Arduino 项目笔记 | Arduino LED Memory Game 颜色记忆游戏机

成果展示

颜色记忆游戏机 | Arduino DIY


1. 线路链连接

在这里插入图片描述

1.1 原理图

在这里插入图片描述

1.2 PCB

在这里插入图片描述
免费PCB打样
Arduino LED Memory Game 颜色记忆机资料下载

1.3 烧录 Bootloader

在这里插入图片描述

在这里插入图片描述
第二部分:Burn bootloader

2. 程序实现



#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
#define NOTE_DS8 4978

#define CHOICE_OFF      0 //Used to control LEDs
#define CHOICE_NONE     0 //Used to check buttons
#define CHOICE_RED  (1 << 0)
#define CHOICE_GREEN    (1 << 1)
#define CHOICE_BLUE (1 << 2)
#define CHOICE_YELLOW   (1 << 3)

#define LED_RED     10
#define LED_GREEN   3
#define LED_BLUE    13
#define LED_YELLOW  5

// Button pin definitions
#define BUTTON_RED    9
#define BUTTON_GREEN  2
#define BUTTON_BLUE   12
#define BUTTON_YELLOW 6

// Buzzer pin definitions
#define BUZZER1  4
#define BUZZER2  7

// Define game parameters
#define ROUNDS_TO_WIN      13 //Number of rounds to succesfully remember before you win. 13 is do-able.
#define ENTRY_TIME_LIMIT   3000 //Amount of time to press a button before game times out. 3000ms = 3 sec

#define MODE_MEMORY  0
#define MODE_BATTLE  1
#define MODE_BEEGEES 2

// Game state variables
byte gameMode = MODE_MEMORY; //By default, let's play the memory game
byte gameBoard[32]; //Contains the combination of buttons as we advance
byte gameRound = 0; //Counts the number of succesful rounds the player has made it through

void setup()
{
  //Setup hardware inputs/outputs. These pins are defined in the hardware_versions header file

  //Enable pull ups on inputs
  pinMode(BUTTON_RED, INPUT_PULLUP);
  pinMode(BUTTON_GREEN, INPUT_PULLUP);
  pinMode(BUTTON_BLUE, INPUT_PULLUP);
  pinMode(BUTTON_YELLOW, INPUT_PULLUP);

  pinMode(LED_RED, OUTPUT);
  pinMode(LED_GREEN, OUTPUT);
  pinMode(LED_BLUE, OUTPUT);
  pinMode(LED_YELLOW, OUTPUT);

  pinMode(BUZZER1, OUTPUT);
  pinMode(BUZZER2, OUTPUT);

  //Mode checking
  gameMode = MODE_MEMORY; // By default, we're going to play the memory game

  // Check to see if the lower right button is pressed
  if (checkButton() == CHOICE_YELLOW) play_beegees();

  // Check to see if upper right button is pressed
  if (checkButton() == CHOICE_GREEN)
  {
    gameMode = MODE_BATTLE; //Put game into battle mode

    //Turn on the upper right (green) LED
    setLEDs(CHOICE_GREEN);
    toner(CHOICE_GREEN, 150);

    setLEDs(CHOICE_RED | CHOICE_BLUE | CHOICE_YELLOW); // Turn on the other LEDs until you release button

    while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button

    //Now do nothing. Battle mode will be serviced in the main routine
  }

  play_winner(); // After setup is complete, say hello to the world
}

void loop()
{
  attractMode(); // Blink lights while waiting for user to press a button

  // Indicate the start of game play
  setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE | CHOICE_YELLOW); // Turn all LEDs on
  delay(1000);
  setLEDs(CHOICE_OFF); // Turn off LEDs
  delay(250);

  if (gameMode == MODE_MEMORY)
  {
    // Play memory game and handle result
    if (play_memory() == true) 
      play_winner(); // Player won, play winner tones
    else 
      play_loser(); // Player lost, play loser tones
  }

  if (gameMode == MODE_BATTLE)
  {
    play_battle(); // Play game until someone loses

    play_loser(); // Player lost, play loser tones
  }
}

//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//The following functions are related to game play only

