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  • Company Review: Google Products

    Google, Inc offers an array of products and services to all of its end-users. However their search capabilities are the foundation for Google’s current success and their primary business focus. Currently, Google offers over twenty different search applications that allow users to search the internet for books, maps, videos, images, products and much more. Their product decisions have allowed users demands to be met while focusing on the free based model. This allows users to access Google data free of charge and indirectly gives Google a strong competitive advantage of other competitors along with the accuracy of the search results. According to Google, Inc, they offer the following types of searching capabilities: Alerts Get email updates on the topics of your choice Blog Search Find blogs on your favorite topics  Books Search the full text of books  Custom Search Create a customized search experience for your community  Desktop Search and personalize your computer  Dictionary Search for definitions of words and phrases Directory Search the web, organized by topic or category Earth Explore the world from your computer Finance Business info, news and interactive charts GOOG-411 Find and connect for free with businesses from your phone  Images Search for images on the web Maps View maps and directions News Search thousands of news stories Patent Search Search the full text of US Patents Product Search Search for stuff to buy Scholar Search scholarly papers Toolbar Add a search box to your browser Trends Explore past and present search trends Videos Search for videos on the web Web Search Search billions of web pages Web Search Features Find movies, music, stocks, books and more mapping Google’s free based business model is only one way it differentiates itself from its competition. There is also a strong focus on the accuracy of search results and the speed in which they are returned to the end-user. Quality function deployment (QFD) is a structured method used to help connect user needs to the design features of a project proposed to address those needs. This method is particularly useful in accounting for needs that are not easily articulated or precisely defined according to the U. S. Department of Transportation Federal Highway Administration. Due to the fact that QFD is so customer driven Google is always in a constant state of change in attempt to reengineer its search algorithms, and other dependant systems so that end-users requirements are constantly being met. Value engineering is a key example of this, Google is constantly trying to improve all aspects of its products, improve system maintainability, and system interoperability. Bridgefield Group defines value engineering as an organized methodology that identifies and selects the lowest lifecycle cost options in design, materials and processes that achieves the desired level of performance, reliability and customer satisfaction. In addition, it seeks to remove unnecessary costs in the above areas and is often a joint effort with cross-functional internal teams and relevant suppliers. Common issues that appear when developing large scale systems like Google’s search applications include modular design of a product and/or service and providing accurate value analysis. A design approach that adheres to four fundamental tenets of cohesiveness, encapsulation, self-containment, and high binding to design a system component as an independently operable unit subject to change is how the Open System Joint Task Force defines modular design. More specifically M. S. Schmaltz defines modular software design as having a large collection of statements strung together in one partition of in-line code; we segment or divide the statements into logical groups called modules. Each module performs one or two tasks, and then passes control to another module. By breaking up the code into "bite-sized chunks", so to speak, we are able to better control the flow of data and control. This is especially true in large software systems. Value analysis is a process to evaluate products and services based on effectiveness, safety, and cost. Value analysis involves assessing the quality as well as the cost of a product or service as defined by the Healthcare Financial Management Association.  “Operations Management deals with the design and management of products, processes, services and supply chains. It considers the acquisition, development, and utilization of resources that firms need to deliver the goods and services their clients want.” (MIT,2010) Google, Inc encourages an open environment between all employees, also known as Googlers. This is reinforced by a cross-section team or cross-functional teams comprised from multiple departments assigned to every project so that every department like marketing, finance, and quality assurance has input on every project. In addition, Google is known for their openness to new ideas regardless of the status or seniority of an employee. In fact, Google allows for 20% of an employee’s time can be devoted to developing new ideas and/or pet projects. HumTech.com defines a cross-functional team as a collection of people with varied levels of skills and experience brought together to accomplish a task. As the name implies, Cross-Functional Team members come from different organizational units. Cross-Functional Teams may be permanent or ad hoc. Google’s search application product strategy primarily focuses on mass customization. This is allows Google to create a base search application and allows results to be returned to the end-users quickly based on specific parameters and search settings. In addition, they also store the data that is returned in case other desire the same results based on other end-users supplying the same customized settings. This allows Google to appear to render search results in virtually real-time to the user while allowing for complete customization of the searching criteria. Greg Vogl, a professor at Uganda Martyrs University, defines mass customization as when a business gives its customers the opportunity to tailor its products or services to the customer's specifications. The IT staff at Google play a key role in ensuring that the search application’s product strategy is maintained simply because the IT staff designs, develops, and maintains all of their proprietary applications. In fact, they also maintain all network infrastructure to ensure that it is available to all end-users. References: http://www.google.com/intl/en/options/ http://ops.fhwa.dot.gov/freight/publications/ftat_user_guide/sec5.htm http://www.bridgefieldgroup.com/bridgefieldgroup/glos9.htm#V http://www.acq.osd.mil/osjtf/termsdef.html http://www.cise.ufl.edu/~mssz/Pascal-CGS2462/prog-dsn.html http://www.hfma.org/publications/business_caring_newsletter/exclusives/Supply+and+Inventory+Terms+Defined.htm http://mitsloan.mit.edu/omg/om-definition.php http://www.humtech.com/opm/grtl/ols/ols3.cfm http://www.gregvogl.net/courses/mis1/glossary.htm

