in several scenarios in terms of data retrieval (latency-driven) and data entry (throughput- and scalability-driven). The ability to have an impressive abstraction of the view in the VM without having to rely on the pipelines of MVC (the actions) makes the programming very pleasurable and give the developer the choice to use different designs and optimization techniques. Data binding itself is done by implementing specific .NET interfaces that can be easily centralized. Talking about latency, it is slightly different from previous examples based on web request-response time, unavailable in MVVM. Theoretically speaking, in the design pattern of MVVM, there is no latency at all. In a concrete implementation within XAML-based languages, latency can refer to two different kinds of timings. During data binding, latency is the time between when a VM makes new data available and a View actually renders it. Instead, during a command execution, latency is the time between when a command is invoked and all relative handlers complete their execution. We usually use the first definition until differently specified. Although the nominal latency is near zero (some milliseconds because of the dictionary-based configuration of data binding), specific implementation concerns about latency actually exist. In any Model or ViewModel, an updated data notification is made by triggering the View with the INotifyPropertyChanged interface. The .NET interface causes the View to read the underlying data again. Because all notifications are made by a single .NET event, this can easily become a bottleneck because of the serialized approach used by any delegate or event handlers in the .NET world. On the contrary, when dealing with data that flows from the View to the Model, such an inverse binding is usually configured declaratively within the {Binding …} keyword, which supports specifying binding directions and trigger timing (to choose from the control's lost focus CLR event or anytime the property value changes). The XAML data binding does not add any measurable time during its execution. Although this, as said, such binding may link multiple properties or the control's dependency properties together. Linking this interaction logic could increase latency time heavily, adding some annoying delay at the View level. One fact upon all, is the added latency by any validation logic. It is even worse if such validation is other than formal, such as validating some ID or CODE against a database value. Talking about scalability, MVVM patterns does some work here, while we can make some concrete analysis concerning the XAML implementation. It is easy to say that scaling out is impossible because MVVM is a desktop class layered architecture that cannot scale. Instead, we can say that in a multiuser scenario with multiple client systems connected in a 2-tier or 3-tier system architecture, simple MVVM and XAML-based frameworks will never act as bottlenecks. The ability to use the full .NET stack in WPF gives us the chance to use all synchronization techniques available, in order to use a directly connected DBMS or middleware tier. Instead of scaling up by moving the application to an increased CPU clock system, the XAML-based application would benefit more from an increased CPU core count system. Obviously, to profit from many CPU cores, mastering parallel techniques is mandatory. About the resource usage, MVVM-powered architectures require only a simple POCO class as a Model and ViewModel. The only additional requirement is the implementation of the INotifyPropertyChanged interface that costs next to nothing. Talking about the pattern, unlike MVC, which has a specific elaboration workflow, MVVM does not offer this functionality. Multiple commands with multiple logic can process their respective logic (together with asynchronous invocation) with the local VM data or by going down to the persistence layer to grab missing information. We have all the choices here. Although MVVM does not cost anything in terms of graphical rendering, XAML-based frameworks make massive use of hardware-accelerated user controls. Talking about an extreme choice, Windows Forms with Graphics Device Interface (GDI)-based rendering require a lot less resources and can give a higher frame rate on highly updatable data. Thus, if a very high FPS is needed, the choice of still rendering a WPF area in GDI is available. For other XAML languages, the choice is not so easy to obtain. Obviously, this does not mean that XAML is slow in rendering with its DirectX based engine. Simply consider that WPF animations need a good Graphics Processing Unit (GPU), while a basic GDI animation will execute on any system, although it is obsolete. Talking about availability, MVVM-based architectures usually lead programmers to good programming. As MVC allows it, MVVM designs can be tested because of the great modularity. While a Controller uses a pipelined workflow to process any requests, a ViewModel is more flexible and can be tested with multiple initialization conditions. This makes it more powerful but also less predictable than a Controller, and hence is tricky to use. In terms of design, the Controller acts as a transaction script, while the ViewModel acts in a more realistic, object-oriented approach. Finally, yet importantly, throughput and efficiency are simply unaffected by MVVM-based architectures. However, because of the flexibility the solution gives to the developer, any interaction and business logic design may be used inside a ViewModel and their underlying Models. Therefore, any success or failure regarding those performance aspects are usually related to programmer work. In XAML frameworks, throughput is achieved by an intensive use of asynchronous and parallel programming assisted by a built-in thread synchronization subsystem, based on the Dispatcher class that deals with UI updates. Low-pass filtering for Audio Low-pass filtering has been available since 2008 in the native .NET code. NAudio is a powerful library helping any CLR programmer to create, manipulate, or analyze audio data in any format. Available through NuGet Package Manager, NAudio offers a simple and .NET-like programming framework, with specific classes and stream-reader for audio data files. Let's see how to apply the low-pass digital filter in a real audio uncompressed file in WAVE format. For this test, we will use the Windows start-up default sound file. The chart is still made in a legacy Windows Forms application with an empty Form1 file, as shown in the previous example: private async void Form1_Load(object sender, EventArgs e) {    //stereo wave file channels    var channels = await Task.Factory.StartNew(() =>        {            //the wave stream-like reader            using (var reader = new WaveFileReader("startup.wav"))            {                var leftChannel = new List<float>();              var rightChannel = new List<float>();                  //let's read all frames as normalized floats                while (reader.Position < reader.Length)                {                    var frame = reader.ReadNextSampleFrame();                   leftChannel.Add(frame[0]);                    rightChannel.Add(frame[1]);                }                  return new                {                    Left = leftChannel.ToArray(),                    Right = rightChannel.ToArray(),                };            }        });      //make a low-pass digital filter on floating point data    //at 200hz    var leftLowpassTask = Task.Factory.StartNew(() => LowPass(channels.Left, 200).ToArray());    var rightLowpassTask = Task.Factory.StartNew(() => LowPass(channels.Right, 200).ToArray());      //this let the two tasks work together in task-parallelism    var leftChannelLP = await leftLowpassTask;    var rightChannelLP = await rightLowpassTask;      //create and databind a chart    var chart1 = CreateChart();      chart1.DataSource = Enumerable.Range(0, channels.Left.Length).Select(i => new        {            Index = i,            Left = channels.Left[i],            Right = channels.Right[i],            LeftLP = leftChannelLP[i],            RightLP = rightChannelLP[i],        }).ToArray();      chart1.DataBind();      //add the chart to the form    this.Controls.Add(chart1); }   private static Chart CreateChart() {    //creates a chart    //namespace System.Windows.Forms.DataVisualization.Charting      var chart1 = new Chart();      //shows chart in fullscreen    chart1.Dock = DockStyle.Fill;      //create a default area    chart1.ChartAreas.Add(new ChartArea());      //left and right channel series    chart1.Series.Add(new Series    {        XValueMember = "Index",        XValueType = ChartValueType.Auto,        YValueMembers = "Left",        ChartType = SeriesChartType.Line,    });    chart1.Series.Add(new Series    {        XValueMember = "Index",        XValueType = ChartValueType.Auto,        YValueMembers = "Right",        ChartType = SeriesChartType.Line,    });      //left and right channel low-pass (bass) series    chart1.Series.Add(new Series    {        XValueMember = "Index",        XValueType = ChartValueType.Auto,        YValueMembers = "LeftLP",        ChartType = SeriesChartType.Line,        BorderWidth = 2,    });    chart1.Series.Add(new Series    {        XValueMember = "Index",        XValueType = ChartValueType.Auto,        YValueMembers = "RightLP",        ChartType = SeriesChartType.Line,        BorderWidth = 2,    });      return chart1; } Let's see the graphical result: The Windows start-up sound waveform. In bolt, the bass waveform with a low-pass filter at 200hz. The usage of parallelism in elaborations such as this is mandatory. Audio elaboration is a canonical example of engineering data computation because it works on a huge dataset of floating points values. A simple file, such as the preceding one that contains less than 2 seconds of audio sampled at (only) 22,050 Hz, produces an array greater than 40,000 floating points per channel (stereo = 2 channels). Just to have an idea of how hard processing audio files is, note that an uncompressed CD quality song of 4 minutes sampled at 44,100 samples per second * 60 (seconds) * 4 (minutes) will create an array greater than 10 million floating-point items per channel. Because of the FFT intrinsic logic, any low-pass filtering run must run in a single thread. This means that the only optimization we can apply when running FFT based low-pass filtering is parallelizing in a per channel basis. For most cases, this choice can only bring a 2X throughput improvement, regardless of the processor count of the underlying system. Summary In this article we got introduced to the applications of .NET high-performance performance. We learned how MVVM and XAML play their roles in .NET to create applications for various platforms, also we learned about its performance characteristics. Next we learned how high-performance .NET had applications in engineering aspects through a practical example of low-pass audio filtering. It showed you how versatile it is to apply high-performance programming to specific engineering applications. Resources for Article: Further resources on this subject: Windows Phone 8 Applications [article] Core .NET Recipes [article] Parallel Programming Patterns [article]
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Packt
09 Jul 2015
7 min read
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Essentials of VMware vSphere

Packt
09 Jul 2015
7 min read
In this article by Puthiyavan Udayakumar, author of the book VMware vSphere Design Essentials, we will cover the following topics: Essentials of designing VMware vSphere The PPP framework The challenges and encounters faced on virtual infrastructure (For more resources related to this topic, see here.) Let's get started with understanding the essentials of designing VMware vSphere. Designing is nothing but assembling and integrating VMware vSphere infrastructure components together to form the baseline for a virtualized datacenter. It has the following benefits: Saves power consumption Decreases the datacenter footprint and helps towards server consolidation Fastest server provisioning On-demand QA lab environments Decreases hardware vendor dependency Aids to move to the cloud Greater savings and affordability Superior security and High Availability Designing VMware vSphere Architecture design principles are usually developed by the VMware architect in concurrence with the enterprise CIO, Infrastructure Architecture Board, and other key business stakeholders. From my experience, I would always urge you to have frequent meetings to observe functional requirements as much as possible. This will create a win-win situation for you and the requestor and show you how to get things done. Please follow your own approach, if it works. Architecture design principles should be developed by the overall IT principles specific to the customer's demands, if they exist. If not, they should be selected to ensure positioning of IT strategies in line with business approaches. In nutshell, architect should aim to form an effective architecture principles that fulfills the infrastructure demands, following are high level principles that should be followed across any design: Design mission and plans Design strategic initiatives External influencing factors When you release a design to the customer, keep in mind that the design must have the following principles: Understandable and robust Complete and consistent Stable and capable of accepting continuous requirement-based changes Rational and controlled technical diversity Without the preceding principles, I wouldn't recommend you to release your design to anyone even for peer review. For every design, irrespective of the product that you are about to design, try the following approach; it should work well but if required I would recommend you make changes to the approach. The following approach is called PPP, which will focus on people's requirements, the product's capacity, and the process that helps to bridge the gap between the product capacity and people requirements: The preceding diagram illustrates three entities that should be considered while designing VMware vSphere infrastructure. Please keep in mind that your design is just a product designed by a process that is based on people's needs. In the end, using this unified framework will aid you in getting rid of any known risks and its implications. Functional requirements should be meaningful; while designing, please make sure there is a meaning to your design. Selecting VMware vSphere from other competitors should not be a random pick, you should always list the benefits of VMware vSphere. Some of them are as follows: Server consolidation and easy hardware changes Dynamic provisioning of resources to your compute node Templates, snapshots, vMotion, DRS, DPM, High Availability, fault tolerance, auto monitoring, and solutions for warnings and alerts Virtual Desktop Infrastructure (VDI), building a disaster recovery site, fast deployments, and decommissions The PPP framework Let's explore the components that integrate to form the PPP framework. Always keep in mind that the design should consist of people, processes, and products that meet the unified functional requirements and performance benchmark. Always expect the unexpected. Without these metrics, your design is incomplete; PPP always retains its own decision metrics. What does it do, who does it, and how is it done? We will see the answers in the following diagrams: The PPP Framework helps you to get started with requirements gathering, design vision, business architecture, infrastructure architecture, opportunities and solutions, migration planning, fixing the tone for implementing and design governance. The following table illustrates the essentials of the three-dimensional approach and the basic questions that are required to be answered before you start designing or documenting about designing, which will in turn help to understand the real requirements for a specific design: Phase Description Key components Product Results of what? In what hardware will the VM reside? What kind of CPU is required? What is the quantity of CPU, RAM, storage per host/VM? What kind of storage is required? What kind of network is required? What are the standard applications that need to be rolled out? What kind of power and cooling are required? How much rack and floor space is demanded? People Results of who? Who is responsible for infrastructure provisioning? Who manages the data center and supplies the power? Who is responsible for implementation of the hardware and software patches? Who is responsible for storage and back up? Who is responsible for security and hardware support? Process Results of how? How should we manage the virtual infrastructure? How should we manage hosted VMs? How should we provision VM on demand? How should a DR site be active during a primary site failure? How should we provision storage and backup? How should we take snapshots of VMs? How should we monitor and perform periodic health checks? Before we start to apply the PPP framework on VMware vSphere, we will discuss the list of challenges and encounters faced on the virtual infrastructure. List of challenges and encounters faced on the virtual infrastructure In this section, we will see a list of challenges and encounters faced with virtual infrastructure due to the simple reason that we fail to capture the functional and non-functional demands of business users, or do not understand the fit-for-purpose concept: Resource Estimate Misfire: If you underestimate the amount of memory required up-front, you could change the number of VMs you attempt to run on the VMware ESXi host hardware. Resource unavailability: Without capacity management and configuration management, you cannot create dozens or hundreds of VMs on a single host. Some of the VMs could consume all resources, leaving other VMs unknown. High utilization: An army of VMs can also throw workflows off-balance due to the complexities they can bring to provisioning and operational tasks. Business continuity: Unlike a PC environment, VMs cannot be backed up to an actual hard drive. This is why 80 percent of IT professionals believe that virtualization backup is a great technological challenge. Security: More than six out of ten IT professionals believe that data protection is a top technological challenge. Backward compatibility: This is especially challenging for certain apps and systems that are dependent on legacy systems. Monitoring performance: Unlike physical servers, you cannot monitor the performance of VMs with common hardware resources such as CPU, memory, and storage. Restriction of licensing: Before you install software on virtual machines, read the license agreements; they might not support this; hence, by hosting on VMs, you might violate the agreement. Sizing the database and mailbox: Proper sizing of databases and mailboxes is really critical to the organization's communication systems and for applications. Poor design of storage and network: A poor storage design or a networking design resulting from a failure to properly involve the required teams within an organization is a sure-fire way to ensure that this design isn't successful. Summary In this article we covered a brief introduction of the essentials of designing VMware vSphere which focused on the PPP framework. We also had look over the challenges and encounters faced on the virtual infrastructure. Resources for Article: Further resources on this subject: Creating and Managing VMFS Datastores [article] Networking Performance Design [article] The Design Documentation [article]
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Packt
09 Jul 2015
19 min read
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Clustering and Other Unsupervised Learning Methods

Packt
09 Jul 2015
19 min read
In this article by Ferran Garcia Pagans, author of the book Predictive Analytics Using Rattle and Qlik Sense, we will learn about the following: Define machine learning Introduce unsupervised and supervised methods Focus on K-means, a classic machine learning algorithm, in detail We'll create clusters of customers based on their annual money spent. This will give us a new insight. Being able to group our customers based on their annual money spent will allow us to see the profitability of each customer group and deliver more profitable marketing campaigns or create tailored discounts. Finally, we'll see hierarchical clustering, different clustering methods, and association rules. Association rules are generally used for market basket analysis. Machine learning – unsupervised and supervised learning Machine Learning (ML) is a set of techniques and algorithms that gives computers the ability to learn. These techniques are generic and can be used in various fields. Data mining uses ML techniques to create insights and predictions from data. In data mining, we usually divide ML methods into two main groups – supervisedlearning and unsupervisedlearning. A computer can learn with the help of a teacher (supervised learning) or can discover new knowledge without the assistance of a teacher (unsupervised learning). In supervised learning, the learner is trained with a set of examples (dataset) that contains the right answer; we call it the training dataset. We call the dataset that contains the answers a labeled dataset, because each observation is labeled with its answer. In supervised learning, you are supervising the computer, giving it the right answers. For example, a bank can try to predict the borrower's chance of defaulting on credit loans based on the experience of past credit loans. The training dataset would contain data from past credit loans, including if the borrower was a defaulter or not. In unsupervised learning, our dataset doesn't have the right answers and the learner tries to discover hidden patterns in the data. In this way, we call it unsupervised learning because we're not supervising the computer by giving it the right answers. A classic example is trying to create a classification of customers. The model tries to discover similarities between customers. In some machine learning problems, we don't have a dataset that contains past observations. These datasets are not labeled with the correct answers and we call them unlabeled datasets. In traditional data mining, the terms descriptive analytics and predictive analytics are used for unsupervised learning and supervised learning. In unsupervised learning, there is no target variable. The objective of unsupervised learning or descriptive analytics is to discover the hidden structure of data. There are two main unsupervised learning techniques offered by Rattle: Cluster analysis Association analysis Cluster analysis Sometimes, we have a group of observations and we need to split it into a number of subsets of similar observations. Cluster analysis is a group of techniques that will help you to discover these similarities between observations. Market segmentation is an example of cluster analysis. You can use cluster analysis when you have a lot of customers and you want to divide them into different market segments, but you don't know how to create these segments. Sometimes, especially with a large amount of customers, we need some help to understand our data. Clustering can help us to create different customer groups based on their buying behavior. In Rattle's Cluster tab, there are four cluster algorithms: KMeans EwKm Hierarchical BiCluster The two most popular families of cluster algorithms are hierarchical clustering and centroid-based clustering: Centroid-based clustering the using K-means algorithm I'm going to use K-means as an example of this family because it is the most popular. With this algorithm, a cluster is represented by a point or center called the centroid. In the initialization step of K-means, we need to create k number of centroids; usually, the centroids are initialized randomly. In the following diagram, the observations or objects are represented with a point and three centroids are represented with three colored stars: After this initialization step, the algorithm enters into an iteration with two operations. The computer associates each object with the nearest centroid, creating k clusters. Now, the computer has to recalculate the centroids' position. The new position is the mean of each attribute of every cluster member. This example is very simple, but in real life, when the algorithm associates the observations with the new centroids, some observations move from one cluster to the other. The algorithm iterates by recalculating centroids and assigning observations to each cluster until some finalization condition is reached, as shown in this diagram: The inputs of a K-means algorithm are the observations and the number of clusters, k. The final result of a K-means algorithm are k centroids that represent each cluster and the observations associated with each cluster. The drawbacks of this technique are: You need to know or decide the number of clusters, k. The result of the algorithm has a big dependence on k. The result of the algorithm depends on where the centroids are initialized. There is no guarantee that the result is the optimum result. The algorithm can iterate around a local optimum. In order to avoid a local optimum, you can run the algorithm many times, starting with different centroids' positions. To compare the different runs, you can use the cluster's distortion – the sum of the squared distances between each observation and its centroids. Customer segmentation with K-means clustering We're going to use the wholesale customer dataset we downloaded from the Center for Machine Learning and Intelligent Systems at the University of California, Irvine. You can download the dataset from here – https://archive.ics.uci.edu/ml/datasets/Wholesale+customers#. The dataset contains 440 customers (observations) of a wholesale distributor. It includes the annual spend in monetary units on six product categories – Fresh, Milk, Grocery, Frozen, Detergents_Paper, and Delicatessen. We've created a new field called Food that includes all categories except Detergents_Paper, as shown in the following screenshot: Load the new dataset into Rattle and go to the Cluster tab. Remember that, in unsupervised learning, there is no target variable. I want to create a segmentation based only on buying behavior; for this reason, I set Region and Channel to Ignore, as shown here: In the following screenshot, you can see the options Rattle offers for K-means. The most important one is Number of clusters; as we've seen, the analyst has to decide the number of clusters before running K-means: We have also seen that the initial position of the centroids can have some influence on the result of the algorithm. The position of the centroids is random, but we need to be able to reproduce the same experiment multiple times. When we're creating a model with K-means, we'll iteratively re-run the algorithm, tuning some options in order to improve the performance of the model. In this case, we need to be able to reproduce exactly the same experiment. Under the hood, R has a pseudo-random number generator based on a starting point called Seed. If you want to reproduce the exact same experiment, you need to re-run the algorithm using the same Seed. Sometimes, the performance of K-means depends on the initial position of the centroids. For this reason, sometimes you need to able to re-run the model using a different initial position for the centroids. To run the model with different initial positions, you need to run with a different Seed. After executing the model, Rattle will show some interesting information. The size of each cluster, the means of the variables in the dataset, the centroid's position, and the Within cluster sum of squares value. This measure, also called distortion, is the sum of the squared differences between each point and its centroid. It's a measure of the quality of the model. Another interesting option is Runs; by using this option, Rattle will run the model the specified number of times and will choose the model with the best performance based on the Within cluster sum of squares value. Deciding on the number of clusters can be difficult. To choose the number of clusters, we need a way to evaluate the performance of the algorithm. The sum of the squared distance between the observations and the associated centroid could be a performance measure. Each time we add a centroid to KMeans, the sum of the squared difference between the observations and the centroids decreases. The difference in this measure using a different number of centroids is the gain associated to the added centroids. Rattle provides an option to automate this test, called Iterative Clusters. If you set the Number of clusters value to 10 and check the Iterate Clusters option, Rattle will run KMeans iteratively, starting with 3 clusters and finishing with 10 clusters. To compare each iteration, Rattle provides an iteration plot. In the iteration plot, the blue line shows the sum of the squared differences between each observation and its centroid. The red line shows the difference between the current sum of squared distances and the sum of the squared distance of the previous iteration. For example, for four clusters, the red line has a very low value; this is because the difference between the sum of the squared differences with three clusters and with four clusters is very small. In the following screenshot, the peak in the red line suggests that six clusters could be a good choice. This is because there is an important drop in the Sum of WithinSS value at this point: In this way, to finish my model, I only need to set the Number of clusters to 3, uncheck the Re-Scale checkbox, and click on the Execute button: Finally, Rattle returns the six centroids of my clusters: Now we have the six centroids and we want Rattle to associate each observation with a centroid. Go to the Evaluate tab, select the KMeans option, select the Training dataset, mark All in the report type, and click on the Execute button as shown in the following screenshot. This process will generate a CSV file with the original dataset and a new column called kmeans. The content of this attribute is a label (a number) representing the cluster associated with the observation (customer), as shown in the following screenshot: After clicking on the Execute button, you will need to choose a folder to save the resulting file to and will have to type in a filename. The generated data inside the CSV file will look similar to the following screenshot: In the previous screenshot, you can see ten lines of the resulting file; note that the last column is kmeans. Preparing the data in Qlik Sense Our objective is to create the data model, but using the new CSV file with the kmeans column. We're going to update our application by replacing the customer data file with this new data file. Save the new file in the same folder as the original file, open the Qlik Sense application, and go to Data load editor. There are two differences between the original file and this one. In the original file, we added a line to create a customer identifier called Customer_ID, and in this second file we have this field in the dataset. The second difference is that in this new file we have the kmeans column. From Data load editor, go to the Wholesale customer data sheet, modify line 2, and add line 3. In line 2, we just load the content of Customer_ID, and in line 3, we load the content of the kmeans field and rename it to Cluster, as shown in the following screenshot. Finally, update the name of the file to be the new one and click on the Load data button: When the data load process finishes, open the data model viewer to check your data model, as shown here: Note that you have the same data model with a new field called Cluster. Creating a customer segmentation sheet in Qlik Sense Now we can add a sheet to the application. We'll add three charts to see our clusters and how our customers are distributed in our clusters. The first chart will describe the buying behavior of each cluster, as shown here: The second chart will show all customers distributed in a scatter plot, and in the last chart we'll see the number of customers that belong to each cluster, as shown here: I'll start with the chart to the bottom-right; it's a bar chart with Cluster as the dimension and Count([Customer_ID]) as the measure. This simple bar chart has something special – colors. Each customer's cluster has a special color code that we use in all charts. In this way, cluster 5 is blue in the three charts. To obtain this effect, we use this expression to define the color as color(fieldindex('Cluster', Cluster)), which is shown in the following screenshot: You can find this color trick and more in this interesting blog by Rob Wunderlich – http://qlikviewcookbook.com/. My second chart is the one at the top. I copied the previous chart and pasted it onto a free place. I kept the dimension but I changed the measure by using six new measures: Avg([Detergents_Paper]) Avg([Delicassen]) Avg([Fresh]) Avg([Frozen]) Avg([Grocery]) Avg([Milk]) I placed my last chart at the bottom-left. I used a scatter plot to represent all of my 440 customers. I wanted to show the money spent by each customer on food and detergents, and its cluster. I used the y axis to show the money spent on detergents and the x axis for the money spent on food. Finally, I used colors to highlight the cluster. The dimension is Customer_Id and the measures are Delicassen+Fresh+Frozen+Grocery+Milk (or Food) and [Detergents_Paper]. As the final step, I reused the color expression from the earlier charts. Now our first Qlik Sense application has two sheets – the original one is 100 percent Qlik Sense and helps us to understand our customers, channels, and regions. This new sheet uses clustering to give us a different point of view; this second sheet groups the customers by their similar buying behavior. All this information is useful to deliver better campaigns to our customers. Cluster 5 is our least profitable cluster, but is the biggest one with 227 customers. The main difference between cluster 5 and cluster 2 is the amount of money spent on fresh products. Can we deliver any offer to customers in cluster 5 to try to sell more fresh products? Select retail customers and ask yourself, who are our best retail customers? To which cluster do they belong? Are they buying all our product categories? Hierarchical clustering Hierarchical clustering tries to group objects based on their similarity. To explain how this algorithm works, we're going to start with seven points (or observations) lying in a straight line: We start by calculating the distance between each point. I'll come back later to the term distance; in this example, distance is the difference between two positions in the line. The points D and E are the ones with the smallest distance in between, so we group them in a cluster, as shown in this diagram: Now, we substitute point D and point E for their mean (red point) and we look for the two points with the next smallest distance in between. In this second iteration, the closest points are B and C, as shown in this diagram: We continue iterating until we've grouped all observations in the dataset, as shown here: Note that, in this algorithm, we can decide on the number of clusters after running the algorithm. If we divide the dataset into two clusters, the first cluster is point G and the second cluster is A, B, C, D, E, and F. This gives the analyst the opportunity to see the big picture before deciding on the number of clusters. The lowest level of clustering is a trivial one; in this example, seven clusters with one point in each one. The chart I've created while explaining the algorithm is a basic form of a dendrogram. The dendrogram is a tree diagram used in Rattle and in other tools to illustrate the layout of the clusters produced by hierarchical clustering. In the following screenshot, we can see the dendrogram created by Rattle for the wholesale customer dataset. In Rattle's dendrogram, the y axis represent all observations or customers in the dataset, and the x axis represents the distance between the clusters: Association analysis Association rules or association analysis is also an important topic in data mining. This is an unsupervised method, so we start with an unlabeled dataset. An unlabeled dataset is a dataset without a variable that gives us the right answer. Association analysis attempts to find relationships between different entities. The classic example of association rules is market basket analysis. This means using a database of transactions in a supermarket to find items that are bought together. For example, a person who buys potatoes and burgers usually buys beer. This insight could be used to optimize the supermarket layout. Online stores are also a good example of association analysis. They usually suggest to you a new item based on the items you have bought. They analyze online transactions to find patterns in the buyer's behavior. These algorithms assume all variables are categorical; they perform poorly with numeric variables. Association methods need a lot of time to be completed; they use a lot of CPU and memory. Remember that Rattle runs on R and the R engine loads all data into RAM memory. Suppose we have a dataset such as the following: Our objective is to discover items that are purchased together. We'll create rules and we'll represent these rules like this: Chicken, Potatoes → Clothes This rule means that when a customer buys Chicken and Potatoes, he tends to buy Clothes. As we'll see, the output of the model will be a set of rules. We need a way to evaluate the quality or interest of a rule. There are different measures, but we'll use only a few of them. Rattle provides three measures: Support Confidence Lift Support indicates how often the rule appears in the whole dataset. In our dataset, the rule Chicken, Potatoes → Clothes has a support of 48.57 percent (3 occurrences / 7 transactions). Confidence measures how strong rules or associations are between items. In this dataset, the rule Chicken, Potatoes → Clothes has a confidence of 1. The items Chicken and Potatoes appear three times in the dataset and the items Chicken, Potatoes, and Clothes appear three times in the dataset; and 3/3 = 1. A confidence close to 1 indicates a strong association. In the following screenshot, I've highlighted the options on the Associate tab we have to choose from before executing an association method in Rattle: The first option is the Baskets checkbox. Depending on the kind of input data, we'll decide whether or not to check this option. If the option is checked, such as in the preceding screenshot, Rattle needs an identification variable and a target variable. After this example, we'll try another example without this option. The second option is the minimum Support value; by default, it is set to 0.1. Rattle will not return rules with a lower Support value than the one you have set in this text box. If you choose a higher value, Rattle will only return rules that appear many times in your dataset. If you choose a lower value, Rattle will return rules that appear in your dataset only a few times. Usually, if you set a high value for Support, the system will return only the obvious relationships. I suggest you start with a high Support value and execute the methods many times with a lower value in each execution. In this way, in each execution, new rules will appear that you can analyze. The third parameter you have to set is Confidence. This parameter tells you how strong the rule is. Finally, the length is the number of items that contains a rule. A rule like Beer è Chips has length of two. The default option for Min Length is 2. If you set this variable to 2, Rattle will return all rules with two or more items in it. After executing the model, you can see the rules created by Rattle by clicking on the Show Rules button, as illustrated here: Rattle provides a very simple dataset to test the association rules in a file called dvdtrans.csv. Test the dataset to learn about association rules. Further learning In this article, we introduced supervised and unsupervised learning, the two main subgroups of machine learning algorithms; if you want to learn more about machine learning, I suggest you complete a MOOC course called Machine Learning at Coursera: https://www.coursera.org/learn/machine-learning The acronym MOOC stands for Massive Open Online Course; these are courses open to participation via the Internet. These courses are generally free. Coursera is one of the leading platforms for MOOC courses. Machine Learning is a great course designed and taught by Andrew Ng, Associate Professor at Stanford University; Chief Scientist at Baidu; and Chairman and Co-founder at Coursera. This course is really interesting. A very interesting book is Machine Learning with R by Brett Lantz, Packt Publishing. Summary In this article, we were introduced to machine learning, and supervised and unsupervised methods. We focused on unsupervised methods and covered centroid-based clustering, hierarchical clustering, and association rules. We used a simple dataset, but we saw how a clustering algorithm can complement a 100 percent Qlik Sense approach by adding more information. Resources for Article: Further resources on this subject: Qlik Sense's Vision [article] Securing QlikView Documents [article] Conozca QlikView [article]
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Packt
09 Jul 2015
13 min read
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Responsive Web Design with WordPress

Packt
09 Jul 2015
13 min read
Welcome to the world of the Responsive Web Design! This article is written by Dejan Markovic, author of the book WordPress Responsive Theme Design, and it will introduce you to the Responsive Web Design and its concepts and techniques. It will also present crisp notes from WordPress Responsive Theme Design. (For more resources related to this topic, see here.) Responsive web design (RWD) is a web design approach aimed at crafting sites to provide an optimal viewing experience—easy reading and navigation with a minimum of resizing, panning, and scrolling—across a wide range of devices (from mobile phones to desktop computer monitors). Reference: http://en.wikipedia.org/wiki/Responsive_web_design. To say it simply, responsive web design (RWD) means that the responsive website should adapt to the screen size of the device it is being viewed on. When I began my web development journey in 2002, we didn't have to consider as many factors as we do today. We just had to create the website for a 17-inch screen (which was the standard at that time), and that was it. Yes, we also had to consider 15, 19, and 21-inch monitors, but since the 17-inch screen was the standard, that was the target screen size for us. In pixels, these sizes were usually 800 or 1024. We also had to consider a fewer number of browsers (Internet Explorer, Netscape, and Opera) and the styling for the print, and that was it. Since then, a lot of things have changed, and today, in 2015, for a website design, we have to consider multiple factors, such as: A lot of different web browsers (Internet Explorer, Firefox, Opera, Chrome, and Safari) A number of different operating systems (Windows (XP, 7, and 8), Mac OS X, Linux, Unix, iOS, Android, and Windows phones) Device screen sizes (desktop, mobile, and tablet) Is content accessible and readable with screen readers? How the content will look like when it's printed? Today, creating different design for all these listed factors & devices would take years. This is where a responsive web design comes to the rescue. The concepts of RWD I have to point out that the mobile environment is becoming more important factor than the desktop environment. Mobile browsing is becoming bigger than the desktop-based access, which makes the mobile environment very important factor to consider when developing a website. Simply put, the main point of RWD is that the layout changes based on the size and capabilities of the device its being viewed on. The concepts of RWD, that we will learn next, are: Viewport, scaling and screen density. Controlling Viewport On the desktop, Viewport is the screen size of the window in a browser. For example, when we resize the browser window, we are actually changing the Viewport size. On mobile devices, the Viewport size is also independent of the device screen size. For example, Viewport is 850 px for mobile Opera and 980 px for mobile Safari, and the screen size for iPhone is 320 px. If we compare the Viewport size of 980 px and the screen size of an iPhone of 320 px, we can see that Viewport is bigger than the screen size. This is because mobile browsers function differently. They first load the page into Viewport, and then they resize it to the device's screen size. This is why we are able to see the whole page on the mobile device. If the mobile browsers had Viewport the same as the screen size (320 px), we would be able to see only a part of the page on the mobile device. In the following screenshot, we can see the table with the list of Viewport sizes for some iPhone models: We can control Viewport with CSS: @viewport {width: device-width;} Or, we can control it with the meta tag: <meta name="viewport" content="width=device-width"> In the preceding code, we are matching the Viewport width with the device width. Because the Viewport meta tag approach is more widely adopted, as it was first used on iOS and the @viewport approach was not supported by some browsers, we will use the meta tag approach. We are setting the Viewport width in order to match our web content with our mobile content, as we want to make sure that our web content looks good on a mobile device as well. We can set Viewports in the code for each device separately, for example, 320 px for the iPhone. The better approach will be to use content="width=device-width". Scaling Scaling is extremely important, as the initial scale controls the zoom aspect of the content for the initial look of the page. For example, if the initial scale is set to 3, the content will be loaded in the size of 3 times of the Viewport size, which means 3 times zoom. Here is the look of the screenshot for initial-scale=1 and initial-scale=3: As we can see from the preceding screenshots, on the initial scale 3 (three times zoom), the logo image takes the bigger part of the screen. It is important to note that this is just the initial scale, which means that the user can zoom in and zoom out later, if they want to. Here is the example of the code with the initial scale: <meta name="viewport" content="width=device-width, initial- scale=1, maximum-scale=1"> In this example, we have used the maximum-scale=1 option, which means that the user will not be able to use the zoom here. We should avoid using the maximum-scale property because of accessibility issues. If we forbid zooming on our pages, users with visual problems will not be able to see the content properly. The screen density As the screen technology is going forward every year or even faster than that, we have to consider the screen density aspect as well. Screen density is the number of pixels that are contained within a screen area. This means that if the screen density is higher, we can have more details, in this case, pixels in the same area. There are two measurements that are usually used for this, dots per inch (DPI) and pixels per inch (PPI). DPI means how many drops a printer can place in an inch of a space. PPI is the number of pixels we can have in one inch of the screen. If we go back to the preceding screenshot with the table where we are showing Viewports and densities and compare the values of iPhone 3G and iPhone 4S, we will see that the screen size stayed the same at 3.5 inch, Viewport stayed the same at 320 px, but the screen density has doubled, from 163 dpi to 326 dpi, which means that the screen resolution also has doubled from 320x480 to 640x960. The screen density is very relevant to RWD, as newer devices have bigger densities and we should do our best to cover as many densities as we can in order to provide a better experience for end users. Pixels' density matters more than the resolution or screen size, because more pixels is equal to sharper display: There are topics that need to be taken into consideration, such as hardware, reference pixels, and the device-pixel-ratio, too. Problems and solutions with the screen density Scalable vector graphics and CSS graphics will scale to the resolution. This is why I recommend using Font Awesome icons in your project. Font Awesome icons are available for download at: http://fortawesome.github.io/Font-Awesome/icons/. Font Icons is a font that is made up of symbols, icons, or pictograms (whatever you prefer to call them) that you can use in a webpage just like a font. They can be instantly customized with properties like: size, drop shadow, or anything you want can be done with the power of CSS. The real problem triggered by the change in the screen density is images, as for high-density screens, we should provide higher resolution images. There are several ways through which we can approach this problem: By targeting high-density screens (providing high-resolution images to all screens) By providing high-resolution images where appropriate (loading high-resolution images only on devices with high-resolution screens) By not using high-resolution images For the beginner developers I will recommend using second approach, providing high-resolution images where appropriate. Techniques in RWD RWD consists of three coding techniques: Media queries (adapt content to specific screen sizes) Fluid grids (for flexible layouts) Flexible images and media (that respond to changes to screen sizes) More detailed information about RWD techniques by Ethan Marcote, who coined the term Reponsive Web Design, is available at http://alistapart.com/article/responsive-web-design. Media queries Media queries are CSS modules, or as some people like to say, just a conditional statements, which are telling tells the browsers to use a specific type of style, depending on the size of the screen and other factors, such as print (specific styles for print). They are here for a long time already, as I was using different styles for print in 2002. If you wish to know more about media queries, refer to W3C Candidate Recommendation 8 July 2002 at http://www.w3.org/TR/2002/CR-css3-mediaqueries-20020708/. Here is an example of media query declaration: @media only screen and (min-width:500px) { font-family: sans-serif; } Let's explain the preceding code: The @media code means that it is a media type declaration. The screen and part of the query is an expression or condition (in this case, it means only screen and no print). The following conditional statement means that everything above 500 px will have the font family of sans serif: (min-width:500px) { font-family: sans-serif; } Here is another example of a media query declaration: @media only screen and (min-width: 500px), screen and (orientation: portrait) { font-family: sans-serif; } In this case, if we have two statements and if one of the statements is true, the entire declaration is applied (either everything above 50 px or the portrait orientation will be applied to the screen). The only keyword hides the styles from older browsers. As some older browsers don't support media queries, I recommend using a respond.js script, which will "patch" support for them. Polyfill (or polyfiller) is code that provides features that are not built or supported by some web browsers. For example, a number of HTML5 features are not supported by older versions of IE (older than 8 or 9), but these features can be used if polyfill is installed on the web page. This means that if the developer wants to use these features, he/she can just include that polyfill library and these features will work in older browsers. Breakpoints Breakpoint is a moment when layout switches, from one layout to another, when some condition is fulfilled, for example, the screen has been resized. Almost all responsive designs cover the changes of the screen between the desktop, tablets, and smart phones. Here is an example with comments inside: @media only screen and (max-width: 480px) { //mobile styles // up to 480px size } Media query in the preceding code will only be used if the width of the screen is 480 px or less. @media only screen and (min-width:481px) and (max-width: 768px) { //tablet styles //between 481 and 768px } Media query in the preceding code will only be used if the width of the screen is between the 481 px and 768 px. @media only screen and (min-width:769px) { //desktop styles //from 769px and up } Media query in the preceding code will only be used when the width of the screen is 769 px and more. The minimum width value in desktop styles is 1 pixel over the maximum width value in tablet styles, and the same difference is there between values from tablet and mobile styles. We are doing this in order to avoid overlapping, as that could cause problem with our styles. There is also an approach to set the maximum width and minimum width with em values. Setting em of the screen for maximum will mean that the width of the screen is set relative to the device's font size. If the font size for the device is 16 px (which is the usual size), the maximum width for mobile styles would be 480/16=30. Why do we use em values? With pixel sizes, everything is fixed; for example, h1 is 19 px (or 1.5 em of the default size of 16 px), and that's it. With em sizes, everything is relative, so if we change the default value in the browser from, for example, 16 px to 18 px, everything relative to that will change. Therefore, all h1 values will change from 19 px to 22 px and make our layout "zoomable". Here is the example with sizes changed to em: @media only screen and (max-width: 30em) { //mobile styles // up to 480px size }   @media only screen and (min-width:30em) and (max-width: 48em) { //tablet styles //between 481 and 768px }   @media only screen and (min-width:48em) { //desktop styles //from 769px and up } Fluid grids The major point in RWD is that the content should adapt to any screen it's viewed on. One of the best solutions to do this is to use fluid layouts where our content can be resized on each breakpoint. In fluid grids, we define a maximum layout size for the design. The grid is divided into a specific number of columns to keep the layout clean and easy to handle. Then we design each element with proportional widths and heights instead of pixel based dimensions. So whenever the device or screen size is changed, elements will adjust their widths and heights by the specified proportions to its parent container. Reference: http://www.1stwebdesigner.com/tutorials/fluid-grids-in-responsive-design/. To make the grid flexible (or elastic), we can use the % points, or we can use the em values, whichever suits us better. We can make our own fluid grids, or we can use grid frameworks. As there are so many frameworks available, I would recommend that you use the existing framework rather than building your own. Grid frameworks could use a single grid that covers various screen sizes, or we can have multiple grids for each of the break points or screen size categories, such as mobiles, tablets, and desktops. Some of the notable frameworks are Twitter's Bootstrap, Foundation, and SemanticUI. I prefer Twitter's Bootstrap, as it really helps me speed up the process and it is the most used framework currently. Flexible images and media Last but not the least important, are images and media (videos). The problem with them is that they are elements that come with fixed sizes. There are several approaches to fix this: Replacing dimensions with percentage values Using maximum widths Using background images only for some cases, as these are not good for accessibility Using some libraries, such as Scott Jehl's picturefill (https://github.com/scottjehl/picturefill) Taking out the width and height parameters from the image tag and dealing with dimensions in CSS Summary In this article, you learned about the RWD concepts such as: Viewport, scaling and the screen density. Also, we have covered the RWD techniques: media queries, fluid grids, and flexible media. Resources for Article: Further resources on this subject: Deployment Preparations [article] Why Meteor Rocks! [article] Clustering and Other Unsupervised Learning Methods [article]
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Packt
08 Jul 2015
21 min read
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To Be or Not to Be – Optionals

Packt
08 Jul 2015
21 min read
