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How-To Tutorials

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

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

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

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

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

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

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

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

Packt
04 Jun 2015
17 min read
In this article by Viswa Viswanathan and Shanthi Viswanathan, the authors of the book R Data Analysis Cookbook, we discover how R can be used in various ways such as comparison, classification, applying different functions, and so on. We will cover the following recipes: Creating charts that facilitate comparisons Building, plotting, and evaluating – classification trees Using time series objects Applying functions to subsets of a vector (For more resources related to this topic, see here.) Creating charts that facilitate comparisons In large datasets, we often gain good insights by examining how different segments behave. The similarities and differences can reveal interesting patterns. This recipe shows how to create graphs that enable such comparisons. Getting ready If you have not already done so, download the code files and save the daily-bike-rentals.csv file in your R working directory. Read the data into R using the following command: > bike <- read.csv("daily-bike-rentals.csv") > bike$season <- factor(bike$season, levels = c(1,2,3,4),   labels = c("Spring", "Summer", "Fall", "Winter")) > attach(bike) How to do it... We base this recipe on the task of generating histograms to facilitate the comparison of bike rentals by season. Using base plotting system We first look at how to generate histograms of the count of daily bike rentals by season using R's base plotting system: Set up a 2 X 2 grid for plotting histograms for the four seasons: > par(mfrow = c(2,2)) Extract data for the seasons: > spring <- subset(bike, season == "Spring")$cnt > summer <- subset(bike, season == "Summer")$cnt > fall <- subset(bike, season == "Fall")$cnt > winter <- subset(bike, season == "Winter")$cnt Plot the histogram and density for each season: > hist(spring, prob=TRUE,   xlab = "Spring daily rentals", main = "") > lines(density(spring)) >  > hist(summer, prob=TRUE,   xlab = "Summer daily rentals", main = "") > lines(density(summer)) >  > hist(fall, prob=TRUE,   xlab = "Fall daily rentals", main = "") > lines(density(fall)) >  > hist(winter, prob=TRUE,   xlab = "Winter daily rentals", main = "") > lines(density(winter)) You get the following output that facilitates comparisons across the seasons: Using ggplot2 We can achieve much of the preceding results in a single command: > qplot(cnt, data = bike) + facet_wrap(~ season, nrow=2) +   geom_histogram(fill = "blue") You can also combine all four into a single histogram and show the seasonal differences through coloring: > qplot(cnt, data = bike, fill = season) How it works... When you plot a single variable with qplot, you get a histogram by default. Adding facet enables you to generate one histogram per level of the chosen facet. By default, the four histograms will be arranged in a single row. Use facet_wrap to change this. There's more... You can use ggplot2 to generate comparative boxplots as well. Creating boxplots with ggplot2 Instead of the default histogram, you can get a boxplot with either of the following two approaches: > qplot(season, cnt, data = bike, geom = c("boxplot"), fill = season) >  > ggplot(bike, aes(x = season, y = cnt)) + geom_boxplot() The preceding code produces the following output: The second line of the preceding code produces the following plot: Building, plotting, and evaluating – classification trees You can use a couple of R packages to build classification trees. Under the hood, they all do the same thing. Getting ready If you do not already have the rpart, rpart.plot, and caret packages, install them now. Download the data files and place the banknote-authentication.csv file in your R working directory. How to do it... This recipe shows you how you can use the rpart package to build classification trees and the rpart.plot package to generate nice-looking tree diagrams: Load the rpart, rpart.plot, and caret packages: > library(rpart) > library(rpart.plot) > library(caret) Read the data: > bn <- read.csv("banknote-authentication.csv") Create data partitions. We need two partitions—training and validation. Rather than copying the data into the partitions, we will just keep the indices of the cases that represent the training cases and subset as and when needed: > set.seed(1000) > train.idx <- createDataPartition(bn$class, p = 0.7, list = FALSE) Build the tree: > mod <- rpart(class ~ ., data = bn[train.idx, ], method = "class", control = rpart.control(minsplit = 20, cp = 0.01)) View the text output (your result could differ if you did not set the random seed as in step 3): > mod n= 961   node), split, n, loss, yval, (yprob)      * denotes terminal node   1) root 961 423 0 (0.55983351 0.44016649)    2) variance>=0.321235 511 52 0 (0.89823875 0.10176125)      4) curtosis>=-4.3856 482 29 0 (0.93983402 0.06016598)        8) variance>=0.92009 413 10 0 (0.97578692 0.02421308) *        9) variance< 0.92009 69 19 0 (0.72463768 0.27536232)        18) entropy< -0.167685 52   6 0 (0.88461538 0.11538462) *        19) entropy>=-0.167685 17   4 1 (0.23529412 0.76470588) *      5) curtosis< -4.3856 29   6 1 (0.20689655 0.79310345)      10) variance>=2.3098 7   1 0 (0.85714286 0.14285714) *      11) variance< 2.3098 22   0 1 (0.00000000 1.00000000) *    3) variance< 0.321235 450 79 1 (0.17555556 0.82444444)      6) skew>=6.83375 76 18 0 (0.76315789 0.23684211)      12) variance>=-3.4449 57   0 0 (1.00000000 0.00000000) *      13) variance< -3.4449 19   1 1 (0.05263158 0.94736842) *      7) skew< 6.83375 374 21 1 (0.05614973 0.94385027)      14) curtosis>=6.21865 106 16 1 (0.15094340 0.84905660)        28) skew>=-3.16705 16   0 0 (1.00000000 0.00000000) *       29) skew< -3.16705 90   0 1 (0.00000000 1.00000000) *      15) curtosis< 6.21865 268   5 1 (0.01865672 0.98134328) * Generate a diagram of the tree (your tree might differ if you did not set the random seed as in step 3): > prp(mod, type = 2, extra = 104, nn = TRUE, fallen.leaves = TRUE, faclen = 4, varlen = 8, shadow.col = "gray") The following output is obtained as a result of the preceding command: Prune the tree: > # First see the cptable > # !!Note!!: Your table can be different because of the > # random aspect in cross-validation > mod$cptable            CP nsplit rel error   xerror       xstd 1 0.69030733     0 1.00000000 1.0000000 0.03637971 2 0.09456265     1 0.30969267 0.3262411 0.02570025 3 0.04018913     2 0.21513002 0.2387707 0.02247542 4 0.01891253     4 0.13475177 0.1607565 0.01879222 5 0.01182033     6 0.09692671 0.1347518 0.01731090 6 0.01063830     7 0.08510638 0.1323877 0.01716786 7 0.01000000     9 0.06382979 0.1276596 0.01687712   > # Choose CP value as the highest value whose > # xerror is not greater than minimum xerror + xstd > # With the above data that happens to be > # the fifth one, 0.01182033 > # Your values could be different because of random > # sampling > mod.pruned = prune(mod, mod$cptable[5, "CP"]) View the pruned tree (your tree will look different): > prp(mod.pruned, type = 2, extra = 104, nn = TRUE, fallen.leaves = TRUE, faclen = 4, varlen = 8, shadow.col = "gray") Use the pruned model to predict for a validation partition (note the minus sign before train.idx to consider the cases in the validation partition): > pred.pruned <- predict(mod, bn[-train.idx,], type = "class") Generate the error/classification-confusion matrix: > table(bn[-train.idx,]$class, pred.pruned, dnn = c("Actual", "Predicted"))      Predicted Actual   0   1      0 213 11      1 11 176 How it works... Steps 1 to 3 load the packages, read the data, and identify the cases in the training partition, respectively. In step 3, we set the random seed so that your results should match those that we display. Step 4 builds the classification tree model: > mod <- rpart(class ~ ., data = bn[train.idx, ], method = "class", control = rpart.control(minsplit = 20, cp = 0.01)) The rpart() function builds the tree model based on the following:   Formula specifying the dependent and independent variables   Dataset to use   A specification through method="class" that we want to build a classification tree (as opposed to a regression tree)   Control parameters specified through the control = rpart.control() setting; here we have indicated that the tree should only consider nodes with at least 20 cases for splitting and use the complexity parameter value of 0.01—these two values represent the defaults and we have included these just for illustration Step 5 produces a textual display of the results. Step 6 uses the prp() function of the rpart.plot package to produce a nice-looking plot of the tree: > prp(mod, type = 2, extra = 104, nn = TRUE, fallen.leaves = TRUE, faclen = 4, varlen = 8, shadow.col = "gray")   use type=2 to get a plot with every node labeled and with the split label below the node   use extra=4 to display the probability of each class in the node (conditioned on the node and hence summing to 1); add 100 (hence extra=104) to display the number of cases in the node as a percentage of the total number of cases   use nn = TRUE to display the node numbers; the root node is node number 1 and node n has child nodes numbered 2n and 2n+1   use fallen.leaves=TRUE to display all leaf nodes at the bottom of the graph   use faclen to abbreviate class names in the nodes to a specific maximum length   use varlen to abbreviate variable names   use shadow.col to specify the color of the shadow that each node casts Step 7 prunes the tree to reduce the chance that the model too closely models the training data—that is, to reduce overfitting. Within this step, we first look at the complexity table generated through cross-validation. We then use the table to determine the cutoff complexity level as the