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  • Web Site Design Best Practices

    There are several ways to develop web pages but the best thing is that it should be developed in such a way that it appeals and attract other persons. In the field of web page designing a lot of practices are there. Here in this article we target few of the best practices for making and developing good web pages.

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  • Efficient SQL Server Indexing by Design

    Having a good set of indexes on your SQL Server database is critical to performance. Efficient indexes don't happen by accident; they are designed to be efficient. Greg Larsen discusses whether primary keys should be clustered, when to use filtered indexes and what to consider when using the Fill Factor.

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  • Facebook page design is not working in IE8 [closed]

    - by PrateekSaluja
    Hello Experts, We have designed a face book page.It is working fine in all browser including IE7 but it is not working in IE8.We checked then we got if we run our code outside the face book page it works in IE8 but when we put our code into face book page its not working.Here is the css code what we are using for IE8. <!--[if lt IE 8]> <style> .nv_a { width:90px; height:27px; float:left; text-align:center; padding-top:8px; } .nvt_a { width:66px; height:27px; float:left; text-align:center; padding-top:8px; } .nv_a a { width:90px; height:27px; float:left; padding-top:8px; text-align:center; color:#000; display:inline-block; text-decoration:none; background-color:#e0e0e0; border-top:solid 1px #999; border-left:solid 1px #999; border-right:solid 1px #999; border-bottom:solid 1px #999; } .nv_a a:hover { width:90px; height:27px; padding-top:8px; float:left; color:#000; text-align:center; background-color:#ccc; } .nvt_a a { width:66px; height:27px; float:left; padding-top:8px; text-align:center; color:#000; display:inline-block; text-decoration:none; background-color:#e0e0e0; border-top:solid 1px #999; border-left:solid 1px #999; border-right:solid 1px #999; border-bottom:solid 1px #999; border:1px solid red; } Please help us to solve the issue.

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  • Programming Geek's CV Design

    - by benhowdle89
    What is the best practice or advice for a programmer's CV? If I were a graphic designer or more of a web designer as opposed to a programmer, then I'd imagine a CV would have a bit more flourish to it. Yet as a programmer, aren't we judged on not only efficiency and results but also creativity, imagination and initiative? Should this be reflected in a CV? Or is it all about the information, no wishy washy designs in sight? Has anyone experimented with an original alternative to a PDF CV with a template from MS Word or Mac Pages?

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  • Web Site Design Best Practices

    There are several ways to develop web pages but the best thing is that it should be developed in such a way that it appeals and attract other persons. In the field of web page designing a lot of practices are there. Here in this article we target few of the best practices for making and developing good web pages.

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  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

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  • Objective-C Lesson in Class Design

    - by Pota Onasys
    I have the following classes: Teacher Student Class (like a school class) They all extend from KObject that has the following code: - initWithKey - send - processKey Teacher, Student Class all use the functions processKey and initWithKey from KObject parent class. They implement their own version of send. The problem I have is that KObject should not be instantiated ever. It is more like an abstract class, but there is no abstract class concept in objective-c. It is only useful for allowing subclasses to have access to one property and two functions. What can I do so that KObject cannot be instantiated but still allow subclasses to have access to the functions and properties of KObject?

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  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

