I am really new here. I am making an LED project using Arduino uno, WS28128B, HC-05 module.
Also using Fastled library.
So I want to create 3 or 4 functions which should be my led effects And whenever I press button in my phone that specific function will run.
But how can I do this?
What you want to do is break down your project into different parts.
Your project is basically a chain: phone->HC-05->Arduino->WS2812B . So you can easily divide it into parts:
Writing the RGB value to WS2812B. You can install an Arduino library for this LED. You can simply run the example code from the library to test your LED.
Writing your effects. Write functions that write different RGB values to the LED with some delays. You can test it by calling them directly in loop().
Write the bluetooth part. All you need to do is send one byte from your phone to the Arduino. For instance 0x01 or 0x31 ('1') for function 1.
You can find many tutorials online for the bluetooth part. Example: https://exploreembedded.com/wiki/Setting_up_Bluetooth_HC-05_with_Arduino
Connect the bluetooth part to the effects. You can use switch-case to use the received byte to call the desired effect.
Related
With stable-baselines3 given an agent, we can call "action = agent.predict(obs)". And then with Gym, this would be "new_obs, reward, done, info = env.step(action)". (more or less, maybe missed an input or an output).
We also have "agent.learn(10_000)" as an example, yet here we're less involved in the process and don't call the environment.
Looking for a way to train the agent while still calling "env.step". If you wander why, just trying to implement self play (agent and a previous version of it) playing with one environment (for example turns play as Chess).
WKR, Oren.
But why do you need it? If you take a look at the implementation of any learn method, you will see it is nothing more than an iteration over time steps calling collect_rollouts and train with some additional logging and setup at the beginning for, e.g., further saving the agent etc. Your env.step is called inside collect_rollouts.
I'd better suggest you to write a callback based on CheckpointCallback, which saves your agent (model) after N training steps and then attach this callback to your learn call. In your environment you could instantiate each N steps a "new previous" version of your model by calling ModelClass.load(file) on the file saved by a callback, so that finally you would be able to select actions of the other player using a self-play in your environment
I have used many discord API wrappers, but as an experienced python developer, unfortunately I somehow still do not understand how a command gets called!
#client.command()
async demo(ctx):
channel = ctx.channel
await channel.send(f'Demonstration')
Above a command has been created (function) and it is placed after its decorator #client.command()
To my understanding, the decorator is in a way, a "check" performed before running the function (demo) but I do not understand how the discord.py library seemingly "calls" the demo function.....?? Is there some form of short/long polling system in the local imported discord.py library which polls the discord API and receives a list of jobs/messages and checks these against the functions the user has created?
I would love to know how this works as I dont understand what "calls" the functions that the user makes, and this would allow me to make my own wrapper for another similar social media platform! Many thanks in advance.
I am trying to work out how functions created by the user are seemingly "called" by the discord.py library. I have worked with the discord.py wrapper and other API wrappers before.
(See source code attached at the bottom of the answer)
The #bot.command() decorator adds a command to the internal lists/mappings of commands stored in the Bot instance.
Whenever a message is received, this runs through Bot.process_commands. It can then look through every command stored to check if the message starts with one of them (prefix is checked beforehand). If it finds a match, then it can invoke it (the underlying callback is stored in the Command instance).
If you've ever overridden an on_message event and your commands stopped working, then this is why: that method is no longer being called, so it no longer tries to look through your commands to find a match.
This uses a dictionary to make it far more efficient - instead of having to iterate over every single command & alias available, it only has to check if the first letters of the message match anything at all.
The commands.Command() decorator used in Cogs works slightly different. This turns your function into a Command instance, and when adding a cog (using Bot.add_cog()) the library checks every attribute to see if any of them are Command instances.
References to source code
GroupMixin.command() (called when you use #client.command()): https://github.com/Rapptz/discord.py/blob/24bdb44d54686448a336ea6d72b1bf8600ef7220/discord/ext/commands/core.py#L1493
As you can see, it calls add_command() internally to add it to the list of commands.
Adding commands (GroupMixin.add_command()): https://github.com/Rapptz/discord.py/blob/24bdb44d54686448a336ea6d72b1bf8600ef7220/discord/ext/commands/core.py#L1315
Bot.process_commands(): https://github.com/Rapptz/discord.py/blob/master/discord/ext/commands/bot.py#L1360
You'll have to follow the chain - most of the processing actually happens in get_context which tries to create a Context instance out of the message: https://github.com/Rapptz/discord.py/blob/24bdb44d54686448a336ea6d72b1bf8600ef7220/discord/ext/commands/bot.py#L1231
commands.Command(): https://github.com/Rapptz/discord.py/blob/master/discord/ext/commands/core.py#L1745
when I reverse the binary with IDA gui, all the functions get decompiled without a problem.
but when I am running an automatic script on ida without gui, there is always the same function, that refuses to be decompiled. (when I am openning the same IDB that the automation script worked on, the function get decompiled without a problem)
I am using bip. and using BipFunc.can_decompile to check if a function can get decompiled.
