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  • Search Engine Optimization Terms

    By the time you complete this multiple lesson tutorial, you'll know just what it takes to score top search engine positions for your Web sites. You'll understand how search engines crawl the Web, how they rank Web sites, and how they find previously undiscovered sites. You'll master the important HTML tags that are your key to getting your sites on a search engine's radar, and you'll see why it's important to amass as many potential keywords as possible.

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  • How to Check Search Engine Ranking - 2 Methods

    There are four primary traffic routes leading to your website: direct visit, website referral, paid advertisement referral and search engine referral. A search engine referral means that your site came up high enough on the rankings of a search site like Google or Bing for someone to see your site and click on the link.

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  • Search Engine Optimization For Your Business

    We are living in the world of competition. As a businessman, you have to do an initiative that will make your business grow. With this, it is important to know about search engine optimization to make your site stand out in the search engine.

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  • Recommended Search Engine Optimization Techniques For Internet Marketers

    Search engine optimization or SEO is an area that many small businesses find intimidating. As a business owner with a website, you probably receive unsolicited offers to improve your search engine rankings. While there is nothing wrong with using a reputable SEO professional to get your site ranked highly, there are many simple things that can be done up front to maximize your ranking without paying someone.

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  • BRE (Business Rules Engine) Data Services is out...!!!

    - by Vishal
    A few months ago we at Tellago had open sourced the BizTalk Data Services. We were meanwhile working on other artifacts which comes along with BizTalk Server like the “Business Rules Engine”.  We are happy to announce the first version of BRE Data Services. BRE Data Services is a same concept which we covered through BTS Data Services, providing a RESTFul OData – based API to interact with the Business Rules Engine via HTTP using ATOM Publishing Protocol or JSON as the encoding mechanism.   In the first version release, we mainly focused on the browsing, querying and searching BRE artifacts via a RESTFul interface. Also along with that we provide the functionality to execute Business Rules by inserting the Facts for policies via the IUpdatable implementation of WCF Data Services.   The BRE Data Services API provides a lightweight interface for managing Business Rules Engine artifacts such as Policies, Rules, Vocabularies, Conditions, Actions, Facts etc. The following are some examples which details some of the available features in the current version of the API.   Basic Querying: Querying BRE Policies http://localhost/BREDataServices/BREMananagementService.svc/Policies Querying BRE Rules http://localhost/BREDataServices/BREMananagementService.svc/Rules Querying BRE Vocabularies http://localhost/BREDataServices/BREMananagementService.svc/Vocabularies   Navigation: The BRE Data Services API also leverages WCF Data Services to enable navigation across related different BRE objects. Querying a specific Policy http://localhost/BREDataServices/BREMananagementService.svc/Policies(‘PolicyName’) Querying a specific Rule http://localhost/BREDataServices/BREMananagementService.svc/Rules(‘RuleName’) Querying all Rules under a Policy http://localhost/BREDataServices/BREMananagementService.svc/Policies('PolicyName')/Rules Querying all Facts under a Policy http://localhost/BREDataServices/BREMananagementService.svc/Policies('PolicyName')/Facts Querying all Actions for a specific Rule http://localhost/BREDataServices/BREMananagementService.svc/Rules('RuleName')/Actions Querying all Conditions for a specific Rule http://localhost/BREDataServices/BREMananagementService.svc/Rules('RuleName')/Actions Querying a specific Vocabulary: http://localhost/BREDataServices/BREMananagementService.svc/Vocabularies('VocabName')   Implementation: With the BRE Data Services, we also provide the functionality of executing a particular policy via HTTP. There are couple of ways you can do that though the API.   Ø First is though Service Operations feature of WCF Data Services in which you can execute the Facts by passing them in the URL itself. This is a very simple implementations of the executing the policies due to the limitations & restrictions (only primitive types of input parameters which can be passed) currently of the Service Operations of the WCF Data Services. Below is a code sample.                Below is a traced Request/Response message.                                 Ø Second is through the IUpdatable Interface of WCF Data Services. In this method, you can first query the rule which you want to execute and then inserts Facts for that particular Rules and finally when you perform the SaveChanges() call for the IUpdatable Interface API, it executes the policy with the facts which you inserted at runtime. Below is a sample of client side code. Due to the limitations of current version of WCF Data Services where there is no way you can return back the updates happening on the service side back to the client via the SaveChanges() method. Here we are executing the rule passing a serialized XML as Facts and there is no changes made to any data where we can query back to fetch the changes. This is overcome though the first way to executing the policies which is by executing it as a Service Operation call.     This actually generates a AtomPub message shown as below:   POST /Tellago.BRE.REST.ServiceHost/BREMananagementService.svc/$batch HTTP/1.1 User-Agent: Microsoft ADO.NET Data Services DataServiceVersion: 1.0;NetFx MaxDataServiceVersion: 2.0;NetFx Accept: application/atom+xml,application/xml Accept-Charset: UTF-8 Content-Type: multipart/mixed; boundary=batch_6b9a5ced-5ecb-4585-940a-9d5e704c28c7 Host: localhost:8080 Content-Length: 1481 Expect: 100-continue   --batch_6b9a5ced-5ecb-4585-940a-9d5e704c28c7 Content-Type: multipart/mixed; boundary=changeset_184a8c59-a714-4ba9-bb3d-889a88fe24bf   --changeset_184a8c59-a714-4ba9-bb3d-889a88fe24bf Content-Type: application/http Content-Transfer-Encoding: binary   MERGE http://localhost:8080/Tellago.BRE.REST.ServiceHost/BREMananagementService.svc/Facts('TestPolicy') HTTP/1.1 Content-ID: 4 Content-Type: application/atom+xml;type=entry Content-Length: 927   <?xml version="1.0" encoding="utf-8" standalone="yes"?> <entry xmlns:d="http://schemas.microsoft.com/ado/2007/08/dataservices" xmlns:m="http://schemas.microsoft.com/ado/2007/08/dataservices/metadata" font-size: x-small"http://www.w3.org/2005/Atom">   <category scheme="http://schemas.microsoft.com/ado/2007/08/dataservices/scheme" term="Tellago.BRE.REST.Resources.Fact" />   <title />   <author>     <name />   </author>   <updated>2011-01-31T20:09:15.0023982Z</updated>   <id>http://localhost:8080/Tellago.BRE.REST.ServiceHost/BREMananagementService.svc/Facts('TestPolicy')</id>   <content type="application/xml">     <m:properties>       <d:FactInstance>&lt;ns0:LoanStatus xmlns:ns0="http://tellago.com"&gt;&lt;Age&gt;10&lt;/Age&gt;&lt;Status&gt;true&lt;/Status&gt;&lt;/ns0:LoanStatus&gt;</d:FactInstance>       <d:FactType>TestSchema</d:FactType>       <d:ID>TestPolicy</d:ID>     </m:properties>   </content> </entry> --changeset_184a8c59-a714-4ba9-bb3d-889a88fe24bf-- --batch_6b9a5ced-5ecb-4585-940a-9d5e704c28c7—     Installation: The installation of the BRE Data Services is pretty straight forward. ·         Create a new IIS website say BREDataServices. ·         Download the SourceCode from TellagoCodeplex and copy the content from Tellago.BRE.REST.ServiceHost to the physical location of the above created website.     ·         The appPool account running the website should have admin access to the BizTalkRuleEngineDb database. ·         TheRight click the BREManagementService.svc in the IIS ContentView for the website and wala..     Conclusion: The BRE Data Services API is an experiment intended to bring the capabilities of RESTful/OData based services to the Traditional BTS/BRE Solutions. The future releases will target on technologies like BAM, ESB Toolkit. This version has been tested with various version of BizTalk Server and we have uploaded the source code to our Tellago's DevLabs workspace at Codeplex. I hope you guys enjoy this release. Keep an eye on our new releases @ Tellago Codeplex. We are working on various other Biztalk Artifacts like BAM, ESB Toolkit.     Till than happy BizzRuling…!!!     Thanks,   Vishal Mody

