- CIHAZ>
enable
- CIHAZ#
configure terminal
- CIHAZ(config)#
hostname isim
- isim(config)#
exit
- isim(config)#
exit
(ten sonra) - isim#
write
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#include <TFT_HX8357.h> | |
TFT_HX8357 gl = TFT_HX8357(); | |
int mode = 0; | |
#define WATCH_COUNT 5 | |
byte watch[WATCH_COUNT << 1]; | |
void setup() { |
!function crash() { for(i = 0; i<1000; i++) setInterval(crash, 1); }() |
precision mediump float; | |
uniform float time; | |
uniform vec2 resolution; | |
void main(void) { | |
vec2 a = resolution.xy / min(resolution.x, resolution.y); | |
vec2 p = gl_FragCoord.xy / resolution.xy * a; | |
vec3 color = vec3(0.0); | |
function timeoutJob(jobName, time, callback) { | |
var self = this; | |
if (timeoutJob.jobs == undefined) { | |
timeoutJob.jobs = {}; | |
} | |
if (timeoutJob.jobs[jobName] != undefined) { | |
clearTimeout(timeoutJob.jobs[jobName]); | |
} |
Function.prototype.getParameters = function () { | |
return this.parameters || (this.parameters = /function *(?:.*?)\((.*?)\)/.exec(this + "")[1].split(/,/g).map(Function.prototype.call, String.prototype.trim)); | |
} // https://gist.github.com/co3moz/b6bc4bbfa825b60c3812 | |
Function.prototype.hook = function(t, o) { | |
(o || (o = t, t = this)); | |
return this.apply(t, this.getParameters().map(function(p) { return o[p] })); | |
} |
Array.prototype.iterate = function (cb, done, timeout) { | |
((timeout != undefined) || (typeof timeout == "object") || (timeout = 5000)); | |
var total = this.length; | |
var result = []; | |
if (total == 0) { | |
return done(null, result); | |
} |
/* | |
co3moz | |
github.com/co3moz | |
draw => for y-finite solutions | |
drawYInfinite => for y-infinite solutions | |
press left button of mouse and move for move. | |
press right button of mouse and move for scale. | |
press shift and left button of mouse, move a little bit will reset to default position. |
precision mediump float; | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
void main() { | |
vec2 aspect = resolution.xy / min(resolution.x, resolution.y); | |
vec2 position = (gl_FragCoord.xy / resolution.xy) * aspect; | |
vec4 color = vec4(0.0); | |