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7018 Articles
article-image-top-reasons-why-businesses-should-adopt-enterprise-collaboration-tools
Guest Contributor
05 Mar 2019
8 min read
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Top reasons why businesses should adopt enterprise collaboration tools

Guest Contributor
05 Mar 2019
8 min read
Following the trends of the modern digital workplace, organizations apply automation even to the domains that are intrinsically human-centric. Collaboration is one of them. And if we can say that organizations have already gained broad experience in digitizing business processes while foreseeing potential pitfalls, the situation is different with collaboration. The automation of collaboration processes can bring a significant number of unexpected challenges even to those companies that have tested the waters. State of Collaboration 2018 reveals a curious fact: even though organizations can be highly involved in collaborative initiatives, employees still report that both they and their companies are poorly prepared to collaborate. Almost a quarter of respondents (24%) affirm that they lack relevant enterprise collaboration tools, while 27% say that their organizations undervalue collaboration and don't offer any incentives for them to support it. Two reasons can explain these stats: The collaboration process can be hardly standardized and split into precise workflows. The number of collaboration scenarios is enormous, and it’s impossible to get them all into a single software solution. It’s also pretty hard to manage collaboration, assess its effectiveness, or understand bottlenecks. Unlike business process automation systems that play a critical role in an organization and ensure core production or business activities, enterprise collaboration tools are mostly seen as supplementary solutions, so they are the last to be implemented. Moreover, as organizations often don’t spend much effort on adapting collaboration tools to their specifics, the end solutions are frequently subject to poor adoption. At the same time, the IT market offers numerous enterprise collaboration tools Slack, Trello, Stride, Confluence, Google Suite, Workplace by Facebook, SharePoint and Office 365, to mention a few, compete to win enterprises’ loyalty. But how to choose the right enterprise Collaboration tools and make them effective? Or how to make employees use the implemented enterprise Collaboration tools actively? To answer these questions and understand how to succeed in their collaboration-focused projects, organizations have to examine both tech- and employee-related challenges they may face. Challenges rooted in technologies From the enterprise Collaboration tools' deployment model to its customization and integration flexibility, companies should consider a whole array of aspects before they decide which solution they will implement. Selecting a technologically suitable solution Finding a proper solution is a long process that requires companies to make several important decisions: Cloud or on-premises? By choosing the deployment type, organizations define their future infrastructure to run the solution, required management efforts, data location, and the amount of customization available. Cloud solutions can help enterprises save both technical and human resources. However, companies often mistrust them because of multiple security concerns. On-premises solutions can be attractive from the customization, performance, and security points of view, but they are resource-demanding and expensive due to high licensing costs. Ready-to-use or custom? Today many vendors offer ready-made enterprise collaboration tools, particularly in the field of enterprise intranets. This option is attractive for organizations because they can save on customizing a solution from scratch. However, with ready-made products, organizations can face a bigger risk of following a vendor’s rigid politics (subscription/ownership price, support rates, functional capabilities, etc.). If companies choose custom enterprise collaboration software, they have a wider choice of IT service providers to cooperate with and adjust their solutions to their needs. One tool or several integrated tools? Some organizations prefer using a couple of apps that cover different collaboration needs (for example, document management, video conferencing, instant messaging). At the same time, companies can also go for a centralized solution, such as SharePoint or Office 365 that can support all collaboration types and let users create a centralized enterprise collaboration environment. Exploring integration options Collaboration isn’t an isolated process. It is tightly related to business or organizational activities that employees do. That’s why integration capabilities are among the most critical aspects companies should check before investing in their collaboration stack. Connecting an enterprise Collaboration tool to ERP, CRM, HRM, or ITSM solutions will not only contribute to the business process consistency but will also reduce the risk of collaboration gaps and communication inconsistencies. Planning ongoing investment Like any other business solution, an enterprise collaboration tool requires financial investment to implement, customize (even ready-made solutions require tuning), and support it. The initial budget will strongly depend on the deployment type, the estimated number of users, and needed customizations. While planning their yearly collaboration investment, companies should remember that their budgets should cover not only the activities necessary to ensure the solution’s technical health but also a user adoption program. Eliminating duplicate functionality Let’s consider the following scenario: a company implements a collaboration tool that includes the project management functionality, while they also run a legacy project management system. The same situation can happen with time tracking, document management, knowledge management systems, and other stand-alone solutions. In this case, it will be reasonable to consider switching to the new suite completely and depriving the legacy one. For example, by choosing SharePoint Server or Online, organizations can unite various functions within a single solution. To ensure a smooth transition to a new environment, SharePoint developers can migrate all the data from legacy systems, thus making it part of the new solution. Choosing a security vector As mentioned before, the solution’s deployment model dictates the security measures that organizations have to take. Sometimes security is the paramount reason that holds enterprises’ collaboration initiatives back. Security concerns are particularly characteristic of organizations that hesitate between on-premises and cloud solutions. SharePoint and Office 365 trends 2018 show that security represents the major worry for organizations that consider changing their on-premises deployments for cloud environments. What’s even more surprising is that while software providers, like Microsoft, are continually improving their security measures, the degree of concern keeps on growing. The report mentioned above reveals that 50% of businesses were concerned about security in 2018 compared to 36% in 2017 and 32% in 2016. Human-related challenges Technology challenges are multiple, but they all can be solved quite quickly, especially if a company partners with a professional IT service provider that backs them up at the tech level. At the same time, companies should be ready to face employee-related barriers that may ruin their collaboration effort. Changing employees’ typical style of collaboration Don’t expect that your employees will welcome the new collaboration solution. It’s about to change their typical collaboration style, which may be difficult for many. Some employees won’t share their knowledge openly, while others will find it difficult to switch from one-to-one discussions to digitized team meetings. In this context, change management should work at two levels: a technological one and a mental one. Companies should not just explain to employees how to use the new solution effectively, but also show each team how to adapt the collaboration system to the needs of each team member without damaging the usual collaboration flow. Finding the right tools for collaborators and non-collaborators Every team consists of different personalities. Some people can be open to collaboration; others can be quite hesitant. The task is to ensure a productive co-work of these two very different types of employees and everyone in between. Teams shouldn’t wait for instant collaboration consistency or general satisfaction. These are only possible to achieve if the entire team works together to create an optimal collaboration area for each individual. Launching digital collaboration within large distributed teams When it’s about organizing collaboration within a small or medium-sized team, collaboration difficulties can be quite simple to avoid, as the collaboration flow is moderate. But when it comes to collaboration in big teams, the risk of failure increases dramatically. Organizing effective communication of remote employees, connecting distributed offices, offering relevant collaboration areas to the entire team and subteams, enable cross-device consistency of collaboration — these are just a few steps to undertake for effective teamwork. Preparing strategies to overcome adoption difficulties He biggest human-related the poor adoption of an enterprise collaboration system. It can be hard for employees to get used to the new solution, accept the new communication medium, its UI and logic. Adoption issues are critical to address because they may engender more severe consequences than the tech-related ones. Say, if there is a functional defect in a solution, a company can fix it within a few days. However, if there are adoption issues, it means that all the efforts an organization puts into technology polishing can be blown away because their employees don’t use the solution at all. Ongoing training and communication between collaboration manager and particular teams is a must to keep employees’ satisfied with the solution they use. Is there more pain than gain? On recognizing all the challenges, companies might feel that there are too many barriers to overcome to get a decent collaboration solution. So maybe it’s reasonable to stay away from the collaboration race? Is it the case? Not really. If you take a look at Internet Trends 2018, you will see that there are multiple improvements that companies get as they adopt enterprise collaboration tools. Typical advantages include reduced meeting time, quicker onboarding, less time required for support, more effective document management, and a substantial rise in teams’ productivity. If your company wants to get all these advantages, be brave to face the possible collaboration challenges to get a great reward. Author Bio Sandra Lupanova is SharePoint and Office 365 Evangelist at Itransition, a software development and IT consulting company headquartered in Denver. Sandra focuses on the SharePoint and Office 365 capabilities, challenges that companies face while adopting these platforms, as well as shares practical tips on how to improve SharePoint and Office 365 deployments through her articles.
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Sugandha Lahoti
13 Dec 2019
8 min read
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“The challenge in Deep Learning is to sustain the current pace of innovation”, explains Ivan Vasilev, machine learning engineer

Sugandha Lahoti
13 Dec 2019
8 min read
If we talk about recent breakthroughs in the software community, machine learning and deep learning is a major contender - the usage, adoption, and experimentation of deep learning has exponentially increased. Especially in the areas of computer vision, speech, natural language processing and understanding, deep learning has made unprecedented progress. GANs, variational autoencoders and deep reinforcement learning are also creating impressive AI results. To know more about the progress of deep learning, we interviewed Ivan Vasilev, a machine learning engineer and researcher based in Bulgaria. Ivan is also the author of the book Advanced Deep Learning with Python. In this book, he teaches advanced deep learning topics like attention mechanism, meta-learning, graph neural networks, memory augmented neural networks, and more using the Python ecosystem. In this interview, he shares his experiences working on this book, compares TensorFlow and PyTorch, as well as talks about computer vision, NLP, and GANs. On why he chose Computer Vision and NLP as two major focus areas of his book Computer Vision and Natural Language processing are two popular areas where a number of developments are ongoing. In his book, Advanced Deep Learning with Python, Ivan delves deep into these two broad application areas. “One of the reasons I emphasized computer vision and NLP”, he clarifies, “is that these fields have a broad range of real-world commercial applications, which makes them interesting for a large number of people.” The other reason for focusing on Computer Vision, he says “is because of the natural (or human-driven if you wish) progress of deep learning. One of the first modern breakthroughs was in 2012, when a solution based on convolutional network won the ImageNet competition of that year with a large margin compared to any previous algorithms. Thanks in part to this impressive result, the interest in the field was renewed and brought many other advances including solving complex tasks like object detection and new generative models like generative adversarial networks. In parallel, the NLP domain saw its own wave of innovation with things like word vector embeddings and the attention mechanism.” On the ongoing battle between TensorFlow and PyTorch There are two popular machine learning frameworks that are currently at par - TensorFlow and PyTorch (Both had new releases in the past month, TensorFlow 2.0 and PyTorch 1.3). There is an ongoing debate that pitches TensorFlow and PyTorch as rivaling tech and communities. Ivan does not think there is a clear winner between the two libraries and this is why he has included them both in the book. He explains, “On the one hand, it seems that the API of PyTorch is more streamlined and the library is more popular with the academic community. On the other hand, TensorFlow seems to have better cloud support and enterprise features. In any case, developers will only benefit from the competition. For example, PyTorch has demonstrated the importance of eager execution and TensorFlow 2.0 now has much better support for eager execution to the point that it is enabled by default. In the past, TensorFlow had internal competing APIs, whereas now Keras is promoted as its main high-level API. On the other hand, PyTorch 1.3 has introduced experimental support for iOS and Android devices and quantization (computation operations with reduced precision for increased efficiency).” Using Machine Learning in the stock trading process can make markets more efficient Ivan discusses his venture into the field of financial machine learning, being the author of an ML-oriented event-based algorithmic trading library. However, financial machine learning (and stock price prediction in particular) is usually not in the focus of mainstream deep learning research. “One reason”, Ivan states, “is that the field isn’t as appealing as, say, computer vision or NLP. At first glance, it might even appear gimmicky to predict stock prices.” He adds, “Another reason is that quality training data isn’t freely available and can be quite expensive to obtain. Even if you have such data, pre-processing it in an ML-friendly way is not a straightforward process, because the noise-to-signal ratio is a lot higher compared to images or text. Additionally, the data itself could have huge volume.” “However”, he counters, “using ML in finance could have benefits, besides the obvious (getting rich by trading stocks). The participation of ML algorithms in the stock trading process can make the markets more efficient. This efficiency will make it harder for market imbalances to stay unnoticed for long periods of time. Such imbalances will be corrected early, thus preventing painful market corrections, which could otherwise lead to economic recessions.” GANs can be used for nefarious purposes, but that doesn’t warrant discarding them Ivan has also given a special emphasis to Generative adversarial networks in his book. Although extremely useful, in recent times GANs have been used to generate high-dimensional fake data that look very convincing. Many researchers and developers have raised concerns about the negative repercussions of using GANs and wondered if it is even possible to prevent and counter its misuse/abuse. Ivan acknowledges that GANs may have unintended outcomes but that shouldn’t be the sole reason to discard them. He says, “Besides great entertainment value, GANs have some very useful applications and could help us better understand the inner workings of neural networks. But as you mentioned, they can be used for nefarious purposes as well. Still, we shouldn’t discard GANs (or any algorithm with similar purpose) because of this. If only because the bad actors won’t discard them. I think the solution to this problem lies beyond the realm of deep learning. We should strive to educate the public on the possible adverse effects of these algorithms, but also to their benefits. In this way we can raise the awareness of machine learning and spark an honest debate about its role in our society.” Machine learning can have both intentional and unintentional harmful effects Awareness and Ethics go in parallel. Ethics is one of the most important topics to emerge in machine learning and artificial intelligence over the last year. Ivan agrees that the ethics and algorithmic bias in machine learning are of extreme importance. He says, “We can view the potential harmful effects of machine learning as either intentional and unintentional. For example, the bad actors I mentioned when we discussed GANs fall into the intentional category. We can limit their influence by striving to keep the cutting edge of ML research publicly available, thus denying them any unfair advantage of potentially better algorithms. Fortunately, this is largely the case now and hopefully will remain that way in the future. “ “I don't think algorithmic bias is necessarily intentional,'' he says. “Instead, I believe that it is the result of the underlying injustices in our society, which creep into ML through either skewed training datasets or unconscious bias of the researchers. Although the bias might not be intentional, we still have a responsibility to put a conscious effort to eliminate it.” Challenges in the Machine learning ecosystem “The field of ML exploded (in a good sense) a few years ago,'' says Ivan, “thanks to a combination of algorithmic and computer hardware advances. Since then, the researches have introduced new smarter and more elegant deep learning algorithms. But history has shown that AI can generate such a great hype that even the impressive achievements of the last few years could fall short of the expectations of the general public.” “So, in a broader sense, the challenge in front of ML is to sustain the current pace of innovation. In particular, current deep learning algorithms fall short in some key intelligence areas, where humans excel. For example, neural networks have a hard time learning multiple unrelated tasks. They also tend to perform better when working with unstructured data (like images), compared to structured data (like graphs).” “Another issue is that neural networks sometimes struggle to remember long-distance dependencies in sequential data. Solving these problems might require new fundamental breakthroughs, and it’s hard to give an estimation of such one time events. But even at the current level, ML can fundamentally change our society (hopefully for the better). For instance, in the next 5 to 10 years, we can see the widespread introduction of fully autonomous vehicles, which have the potential to transform our lives.” This is just a snapshot of some of the important focus areas in the deep learning ecosystem. You can check out more of Ivan’s work in his book Advanced Deep Learning with Python. In this book you will investigate and train CNN models with GPU accelerated libraries like TensorFlow and PyTorch. You will also apply deep neural networks to state-of-the-art domains like computer vision problems, NLP, GANs, and more. Author Bio Ivan Vasilev started working on the first open source Java Deep Learning library with GPU support in 2013. The library was acquired by a German company, where he continued its development. He has also worked as a machine learning engineer and researcher in the area of medical image classification and segmentation with deep neural networks. Since 2017 he has focused on financial machine learning. He is working on a Python based platform, which provides the infrastructure to rapidly experiment with different ML algorithms for algorithmic trading. You can find him on Linkedin and GitHub. Kaggle’s Rachel Tatman on what to do when applying deep learning is overkill  Brad Miro talks TensorFlow 2.0 features and how Google is using it internally François Chollet, creator of Keras on TensorFlow 2.0 and Keras integration, tricky design decisions in deep learning and more
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Fatema Patrawala
24 May 2019
6 min read
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PostgreSQL 12 Beta 1 released

