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How-To Tutorials

7019 Articles
article-image-understanding-business-activity-monitoring-oracle-soa-suite
Packt
28 Oct 2009
14 min read
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Understanding Business Activity Monitoring in Oracle SOA Suite

Packt
28 Oct 2009
14 min read
How BAM differs from traditional business intelligence The Oracle SOA Suite stores the state of all processes in a database in documented schemas so why do we need yet another reporting tool to provide insight into our processes and services? In other words how does BAM differ from traditional BI (Business Intelligence)? In traditional BI, reports are generated and delivered either on a scheduled basis or in response to a user request. Any changes to the information will not be reflected until the next scheduled run or until a user requests the report to be rerun. BAM is an event-driven reporting tool that generates alerts and reports in real time, based on a continuously changing data stream, some of whose data may not be in the database. As events occur in the Services and Processes, the business has defined they are captured by BAM and reports and views are updated in real time. Where necessary these updated reports are delivered to users. This delivery to users can take several forms. The best known is the dashboard on users' desktops that will automatically update without any need for the user to refresh the screen. There are also other means to deliver reports to the end user, including sending them via a text message or an email. Traditional reporting tools such as Oracle Reports and Oracle Discoverer as well as Oracles latest Business Intelligence Suite can be used to provide some real-time reporting needs but they do not provide the event driven reporting that gives the business a continuously updating view of the current business situation. Event Driven Architecture Event Driven Architecture (EDA) is about building business solutions around responsiveness to events. Events may be simple triggers such as a stock out event or they may be more complex triggers such as the calculations to realize that a stock out will occur in three days. An Event Driven Architecture will often take a number of simple events and then combine them through a complex event processing sequence to generate complex events that could not have been raised without aggregation of several simpler events. Oracle BAM scenarios Oracle Business Activity Monitoring is typically used to monitor two distinct types of real-time data. Firstly it may be used to monitor the overall state of processes in the business. For example it may be used to track how many auctions are currently running, how many have bids on them, and how many have completed in the last 24 hours (or other time periods). Secondly it may be used to track in real-time Key Performance Indicators or KPIS. For example it may be used to provide a real-time updating dashboard to a seller to show the current total value of all the sellers' auctions and to track this against an expected target. In the first case, we are interested in how business processes are progressing and are using BAM to identify bottlenecks and failure points within those processes. Bottlenecks can be identified by too much time being spent on given steps in the process. BAM allows us to compute the time taken between two points in a process, such as the time between order placement and shipping, and provide real-time feedback on those times. Similarly BAM can be used to track the percentage drop-out rate between steps in a sales process, allowing the business to take appropriate action. In the second case, our interest is on some aggregate number, such as our total liabilities should we win all the auctions we are bidding on. This requires us to aggregate results from many events, possibly performing some kind of calculation on them to provide us with a single KPI that gives an indication to the business of how things are going. BAM allows us to continuously update this number in real on a dashboard without the need for continued polling. It also allows us to trigger alerts, perhaps through email or SMS, to notify an individual, when a threshold is breached. In both cases reports delivered can be customized based on the individual receiving the report. BAM architecture It may seem odd to have a section on architecture in the middle of a article about how to effectively use BAM, but key to successful utilization of BAM is an understanding of how the different tiers relate to each other. Logical view The following diagram represents a logical view of how BAM operates. Events are acquired from one or more sources through event acquisition and then normalized, correlated, and stored in event storage (generally a memory area in BAM that is backed up to disc). The report cache generates reports based on events in storage and then delivers those reports, together with real-time updates through the report delivery layer. Event processing is also performed on events in storage, and when defined conditions are met, alerts will be delivered through the alert delivery service. Physical view To better understand the physical view of the architecture of BAM, we have divided this section into four parts. Let us discuss these in detail. Capture This logical view maps onto the physical BAM components shown in the following diagram. Data acquisition in the SOA Suite is handled by sensors in BPEL and ESB. BAM can also receive events from JMS message queues and access data in databases (useful for historical comparison). For complex data formats or for other data sources then Oracle Data Integrator (ODI is a separate product to the SOA Suite) is recommended by Oracle. Although potentially less efficient and more work than running ODI, it is also possible to use adapters to acquire data from multiple sources and feed it into BAM through ESB or BPEL. At the data capture level we need to think of the data items that we can provide to feed the reports and alerts that we desire to generate. We must consider the sources of that data and the best way to load it into BAM. Store Once the data is captured, it is then stored in a normalized form in the Active Data Cache (ADC). This storage facility has the ability to do simple correlation based on fields within the data, and multiple data items received from the acquisition layer may update just a single object in the data cache. For example the state of a given BPEL process instance may be represented by a single object in the ADC and all updates to that process state will just update that single data item rather than creating multiple data items. Process Reports are run based on user demand. Once a report is run it will update the user's screen on a real time basis. Where multiple users are accessing the same report only one instance of the report is maintained by the report server. As events are captured and stored in real time the report engine will continuously monitor them for any changes that need to be made to those reports which are currently active. When changes are detected that impact active reports, then the appropriate report will be updated in memory and the updates sent to the user screen. In addition to the event processing required to correctly insert and update items in the ADC, there is also a requirement to monitor items in the ADC for events that require some sort of action to be taken. This is the job of the event processor. This will monitor data in the ADC to see if registered thresholds on values have been exceeded or if certain time-outs have expired. The event processor will often need to perform calculations across multiple data items to do this. Deliver Delivery of reports takes place in two ways. First, users request reports to be delivered to their desktop by selecting views within BAM. These reports are delivered as HTML pages within a browser and are updated whenever the underlying data used in the report changes. The second approach is that reports are sent out as a result of events being triggered by the Event Processing Engine. In the latter case, the report may be delivered by email, SMS, or voice messaging using the notifications service. A final option available for these event generated reports is to invoke a web service to take some sort of automated action. Closing the loop While monitoring what is happening is all very laudable, it is only of benefit if we actually do something about what we are monitoring. BAM provides the real-time monitoring ability very well but it also provides the facility to invoke other services to respond to undesirable events such as stock outs. The ability to invoke external services is crucial to the concept of a closed loop control environment where as a result of monitoring we are able to reach back into the processes and either alter their execution or start new ones. For example when a stock out or low stock event is raised then the message centre could invoke a web service requesting a supplier to send more stock to replenish inventory. Placing this kind of feedback mechanism in BAM allows us to trigger events across multiple applications and locations in a way that may not be possible within a single application or process. For example, in response to a stock out, instead of requesting our supplier to provide more stock, we may be monitoring stock levels in independent systems and, based on stock levels elsewhere, may redirect stock from one location to another. BAM platform anomaly In 10g SOA Suite, BAM runs only as a Windows application. Unlike the rest of SOA Suite, it does not run on a JEE Application Server and it can only run on the Windows platform. In the next release, 11g, BAM will be provided as a JEE application that can run on a number of application servers and operating systems. User interface Development in Oracle BAM is done through a web-based user interface. This user interface gives access to four different applications that allow you to interact with different parts of BAM. These are: Active Viewer for giving access to reports; this relates to the deliver stage for user requested reports. Active Studio for building reports; this relates to the 'process' stage for creating reports. Architect for setting up both inbound and outbound events. Data elements are defined here as data sources. Alerts are also configured here. This covers setting up, acquire and store stages as well as the deliver stage for alerts. Administrator for managing users and roles as well as defining the types of message sources. We will not examine the applications individually but will take a task-focused look at how to use them as part of providing some specific reports. Monitoring process state Now that we have examined how BAM is constructed, let us use this knowledge to construct some simple dashboards that track the state of a business process. We will instrument a simple version of an auction process. The process is shown in the following figure: An auction is started and then bids are placed until the time runs out at which point the auction is completed. This is modelled in BPEL. This process has three distinct states: Started Bid received Completed We are interested in the number of auctions in each state as well as the total value of auctions in progress. One needs to follow these steps to build the dashboard: Define our data within the Active Data Cache Create sensors in BPEL and map to data in the ADC Create suitable reports Run the reports Defining data objects Data in BAM is stored in data objects. Individual data objects contain the information that is reported in BAM dashboards and may be updated by multiple events. Generally BAM will report against aggregations of objects, but there is also the ability for reports to drill down into individual data objects. Before defining our data objects let's group them into an Auction folder so they are easy to find. To do this we use the BAM Architect application and select Data Objects which gives us the following screen: We select Create subfolder to create the folder and give it a name Auction. We then select Create folder to actually create the folder and we get a confirmation message to tell us that the folder was created. Notice that once created, the folder also appears in the Folders window on the left-hand side of the screen. Now we have our folder we can create a data object. Again we select Data Objects from the drop-down menu. To define the data objects that are to be stored in our Active Data Cache, we open the Auction folder if it is not already open and selectCreate Data Object. If we don't select the Auction folder then we pick it later when filling in the details of the data object. We need to give our object a unique name within the folder and optionally provide it with a tip text that helps explain what the object does when the mouse is moved over it in object listings. Having named our object we can now create the data fields by selecting Add a field. When adding fields we need to provide a name and type as well as indicating if they must contain data; the default Nullable does not require a field to be populated. We may also optionally indicate if a field should be public "available for display" and what if any tool tip text it should have. Once all the data fields have been defined then we can click Create Data Object to actually create the object as we have defined it. We are then presented with a confirmation screen that the object has been created. Grouping data into hierarchies When creating a data object it is possible to specify Dimensions for the object. A dimension is based on one or more fields within the object. A given field can only participate in one dimension. This gives the ability to group the object by the fields in the given dimension. If multiple fields are selected for a single dimension then they can be layered into a hierarchy, for example to allow analysis by country, region, and city. In this case all three elements would be selected into a single dimension, perhaps called geography. Within geography a hierarchy could be set up with country at the top, region next, and finally city at the bottom, allowing drill down to occur in views. Just as a data object can have multiple dimensions, a dimension can also have multiple hierarchies. A digression on populating data object fields In the previous discussion, we mentioned the Nullable attribute that can be attached to fields. This is very important as we do not expect to populate all or even most of the fields in a data object at one moment in time. Do not confuse data objects with the low level events that are used to populate them. Data objects in BAM do not have a one-to-one correspondence with the low level events that populate them. In our auction example there will be just one auction object for every auction. However there will be at least two and usually more messages for every auction; one message for the auction starting, another for the auction completing, and additional messages for each bid received. These messages will all populate or in some cases overwrite different parts of the auction data object. The table shows how the three messages populate different parts of the data object. Message Auction ID State Highest bid Reserve Expires Seller Highest bidder Auction Started Inserted Inserted Inserted Inserted Inserted Inserted   Bid Received   Updated Updated       Updated Auction Finished   Updated           Summary In this article we have explored how Business Activity Monitoring differs from and is complementary to more traditional Business Intelligence solutions such as Oracle Reports and Business Objects. We have explored how BAM can allow the business to monitor the state of business targets and Key Performance Indicators, such as the current most popular products in a retail environment or the current time taken to serve customers in a service environment.
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Packt
27 Oct 2009
5 min read
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Overview of CherryPy - A Web Application Server (Part2)