// Play the regular memory game
// Returns 0 if player loses, or 1 if player wins
boolean play_memory(void)
{
  randomSeed(millis()); // Seed the random generator with random amount of millis()

  gameRound = 0; // Reset the game to the beginning

  while (gameRound < ROUNDS_TO_WIN) 
  {
    add_to_moves(); // Add a button to the current moves, then play them back

    playMoves(); // Play back the current game board

    // Then require the player to repeat the sequence.
    for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
    {
      byte choice = wait_for_button(); // See what button the user presses

      if (choice == 0) return false; // If wait timed out, player loses

      if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses
    }

    delay(1000); // Player was correct, delay before playing moves
  }

  return true; // Player made it through all the rounds to win!
}

// Play the special 2 player battle mode
// A player begins by pressing a button then handing it to the other player
// That player repeats the button and adds one, then passes back.
// This function returns when someone loses
boolean play_battle(void)
{
  gameRound = 0; // Reset the game frame back to one frame

  while (1) // Loop until someone fails 
  {
    byte newButton = wait_for_button(); // Wait for user to input next move
    gameBoard[gameRound++] = newButton; // Add this new button to the game array

    // Then require the player to repeat the sequence.
    for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++)
    {
      byte choice = wait_for_button();

      if (choice == 0) return false; // If wait timed out, player loses.

      if (choice != gameBoard[currentMove]) return false; // If the choice is incorect, player loses.
    }

    delay(100); // Give the user an extra 100ms to hand the game to the other player
  }

  return true; // We should never get here
}

// Plays the current contents of the game moves
void playMoves(void)
{
  for (byte currentMove = 0 ; currentMove < gameRound ; currentMove++) 
  {
    toner(gameBoard[currentMove], 150);

    // Wait some amount of time between button playback
    // Shorten this to make game harder
    delay(150); // 150 works well. 75 gets fast.
  }
}

// Adds a new random button to the game sequence, by sampling the timer
void add_to_moves(void)
{
  byte newButton = random(0, 4); //min (included), max (exluded)

  // We have to convert this number, 0 to 3, to CHOICEs
  if(newButton == 0) newButton = CHOICE_RED;
  else if(newButton == 1) newButton = CHOICE_GREEN;
  else if(newButton == 2) newButton = CHOICE_BLUE;
  else if(newButton == 3) newButton = CHOICE_YELLOW;

  gameBoard[gameRound++] = newButton; // Add this new button to the game array
}

//The following functions control the hardware

// Lights a given LEDs
// Pass in a byte that is made up from CHOICE_RED, CHOICE_YELLOW, etc
void setLEDs(byte leds)
{
  if ((leds & CHOICE_RED) != 0)
    digitalWrite(LED_RED, HIGH);
  else
    digitalWrite(LED_RED, LOW);

  if ((leds & CHOICE_GREEN) != 0)
    digitalWrite(LED_GREEN, HIGH);
  else
    digitalWrite(LED_GREEN, LOW);

  if ((leds & CHOICE_BLUE) != 0)
    digitalWrite(LED_BLUE, HIGH);
  else
    digitalWrite(LED_BLUE, LOW);

  if ((leds & CHOICE_YELLOW) != 0)
    digitalWrite(LED_YELLOW, HIGH);
  else
    digitalWrite(LED_YELLOW, LOW);
}

// Wait for a button to be pressed. 
// Returns one of LED colors (LED_RED, etc.) if successful, 0 if timed out
byte wait_for_button(void)
{
  long startTime = millis(); // Remember the time we started the this loop

  while ( (millis() - startTime) < ENTRY_TIME_LIMIT) // Loop until too much time has passed
  {
    byte button = checkButton();

    if (button != CHOICE_NONE)
    { 
      toner(button, 150); // Play the button the user just pressed

      while(checkButton() != CHOICE_NONE) ;  // Now let's wait for user to release button

