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#include <BLEMIDI_Transport.h> | |
#include <hardware/BLEMIDI_ESP32.h> | |
BLEMIDI_CREATE_INSTANCE("E-Drum",MIDI); | |
int tempo = 280; | |
void setup() | |
{ | |
MIDI.begin(10); | |
} |
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//Arduino-BLE-MIDI Library | |
//https://github.com/lathoub/Arduino-BLE-MIDI | |
#include <BLEMIDI_Transport.h> | |
#include <hardware/BLEMIDI_ESP32.h> | |
BLEMIDI_CREATE_DEFAULT_INSTANCE() | |
void setup() { | |
pinMode(12, OUTPUT); |
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using UnityEngine; | |
using System.Collections; | |
using System.IO.Ports; | |
using System.Threading; | |
public class SerialHandler : MonoBehaviour | |
{ | |
public delegate void SerialDataReceivedEventHandler(string message); | |
public event SerialDataReceivedEventHandler OnDataReceived; |
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import sys, os | |
import shutil | |
import math | |
import itertools | |
from copy import deepcopy | |
# 0 1 2 3 4 5 6 | |
LIST_elmt = [" ("," (start ",") (end ",") "," (layer ",") ","))"] | |
#LIST_elmt = [" (gr_line (start 131.571908 182.314571) (end 112.874456 120.68499) (angle 90) (layer Dwgs.User) (width 0.1))"] | |
#LIST_elmt = [" (segment (start 118.7 106.7) (end 119.4 106.7) (width 0.25) (layer B.Cu) (net 0))"] |
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// (*) All in the spirit of open-source and open-hardware | |
// Janost 2016 Sweden | |
// The Tiny-TS Touch Synthesizer | |
// https://janostman.wordpress.com/the-tiny-ts-diy-touch-synthesizer/ | |
// Copyright 2016 DSP Synthesizers Sweden. | |
// | |
// Author: Jan Ostman | |
// |
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#if UNITY_EDITOR | |
using UnityEditor; | |
using UnityEngine; | |
public static class OculusSDKAutomation | |
{ | |
private static readonly GameObject playerControllerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Oculus/VR/Prefabs/OVRPlayerController.prefab"); | |
private static readonly GameObject controllerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Oculus/VR/Prefabs/OVRControllerPrefab.prefab"); |
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class CRC32 { | |
static var table: [UInt32] = { | |
(0...255).map { i -> UInt32 in | |
(0..<8).reduce(UInt32(i), { c, _ in | |
(c % 2 == 0) ? (c >> 1) : (0xEDB88320 ^ (c >> 1)) | |
}) | |
} | |
}() | |
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var bubblesort = function(array) { | |
for (o = 0; o < array.length - 1; o++) { | |
console.log(o); | |
for (i = 0; i < array.length - 1; i++) { | |
console.log(i); | |
if (array[i] > array[i + 1]) { | |
var temp = array[i]; | |
array[i] = array[i + 1]; | |
array[i + 1] = temp; | |
console.log(array); |
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// Unity Tutorial Here: http://youtu.be/TicipSVT-T8 | |
// Sebastian Lague | |
using UnityEngine; | |
using System.Collections; | |
[RequireComponent (typeof (Rigidbody))] | |
public class GravityBody : MonoBehaviour { | |
GravityAttractor planet; |
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var info = [ 'your enter your text for slide 1 here', 'your enter your text for slide 2 here', 'your enter your text for slide 3 here', 'your enter your text for slide 4 here', 'your enter your text for slide 5 here' // no comma here - it is the last element of the array. ]; Now you will have to add the code to reach the text in your symbol and this is where it can be tricky, depending what depth it is in. A basic symbol named slide with a text inside named caption would be sym.getSymbol('slide').$('caption').html(info[0]); and it will show element 0 in the array (the first element). The way you call it depends on you. I usually call it the way I showed above on a click event or another kind of event. |
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