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  • All Link Types and SEO

    Website owners and clients alike tend to keep a close eye on forums and discussions on SEO link building, tend to have questions that about the types of links that are out there and how they are able to find acquire them. Below you will be provided information on the top 4 link types that you would want to have on your website. The natural one-way links is the one that is completely centered on good resources and content.

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  • Animate from end frame of one animation to end frame of another Unity3d/C#

    - by Timothy Williams
    So I have two legacy FBX animations; Animation A and Animation B. What I'm looking to do is to be able to fade from A to B regardless of the current frame A is on. Using animation.CrossFade() will play A in reverse until it reaches frame 0, then play B forward. What I'm looking to do is blend from the current frame of A to the end frame of B. Probably via some sort of lerp between the facial position in A and the facial position in the last frame of B. Does anyone know how I might be able to accomplish this? Either via a built in function or potentially lerping of some sort?

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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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  • Best language or tool for automating tedious manual tasks

    - by Jon Hopkins
    We all have tasks that come up from time to time that we think we'd be better off scripting or automating than doing manually. Obviously some tools or languages are better for this than others - no-one (in their right mind) is doing a one off job of cross referencing a bunch of text lists their PM has just given them in assembler for instance. What one tool or language would you recommend for the sort of general quick and dirty jobs you get asked to do where time (rather than elegance) is of the essence? Background: I'm a former programmer, now development manager PM, looking to learn a new language for fun. If I'm going to learn something for fun I'd like it to be useful and this sort of use case is the most likely to come up.

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  • Ubuntu 12.04 freezes on suspend hp folio 13

    - by Tom O'Brien
    I have ubuntu 12.04 running from a usb HDD on my hp folio 13. Everything is working, but at first the screen would only blacken when i closed the lid and didn't suspend. So, I followed this guide: https://github.com/deliciousrobots/ubuntu-hp-folio-13 after that, it sort of worked, but very unreliably. Now suspend doesn't even work and it always freeze. Usually the screen will turn black but I can still see my mouse. Sometimes my desktop background will show but the launcher wont be there or anything. Once I didn't have the menu bar on any windows or the top of the screen but the windows I had left open were still (sort of) responsive. Whats wrong? Help Thanks

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  • Order independent transparency in particle system

    - by Stepan Zastupov
    I'm writing a particle system and would like to find a trick to achieve proper alpha blending without sorting particles because: Each particle is a point sprite in a single mesh and I can't use scene graph ability to sort transparent nodes. The system node should be properly sorted, though. Particle position is computed on shader from initial velocity, acceleration and time. In order to sort the system I would have to perform all this computations on CPU, which is something I want to avoid. Sorting hundreds of particles against camera position and uploading it on GPU each frame seams to be quiet heavy operation. Alpha testing seems to be fast enough on GLES 2.0 and works fine for non-transparent but "masked" textures. Still, it's not enough for semi-transparent particles. How would you handle this?

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  • How to block FeedReader from fetching my content to their site?

    - by Wei Kai
    As you all can see from the picture below, my site's content is duplicated by FeedReader and indexed at Google. When I clicked at the FeedReader link, it uses some sort of iFrame to draw content from my site live. This forms some sort of content duplication to me, and I believe it does harm to my site. (Stackoverflow doesn't allow me to post image due to new account, pls click at the link above to see the picture, million thanks to you.) What can I do to prevent Feedreader to fetch my content to their site? I know robots.txt can perform such function, but I don't know how to do it. Any help would be much appreciated. I have also highlighted this issue to FeedReader 2 days ago, but yet to get any reply from them.

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  • APress Deal of the Day 26/Jul/2013 - Pro Windows Embedded Compact 7

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/07/26/apress-deal-of-the-day-26jul2013---pro-windows-embedded.aspxToday's $10 deal of the day from APress at http://www.apress.com/9781430241799 is Pro Windows Embedded Compact 7"This book is the natural choice for developers who want to create sophisticated small-footprint devices for both consumer and enterprise use. After significant upgrades from Microsoft, Windows Embedded Compact 7 is more powerful than ever, as you'll discover in this carefully focused deep-dive."

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  • Creating Multiple Queries for Running Objects

    - by edurdias
    Running Objects combines the power of LINQ with Metadata definition to let you leverage multiples perspectives of your queries of objects. By default, RO brings all the objects in natural order of insertion and including all the visible properties of your class. In this post, we will understand how the QueryAttribute class is structured and how to make use of it. The QueryAttribute class This class is the responsible to specify all the possible perspectives of a list of objects. In other words, is...(read more)

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  • Nautilus tags/labels/marks/emblems for directories

    - by madox2
    Is there any way how to mark folders or files with tags(or labels or whatever) in Nautilus? It would be nice to sort marked folders or files through this tags. I am familiar with emblems but I cant sort through it and its complicated to assign emblem to folder(3 clicks at least). Especially my first idea was to mark folders in my Movie directory with tags seen, not seen, must see, and so on. Then I realized it would be useful in any other workspace with any custom tags... Is there any nautilus extension for this? Or any other file manager which can do this?

