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  • Compare Quagga to XORP

    - by Sargun Dhillon
    What do you think of Quagga compared to XORP as a dynamic software routing engine? What are the technical merits of each engine comparatively? Additionally, what do most people think of them from a programming view. Who has manipulated networks using these enginers? I was wondering from an OSPF, routing, BGP protocol user's perpspective.

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  • Is there a lightweight datagrid alternative in Flex ?

    - by Wayne
    What is the most performant way of displaying a table of data in Flex? Are there alternatives to the native Flex Datagrid Component? Alternatives that are noted for their rendering speed? Are there other ways to display a table? I have a datagrid with roughly 70 lines and 7 columns of simple text data. This is currently created and loaded in memory. This is being refreshed rapidly (about 800 msec) and there is a slight lag in other animations when it is rendering the table... So I am trying to cut down this render time.

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  • How to render consistence and smooth moving animation on iphone / ipod / iphone simulator.

    - by shakthi
    I am trying render a simple animation(object movement animations) on iphone. I used opengl for object rendering. Movements appears to be smooth on the simulator. But if I used same code in the ipod, object movement is slower. In the iphone it is still slower. I googled a bit and found 'frame rate independent rendering method', which taught me the concept of 'time interval' and object movement based on it. However result is very unpleasant. There is a lot of jerk in the animation even when fps remains above 20. Following code fragment is used for calculation of time interval between successive frames and I am using that to move my animation. NSTimeInterval GetTimeIntervals(NSTimeInterval * inLastElapsedTime ) { NSTimeInterval intervalTime = 0; NSTimeInterval currentTime = [NSDate timeIntervalSinceReferenceDate]; if(*inLastElapsedTime != 0 ) { intervalTime = currentTime - *inLastElapsedTime; } *inLastElapsedTime = currentTime; return intervalTime; }

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  • What does setting the GL color before doing a texture mapping operation do?

    - by quixoto
    I am looking at some sample code in a book that creates a jittered antialiasing effect by repeatedly rendering a scene (at different offsets) onto a offscreen texture, then using that texture to repeatedly draw a quad in the main view with some blend stuff set up. To accumulate the color "correctly", the code is setting the color like so: glColor4f(f, f, f, 1); where f is 1.0/number_of_samples, and then binding the offscreen texture and rendering it. Since textures come with their own color and alpha data, what is the effect (mathematically and intuitively) that setting the overall "color" in advance achieves? Thanks.

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  • Search sort by parameter match count in the query? PostgreSQL

    - by Ben Dauphinee
    I am working on a search query in PostgreSQL, and one of the things I do is sort my query results by the number of parameters matched. I have no clue how this can be done. Does anyone have a suggestion or solution? Table brand color type engine Ford Blue 4-door V8 Maserati Blue 2-door V12 Saturn Green 4-door V8 GM Yellow 1-door V4 Current Query SELECT brand FROM table WHERE color = 'Blue' or type = '4-door' or engine = 'V8' Result Should Be Ford (3 match) Saturn (2 match) Maserati (1 match)

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  • Virtual Printer Driver for Windows

    - by bitsbunny
    Hello, can you please help me with the following questions... If I need a virtual printer that will convert a PostScript stream to a different format, do I have to implement a virtual printer from scratch or implement a rendering plug-in? The rendering plug-in seems to support only certain customizations. Also the data invariably goes to the spooler which is not needed in this case. If I implement a virtual printer driver does it completely replace the Microsoft PostScript Driver or the Microsoft Universal Driver? Since my driver is virtual, does it matter if I write a PostScript compliant or a Universal Driver compliant one? Any other method to convert a printed document to a custom document format apart from implementing a virtual printer driver? Can I hook on as a port monitor or something? From what I could understand I guess not.

