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title = "Blog"
sort_by = "date"
paginate_by = 5
template = "index.html"
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template = "article.html"
title = "Android: display a Dialog from an AppWidget"
date = 2014-04-06T22:27:19+02:00
description = "A workaround for displaying dialogs from Android AppWidgets, which normally can't show dialogs due to context limitations."
[taxonomies]
tags = ["android"]
+++
## Issue
When you want to display a dialog, you don't only need a context, you need an
activity context. From an activity, displaying a dialog is pretty
straightforward:
*Display a dialog from an activity*
```java
new AlertDialog.Builder(MyActivity.this)
.setTitle("Dialog title")
.setMessage("Dialog message")
.setPositiveButton(android.R.string.yes, new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
// Handle a positive answer
}
})
.setNegativeButton(android.R.string.no, new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
// Handle a negative answer
}
})
.setIcon(R.drawable.ic_dialog_alert)
.show();
```
Okay, that's a pretty usual code sample. But what about displaying it from an
app-widget?
<!--more-->
## Display a Dialog from an AppWidget
What is needed to display a Dialog? An Activity. So let's open an Activity,
which will open the Dialog. When you update your AppWidget, via a RemoteView:
*Open an activity from an AppWidget*
```java
Intent intent = new Intent(getApplicationContext(), MyActivity.class);
// Old activities shouldn't be in the history stack
intent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_CLEAR_TASK);
PendingIntent pendingIntent = PendingIntent.getActivity(getApplicationContext(),
0,
intent,
PendingIntent.FLAG_UPDATE_CURRENT);
// Link the PendingIntent to a Button
rv.setOnClickPendingIntent(R.id.btn_dialog, pendingIntent);
```
When the button `btn_dialog` is pressed, the activity `MyActivity` is launched.
Let's say we have the AlertDialogBuilder code from the first sample in
`MyActivity.onCreate()`, we have a dialog displayed from an app-widget. But there's
an issue: we don't want the activity to be visible.
## Hide the proxy activity
The activity must be displayed. But what about making it fully transparent?
That's an easy, two-steps task. First, in the manifest, remove any decoration
and hide this activity from history:
*Remove Activity decorations*
```xml
<activity
android:name=".activities.MyActivity"
android:noHistory="true"
android:theme="@android:style/Theme.Translucent.NoTitleBar"
/>
```
Then in the activity itself, set a transparent background:
*Set a transparent background*
```java
public class MyActivity extends Activity {
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
getWindow().setBackgroundDrawable(new ColorDrawable(0));
// Dialog creation goes here
}
}
```
At this point, there are two issues. First, if the dialog is displayed from the
app-widget, it will appear in the recent apps list. That's probably not wanted.
There's again a simple solution. In the manifest:
*Hide the Activity from recent apps*
```xml
<activity
android:name=".activities.MyActivity"
android:noHistory="true"
android:excludeFromRecents="true"
android:theme="@android:style/Theme.Translucent.NoTitleBar"
/>
```
The second issue is more visible. The theme `Theme.Translucent.NoTitleBar`
refers to a pre-ICS theme, hence the Gingerbread-looking dialog.
{{ img(src="/images/articles/android-display-a-dialog-from-an-appwidget/1-dialog-gb-theme.png", caption="Default theme") }}
To use the Holo theme on 3.0+ devices, the dialog construction code has to be
tweaked a little:
*Applying a theme to the dialog*
```java
Context context;
// For a custom theme:
context = new ContextThemeWrapper(MyActivity.this, R.style.dialog);
// For the Holo one on 3.0+ devices, fallback on 1.x/2.x devices:
if (android.os.Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {
context = new ContextThemeWrapper(MyActivity.this, android.R.style.Theme_Holo);
} else {
context = new ContextThemeWrapper(MyActivity.this, android.R.style.Theme_Dialog);
}
new AlertDialog.Builder(context)
.setTitle("Dialog title")
.setMessage("Dialog message")
.setPositiveButton(android.R.string.yes, new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
// Handle a positive answer
}
})
.setNegativeButton(android.R.string.no, new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
// Handle a negative answer
}
})
.setIcon(R.drawable.ic_dialog_alert)
.show();
```
{{ img(src="/images/articles/android-display-a-dialog-from-an-appwidget/2-dialog-holo-theme.png", caption="Holo theme") }}
If multiple dialogs are needed, the activity could be reused by adding
parameters to the intent, and display the needed dialog accordingly. You can
also call this activity like any other from your other activities, and share the
dialog creation code. Here's an example of a generic dialog activity, called
from a button on another activity:
{{ img(src="/images/articles/android-display-a-dialog-from-an-appwidget/3-in-app-shared-dialog.png", caption="Dialog on top of a basic activity") }}
Last point: even if the activity is invisible, it still needs to be closed when
the dialog is hidden. Don't forget to call `Activity.finish()` when the dialogs
are dismissed. Starting with API 17, you can use a
`DialogInterface.OnDismissListener()`:
*Finishing the activity*
```java
new AlertDialog.Builder(context)
.setOnDismissListener(new DialogInterface.OnDismissListener() {
@Override
public void onDismiss(DialogInterface dialogInterface) {
finish();
}
})
// …
.show()
```
You can find a full sample code on
[GitHub](https://github.com/Kernald/android-dialog-activity-sample).

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template = "article.html"
title = "Android Things: first look"
date = 2017-01-06T10:55:08+01:00
description = "An introduction to Android Things, Google's IoT platform that brings the Android ecosystem to embedded devices."
[taxonomies]
tags = ["android", "iot"]
+++
## What is Android Things?
Android Things is an alternative Android version, announced at Google I/O 2015,
and released as a first developer preview in December 2016. Its purpose is to
develop embedded IoT devices, with a known and widely documented Android
ecosystem basis.
It's currently running on three different boards: the Intel Edison, the NXP Pico
i.MX6UL, and the Raspberry Pi 3. Some higher-end boards are coming soon.
On the SDK side, Android Things comes with a specific support library to ease
low-level hardware usage. It consists in two parts: the Peripheral I/O API,
which supports GPIO, PWM, I2C, SPI and UART, and the User Driver API, which
allows a developer to write a hardware-specific, high-level driver, to ease
hardware reusability by injecting events into the Android framework. Other
applications can in turn use those events without having to interact with the
hardware directly.
There's a downside: the bundled Android is not as complete as the one you can
find on a phone. Most of the standard applications aren't installed (Calendar,
Phone…), and standard content providers are absent too (MediaProvider,
Dictionary…).
Android Things supports displays, with the default Android UI toolkit. However,
the display is a bit different from what you're used to seeing on an Android
device: there's no notification bar, navigation bar or anything, the running
application will use the full display. That is, if it uses it at all: displays
are purely optional.
<!--more-->
## Installing Android Things
Installation depends on the device you're targeting. Up-to-date, device-specific
instructions are available in [the official
documentation](https://developer.android.com/things/hardware/developer-kits.html).
Note that there is no emulator available (yet?), you'll need to install Android
Things on a real board.
The next steps of this post assume your local adb is connected to your device
(that is, `adb devices` is listing it as attached).
## Creating a new application
Android Things uses the same Activity, Service… lifecycles you're used to
seeing in any Android application. As so, creating an Android Things project is
really close to creating an Android one:
- create a blank project on Android Studio (selecting a form factor is
mandatory, and Android Studio doesn't support Things yet, keep Phone
and Tablet selected), without any activities
- in the `build.gradle`, remove all the dependencies and add the Things support
library:
```groovy
apply plugin: 'com.android.application'
android {
compileSdkVersion 24
buildToolsVersion "25.0.2"
defaultConfig {
applicationId "fr.enoent.mything"
minSdkVersion 24
targetSdkVersion 24
versionCode 1
versionName "1.0"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
}
dependencies {
provided 'com.google.android.things:androidthings:0.1-devpreview'
}
```
- add a reference to the Things support library in the `AndroidManifest.xml`:
```xml
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="fr.enoent.mything">
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name">
<uses-library
android:name="com.google.android.things"/>
</application>
</manifest>
```
- the last step is to create an Activity: create a new blank, without layout,
non-support Activity from Android Studio. You'll also need to add a
Things-specific intent-filter to this Activity in the Manifest, so it will
start automatically on boot. Keep the Launcher intent-filter to make it easier
to start this Activity from Android Studio:
```xml
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="fr.enoent.mything">
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name">
<uses-library
android:name="com.google.android.things"/>
<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
<!-- Launch activity automatically on boot -->
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.IOT_LAUNCHER"/>
<category android:name="android.intent.category.DEFAULT"/>
</intent-filter>
</activity>
</application>
</manifest>
```
Now you have an Activity, which is supposed to start automatically on boot.
Let's check that by adding a log in the `onCreate` method:
*MainActivity.java*
```java
public class MainActivity extends Activity {
@Override
protected void onCreate(@Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Log.d("MainActivity", "onCreate");
}
}
```
As you can see, it's perfectly standard Android code.
You can run it from Android Studio, and you should see the `onCreate` mention in
the logs.
## Lights, action!
I won't cover Android UI in this post, as it's something really standard you can
already find all over the web. Let's do a much more fun UI: a blinking LED to
indicate the application is running.
### Connecting the LED
I only have a Raspberry Pi 3, so I won't be able to cover the other boards for
this part. You can find the Pi pinout details
[here](https://developer.android.com/things/hardware/raspberrypi-io.html).
The circuit is dead simple: connect the LED's cathode to Pi's ground, a small
resistor in series with your LED's anode (Pi's GPIOs are 3v3), and the other
side of the resistor to the Pi's BCM6. You can use any pin labelled as GPIO in
the diagram.
### Pimp your 'droid
Time to go back to Android Studio. First step: listing the available GPIOs on
your board. There's a new class in the support library to access the GPIOs:
`PeripheralManagerService`.
*MainActivity.java*
```java
@Override
protected void onCreate(@Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
PeripheralManagerService service = new PeripheralManagerService();
Log.d("MainActivity", "Available GPIOs: " + service.getGpioList());
}
```
This code will list all the GPIOs we're allowed to use. On a Pi, hopefully
you'll find the BCM6 pin you connected the LED to. Here's the output on a Pi 3:
```
Available GPIOs: [BCM12, BCM13, BCM16, BCM17, BCM18, BCM19, BCM20, BCM21,
BCM22, BCM23, BCM24, BCM25, BCM26, BCM27, BCM4, BCM5, BCM6]
```
The next step is to initialize this GPIO. We'll use the
`PeripheralManagerService` once more to get a reference to it, then set it up to
`LOW` (0v) by default:
*MainActivity.java*
```java
private static final String GPIO_PIN_NAME_LED = "BCM6";
@Override
protected void onCreate(@Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
PeripheralManagerService service = new PeripheralManagerService();
try {
Gpio ledGpio = service.openGpio(GPIO_PIN_NAME_LED);
ledGpio.setDirection(Gpio.DIRECTION_OUT_INITIALLY_LOW);
} catch (IOException e) {
Log.e("MainActivity", "Error on PeripheralIO API", e);
}
}
```
Now, the only thing left to do is to toggle the GPIO value. This is a single
call: `ledGpio.setValue(!ledGpio.getValue());`. Toggling it every second comes
with a purely Android-oriented solution: a `Handler`, and a delayed
`Runnable`.
*MainActivity.java*
```java
public class MainActivity extends Activity {
private static final int INTERVAL_BETWEEN_BLINKS_MS = 1000;
private static final String GPIO_PIN_NAME_LED = "BCM6";
private Handler handler = new Handler();
private Gpio ledGpio;
private Runnable blinkRunnable = new Runnable() {
@Override
public void run() {
// Exit if the GPIO is already closed
if (ledGpio == null) {
return;
}
try {
ledGpio.setValue(!ledGpio.getValue());
handler.postDelayed(blinkRunnable, INTERVAL_BETWEEN_BLINKS_MS);
} catch (IOException e) {
Log.e("MainActivity", "Error on PeripheralIO API", e);
}
}
};
@Override
protected void onCreate(@Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
PeripheralManagerService service = new PeripheralManagerService();
try {
ledGpio = service.openGpio(GPIO_PIN_NAME_LED);
ledGpio.setDirection(Gpio.DIRECTION_OUT_INITIALLY_LOW);
handler.post(blinkRunnable);
} catch (IOException e) {
Log.e("MainActivity", "Error on PeripheralIO API", e);
}
}
}
```
## User drivers
Google already ships some user-drivers, ready to use, in the form of Gradle
libraries. Let's take the Button driver as an example.
### Installation
It's a simple Gradle dependency to add:
`compile 'com.google.android.things.contrib:driver-button:0.1'`
### Usage
The button driver provides a simple class which you feed with the GPIO name to
use, and a callback:
*MainActivity.java*
```java
public class MainActivity extends Activity {
private static final String GPIO_PIN_NAME_BUTTON = "BCM6";
Button button;
@Override
protected void onCreate(@Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Log.d("MainActivity", "onCreate");
try {
button = new Button(GPIO_PIN_NAME_BUTTON,
Button.LogicState.PRESSED_WHEN_HIGH
);
button.setOnButtonEventListener(new Button.OnButtonEventListener() {
@Override
public void onButtonEvent(Button button, boolean pressed) {
Log.d("MainActivity", "Button has been pressed!");
}
});
} catch (IOException e) {
Log.e("MainActivity", "Unable to configure the button", e);
}
}
@Override
protected void onDestroy() {
super.onDestroy();
try {
button.close();
} catch (IOException e) {
Log.e("MainActivity", "There's been an error while closing the button");
}
}
}
```
Notice that you'll have to close the GPIO when you leave your Activity
(`button.close()`).
And with those simple dozen lines of Java, you can use your hardware button
to trigger things in your application. The button driver also provides a way to
bind your hardware button to a software event, then any application can simply
listen to the software key event. This is an example binding the button to the
key `A`:
*MainActivity.java*
```java
public class MainActivity extends Activity {
private static final String GPIO_PIN_NAME_BUTTON = "BCM6";
ButtonInputDriver inputDriver;
@Override
protected void onCreate(@Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
try {
inputDriver = new ButtonInputDriver(GPIO_PIN_NAME_BUTTON,
Button.LogicState.PRESSED_WHEN_HIGH,
KeyEvent.KEYCODE_A // the keycode to send
);
inputDriver.register();
} catch (IOException e) {
Log.e("MainActivity", "Error while binding button", e);
}
}
@Override
protected void onDestroy() {
super.onDestroy();
inputDriver.unregister();
try {
inputDriver.close();
} catch (IOException e) {
Log.e("MainActivity", "Error while unregistering the button driver", e);
}
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_A) {
Log.d("MainActivity", "Button has been pressed");
return true;
}
return super.onKeyDown(keyCode, event);
}
}
```
## Conclusion
Even if it may be early to conclude anything from this preview, I have mixed
feelings regarding the state of Android Things.
While having the whole UI
toolkit available is great for industry-oriented hardware, I don't really see
the point of it in consumer products. Most of the connected devices uses LEDs or
a screen with minimal information. From my point of view, a connected device
should be set up then forgot, and work without requesting anything from me past
the initial configuration. I don't want to press a button to turn the lights on.
I don't want to take my phone, unlock it, start the relevant application, then
press a button to turn the lights on. I want the lights to turn on when I need
it. Using a motion sensor, location tracking from my phone, whatever. As long as
I have to interact with the lights, they are not smarter than my good old light
bulbs with their big button I can use even in the dark with both hands full.
The first thing I expected from this preview was Weave integration. Which is
completely absent (I guess it will come eventually). You can start making a
connected device powered by Google technologies, but *you can't use the standard
Google tries pushing forward to control it*. You'll have to write your own
control interface (probably a REST API, which means integrating a web-server in
your Android Things application).
Having the ability to work on the IDE I'm used to, with an SDK I already know,
and being able to reuse the ton of existing Java libraries is really great
though. It makes the entry barrier much lower than usual embedded development.
That is, when you have someone else to do the hardware part for you.
I know computing power and storage comes nearly free nowadays, but being used to
use AVRs, MSPs…, I can't help thinking a Raspberry Pi 3 is totally
overkill for that kind of use. I just used a 1.2 GHz, quad-core SoC and 600 MB
of storage *to blink an LED*. Most of those devices will only be
remote-controlled and will send data for analysis anyway. An ESP8266 is much
smaller, uses less power, comes with built-in Wi-Fi, for a couple bucks.
In the end, I think Google shouldn't have used Android as a basis for that kind
of IoT platform. While it surely looks attractive, it comes with multiple
drawbacks inherent to the idea itself. A Google-branded toolchain for something
like the ESP8266 with built-in Weave support and first-class Firebase/Google
Cloud client libraries would have been a much better approach.

