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Articles indexed Wednesday August 20 2014

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  • Move old website with bad SEO to other domain: redirect or start from scratch?

    - by fox_mulder
    I have an old website with very bad SEO and PR, but still with some visitors per-day. Lately I've rebuilt the app and the concept of it and I'm going to deploy everything in a new domain. I would like to not lose those old visitors but I'm wondering if redirecting that old website to my new one is going to damage the SEO in the new website. Don't know also if it deserves to make the move in the Google Webmaster Tools and Bing or better start from scratch.

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  • How to smartly optimize ads on website

    - by YardenST
    I've a content website that presents ads. Now, my team want to optimize it for a better experience for the users. (we really believe our ads are good for our users.) We are sure that every website deals with this issue and there must be some known ways and methods to deal with it, that smart people thought of before. so what i'm looking is a tested, working method to optimize ads. for example: if i was asking about optimizing my website in Google, I would expect you to answer me: learn SEO if i was asking about optimizing the use of my website: usability testing. navigation: information architecture what is the field that deals with optimizing ads?

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  • Will removing unused query string parameters negatively affect SEO?

    - by trm
    Will changing links to remove query string parameters that are no longer used have any negative impact on search engine rankings? Say I have a page about.php on my site, and all of my links to this page are of the form http://www.example.com/about.php?foo=bar and I've made some changes to the script such that the parameter foo is no longer used. I would like to remove the unused parameter from the links so the URL will look cleaner, but I am concerned that this could cause problems with SEO. Is it safe to remove ?foo=bar from my links?

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  • Does having multiple URIs mapping to the same resource help SEO?

    - by Brian Wheeler
    Let's say I have a site with products that have tags, if each resource is available at GET '/products/tagged/:tag_list/:product_permalink' Could that be better for SEO than just one permalink? For example a product tagged "tea" and "coffee" would be available at GET '/products/tagged/tea/:product_permalink' GET '/products/tagged/coffee/:product_permalink' GET '/products/tagged/tea/coffee/:product_permalink' GET '/products/tagged/coffee/tea/:product_permalink' I would imagine that google would appreciate this because it gives multiple URIs with different levels of detail about the product, but I cant really be certain. Anyone have any direct knowledge on the topic? --EDIT-- As John Conde points, this is a horrible idea. What about having the links on my site link to a route such as GET '/products/tagged/:full_tag_list/:product_permalink', and then any time a user changes tags just have a HTTP moved permanently status to the new URL. Therefore duplicate URLs would be highly unlikely and mitigated by the proper response. Would this be better?

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  • How to Stop Browser from rejecting my downloads

    - by melki0795
    I have a portfolio site where I am trying to host some of my work, so people can download my work. Some of these files include exe executables, and some are jar executables, which are run through batch. When a user tries to download my apps, it says that the file is not commonly downloaded and may be harmful, and therefore blocks the download. If I zip the folders, it still does the same thing. Any format i choose, still blocks the downloads. How can I stop chrome from doing this. Is there a way I can verify my files so they will be considered as trusted? Thanks in advance!

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  • URL rewrite from www.domain.com/sudirectory to http://domain.com/subdirectory

    - by chrizzbee
    I need a solution for the following problem: I use a CMS and want the backend only be available at http://domain.com/backend and not at http://www.domain.com/backend. How do I have to change my .htaccess file to achieve this? I already have a rewrite rule from HTTP (non-www) to www. Here's what I currently have in my .htaccess file: ## # Uncomment the following lines to add "www." to the domain: # RewriteCond %{HTTP_HOST} ^shaba-baden\.ch$ [NC] RewriteRule (.*) http://www.shaba-baden.ch/$1 [R=301,L] # # Uncomment the following lines to remove "www." from the domain: # # RewriteCond %{HTTP_HOST} ^www\.example\.com$ [NC] # RewriteRule (.*) http://example.com/$1 [R=301,L] # # Make sure to replace "example.com" with your domain name. ## So, the first bit is the redirect from HTTP to www. It works on the domain part of the URL. As explained, I need a rewrite rule from the backend login at http://www.shaba-baden.ch/contao to http://shaba-baden.ch/contao

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • How to do Cross Platform in own Engine? [on hold]

    - by Mineorbit
    At the Moment I finished the first game with my game engine(if I wanna call it like that) which is based in LWJGL. Now i'm worring if I could do crossplattforming in my engine. I build me a tool tool with a batch file to compile my project dir into an .exe . At first i'm looking to do it on Android with an comparable batch file. An link for an tutorial would be awesome! At next place there would be an renderer and audiosystem. If read that theres an OpenGL ES renderer, and I allready played a bit around with the Android SDK. But I use the Texture and Audio class in slick-util. So I thought about creating OOP classes that carry around the data and load it in an platform specific Buffer. A Link for an equaly easy-to-use Texture or Audio class would be awesome! Thats all for now! Answers would be awesome! Thanks, Mineorbit!

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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • Ease Rotate RigidBody2D toward arbitrary angle

    - by Plastic Sturgeon
    I'm trying to make a rigidbody2D circle return to an orientation after a collision. But there is a weird behavior I do not expect - it always orients to the same direction. This is what I call in FixedUpdate(): rotationdifference = -halfPI + rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); I would expect this would rotate 90 degrees (1/2 Pi Radians) off of the neutral axis. But it does not. In fact it performs exactly the same as: rotationdifference = rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); What is going on? How would I be able to set an angle I want it to ease towards, and then have it ease towards it when its not colliding with some other force?

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  • How do I convert a partially transparent image into polygons?

    - by user82779
    I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' boundaries. I can calculate them, but only given the original image's polygons. How do I get polygons of objects in a transparent image? An example object (I outlined it): How would I turn the object, knowing the scaled size of the image, into polygons? Is there an algorithm for this? I'll use OpenGL to draw them.

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • Behavior tree implementation details

    - by angryInsomniac
    I have been looking around for implementation details of behavior trees, the best descriptions I found were by Alex Champarand and some of Damian Isla's talk about AI in Halo 2 (the video of which is locked up in the GDC vault sadly). However, both descriptions fall short of helping one actually create a BT, one particular question has been bugging me for a while. When is the tree in a behavior tree evaluated? Furthermore: If the tree is in the middle of executing a sequence of actions (patrolling waypoints) and a higher priority impulse comes in (distraction sound) , how to switch to that side of the tree seamlessly without resorting to a state machine like system and if it is decided that the impulse was irrelevant (the distraction is too far away to affect this guard), how to go back to the last thing that the guard was doing ? I have quite a few questions like this and I don't wish to flood the board with separate queries so if you know of any resource where questions like these can be answered I would be very grateful.

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