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

Geode is a real-time, high-consistencyDistributedData management platform, the typical case is the China Railway 12306 ticketing system uses Geode to manage 10 cluster nodes, manage 2T of hotspot data in memory and 10 highly available elastic-scale backup nodes. Geode manages objects and behaviors across multiple processes through memory pool CPU network resource

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.

); DstSubset.indices.push_back (i+1 ); DstSubset.indices.push_back (i+2 ); } Else{dstSubset.indices.push_back (i); DstSubset.indices.push_back (i+2 ); DstSubset.indices.push_back (i+1 ); } } Break; } default: {std::stringmsg="Unhandled Drawing Mode"; MessageBox (0, LPCTSTR (Msg.c_str ()),"Warning", MB_OK); } } Break; }

Distributed Memory Database Geode

Geode is a real-time, high-consistencyDistributedData management platform, the typical case is the China Railway 12306 ticketing system uses Geode to manage 10 cluster nodes, manage 2T of hotspot data in memory and 10 highly available elastic-scale backup nodes. Geode manages objects and behaviors across multiple processes through memory pool CPU network resource

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

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 adds the osgparticle effect to the scenario

particles, and whether to use light.Dustparticipant lesystem-> setdefaattriattributes (dust2.rgb ", false, false ); // Because the particle system class inherits from the drawable class, we can add it as a subnode of geode to the scenario.OSG: geode * geode = new OSG: geode; Rootnode-> addchild (

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

("//models//joedirt//joedirt.flt");if(!Terrainnode) {Std::cout"couldn ' t load models, quitting."Std::endl; return-1;} RootNode-AddChild (terrainnode); Osg::node* Tanknode = Osgdb::readnodefile ("//models//t72-tank//t72-tank_des.flt");if( !Tanknode) {Std::cout"No tank"Std::endl; return-1;}The basic steps to build a particle system are to create a particle system object, an Updater object, and a particle object, while setting up the scene.//Create and initialize the particle system. Osgparticle:

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

; setreferenceframe (OSG: Transform: absolute_rf );Camera-> setviewmatrixaslookat (BS. center ()-OSG: vec3 (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: ve

OSG Example parsing osgparticle (1)

Osgparticle::modularprogram; Program->setparticlesystem (PS); Osgparticle::acceloperator *op1 = new Osgparticle::acceloperator; Op1->settogravity (); Program->addoperator (OP1); Vortexoperator *OP2 = new Vortexoperator; Op2->setcenter (OSG::VEC3 (8, 0, 0)); Program->addoperator (OP2); Osgparticle::fluidfrictionoperator *op3 = new Osgparticle::fluidfrictionoperator; Op3->setfluidtoair (); Program->addoperator (OP3); Root->addchild (program); Osg::

Godson Director Li Guojie disclosure of Sino-US CPU Secret War Insider

to go. Do not want to drop pie in the sky, suddenly a leap. I also need to point out that there is no contradiction between independent innovation and external development. The introduction of digestion and innovation is also a part of our independent intellectual property technology development. So I think don't encounter others transfer some technology, I think it is lured fooled. The technology that others give you, the key see how you use. "China Business newspaper": Now outsiders think, AM

Osganimation object of Action

:: Nodevisitor::update_visitor) {osg::geode* Geode = dynamic_castFrom it is realized we can know Updatemorph update callback that must be set to Geode(unlike Updatematrixtransform), and this Geode node must have the drawable of the Morphgeometry node. The function of Updatemorph is to update the weights in Mor

About nodevisitor visitor Mode

) Restore nodepath The processing of nodemask and nodepath is involved here. When we learn more about OSG, we will analyze their functions. We can see that to use nodevisitor to traverse the scenario graph, you only need to define a nodevisitor derivative and then call accept to the viewer node. The following is a simple example: we write a nodevisitor to filter out non-geode in the system and restore the system to the original geometric world:

GemFire basic use and use of Spring-data-gemfire

;describe region --name=test销毁regiongfsh>destroy region --name=test Deploy the jar 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-

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