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  • How does Google+ embed link works?

    - by Drake
    I am trying to understand how does embed link works in Google+ Stream. I manage a site and usually every post contains some text and at least an image. But when I try to embed the link to a certain article on my blog the embed feature does not show the article text and images, but instead it shows the header image of my site plus some other header text content. Do you know how should I tag or code the article part so that Google+ parser recognize the right thing I want to show?

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  • How to get soci.h?

    - by Ricky
    I am using Ubuntu 12.04, and I compiled a package for object recognition(rein).I got an error indicating that I don't have soci.h: Error: cannot find SOCI header file: soci.h I tried to use this command to install libsoci sudo apt-get install libsoci-core-gcc But I get the message: E: can't find package libsoci-core-gcc Does anybody know how to install this library?Thanks! P.S.For more detailed information, click here.

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  • How to Knock into Your Network, Part 2: Protect Your VPN (DD-WRT)

    - by Aviad
    We’ve shown you how to trigger WOL remotely by “Port Knocking” on your router. In this article, we will show how to use it to protect a VPN service. Image by Aviad Raviv & bfick. Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS How To Be Your Own Personal Clone Army (With a Little Photoshop) How To Properly Scan a Photograph (And Get An Even Better Image)

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  • Network Design for a Small Business

    <b>Begin Linux:</b> "This image represents a basic network plan for a small company. The goal of this article is to use this image to help describe basic concepts of networks and how they typically constructed as well as why they are designed the way they are"

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  • Seven Accounting Changes for 2010

    - by Theresa Hickman
    I read a very interesting article called Seven Accounting Changes That Will Affect Your 2010 Annual Report from SmartPros that nicely summarized how 2010 annual financial statements will be impacted.  Here’s a Reader’s Digest version of the changes: 1.  Changes to revenue recognition if you sell bundled products with multiple deliverables: Old Rule: You needed to objectively establish the “fair value” of each bundled item. So if you sold a dishwasher plus installation and could not establish the fair value of the installation, you might have to delay recognizing revenue of the dishwasher days or weeks later until it was installed. New Rule (ASU 2009-13): “Objective” proof of each service or good is no longer required; you can simply estimate the selling price of the installation and warranty. So the dishwasher vendor can recognize the dishwasher revenue immediately at the point of sale without waiting a few weeks for the installation. Then they can recognize the estimated value of the installation after it is complete. 2.  Changes to revenue recognition for devices with embedded software: Old Rule: Hardware devices with embedded software, such as the iPhone, had to follow stringent software revrec rules. This forced Apple to recognize iPhone revenues over two years, the period of time that software updates were provided. New Rule (ASU 2009-14): Software revrec rules no longer apply to these devices with embedded software; these devices can now follow ASU 2009-13. This allows vendors, such as Apple, to recognize revenue sooner. 3.  Fair value disclosures: Companies (both public and private) now need to spend extra time gathering, summarizing, and disclosing information about items measured at fair value, such as significant transfers in and out of Level 1(quoted market price), Level 2 (valuation based on observable markets), and Level 3 (valuations based on internal information). 4.  Consolidation of variable interest entities (a.k.a special purpose entities): Consolidation rules for variable interest entities now require a qualitative, not quantitative, analysis to determine the primary beneficiary. Instead of simply looking at the percentage of voting interests, the primary beneficiary could have less than the majority interests as long as it has the power to direct the activities and absorb any losses.  5.  XBRL: Starting in June 2011, all U.S. public companies are required to file financial statements to the SEC using XBRL. Note: Oracle supports XBRL reporting. 6.  Non-GAAP financial disclosures: Companies that report non-GAAP measures of performance, such as EBITDA in SEC filings, have more flexibility.  The new interpretations can be found here: http://www.sec.gov/divisions/corpfin/guidance/nongaapinterp.htm.  7.  Loss contingencies disclosures: Companies should expect additional scrutiny of their loss disclosures, such as those from litigation losses, in their annual financial statements. The SEC wants more disclosures about loss contingencies sooner instead of after the cases are settled.

