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  • Will search engines reindex a page that has been set to redirect on to a newer site page?

    - by Luke Duddridge
    We were asked by a client to change a website so that any pages/Urls we were hosting on an older site would now redirect to a newer site hosted somewhere else and a different domain name to boot. We did this by changing each page in the IIS site management, to redirect to a url on their new domain instead of rendering a page locally. According to the redirect tool here: http://www.webconfs.com/redirect-check.php . What we have done is search engine friendly. Problem now is... the client has been on a course learning all about meta tags and so thinks they have a better understanding of the "matrix" (remember there is no spoon). As Google still has the older site appearing in a search, this isnt helping matters. I have tried to explain, we have to wait for Google to reindex. I'm not blowing smoke am I? I'm now starting to wonder... will the older site always appear in a search, even though the pages don't exist? Is there a better way I should be redirecting their site to ensure google will stop keeping an index of pages that no longer exist and would instead replace them with the content in the newer site? a suggestion on the site mentioned above is to use the code: Response.Status="301 Moved Permanently" Response.AddHeader "Location","http://www.new-url.com/" Does using the option in the IIS management tool to redirect the url not do the same?

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  • Most suited technology for browser games?

    - by Tingle
    I was thinking about making a 2D MMO which I would in the long run support on various plattforms like desktop, mac, browser, android and ios. The server will be c++/linux based and the first client would go in the browser. So I have done some research and found that webgl and flash 11 support hardware accelerated rendering, I saw some other things like normal HTML5 painting. So my question is, which technology should I use for such a project? My main goal would be that the users have a hassle free experience using what there hardware can give them with hardware acceleration. And the client should work on the most basic out-of-the-box pc's that any casual pc or mac user has. And another criteria would be that it should be developer friendly. I've messed with webgl abit for example and that would require writing a engine from scratch - which is acceptable but not preferred. Also, in case of non-actionscript, which kind language is most prefered in terms of speed and flexability. I'm not to fond of javascript due to the garbage collector but have learned to work around it. Thank you for you time.

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  • Multilingual sites and Google search results, using sub-folders for language

    - by AWinter
    About three months ago we added an English version of our, previously Japanese only, site under the subfolder /en/ we've tried to follow the sometimes incomplete best practices laid out by Google by adding alternate tags to all pages that are currently translated. The top page for instance has the following meta tags for language. <link rel="canonical" href="/"> <link rel="alternate" hreflang="ja" href="/"> <link rel="alternate" hreflang="en" href="/en/"> While the English main page under /en/ has <link rel="canonical" href="/en/"> <link rel="alternate" hreflang="ja" href="/"> <link rel="alternate" hreflang="en" href="/en/"> Alternate languages are setup in the sitemap. (as per Google's recommendations) It seems however that Google absolutely refuses to show the English top page in results when the user is using English at google.com if you search you'll, as of this post, get the Japanese description and a title that Google has apparently invented instead of the title and description in the meta-tags for the /en/ index page. Does anyone have any experience with subfolders actually working to affect search results? What are the best practices for ensuring that the correct language version of my website is displayed through Google and other search engines? And how long will it take before the new language version becomes prominent in search engine results?

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  • Java Magazine: Growing on Open

    - by Tori Wieldt
    The November/December issue of Java Magazine is now out, with several great Java stories, including: Growing on Open AgroSense provides an all-Java open source platform for sustainable farming and precision agriculture. An Engine for Big Data Hadoop uses Java for large-scale analytics. JavaFX in SpringStephen Chin shows you why to use the Spring framework on the client. JCP Executive Q&A: Mike MilinkovichThe Eclipse Foundation’s executive director assesses the state of Java and the JCP. Exploring Lambda Expressions for the Java Language and the JVMBen Evans, Martijn Verburg, and Trisha Gee help you get ready for lambda expressions in Java SE 8. Get Started with Java SE for Embedded Devices on Raspberry PiWe walk you through getting Linux and Java SE for Embedded Devices to run on the Raspberry Pi in less than an hour. Java NationGet the news from JavaOne 2012 in San Francisco. Java Magazine is a bi-monthly online publication. It includes technical articles on the Java language and platform; Java innovations and innovators; JUG and JCP news; Java events; links to online Java communities; and videos and multimedia demos. Subscriptions are free. Do you have feedback about Java Magazine? Send a tweet to @oraclejavamag.

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  • How can I choose a Webapp UI Design/dev collaborative tool?