In this article by Andrew J Wagner, author of the book Learning Swift, we will cover: What is an optional? How to unwrap an optional Optional chaining Implicitly unwrapped optionals How to debug optionals The underlying implementation of an optional (For more resources related to this topic, see here.) Introducing optionals So, we know that the purpose of optionals in Swift is to allow the representation of the absent value, but what does that look like and how does it work? An optional is a special type that can wrap any other type. This means that you can make an optional String, optional Array, and so on. You can do this by adding a question mark (?) to the type name: var possibleString: String? var possibleArray: [Int]? Note that this code does not specify any initial values. This is because all optionals, by default, are set to no value at all. If we want to provide an initial value, we can do so like any other variable: var possibleInt: Int? = 10 Also note that, if we leave out the type specification (: Int?), possibleInt would be inferred to be of the Int type instead of an Int optional. It is pretty verbose to say that a variable lacks a value. Instead, if an optional lacks a variable, we say that it is nil. So, both possibleString and possibleArray are nil, while possibleInt is 10. However, possibleInt is not truly 10. It is still wrapped in an optional. You can see all the forms a variable can take by putting the following code in to a playground: var actualInt = 10 var possibleInt: Int? = 10 var nilInt: Int? println(actualInt) // "10" println(possibleInt) // "Optional(10)" println(nilInt) // "nil" As you can see, actualInt prints out as we expect it to, but possibleInt prints out as an optional that contains the value 10 instead of just 10. This is a very important distinction because an optional cannot be used as if it were the value it wraps. The nilInt optional just reports that it is nil. At any point, you can update the value within an optional, including the fact that you can give it a value for the first time using the assignment operator (=): nilInt = 2 println(nilInt) // "Optional(2)" You can even remove the value within an optional by assigning it to nil: nilInt = nil println(nilInt) // "nil" So, we have this wrapped form of a variable that may or may not contain a value. What do we do if we need to access the value within an optional? The answer is that we must unwrap it. Unwrapping an optional There are multiple ways to unwrap an optional. All of them essentially assert that there is truly a value within the optional. This is a wonderful safety feature of Swift. The compiler forces you to consider the possibility that an optional lacks any value at all. In other languages, this is a very commonly overlooked scenario that can cause obscure bugs. Optional binding The safest way to unwrap an optional is using something called optional binding. With this technique, you can assign a temporary constant or variable to the value contained within the optional. This process is contained within an if statement, so that you can use an else statement for when there is no value. An optional binding looks like this: if let string = possibleString {    println("possibleString has a value: \(string)") } else {    println("possibleString has no value") } An optional binding is distinguished from an if statement primarily by the if let syntax. Semantically, this code says "if you can let the constant string be equal to the value within possibleString, print out its value; otherwise, print that it has no value." The primary purpose of an optional binding is to create a temporary constant that is the normal (nonoptional) version of the optional. It is also possible to use a temporary variable in an optional binding: possibleInt = 10 if var int = possibleInt {    int *= 2 } println(possibleInt) // Optional(10) Note that an astrix (*) is used for multiplication in Swift. You should also note something important about this code, that is, if you put it into a playground, even though we multiplied int by 2, the value does not change. When we print out possibleInt later, the value still remains Optional(10). This is because even though we made the int variable (otherwise known as mutable), it is simply a temporary copy of the value within possibleInt. No matter what we do with int, nothing will be changed about the value within possibleInt. If we need to update the actual value stored within possibleInt, we need to simply assign possibleInt to int after we are done modifying it: possibleInt = 10 if var int = possibleInt {    int *= 2    possibleInt = int } println(possibleInt) // Optional(20) Now the value wrapped inside possibleInt has actually been updated. A common scenario that you will probably come across is the need to unwrap multiple optional values. One way of doing this is by simply nesting the optional bindings: if let actualString = possibleString {    if let actualArray = possibleArray {        if let actualInt = possibleInt {            println(actualString)            println(actualArray)            println(actualInt)        }    } } However, this can be a pain as it increases the indentation level each time to keep the code organized. Instead, you can actually list multiple optional bindings in a single statement separated by commas: if let actualString = possibleString,    let actualArray = possibleArray,    let actualInt = possibleInt {    println(actualString)    println(actualArray)    println(actualInt) } This generally produces more readable code. This way of unwrapping is great, but saying that optional binding is the safe way to access the value within an optional implies that there is an unsafe way to unwrap an optional. This way is called forced unwrapping. Forced unwrapping The shortest way to unwrap an optional is by forced unwrapping. This is done using an exclamation mark (!) after the variable name when it is used: possibleInt = 10 possibleInt! *= 2   println(possibleInt) // "Optional(20)" However, the reason it is considered unsafe is that your entire program crashes if you try to unwrap an optional that is currently nil: nilInt! *= 2 // fatal error The full error you get is "unexpectedly found as nil while unwrapping an optional value". This is because forced unwrapping is essentially your personal guarantee that the optional truly holds a value. This is why it is called forced. Therefore, forced unwrapping should be used in limited circumstances. It should never be used just to shorten up the code. Instead, it should only be used when you can guarantee, from the structure of the code, that it cannot be nil, even though it is defined as an optional. Even in this case, you should check whether it is possible to use a nonoptional variable instead. The only other place you may use it is when your program truly cannot recover if an optional is nil. In these circumstances, you should at least consider presenting an error to the user, which is always better than simply having your program crash. An example of a scenario where forced unwrapping may be used effectively is with lazily calculated values. A lazily calculated value is a value that is not created until the first time it is accessed. To illustrate this, let's consider a hypothetical class that represents a filesystem directory. It would have a property that lists its contents that are lazily calculated. The code would look something like this: class FileSystemItem {} class File: FileSystemItem {} class Directory: FileSystemItem {    private var realContents: [FileSystemItem]?    var contents: [FileSystemItem] {        if self.realContents == nil {           self.realContents = self.loadContents()        }        return self.realContents!    }      private func loadContents() -> [FileSystemItem] {        // Do some loading        return []    } } Here, we defined a superclass called FileSystemItem that both File and Directory inherit from. The contents of a directory is a list of any kind of FileSystemItem. We define content as a calculated variable and store the real value within the realContents property. The calculated property checks whether there is a value yet loaded for realContents; if there isn't, it loads the contents and puts it into the realContents property. Based on this logic, we know with 100 percent certainty that there will be a value within realContents by the time we get to the return statement, so it is perfectly safe to use forced unwrapping. Nil coalescing In addition to optional binding and forced unwrapping, Swift also provides an operator called the nil coalescing operator to unwrap an optional. This is represented by a double question mark (??). Basically, this operator lets us provide a default value for a variable or operation result in case it is nil. This is a safe way to turn an optional value into a nonoptional value and it would look something like this: var possibleString: String? = "An actual string" println(possibleString ?? "Default String")   // "An Actual String" Here, we ask the program to print out possibleString unless it is nil, in which case, it will just print Default String. Since we did give it a value, it printed out that value and it is important to note that it printed out as a regular variable, not as an optional. This is because one way or another, an actual value will be printed. This is a great tool for concisely and safely unwrapping an optional when a default value makes sense. Optional chaining A common scenario in Swift is to have an optional that you must calculate something from. If the optional has a value you want to store the result of the calculation on, but if it is nil, the result should just be set to nil: var invitee: String? = "Sarah" var uppercaseInvitee: String? if let actualInvitee = invitee {    uppercaseInvitee = actualInvitee.uppercaseString } This is pretty verbose. To shorten this up in an unsafe way, we could use forced unwrapping: uppercaseInvitee = invitee!.uppercaseString However, optional chaining will allow us to do this safely. Essentially, it allows optional operations on an optional. When the operation is called, if the optional is nil, it immediately returns nil; otherwise, it returns the result of performing the operation on the value within the optional: uppercaseInvitee = invitee?.uppercaseString So in this call, invitee is an optional. Instead of unwrapping it, we will use optional chaining by placing a question mark (?) after it, followed by the optional operation. In this case, we asked for the uppercaseInvitee property on it. If invitee is nil, uppercaseInvitee is immediately set to nil without it even trying to access uppercaseString. If it actually does contain a value, uppercaseInvitee gets set to the uppercaseString property of the contained value. Note that all optional chains return an optional result. You can chain as many calls, both optional and nonoptional, as you want in this way: var myNumber: String? = "27" myNumber?.toInt()?.advancedBy(10).description This code attempts to add 10 to myNumber, which is represented by String. First, the code uses an optional chain in case myNumber is nil. Then, the call to toInt uses an additional optional chain because that method returns an optional Int type. We then call advancedBy, which does not return an optional, allowing us to access the description of the result without using another optional chain. If at any point any of the optionals are nil, the result will be nil. This can happen for two different reasons: This can happen because myNumber is nil This can also happen because toInt returns nil as it cannot convert String to the Int type If the chain makes it all the way to advanceBy, there is no longer a failure path and it will definitely return an actual value. You will notice that there are exactly two question marks used in this chain and there are two possible failure reasons. At first, it can be hard to understand when you should and should not use a question mark to create a chain of calls. The rule is that you should always use a question mark if the previous element in the chain returns an optional. However, since you are prepared, let's look at what happens if you use an optional chain improperly: myNumber.toInt() // Value of optional type 'String?' not unwrapped In this case, we try to call a method directly on an optional without a chain so that we get an error. We also have the case where we try to inappropriately use an optional chain: var otherNumber = "10" otherNumber?.toInt() // Operand of postfix '?'   should have optional type Here, we get an error that says a question mark can only be used on an optional type. It is great to have a good sense of catching errors, which you will see when you make mistakes, so that you can quickly correct them because we all make silly mistakes from time to time. Another great feature of optional chaining is that it can be used for method calls on an optional that does not actually return a value: var invitees: [String]? = [] invitee?.removeAll(keepCapacity: false) In this case, we only want to call removeAll if there is truly a value within the optional array. So, with this code, if there is a value, all the elements are removed from it: otherwise, it remains nil. In the end, option chaining is a great choice for writing concise code that still remains expressive and understandable. Implicitly unwrapped optionals There is a second type of optional called an implicitly unwrapped optional. There are two ways to look at what an implicitly unwrapped optional is. One way is to say that it is a normal variable that can also be nil. The other way is to say that it is an optional that you don't have to unwrap to use. The important thing to understand about them is that like optionals, they can be nil, but like a normal variable, you do not have to unwrap them. You can define an implicitly unwrapped optional with an exclamation mark (!) instead of a question mark (?) after the type name: var name: String! Just like with regular optionals, implicitly unwrapped optionals do not need to be given an initial value because they are nil by default. At first, this may sound like it is the best of both worlds, but in reality, it is more like the worst of both worlds. Even though an implicitly unwrapped optional does not have to be unwrapped, it will crash your entire program if it is nil when used: name.uppercaseString // Crash A great way to think about them is that every time an implicitly unwrapped optional is used, it is implicitly performing a forced unwrapping. The exclamation mark is placed in its type declaration instead of using it every time. This is particularly bad because it appears the same as any other variable except for how it is declared. This means that it is very unsafe to use, unlike a normal optional. So, if implicitly unwrapped optionals are the worst of both worlds and are so unsafe, why do they even exist? The reality is that in rare circumstances, they are necessary. They are used in circumstances where a variable is not truly optional, but you also cannot give an initial value to it. This is almost always true in the case of custom types that have a member variable that is nonoptional, but cannot be set during initialization. A rare example of this is a view in iOS. UIKit, as we discussed earlier, is the framework that Apple provides for iOS development. In it, Apple has a class called UIView that is used for displaying content on the screen. Apple also provides a tool in Xcode called Interface Builder that lets you design these views in a visual editor instead of in code. Many views designed in this way need references to other views that can be accessed programmatically later. When one of these views is loaded, it is initialized without anything connected and then all the connections are made. Once all the connections are made, a function called awakeFromNib is called on the view. This means that these connections are not available for use during initialization, but are available once awakeFromNib is called. This order of operations also ensures that awakeFromNib is always called before anything actually uses the view. This is a circumstance where it is necessary to use an implicitly unwrapped optional. A member variable may not be defined until the view is initialized and when it is completely loaded: import UIKit class MyView: UIView {    @IBOutlet var button : UIButton!    var buttonOriginalWidth : CGFloat!      override func awakeFromNib() {        self.buttonOriginalWidth = self.button.frame.size.width    } } Note that we have actually declared two implicitly unwrapped optionals. The first is a connection to button. We know this is a connection because it is preceded by @IBOutlet. This is declared as an implicitly unwrapped optional because the connections are not set up until after initialization, but they are still guaranteed to be set up before any other methods are called on the view. This also then leads us to make our second variable, buttonOriginalWidth, implicitly unwrapped because we need to wait until the connection is made before we can determine the width of button. After awakeFromNib is called, it is safe to treat both button and buttonOriginalWidth as nonoptional. You may have noticed that we had to dive pretty deep in to app development in order to find a valid use case for implicitly unwrapped optionals, and this is arguably only because UIKit is implemented in Objective-C. Debugging optionals We already saw a couple of compiler errors that we commonly see because of optionals. If we try to call a method on an optional that we intended to call on the wrapped value, we will get an error. If we try to unwrap a value that is not actually optional, we will get an error that the variable or constant is not optional. We also need to be prepared for runtime errors that optionals can cause. As discussed, optionals cause runtime errors if you try to forcefully unwrap an optional that is nil. This can happen with both explicit and implicit forced unwrapping. If you followed my advice so far in this article, this should be a rare occurrence. However, we all end up working with third-party code, and maybe they were lazy or maybe they used forced unwrapping to enforce their expectations about how their code should be used. Also, we all suffer from laziness from time to time. It can be exhausting or discouraging to worry about all the edge cases when you are excited about programming the main functionality of your app. We may use forced unwrapping temporarily while we worry about that main functionality and plan to come back to handle it later. After all, during development, it is better to have a forced unwrapping crash the development version of your app than it is for it to fail silently if you have not yet handled that edge case. We may even decide that an edge case is not worth the development effort of handling because everything about developing an app is a trade-off. Either way, we need to recognize a crash from forced unwrapping quickly, so that we don't waste extra time trying to figure out what went wrong. When an app tries to unwrap a nil value, if you are currently debugging the app, Xcode shows you the line that tries to do the unwrapping. The line reports that there was EXC_BAD_INSTRUCTION and you will also get a message in the console saying fatal error: unexpectedly found nil while unwrapping an Optional value:   You will also sometimes have to look at which code currently calls the code that failed. To do that, you can use the call stack in Xcode. When your program crashes, Xcode automatically displays the call stack, but you can also manually show it by going to View | Navigators | Show Debug Navigator. This will look something as follows:   Here, you can click on different levels of code to see the state of things. This becomes even more important if the program crashes within one of Apple's framework, where you do not have access to the code. In that case, you should move up the call stack to the point where your code is called in the framework. You may also be able to look at the names of the functions to help you figure out what may have gone wrong. Anywhere on the call stack, you can look at the state of the variables in the debugger, as shown in the following screenshot:   If you do not see this variable's view, you can display it by clicking on the button at the bottom-left corner, which is second from the right that will be grayed out. Here, you can see that invitee is indeed nil, which is what caused the crash. As powerful as the debugger is, if you find that it isn't helping you find the problem, you can always put println statements in important parts of the code. It is always safe to print out an optional as long as you don't forcefully unwrap it like in the preceding example. As we saw earlier, when an optional is printed, it will print nil if it doesn't have a value or it will print Optional(<value>) if it does have a value. Debugging is an extremely important part of becoming a productive developer because we all make mistakes and create bugs. Being a great developer means that you can identify problems quickly and understand how to fix them soon after that. This will largely come from practice, but it will also come when you have a firm grasp of what really happens with your code instead of simply adapting some code you find online to fit your needs through trial and error. The underlying implementation At this point, you should have a pretty strong grasp of what an optional is and how to use and debug it, but it is valuable to look deeper at optionals and see how they actually work. In reality, the question mark syntax for optionals is just a special shorthand. Writing String? is equivalent to writing Optional<String>. Writing String! is equivalent to writing ImplicitlyUnwrappedOptional<String>. The Swift compiler has shorthand versions because they are so commonly used This allows the code to be more concise and readable. If you declare an optional using the long form, you can see Swift's implementation by holding command and clicking on the word Optional. Here, you can see that Optional is implemented as an enumeration. If we simplify the code a little, we have: enum Optional<T> {    case None    case Some(T) } So, we can see that Optional really has two cases: None and Some. None stands for the nil case, while the Some case has an associated value, which is the value wrapped inside Optional. Unwrapping is then the process of retrieving the associated value out of the Some case. One part of this that you have not seen yet is the angled bracket syntax (<T>). This is a generic and essentially allows the enumeration to have an associated value of any type. Realizing that optionals are simply enumerations will help you to understand how to use them. It also gives you some insight into how concepts are built on top of other concepts. Optionals seem really complex until you realize that they are just two-case enumerations. Once you understand enumerations, you can pretty easily understand optionals as well. Summary We only covered a single concept, optionals, in this article, but we saw that this is a pretty dense topic. We saw that at the surface level, optionals are pretty straightforward. They offer a way to represent a variable that has no value. However, there are multiple ways to get access to the value wrapped within an optional, which have very specific use cases. Optional binding is always preferred as it is the safest method, but we can also use forced unwrapping if we are confident that an optional is not nil. We also have a type called implicitly unwrapped optional to delay the assigning of a variable that is not intended to be optional, but we should use it sparingly because there is almost always a better alternative. Resources for Article: Further resources on this subject: Network Development with Swift [article] Flappy Swift [article] Playing with Swift [article]
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Packt
08 Jul 2015
11 min read
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Materials, and why they are essential

Packt
08 Jul 2015
11 min read
In this article by Ciro Cardoso, author of the book Lumion3D Best Practices, we will see materials, and why they are essential. In the 3D world, materials and textures are nearly as important as the 3D geometry that composes the scene. A material defines the optical properties of an object when hit by a ray of light. In other words, a material defines how the light interacts with the surface, and textures can help not only to control the color (diffuse), but also the reflections and glossiness. (For more resources related to this topic, see here.) It's not difficult to understand that textures are another essential part of a good material, and if your goal is to achieve believable results, you need textures or images of real elements like stone, wood, brick, and other natural elements. Textures can bring detail to your surface that otherwise would require geometry to look good. In that case, how can Lumion help you and, most importantly, what are the best practices to work with materials? Let's have a look at the following section which will provide the answer. A quick overview of Lumion's materials Lumion always had a good library of materials to assign to your 3D model, The reality is that Physically-Based Rendering (PBR) is more of a concept than a set of rules, and each render engine will implement slightly differently. The good news for us as users is that these materials follow realistic shading and lighting systems to accurately represent real-world materials. You can find excellent information regarding PBR on the following sites: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice https://www.allegorithmic.com/pbr-guide More than 600 materials are already prepared to be assigned directly to your 3D model and, by default, they should provide a realistic and appropriate material. The Lumion team has also made an effort to create a better and simpler interface, as you can see in the following screenshot: The interface was simplified, showing only the most common and essential settings. If you need more control over the material, click on the More… button to have access to extra functionalities. One word of caution: the material preview, which in this case is the sphere, will not reflect the changes you perform using the settings available. For example, if you change the main texture, the sphere will continue to show the previous material. A good practice to tweak materials is to assign the material to the surface, use the viewport to check how the settings are affecting the material, and then do a quick render. The viewport will try to show the final result, but there's nothing like a quick render to see how the material really looks when Lumion does all the lighting and shading calculations. Working with materials in Lumion – three options There are three options to work with materials in Lumion: Using Lumion's materials Using the imported materials that you can create on your favorite modeling application Creating materials using Lumion's Standard material Let's have a look at each one of these options and see how they can help you and when they best suit your project. Using Lumion's materials The first option is obvious; you are using Lumion and it makes sense using Lumion's materials, but you may feel constrained by what is available at Lumion's material library. However, instead of thinking, "I only have 600 materials and I cannot find what I need!", you need to look at the materials library also as a template to create other materials. For example, if none of the brick materials is similar to what you need, nothing stops you from using a brick material, changing the Gloss and Reflection values, and loading a new texture, creating an entirely new material. This is made possible by using the Choose Color Map button, as shown in the following screenshot: When you click on the Choose Color Map button, a new window appears where you can navigate to the folder where the texture is saved. What about the second square? The one with a purple color? Let's see the answer in the following section. Normal maps and their functionality The purple square you just saw is where you can load the normal map. And what is a normal map? Firstly, a normal map is not a bump map. A bump map uses a color range from black to white and in some ways is more limited than a normal map. The following screenshots show the clear difference between these two maps: The map on the left is a bump map and you can see that the level of detail is not the same that we can get with a normal map. A normal map consists of red, green, and blue colors that represent the x, y, and z coordinates. This allows a 2D image to represent depth and Lumion uses this depth information to fake lighting details based on the color associated with the 3D coordinate. The perks of using a normal map Why should you use normal maps? Keep in mind that Lumion is a real-time rendering engine and, as you saw previously, there is the need to keep a balance between detail and geometry. If you add too much detail, the 3D model will look gorgeous but Lumion's performance will suffer drastically. On the other hand, you can have a low-poly 3D model and fake detail with a normal map. Using a normal map for each material has a massive impact on the final quality you can get with Lumion. Since these maps are so important, how can you create one? Tips to create normal maps As you will understand, we cannot cover all the different techniques to create normal maps. However, you may find something to suit your workflow in the following list: Photoshop using an action script called nDo: Teddy Bergsman is the author of this fantastic script. It is a free script that creates a very accurate normal map of any texture you load in Photoshop in seconds. To download and see how to install this script, visit the following link: http://www.philipk.net/ndo.html Here you can find a more detailed tutorial on how to use this nDo script: http://www.philipk.net/tutorials/ndo/ndo.html This script has three options to create normal maps. The default option is Smooth, which gives you a blurry normal map. Then you have the Chisel Hard option to generate a very sharp and subtle normal map but you don't have much control over the final result. The Chisel Soft option is similar to the Chisel Hard except that you have full control over the intensity and bevel radius. This script also allows you to sculpt and combine several normal maps. Using the Quixel NDO application: From the same creator, we have a more capable and optimized application called Quixel NDO. With this application, you can sculpt normal maps in real-time, build your own normal maps without using textures, and preview everything with the 3DO material preview. This is quite useful because you don't have to save the normal map and see how it looks in Lumion. 3DO (which comes free with NDO) has a physically based renderer and lets you load a 3D model to see how the texture looks. Find more information including a free trial here: http://quixel.se/dev/ndo GIMP with the normalmap plugin: If you want to use free software, a good alternative is GIMP. There is a great plugin called normalmap, which does good work not only by creating a normal map but also by providing a preview window to see the tweaks you are making. To download this plugin, visit the following link: https://code.google.com/p/gimp-normalmap/ Do it online with NormalMap-Online: In case you don't want to install another application, the best option is doing it online. In that case, you may want to have a look at NormalMap-Online, as shown in the following screenshot: The process is extremely simple as you can see from the preceding screenshot. You load the image and automatically get a normal map, and on the right-hand side there is a preview to show how the normal map and the texture work together. Christian Petry is the man behind this tool that will help to create sharp and accurate normal maps. He is a great guy and if you like this online application, please consider supporting an application that will save you time and money. Find this online tool here: http://cpetry.github.io/NormalMap-Online/ Don't forget to use a good combination of Strength and Blur/Sharp to create a well-balanced map. You need the correct amount of detail; otherwise your normal map will be too noisy in terms of detail. However, Lumion being a user-friendly application gives you a hand on this topic by providing a tool to create a normal map automatically from a texture you import. Creating a normal map with Lumion's relief feature By now, creating a normal map from a texture is not something too technical or even complex, but it can be time consuming if you need to create a normal map for each texture. This is a wise move because it will remove the need for extra detail for the model to look good. With this in mind, Lumion's team created a new feature that allows you to create a normal map for any texture you import. After loading the new texture, the next step is to click on the Create Normal Map button, as highlighted in the following screenshot: Lumion then creates a normal map based on the texture imported, and you have the ability to invert the map by clicking on the Flip Normal Map direction button, as highlighted in the preceding screenshot. Once Lumion creates the normal map, you need a way to control how the normal map affects the material and the light. For that, you need to use the Relief slider, as shown in the following screenshot: Using this slider is very intuitive; you only need to move the slider and see the adjustments on the viewport, since the material preview will not be updated. The previous screenshot is a good example of that, because even when we loaded a wood texture, the preview still shows a concrete material. Again, this means you can easily use the settings from one material and use that as a base to create something completely new. But how good is the normal map that Lumion creates for you? Have a look for yourself in the following screenshot: On the left hand side, we have a wood floor material with a normal map that Lumion created. The right-hand side image is the same material but the normal map was created using the free nDo script for Photoshop. There is a big difference between the image on the left and the image on the right, and that is related to the normal maps used in this case. You can see clearly that the normal map used for the image on the right achieves the goal of bringing more detail to the surface. The difference is that the normal map that Lumion creates in some situations is too blurry, and for that reason we end up losing detail. Before we explore a few more things regarding creating custom materials in Lumion, let's have a look at another useful feature in Lumion. Summary Physically based rendering materials aren't that scary, don't you agree? In reality, Lumion makes this feature almost unnoticeable by making it so simple. You learned what this feature involves and how you can take full advantage of materials that make your render more believable. You learned the importance of using normal maps and how to create them using a variety of tools for all flavors. You also saw how we can easily improve material reflections without compromising the speed and quality of the render. You also learned another key aspect of Lumion: flexibility to create your own materials using the Standard material. The Standard material, although slightly different from the other materials available in Lumion, lets you play with the reflections, glossiness, and other settings that are essential. On top of all of this, you learned how to create textures. Resources for Article: Further resources on this subject: Unleashing the powers of Lumion [article] Mastering Lumion 3D [article] What is Lumion? [article]
