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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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  • [Flex] What is new functionality 'Sparks' that appears in the Flash Builder 4 ?

    - by ignatius
    Hello, i just checking Flash Builder 4 ( i come from Flex builder 3 ), and it was painfull to see that old CSS visual editor, that it was very convenient for skinning components, has dissapear when select version 4. Also creating new project appear option between Mxml and 'Mxml+Spark'. What is this spark? Do you recommend using this? What are the strong point over tradicional CSS editing? i am a little bit confused with this. Br.

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  • SparkViewEngine, RenderAction and Areas with ASP MVC 2 Beta?!

    - by scooby37
    I just ran into trouble with the AreaDescriptionFilter of Spark using MVC 2 Beta. The following line is from my Application.spark file. It results in the view engine looking in all possible locations of the view - except in the folders of the area "Shell". # Html.RenderAction("ShowMainMenu", "Navigation", new { area = "Shell" }); Running the same action using http://localhost/Shell/Navigation/ShowMainMenu executes fine and recognizes the area's view directory as expected. Any ideas how to fix this?

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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • How to change the sorting of a view using hook_views_pre_view()?

    - by RD
    I've got the following: function view_sorter_views_pre_view(&$view) { // don't need $items if ($view->name == 'MOST_RECENT') { $insert = array(); $insert[order] = 'DESC'; //SORT ORDER $insert[id] = 'title'; $insert[table] = 'node'; $insert[field] = 'title'; $insert[override] = array(); $insert[override][button] = 'Override'; $insert[relationship] = 'none'; unset ($view->display['default']->display_options['sorts']['title']); $view->display['default']->display_options['sorts']['title'] = $insert; } } Basically, I'm just changing the sort order... but this does not appear on the view when opening it. Any idea why?

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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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  • SharpDOM, view engine for ASP.NET MVC

    Hi everyone! There is a new view engine for ASP.NET MVC platform, SharpDOM, http://sharpdom.codeplex.com. It's targeting hard coders who appreciate code-first approach a lot. This view engine combines pure HTML layout and the view logic in rather consistent manner, so that HTML layout still looks like HTML layout but it is C# code now :-) If you are interested, please, navigate to SharpDOM project on CodePlex site for more details - http://sharpdom.codeplex.com. Thanks!...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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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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  • Hierarchical View/ViewModel/Presenters in MVPVM

    - by Brian Flynn
    I've been working with MVVM for a while, but I've recently started using MVPVM and I want to know how to create hierarchial View/ViewModel/Presenter app using this pattern. In MVVM I would typically build my application using a hierarchy of Views and corresponding ViewModels e.g. I might define 3 views as follows: The View Models for these views would be as follows: public class AViewModel { public string Text { get { return "This is A!"; } } public object Child1 { get; set; } public object Child2 { get; set; } } public class BViewModel { public string Text { get { return "This is B!"; } } } public class CViewModel { public string Text { get { return "This is C!"; } } } In would then have some data templates to say that BViewModel and CViewModel should be presented using View B and View C: <DataTemplate DataType="{StaticResource local:BViewModel}"> <local:BView/> </DataTemplate> <DataTemplate DataType="{StaticResource local:CViewModel}"> <local:CView/> </DataTemplate> The final step would be to put some code in AViewModel that would assign values to Child1 and Child2: public AViewModel() { this.Child1 = new AViewModel(); this.Child2 = new BViewModel(); } The result of all this would be a screen that looks something like: Doing this in MVPVM would be fairly simple - simply moving the code in AViewModel's constructor to APresenter: public class APresenter { .... public void WireUp() { ViewModel.Child1 = new BViewModel(); ViewModel.Child2 = new CViewModel(); } } But If I want to have business logic for BViewModel and CViewModel I would need to have a BPresenter and a CPresenter - the problem is, Im not sure where the best place to put these are. I could store references to the presenter for AViewModel.Child1 and AViewModel.Child2 in APresenter i.e.: public class APresenter : IPresenter { private IPresenter child1Presenter; private IPresenter child2Presenter; public void WireUp() { child1Presenter = new BPresenter(); child1Presenter.WireUp(); child2Presenter = new CPresenter(); child2Presenter.WireUp(); ViewModel.Child1 = child1Presenter.ViewModel; ViewModel.Child2 = child2Presenter.ViewModel; } } But this solution seems inelegant compared to the MVVM approach. I have to keep track of both the presenter and the view model and ensure they stay in sync. If, for example, I wanted a button on View A, which, when clicked swapped the View's in Child1 and Child2, I might have a command that did the following: var temp = ViewModel.Child1; ViewModel.Child1 = ViewModel.Child2; ViewModel.Child2 = temp; This would work as far as swapping the view's on screen (assuming the correct Property Change notification code is in place), but now my APresenter.child1Presenter is pointing to the presenter for AViewModel.Child2, and APresenter.child2Presenter is pointing to the presenter for AViewModel.Child1. If something accesses APresenter.child1Presenter, any changes will actually happen to AViewModel.Child2. I can imagine this leading to all sorts of debugging fun. I know that I may be misunderstanding the pattern, and if this is the case a clarification of what Im doing wrong would be appreciated.

