Saturday 23 August 2014

Benefits of Attending The Seo Conference In Vegas



Lots of times, in blogs & Web forums, query arises: Is it worth it to spend money in attending conferences for SEO or the SEO Conference? This is because you would require to spend a significant amount of money in attending.

There are lots of SEO conferences now. This is because SEO has become an integral part of website popularity, as well as of Web promotion. There's lots of ways for you to build your reputation online & set up an online site that would increase your popularity in the net.

The answer is yes. There's lots of benefits to attending SEO conferences. Since the SEO industry is beginning now, it is important to take in as much knowledge as you can. It is over increasing your popularity. You require to learn about lots of things so that you can deeply analyze what happens in the SEO area.

Conferences are a great avenue for you to exchange knowledge with other people in the SEO arena. You would learn the most important things about SEO by communicating with individuals who are passionate about it.

It is then important that you bring lots of business cards which you can give out to the people that you would meet. Also, make definite that you are presentable, & be mindful of the way you over yourself. Most importantly, keep an open mind. Ask questions, be excited to exchange ideas & do not hesitate to share what you know to the people that you would meet there.

A conference is & a great place for you to start building working relationships. You might meet some SEO executives & have them work with you in the future. It is highly important for you be open about the opportunities that you require to grab. Connections & relationships are very important in the SEO industry, since it is a comparatively little area of focus.

You may even take some side journeys around the area of the venue. Enjoy your experience & maximize your stay in the conference venue. It helps you stir your creativity & keep a well-rounded point of view.

Being involved in SEO in lots of ways over the years I have been asked what is SEO? lots of times to count. I have even been asked this at SEO conferences. But without a doubt, every time I am at some non-work related social function & someone asks me what I do for a living & I say "I do SEO for companies & their websites", what is SEO? very always follows. Sometimes in an hard work to keep away from this query, if I basically say I do Net Marketing, people much assume what that is.

I need to tell people what SEO is, because the more people that know what SEO is the more people will understand the process & the more respect the industry will get.

Search Engine Optimization, at least the way I would put it, is the process of increasing a website's presence to the top of search engines when it is associated with a specific keyword phase.

Tuesday 12 August 2014

Mouse (computing)

In computing, a mouse is a pointing device that detects two-dimensional motion relative to a surface. This motion is typically translated into the motion of a pointer on a display, which allows for fine control of a graphical user interface.

Physically, a mouse consists of an object held in one's hand, with one or more buttons. Mice often also feature other elements, such as touch surfaces and "wheels", which enable additional control and dimensional input.

Naming

The earliest known publication of the term mouse as a computer pointing tool is in Bill English's 1965 publication "Computer-Aided Display Control".[1] The net Oxford Dictionaries entry for mouse states the plural for the little rodent is mice, while the plural for the little computer connected tool is either mice or mouses. However, in the use section of the entry it states that the more common plural is mice, & that the first recorded use of the term in the plural is mice as well[2] (though it cites a 1984 use of mice when there were actually several earlier ones, such as J. C. R. Licklider's "The Computer as a Communication Device" of 1968[3]). According to the fifth edition of The American Heritage Dictionary of the English Language the plural can be either "mouses" or "mice"

History

The trackball, a related pointing device, was invented in 1946 by Ralph Benjamin as part of a post-World War II-era radar plotting technique called Comprehensive Display Technique (CDS). Benjamin was then working for the British Royal Navy Scientific Service. Benjamin's project used analog computers to calculate the future position of target aircraft based on several preliminary input points provided by a user with a joystick. Benjamin felt that a more elegant input device was needed and invented a ball tracker[5] called roller ball[6] for this purpose.

The device was patented in 1947,[6] but only a prototype using a metal ball rolling on rubber-coated wheels was ever built[5] and the device was kept as a military secret.[5]

Another early trackball was built by British electrical engineer Kenyon Taylor in collaboration with Tom Cranston and Fred Longstaff. Taylor was part of the original Ferranti Canada, working on the Royal Canadian Navy's DATAR (Digital Automated Tracking and Resolving) technique in 1952.[7]

DATAR was similar in idea to Benjamin's display. The trackball used disks to select up motion, each for the X and Y directions. Several rollers provided mechanical support. When the ball was rolled, the pickup discs spun and contacts on their outer rim made periodic contact with wires, producing pulses of output with each movement of the ball. By counting the pulses, the physical movement of the ball could be determined. A digital computer calculated the tracks, and sent the resulting knowledge to other ships in a task force using pulse-code modulation radio signals. This trackball used a standard Canadian five-pin bowling ball. It was not patented, as it was a secret military project as well.

Early mouse patents. From left to right: Opposing track wheels by Engelbart, Nov. 1970, U.S. Patent three,541,541. Ball and wheel by Rider, Sept. 1974, U.S. Patent three,835,464. Ball and rollers with spring by Opocensky, Oct. 1976, U.S. Patent three,987,685

Independently, Douglas Engelbart at the Stanford Research Institute (now SRI International) invented his first mouse prototype in the 1960s with the help of his lead engineer Bill English.[10] They christened the device the mouse as early models had a cord attached to the rear part of the device looking like a tail and usually resembling the common mouse.[11] Engelbart seldom received any royalties for it, as his employer SRI held the patent, which ran out before it became widely used in personal computers.[12] The invention of the mouse was a small part of Engelbart's much larger project, aimed at augmenting human intellect by the Augmentation Research Middle.

Operation

A mouse usually controls the motion of a pointer in dimensions in a graphical user interface (GUI). The mouse turns movements of the hand backward and forward, left and right in to equivalent electronic signals that in turn are used to move the pointer.

The relative movements of the mouse on the surface are applied to the position of the pointer on the screen, which signals the point where actions of the user happen, so that the hand movements are replicated by the pointer.[22] Clicking or hovering (stopping movement while the cursor is within the bounds of an area) can select files, programs or actions from a list of names, or (in graphical interfaces) through tiny images called "icons" and other elements. For example, a text file might be represented by a picture of a paper laptop, and clicking while the cursor hovers this icon might cause a text editing program to open the file in a window.

  Click: pressing and releasing a button.
    (left) Single-click: clicking the main button.
    (left) Click two times: clicking the button times in quick succession counts as a different gesture than separate single clicks.
    (left) Triple-click: clicking the button times in quick succession.
    (left) Quadruple-click: clicking the button times in quick succession.

Different ways of operating the mouse cause specific things to happen in the GUI:

Multiple-mouse systems

Some systems allow two or more mice to be used at once as input devices. 16-bit era home computers such as the Amiga used this to allow computer games with two players interacting on the same computer (Lemmings and The Settlers for example). The same idea is sometimes used in collaborative software, e.g. to simulate a whiteboard that multiple users can draw on without passing a single mouse around.

Microsoft Windows, since Windows 98, has supported multiple simultaneous pointing devices. Because Windows only provides a single screen cursor, using more than one device at the same time requires cooperation of users or applications designed for multiple input devices.

Multiple mice are often used in multi-user gaming in addition to specially designed devices that provide several input interfaces.

Windows also has full support for multiple input/mouse configurations for multiuser environments.

Starting with Windows XP, Microsoft introduced a SDK for developing applications that allow multiple input devices to be used at the same time with independent cursors and independent input points.

The introduction of Vista and Microsoft Surface (now known as Microsoft PixelSense) introduced a new set of input APIs that were adopted into Windows 7, allowing for 50 points/cursors, all controlled by independent users. The new input points provide traditional mouse input; however, are designed for more advanced input technology like touch and image. They inherently offer 3D coordinates along with pressure, size, tilt, angle, mask, and even an image bitmap to see and recognize the input point/object on the screen.

Buttons

The three-button scrollmouse has become the most often available design. As of 2007 (& roughly since the late 1990s), users most often employ the second button to invoke a contextual menu in the computer's program user interface, which contains options specifically tailored to the interface element over which the mouse cursor currently sits. By default, the primary mouse button sits located on the lefthand side of the mouse, for the benefit of right-handed users; left-handed users can usually reverse this configuration by program.

Mouse buttons are microswitches which can be pressed to select or interact with an element of a graphical user interface, producing a one-of-a-kind clicking sound.

Mouse speed

The computer industry often measures mouse sensitivity in terms of counts per inch (CPI), often expressed as dots per inch (DPI) รข�� the number of steps the mouse will document when it moves inch. In early mice, this specification was called pulses per inch (ppi).[25] The Mickey originally referred to of these counts, or resolvable step of motion. If the default mouse-tracking condition involves moving the cursor by screen-pixel or dot on-screen per reported step, then the CPI does equate to DPI: dots of cursor motion per inch of mouse motion. The CPI or DPI as reported by manufacturers depends on how they make the mouse; the higher the CPI, the faster the cursor moves with mouse movement. However, application can adjust the mouse sensitivity, making the cursor move faster or slower than its CPI. Current application can change the speed of the cursor dynamically, taking in to account the mouse's absolute speed and the movement from the last stop-point. In most application, an example being the Windows platforms, this setting is named "speed" referring to "cursor precision". However, some operating systems name this setting "acceleration", the typical Apple OS designation. This term is in fact incorrect. The mouse acceleration, in the giant majority of mouse application, refers to the setting allowing the user to change the cursor acceleration: the change in speed of the cursor over time while the mouse movement is constant.

Mickeys per second is a unit of measurement for the speed and movement direction of a computer mouse.[52] But speed can also refer to the ratio between how plenty of pixels the cursor moves on the screen and how far the mouse moves on the mouse pad, which may be expressed as pixels per Mickey, or pixels per inch, or pixels per cm. The directional movement is called the horizontal mickey count and the vertical mickey count.

For simple application, when the mouse starts to move, the application will count the number of "counts" or "mickeys" received from the mouse and will move the cursor across the screen by that number of pixels (or multiplied by a rate factor, usually less than one). The cursor will move slowly on the screen, having a nice precision. When the movement of the mouse passes the worth set for "threshold", the application will start to move the cursor more quickly, with a greater rate factor. Usually, the user can set the worth of the second rate factor by changing the "acceleration" setting.

Mousepads

Engelbart's original mouse did not require a mousepad;[64] the mouse had two large wheels which could roll on virtually any surface. However, most subsequent mechanical mice starting with the steel roller ball mouse have required a mousepad for optimal performance.

The mousepad, the most common mouse accessory, appears most commonly in conjunction with mechanical mice, because to roll smoothly the ball requires more friction than common desk surfaces usually provide. So-called "hard mousepads" for gamers or optical/laser mice also exist.

Most optical and laser mice do not require a pad. Whether to use a hard or soft mousepad with an optical mouse is largely a matter of personal preference. One exception occurs when the desk surface creates problems for the optical or laser tracking, for example, a transparent or reflective surface.
In the marketplace
Computer mice built between 1986 and 2007

Around 1981 Xerox included mice with its Xerox Star, based on the mouse used in the 1970s on the Alto computer at Xerox PARC. Sun Microsystems, Symbolics, Lisp Machines Inc., and Tektronix also shipped workstations with mice, starting in about 1981. Later, inspired by the Star, Apple Computer released the Apple Lisa, which also used a mouse. However, none of these products achieved large-scale success. Only with the release of the Apple Macintosh in 1984 did the mouse see widespread use.[65]

The Macintosh design,[66] commercially successful and technically influential, led many other vendors to begin producing mice or including them with their other computer products (by 1986, Atari ST, Amiga, Windows 1.0, GEOS for the Commodore 64, and the Apple IIGS).[67]

The widespread adoption of graphical user interfaces in the software of the 1980s and 1990s made mice all but indispensable for controlling computers. In November 2008, Logitech built their billionth mouse.[68]

Use in games

First-person shooters naturally lend themselves to separate and simultaneous control of the player's movement and aim, and on computers this has historically been achieved with a mix of keyboard and mouse. Players use the X-axis of the mouse for looking (or turning) left and right, and the Y-axis for looking up and down; the keyboard is used for movement and supplemental inputs.

Mice often function as an interface for PC-based computer games and sometimes for video game consoles.

This section needs additional citations for verification. help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (August 2012)

Plenty of first person game enthusiasts prefer a mouse over a gamepad or joystick because the mouse is a linear input tool, which allows for rapid and exact control. Holding a gamepad or joystick in a given position produces a corresponding constant movement or rotation, i.e. the output is an integral of the user's input; in contrast, the output of a mouse directly corresponds to how far it is moved in a given direction (often multiplied by an "acceleration" factor derived from how quickly the mouse is moved). The effect of this is that a mouse is well suited to small, exact movements as well as large, speedy movements, both of which are important in first person gambling.[69] This advantage also extends in varying degrees to other game styles, notably real-time strategy.

The left button usually controls primary fire. If the game supports multiple fire modes, the right button often provides secondary fire from the chosen weapon. Games with only a single fire mode will usually map secondary fire to ironsights. In some games, the right button may also provide bonus options for a specific weapon, such as allowing access to the scope of a sniper rifle or allowing the mounting of a bayonet or silencer.

Game enthusiasts can use a scroll wheel for changing weapons (or for controlling scope-zoom magnification, in older games). On most first person shooter games, programming may also assign more functions to additional buttons on mice with over controls. A keyboard usually controls movement (for example, WASD for moving forward, left, backward and right, respectively) and other functions such as changing posture. Since the mouse serves for aiming, a mouse that tracks movement exactly and with less lag (latency) will give a player an advantage over players with less correct or slower mice.