Search Results

Search found 23316 results on 933 pages for 'content generation'.

Page 2/933 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Becoming the well-integrated content company (and combating AIUTLVFS)

    - by Lance Shaw
    Every single day, each of us create more and more content. Sometimes it is brand new material and many times it is iterations of existing content, but no one would argue that information and content growth is growing at an almost exponential rate. With all this content being created and stored, a number of problems naturally arise. One of the most common issues that users run into is "Am I Using The Latest Version of this File Syndrome", or AIUTLVFS. This insidious syndrome is all too common and results in ineffective, poor or downright wrong business decisions being made.  When content or files are unavailable or incorrect within the scope of key business processes, the chance for erroneous and costly business decisions is magnified even further. For many companies, the ideal scenario is to be able to connect multiple business systems, both old and new, into one common content repository.  Not only does this reduce content duplication, it also helps guarantee that everyone in various departments is working off the proverbial "same page".  Sounds simple - but for many organizations, the proliferation of file shares, SharePoint sites, and other storage silos of content keep the dream of a more efficient business a distant one. We've created some online assets to help you in your evaluation and eventual improvement of your current content management and delivery systems. Take a few minutes to check out our Online Assessment Tool.  It's quick, easy and just might provide you with insights into how you can improve your current content ecosystem. While you are there, check out our new Infographic that outlines common issues faced by companies today. Feel free to save our informative Infographic PDF and share it with business colleagues and your management to help them understand the business costs and impact of inaction. Together we can stop AIUTLVFS in its tracks and run our businesses more effectively than ever. Additionally, we hope you will take a few minutes to visit our new and informative webpages dedicated to the value of a well connected, fully integrated content management system. It's a great place to learn more about how integrating WebCenter Content into your infrastructure can lower your operational costs while boosting process and worker efficiency.

    Read the article

  • The Minimalist Approach to Content Governance - Create Phase

    - by Kellsey Ruppel
     Originally posted by John Brunswick. In this installment of our Minimalist Approach to Content Governance we finally get to the fun part of the content creation process! Once the content requester has addressed the items outlined in the Request Phase it is time to setup and begin the production of content.   For this to be done correctly it is important the the content be assigned appropriate workflow and security information. As in our prior phase, let's take a look at what can be done to streamline this process - as contributors are focused on getting information to their end users as quickly as possible. This often means that details around how to ensure that the materials are properly managed can be overlooked, but fortunately there are some techniques that leverage our content management system's native capabilities to automatically take care of some of the details. 1. Determine Access Why - Even if content is not something that needs to restricted due to security reasons, it is helpful to apply access rights so that the content ends up being visible only to users that it relates to. This will greatly improve user experience. For instance, if your team is working on a group project many of your fellow company employees do not need to see the content that is being worked on for that project. How - Make use of native content features that allow propagation of security and meta data from parent folders within your content system that have been setup for your particular effort. This makes it painless to enforce security, as well as meta data policies for even the most unorganized users. The default settings at a parent level can be set once the content creation request has been accepted and a location in the content management system is assigned for your specific project. Impact - Users can find information will less effort, as they will only be exposed to what they need for their work and can leverage advanced search features to take advantage of meta data assigned to content. The combination of default security and meta data will also help in running reports against the content in the Manage and Retire stages that we will discuss in the next 2 posts. 2. Assign Workflow (optional depending on nature of content) Why - Every case for workflow is going to be a bit different, but it generally involves ensuring that content conforms to management, legal and or editorial requirements. How - Oracle's Universal Content Management offers two ways of helping to workflow content without much effort. Workflow can be applied to content based on Criteria acting on meta data or explicitly assigned to content with a Basic workflow. Impact - Any content that needs additional attention before release is addressed, allowing users to comment and version until a suitable result is reached. By using inheritance from parent folders within the content management system content can automatically be given the right security, meta data and workflow information for a particular project's content. This relieves the burden of doing this for every piece of content from management teams and content contributors. We will cover more about the management phase within the content lifecycle in our next installment.

    Read the article

  • What's the best language combo for code generation?

