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README (v0.2.0)

Eric Lange edited this page Mar 14, 2017 · 2 revisions

The LiquidCore Project

LiquidCore provides an environment for developers to create native mobile micro apps in Javascript that can in turn be embedded into other apps. Think: native <iframe> for mobile apps. A LiquidCore micro app is simply a Node.js module that can be served from the cloud, and therefore, like in a webpage, it can be modified server-side and instantly updated on all mobile devices.

LiquidCore is currently only available on Android, but will be ported to iOS.

Version

0.2.0 - Get it through JitPack

Release

Javadocs

Version 0.2.0

Table of Contents

  1. Use Cases
  2. Building the LiquidCore Android library
  3. License

Use Cases

This section covers the two major intended use cases of LiquidCore, complete with Hello, World! step-by-step examples.

  1. The Micro Service
  2. The Micro App

You can also use LiquidCore as a raw Native Javascript Engine (i.e. as a replacement for AndroidJSCore). That topic is discussed here.

The Micro Service

A micro app is built on a micro service. A micro service is nothing more than an independent Node.js instance whose startup code is referenced by a URI. For example:

MicroService service = new MicroService(androidContext,
    new URI("http://my.server.com/path/to/code.js"));
service.start();

The service URI can either refer to a server URL or a local Android resource (e.g. android.resource://com.example.myapp/raw/some_js_file, where some_js_file.js resides in res/raw/some_js_file.js -- note that the .js is omitted from the URI when using an Android resource). LiquidCore is designed to primarily use remote URLs, as dynamic updates are an important value proposition, but local resources are supported for both debugging and/or backup (e.g. as a factory preset if the network is not available).

A micro service can communicate with the host app once the Node.js environment is set up. This can be determined by adding a ServiceStartListener in the MicroService constructor:

MicroService service = new MicroService(
    androidContext,
    new URI("http://my.server.com/path/to/code.js"),
    new MicroService.StartServiceListener() {
        @Override
        public void onStart(MicroService service) {
            // .. The environment is live, but the startup JS code (from the URI)
            // has not been executed yet.
        }
    }
);
service.start();

A micro service communicates with the host through a simple EventEmitter interface, eponymously called LiquidCore. For example, in your JavaScript startup code (code.js in this example):

LiquidCore.emit('my_event', {foo: "hello, world", bar: 5, l337 : ['a', 'b'] })

On the Java side, the host app can listen for events:

// ... in the StartServiceListener.onStart() method:

service.on("my_event", new MicroService.EventListener() {
    @Override
    public void onEvent(MicroService service, String event, JSONObject payload) {
        try {
            android.util.Log.i("Event:" + event, payload.getString("foo"));
            // logs: I/Event:my_event: hello, world
        } catch (JSONException e) {
            e.printStackTrace();
        }
    }
});

Similarly, the micro service can listen for events from the host:

JSONObject payload = new JSONObject();
payload.put("hallo", "die Weld");
service.emit("host_event", payload);

Then, in Javascript:

LiquidCore.on('host_event', function(msg) {
   console.log('Hallo, ' + msg.hallo)
})

Virtual File System

A micro service namespace is uniquely referenced by its URI path (excluding the filename). In the example above, its namespace would be http://my.server.com/path/to. This allows multiple instances of a micro service, or even different micro services (with different filenames in the same path) to share data between them. In web terms, this acts like the cookie space to ensure that micro services from different providers remain isolated from each other.

Some definitions:

Host: The hosting app -- that is, the native Android app that includes the LiquidCore library.

Micro service: A Node.js module whose code is referenced by a URI

Instance: A single instance of a micro service. Each instance operates in its own thread and in its own Node.js environment. Two instances of the same micro service are independent of each other, except that they share a virtual file system.

Namespace: A namespace, specified by the path of the micro service URI, identifies which micro services share a virtual file system. Namespaces are not hierarchical. For example, http://foo.org/a and http://foo.org/a/b are two completely different namespaces; one does not inherit from another.