Fatema Patrawala
24 May 2019
6 min read
The PostgreSQL Global Development Group announced yesterday its first beta release of PostgreSQL 12. It is now also available for download. This release contains previews of all features that will be available in the final release of PostgreSQL 12, though some details of the release could also change. PostgreSQL 12 feature highlights Indexing Performance, Functionality, and Management PostgreSQL 12 will improve the overall performance of the standard B-tree indexes with improvements to the space management of these indexes as well. These improvements also provide a reduction of index size for B-tree indexes that are frequently modified, in addition to a performance gain. Additionally, PostgreSQL 12 adds the ability to rebuild indexes concurrently, which lets you perform a REINDEX operation without blocking any writes to the index. This feature should help with lengthy index rebuilds that could cause downtime when managing a PostgreSQL database in a production environment. PostgreSQL 12 extends the abilities of several of the specialized indexing mechanisms. The ability to create covering indexes, i.e. the INCLUDE clause that was introduced in PostgreSQL 11, has now been added to GiST indexes. SP-GiST indexes now support the ability to perform K-nearest neighbor (K-NN) queries for data types that support the distance (<->) operation. The amount of write-ahead log (WAL) overhead generated when creating a GiST, GIN, or SP-GiST index is also significantly reduced in PostgreSQL 12, which provides several benefits to the disk utilization of a PostgreSQL cluster and features such as continuous archiving and streaming replication. Inlined WITH queries (Common table expressions) Common table expressions (or WITH queries) can now be automatically inlined in a query if they: a) are not recursive b) do not have any side-effects c) are only referenced once in a later part of a query This removes an "optimization fence" that has existed since the introduction of the WITH clause in PostgreSQL 8.4 Partitioning PostgreSQL 12 while processing tables with thousands of partitions for operations, it only needs to use a small number of partitions. This release also provides improvements to the performance of both INSERT and COPY into a partitioned table. ATTACH PARTITION can now be performed without blocking concurrent queries on the partitioned table. Additionally, the ability to use foreign keys to reference partitioned tables is now permitted in PostgreSQL 12. JSON path queries per SQL/JSON specification PostgreSQL 12 now allows execution of JSON path queries per the SQL/JSON specification in the SQL:2016 standard. Similar to XPath expressions for XML, JSON path expressions let you evaluate a variety of arithmetic expressions and functions in addition to comparing values within JSON documents. A subset of these expressions can be accelerated with GIN indexes, allowing the execution of highly performant lookups across sets of JSON data. Collations PostgreSQL 12 now supports case-insensitive and accent-insensitive comparisons for ICU provided collations, also known as "nondeterministic collations". When used, these collations can provide convenience for comparisons and sorts, but can also lead to a performance penalty as a collation may need to make additional checks on a string. Most-common Value Extended Statistics CREATE STATISTICS, introduced in PostgreSQL 12 to help collect more complex statistics over multiple columns to improve query planning, now supports most-common value statistics. This leads to improved query plans for distributions that are non-uniform. Generated Columns PostgreSQL 12 allows the creation of generated columns that compute their values with an expression using the contents of other columns. This feature provides stored generated columns, which are computed on inserts and updates and are saved on disk. Virtual generated columns, which are computed only when a column is read as part of a query, are not implemented yet. Pluggable Table Storage Interface PostgreSQL 12 introduces the pluggable table storage interface that allows for the creation and use of different methods for table storage. New access methods can be added to a PostgreSQL cluster using the CREATE ACCESS METHOD command and subsequently added to tables with the new USING clause on CREATE TABLE. A table storage interface can be defined by creating a new table access method. In PostgreSQL 12, the storage interface that is used by default is the heap access method, which is currently is the only built-in method. Page Checksums The pg_verify_checkums command has been renamed to pg_checksums and now supports the ability to enable and disable page checksums across a PostgreSQL cluster that is offline. Previously, page checksums could only be enabled during the initialization of a cluster with initdb. Authentication & Connection Security GSSAPI now supports client-side and server-side encryption and can be specified in the pg_hba.conf file using the hostgssenc and hostnogssencrecord types. PostgreSQL 12 also allows for discovery of LDAP servers based on DNS SRV records if PostgreSQL was compiled with OpenLDAP. Few noted behavior changes in PostgreSQL 12 There are several changes introduced in PostgreSQL 12 that can affect the behavior as well as management of your ongoing operations. A few of these are noted below; for other changes, visit the "Migrating to Version 12" section of the release notes. The recovery.conf configuration file is now merged into the main postgresql.conf file. PostgreSQL will not start if it detects thatrecovery.conf is present. To put PostgreSQL into a non-primary mode, you can use the recovery.signal and the standby.signal files. You can read more about archive recovery here: https://www.postgresql.org/docs/devel/runtime-config-wal.html#RUNTIME-CONFIG-WAL-ARCHIVE-RECOVERY Just-in-Time (JIT) compilation is now enabled by default. OIDs can no longer be added to user created tables using the WITH OIDs clause. Operations on tables that have columns that were created using WITH OIDS (i.e. columns named "OID") will need to be adjusted. Running a SELECT * command on a system table will now also output the OID for the rows in the system table as well, instead of the old behavior which required the OID column to be specified explicitly. Testing for Bugs & Compatibility The stability of each PostgreSQL release greatly depends on the community, to test the upcoming version with the workloads and testing tools in order to find bugs and regressions before the general availability of PostgreSQL 12. As this is a Beta, minor changes to database behaviors, feature details, and APIs are still possible. The PostgreSQL team encourages the community to test the new features of PostgreSQL 12 in their database systems to help eliminate any bugs or other issues that may exist. A list of open issues is publicly available in the PostgreSQL wiki. You can report bugs using this form on the PostgreSQL website: Beta Schedule This is the first beta release of version 12. The PostgreSQL Project will release additional betas as required for testing, followed by one or more release candidates, until the final release in late 2019. For further information please see the Beta Testing page. Many other new features and improvements have been added to PostgreSQL 12. Please see the Release Notes for a complete list of new and changed features. PostgreSQL 12 progress update Building a scalable PostgreSQL solution PostgreSQL security: a quick look at authentication best practices [Tutorial]
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Savia Lobo
03 Dec 2018
5 min read
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Marriott’s Starwood guest database faces a massive data breach affecting 500 million user data

Savia Lobo
03 Dec 2018
5 min read
Last week, a popular Hospitality company, Marriott International, unveiled details about a massive data breach, which exposed the personal and financial information of its customers. According to Marriott, this breach was happening over the past four years and collected information about customers who made reservations in its Starwood subsidiary. The information which was subject to the breach included details of approximately 500 million guests. For approximately 327 million of these guests, the information breached includes a combination of name, mailing address, phone number, email address, passport number, Starwood Preferred Guest (“SPG”) account information, date of birth, gender, arrival and departure information, reservation date, and communication preferences. The four-year-long breach that hit Marriott’s customer data Marriott, on September 8, 2018, received an alert from an internal security tool which reported that attempts had been taken to access the Starwood guest reservation database in the United States. Following this, Marriott carried out an investigation which revealed that their Starwood network had been accessed by attackers since 2014. According to Marriott’s news center, “On November 19, 2018, the investigation determined that there was unauthorized access to the database, which contained guest information relating to reservations at Starwood properties* on or before September 10, 2018.” For some users out of the 500 million, the information includes payment card details such as numbers and expiration dates. However,  “the payment card numbers were encrypted using Advanced Encryption Standard encryption (AES-128). There are two components needed to decrypt the payment card numbers, and at this point, Marriott has not been able to rule out the possibility that both were taken. For the remaining guests, the information was limited to name and sometimes other data such as mailing address, email address, or other information”, stated the Marriott News release. Arne Sorenson, Marriott’s President, and Chief Executive Officer said, “We will continue to support the efforts of law enforcement and to work with leading security experts to improve.  Finally, we are devoting the resources necessary to phase out Starwood systems and accelerate the ongoing security enhancements to our network”. Marriott also reported this incident to law enforcement and are notifying regulatory authorities. This is not the first time Starwood data was breached Marriott hoteliers did not exactly mention when the breach hit them four years ago in 2014. However, its subsidiary Starwood revealed that, a few days after being acquired by Marriott, more than 50 of Starwood’s properties were breached in November 2015. According to Starwood’s disclosure at the time, that earlier breach stretched back at least one year, i.e., November 2014. According to Krebs on Security, “Back in 2015, Starwood said the intrusion involved malicious software installed on cash registers at some of its resort restaurants, gift shops and other payment systems that were not part of its guest reservations or membership systems.” In Dec. 2016, KrebsOnSecurity stated, “banks were detecting a pattern of fraudulent transactions on credit cards that had one thing in common: They’d all been used during a short window of time at InterContinental Hotels Group (IHG) properties, including Holiday Inns and other popular chains across the United States.” Marriott said that its own network has not been affected by this four-year data breach and that the investigation only identified unauthorized access to the separate Starwood network. “Marriott is providing its affected guests in the United States, Canada, and the United Kingdom a free year’s worth of service from WebWatcher, one of several companies that advertise the ability to monitor the cybercrime underground for signs that the customer’s personal information is being traded or sold”, said Krebs on Security. What should compromised users do? Companies affected by the breach or as a defense measure pay threat hunters to look out for new intrusions. They can even test their own networks and employees for weaknesses, and arrange for a drill in order to combat their breach response preparedness. For individuals who re-use the same password should try using password managers, which helps remember strong passwords/passphrases and essentially lets you use the same strong master password/passphrase across all Web sites. According to a Krebs on Security’s “assume you’re compromised” philosophy “involves freezing your credit files with the major credit bureaus and regularly ordering free copies of your credit file from annualcreditreport.com to make sure nobody is monkeying with your credit (except you).” Rob Rosenberger, Co-founder of Vmyths, urged everyone who booked a room at their properties since 2014 by tweeting advice that the affected users should change their mother’s maiden name and the social security number soon. https://twitter.com/vmyths/status/1069273409652224000 To know more about the Marriott breach in detail, visit Marriott’s official website. Uber fined by British ICO and Dutch DPA for nearly $1.2m over a data breach from 2016 Dell reveals details on its recent security breach Twitter on the GDPR radar for refusing to provide a user his data due to ‘disproportionate effort’ involved
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Packt
14 Apr 2010
4 min read
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Installing VirtualBox on Linux

Packt
14 Apr 2010
4 min read
Time for action – downloading and Installing VirtualBox on Linux Ok, for this exercise you'll need a copy of Ubuntu Linux already installed on your PC. I chose Ubuntu because it's one of the friendliest Linux distributi ons available, as you will see in a moment. Before installing VirtualBox, you'll need to install two additional packages on your Ubuntu system. Open a terminal window (Applications | Accessories | Terminal), and type sudo apt-get update, followed by Enter. If Ubuntu asks for your administrative password, type it, and hit Enter to continue. Once the package list is updated, type sudo apt-get install dkms, and hit Enter; then type Y and hit Enter to install the DKMS package. The other package needed before you can install VirtualBox is build-essential. This package contains all the compiling tools VirtualBox needs to build the kernel module. Type sudo apt-get install build-essential, and hit Enter. Then type Y, and hit Enter again to conti nue. Wait for the $ prompt to show up again, type exit, and hit Enter to close the terminal window. Now you can proceed to install VirtualBox. Open the Synaptic Package Manager (System | Administration | Synaptic Package Manager), and select the Settings | Repositories option in the menu bar (if Ubuntu asks for your administrative password, type it, and press Enter to continue) : The Software Sources dialog will appear. Click on the Other (on earlier Ubuntu versions the name of this tab is Third-Party Software)and then on the Add+ button: Another dialog box will show up. Now type deb http://download.virtualbox.org/virtualbox/debian karmic non-free on the APT line field, and click on the Add Source button: If you're not using Ubuntu 9.10 Karmic Koala, then you'll need to change the APT line in the previous step. For example, if you're using Ubuntu 9.04 Jaunty Jackalope, replace the karmic part with jaunty. On the http://www.virtualbox.org/wiki/Linux_Downloads webpage, you'll find more information about installing VirtualBox on several Linux distributions and the APT line required for each Ubuntu distribution available. The third-party software source for VirtualBox will now show up on the list: Now open a terminal window (Applications | Accessories | Terminal), and type wget -q http://download.virtualbox.org/virtualbox/debian/sun_vbox.asc to download the Sun public key: Go back to the Synaptic Manager, select the Authentication tab, and click on the Import Key File button: The Import Key dialog will appear next. Select the sun_vbox.asc file you just downloaded, and click on the OK button to continue: The Sun public key for VirtualBox should now appear on the list: You can now delete the Sun public key file you downloaded earlier. Click on the Close button to return to the Synaptic Package Manager. If the Repositories Changed dialog shows up, select the Never show this message again checkbox, and click on Close to continue. Now click on the Synaptic Package Manager's Reload button to update your package sources with the most recent VirtualBox version: Once the Synaptic Package Manager finishes updating the package sources list, click on the Origin button located at the lower-left part of the window and select the download.virtualbox.org/non-free repository from the window above this button: Click on the most recent virtualbox-3.X package checkbox in the right window, and select the Mark for Installation option: When upgrading to a newer VirtualBox version, you must first completely remove the older version. Then you'll be able to install the newest version without any hassles. The Mark additional required changes? dialog box will appear next. Click on the Mark button to mark all the additional packages required to install VirtualBox: Now click on the Apply button in the Synaptic Package Manager: The Apply the following changes? dialog box will appear next. Make sure the Download package files only option is deselected, and click on the Apply button to start installing the required packages, along with VirtualBox: The Synaptic Package Manager will start downloading the required packages and, when finished, it will install them along with VirtualBox.
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article-image-controls-and-player-movement
Packt
09 Feb 2015
17 min read
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Controls and player movement

Packt
09 Feb 2015
17 min read
In this article by Miguel DeQuadros, author of the book GameSalad Essentials, you will learn how to create your playable character. We are going to cover a couple of different control schemes, depending on the platform you want to release your awesome game on. We will deal with some keyboard controls, mouse controls, and even some touch controls for mobile devices. (For more resources related to this topic, see here.) Let's go into our project, and open up level 1. First we are going to add some gravity to the scene. In the scene editor, click on the Scene button in the Inspector window. In the Attributes window, expand the Gravity drop down, and change the Y value to 900. Now, on to our actor! We have already created our player actor in the Library, so let's drag him into our level. Once he's placed exactly where you want him to be, double-click on him to open up the actor editor. Instead of clicking the lock button, click the Edit Prototype... button on the upper left-hand corner of the screen, just above the actor's image. After doing this, we will edit the main actor within the Library; so instead of having to program each actor in every scene, we just drag the main actor in the library and boom! It's programmed. For our player actor, we are going to keep things super organized, because honestly, he's going to have a lot of behaviors, and even more so if you decide to continue after we are done. Click the Create Group button, right beside the Create Rule button. This will now create a group which we will put all our keyboard control-based behaviors within, so let's name it Keyboard Controls by double-clicking the name of the group. Now let's start creating the rules for each button that will control our character. Each rule will be Actor receives event | key | (whichever key you want) | is down. To select the key, simply press the Keyboard button inside the rule, and it will open up a virtual keyboard. All you have to do is click the key you want to use. For our first rule, let's do Actor receives event | key | left | is down. Because our sprite has been created with Kevin facing the right side, we have to flip him whenever the player presses the left arrow key. So, we have to drag in a Change Attribute behavior, and change it to Change Attribute: self.Graphics.Flip Horizontally to true. Then drag in an Animate behavior for the walking animation, and drag in the corresponding walking images for our character. Now let's get Kevin moving! For each Move rule you create, drag in an Accelerate behavior, change it to the corresponding direction you want him to move in, and change the Acceleration value to 500. Again, you can play around with these moving values to whatever suits your style. When you create the Move Right rule, don't forget to change the Flip Horizontally attribute to false so that he flips back to normal when the right key is pressed. Test out the level to see if he's moving. Oops! Did he fall through the platforms? We need to fix that! We are going to do this the super easy way. Click on the home button and then to the Actors tab. On the bottom-left corner of the screen, you will find a + button, click on it. This will add a new group of actors, or tags; name it Platforms. Now all you have to do is, simply drag in each platform actor you want the character to collide against in this section. Now when we create our Collision behavior, we only have to do one for the whole set of platforms, instead of creating one per actor. Time saved, money made! Plus, it keeps things more organized. Let's go back to our Kevin actor, and outside of the controls group, drag in a Collide behavior, and all you have to do is change it to Bounce when colliding with | actor with tag: | Platforms. Now, whenever he collides with an actor that you dragged into the Platforms section, he will stop. Test it out to see how it works. Bounce! Bounce! Bounce! We need to adjust a few things in the Physics section of the Kevin actor, and also the Platform actors. Open up one of the Platform actors (it doesn't matter which one, because we are going to change them all), in the Attributes window, open up the Physics drop down, and change the Bounciness value to 0. Or if you want it to be a rubbery surface, you can leave it at 1, or even 100, whatever you like. If you want a slippery platform, change the Friction to a lower than one value, such as 0.1. Do the same with our Kevin actor. Change his Bounciness to 0, his Density to 100, and Friction to 50, and check off (if not already) the Fixed Rotation, and Movable options. Now test it out. Everything should work perfectly! If you change the Platform's Friction value and set it much higher, our actor won't move very well, which would be good for super sticky platforms. We are now going to work on jumping. You want him to jump only when he is colliding with the ground, otherwise the player could keep pressing the jump button and he would just continue to fly; which would be cool, but it wouldn't make the levels very challenging now, would it? Let's go back to editing our Kevin actor. We need to create a new attribute within the actor itself, so in the Attributes window, click on the + button, select Boolean, and name it OnGround, and leave it unchecked. Create a new rule, and change it to Actor receives event | overlaps of collides | with actor with tag: | Platforms. Then drag in another rule, change it to Attribute | self.Motion Linear Velocity.Y | < 1, then click on the + button within the rule to create another condition, and change it to Attribute | self.Motion Linear Velocity.Y > -1. Whoa there cowboy! What does this mean? Let's break it down. This is detecting the actor's up and down motion, so when he is going slower than 1, and faster than -1, we will change the attribute. Why do this? It's a bit of a fail safe, so when the actor jumps and the player keeps holding the jump key, he doesn't keep jumping. If we didn't add these conditions, the player could jump at times when he shouldn't. Within that rule, drag in a Change Attribute behavior, and change it to Change Attribute: | self.OnGround To 1. (1 being true, 0 being false, or you can type in true or false.) Now, inside the Keyboard Controls group, create a new rule and name it Jumping. Change the rule to Actor receives event | key | space | is down, and we need to check another condition, so click on the + button inside of the rule, and change the new condition to Attribute | self.OnGround is true. This will not only check if the space bar is down, but will also make sure that he is colliding with the ground. Drag in a Change Attribute behavior inside of this Jumping rule, and change it to self.OnGround to 0, which, you guessed it, turns off the OnGround condition so the player can't keep jumping! Now drag in a Timer behavior, change it to For | 0.1 seconds, then drag in an Accelerate behavior inside of the Timer, and change the Direction to 90, Acceleration to 5000. Again, play around with these values. If you want him to jump a little higher, or lower, just change the timing slower or faster. If you want to slow him down a bit, such as walking speed and falling speed (which is highly recommended), in the Attributes section in the Actor window, under Motion change the Max Speed (I ended up changing it to 500), then click on Apply Max Speed. If you put too low a value, he will pause before he jumps because the combined speed of him walking and jumping is over the max speed so GameSalad will throttle him down, and that doesn't look right. For the finishing touch, let's drag in a Control Camera behavior so the camera moves with Kevin. (Don't forget to change the camera's bounds in the scene!) Now Kevin should be shooting around the level like a maniac! If you want to use mobile controls, let's go through some details. If not, skip ahead to the next heading. Mobile controls Mobile controls in GameSalad are relatively simple to do. It involves creating a non-moveable layer within the scene, and creating actors to act as buttons on screen. Let's see what we're talking about. Go into your scene. Under the Inspector window, click on the Scene button, then the Layers tab. Click on the + button to add a new layer, rename it to Buttons, and uncheck scrollable. If you have a hard time renaming the new layer by double clicking on it, simply click on the layer and press Enter or the return key, you will now be able to rename it. Whether or not this is a bug, we will find out in further releases. In each button, you'll want to uncheck the Moveable option in the Physics section, so the button doesn't fall off the screen when you click on play. Drag them into your scene in the ways you want the buttons to be laid out. We are now going to create three new game attributes; each will correspond to the button being pressed. Go to our scene, and click on the Game button in the Inspector window, and under the Attributes tab add three new Boolean attributes, LeftButton, RightButton, and JumpButton. Now let's start editing each button in the Library, not in the scene. We'll start with the left arrow button. Create a new rule, name it Button Pressed, change it to Actor receives event | touch | is pressed. Inside that rule, drag in a change attribute behavior and change it to game.LeftButton | to true; then expand the Otherwise drop down in the rule and copy and paste the previous change attribute rule into the Otherwise section and change it from true to false. What this does is, any time the player isn't touching that button, the LeftButton attribute is false. Easy! Do the same for each of the other buttons, but change each attribute accordingly. If you want, you can even change the color or image of the actor when it's pressed so you can actually see what button you are pressing. Simply adding three Change Attribute behaviors to the rule and changing the colors to 1 when being touched, and 0 when not, will highlight the button on touch. It's not required, but hey, it looks a lot better! Let's go back into our Kevin actor, copy and paste the Keyboard Controls group, and rename it to Touch Controls. Now we have to change each rule from Actor receives event | key, to Attribute | game.LeftButton | is true (or whatever button is being pressed). Test it out to see if everything works. If it does, awesome! If not, go back and make sure everything was typed in correctly. Don't forget, when it comes to changing attributes, you can't simply type in game.LeftButton, you have to click on the … button beside the Attribute, and then click on Game, then click LeftButton. Now that Kevin is alive, let's make him armed and dangerous. Go back to the Scene button within the scene editor, and under the Layers tab click on the Background layer to start creating actors in that layer. If you forget to do this, GameSalad will automatically start creating actors in the last selected layer, which can be a fast way of creating objects, but annoying if you forget. Attacking Pretty much any game out there nowadays has some kind of shooting or attacking in it. Whether you're playing NHL, NFL, or Portal 2, there is some sort of attack, or shot that you can make, and Kevin will locate a special weapon in the first level. The Inter Dimensional Gravity Disruptor I created both, the weapon and the projectile that will be launched from the Inter Dimensional Gravity Disruptor. For the gun actor, don't forget to uncheck the Movable option in the Physics drop down to prevent the gun from moving around. Now let's place the gun somewhere near the end of the level. For now, let's create a new game-wide attribute, so within the scene, click on the Game button within the Inspector window, and open the Attributes tab. Now, click on the + button to add a new attribute. It's going to be a Boolean, and we will name it GunCollected. What we are going to do is, when Kevin collides with the collectable gun at the end of the level, the Boolean will switch to true to show it's been collected, then we will do some trickery that will allow us to use multiple weapons. We are going to add two more new game-wide attributes, both Integers; name one KevX, and the other KevY. I'll explain this in a minute. Open up the Kevin actor in the Inspector window, create a new Rule, and change it to: Actor receives event | overlaps or collides | with | actor of type | Inter-Dimensional-Gravity-Disruptor, or whatever you want to name it; then drag in a Change Attribute behavior into the rule, and change it to game.GunCollected | to true. Finally, outside of this rule, drag in two Constrain Attribute behaviors and change them to the following: game.KevX | to | self.position.xgame.KevY | to | self.position.y The Constrain attributes do exactly what it sounds like, it constantly changes the attribute, constraining it; whereas the Change Attribute does it once. That's all we need to do within our Kevin actor. Now let's go back to our gun actor inside the Inspector and create a new Rule, change it to Attribute | game.GunCollected | is true. Inside that rule, drag in two Constrain Attribute behaviors, and change them to the following: self.position.x | to | game.KevXself.position.y| to | game.KevY +2 Test out your game now and see if the gun follows Kevin when he collects it. If we were to put a Change Attribute instead of Constrict Attribute, the gun would quickly pop to his position, and that's it. You could fix this by putting the Change attributes inside of a Timer behavior where every 0.0001 second it changes the attributes, but when you test it, the gun will be following quite choppily and that doesn't look good. We now want the gun to flip at the same time Kevin does, so let's create two rules the same way we did with Kevin. When the Left arrow key is pressed, change the flipped attribute to true, and when the Right arrow key is pressed change the flipped attribute to false. This happens only when the GunCollected attribute is true, otherwise the gun will be flipping before you even collect it. So create these rules within the GunCollected is true rule. Now the gun will flip with Kevin! Keep in mind, if you haven't checked out the gun image I created (I drew the gun on top of the Kevin sprite) and saved it where it was positioned, no centering will happen. This way the gun is automatically positioned and you don't have to finagle positioning it in the behaviors. Now, for the pew pew. Open up our GravRound actor within the Inspector window, simply add in a Move behavior and make it pretty fast; I did 500. Change the Density, Friction, and Bounciness, all to zero. Open up our Gun actor. We are going to create a new Rule; it will have three conditions to the rule (for Shoot Left) and they are as follows: Attribute | game.GunCollected | is true Actor receives event | key | (whatever shoot button you want) | is down Attribute | self.graphic.Flip.Horizontally | is true Now drag in a Spawn Actor behavior into this rule, select the GravRound actor, Direction: 180, Position: -25. Copy and paste this rule and change it so flip is false, and the Direction of the Spawn Actor is 0.0, and Position is 25: Test it out to make sure he's shooting in the right directions. When developing for a while, it's easy to get tired and miss things. Don't forget to create a new button for shooting, if you are creating a mobile version of the game. Shooting with touch controls is done the exact same way as walking and jumping with touch buttons. Melee weapons If you want to create a game with melee weapons, I'll quickly take you through the process of doing it. Melee weapons can be made the same way as shooting a bullet in real. You can either have the blade or object as a separate actor positioned to the actor, and when the player presses the attack button, have the player and the melee weapon animate at the same time. This way when the melee weapon collides with the enemy, it will be more accurate. If you want to have the player draw the weapon in hand, simply animate the actor, and detect if there is a collision. This will be a little less accurate, as an enemy could run into the player when he is animating and get hurt, so what you can do is have the player spawn an invisible actor to detect the melee weapon collisions more accurately. I'll quickly go through this with you. When the player presses the attack button and the actor isn't flipped (so he'll be facing the right end of the screen), animate accordingly, and then spawn the actor in front of the player. Then, in the detector actor you spawn when attacking, have it automatically destroyed when the player has finished animating. Also, throw in a Move behavior, especially when there is a down swipe such as the attack. For this example, you'll want a detector to follow the edge of the blade. This way, all you have to do is detect collisions inside the enemies with the detector actor. It is way more accurate to do things this way; in fact you can even do collisions with walls. Let's say the actor punches a wall and this detector collides with the block, spawn some particles for debris, and change the image of the block into a cracked image. There are a lot of cool things you can do with melee weapons and with ranged weapons. You can even have the wall pieces have a sort of health bar, which is really a set amount of times a bullet or sword will have to hit it before it is destroyed. Kevin is now bouncing around our level, running like a silly little boy, and now he can shoot things up. Summary We had an unmovable, boring character—albeit a good looking one. We discussed how to get him moving using a keyboard, and mobile touch controls. We then discussed how to get our character to collect a weapon, have that weapon follow him around, and then start shooting it. What are we going to talk about, you ask? Well, we are going to make Kevin have health, lives, and power ups. We'll discuss an inventory system, scoring, and some more game play mechanics like pausing and such. Relax for a little bit, take a nice break. If the weather is as nice out there as it is at the time of me writing, go enjoy the lovely sun. I can't stress the importance of taking a break enough when it comes to game development. There have been many times when I've been programming for hours on end, and I end up making a mistake and because I'm so tired, I can't find the problem. As soon as I take rest, the problem is easy to fix and I'm more alert. Resources for Article: Further resources on this subject: Django 1.2 E-commerce: Generating PDF ArcGIS Spatial Analyst [Article] Sparrow iOS Game Framework - The Basics of Our Game [Article] Three.js - Materials and Texture [Article]
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article-image-using-frameworks
Packt
24 Dec 2014
24 min read
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Using Frameworks

