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  • Does it matter the direction of a Huffman's tree child node?

    - by Omega
    So, I'm on my quest about creating a Java implementation of Huffman's algorithm for compressing/decompressing files (as you might know, ever since Why create a Huffman tree per character instead of a Node?) for a school assignment. I now have a better understanding of how is this thing supposed to work. Wikipedia has a great-looking algorithm here that seemed to make my life way easier. Taken from http://en.wikipedia.org/wiki/Huffman_coding: Create a leaf node for each symbol and add it to the priority queue. While there is more than one node in the queue: Remove the two nodes of highest priority (lowest probability) from the queue Create a new internal node with these two nodes as children and with probability equal to the sum of the two nodes' probabilities. Add the new node to the queue. The remaining node is the root node and the tree is complete. It looks simple and great. However, it left me wondering: when I "merge" two nodes (make them children of a new internal node), does it even matter what direction (left or right) will each node be afterwards? I still don't fully understand Huffman coding, and I'm not very sure if there is a criteria used to tell whether a node should go to the right or to the left. I assumed that, perhaps the highest-frequency node would go to the right, but I've seen some Huffman trees in the web that don't seem to follow such criteria. For instance, Wikipedia's example image http://upload.wikimedia.org/wikipedia/commons/thumb/8/82/Huffman_tree_2.svg/625px-Huffman_tree_2.svg.png seems to put the highest ones to the right. But other images like this one http://thalia.spec.gmu.edu/~pparis/classes/notes_101/img25.gif has them all to the left. However, they're never mixed up in the same image (some to the right and others to the left). So, does it matter? Why?

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  • Drawing particles as a smooth blob

    - by Nömmik
    I'm new to game/graphics development and I'm playing around with particles (in 2D). I want to draw particles close to each other as a blob, just as liquid/water. I do not want to draw big circles overlapping as the blob won't be smooth (and too big). I don't really know physics but I assume what I want is something looking similar to surface tension. I haven't been able to find anything on stackexchange or on Google (maybe I do not know the correct keywords?). So far I have found two possible solutions, but I am unable to find any concrete information about algorithms. One of them is to calculate the concave hull of particles I consider being a blob. I can calculate the blob by creating an equivalence class (on the relation "close to each other"). Strangely enough I haven't been able to find any algorithm explaining how to calculate the concave hull. Many posts (and among stackexchange) links to libraries or commercial products that do this (I need libraries to work in C#), but never any algorithm. Also this solution might have a problem with a circle of particles, which would not detect the empty space in the middle. While researching concave hull I stumbled upon something called alpha shapes. Which seems to be exactly what I want to do, however just as with concave hull I haven't found any source explaining how they actually work. I have found some presentation materials but not enough to go on. It's like a big secret everyone knows except me :-/ After calculating the concave hull or alpha shape I want to make it a Bézier curve to make it smooth and nice. Although I do find my approach a bit too complex, maybe I am trying to solve this the wrong way? If you can either suggest any other solution to my problem, or explain the pieces I am missing I would be very happy and grateful :-) Thanks.

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  • best way to compute vertex normals from a Triangle's list

    - by nkint
    hi i'm a complete newbie in computergraphics so sorry if it's a stupid answer. i'm trying to make a simple 3d engine from scratch, more for educational purpose than for real use. i have a Surface object with inside a Triangle's list. For now i compute normals inside Triangle class, in this way: triangle.computeFaceNormals() { Vec3D u = v1.sub(v3) Vec3D v = v1.sub(v2) Vec3D normal = Vec3D.cross(u,v) normal.normalized() this.n1 = this.n2 = this.n3 = normal } and when building surface: t = new Triangle(v1,v2,v3).computeFaceNormals() surface.addTriangle(t) and i think this is the best way to do that.. isn't it? now.. what about for vertex normals? i've found this simple algorithm: flipcode vertex normal but.. hei this algorithm has.. exponential complexity? (if my memory doesn't fail my computer science background..) (bytheway.. it has 3 nested loops.. i don't think it's the best way to do it..) any suggestion?

