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  • Web Search Engine Optimization - 3 Important Off-Page Strategies

    Trying to improve your Web search engine optimization plan? Did you know that what you are doing off your website to improve search engine optimization (SEO) is just as important as what you do directly on your website? The major search engines are just as concerned with your "off-page" tactics and behavior; and what you are doing everywhere else on the Web will definitely figure into their algorithms for search result rankings.

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  • Not index page that doesn't have relevant content?

    - by Stuck
    I have a large software website and on each application we let users add comments, reviews and so on. Each of these pages are called for example "Comments About Firefox", "Firefox Reviews" and so on. If we don't have any reviews or we for some reason KNOW that the visitor from Google would be disappointed should we add "noindex" to that page? Or should we just let Google decide if they want to rank us or not?

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  • Off Page Optimization in SEO Service

    The principal goal of Search engine marketing is to acquire your web page inside the major of search results rankings. This includes the keyword choice and optimization of those people search phrases similar with the theme and written content in the website to obtain greater standing in distinct search engines like Google and yahoo.

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  • Content Optimization For Your Web Page

    An important step when developing web pages is content optimization. Search Engine Optimization (SEO) is big business in the world of online navigation. Therefore, loading your web page with relevant keywords so a search engine will rank you in the top ten is essential.

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  • Off-Page SEO For Organic Traffic

    Off-page SEO is the most important thing of all if we are to pursue organic traffic - organic traffic being those people who find our site via a search engine search. Statistically its been shown that organic traffic converts to buyers more than any other form of traffic.

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  • Understanding Off Page Optimisation

    Many website owners who are doing their own SEO may have amazing content that is really well optimised, all the keywords in the right locations and the right amount and all live links but still have poor search engine rankings. What they sometimes miss off is "off the page optimisations".

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  • Getting Your Site on the First Page of the Search Engines Quickly

    Getting your website on the first page of a search engine results should be your main aim after creating it. No matter what subject your website deals with, you are sure to find numerous websites on the same topic. When anyone runs a search, it is important that your website features in the top three of the search results.

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  • 10 Important On Page Optimization Factors

    On page optimization plays a major role in determining your search engine rankings and the success of your SEO campaign. This should be done with utter care and accuracy so that your do not lag behind your competitors in search rankings.

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  • CrossPage PostBack in series of web pages

    - by Vishnu Reddy
    I had a requirement to pass data between pages in my application. I have a Page A where user will input some data and on submit User will be redirected to Page B where again user will enter some more data and on submitting user will be show a confirmation in Page C after doing some calculations and data saving. Following is the idea I was trying to use: PageA.aspx: <form id="frmPageA" runat="server"> <p>Name: <asp:TextBox ID="txtName" runat="server"></asp:TextBox></p> <p>Age: <asp:TextBox ID="txtAge" runat="server"></asp:TextBox></p> <p><asp:Button ID="btnPostToPageB" runat="server" Text="Post To PageB" PostBackUrl="~/PageB.aspx" /></p> </form> In Page A Codebehind file I am creating following public properties of the inputs to access in Page B: public string Name { get { return txtName.Text.ToString(); } } public int Age { get { return Convert.ToInt32(txtAge.Text); } } In PageB.aspx: using previouspage directive to access page A public properties <%@ PreviousPageType VirtualPath="~/PageA.aspx" % <form id="frmPageB" runat="server"> <asp:HiddenField ID="hfName" runat="server" /> <asp:HiddenField ID="hfAge" runat="server" /> <p><asp:RadioButtonList ID="rblGender" runat="server" TextAlign="Right" RepeatDirection="Horizontal"> <asp:ListItem Value="Female">Female</asp:ListItem> <asp:ListItem Value="Male">Male</asp:ListItem> </asp:RadioButtonList></p> <p><asp:Button ID="btnPostToPageC" runat="server" Text="Post To PageC" PostBackUrl="~/PageC.aspx" /></p> </form> In Page B Codebehind file I am creating following public properties for the inputs to access in Page C: public RadioButtonList Gender { get { return rblGender; } } public string Name { get { return _name; } } public int Age { get { return _age; } } //checking if data is posted from Page A otherwise redirecting User to Page A protected void Page_Load(object sender, EventArgs e) { if (PreviousPage != null && PreviousPage.IsCrossPagePostBack && PreviousPage.IsValid) { hfName.Value = PreviousPage.Name; hfAge.Value = PreviousPage.Age.ToString(); } else Response.Redirect("PageA.aspx"); }` in PageC.aspx: using previouspage directive to access page A public properties <%@ PreviousPageType VirtualPath="~/PageB.aspx" % <form id="frmPageC" runat="server"> <p>Name: <asp:Label ID="lblName" runat="server"></asp:Label></p> <p>Age: <asp:Label ID="lblAge" runat="server"></asp:Label></p> <p>Gender: <asp:Label ID="lblGender" runat="server"></asp:Label></p> <p><asp:Button ID="btnBack" runat="server" Text="Back" PostBackUrl="~/PageA.aspx" /></p> </form> Page C code behind file: if (PreviousPage != null && PreviousPage.IsCrossPagePostBack && PreviousPage.IsValid) { lblName.Text = PreviousPage.Name.ToString(); lblAge.Text = PreviousPage.Age.ToString(); lblGender.Text = PreviousPage.Gender.SelectedValue.ToString(); } else Response.Redirect("PageA.aspx");

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • HTML Chrome Audit Specify Image Dimensions

    - by AKRamkumar
    I just started using the chrome developer tools for some basic html websites and I used the audit tool. I had two identical images, one with the height and width attribute, and one without. On the Resources section, both the latency and the download time were identical. However, the Audit showed Specify image dimensions (1) A width and height should be specified for all images in order to speed up page display. Does this actually help? And are there any other ways to speed up page time? This is only a splash page for the website I am building and as such it is only html, no css or javascript or anything. I have already compressed the images but I want to speed up load time even more. Is there a way?

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