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  • Sorting a Grid of Data in ASP.NET MVC

    Last week's article, Displaying a Grid of Data in ASP.NET MVC, showed, step-by-step, how to display a grid of data in an ASP.NET MVC application. Last week's article started with creating a new ASP.NET MVC application in Visual Studio, then added the Northwind database to the project and showed how to use Microsoft's Linq-to-SQL tool to access data from the database. The article then looked at creating a Controller and View for displaying a list of product information (the Model). This article builds on the demo application created in Displaying a Grid of Data in ASP.NET MVC, enhancing the grid to include bi-directional sorting. If you come from an ASP.NET WebForms background, you know that the GridView control makes implementing sorting as easy as ticking a checkbox. Unfortunately, implementing sorting in ASP.NET MVC involves a bit more work than simply checking a checkbox, but the quantity of work isn't significantly greater and with ASP.NET MVC we have more control over the grid and sorting interface's layout and markup, as well as the mechanism through which sorting is implemented. With the GridView control, sorting is handled through form postbacks with the sorting parameters - what column to sort by and whether to sort in ascending or descending order - being submitted as hidden form fields. In this article we'll use querystring parameters to indicate the sorting parameters, which means a particular sort order can be indexed by search engines, bookmarked, emailed to a colleague, and so on - things that are not possible with the GridView's built-in sorting capabilities. Like with its predecessor, this article offers step-by-step instructions and includes a complete, working demo available for download at the end of the article. Read on to learn more! Read More >

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • Restful Java based web services in json + html5 and javascript no templates (jsp/jsf/freemarker) aka fat/thick client

    - by Ismail Marmoush
    I have this idea of building a website which service JSON data through restful services framework. And will not use any template engines like jsp/jsf/freemarker. Just pure html5 and Javascript libs. What do you think of the pros and cons of such design ? Just for elaboration and brain storming a friend of mine argued with the following concerns: sounds like gwt this way you won't have any control over you service api for example say you wanna charge the user per request how will you handle it? how will you control your design and themes? what about the 1st request the browser make? not easy with this all of the user's requests will come with "Accept" header "application/json" how will you separate browser from abuser? this way all of your public apis will be used by third party apps abusively and you won't be able to lock it since you won't be able to block the normal user browser We won't use compiled html anyway but may be something like freemarker and in that case you won't expose any of your json resources to the unauthorized user but you will expose all the html since any browser can access them all the well known 1st class services do this can you send me links to what you've read? keep in mind the DOM based XSS it will be a nightmare ofc, if what you say is applicable.

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  • Prevent oversteering catastrophe in racing games

    - by jdm
    When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really hard. When I switch lanes or pass somebody, the car starts swiveling back and forth, and any attempt to correct it makes it only worse. The only thing I can do is to hit the brakes. I think this is some kind of oversteering. What makes it so irritating is that it never happens to me in real life (thank god :-)), so 90% of the games with vehicles inside feel unreal to me (despite probably having really good physics engines). I've talked to a couple of people about this, and it seems either you 'get' racing games, or you don't. With a lot of practice, I did manage to get semi-good at some games (e.g. from the Need for Speed series), by driving very cautiously, braking a lot (and usually getting a cramp in my fingers). What can you do as a game developer to prevent the oversteering resonance catastrophe, and make driving feel right? (For a casual racing game, that doesn't strive for 100% realistic physics) I also wonder what games like Super Mario Kart exactly do differently so that they don't have so much oversteering? I guess one problem is that if you play with a keyboard or a touchscreen (but not wheels and pedals), you only have digital input: gas pressed or not, steering left/right or not, and it's much harder to steer appropriately for a given speed. The other thing is that you probably don't have a good sense of speed, and drive much faster than you would (safely) in reality. From the top of my head, one solution might be to vary the steering response with speed.