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  • Performance issues with visibility detection and object transparency

    - by maul
    I'm working on a 3d game that has a view similar to classic isometric games (diablo, etc.). One of the things I'm trying to implement is the effect of turning walls transparent when the player walks behind them. By itself this is not a huge issue, but I'm having trouble determining which walls should be transparent exactly. I can't use a circle or square mask. There are a lot of cases where the wall piece at the same (relative) position has different visibility depending on the surrounding area. With the help of a friend I came up with this algorithm: Create a grid around the player that contains a lot of "visibility points" (my game is semi tile-based so I create one point for every tile on the grid) - the size of the square's side is close to the radius where I make objects transparent. I found 6x6 to be a good value, so that's 36 visibility points total. For every visibility point on the grid, check if that point is in the player's line of sight. For every visibility point that is in the LOS, cast a ray from the camera to that point and mark all objects the ray hits as transparent. This algorithm works - not perfectly, but only requires some tuning - however this is very slow. As you can see, it requries 36 ray casts minimum, but most of the time 60-70 depending on the position. That's simply too much for the CPU. Is there a better way to do this? I'm using Unity 3D but I'm not looking for an engine-specific solution.

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  • Ruby: implementing alpha-beta pruning for tic-tac-toe

    - by DerNalia
    So, alpha-beta pruning seems to be the most efficient algorithm out there aside from hard coding (for tic tac toe). However, I'm having problems converting the algorithm from the C++ example given in the link: http://www.webkinesia.com/games/gametree.php #based off http://www.webkinesia.com/games/gametree.php # (converted from C++ code from the alpha - beta pruning section) # returns 0 if draw LOSS = -1 DRAW = 0 WIN = 1 @next_move = 0 def calculate_ai_next_move score = self.get_best_move(COMPUTER, WIN, LOSS) return @next_move end def get_best_move(player, alpha, beta) best_score = nil score = nil if not self.has_available_moves? return false elsif self.has_this_player_won?(player) return WIN elsif self.has_this_player_won?(1 - player) return LOSS else best_score = alpha NUM_SQUARES.times do |square| if best_score >= beta break end if self.state[square].nil? self.make_move_with_index(square, player) # set to negative of opponent's best move; we only need the returned score; # the returned move is irrelevant. score = -get_best_move(1-player, -beta, -alpha) if (score > bestScore) @next_move = square best_score = score end undo_move(square) end end end return best_score end the problem is that this is returning nil. some support methods that are used above: WAYS_TO_WIN = [[0, 1, 2], [3, 4, 5], [6, 7, 8], [0, 3, 6], [1, 4, 7], [2, 5, 8],[0, 4, 8], [2, 4, 6]] def has_this_player_won?(player) result = false WAYS_TO_WIN.each {|solution| result = self.state[solution[0]] if contains_win?(solution) } return (result == player) end def contains_win?(ttt_win_state) ttt_win_state.each do |pos| return false if self.state[pos] != self.state[ttt_win_state[0]] or self.state[pos].nil? end return true end def make_move(x, y, player) self.set_square(x,y, player) end

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  • Algorithm to use for shop floor layout?

    - by jkohlhepp
    I ran into a classroom problem yesterday (business oriented class, not computer science) and I found it interesting from an algorithmic perspective. The problem goes something like this: Assume there is a shop floor with N different rooms, and you have N different departments that need to go in those rooms. The departments and the rooms are all the same size, so any department could go in any room. There is a known travel distance from each room to each other room. There is also a known amount of trips necessary from one department to another (trips are counted the same regardless which room they originate from, so a trip from A to B is equivalent to a trip from B to A). Given those inputs, determine a layout of departments into rooms which minimizes travel time. What is the best way to approach this problem algorithmically? Is there already a particular algorithm or class of algorithms designed to solve this type of problem? Does this type of problem have a name in computer science? I am not looking for you to design an algorithm to solve this, although feel free to do so if you would like. I'm wondering if this is a problem space that has already been well defined and studied algorithmically and if so get some links to research further. I can see a lot of different data structures and algorithms that might apply to this and I'm curious which approach would be "best". And don't worry, you are not doing my homework for me. This is not a homework problem per se, as this is a business course and we were simply discussing the concepts and not trying to solve the problem algorithmically.