      delay(10); // This helps with debouncing and accidental double taps

      return button;
    }

  }

  return CHOICE_NONE; // If we get here, we've timed out!
}

// Returns a '1' bit in the position corresponding to CHOICE_RED, CHOICE_GREEN, etc.
byte checkButton(void)
{
  if (digitalRead(BUTTON_RED) == 0) return(CHOICE_RED); 
  else if (digitalRead(BUTTON_GREEN) == 0) return(CHOICE_GREEN); 
  else if (digitalRead(BUTTON_BLUE) == 0) return(CHOICE_BLUE); 
  else if (digitalRead(BUTTON_YELLOW) == 0) return(CHOICE_YELLOW);

  return(CHOICE_NONE); // If no button is pressed, return none
}

// Light an LED and play tone
// Red, upper left:     440Hz - 2.272ms - 1.136ms pulse
// Green, upper right:  880Hz - 1.136ms - 0.568ms pulse
// Blue, lower left:    587.33Hz - 1.702ms - 0.851ms pulse
// Yellow, lower right: 784Hz - 1.276ms - 0.638ms pulse
void toner(byte which, int buzz_length_ms)
{
  setLEDs(which); //Turn on a given LED

  //Play the sound associated with the given LED
  switch(which) 
  {
  case CHOICE_RED:
    buzz_sound(buzz_length_ms, 1136); 
    break;
  case CHOICE_GREEN:
    buzz_sound(buzz_length_ms, 568); 
    break;
  case CHOICE_BLUE:
    buzz_sound(buzz_length_ms, 851); 
    break;
  case CHOICE_YELLOW:
    buzz_sound(buzz_length_ms, 638); 
    break;
  }

  setLEDs(CHOICE_OFF); // Turn off all LEDs
}

// Toggle buzzer every buzz_delay_us, for a duration of buzz_length_ms.
void buzz_sound(int buzz_length_ms, int buzz_delay_us)
{
  // Convert total play time from milliseconds to microseconds
  long buzz_length_us = buzz_length_ms * (long)1000;

  // Loop until the remaining play time is less than a single buzz_delay_us
  while (buzz_length_us > (buzz_delay_us * 2))
  {
    buzz_length_us -= buzz_delay_us * 2; //Decrease the remaining play time

    // Toggle the buzzer at various speeds
    digitalWrite(BUZZER1, LOW);
    digitalWrite(BUZZER2, HIGH);
    delayMicroseconds(buzz_delay_us);

    digitalWrite(BUZZER1, HIGH);
    digitalWrite(BUZZER2, LOW);
    delayMicroseconds(buzz_delay_us);
  }
}

// Play the winner sound and lights
void play_winner(void)
{
  setLEDs(CHOICE_GREEN | CHOICE_BLUE);
  winner_sound();
  setLEDs(CHOICE_RED | CHOICE_YELLOW);
  winner_sound();
  setLEDs(CHOICE_GREEN | CHOICE_BLUE);
  winner_sound();
  setLEDs(CHOICE_RED | CHOICE_YELLOW);
  winner_sound();
}

// Play the winner sound
// This is just a unique (annoying) sound we came up with, there is no magic to it
void winner_sound(void)
{
  // Toggle the buzzer at various speeds
  for (byte x = 250 ; x > 70 ; x--)
  {
    for (byte y = 0 ; y < 3 ; y++)
    {
      digitalWrite(BUZZER2, HIGH);
      digitalWrite(BUZZER1, LOW);
      delayMicroseconds(x);

      digitalWrite(BUZZER2, LOW);
      digitalWrite(BUZZER1, HIGH);
      delayMicroseconds(x);
    }
  }
}

