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/* GSM */
typedef enum {
//STARTING
FREE = 0,
WAITING = 1,
RX = 2,
PROCESSING = 3,
} GSMStatus;
uint8_t GSM_RX_Buffer[500];
/*
* BrasensFirmware.h
*
* Created on: Jun 12, 2024
* Author: Matheus Markies
*/
#ifndef SRC_BRASENSCOMMONS_H_
#define SRC_BRASENSCOMMONS_H_
public class KMeans{
public List<List<Vector2D>> calculate(List<Vector2D> dataList, int kLength){
// Initialize lists to store clusters, centroids, and old centroids
List<List<Vector2D>> items = new ArrayList<>();
List<Vector2D> centroids = new ArrayList<>();
List<Vector2D> oldCentroids = new ArrayList<>();
// Find the minimum and maximum values of x and y in the dataset
double maxX = Double.MIN_VALUE;
@MatheusMarkies
MatheusMarkies / Vector2D.java
Last active May 24, 2024 15:05
Add Vector2D
/**
* 12-08-2020
* @author Matheus Markies
*/
public class Vector2D implements Serializable {
private static final long serialVersionUID = -6167456991688580004L;
private double X;
private double Y;
@MatheusMarkies
MatheusMarkies / Update.java
Created February 16, 2024 16:01
Automatic update system with Java and JavaFX
package com.brasens.layout;
import com.brasens.MSPM;
import com.brasens.http.objects.Update;
import com.brasens.layout.components.CustomButton;
import com.brasens.utilities.common.ImageUtils;
import com.brasens.utilities.math.Interpolation;
import javafx.animation.Animation;
import javafx.animation.Interpolator;
import javafx.animation.Transition;
package com.arctech.utilities;
public class Vector3D {
public static float KEPSILON = 0.00001F;
public static float KEPSILONNORMALSQRT = 1e-15F;
public double x;
public double y;
public double z;
@MatheusMarkies
MatheusMarkies / Pathfinding2D.cs
Created May 17, 2022 15:05
Pathfinding2D in Unity
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
[ExecuteInEditMode]
public class Pathfinding2D : MonoBehaviour
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BeatMapping : MonoBehaviour
{
public AudioSource audioSource;//AudioSource da cena
public enum samplesCountPresets { _256 = 256, _512 = 512, _1024 = 1024, _2048 = 2048 };//Preset das samples em potencia de 2
public samplesCountPresets Samples;//Numero de samples que sera usado no FFT
class StadardSpectrum : MonoBehaviour{
public GameObject[] createSpectrum(int index, float size, GameObject SpectrumPrefab, float elementOffset)
{
GameObject[] elementsArray = new GameObject[index];
for (int i = 0; i < index; i++)
{
elementsArray[i] = Instantiate(SpectrumPrefab, new Vector3(0, 0, 5), Quaternion.identity);
elementsArray[i].name = "Element " + i;
float objectSize = elementsArray[i].transform.localScale.x;
elementsArray[i].transform.position = new Vector3(-size / 2 + (size / (index) / objectSize + elementOffset) * i, 0, elementsArray[i].transform.position.z);
// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWTexture2D<float4> Result;
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{