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  • Why would urls submitted in google webmaster tools drop to 0?

    - by ambient
    Why would urls submitted in google webmaster tools drop to 0? It's a small site, only like 20 pages, I submitted the xml sitemap and for about a week it said 20 urls submitted. A day or so ago it indexed about 17 of the pages, but today when looking it not only says that 0 are indexed but also 0 have been submitted. I did a site search on google and found clearly that pages are indexed, is this just an error on google webmaster tools? Any help or thoughts would be appreciated. Thanks!

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  • In addition to Google's First Click Free, should you whitelist search engine bots past a paywall?

    - by tobek
    Our site has subscription-only pages - non-subscribed visitors see a snippet preview. As per Google's FCF requirements, your first 5 hits to a subscriber-only pages with .google. as the referrer, you see the full page. In addition to this, should we whitelist search engine bots so that they can index the full content? I assume this is not required for Google, which can use FCF to index our content, but what about other search engines? Is this considered cloaking? My gut says that whitelisting bots past the paywall is bad practice., but I wanted to confirm - any evidence or references would be amazing.

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  • GMap.NET shows no map

    - by Mariusz
    I'm trying to use the GMap.NET.WindowsForms control in my Windows forms application but I cannot make it show me any map. Here is what I did: I added the control to my Visual Studio's 2010 toolbox by clicking 'Choose Items...' from the toolbox's context menu and browsing for the GMap.NET.WindowsForms.dll included in the downloaded zip archive. I also added references to GMap.NET.Core.dll and System.Data.SQLite.dll in my solution. Then I put the GMapControl that appeared in the toolbox on the main form of my application and set the map type to GoogleMap. When I run my application, however, the control shows either a blue screen with a piece of text saying "We are sorry, but we don't have imagery at this zoom level for this region" or a bright screen with completely no data (when I change zoom level). Here is my code: GMapMain.MapType = MapType.GoogleMap; GMapMain.MaxZoom = 100; GMapMain.MinZoom = 0; GMapMain.Zoom = 50; GMapMain.CurrentPosition = new PointLatLng(54.6961334816182, 25.2985095977783); GMapMain.ReloadMap(); Please help. I have no idea what to do and I cannot find any information in the Internet that could help me solve the problem. Thank you very much in advance.

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  • Setting value for autocomplete search field linked to Google Places API

    - by user1653350
    I have a web page where people will be able to enter multiple destinations. When they state they want to enter a new destination, the current field values are stored in arrays. If they choose to go back to a previous destination, the relevant values are reinserted into the form fields. I am using the search field linked to autocomplete as the visible display of the destination. When I attempt to put a value into the linked search field, the value is presented as if it is a placeholder instead of a value. Enter the field and the value is removed by the onFocus() event of the Google Places autocomplete add-in. How can I reinsert the value and have it recognised as a value instead of placeholder. field definition in the form <label for="GoogleDestSrch" class="inputText">Destination: <span id="DestinationDisplay2">1</span> <span class="required"><font size="5"> * </font></span></label> <input id="GoogleDestSrch" type="text" size="50" placeholder="Please enter your destination" /> initialise code for Google Places API listener var input = document.getElementById('GoogleDestSrch'); var autocomplete = new google.maps.places.Autocomplete(input); google.maps.event.addListener(autocomplete, 'place_changed', function() { fillInAddress(); }); attempting to reinsert value into search field when prior destination reloaded form.GoogleDestSrch.value = GoogleDestSrch[index]; Issue With Google Places <script language="JavaScript" type="text/javascript"> function GotoDestination(index) { var domove = true; if (index == 0) { index = lastIndex + 1; } else { if (index == -1) { index = lastIndex - 1; if (index == 0) { index = 1; domove = false; } } } if (domove) { if (index != lastIndex) { var doc = window.document; var pdbutton = doc.getElementById("pdbutton"); var pdbutton1 = doc.getElementById("pdbutton1"); if ((index > lastIndex)) { // move to next destination saveDataF(lastIndex); loadDataF(index); lastIndex = index; } else if (index <= lastIndex) { // move to previous destination saveDataF(lastIndex); loadDataF(index); lastIndex = index; } } } } var input; var autocomplete; // fill in the Google metadata when a destination is selected function fillInAddress() { var strFullValue = ''; var strFullGeoValue = ''; var place = autocomplete.getPlace(); document.getElementById("GoogleType").value = place.types[0]; } function saveDataF(index) { var fieldValue; var blankSearch = "Please enter"; // placeholder text for Google Places fieldValue = document.getElementById("GoogleDestSrch").value; if (fieldValue.indexOf(blankSearch) > -1) { fieldValue = ""; } GoogleDestSrch[index] = fieldValue; } function loadDataF(index) { if ((GoogleDestSrch[index] + "") == "undefined") { document.getElementById("GoogleDestSrch").value = ""; } else { document.getElementById("GoogleDestSrch").value = GoogleDestSrch[index]; } } // -- Destination: 1 * Type of place // input = document.getElementById('GoogleDestSrch'); autocomplete = new google.maps.places.Autocomplete(input); google.maps.event.addListener(autocomplete, 'place_changed', function () { fillInAddress(); }); //]]

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • Google Friend Connect - Meaning of URLs

    - by shoaibmohammed
    Hello, I would like to know the meaning of the URL's provided by google for its Friend Connect. For example, in the FCAUTH, the user details can be grabbed by sending a request to the following link and a JSON encoded string will be returned http://www.google.com/friendconnect/api/people/@viewer/@self?fcauth=<some-cookie-value> Also for getting user activites, I came across a link as below http://www.google.com/friendconnect/api/activities/@owner/@friends/@app?fcauth=<cookie> What if I change the @owner to @me or @viewer , what would be the meaning and would it be valid? Example, if i change it as http://www.google.com/friendconnect/api/activities/@me/@friends/@app?fcauth=<cookie> http://www.google.com/friendconnect/api/activities/@viewer/@friends/@app?fcauth=<cookie> Also, could some one suggest me where can I get the User Profile URL for the user using the same method as above? Thankx guys

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  • Syncing google calendar with custom calendar

    - by yogsma
    I am using google calendar API to sync google calendar with our custom calendar. Right now I am trying it with a crude way by asking user if he/she wants to sync their calendar with google or not. If they say "yes" , I show them login screen where they have to enter their google user id and password and the calendar will be synced. But now when I change the month , the screen gets refreshed and all login information is lost and that changed month doesn't show up the events from google calendar. What is a best way for authentication AuthSub, OAuth or the crude way I mentioned for testing locally? I really don't know if I can use OAuth locally.

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  • Why does Google's Closure Compiler leave a few unnecessary spaces or line breaks?

    - by Bungle
    I've noticed that every time I use Google's Closure Compiler Service, it leaves a few unnecessary spaces in the compiled code presented on the right-hand side of the page. These correspond to line breaks in the hosted version of the compiled code. For example (note the line breaks, each of which seems unnecessary): http://troy.onespot.com/static/stack_overflow/closure_spaces.js To date, I've just been removing them manually, but I'm curious why they're there. Is it to limit the line length of the hosted version of the code to make it more readable? Could the compiler be smart enough to leave or insert those intentionally to maximize GZIP compression efforts? I know that they have a trivial effect on the file size, but with so much effort going into minifying every last byte in the source script, it's counterintuitive why they're there.

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  • How Should I Print Documentation from Google Code?

    - by peter.newhook
    Google does a decent job of documenting their API (like Closure http://code.google.com/closure/compiler/docs/overview.html) but I find it hard to read because it's broken into such short pages. I like to leaf through my docs and read it on paper. Has anyone found a good way to print from the documentation on Google Code. It could be a PDF, or even just a long page with lots of content. Please note, I'm not talking about the Wikis in the Open Source side of Google Code. I'm referring to the API docs published by Google.

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  • Why can't I see any data in the Google App Engine *Development* Console?

    - by willem
    I run my google app engine application in one of two ways... Directly by using the application from http://localhost:8080 Or execute unit tests from http://localhost:8080/test When I create entities by using the application directly, the data is visible in the Development Console (dataStore view). However, when I execute the unit tests... even if they succeed and I can put() and get() data, the data does not show in the dataStore view. Any idea why I can't see my data? Even though it is there? Notes: I use GAEUnit for unit tests. the data stored mostly consists of StringProperties(). I use Python and run Django on top of the GAE, don't know if that matters.

