Running Blockchain Applications in Hyperledger Explorer
Hyperledger Explorer is a powerful utility that allows users to create user-friendly web-based applications. It is a blockchain dashboard and provides the ability to view, invoke, deploy, and query raw blockchain data and network information, including block details, chain codes, and transactions stored in the ledger.
Hyperledger Explorer is a highly maintainable and open source browser that can be configured and built natively on macOS and Ubuntu. At the time of writing, Hyperledger Explorer has not yet gone live. The latest release, v0.3.8, supports Fabric v1.3.
It is common to encounter errors here and there, especially around issues related to versions and/or setting up environments. To save time while debugging, I have included notes, along with recommended fixes, for some of errors you might run into while walking through this recipe.
Before running Hyperledger Explorer, we should examine the configuration of Explorer, which is defined in the explorerconfig.json file.
Update the following information according to the individual needs of the project:
Where the synchronization will be running, which is either explorer (local) or from a different location standalone (host)
The type of blockchain network (Fabric)
How often the blockchain data will synchronize with explorer
Run Hyperledger Explorer Application
Execute the following steps to run your Hyperledger application:
1. Use the vi editor or your editor of choice to make the modifications as needed:
cd blockchain-explorer/app vi explorerconfig.json # Here we will run local with Explorer, update the "sync" property as needed to # as below: "sync": { "type": "local", "platform": "fabric", "blocksSyncTime": "3" } }
2. Now, start Explorer from another Terminal. When you are done using Explorer, you should stop Explorer and the node server:
cd blockchain-explorer/ sudo ./start.sh # To stop Explorer, use this command: sudo ./stop.sh
3. You can check for error statuses in the log file: [logs/console/console-yyyy-mm-dd.log]. If everything goes well, you will see the following:
postgres://hppoc:password@127.0.0.1:5432/fabricexplorer (node:14817) DeprecationWarning: grpc.load: Use the @grpc/proto- loader module with grpc.loadPackageDefinition instead Please open web browser to access: http://localhost:8080/ pid is 14817 postgres://hppoc:password@127.0.0.1:5432/fabricexplorer ...
4. The console log might show an Explorer error, such as the following:
postgres://hppoc:password@127.0.0.1:5432/fabricexplorer <<<<<<<<<<<<<<<<<<<<<<<<<< Explorer Error >>>>>>>>>>>>>>>>>>>>> { Error: The gRPC binary module was not installed. This may be fixed by running "npm rebuild" Original error: Cannot find module '/home/ubuntu/blockchain-explorer/node_modules/grpc/src/node/extension_binary/node-v57-linux-x64-glibc/grpc_node.node' at Object.<anonymous> (/home/ubuntu/blockchain-explorer/node_modules/grpc/src/grpc_extension.js:43:17) at Module._compile (module.js:653:30) at Object.Module._extensions..js (module.js:664:10) at Module.load (module.js:566:32) at tryModuleLoad (module.js:506:12) at Function.Module._load (module.js:498:3) at Module.require (module.js:597:17) at require (internal/module.js:11:18) at Object.<anonymous> (/home/ubuntu/blockchain-explorer/node_modules/grpc/src /client_interceptors.js:145:12) at Module._compile (module.js:653:30) code: 'MODULE_NOT_FOUND' } Received kill signal, shutting down gracefullyClosed out connections
5. This may be fixed by running npm rebuild and then starting Explorer again:
Note: There is an application log, [logs/app/app.log], that provides more information than the console log if there are any errors when running the Explorer application.
6. On the other hand, Explorer start.sh runs in the background. To observe the progression, you could use the tail command for the app.log file:
8. If you are running on AWS EC2, you will need to carry out a further two steps. Replace the localhost with your instance’s public IP address and add or modify a security group associate with the EC2 instance to allow inbound traffic from TCP port 8080. If everything is good, you should see the explorer DASHBOARD default page. From here, you can navigate to the application to check and monitor various blockchain data:
You have now successfully built the Hyperledger Explorer application, integrated it with the Hyperledger Fabric framework, and utilized Explorer to visualize the blockchain network data on the browser.
Posted by: xSicKxBot - 07-23-2019, 11:08 AM - Forum: Lounge
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Overwatch Setting Up 'Sigma' In Another Hero 31 Teaser
Following yesterday's teaser, Blizzard has now put out another mysterious image related to Overwatch. While the first showed Jeff Kaplan getting sucked into a black hole, this one appears to show a name badge which, importantly, features the Greek alphabet symbol for Sigma. Those that have been paying attention to recent Overwatch leaks will know that Sigma is believed to be the name of Hero 31.