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  • 3D Vector "End Point" Calculation for procedural Vector Graphics

    - by FrostFlame64
    Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees and Plants. L-Systems, are drawn by using Turtle Graphics, which is a form of Vector graphics. I first created a system to draw in 2D Graphics, which works perfectly fine. But now I want to make a 3D equivalent, and I’ve run into an issue. For my 2D Version, I created a Method for quickly determining the “End Point” of a Vector-like movement. Given a starting point (X, Y), a direction (between 0 and 360 degrees), and a distance, the end point is calculated by these formulas: newX = startX + distance * Sin((PI * direction) / 180) newY = startY + distance * Cos((PI * direction) / 180) Now I need something Similarly Equivalent for performing this Calculation in 3D, But I haven’t been able to Google anything that could show me how to do this. I'm flexible enough to get whatever required information is needed for this method calculation, in any reasonable form (Vector3, Quaternion, ect). To summarize: Given a starting point/vector position in 3D space (X, Y, Z), a Direction in 3D space (Vector3, Quaternion, ect), and a Distance, I need to find the “End Point” in 3D Space. Thank you for your time and help.

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  • Developing games using virtualization on macOS (or Linux) [on hold]

    - by zpinner
    From what I've seen, most of the gamedev tools and engines (that could generate cross platform games) are not supported on Mac. Havok/Project Anarchy, UDK, GameMaker, e.g. . Basically, the only options I found are: Unity3d and monogame + xamarin. Unity is nice and I've been playing with it for some time, but the free version is quite limited when we're talking about shaders, that made me consider that as an indie developer, I might want more freedom to experiment new things, without paying the expensive unity license. I didn't try monogame + xamarin yet, and altough XNA is a very nice game framework, I'd like to have more freedom to experiment and finish a game first before paying for the IDE, which is not possible with the current Xamarin business model. That leaves me with the thought that I must go back to windows, which I'd preferably do it partially, if it's possible. Using BootCamp is something that I'd like to avoid, since it's a pain to reboot when changing OS and that would probably force me to become a 100% windows user. Is there anyone actually developing a game using virtualization solutions like parallels or vmwareFusion? How was your experience?

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • jQuery 2.0 drops support for legacy IE (IE6, IE7, IE8)

    - by Renso
    Originally posted on: http://geekswithblogs.net/renso/archive/2013/10/31/jquery-2.0-drops-support-for-legacy-ie-ie6-ie7-ie8.aspxjQuery upgrades may not be as reverse compatible as you may think. Starting from version 2 of jQuery, IE6, IE7 and yes also IE8 will no longer be supported. These are now considered legacy browsers. You will need to stop any upgrades to jQuery until your SLA states that IE8 is no longer supported and remain in jQuery 1.9.Some of the reasons for not supporting IE8 and before:- Remove all the code clutter in the jQuery library with code that has to deal with IE browser compatibility issues between IE6, 7 and 8 and the newer IE versions, the latter being more compliant.- IE6 and 7 may have fallen to below 2% generally, that does not mean that that is true for your client base. In the oil and gas industry some clients are years behind and you may have 50% or more of clients remain on IE8 or older for the foreseeable future.- The difference between browser engines has become almost negligible, as it should be. So one of the greatest goals of jQuery to abstract that out for developers is no longer needed, for most part anyway. - CSS3 features like animations basically replace the need for jQuery’s 2.0 animations and effects.If the need is still there to support IE8 or before, but you also want to upgrade, then use conditional comments:<!--[if lt IE 9]>    <script src="jQuery-1.9.0.js"></script><![endif]--><!--[if gte IE 9]><!-->    <script src="jQuery-2.0.0.js"><</script><!--<![endif]-->

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  • First Experience with Web Services

