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  • Search Engine Optimization Tips For Your Blog

    No longer is Search Engine Optimization (SEO) limited to websites. This process of improving both quantity and quality of traffic is also available for your blog. It produces a natural or organic flow of search engine results and helps your blog move up in ranking. Here are some things that will help improve your SEO.

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  • Google I/O 2012 - Building Mobile App Engine Backends for Android, iOS and the Web

    Google I/O 2012 - Building Mobile App Engine Backends for Android, iOS and the Web Dan Holevoet, Christina Ilvento Mobile application development is growing at explosive rates and the best of those applications have a backend server. Find out how you can use App Engine's new feature to build powerful APIs to support mobile applications running on Android, iOS, and mobile browsers. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1783 43 ratings Time: 48:38 More in Science & Technology

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  • Search Engine Positioning

    This article covers the major issues in search engine positioning and can be used in planning and implementing an e-marketing campaign that will have a real effect in the positioning and visibility of your website. The first thing to understand in search engine positioning is that your marketing campaign does not start with Google and yahoo, but rather with your business. You need to define your business and your target market first.

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  • Simple Web Marketing, Search Engine Optimization Strategies For an Online Small Business

    There are a number of simple web marketing, search engine optimization strategies you should keep in mind when you are dealing with an online small business. Regardless of whether you are an offline small business entrepreneur with a company website or, exclusively, an online small-business entrepreneur, these are the simple web marketing, search engine optimization guidelines you ought to keep in mind.

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  • How to mimic the same fixed-size horizon as in this racing game?

    - by Aybe
    I am trying to replicate the same horizon (buildings and sky) as in the image below: As you can see, the player has advanced in a straight line, yet the horizon has still the same size: This is my attempt using 3D, while it's okay when the player is on the start line: It's not so great when the player advanced as much as in the image no. 2: This is an overview of where the horizon buildings and sky are located: Obviously this won't achieve such effect when one is close to it, so I've tried to scale up the horizon on all axes but the problem is that the buildings are too small depending where you look at them from. How can one mimic such rendering ?

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  • Material, Pass, Technique and shaders

    - by Papi75
    I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( nameInShader, valueInMaterialOrOther ); } private: Blend blendmode; ///< Alpha, Add, Multiply, … Color ambient; Color diffuse; Color specular; DrawingMode drawingMode; // Line Triangles, … Program* program; std::map<string, TexturePacket> textures; // List of textures with TexturePacket = { Texture*, vec2 offset, vec2 scale} }; How can I handle the link between the Shader and the Material? (sendToShader method) If the user want to send additionals informations to the shader (like time elapsed), how can I allow that? (User can't edit Material class) Thanks!

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  • Cheap Search Engine Optimization

    Is it really worth it to invest in search engine optimization? I am sure that you are well aware of the advantages and disadvantages of being optimized for search engine results. But just how much should one be willing to pay for being optimized?

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  • Search Engine Discussion - The Debate About the Future

    The last few years we have witnessed the Internet world being ruled by Search Engine Optimization and Search Engine Marketing. However the debate is clearly on when it comes to the future of these two concepts. There are many who believe that the next five years will go through major changes as far as the SEO concept is concerned.

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  • XNA 4.0 Point Vertex Rendering

    - by luis
    I have a buffer of about 134 million particles and a very powerful computer to render them smoothly but I am getting an error when trying to render them as primitive lines it says I cannot render more than around 1 million. I wonder how can I do this, also if is there a better way to render this other than with lines, I'm comfortable with having 1 pixel points or anything as long as the vertices are shown all the time. I'm basically just plotting the points. thanks.

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  • Google I/O 2012 - Google Compute Engine -- Technical Details

    Google I/O 2012 - Google Compute Engine -- Technical Details Joe Beda, Evan Anderson This session will provide an in depth overview of Google Compute Engine. Google Compute provides Virtual Machines optimized for large scale data processing and analytics. We will dive into the core concepts, API, unique features and architectural best practices in the context of concrete examples. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 2497 88 ratings Time: 01:01:39 More in Science & Technology

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  • Proper Link Building - The Keystroke to Better Search Engine Page Ranking

    The SEO and the SEM are the tools to get a website within the top ten ranking on the search engine result pages. The ranking on the search engine result pages is the most essential thing needed for any website to get the maximum volume of web traffic to their site. In fact the point is that it is no good to launch a website if it remains out of the sight of the internet users.