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  • What's new in the RightNow November 2012 release?

    - by Richard Lefebvre
    What new in the RightNow November 2012? In order to find out, please watch this tutorial with imbedded demonstration or read the November 2012 Release notes.   News Facts The November 2012 release of     Oracle’s RightNow CX Cloud Service marks the completion of development efforts for 2012 and continues Oracle’s commitment to enhancing the Oracle RightNow offering following the acquisition. New release delivers key capabilities designed to help organizations improve customer experiences in order to increase customer acquisition and retention, while reducing total cost of ownership. Part of the Oracle Cloud, Oracle RightNow CX Cloud Service now integrates Oracle RightNow Chat Cloud Service with Oracle Engagement Engine Cloud Service, helping organizations intelligently and proactively engage with customers through the right channel at the right time. Chat solutions have emerged as an important component of a cross-channel customer experience strategy. According to Forrester Research, Inc., chat adoption has risen dramatically between 2009 and 2011 from 19% to 37%, and it has the highest satisfaction level of all customer service channels at 62% satisfaction. (*) To help companies deliver enhanced customer experiences, Oracle has made significant investments in Oracle RightNow Chat Cloud Service throughout 2012. With the addition of rules-based engagement to existing capabilities such as co-browse, mobile chat, and cross-channel knowledge integration with the contact center, all delivered via the cloud, Oracle RightNow Chat Cloud Service is differentiated as the industry-leading chat solution. The Oracle Cloud offers a broad portfolio of software as-a-service applications, including Oracle Customer Service and Support Cloud Service, which is based on the Oracle RightNow CX Cloud Service. New Capabilities Key Oracle RightNow Chat Cloud Service and other cross-channel capabilities include: Chat Business Rules, with over 70 built-in rule conditions, leverage the Oracle Engagement Engine to help enable organizations capture rich visitor data and invoke complex actions and triggers. Chat Business Rules allow granular control over when to engage a customer via the chat channel based on customer behavior, customer profile information and operational information. Click-to-Call provides the option for a customer to engage with a live agent over the phone during the Web browsing experience. Chat Availability Controls provide organizations with the ability to throttle volume through the chat channel based on real-time agent availability and wait time thresholds. This ability to manage the channel more efficiently allows organizations to provide a better experience to customers using the chat channel. Strategic and Operational Chat Channel Analytics provide better insight into channel and agent productivity and utilization and effectiveness with both out-of-the-box reports and ad hoc reports. New chat channel analytics provide comprehensive metrics with full data transparency. Background Service Updates improve high availability metrics for Oracle RightNow Chat Cloud Service during service update periods, setting the industry leading standard for sales and service delivery to customers via the chat channel. Additional Capabilities include: Improved Web developer tools for more efficient self-service user interface design Improved administration for enhanced user sessions management Increased cross-channel community collaboration Enhanced extensibility widgets and syndication management Streamlined content management and analytics capabilities Read the full announcement here