Each namespace its own virtual file system, but can share files between instances running in the same namespace on the same host (via /home/local or /home/cache), or make them publicly available (via /home/public). The directory structure is as follows:

home
  |
  +--- node_modules
  |
  +--- module
  |
  +--- temp
  |
  +--- cache
  |
  +--- local
  |
  +--- public
         |
         +--- data
         |
         +--- media
                |
                +--- Pictures
                |
                +--- Movies
                |
                +--- Ringtones
                |
                +--- ...

/home

Read-only directory which acts only as a holding bin for other directories

/home/node_modules

Read-only directory containing included node modules. These modules can be loaded using require(). These modules are in addition to the standard built-in Node.js modules. As of version 0.2.0, only sqlite3 is natively included.

/home/module

Read-only directory. Contains downloaded javascript code for the micro service. As these files change on the server, they will be updated and cached here.

/home/temp

Read/write directory. This directory is private to a single instance of a micro service. The contents of this directory live only as long as the underlying Node.js process is active. This directory is appropriate only for very short-lived temporary files.

/home/cache

Read/write directory. This directory is available to all micro service instances running in the same namespace on the same local host. The host is the host app which uses an instance of the LiquidCore library. Files in this directory will be deleted on an as-needed basis as they age and/or a memory space quota is breaching.

/home/local

Read/write directory. This directory is the persistent storage for a namespace and is shared amongst all instances running in the same namespace and on the same local host. All content in this directory will persist so long as a micro service in this namespace is installed on the host. This directory will only be cleared when all micro services in the namespace are "uninstalled". Uninstallation happens for micro services that have not been used in a long time and when space is required for installing new micro services.

/home/public

Read-only directory which acts as a holding bin for other public directories. This directory may not exist if no external (SD card) storage is available.

/home/public/data

Read/write directory for namespace-specific data. This directory is shared between all instances of a micro service namespace on all hosts (local or not). Its contents are publicly available for any app to access, though its true location on external media is somewhat obscured. This directory persists so long as a namespace micro service is still installed on any host. If all micro services in a given namespace are uninstalled from every host, this directory will also be cleared.

/home/public/media

Read-only holding directory for public media-specific directories.

/home/public/media/[MediaType]

Read or read/write directory (depending on permissions given by the host) for known media types. These types include Pictures, Movies, Ringtones, Music, Downloads, etc. as exposed by Android and typically reside at a true location like /sdcard/Pictures, for example. Files in these directories are never cleared by LiquidCore, but can be managed by any other app or service.

Everything else will result in an ENOACES (access denied) error.

A "Hallo, die Weld!" Example

Prerequisites

  • A recent version of Node.js -- 6.4 or newer
  • Android Studio
  • A clone of the LiquidCore repo (this will eventually not be necessary, but we're early days)

(You can find all the code below in a complete example project here if you get stuck).

To use a micro service, you need two things: the micro service code, and a host app.

We will start by creating a very simple micro service, which does nothing more than send a welcome message to the host. This will be served from a machine on our network. Start by creating a working directory somewhere.

$ mkdir ~/helloworld
$ cd ~/helloworld

Then, install the LiquidCore server (aptly named LiquidServer) from the repo. In the very near future, LiquidServer will be officially released as an npm module, but for now you will need to install it from the repo.