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template = "article.html"
title = "Arduino Leonardo fully-featured keyboard"
date = 2014-05-04T23:03:16+02:00
description = "Building a fully-featured keyboard emulator with Arduino Leonardo, including support for modifier keys and special characters."
[taxonomies]
tags = ["arduino"]
+++
The Leonardo has a simple [keyboard API](http://arduino.cc/en/Reference/MouseKeyboard).
I needed a way to emulate a keyboard (from a joystick and arcade buttons - you
see where I'm going now). Here's how I did it.
<!--more-->
## First try
Starting with an [Arduino sample](http://arduino.cc/en/Tutorial/KeyboardAndMouseControl),
we can make a first attempt. The circuit is the same as the sample - simply
adjust the pins to your needs. It won't need any change until the end of this
post.
_Basic keyboard_
```cpp
const int upButton = 2;
const int downButton = 3;
const int leftButton = 4;
const int rightButton = 5;
void setup() {
pinMode(upButton, INPUT);
pinMode(downButton, INPUT);
pinMode(leftButton, INPUT);
pinMode(rightButton, INPUT);
pinMode(mouseButton, INPUT);
Keyboard.begin();
}
void loop() {
if (digitalRead(upButton) == HIGH) {
Keyboard.write(KEY_UP_ARROW);
}
if (digitalRead(downButton) == HIGH) {
Keyboard.write(KEY_DOWN_ARROW);
}
if (digitalRead(leftButton) == HIGH) {
Keyboard.write(KEY_LEFT_ARROW);
}
if (digitalRead(rightButton) == HIGH) {
Keyboard.write(KEY_RIGHT_ARROW);
}
}
```
This however has a major issue. Each `Keyboard.write()` call generates a
press/release cycle. If you keep a button pushed, instead of a single, long key
press, the computer will receive a ton of press/release events. We need to keep
the buttons states between `loop()` calls.
## Adding memory to the keyboard
Here's a second attempt, with two modifications. First, to ease the
addition/removal of a button, the code uses arrays instead of doing all steps
four times. Second thing changed: each button now remember its state.
_Stateful keyboard_
```cpp
// Number of buttons to handle
const int buttonsCount = 4;
// Arduino PINs to use
const int pins[buttonsCount] = {
2,
3,
4,
5
};
// Keys to send (order has to match the pins array)
const byte keys[buttonsCount] = {
KEY_UP_ARROW,
KEY_DOWN_ARROW,
KEY_LEFT_ARROW,
KEY_RIGHT_ARROW
};
bool status[buttonsCount] = {LOW};
void setup() {
for (int i = 0; i < buttonsCount; ++i) {
pinMode(pins[i], INPUT);
}
Keyboard.begin();
}
void loop() {
for (int i = 0; i < buttonsCount; ++i) {
const int pinStatus = digitalRead(pins[i]);
if (pinStatus != status[i]) {
status[i] = pinStatus;
if (pinStatus == HIGH) {
Keyboard.press(keys[i]);
} else {
Keyboard.release(keys[i]);
}
}
}
}
```
So… the keyboard now remembers which buttons are pressed, and should generate
a single couple of events for each button press/release. _Should_. There's still
an issue: mechanical buttons are not perfect. Many events are still generated.
This is due to a phenomenon called [bounce](http://en.wikipedia.org/wiki/Switch#Contact_bounce).
## Debouncing the keyboard
A simple way to debounce a button is, well, really simple: ignore all changes to
the state of the button during a short delay after an initial change. While it's
not the most precise way and could be problematic in a more complex scenario,
it's perfectly fine to do this for a keyboard, given we keep this delay short
enough.
Let's throw in an array to remember the last event acknowledged by the keyboard:
_Debounced keyboard_
```cpp
// Number of buttons to handle
const int buttonsCount = 4;
// Arduino PINs to use
const int pins[buttonsCount] = {
2,
3,
4,
5
};
// Keys to send (order has to match the pins array)
const byte keys[buttonsCount] = {
KEY_UP_ARROW,
KEY_DOWN_ARROW,
KEY_LEFT_ARROW,
KEY_RIGHT_ARROW
};
// Debounce delay
const long debounceDelay = 50;
bool status[buttonsCount] = {LOW};
long lastDebounces[buttonsCount] = {0};
void setup() {
for (int i = 0; i < buttonsCount; ++i) {
pinMode(pins[i], INPUT);
}
Keyboard.begin();
}
void loop() {
for (int i = 0; i < buttonsCount; ++i) {
const int pinStatus = digitalRead(pins[i]);
if (pinStatus != status[i] && millis() - debounceDelay > lastDebounces[i]) {
status[i] = pinStatus;
if (pinStatus == HIGH) {
Keyboard.press(keys[i]);
} else {
Keyboard.release(keys[i]);
}
lastDebounces[buttonNumber] = millis();
}
}
}
```
You'll maybe need to adjust the debounce delay according to your buttons. Try to
keep it as short as possible.
## Conclusion
And _voilà_! We now have a fully functional keyboard, to which it's easy to
add/remove/change buttons. There's still room for improvement: it would be easy
to allow it to send key sequences instead of single key presses, for example.
You can find the full code on [GitHub](https://github.com/Kernald/gameduino).

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+++
template = "article.html"
title = "Compat libraries incompatibilities"
date = 2017-05-06T19:52:26+02:00
description = "Navigating the challenges of Android compat libraries, particularly with vector drawables and their unexpected limitations."
[taxonomies]
tags = ["android"]
+++
Compat libraries are great. They allow us to work with the newest Android APIs,
without thinking (much) about your minimum API level. Instead of thousands
of devices, you can reach billions. With nearly no changes in your code.
But sometimes, they're not so great…
<!--more-->
Support for vector drawables (mainly SVGs files) has been added in API 21. They
come in two kinds: still and animated. They're great for many reasons: they
scale properly, you don't have to keep multiple densities of the same image
anymore, you can reference colors and dimensions from resources, you can do path
morphing… well, almost.
In order to use vector drawables on pre-21 APIs, Google released a set of two
support libraries, `com.android.support:vector-drawable` and
`com.android.support:animated-vector-drawable`. The first one works starting
with API 7, the latest with API 11. Everything is explained
[here](https://android-developers.googleblog.com/2016/02/android-support-library-232.html).
Still drawables should work exactly the same regarding the API level you're
running. On the animated version, however, there's a catch: you can't animate
all the properties you can on 21+. From the
[documentation](https://developer.android.com/reference/android/support/graphics/drawable/AnimatedVectorDrawableCompat.html):
> Note that the animation in AnimatedVectorDrawableCompat has to be valid and
> functional based on the SDK version the app will be running on. Before SDK
> version 21, the animation system didn't support the following features:
>
> * Path Morphing (PathType evaluator). This is used for morphing one path into
> another.
> * Path Interpolation. This is used to define a flexible interpolator
> (represented as a path) instead of the system defined ones like
> LinearInterpolator.
> * Animating 2 values in one ObjectAnimator according to one path's X
> value and Y value. One usage is moving one object in both X and Y
> dimensions along a path.
Let's say you want an animation using path morphing. Place your vector drawable
in the `drawable-v21` folder and add a fallback with a rotation or whatever in
the `drawable` one, and you're good to go, right? *Right?*
The same page of the documentation also mentions this:
> For API 24 and above, this class is delegating to the framework's
> AnimatedVectorDrawable. For older API version, this class uses ObjectAnimator
> and AnimatorSet to animate the properties of a VectorDrawableCompat to create an
> animated drawable.
And here come troubles. The reasoning behind this is that SDK's implementation
on APIs 21 to 23 [contains some bugs](https://issuetracker.google.com/issues/37116940#comment3).
However, using an `AnimatedVectorDrawableCompat` on an API 21 device comes with
the same limitations as running on an API 19 device: you're using the SDK's
`ObjectAnimator` and `AnimatorSet`, and they do *not* know the support libraries
symbols. More specifically, they don't know how to animate any
`android.support.graphics.drawable.PathParser$PathDataNode` (what they do know
about is the `android.util.PathParser$PathDataNode` class).
If you're looking for more technical bits, I wrote some more notes on this
[StackOverflow question](http://stackoverflow.com/q/43654496/775894) as I
stumbled upon this issue.
As a result, on APIs 21 to 23, any path-morphing animation fails silently when
using the support libraries. There's a work-around, though. You can use the
SDK's implementation to load your vector drawable:
```java
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
// Casting the drawable to an AnimatedVectorDrawable is useless here
// It's just to show that you don't get an AnimatedVectorDrawableCompat
AnimatedVectorDrawable drawable = (AnimatedVectorDrawable) getDrawable(R.drawable.ic_animated_drawable_32dp);
mBinding.imageView.setImageDrawable(drawable);
} else {
mBinding.imageView.setImageResource(R.drawable.ic_animated_drawable_32dp);
}
// Starting the animation works whatever the implementation we're using now
final Drawable animation = mBinding.imageView.getDrawable();
if (animation instanceof Animatable) {
((Animatable) animation).start();
}
```
However, using the SDK's implementation obviously means *not* making use of
the support library's bug-fixes. It will probably work for simple drawables, but
may fail on more complex ones.
As a final note: if you're using animated vector drawables, remember to test not
only on whatever your minimum SDK is and your latest shiny device, but also on
APIs 21 to 23. You might be surprised.

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@ -0,0 +1,310 @@
+++
template = "article.html"
title = "Compile FFmpeg for Android"
date = 2014-06-20T10:40:00+02:00
description = "A comprehensive guide to compiling FFmpeg for Android, including building the necessary toolchain and integrating it into your project."
[taxonomies]
tags = ["android"]
+++
When you have to manipulate audio or video on Android, being used to open-source
software, you have a single name which comes directly to you: FFmpeg. However,
FFmpeg is a C software, meant to be used as an executable, and not officially
supporting Android.
There are a lot of partial and/or out-of-date how-to out there on how to get
FFmpeg running on Android, like
[halfninja's build](https://github.com/halfninja/android-ffmpeg-x264). However,
I needed to use FFmpeg `concat` demuxer, introduced in FFmpeg 1.1. Most builds
target 0.9. There's
[a ton](http://stackoverflow.com/search?q=ffmpeg+android)
of questions on StackOverflow about getting newer
FFmpeg releases working on Android. So, here's a full explanation to get
[FFmpeg 2.2.3 "Muybridge"](https://www.ffmpeg.org/releases/ffmpeg-2.2.3.tar.bz2)
working on Android. I'll describe the steps for Linux, but everything is pretty
standard shell and should work on any decent OS.
<!--more-->
## Prerequisites
First, let's install everything needed.
### Android SDK and NDK
Android SDK is available [here](http://developer.android.com/sdk/index.html)
while the NDK is available
[here](https://developer.android.com/tools/sdk/ndk/index.html). You should also
set two environment variables (`ANDROID_SDK` and `ANDROID_NDK`) to their
respective installation paths.
On Archlinux, using `android-sdk` and `android-ndk` AUR packages:
{{ filename(body="Setting environment variables for Android SDK/NDK") }}
```sh
export ANDROID_NDK=/opt/android-ndk/
export ANDROID_SDK=/opt/android-sdk/
```
### FFmpeg sources
Download FFmpeg sources
[here](https://www.ffmpeg.org/releases/ffmpeg-2.2.3.tar.bz2) and extract them in
`$ANDROID_NDK/sources/ffmpeg-2.2.3`. Building third-party libraries in
`$ANDROID_NDK/sources` make them easily available to use in other projects.
## Building FFmpeg
### Configuration
You can tweak the configuration if needed, but here's the one I used:
{{ filename(body="FFmpeg configuration") }}
```sh
SYSROOT=$ANDROID_NDK/platforms/android-9/arch-arm/
# You should adjust this path depending on your platform, e.g. darwin-x86_64 for Mac OS
TOOLCHAIN=$ANDROID_NDK/toolchains/arm-linux-androideabi-4.8/prebuilt/linux-x86_64
CPU=arm
PREFIX=$(pwd)/android/$CPU
# Set these if needed
ADDI_CFLAGS=""
ADDI_LDFLAGS=""
./configure \
--prefix=$PREFIX \
--disable-shared \
--enable-static \
--disable-doc \
--disable-ffmpeg \
--disable-ffplay \
--disable-ffprobe \
--disable-ffserver \
--disable-doc \
--disable-symver \
--enable-protocol=concat \
--enable-protocol=file \
--enable-muxer=mp4 \
--enable-demuxer=mpegts \
--enable-memalign-hack \
--cross-prefix=$TOOLCHAIN/bin/arm-linux-androideabi- \
--target-os=linux \
--arch=arm \
--enable-cross-compile \
--sysroot=$SYSROOT \
--extra-cflags="-Os -fpic -marm $ADDI_CFLAGS" \
--extra-ldflags="$ADDI_LDFLAGS"
```
### Compilation
The scariest step is in fact the simplest:
{{ filename(body="FFmpeg compilation") }}
```sh
make clean
# Adapt the jobs count to your machine
make -j3
make install
```
### Expose FFmpeg to Android NDK
To be able to use FFmpeg as a usual NDK module, we need an `Android.mk`. It
should be placed in `$ANDROID_NDK/sources/ffmpeg-2.2.3/android/arm`.
{{ filename(body="Android.mk") }}
```make
LOCAL_PATH:= $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE:= libavdevice
LOCAL_SRC_FILES:= lib/libavdevice.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE:= libavcodec
LOCAL_SRC_FILES:= lib/libavcodec.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE:= libavformat
LOCAL_SRC_FILES:= lib/libavformat.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE:= libswscale
LOCAL_SRC_FILES:= lib/libswscale.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE:= libavutil
LOCAL_SRC_FILES:= lib/libavutil.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE:= libavfilter
LOCAL_SRC_FILES:= lib/libavfilter.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE:= libswresample
LOCAL_SRC_FILES:= lib/libswresample.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_STATIC_LIBRARY)
```
That's it! FFmpeg is ready to use!
## Using FFmpeg
To use FFmpeg, I'll stick to [halfninja](https://github.com/halfninja)'s
idea: adapt FFmpeg's `main()` to a simple function, and write a JNI
interface around it. A sample project is available on
[GitHub](https://github.com/Kernald/ffmpeg-android).
### Adapting FFmpeg's `main()`
I used some FFmpeg's executable source files (`ffmpeg.c`, containing `main()`,
and directly related ones), and tweaked them: removed every `exit()` call and
replaced `av_log()` calls to use Android's LogCat. As FFmpeg's executable is
meant to be run once, then exited, I also needed to reinitialize some static
variables between every `main()` calls.
<!-- markdownlint-capture -->
<!-- markdownlint-disable MD051 -->
_Update from March 27th 2016_: for an up-to-date sample, see
[this GitHub repository](https://github.com/HikoQiu/JNI_INVOKE_FFMPEG/blob/master/jni/ffmpeg.c#L4122).
Thanks Hiko!
<!-- markdownlint-restore -->
### JNI interface
The JNI interface is really simple: a simple C wrapper calling FFmpeg's
`main()`, and a Java wrapper around it.
Here's the C function, excluding usual JNI boilerplate (complete file is
available on GitHub):
{{ filename(body="JNI C wrapper") }}
```c
JNIEXPORT jboolean JNICALL Java_fr_enoent_videokit_Videokit_run(JNIEnv *env, jobject obj, jobjectArray args) {
int i = 0;
int argc = 0;
char **argv = NULL;
jstring *strr = NULL;
if (args != NULL) {
argc = (*env)->GetArrayLength(env, args);
argv = (char **) malloc(sizeof(char *) * argc);
strr = (jstring *) malloc(sizeof(jstring) * argc);
for (i = 0; i < argc; ++i) {
strr[i] = (jstring)(*env)->GetObjectArrayElement(env, args, i);
argv[i] = (char *)(*env)->GetStringUTFChars(env, strr[i], 0);
LOGI("Option: %s", argv[i]);
}
}
LOGI("Running main");
int result = main(argc, argv);
LOGI("Main ended with status %d", result);
for (i = 0; i < argc; ++i) {
(*env)->ReleaseStringUTFChars(env, strr[i], argv[i]);
}
free(argv);
free(strr);
return result == 0;
}
```
The function simply takes JNI arguments (`jobject obj` and `jobjectArray args`)
and creates matching `char*` parameters. These parameters are then passed to
FFmpeg's `main()`. It then returns `true` if everything was fine (FFmpeg
returned `0`), `false` otherwise.
The Java part is even simpler. Once again, only the interesting part:
{{ filename(body="JNI Java wrapper") }}
```java
package fr.enoent.videokit;
public final class Videokit {
// Truncated library loading, see complete file on GitHub
/**
* Call FFmpeg with specified arguments
* @param args FFmpeg arguments
* @return true if success, false otherwise
*/
public boolean process(String[] args) {
String[] params = new String[args.length + 1];
params[0] = "ffmpeg";
System.arraycopy(args, 0, params, 1, args.length);
return run(params);
}
private native boolean run(String[] args);
}
```
The native `run()` method is pretty obvious: it simply calls the previous C
function. However, FFmpeg's `main()` expects to see the executable name as its
first parameter. Even if we don't compile it as an executable file, I found it
simpler to add this parameter than modifying FFmpeg code to not use it. Hence,
the `process()` method, which is the only public interface to call FFmpeg. It
simply adds `ffmpeg` as first parameter, then calls `run()`.
### Call FFmpeg from Java
Once we have the JNI wrapper in place, calling FFmpeg from Java code is really
straightforward. Here's a sample call which trims the video available on
`/sdcard/input.mp4` to keep only 15 seconds of it, and write the result to
`/sdcard/output.mp4`:
{{ filename(body="Using FFmpeg") }}
```java
if (Videokit.getInstance().process(new String[] {
"-y", // Overwrite output files
"-i", // Input file
"/sdcard/input.mp4",
"-ss", // Start position
"0",
"-t", // Duration
"15",
"-vcodec", // Video codec
"copy",
"-acodec", // Audio codec
"copy",
"/sdcard/output.mp4" // Output file
)) {
Log.d(TAG, "Trimming: success");
} else {
Log.d(TAG, "Trimming: failure");
}
```
## Conclusion
While using FFmpeg on Android is really useful when dealing with audio and video
files, it wasn't as easy as one could think to get it working the first time,
with an up-to-date FFmpeg version. However, once set up, it works great, with
decent performances even on mid-end hardware.