    - by Peter Turner
    I read through Code Generation in Action but never bothered to make anything of it because Ruby just doesn't fit with my lifestyle at this juncture. The book came out more on the cusp of the C# revolution, and it said that C# "was a language designed to be generated", apparently using Ruby as the generator language. In your experience, what is the ideal combination of languages to generate the most useful code?

    Read the article

  • Is it illegal to use content in such a way?

    - by MHZ
    I have a couple of questions about the legality of the content of some websites. I am currently working on two websites and I would like to make sure I am not breaking any laws, by using some content like I am... Do I need to get a license to use images from the Internet (such as google.images.com) in my site, assuming they aren't a company logo belonging to another company? If not, am I allowed to use it after I modify it with a image editing software? If content such as phone numbers, e-mail addresses, website addresses, and text from websites can be found for free online, and I gather this information for a search engine based site that I am working on and offering this information on a paid basis (similar to google, but more specialized), is something that is legal? Note: I am not 'copying' or redirecting business from anywhere, to my site. The exact opposite, the site I am working on actually helps advertise businesses and make it easier for customers to find them.

    Read the article

  • Collaborate 2010: Spotlight on Oracle Content Management

    - by [email protected]
    Excitement is building for the Collaborate conference April 18th through the 22nd. Outside of the event being in Las Vegas, which for me often seems to add to the excitement, there will be a great lineup of Oracle Content Management focused sessions. In fact, there are currently over 30 content management sessions scheduled, and attendees will get to hear from customers, partners, as well as Oracle experts. Attendees should expect to hear a lot about Oracle Content Management 11g at Collaborate 2010. Roel Stalman and Andy MacMillan will kick off these discussions on Monday, April 19th as they present Oracle Content Management's product strategy and roadmap (10:45 - 11:45). Monday's lineup also includes sessions on Oracle Imaging and Process Management (I/PM) 11g and Oracle Forms Recognition (2:30 - 3:30), which were both released in January. For those customers using older versions of I/PM or Stellent IBPM, be sure not to miss the "migrating to I/PM 11g" session on Monday as well (1:15 - 2:15) as this should give you some insight into the migration process. Check out the entire list of Oracle Content Management sessions here. Another focus at Collaborate this year is to discuss the benefits of using Oracle Content Management with Oracle Applications - Oracle E-Business Suite, PeopleSoft, and Siebel - so be sure to check out these sessions too: Accelerating Accounts Payable Processes with Integrated Document Imaging(Monday, April 19th, 3:45 - 4:45)Supercharge Your Siebel Sales and Marketing with Integrated Document Management(Tuesday, April 20th, 2:00 - 3:00)Oracle Enterprise 2.0 for Oracle Applications: The Value of an Integrated E2.0 Platform(Tuesday, April 20th, 3:15 - 4:15)Comprehensive Human Resources Automation with Oracle Content Management(Wednesday, April 21st, 1:00 - 2:00) Collaborate is also the perfect opportunity to meet Oracle executives and product experts. Attendees can sign up for 1 on 1 meetings at the event, and there will be someone representing each Oracle Content Management product. These meetings are probably the best way to get your product questions answered in a face-to-face manner. It seems more and more to me that Oracle Content Management customers are viewing Collaborate as "the" conference to attend each year. I hope you have plans to attend and I will see you there.

    Read the article

  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

    Read the article

  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

    Read the article

  • Code Generation and IDE vs writing per Hand

    - by sytycs
    I have been programming for about a year now. Pretty soon I realized that I need a great Tool for writing code and learned Vim. I was happy with C and Ruby and never liked the idea of an IDE. Which was encouraged by a lot of reading about programming.[1] However I started with (my first) Java Project. In a CS Course we were using Visual Paradigm and encouraged to let the program generate our code from a class diagram. I did not like that Idea because: Our class diagram was buggy. Students more experienced in Java said they would write the code per hand. I had never written any Java before and would not understand a lot of the generated code. So I took a different approach and wrote all methods per Hand (getter and Setter included). My Team-members have written their parts (partly generated by VP) in an IDE and I was "forced" to use it too. I realized they had generated equal amounts of code in a shorter amount of time and did not spend a lot of time setting their CLASSPATH and writing scripts for compiling that son of a b***. Additionally we had to implement a GUI and I dont see how we could have done that in a sane matter in Vim. So here is my Problem: I fell in love with Vim and the Unix way. But it looks like for getting this job done (on time) the IDE/Code generation approach is superior. Do you have equal experiences? Is Java by the nature of the language just more suitable for an IDE/Code generated approach? Or am I lacking the knowledge to produce equal amounts of code "per Hand"? [1] http://heather.cs.ucdavis.edu/~matloff/eclipse.html