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  • Taking fixed direction on hemisphere and project to normal (openGL)

    - by Maik Xhani
    I am trying to perform sampling using hemisphere around a surface normal. I want to experiment with fixed directions (and maybe jitter slightly between frames). So I have those directions: vec3 sampleDirections[6] = {vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.5f, 0.866025f), vec3(0.823639f, 0.5f, 0.267617f), vec3(0.509037f, 0.5f, -0.700629f), vec3(-0.509037f, 0.5f, -0.700629), vec3(-0.823639f, 0.5f, 0.267617f)}; now I want the first direction to be projected on the normal and the others accordingly. I tried these 2 codes, both failing. This is what I used for random sampling (it doesn't seem to work well, the samples seem to be biased towards a certain direction) and I just used one of the fixed directions instead of s (here is the code of the random sample, when i used it with the fixed direction i didn't use theta and phi). vec3 CosWeightedRandomHemisphereDirection( vec3 n, float rand1, float rand2 ) float theta = acos(sqrt(1.0f-rand1)); float phi = 6.283185f * rand2; vec3 s = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); vec3 v = normalize(cross(n,vec3(0.0072, 1.0, 0.0034))); vec3 u = cross(v, n); u = s.x*u; v = s.y*v; vec3 w = s.z*n; vec3 direction = u+v+w; return normalize(direction); } ** EDIT ** This is the new code vec3 FixedHemisphereDirection( vec3 n, vec3 sampleDir) { vec3 x; vec3 z; if(abs(n.x) < abs(n.y)){ if(abs(n.x) < abs(n.z)){ x = vec3(1.0f,0.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } }else{ if(abs(n.y) < abs(n.z)){ x = vec3(0.0f,1.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } } z = normalize(cross(x,n)); x = cross(n,z); mat3 M = mat3( x.x, n.x, z.x, x.y, n.y, z.y, x.z, n.z, z.z); return M*sampleDir; } So if my n = (0,0,1); and my sampleDir = (0,1,0); shouldn't the M*sampleDir be (0,0,1)? Cause that is what I was expecting.

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  • Complete Math Library for use in OpenGL ES 2.0 Game?

    - by Bunkai.Satori
    Are you aware of a complete (or almost complete) cross platform math library for use in OpenGL ES 2.0 games? The library should contain: Matrix2x2, Matrix 3x3, Matrix4x4 classes Quaternions Vector2, Vector3, Vector4 Classes Euler Angle Class Operations amongh the above mentioned classes, conversions, etc.. Standardly used math operations in 3D graphics (Dot Product, Cross Product, SLERP, etc...) Is there such Math API available either standalone or as a part of any package? Programming Language: Visual C++ but planned to be ported to OS X and Android OS.

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  • Free tools for SQL Server - Automating Execution Plan Analysis

    - by jchang
    Since this topic is being discussed, I will plug my own tools, SQL Exec Stats and (a little dated) documentation the main capability is cross-referencing index usuage with specific execution plans. another feature is generating execution plans for all stored procedures in a database, along with the index usage cross-reference. There are several sources of execution plans or plan handles, this could be a live trace, a previously saved trace, previously saved sqlplan files, from dm_exec_cached_plans,...(read more)

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  • Free tools for SQL Server - Automating Execution Plan Analysis

    - by jchang
    Since this topic is being discussed, I will plug my own tools, SQL Exec Stats and (a little dated) documentation the main capability is cross-referencing index usuage with specific execution plans. another feature is generating execution plans for all stored procedures in a database, along with the index usage cross-reference. There are several sources of execution plans or plan handles, this could be a live trace, a previously saved trace, previously saved sqlplan files, from dm_exec_cached_plans,...(read more)

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  • LXR plugin for Trac for custom C++ based projects

    - by user1542093
    I am currently trying to look at the possibility of an LXR or LXR type extension for Trac for cross referencing and indexing of large C++ projects. I had been looking at what LXR had been doing with the Linux kernel source code and was fascinated by the cross referencing and the amount of detail offered. Is there a way I could set up such an LXR system for my own C++ based source code, preferably using trac.

