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Continuous Integration System Based on Java 9 module system and Vert. x

Continuous Integration System Based on Java 9 module system and Vert. xKey points of this Article Vert. x is compatible with Java 9 and can be used together to build applications. Many Java class libraries still do not support modularity. Be especially careful about the "Automatic module" (some class libraries have not yet become modules ). Java's built-in Nashorn JavaScript runtime environment is very

Vert. x Development Guide

ArticleDirectory 1. Operating System 2. JDK 3. jruby (optional) Vert. x Development Guide Author: chszs, reprinted with note. Blog homepage: http://blog.csdn.net/chszsI. Introduction Vert. X is an asynchronous application.ProgramThe development framework can be used to develop asynchronous, scalable, and highly concurrent web applications. The purpose is to provide a node. js alternati

Unity Kajiya Hair Shader corrected by Vert Normals

;float _wavesize;float _wavephase;void Vert (InOut appdata_full V, out Input O){Unity_initialize_output (Input, O);FLOAT3 waves = _wavesize * V.TANGENT.XYZ;FLOAT3 freq = _time.y * _WAVESPEED.XYZ;V.VERTEX.XYZ + = cos (freq + v.vertex.xyz * _wavephase) * waves;O.tangentv = v.tangent.xyz;} sampler2d _maintex, _speculartex; Float _specularmultipliert,_specularmultipliern, _glossinterp, _cutoff; Fixed4 _specularcolor, _color; Void Surf (Input in, InOu

vert-x-uses JDBC connections asynchronously Sql_java

In this article, we'll see how to use Hsql in vert.x applications, as well as using arbitrary JDBC, and the asynchronous API provided by Vertx-jdbc-client, the code for this article is GitHub. Asynchronous? A very important feature of Vert.x is

ML | Naive Bayes

variables for each class need to be determined and not the entire covariance matrix. Abstractly, the probability model for a classifier is a conditional Model $ P (C \ vert F_1, \ dots, f_n) \, $Over a dependent class variable C with a small number of outcomes or classes, conditional on several feature variables $ F_1 $ through $ f_n $. the problem is that if the number of features N is large or if a feature can take on a large number of values, then

Unityshader Effect of Plush velvet

We're going to do a fur ball today. The core of the algorithm through a plurality of passes, from the inside to the outside layer of the paste on a layer of transparent diffuse, the more on the outside of the local level less looks more sparse, the more blurred Furhelper.cginc struct V2F {float4 pos:sv_position; Half2 uv:texcoord0; Half2 Uv1:texcoord1; Fixed4 Diff:color; }; float _furlength; Sampler2d _maintex; FLOAT4 _maintex_st; Sampler2d _furtex; FLOAT4 _furtex_st; float _blur; v2f

VCL grid principle

; includedrawstate: Tgriddrawstate );Begin{......}{The pure virtual method drawcell of tcustomgrid is called.Therefore, the subclass of tcustomgrid can overwrite this method and customize the data filling mode}Drawcell (curcol, currow, where, drawstate );{......}End;Begin{★0: Calculation of network drawing parameters}Calcdrawinfo (drawinfo );With drawinfo doBegin{★1: Draw grid lines (if the line width is greater than 0 )}If (horz. effectivelinewidth> 0) or (

Principle Analysis of grid controls in VCL

tcustomgrid. paint;Procedure drawlines (dohorz, dovert: Boolean; Col, row: longint;Const cellbounds: array of integer; oncolor, offcolor: tcolor );Begin{......}End;Procedure drawcells (ACOl, Arow: longint; startx, starty, stopx, stopy: integer; color: tcolor; includedrawstate: tgriddrawstate );Begin{......}{The pure virtual method drawcell of tcustomgrid is called.Therefore, the subclass of tcustomgrid can overwrite this method and customize the data filling mode}Drawcell (curcol, currow, where

C ++ cross-platform game development-clanlib SDK

= 50, border = 20;10 const int numsquares = int (POW (float (boardsize-1), 2 ));1112 Enum coloursquare {off, blue, red };13 struct cursor {14 int X, Y;15 bool Vert;16 };1718 class boxes: Public cl_clanapplication {19 bool ver [boardsize] [boardsize-1];20 bool Hor [boardsize-1] [boardsize];21 coloursquare squares [boardsize-1] [boardsize-1];22 bool redturn;23 bool fullup;24 cursor curs;2526 void inputhandler (const cl_inputevent I );27 bool findsquar

Decision Tree algorithm

was no sex=male,pclass=3 in our data, and we used the most categorized tags in the training set instead, which belongs to the third category.Common strategies for dividing attributes1: Use information gainUsing some of the concepts of information entropy, in a sample set, the more "chaotic" the classification of a sample, the more information entropy it has, the more impure the sample is, and the more "neat" a sample is, the less information entropy it has, the purer the sample. The classificat

