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  • Dynamics AX 2009 Report: LabelPosition above does not work?

    - by Sam
    I'm just in the process of changing the SalesInvoice Report. One thing I'm trying to do is show the label of some items not left of the item value but above it instead. Seems easy enough: just change the LabelPosition (for example from CustInvoiceJour_InvoiceId) setting from "left" to "above" and voila: the label has vanished. It is just shown nowhere at all. Strange. I would have expected the label to show up, well, above the content. Not to vanish. Am I missing something (there is no label height to set), or is this functionality broken?

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  • How do you read system jobs in Dynamics CRM?

    - by Dan Crowther
    The CRM SDK says this is possible but the following code fails. Does anyone know why? var request = new RetrieveMultipleRequest(); var query = new QueryExpression(EntityName.asyncoperation.ToString()); query.ColumnSet = new AllColumns(); request.Query = query; var response = _connection.Execute(request); The error is: <error>\n <code>0x80040216</code> <description>An unexpected error occurred.</description> <type>Platform</type> </error> If I change the entity name to account, it works fine.

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  • Dynamics AX 2009 - Modify insert into smmActivities from ProjTableWizard?

    - by core
    I am an AX newbie, and I need to make a modification to the ProjTableWizard form code and have not been able to locate where I need to make the change. Essentially what I need to do is modify the part of the Wizard process when creating a sub-project. I need to figure out how a line is inserted into the smmActivities table, so that I can modify the “Activity Purpose” field (prefix it with the Activity Purpose of its parent Project from the ProjTable Form) following the “Finish” button click on the ProjTableWizard form. So far I have been unable to figure out how the ProjTableWizard form is triggering this insert into smmActivities (and how the Purpose field is being populated from the Wizard). Any help would be greatly appreciated! Thanks

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  • How to config Remote BLOB Storage(RBS) with Microsoft Dynamics CRM 4.0 ?

    - by jk
    Hi We have working site for Dynamic crm 4.0 and in it we are storing image into the database. Now database is growing very fast and server is dying.. now I want to enable the Remote BLOB Storage with Dynamic CRM 4.0. for that I tried to install RBS for testing but everywhere is configure with Sharepoint 2010 not with Dynamic Crm. Does anybody know how to install and configure with Dyanmic CRM 4.0? Does RBS with Standard Edition of SQL Server 2008? I followed following path to install but it with Sharepoint? http://technet.microsoft.com/en-us/library/ee663474.aspx Any help is appreciate. Thanks

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  • Sortie de Microsoft Dynamics NAV 2009 R2, le nouvel ERP de Microsoft pour les PME propose un outil de visualisation très simple et innovant

    Microsoft Dynamics NAV 2009 R2 Le nouvel ERP de Microsoft pour les PME propose un outil de visualisation simple et innovant La gamme des solutions d'entreprise de Microsoft est très complète. Tout comme pour ses licences d'utilisation, il est très facile de s'y perdre. Mais l'avantage de cette gamme réside dans le fait qu'elle couvre nombre de besoins des enterprises. Sa gamme d'ERP (ou PGI pour Progiciel de gestion intégré) ne fait pas exception. Issu de la gamme Dynamics (qui compte également deux CRM), le dernier ERP de Microsoft Dynamics NAV 2009 R2 est la version qui vise les entreprises de 20 à 1...

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  • How to fo fluid dynamics like Where's My Water?

    - by Edgar Miranda
    There is a game on the app store called "Where's My Water" that is really fun and uses fluid dynamics in it's gameplay. You can check out a video of the game play here... http://www.youtube.com/watch?v=UnFFWnwOohk. You use your finger to remove dirt from the screen, and then the water just flows to the new area. Anyone know what engine this was made in and how they where able to get the fluid dynamics in there? I'm using the Corona SDK for mobile development and want to do something similar like this (a game with fluid dynamics).

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  • How to do fluid dynamics like “Where's My Water”?

    - by Edgar Miranda
    There is a game on the app store called "Where's My Water" that is really fun and uses fluid dynamics in its gameplay. You can check out a video of the gameplay... You use your finger to remove dirt from the screen, and then the water just flows to the new area. Anyone knows what engine this was made in and how they where able to get the fluid dynamics in there? I'm using the Corona SDK for mobile development and want to do something similar like this (a game with fluid dynamics).

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  • Dynamics CRM 2011 report view can't be changed?

    - by CokaKola99
    I am trying to create a report for our CRM system but I am finding that I cannot change the page settings for it. If I export it to Excel I can tinker around with the results but I would rather that I change the actual report than have users manually change it. While I want this changed I don't want to have to add some third-party software to do this. That said does anyone have any suggestions on how to accomplish this?

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  • Alternative to MS Dynamics CRM 4.0?

    - by Trondh
    hi, A customer of mine have been testing a trial of MS CRM 4.0 that I installed for them, but they concluded that it might be a bit heavy for them. I promised them to look into other CRM applications that use SQL Server as the backend and preferably has an Outlook plugin so you can do "CRM Stuff" directly from Outlook. If anyone knows about alternatives, I would appreciate it if you leave a link here!

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  • Summing of total with dynamics rows coming external datasource

    - by Gainster
    I am using Excel 2010 and retrieving data from SQL analysis service. When I refresh the data from Excel, the rows all refresh as they are bound to an external datasource. I am adding a separate column with a formula to sum the totals. With an increment or decrement of these rows, the alignment of custom columns goes out. How can I resolve this problem that summing of values become dynamic with adding and removal of rows?

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  • Dynamics CRM Get Info For Customer

    - by macinjosh
    I'm working on a ASP.NET (C#) site that pulls most of its data from Dynamics CRM over SOAP using Microsoft's CrmService SDK. I'm at the point where a query has returned an entity with a property of the type Customer. I need to get the name string of that customer record, but cannot figure out how to do so. By doing a little guess work I figured out that what I have is GUID for the customer. How can I use this GUID to get the customer's name as a string? Relevant Links: CrmService Docs Customer Property Customer Class

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  • Print Report in Microsoft Dynamics AX 2009 through X++

    - by haroonattari
    I am trying to print sales confirmation report on a button click which I have added on Sales Order Detail form in Microsoft Dynamics AX 2009. On click event of that button, I have written following code: void clicked() { Args args; ReportRun reportRun; SalesFormLetter salesFormLetter; PrintJobSettings printJobSettings; CustConfirmJour custConfirmJour; RecordSortedList list = new RecordSortedList(55); SalesTable salesTableUpdate; ; SELECT firstonly custConfirmJour order by ConfirmID desc where custConfirmJour.SalesId == salesTable.SalesId ; list.ins(custConfirmJour); args = new Args(ReportStr(SalesConfirm)); printJobSettings = new PrintJobSettings(); printJobSettings.SetTarget(PrintMedium::Printer); printJobSettings.suppressScalingMessage(true); salesFormLetter = new SalesFormLetter_Confirm(true); salesFormLetter.updatePrinterSettingsFormLetter(printJobSettings.packPrintJobSettings()); args.designName("Standard"); args.caller(salesFormletter); args.parmEnum(PrintCopyOriginal::Original); args.parmEnumType(enumnum(PrintCopyOriginal)); args.object(list);     reportRun = new ReportRun(args); reportRun.setTarget(PrintMedium::Printer);     reportRun.init();     reportRun.run(); } The code is running fine except on problem that instead of sending the report directly on printer, print preview is coming. I will be very greateful if anyone of you could let me know what is wrong with this code. Rgds Haroon

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  • Print Report in Microsoft Dynamics AX 2009 through X++

    - by haroonattari
    I am trying to print sales confirmation report on a button click which I have added on Sales Order Detail form in Microsoft Dynamics AX 2009. On click event of that button, I have written following code: void clicked() { Args args; ReportRun reportRun; SalesFormLetter salesFormLetter; PrintJobSettings printJobSettings; CustConfirmJour custConfirmJour; RecordSortedList list = new RecordSortedList(55); SalesTable salesTableUpdate; ; SELECT firstonly custConfirmJour order by ConfirmID desc where custConfirmJour.SalesId == salesTable.SalesId ; list.ins(custConfirmJour); args = new Args(ReportStr(SalesConfirm)); printJobSettings = new PrintJobSettings(); printJobSettings.SetTarget(PrintMedium::Printer); printJobSettings.suppressScalingMessage(true); salesFormLetter = new SalesFormLetter_Confirm(true); salesFormLetter.updatePrinterSettingsFormLetter(printJobSettings.packPrintJobSettings()); args.designName("Standard"); args.caller(salesFormletter); args.parmEnum(PrintCopyOriginal::Original); args.parmEnumType(enumnum(PrintCopyOriginal)); args.object(list);     reportRun = new ReportRun(args); reportRun.setTarget(PrintMedium::Printer);     reportRun.init();     reportRun.run(); } The code is running fine except on problem that instead of sending the report directly on printer, print preview is coming. I will be very greateful if anyone of you could let me know what is wrong with this code. Rgds Haroon

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  • Unity AddExplosionForce not doing anything

    - by Zero
    Recently I've started learning Unity3D. I'm working on a game as an exercise in which you control a space ship and have to dodge asteroids. If you feel like it's getting a bit too much you can hit the space bar, emitting a blast in all directions that repulses nearby asteroids. To create this blast I have the following code: public class PlayerBlastScript : MonoBehaviour { public ParticleSystem BlastEffect; // Update is called once per frame void Update () { if (Input.GetKeyUp(KeyCode.Space)) { Fire(); } } public void Fire() { ParticleEmitter effect = (ParticleEmitter) Instantiate (BlastEffect, transform.position, Quaternion.identity); effect.Emit(); Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, 25.0f); foreach(Collider hit in colliders) { if (!hit) { continue; } if (hit.rigidbody) { hit.rigidbody.AddExplosionForce(5000.0f, explosionPos, 100.0f); } } } } Even though the blast effect appears, the asteroids are not affected at all. The asteroids are all rigid bodies so what's the problem?

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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