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Packt
08 Jul 2015
20 min read
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Project Setup and Modeling a Residential Project

Packt
08 Jul 2015
20 min read
In this article by Scott H. MacKenzie and Adam Rendek, authors of the book ArchiCAD 19 – The Definitive Guide, we will see how our journey, into ArchiCAD 19, begins with an introduction to the graphic user interface, also known as the GUI. As with any software program, there is a menu bar along the top that gives access to all the tools and features. There are also toolbars and tool palettes that can be docked anywhere you like. In addition to this, there are some special palettes that pop up only when you need them. After your introduction to ArchiCAD's user interface, you can jump right in and start creating the walls and floors for your new house. Then you will learn how to create ceilings and the stairs. Before too long you will have a 3D model to orbit around. It is really fun and probably easier than you would expect. (For more resources related to this topic, see here.) The ArchiCAD GUI The first time you open ArchiCAD you will find the toolbars along the top, just under the menu bar and there will be palettes docked to the left and right of the drawing area. We will focus on the 3 following palettes to get started: The Toolbox palette: This contains all of your selection, modeling, and drafting tools. It will be located on the left hand side by default. The Info Box palette: This is your context menu that changes according to whatever tool is currently in use. By default, this will be located directly under the toolbars at the top. It has a scrolling function; hover your cursor over the palette and spin the scroll wheel on your mouse to reveal everything on the palette. The Navigator palette: This is your project navigation window. This palette gives you access to all your views, sheets, and lists. It will be located on the right-hand side by default. These three palettes can be seen in the following screenshot: All of the mentioned palettes are dockable and can be arranged however you like on your screen. They can also be dragged away from the main ArchiCAD interface. For instance, you could have palettes on a second monitor. Panning and Zooming ArchiCAD has the same panning and zooming interface as most other CAD (Computer-aided design) and BIM (Building Information Modeling) programs. Rolling the scroll wheel on your mouse will zoom in and out. Pressing down on the scroll wheel (or middle button) and moving your cursor will execute a pan. Each drawing view window has a row of zoom commands along the bottom. You should try each one to get familiar with each of their functions. View toggling When you have multiple views open, you can toggle through them by pressing the Ctrl key and tapping on the Tab key. Or, you can pick any of the open views from the bottom of the Window pull-down menu. Pressing the F2 key will open a 2D floor plan view and pressing the F3 key will open the default 3D view. Pressing the F5 key will open a 3D view of selected items. In other words, if you want to isolate specific items in a 3D view, select those items and press F5. The function keys are second nature to those that have been using ArchiCAD for a long time. If a feature has a function key shortcut, you should use it. Project setup ArchiCAD is available in multiple different language versions. The exercises in this book use the USA version of ArchiCAD. Obviously this version is in English. There is another version in English and that is referred to as the International (INT) version. You can use the International version to do the exercises in the book, just be aware that there may be some subtle differences in the way that something is named or designed. When you create a new project in ArchiCAD, you start by opening a project template. The template will have all the basic stuff you need to get started including layers, line types, wall types, doors, windows, and more. The following lesson will take you through the first steps in creating a new ArchiCAD project: Open ArchiCAD. The Start ArchiCAD dialog box will appear. Select the Create a New Project radio button at the top. Select the Use a Template radio button under Set up Project Settings. Select ArchiCAD 19 Residential Template.tpl from the drop-down list. If you have the International version of ArchiCAD, then the residential template may not be available. Therefore you can use ArchiCAD 19 Template.tpl. Click on New. This will open a blank project file. Project Settings Now that you have opened your new project, we are going to create a house with 4 stories (which includes a story for the roof). We create a story for the roof in order to facilitate a workspace to model the elements on that level. The template we just opened only has 2 stories, so we will need to add 2 more. Then we need to look at some other settings. Stories The settings for the stories are as follows: On the Navigator palette, select the Project Map icon . Double click on 1st FLOOR. Right click on Stories and select Create New Story. You will be prompted to give the new story a name. Enter the name BASEMENT. Click on the button next to Below. Enter 9' into the Height box and click on the Create button. Then double click on 2. 2nd FLOOR. Right click on Stories and then select Create New Story. You will be prompted to give the new story a name. Enter the name ROOF. Click on the button next to Above. Enter 9' into the Height box and click on the Create button. Your list of stories should now look like this 3. ROOF 2. 2nd Floor 1. 1st Floor -1. BASEMENT The International version of ArchiCAD (INT) will give the first floor the index number of 0. The second floor index number will be 1. And the roof will be 2. Now we need to adjust the heights of the other stories: Right click on Stories (on the Navigator palette) and select Story Settings. Change the number in the Height to Next box for 1st FLOOR to 9'. Do the same for 2nd FLOOR. Units On the menu bar, go to Options | Project Preferences | Working Units and perform the following steps: Ensure Model Units is set to feet & fractional inches. Ensure that Fractions is set to 1/64. Ensure that Layout Units is set to feet & fractional inches. Ensure that Angle Unit is set to Decimal degrees. Ensure that Decimals is set to 2. You are now ready to begin modeling your house, but first let's save the project. To save the project, perform the following steps: Navigate to the File menu and click on Save. If by chance you have saved it already, then click on Save As. Name your file Colonial House. Click on Save. Renovation filters The Renovation Filter feature allows you to differentiate how your drawing elements will appear in different construction phases. For renovation projects that have demolition and new work phases, you need to show the items to be demolished differently than the existing items that are to remain, or that are new. The projects we will work on in this book do not require this feature to manage phases because we will only be creating a new construction. However, it is essential that your renovation filter setting is set to New Construction. We will do this in the first modeling exercise. Selection methods Before you can do much in ArchiCAD, you need to be familiar with selecting elements. There are several ways to select something in ArchiCAD, which are as follows: Single cursor click Pick the Arrow tool from the toolbox or hold the Shift key down on the keyboard and click on what you want to select. As you click on the elements, hold the Shift key down to add them to your selection set. To remove elements from the selection set, just click on them again with the Shift key pressed. There is a mode within this mode called Quick Selection. It is toggled on and off from the Info Box palette. The icon looks like a magnet. When it is on, it works like a magnet because it will stick to faces or surfaces, such as slabs or fill patterns. If this mode is not on, then you are required to find an edge, endpoint, or hotspot node to select an element with a single click. Hold the Space button down to temporarily change the mode while selecting elements. Window Pick the Arrow tool from the toolbox or hold the Shift key down and draw your selection window. Click once for the window starting corner and click a second time for the end corner. This works just as windowing does in AutoCAD. Not as Revit does, where you need to hold the mouse button down while you draw your window. There are 3 different windowing methods. Each one is set from the Info Box palette: Partial Elements: Anything that is inside of or touching the window will be selected. AutoCAD users will know this as a Crossing Window. Entire Elements: Anything completely encapsulated by the window will be selected. If something is not completely inside the window then it will not be selected. Direction Dependent: Click and window to the left, the Partial Elements window will be used. Click and window to the right, the Entire Elements window will be used. Marquee A marquee is a selection window that stays on the screen after you create it. If you are a MicroStation CAD program user, this will be similar to a selection window. It can be used for printing a specific area in a drawing view and performing what AutoCAD users would refer to as a Stretch command. There are 2 types of marquees; single story (skinny) and multi story (fat). The single story marquee is used when you want to select elements on your current story view only. The multi-story marquee will select everything on your current story as well as the stories above and below your selections. The Find & Select tool This lets ArchiCAD select elements for you, based on the attribute criteria that you define, such as element type, layer, and pen number. When you have the criteria defined, click on the plus sign button on the palette and all the elements within that criterion inside your current view or marquee will be selected. The quickest way to open the Find & Select tool is with the Ctrl + F key combination Modification commands As you draw, you will inevitably need to move, copy, stretch, or trim something. Select your items first, and then execute the modification command. Here are the basic commands you will need to get things moving: Adjust (Extend): Press Ctrl + - or navigate to Edit | Reshape | Adjust Drag (Move): Press Ctrl + D or…navigate to Edit | Move | Drag Drag a Copy (Copy): Press Ctrl + Shift + D or navigate to Edit | Move | Drag a Copy Intersect (Fillet): Click on the Intersect button on the Standard toolbar or navigate to Edit | Reshape | Intersect Resize (Scale): Press Ctrl + K or navigate to Edit | Reshape | Resize Rotate: Press Ctrl + E or navigate to Edit | Move | Rotate Stretch: Press Ctrl + H or navigate to Edit | Reshape | Stretch Trim: Press Ctrl or click on the Trim button on the Standard toolbar or navigate to Edit | Reshape | Trim. Hold the Ctrl key down and click on the portion of wall or line that you want trimmed off. This is the fastest way to trim anything! Memorizing the keyboard combinations above is a sure way to increase your productivity. Modeling – part I We will start with the wall tool to create the main exterior walls on the 1st floor of our house, and then create the floor with the slab tool. However, before we begin, let's make sure your Renovation Filter is set to New Construction. Setting the Renovation Filter The Renovation Filter is an active setting that controls how the elements you create are displayed. Everything we create in this project is for new construction so we need the new construction filter to be active. To do so, go to the Document menu, click on Renovation and then click on 04 New Construction. Using the Wall tool The Wall tool has settings for height, width, composite, layer, pen weight and more. We will learn about these things as we go along, and learn a little bit more each time we progress into to the project. Double click on 1. 1st Story in the Navigator palette to ensure we are working on story 1. Select the Wall tool from the Toolbox palette or from the menu bar under Design | Design Tools | Wall. Notice that this will automatically change the contents of the Info Box palette. Click on the wall icon inside Info Box. This will bring up the active properties of the wall tool in the form of the Wall Default Settings window. (This can also be achieved by double clicking on the wall tool button in Toolbox). Change the composite type to Siding 2x6 Wd. Stud. Click on the wall composite button to do this.   Creating the exterior walls of the 1st Story To create the exterior walls of the 1st story perform the following steps: Select the Wall tool from the Toolbox palette, or from the menu bar under Design | Design Tools | Wall. Double click on 1. 1st Story in the Navigator palette to ensure that we are working on story 1. Select the Wall tool from the Toolbox palette, or from the menu bar under Design | Design Tools | Wall. Change the composite type to be Siding 2x6 Wd. Stud. Click on the wall composite button to do this. Notice at the bottom of the Wall Default Settings window is the layer currently assigned to the wall tool. It should be set to A-WALL-EXTR. Click on OK to start your first wall. Click near the center of the drawing screen and move your cursor to the left, notice the orange dashed line that appears. That is your guide line. Keep your cursor over the guide line so that it keeps you locked in the orthogonal direction. You should also immediately see the Tracker palette pop up, displaying your distance drawn and angle after your first click. Before you make your second click, enter the number 24 from your keyboard and press Enter. You should now have 24-0" long wall. If your Tracker palette does not appear, it may be toggled off. Go up to the Standard tool bar and click on the Tracker button to turn it on. Select this again and make your first click on the upper left end corner of your first wall. Move your cursor down, so that it snaps to the guideline, enter the number 28, and press the Enter key. Draw your third wall by clicking on the bottom left endpoint of your second wall, move your cursor to the right, snapped over the guide line, type in the number 24 and press Enter. Draw your fourth wall by clicking on the bottom right end point of your third wall and the starting point of your first wall. You should now have four walls that measure 24'-0" x 28"-0, outside edge to outside edge. Move your four walls to the center of the drawing view and perform the following steps: Click on the Arrow tool at the top of the Toolbox. Click outside one of the corners of the walls, and then click on the opposite side. All four walls should be selected now. Use the Drag command to move the walls. The quickest way to activate the Drag command is by pressing Ctrl + D. The long way is from the menu bar by navigating to Edit | Move | Drag. Drag (move) the walls to the center of your drawing window. Press the Esc key or click on a blank space in your drawing window to deselect the walls. You can select all the walls in a view by activating the Wall tool and pressing Ctrl + A. You are now ready to create a floor with the slab tool. But first, let's have a little fun and see how it looks in 3D (press the F3 key): From the Navigator palette, double click on Generic Axonometry under the 3D folder icon. This will open a 3D view window. Hold your Shift key down, press down on your scroll wheel button, and slowly move your mouse around. You are now orbiting! Play around with it a little, then get back to work and go to the next step to create your first floor slab. Press the F2 key to get back to a 2D view. You can also perform a 3D orbit via the Orbit button at the bottom of any 3D view window. Creating the first story's floor with the Slab tool The slab tool is used to create floors. It is also used to create ceilings. We will begin using it now to create the first floor for our house. Similar to the Wall tool, it also has settings for layer, pen weight and composite. To create the first story's floor using the Slab tool, perform the following steps: Select the Slab tool from the Toolbox palette or from the menu bar under Design | Design Tools | Slab. This will change the contents of the Info Box palette. Click on the Slab icon in Info Box. This will bring up the Slab Default Settings (active properties) window for the Slab tool. As with the Wall tool, you have a composite setting for the slab tool. Set the composite type for the slab tool to FLR Wd Flr + 2x10. The layer should be set to A-FLOR. Click OK. You could draw the shape of the slab by tracing over the outside lines of your walls but we are going to use the Magic Wand feature. Hover your cursor over the space inside your four walls and press the space bar on your keyboard. This will automatically create the slab using the boundary created by the walls. Then, open a 3D view and look at your floor. Instead of using the tool icon inside the Info Box palette, double click on any tool icon inside the Toolbox palette to bring up the default settings window for that tool. Creating the exterior walls and floor slabs for the basement and the second story We could repeat all of the previous steps to create the floor and walls for the second story and the basement, but in this case, it will be quicker to copy what we have already drawn on the first story and copy it up with the Edit Elements by Stories tool. Perform the following steps to create the exterior walls and floor slabs for the basement and second story: Go to the Navigator palette and right click over Stories, select Edit Elements by Stories. The Edit Elements by Stories window will open. Under Select Action, you want to set it to Copy. Under From Story, set it to 1. 1st FLOOR. In the To Story section, check the box for 2nd FLOOR and -1. BASEMENT. Click on OK. You should see a dialog box appear, stating that as a result of the last operation, elements have been created and/or have changed their position on currently unseen stories. Whenever you get this message, you should confirm that you have not created any unwanted elements. Click on the Continue button. Now you should have walls and a floor on three stories; Basement, 1st FLOOR, and 2nd FLOOR. The quickest way to jump to the next story up or the next story down is with the Ctrl + Arrow Up or Ctrl + Arrow Down key combination. Basement element modification The floor and the walls on the BASEMENT story need to be changed to a different composite type. Do this by performing the following steps: Open the BASEMENT view and select the four walls by clicking on one at a time while holding down the Shift key. Right click over your selection and click on Wall Selection Settings. Change the walls to the EIFS on 8" CMU composite type. Then, click on OK. Move your cursor over the floor slab. The quick selection cursor should appear. This selection mode allows you to click on an object without needing to find an edge or endpoint. Click on the slab. Open the Slab Selection Setting window but this time, do it by pressing the Ctrl + T key combination. Change the floor slab composite to Conc. Slab: 4" on gravel. Click on OK. The Ctrl + T key combination is the quickest way to bring up an element's selection settings window when an element is selected. Open a 3D view (by pressing the F3 key) and orbit around your house. It should look similar to the following screenshot: Adding the garage We need to add the garage and the laundry room, which connects the garage to the house. Do this by performing the following steps: Open the 1st FLOOR story from the project map. Start the Wall tool. From the Info Box palette, set the wall composite setting to Siding 2x6 Wd. Stud. Click on the upper-left corner of your house for your wall starting point. Move your cursor to the left, snap to the guide line, type 6'-10", and press Enter. Change the Geometry Method setting on Info Box to Chained. Refer to the following screenshot: Start your next wall by clicking on the endpoint of your last wall, move your cursor up, snap to the guideline and type 5', and press Enter. Move your cursor to the left, snap to grid line, type in 12'-6", and press Enter. Move your cursor down, snap to grid line, type in 22'-4", and press Enter. Move your cursor to the right, snap to grid line and double click on the perpendicular west wall (double pressing your Enter key will work the same as a double click). Now we want to create the floor for this new set of walls. To do that, perform the following steps: Start the Slab tool. Change the composite to Conc. Slab: 4" on gravel. Hover your cursor inside the new set of walls and press the Space key to use the magic wand. This will create the floor slab for the garage and laundry room. There is still one more wall to create, but this time we will use the Adjust command to, in effect, create a new wall: Select the 5'-0" wall drawn in the previous exercise. Go to the Edit menu, click on Reshape, and then click on Adjust. Click on the bottom edge of the perpendicular wall down below. The wall should extend down. Refer to the following screenshot: Then Change to a 3D view (by pressing F3) and examine your work. The 3D view If you switch to a 3D view and your new modeling does not show, zoom in or out to refresh the view, or double click your scroll wheel (middle button). Your new work will appear. Summary In this article you were introduced to the ArchiCAD Graphical User Interface (GUI), project settings and learned how to select stuff. You created all the major modeling for your house and got a primer on layers. Now you should have a good understanding of the ArchiCAD way of creating architectural elements and how to control their parameters. Resources for Article: Further resources on this subject: Let There be Light! [article] Creating an AutoCAD command [article] Setting Up for Photoreal Rendering [article]
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08 Jul 2015
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Working with large data sources

Packt
08 Jul 2015
20 min read
In this article, by Duncan M. McGreggor, author of the book Mastering matplotlib, we come across the use of NumPy in the world of matplotlib and big data, problems with large data sources, and the possible solutions to these problems. (For more resources related to this topic, see here.) Most of the data that users feed into matplotlib when generating plots is from NumPy. NumPy is one of the fastest ways of processing numerical and array-based data in Python (if not the fastest), so this makes sense. However by default, NumPy works on in-memory database. If the dataset that you want to plot is larger than the total RAM available on your system, performance is going to plummet. In the following section, we're going to take a look at an example that illustrates this limitation. But first, let's get our notebook set up, as follows: In [1]: import matplotlib        matplotlib.use('nbagg')        %matplotlib inline Here are the modules that we are going to use: In [2]: import glob, io, math, os         import psutil        import numpy as np        import pandas as pd        import tables as tb        from scipy import interpolate        from scipy.stats import burr, norm        import matplotlib as mpl        import matplotlib.pyplot as plt        from IPython.display import Image We'll use the custom style sheet that we created earlier, as follows: In [3]: plt.style.use("../styles/superheroine-2.mplstyle") An example problem To keep things manageable for an in-memory example, we're going to limit our generated dataset to 100 million points by using one of SciPy's many statistical distributions, as follows: In [4]: (c, d) = (10.8, 4.2)        (mean, var, skew, kurt) = burr.stats(c, d, moments='mvsk') The Burr distribution, also known as the Singh–Maddala distribution, is commonly used to model household income. Next, we'll use the burr object's method to generate a random population with our desired count, as follows: In [5]: r = burr.rvs(c, d, size=100000000) Creating 100 million data points in the last call took about 10 seconds on a moderately recent workstation, with the RAM usage peaking at about 2.25 GB (before the garbage collection kicked in). Let's make sure that it's the size we expect, as follows: In [6]: len(r) Out[6]: 100000000 If we save this to a file, it weighs in at about three-fourths of a gigabyte: In [7]: r.tofile("../data/points.bin") In [8]: ls -alh ../data/points.bin        -rw-r--r-- 1 oubiwann staff 763M Mar 20 11:35 points.bin This actually does fit in the memory on a machine with a RAM of 8 GB, but generating much larger files tends to be problematic. We can reuse it multiple times though, to reach a size that is larger than what can fit in the system RAM. Before we do this, let's take a look at what we've got by generating a smooth curve for the probability distribution, as follows: In [9]: x = np.linspace(burr.ppf(0.0001, c, d),                          burr.ppf(0.9999, c, d), 100)          y = burr.pdf(x, c, d) In [10]: (figure, axes) = plt.subplots(figsize=(20, 10))          axes.plot(x, y, linewidth=5, alpha=0.7)          axes.hist(r, bins=100, normed=True)          plt.show() The following plot is the result of the preceding code: Our plot of the Burr probability distribution function, along with the 100-bin histogram with a sample size of 100 million points, took about 7 seconds to render. This is due to the fact that NumPy handles most of the work, and we only displayed a limited number of visual elements. What would happen if we did try to plot all the 100 million points? This can be checked by the following code: In [11]: (figure, axes) = plt.subplots()          axes.plot(r)          plt.show() formatters.py:239: FormatterWarning: Exception in image/png formatter: Allocated too many blocks After about 30 seconds of crunching, the preceding error was thrown—the Agg backend (a shared library) simply couldn't handle the number of artists required to render all the points. But for now, this case clarifies the point that we stated a while back—our first plot rendered relatively quickly because we were selective about the data we chose to present, given the large number of points with which we are working. However, let's say we have data from the files that are too large to fit into the memory. What do we do about this? Possible ways to address this include the following: Moving the data out of the memory and into the filesystem Moving the data off the filesystem and into the databases We will explore examples of these in the following section. Big data on the filesystem The first of the two proposed solutions for large datasets involves not burdening the system memory with data, but rather leaving it on the filesystem. There are several ways to accomplish this, but the following two methods in particular are the most common in the world of NumPy and matplotlib: NumPy's memmap function: This function creates memory-mapped files that are useful if you wish to access small segments of large files on the disk without having to read the whole file into the memory. PyTables: This is a package that is used to manage hierarchical datasets. It is built on the top of the HDF5 and NumPy libraries and is designed to efficiently and easily cope with extremely large amounts of data. We will examine each in