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  • Empty $_POST data

    - by Antimony
    I am trying to post a post to my MyBB server from a Python script, but try as I might, I can't get it to work. The request shows up in the forensic log and the headers are in the $_SERVER variable, but $_POST is always an empty array. The error log shows nothing, even at the debug level. I've already tried searching, but I haven't found anything that's helped. I already checked the post_max_size thing, which is 8M. Another factor is that it's just my own requests which aren't going through. Browser generated requests seem to do just fine. I've looked and looked, but I can't find anything I'm doing differently that should matter. Anyway, here is an example request. POST /newreply.php?tid=1&processed=1 HTTP/1.1 Host: <redacted> Accept-Encoding: identity Content-Length: 1153 Content-Type: multipart/form-data; boundary=-->0xa216654L Cookie: sid=<redacted>; mybb[lastvisit]=1354995469; mybb[lastactive]=1354995500; mybb[threadread]=a%3A1%3A%7Bi%3A1%3Bi%3A1354995469%3B%7D; mybb[forumread]=a%3A1%3A%7Bi%3A2%3Bi%3A1354995469%3B%7D; loginattempts=1; mybbuser=2_ZlVVfaYS9FstZGQzr4KiNRUm3Z4xAgJkTPPq2ouFcuaragOTVQ Accept: text/html User-Agent: Mozilla/5.0 (Windows NT 6.1; rv:14.0) Gecko/20100101 Firefox/14.0.1 -->0xa216654L Content-Disposition: form-data; name="my_post_key" 257b2bbef4334000d9088169154900a3 -->0xa216654L Content-Disposition: form-data; name="quoted_ids" -->0xa216654L Content-Disposition: form-data; name="tid" 1 -->0xa216654L Content-Disposition: form-data; name="message" foo!2 -->0xa216654L Content-Disposition: form-data; name="attachmentact" -->0xa216654L Content-Disposition: form-data; name="attachmentaid" -->0xa216654L Content-Disposition: form-data; name="icon" -1 -->0xa216654L Content-Disposition: form-data; name="posthash" e93a2c78ce3f6807a86fd475ef4178cf -->0xa216654L Content-Disposition: form-data; name="postoptions[subscriptionmethod]" -->0xa216654L Content-Disposition: form-data; name="replyto" -->0xa216654L Content-Disposition: form-data; name="message_new" foo!2 -->0xa216654L Content-Disposition: form-data; name="submit" Post Reply -->0xa216654L Content-Disposition: form-data; name="attachment"; filename="" Content-Type: application/octet-stream -->0xa216654L Content-Disposition: form-data; name="action" do_newreply -->0xa216654L Content-Disposition: form-data; name="subject" Lol -->0xa216654L

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  • systems/software engineering design process

    - by adam kim
    I just developed my first non-trivial android app. It was a complete nightmare. I came up with an idea, build the app, changed my idea, and implemented a lot of input from others on new features. All in all my app took 10 times longer than I think that it should have, it is almost impossible to look the source code and tell what's going on with the classes, and may or may not have unused methods that I'll never be able to find... So I would like an opinion from those of you with experience on how to plan out my designs for the future. I created a flow chart (pencil drawn) of a plan: I would like constructive criticism.

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  • How to build a 4x game?

    - by Marco
    I'm trying to study how succefully implement a 4x game. Area of interest: 1) map data: how to store stellars systems (graphs?), how to generate them and so on.. 2) multiplayer: how to organize code in a non graphical server and a client to display it 3) command system: what are patters to catch user and ai decisions and handle them, adding at first "explore" and "colonize" then "combat", "research", "spy" and so on (commands can affect ships, planets, research, etc..) 4) ai system: ai can use commands to expand, upgrade planets and ship I know is a big questions, so help is appreciated :D 1) Map data Best choice is have a graph to model a galaxy. A node is a stellar system and every system have a list of planets. Ship cannot travel outside of predefined paths, like in Ascendancy: http://www.abandonia.com/files/games/221/Ascendancy_2.png Every connection between two stellar systems have a cost, in turns. Generate a galaxy is only a matter of: - dimension: number of stellar systems, - variety: randomize number of planets and types (desertic, earth, etc..), - positions of each stellar system on game space - connections: assure that exist a path between every node, so graph is "connected" (not sure if this a matematically correct term) 2) Multiplayer Game is organized in turns: player 1, player 2, ai1, ai2. Server take care of all data and clients just diplay it and collect data change. Because is a turn game, latency is not a problem :D 3) Command system I would like to design a hierarchy of commands to take care of this aspect: abstract Genericcommand (target) ExploreCommand (Ship) extends genericcommand colonizeCommand (Ship) buildcommand(planet, object) and so on. In my head all this commands are stored in a queue for every planets, ships or reasearch center or spy, and each turn a command is sent to a server to apply command and change data state 4) ai system I don't have any idea about this. Is a big topic and what I want is a simple ai. Something like "expand and fight against everyone". I think about a behaviour tree to control ai moves, so I can develop an ai that try to build ships to expand and then colonize planets, upgrade them throught science and combat enemies. Could be done with a finite state machine too ? any ideas, resources, article are welcome!

