Sounds familiar? You are looking to hire a developer with a professional skill set in e.g. PHP. You bring your offer out to the job boards of the globe. Certainly you receive a load of applications. Are you going to interview them all, knowing that most will not even have ten percent of the skills needed? Tests for Geeks helps you filter the load and leaves you only those applicants who are actually able to perform as you need it. This is done by thoroughly developed tests targeting different core sections every programmer should have a sound knowledge of. It’s also interesting if you are a developer seeking to be hired. So, in any case, read on… Online Tests to Prove Candidates Skills Made Easy 😉 I know what I am talking about. I hired developers already more than once believing what their papers suggested, only to find out that there was no truth in what the papers said. Unfortunately, there are no clear job profiles with sound and proven educational backgrounds to rely upon. Even people who actually studies Computer Sciences turned out to be disappointments more than once. My learning: As there are no reliable profiles to depend […]
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Kids spend a lot of time online, and their cognitive and physical limitations present many challenges to them when they do so. Pair that with poorly designed content and dark patterns, and you have a bad mix. As designers on the web, we have a responsibility to create things that empower kids and make them smarter, not the opposite.
This article will give you some insights about what kids are like from the psychological point of view, and how this affects the way they use the web. We’ll also cover practical design guidelines to create better web stuff for kids.
This post is a bit of a public service announcement, so I’ll get right to the point:
Every time you use WiFi, ask yourself: could I be connecting to the Internet through a compromised router with malware?
It’s becoming more and more common to see malware installed not at the server, desktop, laptop, or smartphone level, but at the router level. Routers have become quite capable, powerful little computers in their own right over the last 5 years, and that means they can, unfortunately, be harnessed to work against you.
I write about this because it recently happened to two people I know.
.@jchris A friend got hit by this on newly paved win8.1 computer. Downloaded Chrome, instantly infected with malware. Very spooky.
In both cases, they eventually determined the source of the problem was that the router they were connecting to the Internet through had been compromised.
This is way more evil genius than infecting a mere computer. If you can manage to systematically infect common home and business routers, you can potentially compromise every computer connected to them.
Hilarious meme images I am contractually obligated to add to each blog post aside, this is scary stuff and you should be scared.
Router malware is the ultimate man-in-the-middle attack. For all meaningful traffic sent through a compromised router that isn’t HTTPS encrypted, it is 100% game over. The attacker will certainly be sending all that traffic somewhere they can sniff it for anything important: logins, passwords, credit card info, other personal or financial information. And they can direct you to phishing websites at will – if you think you’re on the “real” login page for the banking site you use, think again.
Heck, even if you completely trust the person whose router you are using, they could be technically be doing this to you. But they probably aren’t.
Probably.
In John’s case, the attackers inserted annoying ads in all unencrypted web traffic, which is an obvious tell to a sophisticated user. But how exactly would the average user figure out where this junk is coming from (or worse, assume the regular web is just full of ad junk all the time), when even a technical guy like John – founder of the open source Ghost blogging software used on this very blog – was flummoxed?
But that’s OK, we’re smart users who would only access public WiFi using HTTPS websites, right? Sadly, even if the traffic is HTTPS encrypted, it can still be subverted! There’s an extremely technical blow-by-blow analysis at Cryptostorm, but the TL;DR is this:
Compromised router answers DNS req for *.google.com to 3rd party with faked HTTPS cert, you download malware Chrome. Game over.
HTTPS certificate shenanigans. DNS and BGP manipulation. Very hairy stuff.
How is this possible? Let’s start with the weakest link, your router. Or more specifically, the programmers responsible for coding the admin interface to your router.
They must be terribly incompetent coders to let your router get compromised over the Internet, since one of the major selling points of a router is to act as a basic firewall layer between the Internet and you… right?
In their defense, that part of a router generally works as advertised. More commonly, you aren’t being attacked from the hardened outside. You’re being attacked from the soft, creamy inside.
By that I mean you’ll visit a malicious website that scripts your own browser to access the web-based admin pages of your router, and reset (or use the default) admin passwords to reconfigure it.
Maybe you accidentally turned on remote administration, so your router can be modified from the outside.
Maybe you left your router’s admin passwords at default.
Maybe there is a legitimate external exploit for your router and you’re running a very old version of firmware.
Maybe your ISP provided your router and made a security error in the configuration of the device.