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  • Multiple vulnerabilities in Samba

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2011-2522 Cross-Site Request Forgery (CSRF) vulnerability 6.8 Samba Solaris 10 SPARC: 119757-21 X86: 119758-21 Solaris 9 Contact Support CVE-2011-2694 Improper Neutralization of Input During Web Page Generation ('Cross-site Scripting') vulnerability 2.6 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Point line collision reaction

    - by user4523
    I am trying to program point line segment collision detection and reaction. I am doing this for fun and to learn. The point moves (it has a velocity, and can be controlled by the user), whilst the lines are strait and stationary. The lines are not axis aligned. Everything is in 2D. It is quite straight forward to work out if a collision has occurred. For each frame, the point moves from A to B. AB is a line, and if it crosses the line segment, a collision has occurred (or will occur) and I am able to work out the point of intersection (poi). The problem I am having is with the reaction. Ideally I would like the point to be prevented from moving across the line. In one frame, I can move the point back to the poi (or only alow it to move as far as the poi), and alter the velocity. The problem I am having with this approach (I think) is that, next frame the user may try to cross the line again. Although the point is on the poi, the point may not be exactly on the line. Since it is not axis aligned, I think there is always some subtle rounding issue (A float representation of a point on a line might be rounded to a point that is slightly on one side or the other). Because of this, next frame the path might not intersect the line (because it can start on the other side and move away from it) and the point is effectively allowed to cross the line. Firstly, does the analysis sound correct? Having accepted (maybe) that I cannot always exactly position the point on the line, I tried to move the point away from the line slightly (either along the normal to the line, or along the path vector). I then get a problem at edges. Attempting to fix one collision by moving the point away from the line (even slightly) can cause it to cross another line (one shape I am dealing with is a star, with sharp corners). This can mean that the solution to one collision inadvertently creates another collision, which is ignored. Again, does this sound correct? Anyway, whatever I try, I am having difficulty with edges, and the point is occasionally able to penetrate the polygons and cross lines, which is undesirable. Whilst I can find a lot of information about collision detection on the web (and on this site) I can find precious little information on collision reaction. Does any one know of any good point line collision reaction tutorials? Or is my approach too flawed/over complicated?

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  • makeMKV setup error

    - by PitaJ
    When I run sudo bash configure (./configure doesn't work), I get this: checking whether we are cross compiling... configure: error: in /media/pitaj/Shared/Documents/makeMKV/makemkv-oss': configure: error: cannot run C compiled programs. If you meant to cross compile, use --host'. See `config.log' for more details In console.log, it says that gcc -V isn't valid I'm following this tutorial: http://www.makemkv.com/forum2/viewtopic.php?f=3&t=224

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  • Finding Tools Guidance in OUM