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@ -0,0 +1,36 @@
+++
template = "article.html"
title = "A new beginning"
date = 2019-10-31T21:05:00+11:00
description = "Resurrecting an inactive blog by migrating from Octopress to Hugo, and embarking on a journey to build everything with Bazel."
[taxonomies]
tags = ["bazel"]
+++
This blog has been inactive for a long time. I tried to at least post an article
yearly, and next thing you know, two years and a half fly by... Halloween seemed
like a good time to resurrect it.
I wanted to start writing again recently, and faced an issue: this blog was
using Octopress 2. Well, Octopress has [apparently been dead for even longer
than this blog](http://octopress.org/). So I wanted to switch to another static
generator. I found [Hugo](https://gohugo.io/), which is actively maintained and
ticked all the boxes I had, so that's what I settled for (sorry for the probable
RSS feed mess - while I set up 301 redirects for the old articles, I guess this
won't play nicely with any RSS reader. This is actually what prompted this
article...)
This could have been an hour worth of work - migrating the content (both Hugo
and Octopress are using Markdown, so that part was really simple), finding or
putting together a nice template, and call it a day. But how fun is that?
Instead, I chose to go with the most complex (hence fun, right?) approach
possible. And that was by using [Bazel](https://bazel.build/) to do
_everything_. Sass linting and pre-processing, HTML generation, generating a
Docker image, deploying it... and with tests for a lot of things along the way.
Today, the deployment part is still missing (I'm working on it), but everything
else is pretty much ready.
I plan to describe this whole journey soon, although I don't know exactly which
form it will take yet - probably a series of small articles covering a specific
aspect. In the meantime, welcome back on a brand-new blog!

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@ -0,0 +1,639 @@
+++
template = "article.html"
title = "Compiling a Kotlin application with Bazel"
date = 2019-12-08T11:30:00+11:00
description = "A comprehensive guide to building Kotlin applications with Bazel, including dependency management, testing, and static analysis with Detekt and Ktlint."
[taxonomies]
tags = ["bazel", "kotlin"]
+++
This post will describe how to compile a small application written in Kotlin
using [Bazel](https://bazel.build), tests, as well as how to use static
analyzers.
## Phosphorus
Phosphorus is the application that this post will cover. It's a small utility
that I wrote to check if an image matches a reference. If it doesn't, Phosphorus
generates an image highlighting the differences. The goal is to be able to check
that something generates an image in a given way, and doesn't change - at least
if it's not expected. The actual usage will be covered later in this series.
While it's not open-source yet, it's something I intend to do at some point.
It's written in Kotlin, as a couple external dependencies (
[Clikt](https://ajalt.github.io/clikt/) and [Dagger](https://dagger.dev/)), as
well as a few tests. This is the structure:
{% mermaid(caption="Phosphorus's class diagram") %}
classDiagram
namespace loader {
class ImageLoader {
<<interface>>
}
class ImageIoLoader {
}
}
namespace differ {
class ImageDiffer {
<<interface>>
}
class ImageDifferImpl {
}
}
namespace data {
class Image
class DiffResult
}
class Phosphorus
ImageIoLoader ..|> ImageLoader
ImageDifferImpl ..|> ImageDiffer
Phosphorus --> ImageLoader
Phosphorus --> ImageDiffer
{% end %}
The `differ` module contains the core logic - comparing two images, and
generating a `DiffResult`. This `DiffResult` contains both the straightforward
result of the comparison (are the two images identical?) and an image
highlighting the differences, if any. The `loader` package is responsible for
loading and writing images. Finally, the `Phosphorus` class orchestrates all
that, in addition to processing command line arguments with Clikt.
## Dependencies
Phosphorus has two dependencies: Clikt, and Dagger. Both of them are available
as Maven artifacts. In order to pull Maven artifacts, the Bazel team provides a
set of rules called
[rules_jvm_external](https://github.com/bazelbuild/rules_jvm_external/). The
idea is the following: you list a bunch of Maven coordinates and repositories,
the rule will fetch all of them (and their transitive dependencies) during the
loading phase, and generate Bazel targets corresponding to those Maven
artifacts, on which you can depend. Let's see how we can use them. The first
step is to load the rules, in the `WORKSPACE`:
```python
load("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive")
http_archive(
name = "rules_jvm_external",
sha256 = "62133c125bf4109dfd9d2af64830208356ce4ef8b165a6ef15bbff7460b35c3a",
strip_prefix = "rules_jvm_external-3.0",
url = "https://github.com/bazelbuild/rules_jvm_external/archive/3.0.zip",
)
```
Then, we can load and call `maven_install` with the list of Maven coordinates we
want, in the `WORKSPACE` too:
```python
load("@rules_jvm_external//:defs.bzl", "maven_install")
maven_install(
artifacts = [
"com.github.ajalt:clikt:2.2.0",
"com.google.dagger:dagger:2.25.2",
"com.google.dagger:dagger-compiler:2.25.2",
"com.google.truth:truth:1.0",
"javax.inject:javax.inject:1",
"junit:junit:4.12",
],
fetch_sources = True,
repositories = [
"https://maven.google.com",
"https://repo1.maven.org/maven2",
"https://jcenter.bintray.com/",
],
strict_visibility = True,
)
```
A couple of things to note:
- We're also downloading [JUnit](https://junit.org/junit4/) and
[Truth](https://truth.dev/), that we're going to use in tests
- `maven_install` can try to download the sources, if they're available on
Maven, to be able to see them directly from the IDE
At this point, Clikt, JUnit and Truth are ready to be used. They are exposed
respectively as `@maven//:com_github_ajalt_clikt`, `@maven//:junit_junit` and
`@maven//:com_google_truth_truth`.
Dagger, on the other hand, comes with an annotation processor and, as such,
needs some more work: it needs to be exposed as a Java Plugin. Because it's a
third party dependency, this will be defined in `//third_party/dagger/BUILD`:
```python
java_plugin(
name = "dagger_plugin",
processor_class = "dagger.internal.codegen.ComponentProcessor",
deps = [
"@maven//:com_google_dagger_dagger_compiler",
],
)
java_library(
name = "dagger",
exported_plugins = [":dagger_plugin"],
visibility = ["//visibility:public"],
exports = [
"@maven//:com_google_dagger_dagger",
"@maven//:com_google_dagger_dagger_compiler",
"@maven//:javax_inject_javax_inject",
],
)
```
It can now be used as `//third_party/dagger`.
## Compilation
Bazel doesn't support Kotlin out of the box (the few languages natively
supported, Java and C++, are currently getting extracted from Bazel's core, so
all languages will soon share a similar integration). In order to compile some
Kotlin code, we'll have to use some Starlark rules describing how to use
`kotlinc`. A set of rules is available
[here](https://github.com/bazelbuild/rules_kotlin/). While they don't support
Kotlin/Native, they do support targeting both the JVM (including Android) and
JavaScript.
In order to use those rules, we need to declare them in the `WORKSPACE`:
```python
load("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive")
http_archive(
name = "io_bazel_rules_kotlin",
sha256 = "54678552125753d9fc0a37736d140f1d2e69778d3e52cf454df41a913b964ede",
strip_prefix = "rules_kotlin-legacy-1.3.0-rc3",
url = "https://github.com/bazelbuild/rules_kotlin/archive/legacy-1.3.0-rc3.zip",
)
load("@io_bazel_rules_kotlin//kotlin:kotlin.bzl", "kotlin_repositories", "kt_register_toolchains")
kotlin_repositories()
kt_register_toolchains()
```
Once that's done, we have access to a few rules:
- `kt_js_library`
- `kt_js_import`
- `kt_jvm_binary`
- `kt_jvm_import`
- `kt_jvm_library`
- `kt_jvm_test`
- `kt_android_library`
We're going to use `kt_jvm_binary`, `kt_jvm_library` as well as `kt_jvm_test`.
As JVM-based languages have a strong correlation between packages and folder
structure, we need to be careful about where we store our source code. Bazel
handles a few names as potential Java "roots": `java`, `javatests` and `src`.
Anything inside a directory named like this needs to follow the package/folder
correlation. For example, a class
`fr.enoent.phosphorus.client.matcher.Phosphorus` can be stored at those
locations:
- `//java/fr/enoent/phosphorus/Phosphorus.kt`
- `//tools/images/java/fr/enoent/phosphorus/Phosphorus.kt`
- `//java/tools/images/src/fr/enoent/phosphorus/Phosphorus.kt`
In my repo, everything Java-related is stored under `//java`, and the
corresponding tests are in `//javatests` (following the same structure).
Phosphorus will hence be in `//java/fr/enoent/phosphorus`.
Let's see how we can define a simple Kotlin library, with the `data` module. In
`//java/fr/enoent/phosphorus/data/BUILD`:
```python
load("@io_bazel_rules_kotlin//kotlin:kotlin.bzl", "kt_jvm_library")
kt_jvm_library(
name = "data",
srcs = [
"DiffResult.kt",
"Image.kt",
],
visibility = [
"//java/fr/enoent/phosphorus:__subpackages__",
"//javatests/fr/enoent/phosphorus:__subpackages__",
],
)
```
And that's it, we have our first library ready to be compiled! I won't describe
all the modules as it's pretty repetitive and there's not a lot of value into
doing that, but let's see what the main binary looks like. Defined in
`//java/fr/enoent/phosphorus/BUILD`, we have:
```python
load("@io_bazel_rules_kotlin//kotlin:kotlin.bzl", "kt_jvm_binary")
kt_jvm_binary(
name = "phosphorus",
srcs = [
"Phosphorus.kt",
],
main_class = "fr.enoent.phosphorus.PhosphorusKt",
visibility = ["//visibility:public"],
deps = [
"//java/fr/enoent/phosphorus/differ",
"//java/fr/enoent/phosphorus/differ/impl:module",
"//java/fr/enoent/phosphorus/loader",
"//java/fr/enoent/phosphorus/loader/io_impl:module",
"//third_party/dagger",
"@maven//:com_github_ajalt_clikt",
],
)
```
Note the name of the `main_class`: because it's a Kotlin class, the compiler
will append `Kt` at the end of its name. Once this is defined, we can run
Phosphorus with this command:
```
bazel run //java/fr/enoent/phosphorus -- arguments passed to Phosphorus directly
```
## Tests
As mentioned previously, the test root will be `//javatests`. Because we need to
follow the packages structure, the tests themselves will be under
`//javatests/fr/enoent/phosphorus`. They are regular JUnit 4 tests, using Truth
for the assertions.
Defining unit tests is really straightforward, and follows really closely the
pattern we saw with libraries and binaries. For example, the `ImageTest` test is
defined like this, in `//javatests/fr/enoent/phosphorus/data/BUILD`:
```python
load("@io_bazel_rules_kotlin//kotlin:kotlin.bzl", "kt_jvm_test")
kt_jvm_test(
name = "ImageTest",
srcs = ["ImageTest.kt"],
deps = [
"//java/fr/enoent/phosphorus/data",
"@maven//:com_google_truth_truth",
"@maven//:junit_junit",
],
)
```
This will define a Bazel target that we can invoke like this:
```
bazel test //javatests/fr/enoent/phosphorus/data:ImageTest
```
Hopefully, the output should look like this:
```
//javatests/fr/enoent/phosphorus/data:ImageTest PASSED in 0.3s
```
Once this is done, it's possible to run
`ibazel test //javatests/fr/enoent/phosphorus/...` - Bazel will then monitor all
the test targets defined under that path, as well as their dependencies, and
re-run all the affected tests as soon as something is edited. Because Bazel
encourages small build targets, has some great caching, and the Kotlin compiler
uses a persistent worker, the feedback loop is really quick.
## Static analysis
For Kotlin, two tools are quite useful:
[Detekt](https://arturbosch.github.io/detekt/), and
[Ktlint](https://ktlint.github.io/). The idea to run them will be really
similar: having two supporting test targets for each actual Kotlin target,
running Detekt and Ktlint on its sources. In order to do that easily, we'll
define some wrappers around the `kt_jvm_*` set of rules. Those wrappers will be
responsible for generating the two supporting test targets, as well as calling
the original `kt_jvm_*` rule. The resulting macro will be entirely transparent
to use, the only difference being the `load` call.
Let's see what those macros could look like. In `//java/rules/defs.bzl`:
```python
load(
"@io_bazel_rules_kotlin//kotlin:kotlin.bzl",
upstream_kt_jvm_binary = "kt_jvm_binary",
upstream_kt_jvm_library = "kt_jvm_library",
upstream_kt_jvm_test = "kt_jvm_test",
)
def kt_jvm_binary(name, srcs, **kwargs):
upstream_kt_jvm_binary(
name = name,
srcs = srcs,
**kwargs
)
_common_tests(name = name, srcs = srcs)
def kt_jvm_library(name, srcs, **kwargs):
upstream_kt_jvm_library(
name = name,
srcs = srcs,
**kwargs
)
_common_tests(name = name, srcs = srcs)
def kt_jvm_test(name, srcs, size = "small", **kwargs):
upstream_kt_jvm_test(
name = name,
srcs = srcs,
size = size,
**kwargs
)
_common_tests(name = name, srcs = srcs)
def _common_tests(name, srcs):
# This will come soon, no-op for now
```
With those wrappers defined, we need to actually call them. Because we're
following the same signature and name as the upstream rules, we just need to
update our `load` calls in the different `BUILD` files.
`load("@io_bazel_rules_kotlin//kotlin:kotlin.bzl", "kt_jvm_test")` will become
`load("//java/rules:defs.bzl", "kt_jvm_test")`, and so on. `_common_tests` will
be responsible for calling Detekt and Ktlint, let's see how.
### Detekt
[Artem Zinnatullin](https://twitter.com/artem_zin) published a
[set of rules](https://github.com/buildfoundation/bazel_rules_detekt/) to run
Detekt a week before I started writing this, making things way easier. As usual,
let's start by loading this in the `WORKSPACE`:
```python
http_file(
name = "detekt_cli_jar",
sha256 = "e9710fb9260c0824b3a9ae7d8326294ab7a01af68cfa510cab66de964da80862",
urls = ["https://jcenter.bintray.com/io/gitlab/arturbosch/detekt/detekt-cli/1.2.0/detekt-cli-1.2.0-all.jar"],
)
http_archive(
name = "rules_detekt",
sha256 = "f1632c2492291f5144a5e0f5e360a094005e20987518d228709516cc935ad1a1",
strip_prefix = "bazel_rules_detekt-0.2.0",
url = "https://github.com/buildfoundation/bazel_rules_detekt/archive/v0.2.0.zip",
)
```
This exposes a rule named `detekt`, which defines a build target, generating the
Detekt report. While there are a few options, we'll keep things simple. This is
what a basic invocation looks like, in any `BUILD` file:
```python
detekt(
name = "detekt_report",
srcs = glob(["**/*.kt"]),
)
```
We can integrate that in our `_common_tests` macro, to generate a Detekt target
automatically for every Kotlin target:
```python
def _common_tests(name, srcs):
detekt(
name = "%s_detekt_report" % name,
srcs = srcs,
config = "//java/rules/internal:detekt-config.yml",
)
```
All our Kotlin targets now have a `$name_detekt_report` target generated
automatically, using a common Detekt configuration.
The way this `detekt` rule work is by creating a build target, that generates
the report. Which means that it's not actually a test - which is what we were
trying to achieve. In order to do this, we can use
[Bazel Skylib](https://github.com/bazelbuild/bazel-skylib)'s `build_test`. This
test rule generates a test target that just has a dependency on other targets -
if any of those dependencies fails to build, then the test fails. Otherwise, it
passes. Our macro becomes:
```python
def _common_tests(name, srcs):
detekt(
name = "%s_detekt_report" % name,
srcs = srcs,
config = "//java/rules/internal:detekt-config.yml",
)
build_test(
name = "%s_detekt_test" % name,
targets = [":%s_detekt_report" % name],
)
```
And there we have it - a `$name_detekt_test` that is actually a test, and will
fail if Detekt raises errors.
### Ktlint
Ktlint doesn't have any existing open-source rules. Let's see how we can write
our own minimal one. It will take as inputs the list of files to check, as well
as an optional [editorconfig](https://editorconfig.org/) configuration, that
Ktlint supports natively.
The definition of the rules will be split in three files: two internal files
defining respectively the _action_ (how to invoke Ktlint) and the _rule
interface_ (what's its name, its arguments...), as well as a third, public file,
meant to be consumed by users.
Let's start by downloading Ktlint itself. In the `WORKSPACE`, as usual:
```python
http_file(
name = "com_github_pinterest_ktlint",
executable = True,
sha256 = "a656342cfce5c1fa14f13353b84b1505581af246638eb970c919fb053e695d5e",
urls = ["https://github.com/pinterest/ktlint/releases/download/0.36.0/ktlint"],
)
```
Let's move onto the action definition. It's a simple macro returning a string,
which defines how to invoke Ktlint, given some arguments. In
`//tools/ktlint/internal/actions.bzl`:
```python
def ktlint(ctx, srcs, editorconfig):
"""Generates a test action linting the input files.
Args:
ctx: analysis context.
srcs: list of source files to be checked.
editorconfig: editorconfig file to use (optional)
Returns:
A script running ktlint on the input files.
"""
args = []
if editorconfig:
args.append("--editorconfig={file}".format(file = editorconfig.short_path))
for f in srcs:
args.append(f.path)
return "{linter} {args}".format(
linter = ctx.executable._ktlint_tool.short_path,
args = " ".join(args),
)
```
Pretty straightforward - we combine both Ktlint's executable path, the
editorconfig file if it's provided, and the list of source files.
Now for the rule interface, we will define a rule named `ktlint_test`. Building
a `ktlint_test` target will mean generating a shell script to invoke Ktlint with
the given set of argument, and running it will invoke that script - hence
running Ktlint as well. In `//tools/ktlint/internal/rules.bzl`:
```python
load(":actions.bzl", "ktlint")
def _ktlint_test_impl(ctx):
script = ktlint(
ctx,
srcs = ctx.files.srcs,
editorconfig = ctx.file.editorconfig,
)
ctx.actions.write(
output = ctx.outputs.executable,
content = script,
)
files = [ctx.executable._ktlint_tool] + ctx.files.srcs
if ctx.file.editorconfig:
files.append(ctx.file.editorconfig)
return [
DefaultInfo(
runfiles = ctx.runfiles(
files = files,
).merge(ctx.attr._ktlint_tool[DefaultInfo].default_runfiles),
executable = ctx.outputs.executable,
),
]
ktlint_test = rule(
_ktlint_test_impl,
attrs = {
"srcs": attr.label_list(
allow_files = [".kt", ".kts"],
doc = "Source files to lint",
mandatory = True,
allow_empty = False,
),
"editorconfig": attr.label(
doc = "Editor config file to use",
mandatory = False,
allow_single_file = True,
),
"_ktlint_tool": attr.label(
default = "@com_github_pinterest_ktlint//file",
executable = True,
cfg = "target",
),
},
doc = "Lint Kotlin files, and fail if the linter raises errors.",
test = True,
)
```
We have two different parts here - the definition of the interface, with the
call to `rule`, and the implementation of that rule, defined as
`_ktlint_test_impl`.
The call to `rule` define how this rule can be invoked. We define that it
requires a list of `.kt` and/or `.kts` files named `srcs`, an optional file
named `editorconfig`, as well as a hidden argument named `_ktlint_tool`, which
is just a helper for us to reference the Ktlint binary - to which we pass the
file we defined in the `WORKSPACE` earlier.
The actual implementation is working in multiple steps:
1. It invokes the `ktlint` action we defined earlier, to generate the script
that will be invoked.
2. It generates an action to write that script, in a file referred as
`ctx.outputs.executable` (which Bazel knows how to handle and what to do with
it, we don't need to worry about where it is or anything, it won't be in the
source tree anyway).
3. It computes a list of files that are needed to run this target. This is what
allows Bazel to ensure hermeticity - it will know that this rule needs to be
re-run if any of those files are changed. If the target runs in a sandboxed
environment (which is the default on most platforms, as far as I'm aware), only
those files will be available.
4. It returns a `Provider`, responsible for holding a description of what this
target needs.
Finally, we write a file that only exposes the bits users should care about.
It's not mandatory, but makes a clear delimitation between what is an
implementation detail and what users can actually rely on. In
`//tools/ktlint/defs.bzl`:
```python
load(
"//tools/ktlint/internal:rules.bzl",
_ktlint_test = "ktlint_test",
)
ktlint_test = _ktlint_test
```
We just expose the rule we wrote in `rules.bzl` as `ktlint_test`.
Once this is done, we can use this `ktlint_test` rule where we needed it, in our
`_common_tests` macro for Kotlin targets:
```python
def _common_tests(name, srcs):
ktlint_test(
name = "%s_ktlint_test" % name,
srcs = srcs,
editorconfig = "//:.editorconfig",
)
detekt(
name = "%s_detekt_report" % name,
srcs = srcs,
config = "//java/rules/internal:detekt-config.yml",
)
build_test(
name = "%s_detekt_test" % name,
targets = [":%s_detekt_report" % name],
)
```
And there we have it - all our Kotlin targets have both Detekt and Ktlint test
targets. Because we're exposing those as Bazel targets, we automatically benefit
from its caching and remote execution capabilities - those linters won't re-run
if the inputs didn't change, and can run remotely, with Bazel being aware of
which files are needed on the remote machine.
## Closing thoughts
But what's the link between generating a blog with Bazel and compiling a Kotlin
application? Well, almost none, but there is one. The class diagram included
earlier in this article is generated with a tool called
[PlantUML](http://plantuml.com/), which generates images from a text
representation of a graph. The next article in this series will talk about
integrating this tool into Bazel (in a similar way as we did with Ktlint), but
also how to test the Bazel rule. And to have some integration tests, Phosphorus
will come in handy!

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@ -0,0 +1,234 @@
+++
template = "article.html"
title = "Why Bazel?"
date = 2019-11-02T18:00:00+11:00
description = "An overview of Bazel's core concepts, from hermetic builds and reproducibility to extensibility and its three-phase build system."
[taxonomies]
tags = ["bazel"]
+++
In this post, we'll cover what [Bazel](https://bazel.build) is, how to use it,
and why I chose to use it.
## What is Bazel?
Bazel is a build-system released by Google in 2015. It actually is derived from
the internal build-system Google uses internally for most of its own code-base,
called
[Blaze](https://mike-bland.com/2012/10/01/tools.html#blaze-forge-srcfs-objfs).
### Building at scale
Bazel has a huge focus on hermetic builds, and reproducibility. Every build step
is, from a really broad perspective, defined as a list of inputs, tools, and
outputs. This allows for efficient and robust caching (if no inputs nor tools
changed, then this target doesn't need to be rebuilt, and this cascades through
the whole build graph). Let's see a sample definition of a C++ library, as well
as a C++ binary depending on it:
*BUILD*
```python
cc_library(
name = "my_feature"
srcs = [
"feature_impl.cpp",
"utils.cpp",
],
hdrs = [
"feature.hpp",
"utils.hpp",
],
)
cc_binary(
name = "my_app",
srcs = ["main.cpp"],
deps = [
":my_feature",
],
)
```
`cc_library` and `cc_binary` are both depending an implicit dependency on a C++
toolchain (I won't enter into any language-specific features in this post, but
if you don't tell Bazel to use a specific C++ toolchain, it will try to use your
system compiler - which is convenient, but loses a bit of hermeticity and
reproducibility). Everything else is pretty obvious here: we defined two
different build targets, one of them being a library called `my_feature`, and
the other one a binary called `my_app`, depending on `my_feature`. If we build
`my_app`, Bazel will automatically build `my_feature` first as you would expect,
and then proceed to build `my_app`. If you change the `main.cpp` and re-build
`my_app`, it will skip the compilation of `my_feature` entirely, as nothing
changed.
Bazel's cache handling is really reliable. During the past few months, I've done
a lot of diverse things (writing my own rules, compiling a bunch of different
languages, depending on third-party libraries and rules...), and never had a
single time to run `bazel clean`. Now I didn't use a lot of other build systems
in the recent past, but from someone who has been using
[Gradle](https://gradle.org/) for Android previously, this feels really weird.
### Integrating tools and other languages
Another great aspect of Bazel is its extensibility. It works with rules defined
in a language called [Starlark](https://github.com/bazelbuild/starlark), which
syntax is a subset of Python's. It comes without a lot of standard Python
features, as I/O, mutable collections, or anything that could affect build
hermeticity. While this isn't the focus of this article (I will cover the
writing of a rule to run a simple tool in a later article), here is what an
example rule can look like (from
[Bazel's samples](https://github.com/bazelbuild/examples/blob/master/rules/shell_command/rules.bzl)):
*rules.bzl*
```python
def _convert_to_uppercase_impl(ctx):
# Both the input and output files are specified by the BUILD file.
in_file = ctx.file.input
out_file = ctx.outputs.output
ctx.actions.run_shell(
outputs = [out_file],
inputs = [in_file],
arguments = [in_file.path, out_file.path],
command = "tr '[:lower:]' '[:upper:]' < \"$1\" > \"$2\"",
)
# No need to return anything telling Bazel to build `out_file` when
# building this target -- It's implied because the output is declared
# as an attribute rather than with `declare_file()`.
convert_to_uppercase = rule(
implementation = _convert_to_uppercase_impl,
attrs = {
"input": attr.label(
allow_single_file = True,
mandatory = True,
doc = "The file to transform",
),
"output": attr.output(doc = "The generated file"),
},
doc = "Transforms a text file by changing its characters to uppercase.",
)
```
Once it's defined, it's re-usable to define actual build targets in a simple way:
*BUILD*
```python
load(":rules.bzl", "convert_to_uppercase")
convert_to_uppercase(
name = "foo_but_uppercase",
input = "foo.txt",
output = "upper_foo.txt",
)
```
As a result of this simple extensibility, while Bazel ships only with C++ and
Java support (which are actually getting removed and rewritten in Starlark, to
decouple them from Bazel itself), a lot of rules have been written either by the
Bazel team or by the community, to integrate languages and tools. You can find
rules for [NodeJS](https://github.com/bazelbuild/rules_nodejs),
[Go](https://github.com/bazelbuild/rules_go),
[Rust](https://github.com/bazelbuild/rules_rust),
[packaging](https://github.com/bazelbuild/rules_pkg) (generating debs, zips...),
[generating Docker images](https://github.com/bazelbuild/rules_docker),
[deploying stuff on Kubernetes](https://github.com/bazelbuild/rules_k8s), and a
bunch of other things. And if there are no rules to run/build what you want, you
can write your own!
### A three-steps build
Bazel runs in
[three distinct phases](https://docs.bazel.build/versions/master/guide.html#phases).
Each of them has a specific role, and specific capabilities.
#### Loading
The loading phase is parsing and evaluating all the `BUILD` files required to
build the requested target(s). This is typically the step during witch any
third-party dependency would be fetched (just downloaded and/or extracted,
nothing more yet).
#### Analysis
The second phase is validating any involved build rule, to generate the actual
build graph. Note that both of those two first phases are entirely cached, and
if the build graph doesn't change from one build to another (e.g. you just
changed some source files), they will be skipped entirely.
#### Execution
This is the phase that checks for any out-of-date output (either non-existent,
or its inputs changed), and runs the matching actions.
### Great tooling
Bazel comes with some really cool tools. Without spending too much time on that,
here's a list of useful things:
- [ibazel](https://github.com/bazelbuild/bazel-watcher) is a filesystem-watcher
that will rebuild a target as soon as its inputs files or dependencies
changed.
- [query](https://docs.bazel.build/versions/master/query-how-to.html) is a
built-in sub-command that helps to analyse the build graph. It's incredibly
feature-packed.
- [buildozer](https://github.com/bazelbuild/buildtools/tree/master/buildozer) is
a tool to edit `BUILD` files at across a whole repository. It can be used to
add dependencies to specific targets, changing target visibilities, adding
comments...
- [unused_deps](https://github.com/bazelbuild/buildtools/blob/master/unused_deps/README.md)
is detecting unused dependencies for Java targets, and displays `buildozer`
commands to remove them.
- Integration [with](https://github.com/bazelbuild/intellij)
[different](https://github.com/bazelbuild/vscode-bazel)
[IDEs](https://github.com/bazelbuild/vim-bazel).
- A set of APIs for remote caching and execution, with
[a](https://gitlab.com/BuildGrid/buildgrid)
[few](https://github.com/bazelbuild/bazel-buildfarm)
[implementations](https://github.com/buildbarn), as well as an upcoming
service on Google Cloud called Remote Build Execution, leveraging GCP to build
remotely. The loading and analysis phases are still running locally, while the
execution phase is running remotely.
## Choosing a build system
At the time I started thinking about working on this blog again, I had a small
private repository with a bunch of stuff, all compiled with Bazel. I also
noticed a [set of Starlark rules](https://github.com/stackb/rules_hugo)
integrating [Hugo](https://gohugo.io/). While I didn't need a build system,
Bazel seemed to be interesting for multiple aspects:
- I could leverage my existing CI system
- While Hugo comes with a bunch of features to e.g. pre-process Sass files, it
has some kind of lock-in effect. What if I eventually realise that Hugo
doesn't fill my need? What's the cost of migrating to a new static site
generator? The less I rely on Hugo-specific features, the easier this would be
- I could integrate some custom asset pipelines. For example, I could have a
diagram written with [PlantUML](http://plantuml.com/) or
[Mermaid](https://mermaidjs.github.io/) and have it part of the Bazel graph,
as a dependency of this blog
- Bazel would be able to handle packaging and deployment
- It sounded stupid enough to be a fun experiment? (Let's be honest, that's the
only real reason here.)
## Closing thoughts
Bazel is quite complex, and this article only scratches the surface. The goal
was not to teach you how to use Bazel (there are a lot of existing resources for
that already), but to give a quick overview of the core ideas behind it.
If you found it interesting, here are some useful links:
- Bazel's
[getting started](https://docs.bazel.build/versions/master/getting-started.html)
- A [list of samples](https://github.com/bazelbuild/examples) using different
languages as well as defining some rules
- A (non-exhaustive)
[list of rules](https://docs.bazel.build/versions/master/rules.html), as well
as the documentation of all the built-in rules
In the next article, we'll see how to build a simple Kotlin app with Bazel, from
scratch all the way to running it.