In addition to being kind of terrifying, this does not bode well for the Internet of Things.
Internet of Compromised Things, more like.
OK, so what can we do about this? There’s no perfect answer; I think it has to be a defense in depth strategy.
Inside Your Home
Buy a new, quality router. You don’t want a router that’s years old and hasn’t been updated. But on the other hand you also don’t want something too new that hasn’t been vetted for firmware and/or security issues in the real world.
Also, any router your ISP provides is going to be about as crappy and “recent” as the awful stereo system you get in a new car. So I say stick with well known consumer brands. There are some hardcore folks who think all consumer routers are trash, so YMMV.
I can recommend the Asus RT-AC87U – it did very well in the SmallNetBuilder tests, Asus is a respectable brand, it’s been out a year, and for most people, this is probably an upgrade over what you currently have without being totally bleeding edge overkill. I know it is an upgrade for me.
(I am also eagerly awaiting Eero as a domestic best of breed device with amazing custom firmware, and have one pre-ordered, but it hasn’t shipped yet.)
Download and install the latest firmware. Ideally, do this before connecting the device to the Internet. But if you connect and then immediately use the firmware auto-update feature, who am I to judge you.
Change the default admin passwords. Don’t leave it at the documented defaults, because then it could be potentially scripted and accessed.
Turn off WPS. Turns out the Wi-Fi Protected Setup feature intended to make it “easy” to connect to a router by pressing a button or entering a PIN made it … a bit too easy. This is always on by default, so be sure to disable it.
Turn off uPNP. Since we’re talking about attacks that come from “inside your house”, uPNP offers zero protection as it has no method of authentication. If you need it for specific apps, you’ll find out, and you can forward those ports manually as needed.
Make sure remote administration is turned off. I’ve never owned a router that had this on by default, but check just to be double plus sure.
For Wifi, turn on WPA2+AES and use a long, strong password. Again, I feel most modern routers get the defaults right these days, but just check. The password is your responsibility, and password strength matters tremendously for wireless security, so be sure to make it a long one – at least 20 characters with all the variability you can muster.
Pick a unique SSID. Default SSIDs just scream hack me, for I have all defaults and a clueless owner. And no, don’t bother “hiding” your SSID, it’s a waste of time.
Optional: use less congested channels for WiFi. The default is “auto”, but you can sometimes get better performance by picking less used frequencies at the ends of the spectrum. As summarized by official ASUS support reps:
Set 2.4 GHz channel bandwidth to 40 MHz, and change the control channel to 1, 6 or 11.
Set 5 GHz channel bandwidth to 80 MHz, and change the control channel to 165 or 161.
Experts only: install an open source firmware. I discussed this a fair bit in Everyone Needs a Router, but you have to be very careful which router model you buy, and you’ll probably need to stick with older models. There are several which are specifically sold to be friendly to open source firmware.
Outside Your Home
Well, this one is simple. Assume everything you do outside your home, on a remote network or over WiFi is being monitored by IBGs: Internet Bad Guys.
I know, kind of an oppressive way to voyage out into the world, but it’s better to start out with a defensive mindset, because you could be connecting to anyone’s compromised router or network out there.
But, good news. There are only two key things you need to remember once you’re outside, facing down that fiery ball of hell in the sky and armies of IBGs.
Never access anything but HTTPS websites.
If it isn’t available over HTTPS, don’t go there!
You might be OK with HTTP if you are not logging in to the website, just browsing it, but even then IBGs could inject malware in the page and potentially compromise your device. And never, ever enter anything over HTTP you aren’t 100% comfortable with bad guys seeing and using against you somehow.
We’ve made tremendous progress in HTTPS Everywhere over the last 5 years, and these days most major websites offer (or even better, force) HTTPS access. So if you just want to quickly check your GMail or Facebook or Twitter, you will be fine, because those services all force HTTPS.
If you must access non-HTTPS websites, or you are not sure, always use a VPN.
A VPN encrypts all your traffic, so you no longer have to worry about using HTTPS. You do have to worry about whether or not you trust your VPN provider, but that’s a much longer discussion than I want to get into right now.
It’s a good idea to pick a go-to VPN provider so you have one ready and get used to how it works over time. Initially it will feel like a bunch of extra work, and it kinda is, but if you care about your security an encrypt-everything VPN is bedrock. And if you don’t care about your security, well, why are you even reading this?
If it feels like these are both variants of the same rule, always strongly encrypt everything, you aren’t wrong. That’s the way things are headed. The math is as sound as it ever was – but unfortunately the people and devices, less so.
Be Safe Out There
Until I heard Damien’s story and John’s story, I had no idea router hardware could be such a huge point of compromise. I didn’t realize that you could be innocently visiting a friend’s house, and because he happens to be the parent of three teenage boys and the owner of an old, unsecured router that you connect to via WiFi … your life will suddenly get a lot more complicated.
As the amount of stuff we connect to the Internet grows, we have to understand that the Internet of Things is a bunch of tiny, powerful computers, too – and they need the same strong attention to security that our smartphones, laptops, and servers already enjoy.
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If you’re a developer, you know how hard funding and traction are to come by. Most software startups try crowdfunding and fail — they’re doing it wrong! To crowdfund your app, and supercharge your business, let’s look at what works, what doesn’t, and get started right!
It’s no secret that the crowdfunding industry is booming. It seems like every day you hear about an exciting new startup crushing their campaign goals and launching their company via Kickstarter or Indiegogo.
Today I’d like to experiment with the Media Capture and Streams API, developed jointly at the W3C by the Web Real-Time Communications Working Group and the Device APIs Working Group. Some developers may know it simply as getUserMedia, which is the main interface that allows webpages to access media capture devices such as webcams and microphones. You can find the source code for this project on my GitHub. Additionally, here’s a working demo for you to experiment with. In the latest Windows 10 preview release, Microsoft added support for media capture APIs in the Microsoft Edge browser for the first time. Much of this code was taken from the Photo Capture sample that the Edge dev team produced at their test drive site. For those of you who want to dive a bit deeper, Eric Bidelman has a great article at HTML5 rocks which goes into the storied history of this API. Getting up to Speed The getUserMedia() method is a good starting point to understand the Media Capture APIs. The getUserMedia() call takes MediaStreamConstraints as an input argument, which defines the preferences and/or requirements for capture devices and captured media streams, such as camera facingMode, microphone volume, and video resolution. Through MediaStreamConstraints, you can also pick […]
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I’ve been recently experimenting with Polymer to get a feel for what it was all about. While it’s still experimental and only available currently in some of the browsers, it’s also among the more innovative technologies to come to the web in recent memory. Source code: GitHub Live demo: http://pokémonwebaudio.azurewebsites.net/ Let’s start with how Google describes it: Web Components usher in a new era of web development based on encapsulated and interoperable custom elements that extend HTML itself. Built atop these new standards, Polymer makes it easier and faster to create anything from a button to a complete application across desktop, mobile, and beyond. There are four specifications that form web components. All are under consideration in the new Microsoft Edge browser too (you can see this currently at http://dev.modern.ie/platform/status/ and even vote that you want engineering to prioritize it higher): Custom Elements: enabling the author to define and use new types of DOM elements in a document. Shadow DOM: combining multiple DOM trees into one hierarchy and how these trees interact with each other within a document, thus enabling better composition of the DOM. HTML Imports: include and reuse HTML documents in other HTML documents. HTML Templates: declare fragments […]
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How do you write a useful app for the Apple Watch? In what ways does it differ from coding for iOS? And what if you don’t have a Watch on hand to test with? Before the launch of the Apple Watch, our iOS team at myMail (one of the popular alternative email apps for iOS) worked tirelessly with a simulator to create a new Apple Watch app.
We wanted the first buyers of the Apple Watch to have the opportunity to use myMail from day one. What we learned through using the simulator and creating the app — including the Apple Watch’s UI quirks, passing data between devices, and the rigors of simulator-only development — is described below and (we hope) will help iOS developers get to results, faster, and avoid a few headaches down the road.
It’s been about a year and a half since I wrote The Road to VR, and a … few … things have happened since then.
Facebook bought Oculus for a skadillion dollars
I have to continually read thinkpieces describing how the mere act of strapping a VR headset on your face is such a transformative, disruptive, rapturous experience that you’ll never look at the world the same way again.
I am somewhat OK with the former, although the idea of my heroes John Carmack and Michael Abrash as Facebook employees still raises my hackles. But the latter is more difficult to stomach. And it just doesn’t stop.
For example, this recent WSJ piece. (I can’t link directly to it, you have to click through from Google search results to get past the paywall).
I’ll spare you the rapturous account of the time I sculpted in three dimensions with light, fire, leaves and rainbows inside what felt like a real-life version of a holodeck from “Star Trek.” Writing about VR is like fiction about sex—seldom believable and never up to the task.
If you really want to understand how compelling VR is, you just have to try it. And I guarantee you will. At some point in the next couple of years, one of your already-converted friends will insist you experience it, the same way someone gave you your first turn at a keyboard or with a touch screen. And it will be no less a transformative experience.
I don’t mean to call out the author here. There are a dozen other similarly breathless VR articles I could cite, where an amazing VR wonderland is looming right around the corner for all of us, any day now. And if you haven’t tried it, boy, you just don’t know! It can’t be explained, it must be experienced! There are people who honestly believe that in 5 years nobody will make non-VR games any more. The hype levels are off the charts.
Well, I have experienced modern VR. A lot. I’ve tried both the Oculus DK1, the Oculus DK2, and a 360° backpack-and-controllers Survios rig, which looks something like this:
Based on those experiences, I can’t reconcile these hype levels with what I felt. At all. Right now, VR is not something I’d unconditionally recommend to a fellow avid gamer, much less a casual gamer.
To be honest, when I tried the DK1 and DK2, after a few hours of demos and exploration, I couldn’t wait to get the headset off. Not because I was motion sick – I don’t get motion sick, and never have – but because I was bored. And a little frustrated by control limitations. Not exactly the stuff transformative world-changing disruption is made of.
Here’s what that experience looks like, by the way. You can practically taste the gaming excitement dripping off me.
And if you don’t find watching me experience my virtual world fascinating (although I can’t imagine why) I suppose you can enjoy what’s on my screen:
I’ve always been the first kid on my block to recommend an awesome, transformative gaming experience, from the Atari 2600 to the Kinect. I mean, that’s kind of who I am, isn’t it? The alpha geek, the guy who owned a Vectrex and thought vector graphics were the cat’s pajamas, the guy who bought one of the first copies of Guitar Hero in 2005 and would not shut up about it. For that matter I dragged my buddies to a VR storefront in Boulder, Colorado circa 1993 so we could play Dactyl Nightmare. And I have to say, in my alpha geek opinion, modern VR has a long way to go before it’ll be ready for the rapturous smartphone levels of adoption that media pundits imply is a few months away.
I apologize if this comes off as negative, and no, I haven’t tried the magical new VR headset models that are Just Around The Corner and Will Change Everything. I’ll absolutely try them when they are available. Let me be clear that I think the technical challenges around VR are deep, hard, and fascinating, and I could not be happier that some of the best programmers of our generation are working on this stuff. But from what I’ve seen and experienced to date, there is just no way that VR is going to be remotely mainstream in 5 years. I’m doubtful that can happen in a decade or even two decades, to be honest, but a smart person always hedges their bets when trying to predict the future.
I think the current state of VR, or at least the “strap a nice smartphone or two on your face” version of it, has quite a few fundamental physical problems to deal with before it has any chance of being mainstream.
It should be as convenient as a pair of glasses
Nobody “enjoys” strapping two pounds of stuff on their face unless they are in a hazardous materials situation. We can barely get people to wear bicycle helmets, and yet they are going to be lining up around the block to slap this awkward, gangly VR contraption on their head? Existing VR headsets get awfully sweaty after 30 minutes of use, and they’re also difficult to fit over glasses. The idea of gaming with a heavy, sweaty, uncomfortable headset on for hours at a time isn’t too appealing – and that’s coming from a guy who thinks nothing of spending 6 hours in a gaming jag with headphones on.
For VR to be quick and easy and pervasive, the headset would need to be so miniaturized as to be basically invisible – akin to putting on a cool pair of sunglasses.
Maybe current VR headsets are like the old brick cellphones from the 90’s. The question is, how quickly can they get from 1990 to 2007?
It should be wireless
The world has been inexorably moving towards wireless everything, but in this regard VR headsets are a glorious throwback to science fiction movies from the 1970s. Your VR headset and everything else on it will be physically wired, in multiple ways, to a powerful computer. Wires, wires, everywhere, as far as your eyes … can’t see.
Even the cheaper VR headsets that let you drop a high end smartphone in for a limited VR experience have to be wired to power, as phone batteries are not built for the continuous heavy-duty CPU and GPU rendering that VR requires. Overheating is a very real problem, too.
Wireless video is hard to do well, particularly at the 1440p resolutions that are the absolute minimum for practical VR. On top of that, good VR requires much higher framerates, ideally 120fps. That kind of ultra low latency, super high resolution video delivered wirelessly, is quite far off.
It should have 4k resolution
Since the VR device you’re looking at is inches from your eyes – and the resolution is effectively divided in half for each eye (there are a few emerging VR headsets that use two smartphones here instead of one) – an extremely high resolution screen is needed to achieve effective visual resolutions that are ancient by modern computer standards.
The Oculus DK1 at 720p was so low resolution that I consider it borderline unusable even as a demo unit. I’d estimate that it felt roughly DOOM resolution, or 320×240.
The DK2 at 1080p was marginally better, but the pixelation and shimmer was quite bad, a serious distraction from immersion. It felt roughly Quake resolution, or 640×480.
I know many upcoming VR devices are 1440p or 2560×1440. I strongly suspect that, in practice, is going to feel like yet another mild bump to effective 1024×768 resolution.
I’m used to modern games and modern graphics resolutions. Putting on a VR headset shouldn’t be a one-way ticket to jarring, grainy, pixelated graphics the like of which I haven’t seen since 1999. There are definitely 4k smartphones out there on the horizon which could solve this problem, but the power required to drive them, by that I mean the CPU, GPU, and literal battery power – is far from trivial.
(And did I mention it needs to be a minimum of 60fps, ideally 120fps for the best VR experience? I’m pretty sure I mentioned that.)
Still, the 4k resolution problem is probably the closest to being reasonably solved on current hardware trajectories in about five years or so, albeit driven by very high end hardware, not a typical smartphone, which brings me to …
It should not require a high end gaming PC or future gen console
VR has massive CPU and GPU system requirements, somewhat beyond what you’d need for the latest videogames running at 4k resolutions. Which means by definition cutting edge VR is developed with, and best experienced on, a high end Windows PC.
Imagine the venture capitalists who invested in Oculus, who have probably been Mac-only since the early aughts, trying to scrounge together a gaming PC so they can try this crazy new VR thing they just invested in. That’s some culture shock.
Current generation consoles such as the Xbox One and PS4 may be fine with (most) games running at 1080p, on the PS4 at least, but they are both woefully under-specced to do VR in both GPU and CPU power. That’s bad news if you expect VR to be mainstream in the lifetime of these new consoles over the next 5-8 years, and were counting on the console market to get there.
VR on current generation consoles will be a slow, crippled, low resolution affair, about on the level of the Oculus DK2 at best. You’ll be waiting quite a while for the next generation of consoles beyond these to deliver decent VR.
Hands (Gloves?) must be supported
I was extremely frustrated by the lack of control options in the Oculus DK1 and DK2. Here I was looking around and exploring this nifty VR world, but to do anything I had to tap a key on my keyboard, or move and click my mouse. Talk about breaking immersion. They bundle an Xbox controller with the upcoming Rift, which is no better. Experiencing VR with a mouse is like playing Guitar Hero with a controller.
The most striking thing about the Survios demo rig I tried was the way I could use my hands to manipulate things in the VR world. Adding hands to VR was revelatory, the one bit of VR I’ve experienced to date that I can honestly say I was blown away by. I could reach out and grab objects, rotate things in my hands and move them close to my face to look at them, hold a shotgun and cock it with two hands, and so forth. With my hands, it was amazing. The primary controllers you should need in VR are the ones you were born with: your hands.
A virtual world experienced with just your head is quite disappointing and passive, like a movie or an on-rails ride. But add hands, and suddenly you are there because you can now interact with that VR world in a profoundly human way: by touching it. I could see myself playing story exploration games like Gone Home in VR, if I can use my hands – to manipulate things, to look at them and open them and turn them in my hands and check them out. It was incredible. Manipulating that world with my hands made it infinitely more real.
The good news is that there are solutions like Oculus Touch. The bad news is that’s it’s not bundled by default, but should be. This device tracks hand position, plus rotation, and adds some buttons for interaction. Even better would be simple gloves you could wear that visually tracked each finger – but sometimes you do need a button, because if you are holding a gun (or a flashlight) you need to indicate that you fired a gun (or turned on the flashlight) which would be quite hairy to track via finger movement alone.
I’m optimistic that VR and hand control will hopefully become synonymous, otherwise we’re locking ourselves into a “just look around you” mindset, which leads to crappy, passive VR that’s little more than a different kind of IMAX 3D movie.
It must compete with mature 2D entertainment
I get frustrated talking to people who act like VR exists in a vacuum, that there are suddenly no other experiences worth having unless they happen in glorious stereo 3D.
I’ve experimented with stereo 3D on computers since the days of junky battery powered LCD shutter glasses. And we all know the world has experienced the glory of 3D television … and collectively turned its head and said meh.
Experiencing something in 3D, in and of itself, is just not that compelling. If it was, people would have scarfed up 3D TVs, see only 3D movies, and play only 3D video games on their PCs and consoles regularly. The technology to do it is there, battle tested, and completely mature. I know because I saw Captain EO at Epcot Center in 3D way back in 1985, and it was amazing thirty years ago!
I recently saw Gravity in IMAX 3D and I liked it, but it didn’t transform my moviegoing experience such that I could never imagine seeing another boring flat 2D movie ever again.
People have so many wonderful social experiences gathered around common 2D screens. Watching a movie, watching a TV show, watching someone play a game. These are fundamentally joyous, shared human experiences. For this to work with VR is kinda-sorta possible, but difficult, because:
You need a proper flat 2D representation of what the VR user is seeing
That 2D representation must be broadcast on the primary display device
VR is ultra resource intensive already, so rendering yet another copy of the scene at reasonable framerates (say, constant 60fps) isn’t going to be easy. Or free.
On top of that, the VR user is probably wearing headphones, holding a pair of hand controllers, and can’t see anything, so they can’t interact with anyone who is physically there very well.
I’ve had incredible gaming experiences on 2D screens. I recently played Alien: Isolation, or as I like to call it, Pants Crapping Simulator 3000, and I thought it was one of the most beautiful, immersive, and downright goddamn terrifying gameplay experiences I’ve had in years. I was starring in a survival horror movie – it felt like I was there in every sense of the word.
At no point did I think to myself “this would be better in 3D”. In many ways, it would have been worse.
Good God man, do you ever shut up?
Sorry. I had some things to get off my chest with regards to VR. I’ll wrap it up.
I apologize, again, if this post seems negative. Writing this, I actually got a little more excited about VR. I can see how far it has to come to match its potential, because the technical problems it presents are quite hard – and those are the most fun problems to attack.
I guess I might be the only person left on Earth who said, hey, I tried VR and it was just OK. I think VR ought to be a hell of a lot better, and has to be if it wants to be truly pervasive.
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Content marketing has become a buzzword in online marketing. But what is it actually all about? And how do you use content marketing effectively? This post will explain this tool, show why content marketing is not only part of every other online marketing measure but also basically required for them to be successful in the first place. Furthermore, we present a sample of an effective content marketing strategy. What is Content Marketing and What is it Good For? If you talk about content marketing you talk about generating and distributing relevant content in order to convince a target group of specific products, services, brands, or companies and aquire new customers along the way. To better understand this description and how content marketing works, let’s get into more detail: Content is nearly everything: texts, images, illustrations, audio files, video. This sums up pretty much all of the internet, actually. For content to be relevant, these texts, images, video or audio files need to have informing, instructing, advising, explanatory, and/or entertaining value. In other words: the content has to satisfy someone’s need and be useful for this person. This “someone” is a specific target group. The products/services/brand/company are aimed at this target […]
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One of the most fascinating WordPress features is its multisite functionality. While in the past multiple WordPress websites required multiple installations, today you only need one with multisite. All it needs are multiple websites that use either subdomains or subdirectories of one domain. If you have different domains, you can’t use the WordPress network function without further ado – you’ll need an additional plugin. This article shows how easy it is to create multisites and configure them perfectly. 1. What Is a Multisite and How Does It Work? A multisite summarizes multiple WordPress installations to only one, provided that you use subdomains or subdirectories. To show you what I mean: A subdomain looks like this: wordpress.noupe.com A subdirectory, however, would look like this: noupe.com/wordpress We have these two possibilities when we want to use a multisite. The big advantage is that all websites can be organized via one installation. So, you only need one admin interface for all websites which comes in pretty handy because you need to log in only once to install plugins, updates, etc. for all sites. The result is an enormously reduced administrative expense. 2. Subdomains or Subdirectories – What Should I Choose? First of all, […]
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