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

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

Packt
27 Oct 2009
9 min read
Binding When it comes to programming, the two most commonly used features are CFAJAXProxy and binding. The binding feature allows us to bind or tie things together by using a simpler technique than we would otherwise have needed to create. Binding acts as a double-ended connector in some scenarios. You can set the bind to pull data from another ColdFusion tag on the form. These must be AJAX tags with binding abilities. There are four forms of bindings, on page, CFC, JavaScript, and URL. Let's work through each style so that we will understand them well. We will start with on page binding. Remember that the tag has to support the binding. This is not a general ColdFusion feature, but we can use it wherever we desire. On Page Binding We are going to bind 'cfdiv' to pull its content to show on page binding. We will set the value of a text input to the div. Refer to the following code. ColdFusion AJAX elements work in a manner different from how AJAX is written traditionally. It is more customary to name our browser-side HTML elements with id attributes. This is not the case with the binding features. As we can see in our code example, we have used the name attribute. We should remember to be case sensitive, since this is managed by JavaScript. When we run the code, we will notice that we must leave the input field before the browser registers that there has been a change in the value of the field. This is how the event model for the browser DOM works. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="{myText}"></cfdiv> Notice how we use curly brackets to bind the value of the 'myText' input box. This inserts the contents into 'div' when the text box loses focus. This is an example of binding to in-page elements. If the binding we use is tied to a hidden window or tab, then the contents may not be updated. CFC Binding Now, we are going to bind our div to a CFC method. We will take the data that was being posted directly to the object, and then we will pass it out to the CFC. The CFC is going to repackage it, and send it back to the browser. The binding will enable the modified version of the content to be sent to the div. Refer to the following CFC code: <cfcomponent output="false"> <cffunction name="getDivContent" returntype="string" access="remote"> <cfargument name="edit"> <cfreturn "This is the content returned from the CFC for the div, the calling page variable is '<strong>#arguments.edit#</strong>'."> </cffunction></cfcomponent> From the previous code, we can see that the CFC only accepts the argument and passes it back. This could have even returned an image HTML segment with something like a user picture. The following code shows the new page code modifications. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="cfc:bindsource.getDivContent({myText})"></cfdiv> The only change lies in how we bind the cfdiv element tag. Here, you can see that it starts with CFC. Next, it calls bindsource, which is the name of a local CFC. This tells ColdFusion to wire up the browser page, so it will connect to the CFC and things will work as we want. You can observe that inside the method, we are passing the bound variable to the method. When the input field changes by losing focus, the browser sends a new request to the CFC and updates the div. We need to have the same number of parameters going to the CFC as the number of arguments in our CFC method. We should also make sure that the method has its access method set to remote. Here we can see an example results page. It is valid to pass the name of the CFC method argument with the data value. This can prevent exceptions caused by not pairing the data in the same order as the method arguments. The last line of the previous code can be modified as follows: <cfdiv bind="cfc:bindsource.getDivContent(edit:{myText})"></cfdiv> JavaScript Binding Now, we will see how simple power can be managed on the browser. We will create a standard JavaScript function and pass the same bound data field through the function. Whenever we update the text box and it looses focus, the contents of the div will be updated from the function on the page. It is suggested that we include all JavaScript rather than put it directly on the page. Refer to the following code: <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="javascript:updateDiv({myText})"></cfdiv><script> updateDiv = function(myEdit){ return 'This is the result that came from the JavaScript function with the edit box sending "<strong>'+myEdit+'</strong>"'; } </script> Here is the result of placing the same text into our JavaScript example. URL Binding We can achieve the same results by calling a web address. We can actually call a static HTML page. Now, we will call a .cfm page to see the results of changing the text box reflected back, as for CFC and JavaScript. Here is the code for our main page with the URL binding. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="url:bindsource.cfm?myEdit={myText}"></cfdiv> In the above code, we can see that the binding type is set to URL. Earlier, we used the CFC method bound to a file named bindsource.cfc. Now, we will bind through the URL to a .cfm file. The bound myText data will work in a manner similar to the other cases. It will be sent to the target; in this case, it is a regular server-side page. We require only one line. In this example, our variables are URL variables. Here is the handler page code: <cfoutput> 'This is the result that came from the server page with the edit box sending "<strong>#url.myEdit#</strong>"'</cfoutput> This tells us that if there is no prefix to the browse request on the bind attribute of the <cfdiv> tag, then it will only work with on-page elements. If we prefix it, then we can pass the data through a CFC, a URL, or through a JavaScript function present on the same page. If we bind to a variable present on the same page, then whenever the bound element updates, the binding will be executed. Bind with Event One of the features of binding that we might overlook its binding based on an event. In the previous examples, we mentioned that the normal event trigger for binding took place when the bound field lost its focus. The following example shows a bind that occurs when the key is released. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText"></cfform><hr />And this is the bound div container.<br /><cfdiv bind="{myText@keyup}"></cfdiv> This is similar to our first example, with the only difference being that the contents of the div are updated as each key is pressed. This works in a manner similar to CFC, JavaScript, and URL bindings. We might also consider binding other elements on a click event, such as a radio button. The following example shows another feature. We can pass any DOM attribute by putting that as an item after the element id. It must be placed before the @ symbol, if you are using a particular event. In this code, we change the input in order to have a class in which we can pass the value of the class attribute and change the binding attribute of the cfdiv element. <cfform id="myForm" format="html"> This is my edit box.<br /> <cfinput type="text" name="myText" class="test"> </cfform><hr />And this is the bound div container.<br /><cfdiv bind="{myText.class@keyup}.{myText}"></cfdiv> Here is a list of the events that we can bind. @click @keyup @mousedown @none The @none event is used for grids and trees, so that changes don't trigger bind events. Extra Binding Notes If you have an ID on your CFForm element, then you can refer to the form element based on the container form. The following example helps us to understand this better. Bind = "url:bindsource.cfm?myEdit={myForm:myText}" The ColdFusion 8 documents give the following guides in order to specify the binding expressions. cfc: componentPath.functionName (parameters) The component path cannot use a mapping. The componentPath value must be a dot-delimited path from the web root or the directory that contains the page. javascript: functionName (parameters) url: URL?parameters ULR?parameters A string containing one or more instances of {bind parmeter}, such as {firstname}.{lastname}@{domain} The following table represents the supported formats based on attributes and tags: Attribute Tags Supported Formats Autosuggest cfinput type="text" 1,2,3 Bind cfdiv, cfinput, cftextarea 1,2,3,5 Bind cfajaxproxy, cfgrid, cfselect cfsprydataset, cftreeitem 1,2,3 onChange cfgrid 1,2,3 Source cflayoutarea, cfpod, cfwindow 4
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27 Oct 2009
8 min read
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Real Content in PHP5 CMS: Part 3

