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  • Making Your First Website

    Making your own website is not as hard as you might think. I know it can be very intimidating at first, but for beginners and newcomers to the internet it may seem like a lot to learn (can be very intimidating at first). I know it was for me.

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  • Business Website and Importance of SEO

    The most important objective of search engine optimization is help a website come up on the search results of search engines. Today more and more business owners are using the web as a path to reach the customers globally.

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  • Avoid a Frustrating Website!

    How many times have you come across a website that either does not work or it has issues? We find them all the time and there is almost an endless list of things we find either annoying or not working! For the average person this can be frustrating as often the reason we went to a particular web site was because we were looking for something in particular that that web site supposedly offers.

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  • A Guide on How to Set Up a Website

    Learning how to set up a website in Ireland is very beneficial especially in these tough economic times. The world has changed over the years and the internet has evolved from merely a source of information and communication to a source of making money as well.

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  • Website Usability - 4 Tips

    You want your website to be as functional and visitor friendly as possible. After all, it's there for them to use for their benefit, so they need to be able to get around it and use its functions as easily and effectively as possible.

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  • Backlinks For Your Website

    One of the most significant factors to a successful website is incoming links or backlinks. The more backlinks you have, the more chances that you will attain an increase page rank value.

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  • Build Your Website

    Having your own website is a necessity for starting a business online. It will serve as your platform for your business matters of which it is concerned.

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  • Website's Demise

    The Internet is the great causeway of the world these days and everyone wants a vibrant successful community buzzing with ideas. If you think about it for a moment, the many that become successful there will be thousands falling by the wayside. So what makes a successful website or forum?

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  • Why does mobile first responsive design tend to not use max-width queries alongside the min-width queries?

    - by Sam
    First off, I understand the basic principles behind mobile first responsive web design, and totally agree with them. But one thing I don't understand: In my experience, not all styles for small screens can be used for the larger version of a website. For example, usually smaller versions tend to have larger clickable areas, hamburger navigation, etc. So I sometimes have to override these specific styles, aside from just progressively enhancing the base styles. So I was wondering: why is max-width rarely mentioned (or used) in the context of mobile-first responsive web design? Because it looks like it could be used to isolate styles for smaller screens that are not useful for larger screens, and would thus prevent unnecessary duplication of code. A quote which mentions min-width as typically mobile-first, but not max-width: Mobile first, from a coding perspective, means that your base style is typically a single-column, fully-fluid layout. You use @media (min-width: whatever) to add a grid-based layout on top of that. from: http://gomakethings.com/mobile-first-and-internet-explorer/ EDIT: So to be more specific: I was wondering if there is a reason to exclude max-width from a mobile-first responsive design (as it seems like it can be useful for writing your css as DRY as possible, as some styles for small screens will not be used for bigger screens).

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  • Design Book–Fourth(last) Section (Physical Abstraction Optimization)

    - by drsql
    In this last section of the book, we will shift focus to the physical abstraction layer optimization. By this I mean the little bits and pieces of the design that is specifically there for performance and are actually part of the relational engine (read: the part of the SQL Server experience that ideally is hidden from you completely, but in 2010 reality it isn’t quite so yet.  This includes all of the data structures like database, files, etc; the optimizer; some coding, etc. In my mind, this...(read more)

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  • Dealing with a fundamental design flaw when you're new to the project

    - by Matt Phillips
    I've just started working on an open source project with around 30 developers in it. I'm working on fixing some of the bugs as a way to get into the "loop" and become a regular committer to the project. The problem is I think I've uncovered a fundamental design flaw that's causing one of the bugs I'm working on. But I feel like if I blast this on the mailing list I'm going to come off as arrogant, and some of the discussions I've had about the issue are butting heads with some of the people. How should I go about this?