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  • Are there any good programs to learn Dvorak

    - by Alvar
    Hi, How do I learn Dvorak typing in Ubuntu? I have Ubuntu 10.04 and I'm planning to learn one of the Swedish dvorak versions. It's included in ubuntu 10.04. I used to play a game called Grand Prix Tycoon on mousebreaker.com . I know it's a silly game but if you use a game of some sort you can get better so much faster. A) Is there a program that I can use to learn Dvorak? B) Is there a game of some sort to learn Dvorak? C) Is the Swedish version I linked to supported?

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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • How can I optimize my development machines files/dirs?

    - by LuxuryMode
    Like any programmer, I've got a lot of stuff on my machine. Some of that stuff is projects of my own, some are projects I'm working on for my employer, others are open-source tools and projects, etc. Currently, I have my files organized as follows: /Code --/development (things I'm sort of hacking on plus maybe libraries used in other projects) --/scala (organized by language...why? I don't know!) --/android --/ruby --/employer_name -- /mobile --/android --/ios --/open-source (basically my forks that I'm pushing commits back upstream from) --/some-awesome-oss-project --/another-awesome-one --/tools random IDE settings sprinkled in here plus some other apps As you can see, things are kind of a mess here. How can I keep things organized in some sort of coherent fashion?

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  • Real-Time Multi-User Gaming Platform

    - by Victor Engel
    I asked this question at Stack Overflow but was told it's more appropriate here, so I'm posting it again here. I'm considering developing a real-time multi-user game, and I want to gather some information about possibilities before I do some real development. I've thought about how best to ask the question, and for simplicity, the best way that occurred to me was to make an analogy to the field (or playground) game darebase. In the field game of darebase, there are two or more bases. To start, there is one team on each base. The game is a fancy game of tag. When two people meet out in the field, the person who left his base most recently timewise captures the other person. They then return to that person's base. Play continues until everyone is part of the same team. So, analogizing this to an online computer game, let's suppose there are an indefinite number of bases. When a person starts up the game, he has a team that is located at, for example, his current GPS coordinates. It could be a virtual world, but for sake of argument, let's suppose the virtual world corresponds to the player's actual GPS coordinates. The game software then consults the database to see where the closest other base is that is online, and the two teams play their game of virtual tag. Note that the user of the other base could have a different base than the one run by the current user as the closest base to him, in which case, he would be in two simultaneous battles, one with each base. When they go offline, the state of their players is saved on a server somewhere. Game logic calls for the players to have some automaton-logic of some sort, so they can fend for themselves in a limited way using basic rules, until their user goes online again. The user doesn't control the players' movements directly, but issues general directives that influence the players' movement logic. I think this analogy is good enough to frame my question. What sort of platforms are available to develop this sort of game? I've been looking at smartfoxserver, but I'm not convinced yet that it is the best option or even that it will work at all. One possibility, of course, would be to roll out my own web server, but I'd rather not do that if there is an existing service out there already that I could tap into. I will be developing for iOS devices at first. So any suggestions would be greatly appreciated. I think I need to establish the architecture first before proceeding with this project. Note that darbase is not the game I intend to implement, but, upon reflection, that might not be a bad idea either.

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  • Game Patching Mac/PC

    - by Centurion Games
    Just wondering what types of solutions are available to handle patching of PC/Mac games that don't have any sort of auto updater built into them. In windows do you just spin off some sort of new install shield for the game that includes the updated files, hope you can read a valid registry key to point to the right directory, and overwrite files? If so how does that translate over to Mac where the game is normally just distributed as straight up .app file? Is there a better approach than the above for an already released product? (Assuming direct sells, and not through a marketplace that features auto-updating like Steam.) Are there any off the shelf auto-updater type libraries that could also be easily integrated with a C/C++ code base even after a game has been shipped to make this a lot simpler, and that are cross platform? Also how do auto-updaters work with new OS's that want applications and files digitally signed?

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  • Can/should one record unstructured suggestions and feedback in an issue tracker?

    - by Ian Mackinnon
    I'd like to advocate the use of issue-tracking software within an organisation that currently does not use it. But there's one aspect of their situation for which I'm unsure of what to suggest: their projects frequently receive informal verbal feedback or casual comments in meetings or in passing from a wide group of interested parties, and all this information needs to be recorded. Most of these messages are noise, but they're vital to record and share with developers for two reasons: Good suggestions often come out of this process. It can be necessary to have evidence of clients' comments when they forget previous instructions or change their mind. Is this the sort of information that should be stored in an issue-tracking system, or kept apart in a separate solution? Are there issue-tracking systems that have particularly good support for this sort of unstructured information?