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  • Pull Request Changes, Multi-Selection in Advanced View, and Advertisement Changes

    [Do you tweet? Follow us on Twitter @matthawley and @adacole_msft] We deployed a new version of the CodePlex website today. Pull Request Changes In this release, we have begun to re-focus on Pull Requests to ensure a productive experience between the project users and developers. We feel we made significant progress in this area for this release and look forward to using your feedback to drive future iterations. One of the biggest hurdles people have indicated is the inability to see what a pull request includes without pulling the source down from a Mercurial client. With today’s changes, any user has the ability to view a pull request, the changesets / changes included, and perform an inline diff of the file. When a pull request is made, the CodePlex website will query for all outgoing changes from the fork to the main repository for a point-in-time comparison. Because of this point-in-time comparison… All existing pull requests created prior to this release will not have changesets associated with them. If new commits are pushed to the fork while a pull request is active, they will not appear associated with the pull request. The pull request will need to be re-submitted for them to appear. Once a pull request is created, you can “View the Pull Request” which takes you to a page that looks like As you may notice, we now display a lot more detailed information regarding that pull request including who it was requested by and when, the associated changesets, the description, who it’s assigned to (we’ll come back to this) and the listing of summarized file changes. What you’ll also notice, is that each modified file has the ability to view a diff of all changes made. When you click “(view diff)” for a file, an inline diff experience appears. This new experience allows you to quickly navigate through all of the modified files as well as viewing the various change blocks for each file. You’ll also notice as you browse through each file’s changes, we update the URL to include the file path so you can quickly send a direct link to a pull request’s file. Clicking “(close diff)” will bring you back to the original pull request view. View this pull request live on WikiPlex. Pull Request Review Assignment Another new feature we added for pull requests is the ability for project members to assign pull requests for review. Any project member has the ability to assign (and re-assign if needed) a pull request to a project member. Once the assignment has been made, that project member will be notified via email of the assignment. Once they complete the review of the pull request, they can either accept or deny it similarly to the previous process. Multi-Selection in Advanced View Filters One of the more recent requests we have heard from users is the ability multi-select advanced view filters for work items. We are happy to announce this is now possible. Simply control-click the multiple options for each filter item and your work item query will be refined as such. Should you happen to unselect all options for a given filter, it will automatically reset to the default option for that filter. Furthermore, the “Direct Link” URL will be updated to include the multi-selected options for each filter. Note: The “Direct Link” feature was released in our previous deployment, just never written about. It allows you to capture the current state of your query and send it to other individuals. Advertisement Changes Very recently, the advertiser (The Lounge) we partnered to provide advertising revenue for projects, or donated to charity, was acquired by Lake Quincy Media. There has been no change in the advertising platform offering, and all projects have been converted over to using the new infrastructure. Project owners should note the new contact information for getting paid. The CodePlex team values your feedback, and is frequently monitoring Twitter, our Discussions and Issue Tracker for new features or problems. If you’ve not visited the Issue Tracker recently, please take a few moments to log an idea or vote for the features you would most like to see implemented on CodePlex.

