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

How-To Tutorials

7019 Articles
article-image-testing-groovy
Packt
18 Oct 2013
24 min read
Save for later

Testing with Groovy

Packt
18 Oct 2013
24 min read
(For more resources related to this topic, see here.) This article is completely devoted to testing in Groovy. Testing is probably the most important activity that allows us to produce better software and make our users happier. The Java space has countless tools and frameworks that can be used for testing our software. In this article, we will direct our focus on some of those frameworks and how they can be integrated with Groovy. We will discuss not only unit testing techniques, but also integration and load testing strategies. Starting from the king of all testing frameworks, JUnit and its seamless Groovy integration, we move to explore how to test: SOAP and REST web services Code that interacts with databases The web application interface using Selenium The article also covers Behavior Driven Development (BDD) with Spock, advanced web service testing using soapUI, and load testing using JMeter. Unit testing Java code with Groovy One of the ways developers start looking into the Groovy language and actually using it is by writing unit tests. Testing Java code with Groovy makes the tests less verbose and it's easier for the developers that clearly express the intent of each test method. Thanks to the Java/Groovy interoperability, it is possible to use any available testing or mocking framework from Groovy, but it's just simpler to use the integrated JUnit based test framework that comes with Groovy. In this recipe, we are going to look at how to test Java code with Groovy. Getting ready This recipe requires a new Groovy project that we will use again in other recipes of this article. The project is built using Gradle and contains all the test cases required by each recipe. Let's create a new folder called groovy-test and add a build.gradle file to it. The build file will be very simple: apply plugin: 'groovy' apply plugin: 'java' repositories { mavenCentral() maven { url 'https://oss.sonatype.org' + '/content/repositories/snapshots' } } dependencies { compile 'org.codehaus.groovy:groovy-all:2.1.6' testCompile 'junit:junit:4.+' } The standard source folder structure has to be created for the project. You can use the following commands to achieve this: mkdir -p src/main/groovy mkdir -p src/test/groovy mkdir -p src/main/java Verify that the project builds without errors by typing the following command in your shell: gradle clean build How to do it... To show you how to test Java code from Groovy, we need to have some Java code first! So, this recipe's first step is to create a simple Java class called StringUtil, which we will test in Groovy. The class is fairly trivial, and it exposes only one method that concatenates String passed in as a List: package org.groovy.cookbook; import java.util.List; public class StringUtil { public String concat(List<String> strings, String separator) { StringBuilder sb = new StringBuilder(); String sep = ""; for(String s: strings) { sb.append(sep).append(s); sep = separator; } return sb.toString(); } } Note that the class has a specific package, so don't forget to create the appropriate folder structure for the package when placing the class in the src/main/java folder. Run the build again to be sure that the code compiles. Now, add a new test case in the src/test/groovy folder: package org.groovy.cookbook.javatesting import org.groovy.cookbook.StringUtil class JavaTest extends GroovyTestCase { def stringUtil = new StringUtil() void testConcatenation() { def result = stringUtil.concat(['Luke', 'John'], '-') assertToString('Luke-John', result) } void testConcatenationWithEmptyList() { def result = stringUtil.concat([], ',') assertEquals('', result) } } Again, pay attention to the package when creating the test case class and create the package folder structure. Run the test by executing the following Gradle command from your shell: gradle clean build Gradle should complete successfully with the BUILD SUCCESSFUL message. Now, add a new test method and run the build again: void testConcatenationWithNullShouldReturnNull() { def result = stringUtil.concat(null, ',') assertEquals('', result) } This time the build should fail: 3 tests completed, 1 failed :test FAILED FAILURE: Build failed with an exception. Fix the test by adding a null check to the Java code as the first statement of the concat method: if (strings == null) { return ""; } Run the build again to verify that it is now successful. How it works... The test case shown at step 3 requires some comments. The class extends GroovyTestCase is a base test case class that facilitates the writing of unit tests by adding several helper methods to the classes extending it. When a test case extends from GroovyTestCase, each test method name must start with test and the return type must be void. It is possible to use the JUnit 4.x @Test annotation, but, in that case, you don't have to extend from GroovyTestCase. The standard JUnit assertions (such as assertEquals and assertNull) are directly available in the test case (without explicit import) plus some additional assertion methods are added by the super class. The test case at step 3 uses assertToString to verify that a String matches the expected result. There are other assertions added by GroovyTestCase, such as assertArrayEquals, to check that two arrays contain the same values, or assertContains to assert that an array contains a given element. There's more... The GroovyTestCase class also offers an elegant method to test for expected exceptions. Let's add the following rule to the concat method: if (separator.length() != 1) { throw new IllegalArgumentException( "The separator must be one char long"); } Place the separator length check just after the null check for the List. Add the following new test method to the test case: void testVerifyExceptionOnWrongSeparator() { shouldFail IllegalArgumentException, { stringUtil(['a', 'b'], ',,') } shouldFail IllegalArgumentException, { stringUtil(['c', 'd'], '') } } The shouldFail method takes a closure that is executed in the context of a try-catch block. We can also specify the expected exception in the shouldFail method. The shouldFail method makes testing for exceptions very elegant and simple to read. See also http://junit.org/ http://groovy.codehaus.org/api/groovy/util/GroovyTestCase.html Testing SOAP web services This recipe shows you how to use the JUnit 4 annotations instead of the JUnit 3 API offered by GroovyTestCase. Getting ready For this recipe, we are going to use a publicly available web service, the US holiday date web service hosted at http://www.holidaywebservice.com. The WSDL of the service can be found on the /Holidays/US/Dates/USHolidayDates.asmx?WSDL path. We have already encountered this service in the Issuing a SOAP request and parsing a response recipe in Article 8, Working with Web Services in Groovy. Each service operation simply returns the date of a given US holiday such as Easter or Christmas. How to do it... We start from the Gradle build that we created in the Unit testing Java code with Groovy recipe. Add the following dependency to the dependencies section of the build.gradle file: testCompile 'com.github.groovy-wslite:groovy-wslite:0.8.0' Let's create a new unit test for verifying one of the web service operations. As usual, the test case is created in the src/test/groovy/org/groovy/cookbook folder: package org.groovy.cookbook.soap import static org.junit.Assert.* import org.junit.Test import wslite.soap.* class SoapTest { ... } Add a new test method to the body of the class: @Test void testMLKDay() { def baseUrl = 'http://www.holidaywebservice.com' def service = '/Holidays/US/Dates/USHolidayDates.asmx?WSDL' def client = new SOAPClient("${baseUrl}${service}") def baseNS = 'http://www.27seconds.com/Holidays/US/Dates/' def action = "${baseNS}GetMartinLutherKingDay" def response = client.send(SOAPAction: action) { body { GetMartinLutherKingDay('>gradle -Dtest.single=SoapTest clean test How it works... The test code creates a new SOAPClient with the URI of the target web service. The request is created using Groovy's MarkupBuilder. The body closure (and if needed, also the header closure) is passed to the MarkupBuilder for the SOAP message creation. The assertion code gets the result from the response, which is automatically parsed by XMLSlurper, allowing easy access to elements of the response such as the header or the body elements. In the previous test, we simply check that the returned Martin Luther King day matches with the expected one for the year 2013. There's more... If you require more control over the content of the SOAP request, the SOAPClient also supports sending the SOAP envelope as a String, such as in this example: def response = client.send ( """<?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope> <soapenv:Header/> <soapenv:Body> <dat:GetMartinLutherKingDay> <dat:year>2013</dat:year> </dat:GetMartinLutherKingDay> </soapenv:Body> </soapenv:Envelope> """ ) Replace the call to the send method in step 3 with the one above and run your test again. See also https://github.com/jwagenleitner/groovy-wslite http://www.holidaywebservice.com Testing RESTful services This recipe is very similar to the previous recipe Testing SOAP web services, except that it shows how to test a RESTful service using Groovy and JUnit. Getting ready For this recipe, we are going to use a test framework aptly named Rest-Assured. This framework is a simple DSL for testing and validating REST services returning either JSON or XML. Before we start to delve into the recipe, we need to start a simple REST service for testing purposes. We are going to use the Ratpack framework. The test REST service, which we will use, exposes three APIs to fetch, add, and delete books from a database using JSON as lingua franca. For the sake of brevity, the code for the setup of this recipe is available in the rest-test folder of the companion code for this article. The code contains the Ratpack server, the domain objects, Gradle build, and the actual test case that we are going to analyze in the next section. How to do it... The test case takes care of starting the Ratpack server and execute the REST requests. Here is the RestTest class located in src/test/groovy/org/groovy/ cookbok/rest folder: src/test/groovy/org/groovy/ cookbok/rest folder: package org.groovy.cookbook.rest import static com.jayway.restassured.RestAssured.* import static com.jayway.restassured.matcher. RestAssuredMatchers.* import static org.hamcrest.Matchers.* import static org.junit.Assert.* import groovy.json.JsonBuilder import org.groovy.cookbook.server.* import org.junit.AfterClass import org.junit.BeforeClass import org.junit.Test class RestTest { static server final static HOST = 'http://localhost:5050' @BeforeClass static void setUp() { server = App.init() server.startAndWait() } @AfterClass static void tearDown() { if(server.isRunning()) { server.stop() } } @Test void testGetBooks() { expect(). body('author', hasItems('Ian Bogost', 'Nate Silver')). when().get("${HOST}/api/books") } @Test void testGetBook() { expect(). body('author', is('Steven Levy')). when().get("${HOST}/api/books/5") } @Test void testPostBook() { def book = new Book() book.author = 'Haruki Murakami' book.date = '2012-05-14' book.title = 'Kafka on the shore' JsonBuilder jb = new JsonBuilder() jb.content = book given(). content(jb.toString()). expect().body('id', is(6)). when().post("${HOST}/api/books/new") } @Test void testDeleteBook() { expect().statusCode(200). when().delete("${HOST}/api/books/1") expect().body('id', not(hasValue(1))). when().get("${HOST}/api/books") } } Build the code and execute the test from the command line by typing: gradle clean test How it works... The JUnit test has a @BeforeClass annotated method, executed at the beginning of the unit test, that starts the Ratpack server and the associated REST services. The @AfterClass annotated method, on the contrary, shuts down the server when the test is over. The unit test has four test methods. The first one, testGetBooks executes a GET request against the server and retrieves all the books. The rather readable DSL offered by the Rest-Assured framework should be easy to follow. The expect method starts building the response expectation returned from the get method. The actual assert of the test is implemented via a Hamcrest matcher (hence the static org.hamcrest.Matchers.* import in the test). The test is asserting that the body of the response contains two books that have the author named Ian Bogost or Greg Grandin. The get method hits the URL of the embedded Ratpack server, started at the beginning of the test. The testGetBook method is rather similar to the previous one, except that it uses the is matcher to assert the presence of an author on the returned JSON message. The testPostBook tests that the creation of a new book is successful. First, a new book object is created and transformed into a JSON object using JsonBuilder. Instead of the expect method, we use the given method to prepare the POST request. The given method returns a RequestSpecification to which we assign the newly created book and finally, invoke the post method to execute the operation on the server. As in our book database, the biggest identifier is 8, the new book should get the id 9, which we assert in the test. The last test method (testDeleteBook) verifies that a book can be deleted. Again we use the expect method to prepare the response, but this time we verify that the returned HTTP status code is 200 (for deletion) upon deleting a book with the id 1. The same test also double-checks that fetching the full list of books does not contain the book with id equals to 1. See also https://code.google.com/p/rest-assured/ https://code.google.com/p/hamcrest/ https://github.com/ratpack/ratpack Writing functional tests for web applications If you are developing web applications, it is of utmost importance that you thoroughly test them before allowing user access. Web GUI testing can require long hours of very expensive human resources to repeatedly exercise the application against a varied list of input conditions. Selenium, a browser-based testing and automation framework, aims to solve these problems for software developers, and it has become the de facto standard for web interface integration and functional testing. Selenium is not just a single tool but a suite of software components, each catering to different testing needs of an organization. It has four main parts: Selenium Integrated Development Environment (IDE): It is a Firefox add-on that you can only use for creating relatively simple test cases and test suites. Selenium Remote Control (RC): It also known as Selenium 1, is the first Selenium tool that allowed users to use programming languages in creating complex tests. WebDriver: It is the newest Selenium implementation that allows your test scripts to communicate directly to the browser, thereby controlling it from the OS level. Selenium Grid: It is a tool that is used with Selenium RC to execute parallel tests across different browsers and operating systems. Since 2008, Selenium RC and WebDriver are merged into a single framework to form Selenium 2. Selenium 1 refers to Selenium RC. This recipe will show you how to write a Selenium 2 based test using HtmlUnitDriver. HtmlUnitDriver is the fastest and most lightweight implementation of WebDriver at the moment. As the name suggests, it is based on HtmlUnit, a relatively old framework for testing web applications. The main disadvantage of using this driver instead of a WebDriver implementation that "drives" a real browser is the JavaScript support. None of the popular browsers use the JavaScript engine used by HtmlUnit (Rhino). If you test JavaScript using HtmlUnit, the results may divert considerably from those browsers. Still, WebDriver and HtmlUnit can be used for fast paced testing against a web interface, leaving more JavaScript intensive tests to other, long running, WebDriver implementations that use specific browsers. Getting ready Due to the relative complexity of the setup required to demonstrate the steps of this recipe, it is recommended that the reader uses the code that comes bundled with this recipe. The code is located in the selenium-test located in the code directory for this article. The source code, as other recipes in this article, is built using Gradle and has a standard structure, containing application code and test code. The web application under test is very simple. It is composed of two pages. A welcome page that looks similar to the following screenshot: And a single field test form page: The Ratpack framework is utilized to run the fictional web application and serve the HTML pages along with some JavaScript and CSS. How to do it... The following steps will describe the salient points of Selenium testing with Groovy. Let's open the build.gradle file. We are interested in the dependencies required to execute the tests: testCompile group: 'org.seleniumhq.selenium', name: 'selenium-htmlunit-driver', version: '2.32.0' testCompile group: 'org.seleniumhq.selenium', name: 'selenium-support', version: '2.9.0' Let's open the test case, SeleniumTest.groovy located in test/groovy/org/ groovy/cookbook/selenium: test/groovy/org/ groovy/cookbook/selenium: package org.groovy.cookbook.selenium import static org.junit.Assert.* import org.groovy.cookbook.server.* import org.junit.AfterClass import org.junit.BeforeClass import org.junit.Test import org.openqa.selenium.By import org.openqa.selenium.WebDriver import org.openqa.selenium.WebElement import org.openqa.selenium.htmlunit.HtmlUnitDriver import org.openqa.selenium.support.ui.WebDriverWait import com.google.common.base.Function class SeleniumTest { static server static final HOST = 'http://localhost:5050' static HtmlUnitDriver driver @BeforeClass static void setUp() { server = App.init() server.startAndWait() driver = new HtmlUnitDriver(true) } @AfterClass static void tearDown() { if (server.isRunning()) { server.stop() } } @Test void testWelcomePage() { driver.get(HOST) assertEquals('welcome', driver.title) } @Test void testFormPost() { driver.get("${HOST}/form") assertEquals('test form', driver.title) WebElement input = driver.findElement(By.name('username')) input.sendKeys('test') input.submit() WebDriverWait wait = new WebDriverWait(driver, 4) wait.until ExpectedConditions. presenceOfElementLocated(By.className('hello')) assertEquals('oh hello,test', driver.title) } } How it works... The test case initializes the Ratpack server and the HtmlUnit driver by passing true to the HtmlUnitDriver instance. The boolean parameter in the constructor indicates whether the driver should support JavaScript. The first test, testWelcomePage, simply verifies that the title of the website's welcome page is as expected. The get method executes an HTTP GET request against the URL specified in the method, the Ratpack server in our test. The second test, testFormPost, involves the DOM manipulation of a form, its submission, and waiting for an answer from the server. The Selenium API should be fairly readable. For a start, the test checks that the page containing the form has the expected title. Then the element named username (a form field) is selected, populated, and finally submitted. This is how the HTML looks for the form field: <input type="text" name="username" placeholder="Your username"> The test uses the findElement method to select the input field. The method expects a By object that is essentially a mechanism to locate elements within a document. Elements can be identified by name, id, text link, tag name, CSS selector, or XPath expression. The form is submitted via AJAX. Here is part of the JavaScript activated by the form submission: complete:function(xhr, status) { if (status === 'error' || !xhr.responseText) { alert('error') } else { document.title = xhr.responseText jQuery(e.target). replaceWith('<p class="hello">' + xhr.responseText + '</p>') } } After the form submission, the DOM of the page is manipulated to change the page title of the form page and replace the form DOM element with a message wrapped in a paragraph element. To verify that the DOM changes have been applied, the test uses the WebDriverWait class to wait until the DOM is actually modified and the element with the class hello appears on the page. The WebDriverWait is instantiated with a four seconds timeout. This recipe only scratches the surface of the Selenium 2 framework's capabilities, but it should get you started to implement your own integration and functional test. See also http://docs.seleniumhq.org/ http://htmlunit.sourceforge.net/ Writing behavior-driven tests with Groovy Behavior Driven Development, or simply BDD, is a methodology where QA, business analysts, and marketing people could get involved in defining the requirements of a process in a common language. It could be considered an extension of Test Driven Development, although is not a replacement. The initial motivation for BDD stems from the perplexity of business people (analysts, domain experts, and so on) to deal with "tests" as these seem to be too technical. The employment of the word "behaviors" in the conversation is a way to engage the whole team. BDD states that software tests should be specified in terms of the desired behavior of the unit. The behavior is expressed in a semi-formal format, borrowed from user story specifications, a format popularized by agile methodologies. For a deeper insight into the BDD rationale, it is highly recommended to read the original paper from Dan North available at http://dannorth.net/introducing-bdd/. Spock is one of the most widely used frameworks in the Groovy and Java ecosystem that allows the creation of BDD tests in a very intuitive language and facilitates some common tasks such as mocking and extensibility. What makes it stand out from the crowd is its beautiful and highly expressive specification language. Thanks to its JUnit runner, Spock is compatible with most IDEs, build tools, and continuous integration servers. In this recipe, we are going to look at how to implement both a unit test and a web integration test using Spock. Getting ready This recipe has a slightly different setup than most of the recipes in this book, as it resorts to an existing web application source code, freely available on the Internet. This is the Spring Petclinic application provided by SpringSource as a demonstration of the latest Spring framework features and configurations. The web application works as a pet hospital and most of the interactions are typical CRUD operations against certain entities (veterinarians, pets, pet owners). The Petclinic application is available in the groovy-test/spock/web folder of the companion code for this article. All Petclinic's original tests have been converted to Spock. Additionally we created a simple integration test that uses Spock and Selenium to showcase the possibilities offered by the integration of the two frameworks. As usual, the recipe uses Gradle to build the reference web application and the tests. The Petclinic web application can be started by launching the following Gradle command in your shell from the groovy-test/spock/web folder: gradle tomcatRunWar If the application starts without errors, the shell should eventually display the following message: The Server is running at http://localhost:8080/petclinic Take some time to familiarize yourself with the Petclinic application by directing your browser to http://localhost:8080/petclinic and browsing around the website: How to do it... The following steps will describe the key concepts for writing your own behavior-driven unit and integration tests: Let's start by taking a look at the dependencies required to implement a Spock-based test suite: testCompile 'org.spockframework:spock-core:0.7-groovy-2.0' testCompile group: 'org.seleniumhq.selenium', name: 'selenium-java', version: '2.16.1' testCompile group: 'junit', name: 'junit', version: '4.10' testCompile 'org.hamcrest:hamcrest-core:1.2' testRuntime 'cglib:cglib-nodep:2.2' testRuntime 'org.objenesis:objenesis:1.2' This is what a BDD unit test for the application's business logic looks like: package org.springframework.samples.petclinic.model import spock.lang.* class OwnerTest extends Specification { def "test pet and owner" () { given: def p = new Pet() def o = new Owner() when: p.setName("fido") then: o.getPet("fido") == null o.getPet("Fido") == null when: o.addPet(p) then: o.getPet("fido").equals(p) o.getPet("Fido").equals(p) } } The test is named OwnerTest.groovy, and it is available in the spock/web/src/ test folder of the main groovy-test project that comes with this article. The third test in this recipe mixes Spock and Selenium, the web testing framework already discussed in Writing functional tests for web applications recipe: package org.cookbook.groovy.spock import static java.util.concurrent.TimeUnit.SECONDS import org.openqa.selenium.By import org.openqa.selenium.WebElement import org.openqa.selenium.htmlunit.HtmlUnitDriver import spock.lang.Shared import spock.lang.Specification class HomeSpecification extends Specification { static final HOME = 'http://localhost:9966/petclinic' @Shared def driver = new HtmlUnitDriver(true) def setup() { driver.manage().timeouts().implicitlyWait 10, SECONDS } def 'user enters home page'() { when: driver.get(HOME) then: driver.title == 'PetClinic :: ' + 'a Spring Framework demonstration' } def 'user clicks on menus'() { when: driver.get(HOME) def vets = driver.findElement(By.linkText('Veterinarians')) vets.click() then: driver.currentUrl == 'http://localhost:9966/petclinic/vets.html' } } The test above is available in the spock/specs/src/test folder of the accompanying project. How it works... The first step of this recipe lays out the dependencies required to set up a Spock-based BDD test suite. Spock requires Java 5 or higher, and it's pretty picky with regard to the matching Groovy version to use. In the case of this recipe, as we are using Groovy 2.x, we set the dependency to the 0.7-groovy-2.0 version of the Spock framework. The full build.gradle file is located in the spock/specs folder of the recipe's code. The first test case demonstrated in the recipe is a direct conversion of a JUnit test written by Spring for the Petclinic application. This is the original test written in Java: public class OwnerTests { @Test public void testHasPet() { Owner owner = new Owner();Pet fido = new Pet(); fido.setName("Fido"); assertNull(owner.getPet("Fido")); assertNull(owner.getPet("fido")); owner.addPet(fido); assertEquals(fido, owner.getPet("Fido")); assertEquals(fido, owner.getPet("fido")); } } All we need to import in the Spock test is spock.lang.* that contains the most important types for writing specifications. A Spock test extends from spock.lang.Specification. The name of a specification normally relates to the system or system operation under test. In the case of the Groovy test at step 2, we reused the original Java test name, but it would have been better renamed to something more meaningful for a specification such as OwnerPetSpec. The class Specification exposes a number of practical methods for implementing specifications. Additionally, it tells JUnit to run the specification with Sputnik, Spock's own JUnit runner. Thanks to Sputnik, Spock specifications can be executed by all IDEs and build tools. Following the class definition, we have the feature method: def 'test pet and owner'() { ... } Feature methods lie at the core of a specification. They contain the description of the features (properties, aspects) that define the system that is under specification test. Feature methods are conventionally named with String literals: it's a good idea to choose meaningful names for feature methods. In the test above, we are testing that: given two entities, pet and owner, the getPet method of the owner instance will return null until the pet is not assigned to the owner, and that the getPet method will accept both "fido" and "Fido" in order to verify the ownership. Conceptually, a feature method consists of four phases: Set up the feature's fixture Provide an input to the system under specification (stimulus) Describe the response expected from the system Clean up Whereas the first and last phases are optional, the stimulus and response phases are always present and may occur more than once. Each phase is defined by blocks: blocks are defined by a label and extend to the beginning of the next block or the end of the method. In the test at step 2, we can see 3 types of blocks: In the given block, data gets initialized The when and then blocks always occur together. They describe a stimulus and the expected response. Whereas when blocks may contain arbitrary code; then blocks are restricted to conditions, exception checking, interactions, and variable definitions. The first test case has two when/then pairs. A pet is assigned the name "fido", and the test verifies that calling getPet on an owner object only returns something if the pet is actually "owned" by the owner. The second test is slightly more complex because it employs the Selenium framework to execute a web integration test with a BDD flavor. The test is located in the groovy-test/spock/specs/src/test folder. You can launch it by typing gradle test from the groovy-test/spock/specs folder. The test takes care of starting the web container and run the application under test, Petclinic. The test starts by defining a shared Selenium driver marked with the @Shared annotation, which is visible by all the feature methods. The first feature method simply opens the Petclinic main page and checks that the title matches the specification. The second feature method uses the Selenium API to select a link, click on it, and verify that the link brings the user to the right page. The verification is performed against the currentUrl of the browser that is expected to match the URL of the link we clicked on. See also http://dannorth.net/introducing-bdd/ http://en.wikipedia.org/wiki/Behavior-driven_development https://code.google.com/p/spock/ https://github.com/spring-projects/spring-petclinic/
Read more
  • 0
  • 0
  • 5369