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  • Grading an algorithm: Readability vs. Compactness

    - by amiregelz
    Consider the following question in a test \ interview: Implement the strcpy() function in C: void strcpy(char *destination, char *source); The strcpy function copies the C string pointed by source into the array pointed by destination, including the terminating null character. Assume that the size of the array pointed by destination is long enough to contain the same C string as source, and does not overlap in memory with source. Say you were the tester, how would you grade the following answers to this question? 1) void strcpy(char *destination, char *source) { while (*source != '\0') { *destination = *source; source++; destionation++; } *destionation = *source; } 2) void strcpy(char *destination, char *source) { while (*(destination++) = *(source++)) ; } The first implementation is straightforward - it is readable and programmer-friendly. The second implementation is shorter (one line of code) but less programmer-friendly; it's not so easy to understand the way this code is working, and if you're not familiar with the priorities in this code then it's a problem. I'm wondering if the first answer would show more complexity and more advanced thinking, in the tester's eyes, even though both algorithms behave the same, and although code readability is considered to be more important than code compactness. It seems to me that since making an algorithm this compact is more difficult to implement, it will show a higher level of thinking as an answer in a test. However, it is also possible that a tester would consider the first answer not good because it's not readable. I would also like to mention that this is not specific to this example, but general for code readability vs. compactness when implementing an algorithm, specifically in tests \ interviews.

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  • Algorithm for optimal control on space ship using accelerometer input data

    - by mm24
    Does someone have a good algorithm for controlling a space ship in a vertical shooter game using acceleration data? I have done a simple algorithm, but works very badly. I save an initial acceleration value (used to calibrate the movement according to the user's initial position) and I do subtract it from the current acceleration so I get a "calibrated" value. The problem is that basing the movement solely on relative acceleration has an effect of loss of sensitivity: certain movements are independent from the initial position. Would anyone be able to share a a better solution? I am wondering if I should use/integrate also inputs from gyroscope hardware. Here is my sample of code for a Cocos2d iOS game: - (void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { if (calibrationLayer.visible){ [self evaluateCalibration:acceleration]; initialAccelleration=acceleration; return; } if([self evaluatePause]){ return; } ShooterScene * shooterScene = (ShooterScene *) [self parent]; ShipEntity *playerSprite = [shooterScene playerShip]; float accellerationtSensitivity = 0.5f; UIAccelerationValue xAccelleration = acceleration.x - initialAccelleration.x; UIAccelerationValue yAccelleration = acceleration.y - initialAccelleration.y; if(xAccelleration > 0.05 || xAccelleration < -0.05) { [playerSprite setPosition:CGPointMake(playerSprite.position.x + xAccelleration * 80, playerSprite.position.y + yAccelleration * 80)]; } else if(yAccelleration > 0.05 || yAccelleration < -0.05) { [playerSprite setPosition:CGPointMake(playerSprite.position.x + xAccelleration * 80, playerSprite.position.y + yAccelleration * 80)]; } }

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  • Algorithm for detecting windows in a room

    - by user2733436
    I am dealing with the following problem and i was looking to write a Pseudo-code for developing an algorithm that can be generic for such a problem. Here is what i have come up with thus far. STEP 1 In this step i try to get the robot where it maybe placed to the top left corner. Turn Left - If no window or Wall detected keep going forward 1 unit.. if window or wall detected -Turn right -- if no window or Wall detected keep going forward.. if window or wall detected then top left corner is reached. STEP 2 (We start counting windows after we get to this stage to avoid miscounting) I would like to declare a variable called turns as it will help me keep track if robot has gone around entire room. Turns = 4; Now we are facing north and placed on top left corner. while(turns0){ If window or wall detected (if window count++) Turn Right Turn--; While(detection!=wall || detection!=window){ move 1 unit forward Turn left (if window count++) Turn right } } I believe in doing so the robot will go around the entire room and count windows and it will stop once it has gone around the entire room as the turns get decremented. I don't feel this is the best solution and would appreciate suggestions on how i can improve my Pseudo-code. I am not looking for any code just a algorithm on solving such a problem and that is why i have not posted this in stack overflow. I apologize if my Pseudo-code is poorly written please make suggestions if i can improve that as i am new to this. Thanks.

