Search Results

Search found 11088 results on 444 pages for '2d engine'.

Page 111/444 | < Previous Page | 107 108 109 110 111 112 113 114 115 116 117 118  | Next Page >

  • Using the WF rules engine without workflow in production - implementation experiences

    - by Josh E
    I'm designing an application for a type of case management system that has a big requirement for customizable, flexible business rules. I'm planning on using the WF Rules Engine without workflow (see: here, among other examples and such). One of the points my client brought up (justifiably so!) is whether there are extant examples of using the rules engine for a business rules engine without workflow. My question, of course is: Has anyone used the WF Rules engine sans workflow in a production application before, and what were your experiences?

    Read the article

  • Which Workflow Engine do you recommend?

    - by Glenn
    I am kicking around the idea of using a workflow engine on this upcoming project. We know that there is a lot of caveats with using a workflow engine and we have a lot of development experience in many platforms so we would be willing to let the choice of workflow engine take precedence over our favorite toolset or developer IDE. We are more interested in internal workflow (i.e. petri net for easily changeable ERP purposes without involving additional coder time) than external workflow (i.e. aggregating SOAP calls into a transaction aware, higher level SOA). Which workflow engine would you recommend? We have superficially looked at offerings by Oracle, Microsoft, and some open source stuff too. It's all very overwhelming so please respond only if you have real life experience with implementing internal workflow.

    Read the article

  • two arrays defining 2d coordinates, as array indices, in matlab/octave

    - by Jason
    Hi, I have a 2D array, call it 'A'. I have two other 2D arrays, call them 'ix' and 'iy'. I would like to create an output array whose elements are the elements of A at the index pairs provided by x_idx and y_idx. I can do this with a loop as follows: for i=1:nx for j=1:ny output(i,j) = A(ix(i,j),iy(i,j)); end end How can I do this without the loop? If I do output = A(ix,iy), I get the value of A over the whole range of (ix)X(iy). Thank you, Jason

    Read the article

  • Calculating 2D angles for 3D objects in perspective

    - by Will
    Imagine a photo, with the face of a building marked out. Its given that the face of the building is a rectangle, with 90 degree corners. However, because its a photo, perspective will be involved and the parallel edges of the face will converge on the horizon. With such a rectangle, is it possible to calculate the angle in 2D of the edges of a face that is 90 degrees to it? In the image below, the blue is the face marked on the photo, and I'm wondering how to calculate the 2D vector of the red lines of the other face:

    Read the article

  • Interpolating 1D Gaussian into 2D Gaussian

    - by Drazick
    Let's say I have a 1D Gaussian function. Its length is 600 for that matter. I want to Interpolate it into 2D Gaussian of the size 600 X 600. This is the code I wrote (OTFx is the Gaussian Function, OTF - 2d Interpolated Function): [x, y] = meshgrid([-300:299], [-300:299]); r = sqrt((x .^ 2) + (y .^ 2)); OTF = interp1([-300:299], OTFx, r(:), 'spline'); OTF = reshape(OTF, [600, 600]); The problem is I get Overshoot at the end: How can I prevent it? Is there better Interpolating algorithm for Monotonic Descending Functions?

    Read the article

  • slicing 2d numpy array

    - by MedicalMath
    I have a 2d numpy array called FilteredOutput that has 2 columns and 10001 rows, though the number of rows is a variable. I am trying to take the 2nd column of FilteredOutput and use it to populate a new 1d numpy array called timeSeriesArray using the following line of code: timeSeriesArray=p.array(FilteredOutput[:,0]) I got this syntax from the following link. But the problem is that I am getting the following error message: TypeError: list indices must be integers, not tuple Can anyone show me the proper syntax for populating the 1d array timeSeriesArray with the contents of the second column of the 2d array FilteredOutput?

    Read the article

  • Insert at specific location of a 2d vector

    - by Elgoog
    I have a 2d vector which represents a 2d grid; so grid[0][2] for example. I am needing to 'insert' -might not be the right word here. a vector at a specific location say grid[3][2] there will definitely be a grid[0][0] but when im needing to insert into grid[3][2] there may be nothing before it other than grid[0][0] and there needs to be the space in between for later on. Is there any way to do this? Thank you for your help. ps: I should note that the size of the vectors are not known (they will grow over time)

    Read the article

  • 2D Engine scrolling on OpenGL via hardware?