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • Réseau social : Affichez votre badge Developpez associé à votre profil sur vos sites, Blogs, réseaux

    Chers membres du club, Aujourd'hui nous vous proposons de créer un badge associé à votre profil d'utilisateur du forum. Vous pourrez simplement diffuser votre profil sur votre site internet, votre blog ou sur tout autre site. Voilà de quoi créer votre propre identité Developpez et de la faire connaître Ce badge existe en 2 versions : * une version "web", utilisable en copier-collant un petit bout de code html à l'endroit souhaité * une version "image", utilisable partout sur internet Voici le rendu de la version image pour mon propre profil : [IMG]http://www.developpez.com/ws/badgeimg?user=29897[/IMG] Notr...

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  • Plans for Certifying Oracle Database 12c with E-Business Suite

    - by Steven Chan (Oracle Development)
    The Oracle Database 12c is now officially released.  We're as excited about this new database release as you are.  In fact, we've been testing a wide variety of E-Business Suite releases and configurations with internal DB 12c betas for some time.  This testing is going well, but as usual, Oracle's Revenue Recognition rules prohibit us from discussing certification and release dates You're welcome to monitor or subscribe to this blog. I'll post updates here as soon as soon as they're available.   

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  • [EF + Oracle] Intro

    - by JTorrecilla
    Prologue I have a busy personal and working time, and at this moment that I start to get more free time, I decided to start a Serie about Entity Framework with Oracle. A few time ago, I got my first experience with EF and Oracle with Oracle 10 g express and Oracle 10 g with the same results, Doesn’t work. Now I download Oracle 11 g to Test again. Tools To start using EF with Oracle we need the following: 1. Visual Studio 2010. No Express Edition 2. Oracle 11g 3 Oracle Driver for EF (ODAC) Intro People, who are starting with EF developments, I recommend to take a look into Unai Zorrilla’s Blog, the post were written in Spanish but they are great! To this Serie, we are going to define the DB from the Oracle administrator. For that we need to follow the next steps: 1. Create a User with a PassWord. In my example the user will be Jtorrecilla 2. Create a TableSpace 3. Define some example tables   (Image1) When we have created the DB, we are going to start a new project in VS 2010. I will start a C# Project. To start with EF, we need to add a new objet to our Project “ADO .NET Entity Data Model". (Image2) The next step will be to indicate that our model will be based on an existing DB, and indicate the connection string (Images 3 and 4): (Imagen3) (Imagen4) Once we selected the connection string, we will need to indicate that in the connection will be saved “Sensitive” data (Image 5), and in the next step we are going to select the DB objets to use in the project(Image 6).   (Image 5) (Image 6) A the end of the selection, we will press Finish button, and it will generate a EDMX file to add to our solution, and in the IDE will appear the DB Schema with the selected Tables and Relations. (Imagen7) One Entity is composed by a set of properties (each matches with a column from the Table in the DB) and Navigation Properties that represents any relation with other Entities.   Finally With this chapter we have installed the environment, defined a DB and configured the solution to start using EF with Oracle. In the next chapter we are going to see What is a Entity and how it works. I hope you enjoy this Serie!

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  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

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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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  • Is there a mirror for the daily Natty ISO (/daily-live/current) in Asia?

    - by Jon
    I've been trying to download Natty for days now, but either the internet here in Vietnam is totally shot or the Ubuntu CD server has a lot of traffic, because I can't get it to download faster than about 15Kbps. Does anyone know of a mirror, preferably close to Vietnam, where I could download (zsync) this image faster? Googling hasn't helped me, nor has Ubuntu's list of mirrors (I get stuck in a rabbithole of FTP folders, and nothing seems to point to the daily image).

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  • Can't install any Linux distro

    - by rstreeter78
    I have been trying to install Ubuntu on my step-son's netbook and I checked and his hard disk seems to be failing and i keep getting an error message that Ubuntu is unable to install due to hard disk failure. I was wondering how and if it is possible to install Ubuntu on this hard disk without it giving me an error message. I have tried the alternate install disk image and the regular desktop image and get basically the same error message. Is there a way to somehow override this and get it installed

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  • Does one's choice of 3d modeling software used during asset creation affect performance at runtime?

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3-dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

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  • Updating Ubuntu

    - by Richard
    I installed 9.04 from a disc but apparently need to download a new image then burn a CD to get n upgrade to later versions (v12) as there is no supported upgrade from 9.04. When I try to download the latest version I find my partition hasn't got sufficient space, but have no idea if (or how) I can resize the partition to store the image before I can burn the CD to update my version. Caught in a bit of a viscious circle here! Any suggestions please?