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  • Value of links on negative review pages

    - by Sam Healey
    A general assumption with SEO is more links = higher rankings. What I would like to know is does Google know what those links are referring to. I.e. if somebody gives a product a good review on their personal blog and links the review to another companies website (who are selling the product), would Google take consideration for the review/description link. Essentially would Google know that this link refers to a product. So if somebody is looking to buy a product, Google would know to include this page because the previous link said it sells products rather than just having information on products. Then to take this further, does Google know if a link is positive or negative. For example, If somebody creates a post saying, do not visit example.com, example.com is bad because of blah blah blah. Would Google know that the link is getting bad feedback and therefore would it have a negative affect on rankings, or would Google go oh its just another link and give it better rankings?

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  • Why create a Huffman tree per character instead of a Node?

    - by Omega
    For a school assignment we're supposed to make a Java implementation of a compressor/decompresser using Huffman's algorithm. I've been reading a bit about it, specially this C++ tutorial: http://www.cprogramming.com/tutorial/computersciencetheory/huffman.html In my program, I've been thinking about having Nodes that have the following properties: Total Frequency Character (if a leaf) Right child (if any) Left child (if any) Parent (if any) So when building the Huffman tree, it is just a matter of linking a node to others, etc. However, I'm a bit confused with the following quote (emphasis mine): First, every letter starts off as part of its own tree and the trees are ordered by the frequency of the letters in the original string. Then the two least-frequently used letters are combined into a single tree, and the frequency of that tree is set to be the combined frequency of the two trees that it links together. My question: why should I create a tree per letter, instead of just a node per letter and then do the linking later? I have not begun coding, I'm just studying the algorithm first, so I guess I'm missing an important detail. What is it?

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  • Need a good quality bitmap rotation algorithm for Android

    - by Lumis
    I am creating a kaleidoscopic effect on an android tablet. I am using the code below to rotate a slice of an image, but as you can see in the image when rotating a bitmap 60 degrees it distorts it quite a lot (red rectangles) – it is smudging the image! I have set dither and anti-alias flags but it does not help much. I think it is just not a very sophisticated bitmap rotation algorithm. canvas.save(); canvas.rotate(angle, screenW/2, screenH/2); canvas.drawBitmap(picSlice, screenW/2, screenH/2, pOutput); canvas.restore(); So I wonder if you can help me find a better way to rotate a bitmap. It does not have to be fast, because I intend to use a high quality rotation only when I want to save the screen to the SD card - I would redraw the screen in memory before saving. Do you know any comprehensible or replicable algorithm for bitmap rotation that I could programme or use as a library? Or any other suggestion? EDIT: The answers below made me think if Android OS had bilinear or bicubic interpolation option and after some search I found that it does have its own version of it called FilterBitmap. After applying it to my paint pOutput.setFilterBitmap(true); I get much better result

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  • Populate google.visualization.DataTable for a AnnotatedTimeLine using JSON