    - by drudru
    hi, I'm using OpenGL as the bottom end for a 2D tiling engine. When everything is 2D, it is simple to optimize certain issues. For example, scrolling. If I know a certain section of the screen needs to scroll off the bottom, then I can just blit over that portion. I'm evening moving more than 1 pixel at a time. Without explicit hardware support (think old nintendo hw), this requires a lot of pixel writes. An on chip bitblt would be the next best thing. Essentially, I'm looking at how I can optimize my GL calls to use VRAM texture renders as efficient hardware blits. Is it possible to have GL scroll the framebuffer, or should I just resign myself to double-buffering and re-rendering an entire scene for each frame? Thx

    Read the article

  • Expression Engine using the Champagne Extension troubleshooting

    - by user975044
    I have an issue in Expression Engine using the Champagne Extension where it won't allow me to send out campaigns. This extension utilizes https://www.campaignmonitor.com/ api to send out mass emails. The Error I get is "HTML Content URL Required" when I try to send out campaigns form the back end of the Expression Engine Install. What could be causing this issue that relates to the expression engine install?

    Read the article

  • Live Wallpaper Engine Abstraction

    - by user1459142
    I am trying to obtain an instance of my live wallpaper engine in another class, here is my code... In the other class: WallpaperEngine wpe = (WallpaperEngine) LiveWallpaperService.onCreateEngine(); In LiveWallpaperService: @Override public Engine onCreateEngine() { // TODO Auto-generated method stub return new WallpaperEngine(); } But when I refer to an object in my engine (i.e, "wpe.variable"), I get a NullPointerException and the wallpaper force closes.

    Read the article

  • How to "select file" with Python script? . Google App Engine . Python .

    - by draconisthe0ry
    I'm trying to create an online application for a python function i have created. in my script, i input the path of my file for the computer (input_path = '/users/user/desktop/input.txt') but i'm not sure how to go about this using Google App Engine . I have the choice between 3 templates: flask, django, and bottle . I really do believe this question is relevant for people transitioning from scripts to web-based applications. Do I need to incorporate GUI stuff from Tkinter or something? There has to be a way to simply select a file to use for the input path in an interactive way using python scripts

    Read the article

  • Google Chrome custom search engine for secure Wikipedia

    - by gdejohn
    I have this custom search engine set up in Google Chrome: https://encrypted.google.com/search?q=site%3Aen.wikipedia.org+%s&btnI=745 It searches Google for site:en.wikipedia.org {query}, and the btnI=745 is for I'm Feeling Lucky, so it automatically redirects to the first result. I like this better than using Wikipedia's search function directly because it gives me very effective approximate string matching, so I can misspell my search, or leave a word out, or just search for some keywords, and I still get what I'm looking for right away. What I'd like is for it to use Wikipedia's secure gateway: https://secure.wikimedia.org/wikipedia/en/wiki/ It's easy enough to set up a custom search engine that uses the secure version of Wikipedia's search function directly, but I can't figure out how to correctly incorporate it into my version going through Google. Nothing I've tried works.

    Read the article

  • How to choose NoSQL database engine?

    - by Poma
    We have a database with following specs: 30k records, 7mb in size 20 inserts/second 1000 updates/second 1000 range selects/second, by secondary index, approx 10 rows each needs at least one secondary index needs some mechanism to expire keys if they are not updated for 75 secs (can be done via programmatic garbage collector but will require additional 'last_update' index and will add some load) consistency is not required durability is not required db should be stored in memory For now we use Redis, but it does not have secondary index and it's keys index:foo:* is too slow. Membase also does not have secondary index (as far as I know). MongoDB and MySQL memory engine have table-level locks. What engine will fit our use case?

    Read the article

  • How to monetize and protect a engine's and its framework's copyrights and patents?