Packt
24 Dec 2014
24 min read
In this article by Alex Libby, author of the book Responsive Media in HTML5, we will cover the following topics: Adding responsive media to a CMS Implementing responsive media in frameworks such as Twitter Bootstrap Using the Less CSS preprocessor to create CSS media queries Ready? Let's make a start! (For more resources related to this topic, see here.) Introducing our three examples Throughout this article, we've covered a number of simple, practical techniques to make media responsive within our sites—these are good, but nothing beats seeing these principles used in a real-world context, right? Absolutely! To prove this, we're going to look at three examples throughout this article, using technologies that you are likely to be familiar with: WordPress, Bootstrap, and Less CSS. Each demo will assume a certain level of prior knowledge, so it may be worth reading up a little first. In all three cases, we should see that with little effort, we can easily add responsive media to each one of these technologies. Let's kick off with a look at working with WordPress. Adding responsive media to a CMS We will begin the first of our three examples with a look at using the ever popular WordPress system. Created back in 2003, WordPress has been used to host sites by small independent traders all the way up to Fortune 500 companies—this includes some of the biggest names in business such as eBay, UPS, and Ford. WordPress comes in two flavors; the one we're interested in is the self-install version available at http://www.wordpress.org. This example assumes you have a local installation of WordPress installed and working; if not, then head over to http://codex.wordpress.org/Installing_WordPress and follow the tutorial to get started. We will also need a DOM inspector such as Firebug installed if you don't already have it. It can be downloaded from http://www.getfirebug.com if you need to install it. If you only have access to WordPress.com (the other flavor of WordPress), then some of the tips in this section may not work, due to limitations in that version of WordPress. Okay, assuming we have WordPress set up and running, let's make a start on making uploaded media responsive. Adding responsive media manually It's at this point that you're probably thinking we have to do something complex when working in WordPress, right? Wrong! As long as you use the Twenty Fourteen core theme, the work has already been done for you. For this exercise, and the following sections, I will assume you have installed and/or activated WordPress' Twenty Fourteen theme. Don't believe me? It's easy to verify: try uploading an image to a post or page in WordPress. Resize the browser—you should see the image shrink or grow in size as the browser window changes size. If we take a look at the code elsewhere using Firebug, we can also see the height: auto set against a number of the img tags; this is frequently done for responsive images to ensure they maintain the correct proportions. The responsive style seems to work well in the Twenty Fourteen theme; if you are using an older theme, we can easily apply the same style rule to images stored in WordPress when using that theme. Fixing a responsive issue So far, so good. Now, we have the Twenty Fourteen theme in place, we've uploaded images of various sizes, and we try resizing the browser window ... only to find that the images don't seem to grow in size above a certain point. At least not well—what gives? Well, it's a classic trap: we've talked about using percentage values to dynamically resize images, only to find that we've shot ourselves in the foot (proverbially speaking, of course!). The reason? Let's dive in and find out using the following steps: Browse to your WordPress installation and activate Firebug using F12. Switch to the HTML tab and select your preferred image. In Firebug, look for the <header class="entry-header"> line, then look for the following line in the rendered styles on the right-hand side of the window: .site-content .entry-header, .site-content .entry-content,   .site-content .entry-summary, .site-content .entry-meta,   .page-content {    margin: 0 auto; max-width: 474px; } The keen-eyed amongst you should hopefully spot the issue straightaway—we're using percentages to make the sizes dynamic for each image, yet we're constraining its parent container! To fix this, change the highlighted line as indicated: .site-content .entry-header, .site-content .entry-content,   .site-content .entry-summary, .site-content .entry-meta,   .page-content {    margin: 0 auto; max-width: 100%; } To balance the content, we need to make the same change to the comments area. So go ahead and change max-width to 100% as follows: .comments-area { margin: 48px auto; max-width: 100%;   padding: 0 10px; } If we try resizing the browser window now, we should see the image size adjust automatically. At this stage, the change is not permanent. To fix this, we would log in to WordPress' admin area, go to Appearance | Editor and add the adjusted styles at the foot of the Stylesheet (style.css) file. Let's move on. Did anyone notice two rather critical issues with the approach used here? Hopefully, you must have spotted that if a large image is used and then resized to a smaller size, we're still working with large files. The alteration we're making has a big impact on the theme, even though it is only a small change. Even though it proves that we can make images truly responsive, it is the kind of change that we would not necessarily want to make without careful consideration and plenty of testing. We can improve on this. However, making changes directly to the CSS style sheet is not ideal; they could be lost when upgrading to a newer version of the theme. We can improve on this by either using a custom CSS plugin to manage these changes or (better) using a plugin that tells WordPress to swap an existing image for a small one automatically if we resize the window to a smaller size. Using plugins to add responsive images A drawback though, of using a theme such as Twenty Fourteen, is the resizing of images. While we can grow or shrink an image when resizing the browser window, we are still technically altering the size of what could potentially be an unnecessarily large image! This is considered bad practice (and also bad manners!)—browsing on a desktop with a fast Internet connection as it might not have too much of an impact; the same cannot be said for mobile devices, where we have less choice. To overcome this, we need to take a different approach—get WordPress to automatically swap in smaller images when we reach a particular size or breakpoint. Instead of doing this manually using code, we can take advantage of one of the many plugins available that offer responsive capabilities in some format. I feel a demo coming on. Now's a good time to take a look at one such plugin in action: Let's start by downloading our plugin. For this exercise, we'll use the PictureFill.WP plugin by Kyle Ricks, which is available at https://wordpress.org/plugins/picturefillwp/. We're going to use the version that uses Picturefill.js version 2. This is available to download from https://github.com/kylereicks/picturefill.js.wp/tree/master. Click on Download ZIP to get the latest version. Log in to the admin area of your WordPress installation and click on Settings and then Media. Make sure your image settings for Thumbnail, Medium, and Large sizes are set to values that work with useful breakpoints in your design. We then need to install the plugin. In the admin area, go to Plugins | Add New to install the plugin and activate it in the normal manner. At this point, we will have installed responsive capabilities in WordPress—everything is managed automatically by the plugin; there is no need to change any settings (except maybe the image sizes we talked about in step 2). Switch back to your WordPress frontend and try resizing the screen to a smaller size. Press F12 to activate Firebug and switch to the HTML tab. Press Ctrl + Shift + C (or Cmd + Shift + C for Mac users) to toggle the element inspector; move your mouse over your resized image. If we've set the right image sizes in WordPress' admin area and the window is resized correctly, we can expect to see something like the following screenshot: To confirm we are indeed using a smaller image, right-click on the image and select View Image Info; it will display something akin to the following screenshot: We should now have a fully functioning plugin within our WordPress installation. A good tip is to test this thoroughly, if only to ensure we've set the right sizes for our breakpoints in WordPress! What happens if WordPress doesn't refresh my thumbnail images properly? This can happen. If you find this happening, get hold of and install the Regenerate Thumbnails plugin to resolve this issue; it's available at https://wordpress.org/plugins/regenerate-thumbnails/. Adding responsive videos using plugins Now that we can add responsive images to WordPress, let's turn our attention to videos. The process of adding them is a little more complex; we need to use code to achieve the best effect. Let's examine our options. If you are hosting your own videos, the simplest way is to add some additional CSS style rules. Although this removes any reliance on JavaScript or jQuery using this method, the result isn't perfect and will need additional styles to handle the repositioning of the play button overlay. Although we are working locally, we should remember the note from earlier in this article; changes to the CSS style sheet may be lost when upgrading. A custom CSS plugin should be used, if possible, to retain any changes. To use a CSS-only solution, it only requires a couple of steps: Browse to your WordPress theme folder and open a copy of styles.css in your text editor of choice. Add the following lines at the end of the file and save it: video { width: 100%; height: 100%; max-width: 100%; } .wp-video { width: 100% !important; } .wp-video-shortcode {width: 100% !important; } Close the file. You now have the basics in place for responsive videos. At this stage, you're probably thinking, "great, my videos are now responsive. I can handle the repositioning of the play button overlay myself, no problem"; sounds about right? Thought so and therein lies the main drawback of this method! Repositioning the overlay shouldn't be too difficult. The real problem is in the high costs of hardware and bandwidth that is needed to host videos of any reasonable quality and that even if we were to spend time repositioning the overlay, the high costs would outweigh any benefit of using a CSS-only solution. A far better option is to let a service such as YouTube do all the hard work for you and to simply embed your chosen video directly from YouTube into your pages. The main benefit of this is that YouTube's servers do all the hard work for you. You can take advantage of an increased audience and YouTube will automatically optimize the video for the best resolution possible for the Internet connections being used by your visitors. Although aimed at beginners, wpbeginner.com has a useful article located at http://www.wpbeginner.com/beginners-guide/why-you-should-never-upload-a-video-to-wordpress/, on the pros and cons of why self-hosting videos isn't recommended and that using an external service is preferable. Using plugins to embed videos Embedding videos from an external service into WordPress is ironically far simpler than using the CSS method. There are dozens of plugins available to achieve this, but one of the simplest to use (and my personal favorite) is FluidVids, by Todd Motto, available at http://github.com/toddmotto/fluidvids/. To get it working in WordPress, we need to follow these steps using a video from YouTube as the basis for our example: Browse to your WordPress' theme folder and open a copy of functions.php in your usual text editor. At the bottom, add the following lines: add_action ( 'wp_enqueue_scripts', 'add_fluidvid' );   function add_fluidvid() { wp_enqueue_script( 'fluidvids',     get_stylesheet_directory_uri() .     '/lib/js/fluidvids.js', array(), false, true ); } Save the file, then log in to the admin area of your WordPress installation. Navigate to Posts | Add New to add a post and switch to the Text tab of your Post Editor, then add http://www.youtube.com/watch?v=Vpg9yizPP_g&hd=1 to the editor on the page. Click on Update to save your post, then click on View post to see the video in action. There is no need to further configure WordPress—any video added from services such as YouTube or Vimeo will be automatically set as responsive by the FluidVids plugin. At this point, try resizing the browser window. If all is well, we should see the video shrink or grow in size, depending on how the browser window has been resized: To prove that the code is working, we can take a peek at the compiled results within Firebug. We will see something akin to the following screenshot: For those of us who are not feeling quite so brave (!), there is fortunately a WordPress plugin available that will achieve the same results, without configuration. It's available at https://wordpress.org/plugins/fluidvids/ and can be downloaded and installed using the normal process for WordPress plugins. Let's change track and move onto our next demo. I feel a need to get stuck in some coding, so let's take a look at how we can implement responsive images in frameworks such as Bootstrap. Implementing responsive media in Bootstrap A question—as developers, hands up if you have not heard of Bootstrap? Good—not too many hands going down Why have I asked this question, I hear you say? Easy—it's to illustrate that in popular frameworks (such as Bootstrap), it is easy to add basic responsive capabilities to media, such as images or video. The exact process may differ from framework to framework, but the result is likely to be very similar. To see what I mean, let's take a look at using Bootstrap for our second demo, where we'll see just how easy it is to add images and video to our Bootstrap-enabled site. If you would like to explore using some of the free Bootstrap templates that are available, then http://www.startbootstrap.com/ is well worth a visit! Using Bootstrap's CSS classes Making images and videos responsive in Bootstrap uses a slightly different approach to what we've examined so far; this is only because we don't have to define each style property explicitly, but instead simply add the appropriate class to the media HTML for it to render responsively. For the purposes of this demo, we'll use an edited version of the Blog Page example, available at http://www.getbootstrap.com/getting-started/#examples; a copy of the edited version is available on the code download that accompanies this article. Before we begin, go ahead and download a copy of the Bootstrap Example folder that is in the code download. Inside, you'll find the CSS, image and JavaScript files needed, along with our HTML markup file. Now that we have our files, the following is a screenshot of what we're going to achieve over the course of our demo: Let's make a start on our example using the following steps: Open up bootstrap.html and look for the following lines (around lines 34 to 35):    <p class="blog-post-meta">January 1, 2014 by <a href="#">Mark</a></p>      <p>This blog post shows a few different types of content that's supported and styled with Bootstrap.         Basic typography, images, and code are all         supported.</p> Immediately below, add the following code—this contains markup for our embedded video, using Bootstrap's responsive CSS styling: <div class="bs-example"> <div class="embed-responsive embed-responsive-16by9">    <iframe allowfullscreen="" src="http://www.youtube.com/embed/zpOULjyy-n8?rel=0" class="embed-responsive-item"></iframe> </div> </div> With the video now styled, let's go ahead and add in an image—this will go in the About section on the right. Look for these lines, on or around lines 74 and 75:    <h4>About</h4>      <p>Etiam porta <em>sem malesuada magna</em> mollis euismod. Cras mattis consectetur purus sit amet       fermentum. Aenean lacinia bibendum nulla sed       consectetur.</p> Immediately below, add in the following markup for our image: <a href="#" class="thumbnail"> <img src="http://placehold.it/350x150" class="img-responsive"> </a> Save the file and preview the results in a browser. If all is well, we can see our video and image appear, as shown at the start of our demo. At this point, try resizing the browser—you should see the video and placeholder image shrink or grow as the window is resized. However, the great thing about Bootstrap is that the right styles have already been set for each class. All we need to do is apply the correct class to the appropriate media file—.embed-responsive embed-responsive-16by9 for videos or .img-responsive for images—for that image or video to behave responsively within our site. In this example, we used Bootstrap's .img-responsive class in the code; if we have a lot of images, we could consider using img { max-width: 100%; height: auto; } instead. So far, we've worked with two popular examples of frameworks in the form of WordPress and Bootstrap. This is great, but it can mean getting stuck into a lot of CSS styling, particularly if we're working with media queries, as we saw earlier in the article! Can we do anything about this? Absolutely! It's time for a brief look at CSS preprocessing and how this can help with adding responsive media to our pages. Using Less CSS to create responsive content Working with frameworks often means getting stuck into a lot of CSS styling; this can become awkward to manage if we're not careful! To help with this, and for our third scenario, we're going back to basics to work on an alternative way of rendering CSS using the Less CSS preprocessing language. Why? Well, as a superset (or extension) of CSS, Less allows us to write our styles more efficiently; it then compiles them into valid CSS. The aim of this example is to show that if you're already using Less, then we can still apply the same principles that we've covered throughout this article, to make our content responsive. It should be noted that this exercise does assume a certain level of prior experience using Less; if this is the first time, you may like to peruse my article, Learning Less, by Packt Publishing. There will be a few steps involved in making the changes, so the following screenshot gives a heads-up on what it will look like, once we've finished: You would be right. If we play our cards right, there should indeed be no change in appearance; working with Less is all about writing CSS more efficiently. Let's see what is involved: We'll start by extracting copies of the Less CSS example from the code download that accompanies this article—inside it, we'll find our HTML markup, reset style sheet, images, and video needed for our demo. Save the folder locally to your PC. Next, add the following styles in a new file, saving it as responsive.less in the css subfolder—we'll start with some of the styling for the base elements, such as the video and banner: #wrapper {width: 96%; max-width: 45rem; margin: auto;   padding: 2%} #main { width: 60%; margin-right: 5%; float: left } #video-wrapper video { max-width: 100%; } #banner { background-image: url('../img/abstract-banner- large.jpg'); height: 15.31rem; width: 45.5rem; max-width:   100%; float: left; margin-bottom: 15px; } #skipTo { display: none; li { background: #197a8a }; }   p { font-family: "Droid Sans",sans-serif; } aside { width: 35%; float: right; } footer { border-top: 1px solid #ccc; clear: both; height:   30px; padding-top: 5px; } We need to add some basic formatting styles for images and links, so go ahead and add the following, immediately below the #skipTo rule: a { text-decoration: none; text-transform: uppercase } a, img { border: medium none; color: #000; font-weight: bold; outline: medium none; } Next up comes the navigation for our page. These styles control the main navigation and the Skip To… link that appears when viewed on smaller devices. Go ahead and add these style rules immediately below the rules for a and img: header { font-family: 'Droid Sans', sans-serif; h1 { height: 70px; float: left; display: block; fontweight: 700; font-size: 2rem; } nav { float: right; margin-top: 40px; height: 22px; borderradius: 4px; li { display: inline; margin-left: 15px; } ul { font-weight: 400; font-size: 1.1rem; } a { padding: 5px 5px 5px 5px; &:hover { background-color: #27a7bd; color: #fff; borderradius: 4px; } } } } We need to add the media query that controls the display for smaller devices, so go ahead and add the following to a new file and save it as media.less in the css subfolder. We'll start with setting the screen size for our media query: @smallscreen: ~"screen and (max-width: 30rem)";   @media @smallscreen { p { font-family: "Droid Sans", sans-serif; }      #main, aside { margin: 0 0 10px; width: 100%; }    #banner { margin-top: 150px; height: 4.85rem; max-width: 100%; background-image: url('../img/abstract-     banner-medium.jpg'); width: 45.5rem; } Next up comes the media query rule that will handle the Skip To… link at the top of our resized window:    #skipTo {      display: block; height: 18px;      a {         display: block; text-align: center; color: #fff; font-size: 0.8rem;        &:hover { background-color: #27a7bd; border-radius: 0; height: 20px }      }    } We can't forget the main navigation, so go ahead and add the following line of code immediately below the block for #skipTo:    header {      h1 { margin-top: 20px }      nav {        float: left; clear: left; margin: 0 0 10px; width:100%;        li { margin: 0; background: #efefef; display:block; margin-bottom: 3px; height: 40px; }        a {          display: block; padding: 10px; text-align:center; color: #000;          &:hover {background-color: #27a7bd; border-radius: 0; padding: 10px; height: 20px; }        }     }    } } At this point, we should then compile the Less style sheet before previewing the results of our work. If we launch responsive.html in a browser, we'll see our mocked up portfolio page appear as we saw at the beginning of the exercise. If we resize the screen to its minimum width, its responsive design kicks in to reorder and resize elements on screen, as we would expect to see. Okay, so we now have a responsive page that uses Less CSS for styling; it still seems like a lot of code, right? Working through the code in detail Although this seems like a lot of code for a simple page, the principles we've used are in fact very simple and are the ones we already used earlier in the article. Not convinced? Well, let's look at it in more detail—the focus of this article is on responsive images and video, so we'll start with video. Open the responsive.css style sheet and look for the #video-wrapper video class: #video-wrapper video { max-width: 100%; } Notice how it's set to a max-width value of 100%? Granted, we don't want to resize a large video to a really small size—we would use a media query to replace it with a smaller version. But, for most purposes, max-width should be sufficient. Now, for the image, this is a little more complicated. Let's start with the code from responsive.less: #banner { background-image: url('../img/abstract-banner- large.jpg'); height: 15.31rem; width: 45.5rem; max-width: 100%; float: left; margin-bottom: 15px; } Here, we used the max-width value again. In both instances, we can style the element directly, unlike videos where we have to add a container in order to style it. The theme continues in the media query setup in media.less: @smallscreen: ~"screen and (max-width: 30rem)"; @media @smallscreen { ... #banner { margin-top: 150px; background-image: url('../img/abstract-banner-medium.jpg'); height: 4.85rem;     width: 45.5rem; max-width: 100%; } ... } In this instance, we're styling the element to cover the width of the viewport. A small point of note; you might ask why we are using the rem values instead of the percentage values when styling our image? This is a good question—the key to it is that when using pixel values, these do not scale well in responsive designs. However, the rem values do scale beautifully; we could use percentage values if we're so inclined, although they are best suited to instances where we need to fill a container that only covers part of the screen (as we did with the video for this demo). An interesting article extolling the virtues of why we should use rem units is available at http://techtime.getharvest.com/blog/in-defense-of-rem-units - it's worth a read. Of particular note is a known bug with using rem values in Mobile Safari, which should be considered when developing for mobile platforms; with all of the iPhones available, its usage could be said to be higher than Firefox! For more details, head over to http://wtfhtmlcss.com/#rems-mobile-safari. Transferring to production use Throughout this exercise, we used Less to compile our styles on the fly each time. This is okay for development purposes, but is not recommended for production use. Once we've worked out the requisite styles needed for our site, we should always look to precompile them into valid CSS before uploading the results into our site. There are a number of options available for this purpose; two of my personal favorites are Crunch! available at http://www.crunchapp.net and the Less2CSS plugin for Sublime Text available at https://github.com/timdouglas/sublime-less2css. You can learn more about precompiling Less code from my new article, Learning Less.js, by Packt Publishing. Summary Wow! We've certainly covered a lot; it shows that adding basic responsive capabilities to media need not be difficult. Let's take a moment to recap on what you learned. We kicked off this article with an introduction to three real-word scenarios that we would then cover. Our first scenario looked at using WordPress. We covered how although we can add simple CSS styling to make images and videos responsive, the preferred method is to use one of the several plugins available to achieve the same result. Our next scenario visited the all too familiar framework known as Twitter Bootstrap. In comparison, we saw that this is a much easier framework to work with, in that styles have been predefined and that all we needed to do was add the right class to the right selector. Our third and final scenario went completely the opposite way, with a look at using the Less CSS preprocessor to handle the styles that we would otherwise have manually created. We saw how easy it was to rework the styles we originally created earlier in the article to produce a more concise and efficient version that compiled into valid CSS with no apparent change in design. Well, we've now reached the end of the book; all good things must come to an end at some point! Nonetheless, I hope you've enjoyed reading the book as much as I have writing it. Hopefully, I've shown that adding responsive media to your sites need not be as complicated as it might first look and that it gives you a good grounding to develop something more complex using responsive media. Resources for Article: Further resources on this subject: Styling the Forms [article] CSS3 Animation [article] Responsive image sliders [article]
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Packt
03 Feb 2011
8 min read
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Setting up a Joomla Web Server using Virtualbox, TurnkeyLinux and DynDNS

Packt
03 Feb 2011
8 min read
VirtualBox 3.1: Beginner's Guide Virtualization is a powerful tool that can make your PC duties easier, no matter if you're a programmer, a systems administrator, a power user, or even a beginner. Have you ever wanted to test the popular Joomla! Content Management System (CMS), but couldn't spare the time and effort to install it in your PC, along with the Apache web server and the MySQL database server? Are you afraid to install Apache, MySQL and PHP in your only PC because it could mess things up? Well, you can forget about all the hassle thanks to Oracle VirtualBox, a powerful virtualization software product that lets you create one or more virtual machines, or VMs, inside your physical PC. Each VM is completely isolated from your main PC and all the other VMs, so it's like having several computers in one physical package, but you don't need the extra space to accommodate all the additional LCDs and PC cases. Cool, huh? In this article, I'm going to show you one of the quickest ways to set up a fully-functional web server right from your own home/office. And why would you need to do something like that? Well, if you want to create a website to establish your own presence on the Internet, there are some costs involved. First of all, you need to pay for a web hosting service and a domain name. So, if you want to learn how to create websites, this would be a perfect way to do it, since all the software we´ll use is free, and with the DynDNS dynamic DNS service, you don't need to pay for a domain name because you can also use one for free. Furthermore, since you're going to host your website on your virtual machine, you can also forget about the web hosting fee. Are these reasons good enough to start experimenting with virtual machines? I'm pretty sure they are! I decided to use the Joomla! Content Management System (CMS) because it has all you need to establish your Internet presence. The TurnkeyLinux Joomla! virtual appliance includes everything you need to have a website running right out of the box, so you won't have to go through the hassle of installing all the required web server software (Apache, MySQL, PHP, etc.). And in case something goes wrong, you can just wipe out your virtual machine and start again from scratch. How about that? The first steps in the tutorial will tell you how to create a virtual machine (VM) with VirtualBox, how to get a preconfigured ISO image from the TurnkeyLinux website with all the necessary stuff to install the Apache web server, the MySQL database server and the Joomla! CMS in your VM. Oh, and if you're wondering how to make your web server available on the Internet, don't worry: I'll also show you how to get a free DynDNS account, and how to configure your Cable/DSL router to open port 80 (the HTTP web server port). That way, visitors from the Internet will be able to navigate in your brand-new Joomla! website. You'll need a PC or Mac system with Windows/Linux/Mac OS X installed, at least 1 GB of RAM and a Cable/DSL connection to the Internet, so you can configure your Cable/DSL router to let your virtual machine work as a full-fledged web server. Getting Virtualbox Download the most recent version of Oracle VirtualBox from the official website: VirtualBox 4.0 for Windows VirtualBox 4.0 for Mac OS X VirtualBox 4.0 for Linux Once the download is completed, follow the instructions included in the User Manual to install VirtualBox in your specific operating system. Downloading the Turnkey Joomla Appliance You can download the Joomla appliance from the TurnkeyLinux website. Just click on the following link to start downloading it to your computer: http://www.turnkeylinux.org/download?file=turnkey-joomla-11.0-lucid-x86.iso. Creating a new virtual machine Open VirtualBox, click on New to open the New Virtual Machine Wizard and then click on Next. Type MyJoomlaVM in the Name field, select Linux as the Operating System and Ubuntu as the Version, and click on Next to continue: The Memory dialog will show up next. Select at least 384 MB (you can press the Left and Right arrow keys to increase/decrease the memory value) in the Base Memory Size slider (depending on the total memory available in your PC) and click Next to continue: Leave the default values in the Virtual Hard Disk window and click Next four times to finish configuring your virtual machine with the default values. Then click Finish twice in the Summary dialogs that will show up afterwards, and you’ll be taken back to the VirtualBox main screen. Your MyJoomlaVM virtual machine will appear in the virtual machine list, as shown below: Now we need to tweak some network settings so your virtual machine can behave as a real PC with its own IP address. Click the Settings button to open the MyJoomlaVM – Settings window, and then select the Network section: Make sure the Adapter 1 tab is selected; then click on the Attached to list box and select Bridged Adapter instead of NAT: Click on the OK button to close the MyJoomlaVM – Settings window and return to the VirtualBox main screen. Installing the Joomla TurnkeyLinux appliance To start your virtual machine, double-click on its name in the virtual machines’ list or select it and click on the Start button: The first time you open a virtual machine, the First Run Wizard dialog shows up. This wizard helps you to install an operating system to your virtual machine. Click Next to go to the Select Installation Media window, where you can select a media source to install an operating system in your virtual machine. In this case you’re going to select the Turnkey Joomla ISO live CD image you downloaded before. Click on the folder icon located at the right-side of the Media Source list box: The Choose a virtual CD/DVD disk file dialog will open up. Use this dialog to locate and select the Joomla Turnkey ISO image your previously downloaded; then click on Open to return to the Select Installation Media dialog and click Next to continue. The Summary window will appear next, showing the media you selected. Click on Finish to exit the First Run Wizard and start your virtual machine. Wait until the TurnkeyLinux boot screen shows up; then make sure the Install to hard disk option is highlighted and hit Enter to proceed (you can also wait until installation begins automatically): Wait until the Debian Installer Live screen appears. Use the keyboard to select the Guided – use the entire disk option and hit Enter to continue: The next screen will ask you if you want to write the changes to disk. Select Yes and hit Enter to continue. The Debian Installer will start installing Ubuntu and the Joomla appliance in your virtual machine. After a while, a screen will appear asking if you want to install the GRUB boot loader to the master boot record. Select Yes and hit Enter to continue. The next screen will tell you that the installation is complete, and will ask if you want to restart your computer (virtual machine). Make sure Yes is selected and hit Enter to continue. Wait until your virtual machine boots up and asks you to type a new password for the root account. Type a secure password and hit Enter to continue. Type the password again and hit Enter to proceed. Now the system will ask for the MySQL server 'root' account’s password. Type a password of your choice and hit Enter. Repeat the procedure to confirm the password. Finally, the system will ask you to type a password for the Joomla 'admin' account. Choose a secure password, type it and hit Enter. Once again, repeat the procedure to confirm the password. The next step is to write the email address for the Joomla 'admin' account. Type a real email address and hit Enter to proceed. Next you’ll see a Link TKLBAM to the Turnkey Hub screen. In this case we’re not going to use the Turnkey Hub (a backup/restore system), so don’t type anything and hit Enter to continue. The next screen that will show up is Security Updates. You can leave the default option (Install) and hit Enter to proceed. (Be patient while the security updates get installed in your virtual machine; sometimes it can take several minutes.) Once the security updates finish installing in your virtual machine, the JOOMLA appliance services screen will pop up, and your virtual machine will be ready to roll: Write down the IP address assigned to your Joomla virtual machine (in the above picture it’s 192.168.1.79, but your IP address may vary). Then, open a web browser and type http://youripaddress (remember to replace youripaddress with the IP address you wrote down) to verify your Joomla virtual machine is working. The next screen should appear in your browser: Finally, you need to unmount the TurnkeyLinux Joomla ISO image from your machine’s virtual drive. This is to avoid booting up the ISO image again instead of booting up from your hard drive. Go to the Devices menu and select CD/DVD Devices > Remove disk from virtual drive: That’s it for now. Now let’s see how to get a free domain name and configure your Cable/DSL router to accept incoming connections for your Joomla virtual machine.
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Aaron Lazar
14 Aug 2018
14 min read
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Access application data with Entity Framework in .NET Core [Tutorial]

Aaron Lazar
14 Aug 2018
14 min read
In this tutorial, we will get started with using the Entity Framework and create a simple console application to perform CRUD operations. The intent is to get started with EF Core and understand how to use it. Before we dive into coding, let us see the two development approaches that EF Core supports: Code-first Database-first These two paradigms have been supported for a very long time and therefore we will just look at them at a very high level. EF Core mainly targets the code-first approach and has limited support for the database-first approach, as there is no support for the visual designer or wizard for the database model out of the box. However, there are third-party tools and extensions that support this. The list of third-party tools and extensions can be seen at https://docs.microsoft.com/en-us/ef/core/extensions/. This tutorial has been extracted from the book .NET Core 2.0 By Example, by Rishabh Verma and Neha Shrivastava. In the code-first approach, we first write the code; that is, we first create the domain model classes and then, using these classes, EF Core APIs create the database and tables, using migration based on the convention and configuration provided. We will look at conventions and configurations a little later in this section. The following diagram illustrates the code-first approach: In the database-first approach, as the name suggests, we have an existing database or we create a database first and then use EF Core APIs to create the domain and context classes. As mentioned, currently EF Core has limited support for it due to a lack of tooling. So, our preference will be for the code-first approach throughout our examples. The reader can discover the third-party tools mentioned previously to learn more about the EF Core database-first approach as well. The following image illustrates the database-first approach: Building Entity Framework Core Console App Now that we understand the approaches and know that we will be using the code-first approach, let's dive into coding our getting started with EF Core console app. Before we do so, we need to have SQL Express installed in our development machine. If SQL Express is not installed, download the SQL Express 2017 edition from https://www.microsoft.com/en-IN/sql-server/sql-server-downloads and run the setup wizard. We will do the Basic installation of SQL Express 2017 for our learning purposes, as shown in the following screenshot: Our objective is to learn how to use EF Core and so we will not do anything fancy in our console app. We will just do simple Create Read Update Delete (CRUD) operations of a simple class called Person, as defined here: public class Person { public int Id { get; set; } public string Name { get; set; } public bool Gender { get; set; } public DateTime DateOfBirth { get; set; } public int Age { get { var age = DateTime.Now.Year - this.DateOfBirth.Year; if (DateTime.Now.DayOfYear < this.DateOfBirth.DayOfYear) { age = age - 1; } return age; } } } As we can see in the preceding code, the class has simple properties. To perform the CRUD operations on this class, let's create a console app by performing the following steps: Create a new .NET Core console project named GettingStartedWithEFCore, as shown in the following screenshot: Create a new folder named Models in the project node and add the Person class to this newly created folder. This will be our model entity class, which we will use for CRUD operations. Next, we need to install the EF Core package. Before we do that, it's important to know that EF Core provides support for a variety of databases. A few of the important ones are: SQL Server SQLite InMemory (for testing) The complete and comprehensive list can be seen at https://docs.microsoft.com/en-us/ef/core/providers/. We will be working with SQL Server on Windows for our learning purposes, so let's install the SQL Server package for Entity Framework Core. To do so, let's install the Microsoft.EntityFrameworkCore.SqlServer package from the NuGet Package Manager in Visual Studio 2017. Right-click on the project. Select Manage Nuget Packages and then search for Microsoft.EntityFrameworkCore.SqlServer. Select the matching result and click Install: Next, we will create a class called Context, as shown here: public class Context : DbContext { public DbSet<Person&gt; Persons { get; set; } protected override void OnConfiguring(DbContextOptionsBuilder optionsBuilder) { //// Get the connection string from configuration optionsBuilder.UseSqlServer(@"Server=.\SQLEXPRESS ;Database=PersonDatabase;Trusted_Connection=True;"); } protected override void OnModelCreating(ModelBuilder modelBuilder) { modelBuilder.Entity<Person> ().Property(nameof(Person.Name)).IsRequired(); } } The class looks quite simple, but it has the following subtle and important things to make note of: The Context class derives from DbContext, which resides in the Microsoft.EntityFrameworkCore namespace. DbContext is an integral part of EF Core and if you have worked with EF, you will already be aware of it. An instance of DbContext represents a session with the database and can be used to query and save instances of your entities. DbContext is a combination of the Unit Of Work and Repository Patterns. Typically, you create a class that derives from DbContext and contains Microsoft.EntityFrameworkCore.DbSet properties for each entity in the model. If properties have a public setter, they are automatically initialized when the instance of the derived context is created. It contains a property named Persons (plural of the model class Person) of type DbSet<Person&gt;. This will map to the Persons table in the underlying database. The class overrides the OnConfiguring method of DbContext and specifies the connection string to be used with the SQL Server database. The connection string should be read from the configuration file, appSettings.json, but for the sake of brevity and simplicity, it's hardcoded in the preceding code. The OnConfiguring method allows us to select and configure the data source to be used with a context using DbContextOptionsBuilder. Let's look at the connection string. Server= specifies the server. It can be .\SQLEXPRESS, .\SQLSERVER, .\LOCALDB, or any other instance name based on the installation you have done. Database= specifies the database name that will be created. Trusted_Connection=True specifies that we are using integrated security or Windows authentication. An enthusiastic reader should read the official Microsoft Entity framework documentation on configuring the context at https://docs.microsoft.com/en-us/ef/core/miscellaneous/configuring-dbcontext.  The OnModelCreating method allows us to configure the model using the ModelBuilder Fluent API. This is the most powerful method of configuration and allows configuration to be specified without modifying the entity classes. The Fluent API configuration has the highest precedence and will override conventions and data annotations. The preceding code has same effect as the following data annotation has on the Name property in the Person class: [Required] public string Name { get; set; } The preceding point highlights the flexibility and configuration that EF Core brings to the table. EF Core uses a combination of conventions, attributes, and Fluent API statements to build a database model at runtime. All we have to do is to perform actions on the model classes using a combination of these and they will automatically be translated to appropriate changes in the database. Before we conclude this point, let's have a quick look at each of the different ways to configure a database model: EF Core conventions: The conventions in EF Core are comprehensive. They are the default rules by which EF Core builds a database model based on classes. A few of the simpler yet important default conventions are listed here: EF Core creates database tables for all DbSet<TEntity&gt; properties in a Context class with the same name as that of the property. In the preceding example, the table name would be Persons based on this convention. EF Core creates tables for entities that are not included as DbSet properties but are reachable through reference properties in the other DbSet entities. If the Person class had a complex/navigation property, EF Core would have created a table for it as well. EF Core creates columns for all the scalar read-write properties of a class with the same name as the property by default. It uses the reference and collection properties for building relationships among corresponding tables in the database. In the preceding example, the scalar properties of Person correspond to a column in the Persons table. EF Core assumes a property named ID or one that is suffixed with ID as a primary key. If the property is an integer type or Guid type, then EF Core also assumes it to be IDENTITY and automatically assigns a value when inserting the data. This is precisely what we will make use of in our example while inserting or creating a new Person. EF Core maps the data type of a database column based on the data type of the property defined in the C# class. A few of the mappings between the C# data type to the SQL Server column data type are listed in the following table: C# data type SQL server data type int int string nvarchar(Max) decimal decimal(18,2) float real byte[] varbinary(Max) datetime datetime bool bit byte tinyint short smallint long bigint double float There are many other conventions, and we can define custom conventions as well. For more details, please read the official Microsoft documentation at https://docs.microsoft.com/en-us/ef/core/modeling/. Attributes: Conventions are often not enough to map the class to database objects. In such scenarios, we can use attributes called data annotation attributes to get the desired results. The [Required] attribute that we have just seen is an example of a data annotation attribute. Fluent API: This is the most powerful way of configuring the model and can be used in addition to or in place of attributes. The code written in the OnModelConfiguring method is an example of a Fluent API statement. If we check now, there is no PersonDatabase database. So, we need to create the database from the model by adding a migration. EF Core includes different migration commands to create or update the database based on the model. To do so in Visual Studio 2017, go to Tools | Nuget Package Manager | Package Manager Console, as shown in the following screenshot: This will open the Package Manager Console window. Select the Default Project as GettingStartedWithEFCore and type the following command: add-migration CreatePersonDatabase If you are not using Visual Studio 2017 and you are dependent on .NET Core CLI tooling, you can use the following command: dotnet ef migrations add CreatePersonDatabase We have not installed the Microsoft.EntityFrameworkCore.Design package, so it will give an error: Your startup project 'GettingStartedWithEFCore' doesn't reference Microsoft.EntityFrameworkCore.Design. This package is required for the Entity Framework Core Tools to work. Ensure your startup project is correct, install the package, and try again. So let's first go to the NuGet Package Manager and install this package. After successful installation of this package, if we run the preceding command again, we should be able to run the migrations successfully. It will also tell us the command to undo the migration by displaying the message To undo this action, use Remove-Migration. We should see the new files added in the Solution Explorer in the Migrations folder, as shown in the following screenshot: 8. Although we have migrations applied, we have still not created a database. To create the database, we need to run the following commands. In Visual Studio 2017: update-database –verbose In .NET Core CLI: dotnet ef database update If all goes well, we should have the database created with the Persons table (property of type DbSet<Person&gt;) in the database. Let's validate the table and database by using SQL Server Management Studio (SSMS). If SSMS is not installed in your machine, you can also use Visual Studio 2017 to view the database and table. Let's check the created database. In Visual Studio 2017, click on the View menu and select Server Explorer, as shown in the following screenshot: In Server Explorer, right-click on Data Connections and then select Add Connection. The Add Connection dialog will show up. Enter .\SQLEXPRESS in the Server name (since we installed SQL EXPRESS 2017) and select PersonDatabase as the database, as shown in the following screenshot: On clicking OK, we will see the database named PersonDatabase and if we expand the tables, we can see the Persons table as well as the _EFMigrationsHistory table. Notice that the properties in the Person class that had setters are the only properties that get transformed into table columns in the Persons table. Notice that the Age property is read-only in the class we created and therefore we do not see an age column in the database table, as shown in the following screenshot: This is the first migration to create a database. Whenever we add or update the model classes or configurations, we need to sync the database with the model using the add-migration and update-database commands. With this, we have our model class ready and the corresponding database created. The following image summarizes how the properties have been mapped from the C# class to the database table columns: Now, we will use the Context class to perform CRUD operations.  Let's go back to our Main.cs and write the following code. The code is well commented, so please go through the comments to understand the flow: class Program { static void Main(string[] args) { Console.WriteLine("Getting started with EF Core"); Console.WriteLine("We will do CRUD operations on Person class."); //// Lets create an instance of Person class. Person person = new Person() { Name = "Rishabh Verma", Gender = true, //// For demo true= Male, false = Female. Prefer enum in real cases. DateOfBirth = new DateTime(2000, 10, 23) }; using (var context = new Context()) { //// Context has strongly typed property named Persons which referes to Persons table. //// It has methods Add, Find, Update, Remove to perform CRUD among many others. //// Use AddRange to add multiple persons in once. //// Complete set of APIs can be seen by using F12 on the Persons property below in Visual Studio IDE. var personData = context.Persons.Add(person); //// Though we have done Add, nothing has actually happened in database. All changes are in context only. //// We need to call save changes, to persist these changes in the database. context.SaveChanges(); //// Notice above that Id is Primary Key (PK) and hence has not been specified in the person object passed to context. //// So, to know the created Id, we can use the below Id int createdId = personData.Entity.Id; //// If all goes well, person data should be persisted in the database. //// Use proper exception handling to discover unhandled exception if any. Not showing here for simplicity and brevity. createdId variable would now hold the id of created person. //// READ BEGINS Person readData = context.Persons.Where(j => j.Id == createdId).FirstOrDefault(); //// We have the data of person where Id == createdId, i.e. details of Rishabh Verma. //// Lets update the person data all together just for demonstarting update functionality. //// UPDATE BEGINS person.Name = "Neha Shrivastava"; person.Gender = false; person.DateOfBirth = new DateTime(2000, 6, 15); person.Id = createdId; //// For update cases, we need this to be specified. //// Update the person in context. context.Persons.Update(person); //// Save the updates. context.SaveChanges(); //// DELETE the person object. context.Remove(readData); context.SaveChanges(); } Console.WriteLine("All done. Please press Enter key to exit..."); Console.ReadLine(); } } With this, we have completed our sample app to get started with EF Core. I hope this simple example will set you up to start using EF Core with confidence and encourage you to start exploring it further. The detailed features of EF Core can be learned from the official Microsoft documentation available at https://docs.microsoft.com/en-us/ef/core/. If you're interested in learning more, head over to this book, .NET Core 2.0 By Example, by Rishabh Verma and Neha Shrivastava. How to build a chatbot with Microsoft Bot framework Working with Entity Client and Entity SQL Get to know ASP.NET Core Web API [Tutorial]
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Packt
04 Mar 2015
18 min read
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Prototyping Arduino Projects using Python

Packt
04 Mar 2015
18 min read
In this article by Pratik Desai, the author of Python Programming for Arduino, we will cover the following topics: Working with pyFirmata methods Servomotor – moving the motor to a certain angle The Button() widget – interfacing GUI with Arduino and LEDs (For more resources related to this topic, see here.) Working with pyFirmata methods The pyFirmata package provides useful methods to bridge the gap between Python and Arduino's Firmata protocol. Although these methods are described with specific examples, you can use them in various different ways. This section also provides detailed description of a few additional methods. Setting up the Arduino board To set up your Arduino board in a Python program using pyFirmata, you need to specifically follow the steps that we have written down. We have distributed the entire code that is required for the setup process into small code snippets in each step. While writing your code, you will have to carefully use the code snippets that are appropriate for your application. You can always refer to the example Python files containing the complete code. Before we go ahead, let's first make sure that your Arduino board is equipped with the latest version of the StandardFirmata program and is connected to your computer: Depending upon the Arduino board that is being utilized, start by importing the appropriate pyFirmata classes to the Python code. Currently, the inbuilt pyFirmata classes only support the Arduino Uno and Arduino Mega boards: from pyfirmata import Arduino In case of Arduino Mega, use the following line of code: from pyfirmata import ArduinoMega Before we start executing any methods that is associated with handling pins, it is required to properly set the Arduino board. To perform this task, we have to first identify the USB port to which the Arduino board is connected and assign this location to a variable in the form of a string object. For Mac OS X, the port string should approximately look like this: port = '/dev/cu.usbmodemfa1331' For Windows, use the following string structure: port = 'COM3' In the case of the Linux operating system, use the following line of code: port = '/dev/ttyACM0' The port's location might be different according to your computer configuration. You can identify the correct location of your Arduino USB port by using the Arduino IDE. Once you have imported the Arduino class and assigned the port to a variable object, it's time to engage Arduino with pyFirmata and associate this relationship to another variable: board = Arduino(port) Similarly, for Arduino Mega, use this: board = ArduinoMega(port) The synchronization between the Arduino board and pyFirmata requires some time. Adding sleep time between the preceding assignment and the next set of instructions can help to avoid any issues that are related to serial port buffering. The easiest way to add sleep time is to use the inbuilt Python method, sleep(time): from time import sleep sleep(1) The sleep() method takes seconds as the parameter and a floating-point number can be used to provide the specific sleep time. For example, for 200 milliseconds, it will be sleep(0.2). At this point, you have successfully synchronized your Arduino Uno or Arduino Mega board to the computer using pyFirmata. What if you want to use a different variant (other than Arduino Uno or ArduinoMega) of the Arduino board? Any board layout in pyFirmata is defined as a dictionary object. The following is a sample of the dictionary object for the Arduino board: arduino = {     'digital' : tuple(x for x in range(14)),     'analog' : tuple(x for x in range(6)),     'pwm' : (3, 5, 6, 9, 10, 11),     'use_ports' : True,     'disabled' : (0, 1) # Rx, Tx, Crystal     } For your variant of the Arduino board, you have to first create a custom dictionary object. To create this object, you need to know the hardware layout of your board. For example, an Arduino Nano board has a layout similar to a regular Arduino board, but it has eight instead of six analog ports. Therefore, the preceding dictionary object can be customized as follows: nano = {     'digital' : tuple(x for x in range(14)),     'analog' : tuple(x for x in range(8)),     'pwm' : (3, 5, 6, 9, 10, 11),     'use_ports' : True,     'disabled' : (0, 1) # Rx, Tx, Crystal     } As you have already synchronized the Arduino board earlier, modify the layout of the board using the setup_layout(layout) method: board.setup_layout(nano) This command will modify the default layout of the synchronized Arduino board to the Arduino Nano layout or any other variant for which you have customized the dictionary object. Configuring Arduino pins Once your Arduino board is synchronized, it is time to configure the digital and analog pins that are going to be used as part of your program. Arduino board has digital I/O pins and analog input pins that can be utilized to perform various operations. As we already know, some of these digital pins are also capable of PWM. The direct method Now before we start writing or reading any data to these pins, we have to first assign modes to these pins. In the Arduino sketch-based, we use the pinMode function, that is, pinMode(11, INPUT) for this operation. Similarly, in pyFirmata, this assignment operation is performed using the mode method on the board object as shown in the following code snippet: from pyfirmata import Arduino from pyfirmata import INPUT, OUTPUT, PWM   # Setting up Arduino board port = '/dev/cu.usbmodemfa1331' board = Arduino(port)   # Assigning modes to digital pins board.digital[13].mode = OUTPUT board.analog[0].mode = INPUT The pyFirmata library includes classes for the INPUT and OUTPUT modes, which are required to be imported before you utilized them. The preceding example shows the delegation of digital pin 13 as an output and the analog pin 0 as an input. The mode method is performed on the variable assigned to the configured Arduino board using the digital[] and analog[] array index assignment. The pyFirmata library also supports additional modes such as PWM and SERVO. The PWM mode is used to get analog results from digital pins, while SERVO mode helps a digital pin to set the angle of the shaft between 0 to 180 degrees. If you are using any of these modes, import their appropriate classes from the pyFirmata library. Once these classes are imported from the pyFirmata package, the modes for the appropriate pins can be assigned using the following lines of code: board.digital[3].mode = PWM board.digital[10].mode = SERVO Assigning pin modes The direct method of configuring pin is mostly used for a single line of execution calls. In a project containing a large code and complex logic, it is convenient to assign a pin with its role to a variable object. With an assignment like this, you can later utilize the assigned variable throughout the program for various actions, instead of calling the direct method every time you need to use that pin. In pyFirmata, this assignment can be performed using the get_pin(pin_def) method: from pyfirmata import Arduino port = '/dev/cu.usbmodemfa1311' board = Arduino(port)   # pin mode assignment ledPin = board.get_pin('d:13:o') The get_pin() method lets you assign pin modes using the pin_def string parameter, 'd:13:o'. The three components of pin_def are pin type, pin number, and pin mode separated by a colon (:) operator. The pin types ( analog and digital) are denoted with a and d respectively. The get_pin() method supports three modes, i for input, o for output, and p for PWM. In the previous code sample, 'd:13:o' specifies the digital pin 13 as an output. In another example, if you want to set up the analog pin 1 as an input, the parameter string will be 'a:1:i'. Working with pins As you have configured your Arduino pins, it's time to start performing actions using them. Two different types of methods are supported while working with pins: reporting methods and I/O operation methods. Reporting data When pins get configured in a program as analog input pins, they start sending input values to the serial port. If the program does not utilize this incoming data, the data starts getting buffered at the serial port and quickly overflows. The pyFirmata library provides the reporting and iterator methods to deal with this phenomenon. The enable_reporting() method is used to set the input pin to start reporting. This method needs to be utilized before performing a reading operation on the pin: board.analog[3].enable_reporting() Once the reading operation is complete, the pin can be set to disable reporting: board.analog[3].disable_reporting() In the preceding example, we assumed that you have already set up the Arduino board and configured the mode of the analog pin 3 as INPUT. The pyFirmata library also provides the Iterator() class to read and handle data over the serial port. While working with analog pins, we recommend that you start an iterator thread in the main loop to update the pin value to the latest one. If the iterator method is not used, the buffered data might overflow your serial port. This class is defined in the util module of the pyFirmata package and needs to be imported before it is utilized in the code: from pyfirmata import Arduino, util # Setting up the Arduino board port = 'COM3' board = Arduino(port) sleep(5)   # Start Iterator to avoid serial overflow it = util.Iterator(board) it.start() Manual operations As we have configured the Arduino pins to suitable modes and their reporting characteristic, we can start monitoring them. The pyFirmata provides the write() and read() methods for the configured pins. The write() method The write() method is used to write a value to the pin. If the pin's mode is set to OUTPUT, the value parameter is a Boolean, that is, 0 or 1: board.digital[pin].mode = OUTPUT board.digital[pin].write(1) If you have used an alternative method of assigning the pin's mode, you can use the write() method as follows: ledPin = board.get_pin('d:13:o') ledPin.write(1) In case of the PWM signal, the Arduino accepts a value between 0 and 255 that represents the length of the duty cycle between 0 and 100 percent. The PyFiramta library provides a simplified method to deal with the PWM values as instead of values between 0 and 255, as you can just provide a float value between 0 and 1.0. For example, if you want a 50 percent duty cycle (2.5V analog value), you can specify 0.5 with the write() method. The pyFirmata library will take care of the translation and send the appropriate value, that is, 127, to the Arduino board via the Firmata protocol: board.digital[pin].mode = PWM board.digital[pin].write(0.5) Similarly, for the indirect method of assignment, you can use code similar to the following one: pwmPin = board.get_pin('d:13:p') pwmPin.write(0.5) If you are using the SERVO mode, you need to provide the value in degrees between 0 and 180. Unfortunately, the SERVO mode is only applicable for direct assignment of the pins and will be available in future for indirect assignments: board.digital[pin].mode = SERVO board.digital[pin].write(90) The read() method The read() method provides an output value at the specified Arduino pin. When the Iterator() class is being used, the value received using this method is the latest updated value at the serial port. When you read a digital pin, you can get only one of the two inputs, HIGH or LOW, which will translate to 1 or 0 in Python: board.digital[pin].read() The analog pins of Arduino linearly translate the input voltages between 0 and +5V to 0 and 1023. However, in pyFirmata, the values between 0 and +5V are linearly translated into the float values of 0 and 1.0. For example, if the voltage at the analog pin is 1V, an Arduino program will measure a value somewhere around 204, but you will receive the float value as 0.2 while using pyFirmata's read() method in Python. Servomotor – moving the motor to certain angle Servomotors are widely used electronic components in applications such as pan-tilt camera control, robotics arm, mobile robot movements, and so on where precise movement of the motor shaft is required. This precise control of the motor shaft is possible because of the position sensing decoder, which is an integral part of the servomotor assembly. A standard servomotor allows the angle of the shaft to be set between 0 and 180 degrees. The pyFirmata provides the SERVO mode that can be implemented on every digital pin. This prototyping exercise provides a template and guidelines to interface a servomotor with Python. Connections Typically, a servomotor has wires that are color-coded red, black and yellow, respectively to connect with the power, ground, and signal of the Arduino board. Connect the power and the ground of the servomotor to the 5V and the ground of the Arduino board. As displayed in the following diagram, connect the yellow signal wire to the digital pin 13: If you want to use any other digital pin, make sure that you change the pin number in the Python program in the next section. Once you have made the appropriate connections, let's move on to the Python program. The Python code The Python file consisting this code is named servoCustomAngle.py and is located in the code bundle of this book, which can be downloaded from https://www.packtpub.com/books/content/support/19610. Open this file in your Python editor. Like other examples, the starting section of the program contains the code to import the libraries and set up the Arduino board: from pyfirmata import Arduino, SERVO from time import sleep   # Setting up the Arduino board port = 'COM5' board = Arduino(port) # Need to give some time to pyFirmata and Arduino to synchronize sleep(5) Now that you have Python ready to communicate with the Arduino board, let's configure the digital pin that is going to be used to connect the servomotor to the Arduino board. We will complete this task by setting the mode of pin 13 to SERVO: # Set mode of the pin 13 as SERVO pin = 13 board.digital[pin].mode = SERVO The setServoAngle(pin,angle) custom function takes the pins on which the servomotor is connected and the custom angle as input parameters. This function can be used as a part of various large projects that involve servos: # Custom angle to set Servo motor angle def setServoAngle(pin, angle):   board.digital[pin].write(angle)   sleep(0.015) In the main logic of this template, we want to incrementally move the motor shaft in one direction until it achieves the maximum achievable angle (180 degrees) and then move it back to the original position with the same incremental speed. In the while loop, we will ask the user to provide inputs to continue this routine, which will be captured using the raw_input() function. The user can enter character y to continue this routine or enter any other character to abort the loop: # Testing the function by rotating motor in both direction while True:   for i in range(0, 180):     setServoAngle(pin, i)   for i in range(180, 1, -1):     setServoAngle(pin, i)     # Continue or break the testing process   i = raw_input("Enter 'y' to continue or Enter to quit): ")   if i == 'y':     pass   else:     board.exit()     break While working with all these prototyping examples, we used the direct communication method by using digital and analog pins to connect the sensor with Arduino. Now, let's get familiar with another widely used communication method between Arduino and the sensors. This is called I2C communication. The Button() widget – interfacing GUI with Arduino and LEDs Now that you have had your first hands-on experience in creating a Python graphical interface, let's integrate Arduino with it. Python makes it easy to interface various heterogeneous packages within each other and that is what you are going to do. In the next coding exercise, we will use Tkinter and pyFirmata to make the GUI work with Arduino. In this exercise, we are going to use the Button() widget to control the LEDs interfaced with the Arduino board. Before we jump to the exercises, let's build the circuit that we will need for all upcoming programs. The following is a Fritzing diagram of the circuit where we use two different colored LEDs with pull up resistors. Connect these LEDs to digital pins 10 and 11 on your Arduino Uno board, as displayed in the following diagram: While working with the code provided in this section, you will have to replace the Arduino port that is used to define the board variable according to your operating system. Also, make sure that you provide the correct pin number in the code if you are planning to use any pins other than 10 and 11. For some exercises, you will have to use the PWM pins, so make sure that you have correct pins. You can use the entire code snippet as a Python file and run it. But, this might not be possible in the upcoming exercises due to the length of the program and the complexity involved. For the Button() widget exercise, open the exampleButton.py file. The code contains three main components: pyFirmata and Arduino configurations Tkinter widget definitions for a button The LED blink function that gets executed when you press the button As you can see in the following code snippet, we have first imported libraries and initialized the Arduino board using the pyFirmata methods. For this exercise, we are only going to work with one LED and we have initialized only the ledPin variable for it: import Tkinter import pyfirmata from time import sleep port = '/dev/cu.usbmodemfa1331' board = pyfirmata.Arduino(port) sleep(5) ledPin = board.get_pin('d:11:o') As we are using the pyFirmata library for all the exercises in this article, make sure that you have uploaded the latest version of the standard Firmata sketch on your Arduino board. In the second part of the code, we have initialized the root Tkinter widget as top and provided a title string. We have also fixed the size of this window using the minsize() method. In order to get more familiar with the root widget, you can play around with the minimum and maximum size of the window: top = Tkinter.Tk() top.title("Blink LED using button") top.minsize(300,30) The Button() widget is a standard Tkinter widget that is mostly used to obtain the manual, external input stimulus from the user. Like the Label() widget, the Button() widget can be used to display text or images. Unlike the Label() widget, it can be associated with actions or methods when it is pressed. When the button is pressed, Tkinter executes the methods or commands specified by the command option: startButton = Tkinter.Button(top,                              text="Start",                              command=onStartButtonPress) startButton.pack() In this initialization, the function associated with the button is onStartButtonPress and the "Start" string is displayed as the title of the button. Similarly, the top object specifies the parent or the root widget. Once the button is instantiated, you will need to use the pack() method to make it available in the main window. In the preceding lines of code, the onStartButonPress() function includes the scripts that are required to blink the LEDs and change the state of the button. A button state can have the state as NORMAL, ACTIVE, or DISABLED. If it is not specified, the default state of any button is NORMAL. The ACTIVE and DISABLED states are useful in applications when repeated pressing of the button needs to be avoided. After turning the LED on using the write(1) method, we will add a time delay of 5 seconds using the sleep(5) function before turning it off with the write(0) method: def onStartButtonPress():   startButton.config(state=Tkinter.DISABLED)   ledPin.write(1)   # LED is on for fix amount of time specified below   sleep(5)   ledPin.write(0)   startButton.config(state=Tkinter.ACTIVE) At the end of the program, we will execute the mainloop() method to initiate the Tkinter loop. Until this function is executed, the main window won't appear. To run the code, make appropriate changes to the Arduino board variable and execute the program. The following screenshot with a button and title bar will appear as the output of the program. Clicking on the Start button will turn on the LED on the Arduino board for the specified time delay. Meanwhile, when the LED is on, you will not be able to click on the Start button again. Now, in this particular program, we haven't provided sufficient code to safely disengage the Arduino board and it will be covered in upcoming exercises. Summary In this article, we learned about the Python library pyFirmata to interface Arduino to your computer using the Firmata protocol. We build a prototype using pyFirmata and Arduino to control servomotor and also developed another one with GUI, based on the Tkinter library, to control LEDs. Resources for Article: Further resources on this subject: Python Functions : Avoid Repeating Code? [article] Python 3 Designing Tasklist Application [article] The Five Kinds Of Python Functions Python 3.4 Edition [article]
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20 Oct 2023
7 min read
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Testing Large Language Models (LLMs)

20 Oct 2023
7 min read
Dive deeper into the world of AI innovation and stay ahead of the AI curve! Subscribe to our AI_Distilled newsletter for the latest insights. Don't miss out – sign up today!Machine learning has become ubiquitous, with models powering everything from search engines and recommendation systems to chatbots and autonomous vehicles. As these models grow more complex, testing them thoroughly is crucial to ensure they behave as expected. This is especially true for large language models like GPT-4 that generate human-like text and engage in natural conversations.In this article, we will explore strategies for testing machine learning models, with a focus on evaluating the performance of LLMs.IntroductionMachine learning models are notoriously challenging to test due to their black-box nature. Unlike traditional code, we cannot simply verify the logic line-by-line. ML models learn from data and make probabilistic predictions, so their decision-making process is opaque.While testing methods like unit testing and integration testing are common for traditional software, they do not directly apply to ML models. We need more specialized techniques to validate model performance and uncover unexpected or undesirable behavior.Testing is particularly crucial for large language models. Since LLMs can generate free-form text, it's hard to anticipate their exact responses. Flaws in the training data or model architecture can lead to Hallucinations, biases, and errors that only surface during real-world usage. Rigorous testing provides confidence that the model works as intended.In this article, we will cover testing strategies to evaluate LLMs. The key techniques we will explore are:Similarity testingColumn coverage testingExact match testingVisual output testingLLM-based evaluationBy combining these methods, we can thoroughly test LLMs along multiple dimensions and ensure they provide coherent, accurate, and appropriate responses.Testing Text Output with Similarity SearchA common output from LLMs is text. This could be anything from chatbot responses to summaries generated from documents. A robust way to test quality of text output is similarity testing.The idea is simple - we define an expected response and compare the model's actual response to determine how similar they are. The higher the similarity score, the better.Let's walk through an example using our favorite LLM. Suppose we give it the prompt:Prompt: What is the capital of Italy?The expected response would be:Expected: The capital of Italy is Rome.Now we can pass this prompt to the LLM and get the actual response:prompt = "What is the capital of Italy?" actual = llm.ask(prompt) Let's say actual contains:Actual: Rome is the capital of Italy.While the wording is different, the meaning is the same. To quantify this similarity, we can use semantic search libraries like SentenceTransformers. It represents sentences as numeric vectors and computes similarity using cosine distance.from sentence_transformers import SentenceTransformer model = SentenceTransformer('all-MiniLM-L6-v2') expected_embedding = model.encode(expected) actual_embedding = model.encode(actual) similarity = cosine_similarity([expected_embedding], [actual_embedding])[0][0] This yields a similarity score of 0.85, indicating the responses are highly similar in meaning.We can establish a threshold for the minimum acceptable similarity, like 0.8. Responses below this threshold fail the test. By running similarity testing over many prompt-response pairs, we can holistically assess the textual coherence of an LLM.Testing Tabular Outputs with Column CoverageIn addition to text, LLMs can output tables or data frames. For testing these, we need different techniques that account for structure.A good validation is column coverage - checking what percentage of columns in the expected output are present in the actual output.Consider the LLM answering questions about movies:Prompt: What are the top 3 highest grossing movies of all time?Expected:MovieWorldwide GrossRelease YearAvatar$2,789,679,7942009Titanic$2,187,463,9441997Star Wars Ep. VII$2,068,223,6242015Now we can test the LLM’s actual output:prompt = "What are the top 3 highest grossing movies of all time?" actual = llm.ask(prompt) Actual:MovieGlobal RevenueYearAvatar$2.789 billion2009Titanic$2.187 billion1997Star Wars: The Force Awakens$2.068 billion2015Here, actual contains the same 3 columns as expected - Movie, Gross, Release Year. So even though the headers and cell values differ slightly, we can pair them with cosine similarity and we will have 100% column coverage.We can formalize this in code:expected_cols = set(expected.columns) actual_cols = set(actual.columns) column_coverage = len(expected_cols & actual_cols) / len(expected_cols) # column_coverage = 1.0 For tables with many columns, we may only need say 90% coverage to pass the test. This validation ensures the critical output columns are present while allowing variability in column names or ancillary data.Exact Match for Numeric OutputsWhen LLMs output a single number or statistic, we can use simple exact match testing.Consider this prompt:Prompt: What was Apple's total revenue in 2021?Expected: $365.82 billionWe get the LLM’s response:prompt = "What was Apple's total revenue in 2021?" actual = llm.ask(prompt) Actual: $365.82 billionIn this case, we expect an exact string match:is_match = (actual == expected) # is_match = True For numerical outputs, precision is important. Exact match testing provides a straightforward way to validate this.Screenshot Testing for Visual OutputsBuilding PandasAI, we sometimes need to test generated charts. Testing these outputs requires verifying the visualized data is correct.One method is screenshot testing - comparing screenshots of the expected and actual visuals. For example:Prompt: Generate a bar chart comparing the revenue of FAANG companies.Expected: [Expected_Chart.png]Actual: [Actual_Chart.png]We can then test if the images match:from PIL import Image, ImageChops expected_img = Image.open("./Expected_Chart.png") actual_img = Image.open("./Actual_Chart.png") diff = ImageChops.difference(expected_img, actual_img) is_match = diff.getbbox() is None // is_match = True if images matchFor more robust validation, we could use computer vision techniques like template matching to identify and compare key elements: axes, bars, labels, etc.Screenshot testing provides quick validation of visual output without needing to interpret the raw chart data.LLM-Based EvaluationAn intriguing idea for testing LLMs is to use another LLM!The concept is to pass the expected and actual outputs to a separate "evaluator" LLM and ask if they match.For example:Expected: Rome is the capital of Italy.Actual: The capital of Italy is Rome.We can feed this to the evaluator model:Prompt: Do these two sentences convey the same information? Answer YES or NOSentence 1: Rome is the capital of Italy.Sentence 2: The capital of Italy is Rome.Evaluator: YESThe evaluator LLM acts like a semantic similarity scorer. This takes advantage of the natural language capabilities of LLMs.The downside is it evaluates one black box model using another black box model. Errors or biases in the evaluator could lead to incorrect assessments. So LLM-based evaluation should complement other testing approaches, not act as the sole method.ConclusionTesting machine learning models thoroughly is critical as they grow more ubiquitous and impactful. Large language models pose unique testing challenges due to their free-form textual outputs.Using a combination of similarity testing, column coverage validation, exact match, visual output screening, and even LLM-based evaluation, we can rigorously assess LLMs along multiple dimensions.A comprehensive test suite combining these techniques will catch more flaws and flaws than any single method alone. This builds essential confidence that LLMs behave as expected in the real world.Testing takes time but prevents much larger problems down the road. The strategies covered in this article will add rigor to the development and deployment of LLMs, helping ensure these powerful models benefit humanity as intended.Author BioGabriele Venturi is a software engineer and entrepreneur who started coding at the young age of 12. Since then, he has launched several projects across gaming, travel, finance, and other spaces - contributing his technical skills to various startups across Europe over the past decade.Gabriele's true passion lies in leveraging AI advancements to simplify data analysis. This mission led him to create PandasAI, released open source in April 2023. PandasAI integrates large language models into the popular Python data analysis library Pandas. This enables an intuitive conversational interface for exploring data through natural language queries.By open-sourcing PandasAI, Gabriele aims to share the power of AI with the community and push boundaries in conversational data analytics. He actively contributes as an open-source developer dedicated to advancing what's possible with generative AI.
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Vincy Davis
28 Aug 2019
8 min read
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The Accelerate State of DevOps 2019 Report: Key findings, scaling strategies and proposed performance &amp; productivity models

Vincy Davis
28 Aug 2019
8 min read
The State of DevOps report is a widely referenced body of DevOps research which helps organizations achieve high organizational performance and productivity. The DORA (DevOps Research and Assessment) team have published the 2019 Accelerate State of DevOps Report which is an independent review of the practices and capabilities of DevOps. Teams across the globe can take advantage of the survey findings and identify specific capabilities to improve their software delivery performance. Key findings in DevOps 2019 report Increase in Elite performers The DevOps 2019 report uses a cluster analysis method to identify the software delivery performance of the participants involved in the survey. All the respondents are categorized into four distinct groups called as Elite, High, Medium and Low Performers. The report states, “In this approach, those in one group are statistically similar to each other and dissimilar from those in other groups, based on our performance behaviors of throughput and stability: deployment frequency, lead time, time to restore service, and change fail rate.” According to the survey, the proportion of elite performers have jumped to 20% from the 7% last year. The percentage of medium performers have also increased, leading to a drop in the percentage of low performers. Hence, the cluster analysis method depicts a continued shift in the industry, as organizations continue to transform their technology. Image Source: 2019 Accelerate State of DevOps Report Read Also: Does it make sense to talk about DevOps engineers or DevOps tools? Strategies for scaling DevOps in organizations The Accelerate State of DevOps 2019 report have framed out several strategies for scaling DevOps in an organization. The strategies are created based on commonly used approaches observed by the DORA team across the industry. Training Center (DOJO): Employees are taken out of their usual work routines to learn new tools or technologies. Next, they are required to implement the new learnt methods in their work and also inspire others to do so. Center of Excellence: This strategy uses all the available skills for consultation purpose. Proof of Concept but Stall: A central team is given the freedom to build in any possible way (often by breaking organizational norms). However, the effort stalls after the PoC. Proof of Concept as a Template: It begins with the PoC but Stall project which is then replicated in other groups using the same pattern. Proof of Concept as a Seed: This approach ensures that the PoC members stay active in the new groups indefinitely or just as long to ensure that the new practices are sustainable. Communities of Practice: Groups sharing the same common interests in tooling, language, or methodologies are encouraged within an organization to share knowledge and expertise with each other and across teams. Big Bang: When an entire organization is transformed as per DevOps methodologies at once. Bottom-up or Grassroots: Small teams are put together to transform resources and share their success throughout the organization in an informal way. Mashup: When an organization implements several of the above described approaches with partial execution or with insufficient resources. The distribution of DevOps transformation strategies as per performance profiles are shown below. Image Source: 2019 Accelerate State of DevOps Report Cloud computing usage is the driving force behind elite performers The DORA team uses the five essential characteristics of cloud computing, as defined by the National Institute of Standards and Technology (NIST) to understand cloud usage patterns by the categorized performers. The essential characteristics of cloud computing are given below. On-demand self-service: DevOps users can use the cloud on an on-demand self-service premise to use the computing resources whenever needed, without any human intervention. This is the least used characteristic by users with only 57% of the survey respondents agreeing  on using it. Broad network access: Such networks can be used through heterogeneous platforms such as mobile phones, tablets, laptops, and workstations. 60% of the survey respondents agreed on using the broad network access. Resource pooling: The provider resources in a cloud are pooled in a multi-tenant model such that the physical and virtual resources are dynamically assigned on-demand. This allows the  customer to specify a location at a higher level of abstraction such as country, state, or datacenter. Among all the survey respondents, 58% of them agreed on using the resource pooling characteristics. Rapid elasticity: The cloud capabilities are elastically provisioned to the extent that it can be released rapidly to scale outward or inward on demand. Hence, the cloud capabilities seem to be unlimited and can be appropriated at any point of time in any quantity. When compared to 2018, this characteristic saw a growth of +15% this year, with 58% of the survey respondents utilizing it. Measured service: This is the most used characteristic of cloud computing as 62% of the respondents agreed on using the cloud measured service. It allows the cloud systems to be automatically used to control, optimize, and report resource usage based on the type of services like storage, processing, bandwidth, and active user accounts. The DevOps 2019 survey found that only 29% of all the respondents agreed on utilizing all the essential cloud computing characteristics. The survey also revealed that the elite performers in the survey used the cloud characteristics 24% times more than the low performers. Importance of psychological safety to SDO performance The DevOps survey found that a culture of psychological safety where team members feel safe to take risks and be vulnerable in front of each other are able to better deliver software delivery performance, organizational performance, and high productivity. This enables an organization to come up with new products and features without impacting the existing users, hence leading to desirable levels of software delivery and operational performance (SDO performance). The report concludes that due to psychological safety elite performers can twice achieve or exceed their organizational performance goals. Size of an industry does not correspond to its success This year, the retail industry saw significantly better SDO performance, in terms of speed and stability of software delivery. However, the DevOps report states that, “We found no evidence that industry has an impact with the exception of retail, suggesting that organizations of all types and sizes, including highly regulated industries such as financial services and government, can achieve high levels of performance.” The report suggests that size is not a factor for poor performance of other industries and high levels of performance can be achieved by adopting DevOps practices. Read Also: Listen: Puppet’s VP of Ecosystem Engineering Nigel Kersten talks about key DevOps challenges [Podcast] Proposed steps to improve performance and productivity in DevOps The Accelerate State of DevOps Report of 2019 proposes two research models to improve DevOps performance and productivity. Performance model The DevOps report states, “A key goal in digital transformation is optimizing software delivery performance.” To improve software delivery and operational (SDO) performance and organizational performance, teams can first start with basic automation such as version control and automated testing, monitoring, clear change approval processes, and a healthy culture. The DevOps 2019 survey finds that low performers use more proprietary software than high and elite performers. Image Source: 2019 Accelerate State of DevOps Report Productivity model The report defines productivity as “the ability to get complex, time-consuming tasks completed with minimal distractions and interruptions.” Teams can use the useful and easy-to-use tools along with internal and external search to accelerate productivity. The DevOps survey reveals that the highest performing engineers are 1.5 times more likely to use the easy-to-use tools. An improved amount of productivity also helps employees have a better work/life balance and less burnout. Image Source: 2019 Accelerate State of DevOps Report DevOps teams can use the above two models to locate their goal, identify the dependent factors and increase their overall performance and productivity output. Demographic makeup of the DevOps 2019 survey This year, the DORA survey had almost 1,000² participants. Among all the responses, 26% responses came from employees working in very large companies (10,000+). Compared to last year, there has been a drop in response from employees working in companies with 500-1,999 employees. In contrast, more responses have been received from people working in company sizes of 100-499 employees. The majority of participants worked in the Development or Engineering department. The DevOps or Site Reliability Engineering (SRE) department came next, followed by Manager, IT Operations or Infrastructure, and others. Half of the participants in the 2019 research are from North America, followed by EU/ UK at 29%. This year also saw a fall in responses from Asia, which is only 9% when compared to the 18% last year. The percentage of women on teams have also reduced to 16% (median) from the 25% reported last year. Image Source: 2019 Accelerate State of DevOps Report Developers across the world love the Accelerate State of DevOps 2019 report and are thanking the DORA team for major takeaways like cloud being a key differentiator, how to be a elite performer in software delivery performance, and more. https://twitter.com/kniklas/status/1165681512538398720 https://twitter.com/nickj69/status/1164707063907225600 https://twitter.com/DawieO/status/1164703456675819522 https://twitter.com/kylekyle/status/1164692941559877632 https://twitter.com/tottiLFC/status/1164800298885402624 https://twitter.com/mirko_novakovic/status/1164606178615341060 Here’s a two minute summary video of the Accelerate State of DevOps 2019 report, published by Google Cloud. https://www.youtube.com/watch?v=8M3WibXvC84 Interested readers can check out the report to see a detailed comparison of tool usage, according to low, medium, high, and elite profiles. Also, you can read the full 2019 Accelerate State of DevOps Report for more information. 5 reasons poor communication can sink DevSecOps 7 crucial DevOps metrics that you need to track Introducing kdevops, a modern DevOps framework for Linux kernel development
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Sugandha Lahoti
04 Sep 2018
10 min read
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How to use artificial intelligence to create games with rich and interactive environments [Tutorial]

Sugandha Lahoti
04 Sep 2018
10 min read
Many of the most popular games on the planet have one thing in common: they all have rich, vivid worlds for the player to inhabit and interact with. This doesn't just mean a huge terrain or an extensive map (although it might do), it could simply be how things appear within the world. Similarly, it's not just about the environment - it's also about characters who are able to react in different ways according to the game. The only way to achieve an impressive level of 'realism' is through powerful artificial intelligence. This isn't easy, but it can be done. And learning how to do it will be well worth it, as it will create a much more engaging end product for players. This tutorial is taken from the book Practical Game AI Programming by Micael DaGraca. This book teaches you to create Game AI and implement cutting-edge AI algorithms from scratch. Let's take a look at how we can use AI to create rich environments. Breaking down the game environment by area When we create a map, often we have two or more different areas that could be used to change the gameplay, areas that could contain water, quicksand, flying zones, caves, and much more. If we wish to create an AI character that can be used in any level of our game, and anywhere, we need to take this into consideration and make the AI aware of the different zones of the map. Usually, that means that we need to input more information into the character's behavior, including how to react according to the position in which he is currently placed, or a situation where he can choose where to go. Should he avoid some areas? Should he prefer others? This type of information is relevant because it makes the character aware of the surroundings, choosing or adapting and taking into consideration his position. Not planning this correctly can lead to some unnatural decisions. For example, in Elder Scrolls V: Skyrim developed by Bethesda Softworks studio, we can watch some AI characters of the game simply turning back when they do not have information about how they should behave in some parts of the map, especially on mountains or rivers. Depending on the zones that our character finds, he might react differently or update his behavior tree to adapt to his environment. The environment that surrounds our characters can redefine their priorities or completely change their behaviors. This is a little similar to what Jean-Jacques Rousseau said about humanity: "We are good by nature, but corrupted by society." As humans, we are a representation of the environment that surrounds us, and for that reason, artificial intelligence should follow the same principle. Let's pick a  soldier and update his code to work on a different scenario. We want to change his behavior according to three different zones, beach, river, and forest. So, we'll create three public static Boolean functions with the names Beach, Forest and River; then we define the zones on the map that will turn them on or off. public static bool Beach; public static bool River; public static bool Forest; Because in this example, just one of them can be true at a time, we'll add a simple line of code that disables the other options once one of them gets activated. if(Beach == true) { Forest = false; River = false; } if(Forest == true){ Beach = false; River = false; } if(River == true){ Forest = false; Beach = false; } Once we have that done, we can start defining the different behaviors for each zone. For example, in the beach zone, the characters don't have a place to get cover, so that option needs to be taken away and updated with a new one. The river zone can be used to get across to the other side, so the character can hide from the player and attack from that position. To conclude, we can define the character to be more careful and use the trees to get cover. Depending on the zones, we can change the values to better adapt to the environment, or create new functions that would allow us to use some specific characteristics of that zone. if (Forest == true) {// The AI will remain passive until an interaction with the player occurs if (Health == 100 && triggerL == false && triggerR == false && triggerM == false) { statePassive = true; stateAggressive = false; stateDefensive = false; } // The AI will shift to the defensive mode if player comes from the right side or if the AI is below 20 HP if (Health <= 100 && triggerR == true || Health <= 20) { statePassive = false; stateAggressive = false; stateDefensive = true; } // The AI will shift to the aggressive mode if player comes from the left side or it's on the middle and AI is above 20HP if (Health > 20 && triggerL == true || Health > 20 && triggerM == true) { statePassive = false; stateAggressive = true; stateDefensive = false; } walk = speed * Time.deltaTime; walk = speedBack * Time.deltaTime; } Advanced environment interactions with AI As the video game industry and the technology associated with it kept evolving, new gameplay ideas appeared, and rapidly, the interaction between the characters of the game and the environment became even more interesting, especially when using physics. This means that the outcome of the environment could be completely random, where it was required for the AI characters to constantly adapt to different situations. One honorable mention on this subject is the video game Worms developed by Team17, where the map can be fully destroyed and the AI characters of the game are able to adapt and maintain smart decisions. The objective of this game is to destroy the opponent team by killing all their worms, the last man standing wins. From the start, the characters can find some extra health points or ammunition on the map and from time to time, it drops more points from the sky. So, there are two main objectives for the character, namely survive and kill. To survive, he needs to keep a decent amount of HP and away from the enemy, the other part is to choose the best character to shoot and take as much health as possible from him. Meanwhile, the map gets destroyed by the bombs and all of the fire power used by the characters, making it a challenge for artificial intelligence. Adapting to unstable terrain Let's decompose this example and create a character that could be used in this game. We'll start by looking at the map. At the bottom, there's water that automatically kills the worms. Then, we have the terrain where the worms can walk, or destroy if needed. Finally, there's the absence of terrain, specifically, the empty space that cannot be walked on. Then we have the characters (worms) they are placed in random positions at the beginning of the game and they can walk, jump, and shoot. The characters of the game should be able to constantly adapt to the instability of the terrain, so we need to use that and make it part of the behavior tree. As demonstrated in the diagram above, the character will need to understand the position where he is currently placed, as well as the opponent's position, health, and items. Because the terrain can be blocking them, the AI character has a chance of being in a situation where he cannot attack or obtain an item. So, we give him options on what to do in those situations and many others that he might find, but the most important is to define what happens if he cannot successfully accomplish any of them. Because the terrain can be shaped into different forms, during gameplay there will be times that it is near impossible to do anything, and that is why we need to provide options on what to do in those situations. For example, in this situation where the worm doesn't have enough free space to move, a close item to pick up, or an enemy that can be properly attacked, what should he do? It's necessary to make information about the surroundings available to our character so he can make a good judgment for that situation. In this scenario, we have defined our character to shoot anyway, against the closest enemy, or to stay close to a wall. Because he is too close to the explosion that would occur from attacking the closest enemy, he should decide to stay in a corner and wait there until the next turn. Using raycast to evaluate decisions Ideally, at the start of the turn, the character has two raycasts, one for his left side and another for the right side. This will check if there's a wall obstructing one of those directions. This can be used to determine what side the character should be moving toward if he wants to protect himself from being attacked. Then, we would use another raycast in the aim direction, to see if there's something blocking the way when the character is preparing to shoot. If there's something in the middle, the character should be calculating the distance between the two to determine if it's still safe to shoot. So, each character should have a shared list of all of the worms that are currently in the game; that way they can compare the distance between them all and choose which of them are closest and shoot them. Additionally, we add the two raycasts to check if there's something blocking the sides, and we have the basic information to make the character adapt to the constant modifications of the terrain. public int HP; public int Ammunition; public static List<GameObject> wormList = new List<GameObject>(); //creates a list with all the worms public static int wormCount; //Amount of worms in the game public int ID; //It's used to differentiate the worms private float proximityValueX; private float proximityValueY; private float nearValue; public float distanceValue; //how far the enemy should be private bool canAttack; void Awake () { wormList.Add(gameObject); //add this worm to the list wormCount++; //adds plus 1 to the amount of worms in the game } void Start () { HP = 100; distanceValue = 30f; } void Update () { proximityValueX = wormList[1].transform.position.x - this.transform.position.x; proximityValueY = wormList[1].transform.position.y - this.transform.position.y; nearValue = proximityValueX + proximityValueY; if(nearValue <= distanceValue) { canAttack = true; } else { canAttack = false; } Vector3 raycastRight = transform.TransformDirection(Vector3.forward); if (Physics.Raycast(transform.position, raycastRight, 10)) print("There is something blocking the Right side!"); Vector3 raycastLEft = transform.TransformDirection(Vector3.forward); if (Physics.Raycast(transform.position, raycastRight, -10)) print("There is something blocking the Left side!"); } In this post, we explored different ways to interact with the environment. First, we learned how to break down the game environment by area. Then we learned about the advanced environment interactions with AI. To learn about manipulating animation behavior with AI read our book  Practical Game AI Programming. Read Next Developing Games Using AI Techniques and Practices of Game AI Unite Berlin 2018 Keynote: Unity partners with Google, launches Ml-Agents ToolKit 0.4, Project MARS and more
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Vincy Davis
01 Aug 2019
4 min read
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OpenJDK Project Valhalla is ready for developers working in building data structures or compiler runtime libraries