    Read the article

  • Appropriate response when client empowered with CMS destroys content to his own will

    - by dukeofgaming
    So, I just recently closed a website project that pretty much was The Oatmeals' Design Hell, but with content. The client loved the site at the beginning but started getting other people involved and mercilessly bombarding us with their opinions. We served a carefully thought content strategy (which the client approved) and extremely curated copywriting that took us four months after at least 5 requirement changes (new content, new objectives for the business, changed offerings, new mindfaps, etc.) that required us to rewrite the content about 3 times. The client never gave timely feedback even though we kept the process open for him and his people to see (content being developed transparently in Google Docs). Near the end of the project he still wanted to make changes but wanted us to finish already (there are not enough words in the world to even try to make sense of this). So I explained to him the obvious implications of the never-ending requirement changes and advised him to take the time to gather his thoughts with his own team and see the new content introduced as a new content maintenance project. He happily accepted, but on the day of training/delivery things went very wrong and we have no idea why. The client didn't even allow the site to be out for a week with the content we developed for him and quickly replaced us with a Joomla savvy intern so that he completely destroy the content with shallow, unstructured, tasteless and plain wordsmithing (and I'm not even being visceral). Worst insult of all, he revoked our access from his server and the deployed CMS not even having passed 10 minutes of being given his administrator account (we realized the day after that he did it in our own office, the nerve!). Everybody involved in the team is enraged and insulted. I never want to see this happen again. So, to try to make sense of this situation and avoid it in the future with new clients I have two concrete questions: Is there even an appropriate course of action with a client like this?, or is he just not worth the trouble of analyzing (blindly hoping this never repeats again). In the exercise to try and blame ourselves instead of the client and take this as a lesson of... something, how should we set expectations for new clients about the working terms, process and final product so that they are discouraged from mauling the content to their own contempt once they get the codes to the nukes (access to the CMS)?

    Read the article

  • Speeding up procedural texture generation

    - by FalconNL
    Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I have a basic tech demo going where you spin around a single procedurally textured planet: The problem I'm running into is the performance of the texture generation. A quick overview of what I'm doing: a planet is a cube that has been deformed to a sphere. To each side, a n x n (e.g. 256 x 256) texture is applied, which are bundled in one 8n x n texture that is sent to the fragment shader. The last two spaces are not used, they're only there to make sure the width is a power of 2. The texture is currently generated on the CPU, using the updated 2012 version of the simplex noise algorithm linked to in the paper 'Simplex noise demystified'. The scene I'm using to test the algorithm contains two spheres: the planet and the background. Both use a greyscale texture consisting of six octaves of 3D simplex noise, so for example if we choose 128x128 as the texture size there are 128 x 128 x 6 x 2 x 6 = about 1.2 million calls to the noise function. The closest you will get to the planet is about what's shown in the screenshot and since the game's target resolution is 1280x720 that means I'd prefer to use 512x512 textures. Combine that with the fact the actual textures will of course be more complicated than basic noise (There will be a day and night texture, blended in the fragment shader based on sunlight, and a specular mask. I need noise for continents, terrain color variation, clouds, city lights, etc.) and we're looking at something like 512 x 512 x 6 x 3 x 15 = 70 million noise calls for the planet alone. In the final game, there will be activities when traveling between planets, so a wait of 5 or 10 seconds, possibly 20, would be acceptable since I can calculate the texture in the background while traveling, though obviously the faster the better. Getting back to our test scene, performance on my PC isn't too terrible, though still too slow considering the final result is going to be about 60 times worse: 128x128 : 0.1s 256x256 : 0.4s 512x512 : 1.7s This is after I moved all performance-critical code to Java, since trying to do so in Scala was a lot worse. Running this on my phone (a Samsung Galaxy S3), however, produces a more problematic result: 128x128 : 2s 256x256 : 7s 512x512 : 29s Already far too long, and that's not even factoring in the fact that it'll be minutes instead of seconds in the final version. Clearly something needs to be done. Personally, I see a few potential avenues, though I'm not particularly keen on any of them yet: Don't precalculate the textures, but let the fragment shader calculate everything. Probably not feasible, because at one point I had the background as a fullscreen quad with a pixel shader and I got about 1 fps on my phone. Use the GPU to render the texture once, store it and use the stored texture from then on. Upside: might be faster than doing it on the CPU since the GPU is supposed to be faster at floating point calculations. Downside: effects that cannot (easily) be expressed as functions of simplex noise (e.g. gas planet vortices, moon craters, etc.) are a lot more difficult to code in GLSL than in Scala/Java. Calculate a large amount of noise textures and ship them with the application. I'd like to avoid this if at all possible. Lower the resolution. Buys me a 4x performance gain, which isn't really enough plus I lose a lot of quality. Find a faster noise algorithm. If anyone has one I'm all ears, but simplex is already supposed to be faster than perlin. Adopt a pixel art style, allowing for lower resolution textures and fewer noise octaves. While I originally envisioned the game in this style, I've come to prefer the realistic approach. I'm doing something wrong and the performance should already be one or two orders of magnitude better. If this is the case, please let me know. If anyone has any suggestions, tips, workarounds, or other comments regarding this problem I'd love to hear them.