    - by Lucifer
    Hi I have a HttpHandler which returns some JSON in (i think) the correct format for a google.visualization.DataTable, but the AnnotatedTimeLine fails to work? This is the JSON returned by the Handler: {cols: [{id: 'DATE', label: 'Date', type: 'date'}, {id: 'KEYWORD51', label: 'vw cheltenham', type: 'number'}, {id: 'KEYWORD52', label: 'volkswagen cheltenham', type: 'number'}, {id: 'KEYWORD61', label: 'vw dealer cheltenham', type: 'number'}], rows: [{c: [{v: new Date(2010, 3, 13)}, {v: 20}, {v: 1}, {v: 2}]}, {c: [{v: new Date(2010, 3, 14)}, {v: 19}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 15)}, {v: 19}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 16)}, {v: 18}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 17)}, {v: 17}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 18)}, {v: 17}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 19)}, {v: 12}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 20)}, {v: 13}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 21)}, {v: 11}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 22)}, {v: 10}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 23)}, {v: 10}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 24)}, {v: 8}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 25)}, {v: 6}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 26)}, {v: 6}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 27)}, {v: 5}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 28)}, {v: 4}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 29)}, {v: 4}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 3, 30)}, {v: 2}, {v: 1}, {v: 1}]}, {c: [{v: new Date(2010, 4, 1)}, {v: 2}, {v: 1}, {v: 1}]}, {c: [{v: new Date(2010, 4, 2)}, {v: 1}, {v: 1}, {v: 1}]}, {c: [{v: new Date(2010, 4, 3)}, {v: 2}, {v: 1}, {v: 1}]}, {c: [{v: new Date(2010, 4, 4)}, {v: 0}, {v: 1}, {v: 1}]}, {c: [{v: new Date(2010, 4, 5)}, {v: 0}, {v: 1}, {v: 1}]}, {c: [{v: new Date(2010, 4, 6)}, {v: 0}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 4, 7)}, {v: 0}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 4, 8)}, {v: 0}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 4, 9)}, {v: 0}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 4, 10)}, {v: 0}, {v: 0}, {v: 0}]}, {c: [{v: new Date(2010, 4, 11)}, {v: 0}, {v: 1}, {v: 1}]}, {c: [{v: new Date(2010, 4, 12)}, {v: 2}, {v: 1}, {v: 1}]}]} This is the Javascript, I used JQuery to get the JSON, have also tried $.getJSON() google.load('visualization', '1', { 'packages': ['annotatedtimeline'] }); google.setOnLoadCallback(loadGraph); function loadGraph() { $.get("/GraphDataHandler.axd", function(response) { drawGraph(response); }); } function drawGraph(response) { var visualization = new google.visualization.AnnotatedTimeLine(document.getElementById('chart_div')); var data = new google.visualization.DataTable(response, 0.6); visualization.draw(data, { title: 'Rankings', titleX: 'Date', titleY: 'Position', displayAnnotations: false, allowRedraw: true }); } But, if I write the same JSON to the page like below it works fine!? <script type="text/javascript"> //<![CDATA[ var gData = {cols: [{id: 'DATE', label: 'Date', type: 'date'}, {id: 'KEYWORD51', label: 'vw cheltenham', type: 'number'}], rows: [{c: [{v: new Date(2010, 3, 13)}, {v: 20}]}, {c: [{v: new Date(2010, 3, 14)}, {v: 19}]}, {c: [{v: new Date(2010, 3, 15)}, {v: 19}]}, {c: [{v: new Date(2010, 3, 16)}, {v: 18}]}, {c: [{v: new Date(2010, 3, 17)}, {v: 17}]}, {c: [{v: new Date(2010, 3, 18)}, {v: 17}]}, {c: [{v: new Date(2010, 3, 19)}, {v: 12}]}, {c: [{v: new Date(2010, 3, 20)}, {v: 13}]}, {c: [{v: new Date(2010, 3, 21)}, {v: 11}]}, {c: [{v: new Date(2010, 3, 22)}, {v: 10}]}, {c: [{v: new Date(2010, 3, 23)}, {v: 10}]}, {c: [{v: new Date(2010, 3, 24)}, {v: 8}]}, {c: [{v: new Date(2010, 3, 25)}, {v: 6}]}, {c: [{v: new Date(2010, 3, 26)}, {v: 6}]}, {c: [{v: new Date(2010, 3, 27)}, {v: 5}]}, {c: [{v: new Date(2010, 3, 28)}, {v: 4}]}, {c: [{v: new Date(2010, 3, 29)}, {v: 4}]}, {c: [{v: new Date(2010, 3, 30)}, {v: 2}]}, {c: [{v: new Date(2010, 4, 1)}, {v: 2}]}, {c: [{v: new Date(2010, 4, 2)}, {v: 1}]}, {c: [{v: new Date(2010, 4, 3)}, {v: 2}]}, {c: [{v: new Date(2010, 4, 4)}, {v: 0}]}, {c: [{v: new Date(2010, 4, 5)}, {v: 0}]}, {c: [{v: new Date(2010, 4, 6)}, {v: 0}]}, {c: [{v: new Date(2010, 4, 7)}, {v: 0}]}, {c: [{v: new Date(2010, 4, 8)}, {v: 0}]}, {c: [{v: new Date(2010, 4, 9)}, {v: 0}]}, {c: [{v: new Date(2010, 4, 10)}, {v: 0}]}, {c: [{v: new Date(2010, 4, 11)}, {v: 0}]}, {c: [{v: new Date(2010, 4, 12)}, {v: 2}]}]}; //]]> </script> Please advise how I can get it to work correctly using a the JSON calls? Thanks