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  • Lua template processor question

    - by PeterMmm
    I'm going to use that template engine LTP . There is not so much doc available. Now i'm stuck how to pass an environment into the render engine. I have basically this: local ltp = require("ltp.template") ltp.render(io.stdout, 1, "index.dhtm", false, {}, "<?lua", "?>", { total="2400" }) What data structure should be the last parameter (env_code), a string, a table with key=val ?

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  • Silverlight and Search Engines

    - by Ben
    Hi, I have recently started learning SilverLight (and Web developement in general) and have been advised by a friend that SilverLight isn't Search engine friendly (because Silverlight isn't HTML). Is there any way of getting around this and getting my site onto the Search engine lists (without paying)? (Any advise on getting my site on search engines lists would be greatly appreciated). Thanks

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  • Django paging object has issues with Postgresql QuerySets

    - by pivotal
    I have some django code that runs fine on a SQLite database or on a MySQL database, but it runs into problems with Postgres, and it's making me crazy that no one has has this issue before. I think it may also be related to the way querysets are evaluated by the pager. In a view I have: def index(request, page=1): latest_posts = Post.objects.all().order_by('-pub_date') paginator = Paginator(latest_posts, 5) try: posts = paginator.page(page) except (EmptyPage, InvalidPage): posts = paginator.page(paginator.num_pages) return render_to_response('blog/index.html', {'posts' : posts}) And inside the template: {% for post in posts.object_list %} {# some rendering jazz #} {% endfor %} This works fine with SQLite, but Postgres gives me: Caught TypeError while rendering: 'NoneType' object is not callable To further complicate things, when I switch the Queryset call to: latest_posts = Post.objects.all() Everything works great. I've tried re-reading the documentation, but found nothing, although I admit I'm a bit clouded by frustration at this point. What am I missing? Thanks in advance.

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  • How safe is apache Commons-javaflow while using jasperreports

    - by Nayn
    Hi, I am using jasperreport and trying to pass an alternate report runner. • net.sf.jasperreports.engine.fill.JRThreadSubreportRunner: The initial thread-based implementation • net.sf.jasperreports.engine.fill.JRContinuationSubreportRunner: A Javaflow-based implementation I am using the second one (for the reason, it runs on tomcat server, and creating threads wouldn't be good while writing subreports). The second one depends on commons-javaflow which is a sandbox version. Not sure if I should use it, Could somebody suggest a better way. Thanks

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  • C++ game designing & polymorphism question

    - by Kotti
    Hi! I'm trying to implement some sort of 'just-for-me' game engine and the problem's plot goes the following way: Suppose I have some abstract interface for a renderable entity, e.g. IRenderable. And it's declared the following way: interface IRenderable { // (...) // Suppose that Backend is some abstract backend used // for rendering, and it's implementation is not important virtual void Render(Backend& backend) = 0; }; What I'm doing right now is something like declaring different classes like class Ball : public IRenderable { virtual void Render(Backend& backend) { // Rendering implementation, that is specific for // the Ball object // (...) } }; And then everything looks fine. I can easily do something like std::vector<IRenderable*> items, push some items like new Ball() in this vector and then make a call similiar to foreach (IRenderable* in items) { item->Render(backend); } Ok, I guess it is the 'polymorphic' way, but what if I want to have different types of objects in my game and an ability to manipulate their state, where every object can be manipulated via it's own interface? I could do something like struct GameState { Ball ball; Bonus bonus; // (...) }; and then easily change objects state via their own methods, like ball.Move(...) or bonus.Activate(...), where Move(...) is specific for only Ball and Activate(...) - for only Bonus instances. But in this case I lose the opportunity to write foreach IRenderable* simply because I store these balls and bonuses as instances of their derived, not base classes. And in this case the rendering procedure turns into a mess like ball.Render(backend); bonus.Render(backend); // (...) and it is bad because we actually lose our polymorphism this way (no actual need for making Render function virtual, etc. The other approach means invoking downcasting via dynamic_cast or something with typeid to determine the type of object you want to manipulate and this looks even worse to me and this also breaks this 'polymorphic' idea. So, my question is - is there some kind of (probably) alternative approach to what I want to do or can my current pattern be somehow modified so that I would actually store IRenderable* for my game objects (so that I can invoke virtual Render method on each of them) while preserving the ability to easily change the state of these objects? Maybe I'm doing something absolutely wrong from the beginning, if so, please point it out :) Thanks in advance!

