Search Results

Search found 32763 results on 1311 pages for 'always on top'.

Page 22/1311 | < Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >

  • The Top 5 Web Design Mishaps

    Mishaps # 1 - Not Understanding Your Market There is a reason websites in different market segments are designed the way they are, and that is because that particular format has proven to be success... [Author: Michiel Van Kets - Web Design and Development - May 06, 2010]

    Read the article

  • Beginner: How to Make Explorer Always Show the Full Path in Windows 8

    - by Taylor Gibb
    In older versions of Windows the Title Bar used to display your current location in the file system. In Windows 8 this is not the default behavior, however, you can enable it if you wish to. Display the Full Path in the Windows Explorer Title Bar Press the Windows + E keyboard combination to open Windows Explorer and then switch over to the View tab. On the right-hand side click on options and then select Change folder and search options from the drop-down. When the Folder Options dialog opens, switch over to the View options. Here you will need to tick the Display the full path in the title bar check box. That’s all there is to it. How To Switch Webmail Providers Without Losing All Your Email How To Force Windows Applications to Use a Specific CPU HTG Explains: Is UPnP a Security Risk?

    Read the article

  • Top Three Reasons to Move to the Cloud Before Your Next Upgrade

    - by yaldahhakim
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} 1) Reduced Cost - During major upgrades, most organizations typically need to replace or invest in extra hardware and other IT resources to support the upgrade. With the Cloud, this can become more of an Op-ex discussion. The flexibility and scalability of the cloud also allows for new business solution to be set up more quickly with the ability to scale IT resources to closely map to changing business requirements. . This enables more and faster innovation because you are spending money to focus on core business initiatives instead of setting up complex environments. 2) Reduced Risk- This is especially true when you are working with a cloud provider that possesses substantial in-house expertise. Oracle Managed Cloud Services has been hosting and managing customer’s business applications for over a decade and has help hundreds of customers upgrade and adopt new technologies faster and better. Customer have access to over 15,000 Oracle experts in operation centers around the world that can work around the clock and have direct access Oracle Development to optimize our customers’ upgrade experience. 3) Reduced Downtime - Whether a customer is looking to upgrade their E-Business Suite, PeopleSoft, JD-Edwards, or Fusion applications, we’ve developed standardized best practices and tools across the technology stack to accelerate the upgrade and migration with substantially reduced timelines and risk. And because the process is repeatable, customer stay more current on the latest releases, continuously taking advantage of the newest innovations – without the headache.. By leveraging the economies and expertise of scale that belong to Oracle, you can sleep better at night knowing that your next major application upgrade is taken care of. Check out the video of this Managed Cloud Services customer to learn more about their experience.

    Read the article

  • Week in Geek: Google Chrome Rises to the Top of the Browser Heap, Becomes #1

    - by Asian Angel
    Our last edition of WIG for May is filled with news link goodness covering topics such as a smartphone hijacking vulnerability affects AT&T and 47 other carriers, a possible problem with Windows 8 booting too quickly, half of PC users are pirates according to a study, and more. How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More 47 Keyboard Shortcuts That Work in All Web Browsers How To Hide Passwords in an Encrypted Drive Even the FBI Can’t Get Into

    Read the article

  • The Top Ten Myths From a Search Engine Optimization Point of View

    There are hundreds, if not thousands of SEO myths that continue to fly around the internet, forums and blogs on a daily basis, with new ones being added all of the time. For anyone beginning in the world of SEO or looking to optimize their website, these myths can often be confusing, especially when you are looking for the truth and just want to make sure your website does well.

    Read the article

  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

    Read the article

  • How do I find fun companies?

    - by the_great_monkey
    When looking for jobs, I'm not sure how to determine whether the company is fun to work for or not. I want to work in companies that are open, innovative, and make a good contribution to the world of computer science. For example, Dropbox looks like a very fun company and its existence is very important. How do I spot this in job advertisements? EDIT: I should note that I live in Australia, so many of the fun companies that I know does not have any office here. I know only a handful of fun companies in Australia – including Google in Sydney. But I don't know that many.

    Read the article

  • SEO Your Way to the Top

    An in depth survey of Chinese Internet demographics also shows that the Internet has become a vital source of information and interaction as well as a means of communication and convenience for the users. 84.3% say the Internet for them is a major information channel. 81.6% say the Internet saves them a lot of time. The value of the Internet in today's digital age is undeniable. The power of information and of convenience has turned the Internet into ally rather than a foe.

    Read the article

  • Top 5 SEO Mistakes That You Do

    Search Engine Optimization (SEO) is an upcoming field which is helping develops and grow business like never before. With the onset of the internet age, more and more companies are going online with their products and services.

    Read the article

  • SEO Marketing Strategies - Top Strategies to Drive Insane Traffic to Your Website

    SEO Marketing strategies are used to optimise online marketing campaigns and websites. Everything you do online should be optimised for the search engines, whether it is just your website or PPC campaigns, banner ads, articles, video's blogs etc...... Optimising your marketing efforts will drive insane traffic to your website, boosting your sales and profits. Let's take a closer look here.

    Read the article

  • Top 10 Reasons to Consider Open Source CRM

    <b>eCRM Guide: </b>"CRM solutions are just as reliable and can provide more bang for the buck than traditional proprietary CRM applications. So why should you consider open source CRM for your business? We found 10 good reasons."

    Read the article

  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

    Read the article

< Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >