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  • Write to a binary file?

    - by rick irby
    Here is data structure w/ variables: struct Part_record { char id_no[3]; int qoh; string desc; double price: }; --- (Using "cin" to input data) --- Part_record null_part = {" ", 0," ",0.0}; --- --- file.seekg( -(long)sizeof(Part_record), ios::cur); file.write( ( char *)&part, sizeof(Part_record) ); The three variables, qoh, Id_no & price, write out correctly, but the "desc" variable is not right. Do I need to initialize Part_record some other way? It should be 20 characters in length. If you have enough info here, pls share your advice,thanks.

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  • Error inserting data in binary tree

    - by chepe263
    I copied this code (in spanish) http://www.elrincondelc.com/nuevorincon/index.php?pag=codigos&id=4 and wrote a new one. This is my code: #include <cstdlib> #include <conio.h> #include <iostream> using namespace std; struct nodoarbol { int dato; struct nodoarbol *izq; struct nodoarbol *der; }; typedef nodoarbol Nodo; typedef Nodo *Arbol; void insertar(Arbol *, int); void inorden(Arbol); void postorden(Arbol); void preorden(Arbol); void insertar(Arbol *raiz, int nuevo){ if (*raiz==NULL){ *raiz = (Nodo *)malloc(sizeof(Nodo)); if (*raiz != NULL){ (*raiz)->dato=nuevo; (*raiz)->der=NULL; (*raiz)->izq=NULL; } else{ cout<<"No hay memoria suficiente u ocurrio un error"; } } else{ if (nuevo < (*raiz)->dato) insertar( &((*raiz)->izq), nuevo ); else if (nuevo > (*raiz)->dato) insertar(&((*raiz)->der), nuevo); } }//inseertar void inorden(Arbol raiz){ if (raiz != NULL){ inorden(raiz->izq); cout << raiz->dato << " "; inorden(raiz->der); } } void preorden(Arbol raiz){ if (raiz != NULL){ cout<< raiz->dato << " "; preorden(raiz->izq); preorden(raiz->der); } } void postorden(Arbol raiz){ if (raiz!=NULL){ postorden(raiz->izq); postorden(raiz->der); cout<<raiz->dato<<" "; } } int main() { int i; i=0; int val; Arbol raiz = NULL; for (i=0; i<10; i++){ cout<<"Inserte un numero"; cin>>val; insertar( (raiz), val); } cout<<"\nPreorden\n"; preorden(raiz); cout<<"\nIneorden\n"; inorden(raiz); cout<<"\nPostorden\n"; postorden(raiz); return 0; } I'm using netbeans 7.1.1, mingw32 compiler This is the output: make[2]: Leaving directory `/q/netbeans c++/NetBeansProjects/treek' make[1]: Leaving directory `/q/netbeans c++/NetBeansProjects/treek' main.cpp: In function 'int main()': main.cpp:110:30: error: cannot convert 'Arbol {aka nodoarbol*}' to 'Nodo** {aka nodoarbol**}' for argument '1' to 'void insertar(Nodo**, int)' make[2]: *** [build/Release/MinGW-Windows/main.o] Error 1 make[1]: *** [.build-conf] Error 2 make: *** [.build-impl] Error 2 BUILD FAILED (exit value 2, total time: 11s) I don't understand what's wrong since i just copied the code (and rewrite it to my own code). I'm really good in php, asp.net (vb) and other languages but c is a headche for me. I've been struggling with this problem for about an hour. Could somebody tell me what could it be?

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  • replace NA in an R vector with adjacent values

    - by pssguy
    I have a dataframe which has merged player and team data for soccer seasons So for a particular player in a specific season I have data like df <- data.frame(team=c(NA,"CRP",NA,"CRP","CRP",NA), player=c(NA,"Ed",NA,"Ed","Ed",NA), playerGame= c(NA,1,NA,2,3,NA), teamGame =c(1,2,3,4,5,6)) Where the NA's indicate that the player did not appear in that specific team game How would I most efficiently replace the team and player NA's with "CRP" and "Ed" respectively and have a plGame output of, in this instance, 0,1,1,2,3,3

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  • Vector deltas and moving in unknown areas