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  • Level of Detail for 3D terrains/models in Mobile Devices (Android / XNA )

    - by afriza
    I am planning to develop for WP7 and Android. What is the better way to display (and traverse) 3D scene/models in term of LoD? The data is planned to be island-wide (Singapore). 1) Real-Time Dynamic Level of Detail Terrain Rendering 2) Discrete LoD 3) Others? And please advice some considerations/algorithms/resources/source codes. something like LoD book also Okay. Side note: I am a beginner in this area but pretty well-versed in C/C++. And I haven't read the LoD book. Related posts: - Distant 3D object rendering [games]

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  • Prims vs Polys: what are the pros and cons of each?

    - by Richard Inglis
    I've noticed that most 3d gaming/rendering environments represent solids as a mesh of (usually triangular) 3d polygons. However some examples, such as Second Life, or PovRay use solids built from a set of 3d primitives (cube, sphere, cone, torus etc) on which various operations can be performed to create more complex shapes. So my question is: why choose one method over the other for representing 3d data? I can see there might be benefits for complex ray-tracing operations to be able to describe a surface as a single mathematical function (like PovRay does), but SL surely isn't attempting anything so ambitious with their rendering engine. Equally, I can imagine it might be more bandwidth-efficient to serve descriptions of generalised solids instead of arbitrary meshes, but is it really worth the downside that SL suffers from (ie modelling stuff is really hard, and usually the results are ugly) - was this just a bad decision made early in SL's development that they're now stuck with? Or is it an artefact of what's easiest to implement in OpenGL?

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  • How can I improve the recursion capabilities of my ECMAScript implementation?

    - by ChaosPandion
    After some resent tests I have found my implementation cannot handle very much recursion. Although after I ran a few tests in Firefox I found that this may be more common than I originally thought. I believe the basic problem is that my implementation requires 3 calls to make a function call. The first call is made to a method named Call that makes sure the call is being made to a callable object and gets the value of any arguments that are references. The second call is made to a method named Call which is defined in the ICallable interface. This method creates the new execution context and builds the lambda expression if it has not been created. The final call is made to the lambda that the function object encapsulates. Clearly making a function call is quite heavy but I am sure that with a little bit of tweaking I can make recursion a viable tool when using this implementation. public static object Call(ExecutionContext context, object value, object[] args) { var func = Reference.GetValue(value) as ICallable; if (func == null) { throw new TypeException(); } if (args != null && args.Length > 0) { for (int i = 0; i < args.Length; i++) { args[i] = Reference.GetValue(args[i]); } } var reference = value as Reference; if (reference != null) { if (reference.IsProperty) { return func.Call(reference.Value, args); } else { return func.Call(((EnviromentRecord)reference.Value).ImplicitThisValue(), args); } } return func.Call(Undefined.Value, args); } public object Call(object thisObject, object[] arguments) { var lexicalEnviroment = Scope.NewDeclarativeEnviroment(); var variableEnviroment = Scope.NewDeclarativeEnviroment(); var thisBinding = thisObject ?? Engine.GlobalEnviroment.GlobalObject; var newContext = new ExecutionContext(Engine, lexicalEnviroment, variableEnviroment, thisBinding); Engine.EnterContext(newContext); var result = Function.Value(newContext, arguments); Engine.LeaveContext(); return result; }

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at Game Development

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  • Dynamic sql vs stored procedures - pros and cons?

