What is sTeam

Whenever I tell someone that I am working for Fossasia under Google Summer of Code, I am asked to explain what my project is all about. Here I give a detailed introduction to sTeam and explain what it actually is.

kopfleiste_big

Well some of you must of heard of MUDs (Multi User Dungeon) sTeam is based on this concept. For those who don’t know what MUDs are I will provide a brief introduction. MUDs are text based games. These games create a kind of real-time virtual world. These games are based on role playing and the user acts like one of the organisms of the virtual world. He can do whatever the organisms could have done in a real world. For example if I represent a man in a virtual world, I can do whatever a man can do, things like walk, talk, eat and stuff. This way the user interacts with his virtual environment.

This whole concept is taken to create a virtual office space. Just like MUDs sTeam creates virtual office space. Now how can we imagine an office? Well it will have rooms each room will have containers with different kinds of files, there will be people moving around working or having meetings. Well all this is possible in sTeam virtually. The user is also carrying a rucksack and can copy objects into this as he moves around. This is what sTeam is.

Steam provides two interfaces web and command line. The web interface can be accessed at http://societyserver.org/ and the code is put up at https://github.com/societyserver/sTeam.

logo-200

More of similar projects are available under Fossasia. Check this site for more details http://labs.fossasia.org/ideas.html.

Continue ReadingWhat is sTeam

Set up Firebase to upload user files

If you’ve read my previous post on uploading files to server, you might have noticed that it was not an easy task to achieve.

There is way too much boilerplate code for uploading a single file, and it will be much more complex in case we plan to upload multiple files, which I need to do for my project.

So what’s the solution to this?

ENTER FIREBASE!

Yeah, you read it right, Firebase once again to the rescue!

I came to know that firebase allows user to store and access the files easily to the built in storage.

Enough chatter for now, lets get to code!

Step 1 :

Add your project to Firebase from the console.

newProj.PNG

Click on the Blue button

Step 2 :

Add Firebase to your webapp

Open the project, you’ve just created and click on the bright red button that says, “ Add Firebase to your web app”

addFirebase.PNGCopy the contents from here and paste it after your HTML code.

Step 3 :

Open the “Storage” tab from the navigation drawer and navigate to the rules tab over there.
We need to set up specific rules as to who all can upload and read files to the storage bucket.

storageRules.PNG
For testing purposes, I’ve allowed everyone to read and write to my storage, but that shouldn’t be the case for your production app

Step 4 :

Add code for uploading your files.

First create a document selection widget and an upload button in your website’s index.html.

<tr>
<td valign=”top”>
<label for=”icon”>Zip File</label>
</td>
<td valign=”top”>
<input accept=”.zip” type=”file” id=”uploadZip” name=”icon”>
</td>
</tr>

Next, create a button to initiate the upload

<tr>
<td colspan=”5″ style=”text-align:center”>
<button type=”submit”>Upload Zip</button>
</td>
</tr>

Next up, inside the JavaScript, add a submitlistener for the submit button and call preventDefault inside it to prevent the form from doing the default action.

var form = document.querySelector(“form”);
form.addEventListener(“submit”, function(event) {
event.preventDefault();

Next up, get a reference to the upload location from your firebase storage bucket.

var timestamp = Number(new Date());
var storageRef = firebase.storage().ref(timestamp.toString());

Next, get the upload button from its ID and add its contents to a variable named file_data.

var $ = jQuery;
var file_data = $(‘#uploadZip’).prop(‘files’)[0];

Now upload that file to firebase.

storageRef.put(file_data);

If everything went as expected, you’ll be able to see the uploaded files onto your firebase console.

 storage

So, you can really appreciate the awesomeness of Firebase by now.
It has replaced the work done by over 50+ lines of code (spread around AJAX calls, PHP Scripts and JavaScript methods) by a single method call.

I would urge you to go through the documentation for more clarity on this.
https://firebase.google.com/docs/storage/

Well, that was it for now.
Next time, I’ll tell you how to retrieve the files back from the storage and add user’s details to Firebase Database.(Yeah, no need for Tables and SQL anymore!)

Cheers. 😀

Continue ReadingSet up Firebase to upload user files

Generating Documentation and Modifying the sTeam-REST API

(ˢᵒᶜⁱᵉᵗʸserver) aims to be a platform for developing collaborative applications.
sTeam server project repository: sTeam.
sTeam-REST API repository: sTeam-REST

Documentation

Documentation is an important part of software engineering. Types of documentation include:

  1. Requirements – Statements that identify attributes, capabilities, characteristics, or qualities of a system. This is the foundation for what will be or has been implemented.
  2. Architecture/Design – Overview of software. Includes relations to an environment and construction principles to be used in design of software components.
  3. Technical – Documentation of code, algorithms, interfaces, and APIs.
  4. End user – Manuals for the end-user, system administrators and support staff.
  5. Marketing – How to market the product and analysis of the market demand.

Doxygen

Doxygen is the de facto standard tool for generating documentation from annotated C++ sources, but it also supports other popular programming languages such as C, Objective-C, C#, PHP, Java, Python, IDL (Corba, Microsoft, and UNO/OpenOffice flavors), Fortran, VHDL, Tcl, and to some extent D.
The Doxygen treats files of other languages as C/C++ and creates documentation for it accordingly.
sTeam documentation was tried to be created with the doxygen. But empty documentation was created due to the lack of the doxygen annotations used in the project.
 Doxygen doc generation.
DoxyGenTerminal
Doxygen Docs
DoxyDoc
The next way to create documentation was to make use of the autodoc utility provided by the Pike. The utility to generate docs was provided in the later versions of the Pike(>=8.0.155).
The autodoc files are generated and  later these are converted into  html pages. The commands used for generating the autodoc include:-
pike -x extract_autodoc /source
pike -x autodoc_to_html /src /opfile
The autodoc_to_html utility converts a single autodoc file to an html page. As a result a shell script was written to convert all the generated autodoc files to the html file.
docGenerator.sh
#!/bin/bash  

shopt -s globstar  
for filename in ./**/*.pike.xml; do  
    outputFile=doc/${filename#./}  
    outputFile=${outputFile%.xml}."html"  
    if [ -d $(dirname "./"$outputFile) ]; then  
      touch "./"$outputFile  
    else  
      mkdir -p $(dirname "./"$outputFile) && touch "./"$outputFile  
    fi  
    pike -x autodoc_to_html $filename "./"$outputFile  
done  

Autodoc Documentation
AutoDocThe documentation generated by this was less informative and lacked the referrals to other classes and headers. The societyserver project was developed long back but the autodoc utility was introduced in the later versions of pike. As a result the source files lacked the autodoc tags which are required to generate a well informative documentation with bindings to other files.

Restructuring the sTeam-REST API

The sTeam-REST API project made use of the angular-seed to initiate the development during the early phases. However these files still existed in the project. This had lead to a pandemonium and created difficulty in understanding the project. The files had to be removed and the app was in dire need of a restructuring. The following issues have been reported and resolved.

Issue. Github Issue Github PR
sTeam-REST Issues Issues PR

The new UI can be seen below.

Home

Home

Register

Register

About

About

Testing the REST API

The functionality to run the tests using the npm test command was added to the project. Now the user can run the tests using these commands instead of the traditional approach of running the tests using jasmine-node and specifying the test directory. The domain name of the urls to which the request was sent was changed. The e2e tests and frisby tests were conducted successfully.

e2e Tests.

e2eTests

Frisby Tests

NPM tests

The next step would be to do add more tests for the REST API.

Feel free to explore the repository. Suggestions for improvements are welcomed.

Checkout the FOSSASIA Idea’s page for more information on projects supported by FOSSASIA.

Continue ReadingGenerating Documentation and Modifying the sTeam-REST API

What is CommonsNet?

It is already a few posts of Commons Net but I suppose you may wonder what CommonsNet is and what can it do for you. I think that it’ s the highest time to talk about CommonsNet. Let me explain it step by step.

CommonsNet is an open source project of FOSSASIA . FOSSASIA has participated for several years as a mentor organization in Google Summer of Code, and  CommonsNet is being developed as this year project.