    - by dekz
    Hi All, I was in need of a little math help that I can't seem to find the answer to, any links to documentation would be greatly appreciated. Heres my situation, I have no idea where I am in this maze, but I need to move around and find my way back to the start. I was thinking of implementing a waypoint list of places i've been offset from my start at 0,0. This is a 2D cartesian plane. I've been given 2 properties, my translation speed from 0-1 and my rotation speed from -1 to 1. -1 is very left and +1 is very right. These are speed and not angles so thats where my problem lies. If I'm given 0 as a translation speed and 0.2 I will continually turn to my right at a slow speed. How do I figure out the offsets given these 2 variables? I can store it every time I take a 'step'. I just need to figure out the offsets in x and y terms given the translations and rotation speeds. And the rotation to get to those points. Any help is appreciated.

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  • efficient video format/codec for sparse & binary blob tracking

    - by user391339
    I am working on a blob tracking project and have many high-definition videos that I would like to reduce in size for storage and downstream tracking/shape-analysis. I want to use a lossless method that takes advantage of the black and white nature of the video as well as the fact that not much is moving between individual frames. The videos are quite sparse, with 5 to 10 b&w blobs per frame occupying <30% of the space in total, with each blob moving <5-10% of the field of view between frames and not changing shape too much between 2-3 frames. I will work in Python, Matlab, or LabView for this project, and could use a batch utility if available. It may be worthwhile to export the files as compressed image stacks if a proper video format can't be found. What are the pros and cons of this? A video codec uses correlations between neighboring frames, so it should be more efficient, but not if the wrong one is chosen or if it is improperly configured.

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  • Binary Search Tree can't delete the root

    - by Ali Zahr
    Everything is working fine in this function, but the problem is that I can't delete the root, I couldn't figure out what's the bug here.I've traced the "else part" it works fine until the return, it returns the old value I don't know why. Plz Help! node *removeNode(node *Root, int key) { node *tmp = new node; if(key > Root->value) Root->right = removeNode(Root->right,key); else if(key < Root->value) Root->left = removeNode(Root->left, key); else if(Root->left != NULL && Root->right != NULL) { node *minNode = findNode(Root->right); Root->value = minNode->value; Root->right = removeNode(Root->right,Root->value); } else { tmp = Root; if(Root->left == NULL) Root = Root->right; else if(Root->right == NULL) Root = Root->left; delete tmp; } return Root; }

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  • How to access the element of a list/vector that passed by reference in C++

    - by bsoundra
    Hi all, The problem is passing lists/vectors by reference int main(){ list<int> arr; //Adding few ints here to arr func1(&arr); return 0; } void func1(list<int> * arr){ // How Can I print the values here ? //I tried all the below , but it is erroring out. cout<<arr[0]; // error cout<<*arr[0];// error cout<<(*arr)[0];//error //How do I modify the value at the index 0 ? func2(arr);// Since it is already a pointer, I am passing just the address } void func2(list<int> *arr){ //How do I print and modify the values here ? I believe it should be the same as above but // just in case. } Is the vectors any different from the lists ? Thanks in advance. Any links where these things are explained elaborately will be of great help. Thanks again.

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  • How many posibilities on a binary ?

    - by Val
    in hexadecimal "10 10 10 10" system you have 0-255 posibilities right? in total 256 different posibilities as there are 8 1s and 0s. how many different posibilities would i get? if i had 10 digits. instead of 8? or how would i calculate that in php ?

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  • Better way to download a binary file?

    - by geoff
    I have a site where a user can download a file. Some files are extremely large (the largest being 323 MB). When I test it to try and download this file I get an out of memory exception. The only way I know to download the file is below. The reason I'm using the code below is because the URL is encoded and I can't let the user link directly to the file. Is there another way to download this file without having to read the whole thing into a byte array? FileStream fs = new FileStream(context.Server.MapPath(url), FileMode.Open, FileAccess.Read); BinaryReader br = new BinaryReader(fs); long numBytes = new FileInfo(context.Server.MapPath(url)).Length; byte[] bytes = br.ReadBytes((int) numBytes); string filename = Path.GetFileName(url); context.Response.Buffer = true; context.Response.Charset = ""; context.Response.Cache.SetCacheability(HttpCacheability.NoCache); context.Response.ContentType = "application/x-rar-compressed"; context.Response.AddHeader("content-disposition", "attachment;filename=" + filename); context.Response.BinaryWrite(bytes); context.Response.Flush(); context.Response.End();