    Read the article

  • Daily Blog Archives and Duplicate Content

    - by nemmy
    A few weeks back I realised that my blog software was creating daily post archives. Which basically resulted in duplicate content especially if I only had one post a day. The situation is something like this: www.sitename.com/blog/archives/2013/06/01 - daily archive for 1 June 2013 www.sitename.com/blog/archives/2013/06/my-post-name.html So, here we have two pages that are basically identical except the daily archive has some meaningless title like "Daily Archive for 1 June 2003". And I have no control over which content Google decides is the primary content. It's quite possible (and likely) that the daily archive could be the "primary" content and the actual post itself the "duplicate". Once I realised it was doing this I modified the daily archive template to include <meta name="robots" content="noindex"> Here we are a few weeks later and I still see some daily archives coming up in Google search results. I realise some of those deep pages might not be crawled yet but I am worried that the original post (which should be the PRIMARY content) has been marked duplicate content by Google. Now I've no indexed the daily archives I might end up with no indexed content AND the original articles still flagged as duplicates. And nothing will show up in search at all. Have I screwed myself here or is there a way out?

    Read the article

  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

    Read the article

  • What was missing from the Content Strategy Forum?

    - by Roger Hart
    In April, Paris hosted the first ever Content Strategy Forum. The event's website proudly proclaims: 170 attendees, 18 nationalities, 17 speakers, 1 volcano... Content Strategy Forum 2010 rocked the world! The volcano was in Iceland, and the closest we came to rocking the world was a cursory mention in the Huffington Post, but I'll grant the event was awesome. One thing missing from that list, however, is "94 companies" (Plus a couple of universities and freelancers, and what have you). A glance through the attendees directory reveals a fairly wide organisational turnout - 24 students from two Parisian universities, countless design and marketing agencies, a series of tech firms, small and large. Two delegates from IBM, two from ARM, an appearance from RIM, Skype, and Facebook; twelve from the various bits of eBay. Oh, and, err, nobody from Google, Microsoft, Yahoo, Amazon, Play, Twitter, LinkedIn, Craigslist, the BBC, no banks I noticed, and I didn't spot a newspaper. You get the idea. Facebook notwithstanding, you have to scroll through a few pages to Alexa rankings to find company names from the attendee list. I find this interesting, and I'm not wholly sure what to make of it. Of the large, web-centric, content-rich organizations conspicuously absent, at least one of two things is true: They didn't know about the event They didn't care about the event Maybe these guys all have content strategy completely sorted, and it's an utterly naturalised part of their business process. Maybe nobody at say, Apple or Play.com ever publishes a single piece of content that isn't neatly tailored to their (clearly defined, of course) user and business goals. Wouldn't that be lovely? The thing is, in that rosy and beatific world, there's still a case for those folks to join the community. There are bound to be other perspectives, and things to learn. You see, the other thing achingly conspicuous by its absence was case studies. In her keynote address, Kristina Halvorson made the point that what content strategy really needs is some big, loud success stories. A point I'd firmly second as a content strategist working within an organisation. Sarah Cancilla's presentation on content strategy at Facebook included some very neat, specific examples, and was richer for it. It didn't hurt that the example was Facebook - you're getting impressively big numbers off base. What about the other big boys? Is there anybody out there with a perspective? Do we all just look very silly to you, fretting away over text and images and users and purposes? Is content validation and maintenance so accustomed a part of your business that calling attention to it is like sniffing the air and saying "Hmm, a lot of nitrogen about today."? And if it is, do you have any wisdom to share?