    - by Cheeso
    I am working with a team that's building a webapp for internal use in an enterprise. It's basically a workflow app at heart, where there's a single "request". Each request flows through various stages, and at each stage, there's a person or role that is responsible for moving the request to the next stage. "Moving" the request to the next stage might involve adding more data, validating things, gathering input from some external source and correlating it to the data in the request, and so on. The workflow engine has been selected. The UI for the various roles and stakeholders is being designed. We have a distributed group of stakeholders. I'd like to employ a collaborative design/dev effort, where devs can produce and stand-up mockups or even working prototypes, then solicit feedback on those things. In a centralized team this could be done via design review meetings, with everyone gathered round a screen projector. That just is not going to work for us. So what I'd like is an app that can help with this. Any recommendations on apps or how to choose?

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  • OpenGL depth texture wrong

    - by CoffeeandCode
    I have been writing a game engine for a while now and have decided to reconstruct my positions from depth... but how I read the depth seems to be wrong :/ What is wrong in my rendering? How I init my depth texture in the FBO gl::BindTexture(gl::TEXTURE_2D, this->textures[0]); // Depth gl::TexImage2D( gl::TEXTURE_2D, 0, gl::DEPTH32F_STENCIL8, width, height, 0, gl::DEPTH_STENCIL, gl::FLOAT_32_UNSIGNED_INT_24_8_REV, nullptr ); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE); gl::FramebufferTexture2D( gl::FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::TEXTURE_2D, this->textures[0], 0 ); Linear depth readings in my shader Vertex #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment (where the issue probably is) #version 150\n uniform sampler2D depth_texture; in vec2 uv_f; out vec4 Screen; void main(){ float n = 0.00001; float f = 100.0; float z = texture(depth_texture, uv_f).x; float linear_depth = (n * z)/(f - z * (f - n)); Screen = vec4(linear_depth); // It ISN'T because I don't separate alpha } When Rendered so gamedev.stackexchange, what's wrong with my rendering/glsl?

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  • SEO and external sites that serve responsive images (like Re-SRC)

    - by Baumr
    Re-SRC is a tool that allows you to automatically serve responsive images for your website from their cloud servers. It delivers a new image file each time the browser window (viewport) is resized. To use it in your HTML when linking to an image, you would do the following: <img src="http://app.resrc.it//www.your-domain.com/img/img001.jpg"/> Some more background for SEO considerations: As an example, looking at their demo page's code, the src of the Arc de Triomphe photo — when the browser window is resized to be at a tablet-width — shows this particular file at it's widest. It is found under the following URL: http://app4-uk.resrc.it/s=w560,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg If the viewport is increased to desktop-width, then a smaller image is served in line with the design; see this URL: http://app4-uk.resrc.it/s=w320,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg If I change the viewport to be about half-way between those two, then the image's URL is: http://app4-uk.resrc.it/s=w240,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg In other words, I found that there is a separate file for every 10-pixel increment of the image width. Very cool for saving bandwidth on mobile devices and service responsive/retina images on others, but... Here are two problems I see for SEO: The img on your site, part of your semantic markup, will not be hosted on your site at all, or even a server you control. Any links to these images will pass on "link juice" to Re-SRC's site instead. You are serving a vast array of different image files to different people — some may link to one, others to another size. Then there's the question of what different search engine crawlers will see. Also: There seems to be no fallback option if their servers are down. Do you see any other concerns? Or, perhaps, do you not see those as concerns?

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Compressing/compacting messages over websocket on Node.js

    - by icelava
    We have a websocket implementation (Node.js/Sock.js) that exchanges data as JSON strings. As our use cases grow, so have the size of the data transmitted across the wire. The websocket protocol does not natively offer any compression feature, so in order to reduce the size of our messages we'd have to manually do something about the serialisation. There appear to be a variety of LZW implementations in Javascript, some which confuses me on their compatibility for in-browser use only versus transmission across the wire due to my lack of understanding on low-level encodings. More importantly, all of them seem to take a noticeable performance drag when Javascript is the engine doing the compression/decompression work, which is not desirable for mobile devices. Looking instead other forms of compact serialisation, MessagePack does not appear to have any active support in Javascript itself; BSON does not have any Javascript implementation; and an alternative BISON project that I tested does not deserialise everything back to their original values (large numbers), and it does not look like any further development will happen either. What are some other options others have explored for Node.js?

