Displaying Stacktraces in PHP
During development stuff breaks. And when that happens, it's not always clear what exactly when wrong. Luckily stack traces help narrow things down, by showing the execution path that lead up to the unfortunate event.
Still, unless you're intimately familiar with the code base, you need to sift through the files to understand what exactly was called on that particular line. To help out with doing this quickly during development of a Zend Framework based application, I wrote a view helper that would format and show a section of code for each line. The resulting stack trace is then easy to follow.
Of course, this is something that should only be used during development as exposing source code anywhere near a production environment isn't recommended.
I've found that it helps me quickly see what actually went wrong. And if necessary, it could be augmented to also display any arguments that were passed along for an even better overview.
<?php
/**
*
* Pretty print a stack trace
*
* Didn't put too much effort into this. After all, running this on a production
* site isn't really recommended.
*
* @author Marcus Welz
*
*/
class Helper_StackTrace extends Zend_View_Helper_Abstract
{
/**
* Retrieve the relevant portion of the PHP source file with syntax highlighting
*
* @param string $fileName The full path and filename to the source file
* @param int $lineNumber The line number which to highlight
* @param int $showLines The number of surrounding lines to include as well
*/
protected function _highlightSource($fileName, $lineNumber, $showLines)
{
$lines = file_get_contents($fileName);
$lines = highlight_string($lines, true);
$lines = explode("<br />", $lines);
$offset = max(0, $lineNumber - ceil($showLines / 2));
$lines = array_slice($lines, $offset, $showLines);
$html = '';
foreach ($lines as $line) {
$offset++;
$line = '<em class="lineno">' . sprintf('%4d', $offset) . ' </em>' . $line . '<br/>';
if ($offset == $lineNumber) {
$html .= '<div style="background: #ffc">' . $line . '</div>';
} else {
$html .= $line;
}
}
return $html;
}
/**
*
* Print the stack Trace
*
* @param Exception $exception Any kind of exception
* @param int $showLines Number of surrounding lines to display (optional; defaults to 10)
*/
public function stackTrace($exception, $showLines = 10)
{
$html = '<style type="text/css">'
. '.stacktrace p { margin: 0; padding: 0; }'
. '.source { border: 1px solid #000; overflow: auto; background: #fff;'
. ' font-family: monospace; font-size: 12px; margin: 0 0 25px 0 }'
. '.lineno { color: #333; }'
. '</style>'
. '<div class="stacktrace">'
. '<p>File: ' . $exception->getFile() . ' Line: ' . $exception->getLine() . '</p>'
. '<div class="source">'
. $this->_highlightSource($exception->getFile(), $exception->getLine(), $showLines)
. '</div>';
foreach ($exception->getTrace() as $trace) {
$html .= '<p>File: ' . $trace['file'] . ' Line: ' . $trace['line'] . '</p>'
. '<div class="source">'
. $this->_highlightSource($trace['file'], $trace['line'], 5)
. '</div>';
}
$html .= '</div>';
return $html;
}
}
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Game with HTML5 and Erlang
In a previous post I've mentioned web-based gaming, with regards to using HTML 5. There are already a number of HTML5 / JavaScript frameworks out there that all pretty much do a very similar thing, and that is abstracting away the DOM and providing an API that implement game development concepts such as sprites, blitting, and in some cases very simple physics engines.
In 2008 I've done some PHP work for a group of guys that had a project they wrote in Erlang. During that same time, Erlang had some exposure on various programming related sites because of its concurrent nature. So I got Joe Armstrong's book and casually read through it. I had briefly played with Yaws, mochiweb, and various other Erlang tools, libraries and documentation, which I found sparse, and somewhat experimental. There wasn't much of a community. There is trapexit, and a few other sites that offer some tools, as well as blogs, of which most are people just learning the basics.
It wasn't until March of 2009 that I also played with Flex, in conjunction with Papervision3D and Away3D. I was envisioning using Erlang as a backend for a 3d virtual world with Flex and Papervision3D as the client. To make it simpler, I'd wanted to create a space simulation. I thought that modeling a few (simple) space ships in Wings3D and using simple steering behaviors would be something achievable. Much more so than having to deal with terrain generation and animated characters.
It got to the point of having a few simple Erlang processes being able to talk to a client process that was connected to a Flex client via TCP, rendering a polygon to represent the ship. Although it would have been possible to continue down the road, I didn't think I was on the right track. Talks of HTML5 and hints of WebGL led me to believe that Flex wasn't the way to go. I don't know. I just lost interest. Perhaps it was the thought that I wasn't going to be able to produce something quickly enough. I've also had doubts that the math intensive steering behavior component was a good use of Erlang. So, Project canceled.
