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  • Search Engine Optimization Job

    Search Engine Optimization is also called as SEO; it is essentially part science and part arts. SEO job is to find such contents, which are most intimately matches and is the most relevant to what the person is trying to look for by using a computer.

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  • What is SEO (Search Engine Optimization)?

    SEO in its most basic form is a series of steps taken to make a web site search engine friendly and have it show up in the search engines. At a more advanced level, SEO can be implemented to allow the web site in question to rank high in the search engines, preferably in the first few positions.

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  • Better Search Engine Rankings

    For a better search engine ranking of your website there are various things that you can do, here are some ideas to get you started. Once your site is up and running you should apply to have it listed with all the search engines that you can find. You should then be looking to build up lots of links into your site.

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  • Understanding Search Engine Optimization

    Search engine optimization plays a critical role in turning your website into a tool that truly grows your business. If you are new to the online world, this article will help you understand what SEO is and how to use it to reach more people with your message.

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  • Game engine deployment strategy for the Android?

    - by Jeremy Bell
    In college, my senior project was to create a simple 2D game engine complete with a scripting language which compiled to bytecode, which was interpreted. For fun, I'd like to port the engine to android. I'm new to android development, so I'm not sure which way to go as far as deploying the engine on the phone. The easiest way I suppose would be to require the engine/interpreter to be bundled with every game that uses it. This solves any versioning issues. There are two problems with this. One: this makes each game app larger and two: I originally released the engine under the LGPL license (unfortunately), but this deployment strategy makes it difficult to conform to the rules of that license, particularly with respect to allowing users to replace the lib easily with another version. So, my other option is to somehow have the engine stand alone as an Activity or service that somehow responds to intents raised by game apps, and somehow give the engine app permissions to read the scripts and other assets to "run" the game. The user could then be able to replace the engine app with a different version (possibly one they made themselves). Is this even possible? What would you recommend? How could I handle it in a secure way?

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  • Google App Engine application instance recycling and response times...

    - by Konrad
    Hi, I posted this on GAE for Java group, but I hope to get some answers here quicker :) I decided to do some long-run performance tests on my application. I created some small client hitting app every 5-30 minutes and I run 3-5 of threads with such client. I noticed huge differenced in response times and started to investigate issue. I found reason very quick. I am experiencing same issues as described in following topics: Uneven response time between connection to server to first byte sent Application instances seem to be too aggressively recycled Getting 'Request was aborted after waiting too long to attempt to service your request.' after application idle I am using Springframework, it tkes around 18-20s to start app instance, which is causing response times to take from 1s (when requests hits running app - very rare) to 22s when fresh application is created. Is there any solution for this? I was thinking about creating most basic servlet performing critical tasks (serving API call) and leave UI as is. But then I would loose all benefits of Springframework. Is there any solution for this? After solving (hacking) numerous constrains of App Engine which I hit while developing my app that is the one I think will make me move out of App Engine... that's simply to much to all the time think how to win with GAE problems than how to solve my application problems... Any help? Regards Konrad

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  • Can I compare a template variable to an integer in App Engine templates?

    - by matt b
    Using Django templates in Google App Engine (on Python), is it possible to compare a template variable to an integer in an {% if %} block? views.py: class MyHandler(webapp.RequestHandler): def get(self): foo_list = db.GqlQuery(...) ... template_values['foos'] = foo_list template_values['foo_count'] = len(foo_list) handler.response.out.write(template.render(...)) My template: {% if foo_count == 1 %} There is one foo. {% endif %} This blows up with 'if' statement improperly formatted. What I was attempting to do in my template was build a simple if/elif/else tree to be grammatically correct to be able to state #foo_count == 0: There are no foos. #foo_count == 1: There is one foo. #else: There are {{ foos|length }} foos. Browsing the Django template documents (this link provided in the GAE documentation appears to be for versions of Django far newer than what is supported on GAE), it appears as if I can only actually use boolean operators (if in fact boolean operators are supported in this older version of Django) with strings or other template variables. Is it not possible to compare variables to integers or non-strings with Django templates? I'm sure there is an easy way to workaround this - built up the message string on the Python side rather than within the template - but this seems like such a simple operation you ought to be able to handle in a template. It sounds like I should be switching to a more advanced templating engine, but as I am new to Django (templates or any part of it), I'd just like some confirmation first.

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  • Can I compare a template variable to an integer in Django/App Engine templates?

