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  • Windows Server 2012 est disponible : simplification et virtualisation renforcée, Microsoft veut dépasser VMWare d'ici deux ans

    Windows Server 2012 disponible : simplification et virtualisation Microsoft veut dépasser VMWare d'ici deux ans Simplification. Tel est le mot clef de Windows Server 2012, l'OS qui vient d'être dévoilé officiellement par Microsoft. Taillé pour le Big Data, la flexibilité et le Cloud, cette version est « la plus ambitieuse depuis Windows Server 2000 », commente Pauline Maillard, chef de produit Windows Server. Un OS que Microsoft présente aujourd'hui comme un « Cloud OS ». [IMG]http://ftp-developpez.com/gordon-fowler/Windows%20Server%208/Windows%20Serve...

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  • C standard addressing simplification inconsistency

    - by Chris Lutz
    Section §6.5.3.2 "Address and indirection operators" ¶3 says (relevant section only): The unary & operator returns the address of its operand. ... If the operand is the result of a unary * operator, neither that operator nor the & operator is evaluated and the result is as if both were omitted, except that the constraints on the operators still apply and the result is not an lvalue. Similarly, if the operand is the result of a [] operator, neither the & operator nor the unary * that is implied by the [] is evaluated and the result is as if the & operator were removed and the [] operator were changed to a + operator. ... This means that this: int *i = NULL; printf("%p", (void *) (&*i) ); printf("%p", (void *) (&i[10]) ); Should be perfectly legal, printing the null pointer (probably 0) and the null pointer plus 10 (probably 10). The standard seems very clear that both of those cases are required to be optimized. However, it doesn't seem to require the following to be optimized: struct { int a; short b; } *s = 0; printf("%p", (void *) (&s->b) ); This seems awfully inconsistent. I can see no reason that the above code shouldn't print the null pointer plus sizeof(int) (possibly 4). Simplifying a &-> expression is going to be the same conceptually (IMHO) as &[], a simple address-plus-offset. It's even an offset that's going to be determinable at compile time, rather than potentially runtime with the [] operator. Is there anything in the rationale about why this is so seemingly inconsistent?

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  • Windows 8 : simplification de la procédure d'installation, qui pourra se faire en 11 clics

    Windows 8 : simplification de la procédure d'installation qui pourra se faire en 11 clics Mise à jour du 22/11/11 Steven Sinofsky, président de la division en charge du développement de Windows, vient de livrer sur le blog officiel Windows 8, les modifications qui ont été apportées au système d'exploitation. La firme fournit des détails sur la procédure d'installation de l'OS, qui a été optimisée et rationalisée pour fournir à l'utilisateur une meilleure expérience. Windows 8 offrira une configuration simplifiée, via un exécutable (Web ou DVD), et une configuration avancée qui sera accessible via un support de d...

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  • Skype arbore le style Metro sur Android et privilégie la simplification et la fluidité des interactions

    Skype arbore le style Metro sur Android, et privilégie la simplification et la fluidité des interactions L'équipe de Skype fête les 100 millions de téléchargements de l'application sur Android avec une nouvelle mise à jour 4.0 au design entièrement refait. Inspirée de sa version sur Windows Phone, Skype adopte désormais une interface de style Metro. « Skype pour Android 4.0 a toutes les fonctionnalités que vous utilisez et que vous aimez mais est littéralement une application totalement nouvelle » confie Dereck Snyder, chef marketing de la division Skype Mobile. Le service VoIP promet une application plus performante et plus rapide, notamment pour lancer une conversation depuis les contac...

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  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

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  • Simplification / optimization of GPS track

    - by GreyCat
    I've got a GPS track, produces by gpxlogger(1) (supplied as a client for gpsd). GPS receiver updates its coordinates every 1 second, gpxlogger's logic is very simple, it writes down location (lat, lon, ele) and a timestamp (time) received from GPS every n seconds (n = 3 in my case). After writing down a several hours worth of track, gpxlogger saves several megabyte long GPX file that includes several thousands of points. Afterwards, I try to plot this track on a map and use it with OpenLayers. It works, but several thousands of points make using the map a sloppy and slow experience. I understand that having several thousands of points of suboptimal. There are myriads of points that can be deleted without losing almost anything: when there are several points making up roughly the straight line and we're moving with the same constant speed between them, we can just leave the first and the last point and throw anything else. I thought of using gpsbabel for such track simplification / optimization job, but, alas, it's simplification filter works only with routes, i.e. analyzing only geometrical shape of path, without timestamps (i.e. not checking that the speed was roughly constant). Is there some ready-made utility / library / algorithm available to optimize tracks? Or may be I'm missing some clever option with gpsbabel?

