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  • I have a large number of links on every page, for design reasons I want to keep it but is it hurting my SEO

    - by Callum Rexter
    The site is http://www.centralsaddlery.co.uk We have other issues which we are tackling in terms of content etc but the question I have is: "Is my main navigation hurting us in SEO?" Its a lot of links and it's on a lot of pages. If so - what is a way to get google to ignore links below the top level. I had thought google would see that the links are hidden by default and only shown on hover but I can't verify this at all. We absolutely want to keep the menu, our customers like it and so do we - we think it is pretty usable as we have a lot of products to look at. Any advice is appreciated (and any tips for any part of the SEO are welcome too)

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • What ports should I open for listen and/or transmit in my firewall to keep internet ok?

    - by H_7
    What are the minimum ports and services that should I allow/open for listen and/or transmit in my firewall (I am using Firestarter) to keep my internet running ok? Some talk about what services, which port uses, and why it matters should be nice too. Thanks for any advice. I have some bet to the answer 80 http 443 https 53 dns EDIT: I will just browse some sites. I have a windows virtual machine, so I ll use it too, bu t just normal navigation too. No torrents, IRC's, FLASH, etc.. Thanks for attention. hmmm... lost! Linux Mint 9 here.

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  • Declaring interface in the same file as the base class, is it a good practice?

    - by Louis Rhys
    To be interchangable and testable, normally services with logic needs to have interface, e.g. public class FooService: IFooService { ... } Design-wise, I agree with this, but one of the things that bothers me with this approach is that for one service you will need to declare two things (the class and the interface), and in our team, normally two files (one for the class and one for the interface). Another discomfort is the difficulty in navigation because using "Go to definition" in IDE (VS2010) will point to the interface (since other classes refer to the interface), not the actual class. I was thinking that writing IFooService in the same file as FooService will reduce the above weirdness. After all, IFooService and FooService are very related. Is this a good practice? Is there a good reason that IFooService must be located in its own file?

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  • Why can't I copy files to var/www/html?

    - by Alaa M.
    I copy some files, go to /var/www/html, right click, Paste isn't available. Why is that? I tried the command sudo nautilus, it opened the files navigation window, I navigated to /html, still the same problem. I also tried gksudo nautilus but it said: The program 'gksudo' is currently not installed. You can install it by typing: sudo apt-get install gksu I installed it, tried again, same problem. What should I do? edit: Figures that I was accessing the files inside a .zip directory and I shoulda extracted them first. Solved

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  • Evidence for automatic browsing - Log file analysis

    - by Nilani Algiriyage
    I'm analyzing web server logs both in Apache and IIS log formats. I want to find the evidence for automatic browsing, like web robots, spiders, bots, etc. I used python robot-detection 0.2.8 for detecting robots in my log files, but I know there may be other robots (automatic programs) which have traversed through the web site but robot-detection can not identify. So I want to ask: Are there any specific clues that can be found in log files that human users do not leave but automated software would? Do they follow a specific navigation pattern? I saw some requests for favicon.ico - does this implicate that it is a automatic browsing?. I found this article and this question with some valuable points.

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  • Verizon va lancer un réseau 4G : les autres opérateurs vont-ils devoir suivre ?

    Mise à jour du 09.03.2010 par Katleen Verizon atteint les 50Mbps avec son réseau 4G, en service à la fin de l'année Verizon vient d'annoncer que son réseau 4G LTE (Long Term Evolution) avait passé une série de tests à Boston et à Seattle (depuis août 2009), afin de définir ses performances. Ainsi, des pics de 5O Mb/s ont été atteints en téléchargement, même si dans le monde réel, les chiffres avoisineront les 5-12 Mbps pour le downlink et les 2-5 Mbps pour l'uplink. Diverses actions ont ainsi été testées et réalisées avec succès sur le réseau 4G : le streaming video, le transfert et le téléchargement de fichiers, la navigation en ligne, les appels par VoIP, etc. Le service devr...

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  • What are the advantages of OSPF vs nexthop self with iBGP?

    - by Matt Hamilton
    Assuming I have a fairly small network internally, but I have 4 routers each connected out to a different network. The routers are all sat next to each other connected via a switch. Each router uses BGP to speak to the outside networks. There is an iBGP mesh for each router to exchange the routes internally it knows about from each external network. The usual setup is to use OSPF to distribute the connected routes, as the routes via iBGP will still have the next hop set to their original value. What is the advantage of using OSPF in this scenario versus simply using 'set nexthop self' on the routes?