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  • Design virtual resolution for 2D development in Unity

    - by djzmo
    I came to Unity with Cocos2D experience in mind. In Cocos2D, I can choose a "virtual" screen resolution size to rely on the entire game during development and the game will automatically adapt to different screen sizes in various devices. Now that I'm migrating to Unity and has access to 4.3 beta which has a native 2D workflow, is there a similar mechanism that will automate this? After playing around a bit with Unity, I also found out that Unity uses a neutral coordinate unit that can translate to pixels flexibly (CMIIW). But when developing a 2D game, I need them in pixels. Thank you.

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  • Small Business Web Design - On Page SEO - Let's Talk Keywords

    If your website was designed by a professional designer, chances are you were told that they have included SEO for your keywords as part of the package. Unfortunately, that generally means you have no SEO on the page. You see, web designers are very skilled at what they do best, but SEO is not one of those skills unless they have specialised in learning the search engines.

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  • Graphically intensive silverlight design

    - by Rick Hodder
    I'm designing a silverlight application for showing sheet music from a midi file. I want to create a horizontally scrolling musical staff. At my job I maintain a winforms application that is a scrolling Gantt chart of airplane schedules, and it basically has a rows collection, and it maps the left-most pixel and right-most pixels of the control to datetimes. Then the paint method loops through what it determines will be the visible rows, and draws a screen that shows the schedule information between the two dates. Would I be correct in assuming that I would need to something similar in silverlight for my sheetmusic, or would it be better to just create a horizontal scrollviewer containing a canvas that I have drawn programmaticially on. Am I headed in the right direction? I havent seen any articles on designing such a custom control: can you point me at any?

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  • Game Code Design for Rendering

    - by kuroutadori
    I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

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  • Design non-windowed Gtk.Frame in Glade

    - by Ángel Araya
    I'm building a ToDo app for personal porpouses, and I'm using Quickly and Glade for this. I want it to desplay a list of the pending to-do elements. The problem I'm having is that I can't find the way to create a single Frame (not inside another window) with some other widgets inside to dinamically add them to a VBox that I already have created in Glade. Is there a way to do it or do I have to create the Frame in the code?

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  • Using a front controller design pattern doesn't allow images to be served

    - by MrMe TumbsUp
    I am currently using a front controller. All requests for my website go through it. I have a problem with image links like: <img src="img/image.jpg" /> Then my front controller will try to dispatch the request to: application/controller/ImgController.php. Then the image won't load. I think it has something to do with the .htaccess file: RewriteEngine On RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] RewriteRule ^.*$ index.php [NC,L]

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  • How Big Data and Social Won the Election

    - by Mike Stiles
    The story of big data’s influence on the outcome of the US Presidential election is worth a good look, because a) it’s a harbinger of things to come, and b) it’s an example of similar successes available to any enterprise seriously resourcing integrated big data, modeling, and data-driven execution on all assets, including social. Obama campaign manager Jim Messina fielded a data and analytics brain trust 5 times larger than 2008. At that time, there were numerous databases from various sources, few of them talking to each other. This time, the mission was to be metrics-centered and measure everything measurable, and in context with all the other data. Big data showed them exactly what they needed to know and told them what to do about it. It showed them women 40-49 on the west coast would donate big money if they got to eat with George Clooney. Women on the east coast would pony up to hang out with Sarah Jessica Parker. Extensive daily modeling showed them what kinds of email appeals, from who, and to whom, would prove most successful in raising cash, recruiting volunteers, and getting out the vote. Swing state voters were profiled and approached with more customized targeting that at any time in history. Ads were purchased on specific shows watched by the targets, increasing efficiency 14% over traditional media buys. For all the criticism of the candidate’s focus on appearing on comedy and entertainment shows, and local radio morning shows, that’s where the data sent them to reach the voters most likely to turn out for them. And then there was social. Again, more than in any other election, Facebook was used for virtual, highly efficient door-to-door canvasing. Facebook fans got pictures of friends in swing states and were asked to encourage them to act. Using that approach, 1 in 5 peer-to-peer appeals led to the desired action. Assumptions, gut, intuition, campaign experience, all took a backseat to strategy shifts solidly backed up by data. Zeroing in on demographics likely to back the President and tracking their mood daily literally changed the voter landscape. The Romney team watched Obama voters appear seemingly out of thin air. One Obama campaign aide said, “We ran the election 66,000 times every night.” Which brings us to your organization. If you’re starting to feel like the battle-cry of “but this is the way we’ve always done it” is starting to put you in an extremely vulnerable position, you’re right. Social has become a key communication tool of the 21st century. Failing to use it, or failing to invest in a deep understanding of who your customers and prospects are so the content you post there will achieve desired actions and results, will leave you waking up one morning wondering, “What happened?”@mikestilesPhoto stock.xchng

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  • Hints to properly design UML class diagram

    - by mic4ael
    Here is the problem. I have just started learning UML and that is why I would like to ask for a few cues from experienced users how I could improve my diagram because I do know it lacks a lot of details, it has mistakes for sure etc. Renovation company hires workers. Each employee has some kind of profession, which is required to work on a particular position. Workers work in groups consisting of at most 15 members - so called production units, which specializes in a specified kind of work. Each production unit is managed by a foreman. Every worker in order to be able to perform job tasks needs proper accessories. There are two kind of tools - light and heavy. To use heavy tools, a worker must have proper privileges. A worker can have at most 3 light tools taken from the warehouse.

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  • Java applet game design no keyboard focus

    - by Sri Harsha Chilakapati
    THIS IS PROBABLY THE WRONG PLACE. POSTED ITHERE (STACKOVERFLOW) I'm making an applet game and it is rendering, the game loop is running, the animations are updating, but the keyboard input is not working. Here's an SSCCE. public class Game extends JApplet implements Runnable { public void init(){ // Initialize the game when called by browser setFocusable(true); requestFocus(); requestFocusInWindow(); // Always returning false GInput.install(this); // Install the input manager for this class new Thread(this).start(); } public void run(){ startGameLoop(); } } And Here's the GInput class. public class GInput implements KeyListener { public static void install(Component c){ new GInput(c); } public GInput(Component c){ c.addKeyListener(this); } public void keyPressed(KeyEvent e){ System.out.println("A key has been pressed"); } ...... } This is my GInput class. When run as an applet, it doesn't work and when I add the Game class to a frame, it works properly. Thanks

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  • API design and versioning using EJB

    - by broschb
    I have an API that is EJB based (i.e. there are remote interfaces defined) that most of the clients use. As the client base grows there are issues with updates to the API and forcing clients to have to update to the latest version and interface definition. I would like to possibly look at having a couple versions of the API deployed at a time (i.e. have multiple EAR files deployed with different versions of the API) to support not forcing the clients to update as frequently. I am not concerned about the actual deployment of this, but instead am looking for thoughts and experiences that others have on using EJB's as an API client. How do you support updating versions, are clients required to update? Does anyone run multiple versions in a production environment? Are there pro's cons? Any other experiences or thoughts on this approach, and having an EJB centric API?

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