article-image-mesh-animation
Packt
18 Oct 2013
5 min read
Save for later

Mesh animation

Packt
18 Oct 2013
5 min read
(For more resources related to this topic, see here.) Using animated models is not very different from using normal models. There are essentially two types of animation to consider (in addition to manually changing the position of a mesh's geometry in Three.js). If all you need is to smoothly transition properties between different values—for example, changing the rotation of a door in order to animate it opening—you can use the Tween.js library at https://github.com/sole/tween.jsto do so instead of animating the mesh itself. Jerome Etienne has a nice tutorial on doing this at http://learningthreejs.com/blog/2011/08/17/tweenjs-for-smooth-animation/. Morph animation Morph animation stores animation data as a sequence of positions. For example, if you had a cube with a shrink animation, your model could hold the positions of the vertices of the cube at full size and at the shrunk size. Then animation would consist of interpolating between those states during each rendering or keyframe. The data representing each state can hold either vertex targets or face normals. To use morph animation, the easiest approach is to use a THREE.MorphAnimMesh class, which is a subclass of the normal mesh. In the following example, the highlighted lines should only be included if the model uses normals: var loader = new THREE.JSONLoader(); loader.load('model.js', function(geometry) { var material = new THREE.MeshLambertMaterial({ color: 0x000000, morphTargets: true, morphNormals: true, }); if (geometry.morphColors && geometry.morphColors.length) { var colorMap = geometry.morphColors[0]; for (var i = 0; i < colorMap.colors.length; i++) { geometry.faces[i].color = colorMap.colors[i]; } material.vertexColors = THREE.FaceColors; } geometry.computeMorphNormals(); var mesh = new THREE.MorphAnimMesh(geometry, material); mesh.duration = 5000; // in milliseconds scene.add(mesh); morphs.push(mesh); }); The first thing we do is set our material to be aware that the mesh will be animated with the morphTargets properties and optionally with morphNormal properties. Next, we check whether colors will change during the animation, and set the mesh faces to their initial color if so (if you know your model doesn't have morphColors, you can leave out that block). Then the normals are computed (if we have them) and our MorphAnimMesh animation is created. We set the duration value of the full animation, and finally store the mesh in the global morphs array so that we can update it during our physics loop: for (var i = 0; i < morphs.length; i++) { morphs[i].updateAnimation(delta); } Under the hood, the updateAnimation method just changes which set of positions in the animation the mesh should be interpolating between. By default, the animation will start immediately and loop indefinitely. To stop animating, just stop calling updateAnimation. Skeletal animation Skeletal animation moves a group of vertices in a mesh together by making them follow the movement of bone. This is generally easier to design because artists only have to move a few bones instead of potentially thousands of vertices. It's also typically less memory-intensive for the same reason. To use morph animation, use a THREE.SkinnedMesh class, which is a subclass of the normal mesh: var loader = new THREE.JSONLoader(); loader.load('model.js', function(geometry, materials) { for (var i = 0; i < materials.length; i++) { materials[i].skinning = true; } var material = new THREE.MeshFaceMaterial(materials); THREE.AnimationHandler.add(geometry.animation); var mesh = new THREE.SkinnedMesh(geometry, material, false); scene.add(mesh); var animation = new THREE.Animation(mesh, geometry.animation.name); animation.interpolationType = THREE.AnimationHandler.LINEAR; // or CATMULLROM for cubic splines (ease-in-out) animation.play(); }); The model we're using in this example already has materials, so unlike in the morph animation examples, we have to change the existing materials instead of creating a new one. For skeletal animation we have to enable skinning, which refers to how the materials are wrapped around the mesh as it moves. We use the THREE.AnimationHandler utility to track where we are in the current animation and a THREE.SkinnedMesh utility to properly handle our model's bones. Then we use the mesh to create a new THREE.Animation and play it. The animation's interpolationType determines how the mesh transitions between states. If you want cubic spline easing (slow then fast then slow), use THREE.AnimationHandler.CATMULLROM instead of the LINEAR easing. We also need to update the animation in our physics loop: THREE.AnimationHandler.update(delta); It is possible to use both skeletal and morph animations at the same time. In this case, the best approach is to treat the animation as skeletal and manually update the mesh's morphTargetInfluences array as demonstrated in examples/webgl_animation_skinning_morph.html in the Three.js project. Summary This article explains how to manage external assets such as 3D models, as well as add details to your worlds and also teaches us to manage 3D models and animation. Resources for Article: Further resources on this subject: Introduction to Game Development Using Unity 3D [Article] Basics of Exception Handling Mechanism in JavaScript Testing [Article] 2D game development with Monkey [Article]
Read more
  • 0
  • 0
  • 12301

article-image-using-spark-shell
Packt
18 Oct 2013
5 min read
Save for later

Using the Spark Shell

Packt
18 Oct 2013
5 min read
(For more resources related to this topic, see here.) Loading a simple text file When running a Spark shell and connecting to an existing cluster, you should see something specifying the app ID like Connected to Spark cluster with app ID app-20130330015119-0001. The app ID will match the application entry as shown in the web UI under running applications (by default, it would be viewable on port 8080). You can start by downloading a dataset to use for some experimentation. There are a number of datasets that are put together for The Elements of Statistical Learning, which are in a very convenient form for use. Grab the spam dataset using the following command: wget http://www-stat.stanford.edu/~tibs/ElemStatLearn/datasets/spam.data Now load it as a text file into Spark with the following command inside your Spark shell: scala> val inFile = sc.textFile("./spam.data") This loads the spam.data file into Spark with each line being a separate entry in the RDD (Resilient Distributed Datasets). Note that if you've connected to a Spark master, it's possible that it will attempt to load the file on one of the different machines in the cluster, so make sure it's available on all the cluster machines. In general, in future you will want to put your data in HDFS, S3, or similar file systems to avoid this problem. In a local mode, you can just load the file directly, for example, sc.textFile([filepah]). To make a file available across all the machines, you can also use the addFile function on the SparkContext by writing the following code: scala> import spark.SparkFiles; scala> val file = sc.addFile("spam.data") scala> val inFile = sc.textFile(SparkFiles.get("spam.data")) Just like most shells, the Spark shell has a command history.You can press the up arrow key to get to the previous commands. Getting tired of typing or not sure what method you want to call on an object? Press Tab, and the Spark shell will autocomplete the line of code as best as it can. For this example, the RDD with each line as an individual string isn't very useful, as our data input is actually represented as space-separated numerical information. Map over the RDD, and quickly convert it to a usable format (note that _.toDouble is the same as x => x.toDouble): scala> val nums = inFile.map(x => x.split(' ').map(_.toDouble)) Verify that this is what we want by inspecting some elements in the nums RDD and comparing them against the original string RDD. Take a look at the first element of each RDD by calling .first() on the RDDs: scala> inFile.first() [...] res2: String = 0 0.64 0.64 0 0.32 0 0 0 0 0 0 0.64 0 0 0 0.32 0 1.29 1.93 0 0.96 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.778 0 0 3.756 61 278 1 scala> nums.first() [...] res3: Array[Double] = Array(0.0, 0.64, 0.64, 0.0, 0.32, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.64, 0.0, 0.0, 0.0, 0.32, 0.0, 1.29, 1.93, 0.0, 0.96, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.778, 0.0, 0.0, 3.756, 61.0, 278.0, 1.0) Using the Spark shell to run logistic regression When you run a command and have not specified a left-hand side (that is, leaving out the val x of val x = y), the Spark shell will print the value along with res[number]. The res[number] function can be used as if we had written val res[number] = y.Now that you have the data in a more usable format, try to do something cool with it! Use Spark to run logistic regression over the dataset as follows: scala> import spark.util.Vectorimport spark.util.Vectorscala> case class DataPoint(x: Vector, y: Double)defined class DataPointscala> def parsePoint(x: Array[Double]): DataPoint = {DataPoint(new Vector(x.slice(0,x.size-2)) , x(x.size-1))}parsePoint: (x: Array[Double])this.DataPointscala> val points = nums.map(parsePoint(_))points: spark.RDD[this.DataPoint] = MappedRDD[3] at map at<console>:24scala> import java.util.Randomimport java.util.Randomscala> val rand = new Random(53)rand: java.util.Random = java.util.Random@3f4c24scala> var w = Vector(nums.first.size-2, _ => rand.nextDouble)13/03/31 00:57:30 INFO spark.SparkContext: Starting job: first at<console>:20...13/03/31 00:57:30 INFO spark.SparkContext: Job finished: first at<console>:20, took 0.01272858 sw: spark.util.Vector = (0.7290865701603526, 0.8009687428076777,0.6136632797111822, 0.9783178194773176, 0.3719683631485643,0.46409291255379836, 0.5340172959927323, 0.04034252433669905,0.3074428389716637, 0.8537414030626244, 0.8415816118493813,0.719935849109521, 0.2431646830671812, 0.17139348575456848,0.5005137792223062, 0.8915164469396641, 0.7679331873447098,0.7887571495335223, 0.7263187438977023, 0.40877063468941244,0.7794519914671199, 0.1651264689613885, 0.1807006937030201,0.3227972103818231, 0.2777324549716147, 0.20466985600105037,0.5823059390134582, 0.4489508737465665, 0.44030858771499415,0.6419366305419459, 0.5191533842209496, 0.43170678028084863,0.9237523536173182, 0.5175019655845213, 0.47999523211827544,0.25862648071479444, 0.020548000101787922, 0.18555332739714137, 0....scala> val iterations = 100iterations: Int = 100scala> import scala.math._scala> for (i <- 1 to iterations) {val gradient = points.map(p =>(1 / (1 + exp(-p.y*(w dot p.x))) - 1) * p.y * p.x).reduce(_ + _)w -= gradient}[....]scala> wres27: spark.util.Vector = (0.2912515190246098, 1.05257972144256,1.1620192443948825, 0.764385365541841, 1.3340446477767611,0.6142105091995632, 0.8561985593740342, 0.7221556020229336,0.40692442223198366, 0.8025693176035453, 0.7013618380649754,0.943828424041885, 0.4009868306348856, 0.6287356973527756,0.3675755379524898, 1.2488466496117185, 0.8557220216380228,0.7633511642942988, 6.389181646047163, 1.43344096405385,1.729216408954399, 0.4079709812689015, 0.3706358251228279,0.8683036382227542, 0.36992902312625897, 0.3918455398419239,0.2840295056632881, 0.7757126171768894, 0.4564171647415838,0.6960856181900357, 0.6556402580635656, 0.060307680034745986,0.31278587054264356, 0.9273189009376189, 0.0538302050535121,0.545536066902774, 0.9298009485403773, 0.922750704590723,0.072339496591 If things went well, you just used Spark to run logistic regression. Awsome! We have just done a number of things: we have defined a class, we have created an RDD, and we have also created a function. As you can see the Spark shell is quite powerful. Much of the power comes from it being based on the Scala REPL (the Scala interactive shell), so it inherits all the power of the Scala REPL (Read-Evaluate-Print Loop). That being said, most of the time you will probably want to work with a more traditionally compiled code rather than working in the REPL environment. Summary In this article, you have learned how to load our data and how to use Spark to run logistic regression. Resources for Article: Further resources on this subject: Python Data Persistence using MySQL Part II: Moving Data Processing to the Data [Article] Configuring Apache and Nginx [Article] Advanced Hadoop MapReduce Administration [Article]
Read more
  • 0
  • 0
  • 4294