In June 2010 I stumbled across a demonstration of the HTML5 Aves engine.
I found this somewhat impressive, actually. And had thought about various techniques that might have been used to achieve this.
Most of the web-based games thus far weren't all that fancy. They're either written in Flash or had very simple game play. Or they were single player client-side only.
Various other JavaScript frameworks sprung out of the ground that used DOM elements or the canvas tag to handle simple game simulations. I found the Google tech talk presentation by Paul Bakaus inspiring enough to give some of the techniques a whirl.
So I started prototyping.
Nothing in particular. I'm just trying to play to the strengths of the various pieces of technology I'm using. I have over a decade of experience in imperative languages doing OOP, writing middleware and working with backends, and I'm quite honestly bored with it.
So early 2008 I started dabbling with Erlang, tried to implement some steering behavior (to be rendered with PaperVision 3D / flex) and ran into all kinds of issues. "Game loop" issues on the Erlang side (weak math performance), my lack of experience with functional / concurrency oriented languages, not quite understanding on how to efficiently share data when you're dealing with message passing, lag / protocol issues (flex only does TCP, and there were no docs on whether I could tweak / misuse RTMFP to somehow get UDP-like features). And ultimately, I didn't think I wanted to do stick with Flash, and PaperVision development seemed to have slowed down. All in all, it was kind of frustrating. I couldn't convince myself I was on the right path. So I dropped the project.
But I continued to buy into the power of Erlang, or rather, that concurrency oriented programming is going to "win". And with that I don't mean a particular language, but the message passing / actor model sort of approach. Stackless Python, Haskell, Scala, F#, and Go sort of languages.
I continued to read just about anything about Erlang, watch all the various presentations on infoq.com, erlang-factory, etc. and eventually HTML5 and canvas continued to grow in popularity, and lots of JS frameworks for game development sprung out of the ground, that all essentially do the same thing; manage game loops, game entities, collision detection and various other simple game engine aspects.
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Short URLs with Zend Framework
First up, what's a short URL? A short URL is just that; a url that is as short as it can possibly be, so that takes up as few characters as possible when it is used in a twitter message, which itself is limited to 140 characters and probably the main reason short URLs are so popular. Each character counts.
Technically, short URLs consist of a short domain name and a simple identifier, usually the numeric primary key in a database table of whatever item the page is supposed to be for. And to make that number even shorter it's typically base 62 encoded.
The digits are represented using the numbers 0-9, lowercase a-z and uppercase A-Z. And although PHP offers a base_convert() function, it's unfortunately useless as it only supports up to be base 36 and loses precision on large numbers (it uses floating point math internally). So a replacement is needed.
There are all kinds of base62 encoding and decoding functions out there already. One is bc_base_convert, which uses (requires) the bcmath extension. Another one that's a bit more fleshed out and cleaner looking that I found on pastie while browsing reddit. I've reproduced it here for easy reference:
/**
* @class Integer
* @author Julien Garand (Go On Web)
*
* Can encode and decode integers to/from a string, using a custom alphabet
*/
class Integer
{
// Default alphabet for a "normal" base 62 encoding
static protected $alphabet = '0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ';
static protected $base = 62;
/**
* Define your custom alphabet here
*/
static public function setAlphabet( $alphabet )
{
// only strings are allowed
if ( !is_string($alphabet) )
{
throw new Exception('Given alphabet is not a string !');
}
self::$base = strlen( $alphabet ); // Our base will be the length of the given alphabet
// We check if alphabet doesn't have doubled characters
if ( strlen( count_chars( $alphabet, 3 ) ) != self::$base )
{
throw new Exception('The following alphabet has doubled characters : '.$alphabet);
}
self::$alphabet = $alphabet; // store it
}
/**
* Basic accessors
*/
static public function getAlphabet() { return self::$alphabet; }
static public function getBase() { return self::$base; }
/**
* Encode an integer according to the defined alphabet
*
* @param integer : Unsigned integer to be encoded
* @return string (or false if failed)
*/
static public function encode( $integer )
{
$integer = (int)$integer; // Be sure to have an integer
// We only accept unsigned integers
if ( $integer < 0 )
{
return false; // or throw new Exception( "($integer) is less than 0 and cannot be converted" );
}
$string = ''; // our encoded integer
// while we have to encode
while( $integer )
{
$pos = $integer % self::$base; // get the rest of euclidian division...