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  • Challenges in multi-player Android Game Server with RESTful Nature

    - by Kush
    I'm working on an Android Game based on Contract Bridge, as a part of my college Summer Internship project. The game will be multi-player such that 4 Android devices can play it, so there's no BOT or CPU player to be developed. At the time of getting project, I realized that most of the students had already worked on the project but none of their works is reusable now (for variety of reasons like, undocumented code and design architecture, different platform implementation). I have experience working on several open source projects and hence I emphasis to work out on this project such that components I make become reusable as much as possible. Now, as the game is multi-player and entire game progress will be handled on server, I'm currently working on Server's design, since I wanted to make game server reusable such that any client platform can use it, I was previously confused in selecting Socket or REST for Game Server's design, but later finalized to work on REST APIs for the server. Now, since I have to keep all players in-sync while they make movements in game, on server I've planned to use Database which will keep all players' progress, specific for each table (in Bridge, 4 players play on single table, and server will handle many such game tables). I don't know if its an appropriate decision to use database as shared medium to track progress of each game table (let me know if there's an appropriate or better option). Obviously, when game is completed for the table, data for that table on server's database is discarded. Now the problem is that, access to REST service is an HTTP call, so as long as client doesn't make any request, server will remain idle, and consider a situation where A player has played a card on his device and the device requests to apply this change on the server. Now, I need to let rest of the three devices know that the player has played a card, and also update view on their device. AFAIK, REST cannot provide a sort-of Push-notification system, since the connection to the server is not persistent. One solution that I thought was to make each device constantly poll the server for any change (like every 56 ms) and when changes are found, reflect it on the device. But I feel this is not an elegant way, as every HTTP request is expensive. (and I choose REST to make game play experience robust since, a mobile device tends to get disconnected from Internet, and if there's Socket-like persistent connection then entire game progress is subject to lost. Also, portability on client-end is important) Also, imagining a situation where 10 game tables are in progress and 40 players are playing, a server must be capable to handle flooded HTTP requests from all the devices which make it every 56 ms. So I wonder if the situation is assumed as DoS attack. So, explaining the situation, am I going on the right track for the server design? I wanted to be sure before I proceed much further with the code.

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  • choosing Database and Its Design for Rails

    - by Gaurav Shah
    I am having a difficulty in deciding the database & its structure. Let us say the problem is like this. For my product I have various customers( each is an educational institute) Each customer have their own sub-clients ( Institution have students) Each student record will have some basic information like "name" & "Number" . There are also additional information that a customer(institution) might want to ask sub-client(student) like "email" or "semester" I have come up with two solutions : 1. Mysql _insititution__ id-|- Description| __Student__ id-|-instituition_id-|-Name-|-Number| __student_additional_details__ student_id -|- field_name -|- Value Student_additional_details will have multiple records for each student depending upon number of questions asked from institution. 2.MongoDb _insititution___ id-|- Description| _Student__ id-|-instituition_id-|-Name-|-Number|-otherfield1 -|- otherfield2 with mongo the structure itself can be dynamic so student table seems really good in mongo . But the problem comes when I have to relate student with institution . So which one is a better design ? Or some other idea ?

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  • PASS Conference 2011 Topic: Multitenant Design and Sharding with SQL Azure

    - by Herve Roggero
    I am really happy to announce that I have been accepted as a speaker at the 2011 PASS Conference in Seattle. The topic? It will be about SQL Azure scalability using shards, and the Data Federation feature of SQL Azure. I will also talk extensively about the community open-source sharding library Enzo SQL Shard (enzosqlshard.codeplex.com) and show how to make the most out of it. In general, the presentation will provide details about how to properly design an application for sharding, how to make it work for SQL Server, SQL Azure, and how to leverage the upcoming Data Federation technology that Microsoft is planning. The primary objective is to turn sharding an implementation concern, not a development concern. Using a library like Enzo SQL Shard will help you achieve this objective. If you come to PASS Summit this year, come see me and mention you saw this blog!

