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Articles indexed Monday November 28 2011

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  • Link-building tips? [closed]

    - by RD01
    Possible Duplicate: What is a good way to get many inbound links to your site? I'm probably taking a huge chance here, but I've become a bit desperate. We've paid many a dollar to companies to help push up our page rank, but with no results. I myself have tried everything. Page Rank got up to 5, and now it seems to have gone down to 4. Any advice, even if you point me to an AFFORDABLE and RELIABLE company, I would really appreciate it?

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  • To change url to user friendly url

    - by German
    I'm re-factoring my asp.net application from asp.net 3.5 to 4.0. Also I'm changing url to user friendly url. Example /product.aspx?id=100 to /product-name/100 All my pages indexed by search engines and the site already 6 years online. I'm planning to do 301 redirect from old pages to new one. I want to make sure I won't loose the rank and traffic. Any suggestion how to do it properly?

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  • Hosting rails sites; vps or shared, and how much ram? [closed]

    - by raphael_turtle
    Possible Duplicate: How to find web hosting that meets my requirements? I have 3 rails sites to launch, all of which are fairly small and consisting of a custom cms, one with an online store, and 2 sinatra sites which are mainly static, portfolio sites. What would be the best way to host these sites (I've deployed on dreamhost shared before and some vps's) Is it best to manage them together under one vps? e.g linode $20/m (for the cheapest option, 512mb and would that even be enough ram?) or keep each rails site separate and host each one on a small vps? e.g $4/m (there's often lots of deals like this on webhostingtalk) I'm currently hosting the sinatra sites for free on heroku but finding it a bit slow sometimes.

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  • http-equiv=content-language alternative - the way of specifying document language

    - by tugberk
    Lots of web sites uses following meta tag to specify the default language of the document: <meta http-equiv="content-language" content="es-ES"> When I go to w3c site: http://www.w3.org/TR/2011/WD-html-markup-20110113/meta.http-equiv.content-language.html#meta.http-equiv.content-language I get this: Using the meta element to specify the document-wide default language is obsolete. Consider specifying the language on the root element instead. What is the way of specifying document language now?

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  • Issue with div image size [migrated]

    - by nextyear
    I hope this helps explain the issue I am having I have recently designed a horizontal scrolling portfolio for a client, the rights and wrongs of horizontal web design, is a sligtly seperate topic but alas the client wanted something different. Im having a real issue with the bottom div though As the monitor size is reduced its creating the browser scroll bar down the side as the div image is overlapping the monitor size. Wouldnt be such a huge issue but because of the nature of the horizontal site its producing a diagional scrolling effect. Is there away to prevent the screen expanding from the actual monitor size using css or anyother solution? I'm probably staring at the answer as I type but brain doesnt seem to be working unfortunately.

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  • How to make google get to know my domain name [closed]

    - by Milosh Belter
    Possible Duplicate: I cannot see my website in google I have a strange problem with my website. I have a website, let's say Abcdefg.com. Website is live for 2 months and google still doesn't know it. While searching for my domain name 'abcdefg', google displays results for similar phrase (abcdef) but not fot mine. How to make google get to know my domain name? Website and sitemaps have been submitted via Google Webmaster Tools.

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • How do walls affect lighting?

    - by Milkboat
    I have been trying to implement a simple form of lighting in my 2D game. In the screenshot, I don't think it looks very good, kind of just plastered over the top of the map. How would the wall effect how the lighting is displayed? Just looking for tips on how to make my lighting look a bit better. Right now I gave each tile a light value and I change that depending on if there is a light source near by. I don't take in account if there are any objects near by. Screenshot:

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  • Mouse pointer position to screen space

    - by Ylisar
    If I have a mouse pointer position in pixels of canvas, I can easily convert it to the -1..1 range for both X & Y by lerping by dividing with canvas dimensions. However, the problem is what I should put in Z & W if I want my screen space position to be on the near plane? The step afterwards would be for me to multiply by the inverse of view-projection to take me to world space, where I easily can construct a ray from the cameras world space position.

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  • Handling player/background movements in 2D games

    - by lukeluke
    Suppose you have your animated character controlled by the player and a 2D world (like the old 2D side-scrolling games). When the user press right on the keyboard, the background is moved to the right. If the path is always horizontal, this is simple to do (incrementation/decrementation of the x-coordinate). But suppose that the path is instead a polygonal chain. My questions are: How do you move the background? How do you move the background if the game objects are managed with a physics engine like box2D?

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  • Getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provides a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? Use mipmaps and simply read the pixel on the 1x1 level. Again the question of accuracy and if it is even possible using non-power-of-two textures. The problem wit these approaches is, that the pipeline gets stalled which results in major performance issues. Therefore, I'm looking for a more performant way to accomplish my goal. Using the EXT_OCCLUSION_QUERY_BOOLEAN extension Apple introduced EXT_OCCLUSION_QUERY_BOOLEAN in iOS 5.0 for iPad 2. "4.1.6 Occlusion Queries Occlusion queries use query objects to track the number of fragments or samples that pass the depth test. An occlusion query can be started and finished by calling BeginQueryEXT and EndQueryEXT, respectively, with a target of ANY_SAMPLES_PASSED_EXT or ANY_SAMPLES_PASSED_CONSERVATIVE_EXT. When an occlusion query is started with the target ANY_SAMPLES_PASSED_EXT, the samples-boolean state maintained by the GL is set to FALSE. While that occlusion query is active, the samples-boolean state is set to TRUE if any fragment or sample passes the depth test. When the occlusion query finishes, the samples-boolean state of FALSE or TRUE is written to the corresponding query object as the query result value, and the query result for that object is marked as available. If the target of the query is ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, an implementation may choose to use a less precise version of the test which can additionally set the samples-boolean state to TRUE in some other implementation dependent cases." The first sentence hints on a behavior which is exactly what I'm looking for: getting the number of pixels which passed the depth test in an asynchronous manner without much performance loss. However, the rest of the document describes only how to get boolean results. Is it possible to exploit this extension to get the pixel count? Does the hardware support it so that there may be hidden API to get access to the pixel count? Other extensions which could be exploitable would be debugging features like the number of times the fragment shader was invoked (PSInvocations in DirectX - not sure if something simila is available in OpenGL ES). However, this would also result in a pipeline stall.

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  • Cocos2d: carom like game

    - by Raj
    Now I am working on carrom like game using cocos2d+Box2d. I set world gravity(0,0), want gravity in z - axis. I set following value for coin striker body: Coin body: density = 20.0f; friction = 0.4f; restitution = 0.6f; Shape Circle with radius - 15/PTM_RATIO Striker body: density = 25.0f; friction = 0.6f; restitution = 0.3f; Shape Circle with radius - 15/PTM_RATIO Output is not smooth, when I apply ApplyLinearImpulse(force,position); Coin movement looks like floating in air....takes too much time to stop... Which value of coin and striker makes it look like real carom?

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