$ (cd $PATH_TO_LIQUIDCORE_REPO/LiquidServer; npm pack)
$ npm install -g $PATH_TO_LIQUIDCORE_REPO/LiquidServer/liquidserver-0.2.0.tgz

Now let's create a micro service. Create a file in the ~/helloworld directory called service.js and fill it with the following contents:

/* Hello, World! Micro Service */

// A micro service will exit when it has nothing left to do.  So to
// avoid a premature exit, let's set an indefinite timer.  When we
// exit() later, the timer will get invalidated.
setInterval(function() {}, 1000)

// Listen for a request from the host for the 'ping' event
LiquidCore.on( 'ping', function() {
    // When we get the ping from the host, respond with "Hallo, die Weld!"
    // and then exit.
    // Note that the payload of the event is an object.  At the moment,
    // this _must_ be an object.  Eventually it may be more relaxed.
    LiquidCore.emit( 'pong', { message: 'Hallo, die Weld!' } )
    process.exit(0)
})

// Ok, we are all set up.  Let the host know we are ready to talk
LiquidCore.emit( 'ready', {} ) // Again, the object is a must at the moment

Next, let's set up a manifest file. Don't worry too much about this right now. Basically, the manifest allows us to serve different versions based on the capabilities/permissions given by the host. But for our simple example, we will serve the same file to any requestor. Create a file in the same directory named service.manifest:

{
   "configs": [
       {
           "file": "service.js"
       }
   ]
}

This tells LiquidServer that when a request comes in for service.js, it should serve our service.js file. This may seem dumb, but there are other useful attributes which can be set. For our purposes, though, they are not yet needed.

You can now run your server. Choose some port (say, 8080), or LiquidServer will create one for you:

$ liquidserver 8080

You should now see the message, Listening on port 8080. Congratulations, you just created a micro service. You can test that it is working correctly by navigating to http://localhost:8080/service.js in your browser. You should see the contents of service.js that you just created with some wrapper code around it. The wrapper is simply to allow multiple Node.js modules to be packed into a single file. If you were to require() some other module, that module and its dependencies would get wrapped into this single file.

You can leave that running or restart it later. Now we need to create a host app.

  1. In Android Studio, create a new project by selecting File -> New Project ...
  2. Fill out the basics and press Next (Application Name: HelloWorld, Company Domain: liquidplayer.org, Package name: org.liquidplayer.examples.helloworld)
  3. Fill in the Target Devices information. Select API 17 as the minimum and click Next
  4. Select Empty Activity and then Next
  5. The default options are ok. Click Finish

You now have a basic app that does very little. Go ahead and run it in your emulator. If you hadn't figured out why we are creating a "Hallo, die Weld!" app, you probably can see why by now. You already get "Hello, World!" from Android Studio. We're going to make it speak German with our micro service.

Next, open the res/layout/activity_main.xml file. We need to make a couple of modifications. Replace the contents with the following:

<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    android:id="@+id/activity_main"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:paddingBottom="@dimen/activity_vertical_margin"
    android:paddingLeft="@dimen/activity_horizontal_margin"
    android:paddingRight="@dimen/activity_horizontal_margin"
    android:paddingTop="@dimen/activity_vertical_margin"
    tools:context="org.liquidplayer.examples.helloworld.MainActivity">

    <TextView
        android:id="@+id/text"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:text="Hello World!" />

    <Button
        android:id="@+id/button"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_centerHorizontal="true"
        android:layout_centerVertical="true"
        android:text="Sprechen Sie Deutsch!"
        />
</RelativeLayout>

All we've changed is that we have given our TextView a name: text, and added a button. Go ahead and run it again. You should now see a big button in the middle.

Now it is time to connect LiquidCore. First, you must add the library. Go to your root-level build.grade file and add the jitpack dependency:

...

allprojects {
    repositories {
        jcenter()
        maven { url 'https://jitpack.io' }
    }
}

...

Then, add the LiquidCore library to your app's build.gradle:

dependencies {
    ...
    compile 'com.github.LiquidPlayer.LiquidCore:LiquidConsoleSurface-0.2.0:v0.2.0'
}

Go ahead and sync to make sure the library downloads and links properly. Run the app again to ensure that all is good.