$string .= self::$alphabet[ $pos ]; // thats the position of the char in alphabet
$integer = ( $integer - $pos ) / self::$base; // and divide integer (minus just encoded char) by the base
}
return strrev( $string ); // As we started by the unit of our base ( $base ^ 0 ), we have to reverse the string
}
/**
* Decode a string to an integer according to the defined alphabet
*
* @param string : String to be decoded
* @return integer (or false if failed)
*/
static public function decode( $string )
{
$string = (string)$string; // be sure to have a string;
// check if our string only have chars that are in the alphabet
if ( strcspn( $string, self::$alphabet ) )
{
return false; // or throw new Exception( "($string) is not a string or contains characters that are not in alphabet" );
}
$integer = 0; // our integer to find
$unit = 1; // we start by $base^0
// foreach chars, starting at the end
for( $i = strlen( $string ) -1; $i >= 0; $i -- )
{
$pos = strpos( self::$alphabet, $string[$i] ); // we find it's position in alphabet
$integer += $pos * $unit; // its our number to add, multiplied by the current unit
$unit = $unit * self::$base; // and go to next unit in our base
}
return $integer;
}
}
So now we can convert our simple numbers into the more cryptic looking short url identifiers simply using Integer::encode(). Here's some example conversions:
1 => 1 10 => a 100 => 1C 255 => 47 1000 => g8 10000 => 2Bi 65535 => h31 100000 => q0U 1000000 => 4c92
Instead of http://example.com/1000000, you could end up with http://example.com/4c92. There, three characters saved. That makes a difference, particularly with really short domain names, such as Twitter's own URL shortener: http://t.co.
Working with Routes
So, in Zend Framework the actual page logic starts in controllers and actions, which are essentially classes and methods, respectively. In order to to reach a controller and action, request URLs are routed using the router.
The default route is sufficient for most applications. It conveniently maps the first two path segments to controller and action. So http://example.com/photo/view maps to the PhotoController::viewAction(). Also, the action is optional, and if omitted will default to index. Therefore, http://example.com/photo will map to PhotoController::indexAction(). There are other scenarios that are helpful to be familiar with.
Now the easiest way to support short URLs is to add a route that will match any alphanumeric characters and route that to the desired destination. That could look something like this:
$router = Zend_Controller_Front::getInstance()->getRouter();
$router->addRoute('photo', new Zend_Controller_Router_Route(':shortid', array(
'controller' => 'photo',
'action' => 'view'
), array(
'shortid' => '[0-9a-zA-Z]+'
)));
The side effect, however, is that there's no longer a distinction between a short URL such as "http://example.com/1hF" and "http://example.com/photo". Since "photo" could be a base62 encoded number (in fact, it would be the number 373,554,054). This can be worked around if you make all other URLs specify both the controller and action explicitly, so you'd use "http://example.com/photo/index" to ensure that the short URL route doesn't match.
Then, in your controller's action, you'd handle the request using the short URL:
class PhotoController extends Zend_Controller_Action
{
public function viewAction()
{
if ($shortId = $this->_getParam('shortid')) {
$id = Integer::decode($shortId);
}
// rest of the logic to view the photo here, using $id.
}
}
This technique may not always apply, however, since you might already have a larger application that has all kinds of links that you can't just change to make this short URL thing work.
Another technique is to modify short URL a bit so they're more easily recognizable as such. I did that for one application by sacrificing one extra character. I just prefixed all the short IDs with an upper case "S". So you'd have a URL such as http://example.com/S4c92. This works since normally the URLs are all lower-case anyway:
$routes['twitter-pics'] = new Zend_Controller_Router_Route_Regex(
'(?-i)S([\w\d]+)',
array('controller' => 'photos',
'action' => 'view'),
array('shortid' => 1),
'/%s'
);
Note that this is a regular expression based route. The (?-i) turns off case insensitivity. I still wasn't happy with this approach, because the action still needs to explicitly handle that 'shortid' variable.
Using a Custom Route
I wanted everything encapsulated in the route, so I wrote a custom route class.
The interface that Zend provides is rather straight forward:
interface Zend_Controller_Router_Route_Interface {
public function match($path);
public function assemble($data = array(), $reset = false, $encode = false);
public static function getInstance(Zend_Config $config);
}
matchchecks whether the route matches the path of the requestassembleis used to build a URL based on the parametersgetInstanceis supposed to accept a configuration and return a new instance of the route. I don't even care about that at the moment.
