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  • Benefits of LSI Based SEO

    SEO or Search engine optimization is the largely talked regarding Internet technology these days, with online business houses basking under its glory. It is a method of optimizing a website with an extensive combination of tasks that will perk up websites charisma on the different search engines. To make the job simpler, a new tool has been introduced by the SEO experts that came to be identified as LSI or latent semantic indexing. The LSI has changed the world of search engine optimization.

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  • Calgary SEO For Emerging Entrepreneurs

    With the economy as it is and job security becoming a rapidly fading memory, more and more people are starting to realize that they have just as much chance of success working for themselves as they do working for a large corporation. This is a great sign for the economy as an economy is always the most stable when people are being creative, innovative, and creating value on their own.

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  • Shouldn't recruitment be the other way round?

    - by Fanatic23
    I really don't know why nobody's thought of this so far, but recruitment should be the other way round. Engineers should have some sort of a common platform where they register skills or domains they are interested in, demonstrate their capabilities and companies should take it up from there. I think this is way more effective since if you are paid well to do work that you love doing, you will generally make a fine job out of it. Does anybody know of some recruitment platform like this?

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  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

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  • BI Evening @ Hitachi Consulting

    - by tsutha
    Next BI Evening is hosted by Hitachi Consulting. Please register ASAP as there are only limited number of spaces available. Of course there will be free beer and pizza. Great place to network with industry experts. If you are looking for job don't feel shy to talk to us . ThanksSutha

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  • Design Services for the Web

    Advertising and marketing is a huge industry, it spends billions of dollars globally and creates thousands of job opportunities. The advertising and marketing strategies also helped in the evolution ... [Author: Claudia Winifred - Web Design and Development - March 20, 2010]

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  • Single quotes vs double quotes

    - by Eric Hydrick
    I just started a job where I'm writing Python after coming from a Java background, and I'm noticing that other developers tend to quote strings using single quotes ('') instead of double quotes (""). For example: line1 = 'This is how strings typically look.' line2 = "Not like this." Is there a particular reason for this other than personal preference? Is this the proper way to be quoting strings?

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  • The importance of Document Freedom Day explained by Microsoft

    <b>Stop:</b> "These are only a few of the many resources that you can use to understand how important DFD is for you, even if, personally, you don't care at all about computers. The rest of this page, instead, explains how even a job offer from one of the greatest enemies of Document Freedom, Microsoft, proves the same point."

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  • How often do you use data structures (ie Binary Trees, Linked Lists) in your jobs/side projects?

    - by Chris2021
    It seems to me that, for everyday use, more primitive data structures like arrays get the job done just as well as a binary tree would. My question is how common is to use these structures when writing code for projects at work or projects that you pursue in your free time? I understand the better insertion time/deletion time/sorting time for certain structures but would that really matter that much if you were working with a relatively small amount of data?

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  • SEO Services Did Not Match Your Expectations?

    It is rather disappointing that everyone blames the SEO for a job done badly. Nobody wants to look at the market that is brimming with buyers willing to pay too little and quoting ridiculously low prices for getting their sites SEOed. No offense meant but aren't the buyers getting what they are willing to pay for?

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  • 2 Day Training on Windows Azure

    - by Sahil Malik
    SharePoint 2010 Training: more information Will Azure make you loose your job? Well if you don’t jump onboard and get on with the times, yes it will. (My words, not Microsoft’s).I will be delivering a 2 day training on Windows Azure. Complete with hands-on labs, lots of good learning. When – November 17nth, 2011Where – Oslo, NorwayMore Information | Register Now. Details - Read full article ....

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  • ASP.NET MVC for the Rest of Us Videos now available

    - by Jim Duffy
    Microsoft Senior Program Manager, Joe Stagner, has released his first 3 ASP.NET MVC for the Rest of Us Videos. I like the way he helps you learn ASP.NET MVC by building bridges between ASP.NET MVC concepts & ideas and ASP.NET WebForms concepts & ideas which you may already be comfortable working with. Good job Joe. Have a day. :-|

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • The "Salt and Pepper" of Simplifying SEO

    Judging by the amount of concern, fear, and sometimes panic over SEO, companies who make SEO a specialty are doing a terrific marketing job to create uneasiness over the unknown. Have you heard Kentucky Fried Chicken's marketing of "11 herbs and spices?" I remember reading somewhere that analysis showed that only salt and pepper were added to the coating.

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  • The Wonders of Maatkit for MySQL

    <b>Database Journal:</b> "MySQL is a great database for web-facing applications, however, it tends to be a bit rough around the edges. Enter Maatkit, a great toolkit with a bewildering array of command line tools that fill the gap where MySQL's native tools leave off. From data replication to query profiling and optimizing, Maatkit has tools to make you smarter, and help you get your job done."

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  • Having the same texture data in different ID3D11Texture2D

    - by bdmnd
    Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to CreateTexture2D, a copy of any textures data supplied has been copied elsewhere, likely VRAM. Does DX11 have any facility for having multiple ID3D11Texture2D objects which point to the same data? This might at first seem silly, but imagine a ID3D11Texture2D which is an array of textures. In one material, an artist has chosen to blend three identically sized maps, saved on disk as A.dds, B.dds, and C.dds. Then imagine they have another material which also uses three maps, but this time A.dds, B.dds, and D.dds. The shader code knows the diffuse texture is a texture array, and also has the number of layers baked (three in each case). I would essentially like to set up just two ID3D11Texture2D objects, one for each material, but I don't want to waste VRAM for two identical copies of A.dds and B.dds. I could use explicit texture arrays, of course, but this reduces the number of resources available to the shader and can complicate code somewhat more than would otherwise be needed.

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  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • I'm a contract developer and I think I'm about to get screwed [closed]