    - by Arthur Wulf White
    I created a game engine that handles: Rendering levels with 2d textured curved surfaces Collisions with curved surfaces Animationn paths on and navigation in 2d-sapce I have also made a framework for: Procedural organic level generation with round surfaces Level editing Light weight sprite design The engine and framework are written in AS3 and I am in the process of translating the code into HaXe to better support other platforms. I am also interested in adding Animated curved platforms More advanced level editing features Currently, I have a part time job and any time I spend on this engine is either taken out of my limited free time (I'm a student working to support myself through school) or out my time working at my job. I really believe this engine can make life much easier for people designing Tower Defence games, Shooters and and Platformers while also possibly improving their results. It could also support RTS, RPGs and racing games very well. It continains original algorithms that could be used for procedural generation of organic round and smooth levels. The algorithms I used are new and are not available in any other level editor I've seen. In order to constantly improve the Engine and have it tested thoroughly I think the best route is releasing it to the public. What are the best ways to benefit myself and others with my new framework? I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief. I am thinking of designing three sample games, releasing them and starting a kickstarter, any advice and thoughts on the matter would be valuable. My goal is like Markus von Broady suggested, to get people involved in developing the engine and let people use it for games for either a symbolic fee or for free and charge for support. That or use some form of croud sourcing. Do I need to hire a lawyer to get some sort of legal document to protect my work?

    Read the article

  • SQL Server 2008 uses half the CPU’s

    - by ACALVETT
    I recently got my hands on a couple of 4 socket servers with Intel E7-4870's (10 cores per cpu) and with hyper threading enabled that gave me 80 logical CPU's. The server has Windows 2008 R2 SP1 along with SQL 2008 (Currently we can not deploy SQL 2008 R2 for the application being hosted). When SQL Server started I noticed only 2 NUMA nodes were configured and 40 logical cores where there should have been 4 NUMA nodes and 80 logical cores (see below). The problem is caused by that fact that...(read more)