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  • AME : How to Diagnose Issues With the Default Approver List in Purchasing When Using Approvals Management

    - by Oracle_EBS
    Do you need help in understanding the concepts or how to setup the Approval Management Engine (AME) for requisition approvals? See the new diagnostic Note 1437183.1 'AME : How to Diagnose Issues With the Default Approver List in Purchasing When Using Approvals Management'. AME is designed to generate the approval list according to the conditions and rules you define in the setup. This troubleshooting guide will help you understand how AME builds the default approval list for Purchasing and help users find solutions for scenarios where the approval list fails to be generated. Follow along with the logical steps for troubleshooting.  The note first reviews how to generate the AME Setup report.   For example in the note we see a fragment of the setup report. Notice it has different sections for each one of the setup categories including attributes, conditions, rules, action types, approval groups etc.  How the default approval list is built in AME is then reviewed, followed by the logical steps for diagnosing issues.  The diagnostic steps include how to run the Test Workbench, as well as how to obtain valuable debug and exception information.  Then follow along using the steps to build a simple test case to sharpen your understanding.

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  • How do I properly center Nifty GUI elements on screen?

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works well until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. It's always in the upper left corner, so far I can only see the lower right part of the text. How can I center the text element in the center of the screen?

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  • How to implement "bullet time" in a multiplayer game?

    - by Tom
    I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow motion/bullet time effect? Something like an illusion for the player that's currently slo-mo'ed. So everybody sees him "real-time", but he sees everything slowed down. Update A sidenote: keep in mind that a FPS game has to be balanced in order for it to be fun. So yes, this bullet time feature has to be solid, giving a small advantage to the "player", while not taking away from other players. Plus, there is a possibility that two players could activate their bullet time at the same time. Furthermore: I'm going to implement this in the future no matter what it takes. And, the idea is to build a whole new game engine for all this. If that gives new options, I'm more then interested in hearing the ideas. Meanwhile, here with my team we're thinking about this too, when our theory will be crafted, I'm going to share it here. Is this even possible? So, the question on "is this even possible" has been answered, now it's time to find the best solution. I'm keeping the "answer" until something exceptionally good comes up, like a prototype theory with something close to working pseudo code.

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  • Leveraging NuGet as a central repository for PowerShell modules

    - by cibrax
    We have been working a lot lately with PowerShell as part of our star product at Tellago Studios, “Moesion”. One of the main features we provide in Moesion is the ability to execute PowerShell commands remotely in a given server using a web mobile interface (You can read more in my previous post about Moesion). One of the things we realized in all this time is that PowerShell lacks of a central repository where IT guys or we, the developers, can easily grab and reuse commands.  All the commands or modules are basically spread across multiple places or websites, like personal blogs, TechNet or CodePlex projects to name a few making the search of them very hard. You are usually limited to use your favorite search engine and copy what you find. In addition, there is not an easy way to reuse, extend or version these commands, which also limits any contribution that you could make to the community.  My friend Jose wrote a great post the other day about the importance of reusing PowerShell modules, and what is the mechanism to reuse them. Jose, however, based his post in a custom implementation using a GIT repository for storing the modules. We have NuGet in the .NET platform for sharing and reusing existing libraries or code, so why can’t just leverage it for reusing PowerShell modules as well ?. Some teams in Microsoft are using NuGet for distributing libraries and binaries so it would be a great thing for all of us if they also distribute the scripting interfaces in PowerShell using NuGet. This applies to the .NET OS community as well. In fact, it looks like Andrew Nurse had the same idea and implemented a project for this in BitBucket, PsGet.

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  • How to customize web-app (pages and UI) for different customers

    - by demoncodemonkey
    We have an ASP.NET web-application which has become difficult to maintain, and I'm looking for ideas on how to redesign it. It's an employee administration system which can be highly customized for each of our customers. Let me explain how it works now: On the default page we have a menu where a user can select a task, such as Create Employee or View Timesheet. I'll use Create Employee as an example. When a user selects Create Employee from the menu, an ASPX page is loaded which contains a dynamically loaded usercontrol for the selected menuitem, e.g. for Create Employee this would be AddEmployee.ascx If the user clicks Save on the control, it navigates to the default page. Some menuitems involve multiple steps, so if the user clicks Next on a multi-step flow then it will navigate to the next page in the flow, and so on until it reaches the final step, where clicking Save navigates to the default page. Some customers may require an extra step in the Create Employee flow (e.g. SecurityClearance.ascx) but others may not. Different customers may use the same ASCX usercontrol, so in the AddEmployee.OnInit we can customize the fields for that customer, i.e. making certain fields hidden or readonly or mandatory. The following things are customizable per customer: Menu items Steps in each flow (ascx control names) Hidden fields in each ascx Mandatory fields in each ascx Rules relating to each ascx, which allows certain logic to be used in the code for that customer The customizations are held in a huge XML file per customer, which could be 7500 lines long. Is there any framework or rules-engine that we could use to customize our application in this way? How do other applications manage customizations per customer?

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  • Advice on designing web application with a 40+ year lifetime

    - by user2708395
    Scenario Currently, I am apart of a health care project whose main requirement is to capture data with unknown attributes using user generated forms by health care providers. The second requirement is that data integrity is key and that the application will be used for 40+ years. We are currently migrating the client's data from the past 40 years from various sources (Paper, Excel, Access, etc...) to the database. Future requirements are: Workflow management of forms Schedule management of forms Security/Role based management Reporting engine Mobile/Tablet support Situation Only 6 months in, the current (contracted) architect/senior programmer has taken the "fast" approach and has designed a poor system. The database is not normalized, the code is coupled, the tiers have no dedicated purpose and data is starting to go missing since he has designed some beans to perform "deletes" on the database. The code base is extremely bloated and there are jobs just to synchronize data since the database is not normalized. His approach has been to rely on backup jobs to restore missing data and doesn't seem to believe in re-factoring. Having presented my findings to the PM, the architect will be removed when his contract ends. I have been given the task to re-architect this application. My team consists of me and one junior programmer. We have no other resources. We have been granted a 6-month requirement freeze in which we can focus on re-building this system. I suggested using a CMS system like Drupal, but for policy reasons at the client's organization, the system must be built from scratch. This is the first time that I will be designing a system with a 40+ lifespan. I have only worked on projects with 3-5 year lifespans, so this situation is very new, yet exciting. Questions What design considerations will make the system more "future proof"? What experiences have you had in designing such systems - both failures and successes? What questions should be asked to the client/PM to make the system more "future proof"?

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  • Social Media Stations for Partners

    - by Oracle OpenWorld Blog Team
    By Stephanie Spada One of our exciting additions to this year’s Oracle Partner Network Exchange @ OpenWorld are Social Media Stations.  Partners have the opportunity to get customized, face-to-face expert advice on how they can better engage their customers and find new prospects online using social media tools.When: Sunday, September 30Time: 3:00 p.m.–5:00 p.m.Where: Moscone South, Esplanade levelWhen: Monday, October 1Time:  9:30 a.m.–6:00 p.m.Where: Moscone South, OPN Lounge, Exhibitor levelEach customized social media consultation will take only 25 minutes. Here’s how it works:·    Partners check in with a Social Media Rally coordinator who will assess needs and make the right connections for each session·    Partners go to the Photo Station, where a headshot will be taken that can be used on social profiles, Websites or for articles and posts across the Web·    Partners meet with the One-2-One consultants who will walk them through how they’re using social media today and what next steps could beSocial media channels/methods discussed can include Google+, Google Alerts, Google Analytics, Facebook, LinkedIn, Search Engine Optimization, Twitter, and more.  With so many choices, partners can decide how to focus their time.To get the most out of the Social Media Stations, partners should:·    Wear appropriate attire for the headshot photo·    Bring log-in information for social platforms they want to discuss·    Come prepared with questions for the One-2-One consultation so session time can be maximizedFor questions, or to schedule a session ahead of time, partners should send an email to: [email protected].

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  • Hosting and scaling a Facebook application in the cloud? [migrated]

    - by DhruvPathak
    We would be building a Facebook application in Django (Python), but still not sure of where to host it economically, and with a good provision to scale in case the app gets viral. Some details about the app: Would be HTML based like a website,using django as a framework. 100K is the number of expected pageviews in a day, if the app is viral. The users will not generate any media content, only some database data will be generated by them. It would be great if someone with more experience can guide on following points: A) Hosting on Google app engine or Amazon EC2 or some other cloud like RackSpace : Preferable points found in AppEngine were ease of deployment, cost effectiveness and easy scaling. For EC2: Full hold of the virtual machine,Amazon NoSQL and RDMBS database services in case we decide to use them. B) Does backend technology affect monthly cost? eg. would CPU and memory usage difference of Django over , for example , PHP framework like CodeIgnitor really make remarkable difference in running costs. (Here is the article that triggered this thought process : http://journal.dedasys.com/2010/01/12/rough-estimates-of-the-dollar-cost-of-scaling-web-platforms-part-i#comments) C) Does something like Heroku , which provides additional services over Amazon EC2, prove to be better than raw cloud management? It is not that we are trying for premature scaling, we just want to have a good start so that we are ready to handle unpredicted growth and scale.