Now, let's connect our button to the micro service. Edit MainActivity.java in our app, and replace the contents with the following:

package org.liquidplayer.examples.helloworld;

import android.os.Handler;
import android.os.Looper;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
import android.widget.TextView;

import org.json.JSONException;
import org.json.JSONObject;
import org.liquidplayer.service.MicroService;
import org.liquidplayer.service.MicroService.ServiceStartListener;
import org.liquidplayer.service.MicroService.EventListener;

import java.net.URI;
import java.net.URISyntaxException;

public class MainActivity extends AppCompatActivity {

    // IMPORTANT: Replace this with YOUR server's address or name
    private final String serverAddr = "192.168.1.152:8080";

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        final TextView textView = (TextView) findViewById(R.id.text);
        final Button button = (Button) findViewById(R.id.button);

        // Our 'ready' listener will wait for a ready event from the micro service.  Once
        // the micro service is ready, we'll ping it by emitting a "ping" event to the
        // service.
        final EventListener readyListener = new EventListener() {
            @Override
            public void onEvent(MicroService service, String event, JSONObject payload) {
                JSONObject obj = new JSONObject();
                service.emit("ping", obj);
            }
        };

        // Our micro service will respond to us with a "pong" event.  Embedded in that
        // event is our message.  We'll update the textView with the message from the
        // micro service.
        final EventListener pongListener = new EventListener() {
            @Override
            public void onEvent(MicroService service, String event, final JSONObject payload) {
                // NOTE: This event is typically called inside of the micro service's thread, not
                // the main UI thread.  To update the UI, run this on the main thread.
                new Handler(Looper.getMainLooper()).post(new Runnable() {
                    @Override
                    public void run() {
                        try {
                            textView.setText(payload.getString("message"));
                        } catch (JSONException e) {
                            e.printStackTrace();
                        }
                    }
                });
            }
        };

        // Our start listener will set up our event listeners once the micro service Node.js
        // environment is set up
        final ServiceStartListener startListener = new ServiceStartListener() {
            @Override
            public void onStart(MicroService service) {
                service.addEventListener("ready", readyListener);
                service.addEventListener("pong", pongListener);
            }
        };

        // When our button is clicked, we will launch a new instance of our micro service.
        button.setOnClickListener(new View.OnClickListener() {
            @Override
            public void onClick(View v) {
                try {
                    URI uri = new URI("http://"+serverAddr+"/service.js");
                    MicroService service = new MicroService(MainActivity.this, uri, startListener);
                    service.start();
                } catch (URISyntaxException e) {
                    e.printStackTrace();
                }
            }
        });
    }
}

Make sure you change serverAddr to your server's address. Now, restart the app and then click the button. The "Hello World" message should change to German. You have successfully connected a micro service to a host app!

To demonstrate the instant update feature, leave the app and server running. Now, edit service.js on your server machine to respond with a different message and then save:

...
    LiquidCore.emit( 'pong', { message: 'Das ist super!' } )
...

Go back to the app and press the button again. Your message should update.

That's it. That's all there is to it. Of course, this is an overly simplified example. We can do other useful things, like utilizing existing Node.js modules. To try this, create a new file named bn.js, and fill it with the following:

var BigNumber = require('bignumber.js')

setInterval(function() {}, 1000)

LiquidCore.on( 'ping', function() {
    var x = new BigNumber(1011, 2)          // "11"
    var y = new BigNumber('zz.9', 36)       // "1295.25"
    var z = x.plus(y)                       // "1306.25"
    LiquidCore.emit( 'pong', { message: '' + x + ' + ' + y + ' = ' + z } )
    process.exit(0)
})

LiquidCore.emit( 'ready', {} )

We will now be using the BigNumber module. Be sure to install it first:

% npm install bignumber.js

You will also need the manifest file, bn.manifest in the same directory:

{
   "configs": [
       {
           "file": "bn.js"
       }
   ]
}

Now navigate to http://localhost:8080/bn.js in your browser and you should now see that the bignumber.js module has also been wrapped.

In your Hallo, die Weld app, change the following line:

URI uri = new URI("http://"+serverAddr+"/service.js");

to:

URI uri = new URI("http://"+serverAddr+"/bn.js");

Then restart the app. You should now see an equation that utilized the module when you click the button.