This is how FOSSASIA sees CommonsNet:

CommonsNet

Develop Website for Standardized Open Networks Agreement similar to Creative Commons

Creative Commons is a wonderful example how standardized processes can enable millions of people to share freely. What about sharing your Internet connection? Across the world there are different legal settings and requirements for sharing of Internet connections and specifically Open Wifi connections. The Picopeering Agreement already offered a basis for completely free and open sharing: http://www.picopeer.net/

However, in many settings people cannot enable unrestricted level of sharing, e.g. if you share Internet in your office, you might need to reserve a certain bandwidth for you and restrict the bandwidth of users.

We need a website, that reflects these details and makes it transparent to the user. Just like at Creative Commons the site should generate a) a human readable file and b) a machine readable file of the level of sharing that is offered by someone. Examples are, that networks are completely free (all ports are open, all services are enabled, bandwidth is unrestricted) compared to networks with restrictions e.g. no torrent sharing, limited bandwidth and an accepted user agreement that is required.

This is how it actually looks, and is being developed on CommonsNet website

We decided to create a simple and user-friendly wizard form to let our users provide their wifi details in a convient way. We divided these different kind of wifi information into four different section like wireless settings – the most basic wifi information like ssid, password, authentication, speed and standard. Then we’ve decided that payment and time limit are also really important part of sharing wireless connection, so we enable our users to mention these details as well.

CommonsNet-wizard 1

Then, you can provide your wireless connection usage’s conditions.

CommonsNet wizard3

And finally we’ve put a section legal restrictions which is one of the most important part of using wireless connection and Internet resources and what vary over the world due to different legal systems.

For now our users are obliged to type legal restrictions on their own, but we are working hard on making it simpler for everyone by creating legal restrictions’ data base, which will let you simply choose your own country and the legal details will be provided and put into wizard form automatically thanks to collected resources.

CommonsNet wizard 4

And as you successfully finish filling form, you will be able to generate your pdf file or code to your website in order to share a transparent wireless connection with your users. It is so simple, but makes our world more transparent and trustworthy.

Feel free to visit us and test it https://commonsnet.herokuapp.com/

Don’t forget to join us on our social media profile where you can be up to date with our amazing work, and updates.

Continue ReadingWhat is CommonsNet?

Re-login in debug.pike

I will first talk about what is debug.pike and then explain my task and then the solution.

Debug.pike gives the user a pike prompt with all the constants from the sTeam client. It is like a self programmable pike client for the sTeam server. All the client side variable are available using which the user can write pike code to interact with the sTeam server. Steam-shell was built on top of this and has functions that perform common actions using these variables.

My task was to build a function to allow re-login as different users. I had worked with the code for connection to the sever and the login part while working on my second task. My second task was to implement TLS and thus I was familiar with the functions available and how COAL was working.

Implementing TLS: https://github.com/societyserver/sTeam/issues/47

First I tried the code for my function on the prompt of debug.pike itself. My plan of action was to logout the current user and restart the connection. However the logout function gave me a lot of troubles. On logging out I was losing the connection to the server and was not able to establish it back even with the connect_server() function, which establishes a connection between the server and the client. Breaking up the problem I devised a solution for the problem without logging out, that is, calling the login again without logging out.

After calling the function login() when I was unable to get any results I realized that I will have to reset all the variable values that get set during the first login. I moved all the variable initializations to init and called this function after login and the problem was solved. The temporary solution was working fine. I also realized that the logout function was giving me troubles because I was not re-initializing all the variables. So now I was also able to logout and my solution was complete.

My next task was to improve the code. The initialization and the login part of the code was repeated throughout several files with minor changes. I had to bring out the common part put it in a separate file and then inherit. The files I changed were:

  • steam-shell.pike
  • debug.pike
  • edit.pike

I shifted all the uncommon parts to the main of the respective files and then included the common file called client.pike

Issue: https://github.com/societyserver/sTeam/issues/91

Solution: https://github.com/societyserver/sTeam/pull/92

Now again after this I went back to my previous task and standardized the init function as I had changed it a lot and this would have given a merge conflict later.

Issue: https://github.com/societyserver/sTeam/issues/87

Solution: https://github.com/societyserver/sTeam/pull/89

Continue ReadingRe-login in debug.pike

Pike

(ˢᵒᶜⁱᵉᵗʸserver) aims to be a platform for developing collaborative applications.
sTeam server project repository: sTeam.
sTeam-REST API repository: sTeam-REST

The project is written in Pike programming language. Many of us would not be aware of it. Let’s take a dive into Pike and learn more about it.

What is pike?

Pike is a general purpose programming language, which means that you can put it to use for almost any task. Its application domain spans anything from the world of the Net to the world of multimedia applications, or environments where your shell could use some spicy text processing or system administration tools. Your imagination sets the limit, but Pike will probably extend it far beyond what you previously considered within reach. Pike is a dynamic programming language with a syntax similar to Java and C. It is simple to learn, does not require long compilation passes and has powerful built-in data types allowing simple and really fast data manipulation. Pike is released under the GNU GPL, GNU LGPL and MPL; this means that you can fetch it and use it for almost any purpose you please.

Who made pike?

We will not bother you here with the entire history of Pike, but in a quick summary we should credit Fredrik Hübinette, who started writing Pike (at that time called µLPC), Roxen Internet Software, who funded the Pike development during its first years, the Pike development team that continues its development at present and the Software and Systems division of the Department of Computer and Information Science (IDA for short) at Linköping University, who currently provides funding for some Pike research and development, as well as this site. Also, without the participation of the friendly community of Pike users and advocates all over the world, Pike would hardly be the same either; we are grateful for your commitment.

Who uses pike?

Besides those already mentioned (Roxen IS and SaS, IDA, LiU), there are many other people scattered throughout the world who have put Pike to good use. Read some of their testimonials and find out more about how they value Pike.

…and for what?

Roxen Internet Software wrote the free web servers Spinner, Roxen Challenger and Roxen WebServer in Pike, as well as the highly appraised commercial content management system Roxen Platform / Roxen CMS. SaS uses Pike for their research, currently concentrated on the field of compositioning technology and language connectors. Other noteworthy applications include the works of Per Hedbor, who among other things has written AIDO, a nifty network aware peer-to-peer client/server media player and a distributed jukebox system, both in Pike.

Why use pike?

Pike is Powerful – Being a high-level language, Pike gives you concise, modular code, automatic memory management, flexible and efficient data types, transparent bignum support, a powerful type system, exception handling and quick iterative development cycles, alleviating the need for compiling and linking code before you can run it; on-the-fly modifications are milliseconds away from being put to practice.
Pike is Fast – Most of the time critical parts of Pike are heavily optimized; Pike is really, really fast and uses efficient, carefully handcrafted algorithms and data types. Visit The Computer Language Shootout Benchmarks for more facts and figures on Pike’s performance.
Pike is Extendable – with modules written in C for speed or Pike for brevity. Pike supports multiple inheritance and most other constructs you would demand from a modern programming language.
Pike is Scalable – as useful for small scripts as for bigger and more complex applications. Where some other scripting languages aim for providing unreadable language constructs for minimal code size, Pike aims for a small orthogonal set of readable language elements that encourage good habits and improve maintainability.
Pike is Portable – Platform independence has always been our aim with Pike, and it compiles on most flavors of Unix, as well as on Windows (both ia32 and ia64 versions) and Mac OS X. To see the present status of how well the stable and development branches of Pike work on some of the many hardware architectures and operating systems Pike supports, visit the pikefarm pages.
Pike is Free – Pike is released under multiple licenses; the GNU licenses GPL and LGPL, as well as the Mozilla license, MPL.
Paradigms – Pike supports most programming paradigms, including (but not limited to) object orientation, functional programming, aspect orientation and imperative programming.
Pike is Constantly Improving – While already being a great language, Pike is actively developed and backed by both an active Pike community and the computer science scientific research community. This means that Pike will stay the razorsharp tool that Pike people over the world expect it to be, while assimilating recent findings from the scientific forefront of research, spanning fields such as compositioning, regexp technology and the world of ontologies, also known as the Semantic Web.
Pike is available via git – To help you get your hands on the very latest development versions of Pike, we provide Pike to anyone and everyone who knows his/her way around git. Stay as updated as you like on recent activity in the repository with our on-site repository browser.
You Too are Invited – We welcome contributions to pike, and it is our intention to provide write access to our repositories for those of you who want to join us in improving Pike, be it by contributing code, documentation, work with the web site or making tools and applications of general interest.