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  • Where is Google Wallet Merchant PostBack Settings

    - by kstubs
    This is part rant part question. The rant is: I am so confused with Google Wallet/Checkout/InApp/Store/blah blah blah.. And, I find it incredibly difficult to not only login but to navigate my way around. Logging in is a quest in itself, I often find myself logging into Google Wallet, but I need the Sell/Merchant site usually. Enough Rant Can someone please tell me how to find my PostBack Url setting for an InApp Google Wallet purchase verification? Right now I'm logged into wallet.google.com/merchant and I swear this setting is no where to be found. I'm looking for this equivelant: https://sandbox.google.com/checkout/inapp/merchant/settings.html Thanks, Karl..

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  • losing leading & trailing space when translated using Google Machine Translation

    - by Sourabh
    Hi , I am using google ajax based translation API like in the below example. google.load("language", "1"); function initialize() { var text = document.getElementById("text").innerHTML; google.language.detect(text, function(result) { if (!result.error && result.language) { google.language.translate(text, result.language, "en", function(result) { var translated = document.getElementById("translation"); if (result.translation) { translated.innerHTML = result.translation; } }); } }); } google.setOnLoadCallback(initialize); When I send string like " how are you? " The transaltion what I get is like "xxx xxx xxxxxxx" . the spaces in the original string are trimmed.How do I prevent it from happening ?

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  • What programming language is used to design google algorithm?

    - by AKN
    It is known that google has best searching & indexing algorithm. The also have good relevancy. They are also quicker in getting down the latest results. All that's fine. What programming language (c, c++, java, etc...) & database (oracle, MySQL, etc...) they have used in achieving this. Since they have to manipulate with volume of data quickly and effectively. Though I'm not looking for their indepth architecture (if in case violates their company policies) an overview of all such things could be useful. Anybody please add you valuable suggestions and insight on this?

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  • Google Maps API v3... non-mobile?

    - by andrhamm
    I'm trying to make a Google Maps widget for my website but all of the examples are for full-screen mobile devices. The tutorials work when I copy paste them exactly as shown but they don't seem to work when I want them to only occupy a portion of the page. From what I've read, the v3 is the best API yet (for what I need) because of its speed and compatibility with mobile devices. I plan to make a widget very similar to the MarkerClusterer example from the demo gallery but I can't get it working. Is this a common issue? I know I'm being vague but I would appreciate some help. Thanks

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  • PUT parameters not working in python / google app engine

    - by magegu
    hi, i'm working on a simple RESTful webservice with python with the webapp framework on the google app engine. Basically i'm sending all request via AJAX/jquery - for POST it works like a charm, but when I'm sending data with PUT, the parameters are empty / not processed. this is my PUT: $.ajax({ type: "PUT", url: "/boxes", data: { name: this.name, archived: this.archived }, success: function(msg){ } }); firebug saids i'm putting: Parameter application/x-www-form-urlencoded archived false name 123112323asdasd but using this python code: from google.appengine.ext import webapp from google.appengine.ext.webapp import util, template from google.appengine.ext import db from google.appengine.api.datastore_types import * from django.utils import simplejson as json import cgi import datetime class BoxHandler(webapp.RequestHandler): def post(self): #working print "test" self.response.out.write(self.request.get("name")) def put(self): print "test" #not working self.response.out.write(self.request.get("name")) will just return test Status: 200 OK Content-Type: text/html; charset=utf-8 Cache-Control: no-cache Expires: Fri, 01 Jan 1990 00:00:00 GMT Content-Length: 0 so .. hm, is there anything i'm missing here? cheers, Martin

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  • Website content hosted with Google. Good or bad?

    - by user305052
    I recently decided to host my styles.css and various scripts on Google Docs and link them into my website. I also have all my images hosted through Picasa so that they too will load much faster and consistently across users. My site has most of its traffic from Japan, Africa, and South America, so I assume there will be a performance boost for my users since my server is hosted in Hong Kong. I (in Canada) have measured my load times to be half of what they used to be. Basically it's a free CDN for my personal stuff. I'm not too sure about all of this yet, so here's my question: what are the caveats of this setup?

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  • Any Google API in perl working with OAuth

    - by Julien
    Hello, I've looked at Net::Google, and 90% of the modules use AuthSub with a mandatory login/password. The right way for a web application to interact with Google applications on behalf of a customer is to use OAuth. That way, the authentication is done by Google, and the application does not know the user's password. This is supported by Net::Google::DocumentsList for example. Are you aware of modules that can work well with Picasa and Blogger, for example, using OAuth. The current Net::Google::PicasaWeb handles read-only queries, no add/remove/update actions.

