Development of TRGnomoradio - University of Wisconsin - Platteville

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2 Φεβ 2013 (πριν από 4 χρόνια και 6 μήνες)

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Development of TRGnomoradio

Dan Stevens

Department of Software Engineering

University of Wisconsin, Platteville

Platteville, WI, 53818



“Gnomoradio is a program that can find, fetch, share, and play music that is freely
ble for file sharing.” [1] Unfortunately, the official Gnomoradio client can only run
in a Linux GUI environment, and I wanted to run it on my Windows machine using
Winamp to play songs. Being fairly experienced writing networked applications, and
to practice my C# skills, I set out to write my own Gnomoradio client.

This paper will cover my experiences developing my Gnomoradio client, from selecting a
platform, to reverse
engineering the Gnomoradio protocols, designing a user interface,
and how my

chosen programming language would make or break the project. In short,
this is a case study showing how all these Software Engineering principles we've been
learning about actually get applied (or not) to a small, one
man project.


I heard abo
ut the Gnomoradio project via Slashdot [3]. At the time I had several hundred
megabytes of my own music lying around various websites, and I was looking for some
free way to promote it ( was nice but only gave me space for about
3 songs).

Gnomoradio looked like the perfect opportunity, and so I signed up as an artist
and listed all my songs and URLs to their respective files.

But I had no way of using Gnomoradio to find other people's music, or even to test if my
music was actually showin
g up to Gnomoradio users, as the only client was designed for
use in a Linux GUI environment. My Linux box acts as a server only (it doesn't even
have a sound card), so that wasn't an option for me. What I really wanted was a program
that could query the G
nomoradio network for new songs, enqueue them in Winamp, give
me an easy way to rate them, and send in my ratings and download new songs for me. I
didn't want or need a fancy GUI or a built
in music player, so even if the official
Gnomoradio client had run

on my platform, I might have wanted to write my own, just so
that it would fit well with the way I work (playing songs through Winamp rather than yet
another media player).

Selecting a Platform

I had recently received a free copy of Visual Studio .NET
2003 from ELMS and had used
C# as part of a CS383 assignment. Unlike Ruby, the language I usually use, which is
primarily designed to work in a Unix environment, C# (well, the .NET framework,
actually) is designed to work smoothly with Windows. Visual Stud
io makes making
pretty GUIs really easy. It seemed to me a good idea to get to know another language,
and something more mainstream like C# would likely look good on resumes. So I started
work on TOGoS's C# Gnomoradio client, or TCGnomoradio.


Being a small, one
man project, I didn't think it necessary to go through all the Software
Engineering formalities that I've been

in school: requirements analysis,
specification, design and architecture, coding, testing, documentation, and mainte
[4]. Aside from a formal specification, all of these things would get done eventually in
some way, but since I was the only person working on the project, there was no need to
formalize anything, and since it was such a small project and I could alre
ady fit most of it
in my head, there was not much need for planning, either. I would define the
requirements as I got around to implementing each individual module. At least that was
the idea.

The first step (after getting the Winamp interface working, bu
t that was a separate
project) was to write modules to implement the Gnomoradio protocols. But at this point I
didn't yet know what the Gnomoradio protocols were. In SE
speak, interacting with the
rest of the Gnomoradio network using Gnomoradio's protocols

was one of the informal
requirements of TCGnomoradio, and now I needed to more formally define this
requirement based on what the protocols actually were. This was fully expected. What
wasn't expected was that the protocols hadn't been previously been doc
umented by
anyone else.

So I started looking through the source code of the existing Gnomoradio client. From that
I managed to figure out the rainbow hub protocol and the recommendation protocol.
Since the song information is represented RDF encoded as XM
L, it was easy to realize
what all the entity types and attributes meant simply by looking at the RDF that was
generated for me by the 'Rainbow Builder' web application on the Gnomoradio website. I
sent off an email to the

mailing list, and the
author of the original program
gave me some tips and confirmed my ideas about the protocols [5].