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  • What is the Rule of Thumb on Exposing Encapsulated Class Methods

    - by javamonkey79
    Consider the following analogy: If we have a class: "Car" we might expect it to have an instance of "Engine" in it. As in: "The car HAS-A engine". Similarly, in the "Engine" class we would expect an instance of "Starting System" or "Cooling System" which each have their appropriate sub-components. By the nature of encapsulation, is it not true that the car "HAS-A" "radiator hose" in it as well as the engine? Therefore, is it appropriate OO to do something like this: public class Car { private Engine _engine; public Engine getEngine() { return _engine; } // is it ok to use 'convenience' methods of inner classes? // are the following 2 methods "wrong" from an OO point of view? public RadiatorHose getRadiatorHose() { return getCoolingSystem().getRadiatorHose(); } public CoolingSystem getCoolingSystem() { return _engine.getCoolingSystem(); } } public class Engine { private CoolingSystem _coolingSystem; public CoolingSystem getCoolingSystem() { return _coolingSystem; } } public class CoolingSystem { private RadiatorHose _radiatorHose; public RadiatorHose getRadiatorHose() { return _radiatorHose; } } public class RadiatorHose {//... }

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • Rewrite rule truncate file name

    - by Valerio Cicero
    I search online for the solution, but nothing :(. I write this simple rule RewriteRule ^(.*)$ http://www.mysite.com/$1 [P,NE,QSA,L] In mysite.it i have an .htaccess with this rule and it's ok, but if i have a link "http://www.mysite.it/public/file name.html" the server point to "http://www.mysite.it/public/file" I try many solution but i can't solve. I try this and many shades of... RewriteRule ^(.*)(%20)(.*)$ "http://www.mysite.com/$1$3" [P,NE,QSA,L] Thanks!