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  • Google Chrome Extensions: Launch Event (part 6)

    Google Chrome Extensions: Launch Event (part 6) Video Footage from the Google Chrome Extensions launch event on 12/09/09. Nick Baum, product manager for Google Chrome's extension system presents the gallery approval process, gives tips to extensions developers on how to make their extension successful and discusses the team's short term plans. From: GoogleDevelopers Views: 5659 17 ratings Time: 08:42 More in Science & Technology

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  • Google I/O 2010 - Optimize your site with Page Speed

    Google I/O 2010 - Optimize your site with Page Speed Google I/O 2010 - Optimize every bit of your site serving and web pages with Page Speed Tech Talks Richard Rabbat, Bryan McQuade Page Speed is an open-source Firefox/Firebug Add-on. Webmasters and web developers can use Page Speed to evaluate the performance of their web pages and to get suggestions on how to improve them. Learn about the latest rules of web development we've added, updated optimizations, go over a new refreshed UI, see how to collect data through beacons to track progress over time, cut and paste fixes, and how to work with 3rd party libraries more effectively, including Google Analytics. For all I/O 2010 sessions, please go to code.google.com/events/io/2010/sessions.html From: GoogleDevelopers Views: 6 0 ratings Time: 47:15 More in Science & Technology

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  • Google I/O 2010 - Fireside chat with the Geo team

    Google I/O 2010 - Fireside chat with the Geo team Google I/O 2010 - Fireside chat with the Geo team Fireside Chats, Geo Thor Mitchell, Peter Birch, Matt Holden, Ben Appleton, Bart Locanthi, Thatcher Ulrich Here's your opportunity to pick the brains of the people behind the Maps, Earth, and Maps Data APIs! We'll take a quick walk through the milestones of the last year, and then open it up to your questions. Don't miss your opportunity to get the straight scoop on all that's new in the world of Google Geo APIs. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 6 0 ratings Time: 51:16 More in Science & Technology

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  • Google I/O 2010 - SEO site advice from the experts

    Google I/O 2010 - SEO site advice from the experts Google I/O 2010 - SEO site advice from the experts Tech Talks Matt Cutts, Greg Grothaus, Evan Roseman A perfect opportunity to get your website reviewed by the experts in the Google Search Quality team. Attendees can get concrete search engine optimization (SEO) feedback on their own sites. We'll also answer real-life questions that affect developers when it comes to optimizing their websites for search. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 308 12 ratings Time: 01:00:38 More in Science & Technology

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  • A conversation with Paul Rademacher and Mano Marks, Google Maps API Office Hours

    A conversation with Paul Rademacher and Mano Marks, Google Maps API Office Hours This is a conversation between Paul Rademacher and Mano Marks on April 24th, 2012. Paul created the first Google Maps Mashup, housingmaps.com, and discusses his latest project, Stratocam, which allows users to find and display beautiful satellite and aerial imagery with the Google Maps API. From: GoogleDevelopers Views: 1199 11 ratings Time: 40:08 More in Science & Technology

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  • Google Developers

    Google Developers We wouldn't be where we are at Google without you, the developer community. We are working to support you better by bringing together all developer resources, programs, events, tools, and community into one place, developers.google.com. As part of this project, we're introducing a new identity, complete with a new look, to unify all of our developer offerings.Our new logo says Google Developers, and that's intentional: it reflects our focus on you, not just the tools we provide. We hope you like it. From: GoogleDevelopers Views: 27334 384 ratings Time: 01:15 More in Science & Technology

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  • Google I/O 2011: JavaScript Programming in the Large with Closure Tools

    Google I/O 2011: JavaScript Programming in the Large with Closure Tools Michael Bolin Most developers who have tinkered with JavaScript could not imagine writing 1000 lines of code in such a language, let alone 100000. Yet that is exactly what Google engineers have done using a suite of JavaScript tools named "Closure" to produce many of the most popular and sophisticated applications on the Web, such as Gmail and Google Maps. From: GoogleDevelopers Views: 4915 35 ratings Time: 57:07 More in Science & Technology

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  • Google Compute Engine Office Hours: August 22, 2012

    Google Compute Engine Office Hours: August 22, 2012 Office hours with the Google Compute Engine Team on August 22, 2012. The slides can be viewed here: goo.gl The tech talk portion of this session was about OAuth and Service Accounts, an area which the Google Compute Engine team has done a great job simplifying. From: GoogleDevelopers Views: 80 7 ratings Time: 52:42 More in Science & Technology

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