Packt
27 Oct 2009
8 min read
Administering text items—viewer Generating the XHTML is handled in a separate class, thus implementing the principles of the MVC pattern. The viewer class constructor establishes strings for translation in a way that will allow them to be picked up by gettext, as well as invoking the constructor in the parent class basicAdminHTML, which will provide useful methods and also transfer information such as the page navigation object from the controller object passed as a parameter: class listTextHTML extends basicAdminHTML { public function __construct ($controller) { parent::__construct($controller); $lang_strings = array(T_('Simple Text'),T_('Title'), T_('Byline'),T_('Version'), T_('Publishing'),T_('Published'), T_('Start date'),T_('End date'), T_('Article text'),T_('Metadata'), T_('Keys'),T_('Description'), T_('Hits'),T_('ID')); $this->translations = array_combine( $lang_strings, $lang_strings); } The actual display of a list of text items is then quite simple, involving the creation of a heading first, followed by a loop through the text items, and then some final XHTML including hidden fields that allow for effective navigation. Note that the parent class will have set up $this->optionurl and $this->optionline to help in the construction of links within the component and a hidden variable to identify the component respectively. public function view ($rows) { $mainhtml = $this->listview($rows); echo <<<ALL_HTML $mainhtml <div> <input type="hidden" name="task" value="" /> $this->optionline <input type="hidden" name="boxchecked" value="0" /> <input type="hidden" name="hidemainmenu" value="0" /> </div>ALL_HTML; } The view method does very little, relying on the listview method for most of the work, and only adding hidden fields needed to ensure that navigation and the toolbar will work correctly. Note that the parent class helps us by setting $this->optionline with a hidden input field for the critical option variable needed to ensure the correct component is invoked when the form is submitted. Actual XHTML form tags are created by the CMS framework so that every administrator page is a form. The reason for splitting the page creation in this way will become apparent later, when we look at menu creation. So, moving on to the listview method, we find quite a lot of simple code, which is mainly just a definition of the page in XHTML. The second and third parameters will be set differently from their default values when we come to menu creation. public function listview ($rows, $showlinks=true, $subhead='') { $rowcount = count($rows); $html = <<<ADMIN_HEADER {$this->header($subhead)} <table class="adminlist" width="100%"> <thead> <tr> <th width="3%" class="title"> <input type="checkbox" name="toggle" value="" onclick="checkAll($rowcount);" /> </th> <th> {$this->T_('ID')} </th> <th width="50%" class="title"> {$this->T_('Title')} </th> <th> {$this->T_('Byline')} </th> <th> {$this->T_('Hits')} </th> <th align="left"> {$this->T_('Published')} </th> </tr> </thead> <tbody>ADMIN_HEADER; $i = $k = 0; foreach ($rows as $i=>$row) { if ($showlinks) $title = <<<LINK_TITLE <a href="{$this->optionurl}&amp;task=edit&amp; id=$row->id">$row->title</a>LINK_TITLE; else $title = $row->title; $html .= <<<END_OF_BODY_HTML <tr class="row$k"> <td> {$this->html('idBox', $i, $row->id)} </td> <td align="center"> $row->id </td> <td> $title </td> <td> $row->byline </td> <td align="center"> $row->hits </td> <td align="center"> {$this->html('publishedProcessing', $row, $i )} </td> </tr>END_OF_BODY_HTML; $i++; $k = 1 - $k; } if (0 == $rowcount) $html .= <<<NO_ITEMS_HTML <tr><td colspan="6" class="center"> {$this->T_('No items')} </td></tr>NO_ITEMS_HTML; $html .= <<<END_OF_FINAL_HTML </tbody> </table> {$this->pageNav->getListFooter()}END_OF_FINAL_HTML; return $html; } When it comes to adding a new item or editing an existing one, no looping is required, and the WYSIWYG editor is activated to provide a helpful interface for the administrator who is editing a text item. Note that the use of PHP heredoc allows the XHTML to be written out quite plainly, with the PHP insertions unobtrusive but effective. Actual text for translation is shown in its correct place (in the base language) by using the T_ method that is inherited from aliroBasicHTML via basicAdminHTML. public function edit ($text) { $subhead = $text->id ? 'ID='.$text->id : T_('New'); $editor = aliroEditor::getInstance(); echo <<<EDIT_HTML {$this->header($subhead)} <div id="simpletext1"> <div> <label for="title">{$this->T_('Title')}</label><br /> <input type="text" name="title" id="title" size="80" value="$text->title" /> </div> <div> <label for="byline">{$this->T_('Byline')}</label><br /> <input type="text" name="byline" id="byline" size="80" value="$text->byline" /> </div> <div> <label for="version">{$this->T_('Version')}</label><br /> <input type="text" name="version" id="version" size="80" value="$text->version" /> </div> <div> <label for="article">{$this->T_('Article text')}</label><br /> {$editor->editorAreaText( 'article', $text->article, 'article', 500, 200, 80, 15 )} </div> </div> <div id="simpletext2"> <fieldset> <legend>{$this->T_('Publishing')}</legend> <div> <label for="published">{$this->T_('Published')}</label><br /> <input type="checkbox" name="published" id="published" value="1" {$this->checkedIfTrue($text->published)} /> </div> <div> <label for="publishstart">{$this->T_('Start date')}</label><br /> <input type="text" name="publish_start" id="publishstart" size="20" value="$text->publish_start" /> </div> <div> <label for="publishend">{$this->T_('End date')}</label><br /> <input type="text" name="publish_end" id="publishend" size="20" value="$text->publish_end" /> </div> </fieldset> <fieldset> <legend>{$this->T_('Metadata')}</legend> <div> <label for="metakey">{$this->T_('Keys')}</label><br /> <textarea name="metakey" id="metakey" rows="4" cols="40">$text->metakey</textarea> </div> <div> <label for="metadesc">{$this->T_('Description')}</label><br /> <textarea name="metadesc" id="metadesc" rows="4" cols="40">$text->metadesc</textarea> </div> </fieldset> <input type="hidden" name="task" value="" /> $this->optionline </div> <div id="simpletext3"> <input type="hidden" name="id" value="$text->id" /> <input type="hidden" name="boxchecked" value="0" /> <input type="hidden" name="hidemainmenu" value="0" /> </div>EDIT_HTML; } Finally, there is a common method to deal with the creation of the heading. It uses the addCSS method provided by the parent class to link to a small amount of CSS that is held in a separate file. Although the list of text items defined in the XHTML above is perfectly legitimate as a table, since it really is a tabular structure, the heading would be better built out of other XHTML elements. The only reason for using a table here is that it is one of the features retained from earlier systems for the sake of backwards compatibility: private function header ($subhead='') { $this->addCSS(_ALIRO_ADMIN_DIR.'/components /com_text/admin.text.css'); if ($subhead) $subhead = "<small>[$subhead]</small>"; return <<<HEAD_HTML <table class="adminheading"> <tr> <th class="user"> {$this->T_('Simple Text')} $subhead </th> </tr> </table>HEAD_HTML; } }
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27 Oct 2009
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Creating Joomla 1.5 Templates