It turns out that the Gnomoradio authors did a pretty good job of making Gnomoradio
easy to re
implement, as it's mostly based around HTTP and XML encoded RDF
. There
are HTTP client libraries and XML and XML encoded RDF parsers available for just
about any language I'd care to use, so all I need to do to deal with the
rating/recommendation system and the importing of meta
information is to import a few
s and make a few method calls. And the protocol for interfacing with the hub is so
simple that it takes even less code. If there's any trickiness to writing this program, it
must lie in the user interface.

Making a GUI

Now to get things working I needed

some sort of framework to plug all these modules
into. Since I was planning on having a nice GUI, anyway, I just worked on that. The GUI
was actually the first thing created once I had documented the protocols. I put in a tab
control so that I could switc
h between all the different things I would want to look at

eventually this would include a tab for viewing information on the current song (with a
'refresh' button which would try to determine what song Winamp was currently playing
and show its informati
on), a tab showing recommendations (and a button allowing the
user to download new ones), a tab allowing the user to manually query the Rainbow hub,
a tab showing all downloads in progress (this includes downloads of RDF files as well as
downloads of audio

files), and a tab showing information on all song, artist, and file
descriptors that the program knows about. The end user would probably not be very
interested in most of this information, but I need it to know it for debugging purposes,
and it might be
nice to have anyway.

Designing the GUI was fun and easy, thanks to Visual Studio. Making buttons respond to
clicks and get data from forms was also easy enough, thanks to Visual Studio. Where it
got tricky was updating the GUI according to received data.
For instance, after I ask the
hub to give me a list of servers to download a file from, I don't want to just sit around
waiting until I've read the whole response because it's not guaranteed that I'll get it right
away, and I don't want the GUI to become u
nresponsive. Therefore I need to spawn a
new thread to read the response and update the GUI when it's done. I'd also like to
indicate in the GUI that something is happening, by graying out the 'search hub' button
and changing the cursor to an hourglass whe
n it is over the button.

Although .NET does some things to try to make it easier to call methods asynchronously,
namely the BeginInvoke method on delegates which calls the delegate in a new thread
and lets you specify a callback to be called when the oper
ation completes, it's still rather
painful to bring everything together to make that happen. I need to create one method to
be called when the button is clicked, one method to make the query and read the results
from the server (in another thread), one met
hod to be called when the search is done to
fill a ListBox with the results. In addition to all that, I had to declare a new delegate type:

private delegate string[] RainbowHubSearchDelegate( string resourcename );

C# seems to be a rather 'wide' languag
e. My 'on
click' method looks like so:

private void RainbowHubSearchButton_Click(object sender, System.EventArgs e) {

RainbowHubSearchDelegate del = new RainbowHubSearchDelegate(

this.RainbowHubSearch );

del.BeginInvoke( this.RainbowHubSearchBox.
Text, new AsyncCallback(

this.RainbowHubSearchDone ), null );


My verbose variable names probably don't help much, but a lot of the built
in class
names and method names look like that, too. This all wouldn't be so bad except that each
of these method
s ended up being a lot of work. The 'on
complete' callback needed
to take an IAsyncResult as its only parameter. This I had to cast to an AsyncResult, and
then get its 'AsyncDelegate' property to get my original RainbowHubSearchDelegate.
Then, to ge
t the results of calling my hub querying method, I needed to call 'EndInvoke'
on the delegate. This made for a lot of typing. I also wanted the query hub button to
change dependinding on whether or not the hub client was already in use, and not just
r or not it was being used by the user clicking on it. To make this happen I wanted
the hub client to trigger an event that would indicate to the GUI when it was in use.

Events in C#, and why they are such a pain to work with

C# provides you with an “ev
ent” keyword. You can use this keyword in a class definition
to declare that objects of this class will raise the event you specify:

event SandwichEatenEvent SandwichEaten;

When your object sees that it has just eaten its sandwich, it should trigger the

event, and
anyone who wants to know about it every time a your object's sandiwch is eaten can
register to have a delegate called whenever that happens. This is very fine and useful.
Unfortunately there is still a lot of work that you must do: you must de
clare the event
type, 'SandwichEatenEvent' as a subclass of Event, and you must declare a delegate type
and create a new instance of that type to subscribe to the event. Since the object that
represents the event handler, 'SandwichEaten' in my example, can

be null if nobody has
subscribed to it, you must also make sure it is not null before you try to trigger the event:

if( (SandwichEatenEvent see = this.SandwichEaten) != null ) {

see( this, new SandwichEatenEventArgs( 1,2,3 ) );


This all gets rathe
r tiresome if you have a lot of events to trigger.