turn. NumPy's memmap function Let's restart the IPython kernel by going to the IPython menu at the top of notebook page, selecting Kernel, and then clicking on Restart. When the dialog box pops up, click on Restart. Then, re-execute the first few lines of the notebook by importing the required libraries and getting our style sheet set up. Once the kernel is restarted, take a look at the RAM utilization on your system for a fresh Python process for the notebook: In [4]: Image("memory-before.png") Out[4]: The following screenshot shows the RAM utilization for a fresh Python process: Now, let's load the array data that we previously saved to disk and recheck the memory utilization, as follows: In [5]: data = np.fromfile("../data/points.bin")        data_shape = data.shape        data_len = len(data)        data_len Out[5]: 100000000 In [6]: Image("memory-after.png") Out[6]: The following screenshot shows the memory utilization after loading the array data: This took about five seconds to load, with the memory consumption equivalent to the file size of the data. This means that if we wanted to build some sample data that was too large to fit in the memory, we'd need about 11 of those files concatenated, as follows: In [7]: 8 * 1024 Out[7]: 8192 In [8]: filesize = 763        8192 / filesize Out[8]: 10.73656618610747 However, this is only if the entire memory was available. Let's see how much memory is available right now, as follows: In [9]: del data In [10]: psutil.virtual_memory().available / 1024**2 Out[10]: 2449.1796875 That's 2.5 GB. So, to overrun our RAM, we'll just need a fraction of the total. This is done in the following way: In [11]: 2449 / filesize Out[11]: 3.2096985583224114 The preceding output means that we only need four of our original files to create a file that won't fit in memory. However, in the following section, we will still use 11 files to ensure that data, if loaded into the memory, will be much larger than the memory. How do we create this large file for demonstration purposes (knowing that in a real-life situation, the data would already be created and potentially quite large)? We can try to use numpy.tile to create a file of the desired size (larger than memory), but this can make our system unusable for a significant period of time. Instead, let's use numpy.memmap, which will treat a file on the disk as an array, thus letting us work with data that is too large to fit into the memory. Let's load the data file again, but this time as a memory-mapped array, as follows: In [12]: data = np.memmap(            "../data/points.bin", mode="r", shape=data_shape) The loading of the array to a memmap object was very quick (compared to the process of bringing the contents of the file into the memory), taking less than a second to complete. Now, let's create a new file to write the data to. This file must be larger in size as compared to our total system memory (if held on in-memory database, it will be smaller on the disk): In [13]: big_data_shape = (data_len * 11,)          big_data = np.memmap(              "../data/many-points.bin", dtype="uint8",              mode="w+", shape=big_data_shape) The preceding code creates a 1 GB file, which is mapped to an array that has the shape we requested and just contains zeros: In [14]: ls -alh ../data/many-points.bin          -rw-r--r-- 1 oubiwann staff 1.0G Apr 2 11:35 many-points.bin In [15]: big_data.shape Out[15]: (1100000000,) In [16]: big_data Out[16]: memmap([0, 0, 0, ..., 0, 0, 0], dtype=uint8) Now, let's fill the empty data structure with copies of the data we saved to the 763 MB file, as follows: In [17]: for x in range(11):              start = x * data_len              end = (x * data_len) + data_len              big_data[start:end] = data          big_data Out[17]: memmap([ 90, 71, 15, ..., 33, 244, 63], dtype=uint8) If you check your system memory before and after, you will only see minimal changes, which confirms that we are not creating an 8 GB data structure on in-memory. Furthermore, checking your system only takes a few seconds. Now, we can do some sanity checks on the resulting data and ensure that we have what we were trying to get, as follows: In [18]: big_data_len = len(big_data)          big_data_len Out[18]: 1100000000 In [19]: data[100000000 – 1] Out[19]: 63 In [20]: big_data[100000000 – 1] Out[20]: 63 Attempting to get the next index from our original dataset will throw an error (as shown in the following code), since it didn't have that index: In [21]: data[100000000] ----------------------------------------------------------- IndexError               Traceback (most recent call last) ... IndexError: index 100000000 is out of bounds ... But our new data does have an index, as shown in the following code: In [22]: big_data[100000000 Out[22]: 90 And then some: In [23]: big_data[1100000000 – 1] Out[23]: 63 We can also plot data from a memmaped array without having a significant lag time. However, note that in the following code, we will create a histogram from 1.1 million points of data, so the plotting won't be instantaneous: In [24]: (figure, axes) = plt.subplots(figsize=(20, 10))          axes.hist(big_data, bins=100)          plt.show() The following plot is the result of the preceding code: The plotting took about 40 seconds to generate. The odd shape of the histogram is due to the fact that, with our data file-hacking, we have radically changed the nature of our data since we've increased the sample size linearly without regard for the distribution. The purpose of this demonstration wasn't to preserve a sample distribution, but rather to show how one can work with large datasets. What we have seen is not too shabby. Thanks to NumPy, matplotlib can work with data that is too large for memory, even if it is a bit slow iterating over hundreds of millions of data points from the disk. Can matplotlib do better? HDF5 and PyTables A commonly used file format in the scientific computing community is Hierarchical Data Format (HDF). HDF is a set of file formats (namely HDF4 and HDF5) that were originally developed at the National Center for Supercomputing Applications (NCSA), a unit of the University of Illinois at Urbana-Champaign, to store and organize large amounts of numerical data. The NCSA is a great source of technical innovation in the computing industry—a Telnet client, the first graphical web browser, a web server that evolved into the Apache HTTP server, and HDF, which is of particular interest to us, were all developed here. It is a little known fact that NCSA's web browser code was the ancestor to both the Netscape web browser as well as a prototype of Internet Explorer that was provided to Microsoft by a third party. HDF is supported by Python, R, Julia, Java, Octave, IDL, and MATLAB, to name a few. HDF5 offers significant improvements and useful simplifications over HDF4. It uses B-trees to index table objects and, as such, works well for write-once/read-many time series data. Common use cases span fields such as meteorological studies, biosciences, finance, and aviation. The HDF5 files of multiterabyte sizes are common in these applications. Its typically constructed from the analyses of multiple HDF5 source files, thus providing a single (and often extensive) source of grouped data for a particular application. The PyTables library is built on the top of the Python HDF5 library and NumPy. As such, it not only provides access to one of the most widely used large data file formats in the scientific computing community, but also links data extracted from these files with the data types and objects provided by the fast Python numerical processing library. PyTables is also used in other projects. Pandas wraps PyTables, thus extending its convenient in-memory data structures, functions, and objects to large on-disk files. To use HDF data with Pandas, you'll want to create pandas.HDFStore, read from the HDF data sources with pandas.read_hdf, or write to one with pandas.to_hdf. Files that are too large to fit in the memory may be read and written by utilizing chunking techniques. Pandas does support the disk-based DataFrame operations, but these are not very efficient due to the required assembly on columns of data upon reading back into the memory. One project to keep an eye on under the PyData umbrella of projects is Blaze. It's an open wrapper and a utility framework that can be used when you wish to work with large datasets and generalize actions such as the creation, access, updates, and migration. Blaze supports not only HDF, but also SQL, CSV, and JSON. The API usage between Pandas and Blaze is very similar, and it offers a nice tool for developers who need to support multiple backends. In the following example, we will use PyTables directly to create an HDF5 file that is too large to fit in the memory (for an 8GB RAM machine). We will follow the following steps: Create a series of CSV source data files that take up approximately 14 GB of disk space Create an empty HDF5 file Create a table in the HDF5 file and provide the schema metadata and compression options Load the CSV source data into the HDF5 table Query the new data source once the data has been migrated Remember the temperature precipitation data for St. Francis, in Kansas, USA, from a previous notebook? We are going to generate random data with similar columns for the purposes of the HDF5 example. This data will be generated from a normal distribution, which will be used in the guise of the temperature and precipitation data for hundreds of thousands of fictitious towns across the globe for the last century, as follows: In [25]: head = "country,town,year,month,precip,tempn"          row = "{},{},{},{},{},{}n"          filename = "../data/{}.csv"          town_count = 1000          (start_year, end_year) = (1894, 2014)          (start_month, end_month) = (1, 13)          sample_size = (1 + 2                        * town_count * (end_year – start_year)                        * (end_month - start_month))          countries = range(200)          towns = range(town_count)          years = range(start_year, end_year)          months = range(start_month, end_month)          for country in countries:             with open(filename.format(country), "w") as csvfile:                  csvfile.write(head)                  csvdata = ""                  weather_data = norm.rvs(size=sample_size)                  weather_index = 0                  for town in towns:                    for year in years:                          for month in months:                              csvdata += row.format(                                  country, town, year, month,                                  weather_data[weather_index],                                  weather_data[weather_index + 1])                              weather_index += 2                  csvfile.write(csvdata) Note that we generated a sample data population that was twice as large as the expected size in order to pull both the simulated temperature and precipitation data at the same time (from the same set). This will take about 30 minutes to run. When complete, you will see the following files: In [26]: ls -rtm ../data/*.csv          ../data/0.csv, ../data/1.csv, ../data/2.csv,          ../data/3.csv, ../data/4.csv, ../data/5.csv,          ...          ../data/194.csv, ../data/195.csv, ../data/196.csv,          ../data/197.csv, ../data/198.csv, ../data/199.csv A quick look at just one of the files reveals the size of each, as follows: In [27]: ls -lh ../data/0.csv          -rw-r--r-- 1 oubiwann staff 72M Mar 21 19:02 ../data/0.csv With each file that is 72 MB in size, we have data that takes up 14 GB of disk space, which exceeds the size of the RAM of the system in question. Furthermore, running queries against so much data in the .csv files isn't going to be very efficient. It's going to take a long time. So what are our options? Well, to read this data, HDF5 is a very good fit. In fact, it is designed for jobs like this. We will use PyTables to convert the .csv files to a single HDF5. We'll start by creating an empty table file, as follows: In [28]: tb_name = "../data/weather.h5t"          h5 = tb.open_file(tb_name, "w")          h5 Out[28]: File(filename=../data/weather.h5t, title='', mode='w',              root_uep='/', filters=Filters(                  complevel=0, shuffle=False, fletcher32=False,                  least_significant_digit=None))          / (RootGroup) '' Next, we'll provide some assistance to PyTables by indicating the data types of each column in our table, as follows: In [29]: data_types = np.dtype(              [("country", "<i8"),              ("town", "<i8"),              ("year", "<i8"),              ("month", "<i8"),               ("precip", "<f8"),              ("temp", "<f8")]) Also, let's define a compression filter that can be used by PyTables when saving our data, as follows: In [30]: filters = tb.Filters(complevel=5, complib='blosc') Now, we can create a table inside our new HDF5 file, as follows: In [31]: tab = h5.create_table(              "/", "weather",              description=data_types,              filters=filters) With that done, let's load each CSV file, read it in chunks so that we don't overload the memory, and then append it to our new HDF5 table, as follows: In [32]: for filename in glob.glob("../data/*.csv"):          it = pd.read_csv(filename, iterator=True, chunksize=10000)          for chunk in it:              tab.append(chunk.to_records(index=False))            tab.flush() Depending on your machine, the entire process of loading the CSV file, reading it in chunks, and appending to a new HDF5 table can take anywhere from 5 to 10 minutes. However, what started out as a collection of the .csv files that weigh in at 14 GB is now a single compressed 4.8 GB HDF5 file, as shown in the following code: In [33]: h5.get_filesize() Out[33]: 4758762819 Here's the metadata for the PyTables-wrapped HDF5 table after the data insertion: In [34]: tab Out[34]: /weather (Table(288000000,), shuffle, blosc(5)) '' description := { "country": Int64Col(shape=(), dflt=0, pos=0), "town": Int64Col(shape=(), dflt=0, pos=1), "year": Int64Col(shape=(), dflt=0, pos=2), "month": Int64Col(shape=(), dflt=0, pos=3), "precip": Float64Col(shape=(), dflt=0.0, pos=4), "temp": Float64Col(shape=(), dflt=0.0, pos=5)} byteorder := 'little' chunkshape := (1365,) Now that we've created our file, let's use it. Let's excerpt a few lines with an array slice, as follows: In [35]: tab[100000:100010] Out[35]: array([(0, 69, 1947, 5, -0.2328834718674, 0.06810312195695),          (0, 69, 1947, 6, 0.4724989007889, 1.9529216219569),          (0, 69, 1947, 7, -1.0757216683235, 1.0415374480545),          (0, 69, 1947, 8, -1.3700249968748, 3.0971874991576),          (0, 69, 1947, 9, 0.27279758311253, 0.8263207523831),          (0, 69, 1947, 10, -0.0475253104621, 1.4530808932953),          (0, 69, 1947, 11, -0.7555493935762, -1.2665440609117),          (0, 69, 1947, 12, 1.540049376928, 1.2338186532516),          (0, 69, 1948, 1, 0.829743501445, -0.1562732708511),          (0, 69, 1948, 2, 0.06924900463163, 1.187193711598)],          dtype=[('country', '<i8'), ('town', '<i8'),                ('year', '<i8'), ('month', '<i8'),                ('precip', '<f8'), ('temp', '<f8')]) In [36]: tab[100000:100010]["precip"] Out[36]: array([-0.23288347, 0.4724989 , -1.07572167,                -1.370025 , 0.27279758, -0.04752531,                -0.75554939, 1.54004938, 0.8297435 ,                0.069249 ]) When we're done with the file, we do the same thing that we would do with any other file-like object: In [37]: h5.close() If we want to work with it again, simply load it, as follows: In [38]: h5 = tb.open_file(tb_name, "r")          tab = h5.root.weather Let's try plotting the data from our HDF5 file: In [39]: (figure, axes) = plt.subplots(figsize=(20, 10))          axes.hist(tab[:1000000]["temp"], bins=100)          plt.show() Here's a plot for the first million data points: This histogram was rendered quickly, with a much better response time than what we've seen before. Hence, the process of accessing the HDF5 data is very fast. The next question might be "What about executing calculations against this data?" Unfortunately, running the following will consume an enormous amount of RAM: tab[:]["temp"].mean() We've just asked for all of the data—all of its 288 million rows. We are going to end up loading everything into the RAM, grinding the average workstation to a halt. Ideally though, when you iterate through the source data and create the HDF5 file, you also crunch the numbers that you will need, adding supplemental columns or groups to the HDF5 file that can be used later by you and your peers. If we have data that we will mostly be selecting (extracting portions) and which has already been crunched and grouped as needed, HDF5 is a very good fit. This is why one of the most common use cases that you see for HDF5 is the sharing and distribution of the processed data. However, if we have data that we need to process repeatedly, then we will either need to use another method besides the one that will cause all the data to be loaded into the memory, or find a better match for our data processing needs. We saw in the previous section that the selection of data is very fast in HDF5. What about calculating the mean for a small section of data? If we've got a total of 288 million rows, let's select a divisor of the number that gives us several hundred thousand rows at a time—2,81,250 rows, to be more precise. Let's get the mean for the first slice, as follows: In [40]: tab[0:281250]["temp"].mean() Out[40]: 0.0030696632864265312 This took about 1 second to calculate. What about iterating through the records in a similar fashion? Let's break up the 288 million records into chunks of the same size; this will result in 1024 chunks. We'll start by getting the ranges needed for an increment of 281,250 and then, we'll examine the first and the last row as a sanity check, as follows: In [41]: limit = 281250          ranges = [(x * limit, x * limit + limit)              for x in range(2 ** 10)]          (ranges[0], ranges[-1]) Out[41]: ((0, 281250), (287718750, 288000000)) Now, we can use these ranges to generate the mean for each chunk of 281,250 rows of temperature data and print the total number of means that we generated to make sure that we're getting our counts right, as follows: In [42]: means = [tab[x * limit:x * limit + limit]["temp"].mean()              for x in range(2 ** 10)]          len(means) Out[42]: 1024 Depending on your machine, that should take between 30 and 60 seconds. With this work done, it's now easy to calculate the mean for all of the 288 million points of temperature data: In [43]: sum(means) / len(means) Out[43]: -5.3051780413782918e-05 Through HDF5's efficient file format and implementation, combined with the splitting of our operations into tasks that would not copy the HDF5 data into memory, we were able to perform calculations across a significant fraction of a billion records in less than a minute. HDF5 even supports parallelization. So, this can be improved upon with a little more time and effort. However, there are many cases where HDF5 is not a practical choice. You may have some free-form data, and preprocessing it will be too expensive. Alternatively, the datasets may be actually too large to fit on a single machine. This is when you may consider using matplotlib with distributed data. Summary In this article, we covered the role of NumPy in the world of big data and matplotlib as well as the process and problems in working with large data sources. Also, we discussed the possible solutions to these problems using NumPy's memmap function and HDF5 and PyTables. Resources for Article: Further resources on this subject: First Steps [article] Introducing Interactive Plotting [article] The plot function [article]
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Packt
08 Jul 2015
10 min read
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Developing a JavaFX Application for iOS

Packt
08 Jul 2015
10 min read
In this article by Mohamed Taman, authors of the book JavaFX Essentials, we will learn how to develop a JavaFX, Apple has a great market share in the mobile and PC/Laptop world, with many different devices, from mobile phones such as the iPhone to musical devices such as the iPod and tablets such as the iPad. (For more resources related to this topic, see here.) It has a rapidly growing application market, called the Apple Store, serving its community, where the number of available apps increases daily. Mobile application developers should be ready for such a market. Mobile application developers targeting both iOS and Android face many challenges. By just comparing the native development environments of these two platforms, you will find that they differ substantially. iOS development, according to Apple, is based on the Xcode IDE (https://developer.apple.com/xcode/) and its programming languages. Traditionally, it was Objetive-C and, in June 2014, Apple introduced Swift (https://developer.apple.com/swift/); on the other hand, Android development, as defined by Google, is based on the Intellij IDEA IDE and the Java programming language. Not many developers are proficient in both environments. In addition, these differences rule out any code reuse between the platforms. JavaFX 8 is filling the gap for reusable code between the platforms, as we will see in this article, by sharing the same application in both platforms. Here are some skills that you will have gained by the end of this article: Installing and configuring iOS environment tools and software Creating iOS JavaFX 8 applications Simulating and debugging JavaFX mobile applications Packaging and deploying applications on iOS mobile devices Using RoboVM to run JavaFX on iOS RoboVM is the bridge from Java to Objetive-C. Using this, it becomes easy to develop JavaFX 8 applications that are to be run on iOS-based devices, as the ultimate goal of the RoboVM project is to solve this problem without compromising on developer experience or app user experience. As we saw in the article about Android, using JavaFXPorts to generate APKs was a relatively easy task due to the fact that Android is based on Java and the Dalvik VM. On the contrary, iOS doesn't have a VM for Java, and it doesn't allow dynamic loading of native libraries. Another approach is required. The RoboVM open source project tries to close the gap for Java developers by creating a bridge between Java and Objective-C using an ahead-of-time compiler that translates Java bytecode into native ARM or x86 machine code. Features Let's go through the RoboVM features: Brings Java and other JVM languages, such as Scala, Clojure, and Groovy, to iOS-based devices Translates Java bytecode into machine code ahead of time for fast execution directly on the CPU without any overhead The main target is iOS and the ARM processor (32- and 64-bit), but there is also support for Mac OS X and Linux running on x86 CPUs (both 32- and 64-bit) Does not impose any restrictions on the Java platform features accessible to the developer, such as reflection or file I/O Supports standard JAR files that let the developer reuse the vast ecosystem of third-party Java libraries Provides access to the full native iOS APIs through a Java-to-Objective-C bridge, enabling the development of apps with truly native UIs and with full hardware access Integrates with the most popular tools such as NetBeans, Eclipse, Intellij IDEA, Maven, and Gradle App Store ready, with hundreds of apps already in the store Limitations Mainly due to the restrictions of the iOS platform, there are a few limitations when using RoboVM: Loading custom bytecode at runtime is not supported. All class files comprising the app have to be available at compile time on the developer machine. The Java Native Interface technology as used on the desktop or on servers usually loads native code from dynamic libraries, but Apple does not permit custom dynamic libraries to be shipped with an iOS app. RoboVM supports a variant of JNI based on static libraries. Another big limitation is that RoboVM is an alpha-state project under development and not yet recommended for production usage. RoboVM has full support for reflection. How it works Since February 2015 there has been an agreement between the companies behind RoboVM and JavaFXPorts, and now a single plugin called jfxmobile-plugin allows us to build applications for three platforms—desktop, Android, and iOS—from the same codebase. The JavaFXMobile plugin adds a number of tasks to your Java application that allow you to create .ipa packages that can be submitted to the Apple Store. Android mostly uses Java as the main development language, so it is easy to merge your JavaFX 8 code with it. On iOS, the situation is internally totally different—but with similar Gradle commands. The plugin will download and install the RoboVM compiler, and it will use RoboVM compiler commands to create an iOS application in build/javafxports/ios. Getting started In this section, you will learn how to install the RoboVM compiler using the JavaFXMobile plugin, and make sure the tool chain works correctly by reusing the same application, Phone Dial version 1.0. Prerequisites In order to use the RoboVM compiler to build iOS apps, the following tools are required: Gradle 2.4 or higher is required to build applications with the jfxmobile plugin. A Mac running Mac OS X 10.9 or later. Xcode 6.x from the Mac App Store (https://itunes.apple.com/us/app/xcode/id497799835?mt=12). The first time you install Xcode, and every time you update to a new version, you have to open it once to agree to the Xcode terms. Preparing a project for iOS We will reuse the project we developed before, for the Android platform, since there is no difference in code, project structure, or Gradle build script when targeting iOS. They share the same properties and features, but with different Gradle commands that serve iOS development, and a minor change in the Gradle build script for the RoboVM compiler. Therefore, we will see the power of WORA Write Once, Run Everywhere with the same application. Project structure Based on the same project structure from the Android, the project structure for our iOS app should be as shown in the following figure: The application We are going to reuse the same application from the Phone DialPad version 2.0 JavaFX 8 application: As you can see, reusing the same codebase is a very powerful and useful feature, especially when you are developing to target many mobile platforms such as iOS and Android at the same time. Interoperability with low-level iOS APIs To have the same functionality of natively calling the default iOS phone dialer from our application as we did with Android, we have to provide the native solution for iOS as the following IosPlatform implementation: import org.robovm.apple.foundation.NSURL; import org.robovm.apple.uikit.UIApplication; import packt.taman.jfx8.ch4.Platform;   public class IosPlatform implements Platform {   @Override public void callNumber(String number) {    if (!number.equals("")) {      NSURL nsURL = new NSURL("telprompt://" + number);      UIApplication.getSharedApplication().openURL(nsURL);    } } } Gradle build files We will use the Gradle build script file, but with a minor change by adding the following lines to the end of the script: jfxmobile { ios {    forceLinkClasses = [ 'packt.taman.jfx8.ch4.**.*' ] } android {    manifest = 'lib/android/AndroidManifest.xml' } } All the work involved in installing and using robovm compilers is done by the jfxmobile plugin. The purpose of those lines is to give the RoboVM compiler the location of the main application class that has to be loaded at runtime is, as it is not visible by default to the compiler. The forceLinkClasses property ensures that those classes are linked in during RoboVM compilation. Building the application After we have added the necessary configuration set to build the script for iOS, its time to build the application in order to deploy it to different iOS target devices. To do so, we have to run the following command: $ gradle build We should have the following output: BUILD SUCCESSFUL   Total time: 44.74 secs We have built our application successfully; next, we need to generate the .ipa and, in the case of production, you have to test it by deploying it to as many iOS versions as you can. Generating the iOS .ipa package file In order to generate the final .ipa iOS package for our JavaFX 8 application, which is necessary for the final distribution to any device or the AppStore, you have to run the following gradle command: gradle ios This will generate the .ipa file in the directory build/javafxports/ios. Deploying the application During development, we need to check our application GUI and final application prototype on iOS simulators and measure the application performance and functionality on different devices. These procedures are very useful, especially for testers. Let's see how it is a very easy task to run our application on either simulators or on real devices. Deploying to a simulator On a simulator, you can simply run the following command to check if your application is running: $ gradle launchIPhoneSimulator This command will package and launch the application in an iPhone simulator as shown in the following screenshot: DialPad2 JavaFX 8 application running on the iOS 8.3/iPhone 4s simulator This command will launch the application in an iPad simulator: $ gradle launchIPadSimulator Deploying to an Apple device In order to package a JavaFX 8 application and deploy it to an Apple device, simply run the following command: $ gradle launchIOSDevice This command will launch the JavaFX 8 application in the device that is connected to your desktop/laptop. Then, once the application is launched on your device, type in any number and then tap Call. The iPhone will ask for permission to dial using the default mobile dialer; tap on Ok. The default mobile dialer will be launched and will the number as shown in the following figure: To be able to test and deploy your apps on your devices, you will need an active subscription with the Apple Developer Program. Visit the Apple Developer Portal, https://developer.apple.com/register/index.action, to sign up. You will also need to provision your device for development. You can find information on device provisioning in the Apple Developer Portal, or follow this guide: http://www.bignerdranch.com/we-teach/how-to-prepare/ios-device-provisioning/. Summary This article gave us a very good understanding of how JavaFX-based applications can be developed and customized using RoboVM for iOS to make it possible to run your applications on Apple platforms. You learned about RoboVM features and limitations, and how it works; you also gained skills that you can use for developing. You then learned how to install the required software and tools for iOS development and how to enable Xcode along with the RoboVM compiler, to package and install the Phone Dial JavaFX-8-based application on OS simulators. Finally, we provided tips on how to run and deploy your application on real devices. Resources for Article: Further resources on this subject: Function passing [article] Creating Java EE Applications [article] Contexts and Dependency Injection in NetBeans [article]
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08 Jul 2015
26 min read
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The Blueprint Class

Packt
08 Jul 2015
26 min read
In this article by Nitish Misra, author of the book, Learning Unreal Engine Android Game Development, mentions about the Blueprint class. You would need to do all the scripting and everything else only once. A Blueprint class is an entity that contains actors (static meshes, volumes, camera classes, trigger box, and so on) and functionalities scripted in it. Looking at our example once again of the lamp turning on/off, say you want to place 10 such lamps. With a Blueprint class, you would just have to create and script once, save it, and duplicate it. This is really an amazing feature offered by UE4. (For more resources related to this topic, see here.) Creating a Blueprint class To create a Blueprint class, click on the Blueprints button in the Viewport toolbar, and in the dropdown menu, select New Empty Blueprint Class. A window will then open, asking you to pick your parent class, indicating the kind of Blueprint class you wish to create. At the top, you will see the most common classes. These are as follows: Actor: An Actor, as already discussed, is an object that can be placed in the world (static meshes, triggers, cameras, volumes, and so on, all count as actors) Pawn: A Pawn is an actor that can be controlled by the player or the computer Character: This is similar to a Pawn, but has the ability to walk around Player Controller: This is responsible for giving the Pawn or Character inputs in the game, or controlling it Game Mode: This is responsible for all of the rules of gameplay Actor Component: You can create a component using this and add it to any actor Scene Component: You can create components that you can attach to other scene components Apart from these, there are other classes that you can choose from. To see them, click on All Classes, which will open a menu listing all the classes you can create a Blueprint with. For our key cube, we will need to create an Actor Blueprint Class. Select Actor, which will then open another window, asking you where you wish to save it and what to name it. Name it Key_Cube, and save it in the Blueprint folder. After you are satisfied, click on OK and the Actor Blueprint Class window will open. The Blueprint class user interface is similar to that of Level Blueprint, but with a few differences. It has some extra windows and panels, which have been described as follows: Components panel: The Components panel is where you can view, and add components to the Blueprint class. The default component in an empty Blueprint class is DefaultSceneRoot. It cannot be renamed, copied, or removed. However, as soon as you add a component, it will replace it. Similarly, if you were to delete all of the components, it will come back. To add a component, click on the Add Component button, which will open a menu, from where you can choose which component to add. Alternatively, you can drag an asset from the Content Browser and drop it in either the Graph Editor or the Components panel, and it will be added to the Blueprint class as a component. Components include actors such as static or skeletal meshes, light actors, camera, audio actors, trigger boxes, volumes, particle systems, to name a few. When you place a component, it can be seen in the Graph Editor, where you can set its properties, such as size, position, mobility, material (if it is a static mesh or a skeletal mesh), and so on, in the Details panel. Graph Editor: The Graph Editor is also slightly different from that of Level Blueprint, in that there are additional windows and editors in a Blueprint class. The first window is the Viewport, which is the same as that in the Editor. It is mainly used to place actors and set their positions, properties, and so on. Most of the tools you will find in the main Viewport (the editor's Viewport) toolbar are present here as well. Event Graph: The next window is the Event Graph window, which is the same as a Level Blueprint window. Here, you can script the components that you added in the Viewport and their functionalities (for example, scripting the toggling of the lamp on/off when the player is in proximity and moves away respectively). Keep in mind that you can script the functionalities of the components only present within the Blueprint class. You cannot use it directly to script the functionalities of any actor that is not a component of the Class. Construction Script: Lastly, there is the Construction Script window. This is also similar to the Event Graph, as in you can set up and connect nodes, just like in the Event Graph. The difference here is that these nodes are activated when you are constructing the Blueprint class. They do not work during runtime, since that is when the Event Graph scripts work. You can use the Construction Script to set properties, create and add your own property of any of the components you wish to alter during the construction, and so on. Let's begin creating the Blueprint class for our key cubes. Viewport The first thing we need are the components. We require three components: a cube, a trigger box, and a PostProcessVolume. In the Viewport, click on the Add Components button, and under Rendering, select Static Mesh. It will add a Static Mesh component to the class. You now need to specify which Static Mesh you want to add to the class. With the Static Mesh actor selected in the Components panel, in the actor's Details panel, under the Static Mesh section, click on the None button and select TemplateCube_Rounded. As soon as you set the mesh, it will appear in the Viewport. With the cube selected, decrease its scale (located in the Details panel) from 1 to 0.2 along all three axes. The next thing we need is a trigger box. Click on the Add Component button and select Box Collision in the Collision section. Once added, increase its scale from 1 to 9 along all three axes, and place it in such a way that its bottom is in line with the bottom of the cube. The Construction Script You could set its material in the Details panel itself by clicking on the Override Materials button in the Rendering section, and selecting the key cube material. However, we are going to assign its material using Construction Script. Switch to the Construction Script tab. You will see a node called Construction Script, which is present by default. You cannot delete this node; this is where the script starts. However, before we can script it in, we will need to create a variable of the type Material. In the My Blueprint section, click on Add New and select Variable in the dropdown menu. Name this variable Key Cube Material, and change its type from Bool (which is the default variable type) to Material in the Details panel. Also, be sure to check the Editable box so that we can edit it from outside the Blueprint class. Next, drag the Key Cube Material variable from the My Blueprint panel, drop it in the Graph Editor, and select Set when the window opens up. Connect this to the output pin of the Construction Script node. Repeat this process, only this time, select Get and connect it to the input pin of Key Cube Material. Right-click in the Graph Editor window and type in Set Material in the search bar. You should see Set Material (Static Mesh). Click on it and add it to the scene. This node already has a reference of the Static Mesh actor (TemplateCube_Rounded), so we will not have to create a reference node. Connect this to the Set node. Finally, drag Key Cube Material from My Blueprint, drop it in the Graph Editor, select Get, and connect it to the Material input pin. After you are done, hit Compile. We will now be able to set the cube's material outside of the Blueprint class. Let's test it out. Add the Blueprint class to the level. You will see a TemplateCube_Rounded actor added to the scene. In its Details panel, you will see a Key Cube Material option under the Default section. This is the variable we created inside our Construction Script. Any material we add here will be added to the cube. So, click on None and select KeyCube_Material. As soon as you select it, you will see the material on the cube. This is one of the many things you can do using Construction Script. For now, only this will do. The Event Graph We now need to script the key cube's functionalities. This is more or less the same as what we did in the Level Blueprint with our first key cube, with some small differences. In the Event Graph panel, the first thing we are going to script is enabling and disabling input when the player overlaps and stops overlapping the trigger box respectively. In the Components section, right-click on Box. This will open a menu. Mouse over Add Event and select Add OnComponentBeginOverlap. This will add a Begin Overlap node to the Graph Editor. Next, we are going to need a Cast node. A Cast node is used to specify which actor you want to use. Right-click in the Graph Editor and add a Cast to Character node. Connect this to the OnComponentBeginOverlap node and connect the other actor pin to the Object pin of the Cast to Character node. Finally, add an Enable Input node and a Get Player Controller node and connect them as we did in the Level Blueprint. Next, we are going to add an event for when the player stops overlapping the box. Again, right-click on Box and add an OnComponentEndOverlap node. Do the exact same thing you did with the OnComponentBeginOverlap node; only here, instead of adding an Enable Input node, add a Disable Input node. The setup should look something like this: You can move the key cube we had placed earlier on top of the pedestal, set it to hidden, and put the key cube Blueprint class in its place. Also, make sure that you set the collision response of the trigger actor to Ignore. The next step is scripting the destruction of the key cube when the player touches the screen. This, too, is similar to what we had done in Level Blueprint, with a few differences. Firstly, add a Touch node and a Sequence node, and connect them to each other. Next, we need a Destroy Component node, which you can find under Components | Destroy Component (Static Mesh). This node already has a reference to the key cube (Static Mesh) inside it, so you do not have to create an external reference and connect it to the node. Connect this to the Then 0 node. We also need to activate the trigger after the player has picked up the key cube. Now, since we cannot call functions on actors outside the Blueprint class directly (like we could in Level Blueprint), we need to create a variable. This variable will be of the type Trigger Box. The way this works is, when you have created a Trigger Box variable, you can assign it to any trigger in the level, and it will call that function to that particular trigger. With that in mind, in the My Blueprint panel, click on Add New and create a variable. Name this variable Activated Trigger Box, and set its type to Trigger Box. Finally, make sure you tick on the Editable box; otherwise, you will not be able to assign any trigger to it. After doing that, create a Set Collision Response to All Channels node (uncheck the Context Sensitive box), and set the New Response option to Overlap. For the target, drag the Activated Trigger Box variable, drop it in the Graph Editor, select Get, and connect it to the Target input. Finally, for the Post Process Volume, we will need to create another variable of the type PostProcessVolume. You can name this variable Visual Indicator, again, while ensuring that the Editable box is checked. Add this variable to the Graph Editor as well. Next, click on its pin, drag it out, and release it, which will open the actions menu. Here, type in Enabled, select Set Enabled, and check Enabled. Finally, add a Delay node and a Destroy Actor and connect them to the Set Enabled node, in that order. Your setup should look something like this: Back in the Viewport, you will find that under the Default section of the Blueprint class actor, two more options have appeared: Activated Trigger Box and Visual Indicator (the variables we had created). Using this, you can assign which particular trigger box's collision response you want to change, and which exact post process volume you want to activate and destroy. In front of both variables, you will see a small icon in the shape of an eye dropper. You can use this to choose which external actor you wish to assign the corresponding variable. Anything you scripted using those variables will take effect on the actor you assigned in the scene. This is one of the many amazing features offered by the Blueprint class. All we need to do now for the remaining key cubes is: Place them in the level Using the eye dropper icon that is located next to the name of the variables, pick the trigger to activate once the player has picked up the key cube, and which post process volume to activate and destroy. In the second room, we have two key cubes: one to activate the large door and the other to activate the door leading to the third room. The first key cube will be placed on the pedestal near the big door. So, with the first key cube selected, using the eye dropper, select the trigger box on the pedestal near the big door for the Activated Trigger Box variable. Then, pick the post process volume inside which the key cube is placed for the Visual Indicator variable. The next thing we need to do is to open Level Blueprint and script in what happens when the player places the key cube on the pedestal near the big door. Doing what we did in the previous room, we set up nodes that will unhide the hidden key cube on the pedestal, and change the collision response of the trigger box around the big door to Overlap, ensuring that it was set to Ignore initially. Test it out! You will find that everything is working as expected. Now, do the same with the remaining key cubes. Pick which trigger box and which post process volume to activate when you touch on the screen. Then, in the Level Blueprint, script in which key cube to unhide, and so on (place the key cubes we had placed earlier on the pedestals and set it to Hidden), and place the Blueprint class key cube in its place. This is one of the many ways you can use Blueprint class. You can see it takes a lot of work and hassle. Let us now move on to Artificial intelligence. Scripting basic AI Coming back to the third room, we are now going to implement AI in our game. We have an AI character in the third room which, when activated, moves. The main objective is to make a path for it with the help of switches and prevent it from falling. When the AI character reaches its destination, it will unlock the key cube, which the player can then pick up and place on the pedestal. We first need to create another Blueprint class of the type Character, and name it AI_Character. When created, double-click on it to open it. You will see a few components already set up in the Viewport. These are the CapsuleComponent (which is mainly used for collision), ArrowComponent (to specify which side is the front of the character, and which side is the back), Mesh (used for character animation), and CharacterMovement. All four are there by default, and cannot be removed. The only thing we need to do here is add a StaticMesh for our character, which will be TemplateCube_Rounded. Click on Add Components, add a StaticMesh, and assign it TemplateCube_Rounded (in its Details panel). Next, scale this cube to 0.2 along all three axes and move it towards the bottom of the CapsuleComponent, so that it does not float in midair. This is all we require for our AI character. The rest we will handle in Level Blueprints. Next, place AI_Character into the scene on the Player side of the pit, with all of the switches. Place it directly over the Target Point actor. Next, open up Level Blueprint, and let's begin scripting it. The left-most switch will be used to activate the AI character, and the remaining three will be used to draw the parts of a path on which it will walk to reach the other side. To move the AI character, we will need an AI Move To node. The first thing we need is an overlapping event for the trigger over the first switch, which will enable the input, otherwise the AI character will start moving whenever the player touches the screen, which we do not want. Set up an Overlap event, an Enable Input node, and a Gate event. Connect the Overlap event to the Enable Input event, and then to the Gate node's Open input. The next thing is to create a Touch node. To this, we will attach an AI Move To node. You can either type it in or find it under the AI section. Once created, attach it to the Gate node's Exit pin. We now need to specify to the node which character we want to move, and where it should move to. To specify which character we want to move, select the AI character in the Viewport, and in the Level Blueprint's Graph Editor, right-click and create a reference for it. Connect it to the Pawn input pin. Next, for the location, we want the AI character to move towards the second Target Point actor, located on the other side of the pit. But first, we need to get its location in the world. With it selected, right-click in the Graph Editor, and type in Get Actor Location. This node returns an actor's location (coordinates) in the world (the one connected to it). This will create a Get Actor Location, with the Target Point actor connect to its input pin. Finally, connect its Return Value to the Destination input of the AI Move To node. If you were to test it out, you would find that it works fine, except for one thing: the AI character stops when it reaches the edge of the pit. We want it to fall off the pit if there is no path. For that, we will need a Nav Proxy Link actor. A Nav Proxy Link actor is used when an AI character has to step outside the Nav Mesh temporarily (for example, jump between ledges). We will need this if we want our AI character to fall off the ledge. You can find it in the All Classes section in the Modes panel. Place it in the level. The actor is depicted by two cylinders with a curved arrow connecting them. We want the first cylinder to be on one side of the pit and the other cylinder on the other side. Using the Scale tool, increase the size of the Nav Proxy Link actor. When placing the Nav Proxy Link actor, keep two things in mind: Make sure that both cylinders intersect in the green area; otherwise, the actor will not work Ensure that both cylinders are in line with the AI character; otherwise, it will not move in a straight line but instead to where the cylinder is located Once placed, you will see that the AI character falls off when it reaches the edge of the pit. We are not done yet. We need to bring the AI character back to its starting position so that the player can start over (or else the player will not be able to progress). For that, we need to first place a trigger at the bottom of the pit, making sure that if the AI character does fall into it, it overlaps the trigger. This trigger will perform two actions: first, it will teleport the AI character to its initial location (with the help of the first Target Point); second, it will stop the AI Move To node, or it will keep moving even after it has been teleported. After placing the trigger, open Level Blueprint and create an Overlap event for the trigger box. To this, we will add a Sequence node, since we are calling two separate functions for when the player overlaps the trigger. The first node we are going to create is a Teleport node. Here, we can specify which actor to teleport, and where. The actor we want to teleport is the AI character, so create a reference for it and connect it to the Target input pin. As for the destination, first use the Get Actor Location function to get the location of the first Target Point actor (upon which the AI character is initially placed), and connect it to the Dest Location input. To stop the AI character's movement, right-click anywhere in the Graph Editor, and first uncheck the Context Sensitive box, since we cannot use this function directly on our AI character. What we need is a Stop Active Movement node. Type it into the search bar and create it. Connect this to the Then 1 output node, and attach a reference of the AI character to it. It will automatically convert from a Character Reference into Character Movement component reference. This is all that we need to script for our AI in the third room. There is one more thing left: how to unlock the key cube. In the fourth room, we are going to use the same principle. Here, we are going to make a chain of AI Move To nodes, each connected to the previous one's On Success output pin. This means that when the AI character has successfully reached the destination (Target Point actor), it should move to the next, and so on. Using this, and what we have just discussed about AI, script the path that the AI will follow. Packaging the project Another way of packaging the game and testing it on your device is to first package the game, import it to the device, install it, and then play it. But first, we should discuss some settings regarding packaging, and packaging for Android. The Maps & Modes settings These settings deal with the maps (scenes) and the game mode of the final game. In the Editor, click on Edit and select Project settings. In the Project settings, Project category, select Maps & Modes. Let's go over the various sections: Default Maps: Here, you can set which map the Editor should open when you open the Project. You can also set which map the game should open when it is run. The first thing you need to change is the main menu map we had created. To do this, click on the downward arrow next to Game Default Map and select Main_Menu. Local Multiplayer: If your game has local multiplayer, you can alter a few settings regarding whether the game should have a split screen. If so, you can set what the layout should be for two and three players. Default Modes: In this section, you can set the default game mode the game should run with. The game mode includes things such as the Default Pawn class, HUD class, Controller class, and the Game State Class. For our game, we will stick to MyGame. Game Instance: Here, you can set the default Game Instance Class. The Packaging settings There are settings you can tweak when packaging your game. To access those settings, first go to Edit and open the Project settings window. Once opened, under the Project section click on Packaging. Here, you can view and tweak the general settings related to packaging the project file. There are two sections: Project and Packaging. Under the Project section, you can set options such as the directory of the packaged project, the build configuration to either debug, development, or shipping, whether you want UE4 to build the whole project from scratch every time you build, or only build the modified files and assets, and so on. Under the Packaging settings, you can set things such as whether you want all files to be under one .pak file instead of many individual files, whether you want those .pak files in chunks, and so on. Clicking on the downward arrow will open the advanced settings. Here, since we are packaging our game for distribution check the For Distribution checkbox. The Android app settings In the preceding section, we talked about the general packaging settings. We will now talk about settings specific to Android apps. This can be found in Project Settings, under the Platforms section. In this section, click on Android to open the Android app settings. Here you will find all the settings and properties you need to package your game. At the top the first thing you should do is configure your project for Android. If your project is not configured, it will prompt you to do so (since version 4.7, UE4 automatically creates the androidmanifest.xml file for you). Do this before you do anything else. Here you have various sections. These are: APKPackaging: In this section, you can find options such as opening the folder where all of the build files are located, setting the package's name, setting the version number, what the default orientation of the game should be, and so on. Advanced APKPackaging: This section contains more advanced packaging options, such as one to add extra settings to the .apk files. Build: To tweak settings in the Build section, you first need the source code which is available from GitHub. Here, you can set things like whether you want the build to support x86, OpenGL ES2, and so on. Distribution Signing: This section deals with signing your app. It is a requirement on Android that all apps have a digital signature. This is so that Android can identify the developers of the app. You can learn more about digital signatures by clicking on the hyperlink at the top of the section. When you generate the key for your app, be sure to keep it in a safe and secure place since if you lose it you will not be able to modify or update your app on Google Play. Google Play Service: Android apps are downloaded via the Google Play store. This section deals with things such as enabling/disabling Google Play support, setting your app's ID, the Google Play license key, and so on. Icons: In this section, you can set your game's icons. You can set various sizes of icons depending upon the screen density of the device you are aiming to develop on. You can get more information about icons by click on the hyperlink at the top of the section. Data Cooker: Finally, in this section, you can set how you want the audio in the game to be encoded. For our game, the first thing you need to set is the Android Package Name which is found in the APKPackaging section. The format of the naming is com.YourCompany.[PROJECT]. Here, replace YourCompany with the name of the company and [PROJECT] with the name of your project. Building a package To package your project, in the Editor go to File | Package Project | Android. You will see different types of formats to package the project in. These are as follows: ATC: Use this format if you have a device that has a Qualcomm Snapdragon processor. DXT: Use this format if your device has a Tegra graphical processing unit (GPU). ETC1: You can use this for any device. However, this format does not accept textures with alpha channels. Those textures will be uncompressed, making your game requiring more space. ETC2: Use this format is you have a MALI-based device. PVRTC: Use this format if you have a device with a PowerVR GPU. Once you have decided upon which format to use, click on it to begin the packaging process. A window will open up asking you to specify which folder you want the package to be stored in. Once you have decided where to store the package file, click OK and the build process will commence. When started, just like with launching the project, a small window will pop up at the bottom-right corner of the screen notifying the user that the build process has begun. You can open the output log and cancel the build process. Once the build process is complete, go the folder you set. You will find a .bat file of the game. Providing you have checked the packaged game data inside .apk? option (which is located in the Project settings in the Android category under the APKPackaging section), you will also find an .apk file of the game. The .bat file directly installs the game from the system onto your device. To do so, first connect your device to the system. Then double-click on the .bat file. This will open a command prompt window.   Once it has opened, you do not need to do anything. Just wait until the installation process finishes. Once the installation is done, the game will be on your device ready to be executed. To use the .apk file, you will have to do things a bit differently. An .apk file installs the game when it is on the device. For that, you need to perform the following steps: Connect the device. Create a copy of the .apk file. Paste it in the device's storage. Execute the .apk file from the device. The installation process will begin. Once completed, you can play the game. Summary In this article, we covered with Blueprints and discussed how they work. We also discussed Level Blueprints and the Blueprint class, and covered how to script AI. We discussed how to package the final product and upload the game onto the Google Play Store for people to download. Resources for Article: Further resources on this subject: Flash Game Development: Creation of a Complete Tetris Game [article] Adding Finesse to Your Game [article] Saying Hello to Unity and Android [article]
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08 Jul 2015
23 min read
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Why Meteor Rocks!