article-image-knime-terminologies
Packt
17 Oct 2013
12 min read
Save for later

KNIME terminologies

Packt
17 Oct 2013
12 min read
(For more resources related to this topic, see here.) Organizing your work In KNIME, you store your files in a workspace. When KNIME starts, you can specify which workspace you want to use. The workspaces are not just for fi les; they also contain settings and logs. It might be a good idea to set up an empty workspace, and instead of customizing a new one each time, you start a new project; you just copy (extract) it to the place you want to use, and open it with KNIME (or switch to it). The workspace can contain workflow groups (sometimes referred to as workflow set) or workflows. The groups are like folders in a filesystem that can help organize your work flows. Workflows might be your programs and processes that describe the steps which should be applied to load, analyze, visualize, or transform the data you have, something like an execution plan. Work flows contain the executable parts, which can be edited using the workflow editor, which in turn is similar to a canvas. Both the groups and the workflows might have metadata associated with them, such as the creation date, author, or comments (even the workspace can contain such information). Workflows might contain nodes, meta nodes, connections, work flow variables (or just flow variables), work flow credentials, and annotations besides the previously introduced metadata. Workflow credentials is the place where you can store your login name and password for different connections. These are kept safe, but you can access them easily. It is safe to share a work flow if you use only the work flow credentials for sensitive information (although the user name will be saved). Nodes Each node has a type, which identifies the algorithm associated with the node. You can think of the type as a template; it specifies how to execute for different inputs and parameters, and what should be the result. The nodes are similar to functions (or operators) in programs. The node types are organized according to the following general types, which specify the color and the shape of the node for easier understanding of work flows. The general types are shown in the following image: Example representation of different general types of nodes The nodes are organized in categories; this way, it is easier to find them. Each node has a node documentation that describes what can be achieved using that type of node, possibly use cases or tips. It also contains information about parameters and possible input ports and output ports. (Sometimes the last two are called inports and outports, or even in-ports and out-ports.) Parameters are usually single values (for example, filename, column name, text, number, date, and so on) associated with an identifier; although, having an array of texts is also possible. These are the settings that influence the execution of a node. There are other things that can modify the results, such as work flow variables or any other state observable from KNIME. Node lifecycle Nodes can have any of the following states: Misconfigured (also called IDLE) Configured Queued for execution Running Executed There are possible warnings in most of the states, which might be important; you can read them by moving the mouse pointer over the triangle sign. Meta nodes Meta nodes look like normal nodes at first sight, although they contain other nodes (or meta nodes) inside them. The associated context of the node might give options for special execution. Usually they help to keep your work flow organized and less scary at first sight. A user-defined meta node Ports The ports are where data in some form flows through from one node to another. The most common port type is the data table. These are represented by white triangles. The input ports (where data is expected to get into) are on the left-hand side of the nodes, but the output ports (where the created data comes out) are on the right-hand side of the nodes. You cannot mix and match the different kinds of ports. It is also not allowed to connect a node's output to its input or create circles in the graph of nodes; you have to create a loop if you want to achieve something similar to that. Currently, all ports in the standard KNIME distribution are presenting the results only when they are ready; although the infrastructure already allows other strategies, such as streaming, where you can view partial results too. The ports might contain information about the data even if their nodes are not yet executed. Data tables These are the most common form of port types. It is similar to an Excel sheet or a data table in the database. Sometimes these are named example set or data frame. Each data table has a name, a structure (or schema, a table specification), and possibly properties. The structure describes the data present in the table by storing some properties about the columns. In other contexts, columns may be called attributes, variables, or features. A column can only contain data of a single type (but the types form a hierarchy from the top and can be of any type). Each column has a type , a name, and a position within the table. Besides these, they might also contain further information, for example, statistics about the contained values or color/shape information for visual representation. There is always something in the data tables that looks like a column, even if it is not really a column. This is where the identifiers for the rows are held, that is, the row keys. There can be multiple rows in the table, just like in most of the other data handling software (similar to observations or records). The row keys are unique (textual) identifiers within the table. They have multiple roles besides that; for example, usually row keys are the labels when showing the data, so always try to find user-friendly identifiers for the rows. At the intersection of rows and columns are the (data) cells , similar to the data found in Excel sheets or in database tables (whereas in other contexts, it might refer to the data similar to values or fi elds). There is a special cell that represents the missing values. The missing value is usually represented as a question mark (?). If you have to represent more information about the missing data, you should consider adding a new column for each column, where this requirement is present, and add that information; however, in the original column, you just declare it as missing. There are multiple cell types in KNIME, and the following table contains the most important ones: Cell type Symbol Remarks Int cell I This represents integral numbers in the range from -231 to 231-1 (approximately 2E9). Long cell L This represents larger integral numbers, and their range is from -263 to 263-1 (approximately 9E18). Double cell D This represents real numbers with double (64 bit) floating point precision. String cell S This represents unstructured textual information. Date and time cell  calendar & clock With these cells, you can store either date or time. Boolean cell B This represents logical values from the Boolean algebra (true or false); note that you cannot exclude the missing value. Xml cell XML This cell is ideal for structured data. Set cell {...} This cell can contain multiple cells (so a collection cell type) of the same type (no duplication or order of values are preserved). List cell {...} This is also a collection cell type, but this keeps the order and does not filter out the duplicates. Unknown type cell ? When you have different type of cells in a column (or in a collection cell), this is the generic cell type used. There are other cell types, for example, the ones for chemical data structures (SMILES, CDK, and so on), for images (SVG cell, PNG cell, and so on), or for documents. This is extensible, so the other extension can defi ne custom data cell types. Note that any data cell type can contain the missing value. Port view The port view allows you to get information about the content of the port. Complete content is available only after the node is executed, but usually some information is available even before that. This is very handy when you are constructing the workflow. You can check the structure of the data even if you will usually use node view in the later stages of data exploration during work flow construction. Flow variables Workflows can contain flow variables, which can act as a loop counter, a column name, or even an expression for a node parameter. These are not constants, but you can introduce them to the workspace level as well. This is a powerful feature; once you master it, you can create workflows you thought were impossible to create using KNIME. A typical use case for them is to assign roles to different columns (by assigning the column names to the role name as a flow variable) and use this information for node configurations. If your work flow has some important parameters that should be adjusted or set before each execution (for example a filename), this is an ideal option to provide these to the user; use the flow variables instead of a preset value that is hard to find. As the automatic generation of figures gets more support, the flow variables will find use there too. Iterating a range of values or files in a folder should also be done using flow variables. Node views Nodes can also have node views associated with them. These help to visualize your data or a model, show the node's internal state, or select a subset of the data using the HiLite feature. An important feature exists that a node's views can be opened multiple times. This allows us to compare different options of visualization without taking screenshots or having to remember what was it like, and how you reached that state. You can export these views to image fi les. HiLite The HiLite feature of KNIME is quite unique. Its purpose is to help identify a group of data that is important or interesting for some reason. This is related to the node views, as this selection is only visible in nodes with node views (for example, it is not available in port views). Support for data high lighting is optional, because not all views support this feature. The HiLite selection data is based on row keys, and this information can be lost when the row keys change. For this reason, some of the nonview nodes also have an option to keep this information propagated to the adjacent nodes. On the other hand, when the row keys remain the same, the marks in different views point to the same data rows. It is very important that the HiLite selection is only visible in a well-connected subgraph of work flow. It can also be available for non-executed nodes (for example, the HiLite Collector node). The HiLite information is not saved in the workflow, so you should use the HiLite filter node once you are satisfied with your selection to save that state, and you can reset that HiLite later. Eclipse concepts Because KNIME is based on the Eclipse platform (http://eclipse.org), it inherits some of its features too. One of them is the workspace model with projects (work flows in case of KNIME), and another important one is modularity. You can extend KNIME's functionality using plugins and features; sometimes these are named KNIME extensions. The extensions are distributed through update sites , which allow you to install updates or install new software from a local folder, a zip fi le, or an Internet location. The help system, the update mechanism (with proxy settings), or the fi le search feature are also provided by Eclipse. Eclipse's main window is the workbench. The most typical features are the perspectives and the views. Perspectives are about how the parts of the UI are arranged, while these independently configurable parts are the views. These views have nothing to do with node views or port views. The Eclipse/KNIME views can be detached, closed, moved around, minimized, or maximized within the window. Usually each view can have at most one instance visible (the Console view is an exception). KNIME does not support alternative perspectives (arrangements of views), so it is not important for you; however, you can still reset it to its original state. It might be important to know that Eclipse keeps the contents of fi les and folders in a special form. If you generate files, you should refresh the content to load it from the filesystem. You can do this from the context menu, but it can also be automated if you prefer that option. Preferences The preferences are associated with the workspace you use. This is where most of the Eclipse and KNIME settings are to be specified. The node parameters are stored in the workflows (which are also within the workspace), and these parameters are not considered to be preferences. Logging KNIME has something to tell you about almost every action. Usually, you do not care to read these logs, you do not need to do so. For this reason, KNIME dispatches these messages using different channels. There is a file in the workplace that collects all the messages by default with considerable details. There is even a KNIME/Eclipse view named Console, which contains only the most important details initially. Summary In this article we went through the most important terminologies and concepts you will use when using KNIME. Resources for Article : Further resources on this subject: Visualizing Productions Ahead of Time with Celtx [Article] N-Way Replication in Oracle 11g Streams: Part 1 [Article] Sage: 3D Data Plotting [Article]
Read more
  • 0
  • 0
  • 2263

article-image-standard-controllers
Packt
17 Oct 2013
7 min read
Save for later

Standard Controllers

Packt
17 Oct 2013
7 min read
(For more resources related to this topic, see here.) This article includes a set of examples to explain the important elements and features of Visualforce. There are four custom objects (API names: Customer__c, Item__c, Order__c , Order_Line__c) in this application. The following is the E-R diagram of an order processing application which we will create on the Force.com platform: The E-R diagram of an order processing application The Force.com platform provides a few types of controllers. The first one is standard controller and every sObject has a standard controller. They have the same logic and functionality as they are originally used in standard pages. Therefore we can use standard controllers with Visualforce pages. For example, if we use Contact standard controller for a Visualforce page, we can implement the standard Save method for Contact without writing any additional Apex code. This behavior is the same as implementing the Save method on the standard Contact edit page. How to use a standard controller with a Visualforce page The <apex:page> tag has an attribute called standardController which is used to associate a standard controller with a Visualforce Page. The value of the standardController attribute would be the API name of an sObject: <apex:page standardController="Customer__c"> </apex:page> The preceding code shows the usage of the standardController attribute. You cannot use the standardController and controller attributes at the same time. Standard controller actions In Visualforce pages, we can define the action attribute for the following standard Visualforce components: <apex:commandButton>: This component creates a button that calls an action <apex:commandLink>: This component creates a link that calls an action <apex:actionPoller>: This component periodically calls an action <apex:actionSupport>: This component makes an event (such as onclick, onmouseover, and so on) on another named component and calls an action <apex:actionFunction>: This component defines a new JavaScript function that calls an action <apex:page>: This component calls an action when the page is loaded An action method can be called from the page using the {!} notation. For example, if your action method's name is MyFirstMethod, then you can use the {!MyFirstMethod} notation for calling the action method from the page markup. This action method can be from a standard controller or a custom controller or a controller extension. A standard controller has a few standard action methods, as follows: save: This method inserts/updates a record. Upon successful completion it will be redirected to the standard detail page or a custom Visualforce page. quicksave: This method inserts/updates a record. There are no redirections to a detail page or custom Visualforce page. edit: This method navigates the user to the edit page for current record. Upon successful completion it will be returned to the page that invoked the action. delete: This method deletes the current record. It redirects the user to the list view page by selecting the most recently viewed list filter. cancel: This method cancels an edit operation. Upon successful completion it will be returned to the page that invoked the edit action. list: This method redirects to the list view page by selecting the most recently-viewed list filter. For example, the following page allows us to insert a new customer or update an existing customer record. If we are going to use this page to update a customer record, then the URL must be specified with the ID query string parameter. Every standard controller has a getter method that returns the record specified by the ID query string parameter in the page URL. When we click on Save, the save action is triggered on the standard controller, and the details of the customer are updated. If we are going to use this page to insert a customer record, then the URL must not be specified as a parameter. In this scenario, when we click on Save, the save action is triggered on the standard controller, and a new customer record is inserted. <apex:page standardController="Customer__c"><apex:form ><apex:pageBlock title="New Customer" mode="edit"><apex:pageBlockButtons ><apex:commandButton action="{!save}" value="Save"/></apex:pageBlockButtons><apex:pageBlockSection title="My Content Section"columns="2"><apex:inputField value="{!Customer__c.Name}"/><apex:inputField value="{!Customer__c.Email__c}"/><apex:inputField value="{!Customer__c.Address__c}"/><apex:inputField value="{!Customer__c.Telephone__c}"/></apex:pageBlockSection></apex:pageBlock></apex:form></apex:page> The page markup allows you to access fields of a particular sObject by using {!sObjectAPIName.FieldAPIName}. For example, if you want to access the Email field of the Customer object, the page that uses the Customer__c standard controller can use {!Customer__c.Email__c} to return the value of the Email field of the customer who is in the current context. The following page allows us to view a customer record. In this page also, the URL must be specified in the ID query string parameter. The getter method of the Customer__c standard controller returns the record specified by the ID query string parameter in the page URL: <apex:page standardController="Customer__c"><apex:form ><apex:pageBlock title="Customer" mode="edit"><apex:pageBlockButtons ><apex:commandButton action="{!save}" value="Save"/></apex:pageBlockButtons><apex:pageBlockSection title="Customer Details"columns="2"><apex:outputField value="{!Customer__c.Name}"/><apex:outputField value="{!Customer__c.Email__c}"/><apex:outputField value="{!Customer__c.Address__c}"/><apex:outputField value="{!Customer__c.Telephone__c}"/></apex:pageBlockSection></apex:pageBlock></apex:form></apex:page> To check the accessibility of a particular object for the logged user, you can use the {!$ObjectType.objectname.accessible} notation. This expression returns a Boolean value. For a example, if you want to check the accessibility of the Customer object, you can use {!$ObjectType.Customer__c.accessible}. <apex:page standardController="Customer__c"><apex:form ><apex:pageBlock title="New Customer" mode="edit"><apex:pageBlockButtons ><apex:commandButton rendered="{!$ObjectType.Customer__c.accessible}" action="{!save}" value="Save"/></apex:pageBlockButtons><apex:pageBlockSection title="Customer Details"columns="2"><apex:inputField value="{!Customer__c.Name}"/><apex:inputField value="{!Customer__c.Email__c}"/><apex:inputField value="{!Customer__c.Address__c}"/><apex:inputField value="{!Customer__c.Telephone__c}"/></apex:pageBlockSection></apex:pageBlock></apex:form></apex:page> The preceding code explains the usage of object accessibility. According to the example, you can see the Save button, only if the particular user has security permission to access the customer record. Summary In this article, we became familiar with controllers. We learned the differences and the usage of standard controller. Resources for Article: Further resources on this subject: Configuration in Salesforce CRM [Article] Learning to Fly with Force.com [Article] Salesforce CRM Functions [Article]
Read more
  • 0
  • 0
  • 1379

article-image-integrating-typeaheadjs-wordpress-and-ruby-rails
Packt
17 Oct 2013
6 min read
Save for later

Integrating typeahead.js into WordPress and Ruby on Rails

Packt
17 Oct 2013
6 min read
(For more resources related to this topic, see here.) Integrating typeahead.js into WordPress (Become an expert) WordPress is an incredibly well known and well used open source blogging platform, and it is almost fully featured, except of course for the ability to have a typeahead style lookup on your site! In this article we are going to fix that. Getting ready In order to create this we are going to first need to have a working WordPress installed. WordPress runs off a LAMP stack so if you haven't got one of those running locally you will need to set this up. Once set up you can download WordPress from http://wordpress.org/, extract the files, place them in your localhost, and visit http://localhost/install/. This will then guide you through the rest of the install process. Now we should be ready to get typeahead.js working with WordPress. How to do it... Like so many things in WordPress, when it comes to adding new functionality, there is probably already a plugin, and in our case there is one made by Kyle Reicks that can be found at https://github.com/kylereicks/typeahead.js.wp. Download the code and add the folder it downloads to /wp-content/plugins/ Log into our administration panel at http://localhost/wp-admin/ and go to the Plugins section. You will see an option to activate our new plugin, so activate it now. Once activated, under plugins you will now have access to typeahead Settings. In here you can set up what type of things you want typeahead to be used for; pick posts, tags, pages, and categories. How it works... This plugin hijacks the default search form that WordPress uses out of the box and adds the typeahead functionality to it. For each of the post types that you have associated with typeahead plugin, it will create a JSON file, with each JSON file representing a different dataSet and getting loaded in with prefetch. There's more... The plugin is a great first start, but there is plenty that could be done to improve it. For example, by editing /js/typeahead-activation.js we could edit the amount of values that get returned by our typeahead search: if(typeahead.datasets.length){ typeahead.data = []; for(i = 0, arrayLength = typeahead.datasets.length; i < arrayLength; i++){ typeahead.data[i] = { name: typeahead.datasets[i], prefetch: typeahead.dataUrl + '?data=' + typeahead.datasets[i], limit: 10 }; } jQuery(document).ready(function($){ $('#searchform input[type=text], #searchform input[type=search]').typeahead(typeahead.data); }); } Integrating typeahead.js into Ruby on Rails (Become an expert) Ruby on Rails has become one of the most popular frameworks for developing web applications in, and it comes as little surprise that Rails developers would like to be able to harness the power of typeahead.js. In this recipe we will look at how you can quickly get up and running with typeahead.js in your Rails project. Getting ready Ruby on Rails is an open source web application framework for the Ruby language. It famously champions the idea of convention over configuration, which is one of the reasons it has been so widely adopted. Obviously in order to do this we will need a rails application. Setting up Ruby on Rails is an entire article to itself, but if you follow the guides on http://rubyonrails.org/, you should be able to get up and start running quickly with your chosen setup. We will start from the point that both Ruby and Ruby on Rails have been installed and set up correctly. We will also be using a Gem made by Yousef Ourabi, which has the typeahead.js functionality we need. We can find it at https://github.com/yourabi/twitter-typeahead-rails. How to do it... The first thing we will need is a Rails project, and we can create one of these by typing; rails new typeahead_rails This will generate the basic rails application for us, and one of the files it will generate is the Gemfile which we need to edit to include our new Gem; source 'https://rubygems.org' gem 'rails', '3.2.13' gem 'sqlite3' gem 'json' group :assets do gem 'sass-rails', '~> 3.2.3' gem 'coffee-rails', '~> 3.2.1' gem 'uglifier', '>= 1.0.3' end gem 'jquery-rails' gem 'twitter-typeahead-rails' With this change made, we need to reinstall our Gems: bundle install We will now have the required file, but before we can access them we need to add a reference to them in our manifest file. We do this by editing app/assets/javascripts and adding a reference to typeahead.js: //= require jquery //= require jquery_ujs //= require_tree //= require twitter/typeahead Of course we need a page to try this out on, so let's have Rails make us one; rails generate controller Pages home One of the files generated by the above command will be found in app/views/pages/home.html.erb. Let's edit this now: <label for="friends">Pick Your Friend</label> <input type="text" name="friends" /> <script> $('input').typeahead({ name: 'people', local: ['Elaine', 'Column', 'Kirsty', 'Chris Elder'] }); </script> Finally we will start up a web server to be able to view what we have accomplished; rails s And now if we go to localhost:3000/pages/home we should see something very much. How it works... The Gem we installed brings together the required JavaScript files that we normally need to include manually, allowing them to be accessed from our manifest file, which will load all mentioned JavaScript on every page. There's more... Of course we don't need to use a Gem to install typeahead functionality, we could have manually copied the code into a file called typeahead.js that sat inside of app/assets/javascripts/twitter/ and this would have been accessible to the manifest file too and produced the same functionality. This would mean one less dependency on a Gem, which in my opinion is always a good thing, although this isn't necessarily the Rails way, which is why I didn't lead with it. Summary In this article, we explained the functionality of WordPress, which is probably the biggest open source blogging platform in the world right now and it is pretty feature complete. One thing the search doesn't have, though, is good typeahead functionality. In this article we learned how to change that by incorporating a WordPress plugin that gives us this functionality out of the box. It also discussed how Ruby on Rails is fast becoming the framework of choice among developers wanting to build web applications fast, along with out of the box benefits of using Ruby on Rails. Using Ruby gives you access to a host of excellent resources in the form of Gems. In this article we had a look at one Gem that gives us typeahead.js functionality in our Ruby on Rails project. Resources for Article: Further resources on this subject: Customizing WordPress Settings for SEO [Article] Getting Started with WordPress 3 [Article] Building tiny Web-applications in Ruby using Sinatra [Article]
Read more
  • 0
  • 0
  • 4257
Unlock access to the largest independent learning library in Tech for FREE!
Get unlimited access to 7500+ expert-authored eBooks and video courses covering every tech area you can think of.
Renews at €18.99/month. Cancel anytime
article-image-working-basic-components-make-threejs-scene
Packt
17 Oct 2013
22 min read
Save for later