Ok, one last little trick. Let's modify the bn.manifest file to include a transform. Replace with this:

{
   "configs": [
       {
           "file": "bn.js",
           "transforms": [ "uglifyify" ]
       }
   ]
}

You will need to clear the server cache, so simply delete the .lib directory:

% rm -rf ~/helloworld/.lib

And then restart the server. Now when you navigate to http://localhost:8080/bn.js, you will see that the code has been minified in order to save space. The manifest file can do a bunch of things, but we'll save that for later as it is still in its infancy.

The Micro App

There are many uses for micro services. They are really useful for taking advantage of all the work that has been done by the Node community. But we want to be able to create our own native applications that do not require much, if any, interaction from the host. To achieve this, we will introduce one more term: Surface. A surface is a UI canvas for micro services.

As of 0.2.0, there is only one surface so far: the ConsoleSurface. A ConsoleSurface is simply a Node.js terminal console that displays anything written to console.log() and console.error(). It also allows injection of Javascript commands, just like a standard Node console. This isn't the most interesting surface, but it is an obvious first step. A major improvement is being slated for 0.3.0, with the launch of a ReactNativeSurface. At this point, you will be able to drive native UI elements using the React Native framework. There are other surfaces under consideration, including:

  • WebSurface - a WebView front-end where a micro service can write to the DOM
  • CardSurface - a limited feature set suitable for driving card-like UI elements in a list
  • OpenGLSurface - an OpenGL canvas

Eventually, we would like to have virtual/augmented reality surfaces, as well as non-graphical canvases such as chat and voice query interfaces.

But for now, we just have a console. Let's take a look at how to use it.

Hello, Console!

(All of the code for this example can be found here.)

Start by creating a new micro service, named console.js just like we did for the Hallo, die Weld! example above, and fill it with the following:

// This will keep the process alive until an explicit process.exit() call
setInterval(function(){},1000)

// This will attempt to attach to a ConsoleSurface
LiquidCore.attach('org.liquidplayer.surfaces.console.ConsoleSurface', (error) => {
    console.log("Hello, Console!")
    if (error) {
        console.error(error)
    }
})

Okay, so here's what happening. We are once again setting in indefinite timer so that the process stays alive until we decide to kill it. After that, we are requesting to attach to a surface with LiquidCore.attach(surface, callback). The surface parameter is the canonical name of the surface (org.liquidplayer.surfaces.console.ConsoleSurface is so far the only choice) and callback is a callback function that takes an error as its argument. We are using the arrow function (=>) notation here. ES6 is for real and it's time to get used to it. If you want to use old-timey function(error) { ... } notation, that's ok too.

Once the surface has attached, which we'll know when our callback is called (with an undefined error), then the surface is ready to use. If error is not undefined, then something went wrong and the error parameter will be the thrown exception.

Don't forget our manifest file, console.manifest:

{
   "configs": [
       {
           "file": "console.js"
       }
   ]
}

Run the server again and make sure you can navigate to the file correctly.

Now, let's create another host app. We'll do exactly as we did above, only we will change the name:

  1. In Android Studio, create a new project by selecting File -> New Project ...
  2. Fill out the basics and press Next (Application Name: HelloConsole, Company Domain: liquidplayer.org, Package name: org.liquidplayer.examples.helloconsole)
  3. Fill in the Target Devices information. Select API 17 as the minimum and click Next
  4. Select Empty Activity and then Next
  5. The default options are ok. Click Finish

As before, make sure you link the LiquidCore library. Go to your root-level build.grade file and add the jitpack dependency:

...

allprojects {
    repositories {
        jcenter()
        maven { url 'https://jitpack.io' }
    }
}

...

Then, add the LiquidCore library to your app's build.gradle:

dependencies {
    ...
    compile 'com.github.LiquidPlayer.LiquidCore:LiquidConsoleSurface-0.2.0:v0.2.0'
}

Test it in the emulator (or on a device) to make sure all went to plan. You should have your "Hello World!" screen.