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@ -0,0 +1,501 @@
+++
template = "article.html"
title = "Writing a Bazel rule set"
date = 2020-05-16T15:55:00+11:00
description = "Learn how to write custom Bazel rules by integrating PlantUML, including rule implementation and testing strategies."
[taxonomies]
tags = ["bazel", "plantuml"]
+++
This post will cover two things:
- How to run an arbitrary tool with Bazel (in this case,
[PlantUML](https://plantuml.com/), a tool to generate diagrams), by writing a
rule set
- How to test this rule set.
It should be mentioned that while I was working on this rule set, it became more
and more apparent PlantUML is not a great candidate for this kind of
integration, as its output is platform-dependent (the font rendering). Despite
that, it's still a simple tool and as such its integration is simple, albeit not
perfect (the rendering tests I wrote need to run on the same platform every
time).
## PlantUML usage
PlantUML is a tool that takes a text input looking like this:
```
@startuml
Alice -> Bob: SYN
@enduml
```
And outputs an image looking like this:
{% mermaid(caption="PlantUML sample output") %}
sequenceDiagram
Alice->>Bob: SYN
{% end %}
PlantUML has multiple way of being invoked (CLI, GUI, as well as a _lot_ of
integrations with different tools), but we'll go with the easiest: a one-shot
CLI invocation. It takes as inputs:
- A text file, representing a diagram
- An optional configuration file, giving control over the output
It then outputs a single image file, which can be of different formats (we'll
just cover SVG and PNG in this article, but adding support for other formats is
trivial).
PlantUML ships as a JAR file, which needs to be run with Java. An invocation
generating the sample image above would look like that:
```bash
java -jar plantuml.jar -tpng -p < 'mysource.puml' > 'dir/myoutput.png'
```
Pretty straightforward: run the JAR, with a single option for the image type,
pipe the content of the input file and get the output file back. The `-p` flag
is the short form of `-pipe`, which we're using as using pipes is the only way
of properly controlling the output path (without that, PlantUML tries to be
smart and places the output next to the input).
With a configuration file:
```bash
java -jar plantuml.jar -tpng -config config.puml -p < 'mysource.puml' > 'dir/myoutput.png'
```
Simple enough, right? Well, not really. PlantUML actually integrates some
metadata in the files it generates. For example, when generating an SVG:
```svg
<!-- The actual SVG image has been omitted, as this part is deterministic and
pretty long. -->
<svg><g>
<!--MD5=[8d4298e8c40046c92682b92efe1f786e]
@startuml
Alice -> Bob: SYN
@enduml
PlantUML version 1.2020.07(Sun Apr 19 21:42:40 AEST 2020)
(GPL source distribution)
Java Runtime: OpenJDK Runtime Environment
JVM: OpenJDK 64-Bit Server VM
Java Version: 11.0.6+10
Operating System: Linux
Default Encoding: UTF-8
Language: en
Country: AU
--></g></svg>
```
This makes PlantUML non hermetic by default (in addition to the fonts issue
mentioned earlier). While PlantUML has a simple way of working around that (in
the form of a `-nometadata` flag), this is something to keep in mind when
integrating a tool with Bazel: is this tool usable in a hermetic way? If not,
how to minimise the impact of this non-hermeticity?
From there, here is the invocation we'll work with:
```bash
java -jar plantuml.jar -tpng -nometadata -config config.puml \
-p < 'mysource.puml' > 'dir/myoutput.png'
```
## Getting PlantUML
PlantUML is a Java application, available as a JAR on Maven. As such, it can be
fetched with the help of
[rules_jvm_external](https://github.com/bazelbuild/rules_jvm_external/), as was
explained in
[a previous article](@/posts/creating-a-blog-with-bazel/02-compiling-a-kotlin-application-with-bazel/index.md#dependencies).
The Maven rules will expose the JAR as a library, but we need a binary to be
able to run it. In e.g. `//third_party/plantuml/BUILD`:
```python
load("@rules_java//java:defs.bzl", "java_binary")
java_binary(
name = "plantuml",
main_class = "net.sourceforge.plantuml.Run",
visibility = ["//visibility:public"],
runtime_deps = [
"@maven//:net_sourceforge_plantuml_plantuml",
],
)
```
From there, we can use `//third_party/plantuml` as any Bazel binary target - we
can run it with `bazel run`, and we can pass it as a tool for rule actions.
This is a pattern that works well for any JVM-based tool. Other kinds of tools
will need a different preparation step to make them available through Bazel -
but as long as you can get a binary, you should be good.
## Rule set structure
This rule set will follow the same structure we previously used for
[Ktlint](@/posts/creating-a-blog-with-bazel/02-compiling-a-kotlin-application-with-bazel/index.md#ktlint):
- Based in `//tools/plantuml`
- A public interface exposed in `//tools/plantuml/defs.bzl`
- Internal actions definition in `//tools/plantuml/internal/actions.bzl`
- Internal rule definition in `//tools/plantuml/internal/rules.bzl`
But in addition:
- Tests for the actions in `//tools/plantuml/internal/actions_test.bzl`
- Integration tests in `//tools/plantuml/tests`
Let's start by defining our actions.
## Actions
### Implementation
We need only one action for our rule: one that takes a source file, an optional
configuration file, the PlantUML binary, and emits the output file by calling
PlantUML. Let's assume for a moment we have a helper function which, given the
proper input, returns the PlantUML command line to call, called
`plantuml_command_line`, and write the action from there:
```python
def plantuml_generate(ctx, src, format, config, out):
"""Generates a single PlantUML graph from a puml file.
Args:
ctx: analysis context.
src: source file to be read.
format: the output image format.
config: the configuration file. Optional.
out: output image file.
"""
command = plantuml_command_line(
executable = ctx.executable._plantuml_tool.path,
config = config.path if config else None,
src = src.path,
output = out.path,
output_format = format,
)
inputs = [src]
if config:
inputs.append(config)
ctx.actions.run_shell(
outputs = [out],
inputs = inputs,
tools = [ctx.executable._plantuml_tool],
command = command,
mnemonic = "PlantUML",
progress_message = "Generating %s" % out.basename,
)
```
This is pretty straightforward: we generate the command line, passing either the
attributes' respective paths (or `None` for the configuration file if it's not
provided, since it's optional), as well as the requested image format. We define
that both our source file and configuration files are inputs, and PlantUML is a
requested tool.
Now let's implement our helper function. It's there again really
straightforward: it gets a bunch of paths as input, and needs to generate a
command line call (in the form of a simple string) from them:
```python
def plantuml_command_line(executable, config, src, output, output_format):
"""Formats the command line to call PlantUML with the given arguments.
Args:
executable: path to the PlantUML binary.
config: path to the configuration file. Optional.
src: path to the source file.
output: path to the output file.
output_format: image format of the output file.
Returns:
A command to invoke PlantUML
"""
command = "%s -nometadata -p -t%s " % (
shell.quote(executable),
output_format,
)
if config:
command += " -config %s " % shell.quote(config)
command += " < %s > %s" % (
shell.quote(src),
shell.quote(output),
)
return command
```
An interesting note is that because PlantUML is already integrated as an
executable Bazel target, we don't care that it's a JAR, a C++ binary or a shell
script: Bazel knows exactly what this executable is made of, how to prepare
(e.g. compile) it if necessary, its runtime dependencies (in this case, a JRE)
and, more importantly in this context, how to run it. We can treat our tool
target as a single executable file, and run it as such just from its path.
Bazel will automatically make sure to provide us with everything we need. (For
more details: the target actually points to a shell script generated by Bazel,
through the Java rules, which in the case of a `java_binary` target is
responsible for defining the classpath, among other things. The JAR file is
merely a dependency of this shell script, and as such is provided as a runtime
dependency.)
Writing this as a helper function rather than directly in the action definition
serves two purposes: not only does it make the whole thing slightly easier to
read, but this function, which contains the logic (even though in this case it's
really simple), is easily testable: it takes only strings as arguments, and
returns a string. It's also a pure function: it doesn't have any side effect,
and as such it will always return the same output given the same set of inputs.
### Tests
To test Starlark functions like this one, Bazel's
[Skylib](https://github.com/bazelbuild/bazel-skylib) provides a test framework
which, while requiring a bit of boilerplate, is pretty simple to use. In this
specific case, we only have two different cases to test: with and without
configuration file provided. Error cases should be unreachable due to the way
the rule will be defined: Bazel will be responsible for enforcing the presence
of an executable target for PlantUML's binary, a valid image format... Let's see
how that works. In `//tools/plantuml/internal/actions_test.bzl`:
```python
"""Unit tests for PlantUML action"""
load("@bazel_skylib//lib:unittest.bzl", "asserts", "unittest")
load(":actions.bzl", "plantuml_command_line")
def _no_config_impl(ctx):
env = unittest.begin(ctx)
asserts.equals(
env,
"'/bin/plantuml' -nometadata -p -tpng < 'mysource.puml' > 'dir/myoutput.png'",
plantuml_command_line(
executable = "/bin/plantuml",
config = None,
src = "mysource.puml",
output = "dir/myoutput.png",
output_format = "png",
),
)
return unittest.end(env)
no_config_test = unittest.make(_no_config_impl)
def _with_config_impl(ctx):
env = unittest.begin(ctx)
asserts.equals(
env,
"'/bin/plantuml' -nometadata -p -tpng -config 'myskin.skin' < 'mysource.puml' > 'dir/myoutput.png'",
plantuml_command_line(
executable = "/bin/plantuml",
config = "myskin.skin",
src = "mysource.puml",
output = "dir/myoutput.png",
output_format = "png",
),
)
return unittest.end(env)
with_config_test = unittest.make(_with_config_impl)
def actions_test_suite():
unittest.suite(
"actions_tests",
no_config_test,
with_config_test,
)
```
First, we define two functions, which are the actual test logic:
`_no_config_impl` and `_with_config_impl`. Their content is pretty simple: we
start a unit test environment, we invoke our test function and assert that the
result is indeed what we expected, and we close the unit test environment. The
return value is needed by the test framework, as it's what carries what
assertions passed or failed.
Next, we declare those two functions as actual unit tests, wrapping them with a
call to `unittest.make`. We can then add those two test targets to a test suite,
which is what actually generates a test target when invoked. Which means that
this macro needs to be invoked, in the `BUILD` file:
```python
load(":actions_test.bzl", "actions_test_suite")
actions_test_suite()
```
We can run our tests, and hopefully everything should pass:
```bash
$ bazel test //tools/plantuml/internal:actions_tests
INFO: Invocation ID: 112bd049-7398-4b23-b62b-1398e9731eb7
INFO: Analyzed 2 targets (5 packages loaded, 927 targets configured).
INFO: Found 2 test targets...
INFO: Elapsed time: 0.238s, Critical Path: 0.00s
INFO: 0 processes.
//tools/plantuml/internal:actions_tests_test_0 PASSED in 0.4s
//tools/plantuml/internal:actions_tests_test_1 PASSED in 0.3s
Executed 0 out of 2 tests: 2 tests pass.
INFO: Build completed successfully, 1 total action
```
## Rules definition
Similarly as the actions definition, we only have one rule to define here. Let's
call it `plantuml_graph()`. It needs our usual set of inputs, and outputs a
single file, which name will be `${target_name}.{image_format}`. It's also where
we define the set of acceptable image formats, the fact that the input file is
mandatory but the configuration file optional, and the actual executable target
to use for PlantUML. The only thing we actually do is, as expected, calling our
`plantuml_generate` action defined above.
```python
load(
":actions.bzl",
"plantuml_generate",
)
def _plantuml_graph_impl(ctx):
output = ctx.actions.declare_file("{name}.{format}".format(
name = ctx.label.name,
format = ctx.attr.format,
))
plantuml_generate(
ctx,
src = ctx.file.src,
format = ctx.attr.format,
config = ctx.file.config,
out = output,
)
return [DefaultInfo(
files = depset([output]),
)]
plantuml_graph = rule(
_plantuml_graph_impl,
attrs = {
"config": attr.label(
doc = "Configuration file to pass to PlantUML. Useful to tweak the skin",
allow_single_file = True,
),
"format": attr.string(
doc = "Output image format",
default = "png",
values = ["png", "svg"],
),
"src": attr.label(
allow_single_file = [".puml"],
doc = "Source file to generate the graph from",
mandatory = True,
),
"_plantuml_tool": attr.label(
default = "//third_party/plantuml",
executable = True,
cfg = "host",
),
},
outputs = {
"graph": "%{name}.%{format}",
},
doc = "Generates a PlantUML graph from a puml file",
)
```
## Public interface
As we only have a single rule, and nothing else specific to do, the public
interface is dead simple:
```python
load("//tools/plantuml/internal:rules.bzl", _plantuml_graph = "plantuml_graph")
plantuml_graph = _plantuml_graph
```
You might then be wondering: why is this useful, and why shouldn't I just import
the rule definition from `//tools/plantuml/internal:rules.bzl` directly? Having
this kind of public interface allows you to tweak the actual rule definition
without breaking any consumer site, as long as you respect the public interface.
You can also add features to every consumer site in a really simple way. Let's
imagine for example that you have a `view_image` rule which, given an image
file, generates a script to view it, you could then transform your public
interface like this:
```python
load("//tools/plantuml/internal:rules.bzl", _plantuml_graph = "plantuml_graph")
load("//tools/utils:defs.bzl", _view_image = "view_image")
def plantuml_graph(name, src, config, format):
_plantuml_graph(
name = name,
src = src,
config = config,
format = format,
)
_view_image(
name = "%s.view" % name,
src = ":%s.%s" % (name, format),
)
```
And suddenly, all your PlantUML graphs have an implicit `.view` target defined
automatically, allowing you to see the output directly without having to dig in
Bazel's output directories.
A set of Bazel rules for LaTeX actually provides such a feature to view the PDF
output: they have a
[`view_pdf.sh` script](https://github.com/ProdriveTechnologies/bazel-latex/blob/master/view_pdf.sh),
used by their main
[`latex_document` macro](https://github.com/ProdriveTechnologies/bazel-latex/blob/master/latex.bzl#L45).
## Further testing
For a rule this simple, I took just a simple further step: having a few
reference PlantUML graphs, as well as their expected rendered output, which I
compare through Phosphorus, a really simple tool I wrote to help compare two
images, covered in the previous article (I told you it would be useful!). But
for more complex cases, Skylib offer more utilities like an
[analysis test](https://github.com/bazelbuild/bazel-skylib/blob/master/docs/analysis_test_doc.md),
and a
[build test](https://github.com/bazelbuild/bazel-skylib/blob/master/docs/build_test_doc.md).
## Closing thoughts
While writing this kind of tools might look like a lot of works, it's actually
pretty mechanical for a lot of cases. I worked on a few others like
[markdownlint](https://github.com/igorshubovych/markdownlint-cli), which now
runs on all my Markdown files as regular Bazel test targets, or
[pngcrush](https://pmt.sourceforge.io/pngcrush/), which is ran on the PNG files
hosted on this blog. In a monorepo, writing such a rule is the kind of task that
you do once, and it just keeps on giving - you can easily compose different
rules with a main use-case, with a bunch of test targets generated for virtually
free.
On another note, I'm aware that having all this in a public repository would
make things much simpler to follow. Sadly, it's part of a larger mono-repository
which makes open-sourcing only the relevant parts tricky. Dumping a snapshot
somewhere would be an option, but I'd rather have an actual living repository.
Now that we have all the tools we need (that was kind of convoluted, I'll give
you that), there are only two steps left to cover:
- Generating the actual blog (ironically enough, this will be a really quick
step, despite being the only really important one)
- Managing the deployment.
We're getting there!

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@ -0,0 +1,11 @@
+++
title = "Creating a blog with Bazel"
template = "series.html"
sort_by = "slug"
transparent = true
[extra]
series = true
+++
This series explores building and deploying a blog using Bazel, covering everything from basic Kotlin compilation to writing custom Bazel rules.