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  • Not able to create screenshot of when menu is active [closed]

    - by gotqn
    Possible Duplicate: Screenshot of active window doesn’t work I am using Ubuntu 12.04 and I am searching for a program that will let me to do screenshot of my menus too. Also, it will be very useful if I am able to "cut" only part of the new screenshot and save it as a new image. At this moment, when a menu is shown (for example I click on my clock and the calendar is shown) the "print screen" button is not working. This happens to with applications launchers menus in the left navigation panel. On windows I am using Gadwin Pro. Is there any alternative on Linux?

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  • Need to detect the same application open on another computer on the network. Any software around tha

    - by Joe Schmoe
    I have a time management application that I use at home quite a lot and have running most of the time. At home, I have a desktop PC and a couple of laptops scattered around the house...all networked together. Unfortunately, the application I use is not multi-user and I risk losing/corrupting data if it has been left running on one computer inadvertently while I start using it on another one in another part of the house. I use Live Mesh to automatically keep the application's database synced across the different computers and I just need some way of making sure that I don't start using the application on another computer before closing it down on the previous one. Anyone know of any Windows software that can detect if an application is running simultaneously on different computers on my network, and warn me if I am about to have two open at the same time?

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  • openGL Camera setup for Zoom in/out centered at point under cursor

    - by user3228921
    I am trying to implement a zoom in/out navigation mode in a openGL 3dViewer. I was able to implement zoom functionality centered at screen center just by moving eye towards the center in perspective mode. Now i am trying to do the zoom centered at arbitrary position under the cursor. I am unable to figure out how should i move my camera forward and backward such that point under cursor remains at the same screen coordinates after zoom in/out. Any help would be appreciated. Below are the images which show the desired effect. Just to mention, I am working in a perspective mode with eye target and up vectors to control camera. Same effect i found in google sketchup and 'zoom to mouse position' setting in blender.

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • New to iPhone Development - iOS5 Storyboard

    - by Peter
    I'm new here and pretty new to iOS development. My question is basically, should I learn the old school development methods or just learn how to do things using the latest tools (i.e. Storyboard)? I've had a go with the Storyboard feature of XCode 4.2 and it's very powerful. My only concern is that it requires iOS 5. I don't mind learning the old way of doing things but I've been having trouble finding tutorials/examples for XCode 4.2 that don't use the storyboard. An example would be the with my trouble finding a good tutorial on how to embed a Navigation Controller into a TabBarController. A lot of the material out there seems to be for older version of XCode. Using the storyboard I'm able to set this up with seconds but still haven't managed to get it working without it. So in short :) would you guys suggest I continue my project using the Storyboard or make the extra effort to do things a little more manually?

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • Adsense link units trageting better keywords?

    - by user1010609
    I have one link unit above my navigation which targets exact keywords on what my site is about, on contrary my adsense for content Leadbord and Wide Skyscraper show ads that are totally opposite from my keyword,while my ctr increased for about 10 times with link unit I noticed cpc is lower also (but that was just based on one day, today is higher). Is it so bad to completly get rid of standard content ads and put link units, because this way I earn so little for that site but I think that is because smart pricing (accidental clicks on ads that my users are not interested)? I earn in whole day with about 25-35 clicks as much as keyword tool shows for only one click,my site is first for the topic? I really don't know what to do.. Has anyone had similar situation or can give some advice?

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  • Fusion Learning Center News

    - by Richard Lefebvre
    The Fusion Learning Center portal now includes more than 1,600 learning assets. With so many assets, we have re-organized this portal slightly by introducing a new References section in the right lower corner, where we are providing quick links to the key assets. Furthermore, we have introduced a new Release Readiness section in the left navigation. Currently this points to the latest release; Release 4. We will be updating this section to also include the ability to stripe the assets by release. More to come on this later! New Assets and Uplifted Content include: The CRM Family Foundation webinar is updated to reflect the latest content CRM has also created two new Sales Positioning webinars: Contracts Solution Pitch and PRM Solution Pitch The Fusion Apps FAQ is updated - the changes can be found in the change log

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • LOD in modern games

    - by Firas Assaad
    I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about how LOD is being used in modern games. I know many games use some sort of dynamic LOD for terrain, but what about elsewhere? Level of Detail for 3D Graphics for example points out that discrete LOD (where artists prepare several models in advance) is widely used because of the performance overhead of continuous LOD. That book was published in 2002 however, and I'm wondering if things are different now. There has been some research in performing dynamic LOD using the geometry shader (this paper for example, with its implementation in ShaderX6), would that be used in a modern game? To summarize, my question is about the state of LOD in modern video games, what algorithms are used and why? In particular, is view dependent continuous simplification used or does the runtime overhead make using discrete models with proper blending and impostors a more attractive solution? If discrete models are used, is an algorithm used (e.g. vertex clustering) to generate them offline, do artists manually create the models, or perhaps a combination of both methods is used?

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  • Chrome débarque sur iPhone et sur iPad et sort de sa phase bêta sur Android

    Chrome débarque sur iPhone et iPad Et sort de sa phase bêta sur Android Alors que Mozilla travaille sur une pré-version de Firefox pour iPad, Google lui vient d'annoncer la première version de Chrome pour la tablette d'Apple, mais aussi pour l'iPhone. Pour Google, le but affiché est de pouvoir synchroniser les différentes expériences de navigation (PC et mobiles) des utilisateurs, quelques soient les marques des appareils qu'ils possèdent. Il est aussi ? et surtout ? de continuer à gagner des parts de marché en surfant sur la popularité toujours grandissante de iOS.

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • ASP.NET Menu, NavBar And Pager Performance Improvements v2010 vol 1

    Check out the improvements weve made to some of our ASP.NET controls in the DXperience v2010.1 release. We changed the rendering of our ASP.NET AJAX Menu, Navigation Pane and Pager controls. The controls now use semantic rendering combined with advanced CSS styles, which results in a dramatic decrease of HTML output, improved performance and a reduction in the servers workload. Also, several of our other ASP.NET controls like the ASPxGridView and ASPxScheduler also benefit because The primary...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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  • GeoToolkit Demo Embedded in an Application Framework via Maven

    - by Geertjan
    As a follow on to yesterday's blog entry, here's the equivalent starter application for GeoToolkit (also known as Geotk) on the NetBeans Platform, which ends up looking like this: The above is a border.shp file I found on-line, while here's a USA states shape file rendered in the application: Note that the navigation bar is also included, though that could later be migrated into the menu bar of the NetBeans Platform.  Download the Maven based NetBeans Platform application with GeoToolkit integration here: http://java.net/projects/nb-api-samples/sources/api-samples/show/versions/7.3/tutorials/geospatial/geotoolkit/MyGeospatialSystem It was quite tricky getting this sample together, parts of it, especially the installer, which creates the database, comes from the Puzzle GIS project, while the files come from on-line locations, with the JAI-related dependencies providing problems of their own. But it's definitely a starting point and you now have the basic Maven structure needed for getting started with GeoToolkit in the context of all the services and components provided by the NetBeans Platform.  Many thanks to Johann Sorel for his patience and help. 

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  • YouTube: Up & Running with Twitter Bootstrap

    - by Geertjan
    "Twitter Bootstrap is a free collection of tools for creating websites and web applications. It contains HTML and CSS-based design templates for typography, forms, buttons, navigation and other interface components, as well as optional JavaScript extensions. It is the most popular project on GitHub and has been used by NASA and MSNBC among others." (Wikipedia) Normally, when you read "getting started" instructions for Twitter Bootstrap, you're told to download various things from various sites. Then you're told to set up various folders and files, etc. What if it could be much simpler than that? Spend 7 minutes with me in this (silent) screencast and you'll see a complete development environment for developing applications with Twitter Bootstrap: Two things that could be added to the movie are the JavaScript debugger, the support for responsive design via switching between form factors in the embedded browser and Chrome with the NetBeans plugin, as well as how to convert the application to a native Android or iOS package via in-built Cordova support.

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  • Hover alternatve for touch devices [migrated]

    - by Joshua Frank
    I'm building a standard infographic where you mouse over a region and the image changes as you move. For instance, imagine a map of the world, and when you mouse over a country, that country glows and a panel shows statistics about that country. The implementation is to have a separate image for the glowing country, and a div element with the statistics, and the code shows these additional elements on a hover over the country. The question is: what should this do on a tablet, where there's no hover event? What's a good alternative navigation metaphor for this kind of situation on touch-only devices?

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