    - by user716869
    OUM is not tool – specific. However, it does include tool guidance.  Tool guidance in OUM includes: a mention of a tool that could be used to complete a specific task(s) templates created with a specific tool example work products in a specific tool links to tool resources Tool Supplemental Guides So how do you find all this helpful tool information? Start at the lowest level first – the Task Overview.  Even though the task overviews are written tool-agnostic, they sometimes mention suggestions, or examples of a tool that might be used to complete the task.  More specific tool information can be found in the Task Overview, Templates and Tools section.  In some cases, the tool used to create the template (for example, Microsoft Word, Powerpoint, Project and Visio) is useful. The Templates and Tools section also provides more specific tool guidance, such as links to: White Papers Viewlets Example Work Products Additional Resources Tool Supplemental Guides If you’re more interested in seeing what tools might be helpful in general for your project or to see if there is any tool guidance for a specific tool that your project is committed to using, go to the Supplemental Guidance page in OUM.  This page is available from the Method Navigation pull down located in the header of almost every OUM page. When you open the Supplemental Guidance page, the first thing you see is a table index of everything that is included on the page.  At the top of the right column are all the Tool Supplemental Guides available in OUM.  Use the index to navigate to any of the guides. Next in the right column is Discipline/Industry/View Resources and Samples.  Use the index to navigate to any of these topics and see what’s available and more specifically, if there is any tool guidance available.  For example, if you navigate to the Cloud Resources, you will find a link to the IT Strategies from Oracle page that provides information for Cloud Practitioner Guides, Cloud Reference Architectures and Cloud White Papers, including the Cloud Candidate Selection Tool and Cloud Computing Maturity Model. The section for Method Tool and Technique Cross References can take you to the Task to Tool Cross Reference.  This page provides a task listing with possible helpful tools and links to more information regarding the tools.  By no means is this tool guidance all inclusive.  You can use other tools not mentioned in OUM to complete an OUM task. The Method Tool and Technique Cross References can also take you to the various Technique pages (Index and Cross References).  While techniques are not necessarily “tools,” they can certainly provide valuable assistance in completing tasks. In the Other Resources section of the Supplemental Guidance page, you find links to the viewlets and white papers that are included within OUM.

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  • javadoc and overloaded methods

    - by skrebbel
    Hi all, I'm developing an API with many identically named methods that just differ by signature, which I guess is fairly common. They all do the same thing, except that they initialize various values by defaults if the user does not want to specify. As a digestible example, consider public interface Forest { public Tree addTree(); public Tree addTree(int amountOfLeaves); public Tree addTree(int amountOfLeaves, Fruit fruitType); public Tree addTree(int amountOfLeaves, int height); public Tree addTree(int amountOfLeaves, Fruit fruitType, int height); } The essential action performed by all of these methods is the same; a tree is planted in the forest. Many important things users of my API need to know about adding trees hold for all these methods. Ideally, I would like to write one Javadoc block that is used by all methods: /** * Plants a new tree in the forest. Please note that it may take * up to 30 years for the tree to be fully grown. * * @param amountOfLeaves desired amount of leaves. Actual amount of * leaves at maturity may differ by up to 10%. * @param fruitType the desired type of fruit to be grown. No warranties * are given with respect to flavour. * @param height desired hight in centimeters. Actual hight may differ by * up to 15%. */ In my imagination, a tool could magically choose which of the @params apply to each of the methods, and thus generate good docs for all methods at once. With Javadoc, if I understand it correctly, all I can do is essentially copy&paste the same javadoc block five times, with only a slightly differing parameter list for each method. This sounds cumbersome to me, and is also difficult to maintain. Is there any way around that? Some extension to javadoc that has this kind of support? Or is there a good reason why this is not supported that I missed?

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  • mod rewrite to remove facebook query string

    - by user905752
    I can't get my query string to work..please help... I have the following url: http://betatest.bracknell-forest.gov.uk/help?fb_action_ids=372043216205703&fb_action_types=og.likes&fb_source=aggregation&fb_aggregation_id=288381481237582 (sorry but the page will be unavailable as it is a test internal domain link) I want the following url: http://betatest.bracknell-forest.gov.uk/help I get a browser message saying 'The system cannot find the file specified.' I know it is because I already have a mod rewrite to remove the .htm from the page name to return clean urls but I don't know what I need to do to accept a clean url and return the page. Here is the mod rewrite code I have: RewriteRule ^/([\w]+)$ /$1.htm [I,L] #Any bare URL will get rewritten to a URL with .htm appended RedirectRule ^/(.+)\.(htm)$ http://betatest.bracknell-forest.gov.uk/$1 [R=301] RewriteCond %{QUERY_STRING} ^fb_action_ids=(.)$ #if the query string contains fb_action_ids RewriteCond %{QUERY_STRING} !="" #if there is a query string RewriteRule ^(.*) $1? [R=301,L] I think it is because I am using R=301 twice but do not know what I need to use as an alternative. If I append .htm from help?fb_action_ids.... to help.htm?fb_action_ids.... this returns the required page fine but I need to return the page name for the non appended url. Many thanks for any help in advance.

