AllThingsTalk Golang SDK provides APIs to implement AllThingsTalk devices.
Install Go, and then:
go get -u github.com/allthingstalk/go-sdk
Import:
import "github.com/allthingstalk/go-sdk"
You should create an AllThingsTalk Maker account, and a simple device. All examples require DeviceID
and DeviceToken
, which can be found under Device Settings.
package main
import (
"github.com/allthingstalk/go-sdk"
"time"
)
const (
deviceID = "<YOUR_DEVICE_ID>"
deviceToken = "<YOUR_DEVICE_TOKEN>"
)
// A device which counts from 1 to 10 with a 1-second interval
func main() {
// initialize a device
device, err := sdk.NewDevice(deviceID, deviceToken)
if err != nil {
panic(err)
}
// add an asset named `counter` of `Integer` type
counter, err := device.AddInteger("counter")
if err != nil {
panic(err)
}
// just count from 1 to 10 and send that value to Maker
for i := 1; i <= 10; i++ {
time.Sleep(1 * time.Second)
device.Publish(counter, i)
}
}
Please go through examples for more comprehensive tutorials on how to use this package.
To manage a device, you must obtain a DeviceID (which is an unique device identifier within AllThingsTalk Maker) and DeviceToken (which this SDK uses to obtain access to APIs), both of which can be found on Device Settings page within AllThingsTalk Maker.
Device can be initialized by:
device, _ := sdk.NewDevice(deviceID, deviceToken)
You can also customize behind-the-scenes functionality, in this case - HTTP and MQTT clients, by optionally providing endpoints for them. By default these are securely connecting to Maker:
device, _ := sdk.NewDevice("<DEVICE_ID>", "<DEVICE_TOKEN>",
sdk.WithHTTP("https://api.allthingstalk.io"),
sdk.WithMQTT("ssl://api.allthingstalk.io:8883"))
Assets represent a typed property of a device which can be used either to sense some physical value (a Sensor
), or send a value to a device (an Actuator
). Each asset is described by name
(unique identifier within a device) and profile
(a JSON Schema which describes data format).
Sensors of simple types (integers
, number
, boolean
, string
) can be created by Add*
functions of a Device
:
// create a Sensor named `hello` with `integer` profile.
sensor, _ := device.AddInteger("hello")
Please check API reference for all available methods.
Sensors
and Actuators
can be created with NewSensor and NewActuator functions. These functions expect name
(unique identifier within a device) and profile
(JSON Schema describing data).
Afterwards, just to device.Add(...)
to create that asset on the AllThingsTalk maker:
numberSensor := sdk.NewSensor("number", profile.Number())
device.Add(numberSensor)
import "github.com/allthingstalk/go-sdk/profile"
Profiles are JSON Schemas which describe kind of data an Asset is working with. When creating an asset, we have to specify it's profile as well. Simplest way of doing this is using one of the pre-set types in profile
package:
profile := profile.String()
These functions just wrap profile.New(...)
and provide schema type.
Alternatively, you can specify a complete JSON schema for more complex profile types:
// a profile describing a Geo location
const locationProfile = `
{
"type":"object",
"properties":{
"lat": {"type": "number"},
"long": {"type": "number"}
}
}`
// try creating it from JSON string
prof, err := profile.JSON(locationProfile)
if err != nil {
panic(err)
}
// create a location sensor asset with a location profile
location := sdk.NewAsset("location", sdk.Sensor, prof)
Check out profile package for more details.
You can publish sensor values using a device.Publish(...)
function:
device.Publish(sensor, "value")
Since all sensor state changes carry a timestamp, by default it's set to current UTC time if it's not provided. In order to set a custom one, just use device.PublishState(...)
:
device.PublishState(sensor, State{Value: "hello", Timestamp: time.Now().UTC()})
AllThingsTalk Maker can also send commands to a device. You can set a global command handler which will be invoked every time command is received:
func onMessage(command sdk.Command) {
fmt.Printf("Received command for %s: %v with timestamp %s\n", command.Name, command.Value, command.Timestamp)
}
func main() {
// ...
device.SetCommandHandler(onMessage)
}
Most of the SDK APIs return an error
in case something goes wrong. As per Go's idiomatic usage, it's always recommended to use something like:
if err != nil {
// handle error...
}
To check for any error conditions. This library uses plain error
model. If you need stack traces, or extended functionality, your production application should probably use pkg/errors or similar.
You can attach loggers for debugging purposes:
sdk.ERROR = log.New(os.Stdout, "", 0)
Available loggers are ERROR
, CRITICAL
, WARN
, INFO
and DEBUG
. Go's logging infrastructure being limited as is, it's generally recommended that go-logging or similar is used in production applications.