I want it to trigger 2 events, Locked and Unlocked, that my GUI can subscribe to and
deactivate or activate the query hub button when the hub client is in use or no longer in
use, accordingly. I sometimes

need to lock the object using C#'s 'lock' keyword:

lock( object ) { /* do stuff with object */ }

Every object can be locked, but unfortunately for me, every object does not have Locked
and Unlocked event that you can subscribe to. I'd like to override
my object's Lock and
Unlock methods to trigger Locked and Unlocked events, but in fact there are no such
methods to override. Locking and Unlocking are low
level operations accessible as the
System.Threading.Monitor.Enter and Exit methods, for which C#'s '
lock' keyword is only
syntactic sugar [7]. Since there seems to be no way to override the way an object behaves
when it is locked by that usual method, I simply invented Lock and Unlock methods
specifically for the HubClient class which trigger Locked and
Unlock events. And now if
someone wants to lock my object when they use it, they should not use the lock keyword.
Instead, they must be aware that my object is special and write some extra code. This is
what my hub search method actually ended up looking l

private string[] RainbowHubSearch( string resourcename ) {

string[] results;

try {


results = this.RainbowHubClient.FindResource( resourcename );

} finally {



return results;


Now I was done with the hub querying. Had I known what I was doing, it would have
taken me only 5 minutes or so to implement everything I did, including all the event and
delegate type declarations, the checking
for null, etc. This being my first experience
dealing with events in C#, and not knowing exactly what I wanted this program to do, it
took at least an hour.

I went on to implement the descriptor manager (an object that downloads meta
information in the ba
ckground), the download manager, and the recommendation
manager, each of which needed to trigger several events, and each of which had a
corresponding display in the GUI that would be updated whenever something it contained
(information about a song, statu
s of a related download) changed. I was keeping my head
so full of event handler code that I was no longer able to keep the structure of the entire
program in my head anymore. What events do I need to subscribe to? Do I ever need to
unsubscribe? Is anybody

going to care about the changes I am making here? Do I already
have an event class that I can use, or do I need to define a new one? I was constantly
having to look back and forth between different modules to remind myself what was
supposed to be happenin
g where. I became hesitant to add features because every little
addition was so tedious and frustrating. Development slowed to a crawl, and I never
managed to 'finish this thing over winter break', as I told the Gnomoradio mailing list I

from a Ruby programmer

A big reason people are all about spending so much time writing up specifications and
diagrams, aside from making the system maintainable to future developers, is that they
cannot hold the entire program (or the module they are curr
ently working on) in their
head at once. These diagrams provide a quick reference to keep them on track. That's
obvious enough, and I have experience having to make such high
level diagrams to keep
myself on track designing CPUs for my Microprocessor Desig
n class. But the reason
these software people can't hold the system in their heads is not only that the systems
they are designing are large and complex, but also that they use programming languages
that force them to write all sorts of extra code. I'm not

used to this. I think: Why should I
need to declare a delegate type and a new event type for each event? Why should I have
to write my own lock methods just so that I can have handlers for lock events? Why
should I have to check for null events before tri
ggering them? Why should I even have to
declare the types of all the parameters and return values of my methods? Aren't these all
things the HLL should take care of for me? I think so, but apparently the people that
designed C# didn't. I will admit that C#

does a better job of helping me out than some
languages do. Java, for instance, forces you to use 'getter/setter' methods and place
'throws' declarations all over the place. It puts restrictions on what classes can be defined
in what files (only one publi
c class per source file), and doesn't even make an effort to
make event
driven programming easy.

