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  • Custom Task Queue in App Engine?

    - by demos
    I have created a new task queue and defined it in queue.yaml I am not sure how to start adding tasks to this queue? with the default queue it is simple taskqueue.add(...) how do we do it for a custom queue?

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  • Search Engine Optimization For Great Search Engine Placement!

    Do you do enough search engine optimization to get the search engine placement that you want for the keywords that you want to rank for? If not then read on and I will give you information that you need to know to start getting those rankings that you want, and start receiving traffic! There are a few things I will be going over in this article.

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  • Defragment / Performance Monitor without Task Scheduler

    - by mjaggard
    My organisation has a policy of disabling Task Scheduler on all servers and workstations (don't ask, I tried once to wrestle the pig). I need to collect performance stats using Data Collector Sets in Windows 7 or Windows 2008 but the Performance Monitor interface requires Task Scheduler to be running. Is this possible because I'm not trying to schedule anything (except the collection of WMI information every 15 seconds but I doubt it hands that task off to the task scheduler)? Is there any way to trick it into thinking Task Scheduler is running? If not, is there any way to temporarily override the group policy to allow Task Scheduler to run? I've found that most group policy can be overridden in this way by an Administrator by editing the registry. On exactly the same vein, I want to defragment a hard disk on one of my workstations, but I can't get it to start because of the dependancy on Task Scheduler - is it possible to overcome this?

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  • Windows Server Task Scheduler: Running scheduled executable fail-safe?

    - by Mikael Koskinen
    I have an executable which I've scheduled to run once in every five minutes (using Window's built-in Task Scheduler). It's crucial that this executable is run because it updates few time critical files. But how can I react if the virtual server running the executable goes down? At no point there shouldn't be more than 15 minutes break between the runs. As I'm using Windows Server and its Task Scheduler, I wonder is it possible to create some kind of a cluster which automatically handles the situation? The problem is that the server in question is running on Windows Azure and I don't think I can create actual clusters using the virtual machines. If the problem can be solved using a 3rd party tool, that's OK too. To generalize the question a little bit: How to make sure that an executable is run once in every 5 minutes, even if there might be server failures?

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  • Search Engine Optimization For Beginners - How to Write Search Engine Friendly Articles

    If you're planning to implement Search Engine Optimization as an Internet Marketing strategy to boost your site's online coverage then you need to focus one of the most important steps to produce quality results -- writing content. There is more to writing articles or Web content than just stuffing it full of keywords just to make it easy for search engine to find your page and put you on top. There are certain rules to be followed in order for this to be an effective strategy for your SEO.

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  • How would one run a task sequence within a task sequence in SCCM 2012 SP1

    - by BigHomie
    A Shining Example: Inside all of my task sequences I have a group that installs driver packages conditionally based on computer model: And of course, this list does nothing but grow. The fact that it grows isn't a big deal, what is a big deal is that every time it changes I have to manually copy and paste those changes across every task sequence I have, which of course leaves huge room for human error. The same goes for other groups of tasks that are common across task sequences. Looking for a solution where I could centrally manage these tasks, be it link other task sequences to a group within another task sequence, or create a separate task sequence and link to that. I came across a solution by John Marcum (SCCM MVP) that mentioned this ability, but this was a while ago and I can't find the link to it anymore to see if it's even still being updated/maintained, but I'm looking for more of a free solution, or even using Powershell or the ConfigMgr SDK is fine with me, I'm no stranger to either. Update Getting close: http://msdn.microsoft.com/en-us/library/jj217869.aspx

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  • XNA C# Platformer - physics engine or tile based?

    - by Hugh
    I would like to get some opinions on whether i should develop my game using a physics engine (farseer physics seems to be the best option) or follow the traditional tile-based method. Quick background: - its a college project, my first game, but have 4 years academic programming experience - Just want a basic platformer with a few levels, nothing fancy - want a shooting mechanic, run and gun, just like contra or metal slug for example - possibly some simple puzzles I have made a basic prototype with farseer, the level is hardcoded with collisions and not really tiled, more like big full-screen sized tiles, with collision bodies drawn manually along the ground and walls etc. My main problem is i want a simple retro feel to the jumping and physics but because its a physics simulation engine its going to be realistic, whereas typical in air controllable physics for platformers arent realistic. I have to make a box with wheel body fixture under it to have this effect and its glitchy and doesnt feel right. I chose to use a physics engine because i tried the tile method initially and found it very hard to understand, the engine took care of alot things to save me time, mainly being able to do slopes easily was nice and the freedom to draw collision bounds wherever i liked, rather then restricted to a grid, which gave me more freedom for art design also. In conclusion i don't know which method to pick, i want to use a method which will be the most straight forward way to implement and wont give me a headache later on, preferably a method which has an abundance of tutorials and resources so i dont get "stuck" doing something which has been done a million times before! Let me know i haven't provided enough information for you to help me! Thanks in advance, Hugh.

