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  • Search Engine Optimization Tutorial

    A search engine optimization tutorial is nothing but a manual that educates you on how to go about the processes of search engine optimization. Though it sounds complicated, search engine optimization is not so difficult to carry out and with proper training you can do it too.

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  • Google dévoile Compute Engine, son offre IaaS pour concurrencer Amazon EC 2 et Windows Azure

    Google dévoile Compute Engine son offre IaaS pour concurrencer Amazon EC 2 et Windows Azure Le Google I/O, la conférence annuelle des développeurs Google, est riche en annonces. Après la présentation d'Android 4.1, Google Glass et autres, Google dévoile Compute Engine. Le géant de la recherche fait son entrée dans le Cloud IaaS (Infrastructure as a Service) et vient titiller Amazon avec son offre EC 2. Jusqu'ici connu dans ce domaine pour sa plateforme d'hébergement en ligne App Engine, Google étend son catalogue afin de répondre aux besoins de ses...

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  • Static GitHub powered blog engine

    - by Daniel Cazzulino
    Blog engines were the new &quot;cool thing to write&quot; after the fever of writing a new DI framework was over. It was kinda like the new &quot;hello world++&quot; example. Almost every single engine uses a database of some sort to keep posts and comments. Almost every one is not leveraging the web as a consequence ;) I was intrigued by the possibilities that a flexible and general-purpose hosting solution like Github could offer for a static blog engine: basically keeping plain markdown/HTML/razor/WLW/whatever files that through a publish/build time process generate static files that pass for a &quot;blog engine&quot;. GitHub even supports custom domain names, so why not? Such an &quot;engine&quot; would have a number of benefits: Plain CSS styling Arbitrary JavaScript Leverage the web infrastructure (caching, CDNs, etc.) ...Read full article

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  • SQLAuthority News Bookmark Deprecated Database Engine Features in SQL Server 2008

    When anybody asked me if any specific feature is available in SQL Server 2008 or if any feature will be disabled in future versions of SQL Server, I always point everybody to following list where all the deprecated database engine features are listed. Deprecated Database Engine Features in SQL Server 2008 R2 Deprecated Database Engine [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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  • Square game map rendered as sphere

    - by Roflha
    For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Would like some help in understanding rendering geometry vs textures

    - by Anon
    So I was just pondering whether it is more taxing on the GPU to render geometry or a texture. What I'm trying to see is whether there is a huge difference in rendering two scenes with the same setup: Scene 1: Example Object: A dirt road (nothing else) Geometry: Detailed road, with all the bumps, cracks and so forth done in the mesh Scene 2: Example Object: A dirt road (nothing else) Geometry: A simple mesh, in a form of a road, but in this case maps and textures are simulating cracks, bumps, etc... So of these two, which one is likely to tax the hardware more? Or is it not a like for like comparison? What would be the best way of doing something like this? Go heavy on the textures? Or have a blend of both?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Search Engine Optimization (SEO) Tips - Code Optimization

    Code optimization is a very important in making your website Search Engine Friendly. A webpage is called Search Engine Friendly when it is coded in such a way that search engines can read and understand it to the maximum. For making your Webpage Search Engine Friendly you have to keep the following factors in mind and code accordingly.

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  • Rendering scaled-down card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then: inkscape -D --export-png=QS1024.png --export-width=1024 QS.svg convert QS1024.png -filter Lanczos -sampling-factor 1x1 -resize 71x QS71.png 2) Render SVG to image of proper size at once: inkscape -D --export-png=QS71.png --export-width=71 QS.svg Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot? UPDATE: I am using Inkscape to render SVG - PNG and ImageMagick then to downsize PNG. I've tried using convert -resize with couple of filters (Lanczos/Mitchell/etc), but result was pretty much the same. Original: 71x raster:

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  • Google I/O 2010 - What's hot in Java for App Engine

    Google I/O 2010 - What's hot in Java for App Engine Google I/O 2010 - What's hot in Java for App Engine App Engine 201 Toby Reyelts, Don Schwarz Learn what's new with Java on App Engine. We'll take a whirlwind tour through the changes since last year, walk through a code sample for task queues and the new blobstore service, and demonstrate techniques for improving your application's performance. We'll top it off with a glimpse into some new features that we've planned for the year ahead. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 8 0 ratings Time: 01:02:10 More in Science & Technology

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  • Rendering order in an Entity System

    - by Daedalus
    Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for a dumb 2D RenderingSystem? I saw this discussion, and what they suggest is to do something like Z ordering - what I would probably do is just to store a "layer" int in DrawableComponent and then, inside RenderingSystem, just sort entities by mentioned "layer" whenever the entity list for RenderingSystem changes. They also say we could just delete and recreate the entity whenever we want it on the top, but it seems too inflexible to me. How is this problem usually solved?