Packt
27 Oct 2009
16 min read
Corporate Identity Corporate Identity (CI) refers to the self-image and the appearance of an enterprise. This appearance, the identity, either arises from the enterprise's tradition or it is completely invented in a newly created establishment. This identity is important to give the customer a feel for the enterprise and to enable recognition. Corporate Identity includes: Corporate Image (price, product, and advertising strategy) Corporate Design (visual appearance) Corporate Communication Corporate Behavior (behavior of employees towards each other and the outside world) All of the above areas have to be considered when developing a website. In this article, we will examine Corporate Design. At a minimum, it consists of a logo, a character font, and the house colors that the enterprise uses. The visitors to your website should recognize your enterprise on the first visit. HTML/XHTML, CSS, and XML The abbreviations HTML/XHTML, CSS, and XML stand for Internet technologies that Joomla! works with. The World Wide Web Consortium standardizes these technologies. HTML/XHTML The World Wide Web is based on HTML. HTML is not a programming language, but a text-description language. Each piece of text consists of structures like headings, lists, bold and italic areas, tables, and much more. HTML works with so-called tags. A tag has an opening portion and a closing portion. For example, a first-level heading looks as follows: <h1>This is a heading</h1> The tags are interpreted in the browser and the text is displayed according to their significance. HTML is very easy to learn and many online tutorials can be found. HTML is not being developed any further; the successor to HTML is XHTML version 1.0. CSS Cascading Style Sheets (CSS) are an extension to HTML. CSS is not a programming language either, but a vocabulary for defining the format properties of individual HTML elements. With the help of CSS commands, you can, for example, specify that the first-level headings should have a character size of 18 points in the character font Arial, are not bold, and have a spacing of 1.9 cm to the next paragraph. Such options are not possible with pure HTML and were not necessary when HTML was first developed. With the progressive commercialization of the Internet, additional formatting possibilities do, however, become more and more important. CSS data can be integrated into HTML in the following three ways: In the Central HTML File The CSS commands are defined in the head section of the HTML file like this: <head><title>title of the file</title><style type="text/css"><!--/* ... this is where the CSS commands are defined ... */--></style></head> In a Separate CSS File If the CSS commands apply to several HTML files, they can be stored in a separate file and the path to this file can be specified in the HTML header. This is the version that Joomla! uses. <head><title>title of the file</title><link rel="stylesheet" type="text/css" href="formats.css"></head> Within an HTML Tag CSS commands can also be inserted within an HTML tag: <body><h1 style="… CSS commands ...">...</h1></body> Combinations These three methods can be combined without any problem in an HTML file. It is, for instance, possible to subsequently overwrite CSS commands that were defined in a central file in the additional source code of an HTML page. This practice, however, quickly leads to confusing structures; it is better to customize the central file. XML The Extended Markup Language (XML) is a universe in itself. It represents a meta‑language and is derived from the much more complex SGML (Standardized Generalized Markup Language) that was developed in the sixties. XML is often used for configuration files and as an interchange format. For our purposes, you need XML as the description language for the metadata of the templates that you want to create. These metadata are primarily relevant for the Template Installer and the display in the Template Manager. In principle, these data also consist of opening and closing tags. For example: <name>Joomla! Book</name> The difference between HTML and XML is that no tags are predefined in XML. Because of that, you are completely unrestricted in the organization of the structures and the naming of the tags. Creating Your Own Templates Now we want to create our own template. There are several things to consider before we have a finished template packages. Let's take it one step at a time. Concept Before you start working, you have to create a concept. The work starts with a sketch or a diagram, especially when producing templates. It is up to you whether you want to create this sketch with an image editing program like Adobe Photoshop, Microsoft Paint that comes with Windows, the open-source program GIMP, or even with a piece of paper and crayons. Fixed Size or Variable (Fluid) or Both You can create two kinds of templates. Templates that adapt their structure to the size of the browser window and templates that have a fixed size. An example for the flexible layout: if you have 2048 pixels across your screen and the browser window is maximized, then your page is stretched accordingly. That can look strange if you use graphical, non-scalable elements like logos and signatures in your template. You have no control of what it is going to look like. Your other choice is to decide on a certain resolution and to position all the elements exactly on the pixels in the template. This has the advantage that your web page always looks the way you want. Unfortunately, you do not know the resolution of the monitor that is viewing your page. If that monitor has a resolution of 800 x 600 pixels, then your page fills the screen. On a large screen with a resolution of 1400 x 1050 pixels, it occupies about a quarter of the screen surface and looks a little lost. You will have to weigh the pros and cons and make a decision on one or the other, or you can consider barrier freedom and offer both versions. You must have seen websites where you can even change the font size. In addition to the font size buttons there is also often a button to select different layouts. If you prefer the fixed size, you should select a size that looks presentable on most screens, in other words 800 x 600 pixels. Since the browser has a scroll bar on the right side and the browser window is framed, the available width is even smaller, meaning that you have a maximum of 780 pixels to work with. Structure You are dealing with structured data and first have to determine a general allocation. Joomla! normally uses a structure as shown in the following figure: Section 1: Part 1: This is where your logo or a picture and the name of the website goes. Part 2: This is where the search field is. Part 3: This is where the linked navigation path goes (Breadcrumbs). Section 2: Part 4: The most important menus are shown in the left column. Part 5: The actual page content goes here. Part 6: The right column is a place for additional menus. Section 3: Part 7: The footer.     HTML Conversion Now you have to convert the concept into HTML and CSS. Depending on the graphics editing program that you have used to create it, there is a possibility that the picture can be automatically exported to HTML code. You can also do the conversion manually in a text editor, in an HTML editor like Dreamweaver (http://www.adobe.com/products/dreamweaver), or in one of the numerous free HTML editors (http://www.thefreecountry.com/webmaster/htmleditors.shtml). <table> or <div>? The <div> tag is a replacement and a supplement for the <table> tag in HTML. You can enclose several HTML elements, such as text and graphics in one common area with it. This general area does nothing for the time being but start in a new line of the continuing text. The <div> tag does not have any other properties. There are big benefits, however, in using a combination of <div> tags with CSS commands. <div> was specifically developed for the purpose of being formatted with CSS commands. Until 2004, it was common practice to define website structures with generous employment of HTML tables. With CSS and the <div> HTML element becoming more and more popular and with browsers being able to interpret these, more and more templates are being structured without HTML tables. However, rarely do we see websites that contain only semantically correct HTML and that have layouts that are built 100% without tables. The first step in structuring your website in that direction is the use of the <div> tags. Joomla! 1.5 is also gradually straying from the 'table path' and is starting to deliver semantically correct HTML. Nonetheless, it continues to be possible to structure your site layout with HTML tables. There are no table tags in the included rhuk_milkyway template; the entire table-like structure is created with <div> tags. Take a look at the original source code of this template to familiarize yourself with this technology. You can get more information about <div> tags at selfhtml (in German). Dreamweaver also supports this technology. The source code of the HTML conversion looks somewhat like the following listing. The code is kept simple on purpose and is not consistent with the XHTML standard in the header. The file name of this layout file has to be index.php since Joomla! searches it for embedded commands per PHP. HTML file /index.php: <html> <head> <link href="/joomla150/templates/joomla150buch/css/template.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="part11">header / header<br /><br /> <div id="section1">section1</div> <div id="section2">section2</div> </div> <div id="part2">main display area / main<br /><br /> <div id="section3">breadcrumbs</div> <div id="section6">right side</div> <div id="section4">left side</div> <div id="section5">content</div> </div> <div id="part3">footer /footer<br /><br /> <div id="section7">section7</div> </div> </body></html> The subsequent CSS file from the individual template is integrated into the header area of the code. At the moment this CSS file contains only one command that defines the typeface. CSS file /css/template.css: body{font-size: 12px;font-family: Helvetica,Arial,sans-serif; }#Part1{ /*header*/float: left;border: 2px dotted green; }#Part2{ /*main*/float: left;border: 2px dotted yellow; }#Part3{ /*footer*/clear:all;border: 2px dotted red; }#Section1{ /*top right*/float: left; width: 18em;margin: 0 0 1.2em;border: 1px dashed silver; background-color: #eee; }#Section2{ /*top left*/float: right; width: 12em;margin: 0 0 1.1em;background-color: #eee; border: 1px dashed silver; }#Section3{ /*breadcrumbs*/border: 1px dashed silver;background-color: #eee; }#Section4{ /*left side*/float: left; width: 15em;margin: 0 0 1.2em;border: 1px dashed silver; }#Section5{ /*content*/margin: 0 12em 1em 16em;padding: 0 1em;border: 1px dashed silver; }#Section6{ /*right side*/float: right; width: 12em;margin: 0 0 1.1em;background-color: #eee; border: 1px dashed silver; }#Section7{ /*footer*/margin: 0 0 1.1em;background-color: #eee; border: 1px dashed silver; } You will create this first template manually in the Joomla! directory. When the template is ready, you can turn it into a compressed installation package that it can then be installed by a third party (or by you yourself) using the Joomla! installer. Save the HTML layout file by the name of index.php in the also newly created [PathtoJoomla]/templates/joomla150book/ directory. Save the template.css file in the [PathtoJoomla]/templates/joomla150book/css/ directory. The basic structure of your template is done. Now you have to define the template more exactly for Joomla! with the help of an XML file so that it will be displayed in the template administration section. Directory Structures of the Template Now it's time to take care of certain conventions. As previously discussed, the template has to be stored in a specific directory structure. [PathtoJoomla]/templates/[name of the template]/[PathtoJoomla]/templates/[name of the template]/CSS/[PathtoJoomla]/templates/[name of the template]/images/ The name of the template cannot contain blanks and other special characters. When this template is later installed as a package, the Template Installer has to create a directory from this name. Depending on the operating system, exotic combinations of characters can cause problems. In addition, the name should be meaningful. Here we will use joomla150book as the name of the template. Various files with predefined names have to be present in the template directories. Layout File: This is the HTML file that we created earlier:/templates/joomla150book/index.php. It should have the .php ending, since the dynamic Joomla! module elements that we will insert later have to be interpreted by PHP. Preview Picture: The /templates/joomla150book/template_thumbnail.png file contains a preview image of your template for preview selection in Joomla! administration in the Extensions | Template Manager menu. Preview pictures have a format of 200 by approximately 150 pixels. You can create this file later when you can see your template. Metadata of the Template: The /templates/joomla150_book/templateDetails.xml file represents the construction manual for the template installer and contains the installations for the template selection in the template manager. Here you specify the location where the files are to be copied, who the author is, and additional metadata about the template. During subsequent installation of this file by the Joomla! installer, PHP reads this file and copies the files to the place specified by the XML file. For the example template, you can use the file from the following listing (templateDetails.xml) and populate it with your own data. For every file that you use in the template, a respective XML container has to be populated with the file name and the correct path. <files> <filename> ... enter the filename of a file in the TemplateRoot directory ... </filename> <filename> ... for every file a filename-Container </filename></files> The other containers of the XML file are there for the description of the template. Here is the complete functional listing of the XML file: templateDetails.xml: <install version="1.5" type="template"><name>joomla150book</name><version>1.0</version><creationDate>11.11.2007</creationDate><author>Hagen Graf</author><copyright>GNU/GPL</copyright><authorEmail>hagen@cocoate.com</authorEmail><authorUrl>http://www.cocoate.com</authorUrl><version>0.1</version><description>... description</description><files><filename>index.php</filename><filename>templateDetails.xml</filename><filename>template_thumbnail.png</filename><filename>css/template.css</filename></files></install> Create the templateDetails.xml file in the [PathtoJoomla]/templates/joomla150book/ directory as well. CSS File: You can use several CSS files for your template. What name you give the CSS file and how you create it is up to you. There are, however, standard descriptions for various CSS elements. For your first attempt, you need a CSS file with the name /templates/joomla150_book/css/template.css. Graphics, Images: Here you can enter user-defined image files that you need in your template. The installer then copies the files into the images folder. The file name appears as /templates/joomla150_book/images/[user-defined image files]. First Trial Run Once you have reproduced all the structures in the [pathtoJoomla!]/templates/ subdirectory, you can already see your new template in the Extensions | Template Manager menu of your Joomla! administration and you can make it default: When you call up your website, you will see your new template. Unfortunately, there is no content shown yet. Since this content is produced dynamically, you have to integrate it piece by piece into your new template. Integration of the Joomla! Module The integration of the Joomla! module takes place by means of commands embedded into the HTML code. Joomla! uses the namespace jdoc to integrate various elements into the template. If you insert the following highlighted line into the header of the layout file: <head><jdoc:include type="head" /> </head> the title of the site and the news feed symbol are already correctly displayed. If you call up the source code of this site, you will notice that Joomla! has copied the entire metadata that you had entered in administration into the HTML code. In addition, the RSS feeds have been integrated by means of link tags and these will be displayed as feed symbols in browsers like Firefox that support this technology. Joomla! Metadata: <head> <base href="http://localhost/joomla150/" /> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <meta name="robots" content="index, follow" /> <meta name="keywords" content="joomla, joomla!, Joomla, Joomla!, J!" /> <meta name="description" content="Joomla! - dynamic portal-engine and Content-Management-System" /> <meta name="generator" content="Joomla! 1.5 - Open Source Content Management" /> <title>Welcome to the Frontpage</title> <link href="/joomla150/index.php?format=feed&amp;type=rss" rel="alternate" type="application/rss+xml" title="RSS 2.0" /> <link href="/joomla150/index.php?format=feed&amp;type=atom" rel="alternate" type="application/atom+xml" title="Atom 1.0" /> <script type="text/javascript" src="/joomla150/media/system/js/mootools.js"></script> <script type="text/javascript" src="/joomla150/media/system/js/caption.js"></script>...  
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article-image-creating-shopping-cart-using-zend-framework-part-1
Packt
27 Oct 2009
13 min read
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Creating a Shopping Cart using Zend Framework: Part 1