Here's the finished class:
/**
* Short Route
*
* Provides short URLs
*
* @author Marcus Welz
*
*/
class Td_Controller_Router_ShortRoute implements Zend_Controller_Router_Route_Interface
{
/**
* @var string The URL prefix
*/
protected $_urlPrefix = 'S';
/**
* @var array The parameter as passed to the request
*/
protected $_params = array();
/**
*
* @param string $urlPrefix The prefix of the URL
* @param array $params The parameters as passed to the request
*/
public function __construct($urlPrefix, $params = array())
{
$this->_urlPrefix = $urlPrefix;
$this->_params = $params;
}
/**
* @param string $path The URL such as "/P3"
* @return array|false returns parameters including the id on success, false if no match
*/
public function match($path)
{
$prefix = preg_quote($this->_urlPrefix);
if (preg_match('/\/' . $prefix . '([A-z0-9]+)$/', $path, $matches)) {
$params = $this->_params;
$params['id'] = Integer::decode($matches[1]);
return $params;
}
return false;
}
/**
* Assemble a URL using the ID
*
*
* @param array $data 'id' is the only used parameter in the array
* @param bool $reset unused / ignored
* @param bool $encode unused / ignored
*/
public function assemble($data = array(), $reset = false, $encode = false)
{
return $this->_urlPrefix . Integer::encode($data['id']);
}
public static function getInstance(Zend_Config $config)
{
throw new Exception('not implemented');
}
}
Using it is straight forward. First, add it to the router:
Zend_Controller_Front::getInstance->getRouter()
->addRoute('photo', new Td_Controller_Router_ShortRoute('S', array(
'controller' => 'photo',
'action' => 'view'
)));
Since the conversion between base 62 and base 10 is happening inside the class, the action doesn't have to decode it itself and is thus blissfully unaware of it. Encapsulation successful. And to generate a URL in a view, you'd use the url() view helper:
$this->url(array('id'=> $photo['id']), 'photo')
Good enough for me.
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The state of web-based Games
Thus far, gaming on the web has been a mixed experience. There are flash games, such as you would find on kongregate.com, and there are simple games written in HTML and whatever is generating said HTML — often PHP, Python, or Ruby. You know, those "click here to do some action", and then refresh the page. Or wait until the timer counts down to 0, which might take a few minutes or hours, at which point you can issue another command. I'm talking about slower paced text web games that don't really have any real-time action elements. Appainter, for example, let's you build such a game. They have videos demonstrating how it works (and it's really neat). But I'm talking about traditional action games. Things you'd see on a Super Nintendo.
Envision, something along the lines of Zelda, or Super Mario World. Now add MMO. Alright, so that's what I'm talking about. Responsive real-time action games. Until fairly recently, this is something that really hasn't been all that easy to implement in HTML, Javascript, and CSS. This has finally changed with HTML 5.
There's been talk about HTML 5 for a while. Some of the technology features contained within, along with CSS 3, are able to replace proprietary solutions such as Flash. The combination of HTML5 and CSS3 has even been referred to as "Web 3.5". Perhaps a bit too cute, but it works. And there's already been some folks out there busy with implementing some interesting prototypes that resemble more traditional gaming. In fact, right now, with HTML 5 and CSS 3, it's possible to implement games that have a similar feature set as nearly anything seen on a Super Nintendo. Canvas is one of the features making this possible. The next step after that is likely to be WebGL, which will provide us with N64-like capabilities on the web.
There are multiple instances of individuals working on their engines, and showing them off on YouTube:
Demo of Akihabara framework by Owen Rubel:
This seems to be an MMORPG engine written in PHP and HTML5:
There are a few other individuals dabbling away at these engines. But from what I can tell, their technology choice bothers me.
In some cases, these are purely client-side libraries, which means they're most likely single player game engines. And while it's still impressive that these can run in a browser, in just HTML and JavaScript, it doesn't strike me as quite the right approach.
In other cases, the server component is written in PHP, which in my opinion is one of the worst choices for a server-side language that's supposed to maintain and synchronize state for clients. Also, this is not a knock against PHP for the sake of it being PHP. I'm quite fond of the language, and have used it for years almost exclusively. I'm a huge fan of developing web applications in PHP and Zend Framework. The language just doesn't have the right architecture in order to support an MMO server.
- For one, you'll want a language that's performant. PHP isn't exactly fast. It shines because it's got a rich function vocabulary and interfaces with a million libraries instead.
- PHP isn't stateful. There's a teardown after every request. Maintaining state would require some sort of outside persistence mechanism. It could be memcache, it could be files, etc. It still requires reloading data and writing it all the time. And although one could implement a daemon IN PHP itself, accepting clients over sockets and what not…well, no, just no. Don't. Neither fast nor stable. Yes it works, but barely, and it's just not meant to do that sort of thing.