Working with the Basic Components That Make Up a Three.js Scene

Packt
17 Oct 2013
22 min read
(For more resources related to this topic, see here.) Creating a scene We know that for a scene to show anything, we need three types of components: Component Description Camera It determines what is rendered on the screen Lights They have an effect on how materials are shown and used when creating shadow effects Objects These are the main objects that are rendered from the perspective of the camera: cubes, spheres, and so on The THREE.Scene() object serves as the container for all these different objects. This object itself doesn't have too many options and functions. Basic functionality of the scene The best way to explore the functionality of the scene is by looking at an example. I'll use this example to explain the various functions and options that a scene has. When we open this example in the browser, the output will look something like the following screenshot: Even though the scene looks somewhat empty, it already contains a couple of objects. By looking at the following source code, we can see that we've used the Scene.add(object) function from the THREE.Scene() object to add a THREE.Mesh (the ground plane that you see), a THREE.SpotLight. and a THREE.AmbientLight object. The THREE.Camera object is added automatically by the Three.js library when you render the scene, but can also be added manually if you prefer. var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); ... var planeGeometry = new THREE.PlaneGeometry(60,40,1,1); var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff}); var plane = new THREE.Mesh(planeGeometry,planeMaterial); ... scene.add(plane); var ambientLight = new THREE.AmbientLight(0x0c0c0c); scene.add(ambientLight); ... var spotLight = new THREE.SpotLight( 0xffffff ); ... scene.add( spotLight ); Before we look deeper into the THREE.Scene() object, I'll first explain what you can do in the demonstration, and after that we'll look at some code. Open this example in your browser and look at the controls at the upper-right corner as you can see in the following screenshot: With these controls you can add a cube to the scene, remove the last added cube from the scene, and show all the current objects that the scene contains. The last entry in the control section shows the current number of objects in the scene. What you'll probably notice when you start up the scene is that there are already four objects in the scene. These are the ground plane, the ambient light, the spot light, and the camera that we had mentioned earlier. In the following code fragment, we'll look at each of the functions in the control section and start with the easiest one: the addCube() function: this.addCube = function() { var cubeSize = Math.ceil((Math.random() * 3)); var cubeGeometry = new THREE.CubeGeometry(cubeSize,cubeSize,cubeSize); var cubeMaterial = new THREE.MeshLambertMaterial( {color: Math.random() * 0xffffff }); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.castShadow = true; cube.name = "cube-" + scene.children.length; cube.position.x=-30 + Math.round( (Math.random() * planeGeometry.width)); cube.position.y= Math.round((Math.random() * 5)); cube.position.z=-20 + Math.round((Math.random() * planeGeometry.height)); scene.add(cube); this.numberOfObjects = scene.children.length; }; This piece of code should be pretty easy to read by now. Not many new concepts are introduced here. When you click on the addCube button, a new THREE.CubeGeometry instance is created with a random size between zero and three. Besides a random size, the cube also gets a random color and position in the scene. A new thing in this piece of code is that we also give the cube a name by using the name attribute. Its name is set to cube-appended with the number of objects currently in the scene (shown by the scene.children.length property). So you'll get names like cube-1, cube-2, cube-3, and so on. A name can be useful for debugging purposes, but can also be used to directly find an object in your scene. If you use the Scene.getChildByName(name) function, you can directly retrieve a specific object and, for instance, change its location. You might wonder what the last line in the previous code snippet does. The numberOfObjects variable is used by our control GUI to list the number of objects in the scene. So whenever we add or remove an object, we set this variable to the updated count. The next function that we can call from the control GUI is removeCube and, as the name implies, clicking on this button removes the last added cube from the scene. The following code snippet shows how this function is defined: this.removeCube = function() { var allChildren = scene.children; var lastObject = allChildren[allChildren.length-1]; if (lastObject instanceof THREE.Mesh) { scene.remove(lastObject); this.numberOfObjects = scene.children.length; } } To add an object to the scene we will use the add() function. To remove an object from the scene we use the not very surprising remove() function. In the given code fragment we have used the children property from the THREE.Scene() object to get the last object that was added. We also need to check whether that object is a Mesh object in order to avoid removing the camera and the lights. After we've removed the object, we will once again update the GUI property that holds the number of objects in the scene. The final button on our GUI is labeled as outputObjects. You've probably already clicked on it and nothing seemed to happen. What this button does is print out all the objects that are currently in our scene and will output them to the web browser Console as shown in the following screenshot: The code to output information to the Console log makes use of the built-in console object as shown: this.outputObjects = function() { console.log(scene.children); } This is great for debugging purposes; especially when you name your objects, it's very useful for finding issues and problems with a specific object in your scene. For instance, the properties of the cube-17 object will look like the following code snippet: __webglActive: true __webglInit: true _modelViewMatrix: THREE.Matrix4 _normalMatrix: THREE.Matrix3 _vector: THREE.Vector3 castShadow: true children: Array[0] eulerOrder: "XYZ" frustumCulled: true geometry: THREE.CubeGeometry id: 20 material: THREE.MeshLambertMaterial matrix: THREE.Matrix4 matrixAutoUpdate: true matrixRotationWorld: THREE.Matrix4 matrixWorld: THREE.Matrix4 matrixWorldNeedsUpdate: false name: "cube-17" parent: THREE.Scene position: THREE.Vector3 properties: Object quaternion: THREE.Quaternion receiveShadow: false renderDepth: null rotation: THREE.Vector3 rotationAutoUpdate: true scale: THREE.Vector3 up: THREE.Vector3 useQuaternion: false visible: true __proto__: Object So far we've seen the following scene-related functionality: Scene.Add(): This method adds an object to the scene Scene.Remove(): This removes an object from the scene Scene.children(): This method gets a list of all the children in the scene Scene.getChildByName(): This gets a specific object from the scene by using the name attribute These are the most important scene-related functions, and most often you won't need any more. There are, however, a couple of helper functions that could come in handy, and I'd like to show them based on the code that handles the cube rotation. We use a render loop to render the scene. Let's look at the same code snippet for this example: function render() { stats.update(); scene.traverse(function(e) { if (e instanceof THREE.Mesh && e != plane ) { e.rotation.x+=controls.rotationSpeed; e.rotation.y+=controls.rotationSpeed; e.rotation.z+=controls.rotationSpeed; } }); requestAnimationFrame(render); renderer.render(scene, camera); } Here we can see that the THREE.Scene.traverse() function is being used. We can pass a function as an argument to the traverse() function. This passed in function will be called for each child of the scene. In the render() function, we will use the traverse() function to update the rotation for each of the cube instances (we will explicitly ignore the ground plane). We could also have done this by iterating over the children property array by using a for loop. Before we dive into the Mesh and Geometry object details, I'd like to show you two interesting properties that you can set on the Scene object: fog and overrideMaterial. Adding the fog effect to the scene The fog property let's you add a fog effect to the complete scene. The farther an object is, the more it will be hidden from sight. The following screenshot shows how the fog property is enabled: Enabling the fog property is really easy to do in the Three.js library. Just add the following line of code after you've defined your scene: scene.fog=new THREE.Fog( 0xffffff, 0.015, 100 ); Here we are defining a white fog (0xffffff). The last two properties can be used to tune how the mist will appear. The 0.015 value sets the near property and the 100 value sets the far property. With these properties you can determine where the mist will start and how fast it will get denser. There is also a different way to set the mist for the scene; for this you will have to use the following definition: scene.fog=new THREE.FogExp2( 0xffffff, 0.015 ); This time we don't specify the near and far properties, but just the color and the mist density. It's best to experiment a bit with these properties in order to get the effect that you want. Using the overrideMaterial property The last property that we will discuss for the scene is the overrideMaterial property, which is used to fix the materials of all the objects. When you use this property as shown in the following code snippet, all the objects that you add to the scene will make use of the same material: scene.overrideMaterial = new THREE.MeshLambertMaterial({color: 0xffffff}); The scene will be rendered as shown in the following screenshot: In the earlier screenshot, you can see that all the cube instances are rendered by using the same material and color. In this example we've used a MeshLambertMaterial object as the material. With this material type, you can create non-shiny looking objects which will respond to the lights that you add to the scene. In this section we've looked at the first of the core concepts of the Three.js library: the scene. The most important thing to remember about the scene is that it is basically a container for all the objects, lights, and cameras that you want to use while rendering. The following table summarizes the most important functions and attributes of the Scene object: Function/Property Description add(object) Adds an object to the scene. You can also use this function, as we'll see later, to create groups of objects. children Returns a list of all the objects that have been added to the scene, including the camera and lights. getChildByName(name) When you create an object, you can give it a distinct name by using the name attribute. The Scene object has a function that you can use to directly return an object with a specific name. remove(object)  If you've got a reference to an object in the scene, you can also remove it from the scene by using this function. traverse(function) The children attribute returns a list of all the children in the scene. With the traverse() function we can also access these children by passing in a callback function. fog This property allows you to set the fog for the scene. It will render a haze that hides the objects that are far away. overrideMaterial With this property you can force all the objects in the scene to use the same material. In the next section we'll look closely at the objects that you can add to the scene. Working with the Geometry and Mesh objects In each of the examples so far you've already seen the geometries and meshes that are being used. For instance, to add a sphere object to the scene we did the following: var sphereGeometry = new THREE.SphereGeometry(4,20,20); var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x7777ff); var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial); We have defined the shape of the object, its geometry, what this object looks like, its material, and combined all of these in a mesh that can be added to a scene. In this section we'll look a bit closely at what the Geometry and Mesh objects are. We'll start with the geometry. The properties and functions of a geometry The Three.js library comes with a large set of out-of-the-box geometries that you can use in your 3D scene. Just add a material, create a mesh variable, and you're pretty much done. The following screenshot, from example 04-geometries.html, shows a couple of the standard geometries available in the Three.js library: In we'll explore all the basic and advanced geometries that the Three.js library has to offer. For now, we'll go into more detail on what the geometry variable actually is. A geometry in Three.js, and in most other 3D libraries, is basically a collection of points in a 3D space and a number of faces connecting all those points together. Take, for example, a cube: A cube has eight corners. Each of these corners can be defined as a combination of x, y, and z coordinates. So, each cube has eight points in a 3D space. In the Three.js library, these points are called vertices. A cube has six sides, with one vertex at each corner. In the Three.js library, each of these sides is called a face. When you use one of the Three.js library-provided geometries, you don't have to define all the vertices and faces yourself. For a cube you only need to define the width, height, and depth. The Three.js library uses that information and creates a geometry with eight vertices at the correct position and the correct face. Even though you'd normally use the Three.js library-provided geometries, or generate them automatically, you can still create geometries completely by hand by defining the vertices and faces. This is shown in the following code snippet: var vertices = [ new THREE.Vector3(1,3,1), new THREE.Vector3(1,3,-1), new THREE.Vector3(1,-1,1), new THREE.Vector3(1,-1,-1), new THREE.Vector3(-1,3,-1), new THREE.Vector3(-1,3,1), new THREE.Vector3(-1,-1,-1), new THREE.Vector3(-1,-1,1) ]; var faces = [ new THREE.Face3(0,2,1), new THREE.Face3(2,3,1), new THREE.Face3(4,6,5), new THREE.Face3(6,7,5), new THREE.Face3(4,5,1), new THREE.Face3(5,0,1), new THREE.Face3(7,6,2), new THREE.Face3(6,3,2), new THREE.Face3(5,7,0), new THREE.Face3(7,2,0), new THREE.Face3(1,3,4), new THREE.Face3(3,6,4), ]; var geom = new THREE.Geometry(); geom.vertices = vertices; geom.faces = faces; geom.computeCentroids(); geom.mergeVertices(); This code shows you how to create a simple cube. We have defined the points that make up this cube in the vertices array. These points are connected to create triangular faces and are stored in the faces array. For instance, the new THREE.Face3(0,2,1) element creates a triangular face by using the points 0, 2, and 1 from the vertices array. In this example we have used a THREE.Face3 element to define the six sides of the cube, that is, two triangles for each face. In the previous versions of the Three.js library, you could also use a quad instead of a triangle. A quad uses four vertices instead of three to define the face. Whether using quads or triangles is better is a much-heated debate in the 3D modeling world. Basically, using quads is often preferred during modeling, since they can be more easily enhanced and smoothed much easier than triangles. For rendering and game engines, though, working with triangles is easier since every shape can be rendered as a triangle. Using these vertices and faces, we can now create our custom geometry, and use it to create a mesh. I've created an example that you can use to play around with the position of the vertices. In example 05-custom-geometry.html, you can change the position of all the vertices of a cube. This is shown in the following screenshot: This example, which uses the same setup as all our other examples, has a render loop. Whenever you change one of the properties in the drop-down control box, the cube is rendered correctly based on the changed position of one of the vertices. This isn't something that works out-of-the-box. For performance reasons, the Three.js library assumes that the geometry of a mesh won't change during its lifetime. To get our example to work we need to make sure that the following is added to the code in the render loop: mesh.geometry.vertices=vertices; mesh.geometry.verticesNeedUpdate=true; mesh.geometry.computeFaceNormals(); In the first line of the given code snippet, we point the vertices of the mesh that you see on the screen to an array of the updated vertices. We don't need to reconfigure the faces, since they are still connected to the same points as they were before. After we've set the updated vertices, we need to tell the geometry that the vertices need to be updated. We can do this by setting the verticesNeedUpdate property of the geometry to true. Finally we will do a recalculation of the faces to update the complete model by using the computeFaceNormals() function. The last geometry functionality that we'll look at is the clone() function. We had mentioned that the geometry defines the form, the shape of an object, and combined with a material we can create an object that can be added to the scene to be rendered by the Three.js library. With the clone() function, as the name implies, we can make a copy of the geometry and, for instance, use it to create a different mesh with a different material. In the same example, that is, 05-custom-geometry.html, you can see a clone button at the top of the control GUI, as seen in the following screenshot: If you click on this button, a clone will be made of the geometry as it currently is, and a new object is created with a different material and is added to the scene. The code for this is rather trivial, but is made a bit more complex because of the materials that I have used. Let's take a step back and first look at the code that was used to create the green material for the cube: var materials = [ new THREE.MeshLambertMaterial( { opacity:0.6, color: 0x44ff44, transparent:true } ), new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true } ) ]; As you can see, I didn't use a single material, but an array of two materials. The reason is that besides showing a transparent green cube, I also wanted to show you the wireframe, since that shows very clearly where the vertices and faces are located. The Three.js library, of course, supports the use of multiple materials when creating a mesh. You can use the SceneUtils.createMultiMaterialObject() function for this as shown: var mesh = THREE.SceneUtils.createMultiMaterialObject( geom,materials); What the Three.js library does in this function is that it doesn't create one THREE.Mesh instance, but it creates one for each material that you have specified, and puts all of these meshes in a group. This group can be used in the same manner that you've used for the Scene object. You can add meshes, get meshes by name, and so on. For instance, to add shadows to all the children in this group, we will do the following: mesh.children.forEach(function(e) {e.castShadow=true}); Now back to the clone() function that we were discussing earlier: this.clone = function() { var cloned = mesh.children[0].geometry.clone(); var materials = [ new THREE.MeshLambertMaterial( { opacity:0.6, color: 0xff44ff, transparent:true } ), new THREE.MeshBasicMaterial({ color: 0x000000, wireframe: true } ) ]; var mesh2 = THREE.SceneUtils.createMultiMaterialObject(cloned,materials); mesh2.children.forEach(function(e) {e.castShadow=true}); mesh2.translateX(5); mesh2.translateZ(5); mesh2.name="clone"; scene.remove(scene.getChildByName("clone")); scene.add(mesh2); } This piece of JavaScript is called when the clone button is clicked on. Here we clone the geometry of the first child of the cube. Remember, the mesh variable contains two children: a mesh that uses the MeshLambertMaterial and a mesh that uses the MeshBasicMaterial. Based on this cloned geometry, we will create a new mesh, aptly named mesh2. We can move this new mesh by using the translate() function remove the previous clone (if present), and add the clone to the scene. That's enough on geometries for now. The functions and attributes for a mesh We've already learned that, in order to create a mesh, we need a geometry and one or more materials. Once we have a mesh, we can add it to the scene, and it is rendered. There are a couple of properties that you can use to change where and how this mesh appears in the scene. In the first example, we'll look at the following set of properties and functions: Function/Property Description position Determines the position of this object relative to the position of its parent. Most often the parent of an object is a THREE.Scene() object. rotation With this property you can set the rotation of an object around any of its axes. scale This property allows you to scale the object around its x, y, and z axes. translateX(amount)  Moves the object through the specified amount over the x axis. translateY(amount)  Moves the object through the specified amount over the y axis. translateZ(amount)  Moves the object through the specified amount over the z axis. As always, we have an example ready for you that'll allow you to play around with these properties. If you open up the 06-mesh-properties.html example in your browser, you will get a drop-down menu where you can alter all these properties and directly see the result, as shown in the following screenshot: Let me walk you through them; I'll start with the position property. We've already seen this property a couple of times, so let's quickly address it. With this property you can set the x, y, and z coordinates of the object. The position of an object is relative to its parent object, which usually is the scene that you have added the object to. We can set an object's position property in three different ways; each coordinate can be set directly as follows: cube.position.x=10; cube.position.y=3; cube.position.z=1; But we can also set all of them at once: cube.position.set(10,3,1); There is also a third option. The position property is a THREE.Vector3 object. This means that we can also do the following to set this object: cube.postion=new THREE.Vector3(10,3,1) I want to make a quick sidestep before looking at the other properties of this mesh. I had mentioned that this position is set relative to the position of its parent. In the previous section on THREE.Geometry, we made use of the THREE.SceneUtils.createMultiMaterialObject object to create a multimaterial object. I had explained that this doesn't really return a single mesh, but a group that contains a mesh based on the same geometry for each material. In our case, it is a group that contains two meshes. If we change the position of one of the meshes that is created, you can clearly see that there really are two distinct objects. However, if we now move the created group around, the offset will remain the same. These two meshes are shown in the following screenshot: Ok, the next one on the list is the rotation property. You've already seen this property being used a couple of times in this article. With this property, you can set the rotation of the object around one of its axes. You can set this value in the same manner as we did the for the position property. A complete rotation, as you might remember from math class, is two pi. The following code snippet shows how to configure this: cube.rotation.x=0.5*Math.PI; cube.rotation.set(0.5*Math.PI,0,0); cube.rotation = new THREE.Vector3(0.5*Math.PI,0,0); You can play around with this property by using the 06-mesh-properties.html example. The next property on our list is one that we haven't talked about: scale. The name pretty much sums up what you can do with this property. You can scale the object along a specific axis. If you set the scale to values smaller than one, the object will shrink as shown: When you use values larger than one, the object will become larger as shown in the screenshot that follows: The last part of the mesh that we'll look at in this article is the translate functionality. With translate, you can also change the position of an object, but instead of defining the absolute position of where you want the object to be, you will define where the object should move to, relative to its current position. For instance, we've got a sphere object that is added to a scene and its position has been set to (1,2,3). Next, we will translate the object along its x axis by translateX(4). Its position will now be (5,2,3). If we want to restore the object to its original position we will set it to translateX(-4). In the 06-mesh-properties.html example, there is a menu tab called translate. From there you can experiment with this functionality. Just set the translate values for the x, y, and z axes, and click on the translate button. You'll see that the object is being moved to a new position based on these three values.
Read more
  • 0
  • 0
  • 14000

article-image-getting-started-twitter-flight
Packt
16 Oct 2013
6 min read
Save for later