This all but confirms that a new hero should be joining Overwatch pretty soon. This would be the 31st playable character on the roster. The last one to debut was the combat medic Baptiste in March.
Blizzard is currently testing a new Role Queue feature in the public test realm, which totally revises how players engage with matchmaking. Instead of picking a hero, you choose from one of the three role types: tank, support, or damage. Then you're put into a team composed of two players of each type. The move is intended to help with team composition, and it comes with a suite of changes to skill ratings and leaderboards. It will roll out as a beta on August 13.
Meanwhile, Overwatch is currently celebrating its Summer Games event. The yearly event offers special challenges and exclusive cosmetics to earn. As usual they're themed after beating the heat with some summer wear, like a swimsuit for Hanzo or a very beachy Torbjorn.
This Year’s QuakeCon Is Celebrating 25 Years Of DOOM With Two Special Panels
QuakeCon starts later this week in Dallas, Texas and will run from 25th July to 28th July. This year’s event is dubbed “QuakeCon: Year of DOOM” and celebrates the 25th anniversary of the hellish series.
As part of these celebrations, Bethesda will host two special panels on Friday and Saturday. DOOM Eternal will also feature and so will the id Software developers, Marty Stratton and Hugo Martin. Here’s the full rundown:
FRIDAY 11:00am CT Keynote Presentation
Immediately following the Keynote Presentation 25 Years of DOOM’s Influence on Video Games – An all-star panel of Bethesda developers looks back at how DOOM’s launch 25 years ago impacted the video game industry and the games that followed. Featuring leads from id Software, MachineGames, Bethesda Game Studios and Bethesda Softworks, this roundtable discussion will cover games old and new, and trends in shooters and beyond.
SATURDAY 11:00am CT
Knee-Deep in the DOOM – Join id Software developers Marty Stratton and Hugo Martin for the first live gameplay demo of DOOM Eternal, using the award-winning experience from this year’s E3.
You’ll be able to view all of the action on Bethesda’s Twitch channel. There’ll also be additional content on QuakeCon.tv all day. For more information, visit the Bethesda website.
Will you be tuning into these events? Leave a comment below.
Video: Take A Look At The Beautiful Opening Animation In Digimon Survive
Following on from the delay of Digimon Survive, Bandai Namco has uploaded the game’s opening movie to its official YouTube channel.
This is the same trailer that was originally shown to attendees of the “Future of Digmon” panel at this year’s Anime Expo. It contains English subtitles and sets the scene, as you might have already guessed.
Digimon Survive will release at some point in 2020. The reason behind the delay, according to producer Kazumasa Habu, is due to “reorganization” of the game’s development structure. Here’s a translation, courtesy of Siliconera:
“Regarding Survive, the planned release date has been changed to 2020 because of a reorganization of our game development structure. Sorry to keep you waiting. Once again, I feel deeply the hardships of game development… We will continue to develop the game in order to make it a good product, so please look forward to it.”
Are you looking forward to Digimon Survive? What do you think of this opening movie? Leave a comment below.
The kernel team is working on final integration for kernel 5.1. This version was just recently released, and will arrive soon in Fedora. This version has many security fixes included. As a result, the Fedora kernel and QA teams have organized a test week from Monday, Jul 22, 2019 through Monday, Jul 29, 2019. Refer to the wiki page for links to the test images you’ll need to participate. Read below for details.
How does a test week work?
A test day/week is an event where anyone can help make sure changes in Fedora work well in an upcoming release. Fedora community members often participate, and the public is welcome at these events. If you’ve never contributed before, this is a perfect way to get started.
To contribute, you only need to be able to do the following things:
Download test materials, which include some large files
Read and follow directions step by step
The wiki page for the kernel test day has a lot of good information on what and how to test. After you’ve done some testing, you can log your results in the test day web application. If you’re available on or around the day of the event, please do some testing and report your results.
Happy testing, and we hope to see you on test day.