largest xerror (cross-validation error) value that is not greater than one standard deviation above the minimum cross-validation error. Steps 8 through 10 display the pruned tree; use the pruned tree to predict the class for the validation partition and then generate the error matrix for the validation partition. There's more... We discuss in the following an important variation on predictions using classification trees. Computing raw probabilities We can generate probabilities in place of classifications by specifying type="prob": > pred.pruned <- predict(mod, bn[-train.idx,], type = "prob") Create the ROC Chart Using the preceding raw probabilities and the class labels, we can generate a ROC chart: > pred <- prediction(pred.pruned[,2], bn[-train.idx,"class"]) > perf <- performance(pred, "tpr", "fpr") > plot(perf) Using time series objects In this recipe, we look at various features to create and plot time-series objects. We will consider data with both a single and multiple time series. Getting ready If you have not already downloaded the data files, do it now and ensure that the files are in your R working directory. How to do it... Read the data. The file has 100 rows and a single column named sales: > s <- read.csv("ts-example.csv") Convert the data to a simplistic time series object without any explicit notion of time: > s.ts <- ts(s) > class(s.ts) [1] "ts" Plot the time series: > plot(s.ts) Create a proper time series object with proper time points: > s.ts.a <- ts(s, start = 2002) > s.ts.a Time Series: Start = 2002 End = 2101 Frequency = 1        sales [1,]   51 [2,]   56 [3,]   37 [4,]   101 [5,]   66 (output truncated) > plot(s.ts.a) > # results show that R treated this as an annual > # time series with 2002 as the starting year The result of the preceding commands is seen in the following graph: To create a monthly time series run the following command: > # Create a monthly time series > s.ts.m <- ts(s, start = c(2002,1), frequency = 12) > s.ts.m        Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec 2002 51 56 37 101 66 63 45 68 70 107 86 102 2003 90 102 79 95 95 101 128 109 139 119 124 116 2004 106 100 114 133 119 114 125 167 149 165 135 152 2005 155 167 169 192 170 180 175 207 164 204 180 203 2006 215 222 205 202 203 209 200 199 218 221 225 212 2007 250 219 242 241 267 249 253 242 251 279 298 260 2008 269 257 279 273 275 314 288 286 290 288 304 291 2009 314 290 312 319 334 307 315 321 339 348 323 342 2010 340 348 354 291 > plot(s.ts.m) # note x axis on plot The following plot can be seen as a result of the preceding commands: > # Specify frequency = 4 for quarterly data > s.ts.q <- ts(s, start = 2002, frequency = 4) > s.ts.q        Qtr1 Qtr2 Qtr3 Qtr4 2002   51   56   37 101 2003   66   63   45   68 2004   70 107   86 102 2005   90 102   79   95 2006   95 101 128 109 (output truncated) > plot(s.ts.q) Query time series objects (we use the s.ts.m object we created in the previous step): > # When does the series start? > start(s.ts.m) [1] 2002   1 > # When does it end? > end(s.ts.m) [1] 2010   4 > # What is the frequency? > frequency(s.ts.m) [1] 12 Create a time series object with multiple time series. This data file contains US monthly consumer prices for white flour and unleaded gas for the years 1980 through 2014 (downloaded from the website of the US Bureau of Labor Statistics): > prices <- read.csv("prices.csv") > prices.ts <- ts(prices, start=c(1980,1), frequency = 12) Plot a time series object with multiple time series: > plot(prices.ts) The plot in two separate panels appears as follows: > # Plot both series in one panel with suitable legend > plot(prices.ts, plot.type = "single", col = 1:2) > legend("topleft", colnames(prices.ts), col = 1:2, lty = 1) Two series plotted in one panel appear as follow: How it works... Step 1 reads the data. Step 2 uses the ts function to generate a time series object based on the raw data. Step 3 uses the plot function to generate a line plot of the time series. We see that the time axis does not provide much information. Time series objects can represent time in more friendly terms. Step 4 shows how to create time series objects with a better notion of time. It shows how we can treat a data series as an annual, monthly, or quarterly time series. The start and frequency parameters help us to control these data series. Although the time series we provide is just a list of sequential values, in reality our data can have an implicit notion of time attached to it. For example, the data can be annual numbers, monthly numbers, or quarterly ones (or something else, such as 10-second observations of something). Given just the raw numbers (as in our data file, ts-example.csv), the ts function cannot figure out the time aspect and by default assumes no secondary time interval at all. We can use the frequency parameter to tell ts how to interpret the time aspect of the data. The frequency parameter controls how many secondary time intervals there are in one major time interval. If we do not explicitly specify it, by default frequency takes on a value of 1. Thus, the following code treats the data as an annual sequence, starting in 2002: > s.ts.a <- ts(s, start = 2002) The following code, on the other hand, treats the data as a monthly time series, starting in January 2002. If we specify the start parameter as a number, then R treats it as starting at the first subperiod, if any, of the specified start period. When we specify frequency as different from 1, then the start parameter can be a vector such as c(2002,1) to specify the series, the major period, and the subperiod where the series starts. c(2002,1) represent January 2002: > s.ts.m <- ts(s, start = c(2002,1), frequency = 12) Similarly, the following code treats the data as a quarterly sequence, starting in the first quarter of 2002: > s.ts.q <- ts(s, start = 2002, frequency = 4) The frequency values of 12 and 4 have a special meaning—they represent monthly and quarterly time sequences. We can supply start and end, just one of them, or none. If we do not specify either, then R treats the start as 1 and figures out end based on the number of data points. If we supply one, then R figures out the other based on the number of data points. While start and end do not play a role in computations, frequency plays a big role in determining seasonality, which captures periodic fluctuations. If we have some other specialized time series, we can specify the frequency parameter appropriately. Here are two examples:   With measurements taken every 10 minutes and seasonality pegged to the hour, we should specify frequency as 6   With measurements taken every 10 minutes and seasonality pegged to the day, use frequency = 24*6 (6 measurements per hour times 24 hours per day) Step 5 shows the use of the functions start, end, and frequency to query time series objects. Steps 6 and 7 show that R can handle data files that contain multiple time series. Applying functions to subsets of a vector The tapply function applies a function to each partition of the dataset. Hence, when we need to evaluate a function over subsets of a vector defined by a factor, tapply comes in handy. Getting ready Download the files and store the auto-mpg.csv file in your R working directory. Read the data and create factors for the cylinders variable: > auto <- read.csv("auto-mpg.csv", stringsAsFactors=FALSE) > auto$cylinders <- factor(auto$cylinders, levels = c(3,4,5,6,8),   labels = c("3cyl", "4cyl", "5cyl", "6cyl", "8cyl")) How to do it... To apply functions to subsets of a vector, follow these steps: Calculate mean mpg for each cylinder type: > tapply(auto$mpg,auto$cylinders,mean)      3cyl     4cyl     5cyl     6cyl     8cyl 20.55000 29.28676 27.36667 19.98571 14.96311 We can even specify multiple factors as a list. The following example shows only one factor since the out file has only one, but it serves as a template that you can adapt: > tapply(auto$mpg,list(cyl=auto$cylinders),mean)   cyl    3cyl     4cyl     5cyl     6cyl     8cyl 20.55000 29.28676 27.36667 19.98571 14.96311 How it works... In step 1 the mean function is applied to the auto$mpg vector grouped according to the auto$cylinders vector. The grouping factor should be of the same length as the input vector so that each element of the first vector can be associated with a group. The tapply function creates groups of the first argument based on each element's group affiliation as defined by the second argument and passes each group to the user-specified function. Step 2 shows that we can actually group by several factors specified as a list. In this case, tapply applies the function to each unique combination of the specified factors. There's more... The by function is similar to tapply and applies the function to a group of rows in a dataset, but by passing in the entire data frame. The following examples clarify this. Applying a function on groups from a data frame In the following example, we find the correlation between mpg and weight for each cylinder type: > by(auto, auto$cylinders, function(x) cor(x$mpg, x$weight)) auto$cylinders: 3cyl [1] 0.6191685 --------------------------------------------------- auto$cylinders: 4cyl [1] -0.5430774 --------------------------------------------------- auto$cylinders: 5cyl [1] -0.04750808 --------------------------------------------------- auto$cylinders: 6cyl [1] -0.4634435 --------------------------------------------------- auto$cylinders: 8cyl [1] -0.5569099 Summary Being an extensible system, R's functionality is divided across numerous packages with each one exposing large numbers of functions. Even experienced users cannot expect to remember all the details off the top of their head. In this article, we went through a few techniques using which R helps analyze data and visualize the results. Resources for Article: Further resources on this subject: Combining Vector and Raster Datasets [article] Factor variables in R [article] Big Data Analysis (R and Hadoop) [article]
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Packt
04 Jun 2015
27 min read
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Getting started with OpenGL ES 3.0 Using GLSL 3.0

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

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

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

Packt
04 Jun 2015
10 min read
In this article by Amar Kapadia, Sreedhar Varma, and Kris Rajana, authors of the book OpenStack Object Storage (Swift) Essentials, we will see how IT administrators can install OpenStack Swift. The version discussed here is the Juno release of OpenStack. Installation of Swift has several steps and requires careful planning before beginning the process. A simple installation consists of installing all Swift components on a single node, and a complex installation consists of installing Swift on several proxy server nodes and storage server nodes. The number of storage nodes can be in the order of thousands across multiple zones and regions. Depending on your installation, you need to decide on the number of proxy server nodes and storage server nodes that you will configure. This article demonstrates a manual installation process; advanced users may want to use utilities such as Puppet or Chef to simplify the process. This article walks you through an OpenStack Swift cluster installation that contains one proxy server and five storage servers. (For more resources related to this topic, see here.) Hardware planning This section describes the various hardware components involved in the setup. Since Swift deals with object storage, disks are going to be a major part of hardware planning. The size and number of disks required should be calculated based on your requirements. Networking is also an important component, where factors such as a public or private network and a separate network for communication between storage servers need to be planned. Network throughput of at least 1 GB per second is suggested, while 10 GB per second is recommended. The servers we set up as proxy and storage servers are dual quad-core servers with 12 GB of RAM. In our setup, we have a total of 15 x 2 TB disks for Swift storage; this gives us a total size of 30 TB. However, with in-built replication (with a default replica count of 3), Swift maintains three copies of the same data. Therefore, the effective capacity for storing files and objects is approximately 10 TB, taking filesystem overhead into consideration. This is further reduced due to less than 100 percent utilization. The following figure depicts the nodes of our Swift cluster configuration: The storage servers have container, object, and account services running in them. Server setup and network configuration All the servers are installed with the Ubuntu server operating system (64-bit LTS version 14.04). You'll need to configure three networks, which are as follows: Public network: The proxy server connects to this network. This network provides public access to the API endpoints within the proxy server. Storage network: This is a private network and it is not accessible to the outside world. All the storage servers and the proxy server will connect to this network. Communication between the proxy server and the storage servers and communication between the storage servers take place within this network. In our configuration, the IP addresses assigned in this network are 172.168.10.0 and 172.168.10.99. Replication network: This is also a private network that is not accessible to the outside world. It is dedicated to replication traffic, and only storage servers connect to it. All replication-related communication between storage servers takes place within this network. In our configuration, the IP addresses assigned in this network are 172.168.9.0 and 172.168.9.99. This network is optional, and if it is set up, the traffic on it needs to be monitored closely. Pre-installation steps In order for various servers to communicate easily, edit the /etc/hosts file and add the host names of each server in it. This has to be done on all the nodes. The following screenshot shows an example of the contents of the /etc/hosts file of the proxy server node: Install the Network Time Protocol (NTP) service on the proxy server node and storage server nodes. This helps all the nodes to synchronize their services effectively without any clock delays. The pre-installation steps to be performed are as follows: Run the following command to install the NTP service: # apt-get install ntp Configure the proxy server node to be the reference server for the storage server nodes to set their time from the proxy server node. Make sure that the following line is present in /etc/ntp.conf for NTP configuration in the proxy server node: server ntp.ubuntu.com For NTP configuration in the storage server nodes, add the following line to /etc/ntp.conf. Comment out the remaining lines with server addresses such as 0.ubuntu.pool.ntp.org, 1.ubuntu.pool.ntp.org, 2.ubuntu.pool.ntp.org, and 3.ubuntu.pool.ntp.org: # server 0.ubuntu.pool.ntp.org# server 1.ubuntu.pool.ntp.org# server 2.ubuntu.pool.ntp.org# server 3.ubuntu.pool.ntp.orgserver s-swift-proxy Restart the NTP service on each server with the following command: # service ntp restart Downloading and installing Swift The Ubuntu Cloud Archive is a special repository that provides users with the ability to install new releases of OpenStack. The steps required to download and install Swift are as follows: Enable the capability to install new releases of OpenStack, and install the latest version of Swift on each node using the following commands. The second command shown here creates a file named cloudarchive-juno.list in /etc/apt/sources.list.d, whose content is "deb http://ubuntu-cloud.archieve.canonical.com/ubuntu": Now, update the OS using the following command: # apt-get update && apt-get dist-upgrade On all the Swift nodes, we will install the prerequisite software and services using this command: # apt-get install swift rsync memcached python-netifaces python-xattr python-memcache Next, we create a Swift folder under /etc and give users the permission to access this folder, using the following commands: # mkdir –p /etc/swift/# chown –R swift:swift /etc/swift Download the /etc/swift/swift.conf file from GitHub using this command: # curl –o /etc/swift/swift.conf https://raw.githubusercontent.com/openstack/swift/stable/juno/etc/swift.conf-sample Modify the /etc/swift/swift.conf file and add a variable called swift_hash_path_suffix in the swift-hash section. We then create a unique hash string using # python –c "from uuid import uuid4; print uuid4()" or # openssl rand –hex 10, and assign it to this variable, as shown in the following configuration option: We then add another variable called swift_hash_path_prefix to the swift-hash section, and assign to it another hash string created using the method described in the preceding step. These strings will be used in the hashing process to determine the mappings in the ring. The swift.conf file should be identical on all the nodes in the cluster. Setting up storage server nodes This section explains additional steps to set up the storage server nodes, which will contain the object, container, and account services. Installing services The first step required to set up the storage server node is installing services. Let's look at the steps involved: On each storage server node, install the packages for swift-account services, swift-container services, swift-object services, and xfsprogs (XFS Filesystem) using this command: # apt-get install swift-account swift-container swift-object xfsprogs Download the account-server.conf, container-server.conf, and object-server.conf samples from GitHub, using the following commands: # curl –o /etc/swift/account-server.conf https://raw.githubusercontent.com/openstack/swift/stable/juno/etc/account-server.conf-sample# curl –o /etc/swift/container-server.conf https://raw.githubusercontent.com/openstack/swift/stable/juno/etc/container-server.conf-sample# curl –o /etc/swift/object-server.conf https://raw.githubusercontent.com/openstack/swift/stable/juno/etc/object-server.conf-sample Edit the /etc/swift/account-server.conf file with the following section: Edit the /etc/swift/container-server.conf file with this section: Edit the /etc/swift/object-server.conf file with the following section: Formatting and mounting hard disks On each storage server node, we need to identify the hard disks that will be used to store the data. We will then format the hard disks and mount them on a directory, which Swift will then use to store data. We will not create any RAID levels or subpartitions on these hard disks because they are not necessary for Swift. They will be used as entire disks. The operating system will be installed on separate disks, which will be RAID configured. First, identify the hard disks that are going to be used for storage and format them. In our storage server, we have identified sdb, sdc, and sdd to be used for storage. We will perform the following operations on sdb. These four steps should be repeated for sdc and sdd as well: Carry out the partitioning for sdb and create the filesystem using this command: # fdisk /dev/sdb# mkfs.xfs /dev/sdb1 Then let's create a directory in /srv/node/sdb1 that will be used to mount the filesystem. Give the permission to the swift user to access this directory. These operations can be performed using the following commands: # mkdir –p /srv/node/sdb1# chown –R swift:swift /srv/node/sdb1 We set up an entry in fstab for the sdb1 partition in the sdb hard disk, as follows. This will automatically mount sdb1 on /srv/node/sdb1 upon every boot. Add the following command line to the /etc/fstab file: /dev/sdb1 /srv/node/sdb1 xfsnoatime,nodiratime,nobarrier,logbufs=8 0 2 Mount sdb1 on /srv/node/sdb1 using the following command: # mount /srv/node/sdb1 RSYNC and RSYNCD In order for Swift to perform the replication of data, we need to configure rsync by configuring rsyncd.conf. This is done by performing the following steps: Create the rsyncd.conf file in the /etc folder with the following content: # vi /etc/rsyncd.conf We are setting up synchronization within the network by including the following lines in the configuration file: 172.168.9.52 is the IP address that is on the replication network for this storage server. Use the appropriate replication network IP addresses for the corresponding storage servers. We then have to edit the /etc/default/rsync file and set RSYNC_ENABLE to true using the following configuration option: RSYNC_ENABLE=true Next, we restart the rsync service using this command: # service rsync restart Then we create the swift, recon, and cache directories using the following commands, and then set its permissions: # mkdir -p /var/cache/swift# mkdir -p /var/swift/recon Setting permissions is done using these commands: # chown -R swift:swift /var/cache/swift# chown -R swift:swift /var/swift/recon Repeat these steps on every storage server. Setting up the proxy server node This section explains the steps required to set up the proxy server node, which are as follows: Install the following services only on the proxy server node: # apt-get install python-swiftclient python-keystoneclientpython-keystonemiddleware swift-proxy Swift doesn't support HTTPS. OpenSSL has already been installed as part of the operating system installation to support HTTPS. We are going to use the OpenStack Keystone service for authentication. In order to set up the proxy-server.conf file for this, we download the configuration file from the following link and edit it: https://raw.githubusercontent.com/openstack/swift/stable/juno/etc/proxy-server.conf-sample# vi /etc/swift/proxy-server.conf The proxy-server.conf file should be edited to get the correct auth_host, admin_token, admin_tenant_name, admin_user, and admin_password values: admin_token = 01d8b673-9ebb-41d2-968a-d2a85daa1324admin_tenant_name = adminadmin_user = adminadmin_password = changeme Next, we create a keystone-signing directory and give permissions to the swift user using the following commands: # mkdir -p /home/swift/keystone-signing# mkdir -R swift:swift /home/swift/keystone-signing Summary In this article, you learned how to install and set up the OpenStack Swift service to provide object storage, and install and set up the Keystone service to provide authentication for users to access the Swift object storage. Resources for Article: Further resources on this subject: Troubleshooting in OpenStack Cloud Computing [Article] Using OpenStack Swift [Article] Playing with Swift [Article]
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04 Jun 2015
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The Splunk Web Framework