Getting Started with Twitter Flight

Packt
16 Oct 2013
6 min read
(For more resources related to this topic, see here.) Simplicity First and foremost, Flight is simple. Most frameworks provide layouts, data models, and utilities that tend to produce big and confusing APIs. Learning curves are steep. In contrast, you'll probably only use 10 Flight methods ever, and three of those are almost identical. All components and mixins follow the same simple format. Once you've learned one, you've learned them all. Simplicity means fast ramp-up times for new developers who should be able to come to understand individual components quickly. Efficient complexity management In most frameworks, the complexity of the code increases almost exponentially with the number of features. Dependency diagrams often look like a set of trees, each with branches and roots intermingling to create a dense thicket of connections. A simple change in one place could easily create an unforeseen error in another or a chain of failures that could easily take down the whole application. Flight applications are instead built up from reliable, reusable artifacts known as components. Each component knows nothing of the rest of the application, it simply listens for and triggers events. Components behave like cells in an organism. They have well-defined input and output, are exhaustively testable, and are loosely coupled. A component's cellular nature means that introducing more components has almost no effect on the overall complexity of the code, unlike traditional architectures. The structure remains flat, without any spaghetti code. This is particularly important in large applications. Complexity management is important in any application, but when you're dealing with hundreds or thousands of components, you need to know that they aren't going to have unforeseen knock-on effects. This flat, cellular structure also makes Flight well-suited to large projects with large or remote development teams. Each developer can work on an independent component, without first having to understand the architecture of the entire application. Reusability Flight components have well-defined interfaces and are loosely coupled, making it easy to reuse them within an application, and even across different applications. This separates Flight from other frameworks such as Backbone or AngularJS, where functionality is buried inside layers of complexity and is usually impossible to extract. Not only does this make it easier and faster to build complex applications in Flight but it also offers developers the opportunity to give back to the community. There are already a lot of useful Flight components and mixins being open sourced. Try searching for "flight-" on Bower or GitHub, or check out the list at http://flight-components.jit.su/. Twitter has already been taking advantage of this reusability factor within the company, sharing components such as Typeahead (Twitter's search autocomplete) between Twitter.com and TweetDeck, something which would have been unimaginable a year ago. Agnostic architecture Flight has agnostic architecture. For example, it doesn't matter which templating system is used, or even if one is used at all. Server-side, client-side, or plain old static HTML are all the same to Flight. Flight does not impose a data model, so any method of data storage and processing can be used behind the scenes. This gives the developer freedom to change all aspects of the stack without affecting the UI and the ability to introduce Flight to an existing application without conflict. Improved Performance Performance is about a lot more than how fast the code executes, or how efficient it is with memory. Time to first load is a very important factor. When a user loads a web page, the request must be processed, data must be gathered, and a response will be sent. The response is then rendered by the client. Server-side processing and data gathering is fast. Latency and interpretation makes rendering slow. One of the largest factors in response and rendering speed is the sheer amount of code being sent over the wire. The more code required to render a page, the slower the rendering will be. Most modern JavaScript frameworks use deferred loading (for example, via RequireJS) to reduce the amount of code sent in the first response. However, all this code is needed to be able to render a page, because layout and templating systems only exist on the client. Flight's architecture allows templates to be compiled and rendered on the server, so the first response is a fully-formed web page. Flight components can then be attached to existing DOM nodes and determine their state from the HTML, rather than having to request data over XMLHttpRequest (XHR) and generate the HTML themselves. Well-organized freedom Back in the good old days of JavaScript development, it was all a bit of a free for all. Everyone had their own way of doing things. Code was idiosyncratic rather than idiomatic. In a lot of ways, this was a pain, that is, it was hard to onboard new developers and still harder to keep a codebase consistent and well-organized. On the other hand, there was very little boilerplate code and it was possible to get things done without having to first read lengthy documentation on a big API. jQuery built on this ideal, reduced the amount of boilerplate code required. It made JavaScript code easier to read and write, while not imposing any particular requirements in terms of architecture. What jQuery failed to do (and was never intended to do) was provide an application-level structure. It remained all too easy for code to become a spaghetti mess of callbacks and anonymous functions. Flight solves this problem by providing much needed structure while maintaining a simple, architecture-agnostic approach. Its API empowers developers, helping them to create elegant and well-ordered code, while retaining a sense of freedom. Put simply, it's a joy to use. Summary The Flight API is small and should be familiar to any jQuery user, producing a shallow learning-curve. The atomic nature of components makes them reliable and reusable, and creates truly scalable applications, while its agnostic architecture allows developers to use any technology stack and even introduce Flight into existing applications. Resources for Article: Further resources on this subject: Integrating Twitter and YouTube with MediaWiki [Article] Integrating Twitter with Magento [Article] Drupal Web Services: Twitter and Drupal [Article]
Read more
  • 0
  • 0
  • 3374

article-image-events-and-signals
Packt
16 Oct 2013
16 min read
Save for later

Events and Signals

Packt
16 Oct 2013
16 min read
(For more resources related to this topic, see here.) Event management An event in Qt is an object inherited from the abstract QEvent class which is a notification of something significant that has happened. Events become more useful in creating custom widgets on our own. An event can happen either within an application or as a result of an outside activity that the application needs to know about. When an event occurs, Qt creates an event object and notifies to the instance of an QObject class or one of its subclasses through their event() function. Events can be generated from both inside and outside the application. For instance, the QKeyEvent and QMouseEvent object represent some kind of keyboard and mouse interaction and they come from the window manager; the QTimerEvent objects are sent to QObject when one of its timers fires, and they usually come from the operating system; the QChildEvent objects are sent to QObject when a child is added or removed and they come from inside of your Qt application. The users of PySide usually get confused with events and signals. Events and signals are two parallel mechanisms used to accomplish the same thing. As a general difference, signals are useful when using a widget, whereas events are useful when implementing the widget. For example, when we are using a widget like QPushButton, we are more interested in its clicked() signal than in the low-level mouse press or key press events that caused the signal to be emitted. But if we are implementing the QPushButton class, we are more interested in the implementation of code for mouse and key events. Also, we usually handle events but get notified by signal emissions. Event loop All the events in Qt will go through an event loop. One main key concept to be noted here is that the events are not delivered as soon as they are generated; instead they're queued up in an event queue and processed later one-by-one. The event dispatcher will loop through this queue and dispatch these events to the target QObject and hence it is called an event loop. Qt's main event loop dispatcher, QCoreApplication.exec() will fetch the native window system events from the event queue and will process them, convert them into the QEvent objects, and send it to their respective target QObject. A simple event loop can be explained as described in the following pseudocode: while(application_is_active) { while(event_exists_in_event_queue) process_next_event(); wait_for_more_events(); } The Qt's main event loop starts with the QCoreApplication::exec() call and this gets blocked until QCoreApplication::exit() or QCoreApplication::quit() is called to terminate the loop. The wait_for_more_events() function blocks until some event is generated. This blocking is not a busy wait blocking and will not burn the CPU resources. Generally the event loop can be awaken by a window manager activity, socket activity, timers, or event posted by other threads. All these activities require a running event loop. It is more important not to block the event loop because when it is struck, widgets will not update themselves, timers won't fire, networking communications will slow down and stop. In short, your application will not respond to any external or internal events and hence it is advised to quickly react to events and return to the event loop as soon as possible. Event processing Qt offers five methods to do event processing. They are: By re-implementing a specific event handler like keyPressEvent(), paintEvent() By re-implementing the QObject::event() class Installing an event filter on a single QObject Installing an event filter on the QApplication object Subclassing QApplication and re-implementing notify() Generally, this can be broadly divided into re-implementing event handlers and installing event filters. We will see each of them in little detail. Reimplementing event handlers We can implement the task at hand or control a widget by reimplementing the virtual event handling functions. The following example will explain how to reimplement a few most commonly used events, a key press event, a mouse double-click event, and a window resize event. We will have a look at the code first and defer the explanation after the code: # Import necessary modules import sys from PySide.QtGui import * from PySide.QtCore import * # Our main widget class class MyWidget(QWidget): # Constructor function def __init__(self): QWidget.__init__(self) self.setWindowTitle("Reimplementing Events") self.setGeometry(300, 250, 300, 100) self.myLayout = QVBoxLayout() self.myLabel = QLabel("Press 'Esc' to close this App") self.infoLabel = QLabel() self.myLabel.setAlignment(Qt.AlignCenter) self.infoLabel.setAlignment(Qt.AlignCenter) self.myLayout.addWidget(self.myLabel) self.myLayout.addWidget(self.infoLabel) self.setLayout(self.myLayout) # Function reimplementing Key Press, Mouse Click and Resize Events def keyPressEvent(self, event): if event.key() == Qt.Key_Escape: self.close() def mouseDoubleClickEvent(self, event): self.close() def resizeEvent(self, event): self.infoLabel.setText("Window Resized to QSize(%d, %d)" % (event.size().width(), event.size().height())) if __name__ =='__main__': # Exception Handling try: myApp = QApplication(sys.argv) myWidget = MyWidget() myWidget.show() myApp.exec_() sys.exit(0) except NameError: print("Name Error:", sys.exc_info()[1]) except SystemExit: print("Closing Window...") except Exception: print(sys.exc_info()[1]) In the preceding code, the keyPressEvent() function reimplements the event generated as a result of pressing a key. We have implemented in such a way that the application closes when the Esc key is pressed. On running this code, we would get a output similar to the one shown in the following screenshot: The application will be closed if you press the Esc key. The same functionality is implemented on a mouse double-click event. The third event is a resize event. This event gets triggered when you try to resize the widget. The second line of text in the window will show the size of the window in (width, height) format. You could witness the same on resizing the window. Similar to keyPressEvent(), we could also implement keyReleaseEvent() that would be triggered on release of the key. Normally, we are not very interested in the key release events except for the keys where it is important. The specific keys where the release event holds importance are the modifier keys such as Ctrl, Shift, and Alt. These keys are called modifier keys and can be accessed using QKeyEvent::modifiers. For example, the key press of a Ctrl key can be checked using Qt.ControlModifier. The other modifiers are Qt.ShiftModifier and Qt.AltModifier. For instance, if we want to check the press event of combination of Ctrl + PageDown key, we could have the check as: if event.key() == Qt.Key_PageDown and event.modifiers() == Qt.ControlModifier: print("Ctrl+PgDn Key is pressed") Before any particular key press or mouse click event handler function, say, for example, keyPressEvent() is called, the widget's event() function is called first. The event() method may handle the event itself or may delegate the work to a specific event handler like resizeEvent() or keyPressEvent(). The implementation of the event() function is very helpful in some special cases like the Tab key press event. In most cases, the widget with the keyboard focuses the event() method will call setFocus() on the next widget in the tab order and will not pass the event to any of the specific handlers. So we might have to re-implement any specific functionality for the Tab key press event in the event() function. This behavior of propagating the key press events is the outcome of Qt's Parent-Child hierarchy. The event gets propagated to its parent or its grand-parent and so on if it is not handled at any particular level. If the top-level widget also doesn't handle the event it is safely ignored. The following code shows an example for reimplementing the event() function: class MyWidget(QWidget): # Constructor function def __init__(self): QWidget.__init__(self) self.setWindowTitle("Reimplementing Events") self.setGeometry(300, 250, 300, 100) self.myLayout = QVBoxLayout() self.myLabel1 = QLabel("Text 1") self.myLineEdit1 = QLineEdit() self.myLabel2 = QLabel("Text 2") self.myLineEdit2 = QLineEdit() self.myLabel3 = QLabel("Text 3") self.myLineEdit3 = QLineEdit() self.myLayout.addWidget(self.myLabel1) self.myLayout.addWidget(self.myLineEdit1) self.myLayout.addWidget(self.myLabel2) self.myLayout.addWidget(self.myLineEdit2) self.myLayout.addWidget(self.myLabel3) self.myLayout.addWidget(self.myLineEdit3) self.setLayout(self.myLayout) # Function reimplementing event() function def event(self, event): if event.type()== QEvent.KeyRelease and event.key()== Qt.Key_Tab: self.myLineEdit3.setFocus() return True return QWidget.event(self,event) In the preceding example, we try to mask the default behavior of the Tab key. If you haven't implemented the event() function, pressing the Tab key would have set focus to the next available input widget. You will not be able to detect the Tab key press in the keyPress() function as described in the previous examples, since the key press is never passed to them. Instead, we have to implement it in the event() function. If you execute the preceding code, you would see that every time you press the Tab key the focus will be set into the third QLineEdit widget of the application. Inside the event() function, it is more important to return the value from the function. If we have processed the required operation, True is returned to indicate that the event is handled successfully, else, we pass the event handling to the parent class's event() function. Installing event filters One of the interesting and notable features of Qt's event model is to allow a QObject instance to monitor the events of another QObject instance before the latter object is even notified of it. This feature is very useful in constructing custom widgets comprising of various widgets altogether. Consider that you have a requirement to implement a feature in an internal application for a customer such that pressing the Enter key must have to shift the focus to next input widget. One way to approach the problem is to reimplement the keyPressEvent() function for all the widgets present in the custom widget. Instead, this can be achieved by reimplementing the eventFilter() function for the custom widget. If we implement this, the events will first be passed on to the custom widget's eventFilter() function before being passed on to the target widget. An example is implemented as follows: def eventFilter(self, receiver, event): if(event.type() == QEvent.MouseButtonPress): QMessageBox.information(None,"Filtered Mouse Press Event!!",'Mouse Press Detected') return True return super(MyWidget,self).eventFilter(receiver, event) Remember to return the result of event handling, or pass it on to the parent's eventFilter() function. To invoke eventFilter(), it has to be registered as follows in the constructor function: self.installEventFilter(self) The event filters can also be implemented for the QApplication as a whole. This is left as an exercise for you to discover. Reimplementing the notify() function The final way of handling events is to reimplement the notify() function of the QApplication class. This is the only way to get all the events before any of the event filters discussed previously are notified. The event gets notified to this function first before it gets passed on to the event filters and specific event functions. The use of notify() and other event filters are generally discouraged unless it is absolutely necessary to implement them because handling them at top level might introduce unwanted results, and we might end up in handling the events that we don't want to. Instead, use the specific event functions to handle events. The following code excerpt shows an example of re-implementing the notify() function: class MyApplication(QApplication): def __init__(self, args): super(MyApplication, self).__init__(args) def notify(self, receiver, event): if (event.type() == QEvent.KeyPress): QMessageBox.information(None, "Received Key Release EVent", "You Pressed: "+ event.text()) return super(MyApplication, self).notify(receiver, event) Signals and slots The fundamental part of any GUI program is the communication between the objects. Signals and slots provide a mechanism to define this communication between the actions happened and the result proposed for the respective action. Prior to Qt's modern implementation of signal/slot mechanism, older toolkits achieve this kind of communication through callbacks. A callback is a pointer to a function, so if you want a processing function to notify about some event you pass a pointer to another function (the callback) to the processing function. The processing function then calls the callback whenever appropriate. This mechanism does not prove useful in the later advancements due to some flaws in the callback implementation. A signal is an observable event, or at least notification that the event has happened. A slot is a potential observer, more usually a function that is called. In order to establish communication between them, we connect a signal to a slot to establish the desired action. However, we have already seen the concept of connecting a signal to a slot in the earlier chapters while designing the text editor application. Those implementations handle and connect different signals to different objects. However, we may have different combinations as defined in the bullet points: One signal can be connected to many slots Many signals can be connected to the same slot A signal can be connected to other signals Connections can be removed PySide offers various predefined signals and slots such that we can connect a predefined signal to a predefined slot and do nothing else to achieve what we want. However, it is also possible to define our own signals and slots. Whenever a signal is emitted, Qt will simply throw it away. We can define the slot to catch and notice the signal that is being emitted. The first code excerpt that follows this text will be an example for connecting predefined signals to predefined slots and the latter will discuss the custom user defined signals and slots. The first example is a simple EMI calculator application that takes the Loan Amount, Rate of Interest, and Number of Years as its input, and calculates the EMI per month and displays it to the user. To start with, we set in a layout the components required for the EMI calculator application. The Amount will be a text input from the user. The rate of years will be taken from a spin box input or a dial input. A spin box is a GUI component which has its minimum and maximum value set, and the value can be modified using the up and down arrow buttons present at its side. The dial represents a clock like widget whose values can be changed by dragging the arrow. The Number of Years value is taken by a spin box input or a slider input: class MyWidget(QWidget): def __init__(self): QWidget.__init__(self) self.amtLabel = QLabel('Loan Amount') self.roiLabel = QLabel('Rate of Interest') self.yrsLabel = QLabel('No. of Years') self.emiLabel = QLabel('EMI per month') self.emiValue = QLCDNumber() self.emiValue.setSegmentStyle(QLCDNumber.Flat) self.emiValue.setFixedSize(QSize(130,30)) self.emiValue.setDigitCount(8) self.amtText = QLineEdit('10000') self.roiSpin = QSpinBox() self.roiSpin.setMinimum(1) self.roiSpin.setMaximum(15) self.yrsSpin = QSpinBox() self.yrsSpin.setMinimum(1) self.yrsSpin.setMaximum(20) self.roiDial = QDial() self.roiDial.setNotchesVisible(True) self.roiDial.setMaximum(15) self.roiDial.setMinimum(1) self.roiDial.setValue(1) self.yrsSlide = QSlider(Qt.Horizontal) self.yrsSlide.setMaximum(20) self.yrsSlide.setMinimum(1) self.calculateButton = QPushButton('Calculate EMI') self.myGridLayout = QGridLayout() self.myGridLayout.addWidget(self.amtLabel, 0, 0) self.myGridLayout.addWidget(self.roiLabel, 1, 0) self.myGridLayout.addWidget(self.yrsLabel, 2, 0) self.myGridLayout.addWidget(self.amtText, 0, 1) self.myGridLayout.addWidget(self.roiSpin, 1, 1) self.myGridLayout.addWidget(self.yrsSpin, 2, 1) self.myGridLayout.addWidget(self.roiDial, 1, 2) self.myGridLayout.addWidget(self.yrsSlide, 2, 2) self.myGridLayout.addWidget(self.calculateButton, 3, 1) self.setLayout(self.myGridLayout) self.setWindowTitle("A simple EMI calculator") Until now, we have set the components that are required for the application. Note that, the application layout uses a grid layout option. The next set of code is also defined in the contructor's __init__ function of the MyWidget class which will connect the different signals to slots. There are different ways by which you can use a connect function. The code explains the various options available: self.roiDial.valueChanged.connect(self.roiSpin.setValue) self.connect(self.roiSpin, SIGNAL("valueChanged(int)"), self.roiDial.setValue) In the first line of the previous code, we connect the valueChanged() signal of roiDial to call the slot of roiSpin, setValue(). So, if we change the value of roiDial, it emits a signal that connects to the roiSpin's setValue() function and will set the value accordingly. Here, we must note that changing either the spin or dial must change the other value because both represent a single entity. Hence, we induce a second line which calls roiDial's setValue() slot on changing the roiSpin's value. However, it is to be noted that the second form of connecting signals to slots is deprecated. It is given here just for reference and it is strongly discouraged to use this form. The following two lines of code execute the same for the number of years slider and spin: self.yrsSlide.valueChanged.connect(self.yrsSpin.setValue) self.connect(self.yrsSpin, SIGNAL("valueChanged(int)"), self.yrsSlide, SLOT("setValue(int)")) In order to calculate the EMI value, we connect the clicked signal of the push button to a function (slot) which calculates the EMI and displays it to the user: self.connect(self.calculateButton, SIGNAL("clicked()"), self.showEMI) The EMI calculation and display function is given for your reference: def showEMI(self): loanAmount = float(self.amtText.text()) rateInterest = float( float (self.roiSpin.value() / 12) / 100) noMonths = int(self.yrsSpin.value() * 12) emi = (loanAmount * rateInterest) * ( ( ( (1 + rateInterest) ** noMonths ) / ( ( (1 + rateInterest) ** noMonths ) - 1) )) self.emiValue.display(emi) self.myGridLayout.addWidget(self.emiLabel, 4, 0) self.myGridLayout.addWidget(self.emiValue, 4, 2) The sample output of the application is shown in the following screenshot: The EMI calculator application uses the predefined signals, say, for example, valueChanged(), clicked() and predefined slots, setValue(). However, the application also uses a user-defined slot showEMI() to calculate the EMI. As with slots, it is also possible to create a user-defined signal and emit it when required. The following program is an example for creating and emitting user-defined signals: import sys from PySide.QtCore import * # define a new slot that receives and prints a string def printText(text): print(text) class CustomSignal(QObject): # create a new signal mySignal = Signal(str) if __name__ == '__main__': try: myObject = CustomSignal() # connect signal and slot myObject.mySignal.connect(printText) # emit signal myObject.mySignal.emit("Hello, Universe!") except Exception: print(sys.exc_info()[1]) This is a very simple example of using custom signals. In the CustomSignal class, we create a signal named mySignal and we emit it in the main function. Also, we define that on emission of the signal mySignal, the printText() slot would be called. Many complex signal emissions can be built this way.
Read more
  • 0
  • 0
  • 7270