Posted by: xSicKxBot - 07-23-2019, 11:08 AM - Forum: Windows
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Meaningful innovation: Human ingenuity, powered by AI
This week, I’ve had a great time in the 110-degree heat in Las Vegas at our Inspire and Ready conferences (well, maybe not enjoying the heat so much). I’ve had the opportunity to share the role of innovation and the power of artificial intelligence with partners and employees from every corner of the globe. This is a really exciting time to be at the forefront of the AI revolution, and it’s been great to be involved in discussions about the profound effect AI is having on how we live and work.
Making the most of AI in business
Making AI real, and delivering tangible impact from it, is something we must work together to achieve. Our partners play a critical role in making the most of the opportunities that are only possible through AI. All week, I’ve heard stories of our partners embracing the power of AI to differentiate their services and extend their capabilities to create new business opportunities for themselves and great business outcomes for their customers.
For example, there’s Xanterra – a customer-experience-driven business that hosts 26 million visitors all over the world. Their goal is to provide world-class service and personalization for their well-traveled guests, many of whom are repeat customers at their different global properties. Xanterra’s challenge was that their properties weren’t connected, creating a gap between the high-touch experiences the company delivers and the need to personalize those experiences for guests. Our partner, RedPoint Global, used Microsoft AI to help Xanterra create a detailed profile of each and every customer by connecting data from more than 100 different sources. Now, they use this information to anticipate their guests’ needs more effectively and generate relevant, customized offers to each. Because of this, the Xanterra team increased their revenue with each touchpoint, elevated the guest experience and is sending customer communications more efficiently.
YouTube Video
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So how can we help unlock more opportunities for people to use AI? Our new Microsoft Azure AI Accelerate Program is helping our partners take advantage of the opportunities AI can bring to their business. It focuses on helping grow ecosystems and bridge adoption barriers to create more value for everyone. We’re also making it easier for partners to access AI Business School by connecting each learning path into the Partner Training Center. In addition, we are publishing the AI Business School in a Box in the Partner Marketing Center, a set of unique assets to enable partners to lead AI engagements with confidence.
Making the most of AI in society: AI for Good
While the opportunity that AI presents for our customers and partners is huge, the potential for AI to positively benefit society through ingenuity, vision and scale is even bigger. Microsoft’s AI for Good initiative already has more than 300 grantees across 63 countries. All of them are using AI to tackle some of our greatest challenges that go beyond business — including climate change, humanitarian crises and enabling greater accessibility for the more than 1 billion people across the world living with a disability.
One of my favorite stories, and one that I was honored to share at Microsoft Inspire this week, is the incredible work of Wild Me, one of the program’s grantees. They’re using the power of Microsoft AI to track individual animals to monitor the health of entire species in support of conservation efforts. As a result, they’ve been able to identify 10 times more whale sharks than ever before in human history. It’s truly awe-inspiring and vital work.
Wild Me’s story is one of many showing how AI is positively impacting society and transforming the world we live in. Building upon our commitment to use tech to make a positive impact on society, we just announced our newest AI for Good program dedicated to the preservation and enrichment of cultural heritage. Through our AI for Cultural Heritage program, we’re partnering with the people preserving places of historical and cultural significance for future generations – such as the work by nonprofit organization Iconem, which is using AI to digitally re-create at-risk locations in areas of conflict. The program will also help communities preserve languages that are at risk of being lost, such as the Yucatec Maya and Querétaro Otomi in Mexico. Because of this, more people across the world will be able to enjoy historical artifacts – as exemplified by our recent partnership with the Metropolitan Museum of Art, making its collection of 1.5 million works of art that spans 5,000 years more accessible to everyone.
The innovations from the grantees we’re working with through our AI for Good initiative reflect our belief in the use of AI to inspire and nurture breakthrough ideas that have meaningful impact and can solve some of the world’s greatest problems.
I’m humbled by the work of our partners and grantees, and being at Inspire reminds me just how fortunate I am to help and work alongside them as they create what’s next and do really powerful things with AI. Technology is just one part of the story, and empowering people to shape and transform the world and do good are at the center of it. By encouraging our partners and users to create their own meaningful innovations, we’re working together to embrace change and find solutions to all sorts of challenges – whether they’re business or societal ones.
Updated Razor support in Visual Studio Code, now with Blazor support
Daniel
April 18th, 2019
Today we are pleased to announce improved Razor tooling support in Visual Studio Code with the latest C# extension. This latest release includes improved Razor diagnostics and support for tag helpers and Blazor apps.