But I come from a very Linux
y background, where so
called 'scripting languages' seem
to be much more popular. Where if you suggest using Perl for a project,
it'll actually be
considered, not jokingly abbreviated “P.” and noted on the far end of the whiteboard as if

that Perl is totally worthless. I have to step out into the Corportate
Programming Language environment once in a while just to remind

myself of why I don't
step into it more often, as languages like Perl, Python, Ruby (and even PHP) have
completely spoiled me.

What's so great about Ruby?

Ruby is a hacker's dream come true. It has all the string processing features of Perl
(regular ex
pression syntax built into the language

you don't need to go around explicitly
creating Regex and Match objects like you would in Java or C++, though Ruby will
certainly allow you to do so if that's your thing), the readability and writability of Python
(Ruby's syntax is at least as clean as that of Python

no semicolons required at end
line, no parentheses required for method calls or 'if' statements, and unlike Python,
Ruby's blocks are always marked by an 'end' statement (or an end curly brace; you

use '{ ... }' in place of 'do ... end' to mark a block if you want)). Ruby has all the OO
features of Java, borrows several from Smalltalk, and adds more. Would you like to add a
new method to the base String class? In Java or C#, you'd be told that t
hat's not allowed,
but if that's what you want to do, Ruby won't get in your way. How about implementing
an iterator? Normally you'd have to define an iterator class with goForward, goBack,
getCurrentItem, and isThereMore Methods. Not so in Ruby. Ruby make
s every effort to
give the programmer just what he wants with minimal fuss.

Remember all that nonsense I had to go through to do asynchronous method calls in C#?
Here's how I could've done it in Ruby (note the lack of casts, excessive method

and an extra 18 lines of code): do

result = NIL

@hubclient.synchronize { result = @hubclient.findfile( url ) }

@hubclientresults.items.replace( result )


As for events, Ruby has no built
in support for events. However, after writ
ing a 35
library called 'TOGoS/Event.rb', event
based programming in Ruby is 50 times easier
than it ever was in C#. Here's a fully functional example, requiring only

require 'TOGoS/Event'

class MyClass

event :sandwich_eaten

ef eat_sandwich()

@sandwich_eaten.trigger( self,1,2,3 )



myobj =

myobj.sandwich_eaten.subscribe() do |sender,*args|

puts “Teh sandwich was eaten. Here are some args: #{args}”




Teh sandwich

was eaten. Here are some args: 123


TCGnomoradio obviously wasn't going to be completed any time soon. Progress was
going way too slow for me to possibly finish it by the end of winter break. So I fell back
to plan B: Write it in Ruby as a
web application. This would have a number of
advantages over writing a GUI in C#:


I'm much more experienced working with Ruby and web interfaces (commonly
together) than I am with C# and GUIs. Familiarity alone should speed development


I ha
d been a little hung up on finding an embeddable web server for C# programs.
Everything I found wanted me to have IIS installed. In Ruby, I can use TRServ2, an
easily embeddable web server I had written in Ruby for previous projects. This web
server will s
erve the UI to the user, and files to other Gnomoradio users.


Using a web interface, the user loses the expectation that data fields will be updated on
the fly, as data changes. I would no longer have to worry about the majority of the
events that were cau
sing me such pain. Rather, TRGnomoradio would generate web
pages for you when you asked them, from current data.


Showing images and tables is way easier if you can simply write some HTML than if
you have to code and keep track of GUI components. You write
HTML however it
needs to be to accommodate your data and let the browser worry about it.


The user can have multiple views of the same data just by opening multiple tabs. We
backend developers are freed from worrying about what the screen size is, what text

the user has selected, or what other tabs are open.


Ruby + Web interface = automatically cross
platform. The only non
element of TRGnomoradio is Winamp. But, because the program communicates with
Winamp via HTTP, you could easily run TRGnom
oradio on one computer and
Winamp on another. Or you could write a separate module to use your favorite media
player instead of Winamp. Ruby makes writing applications with such modular
architectures easy. And with SS4 (see below) it's even easier.