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@ -0,0 +1,464 @@
+++
template = "article.html"
title = "Hosting different kinds of apps on nginx"
date = 2014-10-15T10:55:00+02:00
description = "An introduction to nginx as a web server and reverse proxy, covering how to host static sites, PHP applications, and Node.js apps."
[taxonomies]
tags = ["nginx", "web"]
+++
## Engine what?
Nginx (engine-x) is a web server and reverse proxy for web and mail protocols
(HTTP, HTTPS, SMTP, POP3 and IMAP). It has been first released in 2004, and its
usage keeps growing ever since (according to
[Netcraft](http://news.netcraft.com/archives/2014/08/27/august-2014-web-server-survey.html),
it was hosting 14.47% of active sites in August 2014).
It's capable of hosting many kinds of applications:
- static HTML pages
- PHP, using [PHP-FPM](http://en.wikipedia.org/wiki/PHP#PHPFPM)
- Ruby on Rails and any kind of Rack-based Ruby application, using
[Phusion Passenger](https://www.phusionpassenger.com/)
- proxying requests to another webserver (e.g. a software launching its own web
server, like [Kodi](http://xbmc.org/))
<!--more-->
## Set up the bases
The architecture described in this post is pretty simple:
- a default virtual host (vhost) for the top-level domain name, also catching
requests to unknown sub-domains
- different applications hosted on sub-domains
- some vhosts will be HTTPS-only, some will offer it without being mandatory
- enabling or disabling a vhost must be easy
### Installing nginx
Nginx uses static modules, enabled or disabled at compile-time. It's important
to decide what you need before installing nginx. The only non-default module
used in this post is Passenger, needed to host Rack-based applications.
Everything else will work without it.
Nginx works on any decent \*nix. It's probably available in your OS
repositories. If it's not, please refer to the
[official installation guide](http://wiki.nginx.org/Install). On Archlinux,
a package is available on
[AUR](https://aur.archlinux.org/packages/nginx-passenger) including the
Passenger module:
`yaourt -S nginx-passenger`
### Configuration
Once nginx is installed, we need to configure a basic configuration. I'll refer
to the configuration root directory as `$CONFDIR`. It's usually `/etc/nginx/`.
Note that nginx needs to be restarted to reflect any configuration change.
#### Directory structure
To ease the configuration, we'll split it across three folders:
- `$CONFDIR` will contain all the general files (PHP configuration, main nginx
configuration file…)
- `$CONFDIR/ssl` will contain the SSL certificates
- `$CONFDIR/vhosts` will contain our vhosts definitions
#### Main configuration file
Here's the basic configuration file we'll start with:
{{ filename(body="$CONFDIR/nginx.conf") }}
```nginx
worker_processes auto;
events {
worker_connections 1024;
}
http {
proxy_send_timeout 600s;
proxy_read_timeout 600s;
fastcgi_send_timeout 600s;
fastcgi_read_timeout 600s;
include mime.types;
default_type application/octet-stream;
sendfile on;
keepalive_timeout 0;
gzip on;
index index.html index.htm;
client_max_body_size 2048m;
server {
listen 0.0.0.0;
server_name enoent.fr;
access_log /var/log/nginx/localhost.access_log;
error_log /var/log/nginx/localhost.error_log info;
root /srv/http/localhost;
}
}
```
This file sets up an nginx instance with some decent settings (enable gzip, use
`index.html` or `index.htm` as default index pages…), and defines our default
vhost. It answers to every request targeting the hostname _enoent.fr_. It will
serve static pages found in `/srv/http/localhost`.
## SSL support
As mentioned earlier, we'll have two SSL behaviours depending on the vhost:
- SSL is offered, but not mandatory (vhost answers to both HTTP and HTTPS)
- SSL is offered, and mandatory (vhost answers on HTTPS, and redirect to HTTPS
when it receives a request on HTTP)
We will need two files to define these two behaviours. One of them will have
to be included in every vhost, depending on the SSL politic we want for this
specific vhost.
### Shared configuration
Here we go for the first configuration file:
{{ filename(body="$CONFDIR/ssl_opt.conf") }}
```nginx
ssl_certificate_key /etc/nginx/ssl/ssl-decrypted.key;
add_header Strict-Transport-Security max-age=31536000;
ssl_prefer_server_ciphers on;
ssl_ciphers ECDHE-RSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-SHA384:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-SHA256:ECDHE-RSA-RC4-SHA:ECDHE-RSA-AES256-SHA:DHE-RSA-AES256-GCM-SHA384:DHE-RSA-AES256-SHA256:DHE-RSA-AES128-GCM-SHA256:DHE-RSA-AES128-SHA256:DHE-RSA-AES256-SHA:DHE-RSA-AES128-SHA:RC4-SHA:AES256-GCM-SHA384:AES256-SHA256:CAMELLIA256-SHA:ECDHE-RSA-AES128-SHA:AES128-GCM-SHA256:AES128-SHA256:AES128-SHA:CAMELLIA128-SHA;
ssl_session_cache shared:SSL:10m;
ssl_session_timeout 10m;
keepalive_timeout 70;
```
You can obviously adapt this file to your specific needs. It defines:
- the SSL key used (`/etc/nginx/ssl/ssl-decrypted.key`)
- a default max-age header
- a list of accepted SSL ciphers
- session, cache and keepalive durations
The other file will define the exact same settings, adding just one directive:
the SSL is mandatory. Instead of copy and paste all of this, here's what we
can do:
{{ filename(body="$CONFDIR/ssl.conf") }}
```nginx
include ssl_opt.conf;
ssl on;
```
### Enabling SSL for a vhost
To enable SSL on a vhost, we'll need to make three or four modifications to the
vhost definition, depending on the SSL policy.
#### Non-mandatory SSL
If the SSL is not mandatory, we'll need to:
- enable listening on port 443 in addition to the default 80
- choose the certificate we want to use
- include the SSL policy file
Here's how it translates, for our first vhost defined earlier:
{{ filename(body="$CONFDIR/nginx.conf (server block only)") }}
```nginx
server {
listen 0.0.0.0:80;
listen 0.0.0.0:443 ssl;
server_name enoent.fr;
access_log /var/log/nginx/localhost.access_log;
error_log /var/log/nginx/localhost.error_log info;
root /srv/http/localhost;
ssl_certificate /etc/nginx/ssl/enoent.fr.crt;
include ssl_opt.conf;
}
```
#### Mandatory SSL
If the SSL is mandatory, we'll need to:
- enable listening on port 443 __instead of__ the default 80
- choose the certificate we want to use
- include the SSL policy file
- redirect HTTP requests to HTTPS
And here's the result for our first vhost:
{{ filename(body="$CONFDIR/nginx.conf (server block only)") }}
```nginx
server {
listen 0.0.0.0:80;
server_name enoent.fr;
rewrite ^ https://$server_name$request_uri? permanent;
}
server {
listen 0.0.0.0:443 ssl;
server_name enoent.fr;
access_log /var/log/nginx/localhost.access_log;
error_log /var/log/nginx/localhost.error_log info;
root /srv/http/localhost;
ssl_certificate /etc/nginx/ssl/enoent.fr.crt;
include ssl.conf;
}
```
The first `server` block is here to do the redirection, as our inital server
only listens on port 443.
## Virtual hosts
As we saw in the [SSL](#ssl-support) part, we can define as many `server` blocks
as we want. Each of them is able to respond to requests targeting different
hostnames or ports. We also saw earlier the `include` directive, allowing us to
include a file in another.
With this in mind, it's pretty simple to set up a vhost pool from which we can
enable or disable some of them easily. Simply put a file per vhost in a
directory, and include it to enable the corresponding vhost, or remove the
include to disable it.
Here are some templates for different virtual hosts, each one containing only
the minimum (no SSL-specific settings, for example).
### Static HTML
We already saw earlier how to define a virtual host when we set up our main
`nginx.conf` file:
{{ filename(body="$CONFDIR/vhosts/static_html.conf") }}
```nginx
server {
listen 0.0.0.0;
server_name enoent.fr;
access_log /var/log/nginx/localhost.access_log;
error_log /var/log/nginx/localhost.error_log info;
root /srv/http/localhost;
}
```
The only interesting directive here is the `root` one. It will map the root of
the web server to this local folder. A request for
`http://enoent.fr/my_awesome_page.html` will return the content of
`/srv/http/localhost/my_awesome_page.html`.
### Reverse proxy
A reverse proxy may be useful when you have a web server already running, and
want to expose it somewhere else. Let's say we have a NAS on our local network,
its web ui being accessible on `http://nas.local:8080`, and we want to expose it
on `http://nas.enoent.fr`, on the default HTTP port:
{{ filename(body="$CONFDIR/vhosts/reverse_proxy.conf") }}
```nginx
server {
listen 0.0.0.0;
server_name nas.enoent.fr;
access_log /var/log/nginx/nas.access_log;
error_log /var/log/nginx/nas.error_log info;
location / {
proxy_headers_hash_max_size 1024;
proxy_headers_hash_bucket_size 128;
proxy_pass http://nas.local:8080;
}
}
```
The `location /` block here defines a behaviour for all requests matching
`nas.enonet.fr/*`. In our case, that's all of them, as we only have one
`location` block.
Inside of it, we have some settings for our reverse proxy (maximum headers
size), and the really interesting part: the `proxy_pass` entry, which defines
where are redirected the incoming requests.
### PHP
To allow PHP applications to work, we'll need a PHP interpreter. More
specifically, we'll use [PHP-FPM](http://php-fpm.org/). PHP-FPM is a FastCGI PHP
processor. It's a daemon listening on a socket, waiting for PHP scripts, and
returning the PHP output. The configuration of PHP-FPM is out of this article
scope, but we'll need to have it running, and note where it can be acceded (a
local Unix socket, or a TCP socket, either remote or local).
We need to define a behaviour for PHP files, telling nginx how to process them:
{{ filename(body="$CONFDIR/php.conf") }}
```nginx
location ~ ^(.+\.php)(.*)$ {
include fastcgi_params;
fastcgi_pass unix:/run/php-fpm/php-fpm.sock;
fastcgi_split_path_info ^(.+\.php)(.*)$;
fastcgi_param PATH_INFO $fastcgi_path_info;
fastcgi_param SCRIPT_FILENAME $document_root/$fastcgi_script_name;
}
```
This file specifies how files with a `.php` extension will be processed. Nginx
will split the arguments and filename, and pass them to the PHP-FPM socket,
which here is listening on the Unix socket at `/run/php-fpm/php-fpm.sock`. For a
TCP socket, the line 3 would need to be changed to something like this:
{{ filename(body="$CONFDIR/php.conf - TCP socket") }}
```nginx
location ~ ^(.+\.php)(.*)$ {
include fastcgi_params;
fastcgi_pass 127.0.0.1:9000;
fastcgi_split_path_info ^(.+\.php)(.*)$;
fastcgi_param PATH_INFO $fastcgi_path_info;
fastcgi_param SCRIPT_FILENAME $document_root/$fastcgi_script_name;
}
```
Next, to define a vhost hosting some PHP scripts, we simply need to include this
file:
{{ filename(body="$CONFDIR/vhosts/php.conf") }}
```nginx
server {
listen 0.0.0.0;
server_name my-awesome-php-app.enoent.fr;
access_log /var/log/nginx/my-awesome-php-app.access_log;
error_log /var/log/nginx/my-awesome-php-app.error_log info;
root /srv/http/localhost;
include php.conf;
}
```
### Rack
Rack-based applications need [Passenger](https://www.phusionpassenger.com/) to
work. Passenger is pretty similar to PHP-FPM, but its configuration with nginx
is easier. Note that it needs to be built in nginx.
To enable it, we need to tweak our `http` block in `$CONFDIR/nginx.conf` to
specify our Passenger root directory and path to the `ruby` executable:
{{ filename(body="$CONFDIR/nginx.conf") }}
```nginx
worker_processes auto;
events {
worker_connections 1024;
}
http {
proxy_send_timeout 600s;
proxy_read_timeout 600s;
fastcgi_send_timeout 600s;
fastcgi_read_timeout 600s;
include mime.types;
default_type application/octet-stream;
sendfile on;
keepalive_timeout 0;
gzip on;
index index.html index.htm;
client_max_body_size 2048m;
passenger_root /usr/lib/passenger;
passenger_ruby /usr/bin/ruby;
}
```
Once this is done, to set up a Rack vhost, we just need to enable Passenger on
it, and define which environment we want to use for Rails applications:
{{ filename(body="$CONFDIR/vhosts/rack.conf") }}
```nginx
server {
listen 0.0.0.0;
server_name rack-app.enoent.fr;
access_log /var/log/nginx/rack-app.access_log;
error_log /var/log/nginx/rack-app.error_log info;
root /srv/http/rack-app/public;
passenger_enabled on;
rails_env production;
}
```
Note that the directory set as `root` must match the `public` directory of your
Rack application.
### Using all of these templates
Once we have written our vhosts definition files in `$CONFDIR/vhosts`, enabling
or disabling one is really easy. We just need to include the corresponding file
in the `http` block of our `$CONFDIR/nginx.conf` file:
{{ filename(body="$CONFDIR/nginx.conf") }}
```nginx
worker_processes auto;
events {
worker_connections 1024;
}
http {
proxy_send_timeout 600s;
proxy_read_timeout 600s;
fastcgi_send_timeout 600s;
fastcgi_read_timeout 600s;
include mime.types;
default_type application/octet-stream;
sendfile on;
keepalive_timeout 0;
gzip on;
index index.html index.htm;
client_max_body_size 2048m;
passenger_root /usr/lib/passenger;
passenger_ruby /usr/bin/ruby;
include vhosts/static_html.conf;
include vhosts/reverse_proxy.conf;
include vhosts/php.conf;
include vhosts/rack.conf;
}
```
Obviously, if we don't include any Rack vhost, we don't need the lines 20 and
21 as they are Passenger-specific.
We can name our vhosts files whatever we like, and create as many as we need.
Having the general configuration split in reusable files allows an easy
maintenance. When deploying a new PHP application, we just need to include
`php.conf`, and not think "where is my PHP-FPM listening again?". It just works.

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@ -0,0 +1,146 @@
+++
template = "article.html"
title = "Ktor: Altering served content"
date = 2022-09-06T14:00:00+10:00
description = "Learn how to create Ktor plugins that transform response content, with a practical example of injecting scripts into HTML files."
[taxonomies]
tags = ["kotlin", "ktor", "web"]
+++
When serving files with [Ktor](https://ktor.io), there might be times when you need to alter those
files. For example, you might want to inject a script in every served HTML file. For this purpose,
we can leverage [plugins](https://ktor.io/docs/plugins.html). Plugins can hook at different stages
of the request/response pipeline:
{% mermaid(caption="Ktor request/response pipeline") %}
graph LR
Request --> Plugin1[Plugin]
Plugin1 --> Handler
Handler --> Plugin2[Plugin]
Plugin2 --> Response
{% end %}
Let's write a plugin that transforms a specific type of files - going with the previous example of
injecting a script to every served HTML file. Our plugin needs to:
- Take a script URL as an input. If not provided, it won't do anything.
- Add that script as a `<script>` element in the `<head>` of any HTML file served by this Ktor
server.
- Obviously, not interfere with any other file format.
Let's start by defining an empty plugin and its configuration:
```kotlin
class PluginConfiguration {
var scriptUrl: String? = null
}
val ScriptInjectionPlugin = createApplicationPlugin(
name = "ScriptInjectionPlugin",
createConfiguration = ::PluginConfiguration,
) {
val scriptUrl = pluginConfig.scriptUrl
// The rest of our plugin goes here.
}
```
With this simple definition, we can add our plugin to a Ktor server:
```kotlin
embeddedServer(Netty, port = 8080) {
install(ScriptInjectionPlugin) {
scriptUrl = "http://foo.bar/my/injected/script.js"
}
}
```
Now, let's see how we can transform the body. Ktor offers a few handlers to hook into the pipeline
shown above. The main ones are:
- `onCall` is fairly high level, and is mostly useful to get information about a request (e.g. to
log a request).
- `onCallReceive` allows to transform data received from the client before it's processed.
- `onCallRespond` allows to transform data _before sending it to the client_. That's the one we're
after.
There are a few other handlers for specific use-cases, detailed
[here](https://ktor.io/docs/custom-plugins.html#other).
Let's hook into `onCallRespond`, and its helper `transformBody`. We also need to check if the
content type we're sending is HTML, otherwise, we just forward the response body as-is:
```kotlin
onCallRespond { _ ->
transformBody { data ->
if (data is OutgoingContent.ReadChannelContent &&
data.contentType?.withoutParameters() == ContentType.Text.Html &&
scriptUrl != null
) {
// We are serving an HTML file.
transform(data, scriptUrl)
} else {
data
}
}
}
```
We can then define our `transform()` helper, which needs to:
- Read the body,
- Transform it,
- Store it into a `OutgoingContent` for Ktor to continue its pipeline.
First, let's get the injection itself out of the way. Let's assume we have our HTML file into a
string, and want a new string with the injected HTML. [Jsoup](https://jsoup.org/) comes in handy for
this kind of operations:
```kotlin
private fun injectLiveReloadFragment(target: String, scriptUrl: String): String {
return Jsoup.parse(target).apply {
head().appendElement("script").attributes().add("src", scriptUrl)
}.toString()
}
```
Now, let's actually read and return the body:
{% aside() %}
This transformation assumes that the HTML files processed there are fairly small. As such, it
fully reads the channel Ktor provides in memory before transforming it. Any high-traffic server or
longer files should probably _not_ read the content in that way.
{% end %}
```kotlin
private suspend fun transform(
data: OutgoingContent.ReadChannelContent,
scriptUrl: String,
): OutgoingContent {
// This channel provided by Ktor gives a view of the file about to be returned.
val channel = data.readFrom()
// Let's ready everything in the channel into a String.
val content = StringBuilder().run {
while (!channel.isClosedForRead) {
channel.readUTF8LineTo(this)
append('\n')
}
toString()
}
// Inject our script URL.
val htmlContent = injectLiveReloadFragment(content, scriptUrl)
// Prepare our new content (htmlContent contains it as a string) for Ktor to process.
return WriterContent(
body = {
withContext(Dispatchers.IO) {
write(htmlContent)
}
},
contentType = ContentType.Text.Html,
)
}
```

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+++
template = "article.html"
title = "Serving static files with Ktor"
date = 2022-09-03T19:00:00+10:00
description = "A guide to serving static files with Ktor, including configuration for default files, HTML minification, and proper MIME types."
[taxonomies]
tags = ["kotlin", "ktor", "web"]
+++
Serving static files with [Ktor](https://ktor.io) for a static website seems easy enough:
```kotlin
fun main() {
embeddedServer(Netty, port = 8080) {
routing {
static {
files("static-data")
}
}
}.start(wait = true)
}
```
Done? Not quite. Opening [http://localhost:8080](http://localhost:8080) will only get you a 404,
even if you have an `index.html` file in the `static-data` folder. You have to let Ktor know you
want to opt-in serving a default file. Let's try again (omitting anything outside the `static`
block):
```kotlin
static {
files("static-data")
default("static-data/index.html")
}
```
Surely now this works? Well, kind of. The root folder will have a default `index.html`, but sadly if
you have any sub-folders with `index.html` files inside, they won't be served by default - that
`default()` function only works for the top-level folder. Let's work around that.
Let's store our `static-data` directory into a `File` variable, replace the `files` function call by
our own extension. Note that this extension will handle the fallback to `index.html` in all cases,
so we can also remove the call to `default()`:
```kotlin
val staticData = File("/path/to/static-data")
static {
filesWithDefaultIndex(staticData)
}
fun Route.filesWithDefaultIndex(dir: File) {
}
```
In there, we'll need a `get` handler:
```kotlin
fun Route.filesWithDefaultIndex(dir: File) {
get("{static_path...}") {}
}
```
This will catch anything inside the static path, and let us access the requested path through
`call.parameters.getAll("static_path")`. This gets us a list of URL segments that we need to join
with `File.separator`:
```kotlin
val relativePath = call.parameters
.getAll("static_path")
?.joinToString(File.separator) ?: return@get
```
Now, we have three options:
- The requested path points to an existing file. Great! We can just return it.
- The requested path points to a folder. If there's an `index.html` file in there, let's serve it.
- In any other case (the requested path doesn't exist, or points to a folder without an `index.html`
file), we let Ktor handle that (most likely returning a 404).
We can easily access the corresponding local file, and its fallback if it ends up being a directory:
```kotlin
val combinedDir = staticRootFolder?.resolve(dir) ?: dir
val file = combinedDir.combineSafe(relativePath)
val fallbackFile = file.combineSafe("index.html")
```
Now that we have all those defined, here's how we take the decision on what to serve:
```kotlin
val localFile = when {
file.isFile -> file
file.isDirectory && fallbackFile.isFile -> fallbackFile
else -> return@get
}
```
And finally, we serve the file:
```kotlin
call.respond(LocalFileContent(localFile, ContentType.defaultForFile(localFile)))
```
Great! Let's see what this looks like all together:
```kotlin
fun Route.filesWithDefaultIndex(dir: File) {
val combinedDir = staticRootFolder?.resolve(dir) ?: dir
get("{static_path...}") {
val relativePath = call.parameters
.getAll("static_path")
?.joinToString(File.separator) ?: return@get
val file = combinedDir.combineSafe(relativePath)
val fallbackFile = file.combineSafe("index.html")
val localFile = when {
file.isFile -> file
file.isDirectory && fallbackFile.isFile -> fallbackFile
else -> return@get
}
call.respond(LocalFileContent(localFile, ContentType.defaultForFile(localFile)))
}
}
```
Now if you try to open [http://localhost:8080](http://localhost:8080) or
[http://localhost:8080/foo](http://localhost:8080/foo), both should work (assuming there's
`index.html` files both at the root and in a folder named `foo`). But if you open
[http://localhost:8080/foo/](http://localhost:8080/foo/), with a trailing slash, it still doesn't
work. That's because Ktor handles the two routes (with and without trailing slash) differently (for
good reasons, see [here](https://youtrack.jetbrains.com/issue/KTOR-372) for some context).
In our case, that's not what we want. Luckily, Ktor comes with a plug-in to address this. All that's
needed is to install it like any other plugin:
```kotlin
install(IgnoreTrailingSlash)
```
And now everything should work as expected.

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+++
template = "article.html"
title = "Share code across multiple platforms"
date = 2015-06-11T15:33:00+02:00
description = "Exploring strategies for sharing code between Android and iOS platforms while maintaining native performance and user experience."
[taxonomies]
tags = ["android", "ios"]
+++
When writing an application, you probably want it to run on most platforms
possible. Having a game on Android is great, but what about this weird friend
with his iPhone? It would be nice to be able to play with him. Of course there
are cross-platforms technologies like [Cordova](http://cordova.apache.org/) or
[Titanium](http://www.appcelerator.com/titanium/). But sadly, you can't achieve
both a perfect user experience and great performances with this kind of tools.
And even if you could: what about reusing code on the back-end? We need to share
some code.
<!--more-->
## Greatest common divisor
Every platform is different: iOS runs Objective-C, Android works with Java,
Windows Phone is using C#, desktop platforms can run a mix of everything and
even more... But all these languages share the same ability: call C code. We'll
take this ability a little farther and use C++.
While there is no point in writing all the application code in C++, as you need
a distinct UI for each platform (except for a game, where you'll probably write
a themed UI anyway), we can write the logic in C++.
## Android
Java can call C code trough
[JNI](http://en.wikipedia.org/wiki/Java_Native_Interface), which stands for Java
Native Interface. JNI is used for mainly two things: performance-critical
operations (depending on the case, native code can run faster than Java), or to
access platform-specific APIs. Some parts of the JDK uses JNI (e.g. to access
sound devices).
However, everything is not perfect with JNI. You lose the cross-platform aspect
of Java, as you're using native code which has to be rebuilt for every platform
you plan to run it on, and you need to take great care with memory management.
Every object acquired or allocated by native code must be released manually, the
garbage collector won't do anything to them.
JNI is pretty low-level, and a really complicated thing. I won't go into
details here. We will use it in combination with another tool:
[SWIG](http://www.swig.org/).
To use SWIG, you need two things: write your C++ classes like you would do for
any C++ program, and write a SWIG-specific interface declaration. Then, SWIG
will generate some more code:
- a C wrapper around your classes
- a Java class, reflecting your SWIG interface.
The SWIG-specific interface is mostly C++-compatible. In many case, you can just
include the C++ header, and you're done. Let's see how it works with a small
example:
{{ filename(body="counter.hpp") }}
```cpp
class Counter {
public:
Counter(int initialValue);
void increment();
int getValue() const;
private:
int _value;
};
```
{{ filename(body="counter.cpp") }}
```cpp
#include "counter.hpp"
Counter::Counter(int initialValue) :
_value(initialValue) {
}
void Counter::increment() {
++_value;
}
int Counter::getValue() const {
return _value;
}
```
{{ filename(body="counter.i") }}
```swig
%module Counter_module
%{
#include "counter.hpp"
%}
%include "counter.hpp"
```
Now, let's run SWIG and see what happens: `swig -c++ -java counter.i`. It
creates four files:
- `counter_wrap.cxx`, which exports our methods in C functions, and must be
compiled in a shared library (the one which will be loaded by Java),
- `Counter_module.java`, which contains module-level functions (you can define
multiple classes in a same module, and functions outside any class), we won't
use it in the example,
- `Counter_moduleJNI.java`, which contains all the raw JNI bindings, used
internaly by SWIG,
- `Counter.java`, which is the Java class you will actualy use. Let's see how
it looks:
```java
/* ----------------------------------------------------------------------------
* This file was automatically generated by SWIG (http://www.swig.org).
* Version 3.0.5
*
* Do not make changes to this file unless you know what you are doing--modify
* the SWIG interface file instead.
* ----------------------------------------------------------------------------- */
public class Counter {
private long swigCPtr;
protected boolean swigCMemOwn;
protected Counter(long cPtr, boolean cMemoryOwn) {
swigCMemOwn = cMemoryOwn;
swigCPtr = cPtr;
}
protected static long getCPtr(Counter obj) {
return (obj == null) ? 0 : obj.swigCPtr;
}
protected void finalize() {
delete();
}
public synchronized void delete() {
if (swigCPtr != 0) {
if (swigCMemOwn) {
swigCMemOwn = false;
Counter_moduleJNI.delete_Counter(swigCPtr);
}
swigCPtr = 0;
}
}
public Counter(int initialValue) {
this(Counter_moduleJNI.new_Counter(initialValue), true);
}
public void increment() {
Counter_moduleJNI.Counter_increment(swigCPtr, this);
}
public int getValue() {
return Counter_moduleJNI.Counter_getValue(swigCPtr, this);
}
}
```
You can see two things here. Until the line 37, we have SWIG boilerplate. It
will handle memory management and JNI matching for us. Then, our custom
constructor and two methods. As you can see, none of the functional C++ code is
replicated here, neither are the attributes. Calls are simply mapped to the C++
methods.
We have seen we could use (unmodified!) C++ code from Java, replicating the same
interface, with a small glue. You can use it on desktop as on mobile. You only
need to be able to compile the native code for the target platform.
_Android: done._
## iOS
Using C++ code from an iOS application is far easier than Android, thanks to the
origins of Objective-C. Both Objective-C and C++ are C supersets. Objective-C++
has then been created to allow incorporating C++ code in an Objective-C program.
Objective-C++ is _not_ a strict superset of Objective-C, as C++ is not a strict
surperset of C. You can write valid C code which doesn't compile with a C++
compiler, and you can also write valid Objective-C code which doesn't compile
with an Objective-C++ compiler. But these are very specific cases.
Two steps are needed here. The easy one: add C++ source files to your project.
Xcode will build them as C++ code without doing anything more. Then, the
easy-but-not-as-easy one. You can't use C++ from Objective-C, but you can from
Objective-C++. So you need to convert your Objective-C to Objective-C++. There
are two ways to do it: add the `-Obj-C++` flag to each file needed, or rename
them to `YourFile.mm` instead of `YourFile.m`.
While this seems pretty simple, there's a catch: you can't include a header
containing C++ code in an Objective-C file. You have multiple possibilities
here:
- Use Objective-C++ everywhere. It's the most straightforward solution, but can
be complicated to implement.
- Use the [PIMPL idiom](http://en.wikipedia.org/wiki/Opaque_pointer). C++ will
not go outside your `.mm` files.
- And many other solutions. I'm not really into Objective-C and am probably
missing the best solution, have a look at
[this article](http://philjordan.eu/article/mixing-objective-c-c++-and-objective-c++)
for more ideas.
Using the same `Counter` class as earlier, here's how to call it from
Objective-C++:
{{ filename(body="ViewController.mm") }}
```objective-c
- (IBAction)click:(id)sender {
Counter* counter = new Counter(41);
counter->increment();
[_button setTitle:[NSString stringWithFormat:@"%d", counter->getValue()] forState:UIControlStateNormal];
delete counter;
}
```
_iOS: done._
## Windows Phone
I never wrote a Windows Phone application, so I won't go into details here. But
using C++ in a C#/XAML application is totaly doable, and pretty simply so. Just
write your C++ code, and build it as a native module. To use it from managed C#,
you'll have to add a reference to the native module in your managed one. Then,
instantiate your native component from managed code and use it. Tim Laverty made
a [great speach](http://channel9.msdn.com/Events/Build/2013/2-211) at Build
2013 to explain just that.
_Windows Phone: done._
## BlackBerry 10
_BlackBerry 10: done._
Yep. That's that simple. BlackBerry 10 uses C++ as its first-class language.
You can use your C++ classes as any other ones.
## Conclusion
Using C++ code without modification is doable on any of the 4 major mobile
platforms. However, it's not easy on all of them. Integrating it on Android
needs some work, and using Objective-C++ on iOS can be problematic.
Keep in mind that excepted for BlackBerry 10, you don't have access to any part
of the platform SDK when writing C++ code. You're on your own. And you have to
handle memory management.
While it can reduce the workload of a multi-platform application, the decision
to use C++ code must not be taken lightly.

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@ -0,0 +1,66 @@
+++
template = "article.html"
title = "Use Apache HTTP Client on Android SDK 23"
date = 2015-10-01T15:46:00+02:00
description = "How to continue using Apache HTTP Client in Android SDK 23 after Google removed it from the platform."
[taxonomies]
tags = ["android"]
+++
With the Android M SDK (API 23), Google removed the Apache HTTP Client library.
It was deprecated since API 22, and Google recommanded to use
`HttpURLConnection` instead since API 9. While the classes are still bundled in
Android 6 ROMs, it won't be long until we see them completely go away.
Some applications are still relying on this library, and need to be updated to
use the SDK 23, without having time/budget/whatever required to switch from
HTTP Client. While I strongly recommend you to still take time to move to
something else (there are many high-level libraries, like
[OkHttp](http://square.github.io/okhttp/) or
[Ion](https://github.com/koush/ion), or you can use `HttpURLConnection`
to keep a low-level access), there is a way to use the Apache library
while using the SDK 23.
<!--more-->
## Current situation
The Android SDK is mainly a JAR of empty stubs, which allows the build system to
assemble an APK depending on these stubs. But the JAR is not bundled in the
APK. At runtime, Android will provide actual implementations of all these
classes and their methods. That's a rough explanation, but we don't have to go
more in-depth to explain the issue we have with the SDK 23.
In this new SDK, Google simply removed the stubs for the Apache HTTP Client
library. As a result, any application using it doesn't build anymore. But… an
old APK still works on devices running on Android M. The explanation is simple:
the stubs have been removed, but not the matching classes on the device. The
solution seems obvious: we need to get back those stubs!
## Fixing the problem on a Gradle project
Using the build-tools 23 and the SDK 23 (well, you won't have the issue without
it anyway), providing stubs for the Apache library is really easy. Simply
add this command in the `android` section of your `build.gradle`:
*build.gradle*
```groovy
android {
useLibrary 'org.apache.http.legacy'
}
```
Rebuild, problem solved.
## Other project types
If you're not using Gradle, the solution is not much more complicated. Google is
providing a JAR with the stubs you need. That's the one used by Gradle. You can
find it in your SDK: `platforms/android-23/optional/org.apache.http.legacy.jar`.
Simply build against this JAR, and you'll be fine.
In both cases, please remember to actually fix this by not using the Apache HTTP
Client library any more as soon as possible, as it will probably be deleted in a
future Android release.