article-image-creating-user-interfaces
Packt
15 Oct 2013
6 min read
Save for later

Creating User Interfaces

Packt
15 Oct 2013
6 min read
When creating an Android application, we have to be aware of the existence of multiple screen sizes and screen resolutions. It is important to check how our layouts are displayed in different screen configurations. To accomplish this, Android Studio provides a functionality to change the layout preview when we are in the design mode. We can find this functionality in the toolbar, the device definition option used in the preview is by default Nexus 4. Click on it to open the list of available device definitions. Try some of them. The difference between a tablet device and a device like the Nexus one are very notable. We should adapt the views to all the screen configurations our application supports to ensure they are displayed optimally. The device definitions indicate the screen inches, the resolution, and the screen density. Android divides into ldpi, mdpi, hdpi, xhdpi, and even xxhdpi the screen densities. ldpi (low-density dots per inch): About 120 dpi mdpi (medium-density dots per inch): About 160 dpi hdpi (high-density dots per inch): About 240 dpi xhdpi (extra-high-density dots per inch): About 320 dpi xxhdpi (extra-extra-high-density dots per inch): About 480 dpi The last dashboards published by Google show that most devices have high-density screens (34.3 percent), followed by xhdpi (23.7 percent) and mdpi (23.5 percent). Therefore, we can cover 81.5 percent of the devices by testing our application using these three screen densities. Official Android dashboards are available at http://developer.android.com/about/dashboards. Another issue to keep in mind is the device orientation. Do we want to support the landscape mode in our application? If the answer is yes, we have to test our layouts in the landscape orientation. On the toolbar, click on the layout state option to change the mode from portrait to landscape or from landscape to portrait. In the case that our application supports the landscape mode and the layout does not display as expected in this orientation, we may want to create a variation of the layout. Click on the first icon of the toolbar, that is, the configuration option, and select the option Create Landscape Variation. A new layout will be opened in the editor. This layout has been created in the resources folder, under the directory layout-land and using the same name as the portrait layout: /src/main/res/layout-land/activity_main.xml. Now we can edit the new layout variation perfectly conformed to the landscape mode. Similarly, we can create a variation of the layout for xlarge screens. Select the option Create layout-xlarge Variation. The new layout will be created in the layout xlarge folder: /src/main/res/layout-xlarge/activity_main.xml. Android divides into small, normal, large, and xlarge the actual screen sizes: small: Screens classified in this category are at least 426 dp x 320 dp normal: Screens classified in this category are at least 470 dp x 320 dp large: Screens classified in this category are at least 640 dp x 480 dp xlarge: Screens classified in this category are at least 960 dp x 720 dp A dp is a density independent pixel, equivalent to one physical pixel on a 160 dpi screen. The last dashboards published by Google show that most devices have a normal screen size (79.6 percent). If you want to cover a bigger percentage of devices, test your application by also using a small screen (9.5 percent), so the coverage will be 89.1 percent of devices. To display multiple device configurations at the same time, in the toolbar click on the configuration option and select the option Preview All Screen Sizes, or click on the Preview Representative Sample to open just the most important screen sizes. We can also delete any of the samples by clicking on it using the right mouse button and selecting the Delete option of the menu. Another useful action of this menu is the Save screenshot option, which allows us to take a screenshot of the layout preview. If we create some layout variations, we can preview all of them selecting the option Preview Layout Versions. Changing the UI theme Layouts and widgets are created using the default UI theme of our project. We can change the appearance of the elements of the UI by creating styles. Styles can be grouped to create a theme and a theme can be applied to a whole activity or application. Some themes are provided by default, such as the Holo style. Styles and themes are created as resources under the /src/res/values folder. Open the main layout using the graphical editor. The selected theme for our layout is indicated in the toolbar: AppTheme. This theme was created for our project and can be found in the styles file (/src/res/values/styles.xml). Open the styles file and notice that this theme is an extension of another theme (Theme.Light). To custom our theme, edit the styles file. For example, add the next line in the AppTheme definition to change the window background color: <style name="AppTheme" parent="AppBaseTheme"> <item name="android:windowBackground">#dddddd</item> </style> Save the file and switch to the layout tab. The background is now light gray. This background color will be applied to all our layouts due to the fact that we configured it in the theme and not just in the layout. To completely change the layout theme, click on the theme option from the toolbar in the graphical editor. The theme selector dialog is now opened, displaying a list of the available themes. The themes created in our own project are listed in the Project Themes section. The section Manifest Themes shows the theme configured in the application manifest file (/src/main/AndroidManifest.xml). The All section lists all the available themes. Summary In this article, we have seen how to develop and build Android applications with this new IDE.uide. It also shows how to support multiple screens and change their properties using the SDK. The changing of UI themes for the devices is also discussed, along with its properties. The main focus was on the creation of the user interfaces using both the graphical view and the text-based view. Resources for Article: Further resources on this subject: Creating Dynamic UI with Android Fragments Building Android (Must know) Android Fragmentation Management
Read more
  • 0
  • 0
  • 8732
article-image-learning-add-dependencies
Packt
15 Oct 2013
6 min read
Save for later

Learning to add dependencies

Packt
15 Oct 2013
6 min read
(For more resources related to this topic, see here.) Adding dependencies We suddenly realize that for our purposes, we will also need a function in our simplemath library that calculates greatest common divisor (gcd) of two numbers. It will take some effort to write a well-tested gcd function, why not look around to see if someone has already implemented it. Go to https://npmjs.org and search for gcd. You will get scores of results. You may find lots of node modules solving the same problem. It is often difficult to choose between seemingly identical node modules. In such situations, check out the credentials of the developer(s) who are maintaining the project. Compare the number of times each module was downloaded by users. You can get this information on the package's page on npmjs at https://npmjs.org/package/<pkg-name>. You can also check out the repository where the project is hosted, or the home page of the project. You will get this information on the npmjs home page of the module. If it isn't available, this probably isn't the module you want to use. If, however, it is available, check out the number of people who have starred the project on github, the number of people who have forked it, and active developers contributing to the project. Perhaps check out and run the test cases, or dive into the source code. If you are betting heavily on a node module which isn't actively maintained by reputed developers, or which isn't well tested, you might be setting yourself up for a major rework in the future. While we search for the gcd keyword on npmjs website we come to know that there is a node module named mathutils (https://npmjs.org/package/mathutils) that provides an implementation of gcd. We don't want to write our own implementation especially after knowing that someone somewhere in the node community has already solved that problem and published the JavaScript code. Now we want to be able to reuse that code from within our library. This use case is a little contrived and it is an overkill to include an external library for such simple tasks as to calculate GCD, which is as a matter of fact, very few lines of code, and is popular enough to be found easily. It is used here for the purpose of illustration. We can do so very easily. Again npm command line will help us reduce the number of steps. $npm install mathutils --save We have asked npm to install mathutils and the --save flag, in the end saves it as a dependency in our package.json file. So the mathutils library is downloaded in node_modules folder inside our project. Our new package.json file looks like this. { "name": "simplemath", "version": "0.0.1", "description": "A simple math library", "main": "index.js", "dependencies": { "mathutils": "0.0.1" }, "devDependencies": {}, "scripts": { "test": "test" }, "repository": "", "keywords": [ "math", "mathematics", "simple" ], "author": "yourname <yourname@email.com>", "license": "BSD" } And thus, mathutils is ready for us to use it as we please. Let's proceed to make use of it in our library. Add the test case: Add the following code to test gcd function to the end of tests.js file but before console.info. assert.equal( simplemath.gcd(12, 8), 4 ); console.log("GCD works correctly"); Glue the gcd function from mathutils to simplemath in index.js. var mathutils = require("mathutils"); to load mathutils? var simplemath = require("./lib/constants.js"); simplemath.sum = require("./lib/sum.js"); simplemath.subtract = require("./lib/subtract .js"); simplemath.multiply = require("./lib/multiply.js"); simplemath.divide = require("./lib/divide.js"); simplemath.gcd = mathutils.gcd; // Assign gcd module.exports = simplemath; We have imported the mathutil library in our index.js and assigned the gcd function from the mathutil library to simplemath property with the same name. Let's test it out. Since our package.json is aware of the test script, we can delegate it to npm. $ npm test … All tests passed successfully Thus we have successfully added a dependency to our project. The node_modules folder We do not want to litter our node.js application directory with code from external libraries or packages that we want to use, npm provides a way of keeping our application code and third party libraries or node modules into separate directories. That is why the node_modules folder. Code for any third-party modules will go into this folder. From node.js documentation (http://nodejs.org/api/modules.html): If the module identifier passed to require() is not a native module, and does not begin with '/', '../', or './', then node starts at the parent directory of the current module, and adds /node_modules, and attempts to load the module from that location. If it is not found there, then it moves to the parent directory, and so on, until the root of the tree is reached. For example, if the file at '/home/ry/projects/foo.js' called require ('bar.js'), then node would look in the following locations, in this order: /home/ry/projects/node_modules/bar.js /home/ry/node_modules/bar.js /home/node_modules/bar.js /node_modules/bar.js This allows programs to localize their dependencies, so that they do not clash. Whenever we run the npm install command, the packages get stored into the node_modules folder inside the directory in which the command was issued. Each module might have its own set of dependencies, which are then installed inside node_modules folder of that module. So in effect we obtain a dependency tree with each module having its dependencies installed in its own folder. Imagine two modules, on which your code is dependent, uses a different version of a third module. Having dependencies installed in their own folders, and the fact that require will look into the innermost node_modules folder first, affords a kind of safety that very few platforms are able to provide. Each module can have its own version of the same dependency. Thus node.js tactfully avoids dependency-hell which most of its peers haven't been able to do so far. Summary In this article you will learn how to install node.js and npm, modularize your code in different files and folders, create your own node modules and add them on npm registry, and configure the local npm installation to provide some of your own convenient default. Resources for Article: Further resources on this subject: An Overview of the Node Package Manager [Article] Understanding and Developing Node Modules [Article] Setting up Node [Article]
Read more
  • 0
  • 0
  • 2116

article-image-what-oracle-public-cloud
Packt
14 Oct 2013
8 min read
Save for later

What is Oracle Public Cloud?

Packt
14 Oct 2013
8 min read
(For more resources related to this topic, see here.) Brief review of cloud computing concepts National Institute for Standard and Technology (NIST), USA has defined cloud computing, and this is the best starting point to understand the fundamentals of cloud computing. The definition is as follows: "Cloud computing is a model for enabling ubiquitous, convenient, on-demand network access to a shared pool of configurable computing resources (for example, networks, servers, storage, applications, and services) that can rapidly be provisioned and released with minimal management effort or service provider interaction." The cloud model proposed by NIST is composed of five essential characteristics, three service models, and four deployment models. Essential characteristics The five essential services defined by NIST are as follows: On-demand self-service: This enables users to provision and manage computing resources, such as server time, amount of storage, and network bandwidth, without a need for human administrators. Broad network access: Cloud services and capabilities must be available and accessed from heterogeneous platforms, such as personal computers and mobile devices. Resource pooling: Provider resources are shared among multiple consumers, and these physical and virtual resources are automatically managed according to consumer demand. Rapid elasticity: Resources can be elastically provisioned and released to rapidly scale out and scale in as per user need. Measured service: Cloud provider resources should be tracked for usage by its consumers for the purpose of billing, generally on a pay-per-use basis. Service models Cloud services are available in the following models: Software as a Service (SaaS): When application software is deployed over a cloud, it is called Software as a Service; for example, Oracle planning and budgeting and Salesforce CRM. Consumers can access this application software from heterogeneous devices without having to worry about the management of hardware, network, and operating system. The user only needs to manage some application-specific settings, if required. Platform as a Service (PaaS): Platform as a Service provides an application development platform in the form of a cloud service; for example, Oracle Java Cloud Services, the Google App engine, and so on. Consumers need not bother about the management of hardware, network, and operating system and only supposed to manage application deployment and configuration settings. Infrastructure as a Service(IaaS): Similarly, hardware infrastructure is made available to its consumers using Infrastructure as a Service clouds, for example, Oracle IaaS/Amazon's Elastic Compute Cloud. Consumers need not to manage the hardware infrastructure but have full control over the operating system, development platform, and application. Deployment models Cloud services can be deployed using one of the following four Cloud deployment models: Private cloud: In a private cloud, the cloud facilities are operated only for a specific organization. It can be owned or managed by the organization, a third party, or a combined entity and can be deployed within the organization or on some other location. Community cloud: A community cloud is shared by multiple organizations of similar concerns such as goals, mission, and data. It can be owned or managed by several organizations from the community, a third-party, or a combined entity and can be deployed within the organizations or on some other location. Public cloud: A public cloud is open for a large user group or can provide open access for general users. The public cloud is generally managed by business, academic, or government organizations. Hybrid cloud: A hybrid cloud is a blending of private, community, or public clouds. Oracle Cloud Services Oracle offers a range of services for all the cloud service models. These services are as follows: Oracle SaaS Services include customer relationship management, human capital management, and enterprise resource planning. These applications cover almost all of the requirements of any commercial application. Oracle PaaS Services offer Java Service, Database Service, and Developer Service. At IaaS level, Oracle offers Oracle servers, Oracle Linux, Oracle Enterprise Manager, and so on. Oracle also offers some common services such as Oracle Social Services, Oracle Management Services, Oracle Storage Services , and Oracle Messaging Services. Oracle Cloud Services have been organized by Oracle into various categories, such as Oracle Application Services, Oracle Platform Services, Oracle Social Services, Oracle Common Infrastructure Services and Oracle Managed Cloud Services. Oracle Application Services Oracle application services provide a broad range of industry-strength, commercial Oracle applications on the cloud. These cloud services enable its consumers to easily use, enhance, and administer the applications. The Oracle Application Services are part of a full suite of business applications. It includes: Enterprise Resource Planning (ERP) Service: Oracle's ERP Cloud Service offers a full set of financial and operational capabilities. It contains almost all the applications required by an organization of any size. Planning and budgeting: This application supports planning and budgeting of work flow in the organization. Financial reporting: This application provides timely, accurate financial and management reports required for decision making. Human capital management: This application supports work force management and simplifies the human resource management process. Talent management: This application empowers businesses to recruit and retain the best resource using its effective functionalities. Sales and marketing: This application can be used to capture sales and customer data and presents analytic reports to improve sales. Customer service and support: This application supports various functionalities related to customer satisfaction and support, such as contact center, feedback management, incidence management, and other functions related to customer services. Oracle Platform Services Oracle platform services enable developers to develop rich applications for their organizations. These services support a wide range of technologies for application development, including: Java Service: This service provides an enterprise-level Java application development platform. The applications can be deployed on an Oracle WebLogic server. It provides flexibility to consumers without a vender lock-in problem. This service is accessible through various consoles and interfaces. Database Service: Using this service, consumers can access an Oracle database on a cloud by Oracle Application Services, RESTful web services, Java Services, and so on. It provides complete SQL and PL/SQL support over the cloud. It supports various application development tools, including SQL developer, an application builder named as Oracle Application Express bundled with the Oracle Cloud, and the RESTful web service wizard. Developer Service: This service provides software development Platforms as a Service to its consumers. The facilities provided by this service include project configuration, user management, source control repositories, defect tracking systems, and documentation systems through wiki. Oracle Social Services Oracle social services offer facilities and tools for social presence, social marketing, and social data research. Social Services include: Social networks: This service is a private network that provides tools to capture and store the information flow within the organization, among people, enterprise applications, and business processes. Social marketing: This service provides applications for team management, content management, information publication, and so on. The information can be managed from various social networking sites, including Facebook, Twitter, and Google+. Social engagement and monitoring: This service supports a new type of customer relationship by automatically identifying the consumer opportunity and threats to your organization based on the data available on social networks. Oracle Common Infrastructure Services This group of Oracle Services includes two common services that can be used by and integrated with the other services. These services are: Oracle Storage Service: This service provides online storage facilities to store and manage the data/contents on the cloud. This makes the application deployment cost effective and efficient. This service offers a single point of control, secure, scalable, and high performance access to consumer data. Oracle Messaging Service: This service enables communication between various software components using the common messaging API. It also provides an infrastructure for software components to communicate with each other by sending and receiving the messages to establish a dynamic and automated workflow environment. Oracle Managed Cloud Services Oracle Managed Cloud Services offer a variety of services to customers for smooth transition to the Oracle Cloud and its successful maintenance. These services provide Oracle's expertise in the form of management services to its user. They include the facility for transition, recovery, security, and testing of the services to be migrated. Transition Service: This service is a set of services to facilitate the smooth transition of normal non-cloud applications to the cloud. It includes a Transition Advisory, migration to proven configuration, CEMLI (Customizations, Extensions, Modifications, Localizations, and Integrations) migrations, upgrade assistance, and DBA support services. Disaster Recovery Service: This service provides robust solutions for preventing, detecting, and recovering from sudden outages to keep the functionality running. Security Service: This service assures its customers about the security and compliance of their data. It provides federal security services, Payment Card Industry (PCI) compliance , Health Insurance Portability and Accountability Act(HIPAA) compliance, identity management, strong authentication, Single Sign-On, identity analytic services, and so on. Testing Service: This service helps customers to ensure that the provider's infrastructure is capable of fulfilling their needs at peak load time and assures customers that the system will meet their expectations. Summary In this article we have discussed the various services offered by the Oracle Public Cloud. We have described the categorization of these services. Resources for Article: Further resources on this subject: Remote Job Agent in Oracle 11g Database with Oracle Scheduler [Article] Introduction to Oracle Service Bus & Oracle Service Registry [Article] Configuration, Release and Change Management with Oracle [Article]
Read more
  • 0
  • 0
  • 10055