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  • Legitimate SEO Strategies - Which to Follow and Not to Follow?

    There are various SEO techniques which can help your business to get recognition on the internet. These techniques are mainly divided into two categories i.e. legitimate search engine optimization and illegitimate search engine optimization. Using legitimate search engine optimization techniques will guarantee a top spot and there will be nothing at risk. Whereas the illegitimate SEO has many risks attached to it.

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  • Pixels - A cry for some insight

    - by CarrotFile
    I'm pretty new to web developing and I'd love some clarification. Although reading more than one book on the topic, I cannot seem to wrap my head around the pixel concept. I encounter problems with this issue when trying to use CSS and pixel units for design that fits different screen sizes. To my understanding a pixel is the most basic unit used by a monitor in order to compose an image on the screen. So if me resolution is 800 by 600, everything on my screen is rendered using those 800*600 basic building blocks. If I were to enlarge my screen resolution, 3 things would accrue: A. The basic image building block(the pixel) would shrink in size B. The pixels would move close together C. Well, more pixels would now be available All these combined lead to a sharper(depending on the viewing distance) and more detail enabling image. Well so far so good. Here is were I start getting lost: To my knowledge a pixel is not a physical, real object. Monitors are not embedded with a few thousand pixels. I am drawn to this conclusion because anyone can change his screen's resolution, making a pixel on his screen bigger or smaller, and adding or subtracting the amount of total pixels on screen. Adding to that, I have herd that different monitors have different pixel densities. For example Apple's retina monitors. Taking all of the above as my knowledge base, These are my questions: If a pixel has no real world constant size, what does comparing different pixel densities matter? Each screen company can define it's own pixel concept and declare the higher density. What does a bigger pixel density mean? Say we take two screens with the same physical dimensions, but with a different pixel density, am I to assert that the main difference would be the larger density screen being able to display a higher max resolution? Or am I to assert that given the same resolution on both monitors, the higher density one would display a sharper, smaller image? If a pixel is not a fixed size within one monitor, is it a fixed size between the same resolution on two different monitors? For example, would two different monitors, set to the same resolution, be comprised of same size, same quantity pixels? I'd love some help (:

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • Lenovo IdeaPad S10-2 Review

    Lenovo unveils a lighter, slimmer netbook, with features ranging from face recognition to almost-instant-on Web and IM access. Can it compete with models offering slightly larger keyboards and slightly lower prices?

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  • CSS Issue in IE Only [closed]

    - by kel
    I can't for the life of me figure out why specifying a image as a background for a link that it would look like this for IE and look the way it should for every other browser. The top image is IE and the bottom is every other browser. Look at the text, it is supposed to have a transparent PNG behind it and I set it to repeat. Here is the URL if you want to see the code: http://flesheatingzipper.com

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  • Mapping SEO Links by Navigable Internal Structure

    In order to give visibility to a new site, the SEO link building web master must follow the codes that give the site an indexed recognition on the Internet searching sites. This is both in terms of its back links and internal links. The accessibility too of the supporting websites linked to the parent site can be very effective in getting higher pings by the search engines.

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  • How SEO Services by a SEO Company Can Boost Your Sales

    If we look at the present scenario the importance of growing your business and expanding your online brand recognition using all the strategic SEO elements available can just not be overstated. Today to be the very best at marketing the business or even the websites has to reach to its potential customers and hiring SEO companies and SEO experts is proving best method to keep track of the latest developments in search engine optimization. In this article, know how taking help of SEO services from any SEO company can actually boost up your sales.

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  • How to Conduct a Website Self Evaluation

    Site owners looking to improve recognition and performance may wish to take some time to evaluate its present level of operation. Site owners recently completing improvements may look to see how these changes have affected site performance. The question remains: Where Do I Start?

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  • Using URL Rewrite with QDIG

    - by The Official Microsoft IIS Site
    One of the applications that I like to use on my websites it the Quick Digital Image Gallery (QDIG) , which is a simple PHP-based image gallery that has just enough features to be really useful without a lot of work on my part to get it working. (Simple is always better - ;-] .) Here's a screenshot of QDIG in action with some Bing photos: (Click to enlarge photo.) The trouble is, QDIG creates some really heinous query string lines; see the URL line in the following screenshot for an example:...(read more)

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