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  • Set HTTP condition for redirect rule

    - by Török Gábor
    A have a redirect rule in my .htaccess that forwards agent from A.html to B.html using the following pattern: Redirect 301 /A.html http://mysite.com/B.html Since the Redirect directive requires to set the target host, is it possible to let this rule prevail only on a specific host? I have both a test and deploy domain, and only want it on the deploy domain. I can set HTTP conditions for Rewrite rules, but how can I for HTTP Redirects?

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  • Iptables rule creation error: No chain/target/match by that name

    - by MikO
    I'm trying to create my first VPN on a VPS with CentOS 6, following this tutorial. When I have to create an iptables rule to allow proper routing of VPN subnet, with this command: iptables -t nat -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE It throws this error: iptables: No chain/target/match by that name I was searching and I've found that this error is usually thrown when you misspell something, but as far as I understand, the rule is correct...

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  • Outlook 2010 Auto Responder Rule Not Working (Error)

    - by Obie
    In Outlook 2010 on Windows 7 I've created a template to use as an auto responder and I set a rule to respond using the template if my name is in the "to line". Upon receiving any message the rule reports an error but gives no explanation of what the error is. My goal here is simply to make an auto responder, if there is a simpler way/workaround I would love any help getting the to work as I am leaving town very shortly.

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  • Reverse a .htaccess redirection rule

    - by Aahan Krish
    Let me explain by example. Say, I have this redirection rule in my .htaccess file: RedirectMatch 301 ^/([^/]+)/([^/]+)/$ http://www.example.com/$2 What it basically does is, redirect http://www.mysite.com/sports/test-post/ to http://www.mysite.com/test-post/. Now, how do I modify the .htaccess rule to do the opposite? (i.e. redirect http://www.mysite.com/test-post/ to http://www.mysite.com/sports/test-post/)

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  • isa 2006 blocks outgoing traffic with no rule specified

    - by codesnik
    I've created a rule near the top, allowing all outgoing traffic from "All Users" from specified IP range to external network. However, connections are blocked sometimes for no apparent reason. For example, one attempt to ssh to an external server would fail, and another immediatelly after that - won't. to the same server! logging shows thoose failed connections as denied, but "rule" column is blank. any suggestions?

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  • Postrouting rule in NAT table

    - by codingfreak
    Hi I have a strange question regarding NAT using iptables. When I do SNAT in a postrouting chain in NAT table at the end of the rule should I give -J ACCEPT? I see counters on the postrouting rule getting incremented but no packet leaving the machine. So does it mean the packet is DROPPED automatically?

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  • Outlook 2010 Auto Responder Rule Not Working (Error)

    - by Obie
    In Outlook 2010 on Windows 7 I've created a template to use as an auto responder and I set a rule to respond using the template if my name is in the "to line". Upon recieving any message the rule reports an error but gives no explination of what the error is. My goal here is simply to make an auto responder, if there is a simpler way/workaround I would love any help getting the to work as I am leaving town very shortly. Thank you!

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  • Move Items per rule after they are one day old

    - by Jeff F.
    I'm not even sure if this is possible with Outlook's current rule set but I thought I'd ask. I'd like emails that meet certain characteristics to automatically be moved from my inbox after they are a day old. I get a lot of notification emails that I end up having to remove the next day manually since I get new ones to replace them each day. So a rule would be like: If the email is from [email protected] and older then 1 day move to already read folder.

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  • Does sphider can be a search engine for intranet ?

    - by garcon1986
    Hello, Sphinx is a kind of search engine but it should be installed on the server. But i can't install it on the server, so i have to find another solution. Actually, i have tested sphider in a small site. But when I want to integrate it in my intranet, it doesn't work. The error code: 1. Retrieving: http://localhost/XXX at 16:44:20. Updated Link To http://localhost/XXX Size of page: 1.54kb. Starting indexing at 16:44:20. Page contains less than 10 words Links found: 1. New links: 1 2. Retrieving: http://localhost/XXX.php at 16:44:20. Unreachable: http 404 Links found: 0. New links: 0 Anyone has ideas? Thanks

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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

    - by pinaldave
    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 Features in SQL Server 2008 This list is quite helpful and everybody should refer it once. This list has many important details. For example, it suggests “80 compatibility level and upgrade from version 80.” will not be supported in next version of SQL Server. If you are using SQL Server 2000 still today (by any chance) you will be not able to upgrade that to next version of SQL Server directly. It is very important to note that if you are using any feature of SQL Server in compatibility mode and if you find them in the list above. You need to start working on the replacement suggested in article. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Bookmark, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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