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  • Google App Engine Database Index

    - by fjsj
    I need to store a undirected graph in a Google App Engine database. For optimization purposes, I am thinking to use database indexes. Using Google App Engine, is there any way to define the columns of a database table to create its index? I will need some optimization, since my app uses this stored undirected graph on a content-based filtering for item recommendation. Also, the recommender algorithm updates the weights of some graph's edges. If it is not possible to use database indexes, please suggest another method to reduce query time for the graph table. I believe my algorithm does more data retrieval operations from graph table than write operations. PS: I am using Python.

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  • What if Google’s ‘Project Glass’ Ran on Windows? [Funny Video]

    - by Asian Angel
    The tech sphere has been abuzz lately about Google’s new ‘Project Glass’, but what would happen if it ran on Windows? You can view the original ‘Project Glass’ video below… Windows Project Glass: One day too… [via Geeks are Sexy] How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • How can Google publish Dalvik as Java-language compatible since Java is a trademark?

    - by Bruno Chagas
    According to this thread Java and JVM license You can write a compiler that implements the Java Language Specification or write a JVM that implements the Java Virtual Machine specification, but when you officially want to call it "Java", you have to prove it is compatible by passing the tests of the TCK (technology compatibility kit) and pay for a license from Oracle. So, how can Google (or any other java implementation for that matter) claims that Dalvik is a Java virtual machine?

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  • Is the W3 standard a major factor when google decides SERP position?

    - by Camran
    I have a dynamic php website which index only has around 800 errors according to the w3 validator online. I have tried checking major websites like ebay, stackoverflow and others also, all with around 400 errors. So my first thought is, what good is that validator when it always displays errors? Secondly, will the errors affect my SERP ranking? ie, will me fixing these errors as good as I can increase my Google search position? Thanks

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  • Business Strategy - Google Case Study

    Business strategy defined by SMBTN.com is a term used in business planning that implies a careful selection and application of resources to obtain a competitive advantage in anticipation of future events or trends. In more general terms business strategy is positioning a company so that it has the greatest competitive advantage over others in the markets and industries that they participate in. This process involves making corporate decisions regarding which markets to provide goods and services, pricing, acceptable quality levels, and how to interact with others in the marketplace. The primary objective of business strategy is to create and increase value for all of its shareholders and stakeholders through the creation of customer value. According to InformationWeek.com, Google has a distinctive technology advantage over its competitors like Microsoft, eBay, Amazon, Yahoo. Google utilizes custom high-performance systems which are cost efficient because they can scale to extreme workloads. This hardware allows for a huge cost advantage over its competitors. In addition, InformationWeek.com interviewed Stephen Arnold who stated that Google’s programmers are 50%-100% more productive compared to programmers working for their competitors.  He based this theory on Google’s competitors having to spend up to four times as much just to keep up. In addition to Google’s technological advantage, they also have developed a decentralized management schema where employees report directly to multiple managers and team project leaders. This allows for the responsibility of the technology department to be shared amongst multiple senior level engineers and removes the need for a singular department head to oversee the activities of the department.  This is a unique approach from the standard management style. Typically a department head like a CIO or CTO would oversee the department’s global initiatives and business functionality.  This would then be passed down and administered through middle management and implemented by programmers, business analyst, network administrators and Database administrators. It goes without saying that an IT professional’s responsibilities would be directed by Google’s technological advantage and management strategy.  Simply because they work within the department, and would have to design, develop, and support the high-performance systems and would have to report multiple managers and project leaders on a regular basis. Since Google was established and driven by new and immerging technology, all other departments would be directly impacted by the technology department.  In fact, they would have to cater to the technology department since it is a huge driving for in the success of Google. Reference: http://www.smbtn.com/smallbusinessdictionary/#b http://www.informationweek.com/news/software/linux/showArticle.jhtml?articleID=192300292&pgno=1&queryText=&isPrev=

