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-
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
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
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-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
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
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
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
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
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)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
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
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
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
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
;}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
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