1.openGL Exploration

on the line.In older versions of OpenGL, shaders is optional. In modern OpenGL, shaders is necessary to be able to display objects on the screen.For possible close-up understanding of shaders and graphics rendering pipelines, I recommend Durian software related articles the graphics Pipeline chapter.What did the shaders actually do? It depends on what kind of shader.Vertex ShadersVertex shader is mainly used to transform points (x, y, z coordinates) into different points. Vertices are just a po

Extremely low bit neural network:squeeze the last Bit off with ADMM

\mathbb r^s,z\in \mathbb r^n, a\in \mathbb r^{p \times n}, b\in \mathbb r^{p \times m}; and; C\in \MATHBB r^p.$ $x $ with $z$ is an optimization variable, $f (x) +g (z) $ is the objective function, $Ax +bz=c$ is an equality constraint.The augmented Lagrangian function (augmented Lagrangian) of the equation $ (1) $ can be expressed as:$ $L _\rho (x,z,y) =f (x) +g (z) +y^t (ax+bz-c) + (\RHO/2) \vert ax+bz-c \vert

Unity3d shader Cartoon Coloring Toon Shading

the depth buffer, and if it is turned off, the object overlaps with the object will not be stroked, because the object rendered here without Z-values will "cover" The Strokes that are extruded here.Extrude points in the function vert that handle verticesdir=normalize(V.VERTEX.XYZ);Set up a float3 direction variable dirThe position of the point as a unit vector of the direction of the distance geometric centerFLOAT3 Dir2=v.normal;Set up a float3 direc

Unity3d shader Cartoon Coloring Toon Shading

closed, the object and object overlap will not be stroked, Because objects rendered without Z-values here "cover" Extrude points in the function vert that handle vertices dir=normalize (V.VERTEX.XYZ); Establish a float3 dir to position the point as a unit vector of the direction of the distance to the geometric center FLOAT3 dir2=v.normal; Establish a float3 direction variable dir Dir2 for normal direction d=dot (DIR,DIR2); D is

Radial basis function neural network model and learning algorithm __ Neural network

Neural network model The activation function of radial basis neural network is based on radial basis function, which is usually defined as monotone function of Euclidean distance between any point of space to a center. The activation function of the radial basis neural network is \vert as the ∥dist∥\vert of the distance between the input vector and the weight vector dist as the independent variable. activa

Kaggle Machine Learning Tutorial Study (v)

. logical regression (logistic regression).and the Integrated Learning (Ensemble learning) algorithm:An integrated algorithm is a new classification algorithm that is formed by integrating multiple classifiers. Also known as the meta-algorithm (META-ALGORITHM).The Regression tree, the Taxonomy Tree (classification tree), collectively called the cart. The regression tree is the algorithm under the regression model, the algorithm under the classification tree classification model, which are all a

[Shader] NGUI and gray-based shaderngui

effects are different. You can also try another proportion on your own. 3. NGUI gray-based practices If there are so many lines of code, it is better to compile a few lines of code. The idea is to modify the shader Transparent Colored of NGUI. We will deal with the loss of a color. Use (0, 0, 0) as the Enable grayscale switch. The Transparent Colored code is as follows: Shader "Unlit/Transparent Colored"{Properties{_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}}SubShader{LOD 100Tags{"Queu

Provide vertex data for vertex programs

Passing vertex information to a vertex programCG/HLSL vertex programs, vertex information must be passed through the structure. Several commonly used vertex structures are defined in the Unitycg.cginc file. And in most cases it's enough to use them. Appdata_base: The position of the vertex, normal, and a texture coordinate. Appdata_tan: The position of the vertex, tangent, normal, and a texture coordinate. Appdata_full: Vertex position, tangent, normal, four texture coordinates

Unity3d shader the way to write shader before you must know the summary of the rendering pipeline

for itself//queue: Description of the queue in which the render is located, Geometry indicates that most opaque objects are rendered in this queue//Rendertype Opaque: Indicates that the object is opaque, and the difference between the queue is that it is only the rendering order, even if it is set to other, it is not a problem,//But you need this object is opaque Rendertype must be set to Opaquetags {"Queue" = "Geometry" "rendertype" = "Opaque"} Pass {//Lightmode: Illumination mode

Shader Yamashita (17) Semantic semantic

when writing a CG or HLSL shader program, we need to use semantics (Semantic) to indicate the "intent" of the input and output variables. For example, this section of the shader code: shader "CUSTOM/VF" {Properties {_maintex ("Base (RGB)", 2D) = "white" {}} subshader {Tags {"R Endertype "=" Opaque "} LOD $ Pass {Tags {" Lightmode "=" forwardbase "} cgprogram #pragma multi_ Compile_fwdbase #pragma vertex vert #pragma fragment frag #include "unitycg.

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