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  • Physics-perfect (or somewhere near) 3d sound engine

    - by passcod
    I'm new to game programming, although I have some years of experience in console/web development. My problem is not so much that I can't find what I'm looking for, it's just that I don't have the terminology to actually perform a successful search. I am looking for a physics engine which has great focus on sounds. In fact, I do not care at all for anything else. What I mean is better explained by an example: Suppose a 1st person type game. You are facing North, and someone somewhere around you throws a flute at you (nevermind the absurdity of the situation). The flute spins while it is on its way, making sounds through its holes. There is a wind of say, 5 knots South. I imagine a physics engine will be capable of calculating the trajectory of the flute, as well as the direction it takes after it hits. What I want is for the physics engine to calculate the precise sounds it will make, from any listener's perspective. Does any such engine exists? If there are several, which one would be best for the example above?

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  • Smart Taskbar Is a Thumb Friendly Android Task Launcher

    - by ETC
    If you frequently use your phone one handed you’ll definitely want to check out Smart Taskbar, an add-on for Android phones that makes it easy to launch apps with the swipe of your thumb. Smart Taskbar tucks an application launcher on the side of your screen, out of sight. Swipe your thumb across the screen and it slides out like a dock, revealing five of your favorite apps in a toolbar across the top and your lesser used apps in the main panel below. It’s much easier to swipe to view your applications than it is to peck at the application icon on the home screen; Smart Taskbar is great for one handed launching. Search for “Smart Taskbar” in the Android Market to download a copy or hit up the link below to read more. Smart Taskbar [AppBrain] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • Thoughts of Cloud Development/Google App Engine

    - by jiewmeng
    I use mainly PHP for web development, but recently, I started thinking about using Google App Engine. It doesn't use PHP which I am already familiar with, so there will be a steeper learning curve. Probably using Python/Django. But I think it maybe worthwhile. Some advantages I see: Focus on App/Development. No need to setup/maintain server ... no more server configs Scales automatically Pay for what you use. Free for low usage Reliable, it's Google after all Some concerns though: Does database with no joins pose a problem for those who used App Engine before? Do I have to upload to Google just to test? Will it be slow compared to testing locally? What are your thoughts and opinions? Why would you use or not use App Engine?

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  • Physics engine that can handle multiple attractors?

    - by brice
    I'm putting together a game that will be played mostly with three dimensional gravity. By that I mean multiple planets/stars/moons behaving realistically, and path plotting and path prediction in the gravity field. I have looked at a variety of physics engines, such as Bullet, tokamak or Newton, but none of them seem to be suitable, as I'd essentially have to re-write the gravity engine in their framework. Do you know of a physics engine that is capable of dealing with multiple bodies all attracted to one another? I don't need scenegraph management, or rendering, just core physics. (collision detection would be a bonus, as would rigid body dynamics). My background is in physics, so I would be able to write an engine that uses Verlet integration or RK4 (or even Euler integration, if I had to) but I'd much rather adapt an off the shelf solution. [edit]: There are some great resources for physics simulation of n-body problems online, and on stackoverflow

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  • Car engine sound simulation

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • Small-Scale Physics Engine

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing. That one thing is to make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • How should I invoke a physics engine?

    - by ymfoi
    I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I attach it directly to the graphics render routine or put it in an individual thread? I've spent much time looking for some common approach, but found nothing. So can you reveal some basics idea for me, a newbie? Thanks! P.S. There're many other problems I have to deal with if I choose to start a separate thread for the physics engine, for example, the lock problem, while from my intuition, I guess I'd better separate the render and the physics engine.

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  • Simple 3D Physics engine as a part of graduation project [on hold]

    - by Eugene Kolesnikov
    I am working on my graduation project and one part of it is to simulate the motion of a rigid body in 3D space. I can use either already written physics engine or to write it myself. It's quite an interesting challenge for me, so I would like to do it myself. I am able to use either C++ or Java for programming (prefer C++). I am using Mac OS X and Debian 7. Could you suggest any guides or tutorials how to do it, can't find it anywhere... More precisely, I need a very simple engine, without collision detection, and many other things that I do not know, I just need to calculate the forces and move my body, depending on the resultant force. If you think that this task is still very difficult or there is no such tutorial, please suggest me some good and simple engine.