Packt
27 Oct 2009
13 min read
Our next task in creating the storefront is to create the shopping cart. This will allow users to select the products they wish to purchase. Users will be able to select, edit, and delete items from their shopping cart. Lets get started. Creating the Cart Model and Resources We will start by creating our model and model resources. The Cart Model differs from our previous model in the fact that it will use the session to store its data instead of the database. Cart Model The Cart Model will store the products that they wish to purchase. Therefore, the Cart Model will contain Cart Items that will be stored in the session. Let's create this class now. application/modules/storefront/models/Cart.php class Storefront_Model_Cart extends SF_Model_Abstract implements SeekableIterator, Countable, ArrayAccess { protected $_items = array(); protected $_subTotal = 0; protected $_total = 0; protected $_shipping = 0; protected $_sessionNamespace; public function init() { $this->loadSession(); } public function addItem( Storefront_Resource_Product_Item_Interface $product,$qty) { if (0 > $qty) { return false; } if (0 == $qty) { $this->removeItem($product); return false; } $item = new Storefront_Resource_Cart_Item( $product, $qty ); $this->_items[$item->productId] = $item; $this->persist(); return $item; } public function removeItem($product) { if (is_int($product)) { unset($this->_items[$product]); } if ($product instanceof Storefront_Resource_Product_Item_Interface) { unset($this->_items[$product->productId]); } $this->persist(); } public function setSessionNs(Zend_Session_Namespace $ns) { $this->_sessionNamespace = $ns; } public function getSessionNs() { if (null === $this->_sessionNamespace) { $this->setSessionNs(new Zend_Session_Namespace(__CLASS__)); } return $this->_sessionNamespace; } public function persist() { $this->getSessionNs()->items = $this->_items; $this->getSessionNs()->shipping = $this->getShippingCost(); } public function loadSession() { if (isset($this->getSessionNs()->items)) { $this->_items = $this->getSessionNs()->items; } if (isset($this->getSessionNs()->shipping)) { $this->setShippingCost($this->getSessionNs()->shipping); } } public function CalculateTotals() { $sub = 0; foreach ($this as $item) { $sub = $sub + $item->getLineCost(); } $this->_subTotal = $sub; $this->_total = $this->_subTotal + (float) $this->_shipping; } public function setShippingCost($cost) { $this->_shipping = $cost; $this->CalculateTotals(); $this->persist(); } public function getShippingCost() { $this->CalculateTotals(); return $this->_shipping; } public function getSubTotal() { $this->CalculateTotals(); return $this->_subTotal; } public function getTotal() { $this->CalculateTotals(); return $this->_total; } /*...*/ } We can see that the Cart Model class is fairly weighty and in fact, we have not included the full class here. The reason we have slightly truncated the class is that we are implementing the SeekableIterator, Countable, and ArrayAccess interfaces. These interfaces are defined by PHP's SPL Library and we use them to provide a better way to interact with the cart data. For the complete code, copy the methods below getTotal() from the example files for this article. We will look at what each method does shortly in the Cart Model implementation section, but first, let's look at what functionality the SPL interfaces allow us to add. Cart Model interfaces The SeekableIterator interface allows us to access our cart data in these ways: // iterate over the cartforeach($cart as $item) {}// seek an item at a position$cart->seek(1);// standard iterator access$cart->rewind();$cart->next();$cart->current(); The Countable interface allows us to count the items in our cart: count($cart); The ArrayAccess interface allows us to access our cart like an array: $cart[0]; Obviously, the interfaces provide no concrete implementation for the functionality, so we have to provide it on our own. The methods not listed in the previous code listing are: offsetExists($key) offsetGet($key) offsetSet($key, $value) offsetUnset($key) current() key() next() rewind() valid() seek($index) count() We will not cover the actual implementation of these interfaces, as they are standard to PHP. However, you will need to copy all these methods from the example files to get the Cart Model working. Documentation for the SPL library can be found athttp://www.php.net/~helly/php/ext/spl/     Cart Model implementation Going back to our code listing, let's now look at how the Cart Model is implemented. Let's start by looking at the properties and methods of the class. The Cart Model has the following class properties: $_items:An array of cart items $_subTotal: Monetary total of cart items $_total: Monetary total of cart items plus shipping $_shipping: The shipping cost $_sessionNamespace: The session store The Cart Model has the following methods: init(): Called during construct and loads the session data addItem(Storefront_Resource_Product_Item_Interface $product, $qty): Adds or updates items in the cart removeItem($product): Removes a cart item setSessionNs(Zend_Session_Namespace $ns): Sets the session instance to use for storage getSessionNs(): Gets the current session instance persist(): Saves the cart data to the session loadSession(): Loads the stored session values calculateTotals(): Calculates the cart totals setShippingCost($cost): Sets the shipping cost getShippingCost(): Gets the shipping cost getSubTotal(): Gets the total cost for items in the cart (not including the shipping) getTotal(): Gets the subtotal plus the shipping cost When we instantiate a new Cart Model instance, the init() method is called. This is defined in the SF_Model_Abstract class and is called by the __construct() method. This enables us to easily extend the class's instantiation process without having to override the constructor. The init() method simply calls the loadSession() method. This method populates the model with the cart items and shipping information stored in the session. The Cart Model uses Zend_Session_Namespace to store this data, which provides an easy-to-use interface to the $_SESSION variable. If we look at the loadSession() method, we see that it tests whether the items and shipping properties are set in the session namespace. If they are, then we set these values on the Cart Model. To get the session namespace, we use the getSessionNs() method. This method checks if the $_sessionNs property is set and returns it. Otherwise it will lazy load a new Zend_Session_Namespace instance for us. When using Zend_Session_ Namespace, we must provide a string to its constructor that defines the name of the namespace to store our data in. This will then create a clean place to add variables to, without worrying about variable name clashes. For the Cart Model, the default namespace will be Storefront_Model_Cart. The Zend_Session_Namespace component provides a range of functionality that we can use to control the session. For example, we can set the expiration time as follows: $ns = new Zend_Session_Namespace('test');$ns->setExpirationSeconds(60, 'items');$ns->setExpirationHops(10);$ns->setExpirationSeconds(120); This code would set the item's property expiration to 60 seconds and the namespaces expiration to 10 hops (requests) or 120 seconds, whichever is reached first. The useful thing about this is that the expiration is not global. Therefore, we can have specialized expiration per session namespace. There is a full list of Zend_Session_Namespace functionalities in the reference manual. Testing with Zend_Session and Zend_Session_NamespaceTesting with the session components can be fairly diffi cult. For the Cart Model, we use the setSessionNs() method to allow us to inject a mock object for testing, which you can see in the Cart Model unit tests. There are plans to rewrite the session components to make testing easier in the future, so keep an eye out for those updates. To add an item to the cart, we use the addItem() method. This method accepts two parameters,$product and $qty. The $product parameter must be an instance of the Storefront_Resource_Product_Item class, and the $qty parameter must be an integer that defines the quantity that the customer wants to order. If the addItem() method receives a valid $qty, then it will create a new Storefront_Resource_Cart_Item and add it to the $_items array using the productId as the array key. We then call the persist() method. This method simply stores all the relevant cart data in the session namespace for us. You will notice that we are not using a Model Resource in the Cart Model and instead we are directly instantiating a Model Resource Item. This is because the Model Resources represent store items and the Cart Model is already doing this for us so it is not needed. To remove an item, we use the removeItem() method. This accepts a single parameter $product which can be either an integer or a Storefront_Resource_Product_Item instance. The matching cart item will be removed from the $_items array and the data will be saved to the session. Also, addItem() will call removeItem() if the quantity is set to zero. The other methods in the Cart Model are used to calculate the monetary totals for the cart and to set the shipping. We will not cover these in detail here as they are fairly simple mathematical calculations. Cart Model Resources Now that we have our Model created, let's create the Resource Interface and concrete Resource class for our Model to use. application/modules/storefront/models/resources/Cart/Item/Interface.php interface Storefront_Resource_Cart_Item_Interface { public function getLineCost(); } The Cart Resource Item has a very simple interface that has one method, getLineCost(). This method is used when calculating the cart totals in the Cart Model. application/modules/storefront/models/resources/Cart/Item.php class Storefront_Resource_Cart_Item implements Storefront_Resource_Cart_Item_Interface { public $productId; public $name; public $price; public $taxable; public $discountPercent; public $qty; public function __construct(Storefront_Resource_Product_Item_ Interface $product, $qty) { $this->productId = (int) $product->productId; $this->name = $product->name; $this->price = (float) $product->getPrice(false,false); $this->taxable = $product->taxable; $this->discountPercent = (int) $product->discountPercent; $this->qty = (int) $qty; } public function getLineCost() { $price = $this->price; if (0 !== $this->discountPercent) { $discounted = ($price*$this->discountPercent)/100; $price = round($price - $discounted, 2); } if ('Yes' === $this->taxable) { $taxService = new Storefront_Service_Taxation(); $price = $taxService->addTax($price); } return $price * $this->qty; } } The concrete Cart Resource Item has two methods __construct() and getLineCost(). The constructor accepts two parameters $product and $qty that must be a Storefront_Resource_Product_Item_Interface instance and integer respectively. This method will then simply copy the values from the product instance and store them in the matching public properties. We do this because we do not want to simply store the product instance because it has all the database connection data contained within. This object will be serialized and stored in the session. The getLineCost() method simply calculates the cost of the product adding tax and discounts and then multiplies it by the given quantity. Shipping Model We also need to create a Shipping Model so that the user can select what type of shipping they would like. This Model will simply act as a data store for some predefined shipping values. application/modules/storefront/models/Shipping.php class Storefront_Model_Shipping extends SF_Model_Abstract { protected $_shippingData = array( 'Standard' => 1.99, 'Special' => 5.99, ); public function getShippingOptions() { return $this->_shippingData; } } The shipping Model is very simple and only contains the shipping options and a single method to retrieve them. In a normal application, shipping would usually be stored in the database and most likely have its own set of business rules. For the Storefront, we are not creating a complete ordering process so we do not need these complications. Creating the Cart Controller With our Model and Model Resources created, we can now start wiring the application layer together. The Cart will have a single Controller, CartController that will be used to add, view, and update cart items stored in the Cart Model. application/modules/storefront/controllers/CartController.php class Storefront_CartController extends Zend_Controller_Action { protected $_cartModel; protected $_catalogModel; public function init() { $this->_cartModel = new Storefront_Model_Cart(); $this->_catalogModel = new Storefront_Model_Catalog(); } public function addAction() { $product = $this->_catalogModel->getProductById( $this->_getParam('productId') ); if(null === $product) { throw new SF_Exception('Product could not be added to cart as it does not exist' ); } $this->_cartModel->addItem( $product, $this->_getParam('qty') ); $return = rtrim( $this->getRequest()->getBaseUrl(), '/' ) . $this->_getParam('returnto'); $redirector = $this->getHelper('redirector'); return $redirector->gotoUrl($return); } public function viewAction() { $this->view->cartModel = $this->_cartModel; } public function updateAction() { foreach($this->_getParam('quantity') as $id => $value) { $product = $this->_catalogModel->getProductById($id); if (null !== $product) { $this->_cartModel->addItem($product, $value); } } $this->_cartModel->setShippingCost( $this->_getParam('shipping') ); return $this->_helper->redirector('view'); } } The Cart Controller has three actions that provide a way to: add: add cart items view: view the cart contents update: update cart items The addAction() first tries to find the product to be added to the cart. This is done by searching for the product by its productId field, which is passed either in the URL or by post using the Catalog Model. If the product is not found, then we throw an SF_Exception stating so. Next, we add the product to the cart using the addItem() method. When adding the product, we also pass in the qty. The qty can again be either in the URL or post. Once the product has been successfully added to the cart, we then need to redirect back to the page where the product was added. As we can have multiple locations, we send a returnto variable with the add request. This will contain the URL to redirect back to, once the item has been added to the cart. To stop people from being able to redirect away from the storefront, we prepend the baseurl to the redirect string. To perform the actual redirect, we use the redirector Action Helper's gotoUrl() method. This will create an HTTP redirect for us. The viewAction() simply assigns the Cart Model to the cartModel View property. Most of the cart viewing functionality has been pushed to the Cart View Helper and Forms, which we will create shortly. The updateAction() is used to update the Cart Items already stored in the cart. The first part of this updates the quantities. The quantities will be posted to the Action as an array in the quantity parameter. The array will contain the productId as the array key, and the quantity as the value. Therefore, we iterate over the array fi nding the product by its ID and adding it to the cart. The addItem() method will then update the quantity for us if the item exists and remove any with a zero quantity. Once we have updated the cart quantities, we set the shipping and redirect back to the viewAction. >> Continue Reading Creating a Shopping Cart using Zend Framework: Part 2
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Packt
27 Oct 2009
7 min read
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Data Migration Scenarios in SAP Business ONE Application- part 2