Packt
08 Jul 2015
23 min read
In this article by Isaac Strack, the author of the book, Getting Started with Meteor.js JavaScript Framework - Second Edition, has discussed some really amazing features of Meteor that has contributed a lot to the success of Meteor. Meteor is a disruptive (in a good way!) technology. It enables a new type of web application that is faster, easier to build, and takes advantage of modern techniques, such as Full Stack Reactivity, Latency Compensation, and Data On The Wire. (For more resources related to this topic, see here.) This article explains how web applications have changed over time, why that matters, and how Meteor specifically enables modern web apps through the above-mentioned techniques. By the end of this article, you will have learned: What a modern web application is What Data On The Wire means and how it's different How Latency Compensation can improve your app experience Templates and Reactivity—programming the reactive way! Modern web applications Our world is changing. With continual advancements in displays, computing, and storage capacities, things that weren't even possible a few years ago are now not only possible but are critical to the success of a good application. The Web in particular has undergone significant change. The origin of the web app (client/server) From the beginning, web servers and clients have mimicked the dumb terminal approach to computing where a server with significantly more processing power than a client will perform operations on data (writing records to a database, math calculations, text searches, and so on), transform the data and render it (turn a database record into HTML and so on), and then serve the result to the client, where it is displayed for the user. In other words, the server does all the work, and the client acts as more of a display, or a dumb terminal. This design pattern for this is called…wait for it…the client/server design pattern. The diagrammatic representation of the client-server architecture is shown in the following diagram: This design pattern, borrowed from the dumb terminals and mainframes of the 60s and 70s, was the beginning of the Web as we know it and has continued to be the design pattern that we think of when we think of the Internet. The rise of the machines (MVC) Before the Web (and ever since), desktops were able to run a program such as a spreadsheet or a word processor without needing to talk to a server. This type of application could do everything it needed to, right there on the big and beefy desktop machine. During the early 90s, desktop computers got even more beefy. At the same time, the Web was coming alive, and people started having the idea that a hybrid between the beefy desktop application (a fat app) and the connected client/server application (a thin app) would produce the best of both worlds. This kind of hybrid app—quite the opposite of a dumb terminal—was called a smart app. Many business-oriented smart apps were created, but the easiest examples can be found in computer games. Massively Multiplayer Online games (MMOs), first-person shooters, and real-time strategies are smart apps where information (the data model) is passed between machines through a server. The client in this case does a lot more than just display the information. It performs most of the processing (or acts as a controller) and transforms the data into something to be displayed (the view). This design pattern is simple but very effective. It's called the Model View Controller (MVC) pattern. The model is essentially the data for an application. In the context of a smart app, the model is provided by a server. The client makes requests to the server for data and stores that data as the model. Once the client has a model, it performs actions/logic on that data and then prepares it to be displayed on the screen. This part of the application (talking to the server, modifying the data model, and preparing data for display) is called the controller. The controller sends commands to the view, which displays the information. The view also reports back to the controller when something happens on the screen (a button click, for example). The controller receives the feedback, performs the logic, and updates the model. Lather, rinse, repeat! Since web browsers were built to be "dumb clients", the idea of using a browser as a smart app back then was out of question. Instead, smart apps were built on frameworks such as Microsoft .NET, Java, or Macromedia (now Adobe) Flash. As long as you had the framework installed, you could visit a web page to download/run a smart app. Sometimes, you could run the app inside the browser, and sometimes, you would download it first, but either way, you were running a new type of web app where the client application could talk to the server and share the processing workload. The browser grows up Beginning in the early 2000s, a new twist on the MVC pattern started to emerge. Developers started to realize that, for connected/enterprise "smart apps", there was actually a nested MVC pattern. The server code (controller) was performing business logic against the database (model) through the use of business objects and then sending processed/rendered data to the client application (a "view"). The client was receiving this data from the server and treating it as its own personal "model". The client would then act as a proper controller, perform logic, and send the information to the view to be displayed on the screen. So, the "view" for the server MVC was the "model" for the client MVC. As browser technologies (HTML and JavaScript) matured, it became possible to create smart apps that used the Nested MVC design pattern directly inside an HTML web page. This pattern makes it possible to run a full-sized application using only JavaScript. There is no longer any need to download multiple frameworks or separate apps. You can now get the same functionality from visiting a URL as you could previously by buying a packaged product. A giant Meteor appears! Meteor takes modern web apps to the next level. It enhances and builds upon the nested MVC design pattern by implementing three key features: Data On The Wire through the Distributed Data Protocol (DDP) Latency Compensation with Mini Databases Full Stack Reactivity with Blaze and Tracker Let's walk through these concepts to see why they're valuable, and then, we'll apply them to our Lending Library application. Data On The Wire The concept of Data On The Wire is very simple and in tune with the nested MVC pattern; instead of having a server process everything, render content, and then send HTML across the wire, why not just send the data across the wire and let the client decide what to do with it? This concept is implemented in Meteor using the Distributed Data Protocol, or DDP. DDP has a JSON-based syntax and sends messages similar to the REST protocol. Additions, deletions, and changes are all sent across the wire and handled by the receiving service/client/device. Since DDP uses WebSockets rather than HTTP, the data can be pushed whenever changes occur. But the true beauty of DDP lies in the generic nature of the communication. It doesn't matter what kind of system sends or receives data over DDP—it can be a server, a web service, or a client app—they all use the same protocol to communicate. This means that none of the systems know (or care) whether the other systems are clients or servers. With the exception of the browser, any system can be a server, and without exception, any server can act as a client. All the traffic looks the same and can be treated in a similar manner. In other words, the traditional concept of having a single server for a single client goes away. You can hook multiple servers together, each serving a discreet purpose, or you can have a client connect to multiple servers, interacting with each one differently. Think about what you can do with a system like that: Imagine multiple systems all coming together to create, for example, a health monitoring system. Some systems are built with C++, some with Arduino, some with…well, we don't really care. They all speak DDP. They send and receive data on the wire and decide individually what to do with that data. Suddenly, very difficult and complex problems become much easier to solve. DDP has been implemented in pretty much every major programming language, allowing you true freedom to architect an enterprise application. Latency Compensation Meteor employs a very clever technique called Mini Databases. A mini database is a "lite" version of a normal database that lives in the memory on the client side. Instead of the client sending requests to a server, it can make changes directly to the mini database on the client. This mini database then automatically syncs with the server (using DDP of course), which has the actual database. Out of the box, Meteor uses MongoDB and Minimongo: When the client notices a change, it first executes that change against the client-side Minimongo instance. The client then goes on its merry way and lets the Minimongo handlers communicate with the server over DDP. If the server accepts the change, it then sends out a "changed" message to all connected clients, including the one that made the change. If the server rejects the change, or if a newer change has come in from a different client, the Minimongo instance on the client is corrected, and any affected UI elements are updated as a result. All of this doesn't seem very groundbreaking, but here's the thing—it's all asynchronous, and it's done using DDP. This means that the client doesn't have to wait until it gets a response back from the server. It can immediately update the UI based on what is in the Minimongo instance. What if the change was illegal or other changes have come in from the server? This is not a problem as the client is updated as soon as it gets word from the server. Now, what if you have a slow internet connection or your connection goes down temporarily? In a normal client/server environment, you couldn't make any changes, or the screen would take a while to refresh while the client waits for permission from the server. However, Meteor compensates for this. Since the changes are immediately sent to Minimongo, the UI gets updated immediately. So, if your connection is down, it won't cause a problem: All the changes you make are reflected in your UI, based on the data in Minimongo. When your connection comes back, all the queued changes are sent to the server, and the server will send authorized changes to the client. Basically, Meteor lets the client take things on faith. If there's a problem, the data coming in from the server will fix it, but for the most part, the changes you make will be ratified and broadcast by the server immediately. Coding this type of behavior in Meteor is crazy easy (although you can make it more complex and therefore more controlled if you like): lists = new Mongo.Collection("lists"); This one line declares that there is a lists data model. Both the client and server will have a version of it, but they treat their versions differently. The client will subscribe to changes announced by the server and update its model accordingly. The server will publish changes, listen to change requests from the client, and update its model (its master copy) based on these change requests. Wow, one line of code that does all that! Of course, there is more to it, but that's beyond the scope of this article, so we'll move on. To better understand Meteor data synchronization, see the Publish and subscribe section of the meteor documentation at http://docs.meteor.com/#/full/meteor_publish. Full Stack Reactivity Reactivity is integral to every part of Meteor. On the client side, Meteor has the Blaze library, which uses HTML templates and JavaScript helpers to detect changes and render the data in your UI. Whenever there is a change, the helpers re-run themselves and add, delete, and change UI elements, as appropriate, based on the structure found in the templates. These functions that re-run themselves are called reactive computations. On both the client and the server, Meteor also offers reactive computations without having to use a UI. Called the Tracker library, these helpers also detect any data changes and rerun themselves accordingly. Because both the client and the server are JavaScript-based, you can use the Tracker library anywhere. This is defined as isomorphic or full stack reactivity because you're using the same language (and in some cases the same code!) on both the client and the server. Re-running functions on data changes has a really amazing benefit for you, the programmer: you get to write code declaratively, and Meteor takes care of the reactive part automatically. Just tell Meteor how you want the data displayed, and Meteor will manage any and all data changes. This declarative style is usually accomplished through the use of templates. Templates work their magic through the use of view data bindings. Without getting too deep, a view data binding is a shared piece of data that will be displayed differently if the data changes. Let's look at a very simple data binding—one for which you don't technically need Meteor—to illustrate the point. Let's perform the following set of steps to understand the concept in detail: In LendLib.html, you will see an HTML-based template expression: <div id="categories-container">      {{> categories}}   </div> This expression is a placeholder for an HTML template that is found just below it: <template name="categories">    <h2 class="title">my stuff</h2>.. So, {{> categories}} is basically saying, "put whatever is in the template categories right here." And the HTML template with the matching name is providing that. If you want to see how data changes will affect the display, change the h2 tag to an h4 tag and save the change: <template name="categories">    <h4 class="title">my stuff</h4> You'll see the effect in your browser. (my stuff will become itsy bitsy.) That's view data binding at work. Change the h4 tag back to an h2 tag and save the change, unless you like the change. No judgment here...okay, maybe a little bit of judgment. It's ugly, and tiny, and hard to read. Seriously, you should change it back before someone sees it and makes fun of you! Alright, now that we know what a view data binding is, let's see how Meteor uses it. Inside the categories template in LendLib.html, you'll find even more templates: <template name="categories"> <h4 class="title">my stuff</h4> <div id="categories" class="btn-group">    {{#each lists}}      <div class="category btn btn-primary">        {{Category}}      </div>    {{/each}} </div> </template> Meteor uses a template language called Spacebars to provide instructions inside templates. These instructions are called expressions, and they let us do things like add HTML for every record in a collection, insert the values of properties, and control layouts with conditional statements. The first Spacebars expression is part of a pair and is a for-each statement. {{#each lists}} tells the interpreter to perform the action below it (in this case, it tells it to make a new div element) for each item in the lists collection. lists is the piece of data, and {{#each lists}} is the placeholder. Now, inside the {{#each lists}} expression, there is one more Spacebars expression: {{Category}} Since the expression is found inside the #each expression, it is considered a property. That is to say that {{Category}} is the same as saying this.Category, where this is the current item in the for-each loop. So, the placeholder is saying, "add the value of the Category property for the current record." Now, if we look in LendLib.js, we will see the reactive values (called reactive contexts) behind the templates: lists : function () { return lists.find(... Here, Meteor is declaring a template helper named lists. The helper, lists, is found inside the template helpers belonging to categories. The lists helper happens to be a function that returns all the data in the lists collection, which we defined previously. Remember this line? lists = new Mongo.Collection("lists"); This lists collection is returned by the above-mentioned helper. When there is a change to the lists collection, the helper gets updated and the template's placeholder is changed as well. Let's see this in action. On your web page pointing to http://localhost:3000, open the browser console and enter the following line: > lists.insert({Category:"Games"}); This will update the lists data collection. The template will see this change and update the HTML code/placeholder. Each of the placeholders will run one additional time for the new entry in lists, and you'll see the following screen: When the lists collection was updated, the Template.categories.lists helper detected the change and reran itself (recomputed). This changed the contents of the code meant to be displayed in the {{> categories}} placeholder. Since the contents were changed, the affected part of the template was re-run. Now, take a minute here and think about how little we had to do to get this reactive computation to run: we simply created a template, instructing Blaze how we want the lists data collection to be displayed, and we put in a placeholder. This is simple, declarative programming at its finest! Let's create some templates We'll now see a real-life example of reactive computations and work on our Lending Library at the same time. Adding categories through the console has been a fun exercise, but it's not a long-term solution. Let's make it so that we can do that on the page instead as follows: Open LendLib.html and add a new button just before the {{#each lists}} expression: <div id="categories" class="btn-group"> <div class="category btn btn-primary" id="btnNewCat">    <span class="glyphicon glyphicon-plus"></span> </div> {{#each lists}} This will add a plus button on the page, as follows: Now, we want to change the button into a text field when we click on it. So let's build that functionality by using the reactive pattern. We will make it based on the value of a variable in the template. Add the following {{#if…else}} conditionals around our new button: <div id="categories" class="btn-group"> {{#if new_cat}} {{else}}    <div class="category btn btn-primary" id="btnNewCat">      <span class="glyphicon glyphicon-plus"></span>    </div> {{/if}} {{#each lists}} The first line, {{#if new_cat}}, checks to see whether new_cat is true or false. If it's false, the {{else}} section is triggered, and it means that we haven't yet indicated that we want to add a new category, so we should be displaying the button with the plus sign. In this case, since we haven't defined it yet, new_cat will always be false, and so the display won't change. Now, let's add the HTML code to display when we want to add a new category: {{#if new_cat}} <div class="category form-group" id="newCat">      <input type="text" id="add-category" class="form-control" value="" />    </div> {{else}} ... {{/if}} There's the smallest bit of CSS we need to take care of as well. Open ~/Documents/Meteor/LendLib/LendLib.css and add the following declaration: #newCat { max-width: 250px; } Okay, so now we've added an input field, which will show up when new_cat is true. The input field won't show up unless it is set to true; so, for now, it's hidden. So, how do we make new_cat equal to true? Save your changes if you haven't already done so, and open LendLib.js. First, we'll declare a Session variable, just below our Meteor.isClient check function, at the top of the file: if (Meteor.isClient) { // We are declaring the 'adding_category' flag Session.set('adding_category', false); Now, we'll declare the new template helper new_cat, which will be a function returning the value of adding_category. We need to place the new helper in the Template.categories.helpers() method, just below the declaration for lists: Template.categories.helpers({ lists: function () {    ... }, new_cat: function(){    //returns true if adding_category has been assigned    //a value of true    return Session.equals('adding_category',true); } }); Note the comma (,) on the line above new_cat. It's important that you add that comma, or your code will not execute. Save these changes, and you'll see that nothing has changed. Ta-da! In reality, this is exactly as it should be because we haven't done anything to change the value of adding_category yet. Let's do this now: First, we'll declare our click event handler, which will change the value in our Session variable. To do this, add the following highlighted code just below the Template.categories.helpers() block: Template.categories.helpers({ ... }); Template.categories.events({ 'click #btnNewCat': function (e, t) {    Session.set('adding_category', true);    Tracker.flush();    focusText(t.find("#add-category")); } }); Now, let's take a look at the following line of code: Template.categories.events({ This line declares that events will be found in the category template. Now, let's take a look at the next line: 'click #btnNewCat': function (e, t) { This tells us that we're looking for a click event on the HTML element with an id="btnNewCat" statement (which we already created in LendLib.html). Session.set('adding_category', true); Tracker.flush(); focusText(t.find("#add-category")); Next, we set the Session variable, adding_category = true, flush the DOM (to clear up anything wonky), and then set the focus onto the input box with the id="add-category" expression. There is one last thing to do, and that is to quickly add the focusText(). helper function. To do this, just before the closing tag for the if (Meteor.isClient) function, add the following code: /////Generic Helper Functions///// //this function puts our cursor where it needs to be. function focusText(i) { i.focus(); i.select(); }; } //<------closing bracket for if(Meteor.isClient){} Now, when you save the changes and click on the plus button, you will see the input box: Fancy! However, it's still not useful, and we want to pause for a second and reflect on what just happened; we created a conditional template in the HTML page that will either show an input box or a plus button, depending on the value of a variable. This variable is a reactive variable, called a reactive context. This means that if we change the value of the variable (like we do with the click event handler), then the view automatically updates because the new_cat helpers function (a reactive computation) will rerun. Congratulations, you've just used Meteor's reactive programming model! To really bring this home, let's add a change to the lists collection (which is also a reactive context, remember?) and figure out a way to hide the input field when we're done. First, we need to add a listener for the keyup event. Or, to put it another way, we want to listen when the user types something in the box and hits Enter. When this happens, we want to add a category based on what the user typed. To do this, let's first declare the event handler. Just after the click handler for #btnNewCat, let's add another event handler: 'click #btnNewCat': function (e, t) {    ... }, 'keyup #add-category': function (e,t){    if (e.which === 13)    {      var catVal = String(e.target.value || "");      if (catVal)      {        lists.insert({Category:catVal});        Session.set('adding_category', false);      }    } } We add a "," character at the end of the first click handler, and then add the keyup event handler. Now, let's check each of the lines in the preceding code: This line checks to see whether we hit the Enter/Return key. if (e.which === 13) This line of code checks to see whether the input field has any value in it: var catVal = String(e.target.value || ""); if (catVal) If it does, we want to add an entry to the lists collection: lists.insert({Category:catVal}); Then, we want to hide the input box, which we can do by simply modifying the value of adding_category: Session.set('adding_category', false); There is one more thing to add and then we'll be done. When we click away from the input box, we want to hide it and bring back the plus button. We already know how to do this reactively, so let's add a quick function that changes the value of adding_category. To do this, add one more comma after the keyup event handler and insert the following event handler: 'keyup #add-category': function (e,t){ ... }, 'focusout #add-category': function(e,t){    Session.set('adding_category',false); } Save your changes, and let's see this in action! In your web browser on http://localhost:3000, click on the plus sign, add the word Clothes, and hit Enter. Your screen should now resemble the following screenshot: Feel free to add more categories if you like. Also, experiment by clicking on the plus button, typing something in, and then clicking away from the input field. Summary In this article, you learned about the history of web applications and saw how we've moved from a traditional client/server model to a nested MVC design pattern. You learned what smart apps are, and you also saw how Meteor has taken smart apps to the next level with Data On The Wire, Latency Compensation, and Full Stack Reactivity. You saw how Meteor uses templates and helpers to automatically update content, using reactive variables and reactive computations. Lastly, you added more functionality to the Lending Library. You made a button and an input field to add categories, and you did it all using reactive programming rather than directly editing the HTML code. Resources for Article: Further resources on this subject: Building the next generation Web with Meteor [article] Quick start - creating your first application [article] Meteor.js JavaScript Framework: Why Meteor Rocks! [article]
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Packt
08 Jul 2015
5 min read
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Creating an F# Project

Packt
08 Jul 2015
5 min read
