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  • How much to charge Ruby on Rails Website [closed]

    - by eWizardII
    I figured it be appropriate to ask this question on webmasters, over the stackoverflow site seeing as there are similar questions here. I am freelancing for a client in the Boston area, who has the html/css templates for their site made by another web designer. They are basically looking for someone to set up the template, and then make the backend so that a user can purchase music on their site (they are musicians). I am wondering then what would be an appropriate amount to charge them to develop such a system, I am a student, and this would be my 3rd Ruby on Rails project, but probably at least the 20 web design project I have been hired to do and I have other programming knowledge, Python, C, etc. I am thinking of suggesting that they pay 1000usd to set up such a system, but I don't know if this is appropriate. To me it seems justifiable given my experience, and the low end of RoR developers I have seen charging 25usd/hr all the way up to 150usd/hr. Any advice would be appreciated.

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  • Transition from maintenance programming to design

    - by andrew wang
    What to do people do develop a design for a s/w for a given set of requirements? I like many people joined a Semiconductor MNC and got stuck in maintenance for quite a couple of years. My work was usually changing a lines of code for windows drivers supplied by my company or a couple of small script (style like) C programs for validating h/w. As a result I developed the bad habit of 'programming by coincidence'. I have not developed the ability for designing tools/programs from scratch. I was the only s/w member of the local team and thus some grunt work from the well established other site of the company came to be done by me. Now I have moved to a different company and thus finding developing from scratch very difficult. How do I unlearn my bad habit and develop this ability of designing s/w and then coding it ?

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  • Transiltion from maintenance programing to design

    - by andrew wang
    What to do guys do develop a design for a s/w for a given set of requirements? I like many people joined a Semiconductor MNC and got stuck in maintenance for quite a couple of years. My work was usually changing a lines of code for windows drivers supplied by my company or a couple of small script (style like) C programs for validating h/w. As a result I developed the bad habit of 'programming by coincidence'. I have not developed the ability for designing tools/programs from scratch. I was the only s/w member of the local team and thus some grunt work from the well established other site of the company came to be done by me. Now I have moved to a different company and thus finding developing from scratch very difficult. How do I unlearn my bad habit and develop this ability of designing s/w and then coding it ?

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  • Make my website dynamically loaded data available to Facebook Open Graph Object Scrapper

    - by fvaliquette
    Here is the design of my web site: The user enter myWebsite.com/a/1 .htaccess rules redirect to myWebsite.com/b Now the JavaScript ExtJS library is loading. Extracting the value from the URL (in this case it is “1”) Loading ./xml/1.xml From 1.xml setting the Open Graph data (Title, type, image, etc) Loading data that will be shown to the user from 1.xml into the website. My question is: How can I make the Open Graph data available to Facebook? Facebook do not to load my ExtJS JavaScript Library before extracting the Open Graph Object values from the HTML. Is there an easy solution to this problem? The only solutions I found is to make statics web pages or dynamically pages rendered on the server side but I would like to avoid these since my web page implementation is already finished and I would like to avoid re working on it.

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  • The new ASP.NET website

    We launched a major refresh of the ASP.NET website today. It was really exciting to be a part of the update process, working with lots of very talented people including Scott Guthrie and Scott Hanselman. Its a pretty major update, including: New site-wide design Redesigned Home page and Getting Started sections which streamline the experience for those who are new to ASP.NET Revised and updated content areas for both ASP.NET Web Forms and MVC Reviewed, re-categorized, and where appropriate,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to design a character animation system?

    - by Andrea Benedetti
    I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and in strict contact with the logic of the game. It's for a sports title, so the question is not easy. Edit: What I'm searching for are suggestions and resources about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

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  • Why google is not crawling my website

    - by Aman Virk
    I am running a design and development blog http://www.thetutlage.com/ . From last couple of days my search traffic have been reduced from 70% to 10%. I myself is against black hat seo and all it do is write my own unique content almost everyday. Last week my search traffic was really good but now is dropping like heck. I have checked my webmasters dashboard and no message there from google. When i checked server logs i came to know last time google crawled my website was on 27 september 2012. Really i have no idea what i am doing wrong. I follow all google guidelines like bible, please help me

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  • How prevent useless content load on the page in Responsive Design

    - by Ícaro Leandro
    In Responsive Design, we hide elements in the page with @media queries and display: hide in the CSS. Ok, But in my system: Browsers that have less than width: 800px, the layout must hide some content, not only hide, but avoid them load fully. I mean, in access with desktop with more than 800px of screen, the page load fully; In mobile devices, or even in desktop with less than 800px, not load some content. I want to make the page load faster in this browsers. The system are maked in PHP and have some Javascript. Thanks...