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  • Rendering problems with Java LWJGL

    - by pangaea
    I'm new to rendering and so I don't know if I can speed up the code or that what I'm doing is bad. This is what it looks like But, if I have say 100-200 triangles everything is fine. Yet, when I get to 400 triangles it becomes very laggy. At 1,000 triangles it becomes 5fps at max. Also, when I try to close it everything becomes extremely laggy and the game breaks my computer. Is this normal? The code is here http://pastebin.com/9N6qdEbd game http://pastebin.com/fdkSrPGT mobs I haven't even adding collision detection.

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  • Google I/O 2012 - Computing Map Tiles with Go on App Engine

    Google I/O 2012 - Computing Map Tiles with Go on App Engine Chris Broadfoot, Andrew Gerrand In this talk we use the Maps API and Go on App Engine to build an app to build custom tile sets for Google Maps. The app demonstrates using Go's suitability for computation in the cloud and App Engine's key scalability features, such as Task Queues and Backends. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1170 21 ratings Time: 47:22 More in Science & Technology

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  • Search Engine Optimization Techniques - Just Try and See

    Using these outstanding search engine optimization techniques will really get you the high search engine ranking you want so bad. I would like to introduce you to the hottest search engine optimization tools that are available for the optimization of your online business. It is not important if is expensive, or cheap, or even if is free, and by the way all of them are FREE; is the fact that it is really effective and that has to be correctly used what matter most.

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

    Read the article

  • Search Engine Optimization And Other Web Services

    The SEO (Search Engine Optimization) involves an On-Page Optimization through which the different actions being done on the site so as to make the data and content presentable and relevant with a tidy and appealing display for the readers who frequently visit it to gain info on their part of interest and also for the Search Engines wanderers who want to register them. The search engine marketing Company, SEO Services renders a good quality Search Engine Optimization, also Social media optimization and many different types of marketing Solutions for the web business.

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  • Google and Semantic Search Engine Optimization (SEO)

    Semantic Search Engine Optimization is a new frontier for SEO experts who want to stay ahead of the Google curve in securing additional search engine rankings for their target search terms. 'Semantic SEO' is currently quite misunderstood in the SEO community. Once understood, the proper application of a Semantic SEO strategy for your web site (and for your clients) can pay big dividends in improving your on-page copy, page headings, anchor text and internal linking, and deliver increased site traffic for search engine queries containing alternate word meanings.

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  • Implementing a JS templating engine with current PHP project

    - by SeanWM
    I'm currently working on a PHP project and quickly realizing how useful a templating engine would help me. I have a few tables whose table rows are looped out via a PHP loop. Is it possible to use just a JS templating engine (like Handlebarsjs) to also work with these tables? For example: $arr = array('red', 'green', 'blue'); echo '<table>'; foreach($arr as $value) { echo '<tr><td>' . $value . '</td></tr>'; } echo '</table>'; Now I want to add a column via an ajax call using a JS templating engine. Is this possible? Or do I have to use a templating engine for both server side and client side?

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  • Title Tag Optimization For SEO - (Search Engine Optimization)

    In this article we have discussed the importance of the title tag in search engine optimization and further we have discussed important techniques for the title tag optimization that can get good results for search engine optimization. Title tag optimization can play a dramatic role in increasing the ranking of a web page in search engine results pages.

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  • Rendering citations and references in HTML using PHP/Perl/Python/

    - by Nick
    Is there a PHP/Perl/Python/... library for picking citations out of an HTML file and rendering a nice list of references at the bottom, like in Wikipedia? I'm developing a website with heavily-sourced content, and I'd really like to have automatically-generated lists of formatted references, like in Wikipedia. (Check out their philosophy page, and see how the superscript numbered citations interact with the references at the bottom. This is all dynamically generated, automatically ordered & linked.) They do it really well: the citations are linked to the references (which are backlinked to the citations), when you click on one of the links, the target is highlighted, etc. I'm tempted to build the site on MediaWiki just for this one feature, but it seems like overkill. Do I have any options?

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • Search Engine Optimisation - The Major Points

    Search Engine Optimisation is no easy task - in fact for many it is a long winded task that requires time and attention to detail. Search Engine Optimisation or SEO can be particularly difficult for a beginner as the search engine landscape is a vast territory, filled with competitors, who employ experts. However, a good understanding of a few concepts could get you far...

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