    Read the article

  • What is 'lack of original content'?

    - by JVerstry
    It is written everywhere that lack of original content is has a negative impact on ranking. But what is lack of original content? (I am not talking about duplicate content) I guess if you copy other site's content, this makes sense. But, assuming one develops its own functionalities, but similar functionalities are already available on other sites, is this considered lack of original content? Can Google decide to not index such pages (i.e., not give them a chance at all)? Are there other definition of 'lack of original content'?

    Read the article

  • Is content slowing down your business?

    - by Lance Shaw
    We are living in a digital world, however paper is everywhere and expensive, right? We all agree content is an important part of our organization and contribute to its decision making. However many of us see dealing with this as a challenge and the growth of content is impacting our ability to scale and respond quickly to our customers. Business always has been content intensive. For JD Edwards customers, this is an important consideration.  After all, the processes being run in JD Edwards are usually very critical to the success of your business and if they are not running as smoothly as they should due to manual process steps involving paper or searching for content, you should look into improving them.  To that end, we hope you will join this webinar and learn how Oracle and KPIT | SYSTIME have partnered to help a JD Edwards customer content-enable its enterprise with Oracle WebCenter Content and Oracle WebCenter Imaging 11g and integrate them back with JD Edwards to significantly improve processing speed and operational costs.

    Read the article

  • Heightmap generation

    - by Ziaix
    I want to implement something like this to create a heightmap: 'Place a group of coordinates evenly across a map, and give them height values within a certain range. Repeatedly create coordinates between all of those coordinates, setting their height by deriving a value that was a mean value of all the surrounding coordinates.' However, I'm not sure how I would go about it - I'm not sure how I could code the part where I place the coordinates in between the existing coordinates. Can anyone give any help/advice?

    Read the article

  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

    Read the article

  • Diamond-square terrain generation problem

    - by kafka
    I've implemented a diamond-square algorithm according to this article: http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 The problem is that I get these steep cliffs all over the map. It happens on the edges, when the terrain is recursively subdivided: Here is the source: void DiamondSquare(unsigned x1,unsigned y1,unsigned x2,unsigned y2,float range) { int c1 = (int)x2 - (int)x1; int c2 = (int)y2 - (int)y1; unsigned hx = (x2 - x1)/2; unsigned hy = (y2 - y1)/2; if((c1 <= 1) || (c2 <= 1)) return; // Diamond stage float a = m_heightmap[x1][y1]; float b = m_heightmap[x2][y1]; float c = m_heightmap[x1][y2]; float d = m_heightmap[x2][y2]; float e = (a+b+c+d) / 4 + GetRnd() * range; m_heightmap[x1 + hx][y1 + hy] = e; // Square stage float f = (a + c + e + e) / 4 + GetRnd() * range; m_heightmap[x1][y1+hy] = f; float g = (a + b + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y1] = g; float h = (b + d + e + e) / 4 + GetRnd() * range; m_heightmap[x2][y1+hy] = h; float i = (c + d + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y2] = i; DiamondSquare(x1, y1, x1+hx, y1+hy, range / 2.0); // Upper left DiamondSquare(x1+hx, y1, x2, y1+hy, range / 2.0); // Upper right DiamondSquare(x1, y1+hy, x1+hx, y2, range / 2.0); // Lower left DiamondSquare(x1+hx, y1+hy, x2, y2, range / 2.0); // Lower right } Parameters: (x1,y1),(x2,y2) - coordinates that define a region on a heightmap (default (0,0)(128,128)). range - basically max. height. (default 32) Help would be greatly appreciated.