    - by matt b
    Using Django templates in Google App Engine (on Python), is it possible to compare a template variable to an integer in an {% if %} block? views.py: class MyHandler(webapp.RequestHandler): def get(self): foo_list = db.GqlQuery(...) ... template_values['foos'] = foo_list template_values['foo_count'] = len(foo_list) handler.response.out.write(template.render(...)) My template: {% if foo_count == 1 %} There is one foo. {% endif %} This blows up with 'if' statement improperly formatted. What I was attempting to do in my template was build a simple if/elif/else tree to be grammatically correct to be able to state #foo_count == 0: There are no foos. #foo_count == 1: There is one foo. #else: There are {{ foos|length }} foos. Browsing the Django template documents (this link provided in the GAE documentation appears to be for versions of Django far newer than what is supported on GAE), it appears as if I can only actually use boolean operators (if in fact boolean operators are supported in this older version of Django) with strings or other template variables. Is it not possible to compare variables to integers or non-strings with Django templates? I'm sure there is an easy way to workaround this - built up the message string on the Python side rather than within the template - but this seems like such a simple operation you ought to be able to handle in a template. It sounds like I should be switching to a more advanced templating engine, but as I am new to Django (templates or any part of it), I'd just like some confirmation first.

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  • Wiki-fying a text using LPeg

    - by Stigma
    Long story coming up, but I'll try to keep it brief. I have many pure-text paragraphs which I extract from a system and re-output in wiki format so that the copying of said data is not such an arduous task. This all goes really well, except that there are no automatic references being generated for the 'topics' we have pages for, which end up needing to be added by reading through all the text and adding it in manually by changing Topic to [[Topic]]. First requirement: each topic is only to be made clickable once, which is the first occurrence. Otherwise, it would become a really spammy linkfest, which would detract from readability. To avoid issues with topics that start with the same words Second requirement: overlapping topic names should be handled in such a way that the most 'precise' topic gets the link, and in later occurrences, the less precise topics do not get linked, since they're likely not correct. Example: topics = { "Project", "Mary", "Mr. Moore", "Project Omega"} input = "Mary and Mr. Moore work together on Project Omega. Mr. Moore hates both Mary and Project Omega, but Mary simply loves the Project." output = function_to_be_written(input) -- "[[Mary]] and [[Mr. Moore]] work together on [[Project Omega]]. Mr. Moore hates both Mary and Project Omega, but Mary simply loves the [[Project]]." Now, I quickly figured out a simple or complicated string.gsub() could not get me what I need to satisfy the second requirement, as it provides no way to say 'Consider this match as if it did not happen - I want you to backtrack further'. I need the engine to do something akin to: input = "abc def ghi" -- Looping over the input would, in this order, match the following strings: -- 1) abc def ghi -- 2) abc def -- 3) abc -- 4) def ghi -- 5) def -- 6) ghi Once a string matches an actual topic and has not been replaced before by its wikified version, it is replaced. If this topic has been replaced by a wikified version before, don't replace, but simply continue the matching at the end of the topic. (So for a topic "abc def", it would test "ghi" next in both cases.) Thus I arrive at LPeg. I have read up on it, played with it, but it is considerably complex, and while I think I need to use lpeg.Cmt and lpeg.Cs somehow, I am unable to mix the two properly to make what I want to do work. I am refraining from posting my practice attempts as they are of miserable quality and probably more likely to confuse anyone than assist in clarifying my problem. (Why do I want to use a PEG instead of writing a triple-nested loop myself? Because I don't want to, and it is a great excuse to learn PEGs.. except that I am in over my head a bit. Unless it is not possible with LPeg, the first is not an option.)

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  • how to have publishing, blog and wiki features together?

    - by George2
    Hello everyone, I am using SharePoint 2007 Enterprise + Publishing portal template + Windows Server 2008. I want to have blog and wiki features as well as publishing portal features. Any ideas how to integrate publishing portal, blog and wiki? For integrate, I mean using the same user name and password to pass through authentication of publishing portal, blog and wiki. And should I setup 3 different site collections for publishing portal, blog and wiki (I find if I setup publishing portal site collection, I can not create blog and wiki sub-site)? thanks in advance, George

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  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • Simple Java networking game engine [on hold]

    - by Florian Peschka
    I want to create a simple java networking game and search a networking engine that eases use of sockets etc. I have already read some questions on here and the internet about java networking for games, but many of them were over 10 years old or not really answered. I have no idea whatsoever about what exactly I need to send in terms of messages, but I figured simple strings or integers will be enough for my purposes. It's basically a peer to peer game, so I don't need a centralized server structure. Messaging doesn't have to have an extremely low ping, yet of course all players need to have a synchronized view. What are the possibilities I have here?