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  • Problems in Binary Search Tree

    - by user2782324
    This is my first ever trial at implementing the BST, and I am unable to get it done. Please help The problem is that When I delete the node if the node is in the right subtree from the root or if its a right child in the left subtree, then it works fine. But if the node is in the left subtree from root and its any left child, then it does not get deleted. Can someone show me what mistake am I doing?? the markedNode here gets allocated to the parent node of the node to be deleted. the minValueNode here gets allocated to a node whose left value child is the smallest value and it will be used to replace the value to be deleted. package DataStructures; class Node { int value; Node rightNode; Node leftNode; } class BST { Node rootOfTree = null; public void insertintoBST(int value) { Node markedNode = rootOfTree; if (rootOfTree == null) { Node newNode = new Node(); newNode.value = value; rootOfTree = newNode; newNode.rightNode = null; newNode.leftNode = null; } else { while (true) { if (value >= markedNode.value) { if (markedNode.rightNode != null) { markedNode = markedNode.rightNode; } else { Node newNode = new Node(); newNode.value = value; markedNode.rightNode = newNode; newNode.rightNode = null; newNode.leftNode = null; break; } } if (value < markedNode.value) { if (markedNode.leftNode != null) { markedNode = markedNode.leftNode; } else { Node newNode = new Node(); newNode.value = value; markedNode.leftNode = newNode; newNode.rightNode = null; newNode.leftNode = null; break; } } } } } public void searchBST(int value) { Node markedNode = rootOfTree; if (rootOfTree == null) { System.out.println("Element Not Found"); } else { while (true) { if (value > markedNode.value) { if (markedNode.rightNode != null) { markedNode = markedNode.rightNode; } else { System.out.println("Element Not Found"); break; } } if (value < markedNode.value) { if (markedNode.leftNode != null) { markedNode = markedNode.leftNode; } else { System.out.println("Element Not Found"); break; } } if (value == markedNode.value) { System.out.println("Element Found"); break; } } } } public void deleteFromBST(int value) { Node markedNode = rootOfTree; Node minValueNode = null; if (rootOfTree == null) { System.out.println("Element Not Found"); return; } if (rootOfTree.value == value) { if (rootOfTree.leftNode == null && rootOfTree.rightNode == null) { rootOfTree = null; return; } else if (rootOfTree.leftNode == null ^ rootOfTree.rightNode == null) { if (rootOfTree.rightNode != null) { rootOfTree = rootOfTree.rightNode; return; } else { rootOfTree = rootOfTree.leftNode; return; } } else { minValueNode = rootOfTree.rightNode; if (minValueNode.leftNode == null) { rootOfTree.rightNode.leftNode = rootOfTree.leftNode; rootOfTree = rootOfTree.rightNode; } else { while (true) { if (minValueNode.leftNode.leftNode != null) { minValueNode = minValueNode.leftNode; } else { break; } } // Minvalue to the left of minvalue node rootOfTree.value = minValueNode.leftNode.value; // The value has been swapped if (minValueNode.leftNode.leftNode == null && minValueNode.leftNode.rightNode == null) { minValueNode.leftNode = null; } else { if (minValueNode.leftNode.leftNode != null) { minValueNode.leftNode = minValueNode.leftNode.leftNode; } else { minValueNode.leftNode = minValueNode.leftNode.rightNode; } // Minvalue deleted } } } } else { while (true) { if (value > markedNode.value) { if (markedNode.rightNode != null) { if (markedNode.rightNode.value == value) { break; } else { markedNode = markedNode.rightNode; } } else { System.out.println("Element Not Found"); return; } } if (value < markedNode.value) { if (markedNode.leftNode != null) { if (markedNode.leftNode.value == value) { break; } else { markedNode = markedNode.leftNode; } } else { System.out.println("Element Not Found"); return; } } } // Parent of the required element found // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (markedNode.rightNode != null) { if (markedNode.rightNode.value == value) { if (markedNode.rightNode.rightNode == null && markedNode.rightNode.leftNode == null) { markedNode.rightNode = null; return; } else if (markedNode.rightNode.rightNode == null ^ markedNode.rightNode.leftNode == null) { if (markedNode.rightNode.rightNode != null) { markedNode.rightNode = markedNode.rightNode.rightNode; return; } else { markedNode.rightNode = markedNode.rightNode.leftNode; return; } } else { if (markedNode.rightNode.value == value) { minValueNode = markedNode.rightNode.rightNode; } else { minValueNode = markedNode.leftNode.rightNode; } if (minValueNode.leftNode == null) { // MinNode has no left value markedNode.rightNode = minValueNode; return; } else { while (true) { if (minValueNode.leftNode.leftNode != null) { minValueNode = minValueNode.leftNode; } else { break; } } // Minvalue to the left of minvalue node if (markedNode.leftNode != null) { if (markedNode.leftNode.value == value) { markedNode.leftNode.value = minValueNode.leftNode.value; } } if (markedNode.rightNode != null) { if (markedNode.rightNode.value == value) { markedNode.rightNode.value = minValueNode.leftNode.value; } } // MarkedNode exchanged if (minValueNode.leftNode.leftNode == null && minValueNode.leftNode.rightNode == null) { minValueNode.leftNode = null; } else { if (minValueNode.leftNode.leftNode != null) { minValueNode.leftNode = minValueNode.leftNode.leftNode; } else { minValueNode.leftNode = minValueNode.leftNode.rightNode; } // Minvalue deleted } } } // //////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (markedNode.leftNode != null) { if (markedNode.leftNode.value == value) { if (markedNode.leftNode.rightNode == null && markedNode.leftNode.leftNode == null) { markedNode.leftNode = null; return; } else if (markedNode.leftNode.rightNode == null ^ markedNode.leftNode.leftNode == null) { if (markedNode.leftNode.rightNode != null) { markedNode.leftNode = markedNode.leftNode.rightNode; return; } else { markedNode.leftNode = markedNode.leftNode.leftNode; return; } } else { if (markedNode.rightNode.value == value) { minValueNode = markedNode.rightNode.rightNode; } else { minValueNode = markedNode.leftNode.rightNode; } if (minValueNode.leftNode == null) { // MinNode has no left value markedNode.leftNode = minValueNode; return; } else { while (true) { if (minValueNode.leftNode.leftNode != null) { minValueNode = minValueNode.leftNode; } else { break; } } // Minvalue to the left of minvalue node if (markedNode.leftNode != null) { if (markedNode.leftNode.value == value) { markedNode.leftNode.value = minValueNode.leftNode.value; } } if (markedNode.rightNode != null) { if (markedNode.rightNode.value == value) { markedNode.rightNode.value = minValueNode.leftNode.value; } } // MarkedNode exchanged if (minValueNode.leftNode.leftNode == null && minValueNode.leftNode.rightNode == null) { minValueNode.leftNode = null; } else { if (minValueNode.leftNode.leftNode != null) { minValueNode.leftNode = minValueNode.leftNode.leftNode; } else { minValueNode.leftNode = minValueNode.leftNode.rightNode; } // Minvalue deleted } } } } // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// } } } } } } public class BSTImplementation { public static void main(String[] args) { BST newBst = new BST(); newBst.insertintoBST(19); newBst.insertintoBST(13); newBst.insertintoBST(10); newBst.insertintoBST(20); newBst.insertintoBST(5); newBst.insertintoBST(23); newBst.insertintoBST(28); newBst.insertintoBST(16); newBst.insertintoBST(27); newBst.insertintoBST(9); newBst.insertintoBST(4); newBst.insertintoBST(22); newBst.insertintoBST(17); newBst.insertintoBST(30); newBst.insertintoBST(40); newBst.deleteFromBST(5); newBst.deleteFromBST(4); newBst.deleteFromBST(9); newBst.deleteFromBST(10); newBst.deleteFromBST(13); newBst.deleteFromBST(16); newBst.deleteFromBST(17); newBst.searchBST(5); newBst.searchBST(4); newBst.searchBST(9); newBst.searchBST(10); newBst.searchBST(13); newBst.searchBST(16); newBst.searchBST(17); System.out.println(); newBst.deleteFromBST(20); newBst.deleteFromBST(23); newBst.deleteFromBST(27); newBst.deleteFromBST(28); newBst.deleteFromBST(30); newBst.deleteFromBST(40); newBst.searchBST(20); newBst.searchBST(23); newBst.searchBST(27); newBst.searchBST(28); newBst.searchBST(30); newBst.searchBST(40); } }

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  • C++ STL vector iterator... but got runtime error

    - by nzer0
    I'm studying STL and made win32 project.. But I got stuck in runtime error.. I tried to debug it but.. please click to see picture this is very strange because in watch table, n1,p1,it are defined but n2 isn't and tmp is not either.. I can't find what is wrong... please help..