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  • Rendering output to arbitary quadrilateral

    - by Trainee4Life
    I want to render output on a device to an arbitary quadirlateral, i.e. project texture on to a quad. What are the possible ways I could implement it? Till now, I have investigated: Drawing textured quadrilateral - Quads look odd as they are composed of triangles, and the distortion looks odd. The issue I'm facing has been discussed here and here as well. Setting transformation on device - Need help in getting this implemented. Pixel shaders - Not able to implement the desired effect. Any help would be much appreciated.

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  • Simple rendering produces minor stutter

    - by Ben
    For some reason, this game loop renders the movement of a simple rectangle with no stuttering. double currTime; double prevTime = System.nanoTime() / NANO_TO_SEC; double FPSTIMER = System.nanoTime(); double maxTimeDiff = 100.0 / 1000.0; double delta = 1.0 / 60.0; int processes = 0, frames = 0; while(true){ currTime = System.nanoTime() / NANO_TO_SEC; if(currTime - prevTime > maxTimeDiff) prevTime = currTime; if(currTime >= prevTime){ process(); processes++; prevTime += delta; if(currTime < prevTime){ render(); frames++; } } else{ try{ Thread.sleep((long) (1000 * (prevTime - currTime))); } catch(Exception e){} } if(System.nanoTime() - FPSTIMER > 1000000000.0){ System.out.println("Process: " + (1000 / processes) + "ms FPS: " + (1000 / frames) + "ms"); processes = frames = 0; FPSTIMER += 1000000000.0; } } But for this game loop, I get really minor stuttering where the movement does not look smooth. long prevTime = System.currentTimeMillis(); long prevRenderTime = 0; long currRenderTime = 0; long delta = 0; long msPerTick = 1000 / 60; int frames = 0; int ticks = 0; double FPSTIMER = System.currentTimeMillis(); while (true){ long currTime = System.currentTimeMillis(); delta += (currTime - prevTime) / msPerTick; prevTime = currTime; while (delta >= 1){ ticks++; process(); delta -= 1; } prevRenderTime = System.currentTimeMillis(); render(); frames++; currRenderTime = System.currentTimeMillis(); try{ Thread.sleep((long) ((1000 / FPS) - (currRenderTime - prevRenderTime))); } catch(Exception e){} if(System.currentTimeMillis() - FPSTIMER > 1000.0){ System.out.println("Process: " + (1000.0 / ticks) + "ms FPS: " + (1000.0 / frames) + "ms"); ticks = frames = 0; FPSTIMER += 1000.0; } Is there any critical difference that I'm missing here? The one thing I noticed is that if I uncap the fps for the second game loop, the stuttering goes away. It doesn't make sense to me. Also, the second game loop came from Notch's Minicraft code with just my thread sleeping code added in.

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  • Avoiding lag when rendering Texture2D for first time

    - by Emir Lima
    I have found a similar question here, but it is about playing sounds. I am using 2048 x 2048 textures for sprite sheets and every time I call spriteBatch.Draw using a sheet for the first time in game execution, causes a considerable lag. The lag doesn't appears for the next times. Someone has faced this problem before? What can I do to overcome this? Update: I inserted a code in the end of content load routine that draws EVERY Texture2D that is loaded into ContentManager before follow to the game screen. This works well. None lag occurs when different textures are rendered over the time, EXCEPT if the IsFullScreen are changed. Apparently, changing this property makes the textures loaded in the GPU gone. Is that correct?

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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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  • Rendering transparent textures in directX

    - by Vibhore Tanwer
    I am working with a directX application with WPF, I am facing a problem with videos and images that contains transparent pixels, I have to draw a color in background an then a video/image over it. What I expect is background color should be visible while playing video only non transparent pixels should be visible but what I get is a black background behind the video. I am using following settings on device to achieve alpha blending : device.RenderState.SourceBlend = Blend.SourceAlpha; device.RenderState.DestinationBlend = Blend.InvSourceAlpha; device.RenderState.AlphaBlendEnable = true; What am I missing here? What is the best approach to handle transparent videos? Any help will be of great value to me.

