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  • Natural Search Engine Optimization - Don't "Game the System" Or You Will Get Banned!

    When focusing on natural search engine optimization, it is important that you keep the process "white hat." You see, when it comes to SEO, there are basically three schools of thought: White hat, Gray hat, and Black hat. As you can probably infer, white hat is following the rules, gray hat is a little in between, and black hat is going against parameters that Google and other major search engines have set for ethical SEO practices.

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  • Search Engine Optimization - All You Need to Know About SEO and Why You Need It?

    'Search Engine Optimization' (SEO), in itself is a self explanatory statement, it is more than just keywords. The word 'optimize' means to make the best or most effective use of the available resource or a situation. SEO is the process which helps in the improvement of the traffic caused to the web site from various search engines. The basic concept of SEO is to choose targeted keyword phrases related to a site, and ensuring that the site places well, when those keyword phrases are part of a Web search.

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  • Why is Article Marketing One of the Best Search Engine Optimization Techniques?

    Search engine optimization is a tool that is used in order to help people to improve the rankings of their website when it comes to different search results on the Internet. The better your search engine organisation, the more likely it will be that you will generate much higher streams of traffic to your website, and therefore you will be able to achieve more sales, and therefore more wealth. When it comes to SEO techniques that you might consider using there are loads of ways of going about this.

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  • What WordPress Plugins Do I Need For Search Engine Optimization?

    By itself WordPress is a wonderful format, it is already search engine friendly and easy to use. But we all want more traffic which is why we need the help of search engines. With search engine optimization you make your website even more appealing and search engine friendly. This means search engines will like referring you and your blog.

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  • What Can Search Engine Optimization Do For Your Business?

    When you are first jumping into the business world it can be a bit confusing. There are many things that you need to learn. One of the first things is how to generate clients and sales. In order to do that you need to draw people to your website. The best way to do this is with search engine optimization.

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  • How Does Link Building Help in SEO (Search Engine Optimization) Rankings?

    Search engine optimization (SEO) is a widely used marketing tool to increase awareness of a particular company. Online businesses can range from small scale companies to large scale companies. Companies want to make sure that they can get their products or services to as many people that they can reach. The internet is one such tool that is used, and proven to be quite effective.

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  • reduce image size in bytes without resize and quality lose in c#

    - by SR Dusad
    Hi I m using C#.NET 4.0 I have an jpeg image and i want to reduce its size in bytes .I don't want to change the image size in manner of height and width and not want to lose image quality.Some bit of reduce quality is not an issue. I try to make it a thumbnail image but it reduce the size according to height and width. I can't found any solution. Any type help will be appreciated..

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  • Genetic algorithms

    - by daniels
    I'm trying to implement a genetic algorithm that will calculate the minimum of the Rastrigin functon and I'm having some issues. I need to represent the chromosome as a binary string and as the Rastrigin's function takes a list of numbers as a parameter, how can decode the chromosome to a list of numbers? Also the Rastrigin's wants the elements in the list to be -5.12<=x(i)<=5.12 what happens if when i generate the chromosome it will produce number not in that interval? I'm new to this so help and explanation that will aid me in understanding will be highly appreciated. Thanks.

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  • What is an Efficient algorithm to find Area of Overlapping Rectangles

    - by namenlos
    My situation Input: a set of rectangles each rect is comprised of 4 doubles like this: (x0,y0,x1,y1) they are not "rotated" at any angle, all they are "normal" rectangles that go "up/down" and "left/right" with respect to the screen they are randomly placed - they may be touching at the edges, overlapping , or not have any contact I will have several hundred rectangles this is implemented in C# I need to find The area that is formed by their overlap - all the area in the canvas that more than one rectangle "covers" (for example with two rectangles, it would be the intersection) I don't need the geometry of the overlap - just the area (example: 4 sq inches) Overlaps shouldn't be counted multiple times - so for example imagine 3 rects that have the same size and position - they are right on top of each other - this area should be counted once (not three times) Example The image below contains thre rectangles: A,B,C A and B overlap (as indicated by dashes) B and C overlap (as indicated by dashes) What I am looking for is the area where the dashes are shown - AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA--------------BBB AAAAAAAAAAAAAAAA--------------BBB AAAAAAAAAAAAAAAA--------------BBB AAAAAAAAAAAAAAAA--------------BBB BBBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBB BBBBBB-----------CCCCCCCC BBBBBB-----------CCCCCCCC BBBBBB-----------CCCCCCCC CCCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCCC

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  • Design approach, string table data, variables, stl memory usage

    - by howieh
    I have an old structure class like this: typedef vector<vector<string>> VARTYPE_T; which works as a single variable. This variable can hold from one value over a list to data like a table. Most values are long,double, string or double [3] for coordinates (x,y,z). I just convert them as needed. The variables are managed in a map like this : map<string,VARTYPE_T *> where the string holds the variable name. Sure, they are wrapped in classes. Also i have a tree of nodes, where each node can hold one of these variablemaps. Using VS 2008 SP1 for this, i detect a lot of memory fragmentation. Checking against the stlport, stlport seemed to be faster (20% ) and uses lesser memory (30%, for my test cases). So the question is: What is the best implementation to solve this requirement with fast an properly used memory ? Should i write an own allocator like a pool allocator. How would you do this ? Thanks in advance, Howie

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  • optimizing iPhone OpenGL ES fill rate