So I s
tarted writing TRGnomoradio. As with TCGnomoradio, the first step was to create
a framework to plug all the various modules (resource manager, recommendation
manager, download manager) into. The difference from TCGnomoradio being that this
framework took t
he form of a TRServ2 web object instead of a System.Windows.Forms

SS4 and TRServ2

TRServ2, as I mentioned above, is a web server I developed for a previous project. SS4 is
a framework for running daemons written in Ruby. There's a bit of history

behind them
(hence the numbers), and that's as good a story as any of this, so I'll give an overview,

SpookShare was a file
sharing network I invented back in 11

grade because I wanted to
do something with my newly acquired Perl sk!11z. It requir
ed you to install a bunch of
Perl CGI scripts on your web server, and was never really very popular.

SS2 was another, mostly unrelated file
sharing project that I started years later. Unlike
the original SpookShare, SS2 was a daemon written in Ruby and in
cluded its own web
server, TRServ.

TRServ was an embeddable web server I wrote (in Ruby, of course) primarily for use in
SS2, but also used in a few other of my projects. It was so easy to stick into and integrate
with an existing Ruby program that someti
mes I had to fight the urge to embed it into
projects completely unrelated to web servers.

TRServ had some shortcomings, though. I realized these shortcomings while I was trying
to transfer a large number of small files from an instance of SS2 using wget.

Wget took a
long time between each file it transferred

usually about 5 seconds

and this was
making the process of transferring all the files go very slow. I eventually realized the
problem was that wget was trying to transfer files via a persistent co
nnection, and since
TRServ didn't support these, the attempts always failed and for some reason this caused
wget to sit around doing nothing for an excessive amount of time after each download.
Unfortunately, the way I had written TRServ there was little a
bstraction provided to web
objects to interface with the browser, so it would have been tricky to make it support
persistent connections.

SS3 was yet another iteration of SpookShare, this time using a sub
program called
TRVous, which used a lot of UDP pac
kets to do peer discovery. Now knowing how
important it was to support persistent connections, I took this oppurtinuty to rewrite
TRServ and produced TRServ2. This time I made sure that my web server would be able
to do advanced HTTP stuff (persistent con
nections, if
since support, ranged
responses, etc) without trouble. Instead of making sub
programs print out an HTTP
response directly, I now had them return a 'Response' object, containing any information
they might want to send to the client. Al
l the work of translating that object to a response
stream is handled in a single function. This way even though the code to support
HTTP/1.1 may be gross, it is all contained in one place, making it much easier to
maintain than the mess of pseudo
objects TRServ used.

But when I tested the system on my windows machine, it seemed SS3 and TRVous were
having some problems. For unknown reasons, opening a UDP socket from a Ruby
program running as a Windows service while your network cable is unplugged r
esults in
the process hanging and taking up all your CPU time. I couldn't go around putting that
crap on people's computers, so I came up with an alternative peer discovery protocol
which involved posting information to a livejournal account:

SS3's drama
tized livejournal

slttygal557: “omfg my ip address is come dl nmy filez”

z_snatch: “lolololol check out the cool animadid gif on my comp”

mb_coolio: “don't you think ivan from roundhouse is hot!?!?!!”

slttygal557: “u hore
^ what is ur ip addreess”

mb_coolio: “oh so sry T

I wrote a module to implement this protocol and added it to SS3. As I added features to
SS3, it was becoming a hacked together framework for loading and setting options for
different m
odules based on a set of configuration files. My roommate and I were coming
up with new ideas for things we'd like to have SS3 do which would work pretty well as
new modules, and I decided that if it was just going to be a framework for loading
modules, th
en I ought to do it right. Hence SS4.