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  • First time using Ubuntu, need help with drivers!

    - by Nick
    I have just successfully built my first computer last night. I went through the boot menu and got Ubuntu 12.10 installed properly and everything. My question is...now what? There has to be some sort of drivers I need to install right? I can't connect to wi-fi or anything of that sort. I have an ASUS motherboard, model number M4N98TD EVO , and an NVIDIA Geforce GTX 650 grpahics card. I guess my main question is, can someone run me through step by step what I need to do after I install Ubuntu?

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  • Guidelines For Link Building

    If done well, link building can sky rocket your search engine page rank. Stick to natural simulation methods instead of opting for tempting shortcuts which can get your website blocked by search engines. Here are a set of guidelines that you should follow for link building:

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  • Two Simple Keys to SEO Success - Take Care of the Basics and Forget About Algorithm-Chasing

    Search engine optimization (SEO) is critical to the success of any website because it helps to improve a website's visibility in the natural search results - the end result of which should be that the optimized website experiences a sustainable boost in search referral traffic. And yet in spite of the obvious importance of SEO, the reality is that the vast majority of websites have never been exposed to even a bare-minimum level of SEO effort, meaning that they are potentially forfeiting top rankings - and the traffic that top rankings virtually guarantee - to their competitors Why do so few people bother with SEO when it is so essential to a website's success?

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  • Developing Schema Compare for Oracle (Part 6): 9i Query Performance

