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  • How much localizations is too much for a game?

    - by Krom Stern
    We are making an RTS game and we intend to add localizations to all languages our players use. So far we have 16 locales and about 3-4 are being planned. Now some crazy ideas pop up from our community, players ask for "funny text" localizations. We have been already offered a pack that makes it for 1 of our languages. Now I was thinking where should we draw a line between official localizations which we include into the game and unofficial mods that players will have to install on their own? Obviously overcrowding locale selection menu with all sorts of funny locales (LOL-cat, redneck, welsh, medieval, simplified, etc.) for all the languages seems way too much. But is it really? What are the hidden pros and cons of having too much locales and how much is too much?

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  • Abstract Factory Method and Polymorphism

    - by Scotty C.
    Being a PHP programmer for the last couple of years, I'm just starting to get into advanced programming styles and using polymorphic patterns. I was watching a video on polymorphism the other day, and the guy giving the lecture said that if at all possible, you should get rid of if statements in your code, and that a switch is almost always a sign that polymorphism is needed. At this point I was quite inspired and immediately went off to try out these new concepts, so I decided to make a small caching module using a factory method. Of course the very first thing I have to do is create a switch to decide what file encoding to choose. DANG! class Main { public static function methodA($parameter='') { switch ($parameter) { case 'a': $object = new \name\space\object1(); break; case 'b': $object = new \name\space\object2(); break; case 'c': $object = new \name\space\object3(); break; default: $object = new \name\space\object1(); } return (sekretInterface $object); } } At this point I'm not really sure what to do. As far as I can tell, I either have to use a different pattern and have separate methods for each object instance, or accept that a switch is necessary to "switch" between them. What do you guys think?

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • How do I position a 2D camera in OpenGL?

    - by Elfayer
    I can't understand how the camera is working. It's a 2D game, so I'm displaying a game map from (0, 0, 0) to (mapSizeX, 0, mapSizeY). I'm initializing the camera as follow : Camera::Camera(void) : position_(0.0f, 0.0f, 0.0f), rotation_(0.0f, 0.0f, -1.0f) {} void Camera::initialize(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glTranslatef(position_.x, position_.y, position_.z); gluPerspective(70.0f, 800.0f/600.0f, 1.0f, 10000.0f); gluLookAt(0.0f, 6000.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); } So the camera is looking down. I currently see the up right border of the map in the center of my window and the map expand to the down left border of my window. I would like to center the map. The logical thing to do should be to move the camera to eyeX = mapSizeX / 2 and the same for z. My map has 10 x 10 cases with CASE = 400, so I should have : gluLookAt((10 / 2) * CASE /* = 2000 */, 6000.0f, (10 / 2) * CASE /* = 2000 */, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); But that doesn't move the camera, but seems to rotate it. Am I doing something wrong? EDIT : I tried that: gluLookAt(2000.0f, 6000.0f, 0.0f, 2000.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); Which correctly moves the map in the middle of the window in width. But I can't move if correctly in height. It always returns the axis Z. When I go up, It goes down and the same for right and left. I don't see the map anymore when I do : gluLookAt(2000.0f, 6000.0f, 2000.0f, 2000.0f, 0.0f, 2000.0f, 0.0f, 1.0f, 0.0f);

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  • Thermal risks to other components when watercooling CPU

    - by B Sharp
    I recently ordered all the components for a new desktop system to replace my old, dying computer. I wanted to have a really quiet desktop, so I got a case rated for being quiet and opted to try a closed-system CPU water cooling kit (Antec Kuhler H2O 620) that was on sale for a very good price over the Thanksgiving weekend. Most of my components are still in transit, but I became somewhat worried when a friend mentioned that abandoning air cooling units can result in heat buildup inside the case due to heat generated by the video card and other components such as RAM, the northbridge, MOSFETs and voltage regulators radiating heat that the CPU fan would normally at least keep circulating around so it doesn't build up in localized areas. Is this a realistic problem? What other precautions should I take to remove heat from other components? Adding more case fans seems like it would get really noisy. Are there quiet alternatives?

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  • Does anyone know of any work being done on EEE transformer?

    - by Matthew
    I recently got a (few) nexus 7's to install and enjoy ubuntu on. Which is great and all, but from what I've read online and the issues I have experienced myself the Nexus 7 has way to many serious defects. Such as: Audio jack not working Screen lifting Screen ghosting out (The very first one) Instant drop in battery life (happened to one of mine) Internal memory malfunctions (The latest issue I've had, the internal memory went completely bad) If you need to read other horror stories you can simply check out XDA developers forum, lots of people are having issues. I'd really like to enjoy ubuntu on a different device, I think the Transformer prime would make way more sense (usability and stability wise). Have there been any hacks/mods to get it running on this device?

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  • Can I build a laptop from scratch?

    - by Ciaran
    I've been looking at this as the same approach as building a desktop computer from scratch but I've never really come across the core things. Can I buy a laptop "case"? Can I buy a motherboard/PSU to fit that case? Can I choose a CPU fan? What are my battery options? Obviously taking into consideration the case. Why isn't this as easy as putting together a desktop computer? Shouldn't there be standards such as ATX? If they exist, what are they?

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Is there an elegant way to track multiple domains under separate accounts with google analytics?

    - by J_M_J
    I have a situation where a content management system uses the same template for multiple websites with different domain names and I can't make a separate template for each. However, each website needs to be tracked with Google analytics. Would this be appropriate to track each domain like this by putting in some conditional code? And would this be robust enough not to break? Is there a more elegant way to do this? <script type="text/javascript"> var _gaq = _gaq || []; switch (location.hostname){ case 'www.aaa.com': _gaq.push(['_setAccount', 'UA-xxxxxxx-1']); break; case 'www.bbb.com': _gaq.push(['_setAccount', 'UA-xxxxxxx-2']); break; case 'www.ccc.com': _gaq.push(['_setAccount', 'UA-xxxxxxx-3']); break; } _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; (document.getElementsByTagName('head')[0] || document.getElementsByTagName('body')[0]).appendChild(ga); })(); </script> Just to be clear, each website is a separate domain name and must be tracked separately, NOT different domains with same pages on one analytics profile.

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  • Using Queries with Coherence Write-Behind Caches

    - by jpurdy
    Applications that use write-behind caching and wish to query the logical entity set have the option of querying the NamedCache itself or querying the database. In the former case, no particular restrictions exist beyond the limitations intrinsic to the Coherence query engine itself. In the latter case, queries may see partially committed transactions (e.g. with a parent-child relationship, the version of the parent may be different than the version of the child objects) and/or significant version skew (the query may see the current version of one object and a far older version of another object). This is consistent with "read committed" semantics, but the read skew may be far greater than would ever occur in a non-cached environment. As is usually the case, the application developer may choose to accept these limitations (with the hope that they are sufficiently infrequent), or they may choose to validate the reads (perhaps via a version flag on the objects). This also applies to situations where a third party application (such as a reporting tool) is querying the database. In many cases, the database may only be in a consistent state after the Coherence cluster has been halted.

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  • Partner Webcast - Oracle Data Integration Competency Center (DICC): A Niche Market for services

    - by Thanos Terentes Printzios
    Market success now depends on data integration speed. This is why we collected all best practices from the most advanced IT leaders, simply to prove that a Data Integration competency center should be the primary new IT team you should establish. This is a niche market with unlimited potential for partners becoming, the much needed, data integration services provider trusted by customers. We would like to elaborate with OPN Partners on the Business Value Assessment and Total Economic Impact of the Data Integration Platform for End Users, while justifying re-organizing your IT services teams. We are happy to share our research on: The Economical impact of data integration platform/competency center. Justifying strongest reasons and differentiators, using numeric analysis and best-practice in customer case studies from specific industries Utilizing diagnostics and health-check analysis in building a business case for your customers What exactly is so special in the technology of Oracle Data Integration Impact of growing data volume and amount of data sources Analysis of usual solutions that are being implemented so far, addressing key challenges and mistakes During this partner webcast we will balance business case centric content with extensive numerical ROI analysis. Join us to find out how to build a unified approach to moving/sharing/integrating data across the enterprise and why this is an important new services opportunity for partners. Agenda: Data Integration Competency Center Oracle Data Integration Solution Overview Services Niche Market For OPN Summary Q&A Delivery Format This FREE online LIVE eSeminar will be delivered over the Web. Registrations received less than 24hours prior to start time may not receive confirmation to attend. Presenter: Milomir Vojvodic, EMEA Senior Business Development Manager for Oracle Data Integration Product Group Date: Thursday, September 4th, 10pm CEST (8am UTC/11am EEST)Duration: 1 hour Register Today For any questions please contact us at [email protected]

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  • What does your Ubuntu Desktop look like? [closed]

    - by dustyprogrammer
    I was initially drawn to Ubuntu, simply due to the fact that you could completely customize your computer to how you would like to use it. I was wondering how everyone's desktops look, and what mods they use to get it to look the way it does. I believe this leads you to be introduced a new myriad of applications like: tilda, terminator, and more. Here is my desktop :) very plain but I am hoping to see it change. How does your desktop look, add any cool applications you think others would enjoy. Contribute. Please and thank you.

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  • Why is quicksort better than other sorting algorithms in practice?

    - by Raphael
    This is a repost of a question on cs.SE by Janoma. Full credits and spoils to him or cs.SE. In a standard algorithms course we are taught that quicksort is O(n log n) on average and O(n²) in the worst case. At the same time, other sorting algorithms are studied which are O(n log n) in the worst case (like mergesort and heapsort), and even linear time in the best case (like bubblesort) but with some additional needs of memory. After a quick glance at some more running times it is natural to say that quicksort should not be as efficient as others. Also, consider that students learn in basic programming courses that recursion is not really good in general because it could use too much memory, etc. Therefore (and even though this is not a real argument), this gives the idea that quicksort might not be really good because it is a recursive algorithm. Why, then, does quicksort outperform other sorting algorithms in practice? Does it have to do with the structure of real-world data? Does it have to do with the way memory works in computers? I know that some memories are way faster than others, but I don't know if that's the real reason for this counter-intuitive performance (when compared to theoretical estimates).

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • Largest successful JavaScript project? [closed]

    - by 80x24 console
    A common theme in the GWT community is "I wouldn't want to build a project of THAT size using a pure JavaScript library!" What is the largest project that you have successfully delivered with frontend functionality written in JavaScript? (not Java or GWT) Please provide at least a hand-wavy SLOC estimate of the unique JS code (not including libraries, frameworks, toolkits, test code, generated code, server-side processing such as PHP, etc.) that was in the finished product. Note to GWT advocates: Please read the question carefully before answering. I've heard plenty of stories about JS failures and GWT successes, but I'd like to hear some quantified JS successes. Note to mods: This is primarily a business-of-software question, not a tools question. It factors into a real-world business decision.

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  • Is SEO affected negatively by having densely encoded identifiers of content in URLs?

    - by casperOne
    This isn't about where to put the id of a piece of unique content in URLs, but more about densely packing the URL (or, does it just not matter). Take for example, a hypothetical post in a blog: http://tempuri.org/123456789/seo-friendly-title The ID that uniquely identifies this is 123456789. This corresponds to a look-up and is the direct key in the underlying data store. However, I could encode that in say, hexadecimal, like so: http://tempuri.org/75bcd15/seo-friendly-title And that would be shorter. One could take it even further and have more compact encodings; since URLs are case sensitive, one could imagine an encoding that uses numbers, lowercase and uppercase letters, for a base of 62 (26 upper case + 26 lower case + 10 digits): 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz For a resulting URL of: http://tempuri.org/8M0kX/seo-friendly-title The question is, does densely packing the ID of the content (the requirement is that an ID is mandatory for look-ups) have a negative impact on SEO (and dare I ask, might it have any positive impact), or is it just not worth the time? Note that this is not for a URL shortening service, so saving space in the URL for browser limitation purposes is not an issue.

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  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

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  • Merge Publication Data Partition Snapshot generation

    - by David Osborn
    I have a merge publication in SQL 2008 R2 with data partitions and I am wondering when I should generate the snapshots for the data partitions. I get an error sometimes when bringing a new subscribe online related to the partition snapshot being out of date and I am wondering if this has to do with the publication snapshot being scheduled at the same time as the partition snapshots. I'm not really sure how the partition snapshot gets generated, but it appears maybe it is getting generated before the publication snapshot. If this is the case how should I be scheduling the partition snapshots to get generated? Should I set them to run x number of minutes after the publication snapshot? this seems kind of poor to do in case the publication snapshot takes awhile or fails. It seems to me the publication snapshot should just run the data partition snapshot agents when it is done if this is the case.

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  • Vim: Custom Folding for special doc

    - by Matthias Guenther
    Here is the code: package localhost import scala.tools.nsc.reporters._ import scala.tools.nsc.util.Position class MyReporter extends Reporter { /** <p> * Give message of an rejected program * </p> */ def info0(pos: Position, msg: String, severity: Severity, force: Boolean) = { severity match { case INFO => case WARNING => case ERROR => println("error on pos: " +pos+" message: "+msg) } } } So I want to to fold /** <p> * Give message of an rejected program * </p> */ to something like: /** */ How is this possible? Thanks for your help.

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  • How to prevent one account from unlocking products on other devices using Apple StoreKit?

    - by reapz
    We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices are as this is our first title. For example, if a user downloads our app, and makes some purchases. These can be restored should the app ever be deleted and reinstalled as long as the user uses the same Apple ID. What is to stop him from making a fake Apple account, purchasing items and then posting this account on the web allowing everyone to get the items for free? That is obviously a worst case situation. But a smaller case would be a user unlocking items for his friends. We do not want this to be an always online game but have considered doing a check on startup if there is internet available. If the currently logged in account doesn't own the products do we lock them again? Probably not because people may simply sign into the device with different Game Center logins at which point we don't want to constantly lock and unlock items. At some point we will be adding multiplayer at which point we can definately do a check with the currently logged in account. This is because A, they will be online when attempting multiplayer, and B, they will want to use their own account for multiplayer. Unfortunately we aren't quite ready for this yet. Has anyone tackled this issue. Are we overthinking here?

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  • is it ok to have 2 sitemaps on 1 website?

    - by user615041
    Do I have to have a sitemap page on my index page for bots to read it or can I just have it anywhere on my server? I have a phpbb/wordpress integration and I need 2 sitemaps mods for each one (or I need to have them somehow integrated together into one xml sitemap). Is this possible? Whats my best option? I would have the phpbb one something like this: http://www.example.com/phpbb/sitemap.html and the wordpress one something like this: http://www.example.com/wordpress/sitemap.html and then I would submit both off..but not have the links on my footer to confuse anyone.., the sitemaps would strictly be for search engines. Is this a good idea? what are you thoughts?

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  • Acrobat Reader, and indeed all Adobe products are freezing and crashing on print

    - by 5tratus
    Everything was working fine, right up till I had to do some driver work to get my scanner to work - now I can't seem to print from any Adobe product. I click print and the program freezes, it stops responding, and in the case of Acrobat Reader, it crashes. In the case of In-design CS4, I have to stop the process in task manager, in the case of Fireworks CS3 - I think it just crashes. Printing a PDF hangs and crashes inside of Firefox and IE browsers too. My printer works and I can print from MS Word, Excel and directly by right clicking on a non-Adobe file and choosing print. But when I try it in an Adobe product. I'm running Windows 7 64-bit, my version of Adobe Reader is: 10.1.11, Windows is updated, and I don't have any unusual extensions.

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  • What is the main reason for ADSL modem/routers dying?

    - by ldigas
    The other day my home ADSL modem/router (dwg 684t in this case) died. A guy from the telecom company came to my place and brought another one, but he also left this one. Now, I'm interested - it didn't fall, it wasn't electrocuted - but it just doesn't work. What could be the problem? Can it be fixed? Is it worth it (in which case I would have two which is always nice)? I'm not looking for a definite opinion, just your personal advice ... (although in the end I think I'm going to archive it in the "cylinder register") What are the usual problems that occur with them? In this case, I can connect to the router, I can see its settings, I just can't connect to the Internet. With the new one everything works. Weird.

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  • Testing my model for hybrid scheduling in Embedded Systems

    - by markusian
    I am working on a project for school, where I have to analyze the performances of a few fixed-priority servers algorithms (polling server, deferrable server, priority exchange) using a simulator in the case of hybrid scheduling, where we have both hard periodic tasks and soft aperiodic tasks. In my model I consider that: the hard tasks have a period equal to their deadline, with a known worst case execution time (wcet). The actual execution time could be smaller than the wcet. the soft tasks have a known wcet and random interarrival times. The actual execution time could be smaller than the wcet. In order to test those algorithms I need realistic case studies. For this reason I'm digging in the scientific literature but I am facing different problems: Sometimes I find a list of hard tasks with wcet, but it is not specified how the soft tasks parameters are found. Given the wcet of a task, how can I model its actual execution time? This means, what random distribution should I use considering the wcet? How can I model the random interarrival times of soft aperiodic tasks?

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  • Strange PHP output buffering

    - by radek-k
    PHP: header('Content-type: text/plain'); for ($i=0; $i<10; $i++){ echo "$i\r\n"; ob_flush(); flush(); sleep(1); } I tried script above on 2 different servers. Both respond numbers 0...9 in every line. In case of first server each number is received every second. In case of second server there is no output for 10 seconds and entire output is displayed at once. What might be wrong int second case? I tried various uutput control Functions but it didn't help. Set of response headers in both cases is pretty much the same: HTTP/1.1 200 OK Date: Mon, 03 Jan 2011 19:21:21 GMT Server: Apache X-Powered-By: PHP/5.2.14 Keep-Alive: timeout=15, max=100 Connection: Keep-Alive Transfer-Encoding: chunked Content-Type: text/plain

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