gemfire geode

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GemFire basic use and use of Spring-data-gemfire

package (deploy) The deployment jar packages in GemFire are divided into entity classes and calculation classes in two cases: 1. Entity classes: Entity classes need to be deployed under the CLASSPATH path of the program; 2. Calculation class: For the calculation class, it can be deployed manually through the Deploy command; 部署jar包gfsh>deploy --jars=/data/local/gemfire/apache-

12306 Geode Introduction of core open source middleware for railway ticketing system

support10. Configurations that span the entire cluster can be persisted or exported to other clusters11. Remote HTTP Cluster Management12.REST API and activation REST app development13. Major version rolling upgrade. five minutes to startObtain source code from pivotal, support JDK1.7.75 above version: $ cd geode$./gradlew Build Installdist Start Locator and server: $ cd

Distributed Memory Database Geode

support10. Configurations that span the entire cluster can be persisted or exported to other clusters11. Remote HTTP Cluster Management12.REST API and activation REST app development13. Major version rolling upgrade. five minutes to startObtain source code from pivotal, support JDK1.7.75 above version: $ cd geode$./gradlew Build Installdist Start Locator and server: $ cd

Spring Data GemFire Learning

English manual: http://docs.spring.io/spring-data/gemfire/docs/1.5.2.RELEASE/reference/html/(Spring Data GemFire Reference Guide)The new version configures the spring configuration file without configuring the GemFire Cache.xml directly with the reference namespace.XML version="1.0"Encoding="UTF-8"?> xmlns="Http://www.springframework.org/schema/beans" Xmlxsi="Htt

Apache Geode Remote Code Execution Vulnerability (CVE-2017-9795)

Apache Geode Remote Code Execution Vulnerability (CVE-2017-9795)Apache Geode Remote Code Execution Vulnerability (CVE-2017-9795) Release date:Updated on:Affected Systems: Apache Group Geode Description: Bugtraq id: 102488CVE (CAN) ID: CVE-2017-9795Geode is a data management platform that provides real-time, consistent access to data-critical applications t

Use of Nodevisitor-traverse the geometry under the Geode node and obtain data such as vertices, normals, etc.

; } default: {std::stringmsg="Unhandled Drawing Mode"; MessageBox (0, LPCTSTR (Msg.c_str ()),"Warning", MB_OK); } } Break; } CaseOSG::P rimitiveset::D rawarraysprimitivetype: {osg::D rawarrays* da = dynamic_cast(PS); intFirst=da->GetFirst (); intCount=da->GetCount (); Switch(da->GetMode ()) { CaseOSG::P rimitiveset::triangles: { for(intI=first; i) {dstSubset.indices.push_back (i); }

Apache Ignite Series (i): Introduction

Apache-ignite Introduction (i) 1, Introduction? Ignite is a distributed memory grid implementation, based on the Java platform, with the characteristics of persistence, distributed transactions, distributed computing, in addition to support rich key-value storage and SQL syntax (based on the H2 engine), can be seen as a distributed memory database.Products similar to ignite have GemFire (12306 currently in use) and the open source version is

OSG Example parsing osganimationskinning (1)

Introduction Osganimationskinning This example mainly uses the skeletal skin animation in osganimation, the introduction of the skeleton skin animation can refer to skinned mesh principle analysis and one of the simplest implementation examples of this CSDN blog, Inside with glut to achieve a simple skin animation, the whole article on the skeleton animation and skin of the detailed elaboration, I believe that after reading can have a deeper understanding of skeletal animation. Example In the s

OSG Example parsing osglight (1)

1. Introduction The Osglight sample demonstrates how OSG uses lighting. 2. Description First take a look at the Osglight effect diagram, as shown in the following figure:3. Create Cube 3.1 to draw a polygon The first is to create a cube in the scene, in which each polygon of the cube needs to be created, implemented in the function Createwall, and the Createwall function is prototyped as follows osg::geometry* createwall (const osg::vec3 v1,const osg::vec3 v2,const osg::vec3 v3,osg::StateSet* S

OSG Example parsing osganimationmorph (1)

Introduction This lesson mainly demonstrates the deformation animation in Osganimation, which is also known as the vertex-by-pixel animation (Per-vertex Animation), which is a representation of three-dimensional animation. It consumes a lot of computing resources of computer, usually it is appropriate to calculate and apply the position of 4000~9000 vertex at each frame, otherwise the system can not withstand the updating and rendering of other scene objects. Deformation animation in the osgani

OpenSceneGraph notes – How to export triangle data

In the development of openscenegraph, some data, such as quadrilateral, are often used for the convenience of some non-triangular slices. For example, drawing a pipe with four-sided bands is much better than using triangular slices. For example, now we are going to draw a plane consisting of two planes, which I can do: Osg::geode * Geode = new Osg::geode; Osg::ge