article-image-configuring-manage-out-directaccess-clients
Packt
14 Oct 2013
14 min read
Save for later

Configuring Manage Out to DirectAccess Clients

Packt
14 Oct 2013
14 min read
In this article by Jordan Krause, the author of the book Microsoft DirectAccess Best Practices and Troubleshooting, we will have a look at how Manage Out is configured to DirectAccess clients. DirectAccess is obviously a wonderful technology from the user's perspective. There is literally nothing that they have to do to connect to company resources; it just happens automatically whenever they have Internet access. What isn't talked about nearly as often is the fact that DirectAccess is possibly of even greater benefit to the IT department. Because DirectAccess is so seamless and automatic, your Group Policy settings, patches, scripts, and everything that you want to use to manage and manipulate those client machines is always able to run. You no longer have to wait for the user to launch a VPN or come into the office for their computer to be secured with the latest policies. You no longer have to worry about laptops being off the network for weeks at a time, and coming back into the network after having been connected to dozens of public hotspots while someone was on a vacation with it. While many of these management functions work right out of the box with a standard DirectAccess configuration, there are some functions that will need a couple of extra steps to get them working properly. That is our topic of discussion for this article. We are going to cover the following topics: Pulls versus pushes What does Manage Out have to do with IPv6 Creating a selective ISATAP environment Setting up client-side firewall rules RDP to a DirectAccess client No ISATAP with multisite DirectAccess (For more resources related to this topic, see here.) Pulls versus pushes Often when thinking about management functions, we think of them as the software or settings that are being pushed out to the client computers. This is actually not true in many cases. A lot of management tools are initiated on the client side, and so their method of distributing these settings and patches are actually client pulls. A pull is a request that has been initiated by the client, and in this case, the server is simply responding to that request. In the DirectAccess world, this kind of request is handled very differently than an actual push, which would be any case where the internal server or resource is creating the initial outbound communication with the client, a true outbound initiation of packets. Pulls typically work just fine over DirectAccess right away. For example, Group Policy processing is initiated by the client. When a laptop decides that it's time for a Group Policy refresh, it reaches out to Active Directory and says "Hey AD, give me my latest stuff". The Domain Controllers then simply reply to that request, and the settings are pulled down successfully. This works all day, every day over DirectAccess. Pushes, on the other hand, require some special considerations. This scenario is what we commonly refer to as DirectAccess Manage Out, and this does not work by default in a stock DirectAccess implementation. What does Manage Out have to do with IPv6? IPv6 is essentially the reason why Manage Out does not work until we make some additions to your network. "But DirectAccess in Server 2012 handles all of my IPv6 to IPv4 translations so that my internal network can be all IPv4, right?" The answer to that question is yes, but those translations only work in one direction. For example, in our previous Group Policy processing scenario, the client computer calls out for Active Directory, and those packets traverse the DirectAccess tunnels using IPv6. When the packets get to the DirectAccess server, it sees that the Domain Controller is IPv4, so it translates those IPv6 packets into IPv4 and sends them on their merry way. Domain Controller receives the said IPv4 packets, and responds in kind back to the DirectAccess server. Since there is now an active thread and translation running on the DirectAccess server for that communication, it knows that it has to take those IPv4 packets coming back (as a response) from the Domain Controller and spin them back into IPv6 before sending across the IPsec tunnels back to the client. This all works wonderfully and there is absolutely no configuration that you need to do to accomplish this behavior. However, what if you wanted to send packets out to a DirectAccess client computer from inside the network? One of the best examples of this is a Helpdesk computer trying to RDP into a DirectAccess-connected computer. To accomplish this, the Helpdesk computer needs to have IPv6 routability to the DirectAccess client computer. Let's walk through the flow of packets to see why this is necessary. First of all, if you have been using DirectAccess for any duration of time, you might have realized by now that the client computers register themselves in DNS with their DirectAccess IP addresses when they connect. This is a normal behavior, but what may not look "normal" to you is that those records they are registering are AAAA (IPv6) records. Remember, all DirectAccess traffic across the internet is IPv6, using one of these three transition technologies to carry the packets: 6to4, Teredo, or IP-HTTPS. Therefore, when the clients connect, whatever transition tunnel is established has an IPv6 address on the adapter (you can see it inside ipconfig /all on the client), and those addresses will register themselves in DNS, assuming your DNS is configured to allow it. When the Helpdesk personnel types CLIENT1 in their RDP client software and clicks on connect, it is going to reach out to DNS and ask, "What is the IP address of CLIENT1?" One of two things is going to happen. If that Helpdesk computer is connected to an IPv4-only network, it is obviously only capable of transmitting IPv4 packets, and DNS will hand them the DirectAccess client computer's A (IPv4) record, from the last time the client was connected inside the office. Routing will fail, of course, because CLIENT1 is no longer sitting on the physical network. The following screenshot is an example of pinging a DirectAccess connected client computer from an IPv4 network: How to resolve this behavior? We need to give that Helpdesk computer some form of IPv6 connectivity on the network. If you have a real, native IPv6 network running already, you can simply tap into it. Each of your internal machines that need this outbound routing, as well as the DirectAccess server or servers, all need to be connected to this network for it to work. However, I find out in the field that almost nobody is running any kind of IPv6 on their internal networks, and they really aren't interested in starting now. This is where the Intra-Site Automatic Tunnel Addressing Protocol, more commonly referred to as ISATAP, comes into play. You can think of ISATAP as a virtual IPv6 cloud that runs on top of your existing IPv4 network. It enables computers inside your network, like that Helpdesk machine, to be able to establish an IPv6 connection with an ISATAP router. When this happens, that Helpdesk machine will get a new network adapter, visible via ipconfig / all, named ISATAP, and it will have an IPv6 address. Yes, this does mean that the Helpdesk computer, or any machine that needs outbound communications to the DirectAccess clients, has to be capable of talking IPv6, so this typically means that those machines must be Windows 7, Windows 8, Server 2008, or Server 2012. What if your switches and routers are not capable of IPv6? No problem. Similar to the way that 6to4, Teredo, and IP-HTTPS take IPv6 packets and wrap them inside IPv4 so they can make their way across the IPv4 internet, ISATAP also takes IPv6 packets and encapsulates them inside IPv4 before sending them across the physical network. This means that you can establish this ISATAP IPv6 network on top of your IPv4 network, without needing to make any infrastructure changes at all. So, now I need to go purchase an ISATAP router to make this happen? No, this is the best part. Your DirectAccess server is already an ISATAP router; you simply need to point those internal machines at it. Creating a selective ISATAP environment All of the Windows operating systems over the past few years have ISATAP client functionality built right in. This has been the case since Vista, I believe, but I have yet to encounter anyone using Vista in a corporate environment, so for the sake of our discussion, we are generally talking about Windows 7, Windows 8, Server 2008, and Server 2012. For any of these operating systems, out of the box all you have to do is give it somewhere to resolve the name ISATAP, and it will go ahead and set itself up with a connection to that ISATAP router. So, if you wanted to immediately enable all of your internal machines that were ISATAP capable to suddenly be ISATAP connected, all you would have to do is create a single host record in DNS named ISATAP and point it at the internal IP address of your DirectAccess server. To get that to work properly, you would also have to tweak DNS so that ISATAP was no longer part of the global query block list, but I'm not even going to detail that process because my emphasis here is that you should not set up your environment this way. Unfortunately, some of the step-by-step guides that are available on the web for setting up DirectAccess include this step. Even more unfortunately, if you have ever worked with UAG DirectAccess, you'll remember on the IP address configuration screen that the GUI actually told you to go ahead and set ISATAP up this way. Please do not create a DNS host record named ISATAP! If you have already done so, please consider this article to be a guide on your way out of danger. The primary reason why you should stay away from doing this is because Windows prefers IPv6 over IPv4. Once a computer is setup with connection to an ISATAP router, it receives an IPv6 address which registers itself in DNS, and from that point onward whenever two ISATAP machines communicate with each other, they are using IPv6 over the ISATAP tunnel. This is potentially problematic for a couple of reasons. First, all ISATAP traffic default routes through the ISATAP router for which it is configured, so your DirectAccess server is now essentially the default gateway for all of these internal computers. This can cause performance problems and even network flooding. The second reason is that because these packets are now IPv6, even though they are wrapped up inside IPv4, the tools you have inside the network that you might be using to monitor internal traffic are not going to be able to see this traffic, at least not in the same capacity as it would do for normal IPv4 traffic. It is in your best interests that you do not follow this global approach for implementing ISATAP, and instead take the slightly longer road and create what I call a "Selective ISATAP environment", where you have complete control over which machines are connected to the ISATAP network, and which ones are not. Many DirectAccess installs don't require ISATAP at all. Remember, this is only used for those instances where you need true outbound reach to the DirectAccess clients. I recommend installing DirectAccess without ISATAP first, and test all of your management tools. If they work without ISATAP, great! If they don't, then you can create your selective ISATAP environment. To set ourselves up for success, we need to create a simple Active Directory security group, and a GPO. The combination of these things is going to allow us to decisively grant or deny access to the ISATAP routing features on the DirectAccess server. Creating a security group and DNS record First, let's create a new security group in Active Directory. This is just a normal group like any other, typically a global or universal, whichever you prefer. This group is going to contain the computer accounts of the internal computers to which we want to give that outbound reaching capability. So, typically the computer accounts that we will eventually add into this group are Helpdesk computers, SCCM servers, maybe a management "jump box" terminal server, that kind of thing. To keep things intuitive, let's name the group DirectAccess – ISATAP computers or something similar. We will also need a DNS host record created. For obvious reasons we don't want to call this ISATAP, but perhaps something such as Contoso_ISATAP, swapping your name in, of course. This is just a regular DNS A record, and you want to point it at the internal IPv4 address of the DirectAccess server. If you are running a clustered array of DirectAccess servers that are configured for load balancing, then you will need multiple DNS records. All of the records have the same name,Contoso_ISATAP, and you point them at each internal IP address being used by the cluster. So, one gets pointed at the internal Virtual IP (VIP), and one gets pointed at each of the internal Dedicated IPs (DIP). In a two-node cluster, you will have three DNS records for Contoso_ISATAP. Creating the GPO Now go ahead and follow these steps to create a new GPO that is going to contain the ISATAP connection settings: Create a new GPO, name it something such as DirectAccess – ISATAP settings. Place the GPO wherever it makes sense to you, keeping in mind that these settings should only apply to the ISATAP group that we created. One way to manage the distribution of these settings is a strategically placed link. Probably the better way to handle distribution of these settings is to reflect the same approach that the DirectAccess GPOs themselves take. This would mean linking this new GPO at a high level, like the top of the domain, and then using security filtering inside the GPO settings so that it only applies to the group that we just created. This way you ensure that in the end the only computers to receive these settings are the ones that you add to your ISATAP group. I typically take the Security Filtering approach, because it closely reflects what DirectAccess itself does with GPO filtering. So, create and link the GPO at a high level, and then inside the GPO properties, go ahead and add the group (and only the group, remove everything else) to the Security Filtering section, like what is shown in the following screenshot: Then move over to the Details tab and set the GPO Status to User configuration settings disabled. Configuring the GPO Now that we have a GPO which is being applied only to our special ISATAP group that we created, let's give it some settings to apply. What we are doing with this GPO is configuring those computers which we want to be ISATAP-connected with the ISATAP server address with which they need to communicate , which is the DNS name that we created for ISATAP. First, edit the GPO and set the ISATAP Router Name by configuring the following setting: Computer Configuration | Policies | Administrative Templates | Network | TCPIP Settings | IPv6 Transition Technologies | ISATAP Router Name = Enabled (and populate your DNS record). Second, in the same location within the GPO, we want to enable your ISATAP state with the following configuration: Computer Configuration | Policies | Administrative Templates | Network | TCPIP Settings | IPv6 Transition Technologies | ISATAP State = Enabled State. Adding machines to the group All of our settings are now squared away, time to test! Start by taking a single computer account of a computer inside your network from which you want to be able to reach out to DirectAccess client computers, and add the computer account to the group that we created. Perhaps pause for a few minutes to ensure Active Directory has a chance to replicate, and then simply restart that computer. The next time it boots, it'll grab those settings from the GPO, and reach out to the DirectAccess server acting as the ISATAP router, and have an ISATAP IPv6 connection. If you generate an ipconfig /all on that internal machine, you will see the ISATAP adapter and address now listed as shown in the following screenshot: And now if you try to ping the name of a client computer that is connected via DirectAccess, you will see that it now resolves to the IPv6 record. Perfect! But wait, why are my pings timing out? Let's explore that next.
Read more
  • 0
  • 2
  • 14604
article-image-introducing-building-blocks-unity-scripts
Packt
11 Oct 2013
15 min read
Save for later