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  • Best choice for 3D Physics Engine for C#/XNA

    - by Nic Foster
    Since 2007 I've been working on the development of an open-source game engine, and have been using JigLibX for 3D Physics. However, the developers on the project have stopped contributing to it for over 2 years now, and it's lacking features I need, or have major bugs in certain features. What are some good choices for 3D physics engines that are written purely in C#? Are there any that are more complete than JigLibX? EDIT: I just stumbled upon an engine called BEPUphysics. It was supported up until May 2012, which is fairly recent. I may check it out, any information that you guys could give on how complete the engine is would be great.

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  • Need an engine for MMO mockup

    - by Kayle
    What I don't need is an MMORPG engine, at the moment. What I do need is a flexible easy-to-use engine that I can make a mock-up with. I don't need support for more than 10 players in an instance, so any multiplayer platform is probably fine. I need an engine with which I can create the following core features: Waves of simple AI enemies that have specific objectives (move to point A, destroy target, move to point B). The units present can be between 50-200 in number. An over-the-shoulder view and the ability to control a team of 3 (like Mass Effect or the latest Dragon Age) Functioning inventory system Right now, all I can really think of is Unreal or Source. Any other suggestions? Again, this is a proving mock-up, not an actual MMO. I'm not terribly worried about the visual aspects as we just want to test mechanics. Note: Can write some scripts in Python, Ruby, or Lua, if necessary.

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  • SharePoint Edit Tasklist Task

    - by Oliver S
    Hi, I have SharePoint setup, and for a test I added a Task List, added a few columns, and tested it out. I wanted to modify the task list task page, not the task list page. I can edit the task list page, but I cannot edit the task list task page. I am missing the Edit Page button from site actions on that page. How can I edit the page of the actual task? Thanks.

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  • Windows scheduled task fails to complete with error code 0xc000013a

    - by Brian
    I'm using Windows Server 2003 and have a scheduled task that fails to complete. The task is set to run a Windows Command Script (.cmd) at 3pm each day. The script runs a program that extracts some data from a SQL Server database and uploads that data to an FTP server. The error code displayed in the "Last result" column of the scheduled tasks folder is 0xc000013a. A quick Google search leads to this Microsoft support page that states: The most common "C" error code is "0xC000013A: The application terminated as a result of a CTRL+C". No-one is logged in at the time the task runs, so there's no-one around to press CTRL+C. I'm not sure I understand what is being said here in the Microsoft documentation. I've checked the rudimentary things - the scheduled task is enabled, scheduled to run each day, and pointing to a file that does exist in a valid location. Interestingly, when I run this task manually (either by running the .cmd script from the command line, or by right-clicking the task and clicking "Run") the task completes successfully. What does this error code mean, and how can I get this task to run when I'm not there to force it?

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  • Task Scheduler not able to execute .vbs scripts successfully

    - by Django Reinhardt
    Apologies if this has a really obvious answer! We have several daily tasks we run via a .vbs script on our server (through the Task Scheduler), and for months it has been fine, but recently we've hit a problem. The .vbs scripts stopped successfully executing (always timing out)... but could still be executed manually with no problems(!). Not knowing any good reason why the Task Scheduler should start having problems, we thought we'd try a little "creative thinking", and run the .vbs another way: Via a .bat file executed by the Task Scheduler. Again we hit weird issues, but with a little more debugging information, this time around. The .bat file run by Task Scheduler is nothing more than... CScript "C:\location\script.vbs" > Log.txt But after an attempt to run it, the Task Scheduler fails with the following error: 0x1: An incorrect function was called or an unknown function was called. The Log.txt (as output from the .bat file above) says: CScript Error: Initialization of the Windows Script Host failed. (Not enough storage is available to process this command. ) But get this: The .bat file executes perfectly (vbs script and all) if it's executed with a double click! There's only a problem when it's run by Task Scheduler. What the hell? We're running Windows Server 2008 R2 (x64) and yes, the Task Sheduler's results are the same whether the user is logged in or not. Also, the user that can run the scripts successfully manually, is also the same user that runs the scripts in Task Scheduler. Thanks for any help for this weird problem!

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