Packt
04 Jun 2015
10 min read
In this article by the author, Kyle Smith, of the book, Splunk Developer's Guide, we learn about search-related and view-related modules. We will be covering the following topics: Search-related modules View-related modules (For more resources related to this topic, see here.) Search-related modules Let's talk JavaScript modules. For each module, we will review their primary purpose, their module path, the default variable used in an HTML dashboard, and the JavaScript instantiation of the module. We will also cover which attributes are required and which are optional. SearchManager The SearchManager is a primary driver of any dashboard. This module contains an entire search job, including the query, properties, and the actual dispatch of the job. Let's instantiate an object, and dissect the options from this sample code: Module Path: splunkjs/mvc/searchmanager Default Variable: SearchManager JavaScript Object instantiation    Var mySearchManager = new SearchManager({        id: "search1",        earliest_time: "-24h@h",        latest_time: "now",        preview: true,        cache: false,        search: "index=_internal | stats count by sourcetype"    }, {tokens: true, tokenNamespace: "submitted"}); The only required property is the id property. This is a reference ID that will be used to access this object from other instantiated objects later in the development of the page. It is best to name it something concise, yet descriptive with no spaces. The search property is optional, and contains the SPL query that will be dispatched from the module. Make sure to escape any quotes properly, if not, you may cause a JavaScript exception. earliest_time and latest_time are time modifiers that restrict the range of the events. At the end of the options object, notice the second object with token references. This is what automatically executes the search. Without these options, you would have to trigger the search manually. There are a few other properties shown, but you can refer to the actual documentation at the main documentation page http://docs.splunk.com/DocumentationStatic/WebFramework/1.1/compref_searchmanager.html. SearchManagers are set to autostart on page load. To prevent this, set autostart to false in the options. SavedSearchManager The SavedSearchManager is very similar in operation to the SearchManager, but works with a saved report, instead of an ad hoc query. The advantage to using a SavedSearchManager is in performance. If the report is scheduled, you can configure the SavedSearchManager to use the previously run jobs to load the data. If any other user runs the report within Splunk, the SavedSearchManager can reuse that user's results in the manager to boost performance. Let's take a look at a few sections of our code: Module Path: splunkjs/mvc/savedsearchmanager Default Variable: SavedSearchManager JavaScript Object instantiation        Var mySavedSearchManager = new SavedSearchManager({            id: "savedsearch1",        searchname: "Saved Report 1"            "dispatch.earliest_time": "-24h@h",            "dispatch.latest_time": "now",            preview: true,            cache: true        }); The only two required properties are id and searchname. Both of those must be present in order for this manager to run correctly. The other options are very similar to the SearchManager, except for the dispatch options. The SearchManager has the option "earliest_time", whereas the SavedSearchManager uses the option "dispatch.earliest_time". They both have the same restriction but are named differently. The additional options are listed in the main documentation page available at http://docs.splunk.com/DocumentationStatic/WebFramework/1.1/compref_savedsearchmanager.html. PostProcessManager The PostProcessManager does just that, post processes the results of a main search. This works in the same way as the post processing done in SimpleXML; a main search to load the event set, and a secondary search to perform an additional analysis and transformation. Using this manager has its own performance considerations as well. By loading a single job first, and then performing additional commands on those results, you avoid having concurrent searches for the same information. Your usage of CPU and RAM will be less, as you only store one copy of the results, instead of multiple. Module Path: splunkjs/mvc/postprocessmanager Default Variable: PostProcessManager JavaScript Object instantiation        Var mysecondarySearch = new PostProcessManager({            id: "after_search1",        search: "stats count by sourcetype",    managerid: "search1"        }); The property id is the only required property. The module won't do anything when instantiated with only an id property, but you can set it up to populate later. The other options are similar to the SearchManager, the major difference being that the search property in this case is appended to the search property of the manager listed in the managerid property. For example, if the manager search is search index=_internal source=*splunkd.log, and the post process manager search is stats count by host, then the entire search for the post process manager is search index=_internal source=*splunkd.log | stats count by host. The additional options are listed at the main documentation page http://docs.splunk.com/DocumentationStatic/WebFramework/1.1/compref_postprocessmanager.html. View-related modules These modules are related to the views and data visualizations that are native to Splunk. They range in use from charts that display data, to control groups, such as radio groups or dropdowns. These are also included with Splunk and are included by default in the RequireJS declaration. ChartView The ChartView displays a series of data in the formats in the list as follows. Item number one shows an example of how each different chart is described and presented. Each ChartView is instantiated in the same way, the only difference is in what searches are used with which chart. Module Path: splunkjs/mvc/chartview Default Variable: ChartView JavaScript Object instantiation        Var myBarChart = new ChartView({            id: "myBarChart",             managerid: "searchManagerId",            type: "bar",            el: $("#mybarchart")        }); The only required property is the id property. This assigns the object an id that can be later referenced as needed. The el option refers to the HTML element in the page that this view will be assigned and created within. The managerid relates to an existing search, saved search, or post process manager object. The results are passed from the manager into the chart view and displayed as indicated. Each chart view can be customized extensively using the charting.* properties. For example, charting.chart.overlayFields, when set to a comma separated list of field names, will overlay those fields over the chart of other data, making it possible to display SLA times over the top of Customer Service Metrics. The full list of configurable options can be found at the following link: http://docs.splunk.com/Documentation/Splunk/latest/Viz/ChartConfigurationReference. The different types of ChartView Now that we've introduced the ChartView module, let's look at the different types of charts that are built-in. This section has been presented in the following format: Name of Chart Short description of the chart type Type property for use in the JavaScript configuration Example chart command that can be displayed with this chart type Example image of the chart The different ChartView types we will cover in this section include the following: Area The area chart is similar to the line chart, and compares quantitative data. The graph is filled with color to show volume. This is commonly used to show statistics of data over time. An example of an area chart is as follows: timechart span=1h max(results.collection1{}.meh_clicks) as MehClicks max(results.collection1{}.visitors) as Visits Bar The bar chart is similar to the column chart, except that the x and y axes have been switched, and the bars run horizontally and not vertically. The bar chart is used to compare different categories. An example of a bar chart is as follows: stats max(results.collection1{}.visitors) as Visits max(results.collection1{}.meh_clicks) as MehClicks by results.collection1{}.title.text Column The column chart is similar to the bar chart, but the bars are displayed vertically. An example of a column chart is as follows: timechart span=1h avg(DPS) as "Difference in Products Sold" Filler gauge The filler gauge is a Splunk-provided visualization. It is intended for single values, normally as a percentage, but can be adjusted to use discrete values as well. The gauge uses different colors for different ranges of values, by default using green, yellow, and red, in that order. These colors can also be changed using the charting.* properties. One of the differences between this gauge and the other single value gauges is that it shows both the color and value close together, whereas the others do not. An example of a filler gauge chart is as follows: eval diff = results.collection1{}.meh_clicks / results.collection1{}.visitors * 100 | stats latest(diff) as D Line The line chart is similar to the area chart but does not fill the area under the line. This chart can be used to display discrete measurements over time. An example of a line chart is as follows: timechart span=1h max(results.collection1{}.meh_clicks) as MehClicks max(results.collection1{}.visitors) as Visits Marker gauge The marker gauge is a Splunk native visualization intended for use with a single value. Normally this will be a percentage of a value, but can be adjusted as needed. The gauge uses different colors for different ranges of values, by default using green, yellow, and red, in that order. These colors can also be changed using the charting.* properties. An example of a marker gauge chart is as follows: eval diff = results.collection1{}.meh_clicks / results.collection1{}.visitors * 100 | stats latest(diff) as D Pie Chart A pie chart is useful for displaying percentages. It gives you the ability to quickly see which part of the "pie" is disproportionate to the others. Actual measurements may not be relevant. An example of a pie chart is as follows: top op_action Radial gauge The radial gauge is another single value chart provided by Splunk. It is normally used to show percentages, but can be adjusted to show discrete values. The gauge uses different colors for different ranges of values, by default using green, yellow, and red, in that order. These colors can also be changed using the charting.* properties. An example of a radial gauge is as follows: eval diff = MC / V * 100 | stats latest(diff) as D Scatter The scatter plot can plot two sets of data on an x and y axis chart (Cartesian coordinates). This chart is primarily time independent, and is useful for finding correlations (but not necessarily causation) in data. An example of a scatter plot is as follows: table MehClicks Visitors Summary We covered some deeper elements of Splunk applications and visualizations. We reviewed each of the SplunkJS modules, how to instantiate them, and gave an example of each search-related modules and view-related modules. Resources for Article: Further resources on this subject: Introducing Splunk [article] Lookups [article] Loading data, creating an app, and adding dashboards and reports in Splunk [article]
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04 Jun 2015
19 min read
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Getting Started with Hyper-V Architecture and Components