    - by skyeagle
    I have read many strong views (both for and against) SPs or DS. I am writing a query engine in C++ (mySQL backend for now, though I may decide to go with a C++ ORM). I cant decide whether to write a SP, or to dynamically creat the SQL and send the query to the db engine.# Any tips on how to decide?

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  • Is my code really not unit-testable?

    - by John
    A lot of code in a current project is directly related to displaying things using a 3rd-party 3D rendering engine. As such, it's easy to say "this is a special case, you can't unit test it". But I wonder if this is a valid excuse... it's easy to think "I am special" but rarely actually the case. Are there types of code which are genuinely not suited for unit-testing? By suitable, I mean "without it taking longer to figure out how to write the test than is worth the effort"... dealing with a ton of 3D math/rendering it could take a lot of work to prove the output of a function is correct compared with just looking at the rendered graphics.

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  • iPhone + OpenGL + Touches: FPS drop

    - by Anton
    Hey there, Recently I ran into a very strange issue: touching the screen of the iPhone and moving a finger around can eat up to 50% of my FPS. Yeah, I checked my code for possible bottlenecks – not the issue. The last resort I tried before writing this post – commenting out all the touch processing code and looking at FPS then. Results are: no touches – 58-60. Touching and moving the finger – 35-40 FPS instantly. The rendering is done in a separate thread, so that no main runloop events shall collide with it. However, it's very crushial for me (and the game I develop) to resolve this issue, because such FPS drop is really noticeable. Thank you for your help in advance. UPDATE: seems that setting rendering thread's priority to higher value helps a bit...

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  • How to test an openshift application on local host

    - by panipsilos
    I recently start playing with Openshift and I am wondering if there is a way to deploy ( test) your application on local host before you upload it on openshift. Thing is that every time I make change on the code, it takes some time to push it to openshift and check if it works. Google app engine SDK ( for Eclipse), for example, includes a web server application (app engine simulator) that allows you to test your app locally before you deploy on google. thnx Fotis

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  • Can I automatically attach to the lifecycle of ANY server-enabled HTML tag?

    - by Deane
    If a "server-enabled" HTML tag is in a Web form, like this -- <p runat="server"/> -- is there any way for me to attach to its rendering? I assume once they have runat="server", they must have a lifecycle of some kind. I'd like to attach some code to the rendering of any HTML tag so enabled. So, whenever a template author puts runat="server" on a tag, I can catch the PreRender (or anything else) and execute some code. Possible?

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  • catching the value of a time_select in rails.

    - by ZeroSoul13
    Hello, I have a form that has two field (time_selects), the idea is that the user can select the beginning of a call and end time of the call. I've setup a observe field and works fine: <%= observe_field "llamada_inicio_4i", :update => "total", :with => "llamada_inicio_4i", :url => { :controller => "llamadas", :action => "time_tracker"}%> Sends the value out: Processing LlamadasController#time_tracker (for 127.0.0.1 at 2010-04-22 17:48:41) [POST] Parameters:"llamada_inicio_4i"="23",authenticity_token"="+D+yPSVue6yQNfPMuVLkrJn7B9tP6z5S1icKpPFTiso="} Rendering template within layouts/llamadas Rendering llamadas/time_tracker Completed in 5ms (View: 3, DB: 0) | 200 OK [http://0.0.0.0/llamadas /time_tracker] How can i catch this value Parameters:"llamada_inicio_4i"="23"

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  • Paperclip not running tasks but not showing errors