Introducing the Building Blocks for Unity Scripts

Packt
11 Oct 2013
15 min read
(For more resources related to this topic, see here.) Using the term method instead of function You are constantly going to see the words function and method used everywhere as you learn Unity. The words function and method truly mean the same thing in Unity. They do the same thing. Since you are studying C#, and C# is an Object-Oriented Programming (OOP) language, I will use the word "method" throughout this article, just to be consistent with C# guidelines. It makes sense to learn the correct terminology for C#. Also, UnityScript and Boo are OOP languages. The authors of the Scripting Reference probably should have used the word method instead of function in all documentation. From now on I'm going to use the words method or methods in this article. When I refer to the functions shown in the Scripting Reference , I'm going to use the word method instead, just to be consistent throughout this article. Understanding what a variable does in a script What is a variable? Technically, it's a tiny section of your computer's memory that will hold any information you put there. While a game runs, it keeps track of where the information is stored, the value kept there, and the type of the value. However, for this article, all you need to know is how a variable works in a script. It's very simple. What's usually in a mailbox, besides air? Well, usually there's nothing but occasionally there is something in it. Sometimes there's money (a paycheck), bills, a picture from aunt Mabel, a spider, and so on. The point is what's in a mailbox can vary. Therefore, let's call each mailbox a variable instead. Naming a variable Using the picture of the country mailboxes, if I asked you to see what is in the mailbox, the first thing you'd ask is which one? If I said in the Smith mailbox, or the brown mailbox, or the round mailbox, you'd know exactly which mailbox to open to retrieve what is inside. Similarly, in scripts, you have to name your variables with a unique name. Then I can ask you what's in the variable named myNumber, or whatever cool name you might use. A variable name is just a substitute for a value As you write a script and make a variable, you are simply creating a placeholder or a substitute for the actual information you want to use. Look at the following simple math equation: 2 + 9 = 11 Simple enough. Now try the following equation: 11 + myNumber = ??? There is no answer to this yet. You can't add a number and a word. Going back to the mailbox analogy, write the number 9 on a piece of paper. Put it in the mailbox named myNumber. Now you can solve the equation. What's the value in myNumber? The value is 9. So now the equation looks normal: 11 + 9 = 20 The myNumber variable is nothing more than a named placeholder to store some data (information). So anywhere you would like the number 9 to appear in your script, just write myNumber, and the number 9 will be substituted. Although this example might seem silly at first, variables can store all kinds of data that is much more complex than a simple number. This is just a simple example to show you how a variable works. Time for action – creating a variable and seeing how it works Let's see how this actually works in our script. Don't be concerned about the details of how to write this, just make sure your script is the same as the script shown in the next screenshot. In the Unity Project panel, double-click on LearningScript. In MonoDevelop, write the lines 6, 11, and 13 from the next screenshot. Save the file. To make this script work, it has to be attached to a GameObject. Currently, in our State Machine project we only have one GameObject, the Main Camera. This will do nicely since this script doesn't affect the Main Camera in any way. The script simply runs by virtue of it being attached to a GameObject. Drag LearningScript onto the Main Camera. Select Main Camera so that it appears in the Inspector panel. Verify whether LearningScript is attached. Open the Unity Console panel to view the output of the script. Click on Play. The preceding steps are shown in the following screenshot: What just happened? In the following Console panel is the result of our equations. As you can see, the equation on line 13 worked by substituting the number 9 for the myNumber variable: Time for action – changing the number 9 to a different number Since myNumber is a variable, the value it stores can vary. If we change what is stored in it, the answer to the equation will change too. Follow the ensuing steps: Stop the game and change 9 to 19. Notice that when you restart the game, the answer will be 30. What just happened? You learned that a variable works by simple process of substitution. There's nothing more to it than that. We didn't get into the details of the wording used to create myNumber, or the types of variables you can create, but that wasn't the intent. This was just to show you how a variable works. It just holds data so you can use that data elsewhere in your script. Have a go hero – changing the value of myNumber In the Inspector panel, try changing the value of myNumber to some other value, even a negative value. Notice the change in answer in the Console. Using a method in a script Methods are where the action is and where the tasks are performed. Great, that's really nice to know but what is a method? What is a method? When we write a script, we are making lines of code that the computer is going to execute, one line at a time. As we write our code, there will be things we want our game to execute more than once. For example, we can write a code that adds two numbers. Suppose our game needs to add the two numbers together a hundred different times during the game. So you say, "Wow, I have to write the same code a hundred times that adds two numbers together. There has to be a better way." Let a method take away your typing pain. You just have to write the code to add two numbers once, and then give this chunk of code a name, such as AddTwoNumbers(). Now, every time our game needs to add two numbers, don't write the code over and over, just call the AddTwoNumbers() method. Time for action – learning how a method works We're going to edit LearningScript again. In the following screenshot, there are a few lines of code that look strange. We are not going to get into the details of what they mean in this article.Getting into the Details of Methods. Right now, I am just showing you a method's basic structure and how it works: In MonoDevelop, select LearningScript for editing. Edit the file so that it looks exactly like the following screenshot. Save the file. What's in this script file? In the previous screenshot, lines 6 and 7 will look familiar to you; they are variables just as you learned in the previous section. There are two of them this time. These variables store the numbers that are going to be added. Line 16 may look very strange to you. Don't concern yourself right now with how this works. Just know that it's a line of code that lets the script know when the Return/Enter key is pressed. Press the Return/Enter key when you want to add the two numbers together. Line 17 is where the AddTwoNumbers() method gets called into action. In fact, that's exactly how to describe it. This line of code calls the method. Lines 20, 21, 22, and 23 make up the AddTwoNumbers() method. Don't be concerned about the code details yet. I just want you to understand how calling a method works. Method names are substitutes too You learned that a variable is a substitute for the value it actually contains. Well, a method is no different. Take a look at line 20 from the previous screenshot: void AddTwoNumbers () The AddTwoNumbers() is the name of the method. Like a variable, AddTwoNumbers() is nothing more than a named placeholder in the memory, but this time it stores some lines of code instead. So anywhere we would like to use the code of this method in our script, just write AddTwoNumbers(), and the code will be substituted. Line 21 has an opening curly-brace and line 23 has a closing curly-brace. Everything between the two curly-braces is the code that is executed when this method is called in our script. Look at line 17 from the previous screenshot: AddTwoNumbers(); The method name AddTwoNumbers() is called. This means that the code between the curly-braces is executed. It's like having all of the code of a method right there on line 17. Of course, this AddTwoNumbers() method only has one line of code to execute, but a method could have many lines of code. Line 22 is the action part of this method, the part between the curly-braces. This line of code is adding the two variables together and displaying the answer to the Unity Console. Then, follow the ensuing steps: Go back to Unity and have the Console panel showing. Now click on Play. What just happened? Oh no! Nothing happened! Actually, as you sit there looking at the blank Console panel, the script is running perfectly, just as we programmed it. Line 16 in the script is waiting for you to press the Return/Enter key. Press it now. And there you go! The following screenshot shows you the result of adding two variables together that contain the numbers 2 and 9: Line 16 waited for you to press the Return/Enter key. When you do this, line 17 executes which calls the AddTwoNumbers() method. This allows the code block of the method, line 23, to add the the values stored in the variables number1 and number2. Have a go hero – changing the output of the method While Unity is in the Play mode, select the Main Camera so its Components show in the Inspector. In the Inspector panel, locate Learning Script and its two variables. Change the values, currently 2 and 9, to different values. Make sure to click your mouse in the Game panel so it has focus, then press the Return/Enter key again. You will see the result of the new addition in the Console. You just learned how a method works to allow a specific block of code to to be called to perform a task. We didn't get into any of the wording details of methods here, this was just to show you fundamentally how they work. Introducing the class The class plays a major role in Unity. In fact, what Unity does with a class a little piece of magic when Unity creates Components. You just learned about variables and methods. These two items are the building blocks used to build Unity scripts. The term script is used everywhere in discussions and documents. Look it up in the dictionary and it can be generally described as written text. Sure enough, that's what we have. However, since we aren't just writing a screenplay or passing a note to someone, we need to learn the actual terms used in programming. Unity calls the code it creates a C# script. However, people like me have to teach you some basic programming skills and tell you that a script is really a class. In the previous section about methods, we created a class (script) called LearningScript. It contained a couple of variables and a method. The main concept or idea of a class is that it's a container of data, stored in variables, and methods that process that data in some fashion. Because I don't have to constantly write class (script), I will be using the word script most of the time. However, I will also be using class when getting more specific with C#. Just remember that a script is a class that is attached to a GameObject. The State Machine classes will not be attached to any GameObjects, so I won't be calling them scripts. By using a little Unity magic, a script becomes a Component While working in Unity, we wear the following two hats: A Game-Creator hat A Scripting (programmer) hat When we first wear our Game-Creator hat, we will be developing our Scene, selecting GameObjects, and viewing Components; just about anything except writing our scripts. When we put our Scripting hat on, our terminology changes as follows: We're writing code in scripts using MonoDevelop We're working with variables and methods The magic happens when you put your Game-Creator hat back on and attach your script to a GameObject. Wave the magic wand — ZAP — the script file is now called a Component, and the public variables of the script are now the properties you can see and change in the Inspector panel. A more technical look at the magic A script is like a blueprint or a written description. In other words, it's just a single file in a folder on our hard drive. We can see it right there in the Projects panel. It can't do anything just sitting there. When we tell Unity to attach it to a GameObject, we haven't created another copy of the file, all we've done is tell Unity we want the behaviors described in our script to be a Component of the GameObject. When we click on the Play button, Unity loads the GameObject into the computer's memory. Since the script is attached to a GameObject, Unity also has to make a place in the computer's memory to store a Component as part of the GameObject. The Component has the capabilities specified in the script (blueprint) we created. Even more Unity magic There's some more magic you need to be aware of. The scripts inherit from MonoBehaviour. For beginners to Unity, studying C# inheritance isn't a subject you need to learn in any great detail, but you do need to know that each Unity script uses inheritance. We see the code in every script that will be attached to a GameObject. In LearningScript, the code is on line 4: public class LearningScript : MonoBehaviour The colon and the last word of that code means that the LearningScript class is inheriting behaviors from the MonoBehaviour class. This simply means that the MonoBehaviour class is making few of its variables and methods available to the LearningScript class. It's no coincidence that the variables and methods inherited look just like some of the code we saw in the Unity Scripting Reference. The following are the two inherited behaviors in the LearningScript: Line 9:: void Start () Line 14: void Update () The magic is that you don't have to call these methods, Unity calls them automatically. So the code you place in these methods gets executed automatically. Have a go hero – finding Start and Update in the Scripting Reference Try a search on the Scripting Reference for Start and Update to learn when each method is called by Unity and how often. Also search for MonoBehaviour. This will show you that since our script inherits from MonoBehaviour, we are able to use the Start() and Update() methods. Components communicating using the Dot Syntax Our script has variables to hold data, and our script has methods to allow tasks to be performed. I now want to introduce the concept of communicating with other GameObjects and the Components they contain. Communication between one GameObject's Components and another GameObject's Components using Dot Syntax is a vital part of scripting. It's what makes interaction possible. We need to communicate with other Components or GameObjects to be able to use the variables and methods in other Components. What's with the dots? When you look at the code written by others, you'll see words with periods separating them. What the heck is that? It looks complicated, doesn't it. The following is an example from the Unity documentation: transform.position.x Don't concern yourself with what the preceding code means as that comes later, I just want you to see the dots. That's called the Dot Syntax. The following is another example. It's the fictitious address of my house: USA.Vermont.Essex.22MyStreet Looks funny, doesn't it? That's because I used the syntax (grammar) of C# instead of the post office. However, I'll bet if you look closely, you can easily figure out how to find my house. Summary This article introduced you to the basic concepts of variables, methods, and Dot Syntax. These building blocks are used to create scripts and classes. Understanding how these building blocks work is critical so you don't feel you're not getting it. We discovered that a variable name is a substitute for the value it stores; a method name is a substitute for a block of code; when a script or class is attached to a GameObject, it becomes a Component. The Dot Syntax is just like an address to locate GameObjects and Components. With these concepts under your belt, we can proceed to learn the details of the sentence structure, the grammar, and the syntax used to work with variables, methods, and the Dot Syntax. Resources for Article: Further resources on this subject: Debugging Multithreaded Applications as Singlethreaded in C# [Article] Simplifying Parallelism Complexity in C# [Article] Unity Game Development: Welcome to the 3D world [Article]
Read more
  • 0
  • 0
  • 12782

article-image-administrating-solr
Packt
11 Oct 2013
10 min read
Save for later

Administrating Solr

Packt
11 Oct 2013
10 min read
(For more resources related to this topic, see here.) Query nesting You might come across situations wherein you need to nest a query within another query in order to search specific keyword or phrase. Let us imagine that you want to run a query using the standard request handler, but you need to embed a query that is parsed by the dismax query parser inside it. Isn't that interesting? We will show you how to do it. Our example data looks like this: <add> <doc> <field name="id">1</field> <field name="title">Reviewed solrcook book</field> </doc> <doc> <field name="id">2</field> <field name="title">Some book reviewed</field> </doc> <doc> <field name="id">3</field> <field name="title">Another reviewed little book</field> </doc> </add> Here, we are going to use the standard query parser to support lucene query syntax, but we would like to boost phrases using the dismax query parser. At first it seems to be impossible to achieve, but don't worry, we will handle it. Let us suppose that we want to find books having the words reviewed and book in their title field and we would like to boost the reviewed book phrase by 10. Here we go with the query: http: //localhost:8080/solr/select?q=reviewed+AND+book+AND+_ query_:"{!dismax qf=title pf=title^10 v=$qq}"&qq=reviewed+book The results of the preceding query should look like: <?xml version="1.0" encoding="UTF-8"?> <response> <lst name="responseHeader"> <int name="status">0</int> <int name="QTime">2</int> <lst name="params"> <str name="fl">*,score</str> <str name="qq">book reviewed</str> <str name="q">book AND reviewed AND _query_:"{!dismax qf=title pf=title^10 v=$qq}"</str> </lst> </lst> <result name="response" numFound="3" start="0" maxScore="0.77966106"> <doc> <float name="score">0.77966106</float> <str name="id">2</str> <str name="title">Some book reviewed</str> </doc> <doc> <float name="score">0.07087828</float> <str name="id">1</str> <str name="title">Reviewed solrcook book</str> </doc> <doc> <float name="score">0.07087828</float> <str name="id">3</str> <str name="title">Another reviewed little book</str> </doc> </result> </response> Let us focus on the query. The q parameter is built of two parts connected together with AND operator. The first one reviewed+AND+book is just a usual query with a logical operator AND defined. The second part building the query starts with a strange looking expression, _query_. This expression tells Solr that another query should be made that will affect the results list. We then see the expression stating that Solr should use the dismax query parser (the !dismax part) along with the parameters that will be passed to the parser (qf and pf). The v parameter is an abbreviation for value and it is used to pass the value of the q parameter (in our case, reviewed+book is being passed to dismax query parser). And that's it! We land to the search results which we had expected. Stats.jsp From the admin interface, when you click on the Statistics link, though you receive a web page of information about the specific index, this information is actually being served to the browser as an XML linked to an embedded XSL stylesheet. This is then transformed into HTML in the browser. This means that if you perform a GET request on stats.jsp, you will be back with XML demonstrated as follows. curl http://localhost:8080/solr/mbartists/admin/stats.jsp If you open the downloaded file, you will see all the data as XML. The following code is an extract of the statistics available that stores individual documents and the standard request handler with the metrics you might wish to monitor (highlighted in the following code): <entry> <name>documentCache</name> <class>org.apache.solr.search.LRUCache</class> <version>1.0</version> <description>LRU Cache(maxSize=512, initialSize=512)</description> <stats> <stat name="lookups">3251</stat> <stat name="hits">3101</stat> <stat name="hitratio">0.95</stat> <stat name="inserts">160</stat> <stat name="evictions">0</stat> <stat name="size">160</stat> <stat name="warmupTime">0</stat> <stat name="cumulative_lookups">3251</stat> <stat name="cumulative_hits">3101</stat> <stat name="cumulative_hitratio">0.95</stat> <stat name="cumulative_inserts">150</stat> <stat name="cumulative_evictions">0</stat> </stats> </entry> <entry> <name>standard</name> <class>org.apache.solr.handler.component.SearchHandler</class> <version>$Revision: 1052938 $</version> <description>Search using components: org.apache.solr.handler.component.QueryComponent, org.apache.solr.handler.component.FacetComponent</description> <stats> <stat name="handlerStart">1298759020886</stat> <stat name="requests">359</stat> <stat name="errors">0</stat> <stat name="timeouts">0</stat> <stat name="totalTime">9122</stat> <stat name="avgTimePerRequest">25.409472</stat> <stat name="avgRequestsPerSecond">0.446995</stat> </stats> </entry> The method of integrating with monitoring system various from system to system., as an example you may explore ./examples/8/check_solr.rb for a simple Ruby script that queries the core and check if the average hit ratio and the average time per request are above a defined threshold. ./check_solr.rb -w 13 -c 20 -imtracks CRITICAL - Average Time per request more than 20 milliseconds old: 39.5 In the previous example, we have defined 20 milliseconds as the threshold and the average time for a request to serve is 39.5 milliseconds (which is far greater than the threshold we had set). Ping status It is defined as the outcome from PingRequestHandler, which is primarily used for reporting SolrCore health to a Load Balancer; that is, this handler has been designed to be used as the endpoint for an HTTP Load Balancer to use while checking the "health" or "up status" of a Solr server. In a simpler term, ping status denotes the availability of your Solr server (up-time and downtime) for the defined duration. Additionally, it should be configured with some defaults indicating a request that should be executed. If the request succeeds, then the PingRequestHandler will respond with a simple OK status. If the request fails, then the PingRequestHandler will respond with the corresponding HTTP error code. Clients (such as load balancers) can be configured to poll the PingRequestHandler monitoring for these types of responses (or for a simple connection failure) to know if there is a problem with the Solr server. PingRequestHandler can be implemented which looks something like the following: <requestHandler name="/admin/ping" class="solr.PingRequestHandler"> <lst name="invariants"> <str name="qt">/search</str><!-- handler to delegate to --> <str name="q">some test query</str> </lst> </requestHandler> You may try this out even with a more advanced option, which is to configure the handler with a healthcheckFile that can be used to enable/disable the PingRequestHandler. It would look something like the following: <requestHandler name="/admin/ping" class="solr.PingRequestHandler"> <!-- relative paths are resolved against the data dir --> <str name="healthcheckFile">server-enabled.txt</str> <lst name="invariants"> <str name="qt">/search</str><!-- handler to delegate to --> <str name="q">some test query</str> </lst> </requestHandler> A couple of points which you should know while selecting the healthcheckFile option are: If the health check file exists, the handler will execute the query and returns status as described previously. If the health check file does not exist, the handler will throw an HTTP error even though the server is working fine and the query would have succeeded. This health check file feature can be used as a way to indicate to some load balancers that the server should be "removed from rotation" for maintenance, or upgrades, or whatever reason you may wish. Business rules You might come across situations wherein your customer who is running an e-store consisting of different types of products such as jewelry, electronic gazettes, automotive products, and so on defines a business need which is flexible enough to cope up with changes in the search results based on the search keyword. For instance, imagine of a customer's requirement wherein your need to add facets such as Brand, Model, Lens, Zoom, Flash, Dimension, Display, Battery, Price, and so on whenever a user searches for "Camera" keyword. So far the requirement is easy and can be achieved in simpler way. Now let us add some complexity in our requirement wherein facets such as Year, Make, Model, VIN, Mileage, Price, and so on should get automatically added when the user searches for a keyword "Bike". Worried about how to overrule such complex requirement? This is where business rules come into play. There is n-number of rule engines (both proprietary and open source) in market such as Drools, JRules, and so on which can be plugged-in into your Solr. Drools Now let us understand how Drools functions. It injects the rules into working memory, and then it evaluates which custom rules should be triggered based on the conditions stated in the working memory. It is based on if-then clauses, which enables the rules coder to define the what condition must be true (using if or when clause), and what action/event should be triggered when the defined condition is met, that is true (using then clause). Drools conditions are nothing but any Java object that the application wishes to inject as input. A business rule is more or less in the following format: rule "ruleName" when // CONDITION then //ACTION We will now show you how to write an example rule in Drools: rule "WelcomeLucidWorks" no-loop when $respBuilder : ResponseBuilder(); then $respBuilder.rsp.add("welcome", "lucidworks"); end In the given code snippet, it checks for ResponseBuilder object (one of the prime objects which help in processing search requests in a SearchComponent) in the working memory and then adds a key-value pair to that ResponseBuilder (in our case, welcome and lucidworks). Summary In this article, we saw how to nest a query within another query, learned about stats.jsp, how to use ping status, and what are business rules, how and when they prove to be important for us and how to write your custom rule using Drools. Resources for Article: Further resources on this subject: Getting Started with Apache Solr [Article] Making Big Data Work for Hadoop and Solr [Article] Apache Solr Configuration [Article]
Read more
  • 0
  • 0
  • 2070
Modal Close icon
Modal Close icon