Get Started
To use this preview of Razor support in Visual Studio Code install the following:
To try out Visual Studio Code with Blazor apps, also install:
dotnet new -i Microsoft.AspNetCore.Blazor.Templates::3.0.0-preview4-19216-03
What’s new in this release?
Improved diagnostics
We’ve improved the Razor diagnostics in Visual Studio Code for a variety of scenarios, including floating @ characters:
Missing end braces:
And missing end tags in code blocks:
Tag helpers
Tag helper completions are now supported in ASP.NET Core projects:
As well as completions for tag helper attribute names and values:
Blazor
Visual Studio Code now works with Blazor apps too!
You get completions for components and component parameters:
Also data-binding, event handlers and lots of other Blazor goodies!
Limitations and known issues
This is an alpha release of the Razor tooling for Visual Studio Code, so there are a number of limitations and known issues:
Razor editing is currently only supported in ASP.NET Core and Blazor projects (no support for ASP.NET projects)
Limited support for colorization
Note that if you need to disable the Razor tooling:
Open the Visual Studio Code User Settings: File -> Preferences -> Settings
Search for “razor”
Check the “Razor: Disabled” checkbox
Feedback
Please let us know what you think about this latest update to the Razor tooling support in Visual Studio Code by reporting issues in the Razor.VSCode repo. When reporting Razor tooling related issues please use the “Report a Razor Issue” command in Visual Studio Code to capture all of the relevant longs and diagnostic information. Just run the command and then follow the instructions.
Thanks for trying out Razor in Visual Studio Code!
There is no shortage of card-based games on iOS (or Android). From straight up trading card games, to games that use the randomness of card drawing in some aspect of its design, there’s just something universally satisfying about drawing from a deck and taking your chances. In many ways, Void Tyrant isn’t that much different than many of its contemporaries. But like the Uncharted series on PlayStation consoles, Void Tyrant is more concerned with perfecting well-worn design features than innovating them completely.
A mysterious chaos pyramid has appeared at the edge of the solar system. It’s locked, its keys scattered across disparate planets, each granting both power and madness to their inhabitants. You must gather the keys, enter the deadly structure, and put an end to whatever is causing the malevolence. It’s a story that is both familiar, but resonant enough to climb onboard with quickly.
The “you” in this game is a character that gets randomly rolled at the start of each run. They are a mix of various races, classes, and passive attributes that make each character hold a specific sort of uniqueness each time. Sometimes, these variables can change some interactions with characters or environments you’ll encounter in your run. If you draw a race that can see in the dark, then wandering off of the beaten path into a spooky cave won’t be ominous for you.
The act of traversing these worlds in search of chaos keys is standard first person RPG fare. Every step takes you into a new encounter, which could be a monster, trap, or treasure. Every once in a while, you’ll have the option to turn left or right, but rarely do these paths branch farther than a single screen.
When you do stumble across a monster, that’s when the signature blackjack-style combat goes down. You and your enemy have a deck of 24 cards, each with a number of 1-6. While drawing, your goal is to get as close to 12 as possible without going over. The side who is closest wins, and gets an amount of attacks against their enemy equal to the difference between both numbers. Pretty simple stuff.
The many ways this basic concept gets modified is where combat really shines. Each combatant has another hand of cards full of spells and abilities. These either take effect when you win a round, or immediately. They can alter the count of your draw, add extra attacks if you win, put status ailments on your enemy, etc. Using all of these flairs strategically is when Void Tyrant feels most like an RPG. Analyzing your draw total, how many cards you’ve left to pull, and where a useful ability might fit into that equation is a rewarding exercise. The sort of risk taking aspect of playing around the draw is rewarding as well.
That said, combat can also feel arduous. Sometimes, you’ll find yourself in minutes long stalemates with enemies. Making the “right” decisions can put you in a holding pattern for what feels like an endless amount of turns. Especially against bosses, you could spend just as much time sticking and moving around the enemy as it did to get all the way to them.
That and the randomness of the game can truly feel unfair at times. More often than not, enemies that are supposed to be tough seem to always draw favorably, and you always seem to come up short. This isn’t to say that the numbers are being actively fudged, though. It’s more to draw a parallel to Void Tyrant’s casino counterpart. Just like you may feel like you’re caught in a bad card patch at a 21 table, you can feel that same bad energy against a big, icy, armored beetle.
