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  • Some Important Information About Search Engine Optimization

    Search Engine Optimization or SEO, is one of the techniques which is used to make your own WebPages more useful and comfortable for your customers by making the WebPages more understandable and transparent to Search Engines. SEO is an economical method which favors your site to get more page views by forming WebPages that rank very high in Search Engine results.

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  • Internet Search Engine Placement

    If you are in an endeavor to promote your website and online business activity transactions, you are required to have a reputable SEO placement and optimized search engine ranking to attain the targeted visitors. Search engine visibilities could open doors for all such individuals to chose and find your website amidst other related websites.

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  • How to Dramatically Improve Search Engine Rankings

    While most conventional methods seem to work well to help you optimize your site to its fullest potential, sometimes exploring some other options does wonders to your search engine rankings. Most optimizations come in with the package of keywords, the correct niche, search engine optimization and article directories etc. and are extremely competent in handling optimization process.

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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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  • 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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  • 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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  • Very basic running of drools 5, basic setup and quickstart

    - by Berlin Brown
    Is there a more comprehensive quick start for drools 5. I was attempting to run the simple Hello World .drl rule but I wanted to do it through an ant script, possibly with just javac/java: I get the following error: Note: I don't am running completely without Eclipse or any other IDE: Is there a more comprehensive quick start for drools 5. I was attempting to run the simple Hello World .drl rule but I wanted to do it through an ant script, possibly with just javac/java: I get the following error: Note: I don't am running completely without Eclipse or any other IDE: test: [java] Exception in thread "main" org.drools.RuntimeDroolsException: Unable to load d ialect 'org.drools.rule.builder.dialect.java.JavaDialectConfiguration:java:org.drools.rule .builder.dialect.java.JavaDialectConfiguration' [java] at org.drools.compiler.PackageBuilderConfiguration.addDialect(PackageBuild erConfiguration.java:274) [java] at org.drools.compiler.PackageBuilderConfiguration.buildDialectConfigurati onMap(PackageBuilderConfiguration.java:259) [java] at org.drools.compiler.PackageBuilderConfiguration.init(PackageBuilderConf iguration.java:176) [java] at org.drools.compiler.PackageBuilderConfiguration.<init>(PackageBuilderCo nfiguration.java:153) [java] at org.drools.compiler.PackageBuilder.<init>(PackageBuilder.java:242) [java] at org.drools.compiler.PackageBuilder.<init>(PackageBuilder.java:142) [java] at org.drools.builder.impl.KnowledgeBuilderProviderImpl.newKnowledgeBuilde r(KnowledgeBuilderProviderImpl.java:29) [java] at org.drools.builder.KnowledgeBuilderFactory.newKnowledgeBuilder(Knowledg eBuilderFactory.java:29) [java] at org.berlin.rpg.rules.Rules.rules(Rules.java:33) [java] at org.berlin.rpg.rules.Rules.main(Rules.java:73) [java] Caused by: java.lang.RuntimeException: The Eclipse JDT Core jar is not in the classpath [java] at org.drools.rule.builder.dialect.java.JavaDialectConfiguration.setCompil er(JavaDialectConfiguration.java:94) [java] at org.drools.rule.builder.dialect.java.JavaDialectConfiguration.init(Java DialectConfiguration.java:55) [java] at org.drools.compiler.PackageBuilderConfiguration.addDialect(PackageBuild erConfiguration.java:270) [java] ... 9 more [java] Java Result: 1 ... ... I do include the following libraries with my javac and java target: <path id="classpath"> <pathelement location="${lib.dir}" /> <pathelement location="${lib.dir}/drools-api-5.0.1.jar" /> <pathelement location="${lib.dir}/drools-compiler-5.0.1.jar" /> <pathelement location="${lib.dir}/drools-core-5.0.1.jar" /> <pathelement location="${lib.dir}/janino-2.5.15.jar" /> </path> Here is the Java code that is throwing the error. I commented out the java.compiler code, that didn't work either. public void rules() { /* final Properties properties = new Properties(); properties.setProperty( "drools.dialect.java.compiler", "JANINO" ); PackageBuilderConfiguration cfg = new PackageBuilderConfiguration( properties ); JavaDialectConfiguration javaConf = (JavaDialectConfiguration) cfg.getDialectConfiguration( "java" ); */ final KnowledgeBuilder kbuilder = KnowledgeBuilderFactory.newKnowledgeBuilder(); // this will parse and compile in one step kbuilder.add(ResourceFactory.newClassPathResource("HelloWorld.drl", Rules.class), ResourceType.DRL); // Check the builder for errors if (kbuilder.hasErrors()) { System.out.println(kbuilder.getErrors().toString()); throw new RuntimeException("Unable to compile \"HelloWorld.drl\"."); } // Get the compiled packages (which are serializable) final Collection<KnowledgePackage> pkgs = kbuilder.getKnowledgePackages(); // Add the packages to a knowledgebase (deploy the knowledge packages). final KnowledgeBase kbase = KnowledgeBaseFactory.newKnowledgeBase(); kbase.addKnowledgePackages(pkgs); final StatefulKnowledgeSession ksession = kbase.newStatefulKnowledgeSession(); ksession.setGlobal("list", new ArrayList<Object>()); ksession.addEventListener(new DebugAgendaEventListener()); ksession.addEventListener(new DebugWorkingMemoryEventListener()); // Setup the audit logging KnowledgeRuntimeLogger logger = KnowledgeRuntimeLoggerFactory.newFileLogger(ksession, "log/helloworld"); final Message message = new Message(); message.setMessage("Hello World"); message.setStatus(Message.HELLO); ksession.insert(message); ksession.fireAllRules(); logger.close(); ksession.dispose(); } ... Here I don't think Ant is relevant because I have fork set to true: <target name="test" depends="compile"> <java classname="org.berlin.rpg.rules.Rules" fork="true"> <classpath refid="classpath.rt" /> <classpath> <pathelement location="${basedir}" /> <pathelement location="${build.classes.dir}" /> </classpath> </java> </target> The error is thrown at line 1. Basically, I haven't done anything except call final KnowledgeBuilder kbuilder = KnowledgeBuilderFactory.newKnowledgeBuilder(); I am running with Windows XP, Java6, and within Ant.1.7. The most recent (as of yesterday) version 5 of Drools-Rules.