// Play the loser sound/lights
void play_loser(void)
{
  setLEDs(CHOICE_RED | CHOICE_GREEN);
  buzz_sound(255, 1500);

  setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
  buzz_sound(255, 1500);

  setLEDs(CHOICE_RED | CHOICE_GREEN);
  buzz_sound(255, 1500);

  setLEDs(CHOICE_BLUE | CHOICE_YELLOW);
  buzz_sound(255, 1500);
}

// Show an "attract mode" display while waiting for user to press button.
void attractMode(void)
{
  while(1) 
  {
    setLEDs(CHOICE_RED);
    delay(100);
    if (checkButton() != CHOICE_NONE) return;

    setLEDs(CHOICE_BLUE);
    delay(100);
    if (checkButton() != CHOICE_NONE) return;

    setLEDs(CHOICE_GREEN);
    delay(100);
    if (checkButton() != CHOICE_NONE) return;

    setLEDs(CHOICE_YELLOW);
    delay(100);
    if (checkButton() != CHOICE_NONE) return;
  }
}


// Notes in the melody. Each note is about an 1/8th note, "0"s are rests.
int melody[] = {
  NOTE_G4, NOTE_A4, 0, NOTE_C5, 0, 0, NOTE_G4, 0, 0, 0,
  NOTE_E4, 0, NOTE_D4, NOTE_E4, NOTE_G4, 0,
  NOTE_D4, NOTE_E4, 0, NOTE_G4, 0, 0,
  NOTE_D4, 0, NOTE_E4, 0, NOTE_G4, 0, NOTE_A4, 0, NOTE_C5, 0};

int noteDuration = 115; // This essentially sets the tempo, 115 is just about right for a disco groove :)
int LEDnumber = 0; // Keeps track of which LED we are on during the beegees loop

// Do nothing but play bad beegees music
// This function is activated when user holds bottom right button during power up
void play_beegees()
{
  //Turn on the bottom right (yellow) LED
  setLEDs(CHOICE_YELLOW);
  toner(CHOICE_YELLOW, 150);

  setLEDs(CHOICE_RED | CHOICE_GREEN | CHOICE_BLUE); // Turn on the other LEDs until you release button

  while(checkButton() != CHOICE_NONE) ; // Wait for user to stop pressing button

  setLEDs(CHOICE_NONE); // Turn off LEDs

  delay(1000); // Wait a second before playing song

  digitalWrite(BUZZER1, LOW); // setup the "BUZZER1" side of the buzzer to stay low, while we play the tone on the other pin.

  while(checkButton() == CHOICE_NONE) //Play song until you press a button
  {
    // iterate over the notes of the melody:
    for (int thisNote = 0; thisNote < 32; thisNote++) {
      changeLED();
      tone(BUZZER2, melody[thisNote],noteDuration);
      // to distinguish the notes, set a minimum time between them.
      // the note's duration + 30% seems to work well:
      int pauseBetweenNotes = noteDuration * 1.30;
      delay(pauseBetweenNotes);
      // stop the tone playing:
      noTone(BUZZER2);
    }
  }
}

// Each time this function is called the board moves to the next LED
void changeLED(void)
{
  setLEDs(1 << LEDnumber); // Change the LED

  LEDnumber++; // Goto the next LED
  if(LEDnumber > 3) LEDnumber = 0; // Wrap the counter if needed
}





待改进地方:

  1. 锂电池充电电路TP4056;
  2. 电源开关;
  3. 单片机芯片尺寸小一点、便宜点的封装和型号(TSSOP20封装);
  4. 外壳设计

参考资料

  • [1] 【YouTube】https://www.youtube.com/watch?v=Tcp_6L80kY0&ab_channel=ViralScience-ThehomeofCreativity

  • [2] 【B站】Arduino颜色记忆游戏机,你能过几关?

  • [3] 【YouTube】 HOW TO MAKE LED MEMORY GAME USING ARDUINO

  • [4] KiCad #学习笔记02#|国产在线电路设计软件立创EDA (Arduino UNO 单片机最小系统电路原理图)

  • [5] 【烧录bootloader报错!】 Yikes Invalid device signature.Double check connections and try again, or use -F to over 原因是芯片坏了!;还有端口号灰色是因为忘记安装串口驱动了!

  • [6] Yikes! Invalid device signature. Fail to burn bootloader and read fuses

  • [7] 【YouTube】SOLVED !!! 1E 95 0F or Yikes Invalid Device Signature Error of Arduino Bootloader : Atmega 328 U

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.mfbz.cn/a/68811.html

如若内容造成侵权/违法违规/事实不符,请联系我们进行投诉反馈qq邮箱809451989@qq.com,一经查实,立即删除!