    - by kagaku
    I do contract development on the side. You could say that I'm a contract developer? Considering I've only ever had one client I'd say that's not exactly the truth - more like I took a side job and needed some extra cash. It started out as a "rebuild our website and we'll pay you $10k" type project. Once that was complete (a bit over schedule, but certainly not over budget), the company hired me on as a "long term support" contractor. The contract is to go from March of this year, expiring on December 31st of this year - 10 months. Over which a payment is to be paid on the 30th of each month for a set amount. I've been fulfilling my end of the contract on all points - doing server maintenence, application and database changes, doing huge rush changes and pretty much just going above and beyond. Currently I'm in the middle of development of an iPhone mobile application (PhoneGap based) which is nearing completion (probably 3-4 weeks from submission). It has not been all peaches and flowers though. Each and every month when my paycheck comes due, there always seems to be an issue of sorts. These issues did not occur during the initial project, only during the support contract. The actual contract states that my check should be mailed out on the 30th of the month. I have received my check on time approximately once (on time being about 2-3 days within the 30th). I've received my paycheck as late as the 15th of the next month - over two weeks late. I've put up with it because I need the paycheck. There have been promises and promises of "we'll send it out on time next time! I promise" - only to receive it just as late the next month. When I ask about payment they give me a vibe like "why are you only worried about money?" - unfortunately I don't have the luxury of not worrying about money. The last straw was with my August payment, which should have been mailed on August 30th. I received it on September 12th. The reason for the delay? "USPS is delaying it man! we sent it out on the 1st!" is the reason I got. When I finally got the check in the mail, the postage on the envelope was marked September 10th - the date it was run through the postage machine. I've been outright lied to, at this point. I carry on working, because again - I need a paycheck. I orchestrated the move of our application to a new server, developed a bunch of new changes and continued work on the iPhone app. All told I probably went over my hourly allotment (I'm paid for 40 hours a month, I probably put in at least 50). On Saturday, the 1st, I gave the main contact at the company (a company of 3, by the way - this is not some big corporation) a ring and filled him in on the status of my work for the past two weeks. Unusually I hadn't heard from him since the middle of September. His response was "oh... well, that is nice and uh.. good job. well, we've been talking within the company about things and we've certainly got some decisions ahead of us..." - not verbatim but you get the idea (I hope?). I got out of this conversation that the site is not doing very well (which it's not) and they're considering pulling the plug. Crap, this contract is going to end early - there goes Christmas! Fine, that's alright, no problem. I'll get paid for the last months work and call it a day. Unfortunately I still haven't gotten last months check, and I'm getting dicked around now. "Oh.. we had problems transferring funds, we'll try and mail it out tomorrow" and "I left a VM with the finance guy, but I can't get ahold of him". So I'm getting the feeling I'm not getting paid for all the work I put in for September. This is obviously breach of contract, and I am pissed. Thinking irrationally, I considered changing all their passwords and holding their stuff hostage. Before I think it through (by the way, I am NOT going to do this, realized it would probably get me in trouble), I go and try some passwords for our various accounts. Google Apps? Oh, I'm no longer administrator here. Godaddy? Whoops, invalid password. Disqus? Nope, invalid password here too. Google Adsense / Analytics? Invalid password. Dedicated server account manager? Invalid password. Now, I have the servers root password - I just built the box last week and haven't had a chance to send the guy the root password. Wasn't in a rush, I manage the server and they never touch it. Now all of a sudden all the passwords except this one are changed; the writing is on the wall - I am out. Here's the conundrum. I have the root password, they do not. If I give them this password all the leverage I have is gone, out the door and out of my hands. During this argument of why am I not getting paid the guy sends me an email saying "oh by the way, what's the root username and password to the server?". Considering he knows absolutely nothing, I gave him an "admin" account which really has almost no rights. I still have exclusive access to the server, I just don't know where to go. I can hold their data hostage, but I'm almost positive this is the wrong thing to do. I'd consider it blackmail, regardless of whether or not I have gotten paid yet. I can "break" something on the server and give them the whole "well, if you were paying me I could fix it!" spiel. This works from a "well he's not holding their stuff hostage" point of view, but what stops them from hiring some one else to just fix the issue at hand? For all I know the guys nephew is a "l33t hax0r" and can figure it out for free. I can give in, document as much as I can and take him to small claims court. This is breach of contract, I'm not getting paid. I have a case, right? ???? Does anyone have any experience in this? What can I do? What are my options? I'm broke, I can't afford a lawyer and I can barely afford not getting this paycheck. My wife doesn't work (I work two jobs so she doesn't have to work - we have a 1 year old) and is already looking at getting a part time job to cover the bills. Long term we'll be fine, but this has pissed me off beyond belief! Help me out, I'm about to get screwed.

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  • Reminder: JavaOne Call For Papers Closing April 9th, 11:59pm

    - by arungupta
    JavaOne 2012 Call For Papers is closing on April 9th. Make sure to get your submissions in time and make the reviewers job exciting. Submit now! Read tips for paper submission here and an insight into the review process and more tips here. The conference will be held in San Francisco from September 30th to October 4th, 2012. And between now and this JavaOne in San Francisco, the conference is also going to Japan, Russia, and India.

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • OK, I have my database ready, now what's missing?

    - by fatherjack
    During the life of any database there will be times when the development makes a change that breaks functionality of an object somewhere else in the database. SQL Server does a good job in some places of making this impossible, or at least really difficult, but in other places there isn't even a murmur as you execute a script that will bring your system processes out in a nasty plague of error messages. Where it works. If you try to create a view based on a table or column that doesn't...(read more)

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  • Konsole's user interface changes

    <B>Sascha's Hideout:</B> "Konsole does a brilliant job at being a terminal emulator but it doesn't follow user interface standards set by the majority of KDE apps very well. The remainder of this post is mostly about the menu bar and popup menus."

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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