Example:


int main() {
  write("Hello world!\n");
  return 0;
}

Pike Resources

Documentation and other resources about the project can be found on the official website of Pike.

Installing Pike

Pike can be installed in the debian based distro’s by running the command

sudo apt-get install pike

Feel free to explore more about this programming language.

(source: http://pike.lysator.liu.se/)

Suggestions for improvements are welcomed.

Checkout the FOSSASIA Idea’s page for more information on projects supported by FOSSASIA.

Continue ReadingPike

Uploading a file to a server via PHP

Uploading a file to a server via PHP

If you have been following my posts about my GSoC project, you would be knowing that we are making an app generator which will allow users to easily generate an android app for any event that they plan to host.

So, the next thing that we wanted in our app was to allow the users to upload a zip containing the json files (in case they don’t have an API, from where app can fetch data from) and then upload it to the server where we can use these files during the app compilation.

Steps below will tell you , how we achieved it :

Changes to HTML

First thing that we needed to do was add a file upload element to out HTML page that would allow only .zip files to be uploaded.
It was pretty simple one liner code which goes as follows

<tr>
<td valign=”top”>
<label for=”sessions”>Zip containing .json files</label>
</td>
<td valign=”top”>
<input accept=”.zip” type=”file” id=”uploadZip” name=”sessions”>
</td>
</tr>

PHP script to upload file on to the server

Next, we needed a server sided script (I used PHP) which would upload the zip provided by the user on to the server and store it to a unique location for each user.
The code for that was,

<?php
if ( 0 < $_FILES[‘file’][‘error’] ) {
echo ‘Error: ‘ . $_FILES[‘file’][‘error’] . ‘<br>’;
}
else {
move_uploaded_file($_FILES[‘file’][‘tmp_name’],“/var/www/html/uploads/upload.zip”);
}
?>

So what is happening here is basically the input arg. is first checked whether it is null or not null.
If it is null, and error is thrown back to the user, else the file is renamed and uploaded to the uploads folder in the server’s public directory.

Changes to the JavaScript

This was the part that needed most of the changes to be done, we first had to store the file that is to be uploaded in the form data, and then make and AJAX call to the php file located on the server.

var file_data = $(‘#uploadZip’).prop(‘files’)[0];
var form_data = new FormData();
form_data.append(‘file’, file_data);
$.ajax(
{ url: ‘/upload.php’, // point to server-side PHP script
cache: false,
contentType: false,
processData: false,
data: form_data,
type: ‘post’,
success: function(php_script_response){
ajaxCall1(); } //Chain up another AJAX call for further operations
});

So, that’s almost it!
Some server sided changes were also required like allowing the web user to execute the upload.php script and making the uploads directory writable by the web user.

Well, does it work?

Um, yeah it does.
There are a few issues with concurrent users which we are still debugging, but apart from that it works like a charm!

Here you can see a folder created by each user based on his/her timestamp
And here you can see the file that was uploaded y him/her
screenshot-area-2016-07-04-124957
Lastly our webapp (Looks stunning right?)

So, that was all for this week, hope to see you again next time.
Cheers and all the best 🙂

Continue ReadingUploading a file to a server via PHP

Debugging with Node

Nodejs is a powerful Event-driven I/O server-side JavaScript environment based on V8. Debugging of Node applications is not as easy as the browser code. But the node wonderful debugger can make it easy if it is used effectively.

How to start the debugger

For debugging node applications, we have to only run a debug command. Here for a quick demonstration, I have used Open-Event-Webapp fold.js code.

Suppose there is a problem in the script file and we have to debug it. All we have to do is to run the debug command from the directory containing the file.

node debug ./fold.js

The output screen will show something like this:

25

This brings us into the debug mode. When we are in debug mode, we can try various commands like ‘n’ for next, ‘s’ for the step into a function, ‘list(k)’ where k is the number of lines of the code you want on the screen.

26

The ‘n’ command always takes us to next instruction, hence in long codebases, it is always recommended to use ‘c’ or Continue Execution command for going to the next breakpoint.