相关文章

3.正则表达式

3.1什么是正则表达式 ●正则表达式( Regular Expression) 是用于匹配字符串中字符组合的模式。在JavaScript中&#xff0c; 正则表达式也是对象 ●通常用来查找、替换那些符合正则表达式的文本&#xff0c;许多语言都支持正则表达式 ●正则表达式在JavaScript中的使用场景: ➢…

赛码网-triangle(dp) 100%AC代码(C)

———————————————————————————————————— ⏩ 大家好哇&#xff01;我是小光&#xff0c;嵌入式爱好者&#xff0c;一个想要成为系统架构师的大三学生。 ⏩最近在准备秋招&#xff0c;一直在练习编程。 ⏩本篇文章对赛码网的01串的魔法 题目做…

竞赛项目 深度学习图像风格迁移

文章目录 0 前言1 VGG网络2 风格迁移3 内容损失4 风格损失5 主代码实现6 迁移模型实现7 效果展示8 最后 0 前言 &#x1f525; 优质竞赛项目系列&#xff0c;今天要分享的是 &#x1f6a9; 深度学习图像风格迁移 - opencv python 该项目较为新颖&#xff0c;适合作为竞赛课题…

viewerjs 如何新增下载图片功能(npm包补丁)

文章目录 先实现正常的效果实现下载图片改变viewerjs的build函数源码改变之后&#xff0c;执行npm i 之后node_modules源码又变回了原样 1、viwerjs所有功能都很完善&#xff0c;但唯独缺少了图片的下载 2、需求&#xff1a;在用viwerjs旋转图片后&#xff0c;可以直接下载旋转…

【类和对象】收尾总结

目录 一、初始化列表 1.格式要求 (1) 初始化列表初始化 ①括号中是初始值 ②括号中是表达式 (2) 初始化列表和函数体混用 2.特点 ①初始化时先走初始化列表&#xff0c;再走函数体 ②拷贝构造函数属于特殊的构造函数&#xff0c;函数内也可以使用初始化列表进行初始化 …

【c语言】指针进阶(超详细)

文章目录 ✈ 指向函数指针数组的指针&#x1f4cc;指向函数指针数组的指针的定义&#x1f4cc;指向函数指针数组的数组指针的使用 ✈回调函数&#x1f4cc; 回调函数的定义&#x1f4cc; 回调函数的使用 ✈qsort函数&#x1f4cc; qsort函数的作用&#x1f4cc;qsort函数的定义…

Rikka with Square Numbers 2023“钉耙编程”中国大学生算法设计超级联赛(8)hdu7370

Problem - 7370 题目大意&#xff1a;给出两个数a&#xff0c;b&#xff0c;每次操作可以使其中一个数加上或减去一个任意的完全平方数&#xff0c;问要使a&#xff0c;b相等需要的最少操作次数是多少 1<a,b<1e9,a!b 思路&#xff1a;我们可以将问题转化为将a和b的差w…

最强的表格组件—AG Grid使用以及License Key Crack

PS: 想要官方 License Key翻到最后面 Ag Grid简介 Ag-Grid 是一个高级数据网格&#xff0c;适用于JavaScript/TypeScript应用程序&#xff0c;可以使用React、Angular和Vue等流行框架进行集成。它是一种功能强大、灵活且具有高度可定制性的表格解决方案&#xff0c;提供了丰富…

UNIX基础知识:UNIX体系结构、登录、文件和目录、输入和输出、程序和进程、出错处理、用户标识、信号、时间值、系统调用和库函数

引言&#xff1a; 所有的操作系统都为运行在其上的程序提供服务&#xff0c;比如&#xff1a;执行新程序、打开文件、读写文件、分配存储区、获得系统当前时间等等 1. UNIX体系结构 从严格意义上来说&#xff0c;操作系统可被定义为一种软件&#xff0c;它控制计算机硬件资源&…

