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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);
}
//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);
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;
@01GOD
01GOD / KiCAD_CopperSpiral_v2.py
Created May 4, 2023 10:47 — forked from JoanTheSpark/KiCAD_CopperSpiral_v2.py
v2 with spin direction and increasing amount of segments per turn for smoother result in outer circles
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))"]
@01GOD
01GOD / TinyTS_v11.ino
Created April 3, 2023 06:34 — forked from ramiabraham/TinyTS_v11.ino
The Tiny-TS Touch Synthesizer
// (*) 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
//
@01GOD
01GOD / OculusSDKAutomation.cs
Created September 14, 2022 07:27 — forked from neogeek/OculusSDKAutomation.cs
Oculus SDK Unity Setup
#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");
@01GOD
01GOD / CRC32.swift
Created October 29, 2019 13:37 — forked from antfarm/CRC32.swift
CRC32 checksum generation in a few lines of Swift 5. https://en.wikipedia.org/wiki/Cyclic_redundancy_check#CRC-32_algorithm
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))
})
}
}()
@01GOD
01GOD / new_gist_file.js
Last active November 24, 2016 07:42
My Javascript Bubble Sort
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);
@01GOD
01GOD / new_gist_file_0
Last active November 13, 2016 10:42
UNITY PLANET GRAVITY From http://pastebin.com/YBbFGZzD#
// Unity Tutorial Here: http://youtu.be/TicipSVT-T8
// Sebastian Lague
using UnityEngine;
using System.Collections;
[RequireComponent (typeof (Rigidbody))]
public class GravityBody : MonoBehaviour {
GravityAttractor planet;
@01GOD
01GOD / new_gist_file.js
Created January 29, 2015 20:32
Use text in an array on an element. From https://forums.adobe.com/message/6094485
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.