First release - test multiple UART
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vscode/singing_picture/.gitignore
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vscode/singing_picture/.gitignore
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.pio
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.vscode/.browse.c_cpp.db*
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.vscode/c_cpp_properties.json
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.vscode/launch.json
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.vscode/ipch
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vscode/singing_picture/.vscode/extensions.json
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vscode/singing_picture/.vscode/extensions.json
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{
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// See http://go.microsoft.com/fwlink/?LinkId=827846
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// for the documentation about the extensions.json format
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"recommendations": [
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"platformio.platformio-ide"
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],
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"unwantedRecommendations": [
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"ms-vscode.cpptools-extension-pack"
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]
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}
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vscode/singing_picture/include/README
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vscode/singing_picture/include/README
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This directory is intended for project header files.
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A header file is a file containing C declarations and macro definitions
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to be shared between several project source files. You request the use of a
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header file in your project source file (C, C++, etc) located in `src` folder
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by including it, with the C preprocessing directive `#include'.
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```src/main.c
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#include "header.h"
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int main (void)
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{
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...
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}
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```
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Including a header file produces the same results as copying the header file
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into each source file that needs it. Such copying would be time-consuming
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and error-prone. With a header file, the related declarations appear
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in only one place. If they need to be changed, they can be changed in one
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place, and programs that include the header file will automatically use the
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new version when next recompiled. The header file eliminates the labor of
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finding and changing all the copies as well as the risk that a failure to
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find one copy will result in inconsistencies within a program.
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In C, the usual convention is to give header files names that end with `.h'.
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It is most portable to use only letters, digits, dashes, and underscores in
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header file names, and at most one dot.
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Read more about using header files in official GCC documentation:
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* Include Syntax
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* Include Operation
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* Once-Only Headers
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* Computed Includes
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https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
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vscode/singing_picture/lib/README
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vscode/singing_picture/lib/README
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This directory is intended for project specific (private) libraries.
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PlatformIO will compile them to static libraries and link into executable file.
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The source code of each library should be placed in a an own separate directory
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("lib/your_library_name/[here are source files]").
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For example, see a structure of the following two libraries `Foo` and `Bar`:
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|--lib
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| |
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| |--Bar
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| | |--docs
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| | |--examples
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| | |--src
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| | |- Bar.c
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| | |- Bar.h
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| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
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| |
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| |--Foo
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| | |- Foo.c
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| | |- Foo.h
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| |
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| |- README --> THIS FILE
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|- platformio.ini
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|--src
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|- main.c
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and a contents of `src/main.c`:
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```
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#include <Foo.h>
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#include <Bar.h>
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int main (void)
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{
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...
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}
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```
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PlatformIO Library Dependency Finder will find automatically dependent
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libraries scanning project source files.
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More information about PlatformIO Library Dependency Finder
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- https://docs.platformio.org/page/librarymanager/ldf.html
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vscode/singing_picture/platformio.ini
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vscode/singing_picture/platformio.ini
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; PlatformIO Project Configuration File
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;
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; Build options: build flags, source filter
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; Upload options: custom upload port, speed and extra flags
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; Library options: dependencies, extra library storages
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; Advanced options: extra scripting
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;
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; Please visit documentation for the other options and examples
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; https://docs.platformio.org/page/projectconf.html
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[env:lolin32]
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platform = espressif32
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board = lolin32
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framework = arduino
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monitor_speed = 115200
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lib_deps =
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dfrobot/DFRobotDFPlayerMini@^1.0.5
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plerup/EspSoftwareSerial@^6.15.2
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board_build.f_cpu = 80000000L
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vscode/singing_picture/src/main.cpp
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vscode/singing_picture/src/main.cpp
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#include "Arduino.h"
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#include "DFRobotDFPlayerMini.h"
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#include "SoftwareSerial.h"
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#define BUTTON D1
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SoftwareSerial mySoftSer_1(13, 12); // RX, TX
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SoftwareSerial mySoftSer_2(14, 27);
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DFRobotDFPlayerMini child_1;
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DFRobotDFPlayerMini child_2;
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void setup() {
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Serial.begin(115200); // start serial interface
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if (!child_1.begin(mySoftSer_1, false)) { //Use softwareSerial to communicate with mp3.
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Serial.println(F("Unable to begin Child 1:"));
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Serial.println(F("1.Please recheck the connection!"));
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Serial.println(F("2.Please insert the SD card!"));
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while(true){
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delay(0); // Code to compatible with ESP8266 watch dog.
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}
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}
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Serial.println(F("Child 1 online."));
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child_1.volume(10); //Set volume value. From 0 to 30
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if (!child_2.begin(mySoftSer_2, false)) { //Use softwareSerial to communicate with mp3.
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Serial.println(F("Unable to begin Child 2:"));
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Serial.println(F("1.Please recheck the connection!"));
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Serial.println(F("2.Please insert the SD card!"));
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while(true){
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delay(0); // Code to compatible with ESP8266 watch dog.
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}
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}
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Serial.println(F("Child 2 online."));
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child_2.volume(10); //Set volume value. From 0 to 30
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//WiFi.mode(WIFI_OFF);
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//WiFi.forceSleepBegin();
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delay(10);
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}
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void loop()
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{
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child_1.play(1); //Play the first mp3
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child_1.readState()
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delay(1000);
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}
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11
vscode/singing_picture/test/README
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vscode/singing_picture/test/README
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This directory is intended for PlatformIO Unit Testing and project tests.
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Unit Testing is a software testing method by which individual units of
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source code, sets of one or more MCU program modules together with associated
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control data, usage procedures, and operating procedures, are tested to
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determine whether they are fit for use. Unit testing finds problems early
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in the development cycle.
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More information about PlatformIO Unit Testing:
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- https://docs.platformio.org/page/plus/unit-testing.html
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