博客项目(Spring Boot)

1.需求分析 注册功能&#xff08;添加用户操纵&#xff09;登录功能&#xff08;查询操作)我的文章列表页&#xff08;查询我的文章|文章修改|文章详情|文章删除&#xff09;博客编辑页&#xff08;添加文章操作&#xff09;所有人博客列表&#xff08;带分页功能&#xff09;…

Games101学习笔记2

参考博客&#xff1a;GAMES101 梳理 / 个人向图形学笔记_games101笔记_river_of_sebajun的博客-CSDN博客 lecture 05 Rasterization 1(Triangles) 光栅化 把东西画在屏幕上的过程就是光栅化的过程 视口变换 为什么模型用三角形&#xff1f; 最基本的几何平面&#xff1b;保…

matplotlib fig.legend()常用参数 包括位置调整和字体设置等

一、四种方法 legend() legend(handles, labels) legend(handleshandles) legend(labels)1 legend() labels自动通过绘图获取&#xff08;Automatic detection of elements to be shown in the legend&#xff09; # 第一种方法 ax.plot([1, 2, 3], labelInline label) ax.l…

JVM、JRE、JDK三者之间的关系

JVM、JRE和JDK是与Java开发和运行相关的三个重要概念。 再了解三者之前让我们先来了解下java源文件的执行顺序&#xff1a; 使用编辑器或IDE(集成开发环境)编写Java源文件.即demo.java程序必须编译为字节码文件&#xff0c;javac(Java编译器)编译源文件为demo.class文件.类文…

力扣:59. 螺旋矩阵 II(Python3)

题目&#xff1a; 给你一个正整数 n &#xff0c;生成一个包含 1 到 n2 所有元素&#xff0c;且元素按顺时针顺序螺旋排列的 n x n 正方形矩阵 matrix 。 来源&#xff1a;力扣&#xff08;LeetCode&#xff09; 链接&#xff1a;力扣&#xff08;LeetCode&#xff09;官网 - 全…

日期切换

组件&#xff1a;<template><div class"time-picker"><el-radio-group size"small" v-model"timeType" change"changePickerType"><el-radio-button label"hour" v-if"isShow">时</el…

Open_PN笔记

>>>仅用作学习用途 1.准备好需要用到的工具 官网下载地址&#xff1a; openvpn 客户端下载地址&#xff1a; https://swupdate.openvpn.org/community/releases/openvpn-install-2.4.5-I601.exe EasyRSA下载地址&#xff1a; https://githu…

Koan自动重装和Cobbler_web

Koan是Cobbler的辅助工具&#xff0c;可以实现很多功能&#xff0c;使用koan配合Cobbler可以实现快速重装Linux系统&#xff1a; 1、安装koan&#xff1a; yum install -y epel-releaseyum install -y koan 安装截图&#xff1a; 2、在客户机上&#xff0c;用koan选择要重装的…

可以重复烧写的语音ic有哪些特征和优势

目录 一、简介可擦写的语音芯片&#xff0c;其实就是MCUflash的架构&#xff0c;无其他说法&#xff0c;就这一种说法。这个就是它最大的特征尤其是SOP8的封装类型的芯片&#xff0c;是区别于OTP类型的另一个品类&#xff0c;基本上OTP的语音芯片适用的场景。他都可以满足和替代…

文件系统目录结构

1. 目录结构 linux的文件系统是采用级层式的树状目录结构&#xff0c;在此结构中的最上层是根目录/ &#xff0c;然后在此目录下再创建其他的目录。 在linux中&#xff0c;一切皆文件(Linux将所有的设备、文件、进程等都当做文件来处理) 2. 目录作用具体介绍 目录名解析/b…

js玩儿爬虫

前言 提到爬虫可能大多都会想到python&#xff0c;其实爬虫的实现并不限制任何语言。 下面我们就使用js来实现&#xff0c;后端为express&#xff0c;前端为vue3。 实现功能 话不多说&#xff0c;先看结果&#xff1a; 这是项目链接&#xff1a;https://gitee.com/xi1213/w…