    When I first started programming with Microsoft .Net (1.0 Framework) I had a strong desire to learn how search engines indexed web sites. At that time I was a working as a search engine spammer creating web pages to generate traffic for specific themes for various clients. One way I attempted to better understand .Net was to build a web spider that analyzed web pages on demand. An example of the spider is hosted at AddLinkz.com. After my spider was built I had no real idea what I could/should do with it until I found the MSN Search API. I used this web service to compare its results with my spider. Additionally, I used the API to feed my .Net web spider new URLs from the API based on specific search terms. MSN’s search API was very easy to use, I just had to request information by calling a web URL with parameters via a Get request and the results were returned in XML. At that time all requests were limited to XML responses and a maximum of 1,000 results per query.   Since then the entire API has gone through several reconstructions, rebranding and new search services.  Microsoft’s new Bing API replaced the older MSN search API and added several new search capabilities. These new features allow search data to be returned for web searches, image searches, new searches, and related search terms to name a few. Bing API Version 2.0 SourceTypes Web Searches for web content Sushi Image Searches for images on the web Sushi News Searches news stories Sushi InstantAnswer Searches Encarta online what is sushi, convert 5 feet to meters, x*5=7, and 2 plus 2 Spell Searches Encarta dictionary for spelling suggestions Phonebook Searches phonebook entries sushi in Los Angeles RelatedSearch Returns the query strings most similar to yours Ad Returns advertisements to incorporate with results I currently plan to start using the web search feature from the new Bing 2.0 API in an open source project related to exception management. Currently, it is still in the conception phase.

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  • Rendering a big game universe - bitmaps or vector graphics?

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?).

    - by lalan
    Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art just for fun and learn more. Question: How should I approach the process of creating an artistic tree (2d perhaps with fixed camera/perspective) dynamically? Ideally I would like to start with a plant (only a stem with a leaf) and grow it dynamically using some influence (input/user action) over its structure. These influences may result in different type of branching, curves in branches, its spread, location of fruits, color of flowers, etc. Want it to be really full of life/spirit. :) Plants vs Zombies: Tree of wisdom It would be great to dynamically grow a similar tree, but with lot more variation and animations happening. My Background: Student / Programmer, have used few game engines (Ogre3d, cocos2d, unity). Haven't really programmed directly using openGL, trying to fix that :). I am ready to spend considerable time, Please let me know about the APIs? and how would an expert like you would take on this problem? Why 2D? I think it's easier to solve the problem only considering 2 dimensions. Artistic inspirations: Only the tree, with fruits and leaves, without the shrubs at the bottom The large tree (visible branches, green leaves, flowers, fruits, etc) on the left, behind monkey. PixelJunk's Eden (Art style inspiration). Procedurally Generated Apple Tree using Fractals Please let me know if it was easy for you to understand the question, I may elaborate further. I hope a discussion of various approach would be helpful for everyone. You guys are awesome.

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  • Recommened design pattern to handle multiple compression algorithms for a class hierarchy

    - by sgorozco
    For all you OOD experts. What would be the recommended way to model the following scenario? I have a certain class hierarchy similar to the following one: class Base { ... } class Derived1 : Base { ... } class Derived2 : Base { ... } ... Next, I would like to implement different compression/decompression engines for this hierarchy. (I already have code for several strategies that best handle different cases, like file compression, network stream compression, legacy system compression, etc.) I would like the compression strategy to be pluggable and chosen at runtime, however I'm not sure how to handle the class hierarchy. Currently I have a tighly-coupled design that looks like this: interface ICompressor { byte[] Compress(Base instance); } class Strategy1Compressor : ICompressor { byte[] Compress(Base instance) { // Common compression guts for Base class ... // if( instance is Derived1 ) { // Compression guts for Derived1 class } if( instance is Derived2 ) { // Compression guts for Derived2 class } // Additional compression logic to handle other class derivations ... } } As it is, whenever I add a new derived class inheriting from Base, I would have to modify all compression strategies to take into account this new class. Is there a design pattern that allows me to decouple this, and allow me to easily introduce more classes to the Base hierarchy and/or additional compression strategies?