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  • Human vs human android chess game design

    - by Plejo
    First of all I am total amateur in game development and sorry for my poor English. I want to make android human vs human chess game. So I am wondering how to design it? scenario 1: User connect to server, find opponent and send moves to server using socket, so match is running on a server side. I think this is not good idea because move should be validated on client side - or do I have to validate moves on client side? I do not think this is good solution because game is seperated. scenario 2: Using hole punching technique so server is needed only for connection between players, so game is running on android devices. which approach do you suggest? Or is there any better solution? Which server is best to use?

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  • When should complexity be removed?

    - by ElGringoGrande
    Prematurely introducing complexity by implementing design patterns before they are needed is not good practice. But if you follow all (or even most of) the SOLID principles and use common design patterns you will introduce some complexity as features and requirements are added or changed to keep your design as maintainable and flexible as needed. However once that complexity is introduced and working like a champ when do you removed it? Example. I have an application written for a client. When originally created there where several ways to give raises to employees. I used the strategy pattern and factory to keep the whole process nice and clean. Over time certain raise methods where added or removed by the application owner. Time passes and new owner takes over. This new owner is hard nosed, keeps everything simple and only has one single way to give a raise. The complexity needed by the strategy pattern is no longer needed. If I where to code this from the requirements as they are now I would not introduce this extra complexity (but make sure I could introduce it with little or no work should the need arise). So do I remove the strategy implementation now? I don't think this new owner will ever change how raises are given. But the application itself has demonstrated that this could happen. Of course this is just one example in an application where a new owner takes over and has simplified many processes. I could remove dozens of classes, interfaces and factories and make the whole application much more simple. Note that the current implementation does works just fine and the owner is happy with it (and surprised and even happier that I was able to implement her changes so quickly because of the discussed complexity). I admit that a small part of this doubt is because it is highly likely the new owner isn't going to use me any longer. I don't really care that somebody else will take this over since it has not been a big income generator. But I do care about 2 (related) things I care a bit that the new maintainer will have to think a bit harder when trying to understand the code. Complexity is complexity and I don't want to anger the psycho maniac coming after me. But even more I worry about a competitor seeing this complexity and thinking I just implement design patterns to pad my hours on jobs. Then spreading this rumor to hurt my other business. (I have heard this mentioned.) So... In general should previously needed complexity be removed even though it works and there has been a historically demonstrated need for the complexity but you have no indication that it will be needed in the future? Even if the question above is generally answered "no" is it wise to remove this "un-needed" complexity if handing off the project to a competitor (or stranger)?

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • In the Cloud, Everything Costs Money

    - by BuckWoody
    I’ve been teaching my daughter about budgeting. I’ve explained that most of the time the money coming in is from only one or two sources – and you can only change that from time to time. The money going out, however, is to many locations, and it changes all the time. She’s made a simple debits and credits spreadsheet, and I’m having her research each part of the budget. Her eyes grow wide when she finds out everything has a cost – the house, gas for the lawnmower, dishes, water for showers, food, electricity to run the fridge, a new fridge when that one breaks, everything has a cost. She asked me “how do you pay for all this?” It’s a sentiment many adults have looking at their own budgets – and one reason that some folks don’t even make a budget. It’s hard to face up to the realities of how much it costs to do what we want to do. When we design a computing solution, it’s interesting to set up a similar budget, because we don’t always consider all of the costs associated with it. I’ve seen design sessions where the new software or servers are considered, but the “sunk” costs of personnel, networking, maintenance, increased storage, new sizes for backups and offsite storage and so on are not added in. They are already on premises, so they are assumed to be paid for already. When you move to a distributed architecture, you'll see more costs directly reflected. Store something, pay for that storage. If the system is deployed and no one is using it, you’re still paying for it. As you watch those costs rise, you might be tempted to think that a distributed architecture costs more than an on-premises one. And you might be right – for some solutions. I’ve worked with a few clients where moving to a distributed architecture doesn’t make financial sense – so we didn’t implement it. I still designed the system in a distributed fashion, however, so that when it does make sense there isn’t much re-architecting to do. In other cases, however, if you consider all of the on-premises costs and compare those accurately to operating a system in the cloud, the distributed system is much cheaper. Again, I never recommend that you take a “here-or-there-only” mentality – I think a hybrid distributed system is usually best – but each solution is different. There simply is no “one size fits all” to architecting a solution. As you design your solution, cost out each element. You might find that using a hybrid approach saves you money in one design and not in another. It’s a brave new world indeed. So yes, in the cloud, everything costs money. But an on-premises solution also costs money – it’s just that “dad” (the company) is paying for it and we don’t always see it. When we go out on our own in the cloud, we need to ensure that we consider all of the costs.