    - by Trip
    This is strange. I just did a deploy to a cluster server, and since then, pictures have not been processing. Reading the logs, I usually do not get an error at all, but they never finish. However, on one particular image, I found this little bit at least, but this might not explain everything.. Any ideas? Processing PhotosController#edit (for 69.248.152.173 at 2010-05-27 04:25:12) [GET] Parameters: {"gallery_id"="2102", "action"="edit", "type"="photo", "id"="15453", "crop"="true", "controller"="photos", "organization_id"="470", "_"="1274959512393"} Rendering media/crop_photo ActionView::TemplateError (/data/HQ_Channel/releases/20100524111501/public/system/photos/15453/original/DSC05193.JPG is not recognized by the 'identify' command.) on line #4 of app/views/media/crop_photo.js.haml: 1: == $("#media_header").html('#{ escape_javascript(render :partial = 'media/crop_photo') }').slideDown("slow"); 2: 3: :plain 4: function updateForm(coords) 5: { 6: var rx = #{PHOTO_IMAGE_WIDTH} / coords.w; 7: var ry = #{PHOTO_IMAGE_HEIGHT} / coords.h; vendor/gems/thoughtbot-paperclip-2.3.1/lib/paperclip/geometry.rb:24:in `from_file' app/models/photo.rb:68:in `photo_geometry' app/views/media/crop_photo.js.haml:4:in `_run_haml_app47views47media47crop_photo46js46haml' haml (2.2.2) [v] lib/haml/helpers/action_view_mods.rb:13:in `render' app/controllers/photos_controller.rb:81:in `crop' app/controllers/photos_controller.rb:24:in `edit' haml (2.2.2) [v] rails/./lib/sass/plugin/rails.rb:19:in `process' lib/flash_session_cookie_middleware.rb:14:in `call' vendor/gems/hoptoad_notifier-2.2.2/lib/hoptoad_notifier/rack.rb:27:in `call' ** [Hoptoad] Failure: Net::HTTPClientError ** [Hoptoad] Environment Info: [Ruby: 1.8.6] [Rails: 2.3.3] [Env: production] ** [Hoptoad] Response from Hoptoad: No project exists with the given API key. Rendering /data/HQ_Channel/releases/20100524111501/public/500.html (500 Internal Server Error) And then a little later, I got this : ActionView::TemplateError (/data/HQ_Channel/releases/20100524111501/public/system/photos/15453/original/DSC05193.JPG is not recognized by the 'identify' command.) on line #4 of app/views/media/crop_photo.js.haml: 1: == $("#media_header").html('#{ escape_javascript(render :partial = 'media/crop_photo') }').slideDown("slow"); 2: 3: :plain 4: function updateForm(coords) 5: { 6: var rx = #{PHOTO_IMAGE_WIDTH} / coords.w; 7: var ry = #{PHOTO_IMAGE_HEIGHT} / coords.h; vendor/gems/thoughtbot-paperclip-2.3.1/lib/paperclip/geometry.rb:24:in `from_file' app/models/photo.rb:68:in `photo_geometry' app/views/media/crop_photo.js.haml:4:in `_run_haml_app47views47media47crop_photo46js46haml' haml (2.2.2) [v] lib/haml/helpers/action_view_mods.rb:13:in `render' app/controllers/photos_controller.rb:81:in `crop' app/controllers/photos_controller.rb:24:in `edit' haml (2.2.2) [v] rails/./lib/sass/plugin/rails.rb:19:in `process' lib/flash_session_cookie_middleware.rb:14:in `call' vendor/gems/hoptoad_notifier-2.2.2/lib/hoptoad_notifier/rack.rb:27:in `call' ** [Hoptoad] Failure: Net::HTTPClientError ** [Hoptoad] Environment Info: [Ruby: 1.8.6] [Rails: 2.3.3] [Env: production] ** [Hoptoad] Response from Hoptoad: No project exists with the given API key. Rendering /data/HQ_Channel/releases/20100524111501/public/500.html (500 Internal Server Error)

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  • How can i use a C# dll in a Win32 C++ project ?

    - by Agito
    I am working on a solution, most of its core engine is developed as Win32 C++ (and is Platform independent and is also used on OS X), some time ago we needed to call C++ dll's of core engine from C# and I was able to Load main solution's DLL in C# (by the help of some threads here on SO). but now we have certain things implemented in Managed C# dll and need to use it in Win32 C++ project? (and just function definitions and dll are provided)

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