    Read the article

  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

    Read the article

  • How can I inform search engines that the usefulness of some content on my site has a limited shelf life?

    - by Tim Post
    Let's say that I run a forum dedicated to computer hardware. Naturally, people are going to ask questions like: What is the best laptop for running [os] Or What is the best video card for under [amount] These may be perfectly fine discussions, but the content loses usefulness over time. An answer to either question asked in 2007 might still be relevant in 2008, but definitely not in 2012. Is there a way that I can tell search engines that certain pages might not give visitors what they're looking for after a certain date, and perhaps hint to a page on my site that would provide good information? Perhaps something I could set in HTTP response headers, meta tags or even a site map?

    Read the article

  • XNA extending an existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references? EDIT Selecting the correct content processor helped, it loads the audio file correctly. However, when I try to process some data, e.g: public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { int count = input.Data.Count; // With this commented out it works fine return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context) }; } It crashes with the following error: Managed Debugging Assistant 'PInvokeStackImbalance' has detected a problem in 'C:\Users\Maarten\Documents\Visual Studio 2010\Projects\AudioGame\DebugPipeline\bin\Debug\DebugPipeline.exe'. Additional Information: A call to PInvoke function 'Microsoft.Xna.Framework.Content.Pipeline!Microsoft.Xna.Framework.Content.Pipeline.UnsafeNativeMethods+AudioHelper::OpenAudioFile' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Information from logger right before crash: Using "BuildContent" task from assembly "Microsoft.Xna.Framework.Content.Pipel ine, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553". Task "BuildContent" Building gametrack.mp3 -> bin\x86\Debug\Content\gametrack.xnb Rebuilding because asset is new Importing gametrack.mp3 with Microsoft.Xna.Framework.Content.Pipeline.Mp3Imp orter Im experiencing exactly this: http://forums.create.msdn.com/forums/t/75996.aspx

    Read the article

  • Problem with user generated content

    - by grasshopper
    In general, what do you think is better in regards to adding content to a site, to allow users to add content to the site and put a flag button to report it if it doesn't fit with the site, or should only I add the content and remove that option? It will be a small site but I don't know if I'll manage to scan the site constantly or deal with the flags and on the other hand I'm worried that the site wont move forward because there will be lot less content, thoughts?

    Read the article

  • Apache Content negotiation returns wrong Content-Type with Mulitviews :(

    - by edbras
    I am using Apache webserver 2.2 with Content Negotiation through Multiviews. I have: <Directory /home/develop/web/prodBuild> Options +MultiViews AddEncoding x-gzip .gz </Directory> This directory contains the gzip files. So if a browser requests the file bla.js, the server will return the file bla.js.gz as the file bla.js doesn't exists. However, the Content-Type on my Ubuntu server is set to be "application/x-gzip" which is wrong as it's a javascript file, so is has be "application/javascript" I have this working on my local Windows Apache server, but don't seem to get it working on the remote Ubuntu server. :(... NO idea why... Who/why is it setting this wrong Content-Type ? BTW: I don't have this line "AddType application/x-gzip .gz .tgz" somwhere in my config, as then I understand why it goes wrong. My workaround: add the following line under the above "AddEncoding": AddType "" .gz It will then set an empty string as Content-Type and then it works.. I think that the browser will try to discover the content type itself... I hope somebody can explain to me why this is not working and why this content type is set ? :(