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  • Low-level game engine renderer design

    - by Mark Ingram
    I'm piecing together the beginnings of an extremely basic engine which will let me draw arbitrary objects (SceneObject). I've got to the point where I'm creating a few sensible sounding classes, but as this is my first outing into game engines, I've got the feeling I'm overlooking things. I'm familiar with compartmentalising larger portions of the code so that individual sub-systems don't overly interact with each other, but I'm thinking more of the low-level stuff, starting from vertices working up. So if I have a Vertex class, I can combine that with a list of indices to make a Mesh class. How does the engine determine identical meshes for objects? Or is that left to the level designer? Once we have a Mesh, that can be contained in the SceneObject class. And a list of SceneObject can be placed into the Scene to be drawn. Right now I'm only using OpenGL, but I'm aware that I don't want to be tying OpenGL calls right in to base classes (such as updating the vertices in the Mesh, I don't want to be calling glBufferData etc). Are there any good resources that discuss these issues? Are there any "common" heirachies which should be used?

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  • Scene graphs and spatial partitioning structures: What do you really need?

    - by tapirath
    I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities and their relation to each other like 'a tire' would be the child of 'a vehicle'. It's mainly used for frustum/occlusion culling and minimizing the collision checks between the objects. Spatial partitioning structures on the other hand are used to divide a big game object (like the map) to smaller parts so that you can gain performance by only drawing the relevant polygons and again minimizing the collision checks to those polygons only. Also a spatial partitioning data structure can be used as a node in a scene graph. But... I've been reading about both subjects and I've seen a lot of "scene graphs are useless" and "BSP performance gain is irrelevant with modern hardware" kind of articles. Also some of the game engines I've checked like gameplay3d and jmonkeyengine are only using a scene graph (That also may be because they don't want to limit the developers). Whereas games like Quake and Half-Life only use spatial partitioning. I'm aware that the usage of these structures very much depend on the type of the game you're developing so for the sake of clarity let's assume the game is a FPS like Counter-Strike with some better outdoor environment capabilities (like a terrain). The obvious question is which one is needed and why (considering the modern hardware capabilities). Thank you.

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  • Financial institutions build predictive models using Oracle R Enterprise to speed model deployment

    - by Mark Hornick
    See the Oracle press release, Financial Institutions Leverage Metadata Driven Modeling Capability Built on the Oracle R Enterprise Platform to Accelerate Model Deployment and Streamline Governance for a description where a "unified environment for analytics data management and model lifecycle management brings the power and flexibility of the open source R statistical platform, delivered via the in-database Oracle R Enterprise engine to support open standards compliance." Through its integration with Oracle R Enterprise, Oracle Financial Services Analytical Applications provides "productivity, management, and governance benefits to financial institutions, including the ability to: Centrally manage and control models in a single, enterprise model repository, allowing for consistent management and application of security and IT governance policies across enterprise assets Reuse models and rapidly integrate with applications by exposing models as services Accelerate development with seeded models and common modeling and statistical techniques available out-of-the-box Cut risk and speed model deployment by testing and tuning models with production data while working within a safe sandbox Support compliance with regulatory requirements by carrying out comprehensive stress testing, which captures the effects of adverse risk events that are not estimated by standard statistical and business models. This approach supplements the modeling process and supports compliance with the Pillar I and the Internal Capital Adequacy Assessment Process stress testing requirements of the Basel II Accord Improve performance by deploying and running models co-resident with data. Oracle R Enterprise engines run in database, virtually eliminating the need to move data to and from client machines, thereby reducing latency and improving security"

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  • How to write a blog for SEO purpose

    - by Mathieu Imbert
    I have a photo sharing website, which provides very little textual content. Users can add tags to photos and a description, but it creates a lot of duplicate content, because most of the descriptions will be 'wow', 'lol', ... I don't think I should rely on users to build my SEO. I think it would be a great idea to write a blog, and use it to describe the best photos, start contests, explain themes, in short: create original content that search engines will love. Our website's main URL is like www.domain.com, and our new blog is hosted on blog.domain.com. From a SEO perspective, is it a good idea to keep the blog separate from the main site? This has the advantage to leave the original site unchanged, but will it add any page rank to the www.domain.com? If the blog ranks well it will obviously pass some page rank to the original through links. What do you think is the best option from a SEO perspective? Include the blog in www.domain.com? Or leave it in blog.domain.com?

