"oscilla scop sim"
Bootstrap 4.1.1 Snippet by Agnit360

<link href="//maxcdn.bootstrapcdn.com/bootstrap/4.1.1/css/bootstrap.min.css" rel="stylesheet" id="bootstrap-css"> <script src="//maxcdn.bootstrapcdn.com/bootstrap/4.1.1/js/bootstrap.min.js"></script> <script src="//cdnjs.cloudflare.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script> <!------ Include the above in your HEAD tag ----------> <div class="container"> <div class="row"> <h2>Create your snippet's HTML, CSS and Javascript in the editor tabs</h2> </div> </div>using System; class Program { static void Main() { // Vertices of the first tesseract double[,] tesseract1Vertices = { {-1, -1, -1, -1}, {1, -1, -1, -1}, {-1, 1, -1, -1}, {1, 1, -1, -1}, {-1, -1, 1, -1}, {1, -1, 1, -1}, {-1, 1, 1, -1}, {1, 1, 1, -1} }; // Vertices of the second tesseract (slightly shifted along one axis for intersection) double[,] tesseract2Vertices = { {-1, -1, -1, 1}, {1, -1, -1, 1}, {-1, 1, -1, 1}, {1, 1, -1, 1}, {-1, -1, 1, 1}, {1, -1, 1, 1}, {-1, 1, 1, 1}, {1, 1, 1, 1} }; // Connect the vertices to represent edges of the tesseracts // Here, you would typically draw lines between the vertices to represent edges Console.WriteLine("Edges of Tesseract 1:"); ConnectVertices(tesseract1Vertices); Console.WriteLine("\nEdges of Tesseract 2:"); ConnectVertices(tesseract2Vertices); Console.ReadLine(); } // Method to connect vertices and display edges static void ConnectVertices(double[,] vertices) { int numVertices = vertices.GetLength(0); // Loop through each vertex for (int i = 0; i < numVertices; i++) { // Connect this vertex to other vertices to form edges for (int j = i + 1; j < numVertices; j++) { // Here, you would typically draw a line between the vertices // For simplicity, let's just display the connected vertices Console.WriteLine($"Vertex {i + 1} connected to Vertex {j + 1}"); } } }<!DOCTYPE html> <html> <head> <title>Sine Wave Generator</title> <style> canvas { border: 1px solid black; } </style> </head> <body> <canvas id="myCanvas" width="800" height="400"></canvas> <script> // JavaScript code const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); let amplitude = 100; // Amplitude of the sine wave let frequency = 0.02; // Frequency of the sine wave let phase = 0; // Phase of the sine wave let trail = []; // Trail for the sine wave let dotX = 0; // X-coordinate of the moving dot function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw sine wave ctx.beginPath(); for (let x = 0; x < canvas.width; x++) { const y = amplitude * Math.sin(frequency * x + phase) + canvas.height / 2; ctx.lineTo(x, y); } ctx.strokeStyle = 'blue'; ctx.stroke(); // Add current y-coordinate to the trail const currentY = amplitude * Math.sin(frequency * dotX + phase) + canvas.height / 2; trail.push({ x: dotX, y: currentY }); // Draw trail ctx.beginPath(); ctx.moveTo(trail[0].x, trail[0].y); for (let i = 1; i < trail.length; i++) { ctx.lineTo(trail[i].x, trail[i].y); } ctx.strokeStyle = 'rgba(0, 0, 255, 0.3)'; ctx.stroke(); // Draw moving dot ctx.fillStyle = 'red'; ctx.beginPath(); ctx.arc(dotX, currentY, 3, 0, Math.PI * 2); ctx.fill(); // Update dot's x-coordinate for movement dotX = (dotX + 1) % canvas.width; // Limit trail length if (trail.length > 100) { trail.shift(); } requestAnimationFrame(draw); } draw(); // Start animation </script> </body> </html>import bpy # Replace 'audio_file_path' with the path to the generated audio file audio_file_path = 'path_to_generated_audio.wav' # Set up audio for the scene bpy.context.scene.sequence_editor_create() audio_sequence = bpy.context.scene.sequence_editor.sequences.new_sound(name="GeneratedAudio", filepath=audio_file_path, channel=1, frame_start=1) bpy.context.scene.sequence_editor.sequences_all.update(audio_sequence) # Define your animation here # This might include creating keyframes for object movements or other animations # Set up render settings bpy.context.scene.render.resolution_x = 1920 bpy.context.scene.render.resolution_y = 1080 bpy.context.scene.render.fps = 30 bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 250 # Adjust based on the length of your animation/audio # Render animation bpy.ops.render.render(animation=True) import numpy as np import sounddevice as sd # Parameters duration = 5 # Duration of the audio in seconds sample_rate = 44100 # Sample rate (samples per second) frequency = 440 # Frequency of the sound wave (Hz) # Function to generate audio based on spatial coordinates (x, y) and time (z) def generate_audio(x, y, z): time = np.linspace(0, duration, int(duration * sample_rate), endpoint=False) # Calculate audio data using a 3D sine wave function audio_data = np.sin(2 * np.pi * frequency * time + x + y + z) return audio_data # Create a sound wave based on spatial coordinates and time x_coord = 1.0 # Example x-coordinate y_coord = 2.0 # Example y-coordinate # Generate audio data based on the function and coordinates audio = generate_audio(x_coord, y_coord, np.linspace(0, duration, int(duration * sample_rate), endpoint=False)) # Play the generated audio sd.play(audio, sample_rate) sd.wait() }

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