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  • Simplification of Apache+Subversion multidirectory configuration

    - by Reinderien
    Hello. With your excellent advice, I've finally pieced together this functional Apache configuration for my Subversion service: # Macro to make an SVN repo set <Macro SVNDir $user> <Location /svn/$user> # Mandatory HTTPS, log in using Active Domain SSLRequireSSL AuthPAM_Enabled on AuthType Basic AuthBasicAuthoritative off AuthName "PAM" Require user AD\$user # Needed to squash spurious error messages AuthUserFile /dev/null # SVN stuff DAV svn SVNParentPath /var/www/svn/$user </Location> </Macro> # List of accounts Use SVNDir user1 Use SVNDir user2 # ... It works, but it isn't optimal. I'd like to somehow redo this so that it can just scan the list of directories in /var/www/svn and automatically do this for each of them. Is that possible? Thanks.

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  • Mesh simplification

    - by Amrita
    I wish to develop a software for mesh simplification (3D object compression) in flex using papervision 3D. Which algorithm will be the best one to implement?

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  • Boolean algebra simplification

    - by xbonez
    I need to reduce this boolean expression to its simplest form. Its given that the simplest form contains 3 terms and 7 literals. The expression is: x'yz + w'x'z + x'y + wxy + w'y'z We tried this in class, and even out recitation teacher could not figure it out. Any help would be appreciated.

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  • Mesh simplification

    - by Amrita
    I wish to develop a softare for 3D object compression (by polygon reduction) in flex using papervision 3D. Could you please suggest me an efficient algorithm for the same?

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  • Python: avoiding fraction simplification

    - by Anthony Labarre
    Hi all, I'm working on a music app' in Python and would like to use the fractions module to handle time signatures amongst other things. My problem is that fractions get simplified, i.e.: >>> from fractions import Fraction >>> x = Fraction(4, 4) >>> x Fraction(1, 1) However, it is important from a musical point of view that 4/4 stays 4/4 even though it equals 1. Is there any built-in way to avoid that behaviour? Thanks!

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  • Interpreters: How much simplification?

    - by Ray
    In my interpreter, code like the following x=(y+4)*z echo x parses and "optimizes" down to four single operations performed by the interpreter, pretty much assembly-like: add 4 to y multiply <last operation result> with z set x to <last operation result> echo x In modern interpreters (for example: CPython, Ruby, PHP), how simplified are the "opcodes" for which are in end-effect run by the interpreter? Could I achieve better performance when trying to keep the structures and commands for the interpreter more complex and high-level? That would be surely a lot harder, or?

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  • NVIDIA sort sa version 5 de CUDA, simplification de la programmation sur la plateforme de calcul parallèle la plus omniprésente

    NVIDIA sort sa version 5 de CUDA Simplification de la programmation sur la plateforme de calcul parallèle la plus omniprésente NVIDIA a sorti aujourd'hui la version de pré-production NVIDIA CUDA 5, une nouvelle version de la plateforme de calcul parallèle et du modèle de programmation les plus omniprésents, destinée à accélérer les applications scientifiques et d'ingénierie sur les processeurs graphiques. Elle est téléchargeable gratuitement à partir de la zone Développeurs du site Web NVIDIA. Avec plus de 1,5 millions de téléchargements et la prise en charge de plus de 180 applications d'ingénierie, scientifiques et commerciale...