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  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

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  • Consolidating multiple domain names

    - by Mike
    I have a client that has three separately hosted copies of their website, each on a separate domain name. The websites are all essentially the same, bar a few discrepancies caused by badly managed updates in the past. I will soon be launching a completely new website for them, at which point, all three domain names are to resolve to the same web server. One domain name will become the default domain name that they refer to in all their literature, and the other two will simply be used as catch-alls for old links, bookmarks, and so on. I would like to know what people consider the best route to achieve this. My plan so far is: Get the new site up and running on the new webserver. Change the relevant A record of the default domain name to point to the new webserver. a) Keep the existing hosting accounts in operation. Create a list of 301 redirects from old page names on the old site to new page names on the new site. or b) Configure CNAME records for the non-default domain names, each pointing to the new webserver. Create a list of 301 redirects on the new site that redirect from old page names to new page names. If my understanding is correct, 3a will help to maintain whatever search engine rankings the sites already have (I know it's not going to be perfect), while at the same time informing search engines that the old domain names are no longer in use. What's a good approach to take here?

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  • SEO - different data with same title and keywords

    - by Junaid Saeed
    here is my scenario i have a website where i redirect my users basing upon the device they were using, lets say a user is visiting from an iPad, i take him directly to the page of iPad wallpapers, the user selects iPad version & i take the user to the gallery of wallpapers where the user can select & download any wallpaper. Every wallpaper is the required resolution, i have my reasons for doing this, now the thing is there are diff. resolution. versions of an image appearing one 5 diff. sections of my website, each having their own view page Now there is only one record in db.table for the image, and basing on the my consistent naming convention of the images, i pick the required image. this means when 5 different pages are generated in 5 categorized sections of the website, due to a shared DB record, the keywords, the titles and every single detail of the 5 pages is same besides the resolution of the image, and the section specific details that the page has and yeah the pages also have different paths like wallpapers.com\ipad-1\cars\Ferrari-dino.html wallpapers.com\ipad-2\cars\Ferrari-dino.html wallpapers.com\ipad-3\cars\Ferrari-dino.html wallpapers.com\ipad-4\cars\Ferrari-dino.html wallpapers.com\ipad-5\cars\Ferrari-dino.html now this is my scenario, How do Search Engines see it and how do they rank it? Is it a Good or Normal or Bad SEO practice? If bad how dangerous it is for my sites SEO? i need your comments on my scenario.

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  • A few tips on deploying Secure Enterprise Search with PeopleSoft

    - by Matthew Haavisto
    Oracle's Secure Enterprise Search is part of PeopleSoft now.  It is provided as part of the Peopltools platform as an appliance, and is used with applications starting with release 9.2.  Secure Enterprise Search is a rich and powerful search product that can enhance search and navigation in PeopleSoft applications.  It also provides useful features like facets and filtering that are common in consumer search engines.Several questions have arisen about the deployment of SES and how to administer it and insure optimum performance.  People have also asked about what versions are supported on various platforms.  To address the most common of these questions, we are posting this list of tips.Platform SupportSES 11.1.2.2 does not support some of the platforms supported by PeopleTools, such as Windows 2012 and AIX 7.1. However, PeopleSoft and SES can use different operating system platforms when SES is deployed on a separate machine.SES 11.2.2.2 will have the required platform support for PT 8.53 in the future. We are planning to certify PT 8.53 once the testing is complete in 8.54 development and all platform support is released for 11.2.2.2.ArchitectureWe recommend running SES on a separate machine (from your apps) for two reasons:1.    SES bundles specific WebLogic, Java, and Oracle DB versions and might need different OS patches at a minimum than PeopleSoft. By having SES run on a different machine, these pre-requisites can be managed better through their lifecycle independenly for PeopleSoft and SES.2.    SES is resource intensive - it runs it's own WebLogic and Oracle database. By having SES run on its own machine, sufficient resources can be allocated to SES and free the PeopleSoft servers from impacts of SES load patterns.We will be providing a comprehensive red paper covering PeopleSoft/SES administration in the near future, but until that is published, we'll post tips on this blog.