    - by NateS
    I have an Open GL ES game on the iPhone. My framerate is pretty sucky, ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G, it shows: Renderer Utilization: 95% to 99% Tiler Utilization: ~27% I am drawing a lot of pretty large images with a lot of blending. If I reduce the number of images drawn, framerates go from ~20 to ~40, though the performance tool results stay about the same (renderer still maxed). I think I'm being limited by the fill rate of the iPhone 3G, but I'm not sure. My questions are: How can I determine with more granularity where the bottleneck is? That is my biggest problem, I just don't know what is taking all the time. If it is fillrate, is there anything I do to improve it besides just drawing less? I am using texture atlases. I have tried to minimize image binds, though it isn't always possible (drawing order, not everything fits on one 1024x1024 texture, etc). Every frame I do 10 image binds. This seem pretty reasonable, but I could be mistaken. I'm using vertex arrays and glDrawArrays. I don't really have a lot of geometry. I can try to be more precise if needed. Each image is 2 triangles and I try to batch things were possible, though often (maybe half the time) images are drawn with individual glDrawArrays calls. Besides the images, I have ~60 triangles worth of geometry being rendered in ~6 glDrawArrays calls. I often glTranslate before calling glDrawArrays. Would it improve the framerate to switch to VBOs? I don't think it is a huge amount of geometry, but maybe it is faster for other reasons? Are there certain things to watch out for that could reduce performance? Eg, should I avoid glTranslate, glColor4g, etc? I'm using glScissor in a 3 places per frame. Each use consists of 2 glScissor calls, one to set it up, and one to reset it to what it was. I don't know if there is much of a performance impact here. If I used PVRTC would it be able to render faster? Currently all my images are GL_RGBA. I don't have memory issues. Here is a rough idea of what I'm drawing, in this order: 1) Switch to perspective matrix. 2) Draw a full screen background image 3) Draw a full screen image with translucency (this one has a scrolling texture). 4) Draw a few sprites. 5) Switch to ortho matrix. 6) Draw a few sprites. 7) Switch to perspective matrix. 8) Draw sprites and some other textured geometry. 9) Switch to ortho matrix. 10) Draw a few sprites (eg, game HUD). Steps 1-6 draw a bunch of background stuff. 8 draws most of the game content. 10 draws the HUD. As you can see, there are many layers, some of them full screen and some of the sprites are pretty large (1/4 of the screen). The layers use translucency, so I have to draw them in back-to-front order. This is further complicated by needing to draw various layers in ortho and others in perspective. I will gladly provide additional information if reqested. Thanks in advance for any performance tips or general advice on my problem!

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  • Optimizations employed by ORM's

    - by Kartoch
    I'm teaching JEE, especially JPA, Spring and Spring MVC. As I have not so much experience in large projects, it is difficult to know what to present to students about optimisation of ORM. At the present time, I present some classic optimisation tricks: prepared statements (most of ORM implicitely uses it by default) first and second-level caches "write first, optimize later" it is possible to switch off ORM and send SQL commands directly to the database for very frequent, specialized and costly requests Is there any other point the community see about other way to optimize ORM ? I'm especially interested by DAO patterns...

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  • MySQL Query Select using sub-select takes too long

    - by True Soft
    I noticed something strange while executing a select from 2 tables: SELECT * FROM table_1 WHERE id IN ( SELECT id_element FROM table_2 WHERE column_2=3103); This query took approximatively 242 seconds. But when I executed the subquery SELECT id_element FROM table_2 WHERE column_2=3103 it took less than 0.002s (and resulted 2 rows). Then, when I did SELECT * FROM table_1 WHERE id IN (/* prev.result */) it was the same: 0.002s. I was wondering why MySQL is doing the first query like that, taking much more time than the last 2 queries separately? Is it an optimal solution for selecting something based from the results of a sub-query? Other details: table_1 has approx. 9000 rows, and table_2 has 90000 rows. After I added an index on column_2 from table_2, the first query took 0.15s.

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  • "volatile" qualifier and compiler reorderings

    - by Checkers
    A compiler cannot eliminate or reorder reads/writes to a volatile-qualified variables. But what about the cases where other variables are present, which may or may not be volatile-qualified? Scenario 1 volatile int a; volatile int b; a = 1; b = 2; a = 3; b = 4; Can the compiler reorder first and the second, or third and the fourth assignments? Scenario 2 volatile int a; int b, c; b = 1; a = 1; c = b; a = 3; Same question, can the compiler reorder first and the second, or third and the fourth assignments?

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  • PHP Flush: How Often and Best Practises

    - by Cory Dee
    I just finished reading this post: http://developer.yahoo.com/performance/rules.html#flush and have already implemented a flush after the top portion of my page loads (head, css, top banner/search/nav). Is there any performance hit in flushing? Is there such a thing as doing it too often? What are the best practices? If I am going to hit an external API for data, would it make sense to flush before hand so that the user isn't waiting on that data to come back, and can at least get some data before hand? Thanks to everyone in advance.

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  • Using clang to analyze C++ code

    - by aneccodeal
    We want to do some fairly simple analysis of user's C++ code and then use that information to instrument their code (basically regen their code with a bit of instrumentation code) so that the user can run a dynamic analysis of their code and get stats on things like ranges of values of certain numeric types. clang should be able to handle enough C++ now to handle the kind of code our users would be throwing at it - and since clang's C++ coverage is continuously improving by the time we're done it'll be even better. So how does one go about using clang like this as a standalone parser? We're thinking we could just generate an AST and then walk it looking for objects of the classes we're interested in tracking. Would be interested in hearing from others who are using clang without LLVM.

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