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  • Function to even out multiple arrays

    - by Moak
    Assume I have a function evenOut($array, $limit){ //returns exactly $limit items } and this data $animals = array(); $animals['barn'] = array_fill(0,20, 'b'); $animals['forest'] = array_fill(0,20, 'f'); $animals['house'] = array_fill(0,20, 'h'); $animals['mountain'] = array_fill(0,20, 'm'); I want to return a maximum of 10 animals, however they should be spread out evenly among the locations they come from. so if i did evenOut($animals,8); i'd get 2 of each('b','b','f','f','h','h','m','m',) evenOut($animals,2); should return ('b','f') if I have this data $animals = array(); $animals['barn'] = array_fill(0,1, 'b'); $animals['forest'] = array_fill(0,3, 'f'); $animals['house'] = array_fill(0,8, 'h'); $animals['mountain'] = array_fill(0,1, 'm'); evenOut($animals,8); expected result would be ('b','f','f','f','h','h','h','m',) evenOut($animals,10); expected result would be ('b','f','f','f','h','h','h','h','h','m',) $animals = array(); $animals['barn'] = array_fill(0,0, 'b'); $animals['forest'] = array_fill(0,3, 'f'); evenOut($animals,10); expected result would be ('f','f','f') I'm not sure how I should approach this, I am hoping there is a simple way

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  • securing communication between 2 Linux servers on local network for ports only they need access to

    - by gkdsp
    I have two Linux servers connected to each other via a cross-connect cable, forming a local network. One of the servers presents a DMZ for the other server (e.g. database server) that must be very secure. I'm restricting this question to communication between the two servers for ports that only need to be available to these servers (and no one else). Thus, communication between the two servers can be established by: (1) opening the required port(s) on both servers, and authenticating according to the applications' rules. (2) disabling IP Tables associated with the NIC cards the cross-connect cable is attached to (on both servers). Which method is more secure? In the first case, the needed ports are open to the external world, but protected by user name and password. In the second case, none of the needed ports are open to the outside world, but since the IP Tables are disabled for the NIC cards associated with the cross-connect cables, essentially all of the ports may be considered to be "open" between the two servers (and so if the server creating the DMZ is compromized, the hacker on the DMZ server could view all ports open using the cross-connect cable). Any conventional wisdom how to make the communication secure between two servers for ports only these servers need access to?

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • How do I resolve active directory connection errors when using dcpromo?

    - by Middletone
    When attempting to promote a secondary server to an existing active directory forest I receive the following error message and can no longer continue. Failed to examine the active directory forest. Value ridMasterDSA.partentDN not found What can cause this and what can be done to fix it? Both servers are 2008 running on x64 and can see each other on the network via their names. FYI: The firewall is turned off on both machines so there should be no issue there. Also the server that i'm adding is already a part of the domain. One server is already a domain controller but I want to add a second to it.

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  • DNS record question

    - by Just plain me
    So I have two Windows domains/seperate forests. One forest consist of what is left of the bought-out company's domain. They have 5 servers that still have important data and need to be worked with on a daily basis by a large group of employees. We have a forest level trust setup to ease file access. We manually create DNS A records for the 5 servers so their short names would resolve to the IP addresses. I need the FQDN to resolve though. Should I create CName records to achieve this? I hope this question makes sense, I am learning DNS on the fly... :)

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  • Solution to time shifting requirement in Active Directory

    - by MikeR
    Hi, I currently have an active directory that has several child domains (consisting of nothing other than a DC and bespoke application servers) set-up for testing our CRM software, as some of it is date/time sensitive these have been set to dates in the future at some point in the past, which is causing replication errors. I'm working on getting rid of these child domains, but still have a requirement for our testers to be able to time shift. Does anyone know of any solutions that would allow our test environments to have their time changed (always forward), without affecting the production active directory? Is it as simple as creating a separate Forest on the same LAN or would that interfere with my production Forest? Thanks for any advice.