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  • The Correct Usage of DLLs with a DirectX Game?

    - by smoth190
    I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) clean version. I choose to follow how I've seen other engines do it, and that's to have all the core nasty messy crap in a DLL, and then you can create games with just a few functions (well, not really :D). However, I'm unsure of what nasty messy crap to put in that DLL. I don't know about speed restrictions with DLLs. What I've done is put my winproc in the DLL, and have a class that takes the messages, and sends them through to the program using the DLL. Then that program does what it needs to do, and calls a rendering functions back in the DLL that renders everything. Only problem is it gets very low FPS (2, to be exact...). I've looked through everything, and I don't know if the way I'm using DLLs in causing this, or its something different. Whether it's the DLLs or not, I still want to know how to use a DLL correctly with a game engine. I like being neat, I hate having to see all those long names of DirectX classes. I use typedef a lot.

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  • Google suddenly only indexes https and not http

    - by spender
    So all of a sudden, searches for our site "radiotuna" give out the result as an HTTPS link. https://www.google.com/?q=radiotuna#hl=en&safe=off&output=search&sclient=psy-ab&q=radiotuna&oq=radiotuna&gs_l=hp.12...0.0.0.3499.0.0.0.0.0.0.0.0..0.0.les%3B..0.0...1c.LnOvBvgDOBk&pbx=1&bav=on.2,or.r_gc.r_pw.r_qf.&fp=177c7ff705652ec3&biw=1366&bih=602 We only use https for the download of two specific files (these urls are resources used for autoupdate functionality of an app we distribute). All other parts of the site should be served over http. We wouldn't like to see any other traffic over https, nor any of our site links to appear in search engines as https. I'd like to address this issue. It seems that the following solutions are available: hand out an https specific robots.txt as such: User-agent: * Disallow: / and/or at app-level, 301 permanent redirect all requests (except the two above) to HTTP if they come in as HTTPS. My concern with the robots method is that, say (for some reason) google decided not to index http pages, disallowing https pages might mean that google has nothing left to index with disastrous consequences for our ranking. This means I'm inclined to go with a 301 redirect. Any thoughts?

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • Congratulations to 2012 Innovation Award winners in BPM category

    - by Manoj Das
    Last year many of our customers went live on BPM 11g. It is my extreme pleasure to congratulate two of them – Amadeus and Navistar – for being awarded Oracle Fusion Middleware Innovation Award at Oracle OpenWorld 2012. We invited our customers to submit their most innovative BPM implementations that have delivered substantiated value to them. This year we saw more than 20 submissions from our customers seeing significant business value from their live BPM 11g deployments. The submissions came from across the world, spanning various industry verticals including manufacturing, healthcare, logistics, Hi-Tech, Public Sector, Education and covering many process usage patterns. Award submissions were evaluated based on the uniqueness of their business case, business benefits, level of impact relative to the size of the organization, complexity and magnitude of implementation, and the originality of architecture. Amadeus Team Receiving Innovation Award from Hasan Rizvi Congratulations to Amadeus and Navistar and their teams on being recognized from among some very strong submissions and more importantly for the business value delivered. It is an honor to be part of your success and to play a small role in the innovation you drive. Navistar is a leading truck manufacturing company which produces International® brand commercial and military trucks, MaxxForce® brand diesel engines, IC Bus™ brand school and commercial buses, and Navistar RV brands of recreational vehicles. The company also provides truck and diesel engine service parts. Amadeus is a leading transaction processor for the global travel and tourism industry, providing transaction processing power and technology solutions to both travellers and travel providers. Both Navistar and Amadeus have leveraged Oracle BPM Suite to improve visibility into their business and made their business more agile and efficient. We congratulate them again and wish them continued success in their business and future BPM initiatives.

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