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  • iPhone/Mac - C++ vector or NSMutableArray

    - by satyam
    I'm creating an application for iPhone which needs to handle large data. So, I would like to know which one will be better to use : C++ Vectors or ObjectiveC's NSMutableArray? Which one will be faster to access elements, delete elements, add elements etc. Can some one guide me please?

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  • C# vector class - Interpolation design decision

    - by Benjamin
    Currently I'm working on a vector class in C# and now I'm coming to the point, where I've to figure out, how i want to implement the functions for interpolation between two vectors. At first I came up with implementing the functions directly into the vector class... public class Vector3D { public static Vector3D LinearInterpolate(Vector3D vector1, Vector3D vector2, double factor) { ... } public Vector3D LinearInterpolate(Vector3D other, double factor { ... } } (I always offer both: a static method with two vectors as parameters and one non-static, with only one vector as parameter) ...but then I got the idea to use extension methods (defined in a seperate class called "Interpolation" for example), since interpolation isn't really a thing only available for vectors. So this could be another solution: public class Vector3D { ... } public static class Interpolation { public static Vector3D LinearInterpolate(this Vector3D vector, Vector3D other, double factor) { ... } } So here an example how you'd use the different possibilities: { var vec1 = new Vector3D(5, 3, 1); var vec2 = new Vector3D(4, 2, 0); Vector3D vec3; vec3 = vec1.LinearInterpolate(vec2, 0.5); //1 vec3 = Vector3D.LinearInterpolate(vec1, vec2, 0.5); //2 //or with extension-methods vec3 = vec1.LinearInterpolate(vec2, 0.5); //3 (same as 1) vec3 = Interpolation.LinearInterpolation(vec1, vec2, 0.5); //4 } So I really don't know which design is better. Also I don't know if there's an ultimate rule for things like this or if it's just about what someone personally prefers. But I really would like to hear your opinions, what's better (and if possible why ).

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  • Client Side Prediction for a Look Vector

    - by Mike Sawayda
    So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the server. Right now I am only worried about the look vectors though. I am receiving the correct look vector from the server about 20 times per second and I am checking that against the look vector that I have client side. I want to interpolate the clients look vector towards the correct one that is server side over a period of time. Therefore no matter how far you are away from the servers look vector you will interpolate to it over the same amount of time. Ex. if you were 10 degrees off it would take the same amount of time as if you were 2 degrees off to be correctly lined up with the server copy. My code looks something like this but the problem is that the amount that you are changing the clients copy gets infinitesimally small so you will actually never reach the servers copy. This is because I am always calculating the difference and only moving by a percentage of that every frame. Does anyone have any suggestions on how to interpolate towards the servers copy correctly? if(rotationDiffY > ClientSideAttributes::minRotation) { if(serverRotY > clientRotY) { playerObjects[i]->collisionObject->rotation.y += (rotationDiffY * deltaTime); } else { playerObjects[i]->collisionObject->rotation.y -= (rotationDiffY deltaTime); } }

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  • Create and define Vector

    - by zdmytriv
    I'm looking for method to create Vector and push some values without defining variable Vector. For example: I have function: public function bla(data:Vector.<Object>):void { ... } this function expects Vector as parameter. I can pass parameters this way var newVector:Vector.<Object> = new Vector.<Object>(); newVector.push("bla1"); newVector.push("bla2"); bla(newVector); Can I do it in one line in Flex? I'm looking for something like: bla(new Vector.<Object>().push("bla1").push("bla2")); I've also tried this: bla(function():Vector.<Object> { var result:Vector.<Object> = new Vector.<Object>(2, true); result.push("bla1"); result.push("bla2"); return result; }); But it complains: 1067: Implicit coercion of a value of type Function to an unrelated type __AS3__.vec:Vector.<Object>... Thanks