Packt
27 Oct 2009
7 min read
Advanced data migration tools: xFusion Studio For our own projects, we have adopted a tool called xFusion. Using this tool, you gain flexibility and are able to reuse migration settings for specific project environments. The tool provides connectivity to directly extract data from applications (including QuickBooks and Peachtree). In addition, it also supports building rules for data profiling, validation, and conversions. For example, our project team participated in the development of the template for the Peachtree interface. We configured the mappings from Peachtree, and connected the data with the right fields in SAP. This was then saved as a migration template. Therefore, it would be easy and straightforward to migrate data from Peachtree to SAP in any future projects. xFusion packs save migration knowledge Based on the concept of establishing templates for migrations, xFusion provides preconfigured templates for the SAP Business ONE application. In xFusion, templates are called xFusion packs. Please note that these preconfigured packs may include master data packs, and also xFusion packs for transaction data. The following xFusion packs are provided for an SAP Business ONE migration: Administration Banking Business partner Finance HR Inventory and production Marketing documents and receipts MRP UDFs Services You can see that the packs are also grouped by business object. For example, you have a group of xFusion packs for inventory and production. You can open the pack and find a group of xFusion files that contain the configuration information. If you open the inventory and production pack, a list of folders will be revealed. Each folder has a set of Excel templates and xFusion fi les (seen in the following screenshot). An xFusion pack essentially incorporates the configuration and data manipulation procedures required to bring data from a source into SAP. The source settings can be saved in xFusion packs so that you can reuse the knowledge with regards to data manipulation and formatting. Data "massaging" using SQL The key for the migration procedure is the capability to do data massaging in order to adjust formats and columns, in a step-by-step manner, based on requirements. Data manipulation is not done programmatically, but rather via a step-by-step process, where each step uses SQL statements to verify and format data. The entire process is represented visually, and thereby documents the steps required. This makes it easy to adjust settings and fine-tune them. The following applications are supported and can, therefore, be used as a source for an SAP migration: (They are existing xFusion packs) SAP Business ONE Sage ACT! SAP SAP BW Peachtree QuickBooks Microsoft Dynamics CRM The following is a list of supported databases: Oracle ODBC MySQL OLE DB SQL Server PostgrSQL Working with xFusion The workflow in xFusion starts when you open an existing xFusion pack, or create a new one. In this example, an xFusion pack for business partner migration was opened. You can see the graphical representation of the migration process in the main window (in the following screenshot). Each icon in the graphic representation represents a data manipulation and formatting step. If you click on an icon, the complete path from the data source to the icon is highlighted. Therefore, you can select the previous steps to adjust the data. The core concept is that you do not directly change the input data, but define rules to convert data from the source format to the target format. If you open an xFusion pack for the SAP Business ONE application, the target is obviously SAP Business ONE. Therefore, you need to enter the privileges and database name so that the pack knows how to access the SAP system. In addition, the source parameters need to be provided. xFusion packs come with example Excel fi les. You need to select the Excel fi les as the relevant source. However, it is important to note that you don't need to use the Excel files. You can use any database, or other source, as long as you adjust the data format using the step-by-step process to represent the same format as provided in Excel. In xFusion. you can use the sample files that come in Excel format. The connection parameters are presented once you double-click on any of the connections listed in the Connections section as follows: It is recommended to click on Test Connection to verify the proper parameters. If all of the connections are right, you can run a migration from the source to the target by right-clicking on an icon and selecting Run Export as shown here: The progress and export is visually documented. This way, you can verify the success. There is also a log file in the directory where the currently utilized xFusion pack resides, as shown in the following screenshot: Tips and recommendations for your own project Now you know all of the main migration tools and methods. If you want to select the right tool and method for your specific situation, you will see that even though there may be many templates and preconfigured packs out there, your own project potentially comes with some individual aspects. When organizing the data migration project, use the project task skeleton I provided. It is important to subdivide the required migration steps into a group of easy-to-understand steps, where data can be verified at each level. If it gets complicated, it is probably not the right way to move forward, and you need to re-think the methods and tools you are using. Common issues The most common issue I found in similar projects is that the data to be migrated is not entirely clean and consistent. Therefore, be sure to use a data verification procedure at each step. Don't just import data, only to find out later that the database is overloaded with data that is not right. Recommendation Separate the master data and the transaction data. If you don't want to lose valuable transaction data, you can establish a reporting database which will save all of the historic transactions. For example, sales history can easily be migrated to an SQL database. You can then provide access to this information from the required SAP forms using queries or Crystal Reports. Case study During the course of evaluating the data import features available in the SAP Business ONE application, we have already learned how to import business partner information and item data. This can easily be done using the standard SAP data import features based on the Excel or text files. Using this method allows the lead, customer, and vendor data to be imported. Let's say that the Lemonade Stand enterprise has salespeople who travel to trade fairs and collect contact information. We can import the address information using the proven BP import method. But after this data is imported, what would the next step be? It would be a good idea to create and manage opportunities based on the address material. Basically, you already know how to use Excel to bring over address information. Let's enhance this concept to bring over opportunity information. We will use xFusion to import opportunity data into the SAP Business ONE application. The basis will be the xFusion pack for opportunities. Importing sales opportunities for the Lemonade Stand The xFusion pack is open, and you can see that it is a nice and clean example without major complexity. That's how it should be, as you see here:
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Packt
27 Oct 2009
6 min read
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Overview of CherryPy - A Web Application Server (Part1)

Packt
27 Oct 2009
6 min read
Vocabulary In order to avoid misunderstandings, we need to define a few key words that will be used. Keyword Definition Web server A web server is the interface dealing with the HTTP protocol. Its goal is to transform incoming HTTP requests into entities that are then passed to the application server and also transform information from the application server back into HTTP responses. Application An application is a piece of software that takes a unit of information, applies business logic to it, and returns a processed unit of information. Application server An application server is the component hosting one or more applications. Web application server A web application server is simply the aggregation of a web server and an application server into a single component. CherryPy is a web application server. Basic Example To illustrate the CherryPy library we will go through a very basic web application allowing a user to leave a note on the main page through an HTML form. The notes will be stacked and be rendered in a reverse order of their creation date. We will use a session object to store the name of the author of the note. Each note will have a URI attached to itself, of the form /note/id. Create a blank file named note.py and copy the following source code. #!/usr/bin/python# -*- coding: utf-8 -*# Python standard library importsimport os.pathimport time################################################################The unique module to be imported to use cherrypy###############################################################import cherrypy# CherryPy needs an absolute path when dealing with static data_curdir = os.path.join(os.getcwd(), os.path.dirname(__file__))################################################################ We will keep our notes into a global list# Please not that it is hazardous to use a simple list here# since we will run the application in a multi-threaded environment# which will not protect the access to this list# In a more realistic application we would need either to use a# thread safe object or to manually protect from concurrent access# to this list###############################################################_notes = []################################################################ A few HTML templates###############################################################_header = """<html><head><title>Random notes</<title><link rel="stylesheet" type="text/css" href="/style.css"></link></head><body><div class="container">"""_footer = """</div></body></html>"""_note_form = """<div class="form"><form method="post" action="post" class="form"><input type="text" value="Your note here..." name="text"size="60"></input><input type="submit" value="Add"></input></form></div>"""_author_form = """<div class="form"><form method="post" action="set"><input type="text" name="name"></input><input type="submit" value="Switch"></input></form></div>"""_note_view = """<br /><div>%s<div class="info">%s - %s <a href="/note/%d">(%d)</a></div></div>"""################################################################ Our only domain object (sometimes referred as to a Model)###############################################################class Note(object):def __init__(self, author, note):self.id = Noneself.author = authorself.note = noteself.timestamp = time.gmtime(time.time())def __str__(self):return self.note################################################################ The main entry point of the Note application###############################################################class NoteApp:"""The base application which will be hosted by CherryPy"""# Here we tell CherryPy we will enable the session# from this level of the tree of published objects# as well as its sub-levels_cp_config = { 'tools.sessions.on': True }def _render_note(self, note):"""Helper to render a note into HTML"""return _note_view % (note, note.author,time.strftime("%a, %d %b %Y %H:%M:%S",note.timestamp),note.id, note.id)@cherrypy.exposedef index(self):# Retrieve the author stored in the current session# None if not definedauthor = cherrypy.session.get('author', None)page = [_header]if author:page.append("""<div><span>Hello %s, please leave us a note.<a href="author">Switch identity</a>.</span></div>"""%(author,))page.append(_note_form)else:page.append("""<div><a href="author">Set youridentity</a></span></div>""")notes = _notes[:]notes.reverse()for note in notes:page.append(self._render_note(note))page.append(_footer)# Returns to the CherryPy server the page to renderreturn page@cherrypy.exposedef note(self, id):# Retrieve the note attached to the given idtry:note = _notes[int(id)]except:# If the ID was not valid, let's tell the# client we did not find itraise cherrypy.NotFoundreturn [_header, self._render_note(note), _footer]@cherrypy.exposedef post(self, text):author = cherrypy.session.get('author', None)# Here if the author was not in the session# we redirect the client to the author formif not author:raise cherrypy.HTTPRedirect('/author')note = Note(author, text)_notes.append(note)note.id = _notes.index(note)raise cherrypy.HTTPRedirect('/')class Author(object):@cherrypy.exposedef index(self):return [_header, _author_form, _footer]@cherrypy.exposedef set(self, name):cherrypy.session['author'] = namereturn [_header, """Hi %s. You can now leave <a href="/" title="Home">notes</a>.""" % (name,), _footer]if __name__ == '__main__':# Define the global configuration settings of CherryPyglobal_conf = {'global': { 'engine.autoreload.on': False,'server.socket_host': 'localhost','server.socket_port': 8080,}}application_conf = {'/style.css': {'tools.staticfile.on': True,'tools.staticfile.filename': os.path.join(_curdir,'style.css'),}}# Update the global CherryPy configurationcherrypy.config.update(global_conf)# Create an instance of the applicationnote_app = NoteApp()# attach an instance of the Author class to the main applicationnote_app.author = Author()# mount the application on the '/' base pathcherrypy.tree.mount(note_app, '/', config = application_conf)# Start the CherryPy HTTP servercherrypy.server.quickstart()# Start the CherryPy enginecherrypy.engine.start() Following is the CSS which should be saved in a file named style.css and stored in the same directory as note.py. html, body {background-color: #DEDEDE;padding: 0px;marging: 0px;height: 100%;}.container {border-color: #A1A1A1;border-style: solid;border-width: 1px;background-color: #FFF;margin: 10px 150px 10px 150px;height: 100%;}a:link {text-decoration: none;color: #A1A1A1;}a:visited {text-decoration: none;color: #A1A1A1;}a:hover {text-decoration: underline;}input {border: 1px solid #A1A1A1;}.form {margin: 5px 5px 5px 5px;}.info {font-size: 70%;color: #A1A1A1;} In the rest of this article we will refer to the application to explain CherryPy's design.
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article-image-real-content-php5-cms-part-2
Packt
27 Oct 2009
8 min read
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Real Content in PHP5 CMS: Part 2