Packt
04 Jun 2015
19 min read
In this article by Vinícius R. Apolinário, author of the book Learning Hyper-V, we will cover the following topics: Hypervisor architecture Type 1 and 2 Hypervisors Microkernel and Monolithic Type 1 Hypervisors Hyper-V requirements and processor features Memory configuration Non-Uniform Memory Access (NUMA) architecture (For more resources related to this topic, see here.) Hypervisor architecture If you've used Microsoft Virtual Server or Virtual PC, and then moved to Hyper-V, I'm almost sure that your first impression was: "Wow, this is much faster than Virtual Server". You are right. And there is a reason why Hyper-V performance is much better than Virtual Server or Virtual PC. It's all about the architecture. There are two types of Hypervisor architectures. Hypervisor Type 1, like Hyper-V and ESXi from VMware, and Hypervisor Type 2, like Virtual Server, Virtual PC, VMware Workstation, and others. The objective of the Hypervisor is to execute, manage and control the operation of the VM on a given hardware. For that reason, the Hypervisor is also called Virtual Machine Monitor (VMM). The main difference between these Hypervisor types is the way they operate on the host machine and its operating systems. As Hyper-V is a Type 1 Hypervisor, we will cover Type 2 first, so we can detail Type 1 and its benefits later. Type 1 and Type 2 Hypervisors Hypervisor Type 2, also known as hosted, is an implementation of the Hypervisor over and above the OS installed on the host machine. With that, the OS will impose some limitations to the Hypervisor to operate, and these limitations are going to reflect on the performance of the VM. To understand that, let me explain how a process is placed on the processor: the processor has what we call Rings on which the processes are placed, based on prioritization. The main Rings are 0 and 3. Kernel processes are placed on Ring 0 as they are vital to the OS. Application processes are placed on Ring 3, and, as a result, they will have less priority when compared to Ring 0. The issue on Hypervisors Type 2 is that it will be considered an application, and will run on Ring 3. Let's have a look at it: As you can see from the preceding diagram, the hypervisor has an additional layer to access the hardware. Now, let's compare it with Hypervisor Type 1: The impact is immediate. As you can see, Hypervisor Type 1 has total control of the underlying hardware. In fact, when you enable Virtualization Assistance (hardware-assisted virtualization) at the server BIOS, you are enabling what we call Ring -1, or Ring decompression, on the processor and the Hypervisor will run on this Ring. The question you might have is "And what about the host OS?" If you install the Hyper-V role on a Windows Server for the first time, you may note that after installation, the server will restart. But, if you're really paying attention, you will note that the server will actually reboot twice. This behavior is expected, and the reason it will happen is because the OS is not only installing and enabling Hyper-V bits, but also changing its architecture to the Type 1 Hypervisor. In this mode, the host OS will operate in the same way a VM does, on top of the Hypervisor, but on what we call parent partition. The parent partition will play a key role as the boot partition and in supporting the child partitions, or guest OS, where the VMs are running. The main reason for this partition model is the key attribute of a Hypervisor: isolation. For Microsoft Hyper-V Server you don't have to install the Hyper-V role, as it will be installed when you install the OS, so you won't be able to see the server booting twice. With isolation, you can ensure that a given VM will never have access to another VM. That means that if you have a compromised VM, with isolation, the VM will never infect another VM or the host OS. The only way a VM can access another VM is through the network, like all other devices in your network. Actually, the same is true for the host OS. This is one of the reasons why you need an antivirus for the host and the VMs, but this will be discussed later. The major difference between Type 1 and Type 2 now is that kernel processes from both host OS and VM OS will run on Ring 0. Application processes from both host OS and VM OS will run on Ring 3. However, there is one piece left. The question now is "What about device drivers?" Microkernel and Monolithic Type 1 Hypervisors Have you tried to install Hyper-V on a laptop? What about an all-in-one device? A PC? A server? An x64 based tablet? They all worked, right? And they're supposed to work. As Hyper-V is a Microkernel Type 1 Hypervisor, all the device drivers are hosted on the parent partition. A Monolithic Type 1 Hypervisor hosts its drivers on the Hypervisor itself. VMware ESXi works this way. That's why you should never use a standard ESXi media to install an ESXi host. The hardware manufacturer will provide you with an appropriate media with the correct drivers for the specific hardware. The main advantage of the Monolithic Type 1 Hypervisor is that, as it always has the correct driver installed, you will never have a performance issue due to an incorrect driver. On the other hand, you won't be able to install this on any device. The Microkernel Type 1 Hypervisor, on the other hand, hosts its drivers on the parent partition. That means that if you installed the host OS on a device, and the drivers are working, the Hypervisor, and in this case Hyper-V, will work just fine. There are other hardware requirements. These will be discussed later in this article. The other side of this is that if you use a generic driver, or a wrong version of it, you may have performance issues, or even driver malfunction. What you have to keep in mind here is that Microsoft does not certify drivers for Hyper-V. Device drivers are always certified for Windows Server. If the driver is certified for Windows Server, it is also certified for Hyper-V. But you always have to ensure the use of correct driver for a given hardware. Let's take a better look at how Hyper-V works as a Microkernel Type 1 Hypervisor: As you can see from the preceding diagram, there are multiple components to ensure that the VM will run perfectly. However, the major component is the Integration Components (IC), also called Integration Services. The IC is a set of tools that you should install or upgrade on the VM, so that the VM OS will be able to detect the virtualization stack and run as a regular OS on a given hardware. To understand this more clearly, let's see how an application accesses the hardware and understand all the processes behind it. When the application tries to send a request to the hardware, the kernel is responsible for interpreting this call. As this OS is running on an Enlightened Child Partition (Means that IC is installed), the Kernel will send this call to the Virtual Service Client (VSC) that operates as a synthetic device driver. The VSC is responsible for communicating with the Virtual Service Provider (VSP) on the parent partition, through VMBus, so the VSC can use the hardware resource. The VMBus will then be able to communicate with the hardware for the VM. The VMBus, a channel-based communication, is actually responsible for communicating with the parent partition and hardware. For the VMBus to access the hardware, it will communicate directly with a component on the Hypervisor called hypercalls. These hypercalls are then redirected to the hardware. However, only the parent partition can actually access the physical processor and memory. The child partitions access a virtual view of these components that are translated on the guest and the host partitions. New processors have a feature called Second Level Address Translation (SLAT) or Nested Paging. This feature is extremely important on high performance VMs and hosts, as it helps reduce the overhead of the virtual to physical memory and processor translation. On Windows 8, SLAT is a requirement for Hyper-V. It is important to note that Enlightened Child Partitions, or partitions with IC, can be Windows or Linux OS. If the child partitions have a Linux OS, the name of the component is Linux Integration Services (LIS), but the operation is actually the same. Another important fact regarding ICs is that they are already present on Windows Server 2008 or later. But, if you are running a newer version of Hyper-V, you have to upgrade the IC version on the VM OS. For example, if you are running Hyper-V 2012 R2 on the host OS and the guest OS is running Windows Server 2012 R2, you probably don't have to worry about it. But if you are running Hyper-V 2012 R2 on the host OS and the guest OS is running Windows Server 2012, then you have to upgrade the IC on the VM to match the parent partition version. Running guest OS Windows Server 2012 R2 on a VM on top of Hyper-V 2012 is not recommended. For Linux guest OS, the process is the same. Linux kernel version 3 or later already have LIS installed. If you are running an old version of Linux, you should verify the correct LIS version of your OS. To confirm the Linux and LIS versions, you can refer to an article at http://technet.microsoft.com/library/dn531030.aspx. Another situation is when the guest OS does not support IC or LIS, or an Unenlightened Child Partition. In this case, the guest OS and its kernel will not be able to run as an Enlightened Child Partition. As the VMBus is not present in this case, the utilization of hardware will be made by emulation and performance will be degraded. This only happens with old versions of Windows and Linux, like Windows 2000 Server, Windows NT, and CentOS 5.8 or earlier, or in case that the guest OS does not have or support IC. Now that you understand how the Hyper-V architecture works, you may be thinking "Okay, so for all of this to work, what are the requirements?" Hyper-V requirements and processor features At this point, you can see that there is a lot of effort for putting all of this to work. In fact, this architecture is only possible because hardware and software companies worked together in the past. The main goal of both type of companies was to enable virtualization of operating systems without changing them. Intel and AMD created, each one with its own implementation, a processor feature called virtualization assistance so that the Hypervisor could run on Ring 0, as explained before. But this is just the first requirement. There are other requirement as well, which are as follows: Virtualization assistance (also known as Hardware-assisted virtualization): This feature was created to remove the necessity of changing the OS for virtualizing it. On Intel processors, it is known as Intel VT-x. All recent processor families support this feature, including Core i3, Core i5, and Core i7. The complete list of processors and features can be found at http://ark.intel.com/Products/VirtualizationTechnology. You can also use this tool to check if your processor meets this requirement which can be downloaded at: https://downloadcenter.intel.com/Detail_Desc.aspx?ProductID=1881&DwnldID=7838. On AMD Processors, this technology is known as AMD-V. Like Intel, all recent processor families support this feature. AMD