In this article by Adnan Masood, author of the book, Learning F# Functional Data Structures and Algorithms, we see how to set up the IDE and create our first F# project. "Ah yes, Haskell. Where all the types are strong, all the men carry arrows, and all the children are above average." – marked trees (on the city of Haskell) The perceived adversity of functional programming is overly exaggerated; the essence of this paradigm is to explicitly recognize and enforce the referential transparency. We will see how to set up the tooling for Visual Studio 2013 and for F# 3.1, the currently available version of F# at the time of writing. We will review the F# 4.0 preview features by the end of this project. After we get the tooling sorted out, we will review some simple algorithms; starting with recursion with typical a Fibonacci sequence and Tower of Hanoi, we will perform lazy evaluation on a quick sort example. In this article, we will cover the following topics: Setting up Visual Studio and F# compiler to work together Setting up the environment and running your F# programs (For more resources related to this topic, see here.) Setting up the IDE As developers, we love our IDEs (Integrated Development Environments) and Visual Studio.NET is probably the best IDE for .NET development; no offense to Eclipse bloatware Luna. From the open source perspective, there has been a recent major development in making the .NET framework available as open source and on Mac and Linux platforms. Microsoft announced a pre-release of F# 4.0 in Visual Studio 2015 Preview and it will be available as part of the full release. To install and run F#, there are various options available for all platforms, sizes, and budgets. For those with a fear of commitments, there is the online interactive version of TryFsharp at http://www.tryfsharp.org/ where you can code in the browser. For Windows users, you have a few options. Until VS.NET 2015 comes out, you can try out the freely available Visual Studio Community 2013 or a Visual Studio 2013 trial edition, with trial being the keyword. The trial editions include Ultimate, Premium, and Professional versions. The free community edition IDE can be downloaded from https://www.visualstudio.com/en-us/news/vs2013-community-vs.aspx and the trial editions can be downloaded from http://www.visualstudio.com/downloads/download-visual-studio-vs. Alternatively, there are express editions available at no cost. Visual Studio Express 2013 for Windows Desktop Web editions can be downloaded from http://www.visualstudio.com/downloads/download-visual-studio-vs#d-express-windows-desktop. F# support is built into Visual Studio; the Visual F# tools package the latest updates to the F# compiler: interactive, runtime, and Visual Studio integration. F# support comes with Visual Studio. However, the F# team releases regular updates in the form of F# tools. The tools can be downloaded from www.microsoft.com/en-us/download/details.aspx?id=44011. The F# tools contain the F# command-line compiler (fsc.exe) and F# Interactive (fsi.exe), which are the easiest way to get started with F#. The fsi.exe compiler can be found in C:Program Files (x86)Microsoft SDKsF#<version>Framework<version>. The <version> placeholder in the preceding path is substituted by your .NET version installed. If you just want to use the F# compiler and tools from the command line, you can download the .NET framework 4.5 or above from https://www.microsoft.com/en-in/download/details.aspx?id=30653. You will also need the Windows SDK for associated dependencies, which can be downloaded from http://msdn.microsoft.com/windows/desktop/bg162891. Alternatively, Tsunami is the free IDE for F# that you can download from http://tsunami.io/download.html and use to build applications. CloudSharper by IntelliFactory is in beta but shows promise as a web-based IDE. For more information regarding CloudSharper, refer to http://cloudsharper.com/. In this article, we will be using Visual Studio 2013 Professional Edition and FSI (F# interactive) but you can either use the trial or Express edition, or the FSI command line to run the examples and exercises. Your first F# project Going through installation screens and showing how to click Next would be discourteous to our reader's intelligence. Therefore we will skip step-by-step installation for other more verbose texts. Let's start with our first F# project in Visual Studio. In the preceding screenshot, you can see the F# interactive window at the bottom. Here we have selected FILE | New | Project because we are attempting to open a new project of F# type. There are a few project types available, including console applications and F# library. For ease of explanation, let's begin with a Console Application as shown in the next screenshot: Alternatively, from within Visual Studio, we can use FSharp Interactive. FSharp Interactive (FSI) is an effective tool for testing out your code quickly. You can open the FSI window by selecting View | Other Windows | F# Interactive from the Visual Studio IDE as shown in the next screenshot: FSI lets you run code from a console which is similar to a shell. You can access the FSI executable directly from the location at c:Program Files (x86)Microsoft SDKsF#<version>Framework<version>. FSI maintains session context, which means that the constructs created earlier in the FSI are still available in the later parts of code. The FsiAnyCPU.exe executable file is the 64-bit counterpart of F# interactive; Visual Studio determines which executable to use based on the machine's architecture being either 32-bit or 64-bit. You can also change the F# interactive parameters and settings from the Options dialog as shown in the following screenshot: Summary In this article, you learned how to set up an IDE for F# in Visual Studio 2013 and created a new F# project. Resources for Article: Further resources on this subject: Test-driven API Development with Django REST Framework [article] edX E-Learning Course Marketing [article] Introduction to Microsoft Azure Cloud Services [article]
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Roberto González
08 Jul 2015
14 min read
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How to build a Remote-controlled TV with Node-Webkit

Roberto González
08 Jul 2015
14 min read
Node-webkit is one of the most promising technologies to come out in the last few years. It lets you ship a native desktop app for Windows, Mac, and Linux just using HTML, CSS, and some JavaScript. These are the exact same languages you use to build any web app. You basically get your very own Frameless Webkit to build your app, which is then supercharged with NodeJS, giving you access to some powerful libraries that are not available in a typical browser. As a demo, we are going to build a remote-controlled Youtube app. This involves creating a native app that displays YouTube videos on your computer, as well as a mobile client that will let you search for and select the videos you want to watch straight from your couch. You can download the finished project from https://github.com/Aerolab/youtube-tv. You need to follow the first part of this guide (Getting started) to set up the environment and then run run.sh (on Mac) or run.bat (on Windows) to start the app. Getting started First of all, you need to install Node.JS (a JavaScript platform), which you can download from http://nodejs.org/download/. The installer comes bundled with NPM (Node.JS Package Manager), which lets you install everything you need for this project. Since we are going to be building two apps (a desktop app and a mobile app), it’s better if we get the boring HTML+CSS part out of the way, so we can concentrate on the JavaScript part of the equation. Download the project files from https://github.com/Aerolab/youtube-tv/blob/master/assets/basics.zip and put them in a new folder. You can name the project’s folder youtube-tv  or whatever you want. The folder should look like this: - index.html // This is the starting point for our desktop app - css // Our desktop app styles - js // This is where the magic happens - remote // This is where the magic happens (Part 2) - libraries // FFMPEG libraries, which give you H.264 video support in Node-Webkit - player // Our youtube player - Gruntfile.js // Build scripts - run.bat // run.bat runs the app on Windows - run.sh // sh run.sh runs the app on Mac Now open the Terminal (on Mac or Linux) or a new command prompt (on Windows) right in that folder. Now we’ll install a couple of dependencies we need for this project, so type these commands to install node-gyp and grunt-cli. Each one will take a few seconds to download and install: On Mac or Linux: sudo npm install node-gyp -g sudo npm install grunt-cli -g  On Windows: npm install node-gyp -g npm install grunt-cli -g Leave the Terminal open. We’ll be using it again in a bit. All Node.JS apps start with a package.json file (our manifest), which holds most of the settings for your project, including which dependencies you are using. Go ahead and create your own package.json file (right inside the project folder) with the following contents. Feel free to change anything you like, such as the project name, the icon, or anything else. Check out the documentation at https://github.com/rogerwang/node-webkit/wiki/Manifest-format: { "//": "The // keys in package.json are comments.", "//": "Your project’s name. Go ahead and change it!", "name": "Remote", "//": "A simple description of what the app does.", "description": "An example of node-webkit", "//": "This is the first html the app will load. Just leave this this way", "main": "app://host/index.html", "//": "The version number. 0.0.1 is a good start :D", "version": "0.0.1", "//": "This is used by Node-Webkit to set up your app.", "window": { "//": "The Window Title for the app", "title": "Remote", "//": "The Icon for the app", "icon": "css/images/icon.png", "//": "Do you want the File/Edit/Whatever toolbar?", "toolbar": false, "//": "Do you want a standard window around your app (a title bar and some borders)?", "frame": true, "//": "Can you resize the window?", "resizable": true}, "webkit": { "plugin": false, "user-agent": "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_9_5) AppleWebKit/537.36 (KHTML, like Gecko) Safari/537.36" }, "//": "These are the libraries we’ll be using:", "//": "Express is a web server, which will handle the files for the remote", "//": "Socket.io lets you handle events in real time, which we'll use with the remote as well.", "dependencies": { "express": "^4.9.5", "socket.io": "^1.1.0" }, "//": "And these are just task handlers to make things easier", "devDependencies": { "grunt": "^0.4.5", "grunt-contrib-copy": "^0.6.0", "grunt-node-webkit-builder": "^0.1.21" } } You’ll also find Gruntfile.js, which takes care of downloading all of the node-webkit assets and building the app once we are ready to ship. Feel free to take a look into it, but it’s mostly boilerplate code. Once you’ve set everything up, go back to the Terminal and install everything you need by typing: npm install grunt nodewebkitbuild You may run into some issues when doing this on Mac or Linux. In that case, try using sudo npm install and sudo grunt nodewebkitbuild. npm install installs all of the dependencies you mentioned in package.json, both the regular dependencies and the development ones, like grunt and grunt-nodewebkitbuild, which downloads the Windows and Mac version of node-webkit, setting them up so they can play videos, and building the app. Wait a bit for everything to install properly and we’re ready to get started. Note that if you are using Windows, you might get a scary error related to Visual C++ when running npm install. Just ignore it. Building the desktop app All web apps (or websites for that matter) start with an index.html file. We are going to be creating just that to get our app to run: <!DOCTYPE html><html> <head> <metacharset="utf-8"/> <title>Youtube TV</title> <linkhref='http://fonts.googleapis.com/css?family=Roboto:500,400'rel='stylesheet'type='text/css'/> <linkhref="css/normalize.css"rel="stylesheet"type="text/css"/> <linkhref="css/styles.css"rel="stylesheet"type="text/css"/> </head> <body> <divid="serverInfo"> <h1>Youtube TV</h1> </div> <divid="videoPlayer"> </div> <script src="js/jquery-1.11.1.min.js"></script> <script src="js/youtube.js"></script> <script src="js/app.js"></script> </body> </html> As you may have noticed, we are using three scripts for our app: jQuery (pretty well known at this point), a Youtube video player, and finally app.js, which contains our app's logic. Let’s dive into that! First of all, we need to create the basic elements for our remote control. The easiest way of doing this is to create a basic web server and serve a small web app that can search Youtube, select a video, and have some play/pause controls so we don’t have any good reasons to get up from the couch. Open js/app.js and type the following: // Show the Developer Tools. And yes, Node-Webkit has developer tools built in! Uncomment it to open it automatically//require('nw.gui').Window.get().showDevTools(); // Express is a web server, will will allow us to create a small web app with which to control the playervar express = require('express'); var app = express(); var server = require('http').Server(app); var io = require('socket.io')(server); // We'll be opening up our web server on Port 8080 (which doesn't require root privileges)// You can access this server at http://127.0.0.1:8080var serverPort =8080; server.listen(serverPort); // All the static files (css, js, html) for the remote will be served using Express.// These assets are in the /remote folderapp.use('/', express.static('remote')); With those 7 lines of code (not counting comments) we just got a neat web server working on port 8080. If you were paying attention to the code, you may have noticed that we required something called socket.io. This lets us use websockets with minimal effort, which means we can communicate with, from, and to our remote instantly. You can learn more about socket.io at http://socket.io/. Let’s set that up next in app.js: // Socket.io handles the communication between the remote and our app in real time, // so we can instantly send commands from a computer to our remote and backio.on('connection', function (socket) { // When a remote connects to the app, let it know immediately the current status of the video (play/pause)socket.emit('statusChange', Youtube.status); // This is what happens when we receive the watchVideo command (picking a video from the list)socket.on('watchVideo', function (video) { // video contains a bit of info about our video (id, title, thumbnail)// Order our Youtube Player to watch that video Youtube.watchVideo(video); }); // These are playback controls. They receive the “play” and “pause” events from the remotesocket.on('play', function () { Youtube.playVideo(); }); socket.on('pause', function () { Youtube.pauseVideo(); }); }); // Notify all the remotes when the playback status changes (play/pause)// This is done with io.emit, which sends the same message to all the remotesYoutube.onStatusChange =function(status) { io.emit('statusChange', status); }; That’s the desktop part done! In a few dozen lines of code we got a web server running at http://127.0.0.1:8080 that can receive commands from a remote to watch a specific video, as well as handling some basic playback controls (play and pause). We are also notifying the remotes of the status of the player as soon as they connect so they can update their UI with the correct buttons (if it’s playing, show the pause button and vice versa). Now we just need to build the remote. Building the remote control The server is just half of the equation. We also need to add the corresponding logic on the remote control, so it’s able to communicate with our app. In remote/index.html, add the following HTML: <!DOCTYPE html><html> <head> <metacharset=“utf-8”/> <title>TV Remote</title> <metaname="viewport"content="width=device-width, initial-scale=1, maximum-scale=1"/> <linkrel="stylesheet"href="/css/normalize.css"/> <linkrel="stylesheet"href="/css/styles.css"/> </head> <body> <divclass="controls"> <divclass="search"> <inputid="searchQuery"type="search"value=""placeholder="Search on Youtube..."/> </div> <divclass="playback"> <buttonclass="play">&gt;</button> <buttonclass="pause">||</button> </div> </div> <divid="results"class="video-list"> </div> <divclass="__templates"style="display:none;"> <articleclass="video"> <figure><imgsrc=""alt=""/></figure> <divclass="info"> <h2></h2> </div> </article> </div> <script src="/socket.io/socket.io.js"></script> <script src="/js/jquery-1.11.1.min.js"></script> <script src="/js/search.js"></script> <script src="/js/remote.js"></script> </body> </html> Again, we have a few libraries: Socket.io is served automatically by our desktop app at /socket.io/socket.io.js, and it manages the communication with the server. jQuery is somehow always there, search.js manages the integration with the Youtube API (you can take a look if you want), and remote.js handles the logic for the remote. The remote itself is pretty simple. It can look for videos on Youtube, and when we click on a video it connects with the app, telling it to play the video with socket.emit. Let’s dive into remote/js/remote.js to make this thing work: // First of all, connect to the server (our desktop app)var socket = io.connect(); // Search youtube when the user stops typing. This gives us an automatic search.var searchTimeout =null; $('#searchQuery').on('keyup', function(event){ clearTimeout(searchTimeout); searchTimeout = setTimeout(function(){ searchYoutube($('#searchQuery').val()); }, 500); }); // When we click on a video, watch it on the App$('#results').on('click', '.video', function(event){ // Send an event to notify the server we want to watch this videosocket.emit('watchVideo', $(this).data()); }); // When the server tells us that the player changed status (play/pause), alter the playback controlssocket.on('statusChange', function(status){ if( status ==='play' ) { $('.playback .pause').show(); $('.playback .play').hide(); } elseif( status ==='pause'|| status ==='stop' ) { $('.playback .pause').hide(); $('.playback .play').show(); } }); // Notify the app when we hit the play button$('.playback .play').on('click', function(event){ socket.emit('play'); }); // Notify the app when we hit the pause button$('.playback .pause').on('click', function(event){ socket.emit('pause'); }); This is very similar to our server, except we are using socket.emit a lot more often to send commands back to our desktop app, telling it which videos to play and handle our basic play/pause controls. The only thing left to do is make the app run. Ready? Go to the terminal again and type: If you are on a Mac: sh run.sh If you are on Windows: run.bat If everything worked properly, you should be both seeing the app and if you open a web browser to http://127.0.0.1:8080 the remote client will open up. Search for a video, pick anything you like, and it’ll play in the app. This also works if you point any other device on the same network to your computer’s IP, which brings me to the next (and last) point. Finishing touches There is one small improvement we can make: print out the computer’s IP to make it easier to connect to the app from any other device on the same Wi-Fi network (like a smartphone). On js/app.js add the following code to find out the IP and update our UI so it’s the first thing we see when we open the app: // Find the local IPfunction getLocalIP(callback) { require('dns').lookup( require('os').hostname(), function (err, add, fam) { typeof callback =='function'? callback(add) :null; }); } // To make things easier, find out the machine's ip and communicate itgetLocalIP(function(ip){ $('#serverInfo h1').html('Go to<br/><strong>http://'+ip+':'+serverPort+'</strong><br/>to open the remote'); }); The next time you run the app, the first thing you’ll see is the IP for your computer, so you just need to type that URL in your smartphone to open the remote and control the player from any computer, tablet, or smartphone (as long as they are in the same Wi-Fi network). That's it! You can start expanding on this to improve the app: Why not open the app on a fullscreen by default? Why not get rid of the horrible default frame and create your own? You can actually designate any div as a window handle with CSS (using -webkit-app-region: drag), so you can drag the window by that div and create your own custom title bar. Summary While the app has a lot of interlocking parts, it's a good first project to find out what you can achieve with node-webkit in just a few minutes. I hope you enjoyed this post! About the author Roberto González is the co-founder of Aerolab, “an awesome place where we really push the barriers to create amazing, well-coded designs for the best digital products”. He can be reached at @robertcode.
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Packt
08 Jul 2015
10 min read
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Editors and IDEs

Packt
08 Jul 2015
10 min read
In this article by Daniel Blair, the author of the book Learning Banana Pi, you are going to learn about some editors and the programming languages that are available on the Pi and Linux. These tools will help you write the code that will interact with the hardware through GPIO and on the Pi as a server. (For more resources related to this topic, see here.) Choosing your editor There are many different integrated development environments (generally abbreviated as IDEs) to choose from on Linux. When working on the Banana Pi, you're limited to the software that will run on an ARM-based CPU. Hence, options such as Sublime Text are not available. Some options that you may be familiar with are available for general purpose code editing. Some tools are available for the command line, while others are GUI tools. So, depending on whether you have a monitor or not, you will want to choose an appropriate tool. The following screenshot shows some JavaScript being edited via nano on the command line: Command-line editors The command line is a powerful tool. If you master it, you will rarely need to leave it. There are several editors available for the command line. There has been an ongoing war between the users of two editors: GNU Emacs and Vim. There are many editors like nano (which is my preference), but the war tends to be between the two aforementioned editors. The Emacs editor This is my least favorite command-line editor (just my preference). Emacs is a GNU-flavored editor for the command line. It is often installed by default, but you can easily install it if it is missing by running a quick command, as follows: sudo apt-get install emacs Now, you can edit a file via the CLI by using the following code: emacs <command-line arguments> <your file> The preceding code will open the file in Emacs for you to edit. You can also use this to create new files. You can save and close the editor with a couple of key combinations: Ctrl + X and Ctrl + S Ctrl + X and Ctrl + C Thus, your document will be saved and closed. The Vim editor Vim is actually an extension of Vi, and it is functionally the same thing. Vim is a fine editor. Many won't personally go out of their way to not use it. However, people do find it a bit difficult to remember all the commands. If you do get good at it, though, you can code very quickly. You can install Vim with the command line: sudo apt-get install vim Also, there is a GUI version available that allows interaction with the mouse; this is functionally the same program as the Vim command line. You don't have to be confined to the terminal window. You can install it with an identical command: sudo apt-get install vim-gnome You can edit files easily with Vim via the command line for both Vim and Vim-Gnome, as follows: vim <your file> gvim <your file> The gnome version will open the file in a window There is a handy tutorial that you can use to learn the commands of Vim. You can run the tutorial with the help of the following command: vimtutor This tutorial will teach you how to run this editor, which is awesome because the commands can be a bit complicated at first. The following screenshot shows Vim editing the file that we used earlier: The nano editor The nano editor is my favorite editor for the command line. This is probably because it was the first editor that I was exposed to when I started to learn Linux and experiment with the servers and eventually, the Raspberry Pi and Banana Pi. The nano editor is generally considered the easiest to use and is installed by default on the Banana Pi images. If, for some reason, you need to install it, you can get it quickly with the help of the following command: sudo apt-get install nano The editor is easy to use. It comes with several commands that you will use frequently. To save and close the editor, use the following key combinations: Ctrl + O Ctrl + X You can get help at any time by pressing Ctrl + G. Graphic editors With the exception of gVim, all the editors we just talked about live on the command line. If you are more accustomed to graphical tools, you may be more comfortable with a full-featured IDE. There are a couple of choices in this regard that you may be familiar with. These tools are a little heavier than the command-line tools because you will need to not only run the software, but also render the window. This is not as much of a big deal on the Banana Pi as it is on the Raspberry Pi, because we have more RAM to play with. However, if you have a lot of programs running already, it might cause some performance issues. Eclipse Eclipse is a very popular IDE that is available for everything. You can use it to develop all kinds of systems and use all kinds of programming languages. This is a tool that can be used to do professional development. There are a lot of plugins available in this IDE. It is also used to develop apps for Android (although Android Studio is also available now). Eclipse is written in Java. Hence, in order to make it work, you will require a Java Runtime Environment. The Banana Pi should come equipped with the Java development and runtime environments. If this is not the case, they are not difficult to install. In order to grab the proper version of Eclipse and avoid browsing all the specific versions on the website, you can just install it via the command line by entering the following code: sudo apt-get install eclipse Once Eclipse is installed, you will find it in the application menu under programming tools. The following screenshot shows the Eclipse IDE running on the Banana Pi: The Geany IDE Geany is a lighter weight IDE than Eclipse although the former is not quite fully featured. It is a clean UI that can be customized and used to write a lot of different programming languages. Geany was one of the first IDEs I ever used when first exploring Linux when I was a kid. Geany does not come preinstalled on the Banana Pi images, but it is easy to get via the command line: sudo apt-get install geany Depending on what you plan to do code-wise on the Banana Pi, Geany may be your best bet. It is GUI-based and offers quite a bit of functionality. However, it is a lot faster to load than Eclipse. It may seem familiar for Windows users, and they might find it easier to operate since it resembles Windows software. The following screenshot shows Geany on Linux: Both of these editors, Geany and Eclipse, are not specific to a particular programming language, but they both are slightly better for certain languages. Geany tends to be better for web languages such as HTML, PHP, JavaScript, and CSS, while Eclipse tends to be better for compiled languages such as C++, Go, and Java as well as PHP and Ruby with plugins. If you plan to write scripts or languages that are intended to be run from the command line such as Bash, Ruby, or Python, you may want to stick to the command line and use an editor such as Vim or nano. It is worth your time to play around with the editors and find your preferences. Web IDEs In addition to the command line and GUI editors, there are a couple of web-based IDEs. These essentially turn your Pi into a code server, which allows you to run and even execute certain types of code on an IDE written in web languages. These IDEs are great for learning code, but they are not really replacements for the solutions that were listed previously. Google Coder Google Coder is an educational web IDE that was released as an open source project by Google for the Raspberry Pi. Although there is a readily available image for the Raspberry Pi, we can manually install it for the Banana Pi. The following screenshot shows the Google Coder's interface: The setup is fairly straightforward. We will clone the Git repo and install it with Node.js. If you don't have Git and Node.js installed, you can install them with a quick command in the terminal, as follows: sudo apt-get install nodejs npm git Once it is installed, we can clone the coder repo by using the following code: git clone https://github.com/googlecreativelab/coder After it is cloned, we will move into the directory and install it with the help of the following code: cd ~/coder/coder-base/ npm install It may take several minutes to install, even on the Banana Pi. Next, we will edit the config.js file, which will be used to configure the ports and IP addresses. nano config.js The preceding code will reveal the contents of the file. Change the top values to match the following: exports.listenIP = '127.0.0.1'; exports.listenPort = '8081'; exports.httpListenPort = '8080'; exports.cacheApps = true; exports.httpVisiblePort = '8080'; exports.httpsVisiblePort = '8081'; After you change the settings you need, run a server by using Node.js: nodejs server.js You should now be able to connect to the Pi in a browser either on it or on another computer and use Coder. Coder is an educational tool with a lot of different built-in tutorials. You can use Coder to learn JavaScript, CSS, HTML, and jQuery. Adafruit WebIDE Adafruit has developed its own Web IDE, which is designed to run on the Raspberry Pi and BeagleBone. Since we are using the Banana Pi, it will only run better. This IDE is designed to work with Ruby, Python, and JavaScript, to name a few. It includes a terminal via which you can send commands to the Pi from the browser. It is an interesting tool if you wish to learn how to code. The following screenshot shows the interface of the WebIDE: The installation of WebIDE is very simple compared to that of Google Coder, which took several steps. We will just run one command: curl https://raw.githubusercontent.com/adafruit/Adafruit-WebIDE/alpha/scripts/install.sh | sudo sh After a few minutes, you will see an output that indicates that the server is starting. You will be able to access the IDE just like Google Coder—through a browser from another computer or from itself. It should be noted that you will be required to create a free Bit Bucket account to use this software. Summary In this article, we explored several different programming languages, command-line tools, graphical editors, and even some web IDEs. These tools are valuable for all kinds of projects that you may be working on. Resources for Article: Further resources on this subject: Prototyping Arduino Projects using Python [article] Raspberry Pi and 1-Wire [article] The Raspberry Pi and Raspbian [article]
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