Packt
27 Oct 2009
8 min read
Framework solution To explore implementation details, we will look at an example that is simple enough to be shown in some detail. It is an application for handling pages composed largely of text and images. After studying the example, we will consider how the application could be made more advanced. A simple text application Here, we'll look at a component that can be used on its own but is also intended as a starting point for more sophisticated uses. Its essence is that it handles a piece of text, created using the site WYSIWYG editor by the administrator. The text can be displayed as the main portion of a Web page. Ancillary information is held about the text. Any particular text can be the target of a menu entry, so the component can be used for simple pages. The WYSIWYG editor provides for moderately complex text layout and the inclusion of images. We shall see that writing a text handling extension is made very much simpler by the various elements of the CMS framework. The database table for simple text After the ID number that is used as the main key we have the primary constituents of a piece of text. They are the headline, the subheading, and the body of the article. Each of these will simply reflect whatever text is put in them by the author, who in this simple implementation must also be an administrator. Next we have a couple of time stamps that can be automatically maintained by the software. Rather obviously, the created time stamp is set when the row is created, and the modified time stamp is set every time the row is updated. We then have fields that control the publication of the text. First, there is a simple indicator, which is set to zero if the text is not published and is set to one if it is published. When set to unpublished, the indicator overrides the start and end dates, if they are present. If a non-zero start date is set, then the text will not be published before that date. Likewise, if a non-zero finish date is set, the article will cease to be published after that date. Publishing dates are very useful to control when text will appear as it is often helpful to time the start of publication, and it creates a bad impression if obsolete text is not removed. Then we have data that describes who has worked on the text. The original creator is recorded as a user ID, and the last modifier is likewise recorded as a user ID. These fields are intended for tracking what is happening to the text rather than for display. On the other hand, the byline is entirely for display. Version is a character field that has no defined structure in this simple component, but could be elaborated in many different ways. Storage for metadata is provided as keys and description. This information is not for display on the browser page, but is used to generate meta information in the header of a page containing the text. Tags containing metadata can influence search engines used for indexing of pages, although description is much more influential than keywords, which are believed to be largely disregarded. Finally, a hit counter is automatically maintained by the system, being set initially to zero and then updated every time the text is shown to a site visitor. A text data object When a text item is loaded into memory from the database, a class provides for the definition of the object will be created. For the simple text application, the class is: class textItem extends aliroDatabaseRow { protected $DBclass = 'aliroDatabase'; protected $tableName = '#__simple_text'; protected $rowKey = 'id'; public function store ($updateNulls=false) { $userid = aliroUser::getInstance()->id; if ($this->id) { $this->modified = date('Y-m-d H:i:s'); $this->modify_id = $userid; } else { $ this->created = date('Y-m-d H:i:s'); $this->author_id = userid; } parent::store($updateNulls); } } Much of the hard work is done in the parent class, aliroDatabaseRow. Because the database framework derives information from the database itself, there is no need to specify the fields that are in the table, which makes it easier to cope with future changes. The minimum that has to be done is to specify the name of the singleton database class, the name of the table (using a symbol in place of the actual prefix), and to define the name of the primary key field. In this case, the store method is also extended. This provides an easy way to maintain the time stamps on the text. The current user is found through the aliroUser singleton class. We know whether a text row is new from whether it already has a value for id. The correct date and user field can then be updated. Finally, the standard store method in the parent class is invoked. Administering text items—controller The administrator logic for handling simple text follows the usual pattern of first providing a list of items, paged if necessary, then allowing more detailed access to individual items, including the ability to edit. Logic for overall control is provided by the aliroComponentAdminManager class, and the aliroComponentAdminControllers class. In fact, we could nominate in the packaging XML aliroComponentAdminManager as the adminclass for our component, since the dedicated textAdmin class does nothing: class textAdmin extends aliroComponentAdminManager { // This could be omitted - included here in case extra code needs to be added public function __construct ($component, $system, $version) { parent::__construct ($component, $system, $version); } // Likewise, this could be omitted unless extra code is needed public function activate () { parent::activate(); } } Why might we want to write a dedicated extension to aliroComponentAdminManager? Well, this is the common entry point for the administrator side of our component, so if we wanted any processing to exist that could affect every use of the component, this is the place to put it. The two possible locations are the constructor and the activation method. The constructor receives information from the CMS environment in the form of a component object (describing this component), the name of the system that is calling us, and its version. It is invoked as soon as the correct component has been determined. The standard processing in the aliroComponentAdminManager constructor includes creating the controller class, and acquiring some common variables from $_REQUEST. Once setup is completed, the activation method is invoked without any parameters. The activate method of the aliroComponentAdminManager class strips any magic quotes, and decides what method to call. Of course, the framework allows us to construct a component completely differently if we choose. The only constraint is that we must write a class whose name is given in the packaging XML, and provide it with an activate method. But usually it is a lot easier to follow the standard construction, and the bare bones of a new component can be built and downloaded online from http://developer.aliro.org. Nothing specific has been done yet, and we have to move into the controller code before we can find anything to do with handling text objects. The controller is subclassed from aliroComponentAdminControllers and starts off as shown: class textAdminText extends aliroComponentAdminControllers { private static $instance = null; // If no code is needed in the constructor, it can be omitted, relying on the parent class protected function __construct ($manager) { parent::__construct ($manager); } public static function getInstance ($manager) { return is_object(self::$instance) ? self::$instance : (self::$instance = new self ($manager)); } public function getRequestData () { // Get information from $_POST or $_GET or $_REQUEST // This method will be called before the toolbar method } // If this method is provided, it should return true if permission test is satisfied, false otherwise public function checkPermission () { $authoriser = aliroAuthoriser::getInstance(); if ($test = $authoriser->checkUserPermission('manage', 'aSimpleText', '*')) { if (!$this->idparm) return true; if ($authoriser->checkUserPermission('edit', 'aSimpleText', $this->idparm)) return true; } return false; } Here, the constructor is not needed; it is shown only to indicate the possibility of having code at the point the controller object is created. The constructor receives the manager object as a parameter, in this case an instance of textAdmin, a subclass of aliroComponentAdminManager. The controller is a singleton class, and here a form of the getInstance method is shown that can be used completely unchanged from component to component. Then we have two methods that are standard. Neither has to be provided, and in this case, the getRequestData method is not needed since it does nothing. Its purpose is to run early on (it is called before the toolbar processing and well before the processing specific to the current request) to acquire information from $_REQUEST or $_GET or $_PUT (or possibly other super-globals). They can be saved as object properties so as to be available for toolbar construction or other processing. The checkPermission method provides the component with a way to easily control who is able to access its facilities. If the method returns true then the user will be allowed to continue, but if it returns false, they will be refused access. In this example, there is always a check that the user is permitted to manage objects of the type aSimpleText and if a specific one is identified by its ID, then there is a further check that the user is permitted to edit that particular text item.
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Packt
27 Oct 2009
6 min read
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Developing Web Applications using JavaServer Faces: Part 1

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

Packt
27 Oct 2009
5 min read
Overview of the tutorial You will begin by creating an ODBC datasource for accessing data on the Postgres server. Using the User DSN created you will be connecting to the Postgres server data. You will derive a dataset from the table which you will be using to display in a datagrid view on a form in a windows application. We start with the Categories table that was migrated from MS SQL Server 2008. This table with all of its columns is shown in the Postgres studio in the next figure. Creating the ODBC DSN Navigate to Start | Control Panel | Administrative Tools | Data Sources (ODBC) to bring up the ODBC Database Manager window. Click on Add.... In the Create New Data Source scroll down to EnterpriseDB 8.2 under the list heading Name as shown. Click Finish. The EnterpriseDB ODBC Driver page gets displayed as shown. Accept the default name for the Data Source(DSN) or, if you prefer, change the name. Here the default is accepted. The Database, Server, User Name, Port and the Password should all be available to you [Read article 1]. If you click on the option button Datasource you display a window with two pages as shown. Make no changes to the pages and accept defaults but make sure you review the pages. Click OK and you will be back in the EnterpriseDB Driver window. If you click on the button Global the Global Settings window gets displayed (not shown). These are logging options as the page describes. Click Cancel to the Global Settings window. Click on the Test button and verify that the connection was successful. Click on the Save button and save the DSN under the list heading User DSN. The DSN EnterpriseDB enters the list of DSN's created as shown here. Create a Windows Forms application and Establish a connection to Postgres Open Visual Studio 2008 from its shortcut. Click File | New | Project... and open the New Project window. Choose a windows forms project for Framework 2.0. Besides Framework 2.0 you can also create projects in other versions in Visual Studio 2008. In Server Explorer window double click the Connection icon as shown. This brings up the Add Connection window as shown. Click on Change... button to display the Change Data Source window. Scroll up and select Microsoft ODBC Data Source as shown. Click OK. Click on the drop-down handle for the option Use user or system data source name and choose EnterpriseDB you created earlier as shown. Insert User Name and Password and click on the Test Connection button. You should get a connection succeeded message as shown. Click OK on the message screen as well as to the add connection window. The connection appears in the Visual Studio 2008 in the Server Explorer as shown.     Displaying data from the table Drag and drop a DataGridView under Data in the Toolbox onto the form as shown (shown with SmartTasks handle clicked) Click on Choose Data Source handle to display a drop-down menu as shown below. Click on Add Project Data Source at the bottom. This displays the Choose a Data Source Type page of the Data Source Configuration Wizard. Accept the default datasource type and click Next. In the Choose Your Data Connection page of the wizard choose the ODBC.localhost.PGNorthwind as shown in the drop-down list. Click Next in the page that gets displayed and accept the default to save the connection string to the application configuration file as shown. Click Next. In the Choose Your Database Objects page, expand Tables and choose the categories table as shown. The default Dataset name can be changed. Herein the default is accepted. Click Finish. The DatagridView on Form1 gets displayed with two columns and a row but can be extended to the right by using drag handles to reveal all the four columns as shown. Three other objects PGNorthwindDataSet, CategoriesBindingSource, and CategoriesTableAdapter are also added to the control tray as shown. The PGNorthwindDataset.xsd file gets added to the project. Now build the project and run. The Form 1 gets displayed with the data from the PGNorthwind database as shown. In the design view of the form few more tasks have been added as shown. Here you can Add Query... to filter the data displayed; Edit the details of the columns and you can choose to add a column if you had chosen fewer columns from the original table. For example, Edit Column brings up its editor as shown where you can make changes to the styles if you desire to do so. The next figure shows slightly modified form by editing the columns and resizing the cell heights as shown. Summary A step-by-step procedure was described to display the data stored in a table in the Postgres database in a Windows Forms application. Procedure to create an ODBC DSN was also described. Using this ODBC DSN a connection was established to the Postgres server in Visual Studio 2008.
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Packt
27 Oct 2009
21 min read
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Unity Game Development: Welcome to the 3D world