OSG HUD Header Text display

Original: http://blog.csdn.net/tmljs1988/article/details/7562926Can run1. HUD Flowchart:The complete source code is as follows:/*OSG in the HUD, the text always appears in the front * *#include #include #include #include #include #include #pragma comment (lib, "Osgd.lib"); The library names in the debug version plus D, such as "Osgd.lib"#pragma comment (lib, "OsgDBd.lib")#pragma comment (lib, "OsgViewerd.lib");#pragma comment (lib, "OsgTextd.lib");osg::node* Createhud (){Textosgtext::text* Text

RCE (Object Injection) caused by OQL in product implementation)

RCE (Object Injection) caused by OQL in product implementation)0x00 Preface A few days ago, I was told of the following vulnerability types: Address: http://blog.emaze.net/2014/11/gemfire-from-oqli-to-rce-through.html GemFire memory database is from the cloud computing company Pivotal (my most promising cloud computing product provider in the future, composed of EMC, VMware, General Electric, and other joi

OSGFX Realization Mode Analysis

Introduction OSGFX is an additional library of OSG, an architectural tool for implementing reusable special effects that can be added to OSG nodes. It contains a series of predefined special effects, osg3.2 mainly in the following: Anisotropic Lighting anisotropic illumination bump texture cartoon rendering characterization line cubic map specular highlight contour Line The specific class structure is shown in the following figure: use Osgfx::effect is a group node, and we only need to add the

OSG: Calculate the world transformation matrix, normal vector, and vertex coordinates of a node in nodevisitor.

Class mynodevisitor: Public OSG: nodevisitor { Pulic: Mynodevisitor (): OSG: nodevisitor (OSG: nodevisitor: traverse_all_children) {} Void apply (OSG: geode geode) { // Calculate the world transformation matrix corresponding to the current geode node, used to calculate the world coordinates corresponding to the vertex in

OSG Alarm Effect Learning Summary

particles, and whether to use lighting. Dustparticlesystem->setdefaultattributes (Dust2.rgb", False, false);//since the particle system class inherits from the Drawable class, we can join the scene as a child of the Geode. Osg::geode *geode =NewOsg::geode;rootnode-AddChild (Geode

Nehe OpenGL Tutorial with OpenSceneGraph-35th lesson

Brief Introduction This lesson describes how to play a video in a three-dimensional scenario. We all know that the video is actually made up of a picture of a frame, so we parse the images in the video into a picture format and assign them to the surface of the geometry, allowing them to switch within a very short interval to achieve a dynamic effect. Implement In this lesson, you use the API for Windows parsing video format AVI file, which comes from the code in the Nehe course, which readers

OSG adds the osgparticle effect to the scenario

;}Rootnode-> addchild (terrainnode ); OSG: node * tanknode = osgdb: readnodefile ("// models // T72-Tank // T72-tank_des.flt ");If (! Tanknode){STD: cout Return-1;} The basic procedure for creating a particle system is to create a particle system object, an Updater object, and a particle object, and set the scenario at the same time. // Create and initialize the particle system.Osgparticle: Maid * dustparticle system = new osgparticle: Particle System; // Set the material, whether to emit parti

OSG renders the code to the texture, and renders the read node as the texture to a square.

(0.0f, 2.0f, 0.0f) * BS. radius (), BS. center (), OSG: vec3 (0.0f, 0.0f, 1.0f )); Camera-> setrenderorder (OSG: Camera: pre_render );Camera-> setrendertargetimplementation (Camera: frame_buffer_object ); Camera-> addchild (node ); Group-> addchild (CAMERA ); OSG: geometry * geometry = new OSG: geometry;OSG: vec3array * vertex = new OSG: vec3array;OSG: vec2array * coord = new OSG: vec2array; Vertex-> push_back (OSG: vec3 (0.0, 0.0, 0.0 ));Vertex-> push_back (OSG: vec3 (10.0, 0.0, 0.0 )

OSG Example parsing osgparticle (1)

;setcenter (8, 0, 10); Placer->setradiusrange (2.5, 5); Placer->setphirange (0, 2 * OSG::P i); Emitter->setplacer (placer); Osgparticle::radialshooter *shooter = new Osgparticle::radialshooter; Shooter->setinitialspeedrange (0, 0); Emitter->setshooter (shooter); Root->addchild (emitter); Add operator to program Osgparticle::modularprogram *program = new Osgparticle::modularprogram; Program->setparticlesystem (PS); Osgparticle::acceloperator *op1 = new Osg

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