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  • SQLPASS DB Design Precon Preview

    - by drsql
    It is just a few months left before SQLPASS and I am pushing to get my precon prepped for you. While it will be the second time I produce this on the year, I listened to the feedback and positive comments I have heard from potential attendees, so I am making a couple of big changes to fit what people really liked. Lots more design time. We will do more designs in some form, as a group, teams, and individually, depending on the room and people in attendance. (Figure on a lot of databases centered...(read more)

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  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

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  • What do you do about content when someone asks you to build a website

    - by Jon
    I am an experienced asp.net developer and asp.net mvc and I have my own CMS that I have written but starting to think there should be another approach. When someone asks you to develop them a website how do you develop it so that they can add pictures,slideshows, content, news items, diary events. On a side note do you give them a design for the home page and inner page and thats it. I'm just thinking if they turn around and say 6 months down the line I want a jquery slideshow on the right hand side of this page how do you or CMS's handle it?

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  • Website Stopped Showing From Google Search Results Sunddenly

    - by Aman Virk
    I have a design and development blog http://www.thetutlage.com (1.5 years old), which was doing really well in Google search as I was getting over 70% of my traffic from Google. Now suddenly from last two days it reduced the amount of traffic from 70% to 20% and also when I am trying to search for the exact posts that I can created even after appending my website name to it does not show any results for that. Sample Search Text: JQuery Game Programming Creating A Ping Pong Game Part 1 I have post with exact same title and it does not show it on Google search anywhere. I am totally shocked, I write my own unique content and follow Google guide lines like bible. Also there is no message under my webmasters account stating any problem or error.

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  • quick prototyping in project design & development

    - by lurscher
    i'm currently working on a project in my spare time (mostly 3-4 hours from monday to friday, and up to 6 hours on sundays) and i've found redmine very useful to hold a record of development tasks. However, there are some stuff, specially when you are trying to prototype or brainstorm a redesign of a set of related classes, that the best tool that i've found for this still is a sheet of paper and a pen. I want to understand if maybe i'm just short of getting to work properly with existing tools. Do you find the use of a notebook or a journal an unavoidable part of software design? are there better alternatives? how do you organize pen-and-paper work and other software management tools like redmine?

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • Upcoming Database Design Pre-Cons

    - by drsql
    In July and October, I will be doing my "How To Design a Relational Database" full day conference in two places. First on July 26 for the East Iowa SQL Saturday , and then for the big daddy SQLPASS Summit in Charlotte, NC on October 14. You can see the entire abstract here on the SQL PASS site. It is essentially the same concept as last year, but this year I am making a few big changes to really give the people what they have desired (and am truly glad to have a swing at it several months...(read more)

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  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • how to design transparent screen in libgdx

    - by ved
    this question is for LibGdx geeks. I want to make transparent screen in my game. For example, when level completes I want a new transparent screen pop up and show player's high score, buttons to navigate on next level etc like in angry birds kind of screen. This type of screen can also use, when user click on pause button, to show pause screen. Please guide me to design this kind of screen. Or if I am going wrong to make transparent screens for this kind of situation. Please guide me for better one.

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  • Is perfectionism a newbie's friend or enemy? [closed]

    - by Akromyk
    Possible Duplicate: Where do you draw the line for your perfectionism? I see that the development community is very focused on doing things the right way and personally I would like to do the same too, however, is it a good or bad idea for a newbie to focus on design principles, design patterns, and commenting code when getting started, or is it better to let creativity run wild and potentially write sloppy code. Where should a newbie draw the line?