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  • Lookup Active Directory entry by implicit UPN

    - by Michael-O
    In our company exists a forest-wide UPN suffix company.com and almost all user accounts have the explicit UPN set to [email protected]. This value is also set in the Active Directory userPrincipalName attribute. Now we have an application where users perform authentication through Kerberos. So we are given the Kerberos principal, i.e. implicit UPN. We'd like to look up that user and retrieve several LDAP attributes. Since iUPN and userPrincipalName do not match anymore, the lookup is not possible. Is there any "official" way to retrieve a mapping from the Active Direcory? My workaround is to perform a LDAP bind against the realm component and search for the sAMAccountName attribute which matches the user id component of the iUPN. Searching for the mere sAMAccountName in the forest is not possible because the value is unique in the domain only.

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  • Which firewall ports do I need to open in order for a domain trust to work?

    - by Massimo
    I have two Active Directory domains in two different forests; each domain has two DCs (all of them Windows Server 2008 R2). The domains are also in different networks, with a firewall connecting them. I need to create a two-way forest trust between the two domains and forest. How do I configure the firewall to allow this? I found this article, but it doesn't explain very clearly which traffic is required between DCs, and which traffic (if any) in needed instead between domain computers in one domain and DCs for the other one. I'm allowed to permit all traffic between the DCs, but allowing computers in one network to access DCs in the other one would be a little more difficult.

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  • Using a Group Managed Service Account (gMSA) for a scheduled task

    - by Trevor Sullivan
    Back in Windows Server 2008 R2, when stand-alone Managed Service Accounts (sMSA) were new, they could not be used to execute scheduled tasks. In Windows Server 2012 however, there is a new type of account called the Group Managed Service Account (gMSA). This type of account is supposedly capable of launching scheduled tasks in the task scheduler on clients & member servers inside of a Windows Server 2012 forest/domain functional level. So far, I have: Established a Windows Server 2012 forest/domain Created a Group Managed Service Account (gMSA) Installed the gMSA on a Windows Server 2012 member server And currently I'm having trouble with: Setting a scheduled task to use the gMSA When I attempt to use a gMSA on a scheduled task, I get the error message that says "The object cannot be found" (paraphrased) message. My question is: How do I configure a Scheduled Task to execute using a Group Managed Service Account (gMSA)?

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  • Is it possible to remotely login to one domain from another (there is a trust created between them)

    - by Joe
    Two AD server representing a domain each in one forest. There is a 2-way Forest-wide trust created between them, but users of one domain cannot remotely login to a machine in another domain. But a share is accessbile from another domain, confirming that the trust is created. Can users remotely login from one domain to another domain? If so, how? Testing environment very simple: W2k3 server (AD server) : Domain : XYZ.com Machines : xp,vista users : u1,u2 w2k8 server (AD server) : Domain : ABC.com users : u3,u4 Connect remotely to xp machine (RDP). use user credential of u1/u2. - able to connect use user credential of u3/u4. - not able to connect

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  • Install Domain Controller – Part1 of build my own development SharePoint2010 Farm

    - by ybbest
    As the memory become really cheap now, a couple days ago I have updated my laptop memory to 12g. Plus I got my old desktop ,now I decide to build my own SharePoint farm at home. I decide to document the steps to build a simple SharePoint farm. I will use windows server 2008 r2 and VMware. In the first part of this series of building my own SharePoint farm. I will create my domain controller. Here are the steps to install it: Open the command line by going to run and type CMD and then type dcpromo in the command line. The AD Installation wizard will prompt and click next. 2. Click next as shown in the screenshot.   3. Select creates a new domain in a new forest and click next.      4. Type a domain name (e.g. ybbest.com) and click next. 5.In my case , I select Windows Server 2008 R2 forest Functional level and click next 6. Leave the default and click next.(If you have not make a static IP address , you need to do so now)      7.You might get scary prompt like the screenshot below , just ignore the message and click Yes.     8.Leave the default settings and click Next  9.Type a password when you need to restore your Domain        10.Click Next and restart your computer ,this will install your Domain Controller.

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