To set the breakpoint, we can use the command:

setBreakpoint() or sb()

The snapshot shows the output once the breakpoint is set. We can check the values at the breakpoint by using command repl.

4

Debugging the code correctly can save a lot of time and effort. These techniques provided by the debugger are necessary to learn.

Alternates

Continue ReadingDebugging with Node

How can you add a bug?

It’s very simple to start testing, You don’t need any special experience in testing area.To start testing in Open Event project you need to open our web application http://open-event.herokuapp.com/ and you can start.Isn’t it easy? So You should focus on finding as many bugs as possible to provide your users with perfectly working software. If you find a bug you need to describe many details

How can you report a bug to Open Event?

Go to Github page issues, click new issue(green button).

Screen Shot 2016-07-01 at 21.03.45.png

Our Requirements:

Good description – If you found a bug you have to reproduce it, so you have nice background to describe it very well. It’s important because, good issue’s description saves developers time. They don’t need to ask announcer about details of bug. The best description which tester can add is how developer can simply achieve a bug step by step.

Logs – description is sometimes not enough so you need to attach logs which are generated from our server(It’s nice if you have access, if you don’t have ask me)

Pictures – it’s helpful, because we can quickly find where bug is located

Labels – You need to assign Screen Shot 2016-07-01 at 21.26.17.png label to issue

That’s all!

 

Continue ReadingHow can you add a bug?

sTeam REST API

(ˢᵒᶜⁱᵉᵗʸserver) aims to be a platform for developing collaborative applications.
sTeam server project repository: sTeam.
sTeam-REST API repository: sTeam-REST

REST Services

REST is the software architectural style of the World Wide Web. REST (Representational State Transfer) was introduced by Roy Fielding in his doctoral dissertation in 2000. Its purpose is to induce performance, scalability, simplicity, modifiability, visibility, portability, and reliability.It has client/server relationship with a uniform interface and is stateless. REST is most commonly associated with HTTP but it is not strictly related to it.

REST Principles

  • Resources : Each and every component is a resource.A resource is accessed by a common interface using HTTP standard methods.
  • Messages use HTTP methods like GET, POST, PUT, and DELETE.
  • Resource identification through URI: Resources are identified using URI. Resources are represented using JSON or XML.
  • Stateless interactions take place between the server and the client. No context is saved for the requests at the server.The client maintains the state of the session.

HTTP methods

The CRUD(create, retrieve, update and delete ) operations are performed using the HTTP methods.

GET

It is used to retrieve information. GET requests executed any number of times with the same parameters, the results would not change. This makes it idempotent. Partial or conditional requests can be sent. It is a read only type of operation.

Retrieve a list of users:

GET /api.example.com/UserService/users

POST

POST is usually used to create a new entity. It can also be used to update an existing entity. The request will have to do something with the entity provided in the URI.

Create a new user with an ID 2:

POST /api.example.com/UserService/users/2

PUT

PUT request is always idempotent. Executing the same request any number of times will not change the output. PUT can be used to create or update an existing entity.

Modify the user with an ID of 1:

PUT /api.example.com/UserService/users/1

PATCH

It is idempotent. PATCH requests only updates the specified fields of an entity.

Modify a user with an id of 1:

PATCH /api.example.com/UserService/users/1

DELETE

It can be asynchronous or a long-running request. It removes the resource. It can be removed immediately or at a later instance of time.

Delete a user with an ID of 1:

DELETE /api.example.com/UserService/users/1

 sTeam-REST API

Installing and activating the REST API

The REST API is developed as an application inside the sTeam server. This simplifies development quite a lot, as we don’t need to restart the server for every change. Instead just the API code gets updated and reloaded. It may eventually be integrated into the core, however the longterm plan is actually to move functionality out of the core, to make development easier.

To get the current version of the API clone the steam-rest repo into your home or to any place where you keep your development repos. Then change to the tools directory of your installation and run import-from-git.

git clone https://github.com/societyserver/steam-rest
cd steam-rest
git checkout origin/rest.pike
export steamrest=`pwd`
cd /usr/local/lib/steam/tools
./import-from-git.pike -u root $steamrest /

Note: The new import-from-git.pike script supports importing documents of all mime types.