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  • 2D vector value replacement using classes; genetic algorithm mutation

    - by gcolumbus
    I have a 2D vector as defined by the classes below. Note that I've used classes because I'm trying to program a genetic algorithm such that many, many 2D vectors will be created and they will all be different. class Quad: public std::vector<int> { public: Quad() : std::vector<int>(4,0) {} }; class QuadVec : public std::vector<Quad> { }; An important part of my algorithm, however, is that I need to be able to "mutate" (randomly change) particular values in a certain number of randomly chosen 2D vectors. This has me stumped. I can easily write code to randomly select the value within the 2D vector that will be selected for "mutation" but how do I actually enact that change using classes? I understand how this would be done with one 2D vector that has already been initialized but how do I do this if it hasn't? Please let me know if I haven't provided enough info or am not clear as I tend to do that. Thanks for your time and help!

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  • How to implement button in a vector

    - by user1880497
    In my table. I want to put some buttons into each row that I can press. But I do not know how to do it public static DefaultTableModel buildTableModel(ResultSet rs) throws SQLException { java.sql.ResultSetMetaData metaData = rs.getMetaData(); // names of columns Vector<String> columnNames = new Vector<String>(); int columnCount = metaData.getColumnCount(); for (int column = 1; column <= columnCount; column++) { columnNames.add(metaData.getColumnName(column)); } // data of the table Vector<Vector<Object>> data = new Vector<Vector<Object>>(); while (rs.next()) { Vector<Object> vector = new Vector<Object>(); for (int columnIndex = 1; columnIndex <= columnCount; columnIndex++) { vector.add(rs.getObject(columnIndex)); } data.add(vector); } return new DefaultTableModel(data, columnNames); }

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  • Command to find the source package of a binary?

    - by Delan Azabani
    I know there's a which command, that echoes the full name of a binary (e.g. which sh). However, I'm fairly sure there's a command that echoes the package that provides a particular binary. Is there such a command? If so, what is it? I'd like to be able to run this: commandName ls and get coreutils for example.

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  • push_back private vectors with 2 methods, one isn't working

    - by jmclem
    I have a class with a private vector of doubles. To access or modify these values, at first I used methods such as void classA::pushVector(double i) { this->vector.push_back(i); } double classA::getVector(int i) { return vector[i]; } This worked for a while until I found I would have to overload a lot of operators for what I needed, so I tried to change it to get and set the vector directly instead of the values, i.e. void classA::setVector(vector<double> vector) { this->vector = vector; } vector<double> classA::getVector() { return vector; } Now, say there is a classB, which has a private classA element, which also has get and set methods to read and write. The problem was when I tried to push back a value to the end vector in classA. void classB::setFirstValue(double first) { this->getClassA().getVector().push_back(first); } This does absolutely nothing to the vector. It remains unchanged and I can't figure out why... Any ideas?

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  • Oracle Database 12c Spatial: Vector Performance Acceleration

