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  • WSS 3.0 to SharePoint 2010: Tips for delaying the Visual Upgrade

    - by Kelly Jones
    My most recent project has been to migrate a bunch of sites from WSS 3.0 (SharePoint 2007) to SharePoint Server 2010.  The users are currently working with WSS 3.0 and Office 2003, so the new ribbon based UI in 2010 will be completely new.  My client wants to avoid the new SharePoint 2010 look and feel until they’ve had time to train their users, so we’ve been testing the upgrades by keeping them with the 2007 user interface. Permission to perform the Visual Upgrade One of the first things we noticed was the default permissions for who was allowed to switch the UI from 2007 to 2010.  By default, site collection administrators and site owners can do this.  Since we wanted to more tightly control the timing of the new UI, I added a few lines to the PowerShell script that we are using to perform the migration.  This script creates the web application, sets the User Policy, and then does a Mount-SPDatabase to attach the old 2007 content database to the 2010 farm.  I added the following steps after the Mount-SPDatabase step: #Remove the visual upgrade option for site owners # it remains for Site Collection administrators foreach ($sc in $WebApp.Sites){ foreach ($web in $sc.AllWebs){ #Visual Upgrade permissions for the site/subsite (web) $web.UIversionConfigurationEnabled = $false; $web.Update(); } } These script steps loop through each Site Collection in a particular web application ($WebApp) and then it loops through each subsite ($web) in the Site Collection ($sc) and disables the Site Owner’s permission to perform the Visual Upgrade. This is equivalent to going to the Site Collection administrator settings page –> Visual Upgrade and selecting “Hide Visual Upgrade”. Since only IT people have Site Collection administrator privileges, this will allow IT to control the timing of the new 2010 UI rollout. Newly created subsites Our next issue was brought to our attention by SharePoint Joel’s blog post last week (http://www.sharepointjoel.com/Lists/Posts/Post.aspx?ID=524 ).  In it, he lists some updates about the 2010 upgrade, and his fourth point was one that I hadn’t seen yet: 4. If a 2007 upgraded site has not been visually upgraded, the sites created underneath it will look like 2010 sites – While this is something I’ve been aware of, I think many don’t realize how this impacts common look and feel for master pages, and how it impacts good navigation and UI. As well depending on your patch level you may see hanging behavior in the list picker. The site and list creation Silverlight control in Internet Explorer is looking for resources that don’t exist in the galleries in the 2007 site, and hence it continues to spin and spin and eventually time out. The work around is to upgrade to SP1, or use Chrome or Firefox which won’t attempt to render the Silverlight control. When the root site collection is a 2007 site and has it’s set of galleries and the children are 2010 sites there is some strange behavior linked to the way that the galleries work and pull from the parent. Our production SharePoint 2010 Farm has SP1 installed, as well as the December 2011 Cumulative Update, so I think the “hanging behavior” he mentions won’t affect us. However, since we want to control the roll out of the UI, we are concerned that new subsites will have the 2010 look and feel, no matter what the parent site has. Ok, time to dust off my developer skills. I first looked into using feature stapling, but I couldn’t get that to work (although I’m pretty sure I had everything wired up correctly).  Then I stumbled upon SharePoint 2010’s web events – a great way to handle this. Using Visual Studio 2010, I created a new SharePoint project and added a Web Event Receiver: In the Event Receiver class, I used the WebProvisioned method to check if the parent site is a 2007 site (UIVersion = 3), and if so, then set the newly created site to 2007:   /// <summary> /// A site was provisioned. /// </summary> public override void WebProvisioned(SPWebEventProperties properties) { base.WebProvisioned(properties);   try { SPWeb curweb = properties.Web;   if (curweb.ParentWeb != null) {   //check if the parent website has the 2007 look and feel if (curweb.ParentWeb.UIVersion == 3) { //since parent site has 2007 look and feel // we'll apply that look and feel to the current web curweb.UIVersion = 3; curweb.Update(); } } } catch (Exception) { //TODO: Add logging for errors } }   This event is part of a Feature that is scoped to the Site Level (Site Collection).  I added a couple of lines to my migration PowerShell script to activate the Feature for any site collections that we migrate. Plan Going Forward The plan going forward is to perform the visual upgrade after the users for a particular site collection have gone through 2010 training. If we need to do several site collections at once, we’ll use a PowerShell script to loop through each site collection to update the sites to 2010.  If it’s just one or two, we’ll be using the “Update All Sites” button on the Visual Upgrade page for Site Collection Administrators. The custom code for newly created sites won’t need to be changed, since it relies on the UI version of the parent site.  If the parent is 2010, then the new site will look 2010.