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  • Now you can design ADF applications that look like Fusion Apps

    - by Grant Ronald
    One possible failure point in ADF applications (and I’ve seen happen) is getting Web designers to build the UI without any knowledge of what ADF does.  The resulting design may look pretty but might be virtually impossible to implement using ADF. To help address this Oracle have released a set of Visio templates which help guide you in “Fusion”/ADF look and feel.  I’ve been lucky enough to have some of our usability teams mock up these templates for some ADF projects I’ve been working on and they are a great help in conceptualising the final applications. You can find out more about these Visio ADF templates here.

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  • How to handle new domain names?

    - by michael
    I have a new product which I'll call a pen ink reloader. I have a website using my products name, for example, www.inkywink.com which I want to have accessed by searches for keywords such as "pen ink", "pen out of ink" "ink for pens" etc. , since nobody knows that a pen ink reloader exists. I see that its quite difficult to get on front page for these keywords since they have lots of competition. However I notice that the exact phrases I want to rank highly for are available as domains. I purchase "www.penink.com" and "penoutofink.com" which for arguments sake are highly searched and the perfect keywords to get eyes on my money site www.inkywink.com . Two questions: 1. What is my best option to leverage those names so that they appear near top of searches so that I can get traffic to my money site? Do I just have them redirect 301 to inkywink.com or should I create small original content on each with links to my main site? 2. If I just have them redirected to inkywink.com, am I able to use keywords in metatag and headers for each site separately or do they all automatically obtain the same headers and tags as the site to which theyre redirected ? Thanks to anyone who can help as I'm a real newbie to all this.

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  • How do you conquer the challenge of designing for large screen real-estate?

    - by Berin Loritsch
    This question is a bit more subjective, but I'm hoping to get some new perspective. I'm so used to designing for a certain screen size (typically 1024x768) that I find that size to not be a problem. Expanding the size to 1280x1024 doesn't buy you enough screen real estate to make an appreciable difference, but will give me a little more breathing room. Basically, I just expand my "grid size" and the same basic design for the slightly smaller screen still works. However, in the last couple of projects my clients were all using 1080p (1920x1080) screens and they wanted solutions to use as much of that real estate as possible. 1920 pixels across provides just under twice the width I am used to, and the wide screen makes some of my old go to design approaches not to work as well. The problem I'm running into is that when presented with so much space, I'm confronted with some major problems. How many columns should I use? The wide format lends itself to a 3 column split with a 2:1:1 split (i.e. the content column bigger than the other two). However, if I go with three columns what do I do with that extra column? How do I make efficient use of the screen real estate? There's a temptation to put everything on the screen at once, but too much information actually makes the application harder to use. White space is important to help make sense of complex information, but too much makes related concepts look too separate. I'm usually working with web applications that have complex data, and visualization and presentation is key to making sense of the raw data. When your user also has a large screen (at least 24"), some information is out of eye sight and you need to move the pointer a long distance. How do you make sure everything that's needed stays within the visual hot points? Simple sites like blogs actually do better when the width is constrained, which results in a lot of wasted real estate. I kind of wonder if having the text box and the text preview side by side would be a big benefit for the admin side of that type of screen? (1:1 two column split). For your answers, I know almost everything in design is "it depends". What I'm looking for is: General principles you use How your approach to design has changed I'm finding that i have to retrain myself how to work with this different format. Every bump in resolution I've worked through to date has been about 25%: 640 to 800 (25% increase), 800 to 1024 (28% increase), and 1024 to 1280 (25% increase). However, the jump from 1280 to 1920 is a good 50% increase in space--the equivalent from jumping from 640 straight to 1024. There was no commonly used middle size to help learn lessons more gradually.

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  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

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  • Looking for feedback on design pattern for simple 2D environment

    - by Le Mot Juiced
    I'm working in iOS. I am trying to make a very simple 2D environment where there are some basic shapes you can drag around with your finger. These shapes should interact in various ways when dropped on each other, or when single-tapped versus double-tapped, etc. I don't know the name for the design pattern I'm thinking of. Basically, you have a bunch of arrays named after attributes, such as "double-tappable" or "draggable" or "stackable". You assign these attributes to the shapes by putting the shapes in the arrays. So, if there's a double-tap event, the code gets the location of it, then iterates through the "double-tappable" array to see if any of its members are in that location. And so on: every interactive event causes a scan through the appropriate array or arrays. It seems like that should work, but I'm wondering if there's a better pattern for the purpose.

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  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

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