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Windows 7 is the same as Ubuntu

Posted by admin On September - 9 - 2009ADD COMMENTS

Obviously, this isn’t true. Their underlying architectures are quite a bit different, Gnome looks different than the 7 UI, etc., but to an average 17-year-old, there just wasn’t any meaningful difference between the two operating systems.

The other day, I posted a blog titled “Windows 7: Good enough to pay for?” I described how I’d installed the Windows 7 Release Candidate on my son’s computer for his take on the OS after living with Ubuntu 9.04 (and 8.10 before that) for a few months. It’s summer break, so he basically spends every waking moment when he’s not actually interacting face-to-face with friends on the computer. No better time to have a kid do some serious testing, right?

I asked him last night about his initial impressions of Windows 7 and, in typical teenage fashion, as he was bouncing between Meebo windows and browser tabs, he said it was “nice.” I managed to extract from him that his favorite feature was that he was able to use his Zune with it, something that had never worked terribly well with Ubuntu. Otherwise, he said, “Windows 7 is the same as Ubuntu; there just really isn’t anything different about them.”

Of course there isn’t. He lives in a web browser. The underlying OS is irrelevant. He has no need for Office 2007 and I expect his next portable music player will be platform independent.

For some, Windows 7 may, indeed, be good enough to pay for, especially if they are power-users of Windows-only software. For my oldest son, if he gravitates to any machine, it’s to my Mac because it’s so easy for him to create and share video content. For the average student, though, the old Windows vs. Mac vs. Linux debate may finally be dead. For someone who “hated Linux” a year ago to now happily switch between Windows 7 and Ubuntu in a completely transparent way certainly signals an end to that age-old flame war.

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Getting To Done: SEO Made Easy

Posted by admin On August - 31 - 20091 COMMENT

Search Engine Optimization (SEO) should be at the top of your Web publishing priority list. If Web surfers can’t find your site, they can’t read it, use it or share it with others.

One might think SEO is an arcane science that only a few experts have mastered. There isquite a bit to it, and there are times you might want to employ an SEO firm or expert to help you optimize your site. Often this is a costly solution that’s not feasible for individuals or small businesses.

The good news is Search Engine Optimization doesn’t have to be rocket science. There are quite a few things you can do on your own. I’ve got a few proven, and easy to do tips and techniques that will help people find your content and make it easy for Google (and other engines) to crawl and index your site.

Lead with good content.

My number one tip for SEO? Provide frequently updated content that people want to read. Incoming links are key and if you can provide content that people will read and get something out of, there is a good chance they will link to that content.

Research your keywords.

You can use a Keyword Suggestion Tool or simply put yourself in the mindset of your target audience. Learn which terms people will search with and get those into your content and meta information.

Provide a good, clear title.

If SEO is important to you make sure you don’t get cute with the titles for your pages. Write titles that are clear and contain your keywords. Once you’ve got that title written, make sure it appears in your title tag as well as in your top level heading tags (h1) on your pages.

Don’t use splash pages or Flash.

Search engines like text. A Flash or image intro can block an engine’s crawler right at your homepage. If you do use images, be sure to add keyword laden descriptions to your alt attributes.

Use Robots.txt

Make sure you provide a robots.txt file that will help tell crawlers what to index on your site. There are quite a few neat things you can do with your robots.txt file, so you might want to read up on them.

Code your pages with standard, clean and semantic markup.

The cleaner your code the easier it is to crawl. Use markup as it is intended with the proper tags tied to the proper information. For example, place your headings with in heading tags, paragraphs within paragraph tags, etc. Another good idea is to move all your presentation into a CSS (Cascading Style Sheet) file. This makes your code lighter, faster and easier to index.

Don’t get tricky!

Whatever you do, don’t try to “trick” your way into more traffic. Duplicate pages, hidden links and other less-than-honest techniques can get you seriously penalized and ruin any positive work you’ve done.

Be patient and don’t forget the people!

Search engines are constantly updating and re-indexing. It may take awhile after you’ve made some changes to see the results. Hang in there, keep working on your content and keep providing something that people find useful.

It’s easy to forget that the reason you want to optimize for search in the first place is that you want to bring people to your site and your content!

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On the back of the dotcom boom, Michael Simms ploughed ÂŁ350,000 of his own money into a games company with the intention of bringing some of the most playable Windows titles to Linux.

Almost 10 years later, Linux Game Publishing, which specialises in porting Windows titles, is still going strong, releasing several titles every year. Linux Formatmagazine caught up with Michael on a recent trip and asked him about where the company will go from here.

Linux Format: What inspired you to start making games Linux-compatible?

Michael Simms: I started using Linux when I was at university, so I’ve been doing it for a long time. I did a few jobs in the Unix field and got to hear of Loki Software, who had just decided to make Civilisation: Call to Power. I got on to the beta for that, but I found it was hard to buy a copy of it when it came out. So I contacted Loki about becoming a reseller and that’s what started Tux Games.

When it became obvious Loki was going under, it was like: ‘crap, we’re going to have nothing to sell’. So we went to a company we knew weren’t able to make a deal with Loki, Creature Labs, and came to an agreement with them. We started off by publishing Creatures 3 and went from there.

LXF: What do you think Loki did wrong?

MS: Loki overestimated the market. It would spend a lot licensing a triple-A title and not generate enough sales, but carry on doing that again and again. A classic example was its Quake 3 special edition where it made 50,000 tin boxes and only sold a few thousand.

LXF: Didn’t you do a similar thing with X3?

MS: That was a limited edition of 500 rather than 50,000! We did it slightly differently. Just 500, and we won’t be making any more. We’ll carry on making the standard edition until whenever, but try to avoid making the same mistakes as Loki.

LXF: After deciding to port a game to Linux, what’s the next step for you at LGP?

MS: Once we’ve made the agreement, we get hold of the source code and then we just do whatever we need to do for the port. Usually, ports are fairly similar.

LXF: Do you choose games with a similar back-end?

MS: No, we choose games based on playability. I personally pick out a lot of the games because they’re what I like! But we’ve also got a few other people that we trust to give a balanced view of things.

LXF: Is there a massive difference between taking on something like X3 and a 2D puzzle game?

MS: We aim to do fifty-fifty top-end games to entry-level games so that we can pay equal attention to companies behind titles like Jets’n'Guns. We concentrate on both to make sure that we’re still seen to port big games, but we do small games so that smaller companies also have a route into the Linux market.

LXF: How long does a game like Jets take to port?

MS: Well, with Jets, we didn’t actually do most of the port. Rake In Games did it instead, we just added some polish and work at the end …

To do a port of something like Jets would take one developer a couple of months. Maybe a bit less. X3 – that’s more a team of four developers for five to six months.

LXF: Does LGP pay their wage full-time?

MS: We have a few people on a salary, but most are on a commission basis.

LXF: How do you find people to work on a game?

MS: With great difficulty. When the game comes out, and people start getting their commissions, they usually end up with a wage that’s roughly appropriate for the work they’ve done. But it’s hard because they don’t get money in advance.

LXF: And if there’s a year’s delay, as there was with X3, they don’t get paid?

MS: Exactly. It’s a bit of a problem. But we’ve got some good people on board now who are getting some royalties from previous games, so they’re able to work on new games without worrying too much.

LXF: How far along are your own technologies?

MS: The multiplayer, from our perspective, is fairly mature now. We’ve got it in a number of games and it seems to be working well. We’ve released PenguinPlay, which is our multiplayer matching service that we’re aiming to put in direct competition with GameSpy. It’s still suffering from having a low number of users at the moment, but it will grow.

LXF: Have you ever thought about porting a popular framework to build around?

MS: We have thought about that, but it would be taking us along the same lines as Wine. To get a good level of efficiency while doing something like that would be difficult. The company that originally did the port for Knights and Merchants [Runesoft] tried to do it with something called the dexter library. It does the job, but it’s terrible for efficiency, it really is.

A game that runs on a 500MHz machine on Windows ends up taking over 1GHz on Linux because of the extra overhead of the middle layer. So it can make porting quicker, but you get a lower-quality game. One thing we won’t compromise is on quality. Every single game we’ve had was delayed in one way or another – I won’t let a bad game go out.

LXF: Was that the reason for the X3 delay?

MS: There were a few issues with X3. It turns out that some versions of the Nvidia driver didn’t quite work the same way. Don’t even get me talking about the ATI driver, but we have to support it. Getting it perfect on all of them is what took a bit of time. We also had a delay of three months where we had to find a bug in the rendering engine. In essence, the random number generator didn’t work under Linux. And because it’s a random number generator, it was hard to work out that it was going wrong – it’s random by nature!

LXF: Is there anything you can learn from the process?

MS: For the X3 port, we ported everything except the graphics engine in a week. The game engine was similar to the X2 engine, but the graphics engine was just so different. We were thinking, ‘we’ll be done in a couple of months’, but we weren’t. But all credit to my guys, they did a lot of hard work on that port.

LXF: Are you tempted to create an original game?

MS: We do have a couple of original game ideas, one of which is about half complete. It will be a fairly simple game to start off with – we’re not a big-budget company. This is completely new, no one knows about this. It’s very simple, it’s based on Sudoku. But it’s an entirely new take on the game. I can’t go into details because it’s still a few months away, but we’re hoping we’ll be able to get it out in the next six months.

LXF: Which are your favourites games?

MS: I’ll always love Majesty – I’ve played it end-to-end about three or four times. I thought Cold War was brilliantly done and although I wasn’t a fan of the gameplay in Postal 2, I loved the message that the company was trying to put out. Because you can play Postal 2 in the most violent and graphic way, but you can also play it without hurting a single person. I don’t know anyone who’s played it like that, but I like that the people who made Postal are saying you can get through this game without any violence.

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