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  • How do I detect when my system wakes up from suspend via DBus or similar in a python app?

    - by con-f-use
    In a background Python script I need to detect, when the system just woke up from suspend. What is a good way that does not rely on a root script but rather on python modules such as DBus? I'm new to dbus so I could really use some example code. From what I read it's related to org.freedesktop.UPower /org/freedesktop/UPower org.freedesktop.UPower.Resuming Can anyone help me out with some code that connects the resuming signal to callback?

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  • App Scripts Office Hours - August 30, 2012

    App Scripts Office Hours - August 30, 2012 In this week's episode of Google Apps Script office hours, Eric and Ikai: - Highlight a blog post on Google Analytics in Apps Script (goo.gl - Answer questions about Charts Dashboards and other topics. - Discuss the upcoming Apps Script hackathon in Austin, Texas (goo.gl To find out when the next office hours will be held visit: developers.google.com From: GoogleDevelopers Views: 135 16 ratings Time: 33:51 More in Science & Technology

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  • YouTube API Office Hours June 6, 2012

    YouTube API Office Hours June 6, 2012 This is a recording of the YouTube API Hangout on Air from Wednesday 6/6 at 10am PDT (UTC-7). JJ Behrens interviewed Neal Norwitz, a senior engineer at YouTube and well-known Python developer, about Google's engineering culture. We also had a surprise guest, Adrian Holovaty, co-benevolent dictator for life of the open-source Django web framework, who asked several questions about fine-grained timing control in the player APIs. From: GoogleDevelopers Views: 650 14 ratings Time: 39:07 More in Science & Technology

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  • Google I/O 2012 - Meet the Go Team

    Google I/O 2012 - Meet the Go Team Andrew Gerrand , Rob Pike The Go programming language is an open source project to make programmers more productive. Go is expressive, concise, clean, and efficient. It's a fast, statically typed, compiled language that feels like a dynamically typed, interpreted language. In this fireside chat, Have your Go questions answered by the gophers themselves. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 168 11 ratings Time: 01:00:29 More in Science & Technology

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  • (SOLVED) Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • Coppock Chart

    This article demonstrates building a web based interactive chart and is my attempt to assimilate some of the recent updates and best practices that have emerged with Visual Studio 2010 and .NET Framework 4 into my software lexicon.

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  • Fusion Tables API enfocando a los desarrolladores

    Fusion Tables API enfocando a los desarrolladores En este programa presentaremos una visión general de las novedades tecnológicas desde el equipo de relaciones para desarrolladores de la región de sur de Latinoamérica. Seguiremos presentando nuestro enfoque de desarrollo, ingeniería y las mejores prácticas para implementar tecnología Google favoreciendo la evolución de soluciones tecnológicas. Luego nos introduciremos en un escenario técnico en donde analizaremos la solución Fusion Tables API para desarrolladores(seguimos trabajando sobre los entornos de persistencia en la nube). Finalmente estaremos conversando con la comunidad de desarrollo, resolviendo un desafío técnico y premiando todo el talento regional From: GoogleDevelopers Views: 0 1 ratings Time: 00:00 More in Education

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  • Google I/O 2012 - Go in Production

    Google I/O 2012 - Go in Production Andrew Gerrand Since Go's release in 2009 many companies (besides Google, of course) have used the language to build cool stuff. In this session programmers from several companies will share their first-hand experience using Go in production environments. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 182 4 ratings Time: 49:45 More in Science & Technology

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  • Google I/O Sandbox Case Study: Doubletwist

    Google I/O Sandbox Case Study: Doubletwist We interviewed DoubleTwist at the Google I/O Sandbox on May 11, 2011. They explained to us the benefits of building their DoubleTap application on the Android Platform. DoubleTwist AirSync let's you wirelessly sync your music collection across all your devices. Their new app, DoubleTap, let's you share music between phones by simply tapping the phones together. For more information about developing on Android, visit: developer.android.com For more information on DoubleTwist, visit: www.doubletwist.com From: GoogleDevelopers Views: 13 0 ratings Time: 01:42 More in Science & Technology

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  • Google I/O 2011: Accelerated Android Rendering

    Google I/O 2011: Accelerated Android Rendering Romain Guy, Chet Haase Android 3.0 introduced a new hardware accelerated 2D rendering pipeline. In this talk, you will be introduced to the overall graphics architecture of the Android platform and get acquainted with the various rendering APIs at your disposal. You will learn how to choose the one that best fits your application. This talk will also deliver tips and tricks on how to use the new hardware accelerated pipeline to its full potential. From: GoogleDevelopers Views: 11086 62 ratings Time: 48:58 More in Science & Technology

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

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  • Google I/O 2012 - So You've Read the Design Guide; Now What?

    Google I/O 2012 - So You've Read the Design Guide; Now What? Daniel Lehmann, Tor Norbye, Richard Ngo The Android Design Guide describes how to design beautiful Android apps, but not how to build them. In this talk we'll give practical tips for how to apply fit & finish as you are implementing your design, we'll show you how to avoid some common pitfalls, we'll describe some useful patterns, and show you how tools can help. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 38 1 ratings Time: 56:31 More in Science & Technology

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