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  • Windows Azure SDK 1.6 disponible : simplification du déploiement avec Visual Studio et introduction de nouvelles bibliothèques .NET

    Windows Azure SDK 1.6 disponible : simplification du déploiement avec Visual Studio et introduction de nouvelles bibliothèques .NET Microsoft vient de publier une nouvelle version du kit de développement pour Windows Azure. Le SDK 1.6 pour Windows Azure intègre de nouveaux outils de la plateforme d'hébergement Cloud de Microsoft pour Visual Studio 2010, de nouvelles bibliothèques .NET pour Windows Azure ainsi que des améliorations de performance et corrections de bugs. L'outil réduit les contraintes liées au déploiement des applications sur Windows Azure, dont la configuration peut se faire désormais en seulement quelques clics, sans quitter l'environnement de développemen...

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  • Simplified iphone In-app store implementation for built-in product features

    - by Joey
    This question is for those familiar with implementing the iphone in-app store functionality. The app I'm building has only built-in features that are unlocked when features are purchased. Further, any modifications or additions to store items will require an app update. Also, it is only in English so has no localized languages for the items. If we take those assumptions, is it feasible to skip the step of retrieving the product info with SKProductsRequest and simply use hardcoded data within the app? While I may want to extend my app to greater complexity in the future, I'd like to know if this step to keep it simple would introduce some serious issues. One issue might be, for instance, if we have to expect a few of the items to occasionally be unavailable due to issues on Apple's side and simply trying to purchase it and letting it fail would not be a permissible or workable option in that case (especially if it is uncommon). Thanks.

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  • Is it possible to join these two regex expressions into one?

    - by Pure.Krome
    Hi folks, i have the following two regular expressions (in order btw). 1. ^~/buying/(.*)\?(.*) => foo= group 1 baa= group 2. 2. ^~/buying/(.*) => foo= group 1 baa= nothing/empty/null/baibai What's i'm trying to do is, if the url has a questionmark, then split it into two groups. Otherwise, just throw all the stuff into the first group. the reason why the order is important for me, is that if i switch them round, the '?' regex will never get fired because the #2 expression (above) will catch all. So .. can this be re-fixed? NOTE: I have tried using this website** to help me debug/tweak .. but I can't figure it out. ** I have no affiliation with that site.

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  • Need help simplifying my php table

    - by user342391
    I am relatively new to php and have a feeling that I am going the long way round when displaying data from mysql. I have a table a I want to show a few fields from my database. How would I achieve this without having to echo every bit of the table??? Here is the code: <?php $query1 = mysql_send("SELECT firstname, lastname, email, user, country FROM customers WHERE id='".$_COOKIE['custid']."'"); while ($row = mysql_fetch_array($query1)) { echo ' <table id="account_table" style="width:550px; border:none; "> <tr> <td width="155">Contact Name</td>'; echo '<td width="335">'; echo $row['firstname'] ; echo '&nbsp;'; echo $row['lastname']; echo '</td> </tr> <tr> <td>Email Address</td> <td>'; echo $row['email']; echo ' </td> </tr> <tr> <td>Username</td> <td>' ; echo $row['user']; echo '</td> </tr> <tr> <td>Country</td> <td>'; echo $row['country']; echo '</td> </tr> <tr> <td>Time Zone</td> <td>GMT+1</td> </tr> <tr> <td>Activated</td> <td>16 Dec 2009</td> </tr> </table>'; } ?>

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  • AS3: How to simplify Action Script 3 Code ?!

    - by funny_pete
    Here's a example that I've to use when I want to create a button with mouse-over effect: this.buttonExample.buttonMode = true; this.buttonExample.useHandCursor = true; this.buttonExample.addEventListener(MouseEvent.CLICK,myaction); I'm new to AS3 - is there any way, to simplify this code like this: this.buttonExample.buttonMode = true;.useHandCursor = true;.addEventListener(MouseEvent.CLICK,myaction); why does it not works ?