provides a tool to check processor compatibility that can be downloaded at http://www.amd.com/en-us/innovations/software-technologies/server-solution/virtualization. Data Execution Prevention (DEP): This is a security feature that marks memory pages as either executable or nonexecutable. For Hyper-V to run, this option must be enabled on the System BIOS. For an Intel-based processor, this feature is called Execute Disable bit (Intel XD bit) and No Execute Bit (AMD NX bit). This configuration will vary from one System BIOS to another. Check with your hardware vendor how to enable it on System BIOS. x64 (64-bit) based processor: This processor feature uses a 64-bit memory address. Although you may find that all new processors are x64, you might want to check if this is true before starting your implementation. The compatibility checkers above, from Intel and AMD, will show you if your processor is x64. Second Level Address Translation (SLAT): As discussed before, SLAT is not a requirement for Hyper-V to work. This feature provides much more performance on the VMs as it removes the need for translating physical and virtual pages of memory. It is highly recommended to have the SLAT feature on the processor ait provides more performance on high performance systems. As also discussed before, SLAT is a requirement if you want to use Hyper-V on Windows 8 or 8.1. To check if your processor has the SLAT feature, use the Sysinternals tool—Coreinfo— that can be downloaded at http://technet.microsoft.com/en-us/sysinternals/cc835722.aspx. There are some specific processor features that are not used exclusively for virtualization. But when the VM is initiated, it will use these specific features from the processor. If the VM is initiated and these features are allocated on the guest OS, you can't simply remove them. This is a problem if you are going to Live Migrate this VM from a host to another host; if these specific features are not available, you won't be able to perform the operation. At this moment, you have to understand that Live Migration moves a powered-on VM from one host to another. If you try to Live Migrate a VM between hosts with different processor types, you may be presented with an error. Live Migration is only permitted between the same processor vendor: Intel-Intel or AMD-AMD. Intel-AMD Live Migration is not allowed under any circumstance. If the processor is the same on both hosts, Live Migration and Share Nothing Live Migration will work without problems. But even within the same vendor, there can be different processor families. In this case, you can remove these specific features from the Virtual Processor presented to the VM. To do that, open Hyper-V Manager | Settings... | Processor | Processor Compatibility. Mark the Migrate to a physical computer with a different processor version option. This option is only available if the VM is powered off. Keep in mind that enabling this option will remove processor-specific features for the VM. If you are going to run an application that requires these features, they will not be available and the application may not run. Now that you have checked all the requirements, you can start planning your server for virtualization with Hyper-V. This is true from the perspective that you understand how Hyper-V works and what are the requirements for it to work. But there is another important subject that you should pay attention to when planning your server: memory. Memory configuration I believe you have heard this one before "The application server is running under performance". In the virtualization world, there is an obvious answer to it: give more virtual hardware to the VM. Although it seems to be the logical solution, the real effect can be totally opposite. During the early days, when servers had just a few sockets, processors, and cores, a single channel made the communication between logical processors and memory. But server hardware has evolved, and today, we have servers with 256 logical processors and 4 TB of RAM. To provide better communication between these components, a new concept emerged. Modern servers with multiple logical processors and high amount of memory use a new design called Non-Uniform Memory Access (NUMA) architecture. Non-Uniform Memory Access (NUMA) architecture NUMA is a memory design that consists of allocating memory to a given node, or a cluster of memory and logical processors. Accessing memory from a processor inside the node is notably faster than accessing memory from another node. If a processor has to access memory from another node, the performance of the process performing the operation will be affected. Basically, to solve this equation you have to ensure that the process inside the guest VM is aware of the NUMA node and is able to use the best available option: When you create a virtual machine, you decide how many virtual processors and how much virtual RAM this VM will have. Usually, you assign the amount of RAM that the application will need to run and meet the expected performance. For example, you may ask a software vendor on the application requirements and this software vendor will say that the application would be using at least 8 GB of RAM. Suppose you have a server with 16 GB of RAM. What you don't know is that this server has four NUMA nodes. To be able to know how much memory each NUMA node has, you must divide the total amount of RAM installed on the server by the number of NUMA nodes on the system. The result will be the amount of RAM of each NUMA node. In this case, each NUMA node has a total of 4 GB of RAM. Following the instructions of the software vendor, you create a VM with 8 GB of RAM. The Hyper-V standard configuration is to allow NUMA spanning, so you will be able to create the VM and start it. Hyper-V will accommodate 4 GB of RAM on two NUMA nodes. This NUMA spanning configuration means that a processor can access the memory on another NUMA node. As mentioned earlier, this will have an impact on the performance if the application is not aware of it. On Hyper-V, prior to the 2012 version, the guest OS was not informed about the NUMA configuration. Basically, in this case, the guest OS would see one NUMA node with 8 GB of RAM, and the allocation of memory would be made without NUMA restrictions, impacting the final performance of the application. Hyper-V 2012 and 2012 R2 have the same feature—the guest OS will see the virtual NUMA (vNUMA) presented to the child partition. With this feature, the guest OS and/or the application can make a better choice on where to allocate memory for each process running on this VM. NUMA is not a virtualization technology. In fact, it has been used for a long time, and even applications like SQL Server 2005 already used NUMA to better allocate the memory that its processes are using. Prior to Hyper-V 2012, if you wanted to avoid this behavior, you had two choices: Create the VM and allocate the maximum vRAM of a single NUMA node for it, as Hyper-V will always try to allocate the memory inside of a single NUMA node. In the above case, the VM should not have more than 4 GB of vRAM. But for this configuration to really work, you should also follow the next choice. Disable NUMA Spanning on Hyper-V. With this configuration disabled, you will not be able to run a VM if the memory configuration exceeds a single NUMA node. To do this, you should clear the Allow virtual machines to span physical NUMA nodes checkbox on Hyper-V Manager | Hyper-V Settings... | NUMA Spanning. Keep in mind that disabling this option will prevent you from running a VM if no nodes are available. You should also remember that even with Hyper-V 2012, if you create a VM with 8 GB of RAM using two NUMA nodes, the application on top of the guest OS (and the guest OS) must understand the NUMA topology. If the application and/or guest OS are not NUMA aware, vNUMA will not have effect and the application can still have performance issues. At this point you are probably asking yourself "How do I know how many NUMA nodes I have on my server?" This was harder to find in the previous versions of Windows Server and Hyper-V Server. In versions prior to 2012, you should open the Performance Monitor and check the available counters in Hyper-V VM Vid NUMA Node. The number of instances represents the number of NUMA Nodes. In Hyper-V 2012, you can check the settings for any VM. Under the Processor tab, there is a new feature available for NUMA. Let's have a look at this screen to understand what it represents: In Configuration, you can easily confirm how many NUMA nodes the host running this VM has. In the case above, the server has only 1 NUMA node. This means that all memory will be allocated close to the processor. Multiple NUMA nodes are usually present on servers with high amount of logical processors and memory. In the NUMA topology section, you can ensure that this VM will always run with the informed configuration. This is presented to you because of a new Hyper-V 2012 feature called Share Nothing Live Migration, which will be explained in detail later. This feature allows you to move a VM from one host to another without turning the VM off, with no cluster and no shared storage. As you can move the VM turned on, you might want to force the processor and memory configuration, based on the hardware of your worst server, ensuring that your VM will always meet your performance expectations. The Use Hardware Topology button will apply the hardware topology in case you moved the VM to another host or in case you changed the configuration and you want to apply the default configuration again. To summarize, if you want to make sure that your VM will not have performance problems, you should check how many NUMA nodes your server has and divide the total amount of memory by it; the result is the total memory on each node. Creating a VM with more memory than a single node will make Hyper-V present a vNUMA to the guest OS. Ensuring that the guest OS and applications are NUMA aware is also important, so that the guest OS and application can use this information to allocate memory for a process on the correct node. NUMA is important to ensure that you will not have problems because of host configuration and misconfiguration on the VM. But, in some cases, even when planning the VM size, you will come to a moment when the VM memory is stressed. In these cases, Hyper-V can help with another feature called Dynamic Memory. Summary In this we learned about the Hypervisor architecture and different Hypervisor types. We explored in brief about Microkernel and Monolithic Type 1 Hypervisors. In addition to this, this article also explains the Hyper-V requirements and processor features, Memory configuration and the NUMA architecture. Resources for Article: Further resources on this subject: Planning a Compliance Program in Microsoft System Center 2012 [Article] So, what is Microsoft © Hyper-V server 2008 R2? [Article] Deploying Applications and Software Updates on Microsoft System Center 2012 Configuration Manager [Article]
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Packt
04 Jun 2015
33 min read
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Getting Started with Multiplayer Game Programming