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

Packt
27 Oct 2009
8 min read
SerMyAdmin Originally, this material was written for SerWeb. SerWeb was originally developed for the SER project. Unfortunately, SerWeb became incompatible with newer versions of OpenSER. Another important aspect of SerWeb to be considered is its vulnerabilities. There are very few options for web interfaces to OpenSER. One of the tools we have found is OpenSER administrator. This tool is being developed using Ruby on Rails. While it seems to be a very good tool to administer an OpenSER server, it does not permit to provisioning users in the same way that SerWeb did and it lacks multi-domain support. OpenSER administrator can be found at http://sourceforge.net/projects/openseradmin. Since a tool to build an OpenSER portal was not available , we decided to build our own tool named SerMyAdmin using Java. After a slow start, it is now ready and we are using it to build a book. It is licensed according to GPLv2 and developed in Grails (Groovy on rails). It can be downloaded at http://sourceforge.net/projects/sermyadmin. What you are seeing here is the standalone tool. In our roadmap, we intend to integrate SerMyAdmin into the Liferay portal. Using a content management system such as Liferay (www.liferay.com) will make your task of building a portal much easier than it is today. The SerMyAdmin project can be found at sermyadmin.sourceforge.net. The idea is to facilitate the administration of the OpenSER database. SerMyAdmin is licensed under the GPLv2. Lab—Installing SerMyAdmin SerMyAdmin uses the Grails framework, so it needs an application server. You can choose from many application servers, such as IBM WebSphere, JBoss, Jetty, Tomcat, and so on. In this article we will use Apache Tomcat, because it's free and easy to install. Because we use some Java 1.5 features, we'll need Sun's Java JDK, not the free alternative GCJ. Step 1: Create an administrator for SerMyAdmin: mysql –u rootuse openserINSERT INTO 'subscriber' ( 'id' , 'username' , 'domain' , 'password' , 'first_name' , 'last_name' , 'email_address' , 'datetime_created' , 'ha1' , 'ha1b' , 'timezone' , 'rpid' , 'version' , 'password_hash' , 'auth_username' , 'class' , 'domain_id' , 'role_id' )VALUES (NULL , 'admin', 'openser.org', 'senha', 'Admin', 'Admin', 'admin@openser.org', '0000-00-00 00:00:00', '1', '1', '1', '1', '1', NULL , 'admin@openser.org', NULL , '1', '3'); Step 2: The next step we will take is to update our source's list to use the contrib repository and non-free packages. Our /etc/apt/sources.list, should look like below: # /etc/apt/souces.listdeb http://ftp.br.debian.org/debian/ etch main contrib non-freedeb-src http://ftp.br.debian.org/debian/ etch main contrib non-freedeb http://security.debian.org/ etch/updates main contrib non-freedeb-src http://security.debian.org/ etch/updates main contrib non-free/etc/apt/sources.list Notice that we have added only the keywords contrib and non-free after our repository definitions. Step 3: Update the package listing using the following command: openser:~# apt-get update Step 4: Install Sun's Java 1.5, running the command below: openser:~# apt-get install sun-java5-jdk Step 5: Make sure you are using Sun's Java. Please, run the command below to tell Debian that you want to use Sun's Java as your default Java implementation. openser:~# update-java-alternatives -s java-1.5.0-sun Step 6: If everything has gone well so far, you should run the following command and get a similar output. openser:~# java -version java version "1.5.0_14" Java(TM) 2 Runtime Environment, Standard Edition (build 1.5.0_14-b03) Java HotSpot(TM) Client VM (build 1.5.0_14-b03, mixed mode, sharing) Step 7: Install Tomcat. You can obtain Tomcat at: http://tomcat.apache.org/download-60.cgi. To install Tomcat, just run the commands below: openser:/usr/local/etc/openser# cd /usr/localopenser:/usr/local# wget http://mirrors.uol.com.br/pub/apache/tomcat/tomcat-6/v6.0.16/bin/apache-tomcat-6.0.16.tar.gzopenser:/usr/local# tar zxvf apache-tomcat-6.0.16.tar.gzopenser:/usr/local# ln -s apache-tomcat-6.0.16 tomcat6 Step 8: To start Tomcat on your server initialization, please copy the following script to /etc/init.d/tomcat6. #! /bin/bash –e#### BEGIN INIT INFO# Provides: Apache’s Tomcat 6.0# Required-Start: $local_fs $remote_fs $network# Required-Stop: $local_fs $remote_fs $network# Default-Start: 2 3 4 5# Default-Stop: S 0 1 6# Short-Description: Tomcat 6.0 Servlet engine# Description: Apache’s Tomcat Servlet Engine### END INIT INFO## Author: Guilherme Loch Góes <glwgoes@gmail.com>#set -ePATH=/bin:/usr/bin:/sbin:/usr/sbin:CATALINA_HOME=/usr/local/tomcat6CATALINA_BIN=$CATALINA_HOME/bintest -x $DAEMON || exit 0. /lib/lsb/init-functionscase "$1" in start) echo "Starting Tomcat 6" "Tomcat6" $CATALINA_BIN/startup.sh log_end_msg $? ;; stop) echo "Stopping Tomcat6" "Tomcat6" $CATALINA_BIN/shutdown.sh log_end_msg $? ;; force-reload|restart) $0 stop $0 start ;; *) echo "Usage: /etc/init.d/tomcat6 {start|stop|restart}" exit 1 ;;esacexit 0 Step 9: Instruct Debian to run your script on startup; we do this with the command below. openser: chmod 755 /etc/init.d/tomcat6 openser:/etc/init.d# update-rc.d tomcat6 defaults 99 Step 10: To make sure everything is running correctly, reboot the server and try to open in your browser the URL http://localhost:8080; if everything is OK you'll be greeted with Tomcat's start page. Step 11: Install the MySQL driver for Tomcat, so that SerMyAdmin can access your database. This driver can be found at http://dev.mysql.com/downloads/connector/j/5.1.html. You should download the driver and unpack it, then copy the connector to Tomcat's shared library directory, as follows. openser:/usr/src# tar zxf mysql-connector-java-5.1.5.tar.gz openser:/usr/src# cp mysql-connector-java-5.1.5/mysql-connector-java-5.1.5-bin.jar /usr/local/tomcat6/lib Step 12: Declare the data source for SerMyAdmin to connect to OpenSER's database. You can do this in an XML file found at /usr/local/tomcat6/conf/context.xml. The file should look as below: <?xml version="1.0" encoding="UTF-8"?><Context path="/serMyAdmin"> <Resource auth="Container" driverClassName="com.mysql.jdbc.Driver" maxActive="20" maxIdle="10" maxWait="-1" name="jdbc/openser_MySQL" type="javax.sql.DataSource" url="jdbc:mysql://localhost:3306/openser" username="sermyadmin" password="secret"/></Context> In the file above, please change the highlighted parameters according to your scenario. SerMyAdmin can be installed in a different server than the one that holds the database. Do this for better scalability when possible. The default MySQL installation on Debian only accepts requests from localhost, so you should edit the file /etc/mysql/my.cnf, for MySQL to accept requests from external hosts. Step 13: Create a user to be referenced in the file context.xml. This user will have the required access to the database. Please, run the commands below: openser:/var/lib/tomcat5.5/conf# mysql -u root –p Enter password: Welcome to the MySQL monitor. Commands end with ; or g. Your MySQL connection id is 14 Server version: 5.0.32-Debian_7etch5-log Debian etch distribution Type 'help;' or 'h' for help. Type 'c' to clear the buffer. mysql> grant all privileges on openser.* to sermyadmin@'%' identified by 'secret'; Query OK, 0 rows affected (0.00 sec) Step 14: We're almost there. The next step is to deploy the SerMyAdmin WAR file. Please, download and copy the file serMyAdmin.war to Tomcat's webapps directory. Restart it, to activate the changes. openser:/usr/src# cp serMyAdmin-0.4.war /usr/local/tomcat6/webapps/serMyAdmin.war openser:/usr/src# invoke-rc.d tomcat6 restart Don't worry about database modifications; SerMyAdmin will automatically handle that for you. Step 15: Configure Debian's MTA (Message Transfer Agent) to allow SerMyAdmin to send a confirmation email to new users. Run the command below to configure Exim4 (default MTA for Debian). Ask your company's email administrator. openser:/# apt-get install exim4 openser:/# dpkg-reconfigure exim4-config You will be greeted with a dialog-based configuration menu; on this menu it's import to pay attention to two options: General type of mail configuration, which should be set to Internet Site so that we can send and receive mails directly using SMTP, and Domains to relay mail for, which should be set to the domain from which you want the emails from SerMyAdmin to appear to come. Step 16: Customize the file /usr/local/apache-tomcat-6.0.16/webapps/serMyAdmin-0.3/WEB-INF/spring/resource.xml, which contains the parameters that specify which email server is used to send mails and from whom these emails should appear to come from. The following is an example of this file: <?xml version="1.0" encoding="UTF-8"?><beans xsi_schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-2.0.xsd"> <bean id="mailSender" class="org.springframework.mail.javamail.JavaMailSenderImpl"> <property name="host"><value>localhost</value></property> </bean> <!-- You can set default email bean properties here, eg: from/to/subject --> <bean id="mailMessage" class="org.springframework.mail.SimpleMailMessage"> <property name="from"><value>admin@sermyadmin.org</value></property> </bean></beans> The first parameter to change is the server that we will use to send emails. The second is the parameter specifying from whom those emails will appear to come. Restart Tomcat again and we're ready to go. When you point your browser to http://<server address>:8080/serMyAdmin you should be greeted with the login page, the same as we have shown at the start on this article.
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Packt
27 Oct 2009
5 min read
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Managing Student Work using Moodle: Part 3

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