    - by Okcan Yasin Saygili-Oracle
    Most business information has a location component, such as customer addresses, sales territories and physical assets. Businesses can take advantage of their geographic information by incorporating location analysis and intelligence into their information systems. This allows organizations to make better decisions, respond to customers more effectively, and reduce operational costs – increasing ROI and creating competitive advantage. Oracle Database, the industry’s most advanced database,  includes native location capabilities, fully integrated in the kernel, for fast, scalable, reliable and secure spatial and massive graph applications. It is a foundation for deploying enterprise-wide spatial information systems and locationenabled business applications. Developers can extend existing Oracle-based tools and applications, since they can easily incorporate location information directly in their applications, workflows, and services. Spatial Features The geospatial data features of Oracle Spatial and Graph option support complex geographic information systems (GIS) applications, enterprise applications and location services applications. Oracle Spatial and Graph option extends the spatial query and analysis features included in every edition of Oracle Database with the Oracle Locator feature, and provides a robust foundation for applications that require advanced spatial analysis and processing in the Oracle Database. It supports all major spatial data types and models, addressing challenging business-critical requirements from various industries, including transportation, utilities, energy, public sector, defense and commercial location intelligence. Network Data Model Graph Features The Network Data Model graph explicitly stores and maintains a persistent data model withnetwork connectivity and provides network analysis capability such as shortest path, nearest neighbors, within cost and reachability. It loads partitioned networks into memory on demand, overcomingthe limitations of in-memory analysis. Partitioning massive networks into manageable sub-networkssimplifies the network analysis. RDF Semantic Graph Features RDF Semantic Graph has native support for World Wide Web Consortium standards. It has open, scalable, and secure features for storing RDF/OWL ontologies anddata; native inference with OWL 2, SKOS and user-defined rules; and querying RDF/OWL data withSPARQL 1.1, Java APIs, and SPARQLgraph patterns in SQL. Video: Oracle Spatial and Graph Overview Oracle spatial is embeded on oracle database product. So ,we can use oracle installer (OUI).The Oracle Universal Installer (OUI) is used to install Oracle Database software. OUI is a graphical user interface utility that enables you to view the Oracle software that is installed on your machine, install new Oracle Database software, and delete Oracle software that you no longer need to use. Online Help is available to guide you through the installation process. One of the installation options is to create a database. If you select database creation, OUI automatically starts Oracle Database Configuration Assistant (DBCA) to guide you through the process of creating and configuring a database. If you do not create a database during installation, you must invoke DBCA after you have installed the software to create a database. You can also use DBCA to create additional databases. For installing Oracle Database 12c you may check the Installing Oracle Database Software and Creating a Database tutorial under the Oracle Database 12c 2-Day DBA Series.You can always check if spatial is available in your database using  "select comp_id, version, status, comp_name from dba_registry where comp_id='SDO';"   One of the most notable improvements with Oracle Spatial and Graph 12c can be seen in performance increases in vector data operations. Enabling the Spatial Vector Acceleration feature (available with the Spatial option) dramatically improves the performance of commonly used vector data operations, such as sdo_distance, sdo_aggr_union, and sdo_inside. With 12c, these operations also run more efficiently in parallel than in prior versions through the use of metadata caching. For organizations that have been facing processing limitations, these enhancements enable developers to make a small set of configuration changes and quickly realize significant performance improvements. Results include improved index performance, enhanced geometry engine performance, optimized secondary filter optimizations for Spatial operators, and improved CPU and memory utilization for many advanced vector functions. Vector performance acceleration is especially beneficial when using Oracle Exadata Database Machine and other large-scale systems. Oracle Spatial and Graph vector performance acceleration builds on general improvements available to all SDO_GEOMETRY operations in these areas: Caching of index metadata, Concurrent update mechanisms, and Optimized spatial predicate selectivity and cost functions. These optimizations enable more efficient use of: CPU, Memory, and Partitioning Resulting in substantial query performance improvements.UsageTo accelerate the performance of spatial operators, it is recommended that you set the SPATIAL_VECTOR_ACCELERATION database system parameter to the value TRUE. (This parameter is authorized for use only by licensed Oracle Spatial users, and its default value is FALSE.) You can set this parameter for the whole system or for a single session. To set the value for the whole system, do either of the following:Enter the following statement from a suitably privileged account:   ALTER SYSTEM SET SPATIAL_VECTOR_ACCELERATION = TRUE;Add the following to the database initialization file (xxxinit.ora):   SPATIAL_VECTOR_ACCELERATION = TRUE;To set the value for the current session, enter the following statement from a suitably privileged account:   ALTER SESSION SET SPATIAL_VECTOR_ACCELERATION = TRUE; Checkout the complete list of new features on Oracle.com @ http://www.oracle.com/technetwork/database/options/spatialandgraph/overview/index.html Spatial and Graph Data Sheet (PDF) Spatial and Graph White Paper (PDF)

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  • Why don't more games use vector art?

    - by Parris
    It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists by the game programmers/designers? As a programmer I think vector art would be more ideal, since it allows for scaling up resolution without having to recreate the art, creating really large graphics or causing graphics to become blurry. The questions: why aren't more people using SVG/AI to create 2D game art? Would it actually be preferred (and who prefers it)? Are bitmap graphics a standard or a limitation (or maybe neither)? Background: I am working on an engine, and I had some kinda cool ideas for vector based graphics; however, I don't want to piss off artists in the future. I guess this is more a question centered around pragmatism and developing games.

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