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

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  • Smoothing rotation

    - by Lewis
    I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this: float Proportion = 9.5; float maxDiff = 200; float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff); player.rotation = rotation; The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right. I'll go into the behaviour in a little more detail: 0 velocity = sprite faces forwards negative velocity = sprite faces left depending on value. positive velocity = sprite faces right (higher velocity the more it faces right) same as above. I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that. I have a physics engine available. There is one other way to get around this: to use += on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping. Any ideas/code snippets would be greatly appreciated.

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  • Internet Explorer 9 is coming Monday to a web near you

    - by brian_ritchie
    Internet Explorer 9 is finally here...well almost.  Microsoft is releasing their new browser on March 14, 2011. IE9 has a number of improvements, including: Faster, Faster, Faster.  Did I mention it is faster?   With the new browsers coming out from Mozilla, Google, and Microsoft, there have been a flood of speed test coverage.  Chrome has long held the javascript speed crown.  But according to Steven J. Vaughan-Nichols over at ZDNET..."for the moment at least IE9 is actually the fastest browser I’ve tested to date."  He came to this revelation after figuring out that the 32-bit version of IE9 has the new Chakra JIT (the 64-bit version doesn't).  It also has a DirectX-based rendering engine so it can do cool tricks once reserved for desktop applications. Windows 7 Desktop Integration.  Read my post for more details.  Unfortantely, they didn't integrate my ideas...at least not yet :) Hot new UI.  Ok, they "borrowed" some ideas from Chrome...but that is the best form of flattery. Standards Compliance.  A real focus on HTML5 and CSS3.  Definite goodness for developers. So, go get yourself some IE9 on Monday and enjoy! 

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  • Getting rank for keywords that I don't want to appear on my website [duplicate]

    - by Rober
    This question already has an answer here: Which keyword should I use. colors or colours or a combination of both? 2 answers One of my products has two names. One of them is what I consider correct and thus it is what I want to appear on my website. The other name is incorrect for me, so I would like to avoid it. But I know that many people will search my product using the "bad" name. How could I get the "bad" name indexed for my site on search engines even if nobody can read it there? Of course, I want to do it "legally" so that no engine will ban my site considering it as cloaking, black hat SEO, etc... EDIT: Having that "bad" name on my backlinks is not an option. For example I would perceive user reviews connecting my site to that word as a negative point. Maybe having my site as a search result for that word could be negative as well, but I think it is worth it.

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  • SEO and links content

    - by AntonAL
    For usability purposes, entire article thumbnail is wrapped to a link. <a href="/some_article"> <h2>Article title</h2> <div class="summary">Lorem ipsum dolor sit amet</div> </a> User needs to click on any place of a thumb and it will be redirected to article. Does this approach have some negative effect to SEO ? Another question: What is more valueable for Search Engine ? Just a link to article in articles list <a href="/article1">Article 1</a> <a href="/article2">Article 2</a> <a href="/article3">Article 3</a> Or h2, wrapped to link: <a href="/article1"><h2>Article 1</h2></a> <a href="/article2"><h2>Article 2</h2></a> <a href="/article3"><h2>Article 3</h2></a>

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • What is the simplest way to render video into memory (for drawing to a texture) in .NET?

    - by sebf
    In my project I would like to be able to play back video on surfaces in the world. I intend to do this by having the video frames rendered to a block of memory, then use this to update a texture each frame. Everything is in place - except for the part that actually gets the video. I have looked on Google and found that the video library world is very expansive (and geared towards video processing), and am having trouble finding a suitable one. FFMpeg is very comprehensive, but is an entire suite and would take a good amount of work to integrate. So far the most promising library I've found is the one based on the VLC player libraries - by virtue of it using the same resources as VLC Player it is known to be very capable; it also renders to blocks of memory, but the API (at least of the one on Codeplex) is more of a port of the C++ API rather than a managed wrapper. The 'solution' can be any wrapper/API/library, but with characteristics that make it suitable for use in a rendering engine, namely: Renders the video frame data to memory, so it can be picked up and passed to a texture on the GPU easily. Super simple - all that is needed is a way to load, jump and render a frame programatically - ideally it would use the systems codecs and not require an assortment of plugins. Permissive license (LGPL or more free-er) .NET bindings at least; all the better if it is natively managed Can anyone suggest a lightweight, (.NET) library, that can take a video file, and spit out some frames into a byte[]?

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