Team:USTC Software/resources

From 2010.igem.org

Revision as of 16:10, 21 October 2010 by Jkdirac (Talk | contribs)

Overview

The source code of our project is available now at igame in github.


We use C++ as our programming language, cmake to manage our project, git to reversion control, yacc and lex to build our model file input assistant tool, Qt4 to build the GUI, Oracle dbxml as our Database manager system. Other wise, several 3-rd party open source software or tools are used in our iGame source code. Libsbml is used to deal with sbml file operations. Qwt and Qwtplot3D are used for simulation data visual system. At the early stage of our project SBML Ode Solver and Sundials were our main ode solver to produce the simulation data from our sbml model file, because the latest SBML Ode Solver is 1.6.0, developed in 2005, which is out date and fail to support the newest sbml Level 2 Version 4 standard. We succeed in updating the SBML Ode Solver 1.6.0 to support SBML L2V4, but some unfixed bugs was found, so we turn to a better ode solver copasi, which moreover can flexibly display the ode solver output data and modify parameter to adjust the simulation output data curve. Obviously, those open source library and tools convenient to our design and implementation and help us to focus on our core working.

Prerequisits

To sum up, our igame complied and run in computers with following tools and libraries:

  • C++ development environment. In Linux should be GNU C++ Tool Chain And in windows MingW Tool Chain.
  • Qt4 develop and run-time environment. Qt4.7 is requirement. Editor or IDE like QtCreator or Vim is also needed.
  • CMake, to configure the project and generate the Makefile. CMake 2.8 or later version is a requirement
  • dbxml, The Berkeley xml native database, is available at http://sourceforge.net/projects/dbxml-core/
  • copasi, copasi 4.6 is a requirement. the source code and executable binary file can be downloaded at http://www.copasi.org/tiki-index.php?page=download, and one can follow those instruction to build it from source code. What should be noticed is that copasi also has prerequisites, including LAPACK/CLAPACK for Maths, Qwt and Qwtplot3D for plotting, expat to parser xml, raptor The latest version of this RDF parsing library, and libsbml for deal with SBML operations.
  • libsbml, Version 3.4.1 is required. Not only it is the dependence of copasi, but also the dependence of igame core code.
And libsbml should be built with configure option "./configure --enable-layout=yes --enable-compression=no --with-expat"
  • Bison & Flex
To compile our code, bison and flex is required. They are used to build a expression parser in igame/core/str_cacu path. To get the those software and more detailed information, please visit Bison site and Flex site.

  • git, to download our source code by command
Our source code can be downloaded in github, git is helpful to download.
    • git clone git://github.com/jkdirac/igame.git

When create a new model file, a simple tool named dbparser may be helpful, It's simple and easy to use, and hope you have fun! More information can be got from it's README.txt file.

Tools

dbparser

Any question please mail jiangkun1@gmail.com

  • Configure

The dbparser need libsbml to transfer math expressions to MathML string. So libsbml-3.4.1 or libsbml 4.0.1 is needed. And modfy those two flags in the Makefile to configure libsbml's header and libraries path. CCFLAGS = -g -I../../ExternalCode/sbml -I../../ExternalCode LIBS = libsbml.a libxerces-c.a libxml2.a -lz

  • BUILD

After configuring, BUILD is very simple. There is only one Makefile in this fold. You can just type the command make to build the dbparser.

  • How to use, example

dbparser is kind of a XML editor, to read a data input configure file to generate the needed XML formated file. The input file should follow a synatx. Take the test1.in as example. Run ./dbparser < test1.in, We can get a XML version file test.xml. Description:

  1. file = [test.xml]
    This is to specify the output file name;
  2. module: [helloworld] id = [abcvd];
    Define a XML node named module, and value is "helloworld", and with attribute id="abcvd"
  3. module id=[a] , name=[b], class=[c], time=[10] { SUBMODULE_STATEMENT };
    Define a XML node with a XML node as its value, that is to say, define a composite XML node;
  4. math: [a+b];
    Define a math expression a+b, and it will be transferred to MathML Node.

The synatx is simple, have fun!