- There's no support for concurrency. There's no multi-threading. Although PHP can fork, and can use IPC, it's neither pretty, fast, nor stable. In fact, a huge feature promoted by Rasmus Lerdorf himself is the share-nothing architecture PHP uses. And that's okay (and works great, architecturally), just not when we need something long-running and stateful. Something about the right tool for the right job and all that.
And I think this is where there's room for a new type of web-based client/server MMO engine.
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Caching files statically with Zend Framework
I've been using ZF (almost exclusively) since version 0.10 or so in 2006. It's come a long way since then, and the folks involved with it are very skilled and methodical. It's quite fun to see new versions roll out and see the various proposed components on the wiki come to life over time.
I do find the documentation to be a bit lacking at times, however. For instance, I was messing around with the Zend_Cache_Manager last night, and discovered templates for the "page" and "pagetag" caches, which led me to the Cache action helper. It seems that this component is completely undocumented. I found the proposal on the wiki, though, and after I read through the code I played around with it for a new project. And I have to say, it's rather neat.
So, it provides a caching mechanism using Zend_Cache_Backend_Static, which is a cache that will write out static files that can be served by the web server directly, without invoking PHP at all. And the cache action helper lets you invalidate the generated pages easily as well. Let's say you have a forum, and you're caching each thread statically, then when someone adds a reply, you'd bust the cache.
First, you'll want to tell the cache manager about where to store the cached pages. It defaults to "public/" but that's where I put hand-coded pages, and I don't want to just throw automatically generated pages in there as well. So I added the following to my application.ini:
resources.cacheManager.page.backend.options.public_dir = APPLICATION_PATH "/../public/_cached"
And then I created that directory. And made it world-writable.
Next, the logic added to the ThreadController, where I want to control what's getting cached:
<?php
/**
* Forum thread controller
*
* Handles viewing threads
*/
class ThreadController extends Zend_Controller_Action
{
public function init()
{
// the view action is cachable.
$this->_helper->cache(array('view'));
}
/**
* View a forum thread
*
* URL: forums.example.com/thread/<id>
*/
public function viewAction()
{
// get thread id from URL
$threadId = $this->_getParam('id', 0);
// Pull forum posts for this thread from the service tier
$service = new App_Service_Forums();
$posts = $service->findPostsByThreadId($threadId);
// Feed the view
$this->view->posts = $polls;
}
/**
* Reply to a forum thread
*
* URL: forums.example.com/thread/reply/<id>
*/
public function replyAction()
{
// get thread id from URL
$threadId = $this->_getParam('id', 0);
// we want the request
$request = $this->getRequest();
// The form that users will compose the forum reply in
$form = new App_Form_Forum_Reply();
if ($request->isPost() and $form->isValid($request->getPost())) {
// Form was submitted, so process it
// Post a reply to the thread via the service tier
$service = new App_Service_Forums();
$reply = $service->replyToThread($threadId, $form->getValues());
// also clear the cache for the URL
$this->_helper->cache->removePage('/thread/' . $threadId, true);
$this->_redirect('/thread/' . $threadId);
}
$this->view->form = $form;
}
}
Then, there are also a few pitfalls. For one, you have to turn off the front controller's output buffering, otherwise you end up with empty cache files. If you're using an .ini file to drive application configuration, you'll want to add
resources.frontController.params.disableOutputBuffering = true
And second, you need to tweak your web server to try to serve those cached files first. So my .htaccess file looks like this
RewriteEngine On
# Serve cached pages if they exist
RewriteRule ^/(.*)/$ /$1 [QSA]
RewriteRule ^$ _cached/index.html [QSA]
RewriteRule ^([^.]+)/$ _cached/$1.html [QSA]
RewriteRule ^([^.]+)$ _cached/$1.html [QSA]
# Hit files, symlinks and directories directly, if they exist.
RewriteCond %{REQUEST_FILENAME} -s [OR]
RewriteCond %{REQUEST_FILENAME} -l [OR]
RewriteCond %{REQUEST_FILENAME} -d
RewriteRule ^.*$ - [NC,L]
# Everything else hits the application.php
RewriteRule ^.*$ /application.php [NC,L]
And I think I just discovered a bug in the Zend_Cache_Backend_Static::removeRecursively() method, which doesn't remove the directory properly.
Still trying to find a way to scale this beyond a single server, since there's no distributed cache backend that supports tagging. Would have to use file based caching with an NFS share or something, and that doesn't seem all that optimal.
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