EDIT:
according to an answer bellow, I have tried to add the following:
if not func.can_decompile:
print(f"can't decompile function 0x{func.ea:04x}, trying again")
decomp_all()
if not func.can_decompile:
print(f"can't decompile function 0x{func.ea:04x}, trying again")
decomp_all_twice_cacheclear()
if not func.can_decompile:
print(f"can't decompile function 0x{func.ea:04x}, skipping...")
return
sadly it did not work, I get all 3 prints every time, even on different binaries
it seems to be fixed on IDA Pro 7.6
There is several reason you can get an error on the decompilation from IDA. If it works on some case and other it does not it is probably because of the call analysis. When decompiling a function IDA will try to gather information on the function called by this one and in some case fail to get those information which will make the decompilation fail. But once that function has been decompiled, the information fetched by IDA will be updated, and so the decompilation of the caller function might now work. So basically it means you have to decompile the function in an order, which is a pain, for fixing that the simplest way is to just decompile everything twice, but it can take quite some time if you do it on "big" binaries.
I though I put that in the Bip repository somewhere but I can't find it, so here is a small plugin/code which should allows to do that:
from bip import *
class DecompileAll(BipPlugin):
"""
Plugin for decompiling all the function in the binary.
"""
#menu("Bip/DecompileAll/", "Invalidate hexrays caches")
def clear_hxcCache(self):
HxCFunc.invalidate_all_caches()
#menu("Bip/DecompileAll/", "Decompile all func")
def decomp_all(self):
count = 0
for f in HxCFunc.iter_all():
count += 1
print("0x{:X} functions decompiled".format(count))
#menu("Bip/DecompileAll/", "Decompile twice with cache clear")
def decomp_all_twice_cacheclear(self):
HxCFunc.invalidate_all_caches()
self.decomp_all()
self.decomp_all()
Just for information the basic reason for decompilation error, is that it is not able to make a correct translation of some piece of code because it does not understand the assembly, this is typically true if there is a problem during the analysis and the code is not correctly detected (also happens a lot if you are dealing with obfuscation). You can typically view this case by an error telling you "failed analysis at ADDR" in the IDAPython console, and then look at the problem. Probably not your case but might still help.
Glad to hear you are using bip. So about the BipFunc.can_decompile function: like indicated in the documentation (https://synacktiv.github.io/bip/build/html/base/func.html#bip.base.BipFunction.can_decompile) it will just try to decompile the function and see if an error occurs. The code is pretty straight forward (https://github.com/synacktiv/bip/blob/master/bip/base/func.py#L372), this is mostly written for being done while using one-liner, its the same thing as catching the exception when trying to decompile.
I am trying to find a clean way to access the regmap that is used with *RegisterNode for creating documentation and testing files. The TLRegisterNode has methods for generating the json through some Annotations. These are done in the regmap method by adding them to the ElaborationArtefacts object. Other protocols don't seem to have these annotations.
Is there anyway to iterate over the "regmap" Register Fields post elaboration or during?
I cannot just access the regmap as it's not really a val/var since it's a method. I can't quite figure out where this information is being stored. I don't really believe it's actually "storing" any information as much as it is simply creating the hardware to attach the specified logic to the RegisterNode based logic.
The JSON output is actually fine for me as I could just write a post processing script to convert JSON to my required formats, but I'm wondering if I can access this information OR if I could add a custom function call at the end. I cannot extend the case class *RegisterNode, but I'm not sure if it's possible to add custom functions to run at the end of the regmap method.
Here is something I threw together quickly:
//in *RegisterRouter.scala
def customregmap(customFunc: (RegField.Map*) => Unit, mapping: RegField.Map*) = {
regmap(mapping:_*)
customFunc(mapping:_*)
}
def regmap(mapping: RegField.Map*) = {
//normal stuff
}
A user could then create a custom function to run and pass it to the regmap or to the RegisterRouter
def myFunc(mapping: RegField.Map*): Unit = {
println("I'm doing my custom function for regmap!")
}
// ...
node.customregmap(myFunc,
0x0 -> coreControlRegFields,
0x4 -> fdControlRegFields,
0x8 -> fdControl2RegFields,
)
This is just a quick example I have. I believe what would be better, if something like this was possible, would be to have a Seq of functions that could be added to the RegisterNode that are ran at the end of the regmap method, similar to how TLRegisterNode currently works. So a user could add an arbitrary number and you still use the regmap call.
Background (not directly part of question):
I have a unified register script that I have built over the years in which I describe the registers for a particular IP. It works very similar to the RegField/node.regmap, except it obviously doesn't know about diplomacy and the like. It will generate the Verilog, but also a variety of files for DV (basic `defines for simple verilog simulations and more complex uvm_reg_block defines also with the ability to describe multiple of the IPs for a subsystem all the way up to an SoC level). It will also print out C Header files for SW and Sphinx reStructuredText for documentation.
Diplomacy actually solves one of the main issues I've been dealing with so I'm obviously trying to push most of my newer designs to Chisel/Diplo.
I ended up solving this by creating my own RegisterNode which is the same as the rocketchip RegisterNodes except that I use a different Elaboration Artifact to grab the info and store it for later.
I'm researching the possibility of using cocos2d-js by embedding it as a view inside an existing iOS app. In order to make this work, I'm going to need 2-way communication between cocos2d and the surrounding application.
After some initial investigation, I have determined that it is possible to call in to cocos using ScriptingCore:
ScriptingCore* sc = ScriptingCore::getInstance();
jsval outVal;
sc->evalString("function()", &outVal);
My question, then, is around doing the reverse. It is possible to (e.g. in response to user input) call back out of cocos2d-js to C++? Ideally, there would be a way to register a callback with ScriptingCore which could be invoked from JavaScript.
I believe it can be done, but I have not tried myself, nor can I find a good and concise example.
All I can do is point you at SuperSuraccoon's Bluetooth example and it's git page, which apparently does both ways communication between C++ and JS code.