Aceticon
u/Aceticon
I've noticed of late that the STM32 range of microcontrollers, the first one I saw almost 2 years ago dissapearing from TME, the electronics distributor I use here in Europe, and which at one point had 0 out of 500 models available, has started getting more and more models available in larger and larger quantities (up to 31 models last I checked).
I've also noticed an increased availability of ATTiny microcontrollers, though no ATMega328s available yet (though there is one variant of the ATMega168 suitable for breadboarding available, which can do the trick if you don't need the full 32KB memory of the 328).
Have you guys noticed something? Are we coming out of the semiconductor shortage a

I've now learned enough around Arduino to make my own 32-bit Arduino Board, the SubZero
reddit.com/gallery/ryaqkmSo I was testing the various subsytems of this custom SAMD21 board I made with a SAMD21E15B on a QFN32 adaptor board (complete with Arduino variant config) and I discovered that if the bit order in the bytes of the smiley image (which I have stored in an external memory and fetch via SPI to show in an Oled display) is the oposite of the one that the U8g2 library expects in drawXBM, the smiley turns into an alien.
Makes one think...
Hi all,
I'm thinking of doing a series of "Advanced Arduino Hobbyist" videos about designing circuits around microcontrollers at an advanced hobbyist level, including making custom boards (or using perfboards), using different microcontroller architectures, using more advanced IDEs for programming and even making one's own tools, whilst still being able to use whatever parts of the Arduino architecture goodness which are useful for you.
I want to see if there's actually interest for such videos - i.e. how many people in the community are at the stage and have the want to do advanced or more permanent circuits that go beyond what can be done within a fully Arduino environment, for example t
Right, I'm getting really fed up with people who make articles and youtube videos teaching others when they themselves know very little.
I see this a lot in the area where I AM an expert in (programming, 20+ years and counting, everything from server-side to mobile apps and games, have worked as a technical architect, technical analyst, team lead and so on) and these junior types who think they are experts "teach" a lot of people to go down dead-end routes or even spend years doing really bad practices and getting stung by them without understanding what's going on (hello "making all variable names be one letter only to save on typing"!!!).
Nowadays we all suffer from this whenever we're t
I've started doing games as a Solo Indie Dev about a year and a half ago and one thing I noticed by now is that for a game, being seen is crucial for it to have success - my first game, were children can make fireworks shows with music on a tablet, in 7 months sold all of 2 units of the paid version and had less than 100 users in total on the free version, in both Android and iOS, although it was relatively simple and more of a learnig vehicle and testing of the market (you be the judge of it) - seemed to suffer from this "being one more amongst many" issue.
So, after seeing this pre
I discovered these mechanics some days ago and looked around and nobody seems to have put this info out. So here goes:
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In planet: if you see any ships fly over your area, just follow them. This often leads to a trading post, but sometimes also to shelters with landing pads (which also have trading facilities)
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From space: have you seen the thin lines around and leading to planets?! Pulse your way to near one the lines plunging to the planet and follow it down. Often you'll get a few ships popping up around you going the same way: follow them. At the end of it you'll find a trading post. Note that this mechanic also works when flying in atmosphere at night (when you can see the lines) we
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