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  • Understanding Off Page Optimisation

    Many website owners who are doing their own SEO may have amazing content that is really well optimised, all the keywords in the right locations and the right amount and all live links but still have poor search engine rankings. What they sometimes miss off is "off the page optimisations".

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  • Getting Your Site on the First Page of the Search Engines Quickly

    Getting your website on the first page of a search engine results should be your main aim after creating it. No matter what subject your website deals with, you are sure to find numerous websites on the same topic. When anyone runs a search, it is important that your website features in the top three of the search results.

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  • 10 Important On Page Optimization Factors

    On page optimization plays a major role in determining your search engine rankings and the success of your SEO campaign. This should be done with utter care and accuracy so that your do not lag behind your competitors in search rankings.

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  • CrossPage PostBack in series of web pages

    - by Vishnu Reddy
    I had a requirement to pass data between pages in my application. I have a Page A where user will input some data and on submit User will be redirected to Page B where again user will enter some more data and on submitting user will be show a confirmation in Page C after doing some calculations and data saving. Following is the idea I was trying to use: PageA.aspx: <form id="frmPageA" runat="server"> <p>Name: <asp:TextBox ID="txtName" runat="server"></asp:TextBox></p> <p>Age: <asp:TextBox ID="txtAge" runat="server"></asp:TextBox></p> <p><asp:Button ID="btnPostToPageB" runat="server" Text="Post To PageB" PostBackUrl="~/PageB.aspx" /></p> </form> In Page A Codebehind file I am creating following public properties of the inputs to access in Page B: public string Name { get { return txtName.Text.ToString(); } } public int Age { get { return Convert.ToInt32(txtAge.Text); } } In PageB.aspx: using previouspage directive to access page A public properties <%@ PreviousPageType VirtualPath="~/PageA.aspx" % <form id="frmPageB" runat="server"> <asp:HiddenField ID="hfName" runat="server" /> <asp:HiddenField ID="hfAge" runat="server" /> <p><asp:RadioButtonList ID="rblGender" runat="server" TextAlign="Right" RepeatDirection="Horizontal"> <asp:ListItem Value="Female">Female</asp:ListItem> <asp:ListItem Value="Male">Male</asp:ListItem> </asp:RadioButtonList></p> <p><asp:Button ID="btnPostToPageC" runat="server" Text="Post To PageC" PostBackUrl="~/PageC.aspx" /></p> </form> In Page B Codebehind file I am creating following public properties for the inputs to access in Page C: public RadioButtonList Gender { get { return rblGender; } } public string Name { get { return _name; } } public int Age { get { return _age; } } //checking if data is posted from Page A otherwise redirecting User to Page A protected void Page_Load(object sender, EventArgs e) { if (PreviousPage != null && PreviousPage.IsCrossPagePostBack && PreviousPage.IsValid) { hfName.Value = PreviousPage.Name; hfAge.Value = PreviousPage.Age.ToString(); } else Response.Redirect("PageA.aspx"); }` in PageC.aspx: using previouspage directive to access page A public properties <%@ PreviousPageType VirtualPath="~/PageB.aspx" % <form id="frmPageC" runat="server"> <p>Name: <asp:Label ID="lblName" runat="server"></asp:Label></p> <p>Age: <asp:Label ID="lblAge" runat="server"></asp:Label></p> <p>Gender: <asp:Label ID="lblGender" runat="server"></asp:Label></p> <p><asp:Button ID="btnBack" runat="server" Text="Back" PostBackUrl="~/PageA.aspx" /></p> </form> Page C code behind file: if (PreviousPage != null && PreviousPage.IsCrossPagePostBack && PreviousPage.IsValid) { lblName.Text = PreviousPage.Name.ToString(); lblAge.Text = PreviousPage.Age.ToString(); lblGender.Text = PreviousPage.Gender.SelectedValue.ToString(); } else Response.Redirect("PageA.aspx");

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  • Need .Net method to compute a Google Pagerank request checksum.

    - by Steve K
    The company I work for is currently developing a SEO tool which needs to include a domain or url Pagerank. It is possible to retrieve such data directly from Google by sending a request to the url called by the Google ToolBar. On of the parameters send to that url is a checksum of the domain whose pagerank is being requested. I have found multiple .Net methods for calculating that check sum; however, every one randomly returns corrupt values every so often. I can only handle errors to a certain point before my final data set becomes useless. I know that there are countless tools out there, from browser plugins to desktop applications, that can process page rank, so it can't be impossible. My question, then, is two fold: 1) Any anyone heard of the problem I am having? (specifically in .Net) If so, how can it (or has it) be resolved? 2) Is there a better source for retrieving Pagerank data? Below is the Url and checksum code I have been using. "http://toolbarqueries.google.com/search?client=navclient-auto&ie=UTF-8&oe=UTF-8&features=Rank:&q=info:" & strUrl & "ch=" & strCheckSum where: strUrl = the url being queried strCheckSum = CheckHash(GetHash(url)) (see code below) Any help would be greatly appreciated. ''' <summary> ''' Returns a hash-string from the site's URL ''' </summary> ''' <param name="_SiteURL">full URL as indexed by Google</param> ''' <returns>HASH for site as a string</returns> Private Shared Function GetHash(ByVal _SiteURL As String) As String Try Dim _Check1 As Long = StrToNum(_SiteURL, 5381, 33) Dim _Check2 As Long = StrToNum(_SiteURL, 0, 65599) _Check1 >>= 2 _Check1 = ((_Check1 >> 4) And 67108800) Or (_Check1 And 63) _Check1 = ((_Check1 >> 4) And 4193280) Or (_Check1 And 1023) _Check1 = ((_Check1 >> 4) And 245760) Or (_Check1 And 16383) Dim T1 As Long = ((((_Check1 And 960) << 4) Or (_Check1 And 60)) << 2) Or (_Check2 And 3855) Dim T2 As Long = ((((_Check1 And 4294950912) << 4) Or (_Check1 And 15360)) << 10) Or (_Check2 And 252641280) Return Convert.ToString(T1 Or T2) Catch Return "0" End Try End Function ''' <summary> ''' Checks the HASH-string returned and adds check numbers as necessary ''' </summary> ''' <param name="_HashNum">generated HASH-string</param> ''' <returns>modified HASH-string</returns> Private Shared Function CheckHash(ByVal _HashNum As String) As String Try Dim _CheckByte As Long = 0 Dim _Flag As Long = 0 Dim _tempI As Long = Convert.ToInt64(_HashNum) If _tempI < 0 Then _tempI = _tempI * (-1) End If Dim _Hash As String = _tempI.ToString() Dim _Length As Integer = _Hash.Length For x As Integer = _Length - 1 To 0 Step -1 Dim _quick As Char = _Hash(x) Dim _Re As Long = Convert.ToInt64(_quick.ToString()) If 1 = (_Flag Mod 2) Then _Re += _Re _Re = CLng(((_Re \ 10) + (_Re Mod 10))) End If _CheckByte += _Re _Flag += 1 Next _CheckByte = _CheckByte Mod 10 If 0 <> _CheckByte Then _CheckByte = 10 - _CheckByte If 1 = (_Flag Mod 2) Then If 1 = (_CheckByte Mod 2) Then _CheckByte >>= 1 End If End If End If If _Hash.Length = 9 Then _CheckByte += 5 End If Return "7" + _CheckByte.ToString() + _Hash Catch Return "0" End Try End Function ''' <summary> ''' Converts the string (site URL) into numbers for the HASH ''' </summary> ''' <param name="_str">Site URL as passed by GetHash()</param> ''' <param name="_Chk">Necessary passed value</param> ''' <param name="_Magic">Necessary passed value</param> ''' <returns>Long Integer manipulation of string passed</returns> Private Shared Function StrToNum(ByVal _str As String, ByVal _Chk As Long, ByVal _Magic As Long) As Long Try Dim _Int64Unit As Long = Convert.ToInt64(Math.Pow(2, 32)) Dim _StrLen As Integer = _str.Length For x As Integer = 0 To _StrLen - 1 _Chk *= _Magic If _Chk >= _Int64Unit Then _Chk = (_Chk - (_Int64Unit * Convert.ToInt64(_Chk \ _Int64Unit))) _Chk = IIf((_Chk < -2147483648), (_Chk + _Int64Unit), _Chk) End If _Chk += CLng(Asc(_str(x))) Next Catch End Try Return _Chk End Function

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  • Can google “see” this custom javascript code which displays links from an external site to mine

    - by webmasters
    I have a javascript code on my site who displays links from another site. This is what I have on my source before: <script language="JavaScript" type="text/javascript">showLink(1);</script> This is what I have copied from my source after the page has loaded: <script language="JavaScript" type="text/javascript">showLink(1);</script><a rel="nofollow" target="_blank" class="anc" href="http://x5.external_site.net/sc/out.php?s=5483&amp;o=http%3A%2F%2Fwww.bluetooth.com">Bluetooth Devices</a> Can google see this link?

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  • can anyone reccommend a Google SERP tracker?

    - by Haroldo
    I want to track my website's position in Google's search results for around 50 keywords/phrases and am looking to a nice webapp/windows app to automate this process? Ideally i want to see pretty javscript or flash line graphs for my keyword/position. I'm currently free-trialing: Raven Tools and Sheer SEO but am not particularly impressed with either... I guess my budget is up to £25-30/$30-40 per month for a decent bit of software ps. i've tried asking this on SuperUser but it seems a bit webdeveloper-y...

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  • HTML favicon wont show on google chrome

    - by Nick
    I am making a HTML page that is unpublished and that I just started. The first thing I wanted to do was add a favicon to appear next to the tile. I'm using google chrome an I noticed that other websites have favicons that appear next to the tile in the browser, but mine wont show up. I'm new to favicons. the site in in a folder on my desktop named site. This is the code: <!DOCTYPE html> <html> <head> <title></title> <link rel="shortcut icon" href="favicon.ico" /> </head> <body> </body> </html>

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  • How To Use Google Authenticator and Other Two-Factor Authentication Apps Without a Smartphone

    - by Chris Hoffman
    Google, Dropbox, LastPass, Battle.net, Guild Wars 2 – all these services and more offer two-factor authentication apps that work on smartphones. If you don’t have a supported device, you can run an alternative application on your computer. When you log in, you’ll need to enter a time-based code from the app. Two-factor authentication prevents people who know your password – but don’t have the app and its security key – from logging in. How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • Drupal : le CMS open-source sortira en version hébergée en 2010 pour concurrencer WordPress, Google

    Le CMS open-source Drupal sortira en version hébergée Courant 2010 pour concurrence WordPress, Google Sites et Microsoft CMS Acquia, la société qui édite Drupal, vient d'annoncer qu'une version hébergée de son célèbre CMS open-source en PHP ? qui sert par exemple à concevoir le site de la NASA ? serait lancée vers le milieu de l'année. Baptisée Drupal Garden, cette version est actuellement en beta-test privé. Elle sera destinée à concurrencer WordPress, actuel leader sur le marché, et à démocratiser l'outil jusqu'ici assez peu connu du grand public. Drupal a en effet souvent été critiqué pour sa complexité. Le CMS propose effectivement un grand nombre de modules comp...

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Including Specific Characters with Google Web Fonts

    - by S.K.
    I'm using the Open Sans web font from Google Web Fonts on my website. I only need the basic latin subset, but I do use the Psi (?) character quite often as well and I would like to use the Open Sans version of that character, without having to include the entire greek subset. I looked at this help page which shows how to embed specific characters only using the text parameter, but there's no mention of including specific characters. I tried doing the following to try to combine both font requests into one, but it didn't end up working. <link href='http://fonts.googleapis.com/css?family=Open+Sans:400,400italic,700&subset=latin' rel='stylesheet' type='text/css'> <link href='http://fonts.googleapis.com/css?family=Open+Sans:400,400italic,700&text=%CE%A8' rel='stylesheet' type='text/css'> Is there anyway to accomplish this?

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  • How to Install Incompatible Android Apps from Google Play

    - by Chris Hoffman
    Some Android apps on Google Play claim to be incompatible with various devices. There’s a good chance that these apps will run fine on many of these devices – you can bypass this check with root access. Some apps won’t actually work after you install them, but many will. This also solves problems with games that will install but refuse to play – for example, Gameloft games with the “this device is incompatible” message. Hack Your Kindle for Easy Font Customization HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It

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  • Why won't title attributes get indexed in Google?

    - by Sam
    When I search for Ride On + my site's name, I see that it's indexed. But when I search for Green Horse + my site's name, I don't see my site appearing in the results anywhere! Here's my code: <td><a href="#" title="Green Horse Ride">Ride On</a></td> Does this mean that title attributes are not indexed/shown by Google at all? What is better to use, alt? What are the other alternatives except title and alt?

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  • How to Move Your Google Authenticator Credentials to a New Android Phone or Tablet

    - by Chris Hoffman
    Most of the app data on your Android is probably synced online will automatically sync to a new phone or tablet. However, your Google Authenticator credentials won’t — they aren’t synchronized for obvious security reasons. If you’re doing a factory reset, getting a new phone, or just want to copy your credentials to second device, these steps will help you move your authenticator data over so you won’t lose your access codes. How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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