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+++
template = "article.html"
title = "Using an API - Trakt.tv example"
date = 2014-10-09T00:06:00+02:00
description = "Learn how to interact with web APIs using Trakt.tv as a practical example, including authentication and data retrieval."
[taxonomies]
tags = ["api", "ruby"]
+++
A lot of websites are generating data which could be really useful outside a
web browser. Having the weather shown on your smartphone's lock-screen, the
delay until your next bus… How can we use this from an application?
This article will explain what's behind these hidden data flows, and how to
use them. For this purpose, I'll use [Trakt.tv](http://trakt.tv) as an example.
If you don't know it: Trakt allows you to manage your movie/TV series library,
keep track of watch progress, your ratings, comments… and see those of other
people.
Some code will show how to send such requests. It will be written in
[Ruby](http://ruby-lang.org/).
<!--more-->
## Planet of the APIs
The concept behind these data flows is called an
[API](http://en.wikipedia.org/wiki/API) - Application Programming Interface.
While API is a pretty generic term, in this specific case, it specifies how a
website will expose its data (and possibly receive some, too) to (and possibily
from) a client. A client can be any kind of application sending requests to the
website (the server). Not to be confused with the user, which uses a client,
which in turn sends requests to a server.
{{ img(src="/images/articles/using-an-api-trakt-dot-tv-example/user-client-server.png", caption="User, client, and server relationship") }}
For websites, two data formats are mostly used:
[XML](http://en.wikipedia.org/wiki/XML) - eXtensible Markup Language - and
[JSON](http://en.wikipedia.org/wiki/JSON) - JavaScript Object Notation. Both
serve the same purpose: presenting data in a computer-readable way. For example,
this is how you could represent a movie in JSON:
*Sample representation of a movie*
<!-- markdownlint-capture -->
<!-- markdownlint-disable MD013 -->
```json
{
"title": "Sharknado",
"year": 2013,
"runtime": 86,
"tagline": "Enough said!",
"overview": "A freak hurricane hits Los Angeles, causing man-eating sharks to be scooped up in tornadoes and flooding the city with shark-infested seawater. Surfer and bar-owner Fin sets out with his friends Baz and Nova to rescue his estranged wife April and teenage daughter Claudia",
"genres": [
"Science Fiction",
"Horror"
]
}
```
<!-- markdownlint-restore -->
Trakt's API uses JSON. As a matter of fact, this JSON bit comes from the API.
You can find the same details about the movie directly on
[Trakt](http://trakt.tv/movie/sharknado-2013). It's just not useable from an
application directly.
Trakt's API documentation is available [here](http://trakt.tv/api-docs).
## REST in pieces
If an API was made for only one goal - like indicating the weather in a given
city -, it would be pretty simple: just access an URL like
[http://myapi.net/weather?city=Toulouse](http://myapi.net/weather?city=Toulouse)
, return the corresponding data, done. However, for a fully-featured API, dealing
with multiple elements like movies, series, series episodes, users… you need
something a little more complex than that. And that's where concepts like
[REST](http://en.wikipedia.org/wiki/Representational_state_transfer) -
Representational state transfer - come to help.
REST is a list of five (and an optional sixth) constraints for the API
architecture:
- **Client/server oriented**: data is stored on a server, and displayed on a client
- **Stateless**: every request from a client must contain all the information
needed to be handled by the server. If any kind of state management is needed,
the client is in charge
- **Cacheable**: responses from the server must specifiy how long they are valid
(we'll get back to that a bit later)
- **Uniform interface**: this one is a list of four sub-constraints to guide
the API organization:
- **Identification of resources**: the way an item is identified in a
response should be consistent with the request, not with the database behind
the API
- **This identification must be sufficient**: a client must be able to modify
or delete a resource from the identification given by the server
- **Self-descriptive requests**: a request must contain everything needed to
be processed by the server. Similar to the stateless constraint
- **Simple client transitions**: if a client has to send a separate request to
access more related information, the way to get it must be described in the
initial response
- **Layered system**: a request must be able to be as specific as possible, so
the server doesn't have to send its full database content when replying. A
client can ask for a list of movies, but can also ask for details about a
specific one if it's just interested in this one
- **Code on demand (optional)**: the server can send a bit of script, which
will be run by the client, either to limit the server's load, or to
occasionally change the client behaviour.
A REST architecture has multiple advantages. The simple fact of being stateless
is probably the most important to the end user: the client doesn't have to
maintain a connection to the server between requests, which allows a huge
reduction in power consumption on mobile devices. It also simplifies the
load-balancing on the server side (any server can process any request without
the need of an existing context).
From a developer point of view, a layered architecture tends to make the system
easier to maintain, and easier to use.
## Doctor Who?
There are many aspects regarding the authentication when talking about an API.
A common need is to identify the user. Who's trying to mark this movie as
watched? Another one is to identify the application using the API. A user may
want to see a list of applications accessing his account, remove access to a
specific one…
Identifying the application is pretty easy. For APIs where this identification
is in place, the developer must register the application. The website then
provides a unique identifier for this application. This is called an **API
key**. This key must be placed within every request from this application. The
API website can reject every request without a valid key, revoke a specific key…
## Finding Nemo
We now know how a website exposes its data, how to parse them, and how they are
organized. Here's a concrete use case: we want to retrieve the list of the
directors of the Finding Nemo movie.
We first need to find the movie. We'll use the
[`search/movies`](http://trakt.tv/api-docs/search-movies) API method. It needs
three parameters, the last one being optional:
- **format**: how the response should be formated. Only JSON is supported for
this method
- **apikey**: we need to identify ourselves as a Trakt.tv API user
- **query**: what are we looking for?
- **limit**: number of results at max. Defaults to 30
And here's how the request should look like:
`http://api.trakt.tv/search/movies.format/apikey?query=query&limit=limit`
Let's call it in Ruby:
*search/movies*
<!-- markdownlint-capture -->
<!-- markdownlint-disable MD013 -->
```ruby
require 'cgi'
require 'json'
require 'net/http'
require 'uri'
format = 'json'
api_key = '1234567890abcdefghijklmnopqrstuv'
movie_to_search = 'Finding Nemo'
# CGI::escape is needed to convert special characters from the movie name
# In this case, we need to escape the space
uri = URI.parse "http://api.trakt.tv/search/movies.#{format}/#{api_key}?query=#{CGI::escape movie_to_search}"
# Send the request to the server
response = Net::HTTP.get_response uri
# Parse the response as a JSON object
json_response = JSON.parse response.body
# Print it nicely
puts JSON.pretty_generate json_response
```
<!-- markdownlint-restore -->
And here's the result, truncated to the first two movies:
*search/movies result for Finding Nemo*
<!-- markdownlint-capture -->
<!-- markdownlint-disable MD013 -->
```json
[
{
"title": "Finding Nemo",
"year": 2003,
"released": 1054278000,
"url": "http://trakt.tv/movie/finding-nemo-2003",
"trailer": "http://youtube.com/watch?v=SPHfeNgogVs",
"runtime": 100,
"tagline": "There are 3.7 trillion fish in the ocean, they're looking for one.",
"overview": "A tale which follows the comedic and eventful journeys of two fish, the fretful Marlin and his young son Nemo, who are separated from each other in the Great Barrier Reef when Nemo is unexpectedly taken from his home and thrust into a fish tank in a dentist's office overlooking Sydney Harbor. Buoyed by the companionship of a friendly but forgetful fish named Dory, the overly cautious Marlin embarks on a dangerous trek and finds himself the unlikely hero of an epic journey to rescue his son.",
"certification": "G",
"imdb_id": "tt0266543",
"tmdb_id": 12,
"images": {
"poster": "http://slurm.trakt.us/images/posters_movies/647.4.jpg",
"fanart": "http://slurm.trakt.us/images/fanart_movies/647.4.jpg"
},
"genres": [
"Animation",
"Comedy",
"Family"
],
"ratings": {
"percentage": 85,
"votes": 7917,
"loved": 7668,
"hated": 249
}
},
{
"title": "Finding Dory",
"year": 2016,
"released": 1466146800,
"url": "http://trakt.tv/movie/finding-dory-2016",
"trailer": "http://youtube.com/watch?v=q2a3tS7zNcU",
"runtime": 0,
"tagline": "",
"overview": "Sequel to the 2003 Pixar film 'Finding Nemo'",
"certification": "G",
"imdb_id": "tt2277860",
"tmdb_id": 127380,
"images": {
"poster": "http://slurm.trakt.us/images/posters_movies/209152.1.jpg",
"fanart": "http://slurm.trakt.us/images/fanart_movies/209152.1.jpg"
},
"genres": [
"Adventure",
"Animation",
"Comedy",
"Family"
],
"ratings": {
"percentage": 100,
"votes": 4,
"loved": 4,
"hated": 0
}
},
// ...
]
```
<!-- markdownlint-restore -->
Look at the first one: it is the movie we were looking for! Now, we want to
display its details. To achieve this, we'll need to use another method:
[`movie/summary`](http://trakt.tv/api-docs/movie-summary). Here are its
parameters:
- **format** and **apikey**: same as above
- **title**: Could be the last part of the `url` attribute we got earlier (for
Finding Nemo, it would be `finding-nemo-2003`), the
[IMDB](http://www.imdb.com/) ID (`imdb_id` attribute), or the
[TMDB](https://www.themoviedb.org) ID (`tmdb_id` attribute). We'll use the
IMDB ID.
Here's how the request should look like:
`http://api.trakt.tv/movie/summary.format/apikey/title`
*movie/summary*
<!-- markdownlint-capture -->
<!-- markdownlint-disable MD013 -->
```ruby
require 'cgi'
require 'json'
require 'net/http'
require 'uri'
format = 'json'
api_key = '1234567890abcdefghijklmnopqrstuv'
movie_to_search = 'Finding Nemo'
# CGI::escape is needed to convert special characters from the movie name
# In this case, we need to escape the space
uri = URI.parse "http://api.trakt.tv/search/movies.#{format}/#{api_key}?query=#{CGI::escape movie_to_search}"
# Send the request to the server
response = Net::HTTP.get_response uri
# Parse the response as a JSON object
json_response = JSON.parse response.body
# Extract the IMDB ID of the first result
imdb_id = json_response.first['imdb_id']
# Request the summary
uri = URI.parse "http://api.trakt.tv/movie/summary.#{format}/#{api_key}/#{imdb_id}"
response = Net::HTTP.get_response uri
json_response = JSON.parse response.body
# Print it nicely
puts JSON.pretty_generate json_response
```
<!-- markdownlint-restore -->
And the truncated output:
*movie/summary for Finding Nemo*
<!-- markdownlint-capture -->
<!-- markdownlint-disable MD013 -->
```json
{
"title": "Finding Nemo",
"year": 2003,
"released": 1054278000,
"url": "http://trakt.tv/movie/finding-nemo-2003",
"trailer": "http://youtube.com/watch?v=SPHfeNgogVs",
"runtime": 100,
"tagline": "There are 3.7 trillion fish in the ocean, they're looking for one.",
"overview": "A tale which follows the comedic and eventful journeys of two fish, the fretful Marlin and his young son Nemo, who are separated from each other in the Great Barrier Reef when Nemo is unexpectedly taken from his home and thrust into a fish tank in a dentist's office overlooking Sydney Harbor. Buoyed by the companionship of a friendly but forgetful fish named Dory, the overly cautious Marlin embarks on a dangerous trek and finds himself the unlikely hero of an epic journey to rescue his son.",
"certification": "G",
"imdb_id": "tt0266543",
"tmdb_id": 12,
"rt_id": 9377,
"last_updated": 1405432489,
"poster": "http://slurm.trakt.us/images/posters_movies/647.4.jpg",
"images": {
"poster": "http://slurm.trakt.us/images/posters_movies/647.4.jpg",
"fanart": "http://slurm.trakt.us/images/fanart_movies/647.4.jpg"
},
"top_watchers": [
{
"plays": 91,
"username": "Damon_old",
"protected": false,
"full_name": "",
"gender": "",
"age": "",
"location": "",
"about": "",
"joined": 0,
"avatar": "http://slurm.trakt.us/images/avatar-large.jpg",
"url": "http://trakt.tv/user/Damon_old"
},
// ...
],
"ratings": {
"percentage": 85,
"votes": 7917,
"loved": 7668,
"hated": 249
},
"stats": {
"watchers": 2135,
"plays": 5541,
"scrobbles": 5357,
"scrobbles_unique": 1975,
"checkins": 184,
"checkins_unique": 163,
"collection": 12633
},
"people": {
"directors": [
{
"name": "Andrew Stanton",
"images": {
"headshot": "http://slurm.trakt.us/images/avatar-large.jpg"
}
},
{
"name": "Lee Unkrich",
"images": {
"headshot": "http://slurm.trakt.us/images/avatar-large.jpg"
}
}
],
"writers": [
{
"name": "Andrew Stanton",
"job": "Screenplay",
"images": {
"headshot": "http://slurm.trakt.us/images/avatar-large.jpg"
}
},
// ...
],
"producers": [
{
"name": "Graham Walters",
"executive": false,
"images": {
"headshot": "http://slurm.trakt.us/images/avatar-large.jpg"
}
},
{
"name": "John Lasseter",
"executive": true,
"images": {
"headshot": "http://slurm.trakt.us/images/avatar-large.jpg"
}
}
],
"actors": [
{
"name": "Albert Brooks",
"character": "Marlin",
"images": {
"headshot": "http://slurm.trakt.us/images/avatar-large.jpg"
}
},
{
"name": "Ellen DeGeneres",
"character": "Dory",
"images": {
"headshot": "http://slurm.trakt.us/images/avatar-large.jpg"
}
},
// ...
]
},
"genres": [
"Animation",
"Family",
"Comedy"
]
}
```
<!-- markdownlint-restore -->
We have our directors in the `people` object, which contains a `directors`
array. Let's extract it:
*Extract Finding Nemo's directors*
<!-- markdownlint-capture -->
<!-- markdownlint-disable MD013 -->
```ruby
require 'cgi'
require 'json'
require 'net/http'
require 'uri'
format = 'json'
api_key = '1234567890abcdefghijklmnopqrstuv'
movie_to_search = 'Finding Nemo'
# CGI::escape is needed to convert special characters from the movie name
# In this case, we need to escape the space
uri = URI.parse "http://api.trakt.tv/search/movies.#{format}/#{api_key}?query=#{CGI::escape movie_to_search}"
# Send the request to the server
response = Net::HTTP.get_response uri
# Parse the response as a JSON object
json_response = JSON.parse response.body
# Extract the IMDB ID of the first result
imdb_id = json_response.first['imdb_id']
# Request the summary
uri = URI.parse "http://api.trakt.tv/movie/summary.#{format}/#{api_key}/#{imdb_id}"
response = Net::HTTP.get_response uri
json_response = JSON.parse response.body
# Extract directors
json_response['people']['directors'].each do |director|
puts director['name']
end
```
<!-- markdownlint-restore -->
And here's the output:
*Finding Nemo's directors*
```
Andrew Stanton
Lee Unkrich
```
We can check the result directly
[on Trakt](http://trakt.tv/movie/finding-nemo-2003): looks like we're good!
## Cache me if you can
Now, we know how to retrieve data about movies. We can build an awesome
application, using Trakt.tv lists to keep a list of movies we want to watch.
However, because we're spending so much time to work on this application, we
don't have any time left to watch thoses movie. Every time we fire up the
application, we fetch, for every movie, all the information back from the API.
Even if we're pretty sure the data hasn't changed (I mean, have you ever seen a
movie director changing after it has been released?), we use bandwith, data plan
on a smartphone, battery…
This is **bad**.
We need to find a way to save this kind of data offline to use less bandwith,
but we also need to refresh these data if they have been changed on the server.
This is called caching.
> A web cache stores copies of documents passing through it; subsequent requests
> may be satisfied from the cache if certain conditions are met.
> -- [Wikipedia][1]
[1]:http://en.wikipedia.org/wiki/Web_cache
There are multiple ways to cache accesses to an API.
The simplest is to rely on HTTP cache if the API is accessed over
HTTP: the HTTP standard includes cache-related headers, and the API should tell
us how long we can keep the data cached. Until this delay has expired, we can
use our offline copy of the data. When it's out of date, we simply re-fetch it.
Another mechanism, probably more convenient for an API like Trakt, is the
[ETag](http://en.wikipedia.org/wiki/HTTP_ETag). An ETag identifies a specific
version of an answer. When we make a request (for example, ask for a movie
details), the server can add an `ETag` header. If it's present, we should store
it alongside an offline copy of the movie details. Next time we need to use
these details, we should ask the server: "Hey, I have a copy of these details
matching this ETag! Have you anything newer for me?" If there is a new version
available, the server will send it over, with a new ETag. We have lost two dozen
bytes of bandwith. Damn.
However, if the details haven't changed, the server will simply answer with an
empty `Not Modified` response. And that will be most of the time, for this kind
of request. Hooray for the planet. And our batteries.
There are tons of ways of caching content. Nearly every API will use a different
mechanism, suitable to its data lifespan.
On a fast ADSL connection, a simple request on the Trakt.tv API takes a couple
hundred milliseconds. If you run multiple queries in parallel, it will be
slower. Now, imagine on a 3G network. Cache does matter.
## Requiem for an API
As you can see, once an API has been written, using it is pretty easy. With
standards like JSON and XML, REST… they basically all work in the same way.
The crucial part to develop an application is, however, the actual availability
of an API. Not all sites provide one. On the other hand, some sites provide
excellent ones, some of them being just an API client themselves (that's a
principle called
[dogfooding](http://en.wikipedia.org/wiki/Eating_your_own_dog_food)).
Code samples presented here are in Ruby, but you can of course use any
language you want to access to an API (well, good luck to use an API in
[brainfuck](http://blog.twal.org/programming-in-brainfuck-part-0.html)). Some
API providers maintain library in several languages to ease the use of their
API, providing high-level objects (example
[here](https://github.com/octokit/octokit.rb), a library provided by GitHub to
access its API in Ruby).