    Read the article

  • C++ FBX Animation Importer Using the FBX SDK

    - by Mike Sawayda
    Does anyone have any experience using the FBX SDK to load in animations. I got the meshes loaded in correctly with all of their verts, indices, UV's, and normals. I am just now trying to get the Animations working correctly. I have looked at the FBX SDK documentation with little help. If someone could just help me get started or point me in the right direction I would greatly appreciate it. I added some code so you can kinda get an idea of what I am doing. I should be able to place that code anywhere in the load FBX function and have it work. //GETTING ANIMAION DATA for(int i = 0; i < scene->GetSrcObjectCount<FbxAnimStack>(); ++i) { FbxAnimStack* lAnimStack = scene->GetSrcObject<FbxAnimStack>(i); FbxString stackName = "Animation Stack Name: "; stackName += lAnimStack->GetName(); string sStackName = stackName; int numLayers = lAnimStack->GetMemberCount<FbxAnimLayer>(); for(int j = 0; j < numLayers; ++j) { FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(j); FbxString layerName = "Animation Stack Name: "; layerName += lAnimLayer->GetName(); string sLayerName = layerName; queue<FbxNode*> nodes; FbxNode* tempNode = scene->GetRootNode(); while(tempNode != NULL) { FbxAnimCurve* lAnimCurve = tempNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X); if(lAnimCurve != NULL) { //I know something needs to be done here but I dont know what. } for(int i = 0; i < tempNode->GetChildCount(false); ++i) { nodes.push(tempNode->GetChild(i)); } if(nodes.size() > 0) { tempNode = nodes.front(); nodes.pop(); } else { tempNode = NULL; } } } } Here is the full function bool FBXLoader::LoadFBX(ParentMeshObject* _parentMesh, char* _filePath, bool _hasTexture) { FbxManager* fbxManager = FbxManager::Create(); if(!fbxManager) { printf( "ERROR %s : %d failed creating FBX Manager!\n", __FILE__, __LINE__ ); } FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); fbxManager->SetIOSettings(ioSettings); FbxString filePath = FbxGetApplicationDirectory(); fbxManager->LoadPluginsDirectory(filePath.Buffer()); FbxScene* scene = FbxScene::Create(fbxManager, ""); int fileMinor, fileRevision; int sdkMajor, sdkMinor, sdkRevision; int fileFormat; FbxManager::GetFileFormatVersion(sdkMajor, sdkMinor, sdkRevision); FbxImporter* importer = FbxImporter::Create(fbxManager, ""); if(!fbxManager->GetIOPluginRegistry()->DetectReaderFileFormat(_filePath, fileFormat)) { //Unrecognizable file format. Try to fall back on FbxImorter::eFBX_BINARY fileFormat = fbxManager->GetIOPluginRegistry()->FindReaderIDByDescription("FBX binary (*.fbx)"); } bool importStatus = importer->Initialize(_filePath, fileFormat, fbxManager->GetIOSettings()); importer->GetFileVersion(fileMinor, fileMinor, fileRevision); if(!importStatus) { printf( "ERROR %s : %d FbxImporter Initialize failed!\n", __FILE__, __LINE__ ); return false; } importStatus = importer->Import(scene); if(!importStatus) { printf( "ERROR %s : %d FbxImporter failed to import the file to the scene!\n", __FILE__, __LINE__ ); return false; } FbxAxisSystem sceneAxisSystem = scene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem axisSystem( FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded ); if(sceneAxisSystem != axisSystem) { axisSystem.ConvertScene(scene); } TriangulateRecursive(scene->GetRootNode()); FbxArray<FbxMesh*> meshes; FillMeshArray(scene, meshes); unsigned short vertexCount = 0; unsigned short triangleCount = 0; unsigned short faceCount = 0; unsigned short materialCount = 0; int numberOfVertices = 0; for(int i = 0; i < meshes.GetCount(); ++i) { numberOfVertices += meshes[i]->GetPolygonVertexCount(); } Face face; vector<Face> faces; int indicesCount = 0; int ptrMove = 0; float wValue = 0.0f; if(!_hasTexture) { wValue = 1.0f; } for(int i = 0; i < meshes.GetCount(); ++i) { int vertexCount = 0; vertexCount = meshes[i]->GetControlPointsCount(); if(vertexCount == 0) continue; VertexType* vertices; vertices = new VertexType[vertexCount]; int triangleCount = meshes[i]->GetPolygonVertexCount() / 3; indicesCount = meshes[i]->GetPolygonVertexCount(); FbxVector4* fbxVerts = new FbxVector4[vertexCount]; int arrayIndex = 0; memcpy(fbxVerts, meshes[i]->GetControlPoints(), vertexCount * sizeof(FbxVector4)); for(int j = 0; j < triangleCount; ++j) { int index = 0; FbxVector4 fbxNorm(0, 0, 0, 0); FbxVector2 fbxUV(0, 0); bool texCoordFound = false; face.indices[0] = index = meshes[i]->GetPolygonVertex(j, 0); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 0, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 0, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[1] = index = meshes[i]->GetPolygonVertex(j, 1); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 1, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 1, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[2] = index = meshes[i]->GetPolygonVertex(j, 2); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 2, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 2, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; faces.push_back(face); } meshes[i]->Destroy(); meshes[i] = NULL; int indexCount = faces.size() * 3; unsigned long* indices = new unsigned long[faces.size() * 3]; int indicie = 0; for(unsigned int i = 0; i < faces.size(); ++i) { indices[indicie++] = faces[i].indices[0]; indices[indicie++] = faces[i].indices[1]; indices[indicie++] = faces[i].indices[2]; } faces.clear(); _parentMesh->AddChild(vertices, indices, vertexCount, indexCount); } return true; }

    Read the article

  • What exactly is an SEO badge and how does it help my SEO?

    - by ben geit
    Hi everyone! I'm using attracta.com as an SEO tool to try and improve my SEO. They say that I should use an SEO badge to improve my ranking but I don't really understand what it is or what it does (a quick Google search didn't provide too much information). I was just wondering if any of you guys here at stackoverflow had any information they would be able to impart to me. Thanks for your help!

    Read the article

  • SQL Server Denali - Serverless SQL Server

    - by simonsabin
    Who hates having to install SQL Express to get SQL Server. Anyone ever used those automatigally attached databases you can do with SQL Express. Yes! Wow you must be the only one. SQL express whilst its awesome to have a free version of SQL its a total pain to install. OK you could go with SQL Compact edition but then you lose half of your features. As part of the SQL Server Denali   feature announcements they have mentioned a new “serverless SQL Server” (Watch the video http://www.msteched.com...(read more)

    Read the article

< Previous Page | 107 108 109 110 111 112 113 114 115 116 117 118  | Next Page >