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  • Silverlight 4 + RIA Services - Ready for Business: Search Engine Optimization (SEO)

    To continue our series, lets look at SEO and Silverlight.  The vast majority of web traffic is driven by search. Search engines are the first stop for many users on the public internet and is increasingly so in corporate environments as well.  Search is also the key technology that drives most ad revenue.  So needless to say, SEO is important.  But how does SEO work in a Silverlight application where most of the interesting content is dynamically generated?   I will...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • Mix2010: Search Engine Optimization (SEO) for Microsoft Silverlight

    I had a great time today in my Mix2010 session on SEO for Silverlight.   You can find all the slides (more than I was able to cover in the talk) here.  and the the full play-by-play of the demo (include a link to the completed solution).    I started off talking why SEO matters Then I talked about three tips   You can view the site live by using Bing for my foodie Explorer Cooking Class with Joe.. or the other guys search engine equally well. ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Content Optimization only?

    - by danie7L T
    There are tons of discussions around tips&tricks to improve Search Engines "ranking" and SEOs. What if the focus of the webmaster/client is 100% set on the quality of the content with precise keywords in meta tags, clean design, regular articles updates, clean URLs and highly filtered external links leading to pages on websites dealing on the same,or related subjects; isn't it the job of a good search engine like Google to catch this website and show it in its front-page ? Or does Search Engines count on us to help them find us, and webmasters will always have to be up-to-date regarding SEO tools and rules updates on top of websites' design, browsers customization, progressive enhancement etc ?

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  • Need the co-ordinates of innerPolygon

    - by user960567
    Let say I have this diagram, Given that i have all the co-ordinates of outer polygon and the distance between inner and outer polygon is d is also given. How to calculate the inner polygon co-ordinates? Edit: I was able to solved the issue by getting the mid-points of all lines. From these mid-points I can move d distance, So I can get three points. No I have 3 points and 3 slopes. From this, I can get three new equations. Simultaneously, solving the equation get the 3 points.

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  • The Top Ten Myths From a Search Engine Optimization Point of View

    There are hundreds, if not thousands of SEO myths that continue to fly around the internet, forums and blogs on a daily basis, with new ones being added all of the time. For anyone beginning in the world of SEO or looking to optimize their website, these myths can often be confusing, especially when you are looking for the truth and just want to make sure your website does well.

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  • Combres 2.0 - A Library for ASP.NET Website Optimization

    .NET library which enables combination, minification, compression, and caching of JavaScript and CSS resources for ASP.NET Web Forms and ASP.NET MVC web applications....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Updating "Inactive" Chunks

    - by Conner Bryan
    In my game, the only chunks (4x4 areas of tiles) in memory are the ones that the player is in. However, chunks need to have updates applied to them over time. A (likely) well-known example would be MineCraft: even if the player isn't in a chunk, the wheat still needs to grow over time. My current solution is to call a method and pass in the time since the chunk was active.. but what if the chunk depends on nearby chunks for information, i.e. vines spreading or similar? Is there any reasonable solutions to this problem, or should I simply not depend on nearby chunks?

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  • how to calculate intersection time and place of multiple moving arcs

    - by user20733
    I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object is a function of time and relative to the object it orbits. (so far so good). now I want to know for a given 2 objects(A,B), a start time and a speed, how can I work out the when and where to go. I can work out where A and B is given a time. so i just need. 1: direction to travel in from A to B(remember B is moving(not in a straight line)) 2: Time to get to b in a straight line. travel must be in a straight line with the shortest possible distance. as an extension to this question, how will i know if its better to wait, EG is it faster to stay on object A and wait for a hour when the objects may be closer, than to set off from A to B at the start. Cheers, it hurt my brain.

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  • Possible applications of algorithm devised for differentiating between structured vs random text

    - by rooznom
    I have written a program that can rapidly (within 5 sec on a 2GB RAM desktop, 2.33 Ghz CPU) differentiate between structured text (e.g english text) and random alphanumeric strings. It can also provide a probability score for the prediction. Are there any practical applications/uses of such a program. Note that the program is based on entropy models and does not have any dictionary comparisons in its workflow. Thanks in advance for your responses

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • How do I produce "enjoyably" random, as opposed to pseudo-random?