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  • Tips for achieving "continual" delivery

    - by Ben
    A team is experiencing difficulty releasing software on a frequent basis (once every week). What follows is a typical release timeline: During the iteration: Developers work on stories on the backlog on short-lived (this is enthusiastically enforced) feature branches based on the master branch. Developers frequently pull their feature branches into the integration branch, which is continually built and tested (as far as the test coverage goes) automatically. The testers have the ability to auto-deploy integration to a staging environment and this occurs multiple times per week, enabling continual running of their test suites. Every Monday: there is a release planning meeting to determine which stories are "known good" (based on the testers' work), and hence will be in the release. If there is a known issue with a story, the source branch is pulled out of integration. no new code (only bug fixes requested by the testers) may be pulled into integration on this Monday to ensure the testers have a stable codebase to cut a release from. Every Tuesday: The testers have tested the integration branch as much as they possibly can have given the time available and there are no known bugs so a release is cut and pushed out to the production nodes slowly. This sounds OK in practise, but we have found that it is incredibly difficult to achieve. The team sees the following symptoms "subtle" bugs are found on production that were not identified on the staging environment. last minute hot-fixes continue into the Tuesday. problems on the production environment require roll-backs which blocks continued development until a successful live deployment is achieved and the master branch can be updated (and hence branched from). I think test coverage, code quality, ability to regression test quickly, last minute changes and environmental differences are at play here. Can anyone offer any advice regarding how best to achieve "continual" delivery?

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  • SEO Tips and Marketing

    Just because you are number 1 today doesn't mean that you will be ranked even on the first page by the end of the year. There are many people aiming to take your spot and with SEO companies targeting your competitors for clients, you may have less time than you think.

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  • Tips On Designing A Website

    Designing a website doesn';t always depends of what you like, but what your visitors would like. Although for you, having some cool effects on your website makes you and your website unique, visitors ... [Author: Margarette Mcbride - Web Design and Development - April 13, 2010]

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  • Tips for adapting Date table to Power View forecasting #powerview #powerbi

    - by Marco Russo (SQLBI)
    During the keynote of the PASS Business Analytics Conference, Amir Netz presented the new forecasting capabilities in Power View for Office 365. I immediately tried the new feature (which was immediately available, a welcome surprise in a Microsoft announcement for a new release) and I had several issues trying to use existing data models. The forecasting has a few requirements that are not compatible with the “best practices” commonly used for a calendar table until this announcement. For example, if you have a Year-Month-Day hierarchy and you want to display a line chart aggregating data at the month level, you use a column containing month and year as a string (e.g. May 2014) sorted by a numeric column (such as 201405). Such a column cannot be used in the x-axis of a line chart for forecasting, because you need a date or numeric column. There are also other requirements and I wrote the article Prepare Data for Power View Forecasting in Power BI on SQLBI, describing how to create columns that can be used with the new forecasting capabilities in Power View for Office 365.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Keyword Optimization - 3 Tips to Drastically Improve Search Engine Performance For Free

    Keywords for anyone are the backbone to traffic, it doesn't matter where you place links, how you write articles, and how you build your pages keywords play a huge part in getting traffic to your website (and blog). More and more I receive emails regarding some new internet marketing "free traffic source" of the "best new back linking method" and all these are good and may indeed work in some situations they are somewhat redundant in others.

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  • On-Site SEO 101 - Simple Tips to Help Improve Your Website Visibility

    Search Engine Optimization (SEO) is often perceived as impossible to understand by novice website owners and creators. While it is true that any website would benefit greatly from experienced, professional SEO services, many people simply cannot afford to keep an SEO on payroll on a consistent, month-to-month basis. For people in this category, all hope is not lost.