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  • Designing Mobile SMS text advertising system

    - by Ramraj Edagutti
    Currently, I am working on a product where we have an SMS text advertising system, and using this, we setup advertising campaigns for clients, and later these campaigns are sent to the end users. This is very similar to Google Adwords, but targeted to Mobile users via SMS. Just to give an overview of the system Each Campaign is mapped to an advertiser Campaign has start date and end date Campaign has a filter condition(s) or query to select the target user base from our database (to whom we send Campaigns) Target user base can be fixed, for e.g send campaign to 10000 users Target user base can also be dynamic based on query condition, for e.g send campaign to users who are active and from a particular state, district, town etc. (this way user base will be keep changing on daily basis) Campaign can have multiple campaign messages Each campaign message has start date and end date Each campaign message can have multiple message texts for different locales, for e.g English,Hindi,Telugu etc After creating an advertisement campaign, we run daily night job to provision the target user base for that a particular campaign in a separate table, and another daily job runs on morning times and checks provisioned table for campaigns and targeted users and sends the campaign to users via SMS. Problem is, current UI for creating advertising campaigns is designed in a very technical manner, I mean, normal user or business owner or clients can not use the UI to create a campaign. Below are reasons why the UI is very technical in nature Filter condition(s) or query input filed, takes user ids or mobile numbers or SQL queries. Most of times or almost every time, we use big SQL queries So we end up storing SQL queries in a database for a campaign, later we use this SQL query to fetch targeted user base. For scheduling these campaigns, we have input filed on UI which takes quartz cron expression(s) ( for e.g. send campaign on "0 0 9 1-10 MAR 2012" ), again very technical in nature Normal user or business owner, can not use the UI for creating campaigns for reasons mentioned above, Currently, we ourself (developers) helping clients to setup/create campaigns. we are trying to re-design the UI to make it more user friendly so that any user can go to UI and create an advertisement campaign by himself. I am thinking of re-designing the current UI similar to Google Adwords interface, especially for selecting target users based on user geography like country, state, city etc. I also need to select users based user subscription(s), which might make system even more complex. And also, for campaign scheduling, I am thinking of using weekdays with hours. For example, I will shows Monday to Sunday on UI, and user can select the from hours, to hours etc. Any better ideas or suggestion on how to design UI in very user friendly manner and what design should be followed on server side code (we write backend code on java/jpa/spring/quartz)? And I am looking for ideas or design patterns on how to build SQL queries (using JPA/Hinernate) programmatically on server side, based on varies conditions like based on country, state, town, village, and user subscriptions.

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  • How to design a replay system

    - by daddz
    So how would I design a replay system? You may know it from certain games like Warcraft 3 or Starcraft where you can watch the game again after it has been played already. You end up with a relatively small replay file. So my questions are: How to save the data? (custom format?) (small filesize) What shall be saved? How to make it generic so it can be used in other games to record a time period (and not a complete match for example)? Make it possible to forward and rewind (WC3 couldn't rewind as far as I remember)

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  • protecting css selectors on large website

    - by Tim
    I have content that appears within a corporate website inside an iframe. Several departments contribute their own CSS files to manage the overall UI and design. My problem is that they may use selectors for elements like td (for instance), without notice. Of course that will affect my own content in the frame unless I add a class to every td. I'm just using td as an example: the generic style for any element could change without notice. Is there any method/convention/practice I can use to protect my own styling?

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