moved to esp32 and added display and counter
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5
vscode/Unendlichkeitsmaschine/.gitignore
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5
vscode/Unendlichkeitsmaschine/.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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10
vscode/Unendlichkeitsmaschine/.vscode/extensions.json
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vscode/Unendlichkeitsmaschine/.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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39
vscode/Unendlichkeitsmaschine/include/README
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39
vscode/Unendlichkeitsmaschine/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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46
vscode/Unendlichkeitsmaschine/lib/README
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vscode/Unendlichkeitsmaschine/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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17
vscode/Unendlichkeitsmaschine/platformio.ini
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vscode/Unendlichkeitsmaschine/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:esp32]
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platform = espressif32
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board = esp32dev
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framework = arduino
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lib_deps =
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thingpulse/ESP8266 and ESP32 OLED driver for SSD1306 displays@^4.2.1
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madhephaestus/ESP32Servo@^0.11.0
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115
vscode/Unendlichkeitsmaschine/src/main.cpp
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vscode/Unendlichkeitsmaschine/src/main.cpp
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#include <ESP32Servo.h>
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#include <Arduino.h>
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#include <Wire.h> // Only needed for Arduino 1.6.5 and earlier
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#include "SSD1306Wire.h" // legacy: #include "SSD1306.h"
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SSD1306Wire display(0x3c, SDA, SCL);
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Servo ESC; // Der ESC-Controller (Electronic Speed Controller bzw. elektronischer Fahrtregler) wird als Objekt mit dem Namen "ESC" festgelegt.
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int Drehregler; // Ausgabewert des Drehreglers
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int speed, last_speed; // Das Wort "Geschwindigkeit" steht als Variable für den Ansteuerungswert am ESC.
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unsigned long turn = 0;
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unsigned long speedturns = 0;
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unsigned long speedchanged_ms = 0;
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unsigned long speed_u_per_min = 0;
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const uint8_t LED_BUILTIN = 2;
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const uint8_t POTI_PIN = 4;
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const uint8_t ESC_PIN = 16;
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const uint8_t LS1_PIN = 14;
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const uint8_t MAX_ESC_SPEED = 60;
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const uint8_t MIN_ESC_SPEED = 35;
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const uint16_t MAX_POTI_VALUE = 4095;
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void show_values();
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void ISR();
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void setup()
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{
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Serial.begin(9600);
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// Initialising the UI will init the display too.
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display.init();
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display.clear();
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display.flipScreenVertically();
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//display.setFont(ArialMT_Plain_10);
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display.setTextAlignment(TEXT_ALIGN_CENTER);
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display.setFont(ArialMT_Plain_24);
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display.setFont(ArialMT_Plain_16);
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display.drawString(64, 2, "Init controller");
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display.setFont(ArialMT_Plain_10);
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display.drawString(64, 40, "You may hear some beeps.");
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display.drawString(64, 52, "That's OK! ;-)");
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display.display();
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display.setTextAlignment(TEXT_ALIGN_LEFT);
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display.setFont(ArialMT_Plain_16);
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ESC.attach(ESC_PIN,1000,2000);
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for(uint8_t i=0;i<=100;i=i+10)
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{
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display.drawProgressBar(6, 28, 116, 6, i);
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delay(500);
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ESC.write(0);
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display.display();
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}
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attachInterrupt(LS1_PIN, ISR, RISING);
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last_speed = 0;
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speed = 0;
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}
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void loop()
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{
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Drehregler = analogRead(POTI_PIN); // Dieser Befehl liest den Wert des Potentiometers am analogen Pin A0 aus und speichert ihn unter der Variablen "Drehregler". Der Wert liegt zwischen 0 und 1023.
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speed = map(Drehregler, 0, MAX_POTI_VALUE, MIN_ESC_SPEED, MAX_ESC_SPEED); // Der "MAP-" Befehl wandelt den Messwert aus der Variablen "Drehregler" um, damit er am ESC verarbeitet werden kann. Der Zahlenbereich 0 bis 1023 wird dabei in einen Zahlenwert zwischen 0 und 180 umgewandelt.
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if(speed != last_speed)
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{
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last_speed = speed;
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speedchanged_ms = millis();
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speedturns = 0;
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}
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if(millis() - speedchanged_ms > 10000)
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{
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speed_u_per_min = (speedturns*6);
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speedturns = 0;
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speedchanged_ms = millis();
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}
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//Serial.print("Drehregler:"); Serial.print(Drehregler); Serial.print(", Speed:");Serial.println(speed);
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if(MIN_ESC_SPEED < speed)
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ESC.write(speed); // Der endgültige Wert für den ESC wird an den ESC gesendet. Der ESC nimmt das Signal an dieser Stelle auf und steuert den Motor entsprechend der gesendeten Werte an.
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else
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ESC.write(0);
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show_values();
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}
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void show_values()
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{
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display.clear();
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display.setTextAlignment(TEXT_ALIGN_LEFT);
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display.setFont(ArialMT_Plain_10);
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display.drawString(1, 1, "Speed:");
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display.drawProgressBar(40, 4, 80, 6, map(speed, MIN_ESC_SPEED,MAX_ESC_SPEED,0,100));
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display.setFont(ArialMT_Plain_10);
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display.drawString(1, 15, "Turns:");
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display.drawString(35, 15, String(turn));
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display.setFont(ArialMT_Plain_24);
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display.setTextAlignment(TEXT_ALIGN_RIGHT);
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display.drawString(64, 37, String(speed_u_per_min));
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display.setTextAlignment(TEXT_ALIGN_LEFT);
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display.drawString(68,37, "U/min");
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display.display();
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}
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void IRAM_ATTR ISR()
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{
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turn++;
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speedturns++;
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}
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11
vscode/Unendlichkeitsmaschine/test/README
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vscode/Unendlichkeitsmaschine/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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