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  • Absolute Top Programming Tips [closed]

    - by Eric
    I'm very intersted in the stuff that REALLY makes a critical difference to career in programming, other than intrinsic stuff like how smart your are, where you were born, etc... Some ideas: 1) Best approach to managing small, medium, and large teams. 2) Most important books to read. 3) Most important skills to know. 4) Correct balance of learning theory vs. just writing code. 5) A good approach to estimating time and cost of a project. 6) Etc... Please limit your answers. If you see somebody has already written your idea, please just vote for their response. I'd like to see what the community thinks are the true indicators of a successful career in our field.

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  • Tips to Choose the Ideal Domain Name

    The first step of any website creation is purchasing a domain name. Choosing a domain name is not as easy as choosing a theme for your website design. This is because an ideal domain name that is well recognized by search engine will gain more traffic to your website. More traffic means more sales. Then how to make your domain generate more organic traffic to your website? Coming up with a good domain name requires a combination of knowledge, strategy, imagination.

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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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  • Tips for / pitfalls of working on an outsourced project

    - by Arkaaito
    My company has retained an outside firm to develop an iPhone app for us. As the only internal developer with any knowledge of Objective-C, I've been assigned to develop the relevant APIs on our site, but also to do anything I can to make sure the whole thing comes together on time. Any suggestions for things I should do or things I should watch out for, particularly from those who've been down this road before?

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  • Friday Tips #6, Part 2

    - by Chris Kawalek
    Here is a question about updating Oracle VM: Question: How can I perform Oracle VM 3 server updates from Oracle VM Manager? Answer by Gregory King, Principal Best Practices Consultant, Oracle VM Product Management: Server Update Manager is a built-in feature of the Oracle VM Manager. Basically, Server Update Manager automatically configures YUM updates on all the Oracle VM Servers, pointing each to our Unbreakable Linux Network (ULN) update channel for Oracle VM. The servers periodically check with our Oracle YUM repository and notify the Oracle VM Manager that an update is available for each server. Actual server updates must be triggered by the Oracle VM administrator – they are not executed automatically. At this point, you can use the Oracle VM Manager to put a server into maintenance mode which live migrates all the running Oracle VM Guests to other Oracle VM Servers in the server pool. Once all the Oracle VM Guests have been migrated, the Oracle VM administrator can trigger the update on the server. The entire process is documented in the Installation and Upgrade Guide of Oracle VM Documentation so I won’t spend time detailing the steps. However, configuring the Server Update Manager is exceedingly simple. Simply navigate to the Tools and Resources tab in the Oracle VM Manager, select the link for Server Update Manager and ensure the following values are added to the text boxes as shown in the illustration below: YUM Base URL: http://public-yum.oracle.com/repo/OracleVM/OVM3/latest/x86_64 YUM GPG Key: file:///etc/pki/rpm-gpg/RPM-GPG-KEY-oracle Every server in the pool will be automatically configured for YUM updates once you choose the Apply button. Many thanks to Greg and Rick for providing the answers to this week's questions. If you want to ask us something, hit up Twitter and use hashtag #AskOracleVirtualization. See you next week! -Chris 

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  • Effective Website Management and Time Saving Tips

    An online store generally has good amount of products and their availability waves in and away of stock and there are products that are discarded out or leaving a dead product on your website is a gr... [Author: Alan Smith - Web Design and Development - April 23, 2010]

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  • Byte Size Tips: How to Show Google / Gmail Contacts in the OS X Contacts App

    - by The Geek
    The Contacts app on OS X isn’t very interesting, but if you can use it to display your Gmail contacts, it’ll get a little bit better. Luckily it’s pretty easy to add your Google / Gmail contacts, but you’ll have to click the mouse a few times and maybe poke at the old keyboard once or twice to type in your email address and password. It’s worth noting that if you set up Gmail in the Mail app you shouldn’t have to do this. Since we prefer Gmail in a browser, that’s why we’re writing this. Or just because we’re procrastinating the book editing that we’re supposed to be doing. Don’t judge. Start by opening the Preferences for the Contacts app by heading up to the Menu bar. Go to Accounts and then click the + sign to add a new one. Choose CardDAV for the account type, use your Gmail username and password, and put google.com as the server address. If you are using two-factor authentication, you’ll need to create a specific password for this account.    

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