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  • ASP.NET 4.0 meta tags and Search engine optimisation

    - by nikolaosk
    I am thinking to create a new series of posts regarding ASP.NET and SEO (Search Engine Optimisation). I am going to start with this post , talking about some new features that make our asp.net apps more SEO friendly. At the end of the day, there is no point having a great application and somehow "scare" the search engines away. This is going to be a short post so let's quickly have a look at meta keywords and ASP.NET 4.0. Meta keywords and description are important elements of a page and make it...(read more)

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  • WordPress SEO Plugins to make your Blog Search Engine Friendly

    - by Vaibhav
    WordPress is the most common blogging system in use today and its use as a CMS is also wide spread. With hundreds of millions of sites using wordpress, getting correct SEO for your WordPress based Blog or Site is very important. We get regular queries from people who want Search Engine Optimisation for their site or blog which is made using wordpress. Here is a list of 16 of the best WordPress Plug-ins That can help you achieve better rankings: All in one SEO Pack This is most popular plugin among all SEO plugins for WordPress. It is easy to use and is compatible with most of the WordPress plugins. It works as a complete package of SEO plugin – automatically generating META tags and optimizing search engines for your titles and avoiding duplicate content. You can also include META tags manually (Met title, Meta description and Met keywords) for all pages and post in your website. HeadSpace2 HeasSpace2 is available in different languages , you can manage a wide range of SEO Tasks related with meta data, you can tag your posts, Custom descriptions and titles. So your page can rank the created relevancy on Search engines and you can load different settings for different pages. Platinum SEO plugin Automatic 301 redirects permalink changes, META tags generation, avoids duplicate content, and does SEO optimization of post and page titles and a lots of other features. TGFI.net SEO WordPress Plugin It’s a modified version of all-in-one SEO Pack. It has some unique feature over All-in-one SEO plugin, It generate titles, meta descriptions and meta keywords automatically when overrides are not present. Google XML Sitemaps Sitemaps Generated by this tool are supported by  Google,  Yahoo,  Bing, and Ask. We all know Sitemaps make indexing of web pages easier for web crawlers. Crawlers can retrieve complete structure of site and more information by sitemaps. They notify all major search engines about new posts every time you create a new post. Sitemap Generator You can generate highly customizable sitemap for your WordPress page. You can choose what to show and what not to show, you can list the items in your choice of orde. It supports pages and permalinks and multi-level categories. SEO Slugs They can generate more search engine friendly URLs for your site. Slugs are filename assigned to your post , this plugin removes all  common words like ‘a’, ‘the’, ‘in’, ‘what’, ‘you’ from slug which are assigned automatically to your post. SEO Post Links This is a similar plugin to SEO Slug, it removes unnecessary keywords from slug to make it short and SEO friendly and you can fix the number of characters in your post. Automatic SEO links With this tool you can create auto linking in your post. You can use this tool for inter linking or external linking too. Just select your words, anchor text target URL nature of links ( Do fallow / No follow ). This plugin will replace the matches found in post, WP Backlinks A helpful plugin for link exchange , whenever any webmaster submits a link for link exchange, the plugin will spider webmasters site for reciprocal link, and if everything is found good , your link will be exchanged. SEO Title Tag You can optimize your Title  tags of  Word press blog through this plugin . You can also override the title tag with custom titles , mass editing and title tags for 404 pages which are the main feature of this plugin. 404 SEO plugin With this Plugin you can customize 404 page of your site; you can give customized error message and links to relevant pages of your site. Redirection A powerful plugins to manage 301 redirection and logs related with redirection, with this plugin you can track 404 errors and track the log of all redirected URLs , this plugin can redirect  post automatically when URL changes for that post. AddToAny This plugin helps your readers to share, save, email and bookmark your posts and pages. It supports more than a hundred social bookmarking , networking and sharing sites. SEO Friendly Images You can make SEO friendly images available on your site with the help of this tool. It updates images with proper titles and ALT tags. Robots Meta A plugin which prevents Search engines to index comments on your post, login and admin pages. It also allows to add tags for individual pages.

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  • The Expert Secret to Search Engine Optimization - Effective Website Optimization

    Throwing keywords into a program that shows you how popular they are and then using those keywords without doing a little bit of preliminary research and answering some very important questions can just spell disaster. There are three questions that are extremely important to ask yourself before just doing random search engine optimization. And believe it or not those three questions are not, "What are the most popular keywords for my particular website?" Those questions are much more fundamental and strategic and they can be much more important to your overall efforts in getting your site ranked on the search engines.

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  • New Survey 1.2.0 release - The open source web survey and form engine

    New Survey 1.2.0 release published today at http://survey.codeplex.com including multilanguage features and many new additions. Survey is a free web based survey and form engine toolkit for Microsoft's .net. written in asp.net and C#. The Survey project is a restart of the open source websurvey solution NSurvey. A demosite is available at http://survey.dotnetnukes.com New Survey 1.2.0 release published today at http://survey.codeplex.com including multilanguage features and many new additions.Survey...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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  • New Survey 1.2.0 release - The open source web survey and form engine

    New Survey 1.2.0 release published today at http://survey.codeplex.com including multilanguage features and many new additions. Survey is a free web based survey and form engine toolkit for Microsoft's .net. written in asp.net and C#. The Survey project is a restart of the open source websurvey solution NSurvey. A demosite is available at http://survey.dotnetnukes.com New Survey 1.2.0 release published today at http://survey.codeplex.com including multilanguage features and many new additions.Survey...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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