Real 20,000+ website TRAFFIC for search engines and social media for $ 3

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20000 web traffic is received
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>> If you think you can expect 100% safe and real traffic without penalty for your website / link or advertiser. If you want to improve the search engine with ranking, this service is absolutely right for you.

> I don't guarantee sales / conversions for visitors / clicks you bought.
> I accept ALL pages except popup contains video links.
> I will complete the order within the time described.

html5 – Ignore search engines contains in PHP?

Iframe is one of the easiest options when it comes to setting up a website with other pages. However, while studying the topic, I found that they are not recommended because search engines or screen readers ignore their content when they go through the frame.

Another way to set up a page with others would be to use PHP Include. But then the same question arises: When a search engine or a screen reader goes through the include, does it read the content of the page / file or ignore it?

opengl – How do Open World Game Engines allocate memory?

Creating a seamless open world without loading beams is not an easy task. There are many small and large problems that need to be solved. This is not a beginner project!

The basic approach is usually to divide the world into sections and load only the sections that are around the player. When the player moves around the world, new sections and their assets are loaded from the hard disk into memory and sections further away are deleted.

If you want great visibility where you have to load many, many sections, you usually load the more distant sections with a lower level of detail. Simplified geometry, lower resolution textures and no simulation of moving objects. As the player gets closer, these low detail sections are replaced by high detail sections. This requires that you have multiple levels of detail for each section.

The radius in which you load sections with full, medium, and low details is a matter of memory budgeting. You should determine early on how much RAM is expected from end-user devices and how much RAM you can budget for the environment. Do a back-of-the-envelope calculation of how much RAM a section needs at each level of detail. After you have implemented the first sections, confirm these assumptions by creating a profile. This should tell you how many sections you can afford to load at the same time.

If you are targeting the PC or phone market, the functions of end-user devices can differ significantly. So you can specify that the quality level ranges are configurable for the end user. You can also try to determine the user's memory and dynamically adjust the view areas.

It may be a good idea to move this constant loading, replacing, and unloading of sections to a separate thread so that the main game doesn't slow down. But now you have to deal with what happens when the player moves very quickly and manages to enter a section that is not yet fully loaded. You could put the player in a low-detail environment, but this will result in a very poor gaming experience and groundbreaking mistakes. Displaying a loading bar may be the better solution to this situation.

What is the relationship between reactive programming and stream processing engines?

When would I use reactive programming libraries like RX Java and Project Reactor compared to stream processing engines like Storm and Flink?

I am aware that these concepts may not be directly comparable, but I want to better understand the relationship between the two concepts.

My current understanding is that both focus on unlimited streams of events / data.

Reactive Programmin is a lower level concept in the sense that a stream processing engine could be implemented with it. I think this is actually the case with Akka Streams.

Stream processing engines appear to be targeting the problem of scaling stream processing tasks horizontally, i. H. to solve clustering etc.

Please clarify the similarities and differences between the two concepts, the typical use cases for each of them and their other relationship to each other.

Best Article Engines in the GSA SER?

Hello everyone, except: Drupal, BuuddyPress and WordPress, on which article engines should I "try" to post my article? What I think is a good engine is the engine type that adds my article title and whole body on a brand new page.
I already have GSA SER, XEVIL Storm Proxies and a well verified list that I bought. Thank you very much.

Thread for search engines that you are not tracking

I have not found any threads on DP that are only dedicated to listing search engines that you are not following. This is intended for anyone who wants to stay away from advertisers and ad-based search engines.


Home page: – they look new here:

ixQuick (yes the same company as – the same deal with ixQuick, a new look here:

Blekko: –
Blekko logs personal data, but deletes it within 48 hours. You can completely disable data collection by activating the SuperPrivacy setting. With Blekko you can even completely deactivate ads. Note: To access the Blekko settings, you may have to move the mouse pointer to the top of the website. A dropdown menu will then appear. P.S. I think Blekko has search results that are most comparable to my own Google searches. For example, if I type a phrase in quotation marks, Belkko returns results with that exact phrase in an amount that is numerically similar to Google.

Mojeek: – based in the UK, seems to provide optimized results, but there is no image search yet. Mojeek offers an attractive alternative search page here:

Feel free to add more search engines to this thread, provided that they are not allowed to track their users.

Mathematics – Why are rotations in 2D game engines often counter-clockwise = positive systems?

I searched the API for a game engine that a friend developed in her spare time. She made the decision to rotate positive angles clockwise. It immediately struck me as strange. According to my intuition, the angle should be measured counterclockwise. I imagine the typical unit circle when I think about 2D rotations: Enter image description here

Her reasoning for choosing this convention was that she used a "positive y" = "down" coordinate system. From a mathematical perspective, it makes sense to me that rotations are clockwise when you use this orientation. sin (90 degrees) would give me y = +1, which would be down on my screen. So shouldn't I think about angles clockwise?

Why did we come to the convention that rotations should then be counterclockwise, even for motors with the positive y down?