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  • Rendering My Fault Message

    - by onefloridacoder
    My coworkers setup  a nice way to get the fault messages from our service layer all the way back to the client’s service proxy layer.  This is what I needed to work on this afternoon.  Through a series of trials and errors I finally figured this out. The confusion was how I was looking at the exception in the quick watch viewer.  It appeared as though the EventArgs from the service call had somehow magically been cast back to FaultException(), not FaultException<T>.  I drilled into the EventArgs object with the quick watch and I copied this code to figure out where the Fault message was hiding.  Further, when I copied this quick watch code into the IDE I got squigglies.  Poop. 1: ((System 2: .ServiceModel 3: .FaultException<UnhandledExceptionFault>)(((System.Exception)(e.Result)).InnerException)).Detail.FaultMessage I wont bore you with the details but here’s how it turned out.   EventArgs which I’m calling “e” is not the result such as some collection of items you’re expecting.  It’s actually a FaultException, or in my case FaultException<T>.  Below is the calling code and the callback to handle the expected response or the fault from the completed event. 1: public void BeginRetrieveItems(Action<ObservableCollection<Model.Widget>> FindItemsCompleteCallback, Model.WidgetLocation location) 2: { 3: var proxy = new MyServiceContractClient(); 4:  5: proxy.RetrieveWidgetsCompleted += (s, e) => FindWidgetsCompleteCallback(FindWidgetsCompleted(e)); 6:  7: RetrieveWidgetsRequest request = new RetrieveWidgetsRequest { location.Id }; 8:  9: proxy.RetrieveWidgetsAsync(request); 10: } 11:  12: private ObservableCollection<Model.Widget> FindItemsCompleted(RetrieveWidgetsCompletedEventArgs e) 13: { 14: if (e.Error is FaultException<UnhandledExceptionFault>) 15: { 16: var fault = (FaultException<UnhandledExceptionFault>)e.Error; 17: var faultDetailMessage = fault.Detail.FaultMessage; 18:  19: UIMessageControlDuJour.Show(faultDetailMessage); 20: return new ObservableCollection<BinInventoryItemCountInfo>(); 21: } 22:  23: var widgets = new ObservableCollection<Model.Widget>(); 24:  25: if (e.Result.Widgets != null) 26: { 27: e.Result.Widgets.ToList().ForEach(w => widgets.Add(this.WidgetMapper.Map(w))); 28: } 29:  30: return widgets; 31: }

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  • OpenGL - Rendering from part of an index and vertex array depending on an element count

    - by user1423893
    I'm currently drawing my shapes as lines by using a VAO and then assigning the dynamic vertices and indices each frame. // Bind VAO glBindVertexArray(m_vao); // Update the vertex buffer with the new data (Copy data into the vertex buffer object) glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); // Update the index buffer with the new data (Copy data into the index buffer object) glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof(unsigned short), indices.data(), GL_DYNAMIC_DRAW); glDrawElements(GL_LINES, numIndices, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); // Unbind VAO glBindVertexArray(0); What I would like to do is draw the lines using only part of the data stored in the index and vertex buffer objects. The vertex buffer has its vertices set from an array of defined maximum size: std::array<VertexPosition, maxVertices> m_vertices; The index buffer has its elements set from an array of defined maximum size: std::array<unsigned short, maxIndices> indices = { 0 }; A running total is kept of the number of vertices and indices needed for each draw call numVertices numIndices Can I not specify that the buffer data contain the entire array and only read from part of it when drawing? For example using the vertex buffer object glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); m_vertices.data() = Entire array is stored numVertices * sizeof(VertexPosition) = Amount of data to read from the entire array Is this not the correct way to approach this? I do not wish to use std::vector if possible.

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  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

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  • Top Search Engine Optimization Strategies to Get High Rankings in Google For Your Business Websites

    The search Engine optimization strategies are mainly used to take your website rank to top 10 position. Having a higher rank in a search engine means that your business website will receive more traffic from Google and other search engines. This will eventually also mean that you will be able to have more customers and make more money off of your business, all at no additional cost to you!

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  • Problems when rendering code on Nvidia GPU

    - by 2am
    I am following OpenGL GLSL cookbook 4.0, I have rendered a tesselated quad, as you see in the screenshot below, and i am moving Y coordinate of every vertex using a time based sin function as given in the code in the book. This program, as you see on the text in the image, runs perfectly on built in Intel HD graphics of my processor, but i have Nvidia GT 555m graphics in my laptop, (which by the way has switchable graphics) when I run the program on the graphic card, the OpenGL shader compilation fails. It fails on following instruction.. pos.y = sin.waveAmp * sin(u); giving error Error C1105 : Cannot call a non-function I know this error is coming on the sin(u) function which you see in the instruction. I am not able to understand why? When i removed sin(u) from the code, the program ran fine on Nvidia card. Its running with sin(u) fine on Intel HD 3000 graphics. Also, if you notice the program is almost unusable with intel HD 3000 graphics, I am getting only 9FPS, which is not enough. Its too much load for intel HD 3000. So, sin(X) function is not defined in the OpenGL specification given by Nvidia drivers or something else??

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