Packt
04 Jun 2015
33 min read
In this article by Rodrigo Silveira author of the book Multiplayer gaming with HTML5 game development, if you're reading this, chances are pretty good that you are already a game developer. That being the case, then you already know just how exciting it is to program your own games, either professionally or as a highly gratifying hobby that is very time-consuming. Now you're ready to take your game programming skills to the next level—that is, you're ready to implement multiplayer functionality into your JavaScript-based games. (For more resources related to this topic, see here.) In case you have already set out to create multiplayer games for the Open Web Platform using HTML5 and JavaScript, then you may have already come to realize that a personal desktop computer, laptop, or a mobile device is not particularly the most appropriate device to share with another human player for games in which two or more players share the same game world at the same time. Therefore, what is needed in order to create exciting multiplayer games with JavaScript is some form of networking technology. We will be discussing the following principles and concepts: The basics of networking and network programming paradigms Socket programming with HTML5 Programming a game server and game clients Turn-based multiplayer games Understanding the basics of networking It is said that one cannot program games that make use of networking without first understanding all about the discipline of computer networking and network programming. Although having a deep understanding of any topic can be only beneficial to the person working on that topic, I don't believe that you must know everything there is to know about game networking in order to program some pretty fun and engaging multiplayer games. Saying that is the case is like saying that one needs to be a scholar of the Spanish language in order to cook a simple burrito. Thus, let us take a look at the most basic and fundamental concepts of networking. After you finish reading this article, you will know enough about computer networking to get started, and you will feel comfortable adding multiplayer aspects to your games. One thing to keep in mind is that, even though networked games are not nearly as old as single-player games, computer networking is actually a very old and well-studied subject. Some of the earliest computer network systems date back to the 1950s. Though some of the techniques have improved over the years, the basic idea remains the same: two or more computers are connected together to establish communication between the machines. By communication, I mean data exchange, such as sending messages back and forth between the machines, or one of the machines only sends the data and the other only receives it. With this brief introduction to the concept of networking, you are now grounded in the subject of networking, enough to know what is required to network your games—two or more computers that talk to each other as close to real time as possible. By now, it should be clear how this simple concept makes it possible for us to connect multiple players into the same game world. In essence, we need a way to share the global game data among all the players who are connected to the game session, then continue to update each player about every other player. There are several different techniques that are commonly used to achieve this, but the two most common approaches are peer-to-peer and client-server. Both techniques present different opportunities, including advantages and disadvantages. In general, neither is particularly better than the other, but different situations and use cases may be better suited for one or the other technique. Peer-to-peer networking A simple way to connect players into the same virtual game world is through the peer-to-peer architecture. Although the name might suggest that only two peers ("nodes") are involved, by definition a peer-to-peer network system is one in which two or more nodes are connected directly to each other without a centralized system orchestrating the connection or information exchange. On a typical peer-to-peer setup, each peer serves the same function as every other one—that is, they all consume the same data and share whatever data they produce so that others can stay synchronized. In the case of a peer-to-peer game, we can illustrate this architecture with a simple game of Tic-tac-toe. Once both the players have established a connection between themselves, whoever is starting the game makes a move by marking a cell on the game board. This information is relayed across the wire to the other peer, who is now aware of the decision made by his or her opponent, and can thus update their own game world. Once the second player receives the game's latest state that results from the first player's latest move, the second player is able to make a move of their own by checking some available space on the board. This information is then copied over to the first player who can update their own world and continue the process by making the next desired move. The process goes on until one of the peers disconnects or the game ends as some condition that is based on the game's own business logic is met. In the case of the game of Tic-tac-toe, the game would end once one of the players has marked three spaces on the board forming a straight line or if all nine cells are filled, but neither player managed to connect three cells in a straight path. Some of the benefits of peer-to-peer networked games are as follows: Fast data transmission: Here, the data goes directly to its intended target. In other architectures, the data could go to some centralized node first, then the central node (or the "server") contacts the other peer, sending the necessary updates. Simpler setup: You would only need to think about one instance of your game that, generally speaking, handles its own input, sends its input to other connected peers, and handles their output as input for its own system. This can be especially handy in turn-based games, for example, most board games such as Tic-tac-toe. More reliability: Here one peer that goes offline typically won't affect any of the other peers. However, in the simple case of a two-player game, if one of the players is unable to continue, the game will likely cease to be playable. Imagine, though, that the game in question has dozens or hundreds of connected peers. If a handful of them suddenly lose their Internet connection, the others can continue to play. However, if there is a server that is connecting all the nodes and the server goes down, then none of the other players will know how to talk to each other, and nobody will know what is going on. On the other hand, some of the more obvious drawbacks of peer-to-peer architecture are as follows: Incoming data cannot be trusted: Here, you don't know for sure whether or not the sender modified the data. The data that is input into a game server will also suffer from the same challenge, but once the data is validated and broadcasted to all the other peers, you can be more confident that the data received by each peer from the server will have at least been sanitized and verified, and will be more credible. Fault tolerance can be very low: If enough players share the game world, one or more crashes won't make the game unplayable to the rest of the peers. Now, if we consider the many cases where any of the players that suddenly crash out of the game negatively affect the rest of the players, we can see how a server could easily recover from the crash. Data duplication when broadcasting to other peers: Imagine that your game is a simple 2D side scroller, and many other players are sharing that game world with you. Every time one of the players moves to the right, you receive the new (x, y) coordinates from that player, and you're able to update your own game world. Now, imagine that you move your player to the right by a very few pixels; you would have to send that data out to all of the other nodes in the system. Overall, peer-to-peer is a very powerful networking architecture and is still widely used by many games in the industry. Since current peer-to-peer web technologies are still in their infancy, most JavaScript-powered games today do not make use of peer-to-peer networking. For this and other reasons that should become apparent soon, we will focus almost exclusively on the other popular networking paradigm, namely, the client-server architecture. Client-server networking The idea behind the client-server networking architecture is very simple. If you squint your eyes hard enough, you can almost see a peer-to-peer graph. The most obvious difference between them, is that, instead of every node being an equal peer, one of the nodes is special. That is, instead of every node connecting to every other node, every node (client) connects to a main centralized node called the server. While the concept of a client-server network seems clear enough, perhaps a simple metaphor might make it easier for you to understand the role of each type of node in this network format as well as differentiate it from peer-to-peer . In a peer-to-peer network, you can think of it as a group of friends (peers) having a conversation at a party. They all have access to all the other peers involved in the conversation and can talk to them directly. On the other hand, a client-server network can be viewed as a group of friends having dinner at a restaurant. If a client of the restaurant wishes to order a certain item from the menu, he or she must talk to the waiter, who is the only person in that group of people with access to the desired products and the ability to serve the products to the clients. In short, the server is in charge of providing data and services to one or more clients. In the context of game development, the most common scenario is when two or more clients connect to the same server; the server will keep track of the game as well as the distributed players. Thus, if two players are to exchange information that is only pertinent to the two of them, the communication will go from the first player to and through the server and will end up at the other end with the second player. Following the example of the two players involved in a game of Tic-tac-toe, we can see how similar the flow of events is on a client-server model. Again, the main difference is that players are unaware of each other and only know what the server tells them. While you can very easily mimic a peer-to-peer model by using a server to merely connect the two players, most often the server is used much more actively than that. There are two ways to engage the server in a networked game, namely in an authoritative and a non-authoritative way. That is to say, you can have the enforcement of the game's logic strictly in the server, or you can have the clients handle the game logic, input validation, and so on. Today, most games using the client-server architecture actually use a hybrid of the two (authoritative and non-authoritative servers). For all intents and purposes, however, the server's purpose in life is to receive input from each of the clients and distribute that input throughout the pool of connected clients. Now, regardless of whether you decide to go with an authoritative server instead of a non-authoritative one, you will notice that one of challenges with a client-server game is that you will need to program both ends of the stack. You will have to do this even if your clients do nothing more than take input from the user, forward it to the server, and render whatever data they receive from the server; if your game server does nothing more than forward the input that it receives from each client to every other client, you will still need to write a game client and a game server. We will discuss game clients and servers later. For now, all we really need to know is that these two components are what set this networking model apart from peer-to-peer. Some of the benefits of client-server networked games are as follows: Separation of concerns: If you know anything about software development, you know that this is something you should always aim for. That is, good, maintainable software is written as discrete components where each does one "thing", and it is done well. Writing individual specialized components lets you focus on performing one individual task at a time, making your game easier to design, code, test, reason, and maintain. Centralization: While this can be argued against as well as in favor of, having one central place through which all communication must flow makes it easier to manage such communication, enforce any required rules, control access, and so forth. Less work for the client: Instead of having a client (peer) in charge of taking input from the user as well as other peers, validating all the input, sharing data among other peers, rendering the game, and so on, the client can focus on only doing a few of these things, allowing the server to offload some of this work. This is particularly handy when we talk about mobile gaming, and how much subtle divisions of labor can impact the overall player experience. For example, imagine a game where 10 players are engaged in the same game world. In a peer-to-peer setup, every time one player takes an action, he or she would need to send that action to nine other players (in other words, there would need to be nine network calls, boiling down to more mobile data usage). On the other hand, on a client-server configuration, one player would only need to send his or her action to one of the peers, that is, the server, who would then be responsible for sending that data to the remaining nine players. Common drawbacks of client-server architectures, whether or not the server is authoritative, are as follows: Communication takes longer to propagate: In the very best possible scenario imaginable, every message sent from the first player to the second player would take twice as long to be delivered as compared to a peer-to-peer connection. That is, the message would be first sent from the first player to the server and then from the server to the second player. There are many techniques that are used today to solve the latency problem faced in this scenario, some of which we will discuss in much more depth later. However, the underlying dilemma will always be there. More complexity due to more moving parts: It doesn't really matter how you slice the pizza; the more code you need to write (and trust me, when you build two separate modules for a game, you will write more code), the greater your mental model will have to be. While much of your code can be reused between the client and the server (especially if you use well-established programming techniques, such as object-oriented programming), at the end of the day, you need to manage a greater level of complexity. Single point of failure and network congestion: Up until now, we have mostly discussed the case where only a handful of players participates in the same game. However, the more common case is that a handful of groups of players play different games at the same time. Using the same example of the two-player game of Tic-tac-toe, imagine that there are thousands of players facing each other in single games. In a peer-to-peer setup, once a couple of players have directly paired off, it is as though there are no other players enjoying that game. The only thing to keep these two players from continuing their game is their own connection with each other. On the other hand, if the same thousands of players are connected to each other through a server sitting between the two, then two singled out players might notice severe delays between messages because the server is so busy handling all of the messages from and to all of the other people playing isolated games. Worse yet, these two players now need to worry about maintaining their own connection with each other through the server, but they also hope that the server's connection between them and their opponent will remain active. All in all, many of the challenges involved in client-server networking are well studied and understood, and many of the problems you're likely to face during your multiplayer game development will already have been solved by someone else. Client-server is a very popular and powerful game networking model, and the required technology for it, which is available to us through HTML5 and JavaScript, is well developed and widely supported. Networking protocols – UDP and TCP By discussing some of the ways in which your players can talk to each other across some form of network, we have yet only skimmed over how that communication is actually done. Let us then describe what protocols are and how they apply to networking and, more importantly, multiplayer game development. The word protocol can be defined as a set of conventions or a detailed plan of a procedure [Citation [Def. 3,4]. (n.d.). In Merriam Webster Online, Retrieved February 12, 2015, from http://www.merriam-webster.com/dictionary/protocol]. In computer networking, a protocol describes to the receiver of a message how the data is organized so that it can be decoded. For example, imagine that you have a multiplayer beat 'em up game, and you want to tell the game server that your player just issued a kick command and moved 3 units to the left. What exactly do you send to the server? Do you send a string with a value of "kick", followed by the number 3? Otherwise, do you send the number first, followed by a capitalized letter "K", indicating that the action taken was a kick? The point I'm trying to make is that, without a well-understood and agreed-upon protocol, it is impossible to successfully and predictably communicate with another computer. The two networking protocols that we'll discuss in the section, and that are also the two most widely used protocols in multiplayer networked games, are the Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP). Both protocols provide communication services between clients in a network system. In simple terms, they are protocols that allow us to send and receive packets of data in such a way that the data can be identified and interpreted in a predictable way. When data is sent through TCP, the application running in the source machine first establishes a connection with the destination machine. Once a connection has been established, data is transmitted in packets in such a way that the receiving application can then put the data back together in the appropriate order. TCP also provides built-in error checking mechanisms so that, if a packet is lost, the target application can notify the sender application, and any missing packets are sent again until the entire message is received. In short, TCP is a connection-based protocol that guarantees the delivery of the full data in the correct order. Use cases where this behavior