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  • La documentation PHP maintenant disponible depuis Google Chrome, grâce à une nouvelle extension

    La documentation PHP est maintenant disponible depuis Google Chrome grâce à l'extension PHP documentation - PHP.net Vous pouvez l'installer ici : https://chrome.google.com/extensions...lgpiochncgdnhd [IMG]https://chrome.google.com/extensions/img/kfiahljocaflpaiopilgpiochncgdnhd/1260755606.08/screenshot/1001[/IMG] [IMG]https://chrome.google.com/extensions/img/kfiahljocaflpaiopilgpiochncgdnhd/1260755606.08/screenshot/1[/IMG]...

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  • Why some video posts from the same blog appear in google with thumbs, while others do not?

    - by jayarjo
    We own media blog - which is basically a big collection of various videos streamed through our branded player. Interesting thing is that some of our posts show up in google search results with a thumb denoting that the post in question is in fact a video. But more often they are not. We basically wonder why? What does affect it and can we control it somehow? All posts (their single pages) have facebook og meta tags in place.

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  • The Impact of Google Caffeine

    Google Caffeine is the new Google indexing system, with the aim of providing better results for their 128 million worldwide users. So what is Google Caffeine and how will it affect Google's users and website owners?

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  • Google Analytics: Why is Avg Time on Site lower than Avg time on Page?

    - by Melanie
    I have the following Custom Report set up in Google Analytics: Metrics: Avg Time on Page Avg Time on Site Dimensions: Page So a report looks like this: Page Avg Time on Page Avg Time on Site /an-article 00:03:14 00:00:11 /another-article 00:05:11 00:01:07 /something-written 00:03:00 00:00:31 Why is it that for each 'page', the 'site views' are significantly lower?

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  • Les Google Apps s'enrichissent avec la reconnaissance de caractères et des capacités de stockage supplémentaires

    Les Google Apps s'enrichissent avec la reconnaissance de caractères Et proposent des capacités de stockage supplémentaires Les Google Apps, la suite de productivité 100 % Cloud de Google, viennent de s'enrichir coup sur coup de deux nouvelles fonctionnalités. La première permet de convertir automatiquement des documents PDF en texte grâce à une technologie de reconnaissance de caractères (dite OCR pour Optical Character Recognition). [IMG]http://ftp-developpez.com/gordon-fowler/Google%20Apps%20Improvments/ocr1.png[/IMG] Cette fonctionnalité existait déjà en test pour la langue français...

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  • 16 000 processeurs pour identifier un chat, le laboratoire Google X dévoile son réseau de neurones

    16 000 processeurs pour identifier un chat le laboratoire Google X dévoile son réseau de neurones Le laboratoire de recherche X de Google a procédé à la connexion de 16 000 processeurs pour créer un réseau de neurones permettant d'identifier des chats Déjà connu pour son projet de voiture sans conducteur en encore ses lunettes pour la réalité augmentée présentés récemment, le laboratoire de Google revient encore au-devant de la scène avec des résultats concrets pour un autre de ses projets. En gestation depuis plusieurs années, une équipe de chercheurs de Google X s'est lancée dans un projet avec pour objectif de ...

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  • How to interpret Events from Unique Events in Google Analytics?

    - by Mike Buckbee
    I'm trying to add some javascript triggered Google Analytics events to a website that is already working with GA. I've included the following beneath the standard GA script (new ga.js script). _gaq.push(['_trackEvent', 'Downloads', 'Extension']); Which seems to be working ok, but the results listed in the Events Overview report (after waiting 24 hours), don't make sense. It states that there have been 1 Total Events and 5 Unique Events (screenshot below). https://img.skitch.com/20110729-8hufapcq2366rq3cbpuihjgqjd.jpg

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