Another pretty demoralizing thing can be playing the free to play version of this game. It’s heavily ad supported, which means almost everything will involve watching an ad to take part of. Getting bonuses from spirits – little npcs that grant you bonus currency, card packs, and extra lives – involves watching an ad first. Journeys on planets can be impeded every few steps by ads. It’s truly an annoying experience.
More than that, there are parts of the game that suddenly began to appear after I upgraded to the premium version. Side paths that used to just be a single treasure chest or monster encounter suddenly became doorways to whole new mini dungeons. I can’t confirm whether I passed a particular in-game threshold to open these up, or if it was a premium exclusive feature.
Many of the variants for your hero character is locked behind lots of grinding. Certain quests have to be completed before unlocking new classes or races. These quests can consist of killing a certain number of creatures or finding a number of a specific item. Many of these quests can only be done on specific planets, and can’t be done in one run. Also, you can’t just replay a specific planet without either cancelling your run prematurely, or finishing it to the end. You’ll play as a human knight for a large bulk of your early experience, which feels like a very narrow view of what this game has to offer.
If you can stick with it (and are willing to drop the approximately $5/£6 for the premium version) then Void Tyrant may very well be your next favorite iOS RPG. It’s clever, if not ground-breaking, take on the blackjack combat trope, as well as fun utilization of rogue-like mechanics, makes Tyrant a unique experience on the platform. It bogs itself down with the pacing of its free to play ads and the natural ebb and flow of card-based randomness. It also hides a big swath of its customizability behind arduous grinding. But if you have time to grind, Void Tyrant is worth the investment.
Ubisoft, or more specifically Ubisoft Animation Studio, has just joined the Blender Foundation as a gold sponsor. The Blender Foundation Development Fund is a way for individuals and corporations to contribute financially to the development of Blender. Additionally, UAS will be adopting Blender 2.80 for future animation projects.
Today Ubisoft announced that they will join the Blender Foundation’s Development Fund as a corporate Gold member. Not only will Ubisoft help funding online support for Blender developers, Ubisoft Animation Studio – a department of Ubisoft Film and Television – will also use Blender for their productions and assign developers to contribute to Blender’s open source projects.
Pierrot Jacquet, Head of Production at Ubisoft Animation Studio says “Blender was for us an obvious choice: Its strong and engaged community paired up with the vision carried by the Blender Foundation makes it one of the most creative DCC of the market.”
“Good news keeps coming” says Blender founder and chairman Ton Roosendaal, “it’s such a miracle to witness the industry jumping on board with us! I’ve always admired Ubisoft, as one of the leading games and media producers in the world. I look forward to work with them and help them finding their ways as a contributor to our open source projects on blender.org.“
For those that may not know, Blender has been around for quite some time as open-source animation software. Why has Ubisoft chosen now to become a Corporate Gold Member?
PJ: We believe that Blender 2.8, which will be released in the coming days, is a game-changer for the CGI industry. Blender has been on Ubisoft’s radar for a long time already, and in the past year, more and more of our artists have shown an interest in using it in production. The growth of our internal Blender community, as well as the innovations brought by 2.8 – e.g. a revamped UX, Grease Pencil, EEVEE real-time rendering – convinced us that this was the right time to bring support to our artists and productions that would like to add Blender to their toolkit. What better way to support that switch than donating to the Blender Foundation, so we can help Blender to continue to grow?
How does working with open-source tools balance out with in-house developed tools?
PJ: At Ubisoft Animation Studio, we will always have very specific needs, and in-house development is the most efficient way to serve these.
On the other hand, when we had our own DCC, we had to spend a significant amount of time to maintain and improve the core of the software; this was less time we could spend innovating. Working with open source solutions like Blender offers us more flexibility and frees some resources to focus on research and exploration of new ways and tools to create animated shows.
Our discussions with the Blender Foundation have shown us that our goals are aligned, making the open source collaboration the obvious choice.
The above is only a portion of the complete Ubisoft interview about their plans for using Blender and open source in the future. If you are interested in supporting Blender, be sure to check out details on the Corporate Developer Fund available here or here (PDF).
Nils Brauckmann, SUSE CEO who led the company through its turbulent phase and eventually made it an independent company again is retiring, paving the path for a new leader of the green team. Melissa Di Donato has been named the successor of Brauckmann. Prior to SUSE, Di Donato was chief operating officer and chief revenue officer at SAP where she was responsible for the worldwide revenue, profit and customer satisfaction of the company’s digital core solutions.