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  • Why are there so many man-made edge cases in IT, and is there any hope for simplification / unificat

    - by Hamish Grubijan
    This question is meant to generate discussion and so it is marked as community wiki. My observation is that the field of information technology grows so rapidly and randomly, that for many it takes a lot of time to learn many intricacies of some tools that will be obsolete in just short 3 years. If you look at the questions asked on StackOverflow ... at least half of them stem from the fact that some language / tool / API / protocol was poorly designed, is backwards and has gotchas. There are so many things which distract developers from converting English into machine code; instead they spend their time configuring stuff and gluing together things that do not really fit. How many times do you pick up somebody else's project (or someone picks up yours :) ) and realize that this program does not need half of the dialogs that it has, and that the logic can be simplified a great deal? But, it had to be made and sold here before a better thing is made and sold elsewhere, and hence all this rush. I often wish that things would just slow down. I do not want Microsoft Windows to run on my car's computer, my watch, my table, my toaster oven, and my toilet seat. I'd rather have Windows that DOES NOT HAVE WINDOWS REGISTRY, I'd rather have Windows that allows two different programs to work on the same file at the same time, the way it works on Unix systems. Microsoft is just an example. I am looking forward to the day when I do not have to worry about Windows vs Unix new line break, when System32 actually means that this directory contains 32-bit binaries, and not 64-bit ones, the day when dll hell and manifest hell are no longer an issue, the day when it takes me a lot less than 3 months on a new job to learn the system. I do not mean learning the entire code base of a product (depending on the size of it, it can take a long time). I mean - remembering which build-assisting scripts are written in Perl and which version of it, and which ones are done through .bat files, when do I need to manually make every file in some directory writable before running a script, or else a critical step of a database maintenance home-grown tool will bomb, and it will take 2 days to clean that up. Makes me wonder if humans enslaved computers, or if it is the other way around. The key is that improving those things will not bring extra revenue, and hence those taking the time to fix crap like that are not "business focused". However, these imperfections irritate me immensely, particularly because my memory is limited - I can hold only a small portion of that useless knowledge of a system in my head at any given point in time. I must not be alone. Did you also happen to notice that a programmer can waste a lot of time on things that should have been a lot more straight-forward? Is there hope? Will things get better/simpler in the future, or will there be a lot more IT crap floating around? I suppose I see diversity of tools, protocols, etc. as a bad thing. Thank you for participation.

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  • Algorithm to simplify building/structural meshes

    - by morpheus
    I am looking for an algorithm to simplify the meshes of buildings or similar structures. EDIT: I had made a comment that Hoppe's algorithm tends to make meshes more and more spherical with simplification. But, I am not sure about it, so am deleting the comment. Buildings in contrast should tend to become more and more rectangular with increasing simplification. The D3DX extensions for D3D in version 9.0 (d3dx9.lib) used to have classes to do progressive mesh simplification. See: http://doc.51windows.net/Directx9_SDK/?url=/directx9_sdk/graphics/reference/d3dx/functions/mesh/d3dxgeneratepmesh.htm http://msdn.microsoft.com/en-us/library/windows/desktop/bb281243(v=vs.85).aspx

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  • LOD in modern games

    - by Firas Assaad
    I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about how LOD is being used in modern games. I know many games use some sort of dynamic LOD for terrain, but what about elsewhere? Level of Detail for 3D Graphics for example points out that discrete LOD (where artists prepare several models in advance) is widely used because of the performance overhead of continuous LOD. That book was published in 2002 however, and I'm wondering if things are different now. There has been some research in performing dynamic LOD using the geometry shader (this paper for example, with its implementation in ShaderX6), would that be used in a modern game? To summarize, my question is about the state of LOD in modern video games, what algorithms are used and why? In particular, is view dependent continuous simplification used or does the runtime overhead make using discrete models with proper blending and impostors a more attractive solution? If discrete models are used, is an algorithm used (e.g. vertex clustering) to generate them offline, do artists manually create the models, or perhaps a combination of both methods is used?

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  • Amazon Web Services promet de baisser ses prix en 2012, entretien avec Matt Wood, Technology Evangelist EMEA chez Amazon

    Amazon Web Services promet de baisser encore ses prix en 2012 Entretien avec Matt Wood, Technology Evangelist EMEA chez Amazon Les Cloud dédiés aux développeurs se multiplient. Ils mettent tous en avant les mêmes avantages : flexibilité, facturation à la demande, gestion externalisée de l'infrastructure, et aujourd'hui simplification des outils d'administration. Après avoir interviewé Laurent Lesaicherre, le responsable chez Microsoft France de la plateforme Windows Azure, il nous est apparu intéressant de continuer ce tour d'horizon du marché avec un de ses précurseurs : Amazon. Il y a maintenant cinq ans, ...

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