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  • How to implement "business rules" in Rails?

    - by Zabba
    What is the way to implement "business rules" in Rails? Let us say I have a car and want to sell it: car = Cars.find(24) car.sell car.sell method will check a few things: does current_user own the car? check: car.user_id == current_user.id is the car listed for sale in the sales catalog? check: car.catalogs.ids.include? car.id if all o.k. then car is marked as sold. I was thinking of creating a class called Rules: class Rules def initialize(user,car) @user = user @car = car end def can_sell_car? @car.user_id == @user.id && @car.catalogs.ids.include? @car.id end end And using it like this: def Car def sell if Rules.new(current_user,self).can_sell_car ..sell the car... else @error_message = "Cannot sell this car" nil end end end As for getting the current_user, I was thinking of storing it in a global variable? I think that whenever a controller action is called, it's always a "fresh" call right? If so then storing the current user as a global variable should not introduce any risks..(like some other user being able to access another user's details) Any insights are appreciated! UPDATE So, the global variable route is out! Thanks to PeterWong for pointing out that global variables persist! I've now thinking of using this way: class Rules def self.can_sell_car?(current_user, car) ......checks.... end end And then calling Rules.can_sell_car?(current_user,@car) from the controller action. Any thoughts on this new way?

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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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  • problems with ASA 8.4 Nat Rules for a Web Server

    - by Marko
    Having problems with the NAT RULES and Access Rules changes on my ASA5505. Want to straight replace a 5505 with a newer 5505 and unfortunately this means dealing with old version 7.2 and the newer 8.4 configurations. my old NAT RULE: static (inside,outside) WebOutside WebInside netmask 255.255.255.255 and an Access Rule of: access-list outside_access_in extended permit tcp any host WebOutside eq www these dont work in 8.4 I understand there are some changed but I can find little information that makes any sense on how to configure these. Any pointers welcomed.

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  • Setting udev rules in Linux Mint 13

    - by user1233963
    What I'm trying to do is set up a udev rule for my HP headphones (usb) with the aid of several tutorials out there. Created a file ( 90-local.rules ) in /etc/udev/rules.d and added the following: ACTION="add",SUBSYSTEM="usb", ATTR{vendor}=="Hewlett-Packard", RUN+="sh /home/alex/Scripts/usb.sh" The problem is nothing happens when I connect the headphones! What am I doing wrong? note: I did restart udev and the script works also, so it's not that

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  • Drools Rules: How can I use a method on "when" section?

    - by manoelhc
    Hi, I need to execute a method on "when" section of a DSLR file and I´m not sure if it´s possible. Example: rule "WNPRules_10" when $reminder:Reminder(source == "HMI") $user:User(isInAgeRange("30-100")==true) Reminder(clickPercentual >= 10) User(haveAtLeastOptIns("1,2,3,4") == true) then $reminder.setPriority(1);update($reminder); end (note: isInAgeRange() and haveAtLeastOptIns() are methods of User) I tried with eval() and no errors appeared, but it didn´t execute. Like this: rule "WNPRules_10" when $reminder:Reminder(source == "HMI") $user:User(eval($user.isInAgeRange("30-100")==true)) Reminder(clickPercentual >= 10) User(eval($user.haveAtLeastOptIns("1,2,3,4") == true)) then $reminder.setPriority(1);update($reminder); end How can I resolve this problem?

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  • In Drools Rules, how to use two different ArrayList objects,obj1 is used in rule 1 and obj2 used in rule2?

    - by Jenn
    I am doing ksession.insert(list) and after that I have to fire rule 1 in the drl file, then ksession.insert(list) and fire rule 2 in the drl. Could someone tell me how to achieve this. I read about agenda filters and facthandles but do not really know how to get this to work Below is some code: ArrayList list = new ArrayList(); list.add(product1); list.add(product2); list.add(product3); ksession.insert(list); ksession.fireAllRules("fire rule 1 in drl"); //remove list? ArrayList list2 = new ArrayList(); list2.add(str1); list2.add(str2); list2.add(str3); ksession.insert(list2); ksession.fireAllRules("fire rule 2 in drl");

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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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