    Read the article

  • Seriously, It’s Time to Get Your Content Act Together

    - by Mike Stiles
    Branded content, content marketing, social content, brand journalism, we’re seeing those terms more and more. Why? The technology tools are coming together. We should know. We can gather big data, crunch it, listen to the public, moderate, respond, get to know the customer intimately, know what they like, know what they want, we can target, distribute, amplify, measure engagement and reaction, modify strategy and even automate a great deal of all that. An amazing machine, a sleek, smooth-running engine has been built such that all the parts can interact and work together to deliver peak performance and maximum output. But that engine isn’t going anywhere without any gas. Content is the gas. Yes, we curate other people’s content. We can siphon their gas. There’s tech to help with that too. But as for the creation of original, worthwhile content made for a specific audience, our audience, machines can’t do that…at least not yet. Curated content is great. But somebody has to originate the content for it to be curated and shared. And since the need for good, curated content is obviously large and the desire to share is there, it’s a winning proposition for a brand to be a consistent producer of original content. And yet, it feels like content is an issue we’re avoiding. There’s a reluctance to build a massive pipeline if you have no idea what you’re going to run through it. The C-suite often doesn’t know what content is, that it’s different from ads, where to get it, who makes it, how long it should be, what the point of it is if there’s no hard sell of the product, what it costs, how to use it, how to measure it, how to make sure it’s good, or how to make sure it will keep flowing. It could be the reason many brands aren’t pulling the trigger on socially enabling the enterprise. And that’s a shame, because there are a lot of creative, daring, experimental, uniquely talented entertainers and journalists chomping at the bit to execute content for brands. But for many corporate executives, content is “weird,” and the people who make it are even weirder. The content side of the equation is human. It’s art, but art that can be informed by data. The natural inclination is for brands to turn to their agencies for such creative endeavors. But agencies are falling into one of two categories. They’re failing to transition from ads to content. In “Content Era, What’s the Role of Agencies?” Alexander Jutkowitz says agencies were made for one-hit campaigns, not ongoing content. Or, they’re ready and capable but can’t get clients to do the right things. Agencies have to make money, even if it means continuing to do the wrong things because that’s all the client will agree to. So what we wind up with in the pipeline is advertising, marketing-heavy content, content that was obviously created or spearheaded by non-creative executives, random & inconsistent content, copy written for SEO bots, and other completely uninteresting nightmares. Frank Rose, author of “The Art of Immersion,” writes, “Content without story and excitement is noise pollution.” In the old days, you made an ad and inserted it into shows made by people who knew what they were doing. You could bask in that show’s success and leverage their audience. Now, you are tasked with attracting, amassing and holding your own audience. You may just want to make, advertise and sell your widgets. But now there’s a war on for a precious commodity, attention. People are busy. They have filters to keep uninteresting and irrelevant things out. They value their time and expect value back when they give it up. Joe Pulizzi, founder of the Content Marketing Institute, says, "Your customers don't care about you, your products, your services…they care about themselves, their wants and their needs." Is it worth getting serious about content and doing it right? 61% of consumers feel better about a company that delivers custom content (Custom Content Council). Interesting content is one of the top 3 reasons people follow brands on social (Content+). 78% of consumers think organizations that provide custom content want to build good relationships with them (TMG Custom Media). On the B2B side, 80% of business decision makers prefer to get company info in a series of articles vs. an ad. So what’s the hang-up? Cited barriers to content marketing are lack of human resources (42%) and lack of budget (35%). 54% of brands don’t have a single on-site, dedicated content creator. And only 38% of brands have a content marketing strategy. Tech has built the biggest, most incredible stage for brands that’s ever been built. Putting something on that stage is your responsibility. Do a bad show, or no show at all, and you’ll be the beautiful, talented actress that never got discovered. @mikestilesPhoto: Gabriella Fabbri, stock.xchng

    Read the article

  • Country specific content vs global content

    - by Ando
    I have a global product presentation website myproduct.com For certain countries I also own the country domain: myproduct.co.uk, myproduct.com.au, myproduct.es, myproduct.de, etc. The presentation website is translated in multiple languages and I set up redirects: myproduct.es will redirect to myproduct.com/es/, myproduct.de will redirect to myproduct.com/de/, etc. . The content so far is the same, just translated in different languages. The advantages are that it's easy to keep the content aligned - everything is managed from one centralized dashboard (I'm using Wordpress with qtranslate). Now I'm running into trouble as for different countries I want localized content - for UK I want to run different promotions and use a different reseller than for .com.au so I would like that users coming from myproduct.co.uk see something different than those coming from myproduct.com.au (and not be redirected to myproduct.com as they are right now). How can I achieve this? I could duplicate the whole main website and modify only certain parts but then I would have a lot of duplicate content (e.g. info about how the product works) and I would have pages that are likely to change (FAQ page) that I would have to keep updated over all websites. I can duplicate only partially the main website: on the localized website I would have only the pages that are different and then all other links would point to the .com site. This would solve the duplication problem but would cause confusion for the user as you would navigate from .co.uk to .com without noticing and then wonder how to get back. Other, better option?

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >