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  • Drawing of a huge model - How to regain performance?

    - by marc wellman
    I have a huge model I want to draw in my XNA application but because of its size I am experiencing a tremendous loss of performance. The model has about ~50 000 000 edges and has a size on disk of 205 MB in DirectX Format. Please don't ask whether this model has to be that big - yes it has! Is there a way to transfer the model directly to my GPU in order to let the GPU do the drawing like when transferring a VertexBuffer like this: graphicsDevice.Vertices[1].SetSource(_instanceBuffers[i], 0, _sizeofMatrix); because when I try to fill a vertexBuffer with all the vertices I am getting a OutOfMemoryException.

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  • Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?

    - by rraallvv
    I started over 50 FPS on the iPhone, but now I'm bellow 30 PFS, I've seen most iPhone games clamped to either 60 or 30 FPS, even when 24 or less would give the illusion of movement. I've concidered my limit to be a little bit over 15 FPS, in fact my physics simulation is updated at that rate (15.84 steps/s) as that is the lowest that still give fluid movement, a bit lower gives jerky motion. Is there a practical reason why to clamp FPS way above the lower limit? Update: The following image could help to clarify I can independently set the physic simulation step, frame rate, and simulation interval update. My concern is why should I clamp any of those to values greater than the minimum? For instance to conserve battery life I could just to choose the lower limits, but it seems that 60 or 30 FPS are the most used values.

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  • What's New & Cool in NetBeans IDE 7.x

    - by Geertjan
    Loads of new features have been added to NetBeans IDE during the NetBeans IDE 7.x release cycle, i.e., 7.0 together with all the minor releases that have come after that, up to 7.4, which was released during the last few days. Hard to keep track of everything added over all those releases, so instead of making a "What's New in NetBeans IDE 7.4" slide deck (which would only cover the highlights of the NetBeans IDE 7.4 Release Notes), as we would normally do, we've instead produced "What's New in NetBeans IDE 7.x", which is around 50 slides presenting all the key features of the IDE, together with all the key newest features. Here it is: If you want to present the wonderful world that is the NetBeans ecosystem to your JUG or school or university or colleagues in your company, just download the above slide deck (either PDF or the PowerPoint sources) here: https://netbeans.org/community/teams/evangelism And happy NetBeans IDE 7.4 to everyone using NetBeans IDE everywhere in the world!

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  • HTG Projects: How to Create Your Own Custom Papercraft Toy

    - by Eric Z Goodnight
    Graphics programs aren’t simply for just editing your photos—they can have whatever fun application you can think of. For a fun, geeky project, here’s a simple papercraft toy you can make with a printer and simple household tools Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Deep – Awesome Use of Metal Objects as Deep Sea Creatures [Video] Convert or View Documents Online Easily with Zoho, No Account Required Build a Floor Scrubbing Robot out of Computer Fans and a Frisbee Serene Blue Windows Wallpaper for Your Desktop 2011 International Space Station Calendar Available for Download (Free) Ultimate Elimination – Lego Black Ops [Video]

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  • How to find siblings of a tree?

    - by smallB
    On my interview for an internship, I was asked following question: On a whiteboard write the simplest algorithm with use of recursion which would take a root of a so called binary tree (so called because it is not strictly speaking binary tree) and make every child in this tree connected with its sibling. So if I have: 1 / \ 2 3 / \ \ 4 5 6 / \ 7 8 then the sibling to 2 would be 3, to four five, to five six and to seven eight. I didn't do this, although I was heading in the right direction. Later (next day) at home I did it, but with the use of a debugger. It took me better part of two hours and 50 lines of code. I personally think that this was very difficult question, almost impossible to do correctly on a whiteboard. How would you solve it on a whiteboard? How to apprehend this question without using a debugger?

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating? What strategies are effective to combat this kind of cheating? I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change

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  • update-apt-xapian-index uses 100% CPU, even when Update Manager is set to not check for updates

    - by Dave M G
    I have a slightly older laptop running Ubuntu 11.10. It runs fine, but frequently, when I start it up, the CPU monitor in my Gnome Panel shows 100% usage for for what can be up to five minutes or so. It seems that the offending process is update-apt-xapian-index, which, if I understand correctly, is the update manager checking for updates. I have gone into the update manager settings, and selected to never check for updates. I'll do that manually when I feel like I have the time to leave the laptop running for that. However, despite my selection, this still happens. Roughly 50% of the time or more, when I start my laptop, it runs update-apt-xapian-index. How can I get the update manager to respect my settings, or at least to get this process to stop eating my CPU cycles?

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  • The 10 Best How-To Geek Guides for Perfect Christmas Photos

    - by Eric Z Goodnight
    Taking a lot of pictures this Christmas? Here’s a roundup of some of our favorite How-Tos to help you get the best possible photo prints this year. You might use Photoshop, Free Software, or even Microsoft Word; How-To Geek has something for every user in this collection of How-Tos to help you get the best prints this holiday season Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor MTCrypt Is an Efficient Front End for Mounting TrueCrypt Volumes 10 Things You Should Do with Your New Android Phone Walking Through the Park on a Snowy Night Wallpaper Track Weather Conditions with the Weather Underground Web App for Chrome These 8-Bit Mario Wood Magnets Put Video Games on Your Fridge Christmas Themes 4 Pack for Chrome and Iron Browser

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  • Des applications fleurissent sur la toile pour gérer la confidentialité sur Facebook, afin de protég

    Mise à jour du 18.05.2010 par Katleen Des applications fleurissent sur la toile pour gérer la confidentialité sur Facebook, afin de protéger facilement ses données personnelles Avec de plus en plus de changements dans ses paramètres de confidentialité, Facebook devient un site Internet compliqué à paramétrer pour certains. En effet, le réseau social offre pas moins de 50 paramètres assortis à plus de 70 options, pour contrôler ce que le Net peut voir de vous... Pour preuve, ce graphique publié la semaine dernière par le New York Times illustrant toutes les configurations disponibles : [IMG]http://graphics8.nytimes.com/packages/images/newsgraphics/2010/0512-facebook/gif1.jpg[/IMG]...

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  • which kernels can I safely purge?

    - by ecoologic
    I use the main answer of this question quite often to clear some space, but now I'm in extreme need and I'd like to better understand which kernels are safe to purge, my list is the following 10:50:58-673 - ~> dpkg -l | grep -Eo "^.i +linux-(image|headers)[^ ]+" | cut -c 5- | grep --color -E "$|"`uname -r` linux-headers-2.6.38-15 linux-headers-2.6.38-15-generic linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16 linux-headers-2.6.38-16-generic linux-headers-2.6.38-16-generic-pae # current one linux-headers-generic linux-headers-generic-pae linux-headers-server linux-image-2.6.38-15-generic-pae linux-image-2.6.38-16-generic-pae linux-image-generic-pae linux-image-server Is it enough to keep linux-headers-2.6.38-15 linux-headers-2.6.38-15-generic linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16 linux-headers-2.6.38-16-generic linux-headers-2.6.38-16-generic-pae # current one Or would this be enough linux-headers-2.6.38-15-generic-pae linux-headers-2.6.38-16-generic-pae # current one Or which other would be the shortest (keeping the previous one too)? And why?

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  • What the different hardware temperatures listed in psensor, sensor viewer etc reffer to?

    - by cipricus
    I have installed psensor and see a list of temperatures, but listed as ”Temperature 1”, 2, 3 etc . I can only guess where the processor is: but who's who for sure? The same question stands for Sensors Viewer. I can also type sensors in Terminal but I get no more than that acpi -t gives Thermal 0: ok, 65.0 degrees C Thermal 1: ok, 37.9 degrees C Thermal 2: ok, 56.0 degrees C Thermal 3: active, 71.0 degrees C Considering psensor, I know for a fact that: - the temperature that varies most depending on the CPU use is Temp1 and it is one of the two highest - the other high temperature is Temp4 and it goes to the ceiling when using youtube/flash - Temp2 is very stable at a medium level of 50-60 degrees Celsius - Temp3 is by far the lowest and most imobile So, I guess Temp1 is the CPU temperature, and Temp4 is the GPU temperature. Temp2 and 3 must be the motherboard and the hdd. Does anybody know for sure?

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  • VertTwoFingerScroll and VertEdgeScroll not settable via xorg.conf

    - by James Wood
    I've just upgraded to Saucy (this was working in Raring). I've tried rebooting. Here's /etc/X11/xorg.conf: Section "InputClass" Identifier "Touchpad" Driver "synaptics" MatchIsTouchpad "on" Option "PressureMotionMinZ" "60" Option "MaxTapMove" "4" Option "PalmDetect" "1" Option "VertTwoFingerScroll" "1" Option "VertEdgeScroll" "0" EndSection And here's the output from synclient: LeftEdge = 100 RightEdge = 2408 TopEdge = 71 BottomEdge = 1249 FingerLow = 1 FingerHigh = 1 MaxTapTime = 180 MaxTapMove = 4 MaxDoubleTapTime = 180 SingleTapTimeout = 180 ClickTime = 100 EmulateMidButtonTime = 75 EmulateTwoFingerMinZ = 282 EmulateTwoFingerMinW = 7 VertScrollDelta = 56 HorizScrollDelta = 56 VertEdgeScroll = 1 HorizEdgeScroll = 1 CornerCoasting = 0 VertTwoFingerScroll = 0 HorizTwoFingerScroll = 0 MinSpeed = 1 MaxSpeed = 1.75 AccelFactor = 0.0705716 TouchpadOff = 2 LockedDrags = 0 LockedDragTimeout = 5000 RTCornerButton = 2 RBCornerButton = 3 LTCornerButton = 0 LBCornerButton = 0 TapButton1 = 1 TapButton2 = 3 TapButton3 = 0 ClickFinger1 = 1 ClickFinger2 = 1 ClickFinger3 = 0 CircularScrolling = 0 CircScrollDelta = 0.1 CircScrollTrigger = 0 PalmDetect = 1 PalmMinWidth = 10 PalmMinZ = 200 CoastingSpeed = 20 CoastingFriction = 50 PressureMotionMinZ = 60 PressureMotionMaxZ = 160 PressureMotionMinFactor = 1 PressureMotionMaxFactor = 1 ResolutionDetect = 1 GrabEventDevice = 1 TapAndDragGesture = 1 AreaLeftEdge = 0 AreaRightEdge = 0 AreaTopEdge = 0 AreaBottomEdge = 0 HorizHysteresis = 14 VertHysteresis = 14 ClickPad = 0 Notice that PressureMotionMinZ, MaxTapMove and PalmDetect are as specified in xorg.conf, but VertEdgeScroll and VertTwoFingerScroll aren't. I can set them temporarily via synclient VertEdgeScroll=0 and synclient VertTwoFingerScroll=1, but these changes are lost when I reboot. What's the best way of fixing this?

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  • Associate Tech Support to Code Development [on hold]

    - by Abhay
    I have been selected for the first phase selection criteria of a company called CITRIX for the role of Associate Tech Support. Now, we have to undergo a 3 months in-depth technical training (most probably no certificate) and will only get the job on getting through the final test which includes selecting 50% of the total selected candidates in the first phase. Actually, I want to get in the field of coding and there lies my passion. Is there any way i can into any development department of this or any other company using my current profile which i can get into ?? Actually, i was wondering whether to go for the training or go for any java based course (6 months) for certification ??? Please note : The Company is not asking for any bonds

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  • Victory rewards in digital CCG

    - by Nils Munch
    I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency units (lets call them gold) for each hour they are playing, 50 for each day they are playing and X for each victory. Now, the X is what I am trying to calculate here, since I would prefer keeping the currency to a certain value, but also with to entice the players to battle. I could go with a solid figure, say 25, for beating up an opponent. But that would result in experienced players only beating up newly started players, making the experience lame for both. I could also make a laddered tier, where you start at level 1, and raise in level as you defeat your opponents, where winning over a player awards you his level x 2 in gold. Which would you prefer if you were playing a game like this. There is no gold-based scoreboard, but the gold is used to purchase new cards along the way.

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  • Google I/O 2012 - Advanced Design for Engineers

    Google I/O 2012 - Advanced Design for Engineers Alex Faaborg, Christian Robertson Design isn't black magic, it's a field that people can learn. In this talk two elite designers from Google will give you an advanced crash course in interactive and visual design. Topics will include mental models, natural mappings, metaphors, mode errors, visual hierarchies, typography and gestalt principles. Correctly applied this knowledge can drastically improve the quality of your work. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 158 9 ratings Time: 55:50 More in Science & Technology

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  • Google I/O 2010 - What's the hubbub about Google Buzz APIs?

    Google I/O 2010 - What's the hubbub about Google Buzz APIs? Google I/O 2010 - What's the hubbub about Google Buzz APIs? Social Web 101 Chris Chabot, Marco Kaiser (Seesmic), Ming Yong (Socialwok) Google Buzz is a new way to share updates, photos, videos and more, and start conversations about the things you find interesting. In this session, we'll take a deep dive into building with the Buzz APIs and the open standards it uses, such as ActivityStrea.ms, PubSubHubbub, OAuth, Salmon and WebFinger. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 3 0 ratings Time: 50:37 More in Science & Technology

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • Removing mdadm array and converting to regular disks while preserving data

    - by Jeffrey Kevin Pry
    I have a 6 disk (2TB each) mdadm RAID 5 volume created in Ubuntu 12.04 Server. However, I'm moving to a different solution and want to "unraid" my disks but keep the data. Only 50% is in use. From what I can surmise I basically have to do this recursively for each physical disk. Fail the disk Format the failed disk Move a portion of files to the new disk. Reshape the array Shrink the logical volume md0 This seems like a very time consuming process. Is there an easier way to do this (automatically perhaps) without buying new disks to temporarily hold the data? I am also aware that during this processing my RAID volume will be degraded and vulnerable the entire time. I am not too concerned about this and will be using battery backup and moving the most important files off first. Thank you for your help!

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  • Giant battery consumption with dual graphics solution (only i-gpu working)

    - by Noel
    I use a Laptop with Intel Core i7 SandyBridge and integrated Intel HD3000 graphics as well as a Nvidia Geforce GTS 555M. So far, I got the impression my Laptop was running with the Nvidia graphics adapter only because the fan was always running on highest speed (and loudest noise) and it was getting very hot even when doing nothing. Also the battery is empty after ~40-50 minutes (while having ~4-5 hours with Intel graphics in Win7). Since this can't be healthy I wanted to switch to the integrated graphics instead. I was fairly surprised when the System Information showed me that the as graphics adapter I use "Intel M". Why is my battery empty so fast with Ubuntu? Without using the NVIDIA graphics adapter? Summary: I DONT WANT to use the Nvidia graphics adapter (OPTIMUS), I just want the Intel solution. As I have understood, the Intel solution is running already, emptying my battery 10x as fast as Win7. What is wrong? Any ideas?

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  • Want to develop my own primitive physics engine, don't know how to start with it's high-level architecture. Suggestions?

    - by Violet Giraffe
    Few years ago I tried to make a simple 3D game - billiards. Completed like 50%, stuck with physics. Basically, I only need to calculate balls rolling over flat surface, but it would be nice to make something more flexible. I know all the formulas and laws (most of them, anyway). the problem is I have no idea of how to make good physics engine architecture-wise. I tried google and other forums but didn't find what I was looking for. The only suggestion was to look at open-source engine, but I'm not that good a programmer to make heads or tails out of it...

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  • Balancing Player vs. Monsters: Level-Up Curves

    - by ashes999
    I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. How do you find a balance between player growth, monster strength, and difficulty? The extreme ends of this spectrum are: Player levels up really fast and blows away monsters without much effort Monsters are incredibly strong and even at low levels, are very difficult to beat I've also tried a strange situation of making enemies relative to players, i.e. an enemy will always be at 50% or 100% or 150% of player stats (thus requiring the player to use other techniques instead of brute strength to succeeed). But where's the balance, and how do you find it? Edit: For example, I am expecting to hear things like: Balance high instead of balance low (200 HP and 20 str is easier to balance than 20 HP and 2 str) Look at easiest vs. hardest monsters, and see what you have in terms of a range

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  • Make Apache encode or replace quotes instead of escaping them?

    - by mplungjan
    In the dcoumentation I read Format Notes For security reasons, starting with version 2.0.46, non-printable and other special characters in %r, %i and %o are escaped using \xhh sequences, where hh stands for the hexadecimal representation of the raw byte. Exceptions from this rule are " and \, which are escaped by prepending a backslash, and all whitespace characters, which are written in their C-style notation (\n, \t, etc). In versions prior to 2.0.46, no escaping was performed on these strings so you had to be quite careful when dealing with raw log files. This is a problem for Analog which is still the handiest analyser I use. I get .... "GET /somerequest?q=\"quoted string\"&someparm=bla" in the logfile and it is of course flagged as corrupt since Analog expects .... "GET /somerequest?q=%22quoted string%22&someparm=bla" or similar. I realise I can pre-process using something like perl -p -i.bak -e 's/\\"/%22/g' logfile But I'd rather not have to add this step to these files which are 50-90MB zipped per day Thanks for any pointers

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  • Importance of having EDU backlinks

    - by maisdesign
    I've built a few links on 50 EDU / GOV websites. 1 of them has PR 8, 3 of them have PR 7, 8 of them PR6,7 of them PR5,12 of them PR4,8 of them PR3, 1 of them PR2, 6 of them PR1, 10 of them PR0. My website has PR3 and is on first page of Google/Yahoo/Bing for a few keywords that I like How long will it take to notice a difference in PR or domain authority? (Don't tell me that PR has no value now, I know it but it is a 'fashion' thing). So you say that DOMAIN Authority isn't an important factor?

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  • How do you set up PhysFS for use in a game?

    - by ThePlan
    After my recent question on GD I've been advised to use PhysFS to pack all my game data in 1 file. So I have, and the decission wasn't light, because I've tried out every library in my answers but none contained a single good tutorial whatsoever, in fact PhysFS is the poorest documented library I've ever seen. After attempting to set up PhysFS in my game I realized it's not as simple as adding the headers to the project, it appears something much more complicated, in fact after my first attempt to install PhysFS the compiler ran out of memory to display errors, it reached the critical count of 50 errors. So basically what I'm asking here is: How can I set up PhysFS on my game? I'm using Code::Blocks IDE on Windows XP SP3;

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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