Vincy Davis
01 Aug 2019
4 min read
This year the JVM Language Summit 2019 was held on July 29th – 31st at Santa Clara, California. On the first day of the Summit, Oracle Java language architect Brian Goetz gave a talk on updates to OpenJDK Project Valhalla. He shared details on its progress, challenges being faced and what to expect from Project Valhalla in the future. He also talked about the significance of Project Valhalla’s LW2 phase which was released earlier last month.  OpenJDK Project Valhalla is now ready for developers to use for early-adopter experimentation in data structures and language runtimes, concluded Goetz. The main goal of OpenJDK Project Valhalla is to reboot the Java Virtual Machine (JVM) relationship with data and memory and in particular to enable denser and flatter layouts of object graphs in memory. The major restriction in the development of object layout has been the object identity. Object identity enables mutability, layout polymorphism and locking among others. As all objects do not need object identity and it would be impractical to determine whether an identity is relevant or not, Goetz expects programmers to inform about the whereabouts of a class such that it will make it easier to make a broader range of assumptions about it. Who cares about Value types? Goetz believes that value types are important for many applications and writers who desire a better control of memory layout and like to use memory very wisely. He says that library writers would always prefer Value types as it allows them to use all the traditional abstracts without paying the runtime cost of taking an extra indirection every time somebody uses a particular abstraction. Thus library classes like optional or cursors or better numerix do not have to pay the object tax.  Similarly, compiler writers of non-Java languages use Value types as an efficient substrate for language features like tuples, multiple return, built-in numeric types and wrapped native resources. Thus both library writers and compiler writers and their users pay the object tax.  Value types, in a nutshell, can help programmers make their code run faster.  Erased and specialized generics Currently, OpenJDK Project Valhalla uses erased generics and will eventually have specialized generics. In an erased generics, Valhalla uses the knowable type convention where the erased list of values can be called as Foo<V?>. This will also be moved to specialized generics later on. He also adds that this syntax cannot be used as of now, as the Valhalla team still does not have existing utterances of Foo for spontaneously changing their meaning. Goetz hopes that the migration of generic classes like Array List<T> to specialized generics would be painless.  New top types Project Valhalla needs new top types RefObject and ValObject for references and values as types are used to indicate a programmer’s intent. It helps the object model reflect the new reality, as everything is an object, but every object does not need an identity. There are many benefits of implementing ref-ness and val-ness into the type system such as: Dynamically ask x instanceof Ref object Statically constrain method parameters or return values Restrict type parameters Natural place to hang ref- or val-specific behavior Nullity Nullity is labelled as one of the most controversial issues in Valhalla. As many values use all their bit patterns, Nullity interferes with a number of useful optimizations. On the other hand, if some types are migrated towards values, the existing code will assume nullability. Nullity is expected to be a focus of the L3 investigation. What to expect next in Project Valhalla Lastly, Goetz announces that developers building data structures or compiler runtime libraries can start using Project Valhalla. He also adds that the Project Valhalla team is working hard to validate the current programming model by working on quantifying the costs of equality, covariance, etc and is trying to better the user control experience.  Goetz concluded by stating that OpenJDK Project Valhalla is at an inflection point and is trying to figure out Nullity, Migration, specialized generics and support for Graal in the future builds. You can watch the full talk of Brian Goetz for more details. Getting started with Z Garbage Collector (ZGC) in Java 11 [Tutorial] Storm 2.0.0 releases with Java enabled architecture, new core and streams API, and more Brian Goetz on Java futures at FOSDEM 2019
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Packt
21 Jul 2017
11 min read
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Vulnerability Assessment

Packt
21 Jul 2017
11 min read
"Finding a risk is learning, Ability to identify risk exposure is a skill and exploiting it is merely a choice" In this article by Vijay Kumar Velu, the author of the book Mastering Kali Linux for Advanced Penetration Testing - Second Edition, we will learn about vulnerability assessment. The goal of passive and active reconnaissance is to identify the exploitable target and vulnerability assessment is to find the security flaws that are most likely to support the tester's or attacker's objective (denial of service, theft, or modification of data). The vulnerability assessment during the exploit phase of the kill chain focuses on creating the access to achieve the objective—mapping of the vulnerabilities to line up the exploits to maintain the persistent access to the target. Thousands of exploitable vulnerabilities have been identified, and most are associated with at least one proof-of-concept code or technique to allow the system to be compromised. Nevertheless, the underlying principles that govern success are the same across networks, operating systems, and applications. In this article, you will learn: Using online and local vulnerability resources Vulnerability scanning with nmap Vulnerability nomenclature Vulnerability scanning employs automated processes and applications to identify vulnerabilities in a network, system, operating system, or application that may be exploitable. When performed correctly, a vulnerability scan delivers an inventory of devices (both authorized and rogue devices); known vulnerabilities that have been actively scanned for, and usually a confirmation of how compliant the devices are with various policies and regulations. Unfortunately, vulnerability scans are loud—they deliver multiple packets that are easily detected by most network controls and make stealth almost impossible to achieve. They also suffer from the following additional limitations: For the most part, vulnerability scanners are signature based—they can only detect known vulnerabilities, and only if there is an existing recognition signature that the scanner can apply to the target. To a penetration tester, the most effective scanners are open source and they allow the tester to rapidly modify code to detect new vulnerabilities. Scanners produce large volumes of output, frequently containing false-positive results that can lead a tester astray; in particular, networks with different operating systems can produce false-positives with a rate as high as 70 percent. Scanners may have a negative impact on the network—they can create network latency or cause the failure of some devices (refer to the Network Scanning Watch List at www.digininja.org, for devices known to fail as a result of vulnerability testing). In certain jurisdictions, scanning is considered as hacking, and may constitute an illegal act. There are multiple commercial and open source products that perform vulnerability scans. Local and online vulnerability databases Together, passive and active reconnaissance identifies the attack surface of the target, that is, the total number of points that can be assessed for vulnerabilities. A server with just an operating system installed can only be exploited if there are vulnerabilities in that particular operating system; however, the number of potential vulnerabilities increases with each application that is installed. Penetration testers and attackers must find the particular exploits that will compromise known and suspected vulnerabilities. The first place to start the search is at vendor sites; most hardware and application vendors release information about vulnerabilities when they release patches and upgrades. If an exploit for a particular weakness is known, most vendors will highlight this to their customers. Although their intent is to allow customers to test for the presence of the vulnerability themselves, attackers and penetration testers will take advantage of this information as well. Other online sites that collect, analyze, and share information about vulnerabilities are as follows: The National vulnerability database that consolidates all public vulnerability data released by the US Government available at http://web.nvd.nist.gov/view/vuln/search Secunia available at http://secunia.com/community/ Open Source Vulnerability Database Project (OSVDP) available at http://www.osvdb.org/search/advsearch Packetstorm security available at http://packetstormsecurity.com/ SecurityFocus available at http://www.securityfocus.com/vulnerabilities Inj3ct0r available at http://1337day.com/ The Exploit database maintained by Offensive Security available at http://www.db-exploit.com The Exploit database is also copied locally to Kali and it can be found in the /usr/share/exploitdb directory. Before using it, make sure that it has been updated using the following command: cd /usr/share/exploitdb wget http://www.exploit-db.com/archive.tar.bz2 tar -xvjfarchive.tar.bz2 rmarchive.tar.bz2 To search the local copy of exploitdb, open a Terminal window and enter searchsploit and the desired search term(s) in the Command Prompt. This will invoke a script that searches a database file (.csv) that contains a list of all exploits. The search will return a description of known vulnerabilities as well as the path to a relevant exploit. The exploit can be extracted, compiled, and run against specific vulnerabilities. Take a look at the following screenshot, which shows the description of the vulnerabilities: The search script scans for each line in the CSV file from left to right, so the order of the search terms is important—a search for Oracle 10g will return several exploits, but 10g Oracle will not return any. Also, the script is weirdly case sensitive; although you are instructed to use lower case characters in the search term, a search for bulletproof FTP returns no hits, but bulletproof FTP returns seven hits, and bulletproof FTP returns no hits. More effective searches of the CSV file can be conducted using the grep command or a search tool such as KWrite (apt-get install kwrite). A search of the local database may identify several possible exploits with a description and a path listing; however, these will have to be customized to your environment, and then compiled prior to use. Copy the exploit to the /tmp directory (the given path does not take into account that the /windows/remote directory resides in the /platforms directory). Exploits presented as scripts such as Perl, Ruby, and PHP are relatively easy to implement. For example, if the target is a Microsoft II 6.0 server that may be vulnerable to a WebDAV remote authentication bypass, copy the exploit to the root directory and then execute as a standard Perl script, as shown in the following screenshot: Many of the exploits are available as source code that must be compiled before use. For example, a search for RPC-specific vulnerabilities identifies several possible exploits. An excerpt is shown in the following screenshot: The RPC DCOM vulnerability identified as 76.c is known from practice to be relatively stable. So we will use it as an example. To compile this exploit, copy it from the storage directory to the /tmp directory. In that location, compile it using GCC with the command as follows: root@kali:~# gcc76.c -o 76.exe This will use the GNU Compiler Collection application to compile 76.c to a file with the output (-o) name of 76.exe, as shown in the following screenshot: When you invoke the application against the target, you must call the executable (which is not stored in the /tmp directory) using a symbolic link as follows: root@kali:~# ./76.exe The source code for this exploit is well documented and the required parameters are clear at the execution, as shown in the following screenshot: Unfortunately, not all exploits from exploit database and other public sources compiled as readily as 76.c. There are several issues that make the use of such exploits problematic, even dangerous, for penetration testers listed as follows: Deliberate errors or incomplete source code are commonly encountered as experienced developers attempt to keep exploits away from inexperienced users, especially beginners who are trying to compromise systems without knowing the risks that go with their actions. Exploits are not always sufficiently documented; after all, there is no standard that governs the creation and use of code intended to be used to compromise a data system. As a result, they can be difficult to use, particularly for testers who lack expertise in application development. Inconsistent behaviors due to changing environments (new patches applied to the target system and language variations in the target application) may require significant alterations to the source code; again, this may require a skilled developer. There is always the risk of freely available code containing malicious functionalities. A penetration tester may think that they are conducting a proof of concept (POC) exercise and will be unaware that the exploit has also created a backdoor in the application being tested that could be used by the developer. To ensure consistent results and create a community of coders who follow consistent practices, several exploit frameworks have been developed. The most popular exploitation framework is the Metasploit framework. Vulnerability scanning with nmap There are no security operating distributions without nmap, so far we have discussed how to utilize nmap during active reconnaissance, but attackers don't just use nmap to find open ports and services, but also engage the nmap to perform the vulnerability assessment. As of 10 March 2017, the latest version of nmap is 7.40 and it ships with 500+ NSE (nmap scripting engine) scripts, as shown in the following screenshot: Penetration testers utilize nmap's most powerful and flexible features, which allows them to write their own scripts and also automate them to ease the exploitation. Primarily the NSE was developed for the following reasons: Network discovery: Primary purpose that attackers would utilize the nmap is for the network discovery. Classier version detection of a service: There are 1000's of services with multiple version details to the same service, so make it more sophisticated. Vulnerability detection: To automatically identify vulnerability in a vast network range; however, nmap itself cannot be a fully vulnerability scanner in itself. Backdoor detection: Some of the scripts are written to identify the pattern if there are any worms infections on the network, it makes the attackers job easy to narrow down and focus on taking over the machine remotely. Vulnerability exploitation: Attackers can also potentially utilize nmap to perform exploitation in combination with other tools such as Metasploit or write a custom reverse shell code and combine nmap's capability of exploitation. Before firing the nmap to perform the vulnerability scan, penetration testers must update the nmap script db to see if there are any new scripts added to the database so that they don't miss the vulnerability identification: nmap –script-updatedb Running for all the scripts against the target host: nmap-T4 -A -sV -v3 -d –oATargetoutput --script all --script-argsvulns.showalltarget.com Introduction to LUA scripting Light weight embeddable scripting language, which is built on top of the C programming language, was created in Brazil in 1993 and is still actively developed. It is a powerful and fast programming language mostly used in gaming applications and image processing. Complete source code, manual, plus binaries for some platforms do not go beyond 1.44 MB (which is less than a floppy disk). Some of the security tools that are developed in LUA are nmap, Wireshark, and Snort 3.0. One of the reasons why LUA is chosen to be the scripting language in Information security is due to the compactness, no buffer overflows and format string vulnerabilities, and it can be interpreted. LUA can be installed directly to Kali Linux by issuing the apt-get install lua5.1 command on the Terminal. The following code extract is the sample script to read the file and print the first line: #!/usr/bin/lua local file = io.open("/etc/passwd", "r") contents = file:read() file:close() print (contents) LUA is similar to any other scripting such as bash and PERL scripting. The preceding script should produce the output as shown in the following screenshot: Customizing NSE scripts In order to achieve maximum effectiveness, customization of scripts helps penetration testers in finding the right vulnerabilities within the given span of time. However, attackers do not have the time limit. The following code extract is a LUANSE script to identify a specific file location that we will search on the entire subnet using nmap: local http=require 'http' description = [[ This is my custom discovery on the network ]] categories = {"safe","discovery"} require("http") functionportrule(host, port) returnport.number == 80 end function action(host, port) local response response = http.get(host, port, "/test.txt") ifresponse.status and response.status ~= 404 then return "successful" end end Save the file into the /usr/share/nmap/scripts/ folder. Finally, your script is ready to be tested as shown in the following screenshot; you must be able to run your own NSE script without any problems: To completely understand the preceding NSE script here is the description of what is in the code: local http: requires HTTP – calling the right library from the LUA, the line calls the HTTP script and made it a local request. Description: Where testers/researchers can enter the description of the script. Categories: This typically has two variables, where one declares whether it is safe or intrusive.  
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