    - by Simon Cooper
    All throughout the EAP and beta versions of Schema Compare for Oracle, our main request was support for Oracle 9i. After releasing version 1.0 with support for 10g and 11g, our next step was then to get version 1.1 of SCfO out with support for 9i. However, there were some significant problems that we had to overcome first. This post will concentrate on query execution time. When we first tested SCfO on a 9i server, after accounting for various changes to the data dictionary, we found that database registration was taking a long time. And I mean a looooooong time. The same database that on 10g or 11g would take a couple of minutes to register would be taking upwards of 30 mins on 9i. Obviously, this is not ideal, so a poke around the query execution plans was required. As an example, let's take the table population query - the one that reads ALL_TABLES and joins it with a few other dictionary views to get us back our list of tables. On 10g, this query takes 5.6 seconds. On 9i, it takes 89.47 seconds. The difference in execution plan is even more dramatic - here's the (edited) execution plan on 10g: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 108K| 939 || 1 | SORT ORDER BY | | 108K| 939 || 2 | NESTED LOOPS OUTER | | 108K| 938 ||* 3 | HASH JOIN RIGHT OUTER | | 103K| 762 || 4 | VIEW | ALL_EXTERNAL_LOCATIONS | 2058 | 3 ||* 20 | HASH JOIN RIGHT OUTER | | 73472 | 759 || 21 | VIEW | ALL_EXTERNAL_TABLES | 2097 | 3 ||* 34 | HASH JOIN RIGHT OUTER | | 39920 | 755 || 35 | VIEW | ALL_MVIEWS | 51 | 7 || 58 | NESTED LOOPS OUTER | | 39104 | 748 || 59 | VIEW | ALL_TABLES | 6704 | 668 || 89 | VIEW PUSHED PREDICATE | ALL_TAB_COMMENTS | 2025 | 5 || 106 | VIEW | ALL_PART_TABLES | 277 | 11 |------------------------------------------------------------------------------- And the same query on 9i: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 16P| 55G|| 1 | SORT ORDER BY | | 16P| 55G|| 2 | NESTED LOOPS OUTER | | 16P| 862M|| 3 | NESTED LOOPS OUTER | | 5251G| 992K|| 4 | NESTED LOOPS OUTER | | 4243M| 2578 || 5 | NESTED LOOPS OUTER | | 2669K| 1440 ||* 6 | HASH JOIN OUTER | | 398K| 302 || 7 | VIEW | ALL_TABLES | 342K| 276 || 29 | VIEW | ALL_MVIEWS | 51 | 20 ||* 50 | VIEW PUSHED PREDICATE | ALL_TAB_COMMENTS | 2043 | ||* 66 | VIEW PUSHED PREDICATE | ALL_EXTERNAL_TABLES | 1777K| ||* 80 | VIEW PUSHED PREDICATE | ALL_EXTERNAL_LOCATIONS | 1744K| ||* 96 | VIEW | ALL_PART_TABLES | 852K| |------------------------------------------------------------------------------- Have a look at the cost column. 10g's overall query cost is 939, and 9i is 55,000,000,000 (or more precisely, 55,496,472,769). It's also having to process far more data. What on earth could be causing this huge difference in query cost? After trawling through the '10g New Features' documentation, we found item 1.9.2.21. Before 10g, Oracle advised that you do not collect statistics on data dictionary objects. From 10g, it advised that you do collect statistics on the data dictionary; for our queries, Oracle therefore knows what sort of data is in the dictionary tables, and so can generate an efficient execution plan. On 9i, no statistics are present on the system tables, so Oracle has to use the Rule Based Optimizer, which turns most LEFT JOINs into nested loops. If we force 9i to use hash joins, like 10g, we get a much better plan: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 7587K| 3704 || 1 | SORT ORDER BY | | 7587K| 3704 ||* 2 | HASH JOIN OUTER | | 7587K| 822 ||* 3 | HASH JOIN OUTER | | 5262K| 616 ||* 4 | HASH JOIN OUTER | | 2980K| 465 ||* 5 | HASH JOIN OUTER | | 710K| 432 ||* 6 | HASH JOIN OUTER | | 398K| 302 || 7 | VIEW | ALL_TABLES | 342K| 276 || 29 | VIEW | ALL_MVIEWS | 51 | 20 || 50 | VIEW | ALL_PART_TABLES | 852K| 104 || 78 | VIEW | ALL_TAB_COMMENTS | 2043 | 14 || 93 | VIEW | ALL_EXTERNAL_LOCATIONS | 1744K| 31 || 106 | VIEW | ALL_EXTERNAL_TABLES | 1777K| 28 |------------------------------------------------------------------------------- That's much more like it. This drops the execution time down to 24 seconds. Not as good as 10g, but still an improvement. There are still several problems with this, however. 10g introduced a new join method - a right outer hash join (used in the first execution plan). The 9i query optimizer doesn't have this option available, so forcing a hash join means it has to hash the ALL_TABLES table, and furthermore re-hash it for every hash join in the execution plan; this could be thousands and thousands of rows. And although forcing hash joins somewhat alleviates this problem on our test systems, there's no guarantee that this will improve the execution time on customers' systems; it may even increase the time it takes (say, if all their tables are partitioned, or they've got a lot of materialized views). Ideally, we would want a solution that provides a speedup whatever the input. To try and get some ideas, we asked some oracle performance specialists to see if they had any ideas or tips. Their recommendation was to add a hidden hook into the product that allowed users to specify their own query hints, or even rewrite the queries entirely. However, we would prefer not to take that approach; as well as a lot of new infrastructure & a rewrite of the population code, it would have meant that any users of 9i would have to spend some time optimizing it to get it working on their system before they could use the product. Another approach was needed. All our population queries have a very specific pattern - a base table provides most of the information we need (ALL_TABLES for tables, or ALL_TAB_COLS for columns) and we do a left join to extra subsidiary tables that fill in gaps (for instance, ALL_PART_TABLES for partition information). All the left joins use the same set of columns to join on (typically the object owner & name), so we could re-use the hash information for each join, rather than re-hashing the same columns for every join. To allow us to do this, along with various other performance improvements that could be done for the specific query pattern we were using, we read all the tables individually and do a hash join on the client. Fortunately, this 'pure' algorithmic problem is the kind that can be very well optimized for expected real-world situations; as well as storing row data we're not using in the hash key on disk, we use very specific memory-efficient data structures to store all the information we need. This allows us to achieve a database population time that is as fast as on 10g, and even (in some situations) slightly faster, and a memory overhead of roughly 150 bytes per row of data in the result set (for schemas with 10,000 tables in that means an extra 1.4MB memory being used during population). Next: fun with the 9i dictionary views.

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  • Lightning whip particle effects

    - by Fibericon
    I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the player moves. I know how to use the editor, and I have particle effects working in game. However, I'm completely lost as to where I should start for this specific particle effect. Perhaps if I could find the code for it in a different particle engine, I could convert it, but I can't seem to find that either. What I did find was a lot of tutorials for creating the lines associated with lightning programmatically, which doesn't help in this case because I don't want it to be rigid. Perhaps it would be more like some sort of laser beam with crackling effects around it? I'm running into a wall as far as even beginning to implement this goes.

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  • what knowledge would I need to make a good simulation games

    - by Skeith
    I have an idea for a game like theme park but don't know how simulation games are made. I am not some noob on his first game so I appreciated constructive answers instead of "its hard, don't do it". What I want is to know how simulation game mechanics are put together. I figure it would be heaver on the AI than normal games and not knowing much about AI would like to know some programming techniques I should look into for this style game. specific techniques please not just a book on ai. what sort of architecture would be used? I guess it would have some sort of probability engine with pre designed events that are triggered based on the AI state. Would it use a FSM or be purely event driven ? Any information on how a sims game functions would be cool.

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