The problem with SS3 was that all the option parsing code was in one file. That code had
to be able to parse and act upon every option for every module. That was fine if there
were only 3 modules that were ever used,
but the way I was adding new modules (or
thinking about adding new ones), that one file would end up very big and gross. SS4,
instead of implementing everything in one place, gives a set of basic commands for
loading objects into the SS4 framework, and pro
vides those modules with methods to add
their own configuration directives. This way you don't need to change any existing files
to add a module

you can simply write your module file and drop it in the library

It turned out that a lot of the

programs I was writing used the same kind of configuration
files that I was having SS4 deal with. Turning these programs into SS4 modules not only
saved me the work of rewriting all the configuration loading code again, but also made it
easier to integrat
e them with other SS4 modules. Since TRServ2 was already an SS4
module and TRGnomoradio was just a couple of TRServ2 web objects, some
configuration directives, and a bunch of backing classes, TRGnomoradio also fit well as
an SS4 module. Hoorah for simple,

use frameworks.

TRGnomoradio was almost done, but unfortunately I ran into a bit of a stumbling block.
When I tried to run it on my Windows machine it was having timeout errors and never
able to connect to the recommendation server. This problem
really shouldn't take too long
to figure out, but unfortunately I couldn't spend the time to do so as all my classes had
started piling homework on me. This illustrates another problems of Software
Engineering: not budgeting time correctly. Although I was
correct in assuming that
TRGnomoradio would be a lot easier than TCGnomoradio, I had underestimated the
amount of time I would spend doing EE labs.

Comparing to a standard software development model

If I had followed a more standard software development

model, development would have
gone like this:

Write detailed requirements.

Buy lots of expensive (but not necessarily helpful) 'CASE' tools like Rational Rose.

Go through requirements documents, pick out nouns and verbs, and put them in a
UML diagram.

end way too much fighting with design software and writing time logs.

Break up the parts of the program and work on then one at a time.

Realize half way through that the design is not nice to implement.


Realize that I don't have time to do this a
gain because now I have EE labs to do and a
paper to write. Try to work with the old design.

If I had a team of people to work with, laying out a design ahead of time would be very
useful, and that time would be well spent. It would keep people on track a
nd let them
know exactly what their portion of the program needed to do to work correctly with
everyone else's. Even for a single
person project, a well thought out design would be
good if the program was too big to keep in one's head, or if I planned to g
o away and
come back to it. But for smaller projects, I've found that the problems of keeping myself
on track are better solved by writing small, clear, self
documenting code, and that such
code is much easier to write in a high
level language than a low l
evel one. The TOGoS
software development model therefore goes like this:

Don't tackle something huge that's never been done before or that I think I'll get bored
with before I finish.

Choose a platform based on what kind of application it is. Use Ruby if
I can do
everything via web interface. Use C or C++ if I'm going to be doing a lot of
computationally intensive operations. Mix Ruby and C if I need both.

Get a general idea of what it needs to do, but leave low
level decisions until I'm
actually coding.

ode one part at a time, testing and integrating with the rest of the application as I go.

Realize that the whole thing could be much cleaner and easier to work on if I had
architected it some other way.

Start coding again, possibly re
using modules created

for the old code.

Get bored with it half way through and decide to do play with something else for a

The TOGoSian model assumes that most projects will fail, and therefore does not have
me spending a lot of effort on diagrams and planning that wil
l inevitably be obsoleted as
soon as I start coding. It is therefore cheaper and faster than the standard model, and
when I'm done I've learned a lot more than how to fill out time logs. New modules and
new programmer skills can be put into new projects fa
ster, and projects that would
otherwise be hard to tackle become small quickly as new knowledge is accumulated from
other projects. In short, this model treats a project as a learning experience rather than as
an end in itself.

Of course this model is not

for everyone. If you're a software company and have a client
that needs a product right now, you can't take the chance that it won't actually be
completed. Your client wouldn't take it too well if you told him “Oh, yeah, we tried to
write this program for

you but... halfway through we got bored and played Quake for
several days.”.

This model in its purest form wouldn't work well for projects with more than one person.
At the very least, you'd need to agree on a platform, break it up into clean modules, an
define interfaces.

But for non
critical applications this process works great. If you get something working,
that's neat, but even if you don't, it doesn't hurt much, as not a lot of resources went into
the project. The bottom
up approach ensures that m
odules can be re
used in future
developments of this project or even unrelated ones, making those projects cheaper and
giving them a higher chance of success.


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