It is important that the first import is done as root because the API code needs to run with root privileges and it will only do that if the object that holds the source is created as root.

Once the api code is loaded there are just a few tweaks needed to make it work.

We need to fix the mime-type, as the import script is not doing that yet.

OBJ("/sources/rest.pike")->set_attribute("DOC_MIME_TYPE", "source/pike");

Changing the mime type will change the class of the rest api script from Document to DocLpc.

> OBJ("/sources/rest.pike");                                               
(1) Result: 127.0.0.1:1900/rest.pike(#840,/classes/Document,17,source/pike)
> OBJ("/sources/rest.pike");                                               
(2) Result: 127.0.0.1:1900/rest.pike+(#840,/classes/DocLpc,529,source/pike,0 Instances, ({  }))

This takes a moment, check the type a few times until it’s done. Then instantiate an object from the source, give it a proper name, and move it to the /scripts/ container”

object rest = OBJ("/sources/rest.pike")->provide_instance();
rest->set_attribute("OBJ_NAME", "rest.pike");
rest->move(OBJ("/scripts/"));

Instantiating the object needs to be done as sTeam-root, in order for it to have permissions to run on behalf of other users.

Once this is done you are ready to start using the API.

sTeam-REST API tests

The project contains a set of examples and tests for the RESTful API for the sTeam server.

The code is written in coffee script and needs node.js only for coffeescript translation. Deployment can be done as static javascript files, and does not need any kind of dynamic server for the front-end. The back-end is a RESTful API written for the sTeam server as used by steam.realss.com

Development instructions

step 1: install node.js

http://nodejs.org/download/

step 2: clone the repository

git clone https://github.com/societyserver/steam-rest

step 3: install node packages:

npm install

This installs all dependencies (including coffee) for our project into the project’s node_modules directory based on the ‘package.json’ file

step 4: start the server

node_modules/.bin/coffee scripts/server.coffee

but for convenience we can install coffee in the global node environment:

npm install -g coffee-script

so we can just say

coffee scripts/server.coffee

if the server is working you’ll see:

Listening on port 7000

Testing

FrisbyJS is used to test the API. It is run through Jasmine and is based on nodejs.

Once you have nodejs installed, run the following statement to install Frisby and Jasmine:

npm install -g jasmine-node frisby

Then execute the test by:

cd project/directory
jasmine-node test/

The karma testing framework is also used for testing the sTeam REST API.

There were some inherent issues with the test framework which were addressed.

Issue. Github Issue Github PR
Update Readme.md Update Readme PR-2
Add javascript dependencies Issue-4 PR-6
Add node dependencies Issue-5 PR-7
Add angular-mocks.js script for testing the REST services. Issue-8 PR-9

The project dependencies were not met and this resulted into the error when the project was run on the localhost. The angular-ui-router, angular-bootstrap and bootstrap js frameworks were not installed in the node modules of the project. As a result the bower.json script was modified to include these dependencies.

bower.json

{
  "name": "bower",
  "version": "0.1",
  "private": true,
  "ignore": [
    "**/.*",
    "node_modules",
    "bower_components",
    "test",
    "tests"
  ],
  "dependencies": {
    "angular": "",
    "angular-route": "~1.4.8",
    "angular-ui-router": "",
    "angular-bootstrap": "",
    "bootstrap": ""
  }
}

The node dependencies of karma, frisby and jasmine-node were included in the package.json. These would be installed when the npm install is executed.

package.json

{
"name": "TechGrind",
"version": "0.1.1",
"private": true,
"dependencies": {
"express": "",
"coffee-script": "",
"morgan": "",
"compression": "",
"method-override": "",
"body-parser": "",
"serve-static": "",
"errorhandler": "",
"bower": "",
"jasmine-node": "",
"frisby": "",
"karma": ""
},
"production_dirs": {
"coffee_src": "src/",
"src": "app/",
"dest": "app_production/"
},
"devDependencies": {
},
"scripts": {
"postinstall": "bower install"
}
}

Feel free to explore the repository. Suggestions for improvements are welcomed.

Checkout the FOSSASIA Idea’s page for more information on projects supported by FOSSASIA.

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