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  • What is the difference (if any) between Html.Partial(view, model) and Html.RenderPartial(view,model)

    - by Stephane
    Other than the type it returns and the fact that you call it differently of course <% Html.RenderPartial(...); %> <%= Html.Partial(...) %> If they are different, why would you call one rather than the other one? The definitions: // Type: System.Web.Mvc.Html.RenderPartialExtensions // Assembly: System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35 // Assembly location: C:\Program Files (x86)\Microsoft ASP.NET\ASP.NET MVC 2\Assemblies\System.Web.Mvc.dll using System.Web.Mvc; namespace System.Web.Mvc.Html { public static class RenderPartialExtensions { public static void RenderPartial(this HtmlHelper htmlHelper, string partialViewName); public static void RenderPartial(this HtmlHelper htmlHelper, string partialViewName, ViewDataDictionary viewData); public static void RenderPartial(this HtmlHelper htmlHelper, string partialViewName, object model); public static void RenderPartial(this HtmlHelper htmlHelper, string partialViewName, object model, ViewDataDictionary viewData); } } // Type: System.Web.Mvc.Html.PartialExtensions // Assembly: System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35 // Assembly location: C:\Program Files (x86)\Microsoft ASP.NET\ASP.NET MVC 2\Assemblies\System.Web.Mvc.dll using System.Web.Mvc; namespace System.Web.Mvc.Html { public static class PartialExtensions { public static MvcHtmlString Partial(this HtmlHelper htmlHelper, string partialViewName); public static MvcHtmlString Partial(this HtmlHelper htmlHelper, string partialViewName, ViewDataDictionary viewData); public static MvcHtmlString Partial(this HtmlHelper htmlHelper, string partialViewName, object model); public static MvcHtmlString Partial(this HtmlHelper htmlHelper, string partialViewName, object model, ViewDataDictionary viewData); } }

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  • Tree View / File View Control for C#

    - by Jason
    I have been looking for a C# tree control for displaying a file system that has the following capabilities: Select a starting directory. I don't always want to start at a "default" top directory level. The ability to grab an event when the user double clicks on a file in the tree. I want to handle opening the file within my application. I have been looking at this C# File Browser. Unfortunately, I have not been able to figure out how to do meet my second need. (If anybody can clear that up for me, I would like that even better.) Thanks for any help.

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  • Switch from a View (Login) to another View with a TabBarController

    - by Raphael
    Hi, i'm new at Iphone SDK Developing and now i need some help. I have a LoginView where the User have to authentificate his legitimacy. After he enter his Username and Passwort he click on the "Sign In" Button. Then i want to load my "Real-App". Here is the Problem because i can't switch from the LoginScreen to the TabBarController. I found many solutions but only for switching to other views. Is there a way to do it ?

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  • Capture one view and output to an other view

    - by killerapfel
    Hi, looking for an impulse, how to get that done. I know that it is possible to capture the iSight but I have no Idea how to capture the screen and output it in realtime to an other... there will be no recording, just output... would be nice if someone could give me an hint. thx in advance

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  • Asp.net mvc getting partial view inside another view folder

    - by Shawn Mclean
    I have inside a controller PostLogicController.cs public ActionResult GetCreateNormalPost() { return PartialView("CreateNormalPost", null); } CreateNormalPost is inside the folder Post (which belongs to another post controller). How do I go about returning the CreateNormalPost.ascx? My folders are structured as follows: Controllers PostController.cs PostLogicController.cs Views Post Index.aspx CreateNormalPost.ascx There is no folder for PostLogicController.

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  • How to display recently view items in iphone

    - by Pugal Devan
    Hi friends, I have created tab bar and have three views. Tab-1 --> table view and it navigates to detail table view. Tab-2 --> map view. Tab-3 --> table view.(Recent view for Tab-1 items). Now i have displayed the names in the table view in tab-1. The names are changed dynamically and displayed using XML parsing. In tab-3 is the recent view. Now i want to display the details in recent view those who visit recently in tab-1 view. I want to display only 10 items in the recent view. So i have used NSMutableArray and i have set deleagtes due to get the items in recent view from tab-1 view. How to avoid the duplicate recent items and how to remove the older items and inserts the new recent items in recent view. Here my sample code, In Recent view class, stories = [[NSMutableArray alloc] initWithCapacity:10]; items = [[NSMutableDictionary alloc] init]; NSString *preferName = [devDelegate getCurrentAuthor]; //(get name dynamically) [items setObject:preferName forKey:@"preferName"]; [stories addObject:[items copy]]; cell.textLabel.text = [[stories objectAtIndex:storyIndex] objectForKey:@"preferName"]; So please guide me to how to achieve this. Thanks.

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