We need to create a list of allowed surfaces. For this, we will create an array resource. Right-click on res/values and click New -> Values resource file. Set the filename as arrays and leave the rest alone. Click OK. Fill that file with:

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <string-array name="surfaces">
        <item>.console.ConsoleSurface</item>
    </string-array>
</resources>

This is a clunky Android thing. We want to reference an array of surfaces, so we have to do it in a separate resource file (eye roll).

Now, open the res/layout/activity_main.xml file. We are going to make one simple change and then be done. Change the file to the following, but replace the IP address with your server:

<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    xmlns:custom="http://schemas.android.com/apk/res-auto"
    android:id="@+id/activity_main"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:paddingBottom="@dimen/activity_vertical_margin"
    android:paddingLeft="@dimen/activity_horizontal_margin"
    android:paddingRight="@dimen/activity_horizontal_margin"
    android:paddingTop="@dimen/activity_vertical_margin"
    tools:context="org.liquidplayer.examples.helloconsole.MainActivity">

    <org.liquidplayer.service.LiquidView
        android:layout_width="match_parent"
        android:layout_height="match_parent"
        android:id="@+id/liquidview"
        custom:liquidcore.URI="http://192.168.1.152:8080/console.js"
        custom:liquidcore.surface="@array/surfaces"
        />
</RelativeLayout>

Now restart the app. You should see a fully functional Node.js console. Try typing process.versions and you will see the versions of the various libraries.

LiquidCore provides a LiquidView Android view widget. This provides the container in which surfaces can be attached. You must specify which surfaces you want to make available to the micro app. This gives hosts ownership over what level of control they want to give to micro apps, which will be necessary as more elaborate surfaces become available.

In your console, type LiquidCore and press enter. You should see:

LiquidCore_ {
  domain: null,
  _events: {},
  _eventsCount: 0,
  _maxListeners: undefined,
  availableSurfaces: { 'org.liquidplayer.surfaces.console.ConsoleSurface': '0.2.0' },
  attach: [Function: attach_],
  detach: [Function: detach_] }

The availableSurfaces object will show the same set of surfaces that were enabled in the XML. This way, micro apps know what surfaces they can use.

Type LiquidCore.detach() in your console and Poof! Your surface is gone. If you rotate the device, a new instance will be launched and reattached. Type process.exit() and the same thing happens.

Of course it is possible to use a LiquidView programmatically and dynamically set its available surfaces and URI.

That pretty much covers the basics of what LiquidCore does!

Building the LiquidCore Android library

If you are interested in building the library directly and possibly contributing, you must do the following:

% git clone https://github.com/liquidplayer/LiquidCore.git
% cd LiquidCore/LiquidCoreAndroid
% echo ndk.dir=$ANDROID_NDK > local.properties
% echo sdk.dir=$ANDROID_SDK >> local.properties
% ./gradlew assembleRelease

Your library now sits in LiquidCoreAndroid/build/outputs/aar/LiquidCore-v0.2.0-release.aar. To use it, simply add the following to your app's build.gradle:

repositories {
    flatDir {
        dirs '/path/to/lib'
    }
}

dependencies {
    compile(name:'LiquidCore-v0.2.0-release', ext:'aar')
}
Note

The Node.js library (libnode.so) is pre-compiled and included in binary form in LiquidCoreAndroid/jni/lib/**/libnode.so, where ** represents the ABI. All of the modifications required to produce the library are included in deps/node-6.4.0. To build each library (if you so choose), you can do the following:

.../LiquidCore/deps/node-6.4.0% ./android-configure /path/to/android/ndk <abi>
.../LiquidCore/deps/node-6.4.0% make

where <abi> is one of arm, arm64, x86 or x86_64

License

Copyright (c) 2014-2017 Eric Lange. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  • Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

  • Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.