    - by Hilton Campbell
    I'm making a game which presents a number of different kinds of puzzles in sequence. I choose each puzzle with a pseudorandom number. For each puzzle, there are a number of variations. I choose the variation with another pseudorandom number. And so on. The thing is, while this produces near-true randomness, this isn't what the player really wants. The player typically wants what they perceive to be and identify as random, but only if it doesn't tend to repeat puzzles. So, not really random. Just unpredictable. Giving it some thought, I can imagine hacky ways of doing it. For example, temporarily eliminating the most recent N choices from the set of possibilities when selecting a new choice. Or assigning every choice an equal probability, reducing a choice's probability to zero on selection, and then increasing all probabilities slowly with each selection. I assume there's an established way of doing this, but I just don't know the terminology so I can't find it. Anyone know? Or has anyone solved this in a pleasing way?

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  • Algorithm to increase odds of matching when randomly selecting

    - by Bryan
    I am building a mobile game loosely based on dual n-back http://brainworkshop.sourceforge.net/tutorial.html Now with the game I have 9 squares (numbered 1 through 9) and 9 letters (A through K) In the current code, I randomly select a square (e.g. 3) and a letter (e.g. C), then repeat the random selection for the next turn. For 1-back, I test whether either, neither or both match the previous turn. The problem with my current code is I get very few matches - I can go through many turns without having either match. How can I increase the match frequency, or alternatively decrease the randomness so a match is more likely? I am not looking for specific code (but pseudo-code would be fine) - just more an approach to increase match frequency.

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  • In Search Data Structure And Algorithm Project Title Based on Topic

    - by Salehin Suhaimi
    As the title says, my lecturer gave me a project that i needed to finish in 3 weeks before final semester exams. So i thought i will start now. The requirement is to "build a simple program that has GUI based on all the chapter that we've learned." But i got stuck on WHAT program should i build. Any idea a program that is related to this chapter i've learned? Any input will help. list, array list, linked list, vectors, stacks, Queues, ADT, Hashing, Binary Search Tree, AVL Tree, That's about all i can remember. Any idea where can i start looking?

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  • Help with timebased scoring algorithm

    - by Dave
    Im trying to devise an appropriate scoring system for my game. The game in essense has a finite number of tasks to complete (say 20) and the quicker you complete these task, the more points you get. I had devised a basic way of doing this using bands of time multiplied by a score for that band multiplied by the number of tasks solved within that time band i.e. (Time Band) = (Points) 1-5 sec = 15, 5-10 secs = 10, 10-20 secs = 5, 20-30 secs = 3, 40 secs onwards = 1, So for example if I did 3 tasks in the 1-5sec band i'd get 15*3=45points, if i found 10 in the 20-30sec band i'd get 3*10=30 points. Im sure there is a more mathematical way of doing this using powers of some kind but I just can't think how and hoping someone has already done something smilar.. Many thanks in advance

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  • Logic or Algorithm to solve this problem [closed]

    - by jade
    I have two lists. List1 {a,b,c,d,e} and List2 {f,g,h,i,j} The relation between the two list is as follows a->g,a->h,h->c,h->d,d->i,d->j Now I have these two lists displayed. Based on the relation above on selecting element a from List1, List2 shows g,h. On selecting h from List2, in List1 c,d are shown in List1. On selecting d from List1 it shows i,j in List2. How to trace back to initial state by deselecting the elements in reverse order in which they have been selected?

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  • How should I compress a file with multiple bytes that are the same with Huffman coding?

    - by Omega
    On my great quest for compressing/decompressing files with a Java implementation of Huffman coding (http://en.wikipedia.org/wiki/Huffman_coding) for a school assignment, I am now at the point of building a list of prefix codes. Such codes are used when decompressing a file. Basically, the code is made of zeroes and ones, that are used to follow a path in a Huffman tree (left or right) for, ultimately, finding a byte. In this Wikipedia image, to reach the character m the prefix code would be 0111 The idea is that when you compress the file, you will basically convert all the bytes of the file into prefix codes instead (they tend to be smaller than 8 bits, so there's some gain). So every time the character m appears in a file (which in binary is actually 1101101), it will be replaced by 0111 (if we used the tree above). Therefore, 1101101110110111011011101101 becomes 0111011101110111 in the compressed file. I'm okay with that. But what if the following happens: In the file to be compressed there exists only one unique byte, say 1101101. There are 1000 of such byte. Technically, the prefix code of such byte would be... none, because there is no path to follow, right? I mean, there is only one unique byte anyway, so the tree has just one node. Therefore, if the prefix code is none, I would not be able to write the prefix code in the compressed file, because, well, there is nothing to write. Which brings this problem: how would I compress/decompress such file if it is impossible to write a prefix code when compressing? (using Huffman coding, due to the school assignment's rules) This tutorial seems to explain a bit better about prefix codes: http://www.cprogramming.com/tutorial/computersciencetheory/huffman.html but doesn't seem to address this issue either.

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