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Softwave / Reverse.py
Created March 12, 2016 03:38
Reverse.py
# coding: utf-8
import ui
def btn_reverse(sender):
in_string = str(tfield.text)
rlabel.text = in_string[::-1]
v = ui.load_view()
; ___ _ __ ___ __ ___
; / __|_ _ __ _| |_____ / /| __|/ \_ )
; \__ \ ' \/ _` | / / -_) _ \__ \ () / /
; |___/_||_\__,_|_\_\___\___/___/\__/___|
; An annotated version of the snake example from Nick Morgan's 6502 assembly tutorial
; on http://skilldrick.github.io/easy6502/ that I created as an exercise for myself
; to learn a little bit about assembly. I **think** I understood everything, but I may
; also be completely wrong :-)
@Softwave
Softwave / Base.py
Created January 11, 2016 06:07
Base
# coding: utf-8
# Base - iOS base calculator
# v 0.1
import ui
def calcBase(sender):
# inNum = int(inputNumber.text)
@Softwave
Softwave / irssi-cheat-sheet.md
Created November 19, 2015 01:04
Irssi Cheat Sheet

Cheat Irssi

Short cheatsheet handy while learning to use Irssi. Adapted from IRC-client.md by Nishant Modak.

  1. To switch between open channels / windows

    Alt + N where N is the number corresponding to the open window

  2. To ignore joins / quits / nicks changes on a specific channel.

@Softwave
Softwave / steps.md
Created September 25, 2015 22:02 — forked from mobeets/steps.md
playing music with Overtone on OSX inside Sublime Text 2

This was surprisingly simple given how many things there were to do! (Usually it seems like something breaks when there's this many steps between me and installing something.)

Installations

require 'osc-ruby'
@client ||= OSC::Client.new('localhost', 9177)
@client.send(OSC::Message.new("/shader" , "/Users/Discovery/Shaders/test.glsl"))
live_loop :mainloop do
with_fx :reverb, room: 1, reps: 4 do
use_synth :prophet
ns = (scale :c3, :minor_pentatonic, num_octaves: 4).take(4)
ss = (scale :c3, :minor_pentatonic, num_octaves: 4).take(4)
require 'osc-ruby'
@client ||= OSC::Client.new('localhost', 9177)
@client.send(OSC::Message.new("/shader-string", "
uniform float shiggle;
void main( void ) {
vec2 uv = ( gl_FragCoord.xy / iResolution.xy ) * 2.0 - 1.0;
float t = abs( 1.0 / (sin( uv.y + sin( iGlobalTime + uv.x * 10.0 ) * uv.x ) * shiggle) );
vec3 finalColor = vec3( t * 0.2, t * iVolume, t * 0.9 );
/* OpenSimplex Noise in C#
* Ported from https://gist.github.com/KdotJPG/b1270127455a94ac5d19
* and heavily refactored to improve performance. */
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
namespace NoiseTest
Config.title = ['BANANA', 'WARFARE']
Config.backgroundColor = '#fe7777'
#'#7109aa'
window.initialize = ->
Sound.setSeed 1248
@drums = []
@drums.push Game.newSound().setDrum().setDrumPattern() for i in [1..4]
console.log("Hello World!");