is desirable are all around us. When you download a game from a web server, for example, you want to make sure that the data comes in correctly. You want to be sure that your game assets will be properly and completely downloaded before your users start playing your game. While this guarantee of delivery may sound very reassuring, it can also be thought of as a slow process, which, as we'll see briefly, may sometimes be more important than knowing that the data will arrive in full. In contrast, UDP transmits packets of data (called datagrams) without the use of a pre-established connection. The main goal of the protocol is to be a very fast and frictionless way of sending data towards some target application. In essence, you can think of UDP as the brave employees who dress up as their company's mascot and stand outside their store waving a large banner in the hope that at least some of the people driving by will see them and give them their business. While at first, UDP may seem like a reckless protocol, the use cases that make UDP so desirable and effective includes the many situations when you care more about speed than missing packets a few times, getting duplicate packets, or getting them out of order. You may also want to choose UDP over TCP when you don't care about the reply from the receiver. With TCP, whether or not you need some form of confirmation or reply from the receiver of your message, it will still take the time to reply back to you, at least acknowledging that the message was received. Sometimes, you may not care whether or not the server received the data. A more concrete example of a scenario where UDP is a far better choice over TCP is when you need a heartbeat from the client letting the server know if the player is still there. If you need to let your server know that the session is still active every so often, and you don't care if one of the heartbeats get lost every now and again, then it would be wise to use UDP. In short, for any data that is not mission-critical and you can afford to lose, UDP might be the best option. In closing, keep in mind that, just as peer-to-peer and client-server models can be built side by side, and in the same way your game server can be a hybrid of authoritative and non-authoritative, there is absolutely no reason why your multiplayer games should only use TCP or UDP. Use whichever protocol a particular situation calls for. Network sockets There is one other protocol that we'll cover very briefly, but only so that you can see the need for network sockets in game development. As a JavaScript programmer, you are doubtlessly familiar with Hypertext Transfer Protocol (HTTP). This is the protocol in the application layer that web browsers use to fetch your games from a Web server. While HTTP is a great protocol to reliably retrieve documents from web servers, it was not designed to be used in real-time games; therefore, it is not ideal for this purpose. The way HTTP works is very simple: a client sends a request to a server, which then returns a response back to the client. The response includes a completion status code, indicating to the client that the request is either in process, needs to be forwarded to another address, or is finished successfully or erroneously. There are a handful of things to note about HTTP that will make it clear that a better protocol is needed for real-time communication between the client and server. Firstly, after each response is received by the requester, the connection is closed. Thus, before making each and every request, a new connection must be established with the server. Most of the time, an HTTP request will be sent through TCP, which, as we've seen, can be slow, relatively speaking. Secondly, HTTP is by design a stateless protocol. This means that, every time you request a resource from a server, the server has no idea who you are and what is the context of the request. (It doesn't know whether this is your first request ever or if you're a frequent requester.) A common solution to this problem is to include a unique string with every HTTP request that the server keeps track of, and can thus provide information about each individual client on an ongoing basis. You may recognize this as a standard session. The major downside with this solution, at least with regard to real-time gaming, is that mapping a session cookie to the user's session takes additional time. Finally, the major factor that makes HTTP unsuitable for multiplayer game programming is that the communication is one way—only the client can connect to the server, and the server replies back through the same connection. In other words, the game client can tell the game server that a punch command has been entered by the user, but the game server cannot pass that information along to other clients. Think of it like a vending machine. As a client of the machine, we can request specific items that we wish to buy. We formalize this request by inserting money into the vending machine, and then we press the appropriate button. Under no circumstance will a vending machine issue commands to a person standing nearby. That would be like waiting for a vending machine to dispense food, expecting people to deposit the money inside it afterwards. The answer to this lack of functionality in HTTP is pretty straightforward. A network socket is an endpoint in a connection that allows for two-way communication between the client and the server. Think of it more like a telephone call, rather than a vending machine. During a telephone call, either party can say whatever they want at any given time. Most importantly, the connection between both parties remains open throughout the duration of the conversation, making the communication process highly efficient. WebSocket is a protocol built on top of TCP, allowing web-based applications to have two-way communication with a server. The way a WebSocket is created consists of several steps, including a protocol upgrade from HTTP to WebSocket. Thankfully, all of the heavy lifting is done behind the scenes by the browser and JavaScript. For now, the key takeaway here is that with a TCP socket (yes, there are other types of socket including UDP sockets), we can reliably communicate with a server, and the server can talk back to us as per the need. Socket programming in JavaScript Let's now bring the conversation about network connections, protocols, and sockets to a close by talking about the tools—JavaScript and WebSockets—that bring everything together, allowing us to program awesome multiplayer games in the language of the open Web. The WebSocket protocol Modern browsers and other JavaScript runtime environments have implemented the WebSocket protocol in JavaScript. Don't make the mistake of thinking that just because we can create WebSocket objects in JavaScript, WebSockets are part of JavaScript. The standard that defines the WebSocket protocol is language-agnostic and can be implemented in any programming language. Thus, before you start to deploy your JavaScript games that make use of WebSockets, ensure that the environment that will run your game uses an implementation of the ECMA standard that also implements WebSockets. In other words, not all browsers will know what to do when you ask for a WebSocket connection. For the most part, though, the latest versions, as of this writing, of the most popular browsers today (namely, Google Chrome, Safari, Mozilla Firefox, Opera, and Internet Explorer) implement the current latest revision of RFC 6455. Previous versions of WebSockets (such as protocol version - 76, 7, or 10) are slowly being deprecated and have been removed by some of the previously mentioned browsers. Probably the most confusing thing about the WebSocket protocol is the way each version of the protocol is named. The very first draft (which dates back to 2010), was named draft-hixie-thewebsocketprotocol-75. The next version was named draft-hixie-thewebsocketprotocol-76. Some people refer to these versions as 75 and 76, which can be quite confusing, especially since the fourth version of the protocol is named draft-ietf-hybi-thewebsocketprotocol-07, which is named in the draft as WebSocket Version 7. The current version of the protocol (RFC 6455) is 13. Let us take a quick look at the programming interface (API) that we'll use within our JavaScript code to interact with a WebSocket server. Keep in mind that we'll need to write both the JavaScript clients that use WebSockets to consume data as well as the WebSocket server, which uses WebSockets but plays the role of the server. The difference between the two will become apparent as we go over some examples. Creating a client-side WebSocket The following code snippet creates a new object of type WebSocket that connects the client to some backend server. The constructor takes two parameters; the first is required and represents the URL where the WebSocket server is running and expecting connections. The second URL, is an optional list of sub-protocols that the server may implement. var socket = new WebSocket('ws://www.game-domain.com'); Although this one line of code may seem simple and harmless enough, here are a few things to keep in mind: We are no longer in HTTP territory. The address to your WebSocket server now starts with ws:// instead of http://. Similarly, when we work with secure (encrypted) sockets, we would specify the server's URL as wss://, just like in https://. It may seem obvious to you, but a common pitfall that those getting started with WebSockets fall into is that, before you can establish a connection with the previous code, you need a WebSocket server running at that domain. WebSockets implement the same-origin security model. As you may have already seen with other HTML5 features, the same-origin policy states that you can only access a resource through JavaScript if both the client and the server are in the same domain. For those who are not familiar with the same-domain (also known as the same-origin) policy, the three things that constitute a domain, in this context, are the protocol, host, and port of the resource being accessed. In the previous example, the protocol, host, and port number were, respectively ws (and not wss, http, or ssh), www.game-domain.com (any sub-domain, such as game-domain.com or beta.game-domain.com would violate the same-origin policy), and 80 (by default, WebSocket connects to port 80, and port 443 when it uses wss). Since the server in the previous example binds to port 80, we don't need to explicitly specify the port number. However, had the server been configured to run on a different port, say 2667, then the URL string would need to include a colon followed by the port number that would need to be placed at the end of the host name, such as ws://www.game-domain.com:2667. As with everything else in JavaScript, WebSocket instances attempt to connect to the backend server asynchronously. Thus, you should not attempt to issue commands on your newly created socket until you're sure that the server has connected; otherwise, JavaScript will throw an error that may crash your entire game. This can be done by registering a callback function on the socket's onopen event as follows: var socket = new WebSocket('ws://www.game-domain.com'); socket.onopen = function(event) {    // socket ready to send and receive data }; Once the socket is ready to send and receive data, you can send messages to the server by calling the socket object's send method, which takes a string as the message to be sent. // Assuming a connection was previously established socket.send('Hello, WebSocket world!'); Most often, however, you will want to send more meaningful data to the server, such as objects, arrays, and other data structures that have more meaning on their own. In these cases, we can simply serialize our data as JSON strings. var player = {    nickname: 'Juju',    team: 'Blue' };   socket.send(JSON.stringify(player)); Now, the server can receive that message and work with it as the same object structure that the client sent it, by running it through the parse method of the JSON object. var player = JSON.parse(event.data); player.name === 'Juju'; // true player.team === 'Blue'; // true player.id === undefined; // true If you look at the previous example closely, you will notice that we extract the message that is sent through the socket from the data attribute of some event object. Where did that event object come from, you ask? Good question! The way we receive messages from the socket is the same on both the client and server sides of the socket. We must simply register a callback function on the socket's onmessage event, and the callback will be invoked whenever a new message is received. The argument passed into the callback function will contain an attribute named data, which will contain the raw string object with the message that was sent. socket.onmessage = function(event) {    event instanceof MessageEvent; // true      var msg = JSON.parse(event.data); }; Other events on the socket object on which you can register callbacks include onerror, which is triggered whenever an error related to the socket occurs, and onclose, which is triggered whenever the state of the socket changes to CLOSED; in other words, whenever the server closes the connection with the client for any reason or the connected client closes its connection. As mentioned previously, the socket object will also have a property called readyState, which behaves in a similar manner to the equally-named attribute in AJAX objects (or more appropriately, XMLHttpRequest objects). This attribute represents the current state of the connection and can have one of four values at any point in time. This value is an unsigned integer between 0 and 3, inclusive of both the numbers. For clarity, there are four accompanying constants on the WebSocket class that map to the four numerical values of the instance's readyState attribute. The constants are as follows: WebSocket.CONNECTING: This has a value of 0 and means that the connection between the client and the server has not yet been established. WebSocket.OPEN: This has a value of 1 and means that the connection between the client and the server is open and ready for use. Whenever the object's readyState attribute changes from CONNECTING to OPEN, which will only happen once in the object's life cycle, the onopen callback will be invoked. WebSocket.CLOSING: This has a value of 2 and means that the connection is being closed. WebSocket.CLOSED: This has a value of 3 and means that the connection is now closed (or could not be opened to begin with). Once the readyState has changed to a new value, it will never return to a previous state in the same instance of the socket object. Thus, if a socket object is CLOSING or has already become CLOSED, it will never OPEN again. In this case, you would need a new instance of WebSocket if you would like to continue to communicate with the server. To summarize, let us bring together the simple WebSocket API features that we discussed previously and create a convenient function that simplifies data serialization, error checking, and error handling when communicating with the game server: function sendMsg(socket, data) {    if (socket.readyState === WebSocket.OPEN) {      socket.send(JSON.stringify(data));        return true;    }      return false; }; Game clients Earlier, we talked about the architecture of a multiplayer game that was based on the client-server pattern. Since this is the approach we will take for the games that we'll be developing, let us define some of the main roles that the game client will fulfill. From a higher level, a game client will be the interface between the human player and the rest of the game universe (which includes the game server and other human players who are connected to it). Thus, the game client will be in charge of taking input from the player, communicating this to the server, receive any further instructions and information from the server, and then render the final output to the human player again. Depending on the type of game server used, the client can be more sophisticated than just an input application that renders static data received from the server. For example, the client could very well simulate what the game server will do and present the result of this simulation to the user while the server performs the real calculations and tells the results to the client. The biggest selling point of this technique is that the game would seem a lot more dynamic and real-time to the user since the client responds to input almost instantly. Game servers The game server is primarily responsible for connecting all the players to the same game world and keeping the communication going between them. However as you will soon realize, there may be cases where you will want the server to be more sophisticated than a routing application. For example, just because one of the players is telling the server to inform the other participants that the game is over, and the player sending the message is the winner, we may still want to confirm the information before deciding that the game is in fact over. With this idea in mind, we can label the game server as being of one of the two kinds: authoritative or non-authoritative. In an authoritative game server, the game's logic is actually running in memory (although it normally doesn't render any graphical output like the game clients certainly will) all the time. As each client reports the information to the server by sending messages through its corresponding socket, the server updates the current game state and sends the updates back to all of the players, including the original sender. This way we can be more certain that any data coming from the server has been verified and is accurate. In a non-authoritative server, the clients take on a much more involved part in the game logic enforcement, which gives the client a lot more trust. As suggested previously, what we can do is take the best of both worlds and create a mix of both the techniques. What we will do is, have a strictly authoritative server, but clients that are smart and can do some of the work on their own. Since the server has the ultimate say in the game, however, any messages received by clients from the server are considered as the ultimate truth and supersede any conclusions it came to on its own. Summary Overall, we discussed the basics of networking and network programming paradigms. We saw how WebSockets makes it possible to develop real-time, multiplayer games in HTML5. Finally, we implemented a simple game client and game server using widely supported web technologies and built a fun game of Tic-tac-toe. Resources for Article: Further resources on this subject: HTML5 Game Development – A Ball-shooting Machine with Physics Engine [article] Creating different font files and using web fonts [article] HTML5 Canvas [article]
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